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Ruethgar
2016-04-06, 12:06 PM
Mostly just here as a reference for now.

https://www.dropbox.com/s/a7foauuo5tmym4k/ArturanBorder.png?raw=1

Mechanics:
P.5: PF base, 3.5 content allowed. Path of War, Spheres of Power and Might
Fractional BaB and Saves(only ever one level one bonus to saves)
Feat Tax Patch (http://theworldissquare.com/feat-taxes-in-pathfinder/), Parry and Improved Parry are also base abilities rather than feats.
Rebuilding: You gain a second XP pool which you can transfer into at any time but never out of. When you have enough XP in this secondary pool to match your current level, you can spend the XP to do a character rebuild.
E6: based on ECL not level, feats caped at +20
Bloodlines: scale class level based abilities at one half rate, not counted as class levels for Non-Initiator level or Non-Casting Advanced Magical Training calculations, cost minimum 1k xp per level, max 1 bloodline class per character, uses Welknair's instead of base, Generic Theurge can advance Bloodlines up to level 4(adding a Minor Bloodline) they are treated as the same class as whatever the other side is for determining abilities, HD, BaB, Saves and Skills.
Spell Points: Any sorcerous spellcasting(such as achieved by Dragons, Greater Draconic Rite of Passage, and Magical Training) uses the spell points system. Psionics and sorcery are the same, spell points and power points are interchangeable. Due to the implementation of Spheres of Power, Power Points will be the preferred term. Draining effects on Spell Points affect Power Points as though they were Spell Points but not via verse. Spell Slots are unaffected as they are more structured and harder to unravel.
Spell Recovery(Optional): Magical energies replenish more slowly. Spell slots and power points replenish at a rate of your level in spell levels per 4hr of rest. Spell points replenish at a rate of half your level per 4hr rest.


Races:

Shifter(Hengeyokai): 3.5 race PF options. Animal types altered.
You may swap Powerful and Slight build if going for something bigger or smaller.

Bat(as Bird with no attack but add Darkvision 60’ in all forms and Blind Fight as a bonus feat.)
Bird(as Crane -20ft fly made Tiny may choose a single Talons attack instead of Bite.)
Cat
Crab
Dog
Fish(as Carp 30ft swim speed in animal)
Lizard(+2 Dex and one on character creation +4 climb, +4 swim, or +4 jump in Hybrid form, 20ft climb, 20ft swim, or 30ft land speed in animal corresponding to Hybrid choice)
Monkey
Rodent(as rat add 15ft swim to animal)
Small Constrictor(+2 Str and 10ft Climb in Hybrid Slight Build in animal)
Toad(+2 Con +4 Swim and Amphibious in
Hybrid, touch attack reach 5ft in animal)
Ursine(black bear for animal(Small, -2 Str, -10 speed, with Powerful Build), +2 Str, nothing extra in hybrid)
Ungulate(pony for animal, +2 Str, quadruped carrying capacity in hybrid, may replace Hooves attacks with a 1d6 Gore, Tail attack, or Bite.)


Human: PF Human attributes and options on any 3.5 Human. Jotunbrud available.

Elf: PF Elf.

Drakken(Kobold): 3.5 race but add PF options.

Daemen(Tiefling): PF version no resistance as Humanoid(Planetouched) with No Light instead of Darkness

Celesti(Aasimar): PF version no resistance as Humanoid(Planetouched) with Light instead of Daylight

Faerie (http://www.giantitp.com/forums/showthread.php?384265-The-Tiny-Folk-PEACH): May be Leafman, Leafman Faerie, or Neverland Faeries

Undead(Necropolitian no base race Generic medium 30ft speed): May pick one or none of the following.
Vampire: gain Light Blindness, fatigued in sunlight(even if immune) dissipates 1d4 rounds after leaving the light, Wrathful Blade of Blood 1/encounter maneuver. May be taken again with Martial Study.
Zombie: -2 Int, You no longer have a move action, you gain the zombie charge mechanic and a Zombie Minion(as Skeletal Minion ACF but zombie). You may command this creature as a free action.
Ghost: -4 Str, You have a 50% chance to phase through anything you begin to carry unless they are Ghost Touch or you take the Ghostly Grasp feat. You qualify as a Ghost for feats and options.
Lich: Your HD lowers to d6, you come back to undeath in 1d4 days after you die. This can be countered if your body is destroyed, Burial Blessing is cast upon you, you are buried in a Consecrated place, or your soul is somehow trapped.
Skeleton: -2 Cha, 2 Claws 1d4


Halfling: PF race and options.

Elementals (http://www.giantitp.com/forums/showthread.php?553232-Elemental-Bodied-and-Awakened-Living-Spells&p=22908142#post22908142): PF elemental touched options corresponding to type.

