| Post/Author/DateTime | Post |
|---|---|
| Manyfist07-17-07, 08:52 AM | Heres the general information on the world. http://img185.imageshack.us/img185/8435/mapvl4.jpg Technology Level: Ice Age/Stone Age Races: Humans, Neanderthal (Human subrace), Thri-Kreen, Diopsid, Anlegg, Kobolds, Gnolls, Sahuagin. Classes allowed: Savage (Barbarian), Warlock (called Sorcerer), Druid, Marshal, Groit (Bard), Warblade, Warrior (fighter), Anagakok (Wizard), Witch Doctors (Clerics), Factotum, Hunter (Ranger), Shaman (Totemist), Scout. (All classes are Illiterate except for the Angakok, and Druid) Books Allowed: ECS (Eberron Campaign Setting) Complete Arcane Complete Mage Frost Burn Complete Warrior Dragon Magazine Compendium Races of Stone Races of the Wild PHB DMG PHBII DMGII Forgotten Realms: Unapproachable East Magic of Incarnum Miniature Handbook MM I-IV Sandstorm Pantheon: (Coming Soon) If anyone can contribute something I'll gladly except it. The feel of the campaign is going to be a giddy survival. All animals will have Dire versions (or other Prehistoric versions). Dinosaurs still in habit the planet. The sea is mysterious, and few beings besides a few group of humans, have built water crafts. Life is short, very short; disease, violence, and accidents are the major causes of death. Only a few tribes have actually settled down and started to grow crops, rest are hunter/gathers, or semi-nomadic. Gods are "real" (think eberron, in which the gods don't really have a physical form) and not a single person questions if they are real. Anagakok's still have spell books, in which they must prepare from daily. They may use alternative spell books (see CA). However cost is waved for writing down spells, copying..etc. , instead 1xp=1g. Since Anagakok use pictographs the # of pages per spell is halved. For instance, one page can hold 4 level 0 spells, 2 level 1 spells or a level 2 spell (or a combination ). Bards may only learn new "songs" if they've heard it, or seen it written down (if they're literate). Written language is rare, currently only Druids, and Anagakok (wizards) have figured it out. Both systems use pictographs (A picture is a strain of thought, like Chinese..etc.) All races are in competition with not only each other, but the different tribes that make up each race. One hunt, may lead the entire tribe to skirmish with neighboring tribes. If the tribes aren't fighting over food, most tribes rarely interact with another. As a general rule, tribes don't socialize with non-tribe members unless they join the clan. All tribes, but a few are hunter-gathers, however there is more semi-nomadic tribes than an agriculture producing tribe. 058, Delfedd, Kelmourne Ability Focus [GENERAL] Choose one of your racial special attacks such as the Gnome’s spell-like abilities. This feat increases the effectiveness of that ability. Prerequisite: Special attack. Benefit: Add +2 to the DC for all saving throws against the special attack on which you focus. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack. Awesome Blow [GENERAL, FIGHTER] The force of your melee attacks can send smaller opponents flying through the air. Prerequisites: Strength 25, Power Attack, Improved Bull Rush, size Large or larger. Benefit: As a standard action, you may choose to subtract 4 from your melee attack roll and deliver an awesome blow. If you hit a corporeal opponent smaller than yourself with an awesome blow, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent cannot move closer to you than the square in which it started. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. Awesome Blow, Greater [GENERAL, FIGHTER] The force of your melee attacks can send smaller opponents flying through the air. Prerequisites: Strength 30, Power Attack, Improved Bull Rush, size Huge or larger. Benefit: As a standard action, you may choose to subtract 4 from your melee attack roll and deliver an awesome blow. If you hit a corporeal opponent smaller than yourself with an awesome blow, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 20 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent cannot move closer to you than the square in which it started. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 2d6 points of damage, and the opponent stops in the space adjacent to the obstacle. Awesome Blow, lesser [GENERAL, FIGHTER] The force of your melee attacks can send smaller opponents flying through the air. Prerequisites: Strength 20, Power Attack, Improved Bull Rush, size Medium or larger. Benefit: As a standard action, you may choose to subtract 4 from your melee attack roll and deliver an awesome blow. If you hit a corporeal opponent smaller than yourself with an awesome blow, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 5 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent cannot move closer to you than the square in which it started. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d4 points of damage, and the opponent stops in the space adjacent to the obstacle. Barbarian Style [FIGHTER, GENERAL] Choose a weapon that is one size larger than the character. With this feat, the character can use that weapon in one hand. Prerequisites: Strength 16+, base attack bonus +3, weapon focus with selected weapon. Benefit: The character can swing a weapon that is one size larger than he is without penalty. Normal: Characters without this feat must use two hands to wield a weapon that is larger than they are. Bear Hug [GENERAL] You can grab and constrict an opponent, squeezing the life out of him. Prerequisite: Strength 16+. Benefit: This special hold can be applied any time you are grappling. By winning an opposed grapple check, you apply a crushing hold that inflicts nonlethal damage equal to 1d3 + your Strength modifier and forces the opponent to make a Fortitude save (DC 10 + your base attack bonus + your Strength modifier) or become fatigued from loss of breath. If released from the hold the opponent can recover from this temporary fatigue by catching his breath (succeeding at a Fortitude check [DC 10+1 per round that the Bear Hug was maintained after the save failed]). The opponent may attempt to catch his breath once per round as a free action. Note that a Bear Hug cannot be applied to Oozes, Constructs, Undead, or creatures larger than you. Beast Trainer[GENERAL] You are skilled at raising and training wild magical beasts. Benefit: With this feat, you gain a +4 insight bonus to your Handle Animal check whenever you attempt to rear or train a magical beast. Bloodlust [GENERAL] In vicious desperation to save your life, you can enter a bloodthirsty frenzy. Prerequisites: Base attack bonus +5, Endurance, Iron Will. Benefit: If you are ever reduced to 10% of your maximum hit points or less, you gain 1 additional attack per round at you highest base attack bonus whenever you make a full round attack. Once triggered, the extra attack gained from this feat will continue until you or all your opponents are either dead or gone. Brute Fighting [GENERAL] Your melee attacks land with more force than normal. Prerequisites: Power Attack, base attack bonus +3, Strength 14+ Benefit: You inflict an extra 1 point of damage with every melee attack. Brute Fighting, Greater [FIGHTER,GENERAL] Your heavy blows inflict extra damage. Prerequisites: Power Attack, Brute Fighting, base attack bonus +5, Strength 15+ Benefit: You inflict an extra 1 point of damage with every melee attack. This stacks with the bonus gained from Brute Fighting, for a total of +2. Cannibalistic Infusion [GENERAL] Eating the flesh of members of your own race infuses you with their life force. Prerequisite: Evil alignment Benefit: When you practice cannibalism, you gain 1 temporary hit point per hit die of the victim that you devour. These temporary hit points remain until you take enough damage to remove them or 24 hours passes, whichever happens first. You may not gain an infusion from more than one victim at a time. A medium size creature provides enough meat for 6 medium size individuals to feed on. A small creature possesses only enough meat to feed 3 medium size people. A large creature can feed 12 Medium size people. Charge, Greater [FIGHTER, GENERAL] You can charge with fearsome aggression, throwing caution to the wind and hammering your foe with the heaviest blows possible. Benefit: When charging, you can choose to double the normal benefits and penalties associated with charging. While doing so, you gain a +4 bonus to your charging attack roll and suffer a –4 penalty to your AC for 1 round. Normal : Without this feat, you gain a +2 to your attack roll and suffer a –2 penalty to your AC while charging. Dance of good fortune [GENERAL] When you perform this dance, you gain the favor of gods and spirits. Prerequisites: Ability to cast 2nd level spells, Perform (dance) 4 ranks Benefit: After performing the dance, you gain a special boon from the spirit world. This boon can be used to re-roll any single d20 die roll you make. You can declare that you will use the boon after rolling the die. When you use the boon to re-roll, you must take the new result, even if it is lower than the original roll. Special: Once the boon has been used, you must perform another dance ritual (which takes 1 hour) before you can use this ability again. Halfling Fighting [FIGHTER, GENERAL] You are proficient at fighting opponents that are smaller than you. Benefit: With this feat, you gain a +1 circumstance bonus to AC and attack rolls against all opponents that are at least one size category smaller than you are but not more than four size categories smaller. Elephantine Tactics [FIGHTER, GENERAL] With this feat, you can push your opponents around and manhandle them roughly while in melee. Prerequisites: Strength 15+, at least 1 size category larger than your opponent. Benefit: When you land melee attacks, your opponents must make Balance checks (DC equal to damage dealt) or become off balance, causing them to suffer a –2 on their attack rolls and lose their Dexterity bonus to AC for 1 round. An opponent that is already off balance and fails a Reflex save is knocked prone. Special: Because of the somewhat reckless nature of these tactics, you suffer a –1 penalty to AC while using this feat. Fast [GENERAL] You are skilled in dealing with starvation. Prerequisite: Concentration 4+ ranks Benefit: You are able to go six days without eating before you begin to suffer starvation penalties. Normal: Characters without this feat begin to suffer penalties after starving for 3 days (see Starvation in the SRD). Fearless assault [FIGHTER, GENERAL] You can attack your enemies with savage aggression, disregarding your own safety in a fit of overpowering attacks. Prerequisite: Strength 13+ Benefit: When you use the attack or full attack action