Need Help with Campaign Setting

Post/Author/DateTimePost
#1

drizztrocks

Feb 17, 2008 19:51:33
Hello, everybody. I am currently trying to peice together a fantasy campaign setting, but I need a lot of help. Three things I love as ideas but dont know how to fit in without it looking like a copy of FR: The drow, or dark elves, the Underdark and character regions. I want to call my place Xearic, and will stick with that name. I want to keep most standard races, but exclude a few. Character races and classes are the two main things i'm worried about right now, but geography would also help alot.

I want my setting to be set in a very natural enviroment with small competing empires. I want a new originak water source instead of the ocean, and think I might go with something like a giant inner sea surounded by land. I want alot of forests and mountains also, some jungles and at least one desert. A lot of ruins of old empires lay scattered here and there wouled also be a nice thing. I want all of the iconic D&D races {except for the gnome} and some iconic classes, but i'd love cool new ones. I also want a race of Fearie, a race of short slender, agile mysterious people with wings that are especially atune to magic. Yeah. that would be cool. I also want non-spellcasting classes to have plenty of cool abilities. I'm thinking about adding the orc as a core race, but no promises, unless I can think of something that makes my orcs different, but not wavering to far from normal orcs. I think my races should also have cool abblilities that seperate them from each other, like the magic attuned Fearies being able to cast a lightning bolt as a racial abbility, making it a great class for wizards, and even rouges and fighters that want an exotic touch. Sorry if this is tooooooooooo much, but please help me.
#2

prime32

Feb 18, 2008 14:58:25
What about setting it on the inside of a hollow sphere, or two flat planes facing each other? That way, water can come from a round ocean floating in the middle, and drow can attack from above.
#3

grimgrin

Feb 19, 2008 11:24:40
If you have seen the movie Star Wars I: The Phantom Menance, you may have noticed that the planet Naboo has an aquatic core rather than a molten rock core. Additionally Naboo is orbited by three life bearing moons (a desert moon, a swap moon, a frozen water moon)

I find that if I define the geography of my campaign world, the races and classes of that world are easier to create because each has a defined enviromental niche which it fills. So if you based your campaign on a water cored world surrounded by three moons in habited by three other core races then you have the beginings of a campaign. Here are some ideas this type of world inspired for me using your demographic guidelines.

The Subsurface:
The subsurface is a lightless watery habitat that extends throughout the core of the planet. It is inhabited by main amphibious and aquatic races. Additionally it spawns many massive monsterous aquatic creatures that feed and fight in its crushing depths. For surface dwellers brave enough to travel the Subsurface, they can quickly move about the globe by taking the aquatic caverns that honey comb the planet.

Xearic Character Races.

Each race has something extra beyond the standard racial abilities.

Humans: Humans developed on the suface of the planet and are able to adapt to nearly any habitat on Xearic. Humans have also developed magical teleportation portals that allow them to travel to the three inhabital moons that orbit Xearic. Xearic Humans gain any two extra languages in addition to any other languages they may possess and can choose any single skill as a racial skill that they always treat as a class skill regardless of which class they pursue.

Elves: All Xearic elves are amphibians. This means they can breath air or water but require water to reproduce and often require moist skin. "Dark Elves" live in bubble cities far below the surface. Aquatic Elves Racial Traits: In addition to the normal elven traits the Xearic elf has Aquatic Subtype, Amphibious: Can function for 1 hour out of water for every 2 CON points each day, Swim Speed: Elves can move through water without making a Swim check equal to their land speed, Bonus Language: Aquan.
Xearic Drow Racial Class

All of the following are base racial abilities for the Xearic drow.

Attribute Score Adjustments: +2 Dexterity, -2 Constitution, +2 Intelligence.

Size: Drow are Medium size.

Speed: Drow base land speed is 30 feet. Swim speed (amphibious): 30ft

Proficiencies: A drow is proficient with the hand crossbow, rapier, and short sword.

Dancing Lights (Sp): A drow may use dancing lights (caster level equals drow's character level) once per day.

Darkvision (Ex): A drow has darkvision to a 60-foot range.
Immunities (Ex): A drow is immune to magic sleep effects.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. On subsequent rounds, he is dazzled as long as he remains in the affected area.

Skill Bonuses: A drow has a +2 racial bonus on Listen, Search, and Spot checks. Furthermore, a drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.

Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.

Favored Class: Wizard (male) or cleric (female). A multiclass drow's wizard or cleric class (male or female, respectively) does not count when determining whether an experience point penalty applies. Drow using Racial Class Levels must complete all racial levels before it can pursue other classes. Racial Class skills are the same as the wizard.

[u]Racial Class Levels[/u]

[u]1st Level [/u]
Hit Points: +1d8 (8 if 1st ECL)
Skill Points: 2 +INT modifier (x4 if 1st ECL)
Saving Throws: +0 Fort, +2 Reflex, +0 Will
Darkvision: Increases to 120 ft.
Faerie fire (Sp) 1/day: Caster Level equals ECL
Spell resistance (5 + character level)

2nd Level
Hit Points: +1d8
BAB: Skill Points: 2 +INT modifier
Saving Throws: +0 Fort, +3 Reflex, +0 Will
Attribute Score Adjustment: Cha +2
Darkness (Sp) 1/day: Caster Level equals ECL
Saving throw bonuses: +2 Will Save against all
Spell resistance (11 + character level)

Dwarves: Xearic Dwarves are a sub-race of humans that have an affinity with their stone "bathospheres" and aquatic cave exploration. In addition to the standard racial abilities, they possess the ability to hold their breath for a number of minutes equal to their CON score.

Halflings: Xearic Halflings come from the frozen moon of Aestac that orbits Xearic. Many travelled to Xearic as circus performers and ivory merchants. Arctic Halflings have in addition to its usual racial abilities: Cold Endurance (Ex): +4 racial bonus on Fortitude saves to resist the effects of cold weather (but not cold effects). +2 racial bonus on all Swim Checks.

