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| Tequila_Sunrise12-15-07, 04:43 PM | I thought I'd post my stuff here, hoping that more folks will give me feedback: With some of us seriously talking about house ruling the worst parts of 3e rather than switch to 4e in May, I decided to make my own contribution. Here I will be fixing or replacing the problems that I see with the 3.0 ELH; the rampant power disparity that it encourages between optimizers and non-optimizers, its clunky epic spell casting system, the truncation at 20th level of abilities that should progress beyond and the continuation of abilities that should end at 20th and its dysfunctional wealth and equipment system. I’ll also be sneaking a few things in that I use in games of any power level. Epic Saves and Attack Bonuses Character Epic Epic Level Save Bonus Attack Bonus 21 +0 +1 22 +1 +2 23 +1 +3 24 +2 +4 25 +2 +5 26 +3 +6 27 +3 +7 28 +4 +8 29 +4 +9 30 +5 +10 Epic Save and Attack Bonuses After 20th level, all characters gain the same bonuses to all their saves and their base attack bonus, rather than continuing their class’ bonus progressions. To calculate a character’s total save bonuses and attack bonus add up the bonuses derived from the character’s 20 non-epic levels and then add the epic bonuses shown on the table above. In the case of a multiclassed character, a player should mix and match the best of their 20 non-epic levels before adding their epic bonuses. For example Raniard is a 20th level wizard who decides to multiclass into the fighter class. Each time Raniard gains a level, he chooses the best of his non-epic save and attack bonuses and then adds his epic bonuses. So when Raniard reaches 40th level as a Fighter 20/Wizard 20, he has base bonuses as follows: Fort +22, Ref +16, Will +22, Attack +40. Epic Barbarian Rage: An epic barbarian gains no further rages per day, but the potency of his rage does increase. The numbers on the table below represent the Strength and Constitution bonuses that a barbarian of a given level gains while in rage; half of the listed bonus applies to his will saves while in rage. Level Special 21 Trap Sense +7 22 Damage Reduction 6/-- 23 24 Trap Sense +8 25 Damage Reduction 7/--, Rage +10 26 27 Trap Sense +9 28 Damage Reduction 8/-- 29 30 Rage +12, Trap Sense +10 Epic Bard Bardic Music: An epic bard continues to gain uses of this ability per day, and its potency increases as noted below. Spells: An epic bard’s caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. It is recommended that 7th level bard spells be added at level 19, as this fits the class’ level pattern. Level Special 21 22 23 24 25 Inspire Courage +5 26 27 28 29 30 Inspire Courage +6 Epic Bard Spells per Day Level 8 9 10 21 -- -- -- 22 0 -- -- 23 1 -- -- 24 2 -- -- 25 3 1 -- 26 4 2 -- 27 4 3 -- 28 4 4 1 29 4 4 2 30 4 4 3 Epic Bard Spells Known Level 8 9 10 21 -- -- -- 22 2 -- -- 23 3 -- -- 24 4 -- -- 25 5 2 -- 26 5 3 -- 27 5 4 -- 28 5 5 2 29 5 5 3 30 5 5 4 Epic Cleric Spells per Day Turn Undead: A cleric’s effective turning level continues to rise with his class level. I highly recommend the variant rules for turning undead found in the Player’s Handbook II, as it remains useful against any epic undead unlike the standard turning rules. Spells: An epic cleric’s caster level continues to equal his class level and he continues to gain spell levels and spells per day. It is recommended that 9th level cleric spells be added at level 19, as this fits the class’ level pattern. Level 11 12 13 14 15 21 1+1 -- -- -- -- 22 2+1 -- -- -- -- 23 3+1 1+1 -- -- -- 24 4+1 2+1 -- -- -- 25 4+1 3+1 1+1 -- -- 26 4+1 4+1 2+1 -- -- 27 4+1 4+1 3+1 1+1 -- 28 4+1 4+1 4+1 2+1 -- 29 4+1 4+1 4+1 3+1 1+1 30 4+1 4+1 4+1 4+1 2+1 Epic Druid Shapeshift: (Variant from PHBII) At 24th level and each 4 levels thereafter, a druid's enhancement bonus to Strength and natural armor improves by +2 while the druid is in any shapeshift form. Spells: An epic druid’s caster level continues to equal her class level and she continues to gain spell levels and spells per day. It is recommended that 9th level druid spells be added at level 19, as this fits the class’ level pattern. Level Special 21 22 23 24 Shapeshift +2 25 26 27 28 Shapeshift +4 29 30 Epic Druid Spells per Day Level 11 12 13 14 15 21 1 -- -- -- -- 22 2 -- -- -- -- 23 3 1 -- -- -- 24 4 2 -- -- -- 25 4 3 1 -- -- 26 4 4 2 -- -- 27 4 4 3 1 -- 28 4 4 4 2 -- 29 4 4 4 3 1 30 4 4 4 4 2 Epic Fighter Level Special 21 22 Bonus Feat 23 24 Bonus Feat 25 26 Bonus Feat 27 28 Bonus Feat 29 30 Bonus Feat Epic Monk Unarmed Damage: At 24th level, a monk’s unarmed damage improves to 4d6. Every four levels thereafter, it improves by another d6. Miscellaneous Abilities: An epic monk gains no further uses per day of any class abilities, but her level for determining the potency of such abilities continues to equal her class level. Unarmed Level Damage AC Speed 21 2d10 +4 +70 22 2d10 +4 +70 23 2d10 +4 +70 24 4d6 +4 +80 25 4d6 +5 +80 26 4d6 +5 +80 27 4d6 +5 +90 28 5d6 +5 +90 29 5d6 +5 +90 30 5d6 +6 +100 Epic Paladin Spells per Day Smite Evil: An epic paladin gains no further smites per day, but her extra smite damage continues to equal her class level. Lay on Hands: The potency of this ability continues to improve with paladin levels. Turn Undead: A paladin’s effective turning level continues to rise with her class level. I highly recommend the variant rules for turning undead found in the Player’s Handbook II, as it remains useful against any epic undead unlike the standard turning rules. Remove Disease: A paladin gains no further uses of this ability per week. Spells: An epic paladin’s caster level continues to equal half her class level and she continues to gain spell levels and spells per day. Level 5 6 7 21 0 -- -- 22 1 -- -- 23 1 -- -- 24 2 -- -- 25 2 0 -- 16 2 1 -- 27 3 1 -- 28 3 2 -- 29 3 2 0 30 3 2 1 Epic Ranger Spells: An epic ranger’s caster level continues to equal half his class level and he continues to gain spell levels and spells per day. Level Special 21 22 23 24 25 6th Favored Enemy 26 27 28 29 30 7th Favored Enemy Epic Ranger Spells per Day Level 5 6 7 21 0 -- -- 22 1 -- -- 23 1 -- -- 24 2 -- -- 25 2 0 -- 16 2 1 -- 27 3 1 -- 28 3 2 -- 29 3 2 0 30 3 2 1 Epic Rogue Special Abilities: An epic rogue can choose a rogue special ability or can gain an epic or non-epic feat at 22nd level and every three levels thereafter. Level Special 21 Sneak Attack +11d6, Trap Sense +7 22 Special Ability 23 Sneak Attack +12d6 24 Trap Sense +8 25 Special Ability, Sneak Attack +13d6 26 27 Sneak Attack +14d6, Trap Sense +9 28 Special Ability 29 Sneak Attack +15d6 30 Trap Sense +10 Epic Sorcerer Spells per Day Spells: An epic sorcerer’s caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. It is recommended that 9th level sorcerer spells be added at level 20, as this fits the class’ level pattern. Level 11 12 13 14 15 21 -- -- -- -- -- 22 3 -- -- -- -- 23 4 -- -- -- -- 24 5 3 -- -- -- 25 6 4 -- -- -- 26 6 5 3 -- -- 27 6 6 4 -- -- 28 6 6 5 3 -- 29 6 6 6 4 -- 30 6 6 6 5 3 Epic Sorcerer Spells Known Level 11 12 13 14 15 21 -- -- -- -- -- 22 1 -- -- -- -- 23 2 -- -- -- -- 24 2 1 -- -- -- 25 3 2 -- -- -- 26 3 2 1 -- -- 27 3 3 2 -- -- 28 4 3 2 1 -- 29 4 3 3 2 -- 30 4 4 3 2 1 Epic Wizard Spells: An epic wizard’s caster level continues to equal his class level and he continues to gain spell levels and spells per day. It is recommended that 9th level sorcerer spells be added at level 19, as this fits the class’ level pattern. Level Special 21 22 23 24 25 Bonus Feat 26 27 28 29 30 Bonus Feat Epic Wizard Spells per Day Level 11 12 13 14 15 21 1 -- -- -- -- 22 2 -- -- -- -- 23 3 1 -- -- -- 24 4 2 -- -- -- 25 4 3 1 -- -- 26 4 4 2 -- -- 27 4 4 3 1 -- 28 4 4 4 2 -- 29 4 4 4 3 1 30 4 4 4 4 2 Behind the Curtain: Class Progressions Class benefits should follow a simple and definable pattern, rather than an arbitrary hodge-podge of abilities, so that scaling epic levels doesn’t become overwhelmingly complex and confusing. Further, class abilities should be locked-in rather than just a series of bonus feats that may or may not increase a character’s effectiveness. Judging CRs for monsters is already more an art than a science, without creating the likely possibility of epic characters with wildly varied levels of effectiveness. Behind the Curtain: per Day Abilities Game balance is based on encounters per day. As class abilities are often already usable more times per day than the recommended four encounters at 20th level, so adding uses per day to those abilities would only degrade the shaky balance that high- and epic-level play already possess. Spells improve beyond 20th level because only a caster’s highest spell levels effectively constitute their per day abilities. Animal Companions: Though I try to discourage players from having pets, and in fact the druid shapeshift variant which I use removes this druid class ability, I do allow any character to spend a [non-epic] feat to get an animal companion if they really want one. Level HD Armor Str/Dex Tricks 21 +14 +14 +7 8 24 +16 +16 +8 9 27 +18 +18 +9 10 30 +20 +20 +10 11 33 +22 +22 +11 12 36 +24 +24 +12 13 39 +26 +26 +13 14 Paladin Mount Level HD Armor Str Int 21 +10 +12 +5 10 25 +12 +14 +6 11 29 +14 +16 +7 12 33 +16 +18 +8 13 37 +18 +20 +9 14 Familiar Level Armor Int 21 +11 16 23 +12 17 25 +13 18 27 +14 19 29 +15 20 21 +16 21 23 +17 22 25 +18 23 27 +19 24 29 +20 25 Behind the Curtain: Massive Damage I myself don’t even use death from massive damage because it becomes just a wrist exercise in high level and epic play. (Save against massive damage? Okay, I rolled a 2 so I pass…*yawn*) If you use this rule though, I recommend modifying it. To do so, add 2 to an epic character’s massive damage threshold for each epic level he/she possesses. Then add 1 to the Fortitude DC for each 5 points by which the damage exceeds 50. |
