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View Full Version : Good Races and Classes from Other Settings to toss into a 3.5e Custom Setting



Machiavellian
2010-07-30, 04:20 PM
Hey y'all! Sorry for being gone so long!

I've been on d&d hiatus, and now am back!

I do have a good idea.

I'll be starting a new campaign, pulling some of my old friends and possibly new ones.

I want the races and classes to be unique, so I'm pulling from old and new sources.

Here's the theme: It's a pseudo-Dark Sun campaign, but less Psionics-themed. Vecna and the other evil gods have won, the forces of good in the universe defeated. The land is ripped asunder, the seas boiling, the mountains crumbling, and the forests dying. In this land, heroes arise to right the wrongs of the War from Above.

Here are the races that are gone: Halflings, Gnome, Drow (Lolth was killed, and without guidance, the drow wiped themselves out), Psionic Races

Classes that don't exist for players: Clerics (without good gods, no power), Favored Souls (Same as clerics), Bards (Nobody in any of my groups play Bards), Fighter (my plan is to actually remove fighter for 3 or more classes), Wizard (wizards are the Bad Guys primarilly), Wildshaping Druids (without forests, 85% of all druids were killed off), psionic classes, ToB classes (Too complex for most of my players)

Races I'm Considering: Half-Hobgoblin (Kingdoms of Kalamak), Warforged (Eberron), Forsaken (WoW Game, modded to 3.5)

Classes: Gladiator (Kingdoms of Kalamak), Artificer (Eberron)

any suggestions or comments are appreciated. Thanks in advance and glad to be back!

Satyr
2010-07-30, 04:54 PM
Have you considered Midnight? It is very close to what you describe.
The most simple description of Midnight would be “It’s like the Lord Of The Rings, but the Dark Lord has won.” Basically, this is right, but it is a somewhat condescending answer as well, as it limits the setting to the inspirational work. Midnight is a tad more than just a rewrite of The Lord Of The Rings. Sure, it is the major inspirational source of the setting, but is not limited to this one source.



A hundred years have passed since the Shadow fell…

When the Shadow attacked for the first time, the people of Eredane stood united against him and won in a glorious battle.
And so ended the First Age.

When the Shadow attacked for the second time, the people of Eredane bickered but were forced to join ranks. They won, but the price was bitter and high, and the few survivors returned full of grief.
And so ended the Second Age.

When the Shadow attacked for the third time, suspicion and greed has grown throughout Eredane and the people did not stand united. One by one, they faced the Shadow. And failed.
And so began the Age of Shadow.
The Age of Darkness.
The Last Age.

Machiavellian
2010-07-30, 04:58 PM
Have you considered Midnight? It is very close to what you describe.
The most simple description of Midnight would be “It’s like the Lord Of The Rings, but the Dark Lord has won.” Basically, this is right, but it is a somewhat condescending answer as well, as it limits the setting to the inspirational work. Midnight is a tad more than just a rewrite of The Lord Of The Rings. Sure, it is the major inspirational source of the setting, but is not limited to this one source.



A hundred years have passed since the Shadow fell…

When the Shadow attacked for the first time, the people of Eredane stood united against him and won in a glorious battle.
And so ended the First Age.

When the Shadow attacked for the second time, the people of Eredane bickered but were forced to join ranks. They won, but the price was bitter and high, and the few survivors returned full of grief.
And so ended the Second Age.

When the Shadow attacked for the third time, suspicion and greed has grown throughout Eredane and the people did not stand united. One by one, they faced the Shadow. And failed.
And so began the Age of Shadow.
The Age of Darkness.
The Last Age.



This is similar to my idea, minus the LotR flair. I mostly need races and classes to replace those that are missing

Amphetryon
2010-07-30, 05:31 PM
Incarnum seems like it would be a decent fit. There's less need for magic items, and fewer of the higher tier classes that could overshadow them.

Similarly, Binders seem to be in line what you're after.

Machiavellian
2010-07-30, 05:42 PM
Incarnum seems like it would be a decent fit. There's less need for magic items, and fewer of the higher tier classes that could overshadow them.

Similarly, Binders seem to be in line what you're after.

Nobody in my group uses incarnum. 98% of them use core classes

Marnath
2010-07-30, 10:17 PM
I might be missing something, but don't favored souls draw their magic from within, the way sorcerors do? I know they need a patron, but they should be able to continue casting the spells they know after he kicks the bucket. Probably can't take more levels in the class though.

Machiavellian
2010-07-30, 10:25 PM
I might be missing something, but don't favored souls draw their magic from within, the way sorcerors do? I know they need a patron, but they should be able to continue casting the spells they know after he kicks the bucket. Probably can't take more levels in the class though.