Orcs: Xearic Orcs are raiders from the desert moon Yestec of Xearic. They travel due to blood sacrifice rituals to a dark god. Desert Orcs have in addition to its usual racial abilities: Heat Endurance (Ex): +4 racial Fortitude bonus to resist the effects of hot weather. Low-Light Vision (No Darkvision), Gain "Run" as a bonus racial feat.

Phynt: Perhaps a "plant" sentient character lives on the swamp moon Novoc.

Phynt

[b]Initial Racial Abilities[/b]

Size: Medium Creature (Reach: 5ft)

Speed: Land 30ft

Attribute Score Adjustments: +2 CON, -2 CHA

Natural Weapon: Bite inflicts 1d4 piercing damage. If used as a primary attack add your full STR modifier as a damage bonus. If combined with a weapon attack, the bite attack acts like a off hand weapon (reduce STR modifier damage bonus by half). All natural weapons are considered “Light”.

Camouflage: +4 to hide in forests and swamps.

Favored Character Class: Fighter. The Phynt must first complete all racial class levels before it can pursue other classes. The Racial Class skills are the same as the fighter.

[u]Racial Class Levels[/u]

1st Level
Hit Points: +1d8 (8 if 1st ECL)
BAB: +0
Saving Throws: +2 Fort, +0 Reflex, +0 Will
Skill Points: +2 +INT Modifier (x4 if 1st ECL)
SPECIAL:
Plant (intelligent) Creature Class: As a plant this creature has all Plant Traits

[u]2nd Level[/u]
Hit Points: +1d8
BAB: +1
Saving Throws: +3 Fortitude, +0 Reflex, +0 Will
Skill Points: +2 +INT Modifier
SPECIAL:
Attribute Modifiers: +2 CON
Acidic Saliva (+1d4 acid damage on bite attacks), Natural Weapon Damage: Bite: 1d4 + STR Modifier +1d4 acid damage
Burrow Speed (soft earth only): 10ft in light or no armor.
Mystic Build (Even heavily wounded or encumbered the Phynt has no problem casting spells. Additionally, the chance of arcane spell failure is reduced by 20% from armor.)

Xearic "Half-Fey":
Half-fey are the spawn of powerful fey creatures and the mortals they found intriguing. Half-fey have magical powers related to the nature of their fey parent. In this case the four types are Storm, Sun, Flora, and Fauna. These half-fey have formed their own societies and culture. The have few children but are blessed with extremely long lives (lifespan similar to elves). Each breed possesses unique racial magical abilities as well. Certain mortals who are obsessed with the fey study fey magic and perform transforming rituals to pursue this racial class. "Half-fey" is usually an inherited template, but it could be acquired through dwelling in sylvan places in hopes of gaining power, and a few actually do manage to acquire the half-fey template. Such beings can advance in the half-fey template class, just as natural-born half-fey can if they wish to develop their powers more slowly. All characters that wish to start as Xearic Half-Fey must begin and complete both racial levels before it can proceed to other classes.
The Xearic Half-Fey Racial Class

Initial Abilities:

Tiny Size: Land Speed: 15ft, +2 Attack Bonus, +2 AC bonus, +8 Hide check bonus. Must use “tiny-creature” weapons. A Tiny creature typically occupies a space only 2½ feet across, so four can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They
must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can’t flank an enemy.

Racial Attribute Modifier: -4 STR, -2 CON, +2 WIS.

Racial Skill Bonus: +2 on all wood based craft checks. Bonus Language: Fey

Favored Character Class: Ranger (or Scout). The Xearic Half Fey must first complete all racial classes before it can pursue other classes. The Racial Class skills are the same as the ranger.

Racial Class Levels:

1st Level:
BAB: +0
Hit Points: +1d6
Skill Points: 4 +INT modifier (x4 at first level)
Saving Throws: Fortitude: +0, Reflex: +2, Will: +2
Special: Dex +2, Cha +2, fey type, low-light vision, spell-like abilities

2nd Level:
BAB: +1
Hit Points: +1d6
Skill Points: +4 +INT modifier
Saving Throws: Fortitude: +0, Reflex: +3, Will: +3
Special: Wis +2, Cha +2, immunity to enchantment, wings

Half-Fey Template Class Features

All of the following are class features of the xearic half-fey racial class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Fey Type: At 1st level, the half-fey completes her metamorphosis, and her type changes to fey. She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids.

Low-Light Vision (Ex): At 1st-level, the half-fey gains low-light vision.

Saving Throw Bonuses (Ex): At 1st level, a half-fey gains a +4 racial bonus on saving throws against spells and effects from the Enchantment school.

Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's experience level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier).

Spell-Like Abilities Gained at each ECL

- Storm Fey
1st Feather Fall at will, Shocking Grasp 1/day
3rd Obscuring Mist 3/day
5th Protection from Electricity 3/day
9th Chain Lightning 1/day
13th Teleport, Greater 1/day
17th Symbol of Stunning 1/day

- Sun Fey
1st Faerie Fire at will, Glitterdust 1/day
3rd Burning Hands 3/day
7th Fire Shield 3/day
11th Wall of Fire 1/day
15th Fire Seeds 1/day
19th Sunburst 1/day

- Flora Fey
1st Pass Without A Trace at will, Goodberry 1/day
3rd Entangle 3/day
7th Command Plants 3/day
11th Wall of Thorns 1/day
15th Animate Plants 1/day
19th Horrid Wilting 1/day

- Fauna Fey
1st Speak with Animals at will, Hide from Animals 1/day
3rd Longstrider 3/day
5th Dominate Animal 3/day
9th Find the Path 1/day
13th True Seeing 1/day
17th Animal Shapes 1/day

The character gains each spell-like ability as soon as she meets the ECL qualifications for it. Each breed of half-fey picks one spell grouping for its spell-like ability.

Immunity to Enchantments (Ex): At 2nd level, a half-fey becomes immune to all spells and effects from the Enchantment school. This ability replaces the saving throw bonus against these effects included in the half-fey's base racial features.

Wings (Ex): At 2nd level, a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.