Ethereal (http://www.giantitp.com/forums/showthread.php?553232-Elemental-Bodied-and-Awakened-Living-Spells&p=22908142#post22908142)(Dancing Lights only): Spellfire Weilder or Basic Magical Training feat replaces their SLA.

Warforged: May also be Life Shaped (http://www.giantitp.com/forums/showthread.php?413420-Incarnate-Life-Shaped-Level-Adjustment) or Biolurgic Chassis (http://www.giantitp.com/forums/showsinglepost.php?p=15557430&postcount=10). The Biolurgic is of Medium size with sentience and has two level 1 grafts at no LA. Each may take applicable Warfogred feats as though they were Warforged.




Classes: Full info found here (http://www.giantitp.com/forums/showthread.php?396943-Custom-Prestige-Races&p=18776585#post18776585)

Alchemist- Creates alchemy and Gramarie.
Armsman- General physically adept. Lots of options to customize.
Beast- Shapeshifter and beastmaster with improved ability in the wilds.
Disciple- Unarmed fighter and mild healer.
Acolyte(Eberron Adept)- Spiritual leaders and voices of the gods.
Spark(Psychic Adept)- Magic blooded individuals forcing their will onto creation.
Gleaner- The bridge between nature and the mortal races.
Magewrite- Students of knowledge and the arcane arts, locked away in their books, learning intricate arcane formula by heart.


Gods:
Death
Dream
Beast
Elements



Prestige Classes

Spellfire Channeler

Spellfire Spellweaver[Su]: Level 1
Your use of your Spellfire ability expands. You gain the spellcasting progression as a Sorcerer of your Spellfire Channeler level minus three spells per day per spell level and one spell known per spell level. Spells are drawn from any arcane list with a preference for [Fire], [Light], and magical detection and dismantling spells. You must burn Spellfire charges as power points as though the spells were two levels higher in order to cast them. You may exceed your normal spells per day, but take one Con damage per spell level each time you do.

Weave Counter[Su]: Level 3
You may attempt to counterspell with your Spellfire ability. You must successfully identify the spell to be countered and expend charges equal to twice its power point cost(or the cost of a spell of half the caster level for Sphere abilities). This otherwise acts as though you were using Dispell Magic to counter.

Silver Fire[Su]: Level 5
You may now create a 15ft radius of the Weave as a permanent effect. This must be anchored to an item during item creation. At the time of completion, you must expend spellfire charges equal to at least(but may be more than)the item's caster level +5 per 5ft wider you want the Weave to be. You may add the spellfire charges consumable from the item enchanted to the charges in the Weave at no cost. You may also consume a single item in the creation of a weave to add it's spellfire charges to the weave. The Weave can only support spells of a level equal to half the item's caster level and only a total number of spell levels per round equal to the charges spent. If magic use exceeds these limits, the weave collapses into a disjunction of the item's CL and causes a dead magic zone in the area of the Weave. Multiple iterations stack and the strain on overlapping weaves is split evenly. If tended(DC 10+CL spellcraft and craft weaving 1/day) a Weave can mend dead magic and wild magic zones that encompass its area after 1d4 weeks stationary, however it’s normal limitations still apply and the item it’s attached to is destroyed.


Trait

Naturally Skilled(Prerequisite:Int 9-, Wis 10+): You gain skill points based on half of your Wisdom modifier(minimum 0) instead of your whole Intellect modifier. All Int skills are always considered cross class.


Flaw

Animalistic: Requires-Hengeyokai, Unable to shift into humanoid form.


Generic

Smite Evil: renamed to Smite, may be for any one alignment, requiring the opposite Smite Evil requires Good, Smite Chaos requires Law ect.
Turn Undead: renamed to Turn Creature, may choose one of the following to either Turn or Rebuke: Undead, Fire Subtype, Water Subtype, Earth Subtype, Air Subtype, Plants, Animals
Familiar: Renamed Bonded Companion. Choose Special Mount(req Ride 4 Ranks), Animal Companion(req Handle Animal 4 Ranks), or Familiar(req Caster level), or any of their variants, you gain this companion using your class level(minus levels before this feature was taken) in place of Paladin, Druid or Spellcaster level.

Special Mounts taken before 5th have the following adjustments. A first level mount has -10ft speed(all modes), -1 flight maneuverability(or -10fy speed if originally clumsy), -2 HD, -1 Size, Emphatic Link, and Shared Saves. At third level they gain +10ft speed(all modes), +1 flight maneuverability(or +10ft speed if originally clumsy), +2 HD, +1 Size, +2 natural armor, an Int of 4, and Improved Evasion.
(Improved, Greater) Sneak Attack: Armsman only
Bardic Music: You gain the inspire Courage ability as a Bard of your class level minus levels before this feature was taken. Requires Perform(Any) 4 ranks.
Vitalist

Prerequisites: A healing ability
Bonus: You gain the Vitalist Collective and Collective Heaing class features treating the class you qualified for this ability as your Vitalist level and using your casting modifier instead of Wisdom.
Special: This feat can only be taken as a Generic bonus feat.
Master’s Knack

Prerequisite: Expert or Generic Expert
Bonus: You gain a Master's Knack you meet the prerequisites for from the Master class.