| Tequila_Sunrise12-15-07, 04:44 PM | Epic Feats I’m not going to go through the massive project of writing out every possible epic feat. Instead I’ll write up a few basic feats that demonstrate what an epic feat should be. I won't be including certain epic feats, due to their ridiculous effect on play. The biggest offenders are Multispell and Improved Metamagic due to their drastic effect on spell casters. Other epic feats are no longer necessary such as Epic Prowess, Epic Spellcasting, Improved Sneak Attack, Improved Spell Capacity, Intensify Spell, Lingering Damage, Mighty Rage and Wild Shape feats because the improvements which they grant are already granted by class features or other feats. Automatic Empower Prerequisite: Empower Spell Benefit: Your 0 through 3rd level spells are automatically empowered. Each time you take this feat, it applies to the next three higher spell levels. Automatic Enlarge Prerequisite: Enlarge Spell Benefit: Your 0 through 4st level spells are automatically enlarged. Each time you take this feat, it applies to the next four higher spell levels. Automatic Extend Prerequisite: Extend Spell Benefit: Your 0 through 4st level spells are automatically extended. Each time you take this feat, it applies to the next four higher spell levels. Automatic Maximize Prerequisite: Maximize Spell Benefit: Your 0 through 2nd level spells are automatically silenced. Each time you take this feat, it applies to the next two higher spell levels. Automatic Quicken Prerequisite: Quicken Spell Benefit: Your 0 and 1st level spells are automatically quickened. Each time you take this feat, it applies to the next higher spell level. Automatic Silent Prerequisite: Silent Spell Benefit: Your 0 through 4st level spells are automatically silenced. Each time you take this feat, it applies to the next four higher spell levels. Automatic Still Prerequisite: Still Spell Benefit: Your 0 through 4st level spells are automatically stilled. Each time you take this feat, it applies to the next four higher spell levels. Automatic Widen Prerequisite: Widen Spell Benefit: Your 0 through 2nd level spells are automatically widened. Each time you take this feat, it applies to the next two higher spell levels. Epic Alertness Prerequisite: Alertness Benefit: You gain an additional +4 bonus to Spot and Listen checks. Special: You can gain this feat multiple times; once at 21st level and every twenty levels thereafter. Its effects stack. Epic Blind-Fight Prerequisite: Blind-Fight Benefit: In melee, you do not suffer miss chances because of concealment. You take no penalty to speed for being unable to see. Epic Critical Prerequisite: Improved Critical Benefit: When using the weapon you selected, you deal +2d6 damage on a successful critical hit. If the weapon's critical multiplier is X3, add +4d6 points of damage instead, and if the critical multiplier is X4, add +6d6 points of damage instead. Epic Eschew Materials Prerequisite: Eschew Materials Benefit: You no longer need material components or foci to cast spells. Epic Initiative Prerequisite: Improved Initiative. Benefit: You gain a +4 bonus initiative checks. This bonus stacks with other initiative bonuses. Special: You can gain this feat multiple times; once at 21st level and every twenty levels thereafter. Its effects stack. Epic Item Creation Feats Each epic item creation feat has its non-epic version and a caster level of 21 required. Epic item creation works exactly as it does in non-epic play. Epic Metamagic Feats Each epic metamagic feat is simply a copy of its non-epic version, which is also its prerequisite. The benefit of epic metamagic is that the caster can stack the effects of two similar feats. For example a wizard with Empower Spell and two Epic Empower Spell feats can apply all three to one spell, making it six levels higher and dealing +150% damage. Epic Skill Focus Prerequisite: Skill Focus in chosen skill. Benefit: You gain an additional +6 bonus to your chosen skill. Special: You can gain this feat multiple times for the same skill; once at 21st level and every twenty levels thereafter. Its effects stack. Epic Speed Prerequisite: Improved Speed. Benefit: Your base speed improves by +10 feet. This bonus stacks with other improvements to your base speed. Special: You can gain this feat multiple times; once at 21st level and every twenty levels thereafter. Its effects stack. Epic Spell Focus Prerequisite: Greater Spell Focus. Benefit: The save DCs of your chosen school rises by an additional +1. Special: You can gain this feat multiple times for the same school; once at 21st level and every ten levels thereafter. Its effects stack. Epic Turning Prerequisite: Greater Turning. Benefit: Your turn attempts deal an additional 1d6 damage to undead and the save DC rises by an additional 1. Special: You can gain this feat multiple times; once at 21st level and every ten levels thereafter. Its effects stack. Epic Weapon Focus Prerequisite: Supreme Weapon Specialization with selected weapon, fighter level 24th. Benefit: You gain a +2 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times; once at 24th level and every eight levels thereafter. Its effects stack. Epic Weapon Specialization Prerequisite: Epic Weapon Focus with selected weapon, fighter level 28th. Benefit: You gain a +4 bonus on all damage rolls you make using the selected weapon. Special: You can gain this feat multiple times; once at 28th level and every eight levels thereafter. Its effects stack. Greater Epic Critical Prerequisite: Epic Critical Benefit: When using the weapon you selected, your critical range is tripled, rather than doubled. Non-Epic Feats Greater Turning Prerequisite: Improved Turning. Benefit: Your turn attempts deal an additional 1d6 damage to undead and the save DC rises by an additional 1. Improved Speed Benefit: Your base speed improves by +10 feet. This bonus stacks with other improvements to your base speed. Special: A barbarian automatically gains this feat at 1st level. Superior Two-Weapon Fighting Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16 Benefit: You get a fourth attack with your off-hand weapon, albeit at a -15 penalty. Special: A fighter may select Superior Two-Weapon Fighting as one of his fighter bonus feats. Supreme Weapon Focus Prerequisite: Greater Weapon Specialization with selected weapon, fighter level 16th. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Supreme Weapon Specialization Prerequisite: Supreme Weapon Focus with selected weapon, fighter level 20th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. |
| Tequila_Sunrise12-15-07, 04:45 PM | Epic Spells If it isn’t broken, don’t fix it! The pre-epic spell system isn’t broken (most of it isn’t at least), so why saddle epic games with a completely new, bizarre and frankly dysfunctional system? The epic spell casting system is supposed to provide flexibility and the chance to create new and unique spells for your caster but in actuality spell levels are just as flexible and creative. The only reason that some gamers perceive epic spell casting to be more flexible is because the Epic Level Handbook comes right out and tells the DM that casters with the Epic Spell Casting feat are supposed to create new and unique spells and that the DM is supposed to work with the player to do so. Even though some DMs choose to ignore the subtler but similar suggestion in the Dungeon Master’s Guide with regards to non-epic spells, it is actually even easier to create new and unique non-epic spells than epic spells because there are already so many spells to compare and contrast to. So here are a few simple spells that demonstrate how to continue the standard and very usable spell level progression into epic levels. Of course other unique and creative epic spells are possible like demand, but those can come later. Charm XII Enchantment (Charm) [Mind-Affecting] Brd 9, Sor/Wiz 12 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: 1 day Save: Will partial Spell Resistance: Yes This spell functions like charm person with three exceptions. First this spell is not restricted by type. Second this spell only affects creatures of a CR up to your caster level -3 (maximum CR 32). Third, if the targeted creature's CR is too high to be affected or if it passes its save, the target is shaken instead. Charm XI, Mass Enchantment (Charm) [Mind-Affecting] Brd 8, Sor/Wiz 11 Components: V, S, M Casting Time: 1 standard action Range: Up to 30 ft. Targets: All creatures within range Duration: 1 day Save: Will partial Spell Resistance: Yes This spell functions like charm person with three exceptions. First this spell is not restricted by type. Second this spell only affects creatures of a CR up to your caster level -3 (maximum CR 27). Third, if the targeted creature's CR is too high to be affected or if it passes its save, the target is shaken instead. Cure Wounds XI Conjuration (Healing) Brd 11, Clr 11, Drd 12, Pal 11, Rgr 12 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half Spell Resistance: Yes This spell functions like cure light wounds except that it cures 11d8 points of damage +1 point per caster level (+55). Death XI Necromancy [Death] Clr 11, Drd 11, Sor/Wiz 11 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Save: Fortitude partial Spell Resistance: Yes This spell functions like finger of death with two exceptions. First this spell only affects creatures of a CR up to your caster level -5 (maximum CR 30). Third, if the targeted creature's CR is too high to be affected or if it passes its save, the target takes 1 point of damage per caster level (maximum 35). Death XI, Mass Necromancy [Death] Death 11, Sor/Wiz 11 Components: V, S, M Casting Time: 1 standard action Range: Up to 30 ft. Targets: All creatures within range Duration: Instantaneous Save: Fortitude partial Spell Resistance: Yes This spell functions like wail of the banshee with two exceptions. First this spell only affects creatures of a CR up to your caster level -5 (maximum CR 25). Third, if the targetted creature's CR is too high to be affected or if it passes its save, the target takes 1 point of damage per caster level (maximum 30). Disintegrate XII Transmutation Sor/Wiz 12 Components: V, S, M Casting Time: 1 standard action Range: 100 ft. Effect: Ray Duration: Instantaneous Save: Fortitude partial (object) Spell Resistance: Yes This spell functions like disintegrate except that it deals 2d6 points of damage per caster level (maximum 70d6), or one tenth damage if it passes its save. Dispel Magic XII Abjuration Brd 9, Clr 12, Drd 12, Pal 12, Sor/Wiz 12 Components: V, S, M Casting Time: 1 standard action Range: 100 ft. Target: One spell or spell-like effect Duration: Instantaneous (5 minutes) Save: None Spell Resistance: No You make a dispel check against any one spell or spell-like effect. The DC is 1 + caster level and your maximum dispel bonus is +40. If you target a creature or area with numerous magical effects, you can designate which one to dispel if you can identify it via detect magic or similar means. Otherwise, the spell automatically targets the strongest magical effect (highest caster level, then highest spell level). If successfully dispelled, temporary effects are ended instantaneously while permanent effects are suppressed for 5 minutes. This spell affects artifacts just as normal magical items. Dominate XII Enchantment (Compulsion) [Mind-Affecting] Brd 9, Sor/Wiz 12 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: 30 days Save: Will partial Spell Resistance: Yes This spell functions like dominate person with three exceptions. First this spell is not restricted by type. Second this spell only affects creatures of a CR up to your caster level -7 (maximum CR 28). Third, if the targetted creature's CR is too high to be affected or if it passes its save, the target takes 1 point of damage per caster level (maximum 35) from mental stress. Dominate XI, Mass Enchantment (Compulsion) [Mind-Affecting] Brd 8, Sor/Wiz 11 Components: V, S, M Casting Time: 1 standard action Range: Up to 30 ft. Targets: All creatures within range Duration: 30 days Save: Will partial Spell Resistance: Yes This spell functions like dominate person with three exceptions. First this spell is not restricted by type. Second this spell only affects creatures of a CR up to your caster level -7 (maximum CR 23). Third, if