#4

drizztrocks

Feb 23, 2008 21:22:19
Thx, both of you, I can majorly build off of that. You guys helped so much.
#5

drizztrocks

Feb 29, 2008 22:45:03
Well, heres what I have for all my basic races right now. Later i will definatly add the half-fey and drow ideas. I had some cool pcs, but they dont show on here. Please, add questions and comments.



Humans

The humans are an old race, but for most of the races existence they were tribal barbarians. Now humans are a much more advanced species, varying in looks and personalities. Humans are very widespread, and think themselves rulers of the world, while they are just another race competing for that title. Many human villages are found all over the world, as humans are adaptable and ambitious, yet do not live as long as other races. The average human lives to be about 70 or 80, and sometimes longer, but not by much. Humans have been warring with the orcs and goblins for ages, but have defiantly become more advanced then their ancient foes that retain their tribal ways.



• Humans get one extra feat at first level, and every other level thereafter {3, 5, 7, etc.}
• Humans get 2 extra skills points at first level
• Humans get a +1 on attack rolls and damage rolls against orcs.



Elves

The elves are a very old race, as old as the forests and the mountains some say. Despite the mysteries and legends behind their creation and history, the elves are a rather jolly and happy race, holding contests, parties and other things in their woodland homes. The elves adore nature and all natural things, and often look in wonder at the mountains and forests of the world. They are not very soft, however, and when they need to they become grim knowing warriors. Elves weigh very little, about 70lbs to 180lbs, and stand from about 5’ 4’’ to 6’ 4’’. Elves live in beautiful woodland homes crafted out of druidic magic and expert artisans. Elf cities are often high above the ground, in lofts, tree houses and catwalks high up in the trees. While elf cities are often in the forests and woodlands, they can also be found in other natural places such as deserts marshlands. The elves often become skilled rangers or rouges; their stealth, agility and affinity for nature help them with these careers. Elf rangers become skilled weapon masters and archers, while rouges use their sneak attacks and agility to the best of their potential. Elf clerics are often common, putting faith into then domains of Nature and Animals. Elf Barbarians are usually enraged swirling storms of fury.




• +2 Dexterity, +2 Nature, -1 Constitution
• Elves can see perfectly in dim light, and retain their ability to see colors in this light.
• Elves get Martial Weapon Proficiency as a racial feat, and can choose two martial weapons to be proficient with.
• Elves are immune to sleep, paralysis and entangle effects and spells.
• Elves make good Rangers, rouges and Clerics, though Barbarian and Sorcerer elves are also fairly common.
• Elves get a +2 on all attack and damage rolls when using any kind of bow other then orcish.

Halflings

The Halflings may be small, but they are devilishly difficult opponents, dodging blows and inflicting their own cunning attacks. Halflings have also found their own way to escape the wars of the other common races-the water. The greatest roads of the world are the waterways; the rivers, the lakes, and the great seas of the world. Halflings make wonderful sailors, and captain ships with great ease. They also have peculiar mounts-large turtles and alligators they use when they can’t use boats. Halflings of a more neutral look on the world often take up piracy or thievery. Despite their love of water, they are also at home on land, often travelers or nomads. Halflings share their love of the natural world with the elves, and their overall adaptability with the humans. Halfling towns are usually in marshes and swamps, the waters where Halflings feel most secure. Halfling towns are often combinations of many houses and shops on rafts anchored to the water’s bottom {though a drifting Halfling town is not an uncommon sight}, connected by a wooden boardwalk, netting or other means of moving around the town. Halflings, though at home in the water, sometimes move into the woodlands with the elves, or into human lands. Halflings do not feel at home in the dwarf mines and stone cities, and find them offensive to their sense of freedom and the natural world. Halfling and Elf cities often have a healthy mix of the two races. Halflings are very light, ranging from 40lbs to 120lbs, and have heights of 3’ 8’’ to 4’ 5’’. Halflings are extremely lucky, and often thought to cheat, but their luckiness is more an innate ability. Many Halfling adventurers have given up their life on the water and became prime land-dwellers.




• +2 Dexterity, +1 Intelligence, +1 Stealth, +1 Thievery, -2 Constitution, -1 Strength.
• Immunity to either critical hits or sneak attacks {player’s choice}.
• Choice of either 1 extra feat or 2 extra skill points at first level.
• Halflings can use two dagger, kukris or hand crossbows as if using the duel wield and ranged duel wield feat, but not all of them.





Dwarves

Dwarves are short, strong stout folk skilled in the art of warfare. Dwarves can withstand great punishment and then dish out even more in a stunning display of fighting. Dwarves are extremely tough and battle ready, but shorter then other folk. They are fond of discipline and planning, but those traits cannot be seen by others when dwarves are witnessed fighting-it just seems like chaos to them. But to the dwarves, it is organized chaos. Dwarves love great feasts, good food and lots of ale, but never get too intoxicated before a battle. Male dwarves favor their beards over any other body feature, often grooming them and dying them in ways that best fits the dwarf’s personality. Female dwarves do these same things to their head hair. Male dwarves have big noses and wide faces, with long beards, while female dwarves have more shaped, soft faces and long well groomed head hair. Dwarf cities usually start above ground, but then wind down many stairways and such into the lowest reaches of the city, the Undercity. Despite its ghetto like name, in dwarven tows and cities it is as lively and active {sometimes more so} then the surface town. Dwarven cities are made of mostly stone, with some wood used, but usually only as helpful supporting beams to the stone structures. Dwarves make skilled fighters and warlords, and those classes are certainly most favored by the dwarves, though barbarians are also a good class and wizards and sorcerers make good battle mages to blast away the enemies, but dwarves rarely take up magic for any other reason then that. Dwarves have long held a hatred of Giants, orcs and goblins-the giants long ago enslaved their race, the orcs fought {and continue to} the dwarves in many wars, and the goblins compete for shelter and mining. Certain dwarves train to fight one of these creatures, and continue to train against them all throughout their careers.



• +2 Strength, +2 Constitution, -1 Intelligence, -2 Charisma, +1 Stoneworking,
• 2 extra combat feats.
• Dwarves can see perfectly in dim or low light, but colors appear slightly duller to them.
• +2 against orcs, goblins or giants {player’s choice} that advances +2 every 3 levels.





