View Full Version : Need some breakage testing

2009-06-28, 07:40 PM
Ok, working on a campaign world that has been floating in my mind for some time. I need people to look it over and see if they can break it with magic too much. Look particularly at the changed Frozen magic feat.

I don't care about breaking it in normal combat.. heh have fun there.
But magic should be weak, with very few spells available and mostly low powered ones.

So far here are the details that matter in regards to character creation.
The idea is that the world is insanely low on magic and superbly terrifying.
Taint rules and a few odds and ends are in effect. Players must be of non evil alignment and start with 1 Taint. Thinking about 40 point buy for stats.

The world is virtually a ruin, most of the land is a desert and most of that is black sand wasteland. A few cities sit on mountains and are connected via flying ships who maintain the trade routes.
Every monster is an undead of one form or other and vast armies of these assault most of the cities every few days.
The world is also in perpetual night and rarely get's above 35F or about 1.5C in temperature. There is virtually no rainfall.

Also magic is rare except for some divine magic. Arcane magic is almost exclusively controlled by one of the few remaining evil gods.
So arcane casters are looked on with suspicion.

Players start as ECL 3.

Here are the restrictions on PCs and a modification or two:

Books used as sources:
Book of Vile Darkness
Libris Mortis
Tome of Battle
The Quintessential Barbarian II
Sword and Fist
Races of the Wild
Races of Stone
Races of Destiny
Players Handbook II
Masters of the Wild
Heroes of Horror
Heroes of Battle
Core Books
Complete Warrior
Complete Scoundrel
Complete Mage
Complete Divine
Complete Champion
Complete Arcane
Complete Adventurer
Book of Exalted Deeds
DarkSun 3
Magic of Faerun

Player Races:

Base Classes:

Class Options:
Elusive attack (Players Handbook II)
Counterattack (Players Handbook II)
Overpowering Attack (Players Handbook II)
Aligned Strike (Complete Champion)
Armor of god (Complete Champion)
Resolute (Complete Champion)

Disruptive attack (Players Handbook II)
Spell Reflection (Complete Mage)
Spell Sense (Complete Mage)
Antiquarian (Complete Champion)
Death's Ruin (Complete Champion)
Friends Evasion (Complete Champion)
Holy Stalker (Complete Champion)

Adrenaline Boost (Players Handbook II)

Shield of Blades (Players Handbook II)
Arcane Stunt (Complete Mage)

Dungeon Specialist (Players Handbook II)
Spell Reflection (Complete Mage)

Prestige Classes:

Leader: <-- Thinking about removing these.
Ledgendary Captain (Stormwrack)
Ledgendary Leader (Heroes of Battle)

Order of the Bow Initiate (Complete Warrior)
Cragtop Archer (Races of Stone)
Deepwarden (Races of Stone)
Dread Commando (Heroes of Battle)
Duelist (DMG)
Dwarven Defender (DMG)
Dervish (complete Warrior)
Halfling Outrider (Complete Warrior)
Tempest (Complete Adventurer)
Skylord (Book of Exalted Deeds)
Sword of Righteousness (Book of Exalted Deeds)

Battlesmith (Races of Stone)
Spellfire Channeler (Magic of Faerun) <-- The feat is allowed at level 1.

Divine Casting (Base):
Wind Rider (Masters of the Wild) (Special) <-- Great Eagles are plentiful in some cities.
Consecrated Harrier (complete Divine) (Ranger)
Divine Crusader (complete Divine) (Cleric)
Holy Liberator (complete Divine) (Paladin)
Pious Templar (complete Divine) (Paladin)

Divine Casting (Advancement):
Purifier of the Hallowed Doctrine (Heroes of Horror)
Combat Medic (Heroes of Battle)
Gray Guard (Complete Scoundrel) <--Only way to qualify is via PotHD (above)
Contemplative (complete Divine) <-- Thinking about removing this.
Hospitaler (complete Divine)
Sacred Exorcist (complete Divine) <-- Only way to get turn Undead.
War Priest (complete Divine) <-- Thinking about removing this, simply because it sucks.
Grove Master (DarkSun 3) <-- Only way to become a Druid.