the targetted creature's CR is too high to be affected or if it passes its save, the target takes 1 point of damage per caster level (maximum 30) from mental stress. Fear XII Necromancy [Fear, Mind-Affecting] Brd 9, Sor/Wiz 12 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: 5 minutes Save: Will partial Spell Resistance: Yes This spell functions like cause fear with two exceptions. First this spell only affects creatures of a CR up to your caster level -1 (maximum CR 34). Second, if the targeted creature's CR is too high to be affected or if it passes its save, the target is shaken for 1 round. Fear XI, Mass Necromancy [Fear, Mind-Affecting] Brd 8, Sor/Wiz 11 Components: V, S, M Casting Time: 1 standard action Range: Up to 30 ft. Targets: All creatures within range Duration: 5 minutes Save: Will partial Spell Resistance: Yes This spell functions like cause fear with two exceptions. First this spell only affects creatures of a CR up to your caster level -1 (maximum CR 29). Second, if the targeted creature's CR is too high to be affected or if it passes its save, the target is shaken for 1 round. Fireball XI Evocation [Fire] Sor/Wiz 11 Components: V, S, M Casting Time: 1 standard action Range: 500 ft. Area: Up to 60 ft. radius spread Duration: Instantaneous Save: Reflex half Spell Resistance: Yes This spell functions like fireball except that it deals 1d6 points of fire damage per caster level (maximum 30d6). Heal XII Conjuration (Healing) Clr 12, Drd 13 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Save: Will half Spell Resistance: Yes This spell functions like heal except that it heals 10 hit points per level (maximum 300 hit points at 30th level) and also ends any and all harmful conditions. Origin of Draconians Necromancy [Evil] Clr 11, Sor/Wiz 11 Components: V, S, F Casting Time: 30 days Range: 0 ft. Target: Up to 100 true dragon eggs Duration: Permanent Save: None Spell Resistance: No Over the course of one month, you pervert the un-hatched dragons within a group of true dragon eggs. At the month’s end the now bulbous and sickly eggs finally split open so that a new generation of true breeding draconians spew forth. This spell can create draconions of a CR up to your caster level -20 (maximum CR 5). Draconians are hatched immature and feral, but take only 1 year to mature into adults. Draconians created by this spell usually take on the alignment of their creator, which is almost invariably evil. Components: Origin of Draconians requires a special magical laboratory or unholy shrine which must cost at least 10,000 gp. The laboratory or shrine can be reused but the caster must spend 5,250 XP each time he casts this spell. If the eggs or laboratory or shrine are disturbed at any time during the 30 day casting time, the spell is ruined. Ray of Lightning XII Evocation [Electricity] Sor/Wiz 12 Components: V, S, M Casting Time: 1 standard action Range: 1,000 ft. Effect: Ray Duration: Instantaneous Save: None Spell Resistance: Yes This spell functions like polar ray except that it deals 1d6 points of electricity damage per caster level (maximum 35d6). Summon Nature’s Ally XI Conjuration (Summoning) Drd 11, Rgr 11 Components: V, S, M Casting Time: 1 round Range: 30 ft. Effect: One summoned creature Duration: 5 minutes Save: None Spell Resistance: No This spell functions like summon nature's ally I except that it can summon any one of the following creatures: any CR 19 animal, any CR 17 elemental, a CR 11 nymph or a CR 17 griffon. Wasting Curse Necromancy Clr 11, Sor/Wiz 11 Components: V, S, F Casting Time: 1 day Range: 0 ft. Area: See text Duration: 1 year (D) Save: Fortitude half Spell Resistance: Yes This spell draws the moisture out of an area with a radius equal to 1 mile per caster level -20 (maximum 5 miles). This deals 1 point of damage to each living creature per round, or 2 points of damage to each water or plant creature per round. Though the spell is cast in a day, the caster loses a spell slot until the spell ends. Focus: This spell requires a large stone obelisk weighing at least 500 pounds and worth at least 10,000 gp. The spell effect is centered on, and moves with, the obelisk. If the obelisk is destroyed any Wasting Curse effect is immediately ended. |
| Tequila_Sunrise12-15-07, 04:46 PM | Epic Magical Items Wealth by Level: I like to give characters enough money to have a limited number of items which increase in power at a steady rate, rather than a few one-shot items to begin with and then a few dozen powerful items later. Rather than calculating wealth by level with some arbitrary percentage formula, I add up how much wealth a character would need at every fourth level to have an appropriately powerful repertoire of items: two weapons, a booster item, armor with special properties, a ring of deflection, a vestment of natural armor, bracers of shielding and a ring of resistance. These items reflect what a dual wielding character would have, which is the most expensive style to maintain. So I take those numbers and the divide each four-level wealth increment by four to come up with each level’s wealth by level guideline. Level Wealth 1 8,000 2 16,000 3 24,000 4 32,000 5 56,000 6 80,000 7 104,000 8 128,000 9 168,000 10 208,000 11 248,000 12 288,000 13 344,000 14 400,000 15 456,000 16 512,000 17 584,000 18 656,000 19 728,000 20 800,000 21 1,176,000 22 1,552,000 23 1,928,000 24 2,304,000 25 2,904,000 26 3,504,000 27 4,104,000 28 4,704,000 29 5,576,000 30 6,448,000 31 7,320,000 32 8,192,000 33 9,384,000 34 10,576,000 35 11,768,000 36 12,960,000 37 13,720,000 38 14,480,000 39 15,240,000 40 16,000,000 Armor and Shields Market Minimum Bonus Price Level +11 242,000 21 +12 288,000 23 +13 507,000 25 +14 588,000 27 +15 900,000 29 +16 1,024,000 31 +17 1,445,000 33 +18 1,620,000 35 +19 1,805,000 37 +20 2,000,000 39 Weapons Market Minimum Type Price Level +11 484,000 21 +12 576,000 23 +13 1,014,000 25 +14 1,176,000 27 +15 1,800,000 29 +16 2,048,000 31 +17 2,890,000 33 +18 3,240,000 35 +19 3,610,000 37 +20 4,000,000 39 Staffs: A staff holds a number of spell charges equal to its type, with each charge holding a spell one level higher than the last. For example a type III staff might hold charm person, invisibility and fireball. Each charge is usable once per day, though higher level charges can be used to power lower level spells. Each time a staff is improved one of its spells may be traded out for another, though the new spell may not be of a higher level than the old one. Market Minimum Type Price Level XI 484,000 21 XII 576,000 23 XIII 1,014,000 25 XIV 1,176,000 27 XV 1,800,000 29 XVI 2,048,000 31 XVII 2,890,000 33 XVIII 3,240,000 35 XIX 3,610,000 37 XX 4,000,000 39 Tattoos of Ability Enhancement Market Minimum Bonus Price Level +12 288,000 21 +14 588,000 25 +16 1,024,000 29 +18 1,620,000 33 +20 2,000,000 37 Bracers of Shielding, Rings of Resistance, Robes of Armor (Bracers of Shielding and Robes of Armor cannot be enchanted with special properties) Market Minimum Bonus Price Level +6 72,000 21 +7 147,000 25 +8 256,000 29 +9 405,000 33 +10 500,000 37 Gauntlets of Mighty Fists, Rings of Protection, Vestments of Natural Armor (Guantlets of Mighty Fists cannot be enchanted with special properties) Market Minimum Bonus Price Level +6 144,000 21 +7 294,000 25 +8 592,000 29 +9 810,000 33 +10 1,000,000 37 Behind the Curtain: Epic Pricing and Level Requirements Epic items should be significantly more valuable than non-epic items, but a flat x10 price modifier is too sudden. It encourages the ‘Christmas tree syndrome’ where players obtain items that grant non-standard bonuses or it encourages the ‘it’s like we’re first level again’ situation, neither of which I like. I like characters to have a steady progression of a limited number of bonuses, because it makes the game simpler for both players and DMs. Players don’t have to find or make obscure items to boost the stats they need to stay alive and DMs can at least roughly estimate what items his players should have and how challenging his monsters will be. Level requirements further ensure that most characters will have the right number of bonuses for their level, but they also give item creation feats a place in the game as a method to create truly spectacular items. Epic items which characters can expect to have at 21st to 24th level have a x2 cost multiplier beyond their base cost formula, items which characters can expect to have at 25th to 28th level have a x3 cost multiplier, items which characters can expect to have at 29th to 32nd level have a x4 cost multiplier, and items which characters can expect to have at higher levels have a x5 cost multiplier. Behind the Curtain: Item Oddities Some items don’t fit well into the epic levels. Most notable are Bracers of Armor, because of the rate at which their bonuses rise. A +1 bonus per two caster levels works fine in non-epic play, but in epic play they eventually outstrip even full plate armor in AC bonus. So I changed the bonus rate to +1 per three caster levels like other standard items, changed the form of the item to a more appropriate body slot and finally added Bracers of Shielding to the standard item list to make up for those lost AC bonuses. Another item oddity are the Tattoos of Ability Enhancement. I made these items tattoos rather than their usual forms just so that they don't interfere with other important items; if you prefer their standard form, feel free to change them back. I start epic ability boosters at +12 because I allow non-epic boosters of up to +10, but I don't allow inherent bonuses. The most important reason being that I like PCs to be able to advance their items and stats at a steady and consistent pace rather than scraping for a +2 booster at low levels but then ending up with a +6 booster plus a +5 tome at later levels almost all at once. Also, three increments of +2 just doesn’t fit neatly into 20 levels. |