Burk

The center of Xearic is covered in a vast, shallow inner sea, and inhabiting it our the fishy frog-like Burks, scaly skinned squat amphibious humanoids. The Burks live in underwater colonies and tribes, ruled by a tribe leader. Despite these seemingly primal society, the Burks are in fact a very advanced race. They ride upon the strange gilled crocodiles, in which they patrol their home waters on. Many have made alliances with the Merfolk, who they trade with. But with the Merfolk in diminishing numbers, this trade has slowed and in many places completely ceased. A typical Burk stands three foot tall, and has scaly fishlike skin ranging from a pale blue to shiny green. The Burks have webbed feet and hands. A Burk resorts to gills when underwater, letting it breathe forever under the surface, but they have a crablike lung system that allows them to breath above water. They have no hair, but rather fish-like spines going down its head and back. Burk tribes are only found in saltwater regions, usually among reefs or underwater mountains, but some wandering Burks can be found in fresh water. Burks are crafty and tough, but their strange form means they are not as physically strong as other races.

• +2 Constitution, -1 Strength, +1 Intelligence
• Burks have a swim speed double that of their land speed.
• Burks get a +4 on all checks performed in water.
• Special Ability {a Burk character must choose one of the two possible special abilities}: Create Water: A Burk character that selects this ability can create 1 gallon of fresh or salt water per day. It can be used in the one entire gallon, or spread out over many other small portions of the gallon. Channel Water: A Burk character that selects this ability has learned how to channel water into balls of water that do damage. This ability can only be used if the character is within 30ft of water. The water can either take the shape of a floating sphere or watery arrow, and it does 1d4 damage per character level.
• Burks get a +3 on all damage rolls when in water.
• Burks get a +5 on all ride checks when on gilled crocodiles.




Dragonborn

A race as old as the world but new to Xearic, the Dragonborn have just began moving into Xearic an age ago, coming from the far unknown west in their barbaric and tribal clans. The Dragonborn stand as tall as humans, sometimes even taller, and have crocodile like scales ranging in color from black to red, and sometimes even goldish or greenish hues. They have a head like a dragon, and later in their lives grow large leathery wings. The Dragonborn tribes are each dedicated to a different type of dragon, and they later on gain the breath weapons of these dragons, and other features come from birth, like color and head shape. A dragonborn’s heritage is not religious, however, and they do not {usually} worship these dragons in any way. Dragonborn are strong and stout, and quick to weapons, but are often rejected and thought to be different.

• +2 Strength, +4 Constitution, -4 Charisma
• Breath weapon {d4, starting with 1d4 then going up one every level} based on the specific dragonborn’s heritage
• Elemental Touch, a form of damage dealt when the Dragonborn grabs or uses an unarmed attack against an opponent. Once per encounter ability. {d4, starting with 1d4 and then going up one every level} The kind of damage dealt is based on the dragonborn’s draconic heritage.
• Bite-a Dragonborn can bite an opponent with its toothy jaw {d4, starting with 1d4 and going up one every level}, dealing normal damage.
• A Dragonborn character starts with +2 immunity to its draconic heritage dragon’s chosen element {fire, acid, poison,}, and then goes up by +1 every following level.


Orcs
The orcs are grim, tough, and battle worn. The orcs have been fighting the elves and humans for ages, and hold grudges against both. Orcs have pointy ears, tusks, though they can sometimes appear very small {and in many cases orcs are born without tusks}, have hair from long and greasy to bald to a pony-tail, and have a greenish-brown skin color. Orcs are very strong and tough, and love getting into fights to show their worth. Most orcs in the present are hostile and vicious, and in some cases outright evil. Some orcs, though, change their ways and align with the good. These orcs have a hard life filled with racism, judgment and cruelty, but are often made heroes out of. Orcs often become Barbarians, because of their racial rage ability, and because of their dish out as much damage as you can at once technique. They can also become fair clerics and fighters, both of those classes also are proficient in melee.


• +4 Strength, +2 Constitution, -1 Intelligence, -2 Wisdom
•Racial Rage: an orc of any class can go into a primal rage once per day, and gain another usage per day every level gained thereafter. The rage ability allows the Barbarian to double his hit points, add 5 to his AC, and add a +8 to all combat rolls {attack and damage}.
#6

grimgrin

Mar 05, 2008 11:08:58
These races are much tougher than the usual standard races, and extremely creative. I like your racial descriptions. There are a few minor quibles that you might wish to consider; of course you will play how you want. I am assuming you are using 3.5 D&D rules.

One reason that + or - 1 attribute penalties aren't usually used is that it takes 2 points to change the attribute modifier. One point has no effect (except for STR on carrying capacity), but thats up to you.

Does the orc's primal rage stack with the "rage" class ability of the barbarian? If it does the orc may kill most opponents with its first blow (+8 {primal rage} +2 {orc racial STR Mod.} +2 {Barb. STR mod from rage} +4 {assume a base STR of 18} + 6 {2 handed weapon bonus plus Power Attack Feat} = +30 damage bonus for each melee attack). This seems to powerful for a 1st level character. The +8 strike bonus makes its attacks nearly unstoppable at low levels. Doubling the hit points makes the barbarian nearly unkillable (unless half the damage taken while "primal raging" is taken from its hit point total after raging). The +5 AC bonus seems excessive since mindless rage makes you more reckless rather than defensive.

I would suggest that either the "primal rage" is the same as the barbarian's rage (adds an additional rage) or that it does not stack with the "rage" ability. Also you may wish to drop the Hit and Damage bonus to +1 every 2 ECL and adds +2 "bonus" hit points each 2 ECL. This will still allow the character to reach a +8 bonus (16th level) and adds a hefty +16 boost to hit points.

Additionally, you didn't say how long the primal rage lasts or the aftereffects of the primal rage. Are they the same as the barbarian?