in melee, you may take a penalty of as much as –5 on your Armor Class and add the same number (up to +5) to your attack roll. This number may not exceed your base attack bonus. Feat of Strength [GENERAL] You can perform amazing feats of physical prowess. Prerequisite: Strength 15+ Benefit: Once per day, a character with this feat can temporarily increase his Strength score. He gains a +4 circumstance bonus to his Strength for a number of rounds equal to his Constitution modifier. After performing this feat, the character is physically exhausted and suffers a –2 circumstance penalty to Strength for 1d4 hours. Special: If you also have the Endurance feat, the benefits of this feat persist for an additional 3 rounds. If you also have the Greater Endurance feat, this feat persists for an additional 3 rounds for a total of 6 rounds + your Constitution modifier. Ferocity [GENERAL] You are able to stand on your feet regardless of damage received until you die. Prerequisites: Constitution 13+, Endurance, Iron Will, Toughness, Hit Dice 6. Benefit: You can continue to fight without penalty even while disabled or dying. When your Hit Points reach –10, you fall dead. Giant Fighting [FIGHTER, GENERAL] You are skilled at fighting opponents that are larger than you. Benefit: You gain a +1 circumstance bonus to AC and attack rolls against all opponents that are at least one size category larger than you are, but not more than four size categories larger. Hawk Strike [FIGHTER, GENERAL] Your unarmed attacks tear at your opponent’s flesh like the talons of a bird. Prerequisite: Improved Unarmed Strike or natural weapons (claws) Benefit: Your unarmed attacks inflict slashing damage, according to the table below. Character’s Size Unarmed Slashing Damage: Small 1d4 Medium 1d6 Large 1d8 If you already have claws, this feat increases their damage by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Headhunting [FIGHTER, GENERAL] Your critical hits usually target your opponent’s neck. Although you may not often sever their heads, you usually cause severe bleeding from neck and head wounds. Prerequisites: Base attack bonus +2, Weapon Focus, slashing or piercing weapon Benefit: When you land a critical hit with a melee weapon of the slashing or piercing sort, your opponent also suffers 2 points of Constitution damage. Special: Only living creatures with a discernible head are subject to this effect. Oozes, undead, constructs and most plants are immune. Headhunting, Greater [FIGHTER, GENERAL] Your critical hits can drop an enemy in his tracks, no matter how many Hit Points he has. Prerequisites: Base attack bonus +8, Weapon Focus, Head Hunting, Improved Head Hunting, slashing or piercing weapon. Benefit: When you land a critical hit, your opponent must make a Fortitude save (DC equal to the Hit Point damage dealt) or automatically fall to –1 and begin dying. Special: This effect stacks with those gained from the Headhunting and Improved Headhunting feats. Headhunting, Improved [FIGHTER, GENERAL] Your skill at lopping off the heads of your enemies has improved to the point that only the most dexterous and agile foes can escape serious injury when you land a critical hit. Prerequisites: Base attack bonus +4, Weapon Focus, Head Hunting, slashing or piercing weapon. Benefit: When you land a critical hit, your opponent must also make a Reflex save (DC 10 + your base attack bonus+ your Strength modifier) or suffer an additional 1d6 points of Constitution damage. Special: The bonus from this feat stacks with the one gained from the Headhunting feat. Regardless of whether the opponent makes the save against this feat, he still suffers 2 points of Constitution damage from the Headhunting feat. Healthy [GENERAL] You have an uncommonly strong immune system and can more successfully resist the effects of diseases and poisons. Benefit: You gain a +2 bonus on all Fortitude saves against poison and disease. Heroic Toughness [GENERAL] You are remarkably resistant to physical damage. Prerequisites: Toughness, maximum HP 52 or more Benefit: You gain 10 more hit points to add to your total maximum. Improved Grab [GENERAL] You can start a grapple with opponents much more easily than other characters can. Prerequisites: Natural attack (claw or bite) or Improved Unarmed Strike, Strength 13+, base attack +3. Benefit: If you successfully hit with a natural melee attack, then you may attempt to start a grapple as a free action without provoking an attack of opportunity. Normal: Characters without this feat must first risk an attack of opportunity and make a melee touch attack to grab an opponent and start a grapple. Incredible Rage [GENERAL] You can rage with startling power. Prerequisite: Rage 3/day Benefit: While raging, the character can expend an additional rage and increase the Strength, constitution, and Will save bonuses gained from raging by 2. For example, an 8th level barbarian with this feat gains a +6 bonus to Strength and Constitution and a +4 bonus to Will saves when he expends two of his rage uses simultaneously. Special: The bonuses gained from this feat can be stacked with those gained from the Furious Rage feat. Legendary Toughness [GENERAL] You are remarkably resistant to physical damage. Prerequisites: Toughness, maximum HP 117 or more Benefit: With this feat, you gain 15 more hit points to add to your total maximum. Leonine Charge [GENERAL] You can cause foes to become shaken with the sight of your terrifying charge. Prerequisites: Hide 8 ranks, Charisma 14+ Benefit: To use this feat, you must sneak up on your opponents and suddenly charge from close range, pausing surprise and fear. Foes within 60 feet who are caught flatfooted when the charge begins must make a Will save with a DC equal to 10 + your Charisma modifier + half your total character level. Those opponents who fail are shaken for 2d4 rounds. Pounce of the Jaguar [FIGHTER, GENERAL] You are skilled in the practice of leaping from an elevated position onto your foes. Prerequisites: Climb 4 ranks, Jump 4 ranks Benefit: When leaping down onto your enemies from an elevated position such as a tree or a cliff, you inflict an additional 1d4 points of damage with your first attack, in addition to the normal bonus and penalties associated with charging. Normal: Without this feat, leaping down onto your enemies from an elevated position is similar to charging and grants a +2 bonus on the attack roll and imposes a –2 on your AC. Raging Destruction [GENERAL] Objects cannot withstand your fury. Prerequisite: Rage 2/day Benefit: While raging, you gain a +4 bonus to Strength checks made to break and burst objects, including doors. You also inflict 2 additional points of damage whenever you attack an object. Run through the Jungle [GENERAL] You can race through areas of underbrush more easily than other characters. Prerequisite: Dexterity 13+ Benefit: Light underbrush does not impede you at all; you may move through it at your normal rate. Heavy underbrush impedes you as if it were light. Because heavy underbrush is treated as light, you may also run and charge through heavy underbrush as a normal character would run through light underbrush. Normal: Without this feat, light underbrush cuts a character’s speed in half, requiring two squares of movement to move one square. Also, characters without this feat cannot run or charge through heavy undergrowth. Savagery[GENERAL] When reduced to critical condition, you can surge with primal ferocity, gaining bonuses to attack and damage rolls. Prerequisites: Base attack bonus +7, Endurance, Iron Will, Bloodlust, Ferocity, Constitution 13+. Benefit: If you are reduced to less than zero Hit Points, you may make a Will save (DC 10 +1 per point below 0 of your current HP total) to begin fighting with savage ferocity. Characters that succeed at the saving throw attack with a savage ferocity that imbues them with a bonus to attack and damage rolls equal to the number of Hit Points they are below zero. This bonus persists for one round per point of Constitution modifier you have. You may use this feat no more than once per day. For example, Kor the barbarian is knocked to –5 HP. He makes a Will save DC 15 to remain conscious. If he succeeds, he gains a +5 circumstance bonus to attacks and damage for one round per point of his Constitution modifier. If he were to get hit again for 3 more points of damage, he could not attempt a second saving throw to gain better bonuses, as that would require him to use the feat more than once in the same 24 hour period. Scent [GENERAL] You are so accustomed to life in the wilds that your olfactory senses have become as keen as those of animals. Prerequisites: Wisdom 13+, Survival 9 ranks Benefit: You gain the Scent special quality. See the SRD for details on Scent. Scribe Rune [ITEM CREATION] You can store spells in runes scribed on various objects. Prerequisite: Spellcaster level 1st +. Benefit: You can create a magical rune of any spell that you know. Scribing a rune takes one day for each 100xp in its base price. The base price of a rune is its spell level × its caster level × 50xp. To scribe a rune, you must use up raw materials costing one-half of this base price. Any rune that stores a spell with a rare material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the rune. A rune can be scribed on nearly any object, but no more than 1 rune per 1 square foot can be scribed on any object. Typically, talismans, clothing, Bronzewood twigs and statues are scribed with runes. *Runes function just like scrolls, see the SRD for details. Senseless Rage [GENERAL] While raging, you become a senseless brute. Prerequisite: Rage 2/day Benefit: When you enter a state of rage, your bonus to Will saves increases 2 points and you inflict an extra 2 points of damage with all melee attacks. However, you also suffer a –2 to both Intelligence and Wisdom. Skilled Wildshape [GENERAL] You can change shape more rapidly than other characters with the wildshape ability. Prerequisite: Wildshape ability Benefit: Characters with this feat can choose to use their wildshape ability as a move equivalent action. Normal: Without this feat, characters must use a standard action to wildshape. Spirit Sense [GENERAL] With this feat, you can automatically detect the presence of spirits. Prerequisite: Knowledge (arcana) 4 ranks Benefit: When spirits are within 60 feet, you can automatically detect their general area but not pinpoint them. Strong Spirit [GENERAL] You have a stronger spirit than others, enabling you to resist certain magical effects. Prerequisite: Wisdom 12+ or Constitution 12+ Benefit: You gain a +1 enhancement bonus to all saving throws made against spells and spell-like abilities. Tough Hide [GENERAL] Your flesh is remarkably thick and resistant to