| Post/Author/DateTime | Post |
|---|---|
| Thurbane07-27-07, 08:11 PM | Looking for a non-magical or anti-magical race for my campaign, in the role of conquering foreigners, whose technology is advanced, but magic is weak (or non existant). So far I've thought of the Karsites from ToM, and have them wielding basic black powder weapons and some more advanced forms of armor from AaEG. Note: there are no psionics in this game world. |
| Thomar_of_Uointer07-27-07, 09:13 PM | Dwarves. They get a racial bonus to saves against magic, love craftsmanship, and are culturally conservative and militant. |
| ewancummins07-27-07, 09:27 PM | Dwarves would work just fine, but I prefer your original idea of using Karsites. I have a copy of ToM in front of me as I type. Cool race. Another alternative is the Sarkrith from FF[maybe they were in MM3 , instead]. Big lizard dudes with anti magic powers. |
| Shedeo07-28-07, 12:04 AM | You could always apply Karsite as a template onto the Mechantrix (Fiend Folio) and allow them to take the Lantan inventor-based class from the Forgotten Realms Campaign Setting. Apart from that, Dwarves. Give them breastplates and longrifles, and you've got what you're looking for. |
| Thurbane07-28-07, 03:22 AM | Dwarves a good option, but you can still have dwarven clerics and mages. |
| Thomar_of_Uointer07-28-07, 11:46 AM | Dwarves a good option, but you can still have dwarven clerics and mages. What? You want a race that's totally incapable of using magic? Also, dwarf mages are very rare. You can modify their flavor in your campaign setting to make them shun magic, in favor of technological advances. |
| periscope07-28-07, 07:23 PM | There is an Inventor and a War Medic class in the Peach Orchard. Inventor and its more martial variant Tech Warrior use technology to try to prove that magic aint the only big kid on the block. You get healing poultices, guns, lasers later on, vehicles (I think someone wrote up a tank, I can just imagine dwarves or even gnomes riding that). War medic is the demolitions/medic guy. They make potions without having to use Exp, and can make up to 9th level potions (of their list). Give him a sling shot and an obscene amounts of ranks in Bluff and you've got Usopp from One Piece (the good one, not the 4kids dub). These fit with dwarves as a race that prides itself on its craftwork and would fit nicely if you have a dwarf vs elf thing going (elves being natural and magic users, and dwarves being progressive and technological). Humans can also be very anti magic especially if the magic is an indicator of change. Just look how we treated people who we though were witches in RL. Maybe have humans split in between the magic users and the not magic users? There are a couple anti magic Prcs out there. Check the Peach Orchard. |
| Thurbane07-28-07, 08:57 PM | Thanks for the responses. Just as an aside, what do you guys consider the best rules for black powder weapons in a D&D setting? |
| Beowulf898907-29-07, 01:15 AM | The Giff! I don't know if they exist anymore, but they were Hippo-men from beyond the moon! Plus the picture in the MM had a Giff with a pistol... I remember nothing else about them except for the picture. I think they were merchants though. As for black powder weapons? Well it should be an exotic weapon unless the GM changes things, reloading it should be slow, maybe even taking a check. Muskets and pistols aren't simple things to use afterall, and doing so under pressure was a problem.* ... Really, black powder weapons aren't too great at distances, at least until rifling is developed, that's why they were most effective against large masses. Hm, look at the crossbow, boost range (muskets are good till ~600 ft) and don't add dex bonuses maybe, ooo or use armor dex penalty for attacks. If that doesn't do it, then boost damage too. Maybe do a little con damage? Based on the fact that removing a musket-ball takes some surgical expertise. The best build I can think of would be a sniper with multiple weapons pre-loaded. Consider the character to be similar to a mage, but focus on hide and move silent, always keep a single shot ready to deal with someone finding your location. Fighter may be the best choice for the character. If a Rogue's SA worked with range, then there may be argument for that as well. Btw like... half of what I say comes from wikipedia... *I think experts can fire 3/mintue so...1/20 seconds and a round is about... 3-6 seconds? That means 3 rounds per shot? Hmmm, black powder kinda sucks now that I think about it if you also consider that enchantments don't fit with your character. |
| Thomar_of_Uointer07-29-07, 01:15 AM | Thanks for the responses. Just as an aside, what do you guys consider the best rules for black powder weapons in a D&D setting? I use these for the most primitive firearms: Longrifle: 300 gp, 3d6 piercing Med, 19-20/x2 critical, 200', 15 lbs. Reloads as heavy crossbow. Pistol: 100 gp, 2d6 piercing Med, 19-20/x2 critical, 150', 10 lb. Reloads as light crossbow. Both are exotic weapons. A box of ammunition (20 shots with powder) costs 10 gp and weighs 1 lb. You might also want to use this: Shotgun: 250 gp, x3 critical, 12 lb. Reloads as heavy crossbow. When fired, the wielder makes an attack roll against every creature in a 50' cone. This weapon deals 5d6 damage to adjacent creatures, but deals one die less of damage for every 10' between the wielder and a target. A box of 20 shells costs 30 gp and weighs 2 lbs. |
| Shedeo07-29-07, 04:17 PM | I use these for the most primitive firearms: Longrifle: 300 gp, 3d6 piercing Med, 19-20/x2 critical, 200', 15 lbs. Reloads as heavy crossbow. Pistol: 100 gp, 2d6 piercing Med, 19-20/x2 critical, 150', 10 lb. Reloads as light crossbow. Both are exotic weapons. A box of ammunition (20 shots with powder) costs 10 gp and weighs 1 lb. You might also want to use this: Shotgun: 250 gp, x3 critical, 12 lb. Reloads as heavy crossbow. When fired, the wielder makes an attack roll against every creature in a 50' cone. This weapon deals 5d6 damage to adjacent creatures, but deals one die less of damage for every 10' between the wielder and a target. A box of 20 shells costs 30 gp and weighs 2 lbs. I like these rules. However. In my setting (which is very similar to Final Fantasy IX in many ways) I had different types of weapons, each that used different stats. Basically, it started at the d4 (for small weapons, like itty bitty baby, itty bitty derringers) up to the d12 for cannons and whatnot. D6 for pistols, d8 for ''hand-and-a-half'' weapons, d10 for rifles, etc. The d4 weapons had 18-20x2 crits, the d6 19-20x2 crits, and the rest had 20x3, except for cannons, which were 20x4. Needless to say, cannons were, well, nigh-unwieldable by normal man. Other than that, take a look at Iron kingdoms. Its got good rules for firearms. |
| periscope07-29-07, 06:06 PM | They had a PDF for firearms. One of the things was that to fire, you had to make a skill check to represent cleaning, getting the old stuff out, yada yada. I believe there is an Iron Kingdom website that has that. |
| Vadin07-29-07, 10:01 PM | Dude, gnomes all the way! |