Gaining an additional rage every ECL depending on the aftereffects would allow a Barbarian Orc to very nearly rage through every serious combat encounter in an adventure which may destroy game balance. I would suggest fewer primal rages (1 per 2 or 3 ECL) if each lasts for several rounds or that the primal rage last for only one melee round and can only be used once per combat encounter.

The Burks ability to inflict 1d4 per ECL makes it more powerful than a sorcerer and more damaging than many spells. I would reduce this bonus to a increase in die damage per 2 ECL (1d3 at 1st, 1d4 at 3rd, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 2d12, 3d10, etc.) That way the ability does not replace the utility of combat spell casting (since most Burks will be living close to the water anyway). Is summoning water a full round action, a standard action, or a move equivalent action? Is a Concentration check required if the burk is attacked while summoning water?

The same die progression should be used for the Dragonborn touch and bite progression or it will outstrip the damage of the Monk class (1st level Dragonborn Bite: 1d3+1d3 energy).

Since the PC characters are more powerful (more feats, abilities, etc.), monsters may become less threatening. A high CR will be needed to properly challenge these PC's. If you leave the racial stats just as they are, elves by far will be the weakest of all the races since none of its racial abilities increase as it gains class levels.
#7

drizztrocks

Mar 05, 2008 19:34:54
First of all, thanks for all the help.

I'll have to change the elf racial abbilities, perhaps making a certain nature oriented abbility that ups at certain levels. I think i'm also going to make there be no multiclassing penalty when elves are mulitclassing with ranger, fighter and druid classes. I'll change the orc's primal rage racial abbility so that they gain another rage per day once every 3 levels. I'll have to tweak the Burk abbilities somewhat, also.

To answer some of your question, the primal rage lasts about 4 rounds. The Burks channel water abbility only works if within 30ft of water. Perhaps i'll change that to every 2 levels the Burk PC adds 1d4 to the damage done by his channel water abbility.

I want to tweak some of the Burks racial abbilities so that they are more effective out of or far away from water-although this doesnt follow the Burk's fluff, it still doesnt make sense for the Burk to not have any useful abbilities out of water. Something I didn't make clear is that Burk's can decide on a different one of their special abbilities at each level, making them be able to, at higher levels, summon water and then use Channel water.

As for PCs being more powerful, I have a different, more realistic health system that includes bleeding, and a PC's death is easier to come by.
#8

drizztrocks

Mar 05, 2008 20:44:05

Here is the updated race selection. Noticed I changed a few things, and added the Treant race. I adjusted some overpowered things and gave the elves some cool new abbilities. Please comment.




Humans

The humans are an old race, but for most of their existence they were tribal barbarians. Now humans are a much more advanced species, varying in looks and personalities. Humans are very widespread, and think themselves rulers of the world, while they are just another race competing for that title. Many human villages are found all over the world, as humans are adaptable and ambitious, yet do not live as long as other races. The average human lives to be about 70 or 80, and sometimes longer, but not by much. Humans have been warring with the orcs and goblins for ages, but have defiantly become more advanced then their ancient foes that retain their tribal ways.



• Humans get one extra feat at first level, and every other level thereafter {3, 5, 7, etc.}
• Humans get 2 extra skills points at first level
• Humans get a +1 on attack rolls and damage rolls against orcs.



Elves

The elves are a very old race, as old as the forests and the mountains some say. Despite the mysteries and legends behind their creation and history, the elves are a rather jolly and happy race, holding contests, parties and other things in their woodland homes. The elves adore nature and all natural things, and often look in wonder at the mountains and forests of the world. They are not very soft, however, and when they need to they become grim knowing warriors. Elves weigh very little, about 70lbs to 180lbs, and stand from about 5’ 4’’ to 6’ 4’’. Elves live in beautiful woodland homes crafted out of druidic magic and expert artisans. Elf cities are often high above the ground, in lofts, tree houses and catwalks high up in the trees. While elf cities are often in the forests and woodlands, they can also be found in other natural places such as deserts marshlands. The elves often become skilled rangers or rouges; their stealth, agility and affinity for nature help them with these careers. Elf rangers become skilled weapon masters and archers, while rouges use their sneak attacks and agility to the best of their potential. Elf clerics are often common, putting faith into then domains of Nature and Animals. Elf Barbarians are usually enraged swirling storms of fury.




• +2 Dexterity, +2 Nature, +1 Strength, +2 Charisma -1 Constitution, -1 Wisdom
• Elves can see perfectly in dim light, and retain their ability to see colors in this light.
• Elves get Martial Weapon Proficiency as a racial feat, and can choose two martial weapons to be proficient with.
• Elves are immune to sleep, paralysis and entangle effects and spells.
• Elves make good Rangers, rouges and Clerics, though Barbarian and Sorcerer elves are also fairly common.
• Elves get a +2 on all attack and damage rolls when using any kind of bow other then orcish.
• Elves get the racial ability of an animal companion, with the choices of: squirrel, bird {small}, Viper {tiny}, wolf, Hawk, Owl, Coyote, or Lizard {small}. If the elf character wishes to not have an animal companion, they can choose to gain two extra languages instead.
• Elves get no penalty for multi-classing fighter, ranger and warmage classes, or any combination of those three.
• An elf, at level one, like the ranger, chooses whether he wants to advance in archery or two weapon combat. If they select archery, they gain proficiency with all bows {long bow, composite longbow, short bow, composite short bow, accurate bow} accept for orc bows. An elf that selects two-weapon fighting takes no penalty when wielding two one handed weapons. If the elf takes levels in ranger, if he chooses archery he gains the power shot and multi-shot feats. If he chooses two weapon fighting, he gains a +3 on attack rolls and a +1 on AC when wielding two weapons.