damage. Prerequisite: This feat may only be taken at first level. Benefit: With this feat, you gain a natural armor bonus of +1. If you already have a natural armor bonus as a racial trait, this bonus stacks with it. Toughened Rage [GENERAL] Your rage can reach new levels of barbaric fury. Prerequisite: Rage 3/day Benefit: While raging, you gain 2 points of damage reduction. This DR 2/- stacks with any other natural damage reduction you already have, but does not stack with DR gained from magic items or spells. Furthermore, this DR only lasts until your rage ends. Terrifying Presence [GENERAL] Your menacing demeanor causes fear in others. Prerequisites: Charisma 13+, Intimidate 4+ ranks Benefit: You can attempt to display a frightening visage that causes others to become shaken (-2 morale penalty to attack, damage and saving throws). The Will DC to avoid this effect is equal to 10 + one-half your level + your Charisma modifier. This shaken condition persists for 10 rounds or until the opponent is 30 feet away from you, whichever happens first. This ability may be used once per encounter as a standard action and affects all of your opponents within 30 feet who have an Intelligence greater than 1 and can see and hear you. Undead are immune to this ability, as are constructs, oozes, vermin and any other creature with an Intelligence of 1 or less. Any creatures that are immune to fear are also immune to this ability. Vermin Handler [GENERAL] You have the uncanny ability to train creatures of the vermin type. Prerequisite: Handle animal 4+ ranks Benefit: You can use the Handle Animal skill to train vermin as if they had 1 point of intelligence (able to learn 3 tasks). War Dance [GENERAL] You can perform a ritual that grants you good luck in combat. Prerequisite: Perform (dance) 4 ranks Benefit: When activated, the power of this feat grants you a +2 deflection bonus to Armor Class and a +2 bonus on all Will saves. Special: Performing this ritual requires 1 hour,after which time you become infused with a powerful warrior spirit. You can call upon this power at any time in the next 8 hours as a free action. After 8 hours, the power fades if it has not been activated. Once activated, the power persists for 1 round per character level. Wild at heart [GENERAL] Your savage heart is difficult for lawful magic to tame. Benefit: With this feat, you gain a +3 bonus to all saving throws made against spells and spell-like effects with the “lawful” descriptor. Wild Fighting [GENERAL] With this feat, you gain extra attacks at the expense of accuracy. Prerequisites: Dexterity 13+, Combat Reflexes, base attack +2. Benefit: Characters with this feat may make an additional attack each round they spend making a full attack. This attack and all other attacks made that round are at a –2 penalty. Wolf style [GENERAL] Characters with this feat can team up with other characters that also have this feat to gain extra attacks in melee. Prerequisites: Base attack bonus +7, Combat Reflexes, Bluff 6 ranks, Sense Motive 6 ranks. Benefit: Two or more allied combatants can use this ability to strike in concert, granting each other an attack of opportunity. Every time one Wolf Style attacker hits with a standard melee attack (not attacks of opportunity or ranged attack), his opponent is left open for an attack of opportunity from the other Wolf Style fighter(s). These attacks count against the attacker’s total attacks of opportunity available each round. Like normal attacks of opportunity, you cannot make more than one attack of opportunity against the same opponent in the same round. |
| Delfedd07-17-07, 09:15 AM | Huh. The wizard flavored so it cannot read can read? That's interesting. Why are there no sorcerers? The eberron campaign setting seems a bit off for this campaign. Do you plan on using shifters? 1 xp=1 gold? You're making them PAY with their life for spells? *shakes head* Hm. Similar gods... Perhaps this place could be a primordeal eberron? |
| Manyfist07-17-07, 09:26 AM | Huh. The wizard flavored so it cannot read can read? That's interesting. All classes except for the Druid, and Wizard can't read. (If I made a mistake, I'll fix it later [running low on time] [sorry].) Why are there no sorcerers? Warlocks are what Sorcerers should of been. I didn't feel like having the redundancy of magic classes around. The eberron campaign setting seems a bit off for this campaign. Do you plan on using shifters? Well, theres items I like in Eberron campaign setting that makes the primitive ideal work well. Like bronzewood..etc. I'll probably add shifters [however like I said, I am running out of time, and this is just the basic ideas, I'll add more when I come back. Sorry] 1 xp=1 gold? You're making them PAY with their life for spells? *shakes head* Well, I see its more raw. That in order to harness the power of arcane magic (remember wizards aren't born with the magic or made a pact of w/e for their magic or else they'd be sorcerers). They're rare, because it takes their life force to learn new spells. Hm. Similar gods... Perhaps this place could be a primordeal eberron? Sorry for the confusion. When I said similar to Eberron gods, I meant that unlike Forgotten Realms, Gods don't intervene with mortal affairs. Think opposite of the Greek mythology, people believe the gods exist but in truth no one really knows. If you have any more questions, I'll be happy to answer them when I have time. Just email me, or post it here. Add what you want, I'll be more than happy. |
| Delfedd07-17-07, 09:31 AM | I think that is an interesting setting. The idea that wizards have to pay, although it's not too much, grew on me. You can expect to see a lot of "sorcerers" though. I also think that shifters would fit into this campaign very well, although you'd have to twist them a bit. Perhaps they're the humans who kept their savage heritage. I've got another question. What are neanderthal's ability modifiers? I ask because I'm wondering how much they add to the setting, especially if they have the same modifiers as half-orcs. |
| Manyfist07-17-07, 09:53 AM | I think that is an interesting setting. The idea that wizards have to pay, although it's not too much, grew on me. You can expect to see a lot of "sorcerers" though. I also think that shifters would fit into this campaign very well, although you'd have to twist them a bit. Perhaps they're the humans who kept their savage heritage. I've got another question. What are Neanderthal's ability modifiers? I ask because I'm wondering how much they add to the setting, especially if they have the same modifiers as half-orcs. Thanks. Feel free to add something. However: - Elves, Gnomes, Dwarves, Dragons, Celestials, and a few more things don't exist. - I don't know about half-races but I might put them in. - Add anything you want, and if I don't like it I'll try to make an arrangement to fit it in. Neanderthals ability mods are +2 Str, +2 Con, -2 Dex, -2 Int. (I don't know if this will get me in trouble or not. Wizo, if this is in violation of CoC please edit it off.) However I was thinking about replacing the -2 Int with -2 Cha. Also I'd like to give them powerful build however I don't know if I should or shouldn't. I think that Neanderthals could be treated differently than they were here on Earth. I think that I'll put that the Neanderthals are the most spiritual, as such many the Arch Druids, and probably a lot of the Wizards are most likely going to be Neanderthal. I am thinking its going to be a low magic setting. However with enough magic to go around. If you're in a tribe chances are you'll have a tribal Elder who practices magic and/or a Shaman and/or a Witch Doctor. However people are still suspicious of magic. Something goes wrong, death can come swiftly for a magic user. Which I think is a reason why many magic users would be hermits or lone nomads. |
| Delfedd07-17-07, 01:40 PM | You know, when everyone plays a Prehistoric game, they feel the need to have a low magic setting. Why not make it average magic? Mages would be feared and respected for their power, but everyone knows wariors are the people who get stuff done. How will dragons be affecting the world? It would seem that with their natural magic (sorcerer), they would find it easy to rule over a tribe, or even several tribes, forcing them to work in mines of their own devising. An interesting dynamic in this world would be allowing the players to play in a more modern version of this world, to see where things are going out of character. The players will ultimately influence the world, even if they don't know it. |
| Manyfist07-17-07, 04:00 PM | You know, when everyone plays a Prehistoric game, they feel the need to have a low magic setting. Why not make it average magic? Mages would be feared and respected for their power, but everyone knows warriors are the people who get stuff done. Well, low magic doesn't mean the lack of certain classes, its the lack of magic items. How will dragons be affecting the world? It would seem that with their natural magic (sorcerer), they would find it easy to rule over a tribe, or even several tribes, forcing them to work in mines of their own devising. I feel that the Dragons are too classic D&D. I like Dragons and all, just that a super intelligent lizard in a time of stone age tech. I feel don't mesh. An interesting dynamic in this world would be allowing the players to play in a more modern version of this world, to see where things are going out of character. The players will ultimately influence the world, even if they don't know it. More Modern? Like the Bronze Age/Iron Age? I have the notion of a prehistoric world since I started thinking about my first campaign world (which didn't do so well). Ever play Dark Sun? Well, its basically survival of the fittest. I like that notion of game play. |
| Manyfist07-17-07, 04:51 PM | Anlegg http://www.wizards.com/dnd/images/ue_gallery/49888.jpg +2 Con, -2 Int, -2 Cha Medium Base Speed 30' Plant: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to poison, sleep effects, paralysis, polymorph, and stunning, Not subject to critical hits. Double damage from Slashing weapons: Anlegg takes 200% damage from slashing weapons, extra damage such as strength bonus is not doubled. DR 5/Magic or Slashing Cold Endurance Venerability to fire Sustenance: Unlike other plants Anlegg must sleep, however they require only 2 hours of sleep. An Anlegg wizard still must rest for 8 hours to begin preparing for spells. An Anlegg only require 1/4 the food of that of a normal human. Automatic Language: Ancain Favorite Class: Druid Do they need an LA? I don't think so. Since I gave them enough weaknesses to offset their plant subtype. |
