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Lord Tataraus
2007-12-03, 12:38 AM
Welcome strangers, to the great city of Thraan.
Our city is a marvel in this age, a beacon of technology, a haven of industry, a paragon of all cities of this great time. Yet Thrann has a plight, the Venef, vile creatures born of satanic beings long ago. The Venef hunt us at night, slaughtering and raping, drinking our bodies dry of blood. Only the great leaders have suppressed these creatures. 50 years before, the Bellicus brought the terror of the Venef to an end and put their great leader, Jalan Ferox in control. The Bellicus were brutal, yet efficient. They held mass executions of those creatures as well as encourage industries and science. Still the Venef resist and rumors say that the Magusin (a criminal terrorist organization) have allied with those creatures. Be wary, stranger, walk the night with care.

- Ministry of Public Informtion
(Sign at the great gates of Thraan)

Thraan is a world in the Victorian age in which magic is alive and real, a power that is feared, revered, cursed and envied. Those who wield this power are called the Venef.

Thraan and the Bellicus:
The city is a humongous metropolis that sits on a river, 2 miles from the sea. of course the suburbs and shantytowns stretch out further. The city is the main power in the world (know as Zelus) and mostly is isolated. The majority of civilization lives in and around Thraan though there are far-off exotic worlds, few have the money to leave and those who do would lose everything (including their life) the moment they stepped out of the city-state's territory. Approximately 60 years ago an organization called the Bellicus came into existence as a group of genius, jealous men who envied and hated the Venef for their power. At first the group did not realize exactly what the source of the power was and thus experimented. Using a vast amount of wealth, the group established a private military to go out and kidnap innocents, preferably women. Thus the terror began as the Bellicus sacrificed, tortured and experimented on these "subjects" with a vast array of "magic". But this was not the true magic of the Venef, only emulated through alchemical substances and arcane energies channeled through strange devices. Many infused themselves with alchemical compounds and innocent blood, but all knew the could not get such power in this manner. The only away was to capture the Venef, but that would risk revealing their horrors. Thus the Bellicus devised a plan to take control of Thrann, then under the guise of the government, continue their experimentation. The Bellicus moved swiftly and cunningly, ordering their minions to kill, rape and torture without regard. At the same time the Bellicus began to infiltrate the existing republican government, corrupting and blackmailing the senators. After three weeks of terror and infiltration, the Bellicus came out in the open, arresting hundreds from the slums and shantytowns without reason as the government declared a new Minister, Jalan Ferox the leader of the Bellicus. Claiming those they captured where Venef who where the cause of the reign of terror, the Bellicus gain full support of the people.

The Venef:
The Venef are not an evil people as a whole and are more the victim than anyone else. For centuries they have been feared and hunted, but nothing like they are now. The Venef are not all one people either, but two different and distinct groups who are themselves a mixture of bloodlines. The two major groups are the Sacntus-parv and the Nequ-parv. The Scantus are descended from the union of a nephilim and a human woman while the Nequ are descedants from the union of a demon and a human woman. Amoungst them are 4 different bloodlines:
{table=head]Sanctus|Nequ
Valetudo|Peius
Justicia|Ira
Licentia|Dominatus
Lex|Fraudatio[/table]
Most Venef view their powers as a curse and such power does have a cost. Though each Venef has their own free will, they are constantly reminded of their blood and are usually physically weaker than true humans. Venef live in constant fear of being found and many opt to hide and live their lives as a human, keeping a low profile. Thus almost all Venef live in the slums of Thraan. However, some Venef opt to harness their power for venegance, "justice" or power. Some create underground cabals to worship their fathers, hoping to gain more power. Some join underground resistances including the renown Magusin who try to undermine the tyranny of the Bellicus government.

Lord Tataraus
2007-12-03, 10:00 AM
Crunch of Thraan
System - D&D 3.5 E6
Races - Human (as normal)
SanctusSame as Human except:
+2 Dex, -2 Con
No extra skill points
Favored Class: Witch
NequSame as Human except:
+2 Cha, -2 Con
No bonus feat
Favored Class: Witch

There are three categories of classes: Mundane, Supernatural, and Arcane
Mundane: Blademaster (http://www.giantitp.com/forums/showpost.php?p=3634135&postcount=42), Rogue, Soldier (http://www.giantitp.com/forums/showpost.php?p=3606422&postcount=3) , Urban Ranger
Supernatural: Arcane Scholar, Inspired, Soulless (http://www.giantitp.com/forums/showpost.php?p=3633286&postcount=31)
Arcane: Arcane Blade (http://www.giantitp.com/forums/showpost.php?p=3634135&postcount=42), Spellthief (http://www.giantitp.com/forums/showpost.php?p=3634691&postcount=44) , Witch (Prophecy), Witch-Gun (http://www.giantitp.com/forums/showpost.php?p=3606669&postcount=4)
Sanctus and Nequ can be either a Supernatural or Arcane class.
Humans can be either a Mundane or Supernatural class.
(the fluff behind this is that with alchemical and other items containing magical power, anyone can use, but only those born of power can wield the true Arcane. However, those born of power always incorporate it in what they do and don't always have access to the training.)

Variants in use: Mundane Item Enhancement System (http://www.giantitp.com/forums/showthread.php?t=64755), Armor as DR (http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm), Defense Bonus (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm).

Inspired, Prophecy and Arcane Scholar (http://www.giantitp.com/forums/showthread.php?t=65161) (courtesy of Somebloke)

Changes to Urban Ranger: Wild Empathy is replaced by Uncanny Dodge. Use Non-Spellcasting variant (lose all spellcasting, gain +10ft movement speed at 6th while in less than heavy armor and heavily encumbered)
Changes to Arcane Scholar: Reduce Base Attack Bonus to poor progression, artifact crafting does not require XP, but instead requires a rare component that can not be bought by conventional means.
Changes to Prophecy: Renamed to Witch. Some of the Bloodlines change names as listed below, while others are completely new. You are limited by race with your Bloodline selection.
Valetudo - use Malakhim
JusticiaLeast
See Blood
Level: 1st
The power of Justicia allows you to view another's bloodline. Once you use this revelation, you gain knowledge of the approximate location of each Human, Sanctus, and Nequ in a 30ft cone. You may concentrate on each target as a standard action each round to learn their Bloodline or if they are pure Human.

Light Bolt
Level: 1st
You channel the power of Justicia into a bolt of pure light which you fire at your enemies. You create 1 bolt for every 2 levels that each deal 1d4+1 force damage, you must make a single ranged touch attack against any target within 30ft.
Lesser
Sword of Justicia
Level: 4th
You take a full-round action to summon forth a sword made of the light of Justicia to wield against your enemies. You are proficient with this weapon and it is considered a +1 ghost touch longsword for all effects. All attacks you make with the weapon are touch attacks but you may not deal any extra damage with the weapon. The weapon lasts for a number of rounds equal to your Charisma modifier. You must wait at least 2 hours between each summoning.

Light of Justicia
Level: 3rd
You summon forth the true light of Justicia to brighten your way and damage your foes. There is an area of bright light that counts as sunlight in a 60ft radius around you and an area of dim light out a further 60ft. All opponents must make a reflex save or 2d6 damage each round they are in the area of bright illumination and whenever an opponent enters that area. This effect lasts for a number of rounds equal to your Charisma modifier.

LicentiaLeast
Burst of Speed
Level: 1st
The fleetness of Licentia fills you and allows you to move at great speeds. You gain a +30ft enhancement bonus to your land speed for a number of minutes equal to your level.

Grace of Licentia
Level: 2nd
You channel the grace of Licentia into yourself and others. You may grant a +4 enhancement bonus to Dexterity to a single touched target. This effect lasts for a number of rounds equal to your level.
Lesser
Joy of Licentia
Level: 3rd
You channel the great joy and morale of Licentia into your allies, causing morale to fly high. All allies in a 60ft radius of you gain a +2 enhancement bonus to Strength and Dexterity and a +5 enhancement bonus to their land speed. This effect lasts for a number of rounds equal to your Charisma modifier.

Unbound Movement
Level: 4th
Licentia's power allows you to ignore all that would otherwise hinder your movement. You may ignore any effect that would prevent you from moving or otherwise reduce your land speed. You automatically succeed on all checks to resist being grappled as well as all Escape Artist checks. You may fight underwater with no penalty. This effect lasts for 10 minutes per level. You must wait 4 hours after the effect ends before you may use this revelation again, though you may dismiss it before the duration ends.

LexLeast
Sleeping Bind
Level: 1st
You channel the power of Lex into a target, instantly causing them to drop into a deep sleep. A target within 30ft must make a will save or fall a sleep instantly.

Lock
Level: 2nd
You use the power of Lex to cause any portal or lock to instantly become bond closed, resisting all attempts to open it. The door or container cannot be opened normally, even if their is no actual lock. Any lock that does exist has its Open Lock DC increased by +15. Any attempt to break the door or container has its DC increased by +10. This effect lasts for 1 hour.
Lesser
Halt
Level: 3rd
You channel the power of Lex to stop your enemies in their tracks. You select a single target within 30ft. That target must succeed on a Will save or their land speed becomes 0ft and cannot increase by any effect. This lasts for 12 hours. The target may make a new save every 2 hours to throw off the effect. If the target is hit with an attack, the effect is dispelled.

