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Gwyn chan 'r Gwyll
2007-04-27, 08:58 PM
First the History

Inris, a vast plain bordered by mountains and great seas to the south, and endless monotony to the North.... Nothing to bother the indigenous species, who freely made war upon themselves. The only sufficiently advanced races though, were the ancestors of the Dondai and the Vendantsch. The Dondai were based around the large volcanoes, where they mined diamonds, which they traded away. The Vendantsch lived in the large plains. (the Early Vendantsch culture is based on the romans, the Durdan, the greek) The humans, and other savage races used stone tools still, and waged miny wars, with spears, and axes, and bows. And they lived this way, with the occasional war, and slowly, the humans got a head start on the savage races, as the Dondai taught them Bronze, as the vendantsch taught the Dondai. However, it wasn't long after when the primal force of Magic was discovered by the Vendantsch. This magic produced many wonderful things, such as the hearnes, mutated humans, with 4 arms, tiny horns, and large, vestigial wings. and other, unexpected results. One such result was the magic, which freely floated in the air, and sometimes clumped together to form stars, bringing down a meteor out of its normal path. This meteor landed to the north of Inris, disrupting the Est-too-Hen, the ancestors of the Estahel, from their native way of life. (much like the inuit of old) They came south, seeking to outrun the flood rushing from the fractured glaciers, melted by the rock that fell from the sky. This frightened the Dondai, the humans, everyone, that they all attemted to flee south as well. However, the Other sea to the south blocked any passage thataways. While the Est-too-Hen built rafts and boats with which to ride out the flood, the others fled to the high places, and prayed that the floods stopped before it reached them. and still others refused to believe that this was happening, and were drowned. Many died, and the lower slopes of the mountains were consumed, and all the old writings and cities from that time were lost to the waters. But many mountain peaks remained overwater, and on those new islands, people tried to start a new life. Some, however, refused to settle down, and persocuted the vendantsch for bringing the flood down upon them. The Humans were indifferent, and began living as usual on the new place. The Est-too-hen, most of whom survived, began ferrying people around, revelling in there new role in society. The Dondai, whowever, were split. Some went so far as to blame the vendantsch for pushing civilization upon them, and these became the Djurdan, and they hunted the Vendantsch down, driving them underground. The others embraced magic nonetheless. These wer the Endreck
That is part I and II of the history, I'll post Part III later.

tell me what you think. believable so far?

So far i also have several Player Races out. The Estahel (http://www.giantitp.com/forums/showthread.php?t=40459), the Djurdan and the endreck (http://www.giantitp.com/forums/showthread.php?t=41369). Links.

jindra34
2007-04-27, 09:09 PM
You shoulda grouped all these threads together...

Gwyn chan 'r Gwyll
2007-04-28, 01:13 PM
Part III & IV

They lived in their respective places for a while, with the occasional war, and uprising, until the discovery of the large island of Adorn, to the north. Formerly thought to be an impassable wall of stone, it turned out that there were small tunnels in it, where a third type of Dondai lived. Calling themselves the Tradidae, they lived in the walls of the island, which turned out to be a big bowl surrounded by mountains, with a spire in the centre. In the bowl there were large human kingdoms, (Early middle age eaurope) who worshipped the Hearnes as gods. This opened many new trading opurtunities for the Estahel, and they flooded the market with steel goods.

However, once again the landscape was to drastically freeze. At the same fast rate, the seas began to recede, revealing the ruined cities, and unleashing monsters that hadn't been seen in millenia.

This Setting has several areas and times which each would have a different type of Gameplay. A game in Adorn before the discovery would hjave very little magic, and a campaign would be centered around a war of some sort.
A campaign In the middle of the Islands phase might be an escort to a scholar studying the Adorn, or stopping a raid from the sea. A campaign in Late Pre-Flood preiod would be dealing with the flood, or other side effects of magic.

Gwyn chan 'r Gwyll
2007-04-29, 04:06 PM
Ok, i am now using this thread as a base. All new materials will be posted here.

Gwyn chan 'r Gwyll
2007-04-30, 06:31 PM
Those driven underground by the Dondai, The Vendantsch struggle to live.

Vendantsch
Small Humanoid (gnome)
+2 Charisma, -2 Wisdom:
Vendantsh are easy going, but have a habit of jumping into things without thinking first.
Speed: 20 ft.