| Delfedd07-17-07, 06:21 PM | Cold Endurance doesn't make much sense to me. Sure, trees endure cold damage, but think about winter. Their leaves die, and for all intents and purposes they die. Yeah. I meant more like bronze age or iron age and whatnot. The dragon thing is easily solved. Just modify their description. Make them great creatures of old, like the great old ones. |
| Kelmourne07-17-07, 06:21 PM | Double damage from Slashing weapons: Anlegg takes 200% damage from slashing weapons, extra damage such as strength bonus is not doubled. DR 5/Bludgeoning or Slashing Plant like creatures should not have damage reduction that is bypassed by bludgeoning weapons. Whens the last time you saw a lumberjack try to knock down a tree with a wooden mallet? Also for cold endurance, not all plants die in winter, such as evergreen trees like pine. |
| Manyfist07-17-07, 07:19 PM | Plant like creatures should not have damage reduction that is bypassed by bludgeoning weapons. Whens the last time you saw a lumberjack try to knock down a tree with a wooden mallet? Ok I'll take off the Bludgeoning. Also for cold endurance, not all plants die in winter, such as evergreen trees like pine. I know. I live near a lot of evergreens. So should I take off the cold endurance and replace it with Cold resistance? Or leave the cold thing a lone? Edit: I've bought a few D20 things I think will help me. Such as a book with a lot of feats, and a book with primitive weapons and armor. Diseases: Is there a list (besides the SRD) that involves many real diseases into D20 format? |
| Kelmourne07-17-07, 07:26 PM | My comment about the cold endurance was in response to delfedd's comment. You should keep the cold endurance but only if you model them visually after eveergreens a bit more. |
| Manyfist07-17-07, 08:41 PM | Animals in Piannith: Due to it being a prehistoric campaign, I'd like to rule out some animals. Heres the animals that made the list: All Aquatic Animals Ape Dire Ape Badger Dire Badger Baleen Whale Bat Bat Dire Bear (black) Bear (Brown) (Grizzly) Bear (Polar) Dire Bear Dire Polar Bear Bison Boar Boar Dire Camel Caribou Constrictor Constrictor, Giant Crocodile Crocodile, Gaint All Dinosaurs Eagle Dire Eagle Dire Eel Elk Dire Elk Fox, Arctic Hawk Dire Hawk Dire Hippo Dire Horse Heyna Jackal Dire Jackal Leopard Jaguar (different) Dire Lion Mastadon Megaloceros Megatherium Monkey Pteranadon Dire Puma Rat Dire Rat Raven Rhino Dire Rhino All Sharks (except legendary) Smilodon (Saber-Toothed Tiger) Snake Dire Snake Viper Terror Bird Tiger Dire Tiger Toad Dire Toad Dire Tortoise Vulture Dire Vulture Wolf Dire Wolf Wolverine Dire Wolverine Woolly Mammoth Zeuglodon Other list of allowed animals coming soon. |
| Kelmourne07-17-07, 09:43 PM | So I was looking at your list of terrain and i noticed that there are no hills or mountains. If we are talking about a prehistoric feel to the world then there would be plenty of these areas, as there has not been enough time for erosion to have taken place yet. |
| Manyfist07-17-07, 10:23 PM | So I was looking at your list of terrain and i noticed that there are no hills or mountains. If we are talking about a prehistoric feel to the world then there would be plenty of these areas, as there has not been enough time for erosion to have taken place yet. Oh, sorry. I wrote this real quick before I had to go to school. I'll add the mountains, and hills. Also if anyone could help me out on the map It'll help. |
| 05807-17-07, 11:04 PM | So I was looking at your list of terrain and i noticed that there are no hills or mountains. If we are talking about a prehistoric feel to the world then there would be plenty of these areas, as there has not been enough time for erosion to have taken place yet. Haha . . . "prehistoric" means anything earlier than approximately seven thousand years ago. Literally, prehistory is "before records," and the first records appeared when the first written languages appeared. The earth itself is approximately six billion years old, and life of some sort has existed for almost half of that. I tell you this to let you know that a prehistoric game (let's say it's set the equivalent of ten thousand years ago) still has plenty of time for erosion to take place. Erosion, as an effect of running water, is also not the largest factor for hills. Being nearby mountains, having a continent run into another one, or a fault tear up the earth? Those are factors. Rivers? Not so much; they make canyons and gulleys (although numerous rivers can reduce a large plateau to a lot of sharp hills over a few hundred thousand years). Although I will agree, hills are important and should be included in your setting. :) |
| Kelmourne07-18-07, 12:19 AM | Haha . . . "prehistoric" means anything earlier than approximately seven thousand years ago. Literally, prehistory is "before records," and the first records appeared when the first written languages appeared. The earth itself is approximately six billion years old, and life of some sort has existed for almost half of that. I tell you this to let you know that a prehistoric game (let's say it's set the equivalent of ten thousand years ago) still has plenty of time for erosion to take place. Erosion, as an effect of running water, is also not the largest factor for hills. Being nearby mountains, having a continent run into another one, or a fault tear up the earth? Those are factors. Rivers? Not so much; they make canyons and gulleys (although numerous rivers can reduce a large plateau to a lot of sharp hills over a few hundred thousand years). Although I will agree, hills are important and should be included in your setting. :) I am well aware of what prehistoric means and for all I know, his world may actually be many trillions of years old. All I am saying is that if you are aiming to have a prehistoric feel to it, people often associate mountainous terrain with prehistoric. Anyways, I would be glad to help make a rough draft of the map. I can only make a rough draft because I only have paint. I was thinking something with two large continents joined far north by a land-bridge, sortof like what existed between russia and alaska millions of years ago. |
| Manyfist07-18-07, 12:25 AM | Diopsid http://img458.imageshack.us/img458/9581/diospidsu9.png +4 Str +2 Con -4 Int -2 Cha -2 Dex Monstrous Humanoid Medium Speed: land 30ft, fly 10' (clumsy) Darkvision: 60ft Bioluminescence: A diopsid has a number of glands on its body that allow it to shed light much like a firefly. At will, the diopsid can shed light in a 10- foot radius around its body. Shadowy illumination extends another 20 feet around this area. The diopsid can create or douse this light as a free action. Natural Armor: +4 Gliding (Ex): A Diopsid can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Diopsid glide at a speed of 10 feet (clumsy maneuverability). Even if a Diopsid's maneuverability improves, he can't hover while gliding. A Diopsid can't glide while carrying a medium or heavy load. A paralyzed, unconscious, or other wise incapacitated diopsid cannot use its wings in this manner. Flight (ex): Diospids can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Diopsids are likewise fatigued after spending a total of more than 10 minutes per day of flying. Because Diopsids can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). Extra Arms: Diopsids have four arms: their two primary limbs and a secondary, weaker set of arms. Their weaker limbs are poorly suited to carrying weapons or shields, but they do an excellent job of providing stability and support to the upper limbs. The diopsid's extra limbs allow it to use weapons one size category larger than normal without penalty. The diopsid's secondary arms must be free for it to gain this benefit. This benefit does not extend to larger weapons. For example, a diopsid can wield a Large longsword with a single primary arm without penalty by steadying the blade's pommel with its lower limb. A diopsid can wield a pair of two-handed weapons by using all four of its limbs. The diopsid gains the full benefits of wielding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The diopsid suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in its off hand. A diopsid wielding a pair of two-handed weapons is a fearsome sight. It shifts and twirls the two weapons between its four hands, hammering its opponent with tremendous strikes while defying its normally clumsy, fumbling nature. If a diopsid carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, it suffers a number of penalties. When using a shield, the diopsid takes the shield's armor check penalty on its attack rolls and skill checks even if it has proficiency with the shield. When using a weapon, the diopsid gains only half its Strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner. This penalty increases to -8 for one-handed weapons. The diopsid cannot carry a two-handed weapon with just its secondary arms. A diopsid with at least one empty hand can cast spells with a somatic component. Limb Symmetry: A diopsid's four arms allow it to carry and use multiple items with relative ease. A diopsid can use its third and fourth limbs to steady a weapon held in its primary arms, shift its weight, and maneuver it to attack or defend. A diopsid ignores the Dexterity prerequisite, if any, for any feat that has the words "two-weapon" in its name, such as Two- Weapon Fighting. The diopsid must fulfill the rest of the feat's requirements as normal. Insect Body: A diopsid has a beetle like body. It can only wear light armor. If wearing medium armor they suffer a -4 dex pent, and can't use its extra arms. Immune to Sleep: Immunity to all sleep effects. Language: Diospid (The diopsid native tongue employs their luminous glands, allowing them to flash messages without a sound. Diopsids can also create flashes of "light" visible only to creatures with darkvision, allowing them to "whisper" without tipping off their presence to creatures that rely on normal vision. An observer can detect a diopsid communicating in this manner with a Spot check rather than a Listen check. While creatures that lack bioluminescence cannot "speak" Diopsid, they can understand and translate it.) Favorite Class: Savage LA:+1? |
| Manyfist07-18-07, 11:49 AM | Ok I got the map ( I made it my self) (sorry 058). Also follow classes have a name change. Ranger -> Hunter Rogue-> Thug Fighter-> Warrior Barbarian -> Savage Bard -> Griot Battle Dancer -> Ju ju Dancer |
| 05807-18-07, 12:53 PM | Ah, that's fine. It's usually better for the originator of the idea to make the visual stuff himself. :) |