Arcane Shield
Level: 4th
In a 10ft radius you conjure up a sphere that protects those inside from magic. The globe is completely immobile and suppresses all magic inside the sphere. Additionally, the sphere prevents any spell or spell-like ability of effective 3rd level or lower to pass through the sphere. All material objects may pass normally.


PeiusLeast
Sapping Touch
Level: 1st
You channel the power of Peius into your target, chilling his very core. You must make a melee touch attack against a single target to deal 1d6 points of cold damage and 1 point of Strength damage. The target may make a fortitude save to negate the Strength damage. You may use the touch attack once per level after spending a full-round action to channel it.

Plague Touch
Level: 2nd
Through the power of Peius, you cause a target to become infected with a supernatural illness that effects others. You must make a melee touch attack against a single target. The target is held and gives off a stench causing all those within 10ft, excluding the caster and the target, to make a fortitude save or become sickened. The target may make a fortitude save to negate the held condition. This effect lasts for 2d6+2 rounds.
Lesser
Contagion
Level: 3rd
Channeling the power of Peius, you infect a target with a disease. You must make a melee touch attack against a single target to infect them with a random disease (see the table below) without an incubation period. The target makes a fortitude save as normal to negate the effect.
{table=head]d%|Disease|Fort DC|Damage
01-15|Cackle Fever|16|1d6 Wis
16-30|Filth Fever|12|1d3 Dex & 1d3 Con
31-45|Mindfire|12|1d4 Int
46-60|Red Ache|15|1d6 Str
61-75|Shakes|13|1d8 Dex
76-90|Slimy Doom|14|1d4 Con
91-00|Blinding Sickness|16|1d4 Str & if the victim takes 2+ Str dmg, must make an additional save or go permanently Blind.[/table]

Vile Curse
Level: 4th
You channel the power of Peius to bring down an illness of a true curse. You must make a single touch attack against a target, granting them one of the following penalties: -6 to one ability score (minimum 1), –4 penalty on attacks, saves, and skill checks, or a 50% chance of losing each action. The target may negate this effect with a successful will save. This effect is permanent.

Ira - use Sin
DominatusLeast
Mystic Servant
Level: 1st
You call upon the power of Dominatus to summon a creature from hell to serve you. This creature is invisible to everyone except the caster to whom it looks like an imp. The servant will preform simple tasks like cleaning and opening doors or reloading your weapon. It has a Strength of 2 (so it can lift 20 pounds or drag 100 pounds) & a movement of 15’, but it must stay in range. The servant cannot attack, nor can it be the direct target of attacks, but if it takes 6hp of damage from area-of-effect attacks, it is dissipated.

Learn Thoughts
Level: 2nd
The caster can thoughts from a conscious creature with an Intelligence of at least 1 in a 60ft Cone-shaped Emanation. The information gained increases each round:
1st round – presence of thoughts.
2nd round – number of thinking minds and the Intelligence score of each one. If not in line-of-sight, the caster only knows the direction. If any have an Intelligence of at least 26 (assuming it is at least 10 points higher than the caster’s), the caster is Stunned for 1 round and the spell ends.
3rd round – Surface thoughts of any mind in the area, will save negates. This spell is blocked by 3ft of wood or dirt, 1ft of stone, 1 inch of metal, & any amount of lead.
Lesser
Bind
Level: 3rd
With a snap of your fingers, you summon the power of Dominatus to bind your foes. Target creature of up to Medium-size is made Helpless by encircling metal bands, a successful reflex save reduces the condition to Entangled. To escape, the target must make a Strength check or Escape Artist check as a Full Round Action; DC 18 if Helpless, DC 13 if
Entangled.

Whisper of Dominatus
Level:
Dominatus's power of words allows you to cause a target to complete any task you wish. You give the target 1 or 2 sentences of reasonable sounding instructions. The instructions may contain a trigger to activate them later or may activate immediately. At the end of the duration, the instructions loose their power, triggered or otherwise. This effect lasts for 1 hour per Charisma modifier +1.

Fraudatio - use Silith

Lord Tataraus
2007-12-03, 10:18 AM
Soldier
Hit Die: d10
Class Skills: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex
Skill Points at 1st Level: 4x (2 + Int modifier).
Skill Points at Each Level: 2 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Bonus Feat, Favored Weapon

2nd|
+2|
+3|
+0|
+0|Weapon Training

3rd|
+3|
+3|
+1|
+1|Bonus Feat

4th|
+4|
+4|
+1|
+1|Weapon Training

5th|
+5|
+4|
+1|
+1|Bonus Feat

6th|
+6/+1|
+5|
+2|
+2|Weapon Training
[/table]

Class Features:
Weapon and Armor Proficiencies: Soldiers are proficient with all simple weapons, matchlock and flintlock pistols, and alley and flintlock muskets aas well as all light and medium armors and no shields.

Bonus Feat: At 1st level you may choose any Fighter Bonus Feat as long as you meet the prerequisites. Your Soldier level counts as your Fighter level for meeting prerequisites. You gain an additional bonus feat at 3rd and 5th level.

Favored Weapon: At first level you may choose one of the following weapon types: Pistol, Long Gun, Crossbow, or Magnum. You are proficient with all of those weapons. Additionally, you may spend 30 minutes in practice to gain the effects of the Weapon Focus feat with any one weapon, this becomes your favored weapon. This counts as if you had taken Weapon Focus for your favored weapon when determining meeting the prerequisites for feats. Additionally, whenever you change weapons with this ability, all feats that are based off the weapon you choose with Weapon Focus change as well.

Weapon Training: At 2nd level you may choose any of the following abilities to use with your favored weapon. Some are permanent enhancements while some are maneuvers usable as a standard action once per encounter. You may gain a bonus multiple times to either stack its effects or gain an extra use per encounter. This is a permanent bonus.
Pistol
Double Shot - All two weapon fighting penalties are reduced by 2. Additionally, you may apply your Favored Weapon Bonus to one more pistol, but both weapons must be the same kind of weapon. You may not have more than two favored weapons no matter how many times you select this ability.
Pistol Whip - You may attack with your pistols as a melee weapon at any time dealing damage as a club of their size. Additionally, you do not provoke attacks of opportunities for attacking at range with your favored weapon. This is a permanent bonus.
Lightning Shot - You may make an attack with your favored weapon as a swift action with no penalties. Additionally, you gain the Quick Draw feat.
Long Gun
Veteran Musketeer - You may reload your long gun as a move action instead of a standard action or as a standard action instead of a full-round action. This effect stacks with the Rapid Reload feat. Additionally, you may make an attack with your favored weapon as a swift action.
Marksman - The range increment of your favored weapon increases by 10ft. This is a permanent bonus.
Steady Shot - When taking a full-round action to make a single attack, gain a +2 bonus to attack and damage. This is a permanent bonus.
Crossbow
Sniper Shot - When attacking from hiding, reduce the hide check penalty by 5. This is a permanent bonus.
Master Sniper - When attacking a foe denied his Dex to AC you may deal an extra +1d6 sneak attack damage while the target is within one range increment. This damage is in addition to any other sneak attack damage you would deal, however you take a -2 penalty on the attack roll if you would normally be unable to apply sneak attack damage. This is a permanent bonus.
Rapid Volley - You may reload your crossbow faster than normal once per encounter. If the unmodified reload time is 1 round or less you can reload as a swift action, while a crossbow that takes 2 rounds to reload can be reloaded as a move action.
Magnum
Thunder Shot - You may make a single attack against an opponent within 2 range increments as a full-round action. The attack deals damage as normal but also requires a fortitude save DC10 + 1/2 class level + dexterity modifier or become deafened for 2 rounds. You may use this ability once per encounter.
Steady Shot - You gain a +2 bonus to all attack rolls. This is a permanent bonus.
Packed Shot - You may take a penalty to your attack roll up to a maximum equal to your base attack bonus to gain twice that amount as a bonus to damage. This is a permanent bonus.



New Weapons
{table=head]Name|Type|Damage|Crit|Range[br]Increment|Reload Time|Ammo|Ammo[br]Type|Weight|Cost
Matchlock|Pistol (One-Handed)|1d8|x3|
15ft|Full-Round|
1|Ball|
3lb|
40gp

Flintlock|Pistol (One-Handed)|1d10|x3|
15ft|Standard|
1|Ball|
2lb|
60gp

Cap Shooter|Pistol (Light)|1d10|x3|
30ft|Standard|
1|Cone|
1lb|
500gp

Double Flintlock|Pistol (One-Handed)|1d10|x3|
15ft|Full-Round|
2|Ball|
4lb|
200gp

Revolver|Pistol (Light)|1d10|x3|
30ft|1 Round|
6|Cone|
2lb|
5000gp

Alley Musket|Long Gun (Two-Handed)|2d6|x3|
25ft|Full-Round|
1|Grape or Ball|
4lb|
80gp

Flintlock Musket|Long Gun (Two-Handed)|2d6|x3|
25ft|Standard|
1|Grape or Ball|
4lb|
100gp

Flintlock Rifle|Long Gun (Two-Handed)|2d8|x3|
50ft|Full-Round|
1|Ball or Cone|
4lb|
300gp

Bellicus Rifle|Long Gun (Two-Handed)|2d8|x3|
50ft|1 Round|
6|Cone|
5lb|
5000gp

Short Blaster|Magnum (One-Handed)|2d8|x4|
10ft|Full-Round|
6|Cone|
8lb|
500gp

Thunder Gun|Magnum (Two-Handed)|2d10|x3|
15ft|Standard|
1|Grape or Heavy|
10lb|
2000gp

Dragon Pistol|Magnum (One-Handed)|2d8|x3|
10ft|Standard|
1|Grape or Heavy|
5lb|
100gp

Reaver|Magnum (Two-Handed)|2d12|x4|
10ft|Full-Round|
1|Grape or Heavy|
14lb|
10000gp
[/table]

Ammo:
{table=head]Ammo Type|# of Shots/lb|Cost/lb|Special
Ball|
20|
30gp|None

Cone|
25|
100gp|If the weapon has a choice, cone ammo grants +2 to damage and increases the range increment by 25%

Grape|
3|
-|Deals half normal damage, but hits everything in a cone with no attack roll required, reflex save for half damage

Heavy|
3|
20gp|None
[/table]
Grape shot is just rocks and stones collected from the ground and has no value.