Halflings

The Halflings may be small, but they are devilishly difficult opponents, dodging blows and inflicting their own cunning attacks. Halflings have also found their own way to escape the wars of the other common races-the water. The greatest roads of the world are the waterways; the rivers, the lakes, and the great seas of the world. Halflings make wonderful sailors, and captain ships with great ease. They also have peculiar mounts-large turtles and alligators they use when they can’t use boats. Halflings of a more neutral look on the world often take up piracy or thievery. Despite their love of water, they are also at home on land, often travelers or nomads. Halflings share their love of the natural world with the elves, and their overall adaptability with the humans. Halfling towns are usually in marshes and swamps, the waters where Halflings feel most secure. Halfling towns are often combinations of many houses and shops on rafts anchored to the water’s bottom {though a drifting Halfling town is not an uncommon sight}, connected by a wooden boardwalk, netting or other means of moving around the town. Halflings, though at home in the water, sometimes move into the woodlands with the elves, or into human lands. Halflings do not feel at home in the dwarf mines and stone cities, and find them offensive to their sense of freedom and the natural world. Halfling and Elf cities often have a healthy mix of the two races. Halflings are very light, ranging from 40lbs to 120lbs, and have heights of 3’ 8’’ to 4’ 5’’. Halflings are extremely lucky, and often thought to cheat, but their luckiness is more an innate ability. Many Halfling adventurers have given up their life on the water and became prime land-dwellers.




• +2 Dexterity, +1 Intelligence, +1 Stealth, +1 Thievery, -2 Constitution, -1 Strength.
• Immunity to either critical hits or sneak attacks {player’s choice}.
• Choice of either 1 extra feat or 2 extra skill points at first level.
• Halflings can use two dagger, kukris or hand crossbows as if using the duel wield and ranged duel wield feat, but not all of them.





Dwarves

Dwarves are short, strong stout folk skilled in the art of warfare. Dwarves can withstand great punishment and then dish out even more in a stunning display of fighting. Dwarves are extremely tough and battle ready, but shorter then other folk. They are fond of discipline and planning, but those traits cannot be seen by others when dwarves are witnessed fighting-it just seems like chaos to them. But to the dwarves, it is organized chaos. Dwarves love great feasts, good food and lots of ale, but never get too intoxicated before a battle. Male dwarves favor their beards over any other body feature, often grooming them and dying them in ways that best fits the dwarf’s personality. Female dwarves do these same things to their head hair. Male dwarves have big noses and wide faces, with long beards, while female dwarves have more shaped, soft faces and long well groomed head hair. Dwarf cities usually start above ground, but then wind down many stairways and such into the lowest reaches of the city, the Undercity. Despite its ghetto like name, in dwarven tows and cities it is as lively and active {sometimes more so} then the surface town. Dwarven cities are made of mostly stone, with some wood used, but usually only as helpful supporting beams to the stone structures. Dwarves make skilled fighters and warlords, and those classes are certainly most favored by the dwarves, though barbarians are also a good class and wizards and sorcerers make good battle mages to blast away the enemies, but dwarves rarely take up magic for any other reason then that. Dwarves have long held a hatred of Giants, orcs and goblins-the giants long ago enslaved their race, the orcs fought {and continue to} the dwarves in many wars, and the goblins compete for shelter and mining. Certain dwarves train to fight one of these creatures, and continue to train against them all throughout their careers.



• +2 Strength, +2 Constitution, -1 Intelligence, -2 Charisma, +1 Stoneworking, +2 Wisdom
• 2 extra combat feats.
• Dwarves can see perfectly in dim or low light, but colors appear slightly duller to them.
• +2 against orcs, goblins or giants {player’s choice} that advances +2 every 3 levels.





Burk

The center of Xearic is covered in a vast, shallow inner sea, and inhabiting it our the fishy frog-like Burks, scaly skinned squat amphibious humanoids. The Burks live in underwater colonies and tribes, ruled by a tribe leader. Despite these seemingly primal society, the Burks are in fact a very advanced race. They ride upon the strange gilled crocodiles, in which they patrol their home waters on. Many have made alliances with the Merfolk, who they trade with. But with the Merfolk in diminishing numbers, this trade has slowed and in many places completely ceased. A typical Burk stands three foot tall, and has scaly fishlike skin ranging from a pale blue to shiny green. The Burks have webbed feet and hands. A Burk resorts to gills when underwater, letting it breathe forever under the surface, but they have a crablike lung system that allows them to breath above water. They have no hair, but rather fish-like spines going down its head and back. Burk tribes are only found in saltwater regions, usually among reefs or underwater mountains, but some wandering Burks can be found in fresh water. Burks are crafty and tough, but their strange form means they are not as physically strong as other races.

• +2 Constitution, -1 Strength, +1 Intelligence
• Burks have a swim speed double that of their land speed.
• Burks get a +4 on all checks performed in water.
• Special Ability {a Burk character must choose one of the two possible special abilities}: Create Water: A Burk character that selects this ability can create 1 gallon of fresh or salt water per day. It can be used in the one entire gallon, or spread out over many other small portions of the gallon. Channel Water: A Burk character that selects this ability has learned how to channel water into balls of water that do damage. This ability can only be used if the character is within 30ft of water. The water can either take the shape of a floating sphere or watery arrow, and it does 1d4 damage for every three character levels.
• Burks get a +3 on all damage rolls when in water.
• Burks get a +5 on all ride checks when on gilled crocodiles.




Dragonborn

A race as old as the world but new to Xearic, the Dragonborn have just began moving into Xearic an age ago, coming from the far unknown west in their barbaric and tribal clans. The Dragonborn stand as tall as humans, sometimes even taller, and have crocodile like scales ranging in color from black to red, and sometimes even goldish or greenish hues. They have a head like a dragon, and later in their lives grow large leathery wings. The Dragonborn tribes are each dedicated to a different type of dragon, and they later on gain the breath weapons of these dragons, and other features come from birth, like color and head shape. A dragonborn’s heritage is not religious, however, and they do not {usually} worship these dragons in any way. Dragonborn are strong and stout, and quick to weapons, but are often rejected and thought to be different.

• +2 Strength, +4 Constitution, -4 Charisma
• Breath weapon {d4, starting with 1d4 then going up one every level} based on the specific dragonborn’s heritage
• Elemental Touch, a form of damage dealt when the Dragonborn grabs or uses an unarmed attack against an opponent. Once per encounter ability. {d4, starting with 1d4 and then going up one every level} The kind of damage dealt is based on the dragonborn’s draconic heritage.
• Bite-a Dragonborn can bite an opponent with its toothy jaw {d4, starting with 1d4 and going up one every level}, dealing normal damage.
• A Dragonborn character starts with +2 immunity to its draconic heritage dragon’s chosen element {fire, acid, poison,}, and then goes up by +1 every following level.