| Kelmourne07-18-07, 01:56 PM | When you were listing contributors, you left out me and Delfedd:( Anyways, if you read dragon magazine, you may recall a race somewhere between 310-320 called the grippli. I think they would fit great on the jungle-ish continent in the lower right. They could be locked in a endless war with lizardfolk or yuan-ti. The players could become mercenaries and choose who to fight for. I think tha'd be fun to play in. Or on the same continent, there could be an eternal war between barbarians that live in the mountainous region in the west vs. the druids that live in the forests to the east. |
| Delfedd07-18-07, 02:04 PM | Anyway, I think the Kreen thing is interesting and good, especially the mutant kreen thing. Unfortunately, the kreen aren't developed. Also, a flying species with a LA of 1? It... just doesn't sit right. Maybe if you do one of those developing flight things. |
| Manyfist07-18-07, 03:43 PM | When you were listing contributors, you left out me and Delfedd:( Sorry, I'll put both your names in. Anyways, if you read dragon magazine, you may recall a race somewhere between 310-320 called the grippli. I think they would fit great on the jungle-ish continent in the lower right. They could be locked in a endless war with lizardfolk or yuan-ti. The players could become mercenaries and choose who to fight for. I think tha'd be fun to play in. Or on the same continent, there could be an eternal war between barbarians that live in the mountainous region in the west vs. the druids that live in the forests to the east. Well I don't really own any Dragon magazines except for some articles a friend gave to me. However if I do get the dragon magazines you're talking about I'll look into it. I was thinking about putting the Hadozee and the Kobolds in the jungle continent. Also, I like the idea of shifters being in the campaign, I'll take out Halflings (after all every campaign setting has a halfling) and only one other has shifters. |
| Manyfist07-18-07, 04:42 PM | - Reserved for later - |
| Manyfist07-19-07, 03:08 AM | Armor in Piannith There is no metal on Piannith. So the tribes on Piannith have to improvise. The armor I'll be listing will have equivalents to PHB armor (if applicable). New Armor of Piannith Light AC Bonus: +1 Max Dex Bonus: +10 Armor Check Penalty: 0 Spell Failure Chance: 0% Weight: 3lbs Speed: -0ft AC Bonus:+3 Max Dex Bonus:+6 Armor Check Penalty:-3 Spell Failure Chance:20% Weight:15lb Speed:-0ft AC Bonus:+4 Max Dex Bonus: +4 Armor Check Penalty: -2 Spell Failure Chance:20% Weight:25lbs Speed:-0ft Medium AC Bonus:+3 Max Dex Bonus:+4 Armor Check Penalty:-3 Spell Failure Chance:20% Weight:25lbs Speed:-10ft (-5ft) AC Bonus: +4 Max Dex Bonus: +4 Armor Check Penalty: -4 Spell Failure Chance: 25% Weight: 28lbs Speed: -10ft (-5ft) AC Bonus: +4 Max Dex Bonus: +3 Armor Check Penalty: -4 Spell Failure Chance: 25% Weight: 30lbs Speed: -10ft (-5ft) AC Bonus: +5 Max Dex Bonus: +2 Armor Check Penalty: -5 Spell Failure Chance: 30% Weight: 40lbs Speed: -10ft (-5ft) AC Bonus: +5 Max Dex Bonus: +3 Armor Check Penalty: -4 (-0 in wooded areas) Spell Failure Chance: 20% Weight: 20lbs Speed: -0ft AC Bonus: +5 Max Dex Bonus: +3 Armor Check Penalty: -5 Spell Failure Chance: 30% Weight: 35lbs Speed: -10ft (-5ft) Heavy There is no heavy armor on Piannith. The inhabitants remain fairly mobile, Heavy armor was not ever even thought of. New Weapons Obsidian, Normal Wood, Bone, and Stone are very fragile. If you roll a 1 on attack roll, your attack does 1 hp to the weapon, and reduces damage and attack by -1. Any additional damage is cumulative. Weapon Hardness HP Light bone blade 6 1 Light stone blade 8 1 Light wood blade 5 1 One-handed bone blade 6 2 One-handed stone blade 8 3 One-handed wood blade 5 2 Two-handed bone blade 6 4 Two-handed stone blade 8 5 Two-handed wood blade 5 4 Light bone-hafted weapon 6 2 Light stone-hafted weapon 8 3 Light wood-hafted weapon 5 2 One-handed bone-hafted weapon 6 5 One-handed stone-hafted weapon 8 8 One-handed wood-hafted weapon 5 5 Two-handed bone-hafted weapon 6 10 Two-handed stone-hafted weapon 8 15 Two-handed wood-hafted weapon 5 10 Light Melee Weight: 4 lbs Damage: (1d4) 1d6 (Piercing) Critical: x3 Range: -- Description: This axe-like tool has a curved bronzewood blade at a right angle to the handle. It is used domestically for sharpening or trimming wood, but also makes a handy weapon. Weight: 1/2lbs Damage: (1d3) 1d4 (Bludgeoning) Critical: x2 Range: -- Description: This weapon is basically light, miniature club. Batons are often nothing more than short pieces of wood found lying on the ground. Weight: 1lbs Damage: (1d3) 1d4 (Piercing) Critical: x3 Range: -- Description: Bone or Obsidian punching dagger. One handed Melee http://upload.wikimedia.org/wikipedia/en/c/cf/Tepoztopilli.jpg Weight: 3lbs Damage: (1d8) 1d10 (Slashing or Piercing) Critical: 18-20/x2 Range: -- Description: The Tepoztopilli is the height of a man with a broad wooden head about twice the length of the users' palm or shorter, edged with razor-sharp obsidian blades which were deeply set in grooves carved into the head, and cemented in place. Weight: 4lbs Damage: (1d4) 1d6 [nonlethal] (Piercing) Critical: x2 Range: -- Description: Four jawbones are fastened around a central haft, at right angles to one another. The quabone is often used in capturing other umanoids for sacrifice. The wounds it inflicts are non-lethal, in order to subdue the victim. The quabone tends to open up many small cuts that bleed freely – for a brief time. Ranged Weight: 4lbs Damage: (1) 1d2 (Piercing) Critical: x2 Range: 10ft Description: The blowgun is a long tube through which you blow air to fire needles. The needles don’t deal much damage, but are often coated in poison. Weight: 1bs Damage: (1d3) 1d4 (Bludgeoning and Piercing) Critical: x2 Range: 10ft Description: Pelota are hollow Bronzewood spheres with small holes that cause the sphere to whistle as it flies through the air. The surface of a pelota is studded with obsidian shards. Light Melee http://content.answers.com/main/content/wp/en-commons/thumb/7/78/150px-Macahuitl.png Weight 5lbs Damage (1d8) 1d10 (Bludgeoning or Slashing) Critical 18-20/x2 Range -- Description A macahuitl is a sword painstakingly crafted using a core of solid bronzewood, with small, sharp shards of obsidian embedded into the wood to form an edge on two opposite sides of the weapon. These weapons are swung like the scimitar, though macahuitls tend to require more maintenance. Weight: 6lbs Damage: (1d3) 1d4 (Slashing) Critical: x3 Range: -- Description: Strapped to the forearm like a buckler, the forearm axe resembles a double-headed battleaxe, with the wearer’s arm serving as the haft of the axe. You may continue to use your hand normally, but you cannot attack with the forearm axe and a wielded weapon in the same hand in one round. Your opponent cannot use a disarm action to disarm you of a forearm axe. One Hand Melee Weight: 3lbs Damage: (1d4) 1d6 (Bludgeoning or Piercing) Critical: x3 Range: -- Description: This wooden club is narrow and vaguely resembles a curved sword. It bends back from the handle at a 45- degree angle. A large wedge-shaped piece of sharpened bone, Obsidian or stone mounted to the edge of the wooden club. The combined effect of the club’s angled haft and the triangular shape of the wedge allow the weapon to focus a great deal of force in a very small area. Weight: 4lbs Damage: (1d4) 1d6 (Bludgeoning or Slashing) Critical: x3 Range: 10ft Description: Also known as a maripi, this short club has a rough, jagged edge. Although not very sharp, it is capable of tearing the flesh from opponents. It can also be used as a crude cutting tool. Weight: 6lbs Damage: (1d4) 1d6 (Piercing) Critical: x3 Range: -- Description: An alak consists of a 2-foot long shaft of bone or wood, with four serrated bones tied to the sharp end, like the four prongs of a grappling hook. When using an alak, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm his or her opponent). Weight: 6lbs Damage: (1d6) 1d8 (Slashing) Critical: x3 Range: -- Description: The sharpened jawbone of a large creature is lashed to a haft. The jagged edges are sharpened, forming a sort of battleaxe with two forward-facing heads. Weight: 5lbs Damage: (1d4) 1d6 (Piercing) Critical: x4 Range: -- Description: Two blades are mounted parallel to the end of a four-foot long shaft, forming a bladed ‘T’. The impaler is swung horizontally or vertically with great force. Two Hand Melee Weight: 9lbs Damage: (1d10) 1d12 (Bludgeoning) Critical: x2 Range: -- Description: This large, two-handed club is made of wood. It has a narrow, flat end. Weight: 9lbs Damage: (1d6) 1d8 (Bludgeoning and Piercing) Critical: 19-20 x3 Range: 10' Description: A datchi club has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. This weapon, generally found in the arenas, is made by affixing a 4-5 foot length of dried insect hive or roots to a three-foot long shaft. Teeth, claws, or obsidian shards are embedded into the head of the weapon. Weight: 12lbs Damage: (1d8) 1d10 (Piercing) Critical: x3 Range: -- Description: Worn in an over-the-shoulder harness. A wide blade of bone, obsidian or chitin is mounted to a three-foot long shaft of wood. Your opponent cannot use a disarm action to disarm you of a gouge while you are wearing the harness. Donning the harness is a full-round action. Removing it is a move action. Weight: 12lbs Damage: (2d6) 3d6 (Slashing and Bludgeoning) Critical: 18-20/x2 Range: -- Description: See Macahuitl. Weight: 15lbs Damage: (1d8) 1d10 (Slashing) Critical: x3 Range: 10ft Description: This polearm, commonly used by the nikaal, consists of long wooden haft topped with a circular, The atlatl, sometimes called a “staff-sling,” is a javelin-throwing device that is swung over the shoulder, using both hands. Javelins flung with an atlatl gain greater range than those thrown by hand.jagged blade. A tkaesali has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Weight: 7lb Damage: (1d6) 1d8 (Slashing) Critical: x4 Range: -- Description: Three blades project radially from the business end of a six-foot long haft. A series of sharp serrated edges line the shaft below the foot-long blades, while the far end of the weapon is weighted, in order to balance the weapon. Because of the trikal’s curved blades on the top of the weapon, trip attacks can also be made with it. If a character is tripped during his or her trip attempt, the trikal can be dropped to avoid being tripped. Ranged Weight: 3lb Damage: (1d6) 1d8 (Piercing) Critical: x4 Range: 90ft Description:The atlatl, sometimes called a “staff-sling,” is a javelin-throwing device that is swung over the shoulder, using both hands. Javelins flung with an atlatl gain greater range than those thrown by hand. Light Melee Weight: 1lbs Damage: (1d3) 1d4 (Piercing) Critical: 18-20/x2 Range: -- Description:This weapon is crafted with several obsidian blades and wooden prongs, which are fastened to a handle. Several small spikes jut