| Tequila_Sunrise12-15-07, 04:47 PM | Epic Campaigns On the Path to Divinity: This type of campaign is my favored way of playing with epic characters. In this type of campaign, epic characters are on the path to divinity. As a result epic characters begin to shed their mortality and also gain other special abilities as they gain experience (see Epic Powers Below). Timeless Body: At 21st level, an epic character ceases to age physically. They accrue no further age related penalties, but will die naturally when their time is up. Ageless: At 31st level, an epic character will never die naturally. Timeless: At 41st level, an epic character passes the threshold into divinity and gains the ability to alter their physical age at will. If they have accrued any physical age related penalties, such are immediately removed. Even if they choose to appear elderly, their abilities are not affected. Additionally, 41st level characters do not need to drink, eat or sleep (though spellcasters must still rest as usual to regain spells). Immortal: At 51st level, an epic character becomes a true power bound inseparably to the life of the multiverse itself. Even if slain, such a character simply reforms in 5d20 days. Divine Casters: An epic divine caster becomes more and more his deity’s ally rather than follower. An epic divine character gains an intuitive understanding of magic and begins to channel divine spells directly from the multiverse rather than through his god. At 21st level character level, this applies to all his 0 and 1st level spells; at each epic level thereafter, it applies to another spell level. This has no mechanical effect, except that he retains access to his directly channeled spells in places which have been abandoned by the gods. Item Attunement: An epic character’s growing divinity and longtime familiarity with magical items gives them the ability to directly improve, or attune, their items without the aid of magic. To attune an item a character must spend the necessary wealth and must spend one day per improvement in solitude with the item. For example Thedros is a 21st level fighter and wishes to improve Desert Sirocco, a +5 flaming burst ghost touch icy burst scimitar. To improve Desert Sirocco's enhancement bonus to +6, Thedros must spend 284,000 gp and spend 1 day is solitude with it. And attuned item operates at a caster level equal to the creator’s character level at the time of attunement. Attuned items operate for any creature who uses them, just as normal items. Epic Powers: At 21st level and every two levels thereafter, a character gains a power from the following list. Unless otherwise noted an epic power is a spell-like ability that requires a free action to activate or deactivate. Damage Reduction: You gain damage reduction according to the table below. This damage reduction can be bypassed by weapons of certain enhancement strength, or partially bypassed by weapons with lesser enhancement strength (see Damage Reduction under Epic Monsters). Level DR 21 5/+1 25 10/+2 29 15/+3 33 20/+4 37 25/+5 Death Ward: You gain the continuous benefits of this spell. Detect Auras: You gain the continuous benefits of detect chaos, detect evil, detect good, detect law, and detect magic. Dimension Door: You can dimension door yourself and one hundred pounds of gear at will. Dispel Magic: You may an effect similar to Dispel Magic XII at will, except that there is no maximum caster level and the dispel DC is 11 + caster level. Disintegrate: At will you can use an effect similar to that of disintegrate, except that it deals 1d6 damage per character level or one tenth that on a successful save. Enlarge/Reduce Person: You gain the continuous benefits of either of these spells. You can go from enlarged to reduced, or vice versa. Extra Attunement: You gain a number of virtual gold pieces that you can use to attune magical items, according to the table below. You can take this power multiple times; its effects stack, though you can never attune any one item beyond your normal level limits. Level Total Virtual GP 21 242,000 23 288,000 25 507,000 27 588,000 29 900,000 31 1,024,000 33 1,445,000 35 1,620,000 37 1,805,000 39 2,000,000 Greater Teleport: You can greater teleport yourself and one hundred pounds of gear at will. You must have the Teleport epic power to take Greater Teleport. Haste: You gain the continuous benefits of this spell. Hit Point Increase: At each epic level, gain 1 hit point per Hit Die in addition to your usual increase. This increase is cumulative so at 21st level you gain 1 hp per hit die, while at 22nd level you gain 2 hp per hit die, etc… This benefit can never increase your hit points above the maximum for your Hit Dice and Constitution bonus. Mind Blank: You gain the continuous benefits of this spell. You must have the Nondetection epic power to take Mind Blank. No Automatic Failures: You do not automatically any d20 roll when you roll a natural 1. Nondetection: You gain the continuous benefits of this spell. Plane Shift: You can plane shift yourself and one hundred pounds of gear at will. You must have the Teleport epic power to take Plane Shift. See Invisibility: You gain the continuous benefits of this spell. Spell Resistance: You gain spell resistance equal to 7 + your level. Teleport: You can teleport yourself and one hundred pounds of gear at will. You must have the Dimension Door epic power to take Teleport. Tongues: You gain the continuous benefits of this spell. True Seeing: You gain the continuous benefits of this spell. You must have the See Invisibility epic power to take True Seeing. |
| Tequila_Sunrise12-15-07, 04:47 PM | Epic Monsters Rather than spend hours stating up a few individual monsters that other DMs may or may not use, I’ll spend a few hours stating up a few basic monster progressions that can be used to quickly and easily stat up many different monsters as DMs need them. Damage Reduction: I prefer old style damage reduction because it remains relevant throughout all levels and because it encourages players to enchant their weapons with enhancement bonuses rather than just bonus-equivalent abilities. Old style damage reduction does have its problems though, so I use a bit differently. For each enhancement bonus that a weapon is below that which a monster’s damage reduction requires, the weapon deals 5 less damage than normal. For example a fighter battling a dragon loses his primary weapon and must resort to a +1 sword. The dragon has damage reduction 15/+3, so the fighter must subtract 10 from each damage roll made with his +1 sword. Monster Ability Progressions: Monster abilities progress at a definable rate based on their CR. When reading a monster ability formula, the first number is the ability score that a monster starts with. The second number, most often a formula, is the rate at which that ability score advances as the monster’s CR rises. (see table below) For example a dragon’s Strength is equal to 11 + 5/8, so a CR 21 dragon would have a 37 Strength. CR 0 1/8 1/4 3/8 1/2 5/8 3/4 7/8 1 21 +0 +4 +10 +14 +20 +26 +30 +36 +42 22 +0 +4 +10 +16 +22 +26 +32 +38 +44 23 +0 +4 +10 +16 +22 +28 +34 +40 +46 24 +0 +6 +12 +18 +24 +30 +36 +42 +48 25 +0 +6 +12 +18 +24 +30 +36 +42 +50 26 +0 +6 +12 +18 +26 +32 +38 +44 +52 27 +0 +6 +12 +20 +26 +32 +40 +46 +54 28 +0 +6 +14 +20 +28 +34 +42 +48 +56 29 +0 +6 +14 +20 +28 +36 +42 +50 +58 30 +0 +6 +14 +22 +30 +36 +44 +52 +60 31 +0 +6 +14 +22 +30 +38 +46 +54 +62 32 +0 +8 +16 +24 +32 +40 +48 +56 +64 33 +0 +8 +16 +24 +32 +40 +48 +56 +66 34 +0 +8 +16 +24 +34 +42 +50 +58 +68 35 +0 +8 +16 +26 +34 +42 +52 +60 +70 36 +0 +8 +18 +26 +36 +44 +54 +62 +72 37 +0 +8 +18 +26 +36 +46 +54 +64 +74 38 +0 +8 +18 +28 +38 +46 +56 +66 +76 39 +0 +8 +18 +28 +38 +48 +58 +68 +78 40 +0 +10 +20 +30 +40 +50 +60 +70 +80 Draconian (Monstrous Humanoid [draconic]) Size CR 1-2: Small, CR 3-4: Medium, CR 5-8: Large, CR 9-12: Huge, CR 13-20: Gargantuan, CR 21-28: Colossal, CR 29-44: Colossal +, CR 45-60: Colossal ++ HD 1-1/2 x CR Strength 11 + 1/2 Dexterity 10 + 0 Constitution 11 + 1/4 Intelligence 10 + 0 Wisdom 10 + 0 Charisma 11 + 0 Natural Armor Bonus: 1 x CR Attacks: Great Sword (manufactured, one and a half Strength) or Claw (primary, full Strength) Size Speed Space/Reach Claw Small 30 5/5 1d4 (1) Medium 40 5/5 1d6 (1) Large 40 10/10 1d8 (1) Huge 50 15/15 1d12 (2) Gargantuan 50 20/20 2d8 (2) Colossal 60 30/30 3d6 (2) Colossal + 60 40/40 4d6 (2) Colossal ++ 70 50/50 5d6 (2) Special Qualities Death Throes: When a draconian is reduced to -10 hit points, its body explodes with the pent up element of its ancestor dragon. This deals 1d6 points of acid, cold, electricity or fire damage per CR (Reflex half). Dragon Size CR 1-2: Tiny, CR 3-4: Small, CR 5-8: Medium, CR 9-12: Large, CR 13-20: Huge, CR 21-28: Gargantuan, CR 29-44: Colossal, CR 45-60: Colossal + HD 1-1/2 x CR Strength 11 + 5/8 Dexterity 10 + 0 Constitution 11 + 3/8 Intelligence 10 + 1/4 Wisdom 10 + 1/4 Charisma 11 + 1/4 Natural Armor Bonus: 1-1/4 x CR Attacks: Bite (primary, full Strength), Claw (secondary, half Strength) Size Speed Fly Space/Reach Bite Claw Garg 60 220 (clumsy) 20/15 (20 with bite) 3d6 (2) 2d8 (4) Col 70 240 (clumsy) 30/20 (30 with bite) 4d6 (2) 3d6 (4) Col + 70 260 (clumsy) 40/30 (40 with bite) 5d6 (2) 4d6 (4) Cone Line Gargantuan 60 120 Colossal 70 140 Colossal + 80 160 Special Abilities Breath Weapon (Su): Each dragon's breath weapon takes the form of either a cone or a line and deals damage of a certain type: either acid, cold, electricity or fire. Using a breath weapon is a standard action and deals 1d6 damage per CR. Once a dragon breaths, it can't breathe again until 3 rounds later. A blast brom a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice. Creatures caught in the area can attempt Reflex saves to take half damage. The save is Constitution-based. Crush (Ex): This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon though it can attempt normal overrun or grapple attacks agianst larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape. A crush attack deals bite damage plus 1-1/2 times the dragon's Strength bonus. The save DC is Constitution-based. Frightful Presence (Ex): This special attack allows a dragon to unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges or flies overhead. Creatures within a radius of 15 feet per CR are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The save DC is Charisma-based. Spell-like Abilities (Sp): Caster Level = CR - 4. A dragon gains two spell-like abilities at each CR after 4. These spell-like abilities can be drawn from any spell list, but should generally reflect the dragon's alignment and natural habitat. Spells that incapacitate or kill should not be chosen as spell-like abilities. Highest Level -- 1/day; Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels -- at will. The save DCs are Charisma-based. Tail Sweep (Ex): This special attack allows a dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (for a Gargantuan dragon) or 40 feet (for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals claw damage plus 1-1/2 times the dragon's Strength bonus. Affected creatures can attempt Reflex saves to take half damage. The save DC is Constitution-based. Special Qualities Alternate Form (Su): This special ability allows a dragon to assume any animal, humanoid or vermin form as a standard action three times per day. This form may not have a CR more than 8 less than the dragon's CR. This ability functions as the polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents which the dragon can't actually see still have total concealment against the dragon. Damage Reduction (Su): CR 21-24: 20/+4, CR 25-28: 25/+5, CR 29-32: 30/+6. The natural weapons of a dragon with damage reduction are treated as magic weapons for the purpose of overcoming damage reduction. Immunity (Ex): A dragon is immune to the same type of energy which its breath weapon is. Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Spell Resistance (Ex): CR + 7. |