The group is starting @ lv1 100 years after the good gods died. Not saying Favored Souls and Clerics don't exist, but not for the heroes

Marnath
2010-07-30, 10:34 PM
Ok, no fvs then. Is this a (formerly) mostly forested world? Because i find it hard to believe 85% of all druids were forest druids. What about arctic tundra druids, or desert druids? Mountain druids? There's more to nature than just trees :smallsmile:

Not trying to antagonize you, just putting ideas out there :smallbiggrin:

*edit If your world has a big wasteland now for a century or so, maybe take a look at Bhuka's from Sandstorm. They're unusual at least.
*edit2 didn't see your "mountains crumbling" bit, i guess mountain druids are dead after all, never mind.

Machiavellian
2010-07-30, 10:38 PM
Ok, no fvs then. Is this a (formerly) mostly forested world? Because i find it hard to believe 85% of all druids were forest druids. What about arctic tundra druids, or desert druids? Mountain druids? There's more to nature than just trees :smallsmile:

Not trying to antagonize you, just putting ideas out there :smallbiggrin:

*edit If your world has a big wasteland now for a century or so, maybe take a look at Bhuka's from Sandstorm. They're unusual at least.

it was mostly forest, with the tundra now gone

Kaje
2010-07-30, 10:46 PM
If you're losing fighters, I really recommend allowing warblades. You'll be hurting for good melee warriors, and they're the simplest of the ToB classes (and certainly simpler than most spellcasters).

Marnath
2010-07-30, 10:51 PM
I think he's banning ToB too. It looks to me like barbarian is the only decent melee class he is allowing?

Zaydos
2010-07-30, 10:54 PM
I think he's replacing them with Gladiator. But he also mentions he wants to replace them with 3 classes so who knows.

Machiavellian
2010-07-30, 11:02 PM
I think he's banning ToB too. It looks to me like barbarian is the only decent melee class he is allowing?

Fighter is being broken up into Gladiator, Swashbuckler, Marshal (with a full BAB), and Brigand. Barbarian is in a whole different flavor context. I felt fighter was too general-purpose, so I thought splitting it into 4 classes was more appropriate

Lhurgyof
2010-07-30, 11:39 PM
Sunmerv
Giffs
Occularons

:P

I'd make Tari, Belgoi, and Dray not have LA, change them so that they don't.
Oh, and yuan-ti.

Morph Bark
2010-07-31, 04:11 AM
Fighter is being broken up into Gladiator, Swashbuckler, Marshal (with a full BAB), and Brigand. Barbarian is in a whole different flavor context. I felt fighter was too general-purpose, so I thought splitting it into 4 classes was more appropriate

Swashbuckler is also not too great, apart from the first few levels. Too little options with too little strength. Where are you taking Gladiator and Brigand from?

Amphetryon
2010-07-31, 04:41 AM
Swashbuckler is also not too great, apart from the first few levels. Too little options with too little strength. Where are you taking Gladiator and Brigand from?

Kingdoms of Kalamar.

Machiavellian
2010-07-31, 12:22 PM
The reason I split up Fighter is for a simple reason: it's too generic. Using this setup (as in, making Fighter 4 classes) makes your "Generic Fighter" a thing of the past. Let's say you want to be former (or current) military: Then you are my version of Marshal (Full BAB). On the other hand, if you want a more Roguish fighter, you choose Brigand. Want to be Errol Flinn? Swashbuckler. And for those who want to whoop serious tail, Gladiator is your cup of joe.

And for those who argue I removed all of the tier 1 classes (namely Wiz and Cle ((?))) It's for Story Reasons: Clerics ALWAYS worship one of the Evil Gods (Including some new ones, such as Orcus and Dagon) and wizards are run by Vecna. In a party of Good and Neutral PCs, there is no room for bad-guy archetypes.

And as for Gnomes being wiped out, there are gnomes, but they are so rare a PC would find difficulty in justifying being a gnome. Gnomes are all in their Venerable age category, usually librarians in ancient buildings of the last age. The gnomes themselves are "Guardians of Knowledge," with most of them being EXTREMELY high level Wizard/MotAO/Loremaster/Archmages, so they are WAY too powerful for PC use.

One last note: The PCs are out to find the "Amulet of Jar'Koh," the last refuge of the Divine Energy of the good gods. If Vecna obtains this artifact, the world ends. If the PCs find it and the "Acolyte of the Light," They summon forth the Champion of Light: a gaggle of the energies of all of the dead gods of good, of whom will vanquish Vecna in his now Overdeity rank (he stripped Io of his divinity, then killed him)

Kosjsjach
2010-07-31, 05:38 PM
You already have Warforged, which I think is a good call. Since you've killed off Halflings and Gnomes, you could consider allowing Kenku (MM3) as the token Small race. I like the notion of raven-humanoids subsisting on the fringes of remnant civilizations in a dead world.

sokbeest
2010-07-31, 07:15 PM
A mechanically simple race to add (with a few class levels as well): Giants from Monte Cook's Arcana Unearthed:

http://www.montecook.com/images/Giants.pdf

Machiavellian
2010-07-31, 09:45 PM
Crow people: Thumbs Up

Giants: Thumbs Down (Giants are bad guys...)