out from where the knuckles hold the weapon. Bards are known for smearing these spikes with injury poison. The bard’s friend can be coated with three charges of poison, but only one may be delivered per attack made with the weapon. Weight: 1lbs Damage: (1d3) 1d4 (Piercing) Critical: x4 Range: -- Description: The Ko• combines a jagged blade that has been carved from a roughly oval stone. This exotic weapon of kreen manufacture is typically used in matching pairs. The ko• is designed to pierce chitin, shells and tough skin. If a ko• is used against a creature with natural armor, the attacker gets a +1 bonus to attack rolls. Weight: 8lbs Damage: (1d3) 1d4 (Bludgeoning) Critical: x4 Range: -- Description: The lajav is a kreen weapon designed to capture opponents. It incorporates two flattened bones, joined in a hinge about two feet from the end. The result looks something like a nutcracker, and is used roughly in the same crushing way. A wielder who hits an opponent at least one size category smaller than himself with a lajav can immediately initiate a grapple (as a free action) without provoking an attack of opportunity (see Grapple in Chapter 8 of the Player’s Handbook). Regardless of your size, you need two hands to use a lajav, since a second hand is required to catch the other end of the lajav. As with the gythka, kreen are able to wield two lajav at a time because of their four arms. Weight: 1lbs Damage: (1d4) 1d6 (Bludgeoning) Critical: x2 Range: -- Description: A singing stick is a carefully crafted and polished club, often used in pairs. Singing sticks draw their name from the characteristic whistling sound they make when used. A character proficient with singing sticks may use a pair of singing sticks as if he had the Two-Weapon Fighting feat. In the hands of a non proficient character, singing sticks are nothing more than light clubs. Weight: 2lbs Damage: (1d3) 1d4 (Piercing) Critical: x3 Range: -- Description: The tortoise blade consists of a foot-long dagger mounted to the center of a shell. The tortoise blade is strapped over the wearer’s hand, preventing them from holding anything but the tortoise blade. The tortoise blade also functions as a buckler, granting a +1 armor bonus, inflicting a -1 armor check penalty and incurring a 5% arcane spell failure chance. A masterwork tortoise blade either functions as a masterwork shield or a masterwork weapon (or both, for twice the normal masterwork cost). Two hand Melee Weight: 35lbs Damage: (1d12) 2d8 (Bludgeoning) Critical: x2 Range: -- Description: Consisting of a heavy spiked (Obsidian, Teeth, or Claws) club made from bronzewood (head), with a stone core in the tip for added weight (inside). Weight: 10lbs Damage: (1d10) 2d6 (Slashing) Critical: x3 Range: -- Description: The thanak is a chopping weapon of Kobold manufacture resembling a jagged sword or sawblade. It consists of a pair of bronzewood strips bound together, with a row of teeth protruding from between them along one edge of the weapon particularly capable of slicing through muscle and sinew. On a critical hit, the thanak inflicts one point of Strength ability damage in addition to triple normal damage. Ranged Weight: 6lbs Damage: (1d8) 1d10 (Bludgeoning) Critical: x2 Range: 10ft Description: The sky hammer consists of a 10-foot length of rope with a large hammer-like object at one end. Its rope is coiled and swung around the body two-handedly until enough momentum is gained to hurl the hammer at a target. A successful hit grants a free trip attempt, and the attacker gains a +4 bonus to his opposed Strength roll due to the momentum of the skyhammer. Weight: 1lbs Damage: (1d3) 1d4 (Bludgeoning) Critical: 19-20/x2 Range: 30ft Description: This exotic weapon is an advanced throwstick that returns when thrown properly. Using a boomerang at all requires the Exotic Weapon Proficiency feat, but to get full use from a boomerang, one must take an additional feat, Boomerang Expert. Characters without this feat may only make the standard returning throw. They may not use the figure eight or giant star throw. Returning Throw: This is the typical boomerang throw; the weapon arcs high to the left and returns to the place from where it was thrown, hitting no more than 1 target. The boomerang only returns to the thrower if it misses the target. Figure Eight: This difficult throw causes the boomerang to make a tight turn to the left and cross over its original flight path, where it then turns to the right and finally returns to the place from where it was thrown. This maneuver can be used to attack the same target twice with one throw. That target must be in the cross hairs of the figure eight flight pattern. If the first pass misses, the boomerang arcs around and makes an immediate second attack at the target from behind, using all the same attack modifiers as the first throw. However, the target is considered to be twice as far away from the thrower than he actually is, so this second attack may suffer penalties due to range. If the boomerang hits the target on the first attack it inflicts damage and stops its flight. There is no second attack and it does not return to the thrower. |
| Manyfist07-20-07, 12:42 AM | (Well after spending hours working on the weapons and formating it. I am ready to throw some fluff down). Hadozee: Their heads are completely furless. They're skin on their heads is very red. They live in the Jungle, in the tree tops. They glide from one tree to another. They rarely come down from their trees preferring to pelt enemies from above. They often cut pieces of Bronzewood using mostly Stone Axes. Although its hard to cut down anything with a stone axe, it takes approx. 8 hours to cut a decent chunk of a Bronzewood tree. The leaves are made into make shift armor (count as wood armor) for the Hadozee but not much more than that. Kobolds: These scaly beings live in the mountains rarely coming down. However many tribes live below the tree line. Fearsome warriors for their size, they are masters at the smash and grab technique. They claim many spell casters in their ranks, however its generally their technique and making traps to cover their tracks. Gnolls: Feared universally, Gnolls wander the grasslands, the deserts, and the mountains. Most tribes hunt Kobolds, Humans, and Thri-kreen. Gnoll tribes that live in the jungle, have a diet of strictly Hadozee. Gnolls are well known slavers, taking in slaves for sacrifice, and setting off traps laid down by Kobold prey. Humans: Humans are clever, however they are not the most clever species, they are hardy, but not the hardiest race. Human tribes live anywhere from the ice to the jungles, from the desert to the mountains. They are so spread out that other species consider Humans a plague. Gnolls regularly hunt Humans, Kobolds set traps against the humans, Neanderthals often compete for living spaces in the cold north with humans. Even other human tribes hunt other humans for the purpose of anything from food, to slaves or sacrifice to the gods. Neanderthals: One the wisest races, very ancient. They fancy their selves as the first. Neanderthals are hardy as well, they have much stocker bones than many humanoids. The hunting techniques involve close contact with massive beasts, as a consequence many Neanderthal hunters have multiple broken bones. In general a Neanderthal is lucky to live 20 years. Much shorter than most other humanoids. Diopsid: This insect race is one the oddest of all of Piannith. They strongly resemble beetles, they are peaceful race but have a hard time relating to the "soft shells". They explore for the sake of exploring. They can fly however they have little stubby wings so they can only fly for short periods of time. They are fearful of the Kreen, and Gnolls for both races hunt and kill their kin. Thri-Kreen: Kreen hunt many different kinds of animals and humanoids. They run and jump, they are very fast, able to out run and rundown any prey. They are very clutched minded, they give respect only to those in the clutch and those who have earned it. The most heard of Kreen is with out a name (Kreen name) known only as Manyfist, they say he strikes fast, and hard with four Macahuitl or two greater Machauitl (depending on who's telling), killing any those who dare to stand in its way. Many tribes just dismiss it as superstition, instead believe that its just stories trying to accuse another tribe's disappearance. Others believe it to be true, but no tribe member has ever survived a raid to tell anyone else. Anlegg: Anlegg were once a clan humans who managed to take down the ancient Treant "The Ashfather". All who consumed the bark of the Treants, and drank the liquid sap (blood) began to exhibiting plant like characteristics. With in the next generation the Anlegg truly became to be. They assume the role of guardian of all wood areas. The first Anlegg then slaughtered their human parents to cut off their link to humanity. Since then the Anlegg spread out to all forest and jungles. They're are several dozen Flocks (tribes) of Anlegg. Custom dictate they must not harm another Anlegg, this is the only tradition that is prevalent through out all Anlegg flocks. Florians: (need help). |
| Kelmourne07-20-07, 02:43 PM | You should name the continents so you can put down in a nice list who lives where. Possible names i thought of on the spot: Angorun, Kruthar, Palentir, Khrasius, Sandobar, Savesh, Kel'Erain, An'Khorus, Gabek. |
| Manyfist07-20-07, 03:23 PM | You should name the continents so you can put down in a nice list who lives where. Possible names i thought of on the spot: Angorun, Kruthar, Palentir, Khrasius, Sandobar, Savesh, Kel'Erain, An'Khorus, Gabek. I like several of these names. An'Khorus, Palentir, Gabek, and Khrasius. I counted that I had 10 things to name. So minus 4, I still have 6 more. I appreciate the names. |
| Manyfist07-21-07, 08:23 AM | Ok I added Diopsid to the races. I took Shifters out (just didn't get a good vibe). The Kreen I will be modifying a bit. I should be adding soon the formula of making your own weapons/armor. Also I'll be trying to weed out what monsters to stay. I'll then give a good list of who lives on what continent. After that I should name a few tribes from each of the races. Once thats done and said, I'll stat out Manyfist. New magic items will be added. Then I need a simple pantheon. Or scrap the Pantheon all together and leave the worship to the ancestors, and individual spirits of everything. |
| Kelmourne07-22-07, 04:04 PM | More names for places: Boros, Boran, Neinkemar, Kaeros, Sekommar, Shensir, Kalenoc, Ghrandec, Yebin, Haronak, Telantas |