Arcane Casting (Base):
Corrupt Avenger (Heroes of Horror) (Wizard) <-- Really nasty way to become a Wizard. Can anyone think of a better prestige class that casts as a Wizard?
Suel Arcanamach (Complete Arcane) (sorcerer)

Arcane Casting (Advancement):
Frostmage (Frostburn)
War Weaver (Heroes of Battle)
Mage of the Arcane Order (Complete Arcane) <- Very few spells in pool.

Any Casting (Advancement):
Ollam (Complete Adventurer) <-- Thinking about removing this as I am not sure if it fits.

Feats Spells, Equipment and magic items:
case by case basis.
Most mundane equipment is allowed.

Changed Feats:
Replace Snowcasting for Drift Magic as Feat requirements for:
Frozen Magic, Icy Calling, Cold Specialization and Frostfell Prodigy

You can tap the power of drift magic.

Prerequisites: Knowledge (local) 4 ranks, ability to cast spells.
Con 13, Knowledge Arcana 1 rank

Benefit: You can use drift magic, as described on page 105 of Sandstorm.

If you add a handful of waste sand as an additional material component
to a spell when you cast it, the spell gains the cold descriptor.

This does not actually change the nature of the spell you cast;
a fireball cast with this feat still deals fire damage,
but since it also carries the cold descriptor,
it can be augmented by a number of feats listed
in the Frostburn book, such as Cold Focus and Frozen Magic.
If you add a handful of waste sand as an additional material
component to a spell when you cast it and that spell
already has the cold descriptor, you increase the effective
level of the spell being cast by +1.
Adding this additional material component requires
you to spend a move action immediately before the spell
is cast to gather sand from the surrounding environment.
You may take no other action between gathering the
sand and casting the spell.

Caravel, Galley and Great Ship are the only ships used from Stormwrack.
All are flying ships however.

Also here is a sample creature I worked out which is a good example of the average bad guy:

Note: This is now a STANDARD Orc!!

Orc - Corpse Creature - Fleshvigor - Zombie, fast

Size/Type: Medium Undead Humanoid (Orc)
Hit Dice: 1d12 (6 hp)
Initiative: +0
Speed: 60 ft. (12 squares)
Armor Class: 19 (+3 studded leather armor, +4 Natural, +2 Dodge), touch 12, flat-footed 17
Base Attack/Grapple: +1/+4
Attack: Falchion +7 melee (2d4+7/18-20)
Full Attack: Falchion +7 melee (2d4+7/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., light sensitivity, Undead Traits, Canabalistic Healing
Saves: Fort +2, Ref +0, Will -2
Abilities: Str 23, Dex 11, Con --, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Challenge Rating: 2
Alignment: Chaotic evil

A list of ALL of the Gods:

Name Alignment Domains
Eixetoth Lawful Evil Magic, Corruption, Sand, Undeath, Vile Darkness, Cold
Tygod Neutral Evil Evil, Magic, Mind, Hatred, Knowledge, Summoner
Worshul Chaotic Evil Thirst, Hunger, Pain, Madness, Dream, Pestilence
Ninloy Neutral Good Protection, War, Endurance, Glory, Inquisition, Community
Erskae Chaotic Good Good, Healing, Creation, Dream, Liberation, Oracle
Aderion the Sufferer True Neutral Madness, Thirst, Hunger, Pain, Animal, Plant

2009-06-28, 08:07 PM
Just something to consider; What do people eat? If your temperature is barely above freezing, and you have no sunlight, plants will be difficult to come by... as will animals as a result of that. Low magic suggests no Create Food and Water traps...

2009-06-28, 08:18 PM
They have mountains they live in.

There are fungi that grow inside caves in said mountains without the need of light.
There is a type of bat-like creature that eats the fungi.

Fungi-bat stew. ;)

Some rare herbs can also grow in very extreme conditions.

Also some remote places have not yet been fully engulfed by the darkness.
So the traders on the flying ships can bring in any food in small quantities that can grow at extreme altitude, which there are a few.

Living at high altitude means that whatever moisture there is will collect on the mountains as very small volumes of snow.
This can be then be gathered and used to suply drinking water.

There are not many people left in some of these communities so rations are not a massive problem. Fending off the enemy is more of a concern. lol.

Also Divine Crusader, Holy Liberator and Pious Templar can all create food and water to some degree (if Divine Crusader choses the Creation Domain).

There are more than a few Holy Liberators about as they pretty much make up Erskae's Clerics.