E6

Accomplished Scoundrel: requires an effective Expert level of 6
Blessed Blade: requires an effective Smite level of 6, aligns with you smite choice.
Divine Insight, Greater: requires an effective Adept or Gleaner level of 6
Divine Insight, Lesser: requires an effective level in Adept or Gleaner of 6
Expanded Invocation Reservoir: requires Least Invocations, grants up to Lesser
Imbue Item: requires an effective Alchemist level of 6
Invulnerable Rager: renamed Invulnerable, require an effective Warrior level of 6
Martial Veteran: requires an effective Armsman level of 6
Masterful Rhapsody: requires level 6 Bardic Music
Nature’s Chosen: requires an effective Beast level of 6, you gain the Ferocious Slayer Form
Storm of Blows: Requires an effective Disciple of 6.



Spheres of Power

Extra Talent: you can take this feat up to your casting stat modifier times(plus one if Basic Magical Training is converted)
Extra Spell Points: you can take this feat up to your casting stat modifier times


Disciple

Ki Adept(Fighting Style)
Sixth Level Prerequisites: Autohypnosis 9 ranks, Concentration 4 ranks

First: Ki Meditation
Second: Extra Ki
Sixth: Body Control
Bonus: You add your Wis modifier to your Ki pool.


Psychic(Fighting Style)
Sixth Level Prerequisites: Autohypnosis 9 ranks, Concentration 4 ranks

First: Hidden Talent
Second: Psionic Meditation
Sixth: Psionic Talent
Bonus: Gain 1/2 level to Autohypnosis and Concentration checks.


Rogue
Kleptomania(Rogue Talent):

Treat objects as one size smaller for the purpose of Slight of Hand and gain the Packrat feat but do not replenish it with shopping, instead you gain 1g and 1lb per level of items per day up to 5g per Rogue level that doesn't count against your carry weight.

Normal

Extra Spell: You may only take this up to your casting stat modifier times.
Extra Slot: You may only take this up to twice your casting stat modifier times.
Spellfire Weilder: You may now also absorb sphere effects as spells of half their CL(rounded down).
Precocious Apprentice:

Prerequisites: Any Apprentice Feat
Bonus: Choose one, Training or Ability.

Ability: You gain access to one third level ability from your class and are treated as two levels higher for the purposes of that ability.
Training: You casting or maneuver progression increases as if you gained one level in your casting or martial adept class.
Special: This feat can only be taken at first level.
Spellfire Sphereweaver:

Prerequisites: Destruction Sphere, Spellfire Weilder, Spellcraft 1 rank
Bonus: You may opt to pay one spell point and apply the Skilled Caster(Spellcraft) drawback to your Spellfire Blast, caster level is equal to the Spellfire charges spent. If you do, you can apply any Blast Shape talents, Destructive Blast feats, and non-blast type options you know to your Spellfire Blasts with the appropriate spell point cost.
Arcane Fire:

Prerequisite: Spellfire Weilder, one Desert Wind maneuver.
Bonus: You may spend one Spellfire charge per maneuver level to change a Desert Wind’s damage from fire to Spellfire. You may also burn Spellfire charges at the same rate of power points to initiate Desert Wind maneuvers as powers of their level. You must know the maneuver, but need not ready it.
Dragonmarks:

Prerequisite: add the following races- Handling(Leafmen, Shifters), Making(Warforged), Passage(Ethereal), Scribing(Elves), Sentinel(Celesti), Storm(Elemental), Warding(Daemen)




Racial
Shifter:

Unusual Build:

Prerequisites: Shifter, must be taken at first level
Bonus: Yoy gain Powerful Build of a Goliath or Slight Build of a Kobold. If you double up on your build, your size instead increases(powerful) or decreases(slight) one step without change to attributes from size.
Wings:

Prerequisites: Shifter, must be taken at first level
Bonus: You gain the effects of the Dragon Wings feat and gain wings if you lack them. The wings may be of any type.
Improved Wings:

Prerequisites: Shifter, Wings, character level 6
Bonus: You gain the effects of the Improved Dragon Wings feat.