| GoriceXII07-22-07, 04:10 PM | Properly speaking the Aztecs, Mayas and Incas were a stone age people, though certainly with advanced technologies and ideas in other areas. I was thinking that you could have a dragon-inspired or led group, or perhaps yuan-ti, implying that it is their magic that has produced such a civilization. It might be identified with strangeness and cruelty and strange magic depending on how you wanted to do that. |
| Manyfist07-22-07, 05:19 PM | Neinkemar, Kaeros, Sekommar, Shensir, Kalenoc, Ghrandec, An'Khorus, Palentir, Gabek, and Khrasius Thanks. These are the ones I really need. Nice unique strong flavored names. I'll go and add all the names into the map. |
| Manyfist07-22-07, 05:30 PM | Properly speaking the Aztecs, Mayas and Incas were a stone age people, though certainly with advanced technologies and ideas in other areas. I was thinking that you could have a dragon-inspired or led group, or perhaps yuan-ti, implying that it is their magic that has produced such a civilization. It might be identified with strangeness and cruelty and strange magic depending on how you wanted to do that. Not bad. Maybe the empire is starting to grow, and is a huge threat to the lives of those who live on the continent. However the tradition of the empire states that other continents are protected by the gods and won't dare invade. So they look on their own continent and start to build their army. It could be a good place to start out for new players. Stop the Maya/Inca/Aztecs from taking your home and family away. Or maybe an adventurer like that of Apocalypto. I don't really want to say Yuan-ti or Dragons did it, since I want a race that isn't playing off stereotypes. Look what eberron did for the orcs, made them actually respectable. Maybe I'll put the Florians are the ones. |
| Kelmourne07-23-07, 01:54 AM | So what (If any) aquatic/underground races will you have in this campaign? Is there an underdark? An ancient underground empire? Actually that brings to mind an interesting idea, your world used to be just like faerun or greyhawk. Until one day for some reason or another there was a great catastrophe and most of the landmass fell into the ocean. Barely anybody survived, but there are those who through divine or magical intervention, survived the great fall and were mutated into underwater abominations (Im thinking aboleths). This idea does not mean that your world should be filled with tombs and ruins of the old age, however there could be underwater ruins. Anyways, in the end it is your campaign. Just a thought. |
| Manyfist07-23-07, 09:01 AM | So what (If any) aquatic/underground races will you have in this campaign? Is there an underdark? An ancient underground empire? Actually that brings to mind an interesting idea, your world used to be just like faerun or greyhawk. Until one day for some reason or another there was a great catastrophe and most of the landmass fell into the ocean. Barely anybody survived, but there are those who through divine or magical intervention, survived the great fall and were mutated into underwater abominations (Im thinking aboleths). This idea does not mean that your world should be filled with tombs and ruins of the old age, however there could be underwater ruins. Anyways, in the end it is your campaign. Just a thought. No underdark. Underwater I haven't put too much thought in. Aboleths are going to be rare. However I could see a underwater ruins of a modern city way below the waves. Think Atlantis. There the ruins are being fought over by Sahuagin tribes. The Sahuagin here are more primitive (they can't survive out of water so they must hold their breath). |
| Kelmourne07-24-07, 12:08 AM | Will there be any surviving members of this ancient empire? There could be very few of them and they could have devolved into feral monsters by this point. |
| Manyfist07-24-07, 12:51 AM | Will there be any surviving members of this ancient empire? There could be very few of them and they could have devolved into feral monsters by this point. The Sahuagin ARE the decedents of the survivors of the ancient empire. When w/e happened (no written record survived) that caused the city to collapse into the sea, the survivors made a pact with the sea, and they were transformed into the first Sahugain. However, the "Atlantis" isn't going to be any importance since only a few tribes have actually built a sea going vessels and the fact its way in the depths of the ocean so its out the reach. Theres artifacts like guns and all down there, however if ever touched they disintegrate, and should they ever be exposed to the air it disintegrates. The city was made out of crystals and its being preserved by the ocean. Should it ever reach air it would disintegrate. So its not going to be very important unless you going to play an all Sahuagin party, then it will play out like above land (Try to find food, surviving the perils of the world, find shelter...etc.) except underwater. |
| Manyfist07-24-07, 09:44 AM | Allowed PrCs: Ok I have spent many hours and days looking at PrCs. Some I would like to have, others I don't want to have. Why? Because a certain PrC might be too powerful, or I can't see it fitting into my world. Yes, I know "Druids are more powerful than many PrCs." I am keenly aware of that. I also know "X prc can be used in Y build, on the opt board." If theres a will theres a way, however generally I want to keep many the builds on Opt board to STAY ON the opt board. Rule: Once you enter a PrC you must take a minimum of 2 levels in it. Animal Lord (CAd) Beastmaster (CAd) Bloodhound (CAd) (Renamed: Slaver) Highland Stalker (CAd) (Add, Race: Kobold) Tempest (CAd) Virtuoso (CAd) Acolyte of the Skin (CAr) (Evil spirit instead of Fiend) Blood Magus (CAr) Elemental Savant (CAr) Fatespinner (CAr) Mindbender (CAr) Seeker of the Song (CAr) Suel Arcanamach (CAr) (reflavored) Wild Mage (CAr) Unseen Seer (CM) Avenging Executioner (CS) Battle Trickster (CS) Combat Trapsmith (CS) Fortune Fiend (CS) Master of Masks (CS) Uncanny Trickster (CS) Bear Warrior (CW) Dervish (CW) Exotic Weapon Master (CW) Frenzied Berserker (CW) (Fort DC 20 + # of rounds left on Frenzy in order to not attack friends) Hulking Hurler (CW) (NPC only) Invisible Blade (CW) Master Thrower (CW) Occult Slayer (CW) (Renamed: Witch Hunter) Rage Mage (CW) Ravager (CW) Reaping Mauler (CW) Thayan Knight (CW) (Renamed: Servant of Quetzalcoatl, race: Human, Kobold. Thay = Itzcali, Zulkir = Quetzalcoatl, no alignment restriction) Warchanter (CW) Archmage (DMG) Assassin (DMG) Horizon Walker (DMG) (levels 6-10 are gone) Red Wizard (DMG) (Thay = Itzcali, Red = Feathered) Shadowdancer (DMG) (No plane of shadow) Hellfire Warlock (FCII) (No "Hell" but instead Hellfire refers to fire that comes from the volcanoes) Elemental Scion (MoE) Hellbreaker (FCII) (Trade Plane Hop with Dimension Door 3/day) Black Blood Cultist (CR) (Rename: Cama Zotz Cultist [or Zotz cultist] ) Raumathari Battlemage (Una) (Rename: Itzcali Battlemage, Read Language: change too, K'iche' [see Maya Logograms], Bastard sword changes to Macahuitl.) Talontar Brightlord (Una) (Rename: Brightlord) Arachnomancer (FRUnd) Vermin Keeper (FRUnd) Cloud Anchorite (Fr) Disciple of Thrym (Fr) (Thrym = Hod) Frost Rager (Fr) Primeval (Fr) Rimefire Witch (Fr) (Change Heild to Hod, Gender: Female) Stormsinger (Fr) Winterhaught of Iborighu (Fr) (Change Iborighu to Jokul, Gender: Male) Dread Comando (HB) Legendary Leader (HB) Corrupt Avenger (HH) Death Delver (HH) Dread Witch (HH) The Dirgesinger (LM) Master of radiance (LM) Warhulk (MH) Warchief (MH) Arcane Hierophant (RW) Ashworm Dragoon (Sa) Scorpion Heritor (Sa) Walker in the Waste (Sa) Seawitch (Sto) (Add Race:Sahuagin) Stormcaster (Sto) (Add Race: Sahuagin) Wavekeeper (Sto) (Add Race: Sahuagin) Beast Heart Adapt (Du) Trapsmith (Du) (Add Race: Kobold) Cragtop archer (RS) Earth Dreamer (RS) Peregrine Runner (RS) (Replace Goliath with Kobold) Stonedeath Assassin (RS) (Replace Goblinoids with Kobold) Stonespeaker Guardian (RS) Replace Goliath with Kobold |
| Manyfist07-25-07, 12:51 AM | Continent's races Human Neanderthal Kobolds Gnolls Hadozee Anlegg Human Hadozee Anlegg Human Anlegg Diospid Human Anlegg Human Diospid Anlegg Diospid Kobold Gnoll Anlegg Human Hadozee Human Gnoll Hadozee Thri-Kreen Diospid Anlegg Florians Gnoll Kobold Anlegg Thri-Kreen Gnoll Anlegg Thri-Kreen Human |
| Kelmourne07-25-07, 01:10 PM | I took a look at your frenzied berserker. Personally, I think that if you are making them worse like that, you need to make the rage better somehow to compensate. |
| Manyfist07-25-07, 03:27 PM | I took a look at your frenzied berserker. Personally, I think that if you are making them worse like that, you need to make the rage better somehow to compensate. When you mean by worse, does that mean no one in there right mind wouldn't take it? I'll take off the can use Dex skills since I looked it up now that, if tripped you can use Str. The reason it was so unstable (Frienzed Berserker) is because it had equal chance of killing a party member. I'll just take out all but trying to kill the party thing, since well... no one wants that. |
| Manyfist07-25-07, 07:06 PM | -reserved- |
| Kelmourne07-27-07, 12:03 AM | So what instruments do Bards (Griots) get in Piannith? |
| wurwulf07-27-07, 10:09 AM | You list Magic of Incarnum as an allowable sourcebook, but no playable Incarnum classes. Intentional or oversight? Also, specifics on the Headhunting and Improved Headhunting feats? Bards will play two instruments: rock and log. ... In all seriousness, drums (such as a djembe) would be common, and, for better or worse, so would a didgeridoo. (Well, maybe. Wikipedia cites their earliest recorded use about 1500 years ago, but there's no reason to believe they couldn't have been played earlier than that.) Pan flute maybe. Rattles. Anything simple and not made of metal. |