Xallace
2010-07-31, 09:59 PM
Darn. Incarnum would have been a good fit, especially Good-aligned ones; Tons of dead good people means tons of dead Good souls floating about to channel. Binders, too, may have a place in your world, if the PCs are willing to give it a try. Especially if Vecna is in charge; Binding Kas would be awesome for a PC in a "kill Vecna" kind of game.

On races: Hellbred from Fiendish Codex II could be good souls that escaped from (assumedly) tormenting afterlife imposed by the new rule of Vecna.

Machiavellian
2010-07-31, 10:06 PM
Darn. Incarnum would have been a good fit, especially Good-aligned ones; Tons of dead good people means tons of dead Good souls floating about to channel. Binders, too, may have a place in your world, if the PCs are willing to give it a try. Especially if Vecna is in charge; Binding Kas would be awesome for a PC in a "kill Vecna" kind of game.

On races: Hellbred from Fiendish Codex II could be good souls that escaped from (assumedly) tormenting afterlife imposed by the new rule of Vecna.

I was gonna add Binders, but I don't think anyone would be interested...

as for Hellbred, Hell and the Abyss are one realm now. Vecna told Asmodeus and Demogorgon to make with the Nice-Nice or he'd personally wipe them both out... So a Hellbred is gonna be kinda ducked up...

Lhurgyof
2010-08-01, 12:16 AM
Since it's pseudo-Dark Sun, why not allow Half-Giants?
Interesting races... half-elementals?
Xvarts as the new goblins?

I always did prefer athasian elves to their sissy cousins. xD

Machiavellian
2010-08-01, 12:39 AM
Since it's pseudo-Dark Sun, why not allow Half-Giants?
Interesting races... half-elementals?
Xvarts as the new goblins?

I always did prefer athasian elves to their sissy cousins. xD

Remeber, giants and their kin are always evil.

as for elemental planes, elementals stay in their realm, and thus dont procreate with mortals.

as for elves, they all are desert elves

Lhurgyof
2010-08-01, 01:02 AM
Remeber, giants and their kin are always evil.

as for elemental planes, elementals stay in their realm, and thus dont procreate with mortals.

as for elves, they all are desert elves

Ah, ok.

Umm... Jozhal? They were always interesting, just refluff them and remove some stuff to get them to LA 0.

Jozhal
Jozhal, 1st-Level Warrior
Small Humanoid (Psionic, Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch
13, flat-footed 12
Base Attack/Grapple: +1/–4
Attacks: Bone dagger –1 melee (1d4-2/19-20) or bite +0
melee (1d4-1)
Full Attack: Bone dagger –1 melee (1d4-2/19-20) or bite
+0 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Spell resistance 6
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 8, Dex 15, Con 11, Int 13, Wis 10, Cha 10
Skills: Climb +3, Hide +10, Jump +7, Knowledge
(arcana) +3, Listen +1, Use Magic Device +8
Feats: Skill Focus (Use Magic Device)
Environment: Any
Organization: Solitary, family (2-12)
Challenge Rating: 1
Treasure: Standard plus 1d4 minor magic items
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2


This creature is a small, reptilian humanoid with long,
spindly arms and legs, a coiling tail and a long neck
surmounted by a narrow, muzzled head. It is covered in
scales that seem to be colored in deliberate patterns.