Lord Tataraus
2007-12-03, 11:31 AM
Witch-Gun
Hit Die: 1d8
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st Level: 4x (4 + Int modifier).
Skill Points at Each Level: 4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Revelations

1st|
+0|
+2|
+0|
+2|Bloodline, Channel|
0

2nd|
+1|
+3|
+0|
+3|Remembrance (Eye of the Soul), Least Revelations|
1

3rd|
+2|
+3|
+1|
+3|Favored Weapon, Weapon Training|
1

4th|
+3|
+4|
+1|
+4|Spellfire Channel +1d6|
1

5th|
+3|
+4|
+1|
+4|Remembrance (Old Memories)|
2

6th|
+4|
+5|
+2|
+5|Weapon Training, Spellfire Channel +2d6|
2

[/table]

Class Features
Weapon and Armor Proficiencies: Witch-Guns are proficient with simple weapons, pistols, long guns, and crossbows. There are proficient with light armor and no shields.

Bloodline: As the Witch class feature.

Channel: As a full-round attack action, you may use a revelation with a range of touch or greater with a ranged attack with a firearm you are proficient with.

Remembrance: As the Witch class feature.

Favored Weapon: As the Soldier class feature.

Weapon Training: As the Soldier class feature.

Spellfire Channel: A Witch-Gun may channel the energy of her blood through her firearm attack. As part of an attack action, the Witch-Gun may add +1d6 force damage. A Witch-Gun may not use any revelations one the same turn as she uses this ability or until after the end of her next turn. At 6th level the extra damage increase to +2d6.


New Feats
Arcane Thief
Prerequisite: Spellthief or Rogue level 6th
Benefit: Your sneak attack increases by one die.
Special: You may only take this feat once.

Blade Master
Prerequisite: Blademaster or Arcane Blade level 6th
Benefit: Your martial adept level increases to 8 for the purpose of meeting the prerequisites of maneuvers. You may switch 1 maneuver for a new one.

Elite Pawn
Prerequisite: Soulless level 6th
Benefit: You may ignore the effects of the Mark of Damnation class feature for 24 hours per week divide as you choose.

Great Inspiration
Prerequisite: Inspired level 6th
Benefit: You gain a new Inspired Vow

Long Gun Proficiency:
Prerequisites: Proficiency with a crossbow.
Benefit: You become proficient with all Long Guns.

Magnum Proficiency:
Prerequisites: Proficiency with a crossbow.
Benefit: You become proficient with all Magnums.

Master Scholar
Prerequisite: Arcane Scholar level 6th
Benefit: You gain a new ability from the Knowledge is Power list.

New Revelation
Prerequisite: Witch or Witch-Gun level 6th
Benefit: You gain one more revelation of any level you may use.

Pistol Proficiency:
Prerequisites: Proficiency with a crossbow.
Benefit: You become proficient with all Pistols.

Step of the City
Prerequisite: Urban Ranger level 6th
Benefit: You may make an Urban Tracking check every 30 minutes without penalty. Additionally, you gain a +2 bonus when making hide checks in an urban environment.

Trusted Pawn
Prerequisites: Soulless 6th level, Elite Pawn
Benefit: You lose the Mark of Damnation class feature.

Lord Tataraus
2007-12-03, 11:32 AM
The City-State of Thraan and the surrounding areas (District & Rail lines Map)
http://img231.imageshack.us/img231/3464/thraandistrictsmaprailsda4.jpg
District Key:
{table=head]#|District Name|#|District Name|#|District Name|#|District Name
1|New Core|11|Pellipo Hill|21|Vendoton|31|Jagger Slums
2|Old Core|12|Nasher Town|22|East Vendo|32|Muckville
3|Ferox Hill|13|South Point|23|West Vendo||
4|North Crest|14|Lower Zadf|24|East Char||
5|East River|15|Thundershore|25|Vendo Slums||
6|White Hill|16|Upper Zadf|26|Nasher Slums||
7|Grand Salem|17|The Delve|27|Revelsi||
8|Lower Salem|18|Kraver Town|28|Shavel||
9|Black Alley|19|Halttown|29|Ballik's Town||
10|Grimslick|20|Char|30|Vener's Town||[/table]

{table=head]Station|District|Rail Lines
Grim Island Station|New Core|Grim Island Express
Grim River Crossing|East River|Grim Island Express, Nasher Express
North Street Station|White Hall|North Loop, East Loop, Nasher North
Wellik Station|Grand Salem|East Loop
South Wellik Station|Lower Salem|East Loop, Dellit Express
Dellit Road Station|Black Alley|Nasher North, Dellit Express
Grimslick Station|Grimslick|Nasher Express, Nasher North
Pellipo Crossing|Pellipo Hill|East Loop
Nasher Town Station|Nasher Town|East Loop, River Express, Nasher Express, Nasher North, Nasher South
Point Crossing|South Point|River Express, West Loop, Char South
Zadf Station|Lower Zadf|West Loop, Thundershore Express
Thunder Crossing|Thundershore|Thundershore Express
Mellit Crossing|Upper Zadf|West Loop
Dop's Crossing|The Delve|West Loop
Kraver Station|Kraver Town|West Loop
Halttown Station|Halttown|West Loop, North Loop
Char Station|Char|Char South
Center Cross|Vendoton|Grand Vendo, North Loop
Crasher Avenue Station|East Vendo|Grand Vendo, North Loop
Crow's Call Station|West Vendo|Grand Vendo, North Loop
South-East Station|East Char|Nasher South
Dankway Station|Vendo Slums|Grand Vendo, North Loop, Muckville Express
East Render Station|Revelsi|Char South
West Render Station|Shavel|Char South
Sand Street Station|Vener's Town|North Loop
Muckville Station|Muckville|Muckville Express
[/table]


Description of Districts
Class Key:
High - Government and wealthy residential, centers of learning and high science. High security.
High-Middle - Middle class residential, centers of learning and high science. High security.
Middle - Middle class residential, some lucrative industry. Moderate security.
Low - Lower class residential, dirty industries and questionable businesses. Moderate security.
Slum - Lower class residential, dirty industry, high crime and homelessness. No security.
New Core
Class High
The center of Thraan in terms of government. Home to all the governmental office builds, high-security political prisons and government officials' estates.

Old Core
Class High
The former center of the government of Thraan, the old buildings have been converted into museums and art centers for all classes of people. This is one of the few districts where the wealthy and poor flock in great numbers. There are no residences in Old Core. One locale of great importance is the Feroxian Park (formerly the Free People's Park) where monthly fairs and circuses are held.

Ferox Hill
Class High
Formerly called Republic's Hill, this is an exclusive residential district where the leaders and high-end officials of the Bellicus have estates as well as the wealthiest of the industry leaders. Security is at its highest here and only those who live on the estates are allowed to enter.

North Crest
Class High
The second largest residential district for the wealthy, North Crest is home to the estates of many of the industry leaders and lower officials of the Bellicus. North Crest is also know for its social clubs and free housing for artists as well as being home to a humongous studio complex called North Crest Hall. Only the best artists are permitted into the studio and free housing and to be admitted promises a life of leisure and luxury.

East River
Class High-Middle
One of the most lucrative districts, East River is home to the largest mercantiles and luxury shops. Many shops sell exotics from far away places as well as artwork from North Crest Hall. In addition to the many shops, East River has the only train and bridge connecting to Grims Island (where Old Core, New Core, Ferox Hill and North Crest are located). It is every woman's dream to shop at the East River stores though for most it is far to expensive.

White Hill
Class High
The only true high class district outside of Grims Island, White Hill has always been a great scientific center and is home to the two largest and most prestigious universities in Thraan, White Hill Academy of Science and the Thraan Institute of the Arcane. While their is a large residential district of estates for the wealthiest of the scientists, most of the district is taken up by the complexes of these two universities and by the variety of taverns and warehouses that service them.

Grand Salem
Class High-Middle
One of the most renown of the "middle"-class districts, Grand Salem is home to the largest number of "Venef attacks" in the plight 50 years ago. This district has the largest middle-class residences in Thraan without much room for more than several markets.