| sin_vraal12-15-07, 07:20 PM | I thought I'd post my stuff here, hoping that more folks will give me feedback: With some of us seriously talking about house ruling the worst parts of 3e rather than switch to 4e in May, I decided to make my own contribution. Here I will be fixing or replacing the problems that I see with the 3.0 ELH; Thats the truth aint it. :embarrass Although I'm more opposed to the flavor changes (eladrins now elves, messing up FR? sigh.) rather than gameplay changes (not too happy bout that either). I kinda like building epic spells, It saves time deciding an appropriate spell level. what I dont like are the methods required to get to certain spellcraft DCs. RE: monster stat progression. (note to self for future edit) Interesting, will read through that some more to get a handle on it re: path towards divinity. Love it! I agree on that part, I cant imagine adventurers sitting around dungeon crawling till 50th level. they need something to drive them. For us, thats looting the assets of small metropolises! but the goal still comes down to wanting to be a god. a little codification of this concept helps A LOT! On a side note, some of your spells (the improved disintigrate for example) have scaling damage up to 70d6. My pet peeve of over epic level is the vast quantity of dice rolling. having something just do scaling fixed damage might be better. 10d6 + 7/2 levels? dunno. not a great way around it yet. I've gone to lengths to write my own dice rolling app to use on my iphone to speed things up. Meh... not really central to this topic tho :P |
| Tequila_Sunrise12-16-07, 12:58 AM | I kinda like building epic spells, It saves time deciding an appropriate spell level. what I dont like are the methods required to get to certain spellcraft DCs. Hm, I find it much easier to assign spell levels than to deal with ELH's system. Most spells fall into a vague sort of pattern and I guess I'm just familiar enough with it to feel confident in my judgment in assigning spell levels. Love it! I agree on that part, I cant imagine adventurers sitting around dungeon crawling till 50th level. they need something to drive them. Yeah I think my next section of Epic Campaigns will be the planes and Sigil. On a side note, some of your spells (the improved disintigrate for example) have scaling damage up to 70d6. My pet peeve of over epic level is the vast quantity of dice rolling. having something just do scaling fixed damage might be better. 10d6 + 7/2 levels? dunno. not a great way around it yet. My assumption (although maybe I shouldn't be making an @ss of you and I...) is that once a group's dice rolling goes beyond their point of comfort, they'll start averaging dice. I don't have any hard and fast rules about it in my own games; just that once the rules tell you to roll more dice than you care to, feel free to take a few off the top and average them out. |
| runestar12-16-07, 05:01 AM | With regards to your epic bab progression rules, it doesn't bother you that say, at lv40, a fighter has a bab of +40, a monk has a bab of just +30, and the fighter will never miss (since AC will have to be meaningless to him to be of value to a 3/4 bab class).:confused: I don't quite get your NA formula... |
| Tequila_Sunrise12-16-07, 06:50 PM | Runestar and BigGus are both concerned with epic BAB, so I’ll address that first. My thinking is that eventually good BAB characters will far outstrip average BAB characters but it won’t turn into “I roll a 2…so I hit” *yawn* situation because of options like power attack and multishot. Good BAB characters will be dealing a lot more damage than average BAB characters, but they’ve earned it. The system isn’t perfect (a monk with full Dex and Wis stat boosters will have AC equal to 1.5 x level, finessable weapons can’t use power attack), but hey that’s d&d. An idea occurred to me today that I’m still mulling over in my head. I don’t like how the ELH reduces everyone to poor BAB at epic; for full BAB characters and to a lesser extent average BAB characters it just feels like a gyp. It also messes with the AB v AC balance in a bad way. But what if all characters got +1 epic AB per level instead? I’m still not sure I like the idea of a full BAB class never getting more than 25% better at hitting things than an average BAB class, but it wouldn’t mess with the AB v AC balance. What do you think? I don't quite get your NA formula... Natural Attack? There’s not much of a formula, I just made the damage increases a little more consistent. One thing I should have made clear; my variant is intended for DMs who like the divine ranks system, and don't want actual divinity to be level-based. It allows epic characters to slowly get closer to divinity (becoming less and less affected by time, fatigue, and certain types of damage) without ever reaching it. For DMs who are happy with level-based divinity, your system can be applied at any level, as you point out. It was in this sense that my version is an alternative to yours. Ah I see, that makes sense. You've changed Epic Initiative to +4 in the text for the feat, but in the intro to the epic feats section you still mention it giving +8. Yeah I’ll change that, I just need to find a good way to word “sometimes an epic feat should be twice as good as a normal one, sometimes not.” Why is the DC for Dispel Magic XII 1 + caster level instead of 11 + caster level? Epic dispels aren’t direct advancements of non epic dispels. A common complaint about dispel magic & co. is that when one goes off suddenly the DM and/or players have to revamp their character sheets in the middle of a fight. Also, the higher level a game goes the more crippling it is to lose the benefits of all your magic items. So I decided to make epic dispels single effect only and in exchange to increase the duration and make that one effect really count. Why does your system make Improved Sneak Attack obsolete? Rogues already get +1d6/2 levels sneak attack after level 20, so I don't see the difference. I generally don’t like stackable feats that increase the potency of class abilities, especially such a basic one like SA. It just screams ‘TWINK ME OUT!!!’ too much. |
| runestar12-17-07, 07:38 AM | My thinking is that eventually good BAB characters will far outstrip average BAB characters but it won’t turn into “I roll a 2…so I hit” *yawn* situation because of options like power attack and multishot. Good BAB characters will be dealing a lot more damage than average BAB characters, but they’ve earned it. The system isn’t perfect (a monk with full Dex and Wis stat boosters will have AC equal to 1.5 x level, finessable weapons can’t use power attack), but hey that’s d&d. That too seems problematic in itself. Now, you have to revise the monster's hp upwards to account for the fact that fighters will be using PA every single chance they get. This in turn means that 3/4 bab classes will be doing progressively lesser damage at every turn, since they cannot PA for as much as full-bab classes. This sort of system can still work up to lv30 (as evidenced by NWN2: MoTB), but will probably start to fall apart afterwards (cracks were already beginning to show towards the end of the game). |
| Tequila_Sunrise12-18-07, 09:21 AM | Hm, +1 universal epic BAB is sounding better and better. |
| runestar12-18-07, 09:25 AM | Hm, +1 universal epic BAB is sounding better and better. It really doesn't matter, so long as their bab all improves at the same rate, I guess.:) |
| BigGus12-18-07, 07:39 PM | In case anybody wondering where my questions came from, I've been having a long discussion with Tequila Sunrise about this already, here: http://forums.gleemax.com/showthread.php?t=962171 Runestar and BigGus are both concerned with epic BAB, so I’ll address that first. My thinking is that eventually good BAB characters will far outstrip average BAB characters but it won’t turn into “I roll a 2…so I hit” *yawn* situation because of options like power attack and multishot. Good BAB characters will be dealing a lot more damage than average BAB characters, but they’ve earned it. The system isn’t perfect (a monk with full Dex and Wis stat boosters will have AC equal to 1.5 x level, finessable weapons can’t use power attack), but hey that’s d&d. An idea occurred to me today that I’m still mulling over in my head. I don’t like how the ELH reduces everyone to poor BAB at epic; for full BAB characters and to a lesser extent average BAB characters it just feels like a gyp. It also messes with the AB v AC balance in a bad way. But what if all characters got +1 epic AB per level instead? I’m still not sure I like the idea of a full BAB class never getting more than 25% better at hitting things than an average BAB class, but it wouldn’t mess with the AB v AC balance. What do you think?. OK, that's good point you have there about Power Attack and Multishot (I assume you mean Manyshot?), I hadn't thought of that, they would get rid of the "I roll a 2, I hit, yawn" thing. But I have to agree with Runestar, giving them extra damage this way just shifts the problem from attack to damage, especially since you give Bb/ Ftr improved Rage/ EWS bonuses. The only way I can see to have different BABs past level 20 which could work is to reduce the difference between them. For example, 1/1 becomes 3/4, 3/4 becomes 5/8, and 1/2 stays 1/2. This still doesn't work for an infinite-levels system, of course, but it doubles the time it takes to become really problematic; at level 60 the difference between a high-BAB character and a medium-BAB one is reduced from 15 to 10, for instance. I generally don’t like stackable feats that increase the potency of class abilities, especially such a basic one like SA. It just screams ‘TWINK ME OUT!!!’ too much. The reason I asked about Impr. SA being made obsolete by your system is that you say in the epic feats section "Other epic feats are no longer necessary such as...Improved Sneak Attack...because the improvements which they grant are already granted by class features or other feats." If you're banning it for the reasons you state above, that's OK (I allow it myself, because you have to take it a LOT of times to really make a difference, thus passing up other, and probably better, uses for your epic feats), but you can see why I was confused. Epic dispels aren’t direct advancements of non epic dispels. A common complaint about dispel magic & co. is that when one goes off suddenly the DM and/or players have to revamp their character sheets in the middle of a fight. Also, the higher level a game goes the more crippling it is to lose the benefits of all your magic items. So I decided to make epic dispels single effect only and in exchange to increase the duration and make that one effect really count. OK, interesting way of dealing with it. I must confess I hadn't actually read it properly. Will get back to you on this. One thought: how do Epic Dispels affect Artifacts? Is it like the Dispel seed from the ELH, where they affect them like any other item, or like MDJ, or what? A couple more things: first, your system seems to make most classes more powerful than their ELH versions, at least in terms of the damage they can do. While I can see that you've done a lot of work to balance them against each other, I wonder about multiclass characters; if single-class characters are more powerful, do multiclass characters need some sort of bonus to keep them viable? (A good starting point might be to abolish all XP penalties for multiclassing; I know a lot of people do this already). And second, can Rogues take an epic feat in place of a special ability at level 22+, rather than just a normal feat? |