Orcs
The orcs are grim, tough, and battle worn. The orcs have been fighting the elves and humans for ages, and hold grudges against both. Orcs have pointy ears, tusks, though they can sometimes appear very small {and in many cases orcs are born without tusks}, have hair from long and greasy to bald to a pony-tail, and have a greenish-brown skin color. Orcs are very strong and tough, and love getting into fights to show their worth. Most orcs in the present are hostile and vicious, and in some cases outright evil. Some orcs, though, change their ways and align with the good. These orcs have a hard life filled with racism, judgment and cruelty, but are often made heroes out of. Orcs often become Barbarians, because of their racial rage ability, and because of their dish out as much damage as you can at once technique. They can also become fair clerics and fighters, both of those classes also are proficient in melee.


• +4 Strength, +2 Constitution, -1 Intelligence, -2 Wisdom
• Racial Rage: an orc of any class can go into a primal rage once per day, and gain another usage per day every level gained thereafter. The rage ability allows the Barbarian to double his hit points, add 5 to his AC, and add a +4 to all combat rolls {attack and damage}.



Treants
The treants are an ancient race of beings, who were alive and thriving when the elves first lost their tribal ways. The treants resemble trees standing 8-9 feet tall, covered in green ivy and vines. Their specific appearances vary greatly, depending on the tree they once were. The treants all start as trees, and are, in fact, just old trees. Once the trees become incredibly old, if they are still standing, they become treants. Oaks, the oldest of all trees, are most likely to become treants, but other trees sometimes pass this old mark. Treants are extremely old and wise, but also strong and tough. The only things they are lacking in are Charisma and Dexterity-treants look strange in appearance, and have trouble moving quickly because of all the time it takes for them to move their bulk. Treants do not behave like the other races-they do not collect in cities, favoring their natural forest homes, and do not favor weapons and other gear, unless natural. Treants prefer whacking with their club like yet nimble arms, and picking up and throwing opponents. Treants have long had a hatred of orcs, because many orcs have burned forests in their time.

• +5 Strength, +5 Constitution, +2 Wisdom, -6 Dexterity, -4 Charisma
• Treants have a racial AC bonus of +3.
• Treants, once per day, can activate a natural protection that gives them a +2 bonus to AC. This ability gives them an extra +2 every time they activate the ability every other level after 1st {3, 5, 7}
#9

grimgrin

Mar 06, 2008 13:41:02
The Burks ability to create fresh water is a powerful ability both on the briny ocean and in arid climates. Perhaps some Burks exist as desert tribesmen or live in artic ice cities as well.

The treant's racial bonuses seem to high for a LA 0 character.

Maybe they start as a "Medium" creature at 1st level with +2 STR, +2 CON, -4 DEX and at 10th level become a "Large" creature with the higher STR, CON, and DEX modifiers as well as a 10ft reach.

Can they wear armor or not? If they can't wear armor that may be sufficient reason for them to start with a +3 AC bonus plus the bonus from the "natural protection" ability.
#10

drizztrocks

Mar 08, 2008 13:46:50
The Burks ability to create fresh water is a powerful ability both on the briny ocean and in arid climates. Perhaps some Burks exist as desert tribesmen or live in artic ice cities as well.

The treant's racial bonuses seem to high for a LA 0 character.

Maybe they start as a "Medium" creature at 1st level with +2 STR, +2 CON, -4 DEX and at 10th level become a "Large" creature with the higher STR, CON, and DEX modifiers as well as a 10ft reach.

Can they wear armor or not? If they can't wear armor that may be sufficient reason for them to start with a +3 AC bonus plus the bonus from the "natural protection" ability.

That's a great idea. I've kind of put the Treant behind me, though I might go back to it if need be. But right now after I finish the Drow race i'll get started on classes. I just feel a treant character goes to far off, and would be to hard to handle.
#11

drizztrocks

Mar 08, 2008 13:50:31
Here are the classes I have so far. Please, comments and critisism.



Fighter
A fighter is a master of combat, executing deadly maneuvers and learning how to use exotic weapons. Some become Knights mounted on horses, others explorers seeking adventure far and wide. The fighter is a tank, getting up in front of other party members and dishing out damage. The fighting career is the most common one taken up in Xearic. While fighters are not as skilled as other classes, they do have a wide range of martial abilities that they can activate in a combat situation.

Hit points at First Level- 12 +Constitution Modifier
Hit points at each additional Level- 5 +Constitution Modifier

Weapon Training-Short sword, longsword, scimitar, dagger, great sword, battle axe, hand axe, long axe, Short bow, Light crossbow and heavy crossbow
Armor Training-Leather, Chain Mail, Plate, Shields

Character Builds-Weapon Master, Warrior
Power Source-Martial





Rouge
Rouges come in various sorts, some thugs and street fighters, others pirates and scoundrels. Thug rouges often use strength and cheating to their advantage, trying to make themselves appear bigger and scarier then normal, while dishing out fair amounts of damage. Scoundrel rouges are sneaky and quick, striking where it hurts and then sneaking back into the shadows. Scoundrel rouges are quick to make up a lie to get them out of trouble, and have silver tongues that can get them out of trouble, but are also keen on getting them into trouble.

Hitpoints at First Level-8 +Constitution Modifier
Hitpoints at each additional Level-3 +Constitution Modifier

Weapon Training-Dagger, Kukri, Short sword, club, sap, Hand crossbow, light crossbow
Armor Training-Leather

Build Types-Scoundrel, Thug,
Power Source-Martial

Sneak Attack-At first level, a rouge of any type can perform sneak attack, allowing him to do 2d6 +2 damage to an enemy when the attacker is carrying a light one handed weapon. Every five levels the attack damage goes up by 2d6. You do not need to roll an attack roll when sneak attacking.