Lower Salem
Class Middle
While not as prestigious as Grand Salem, Lower Salem is a large residential district, though it does contain the headquarters and main manufacturing complex for the Thraanian Alchemist Inc. which produces 90% of all pharmaceuticals and household chemicals.

Black Alley
Class Low
The most notorious of the inner city lower-class districts, Black Alley is renown as a pit of Venef and criminal scum. The district is mostly residential though it is also the second largest red-light district. This district has the largest concentration of Venef within the city.

Grimslick
Class Slum
One of the most vile slums of the city, Grimslick is avoided at all costs by Greycoats and everyday citizens alike. It is home to the largest mafia in the city and the Bellicus have struck a bargain with them to keep the peace. Thus Grimslick is the most violent district and is virtually controlled purely by the Grimslick mafia.

Pellipo Hill
Class Slum
Once a middle-class residential district home to the largest concentration of artist and liberal thinkers 50 years prior, the Bellicus saw the district as a threat to their rule and thus arrested and executed 30% of the residents within the first 5 years of their rule. Now the district has fallen to crime and bitterness and the once beautiful district is only a slum and shantytown. Most of the residents are squatters living in the abandoned houses, theaters and art studios.

Nasher Town
Class Middle
One of the better known districts, Nasher Town receives the most traffic of any other district (except for South Point) and is widely considered the main hub for the city's rail system. In fact, Nasher Town Station is connected by five rail lines and serves as the hub for three of them (Nasher North, Nasher South, and Nasher Express). In addition to its grand rail station, Nasher Town has one of the largest markets and the fairest as well and a large residential district. Rails United, the company who services the rail lines as well as produces the technology to run the lines, has its headquarters and all of its production plants in this district.

South Point
Class Middle
This district is home to the largest harbor in Thraan as well as the three largest dry docks as well as the headquarters of the two largest shipping and ship-making companies in the entire City-State. South Point is composed mostly of the industries related to shipping, though there are a few residences.

Lower Zadf
Class Slum
One of the largest slums in Thraan, it was originally considered part of the Zadf district, but its large size and criminal activity proved too much for one Sargent so Lower Zadf was split off from Upper Zadf. While most citizens wonder why the Zadf district was not divided on a straight North-South boundary, the Bellicus had a very good reason to do so. The Zadf district was always a war zone as gangs and the Zadf Mafia fought for territory. The Bellicus struck a deal with the Zadf Mafia, granting them the liberty of operating in a low-security slum and being protected from rivial gangs held in the slightly higher security low-class district. The boundary was drawn so that Lower Zadf contained all of the Mafia's territory and left out the southern most gangs. Thus Lower Zadf is run almost entirely by the Zadf Mafia and is the hub for all drug and illegal alchemical trade.

Thundershore
Class Middle
The largest fishing district in Thraan, Thundershore is the prime location for fishing and is home to a number of large companies in that industry. Additionally, Thundershore is also home to the famed Ars-Opes Industries headquartere as well as all of its research and manufacturing complexes. The markets of Thundershore are filled with the smell of fish and the latest toys and gadgets of the era. Thundershore also has the largest black market for weapons, supplied by the Ars-Opes Industries. Though Bellicus is wary of the danger of allow such activity, they dare not step in the way since Ars-Opes supplies the Greycoats.

Upper Zadf
Class Low
The better half of the former Zadf district, Upper Zadf is home to the largest lower class residences and the largest number of gangs. Upper Zadf has the largest crime rate of any district and thus has the highest security, even more so than the districts on Grim Island.

The Delve
Class Slum
Most citizens have heard of The Delve even if they have never left their own district through stories and urban legends that talk of streets lined with red lanterns and the jokes that the sun shines red on the district. This is of course due to the extremely large red light zones throughout the district, making it the wealthiest of the lower-class and slum districts. Apart from the prolific prostitution industry, The Delve has a large number of residences as well as markets including the only lower-class art market, though most of the art is not exactly tasteful in most respects.

Kraver Town
Class Low
This district has a large amount of residences as well as a stable fishing economy. Kraver Town was originally a small fishing village centuries before the city of Thraan grew from across the river. The district still holds a lot of its old customs and is one of the most tightly knit and enthusiastic districts in the city. The town has a history of rivalry with its northern neighbor Halttown and has a very puritan view on racial issues. The district has a large volunteer organization to find, capture, torture and execute Venef.

Halttown
Class Low
Like Kraver Town, Halttown was originally a fishing hamlet settled by Sanctus and Nequ. The human puritists of Kraver Town hated the Venef of Halttown and to this day frequently raid suspected Venef residences. Halttown has one of the highest populations of Venef and is known for numerous cabals and resistance organizations.

Char
Class Middle
Char is not actually a district of Thraan, but a separate city in and of its self. The city of Char has a long history of resisting the power of Thraan centuries before and had a naval force to be reckoned with making it a world power in its own right. However, due to the greater resources of Thraan, Char finally surrendered to Thraan and became a territory of the great City-State. Now days it is still a large producer of ships and naval technology. All sea-based military crafts and barracks are located in Char.

Vendoton
Class High
Like Char, Vendoton is a city in its one right and not a true district of Thraan. In days past this was a major trading port on the Celox River, shipping goods from the landlocked nations into Thraan and out to the sea. After many years, the leaders of Vendoton agreed to submit to the rule of Thraan peacefully and helped in conquering Char. Now it is still a hub of trade, but with much cheaper prices. Many exotics may be bought here.

East Vendo
Class Low
This district is actually a district of the city of Vendoton. The district is the main residential district of Vendoton but also has a lot of discount markets, bringing lots of traffic in from Thraan.

West Vendo
Class Middle
Like East Vendo, West Vendo is a district of Vendoton and is home to the art community as well as to small estates of the largest trading company leaders. West Vendo is most well known for the Grand Fair which is held in a huge underground complex featuring various rare good and arts of the world as a whole. Thousands from all across the world come to this fair and many even make West Vendo their home, in fact, the embassies to Thraan are all located on Crow's Call Avenue in West Vendo.

East Char
Class Slum
Formerly a farming village belonging to the City-State of Char, East Char was assimilated by Thraan as a suburban slum long before the city even expanded across the river. Now the district is a complete mess, crawling with squatters and orphans. The district is also home to the largest dump, making up 1/5 of the entire district and serving as a food source for a large portion of the district.

Vendo Slums
Class Slum
The slums that have expanded out from Vendoton are in better shape than East Char, but not by much. The slums are populated by almost solely squatters and many Venef and immigrants from across the world. The people of the Vendo Slums live off fishing and the sale of stolen goods as well as working in the textiles factories located in the slum.

Nasher Slums
Class Slum
An expansion of the great district of Nasher Town, Nasher Slums serves as the residence for the workers in the rail factories almost solely. Nasher Slums is also home to all three of Thraans steel and alloy factories, giving low paying jobs to those of both Nasher Slums and East Char.

Revelsi
Class Slum
This district is an expansion of both Char and Thraan along the Grim River being home to thousands of tenants and past public work projects before the Bellicus took over. Since the fall of the republic government, Revelsi has deteriorated rapidly into a full-fledged slum ignored by most. The slum still retains remenants of past times with numerous parks, gardens, and art displays, though most have been looted and defaced. Revelsi has a large number of gangs as well as a very large number of anti-Bellicus organizations.

Shavel
Class Slum
Also a past focus for improvement by the republic government, Shavel is most notably home to the largest number of religious organizations. Among these organizations is the Church of the Nephilim, the Followers of Reproba and the Children of Votum. The Bellicus government allowed these organizations to demolish any residential buildings they wished in Shavel for their own buildings in return for large sums of money as well as an information tax. Thus these organizations serve as one of the large spy networks for the Bellicus and are extremely effective in discovering the resistance leaders in Revelsi. While all of these organizations are corrupt, they are extremely popular among those of the lower class in Thraan and half of the citizens of Thraan belong to one of these three religions.

Ballik's Town
Class Low
One of the safer lower class districts, Ballik's Town serves as the residence for almost all of the servants and grounds workers for the estates of White Hill, Ferox Hill, and North Crest. The citizens of Ballik's Town are treated with higher security as well as a higher standard of living then most other lower class citizens. Many view Ballik's Town as the place to breech the gap between the lower and middle classes of Thraan and in many ways that is true. Not only is Ballik's Town renown for its higher stadard of living, it is also revered as the cleanest district outside of the high-class districts, both in terms of sanitation and Venef "infestation". There are virtually no Venef in the entire district mostly due to the fact that one must be employed by an estate then apply to purchase a residence in Ballik's Town.

Vener's Town
Class Low
An expansion of Thraan to the north, Vener's Town is the newest district (not counting the division of Upper and Lower Zadf).The district started as a small suburb built around a chemical factory and a rail station and soon grew as the factory did. Most of the district is home to the workers of Venenum Inc., the leading chemical and special materials industry in Thraan. However, Vener's Town has the largest drug market in all of Thraan, encouraged by Venenum since they produce most of the drugs as chemicals. It is said that Vener's Town drugs are of the highest quality and one of the most popular drugs is called Vener's Bread.