| Tequila_Sunrise12-19-07, 12:19 AM | OK, that's good point you have there about Power Attack and Multishot (I assume you mean Manyshot?), I hadn't thought of that, they would get rid of the "I roll a 2, I hit, yawn" thing. But I have to agree with Runestar, giving them extra damage this way just shifts the problem from attack to damage, especially since you give Bb/ Ftr improved Rage/ EWS bonuses. I finally decided today to revert to universal epic save bonuses (+1 per even epic level) and epic BAB (+1 per epic level). I really wanted the continued non epic BAB progressions to work, but you and RuneStar are probably right. OK, interesting way of dealing with it. I must confess I hadn't actually read it properly. Will get back to you on this. One thought: how do Epic Dispels affect Artifacts? Is it like the Dispel seed from the ELH, where they affect them like any other item, or like MDJ, or what? I hadn't thought of the artifact issue. On consideration, I'd say that epic dispel does affect artifacts like any other item because I want it to be more appealing in that way than MDJ. I'll make a note of it. A couple more things: first, your system seems to make most classes more powerful than their ELH versions, at least in terms of the damage they can do. While I can see that you've done a lot of work to balance them against each other, I wonder about multiclass characters; if single-class characters are more powerful, do multiclass characters need some sort of bonus to keep them viable? (A good starting point might be to abolish all XP penalties for multiclassing; I know a lot of people do this already). Do you have any particular concerns about multiclassed characters being left behind in power? I made a note than multiclassed characters should gain the best benefits of all their levels for saves and BAB, which should help. I don't want to suggest that DMs abolish multiclass penalties at epic levels because frankly if a DM accepted such a suggestion they would have done it at 1st level, and if they didn't do it at 1st level they'll no doubt ignore my suggestion at epic. And second, can Rogues take an epic feat in place of a special ability at level 22+, rather than just a normal feat? Yes, definately. I'll make a note. |
| BigGus12-19-07, 08:07 AM | Do you have any particular concerns about multiclassed characters being left behind in power? I made a note than multiclassed characters should gain the best benefits of all their levels for saves and BAB, which should help. I don't want to suggest that DMs abolish multiclass penalties at epic levels because frankly if a DM accepted such a suggestion they would have done it at 1st level, and if they didn't do it at 1st level they'll no doubt ignore my suggestion at epic. I was just thinking that the ELH classes are designed so that an epic level in a class isn't worth much more than a non-epic level, which means that multiclass characters remain a viable choice even at very high levels. By increasing the value of an epic level in a class (which I think you have done), you decrease the value of multiclassing. However, allowing them to use their best 20 levels for BAB and saves is probably the best solution, it definitely makes them a more attractive choice. |
| Tequila_Sunrise12-19-07, 01:53 PM | I was just thinking that the ELH classes are designed so that an epic level in a class isn't worth much more than a non-epic level, which means that multiclass characters remain a viable choice even at very high levels. By increasing the value of an epic level in a class (which I think you have done), you decrease the value of multiclassing. However, allowing them to use their best 20 levels for BAB and saves is probably the best solution, it definitely makes them a more attractive choice. Have I increased the value of epic class levels? Certainly you'd have to be crazy to multiclass into or out of a caster class under my epic rules, but that's been true for the last 20 levels already. |
| BigGus12-19-07, 09:04 PM | Have I increased the value of epic class levels? Certainly you'd have to be crazy to multiclass into or out of a caster class under my epic rules, but that's been true for the last 20 levels already. By my reckoning, you've definitely increased the power of: Wiz/ Sorc/ Cler: In SRD get 1 bonus feat per 3 levels. You give an them extra spell level every 2 levels, with more spells than they'd get if they took ISC. You give them 10th level spells at level 19/20. In addition, Wiz still gets bonus feats 1/5 levels, and Sorc gets extra spells known at each level. Rog: In SRD, gets 1 bonus feat or special ability per 4 levels. You give them a special ability or bonus feat per 3 levels. Ftr: In SRD, EWFoc & EWSpec can only be taken once. You allow them to be taken once every 8 levels. Also you add Supreme WFoc/ Spec. Bd: In SRD, only level 6 spells by level 20, you give them level 7. While you give them the same number of extra spell levels as they get bonus feats, they get more spells per spell level than if they'd used all their bonus feats for ISC. You increase the frequency of their inspire courage bonuses from 1/6 to 1/5 (and according to your table, it apparently increases by +5 per 5 levels after 25th. Is this an error?). Mnk: In SRD, get 1 bonus feat per 5 levels. You give them +1d6 damage per 4 levels, which is the same as the feat Improved Sneak Attack gives, but can be used on all attacks, not just sneak attacks. As for the other classes: Dru: Since I don't have the PHBII, I can't comment on the Shapeshift variant. But since it continues to increase in power 1/5 levels after level 20, I doubt replacing Wild Shape with Shapeshift is enough to balance off the large number of extra spells you give them. Rgr: Exception. The extra spells you give them roughly balance out the epic feats you take away. Pal: Exception. Actually slightly weaker under your system, since while the extra spells balance out the epic feats, as with the Rgr, you also take away their extra remove disease, as well as their all-important extra smites. While their special mounts improve 1/4 levels instead of 1/5, I don't think this is enough to balance out the remove disease/ extra smites. Bb: Debatable. Whether improving the power of their rages balances out the loss of the bonus feats and extra rages I'm not sure, without playtesting both variants. I suspect they'd lose out at lower levels, but at very high levels their rage would be so powerful they'd be better off. But as I said, I'm not sure. So based on their class progressions, I'd say that 7 of the 11 classes are definitely more powerful, 1 almost certainly so, 1 weaker, 1 about the same and 1 debatable. In your defence, removing the IMM and MS feats does a lot to limit the power of casters, but you allow multiple empowers, which while definitely not as bad as MS does allow pretty impressive damage/ round at higher levels. Also, you allow as many epic spells per day as casters have spell slots above 10th level, rather than just 1 per 10 points of knowl (arc, rel or nat) which they normally get, meaning that before long casters can have epic versions of all types of spells, not just those which they have metamagic feats relevant to. So, while casters lose out in the damage-per-round stakes (multispell is one of the most broken feats in the game, IMO) they gain in versatility as well as spells/ day. So, yes, I'm pretty sure most classes are more powerful under your system. |
| Tequila_Sunrise12-19-07, 10:52 PM | Ah, I thought you meant that my epic levels are so much better than non-epic levels, not that my epic levels are so much better than ELH epic levels. Well by all means, they are better than ELH levels and I would say that that is not a bad thing. One of the things that sucks about the ELH is that class balance becomes almost entirely reliant upon epic feats rather than continued progressions of class abilities. As to the question of multiclassing remaining viable at epic levels, I think that it will remain as viable as it was at pre-epic levels. Assuming we're talking about intelligent multiclassing like Raniard the eldritch knight, rather than Raniard the fighter/wizard, multiclassed characters will retain their versatility while continuing to lag slightly behind single classed characters in raw power. If we're talking about un-optimized multiclassing, then yes multiclassers will lag more and more behind single classers; but I'd point out that that problem already exists in pre-epic and that if such a character makes it to epic levels it is because their DM tailors encounters to the character's reduced power and will continue to do so in epic. If we're talking about extremely optimized multiclassers such as the ftr 2/rog 2/brb 1/monk 1/seven other classes 1-3, the problem will likely get worse at epic levels but that is better fixed by fixing the multiclass rules rather than epic rules. PS The Inspire Courage +5 per 5 levels was a major typo! |
| BigGus12-20-07, 07:02 PM | Ah, I thought you meant that my epic levels are so much better than non-epic levels, not that my epic levels are so much better than ELH epic levels. Well, that was kind of what I meant. I was assuming that the ELH epic levels were balanced so as to make an epic level roughly equal in power to a non-epic level. If this assumption is true, it would mean that your epic levels are better than non-epic levels. Well by all means, they are better than ELH levels and I would say that that is not a bad thing. One of the things that sucks about the ELH is that class balance becomes almost entirely reliant upon epic feats rather than continued progressions of class abilities. As to the question of multiclassing remaining viable at epic levels, I think that it will remain as viable as it was at pre-epic levels. Assuming we're talking about intelligent multiclassing like Raniard the eldritch knight, rather than Raniard the fighter/wizard, multiclassed characters will retain their versatility while continuing to lag slightly behind single classed characters in raw power. If we're talking about un-optimized multiclassing, then yes multiclassers will lag more and more behind single classers; but I'd point out that that problem already exists in pre-epic and that if such a character makes it to epic levels it is because their DM tailors encounters to the character's reduced power and will continue to do so in epic. If we're talking about extremely optimized multiclassers such as the ftr 2/rog 2/brb 1/monk 1/seven other classes 1-3, the problem will likely get worse at epic levels but that is better fixed by fixing the multiclass rules rather than epic rules. Hmmm...there's definitely something in what you say, in many cases a non-PrC multiclass character does sacrifice power for versatility. But this isn't necessarily the case. A fighter10 rogue10, for example, gets BAB +17, hence 4 attacks/ round, and a +5d6 sneak attack. If he has a partner who he can flank opponents with, he can get a lot of extra damage for that -3 BAB. Especially if he's got greater two-weapon fighting. Also, taking 1-2 level dips (eg 2 rogue levels to get evasion) can be a viable option, even for a pure caster. My point was simply that if the value of an epic level increases too much, eventually all non-PrC multiclass characters cease to be viable. But this is all academic really, since you've included the "use best 20 levels for BAB and saves" rule, which balances things out. PS The Inspire Courage +5 per 5 levels was a major typo! Always glad to help :) |