| Manyfist07-27-07, 02:05 PM | You list Magic of Incarnum as an allowable sourcebook, but no playable Incarnum classes. Intentional or oversight? The Totemist is the only Incarnum class, I renamed it to the Shaman. Also, specifics on the Headhunting and Improved Headhunting feats? Like what? Headhunting [FIGHTER, GENERAL] Your critical hits usually target your opponent’s neck. Although you may not often sever their heads, you usually cause severe bleeding from neck and head wounds. Prerequisites: Base attack bonus +2, Weapon Focus, slashing or piercing weapon Benefit: When you land a critical hit with a melee weapon of the slashing or piercing sort, your opponent also suffers 2 points of Constitution damage. Special: Only living creatures with a discernible head are subject to this effect. Oozes, undead, constructs and most plants are immune. Headhunting, Greater [FIGHTER, GENERAL] Your critical hits can drop an enemy in his tracks, no matter how many Hit Points he has. Prerequisites: Base attack bonus +8, Weapon Focus, Head Hunting, Improved Head Hunting, slashing or piercing weapon. Benefit: When you land a critical hit, your opponent must make a Fortitude save (DC equal to the Hit Point damage dealt) or automatically fall to –1 and begin dying. Special: This effect stacks with those gained from the Headhunting and Improved Headhunting feats. Headhunting, Improved [FIGHTER, GENERAL] Your skill at lopping off the heads of your enemies has improved to the point that only the most dexterous and agile foes can escape serious injury when you land a critical hit. Prerequisites: Base attack bonus +4, Weapon Focus, Head Hunting, slashing or piercing weapon. Benefit: When you land a critical hit, your opponent must also make a Reflex save (DC 10 + your base attack bonus+ your Strength modifier) or suffer an additional 1d6 points of Constitution damage. Special: The bonus from this feat stacks with the one gained from the Headhunting feat. Regardless of whether the opponent makes the save against this feat, he still suffers 2 points of Constitution damage from the Headhunting feat. In all seriousness, drums (such as a djembe) would be common, and, for better or worse, so would a didgeridoo. (Well, maybe. Wikipedia cites their earliest recorded use about 1500 years ago, but there's no reason to believe they couldn't have been played earlier than that.) Pan flute maybe. Rattles. Anything simple and not made of metal. Well I attended a thing on Incan music. Basically, most musical instruments were made with simple stone age tech. Except for string instruments (brought over by Europeans). However I should probably list the instruments. |
| Manyfist07-27-07, 02:36 PM | Musical Instruments Drum (Bamboo, Animal Skin, Hallowed out Tree trunk) Voice Pan Pipes (Bamboo, Leather strips or Reeds, Leather Strips) Ocarina (Clay) Flute (Bamboo or Wood) Recorder (Bamboo or Wood) Conch (Conch Shell) Lute (Wood, Gut, Bone) Rattle The Body (Clapping, Stomping..etc.) |
| Manyfist07-28-07, 04:19 PM | Update: I've added a few new PrCs to the list. Mostly from Complete adventurer and Dungeonscape, and Races of Stone. Taken out Battledancer, added Scout. |
| Manyfist07-28-07, 08:39 PM | Kobolds Kobolds are bit different in Piannith. They don't live underground, and they're not cowards, and they're not physically weak like in other settings. They live in the mountains, however they don't live alone, for the vicious Gnolls travel into the mountains hunt for Kobolds for slaves and sacrifice. Masters of guerrilla tactics, they riddle their mountain homes with traps, preferring to snipe from higher ledges. However, when push comes to shove they can handle their own. Kobold traits +2 Dex, -2 Cha. Quick and nimble they can move about the mountain tops with grace, however they are socially isolated they rarely encounter anyone other than Gnoll Slavers. Altitude Adaptation: Kobolds are adapted to life at high altitudes, and thus don't suffer altitude sickness. They are always considered acclimated to high altitudes. Climb speed of 30 feet. Kobolds are natural climbers, able to scramble up trees with ease. A Kobolds has a +8 racial bonus on all Climb checks. It must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If it chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. It cannot run while climbing. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing Kobold. Also, Kobolds add their Dexterity modifier to Climb checks instead of their Strength modifier. Baseland speed 20ft Small Size +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), and Spot Checks Low-Light Vision Favorite Class: Scout |
| Manyfist07-28-07, 10:01 PM | Sahuagin Sahuagin are decedents of a lost empire that fell below the waves. The survivors mutated into Sahuagin after making pact with the sea. They now guard the city which lays in ruins, sometimes they raid the surface or cause havoc to the few boats and those who live on the coast. They fight with each other over hunting territories, however each fight is highly ritualized. However this doesn't apply to that of the coastal inhabitants. They are viewed as lesser beings, and are hunted for sport and as a source of food. Sahuagin have a racial memory that is passed on through the generations. However, these memories are often locked away in till sleep, in which they manifest as vivid dreams. They ally with no ones except for sharks, in which were the only creatures to accept them in their current state. All artifacts that are from the lost civilization can't be touched for it will distengrate instantly, and should any sunlight hit the artifacts the same thing happens at a slower rate draining 10hp/round exposed to sunlight. Rarely do Shauagin travel into rivers, since they are not as buoyant as they are in the ocean. When they do travel through rivers they often stay for less than a week. More rarely do they end up in lakes where they attack the tribes along the lake. However Shauagin who end up in lakes are usally on suicidal missions, ending up "drown" them selves to get at fleeing enemies. +2 Int, -2 Wis, -2 Cha Swim speed 50ft A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Medium Monstrous Humanoid (Aquatic) Base Land Speed 10ft Blindsense 30ft Freshwater Sensitivity (Ex) A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light. Speak with Sharks (Ex) Sahuagin can communicate verbally with sharks up to 50 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Sahuagin can use the Handle Animal skill to befriend and train sharks. Skills *Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks. *A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks. |
| Manyfist07-29-07, 12:24 AM | Ok guys. I am still going to do the campaign, however the magic system has gone from low to standard. A lot of magic items are out there, just finding them is the tricky part. However if you guys want the low magic setting I'll be testing out the Iron Heroes. |
| Kelmourne07-29-07, 02:31 AM | You can still make a world for the fun of it. I mean this is fun, isn't it? I enjoy it at least. |
| Manyfist07-29-07, 02:35 AM | You can still make a world for the fun of it. I mean this is fun, isn't it? I enjoy it at least. Ok. However I'll think I'll up the magic level to regular D&D magic level. Since Iron Heroes does a FANTASTIC job at low magic setting, and well, D&D isn't quite up for that. |
| Kelmourne07-29-07, 02:39 AM | You can do DnD low-magic. Just takes some ingenuity. Also if done properly, it makes players more impressed with magic. |
| Manyfist07-29-07, 03:07 AM | Magic Items Most magic items are simple, in fact many people can't distinguish from a magic from a non magic. Weapon Properties don't show it physically only when the weapon hits does it take effect. Theres no Holy Avenger, and no Nine Live stealers...etc. The magic items are +1 swords...etc. However named magic items are rare, and are a great commodity. Crafting magic items is no simple task, although its no harder than standard crafting, getting the items and magic to make it is a different story. Since theres no market place for magic items, its a quest on its own to get slippers of spiderwalk either to get it made or to make it or to find it. So in Piannith there's only Wonderous Items and nothing higher so no artifacts of imaginable power. One item can be crafted by dozens of hands, each sharing the crafting xp. Spells Most spells are allowed. However all "Force" spells are removed. No teleportation either, as well as all flight abilities unless you grow wings. Dispel Magic is taken out, for Magic is something that can't be taken away. Only Scouts can detect traps, magic or no magic. Reasons behind this, is because the spell casters are a bit too strong. It would definitely break the feeling of the world if magic can stop a carefully laid out trap with a simple spell. It goes into the same motion that, magic can only be countered when the casting goes off, and you can counter it. Note: Invocations are not spells and are exempt from this. Note: Will be taking some invocations out and adding new ones. Manly the crappy ones go, new better ones come. |
| Manyfist07-29-07, 03:09 AM | You can do DnD low-magic. Just takes some ingenuity. Also if done properly, it makes players more impressed with magic. Well, not really. Since most the CRs are built around the fact you have standard gear and it takes 20% of that per CR. Its a hassle to go through the monsters and re-adjust them. |
| Delfedd07-29-07, 10:09 AM | It would be interesting if the players encounered an anagok who had invented a new spell from the banned list. |
| Manyfist07-29-07, 11:10 AM | It would be interesting if the players encounered an anagok who had invented a new spell from the banned list. Well, sure you can invent it. I am saying that its not on their list doesn't mean it doesn't exist in the world. |
| Delfedd07-29-07, 08:58 PM | Of course. I'm just saying that showing magical progress will be easier in this world, and creating the feeling that players are part of history will be great. |
| Manyfist07-29-07, 09:09 PM | Of course. I'm just saying that showing magical progress will be easier in this world, and creating the feeling that players are part of history will be great. Well, I'll be almost like Eberron in the Stone Age. Except for the low level magic thing is common. Magic is something everyone knows about but is fearful of most of the time. |
| Manyfist07-31-07, 12:02 AM | Well. Heres the twist, the World of Piannith is an artificial world. Its in shape of a Ring (think Halo). However there is natural sunset, and night since it orbits around a star roughly about the size of our Sun. Instead of looking artifical on the outside, I was thinking maybe the world wraps around. Or maybe it is in the inside, and the reason why there is no underground because it wasn't built in. Would this break the setting? I think it could add flavor, since they are primitive society even if the world they live on is a artificial creation. It could of been created by a Earth God, seeing that Rings are more natural. The ancient civilzation that fell and now lay in ruins under the oceans could be what little remains of the original inhabitants. Think of Greek Mythos, Golden People were so perfect they died out because they didn't reproduce. |
| Kelmourne08-02-07, 03:07 AM | Personally I think the ring thing ruins it a bit. The shape of the world is best left unknown IMO. |
| Manyfist08-02-07, 07:03 AM | Personally I think the ring thing ruins it a bit. The shape of the world is best left unknown IMO. No one knows that the world is a shape of a Ring like in Halo. If someone ever says anything about the shape the world most likely they'll say its flat. The ring centers around an artifical star that gives light. They can't really see the other side of the ring. |