I was thinking maybe different kinds of sneak attacks, kind of like the different forms of Eldritch Blast in Complete Arcane. Comments?
#12

grimgrin

Mar 14, 2008 22:48:17
I think you mean "rogue" not "rouge". Rouge (roo-ja) is a type of make-up.

Maybe the rogue gets the normal amount of sneak attack, but can spend the sneak attack dice (1d6, 2d6, etc.) to inflict special damage.

For Example

Cut armor straps: Reduce a successful sneak attack damage by 1d6 to increase Armor Check penalty by 1 (or -1 AC) until the victim takes a full round action to retighten his armor.

Bleeding Cut: Reduce a successful sneak attack by 2d6 to inflict a wound that inflicts -1 hp per round from bleeding until the wound is treated (Heal DC 20 or healing magic).

Achilles's Heel: Reduce a successful sneak attack damage by 4d6 to reduce speed by 5ft until the wound is treated (Heal DC 20 or healing magic).
#13

grimgrin

Mar 14, 2008 22:57:06
ll
#14

grimgrin

Mar 14, 2008 22:57:37
The Fighter seems fine. The boosted hit points in exchange of fewer weapon proficiencies.

I am not sure what you mean by character builds. Is that some sort of starting "package" or fixed skill/feat set.
#15

drizztrocks

Mar 17, 2008 19:10:01
character builds are what give the player axcess to special powers and abbilities. Its my way of making non-spellcasting characters more interesting. ;) Anyway, thx for the comments. Hmmm...i've always called 'em rouges.....rogue will get some getting used to. Oh well!
#16

drizztrocks

Apr 02, 2008 20:12:43
Well, ive done lots more work, I have come a long way. I am trying nfeats now. First some quick things: ive gotten rid of character builds-they make it to complicated. Ive added drow to my PC races, and have taken away treant. Feats are mainly area like, like FR, or race organized. They just expand upon stuff. Um....im still working on making drow more original-im going to add an Aquatic Drow subtype, like you suggested, but I need work with the land lubbin ones. Well, heres a few feats.


[b]Shipright[/B
You have been raised on and near the sea, and handling a ship comes natural to you.
Bonus: Gives a +2 to Perception, athletics, and use rope checks when on a ship, raft, or any other kind of water traveling device.

Sand Strike
After being raised in the desert, you have been able to manipulate sand to help you. You can throw sand in your opponents eyes to blur them and distract them.
Bonus: Enemy misses one round and gets a -3 on all attack rolls. Once per encounter, and there must be sand or loose dirt.

Weapon Coordination
You are very coordinated when fighting, and can handle two weapons at once, whether melee and melee, melee and ranged, or ranged and ranged.
Prerequisites: Dex 16
Bonus: You can use both weapons at the same time as one standard action, dealing both amounts of damage on the one target {unless the PC was aiming for two different targets, then hed roll the damage seperatly}, and rolling seperatly for the attack roll.


Questions? Comments?
#17

drizztrocks

Apr 02, 2008 20:27:40
Well, here are my hard worked on drow. Hope you like it!




Drow, {Dark Elves}
On the surface realm, when the fire is dying at night, the surface folk whisper of the Drow-the terrifying black skinned elves of the Underdark. Long ago the Drow betrayed the surface elves of Xearic, and were lead by the malicious Berlyzia {an elf goddess that had betrayed the elven pantheon} into the deepest depths of the earth. They have turned evil, and worship their goddess fanatically. The drow are also known as dark elves. They have carved out wondrous cities below the surface of the world, plotting their evil schemes and worshiping their god. The drow as a race are wholly evil. In drow society, since their goddess is a female, females are much more powerful and influential then males in drow society, and are therefore dominant. Drow are usually jet black, but sometimes are born with paler skin tones {though they never get paler then navy blue or blackish gray}. The drow are skinny, even for elves, and have sharp, attractive features. They keep their hair long, male hair colors ranging from the common stark white to the yellowish-white shade, and sometimes a shade of black hair as black as their skin. Female drow have hair ranging from the common stark white, to a blood red, and sometimes a bright, scarlet red usually adopted by high priestesses. Drow eyes can be white, blue, or blood red. Drow are masters of torture and poison, having almost perfected it over the years. Dark-Elves have a certain family system-the family owns a house {a keep, castle or system of caves owned by the family}. The Matron, the female ruler of the house, rules the entire house, and anyone who goes against her word is likely to be killed, poisoned and then killed slowly, or sacrificed to Berlyzia. The high priestesses, the Matrons daughters, are second in rank, and on the Matron’s council. The princes, the Matrons sons, are considered the noble servants of the matron, and though ranked above the average peasant, are thought of as pitiful. Still, some princes up their value by completing great {wicked} deeds. The rest of the house are peasants, soldiers, wizards, or servants. Most of these are won from other houses and brought into the victorious house to serve their wills. Drow love keeping slaves, and often enslave other inhabitants of the Underdark {and sometimes the surface} to do their will. Drow, along with their goddess, worship spiders fanatically, this being their deity’s wishes. The symbol of Berlyzia is a spider with a drow head eating a mutilated elf corpse. The dark elves as a race are wicked and evil, but are not born evil {their family turns them evil}. Some drow turn good, betraying their cousins and seeking the good in life. These drow can become great heroes. Drow are slim, fast, and smart, but follow their goddess nearly blindly and are not as tough as other races.



• +2 Intelligence, +2 Dexterity, -2 Wisdom, -2 Constitution
• A drow can levitate 5 feet in the air for every one level gained, at a limit of 20ft. They can levitate at half their speed rate.
• A drow can cast a darkness globe, a large globe of darkness five feet across and six feet high that is made up of pitch black darkness. Nobody can see anything within the globe, though all other senses work fine in the globe.
• Speed 40ft.
• Dark Elves get a +3 on attack rolls, damage rolls, spot check and search checks against surface elves, if they are evil. Good dark elves get a +3 on Knowledge checks, attack rolls, damage rolls, spot, listen and search checks against other drow.
• Drow are proficient with poison as a racial ability.
• Drow can wield two weapons as a racial ability.