Jozhals are small, lightly built reptilian creatures which
may be distantly related to crodlu. They have long,
slender legs, lanky arms ending in dexterous hands, and
long, flexible tails. The neck of a jozhal is also long and
flexible, ending in a narrow-muzzled head with large eyes
and many needle-like teeth. The skin is covered in many
tiny scales, which are only visible on close examination,
and can change color to match with or contrast against
the creature's surroundings. Jozhals have precise control
over their skin's color, and sometimes use it to create
decorative patterns of color resembling tattoos.
Combat
Jozhals avoid combat if at all possible, fleeing or using
their chameleon-like skin to hide. If forced into combat, a
jozhal will attempt to defend itself first with psionics or
spells, then with any magical items it currently possesses.
If left with no other option, the jozhal will attack with a
bite.
Psi-Like Abilities: 3/day—burst, empty mind (+4
bonus*); 1/day—dimension swap. Manifester level 6th.
The save DCs are Charisma-based.
*Includes augmentation for the jozhal‘s manifester
level.
Spell Resistance (Ex): A jozhal has spell resistance
equal to its Hit Dice + 5.
Skills: Jozhals have a +4 racial bonus on Hide checks
because of their control over their skin color, and a +4
racial bonus on Use Magic Device checks because of their
fondness for magic and ability to work magical items more
easily than others.
The jozhal warrior presented here had the following
ability scores before racial adjustments: Str 12, Dex 11,
Con 13, Int 9, Wis 8, Cha 10.
Challenge Rating: Jozhals with levels in NPC classes
have a CR equal to their class level. Jozhals with levels in
PC classes have a CR equal to their class level +1.
Jozhal Society
Jozhals are naturally shy and secretive creatures, and
do not normally learn the languages of other races. The
leader of a family will learn the Common tongue, so that
he or she may communicate with outsiders on the rare
occasion that interaction is necessary. When around those
they do not know, especially other races, jozhals become
much more withdrawn and are unwilling to even speak to
outsiders unless necessary. They will often travel days out
of their way just to avoid encountering non-jozhals,
especially elves and humans, whom they consider
destructive. If forced to interact with members of another
race, jozhals will attempt to make the experience as short
as possible. Jozhals do not normally form permanent
settlements. Instead, they travel in nomadic family
groups, traveling between the fertile areas of the
Tablelands and Hinterlands, beyond the Ringing
Mountains. These families forage for roots, nuts, and small
reptiles and insects. Jozhals always make use of every
little bit of anything that they find, to the point of
extremes, practicing cannibalism and fashioning the bones
of their dead into weapons and tools. The only time a
jozhal family will permanently settle in one area is when a
member of that family becomes a grove master and takes
custody of his guardian lands.
Jozhals are deeply suspicious of all arcane spellcasters.
They will tolerate preservers, but will watch them closely
for any signs that they may defile, and criticize them
harshly if they use magic wantonly or carelessly. Jozhals
do not tolerate defilers in any way. A jozhal may even put
himself at risk to stop a defiler from damaging the land.
The jozhal suspicion of arcane magic does not extend to
magical items. Jozhals are fascinated by magical items,
which they consider to hold the power of the land, and
desire to own as may magical items as they can. Jozhal
children are taught from a young age the proper use of
magical items, both arcane and divine, so even non-spell
caster jozhal will be able to use most any magical item
they come to possess. They go to great lengths to possess
magical items, typically following parties of humanoids to
determine if they carry any magical items and stealing
any they detect.
Jozhal is a language composed of click, pops, and
whistles. Do to its unusual nature, many who are not
familiar with Jozhal will not even recognize it as a
language. The vast majority of jozhals do not keep a
written form of their language, and the pyreen alphabet is
the only known writing system that can be adapted to
writing the jozhal tongue.
Jozhals as Characters
Jozhal adventurers are rare. Only a few are able to
overcome their natural shyness to mix with strangers and
fewer still are willing to be separated from their families
for long periods of time. Those who do follow the
http://athas.org 99
adventuring path have usually had their families wiped out
by raiders or some natural disaster. A few have allowed
their obsession with magical items to overwhelm them
and see adventuring as the quickest, easiest way to
finding and possessing such items.
A jozhal character's favored class is cleric. Most jozhal
leaders will be clerics serving the element of Earth. All
jozhals have a close, personal connection with the forces
of nature. They consider the role of cleric to be the
highest possible honor. While they worship all of the
elements, they hold a special reverence for Earth.
Jozhal characters possess the following traits.
–4 Str, +4 Dex, –2 Con, +4 Int, +2 Wis
Small. Jozhals gain a +1 size bonus to Armor Class, a
+1 size bonus on attack rolls, and a +4 size bonus on
Hide checks, but they must use smaller weapons than
humans use, and their lifting and carrying limits are
three-quarters of those of a Medium character
Space/Reach: 5 ft./5 ft.
A jozhal‘s base land speed is 30 feet.
Weapon Proficiency: A jozhal is proficient with all simple
weapons and its natural weaponry.
+4 racial bonus on Hide checks. Jozhals can alter their
skin coloration and often use this for camouflage
purposes.
+4 racial bonus on Use Magic Device checks. Jozhals
have a natural affinity for magic.
+1 natural armor bonus.
Natural Weapons: Bite (1d4).
Special Attacks (see above): Psi-like abilities.
Special Qualities (see above): Spell resistance.
Automatic Languages: Jozhal, Common. Bonus
Languages: Aarakocra, Elven, Dwarven, Thri-Kreen,
Pterran.
Favored Class: Cleric.
Level Adjustment: +2.


http://hexink.com/site/images/stories/sketchgallery/jozhal.jpg




Note to mods: This is from Terrors of Athas, a free download from Athas.org.