Jagger Slums
Class Slum
Once a descent low class district expanded from both Ballik's Town and East Vendo, Jagger Slums has more recently been plunged into a disgraceful shantytown and slum. 20 years ago the Bellicus staged the biggest and bloodiest Venef raid in their history. In early winter thousands of Greycoats stationed in Ballik's Town and East Vendo and backed up with half of the entire Bellicus Public Police, descended upon the district of Jagger just after midnight. The BPP and Greycoats raided houses of Venef and humans alike, killing, raping, and torturing for the bloodiest 12 hours in Thraanian history. Hundreds of thousands of citizens were killed while a few thousand were merely raped, beaten, and captured. After that day the streets where littered with the bodies of the dead totaling a little more than half of the entire population of Jagger. The Cleansing of Jagger as it was called was reportedly a planned raid to destroy "...the largest infestation of Venef in Thraan..." which it did in fact succeed in. One of the founders of the Bellicus was born in Jagger and remembered being picked on and beaten up by Venef bullies and this was his shot at revenge. Now Jagger is a sad district of filth and emptiness. Most of the district is uninhabited save for a few thousand squatters and agents of various black market and drug rings who use the large number of abandoned buildings as storage facilities.

Muckville
Class Slum
An old fishing settlement, Muckville has become a prime location for Thraan's prisons. Except for the few houses, warehouses and taverns, the entire island is covered in prison complexes and squatter's tin huts. Those living on the island rarely leave and are commonly beaten for sport by the Greycoats who service the prisons. However, some of those living on the island do work as janitors and cooks for the prisons, gaining decent wages, though most of those jobs are given to those in Vendo Slums.


The Undercity
Class Slum
While not technically a district or any type of governmentally-controlled area, the Undercity is a real location that sees a lot of activity. The Undercity refers to one of two things, less commonly it refers to the labyrinth of sewers, tunnels and chambers under the city of Thraan that house innumerable warehouses for illegal items, slaves, and secret bunkers. Though the term is more often used to refer to the main tunnels, sewers and chambers that house the slave auctions, black markets and Undercity Arena. Below is a map of this Undercity:
http://img148.imageshack.us/img148/43/thraanundercity1xc5.jpg

Magnificence
2007-12-03, 01:02 PM
Wow, thats quite a lot of interesting stuff!
Licentia are my favourite I think, I wish I had more to add but I'm too new at this to comment.

Lord Tataraus
2007-12-03, 01:15 PM
Wow, thats quite a lot of interesting stuff!
Licentia are my favourite I think, I wish I had more to add but I'm too new at this to comment.

Thanks! I'm really pulling out a lot of latin here, but I think it fits the flavor extremely well. The setting has a number of real world references including a few Old Testament references (nephilim specifically). Though it was partially inspired by New Crobuzon from China Miéville's books Perdido Street Station and The Iron Council as well as the witch hunts and (admittedly) by Somebloke's classes.

More is coming! (specifically the Witch-Gun class)

Arioch
2007-12-03, 02:23 PM
Very interesting. I'm more into flavour than rules, and I can tell you that your backstory and setting are very interesting indeed. They're quite well-thought-out, too. My congratulations. :smallbiggrin:

On another note, I have a small suggestion. If you were to put some genuinely evil people fairly high up in the Venef heirarchy (if there is one), who do some of the things which they are accused of, and a few truly good people in the Bellicus organisation (who perhaps truly believe that the Venef are evil and a threat to stability), then you present the players with a fascinating dichotomy - do they side with the powerful, benevolent administration against the disruptive spellcasters, or with the innocent, oppressed arcanists against the evil and tyrannical government?

Anyways, well done. I hope your campaign(s) go(es) well.

Lord Tataraus
2007-12-03, 02:32 PM
The core of the Bellicus are truly evil, though most of the underlings truly believe that the Venef are evil and are just trying to destroy evil. And yes, there are some extremely evil Venef for a variety of reasons. From the classic "we are the superior race" to vigilantes. So, yes, there will be some very grey moments, in fact most of the time it will all be very grey.

Lord Tataraus
2007-12-03, 05:29 PM
Sorry for the double post, I just want to make sure that you saw I added the District Map of Thraan (including the towns of Char and Vendoton). As you can see, it is a large metropolis and the various slums and shantytowns outside the actual city (light beige) connect the two towns with the city.

I hope to get some brief descriptions of each district up at some point, but until then any questions/suggestions?

puppyavenger
2007-12-03, 05:42 PM
Why exactly can't Venef take levels in mundane classes?

Lord Tataraus
2007-12-03, 06:22 PM
Why exactly can't Venef take levels in mundane classes?

Two reasons: The first is not as good, but simply put, they just don't have access to the training needed. Of course that only really applies to the Warblade and Soldier class. The more solid reason is that because of their internal power, they can't really repress it so it comes up in almost everything they do. Thus, a Venef who learns the ways of the sword always has her magic accompany her more complex maneuvers (Swordsage's Desert Wind and Shadow Hand among others). And they can't take Mountebank because they have no reason to, they just would not gain any benefit from making a pact with a demon.

Crunch-wise: Balancing (sort of), since humans are restricted from arcane classes, I had to restrict the Venef.

Lord Tataraus
2007-12-03, 10:00 PM
I've decided to expand the flavor a bit by adding the main figures of the city of Thraan, so who better to start off with than Jalan Ferox?

Jalan Ferox, Minister of the City of Thraan

Old Human Arcane Scholar 2/Soulless 4
Hit Dice: 6d6+6 (32 hp)
Initiative: +0
Speed: 30 (6 squares)
Armor Class: 15 (+5 defense), touch 15, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Dagger of Glory +8 melee (1d4)
Full Attack: Dagger of Glory +8 melee (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Beguiling Stare, Blood Ritual +1d4, Infernal Power (Learn Thoughts) 2/hour
Special Qualities: Obscure Lore, Artifact (least), Knowledge is Power (Arcanist), Mark of Damnation (Red Eyes), Fiendish Aura, Energy Bolt, See Sorcery
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 10, Dex 11, Con 12, Int 16, Wis 15, Cha 18
Skills: Appraise +7, Bluff +15, Concentration +10, Craft (Alchemy) +14, Diplomacy +18, Knowledge (the planes) +14, Preform (Oratory) +10, Use Artifact +14
Feats: Skill Focus (Diplomacy), Negotiator, Skill Beyond Your Years (Bluff, Craft (Alchemy), Diplomacy, Knowledge (the planes), Use Artifact)
Challenge Rating: 9
Alignment: LE

Jalan Ferox is a man born to a family of wealth and born in the North Crest district of Thraan approximately 70 years ago. At a young age Jalan learned of magic and the Venef and he craved for that power. He made friends with a few Venef, but soon learned that the source of their power was in their blood, thus he killed two of his friends and drank their blood. Yet her obtain no power. Infuriated, young Jalan researched more into the occult of magic, learning under the arcanist Diab Causidicus. Under this new master, Jalan began to find new friends and formed the Bellicus to help in their search for knowledge and power. Near about 50 years ago, Jalan discovered the search of pact magic. Thus he and the inner ring of the Bellicus began their preparations and with the sacrifice of 50 virgins and Jalan's friend and teacher Diab, the group formed a pact with a variety of demons. Jalan, now truly souless and empowered by Dominatus has reached his goal and strives to keep his power, mocking those he calls mortals.

Combat
Jalan is arrogant yet not foolish. He prefers to manipulate and have his minions do the fighting, though if forced, he will fight with cunning and cheap tricks. Jalan truly fears Venef though thinks himself more powerful than those of Dominatus's blood.
Artifacts: Jalan has two artifacts he always has with him, one of Energy Bolt and another of See Sorcery.
Knowledge is Power (Arcanist): Jalan's Knowledge is Power ability grants him the sense prophecy class ability and the following spells 1/day each as a supernatural ability: Prestidigiation, Dancing lights and Mage hand.
[hr]
Nex Addo, Minister of Defense, Greycoat General

Human Soldier 6
Hit Dice: 6d10+6 (46 hp)
Initiative: +4
Speed: 30 (6 squares)
Armor Class: 15 (+4 dex, +1 armor), touch 14, flat-footed 11
Base Attack/Grapple: +6/+7
Attack: "Amor" Bellicus Rifle of Glory +16 melee (2d8+2, 20/x3) r.i. 60ft
Full Attack: "Amor" Bellicus Rifle of Glory +16/+11 melee (2d8+2, 20/x3) r.i. 60ft or "Amor" Bellicus Rifle of Glory +14/+9/+7 melee (2d8+2, 20/x3) r.i. 60ft
Space/Reach: 5ft/5ft
Special Attacks: Weapon Training, Swift action attack 3/encounter
Special Qualities: DR 1/- (from armor), Favored Weapon ("Amor")
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 12, Dex 18, Con 14, Int 10, Wis 11, Cha 13
Skills: Climb +10, Intimidate +10
Feats: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Rapid Reload, Weapon Specialization, Master Veteran, Ranged Weapon Mastery
Challenge Rating: 10
Alignment: LG

Nex was born to a middle class family in the Grand Salem district approximately 35 years ago. Nex's mother was killed when Nex was 5 years old by a Venef, or so he was told. In reality, it was a Greycoat charged with increasing Venef attacks due to the slipping of popular support of the Bellicus government. Nex was scarred by the event and swore venegence against the Venef that took his mother's life. Nex joined the Greycoats at the age of 18 and showed great promise. By the age of 25 he was a sargent charged with watching over the Black Alley district, the toughest district in Thraan. After many successful years of devotion, Jalan Ferox appointed Nex as the commanding General of the Greycoats to report directly to Ferox himself. Nex is a hardened man, but with a soft spot for child. His only flaws are his hatred of the Venef and his blindness to the evil dealings of his superiors. Nex's most prized possession is a paragon of a Bellicus Rifle that he calls Amor.

