| Post/Author/DateTime | Post |
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| EvilVegan08-12-07, 10:32 AM | I'm planning on starting a Darksun campaign. I know there are some conversions for Darksun out there, but I was wanting to work my own out. The ones I've read haven't been exactly on target. I'm trying not to micro manage too much. So I'm going to post up character generation guides, experience guides, race & class conversions, and of course rules on defiling magic. Character Generation and levelling Abilities: 5d4 or 32 point buy with +2 to all stats. Hit points: Double maximum hit points at 1st level (constitution only added once). Every level roll half hit die, add half. For instance a barbarian gets 1d6+6 hit points instead of d12. A rogue gets 1d3+3. Wizard gets 1d2+2. Levelling: At every 4th level you gain +1 bonus to two different abilities instead of only one. At 2nd level and every 4th level after (6,10,14,18) you gain Skill Focus or Skill Training as a bonus feat. Skills: As Saga (trained or not), additionally you may "double-train" gaining skill focus by training in the same skill twice. Experience Characters gain experience rewards as if they were 1 level higher, but still gain levels at the same experience. For instance a 1st level character gains xp as a 2nd level character, but still gains a level at 1000 xp. This helps compensate for the increased power of the characters. Race & Class Will be covered in a separate post or two below. Defiling I'm unsure what to do with defiling. I'm tempted to apply a non-LA template that grants sudden metamagic and other scaling abilities, or bonus spells, while making all of your magic defile. This post will change a LOT. I edit a lot. |
| EvilVegan08-12-07, 10:33 AM | Races Ability Modifiers: +2 Dexterity, -2 Strength, -2 Charisma Size: As Medium creatures, Aarakocra have no special bonuses or penalties due to their size. Speed: Aarakocra base speed is 4 squares (20 feet). They have a fly speed of 8 squares (40 feet) with clumsy maneuverability. This improves 1 square (5 feet) per two levels and the maneuverability improves one step every five levels. An aarakocra cannot use its hands/claws while flying, but can still hold objects. An aarakocra cannot fly if above light encumbrance. Natural Armor: +1 natural armor bonus. Natural Weaponry: An aarakocra can attack with its claws for 1d3 damage and bite for 1d2 damage. Dive Attack: Aarakocra deal double damage when charging from above their target while flying. Conditional Bonus Feat: Aarakocra are keenly perceptive. Aarakocra with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat. Claustrophobia: Aarakocra suffer -1 penalty to attack and damage rolls and -2 penalty to will saves against fear effects while underground or in tight/crowded indoor spaces (narrow hallways with low ceilings, crowded buildings). Exotic Form: Armor made for Aarakocra is twice as expensive as regular armor. Ability Modifiers:+2 Constitution, -2 Charisma Size: As Medium creatures, dwarves have no special bonuses or penalties due to their size. Speed: Dwarf base speed is 4 squares (20 feet). However, dwarves can move this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. Darkvision: Dwarves ignore concealment (including total concealment) from darkness. Vision in total darkness is black and white. Stability: Dwarves gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Resistant: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Weapon Familiarity: "Dwarven" weapons are treated as martial weapons for dwarves. Focus: Dwarves gain +1 bonus on all checks directly related to their current focus. Languages: Common and Dwarven. Bonus languages: Elven, Giant, Gith, Pterran, Tarek, Thri-kreen. Ability Modifiers: +2 Dexterity, -2 constitution Size: As Medium creatures, Elves have no special bonuses or penalties due to their size. Speed: Elf base speed is 6 squares (30 feet). Low-light vision: Elves ignore concealment (but not total concealment) from darkness. Weapon Proficiency: Elves treat longswords, shortswords, rapiers, and all bows as simple weapons. They treat all "elven" exotic weapons as martial weapons. Perceptive: Elves may choose to reroll any Perception check. Climate Tolerance: Elves are naturally resistant to extreme temperatures and aren't adversely affected by the heat of the day or the chill of the night. They treat extreme heat and cold as if it were only very hot or cold, but suffer normally from abysmal heat or magical and supernatural heat and cold. Elf Run: After a minute of warming up and an Endurance check (DC 10), elves can enter a trance-like state. This state allows the elves to hustle for long distances as easily as a human can move normally, and run for long distances as easily as a human can hustle. Each day that an elf continues to run, they must make additional Endurance checks to maintain their state, starting at DC 10 and increasing by 5 each additional day past the first. Once the elf fails their Endurance skill check, he loses the run state benefits and suffers normal penalties for extended hustling and running as a normal human. After a full day's rest, the elf may attempt again to enter into this state. Within a group of elves, the runners add their leader's Charisma bonus both to their movement rate and to any Fortitude saves related to movement. Languages: Common and Elven. Bonus languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig, Tari, and Thri-Kreen. Ability Modifiers: None. Size: As Medium creatures, half-elves gain no special bonuses or penalties due to their size. Speed: Half-elf base speed is 6 squares (30 feet) Dual Heritage: Half-Elves suffer no penalties on Decption checks for attempting to appear as an elf or a human. They are treated as elves or humans for all effects dependant on race. Perceptive: A half-elf may choose to reroll any Perception check. Survivor: A half-elf may choose to reroll any Survival check. Fast Learner: A half-elf gains one additional trained skill at 1st level chosen from their list of class skills. Ability Modifiers: Size: Speed: Ability Modifiers: Size: Speed: Ability Modifiers: Size: Speed: Ability Modifiers: Size: Speed: Ability Modifiers: Size: Speed: Ability Modifiers: Size: Speed: I'm leaving out flavor and whatnot for now. And I like sblocks, so deal! :) |
| EvilVegan08-12-07, 10:33 AM | Classes Barbarian Bard - Replaced by Bard PrC Cleric Crusader Druid Fighter Gladiator - Replaced by Gladiator PrC Psion Psychic Warrior Ranger Rogue Swordsage Templar Warblade Wilder Wizard |
| Manyfist08-12-07, 02:27 PM | Why is the Gladiator and Bard PrCs? |
| EvilVegan08-12-07, 02:56 PM | Because I haven't seen a reason for them to be full progression classes. A darksun gladiator is a specialist fighter. A darksun bard is a specialist rogue. |