Small: Vendantsch are small people, with all the bonuses and penalties that gives them.
Darkvision(Ex):Vendantsch have become suited to their undeground environment.
Spell-Like Abilities (Sp): Magic has so perpetrated the soul of the Vendantsch that they can use Dancing lights 1/day, and those with Charisma 13 or higher can use Darkness 1/day, both at caster level 1
+4 Dodge Bonus to AC versus Dondai and undergrond creatures: Vendantsch have learned to evade those who regularily threaten them
+2 to DC of Arcane Spells: Vendantsch are an innately magical race, and their magics are stronger.
+2 to Saving Throws against Magic: As well, they have learned to avoid magic to some extent. (Possibly replace with SR 10?)
Automatic Languages: Vendantsch, Common. Bonus Languages: Dondena, Undercommon, Terran. Vendantsch commonly learn the languages of their friends and allies.
Favored Class: Sorcerer. A multiclass Vendantsch's Sorcerer class does not count when determining whether he/she takes an experience point penalty for multiclassing.
Level Adjustment: +0

Gwyn chan 'r Gwyll
2007-04-30, 06:53 PM
Hearni
Medium Humanoid (Half-elf) [these are not actually half-elves, i just put them there because they don't fit anywhere else, and i don't want to create a new subtype]
+2 WIsdom, -2 Strength, -4 Dexterity: Hearni usually know what is right, but are physically weak, and clumsy with there 4 arms, and large vestigial wings
4 Arms: Hearni have 4 arms, allowing them to obtain any feat or class etc. with that pre-requisite.
Automatic Languages: Hearnis, Common Bonus Lanuages: All
Favoured Class: Cleric. A multiclass Heanus' Cleric class does not count when determining whether he/she takes an experience point penalty for multiclassing.

This is probably a touch to powerful for a LA +0 class. If so, then some penalty for having those wings might be proper.


Those are all the Player races. Halfling, Half-elf, and Half-orc are X-ed out, and all the other races are Changed.

Gwyn chan 'r Gwyll
2007-04-30, 07:01 PM
most of the classes remain unchanged. The unChanged ones are: Barbarian, Rogue, Wizard, Monk and Swashbuckler from CW. . Bard is out.

Cleric is changed. Because Undead aren't big at all in my cmapaign, and also to make ClericZilla a tough less powerful, I have removed Turn/Rebuke Undead and subbed A version of Smite Evil.
Smite Infidel: A number of times a day equal to 3+her charisma modifier, a cleric may attempt to smite infidel with one normal melee attack. She adds her charisma bonus to her attack bonus, and deals one extra damage per cleric level. This effect only works if the creature believes in a opposite faction then the cleric.

Factions will be explained when i get to the section about gods.
Druid can cast an infinite number of spells per day, and don't prepare them ahead of time -Now don't kill me yet! I'm balancing it! But after a certain # of spells, each spell costs some XP, depending on the spell level and Character level.
Pally. Use the non-magic Variety in CW, but give it one or two more abilities.
Ranger. Same as Pally
Sorcerer: This one has the most magor change. Gets lots of spells known and spells per day, and gets stronger spells faster, but, at level 1, only has a 20% chance of casting the correct spell. This Chance goes up by 10 every 5 levels. It also gets no familiar.
Hexblade from CW: Every 3 spells cast, takes 1 subdual damage.

The wierd things i am doing to magic users will be explained later.

Gwyn chan 'r Gwyll
2007-05-03, 04:59 PM
bumpity bump

Gwyn chan 'r Gwyll
2007-05-03, 05:35 PM
Sorcerer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0
|
+0
|
+0
|
+2
|Eschew Material Components, Risky Casting 50% |5|3|0