Combat
Nex is a competent rifleman and is praise for his sharpshooting. Nex is an expert tactician and fights with amazing skill and tactics though he relies more on his bodyguards if he is outnumbered as he retreats to a safe sniping distance to pick off his foes.

Weapon Training: Nex has the following abilities: Veteran Musketeer x3.
[hr]
Mucro Ord, Most Trusted, Bellicus Public Police

Human Blademaster 3
Hit Dice: 3d10+6 (28 hp)
Initiative: +1
Speed: 30 (6 squares)
Armor Class: 12 (+1 dex, +1 armor), touch 11, flat-footed 11
Base Attack/Grapple: +3/+5
Attack: Longsword of Fame +7 melee (1d8+2, 19-20/x2)
Full Attack: Longsword of Fame +7 melee (1d8+2, 19-20/x2)
Space/Reach: 5ft/5ft
Special Attacks: 8 Maneuvers known, 5 Maneuvers readied, 2 stances
Special Qualities: DR 1/- (from armor), Favored Discipline [White Raven] (Weapon Focus, Recover), Tactical Strike
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 13, Con 14, Int 12, Wis 11, Cha 10
Skills: Climb +8, Hide +7, Intimidate +6, Move Silently +7, Tumble +7
Feats: Power Attack, Dodge, Mobility
Challenge Rating: 3
Alignment: LN

Mucro is a mysterious man. Few know his age or place of birth, only that he holds the rank of Most Trusted in the Bellicus Public Police. The story of his ascension to that rank is filled with treachery, deceit, and blood. Mucro is a famed swordsman and originally part of the infiltration squads of the BPP. Eventually he entered the ranks of the elite, the Trusted. The Trusted are hand-picked by the Bellicus inner circle to serve as personal assassins and police. They are the best of the BPP and the most loyal and trusted. Mucro was picked by one of the lesser members of the inner circle which angered him. Mucro learned through "investigation" (most likely involving blackmail and torture) that his sponsor was disliked by Ferox and other higher ups. So Mucro struck a deal with Ferox, Mucro would kill his sponsor in return for Ferox advancing him to Most Trusted and gaining his sponsorship, thus Mucro has "rightly" earned his place among the corrupt.

Combat
Mucro is cunning and vile, his is not above putting his own men in danger, but never does anything without sufficient backup. If faced in one-on-one combat, Mucro will attempt to flee.

Maneuvers Known: Mucro knows the following maneuvers: Steely Wind, Steel Strike, Charging Minotaur, Stone Bones, Douse the Flames, Leading the Attack, Mountain Hammer, Tactical Strike.

Maneuvers Readied: Mucro usually has these maneuvers readied: Charging Minotaur, Douse the Flames, Leading the Attack, Mountain Hammer, Tactical Strike.

Stances Known: Mucro knows the following stances: Bolstering Voice, Leading the Charge.

Tactical Strike: Mucro gets a +1 bonus on attack rolls made during a maneuver. (This is his intelligence modifier).

FlyMolo
2007-12-03, 10:19 PM
Really cool. I always wanted to write a book set in a similar world.

Well-fleshed out, and very interesting.

Lord Tataraus
2007-12-03, 10:56 PM
Thanks, FlyMolo!

Puttu Infio, Grand Leader of Magusin

Sanctus (Licentia) Witch-Gun 6
Hit Dice: 6d8 (33 hp)
Initiative: +5
Speed: 30 (6 squares)
Armor Class: 20 (+5 dex, +5 defense), touch 20, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Double Flintlock of Glory +13 range (1d10, 20/x3) r.i. 15ft
Full Attack: Double Flintlock of Glory +13/+13 range (1d10, 20/x3) r.i. 15ft or Double Flintlock of Glory +11/+11/+11 range (1d10, 20/x3) r.i. 15ft
Space/Reach: 5ft/5ft
Special Attacks: Channel, Spellfire Channel +2d6, Least Revelations
Special Qualities: Bloodline (Licentia), Remembrance, Weapon Training (Double Shot x2)
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 11, Dex 20, Con 10, Int 10, Wis 13, Cha 14
Skills: Concentration +9, Diplomacy +6, Knowledge (local) +9, Spellcraft +9
Feats: Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Rapid Shot, Far Shot, New Revelation x2, Ability Training, Ability Advancement
Challenge Rating: 11
Alignment: CG

Puttu was born 25 years ago in the slums of the Black Alley district in the heart of Thraan. His parents tried to live normal lives, living in fear of being discovered. Unfortunately, the Greycoats found his family and attacked in the night when Puttu was only 12. Puttu escaped, but watched his parents get taken away and beaten. Enraged by the justice, Puttu became a vigilante, learning the art of war from fellow Venef in a little know group called the Magusin. Puttu quickly rose in power and entered the inner circle at 18 and becoming Grand Leader of the group by the age of 20. Puttu is a master of tactics and runs most of the resistance operations in the city. Jalan fears Puttu and has spent hundreds of lives trying to capture this illusive man, yet the free spirit of Licentia lives inside him allowing him to escape to fight another day.

Combat
Puttu is brave and an expert marksman, fighting with special pistols he made himself. Puttu uses his power to its fullest extent but is always ready to run if needed, knowing his survival is crucial to the resistance.
Remembrance: Puttu has the Eye of the Soul and Old Memories abilities of the Witch class.

Revelations: Puttu knows the following revelations: Burst of Speed, Grace of Licentia, Beguiling Influence, Sorcerer’s Art.
[hr]
Alline Diligo, Right Hand of Magusin

Nequ (Ira) Witch 6
Hit Dice: 6d6 (24 hp)
Initiative: +2
Speed: 30 (6 squares)
Armor Class: 17 (+2 dex, +5 defense), touch 17, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Dragon Pistol of Glory +10 range (2d8, 20/x3) r.i. 10ft
Full Attack: Dragon Pistol of Glory +10 range (2d8, 20/x3) r.i. 10ft
Space/Reach: 5ft/5ft
Special Attacks: Lesser Revelations
Special Qualities: Bloodline (Ira), Remembrance
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 10, Dex 14, Con 11, Int 11, Wis 12, Cha 20
Skills: Concentration +9, Craft (Alchemy) +9, Intimidate +14, Knowledge (arcana) +9, Spellcraft +9
Feats: Magnum Weapon Proficiency, Point-Blank Shot, Precise Shot, Far Shot, New Revelation x2, Ability Training, Ability Advancement
Challenge Rating: 10
Alignment: CN

Alline was born somewhere between 18 and 22 years ago in the shantytowns of the Shavel district. Not much is known of her past though many speculate that she was orphaned at a very early age and grew up on the streets. She is best known for assassinating an elite Greycoat and still carries the Dragon Pistol she took from him. Alline serves as the Right Hand of the Grand Leader of Magusin, a personal bodyguard, assassin and assistant. There are rumors and gossip that Puttu and Alline have had affairs in the past and it is true that Alline has been very unsuccessful at concealing her feelings toward Puttu. As far as it can be determined, Puttu has yet to realize this affection, but it does allow for the agents of Magusin to rest easy knowing Alline will not allow harm to come to the only person she has ever had true affections for.

Combat
Alline is can be a cold killer when needed, preferring to hide in crowds and shadows then striking with full magical force at her target. Once her mission is complete she attempts to run as best she can to fight another day. When Puttu is forced to fight Alline becomes somewhat reckless, killing all how might pose a threat to Puttu.

Remembrance: Alline has the Eye of the Soul, Old Memories and Unnatural Flesh abilities.

Revelations: Alline knows the following revelations: Darkness of the Black King I, Repentance I, Beguiling Influence, Miasmic Aura, Darkness of the Black King II, Repentance II, Walk Unseen.
[hr]
Lelvin Deumanus, Left Hand of Magusin

Sanctus (Lex) Witch 4
Hit Dice: 4d6 (18 hp)
Initiative: +2
Speed: 30 (6 squares)
Armor Class: 16 (+2 dex, +4 defense), touch 16, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: Dagger +3 melee (1d4, 19-20/x2)
Full Attack: Dagger +3 melee (1d4, 19-20/x2)
Space/Reach: 5ft/5ft
Special Attacks: Least Revelations
Special Qualities: Bloodline (Lex), Remembrance
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 11, Cha 16
Skills: Concentration +8, Craft (Alchemy) +8, Diplomacy +15, Knowledge (arcana) +8, Spellcraft +8
Feats: Skill Focus (Diplomacy), Negotiator
Challenge Rating: 4
Alignment: LN

Born 40 years ago in the district of Halttown, Lelvin Deumanus is the third in command of the Magusin after Puttu and Alline. Lelvin serves as the public events organizer and diplomat of the Magusin working with various other resistance groups. A perfectionist in true Lex nature, Lelvin has organized the Magusin militant as well as propganda divisions into the best of the resistance. He has even secured a favorable deal with the Thraanian Artist's Association is have monthly pro-Magusin articles written by Lelvin himself in the Artist Today. Though there is much gossip surrounding Lelvin, he prefers to keep his personal life a secret to protect his wife and kids though this has caused a variety of rumors about various affairs with Alline and many of Lelvin's secretaries.