Undead:

Improved Vampirism:

Prerequisites: Vampire undead package, able to ready 4 Wrathful Blades of Blood.
Bonus: You Wrathful Blade of Blood deals 1 Con damage(Fort negates, DC is Cha based).
Special: Your Wrathful Blade of Blood qualifies as vampires Blood Drain for requirements and effects.
Zombie Plauge:

Prerequisites: Zombie undead package, ability to hold a disease inside of yourself.
Bonus: You gain a bite attack 1d4. Any living creature that dies within 1 minute of you biting them, becomes a zombie after 1d4 rounds. You have no special control over this zombie.
Phylactery:

Prerequisites: Lich undead package, caster level 6.
Bonus: You can put your soul into an object or draw it back into yourself. If this object is destroyed with your soul inside, you lose your self resurrection ability for 1d4 days and may be killed permanently in that time. If your soul is in the object and you die, you can reform your body in 1d4 weeks at the object's location even if your body is destroyed, Burial Blessed, or buried in Consecrated ground. You may also just take the normal 1d4 days to rise from your old body if none of those conditions apply.
Bone Surgeon:

Prerequisites: Skeleton undead package, Heal rank 6.
Bonus: You may harvest the bones of Humanoids and medium sized Monstrous Humanoids with a DC 15 heal check and 1 minute(skeletal remains are a DC 10 and one round). These bones weigh 20lb per medium humanoid(though you can drop down to 5lb and they are still usable). You may use these bones as Shapesand to make anything you can craft out of bone within the weight of the bones you have. You may also destroy 5lb to grant 1d6 temporary health to yourself or another skeletal being for an hour(this temporary health does not stack).
Bone Storm:

Prerequisites: Skeleton undead package, Bone Surgeon.
Bonus: You may manifest Control Object on your bones as a manifester of half your class level 3+Wis times per day.
Special: Normal 4x size scaling applies, 5lb of bones small, 20lb medium, 80lb large.

Ruethgar
2018-05-14, 01:59 PM
A PC dragon using these rules can make the following in a non-dimensional space.

The Sand Seas
https://www.dropbox.com/s/gsy8865ybdoe21u/40WaterHigh.bmp?raw=1The blue are dunes of powdered water, dust of dryness, and silt seas. The green are going to be heavier proper sand dunes with the orange regions being fused sand and sandstone cliffs. ?dl=0

Cactus and lichen leshies are fairly few in number, but cover the highlands of the world. They unfortunately had to abandon the shoreline due to the frequency of tsunamis. The dust and powdered water cause explosive waves as they churn through the lower dunes. These explosions of water keep weather very active allowing hearty plants to survive with plenty of water, though the soil is severely lacking in nutrients.

The caverns are filled with life. The abundant water forcing its way in through sea caves is made less severe by having to go through miles of tunnels and is more workable, gathering in underground pools. While these sometimes go through a similar cycle of explosive geysers and dry dunes, the lack of weather makes them tend to stabilize as water and support life. With the calmer regions and the leshies need to promote life, the leshies of the sand seas worked together with incantations to make fungus leshies to cultivate the dark reaches.

There would have to be a template or two for creatures there. Converting aquatic into silt and sand swimmers and probably some specialized adaptations for the land dwellers as well.

The Rainforest
https://www.dropbox.com/s/dtsvb8nziljp39c/46WaterLowLand.bmp?raw=1
The blue is Gramaric Wetland, the light blue is very shallow, at most 10ft. This includes mudflats, swamp trees, reeds, and light undergrowth. The darker blue are just straight deep lakes up to 450ft deep. Most of the green is swampland with undergrowth, swamp trees, mucky ground and standing water. The yellow and orange are forest with swamp trees, frequent streams, undergrowth, moss and fungus all in abundance.
The dragon that can make these planets is related to black dragons and would have a very swampy jungle. There would be slow moving rivers across the surface that flood often. Almost no dry land and even then, the humidity means you’re never dry.

There would be old looking ruins and standing stones dotting the world, swallowed by the jungle, and all connected through underwater passages. His hoard would be deep in the depths of these ruins, guarded by terrible traps. There would also be a portal room with several circular doorways that leed to places the dragon enjoys or can get materials from, though most would lead nowhere, just waiting for the other side of the portal to be made.

Fungus, leaf, and lotus leshies are most common with tribes of flytrap around magical gardens. The ruins are too dangerous for any minions to be able to stay there and are lightly warded against animals. Most of the creatures here are suarian or mutant fish.

The suarians have to be found and brought to the land and so are few in number save for a few packs of drakken megaraptors born from the dragon's own tamed beasts. The mutant fish, however, can be made in abundance and so severely altered that they no longer act as fish at all. A myriad of species are made in an effort to balance the ecosystem.

The cavernous depths are largely earth-like(aka relatively little life), but there are a few caverns where the shear force of the magic of the swamp leaks rich life in despite the lack of sun, these places are mostly near the entrance of a ruin underground and have bio-luminescence enough to cover most of it in dim light. However, they also have more potent dangers of the swamp in abundance.

Elmental Forge
This one would pretty much be planar breaches and swaths of the elemental planes they lead to. Water, and wood would be the most prominent on the surface. Air would be on permanent solid fog clouds with floating ice structures. Earth and fire would share the depths.