| Post/Author/DateTime | Post |
|---|---|
| Lhiannon Sidhe06-25-03, 02:46 AM | I'm thinking of running a campaign based on the Earth's Children series by Jean M. Auel. I'd like people's opinions on Ayla's class/levels/feats at the end of Clan of the Cave Bear. I'm making some changes to the classes and magic system due to the prehistoric nature of the setting, but I've been thinking she'd be a low level Ranger, with carnivourous animals as her favoured enemy, Weapon Finnese: Sling and Rapid Shot (due to her ability to use 2 rocks in a sling at once) On a related note, I need racial modifiers for the Clan and the Others. I was thinking of using normal humans for the Others, as they are fairly close to modern humans, and giving Clan +2 Str (More muscular then the Others), -2 Dex (Stockier and less flexible then the Others), +2 Con (Stockier and more muscle tissue then the Others), -2 Int (Not as innovative as the Others), +2 Wis (Much better memory then the others, and racial memory) and -2 Cha (Inability to speak would make it difficult to communicate with the Others - assuming the stats are based from the Other's PoV) Racial Memory may give bonuses to skill - such as +2 to Wilderness Lore when a man tracks prey, or +2 to Heal when a medicine woman makes medicines |
| Baron Phylos06-25-03, 03:15 AM | Well, I can't comment on the Earth's Children related things, never picked it up. But I can help with some things. Weapon Finesse: Sling is redundant, slings are already dex based and the feat doesn't apply to ranged weapons. You probably meant Weapon Focus. Memory is a feature of Intelligence(reflected by Wizards memorizing their spells and the Knowledge skills), Wisdom is perception/awareness related. Both the senses (sight, hearing etc.) and percieving other things like motives, influences and such. But just changing the word used to justify the WIS modifier to "Instinct" and it's dead on. |
| Lhiannon Sidhe06-25-03, 03:34 AM | Actually, I was thinking of Weapon Specialization, despite the fact that she dosn't meet the prerequiste 4 levels as a figher, I'd be willing to bend the rules and allow her to have it, as she can kill wolves, hyenas, lynx and wolverines with a single, well-placed sling bullet. |
| Lord Harley06-25-03, 12:14 PM | sounds like an interesting concept. the earth childrens series are some of my fav books. I could see ayla switching over to shamen later in the series. also sign language would have to be used for people of the clan. with the local dialects and the universal "old" language. some of the classes would be hunter, with each different tribe having bonuses to a particular animal. mammoth hunters, the fisherman sturgen (?) tribe, those fish are "hunted" not "fished" Bard/storytellers. a different type of cleric of jondalars people than the mammoth hunters flint worker carver hide curer, someone that specializes in colored hides etc. a clans spear doing different type of damage than a normal spear. more like pole arm/lance rules bounce some ideas off of me if you want. not too familiar with 3e but I do have all the earth's children books. |
| Lhiannon Sidhe06-26-03, 04:25 PM | I was thinking that prehaps, the totems of the Clan would work like feats. Every Clan character would have to take a totem as their initial feat at level 1. Ayla's Cave Lion totem might give a +2 Luck bonus to all saving throws and Broud's Wooly Rhinocerous totem may give him Rage 1/day, for example. I also think that the Sorcerer class, minus the ability to summon a familiar would work for Mog-Ur, should I decide to make that a class. I'd have to completly redesign the spell list though, as Creb obviously dosn't go around tossing ligtning bolts and fireballs at everything. Here's the classes I've decided on: Hunter Medicine Woman Mog-Ur Worker (This is actually several classes, as when you take it, you have to take a area of specialty, such as flint, hides, or weapons) Multiclassing is allowed. Zoug, for example, was once a great hunter, but after he got old, he made slings. And Droog, would be a hunter/flint worker. Ayla would be a Medicine Woman/Hunter etc. This is just for the Clan, however, each Group of People would have thier own classes to reflect their culture. People of one group could only take classes of another group in special situations, such as When Ayla was found by Iza and raised by Brun's clan. |
| JusticeZero06-26-03, 08:24 PM | Originally posted by Lhiannon Sidhe Actually, I was thinking of Weapon Specialization, despite the fact that she dosn't meet the prerequiste 4 levels as a figher, I'd be willing to bend the rules and allow her to have it, as she can kill wolves, hyenas, lynx and wolverines with a single, well-placed sling bullet. I'm not sure why that would need Weapon Spec. Historically it has been noted that the effects of a sling bullet are almost identical to the effects of a period smoothbore musket ball in terms of damage. They put nice impressive dents in armor. This is with shooting the usual ammunition, that is, egg-sized smooth rocks. |
| Lord Harley06-26-03, 08:51 PM | """Here's the classes I've decided on: Hunter Medicine Woman Mog-Ur Worker (This is actually several classes, as when you take it, you have to take a area of specialty, such as flint, hides, or weapons)""" That about sums it up for the clan. they really did live a "dull" life hunt, fish, mate, eat. lots of restrictions for the clan due to them not being able to learn new stuff easy. but yea I like the whole abilites things in ref to totems. though I see Creb as a cleric, and not Sorcerer |
| Lhiannon Sidhe06-27-03, 01:25 AM | but yea I like the whole abilites things in ref to totems. though I see Creb as a cleric, and not Sorcerer I thought of that, but clerics are healers, and Creb knows next to nothing about healing, just as Iza knows nothing about Spirits. |
| pjackson07-01-03, 12:18 PM | Everyone should get wilderness lore/survival as a class skill, though since almost everyone will need to have it maxed out you could just give them the ranks. Totem feats are a good idea, but there is no reason to make them compulsary. Some people might be less interested or have weaker totems that don't give benefits. Tribal feats might also work. Bard might be a better starting point for a Mog-Ur than sorcerer. Ayla should have weapon focus (sling), point blank shot, rapid shot, dex around 20, and a BAB of at least +8 - she rarely misses. She should either have improved critical if you think her kills with one stone are rare, or smoe form of sneak attack (ambush?) if you think she does it frequently. |
| pjackson07-01-03, 12:23 PM | If you want to run a campaign similar to the books the main characters in the books should have high levels in the classes you design. Otherwise the PCs will soon surpass them and the power level of the campaign will become higher than that of the books. Given the lack or armour or defensive magic you might want to give the characters a defense bonus, like D20 modern. |
| Lord Harley07-01-03, 07:18 PM | Originally posted by Lhiannon Sidhe I thought of that, but clerics are healers, and Creb knows next to nothing about healing, just as Iza knows nothing about Spirits. true about that. but he is very religious so it would have to be a very tweeked Sorcerer. I forget if creb knew how to do burials, or if it was a mix of him and Iza. also have you thought of any types of adventures? LH |