Combat:
Lelvin is not a combant in any sense of the word though he will use Lex's power to prevent others from harm, favoring Sleeping Bind above other powers.

Revelations: Lelvin knows the following revelations: Sleeping Bind, Lock, Sorcerer’s Art, Beguiling Influence.

Lord Tataraus
2007-12-04, 11:01 PM
As an update: I've added the rail line/station listing as well as all but 5 of the district descriptions.

Comments and suggestions are encouraged!

Warlord JK
2007-12-04, 11:09 PM
WOW, this is some amazing stuff. It's going to be interesting to have an adventure going on here.

Lord Tataraus
2007-12-05, 05:48 PM
I've completed most of the work on detailing the city itself, except for the Undercity, but that should be easy to include later. For now, I'll start with fleshing out the largest orgaizations (beyond the Bellicus and Magusin) that control various parts of Thraan some of which have already been alluded to.
So, in no particular order:

Thraanian Police Service and Bellicus Public Police (Greycoats)
Though two separate organizations, the both serve a common purpose and are collectively know as the Greycoats (due to the grey uniforms and heavy coats). The Thraanian Police Service (TPS) is the larger of the two organizations and is the main police force through the City-State. The TPS is primarily a group of trained military men used to ensure the peace of the city as well as investigate crimes and take criminals into justice. The Bellicus Public Police (BPP) is not exactly what it sounds like, in fact the BPP is a secret police group that focuses on the raiding and capturing of Venef as well as creating contracts with various criminal organizations. Both the TPS and BPP are headed by Nex Addo, who is a man of justice and believer in fairness and avenger of corruption, however, the BPP are in all actuality controlled by the Bellicus and keep most of their operations a secret from Nex Addo. While the TPS are not corrupt as a whole unlike the BPP, many of their agents are and for the right price one can get away with anything.
Zadf Mafia
The second largest mafia organization, the Zadf Mafia aims to control the entire Zadf district and hold a monopoly on the drug trade. Unfortunately, a lot of the "imported" drugs from Vener's Town are a lot cheaper, thus the mafia has tried to create new drugs to regain lost sales. The mafia has made a deal with the Bellicus government allowing their drug trade to go unhindered in the Zadf and neighboring districts. In return, the Zadf Mafia has agreed to send mafia spies into the Undercity to gather information as well as help with various Venef experiments. The Zadf Mafia is owned and run by the powerful Avarit family. The current leader is the eldest Avarit, Malum Avarit who has kept his position by running a very good economy as well as being protected through vile pact magics with Peius.
Grand Halttown Cabal Council
The overarching council made up of all of the cabal and circles in Halttown and the surrounding districts, the council is headed by Crothar Abominor, a Nequ of Fraudatio's blood. The council's main objective is to train and militarize the Nequ and Sanctus of Halttown into a powerful resistance force to oppose the Bellicus. Crothar is a vile being who has devoted his life to the demons of the Nequ bloodline and believes wholeheartedly that the Nequ and Sanctus are the superior race. Crothar is not beyond experimentation of his own and frequently orders his circle to go out and capture humans (especially young girls) for his experiments. Crothar is attempting to create a vile plague to weaken the human race and bring the era of human control to and end for all time. In addition to being the head of the Cabal Council, Crothar is also the biggest slave trader in the Undercity, selling over 2,000 slaves a year, mostly female concubines.
Kraver Public Protectors
This organization is a large group of people from the Kraver's Town district who act as a lynch and racial hate group. The KPP are sworn to "Protect the human race from impurity" meaning they kill all Venef. This group has killed off all of the Venef in Kraver's Town as well as many of those in the surrounding area. However, this has made their members preferred targets for Crothar of the Grand Halttown Cabal Council. Many of the slaves he sells come from the ranks of the KPP and the cabals and circles of Halttown favor attacking KPP members as well. Thus a war of hate has brewed for years between the two districts.
Revelsi Circle
Much like the Grand Halttown Cabal Council, the Revelsi Circle is a Nequ and Sanctus resistance and training group who's main goal is to deter the various "religions" from Shavel and their spillover into Revelsi. While not apart of Magusin, the Circle is on very good terms with them and sometimes trades information and participates in some strikes against the Bellicus. However, the Circle is aware of its limited resources and thus aim more to free Char from Thraanian control, not destroy the Bellicus directly. The Leader of the Revelsi Circle is the Warlock Haero Bonus. Haero is a strong leader, though is very cautious which has kept him alive for so long. He also believes to wait to act until the "perfect moment" which usually means he completely ignores so attacks from the Greycoats even against his own people. Because of this the Magusin and, to a lesser extent, the people of the Revelsi Circle commonly become annnoyed at the very least or enraged at Haero's decisions.
Grimslick Mafia
The most violent and savage of all of the organizations, even the Bellicus fear the Grimslick Mafia. This group is headed by an unknown individual who revels in destruction and death. Those of the Grimslick district are mostly minions of this mafia and all citizens have been enslaved or escaped. The Grimslick Mafia is the center of all of the slave trade in Thraan, buying tens of thousands of human and Venef slaves. Most of these are used in the ever popular Undercity Arena, a gladiatorial arena that lies in a large underground chamber just below the heart of Grimslick. This arena attracts millions of spectators from the Undercity and criminal organizations and is the primary source of income for the Grimslick Mafia. There are rumors that the mafia has an extremely well trained army that rivals the Bellicus army, though this cannot be confirmed.
Thraanian Artist's Association
This organization is one of the largest resistance groups in Thraan, based mostly in Vendoton. The TAA is a group of artists who have banded together to serve as the primary anti-Bellicus propaganda organization and publish the Artists Today to promote the war against the Bellicus. All other groups that have attempted such things as this have been crushed within weeks of the first publication, however the TAA have one advantage. Every issue has at least three adds for the Undercity Arena and bear the official mark of the Grimslick Mafia. In fact, the TAA made a deal with the Grimslick Mafia to publish advertisements as well as serve as the official artistic sponsor for the Undercity Arena organizing ticket sales, event lineups and creating gimmicks for the favored gladiators. In return the Grimslick Mafia only has to provide protection. The Bellicus have attempted to stop the publication, but upon bursting into the printing facility the Greycoats where met by the elite Grimslick hit squad and TAA photographers waiting for them. To this day, the Bellicus have not lived down the Artists Today Incident.
Cult of Black Blood
The fourth religion in the Shavel district, the Cult of Black Blood is the smallest religion in Thraan due to its secrecy, however it is the favored religion of the Bellicus. Under the guise of a whore-house, the Cult of Black Blood is a religious entity which worships the demons Peius, Ira, Domanitus, and Fraudatio. The Cult acts as and elite hit squad for the Bellicus to stage Venef attacks. The majority of the Cultists have formed pacts with one of the demons and constantly capture and sacrifice innocents as well as political prisoners in their vile offerings for more power. The Cult is lead by the Bellicus co-founder Cruor Cruciatus who has made a pact with the demon Ira. Cruor is a vicious and bloodthirsty creature, too consumed with his search for power to be called human. Cruor has committed thousands of vile rituals to increase his power and is a paragon of demonic followers. Cruor is well known for his taste for human blood and is a large slave collector, preferring to buy virgin concubines to satisfy his taste for blood and human flesh. Many of those who wander unwittingly into the temple of the Cult of Black Blood are either converted or served as part of the daily feast.
Under Worker's Association
The UWA is a large association of the scum of the Undercity. These people are the drug dealers, thieves for hire, information brokers, and slave brokers who service the citizens of the surface world. The group serves as a ruling body to provide protection and create standards within the lucrative criminal world of Thraan. The UWA's main purpose is to provide agents for its members to get clients and ensure that they are not Greycoat stings.
United Thraanian Market
Though similiar to the UWA, the UTM is an organization consisting of the leaders in the black market and mercenary industry. Such groups as the Zadf Mafia and Ars-Opes Industries are part of this group to ensure the security of their dealings and the prosperity of the black market. The groups main purpose, like that of the UWA, is to provide standardized prices and, to a lesser extent, protection to the members as well as a mercenary insurance policy.

Garatolla
2007-12-06, 12:01 PM
I'm liking what I've read so far, moral ambiguity ftw! Seems there's a lot of thought and work going in to this, so I'll be keeping an eye on it :smallsmile:

Lord Tataraus
2007-12-06, 02:07 PM
I'm liking what I've read so far, moral ambiguity ftw! Seems there's a lot of thought and work going in to this, so I'll be keeping an eye on it :smallsmile:

Thanks!

Also, the organizations are done!!! Yay! Now I think I need to clarify what the Undercity is then I'll stat more of the key figures....I think that's mostly it, does anyone see something I missed? or feel there is something I need to clarify or expand upon? Thanks in advance.