| Tequila_Sunrise12-23-07, 08:14 PM | I can't believe that nobody else has any comments or criticism... |
| sin_vraal01-02-08, 07:13 PM | Tequila, First off I apologize for not getting back to your thread earlier! Work and the new years are finally over and now I've finally got some time to go through this stuff. Hm, I find it much easier to assign spell levels than to deal with ELH's system. Most spells fall into a vague sort of pattern and I guess I'm just familiar enough with it to feel confident in my judgment in assigning spell levels. Well, for me anyway, I like the (waiting for the flames:D ) simplicity of a DC to a spellcraft check. I can definately see your point of view with spell levels, but with a DC, you can easily define the spell with seeds and what not, and unless the player is doing something out of the defined bounds (not very hard), the spell level is made for you, and there are no arguments. period. Thats what I like from regular DC casting. I DO agree its weird tho with 10th level and up non epic spells AND epic spells. Yeah I think my next section of Epic Campaigns will be the planes and Sigil. YUP, how many dungeons can you really hack through before your planet is emptied out, and how come the end of the world always comes to your planet! My assumption (although maybe I shouldn't be making an @ss of you and I...) is that once a group's dice rolling goes beyond their point of comfort, they'll start averaging dice. I don't have any hard and fast rules about it in my own games; just that once the rules tell you to roll more dice than you care to, feel free to take a few off the top and average them out. Yup. I made some tools to make this easier for everyone in my groups. so they can use them on their iphone / tablet PC etc etc. We have a PC in the group who has a cohort that makes like 10-15 attacks in a round (thanks to dancing), 1 click of a button and its all rolled, AC, miss chance, damage. Whew! |
| sin_vraal01-02-08, 07:16 PM | I can't believe that nobody else has any comments or criticism... I think everyone was off for Christmas break or was sick , or both! Reminds me of something funny and rather annoying I heard earlier in December, "You expect this to get done in December? nothing gets done in December!" |
| BillTheManiac01-03-08, 12:27 PM | hmm... averaging idea If constant randomness is good, but rolling lots of dice is bad, and addition is okay Var. of a d20: 133 Var. of a d12: 48, so approximately 3d12--->1d20+9 Var. of a d10: 33, so 4d10--->1d20+12 (or 11 if you're mean) Var. of a d8: 21, so 7d8--->1d20+21 Var. of a d6: 12, so 11d6--->1d20+28 Var. of a d4: 5, so 27d4--->1d20+57 I just realized I multiplied all the variances by 4, but the ratios are the same. So this slightly overcomplicated system at least lets it get more random. |
| Tequila_Sunrise01-03-08, 05:29 PM | Well, for me anyway, I like the (waiting for the flames:D ) simplicity of a DC to a spellcraft check. I can definately see your point of view with spell levels, but with a DC, you can easily define the spell with seeds and what not, and unless the player is doing something out of the defined bounds (not very hard), the spell level is made for you, and there are no arguments. period. Don't worry, I don't flame people who present their opinions as opinions. I like spell levels over spell DCs, but for sure neither system is perfect by a long shot. YUP, how many dungeons can you really hack through before your planet is emptied out, and how come the end of the world always comes to your planet! I'm almost done with my Planescape Primer (with a few unique twists of my own) and will post it soon. Working on this little project has actually made me want to run an epic planescape game...we'll see if that happens. |
| Tequila_Sunrise01-03-08, 05:32 PM | hmm... averaging idea If constant randomness is good, but rolling lots of dice is bad, and addition is okay Var. of a d20: 133 Var. of a d12: 48, so approximately 3d12--->1d20+9 Var. of a d10: 33, so 4d10--->1d20+12 (or 11 if you're mean) Var. of a d8: 21, so 7d8--->1d20+21 Var. of a d6: 12, so 11d6--->1d20+28 Var. of a d4: 5, so 27d4--->1d20+57 I just realized I multiplied all the variances by 4, but the ratios are the same. So this slightly overcomplicated system at least lets it get more random. Thanks...I think? (I'm not quite that saavy with numbers) |
| sin_vraal01-03-08, 08:42 PM | Don't worry, I don't flame people who present their opinions as opinions. I like spell levels over spell DCs, but for sure neither system is perfect by a long shot. Wasnt worried about you in particular so much as in general. :D |
| Rikandur_Azebol01-04-08, 02:50 PM | Good thing. I like all changes You propose, especially as it tones down the abusability of Epic Spells. And Full BAB classess don't became suddenly non-casting wizards in combat ! I'll return to You with more precise critique and questioning once I end up chewing on the materials You provided. :) |
| Tequila_Sunrise01-06-08, 12:37 AM | Lookin' forward to it. :cool: |
| BillTheManiac01-06-08, 07:37 PM | Thanks...I think? (I'm not quite that saavy with numbers) Without my calculations you get this table. Original Dice New Die 3d12 1d20+9 4d10 1d20+11.5 7d8 1d20+21 11d6 1d20+28 27d4 1d20+57 |
| Tequila_Sunrise01-06-08, 09:14 PM | Okay, here is the outline of my epic Planescape campaign. There's nothing really epic about it yet, but I'll get there. Sigil is called by many names; the City of Doors, the Crossroads of the Multiverse, the Cage—but none can truly describe what she is. Sigil is a place of freedom and of ideals, where belief has the power to change the multiverse. This city has no official leader; its immortal patroness is called the Lady of Pain who has the power and will to bar even the greatest gods from Sigil. Though all recognize the Lady as Sigil’s sole patroness, she does not run its day to day affairs—she leaves that to its various factions. Sigil is built on the inside of a hollow sphere, which floats above the Spire, which is the center of the Outlands. The Spire is literally endlessly tall; no matter how high you climb or fly, its tip is always just a few more hundred feet away. Sigil’s sphere itself is made of earth; every so often a berk tries to dig through to the outside but inevitably fails. The only way into or out of Sigil is by using one of its many magical portals, each of which has a unique ‘key’ that must be used to activate it. A key can be anything from a sword to a certain word. A portal key must be presented within an arm span of its portal in order to work; keys are not destroyed after being used. One of Sigil’s biggest sources of trade is knowledge of portal keys and portal destinations. One end of a portal is always anchored in Sigil, most commonly in an archway, door or window. The destination end is anchored in a similar opening somewhere else in the multiverse, though some portals change their destination anchorages. To those who can see them, portals appear as outlines of light and some blind sods have reported being able to hear or even feel portals. When a portal activates, its glowing outline expands until it is a solid wall of light. However, portals cannot be seen by everyone and it is in fact common for bodies who live nearby the destination end of various portals to never be aware of its presence. Bodies born in Sigil gain the ability to see portals as they grow up, sometime during childhood or adolescence. Bodies born outside of Sigil need exposure to become able to see portals; each time a body is in the presence of an activated portal, they make a DC 15 Wisdom check. If successful, the body can now ever after see portals. Sigil’s houses and buildings are constructed of a hodge podge of materials from all over the multiverse. Sigil’s greatest and most inescapable pest is a weed known as razorvine. Razorvine is a brownish thorn covered creeper that grows at an incredible pace, about a square foot a week regardless of surrounding conditions. It clings just as easily to stone as it does to earth and wood. Sigil is unofficially divided into six wards; there are no walls or borders and wards tend to blur into each other, but each one has a distinct place in the city’s daily existence. The Lady’s Ward is the home of Sigil’s rich and affluent, many of whom can buy and sell entire worlds. This ward is the center of Sigil’s law and order, such as it is. Sigil’s barracks, prison and court are located here. Also present is the city’s bank and treasury, called the Lighthouse, and the Hall of Records. The Clerk’s Ward is the center of Sigil’s government and bureaucracy, full of politicians, bean counters and special interest groups. Sigil’s Hall of Speakers, Great Gymnasium and Kithkin University are located here. The Hive Ward is the home of Sigil’s desperate artists and just plain destitute. Sigil’s Gatehouse and Rose Cathedral are located here. The Market Ward is Sigil’s beating heart, where countless merchants sell every item and convenience imaginable. Sigil’s Great Bazaar is located here. The Guildhall Ward is the home of Sigil’s middle class, and has many ethnic neighborhoods. Sigil’s Civic Festhall and Whisperwood Park are located here. The Lower Ward is home of Sigil’s working class, and has many ethnic neighborhoods. Sigil’s Foundation, a great foundry and stonework warehouse, is located here. Sigil’s Factions Factions, as an anonymous cutter once said it, are philosophers with clubs. Each faction has an ideal which its members proselytize and do their best to live up to. Factions aren’t just collections of individuals who spend their days theorizing and hypothesizing; each faction operates one of Sigil’s public hallows, each of which play an important role in keeping Sigil’s people alive and trying. The Believers of the Source “We all have the potential for greatness, to become the living embodiments of the ideals and talents which we practice. How do we tap that potential, who can say for sure? The miracle of it that we must remember is that the multiverse has given all of us this great chance to achieve the divine, and to not try our hardest to achieve it would be blasphemy.” --Factol Alayad Haku of the Believers of the Source The Believers of the Source, sometimes called the Godsmen, run Kithkin University and its half dozen Kithkin annexes located all over Sigil. All citizens of Sigil are entitled by law to a free education, though for most this means little more