2nd|
+1
|
+0
|
+0
|
+3
|-|6|4|1

3rd|
+1
|
+1
|
+1
|
+3
|-|7|5|2|0

4th|
+2
|
+1
|
+1
|
+4
|-|7|6|3|1

5th|
+2
|
+1
|
+1
|
+4
|Risky Casting 60%|7|7|4|2|0

6th|
+3
|
+2
|
+2
|
+5
|-|7|7|5|3|1

7th|
+3
|
+2
|
+2
|
+5
|-|7|7|6|4|2|0

8th|
+4
|
+2
|
+2
|
+6
|-|7|7|7|5|3|1

9th|
+4
|
+3
|
+3
|
+6
|-|7|7|7|6|4|2|0

10th|
+5
|
+3
|
+3
|
+7
|Risky Casting 70%|7|7|7|7|5|3|1|

11th|
+5
|
+3
|
+3
|
+7
|-|7|7|7|7|6|4|2|0

12th|
+6/+1
|
+4
|
+4
|
+8
|-|7|7|7|7|7|5|3|1

13th|
+6/+1
|
+4
|
+4
|
+8
|-|7|7|7|7|7|6|4|2|0

14th|
+7/+2
|
+4
|
+4
|
+9
|-|7|7|7|7|7|7|5|3|1

15th|
+7/+2
|
+5
|
+5
|
+9
|Risky Casting 80%|7|7|7|7|7|7|6|4|2|0

16th|
+8/+3
|
+5
|
+5
|
+10
|-|7|7|7|7|7|7|7|5|3|1

17th|
+8/+3
|
+5
|
+5
|
+10
|-|7|7|7|7|7|7|7|6|4|2

18th|
+9/+4
|
+6
|
+6
|
+11
|-|7|7|7|7|7|7|7|7|5|3

19th|
+9/+4
|
+6
|
+6
|
+11
|-|7|7|7|7|7|7|7|7|6|4

20th|
+10/+5
|
+6
|
+6
|
+12
|Risky Casting 90%|7|7|7|7|7|7|7|7|5[/table]

Becuase they don't have much control over there magics, they cannot chose their spell to cast, but every time they cast a spell, they may select a spell, and there is a certain percentage of this spell being cast. If it is not cast, then cast a randomly determined spell of the same effective spell level.

There are some problems with the spell progression. It is strong at lower levels, but gets weaker at higher levels.

{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1 | 4 | 2 | 0 | - | - | - | - | - | - | -
2 | 4 | 2 | 0 | - | - | - | - | - | - | -
3 | 5 | 3 | 1 | 0 | - | - | - | - | - | -
4 | 5 | 3 | 1 | 0 | - | - | - | - | - | -
5 | 6 | 4 | 2 | 1 | 0 | - | - | - | - | -
6 | 6 | 4 | 2 | 1 | 0 | - | - | - | - | -
7 | 6 | 5 | 3 | 2 | 1 | 0 | - |- | - | -
8 | 6 | 5 | 3 | 2 | 1 | 0 | - | - | - | -
9 | 6 | 6 | 4 | 3 | 2 | 1 | 0 | - | - | -
10 | 6 | 6 | 4 | 3 | 2 | 1 | 0 | - |- | -
11 | 6 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | - | -
12 | 6 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | - | -
13 | 6 | 6 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -
14 | 6 | 6 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -
15 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 2 | 1 | 0
16 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 2 | 1 | 0
17 | 6 | 6 | 6 | 6 | 6 | 5| 4 | 3 | 2 | 1
18 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 2 | 1
19 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 2
20 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 2 [/table]

Gwyn chan 'r Gwyll
2007-05-06, 08:04 PM
Come on, no criticism at all? Veni Vidi Offensi.

brian c
2007-05-06, 08:30 PM
So... a level 1 sorcerer only has a 20% chance of casting the right spell? That seems vastly underpowered... and if it is the wrong spell, how do you handle if say they cast a spell with no target, and the random spell to replace it has to have a target? I don't like that mechanic at all, sorry.

Gwyn chan 'r Gwyll
2007-05-06, 08:36 PM
You know what, i don't really like that class either that much, but it fits with the background, which is that they don't have control over their magic. If i bump them up to 50% chance outright, that should fix it a touch. And all spells, correct me if im wrong, either have a target, or a burst, cone, etc. In that case, the spell would effect the closest object the spell would hit.

jindra34
2007-05-06, 08:42 PM
Question: Do they have a limited list of spells known?

Gwyn chan 'r Gwyll
2007-05-06, 08:44 PM
oh yes
I forgot to put that in. Ill do it in a minut or two. Arregg. Have to do it tommorow.

Gwyn chan 'r Gwyll
2007-05-08, 05:13 PM
Added Spells known