than learning their letters and numbers. It takes family funding to learn a trade, and a fortunate family’s funds to learn academia. The Bleak Cabal “There’s no meaning in any of it—the multiverse, the gods, my life nor your life. The sooner you realize that, the sooner you’ll be at peace. Any sod who tells you otherwise is just trying to see patterns in the madness, turning a blind eye to the truth or trying to bob you. So make friends, make a family, learn a trade, become a real high-up, enjoy the madness of it all, but don’t get distracted by the vain hope that any of it means anything beyond what you make it.” --Factol Eras Lin Wa, of the Bleak Cabal The Bleak Cabal, sometimes called the Bleakers, run Sigil’s Gatehouse. At the Gatehouse, a down on his luck sod can get a hot meal and a warm bed. Though their mental treatments are unorthodox, the Cabal doesn’t make demands on a sod’s philosophical or religious beliefs. The Cabal also has many contacts among Sigil’s small businesses and is often able to get a sod a job, and with it some hope. The Communals “The multiverse exists to be shared by all. It has given us many gifts so that we can all live and prosper, not to separate the fortunate from the not. Only when all of us—poor, rich, planars and powers all have a share of the multiverse’s riches will we reach perfection.” --Factol Erin Dalmasca, of the Communals The Communals operate Sigil’s Rose Cathedral, a great mortuary and charnel house. From here they keep the sewers running, keep the streets clear of refuse and undertake Sigil’s dead. The Constructionists “Building things is ingrained in our being, and that’s because building a better multiverse is our perfection and its. Some of us build things, some build families, some build organizations, and all of them play their part in the the ultimate perfection.” --Factol Lews Valdmoore, of the Constructionists The Constructionists operate Sigil’s Foundation, a great foundry and stonework warehouse. From the Foundation, the Constructionists maintain Sigil’s streets and public areas. The Fated “No one ever got anywhere by whining about their misfortune. Every one of us has had misfortune; the only difference between a real blood and a poor sod is the work they put into getting what they want. And that’s what I have to tell you—you can get whatever and wherever you want with a little sweat and blood.” --Factol Duke Rowan Darkwood, of the Fated The Fated, sometimes called the Takers, protect and operate Sigil’s Lighthouse and Hall of Records. They are the ones who measure out and deliver funds to the other officially endowed city factions and are also the ones who perform perhaps the most hated public service—the collection of taxes. The Fraternity of Order “Knowledge is power, everyone knows that. But what you might not know is that the very multiverse itself is made up of little bits of knowledge—one grand puzzle, if you will. There’s a rule for everything, and a corresponding trick to breaking it without being caught. The more tricks you learn the more a blood you become; learn them all and you might even challenge the Lad—I mean, you might attain godhood.” Factol Luthis Maverin of the Fraternity of Order The Fraternity of Order runs Sigil’s courthouse. The Order’s members are the ones who try and judge those who the Harmonium brings in on criminal charges. The Hardheads’ idea of lawful behavior tends to be much narrower than the law books, so the Order passes a surprising number of alleged criminals through the courthouse every day. With their strict attention to details and the meanings in between the words of the law, the Order is famous for having the best lawyers in Sigil. The Free League “Don’t tell me what to think, or I’ll tell you where to shove it.” --Ariana ‘Blackbell’ Kendal, Matriarch of the Kendal family The Free League, sometimes called the Indeps, are not officially recognized as a faction and have no official purpose in Sigil. This group is a loose collection of families scattered throughout the city who don’t like folks like the factions telling other folks what to think or how to act. As such they have been able to exist for hundreds of years by filling an important but unofficial role—the League ensures that the markets and streets of Sigil stay relatively fair and safe. Of course League families collect a certain amount of ‘donations’ from the businesses and people they protect but never too much or too often—the Harmonium is always looking for reasons to bring in overreaching family heads. The Harmonium “The goal of the multiverse and everyone in it is to work together in harmony. When folk are in harmony, livings can be made, families can be raised and life can be lived in peace and that is how it is meant to be. Those who refuse to work and live together must be punished in order to cleanse them of the stain of anarchy. Once we have everyone in the multiverse working and living together and have wiped away all stains of anarchy, the multiverse will reach perfection and completion. --Factol Amadeus al’Kirin of the Harmonium The Harmonium, sometimes called the Hardheads, run Sigil’s prison and barracks. Harmonium members patrol the streets, keeping relative peace and arresting those who they feel are disturbing it. The Harmonium’s ideas of peaceful behavior differ somewhat from Sigil’s laws of peaceful behavior, so it is not uncommon for citizens to be arrested but then released after being tried. The Society of Sensation “The only truth is what each of us can sense—an apple has no flavor until you bite it, a painting has no color until you see it and a singer has no voice until you hear it. So partake of the multiverse’s many wonders and don’t just know of the truth—experience the truth.” --Factol Erin Montgomery Darkflame, of the Society of Sensation The Society of Sensation, sometimes called the Sensates, run Sigil’s Whisperwood Park and adjacent Civic Festhall. The park is free to the public, and every few days the Society puts on a night of free performances. The Civic Festhall is also a public place, but the things therein always cost a coin or two; food, drink, entertainment and all manner of services can be had inside. Though many Sigilans criticize the validity of this public service, the Whisperwood and the Civic Festhall do play an important role to many Sigilans—keeping their spirits and hopes high enough to look forward to another day. The Transcendent Order “Criticism, analysis, indecision—these are our obstacles in becoming one with the multiverse. Once we remove ourselves from these unnatural impulses, we can work toward personal perfection and through perfecting ourselves, we gain perfect oneness with the multiverse.” --Factol Rhys Therin of the Transcendent Order The Transcendent Order, sometimes called the Ciphers, run Sigil’s Hall of Speakers and Great Gymnasium. In the Hall of Speakers, members of all factions meet to discuss policy, argue politics and make decisions. As the factions are so varied and opinions are so plentiful, it is often difficult to actually accomplish anything. With their impatience for debate, the Ciphers make the perfect moderators of the city hall, ensuring that each faction gets enough time to voice their opinion but also cutting off discussion once it becomes argument. Most individuals treat the Order’s word as law within city hall. Faction Titles: The following is a short list of commonly used faction titles. Most factions have their own more specific titles, but the following can be used in a pinch if a body isn’t familiar with a particular faction’s cant. Factioneer: A factioneer is technically any basher who belongs to a faction, but it is most commonly used as a bottom rung title. Factotum: A factotum is a cutter who’s a full time faction member. Factor: A factor is a faction high up. Factol: A factol is a real blood, a faction leader. The Outer Planes, the Great Ring The Outlands (neutral) is a mirror image of the Material, except grander in every respect. The Outlands is home to the Rilmani, bestial outsiders devoted entirely to balance in all parts of the multiverse. Ysgard (chaotic neutral) is one endless piercing blue skyscape broken only by chunks of land that float weightlessly through it. Ysgard is home to the changlings, outsiders who can change their form at will. The Abyss (chaotic evil) is a plane of infinite layers; all different but frigid, deadly and starkly beautiful at the same time. The Abyss is home to the demons, mongrel outsiders who fight each other almost as often as they fight their hated enemy the devils. Hades (neutral evil) is one endless plain of gray wasteland. Its gray sky periodically rains acid. Hades is home to the yugoloths, dire bestial outsiders who hire themselves out as soldiers and assassins throughout the multiverse. Baator (lawful evil) is a vast inverse mountain surrounded by an endless sea of molten flame. The slopes of Baator are covered with one vast city of iron and steel. Baator is home to the devils, outsiders who cloth themselves in torturous iron and steel in order to fight their hated enemies the demons. Mechanus (lawful neutral) is one endless piercing blue skyscape. Through it turns an endless count of giant cogs, each with towns and cities resting upon them. Mechanus is home to the modrons, geometric outsiders who cloth themselves in ingenious metal contraptions. Celestia (lawful good) is a vast mountain surrounded by an endless sea of fresh water. The slopes of Celestia are covered with one vast city of marble and slate. Celestia is home to the archons, outsiders who cloth themselves in mithril armor and wield steel swords to defend their plane. Elysium (neutral good) is one endless plain of green grass, blue sky and soft rains. Elysium is home to the guardinals, noble bestial outsiders always on the alert for danger to their realm. Arborea (chaotic good) is a plane of infinite layers; all different but all lively and beautiful. Arborea is home to the Eladrins, statuesque mongrel outsiders who roam their realm looking for intruders. The Inner Planes, the Elemental Ring The Plane of Air is home to the djinn genies. The Plane of Earth is home to the dao genies. The Plane of Fire is home to the efreet genies. The Plane of Water is home to the marid genies. The Negative Energy Plane has few inhabitants. The Positive Energy Plane has few inhabitants. Other Planes The Prime Material plane is where most D&D settings exist. The Astral Plane is a silvery void; this plane is how most bodies travel between the Prime Material and the Outer Planes. The Astral is home to the githyanki who live on cities built upon the bodies of dead powers. The Ethereal Plane, sometimes called Limbo, is a plane of colorful mists and floating elemental matter. The Ethereal is home to the githzerai who live on cities built from such stray bits of elemental matter. The Plane of Shadow is a place where light never reaches. It is alien and dangerous both because of its natural conditions and because it is thought to be the origin of all aberrations, many of which are as uncaring and black hearted. |