Lady Tialait
2007-12-06, 02:09 PM
Another brilliant idea from our Lord Tataraus. keep it up! love your works...teehee

Ellisande
2007-12-06, 03:09 PM
Ever since noticing the setting, I've been skimming it excitedly, and waiting for the campaign itself to start. (That'll be announced here in this thread...right?)

I had one thought though, on the Witch-Gun (which has me particularly enchanted at the moment...) Why do they have "Ride" as a class skill? While their skill list is fairly short, I don't see much logic behind this one. It seems to me that there are at least a half-dozen other skills that would be more appropriate to give them. (And, given the urban, Victorian feel to the setting, shouldn't all the classes have Profession (whatever) on their list?)

Lord Tataraus
2007-12-06, 03:55 PM
Ever since noticing the setting, I've been skimming it excitedly, and waiting for the campaign itself to start. (That'll be announced here in this thread...right?)
Hm...I do have two PbP's starting up (though one won't last long most likely) so I have no idea when I'd start a game, though as a poll: how many are interested?


I had one thought though, on the Witch-Gun (which has me particularly enchanted at the moment...) Why do they have "Ride" as a class skill? While their skill list is fairly short, I don't see much logic behind this one. It seems to me that there are at least a half-dozen other skills that would be more appropriate to give them. (And, given the urban, Victorian feel to the setting, shouldn't all the classes have Profession (whatever) on their list?)

:redface: Alas, my arch-nemesis cut-and-paste error strikes again. I've fixed both the Soldier and Witch-Gun skill lists.

@ Tialait: Thanks a lot! I really appreciate it.

Ellisande
2007-12-07, 05:26 AM
Hm...I do have two PbP's starting up (though one won't last long most likely) so I have no idea when I'd start a game, though as a poll: how many are interested?

{raises hand, though it's probably obvious} You could probably even guess what sort of character I'm thinking of at the moment.

Beren One-Hand
2007-12-08, 03:55 AM
This might be just the thing to get back into doing a PbF here.
I'm definately interested.

Still reading through everything, but I have a few questions.


Soldier
<snip>
Class Features:
Weapon and Armor Proficiencies: Soldiers are proficient with all simple weapons and all light and medium armors and no shields.

Bonus Feat: At 1st level you may choose any Fighter Bonus Feat as long as you meet the prerequisites. Your Soldier level counts as your Fighter level for meeting prerequisites. You gain an additional bonus feat at 3rd and 5th level.

Favored Weapon: At first level you may choose one of the following weapon types: Pistol, Long Gun, Crossbow, or Magnum. You are proficient with all of those weapons. Additionally, you may spend 30 minutes in practice to gain the effects of the Weapon Focus feat with any one weapon, this becomes your favored weapon.

Weapon Training: At 2nd level you may choose any of the following abilities to use with your favored weapon. Some are permanent enhancements while some are maneuvers usable as a standard action once per encounter. You may gain a bonus multiple times to either stack its effects or gain an extra use per encounter.
Pistol
Double Shot - All two weapon fighting penalties are reduced by 2. Additionally, you may apply your Favored Weapon Bonus to one more pistol, but both weapons must be the same kind of weapon. You may not have more than two favored weapons no matter how many times you select this ability.
Pistol Whip - You may attack with your pistols as a melee weapon at any time dealing damage as a club of their size. Additionally, you do not provoke attacks of opportunities for attacking at range with your favored weapon.
Lightning Shot - You may make an attack with your favored weapon as a swift action with no penalties. Additionally, you gain the Quick Draw feat.
Long Gun
Veteran Musketeer - You may reload your long gun as a move action instead of a standard action or as a standard action instead of a move action. This effect stacks with the Rapid Reload feat. Additionally, you may make an attack with your favored weapon as a swift action.
Marksman - The range increment of your favored weapon increases by 10ft.
Steady Shot - When taking a full-round action to make a single attack, gain a +2 bonus to attack and damage.
Crossbow
Sniper Shot - When attacking from hiding, reduce the hide check penalty by 5.
Master Sniper - When attacking from more than one range increment away, you may deal an extra +1d6 sneak attack damage.
Rapid Volley - You may reload your crossbow as a swift action once per encounter.
Magnum
Thunder Shot - You may make a single attack against an opponent within 2 range increments as a full-round action. The attack deals damage as normal but also requires a fortitude save DC10 + 1/2 class level + dexterity modifier or become deafened for 2 rounds.
Steady Shot - You gain a +2 bonus to all attack rolls.
Packed Shot - You may take a penalty to your attack roll up to a maximum equal to your base attack bonus to gain twice that amount as a bonus to damage.


You didn't mention which were manuevers and which are permanent bonuses.
The Veterin Musketeer seems to need to be re-worded.
Does Master Sniper allow sneak attack from more than 30' away?
Can the swift attacks mentioned be used alongside the normal standard/full attack options?

Lord Tataraus
2007-12-08, 12:05 PM
This might be just the thing to get back into doing a PbF here.
I'm definately interested.
Glad to hear it!


Still reading through everything, but I have a few questions.

You didn't mention which were manuevers and which are permanent bonuses.
The Veterin Musketeer seems to need to be re-worded.
Does Master Sniper allow sneak attack from more than 30' away?
Can the swift attacks mentioned be used alongside the normal standard/full attack options?

I've reworded all of those. The swift attacks can be used alongside standard/full attacks. Of course, for many of the weapons, even with both Veteran Sniper and Rapid Reload, you can only reload as a move action so this way you can take a turn to move action reload, fire, move action reload. Or if you have not reduced the reload time, at least you can full-round reload and fire or standard action reload, fire, move.

Beren One-Hand
2007-12-08, 03:16 PM
In looking over the classes I have at my disposal (no Book of 9 or Dragon Magazines here) it seems that the Arcane Scholar is the most versitle / powerful class. Not only can he have the entire list of Least and Lesser Artifacts, but he can have four Knowledge is Power abilities, allowing access to Profecies, ultimate social skills, superior item creation, and rougish skills.

I was wondering why the Urban Ranger was classified as an Arcane class.
By level six his powers are as follows:
Urban Tracking: Use Gather Info to track through cities
Wild Empathy (Ex): 1d20+5+Cha vs animal attitudes (-4 vs Magical Beasts w/ Int of 1 or 2)
Favored Enemy (Ex): +4 on Bluff, Listen, Sense Motive, Spot, Survival, and Dmg vs ? (May be an organization)
Favored Enemy (Ex): +2 on Bluff, Listen, Sense Motive, Spot, Survival, and Dmg vs ? (May be an organization)
Endurance: +4 to checks to do repetitive/exausting task (Can sleep in medium armor)
And Either
- Two Weapon Fighting: -2 to attack = offhand attack (Can't wear medium or higher armor or be encombered)
- Improved Two Weapon Fighting: 1 extra offhand (-5) (Can't wear medium or higher armor or be encombered)
Or
- Rapid Shot: -2 to attack = 1 extra attack (Can't wear medium or higher armor or be encombered)
- Manyshot: Shoot 0 arrows (at -0) at target w/in 30' (std) (Can't wear medium or higher armor or be encombered)

Either
- Animal Companion: Effective Druid Level 3 (Cannot be larger than medium sized)
Or
- Distracting Attack (Ex): You flank all you dmg for the rd (PH2 alternate ability)

And if you forgo the measly one level-one spell per day (2 if you have a super-duper wis since all you get are bonus spells) you can have
- Fast Movement (Ex): +10 ft if not wearing Heavy armor or carrying a heavy load.

All abilities (except for the bonus spell and possibly the animal companion) are extraordinary abilities.

This is using the Urban Ranger from UA (personally I prefer the Ranger urbanized through the alternate abilites given in Cityscape, but most of the difference is only after level 6 so it is basically the same)

Lord Tataraus
2007-12-08, 03:31 PM
Looking back, I think I slotted Urban Ranger as arcane before I decided on using E6, so it should not be an arcane but rather a Supernatural and remove the spellcasting to be +10 movement. Also, Wild Empathy is replaced with Uncanny Dodge.

As for the Arcane Scholar, you are correct that it is a very powerful class because it has the most potential by getting the artifacts. However, I have determined two changes to the class to limit this: BAB becomes poor and crafting artifacts do not require XP, but rather some form of rare component requiring more time and possibly money; DM discretion.

Lady Tialait
2007-12-08, 03:45 PM
Mountebank? where did this come from..it just hit me while i was reading it..I wanna see that class..pwease link me? or post it..or whatever..i can't seem to find it...*eyelash flutter* teehee

Beren One-Hand
2007-12-08, 04:01 PM
Mountebank? where did this come from..it just hit me while i was reading it..I wanna see that class..pwease link me? or post it..or whatever..i can't seem to find it...*eyelash flutter* teehee

It's in a Dragon Magazine, or so I'm told. :smallbiggrin:

It looks like we're going to need the cost (and other details) on the ammo for the various firearms.

Also could somebody please give the info for E6 variant. I know it can be found off-site (ENworld I think) but that site doesn't get past my filters here. So any help would be apreciated!

Lord Tataraus
2007-12-08, 04:47 PM
Mountebank? where did this come from..it just hit me while i was reading it..I wanna see that class..pwease link me? or post it..or whatever..i can't seem to find it...*eyelash flutter* teehee

Well, I can't tell you what it does exactly, but basically it can beguile foes and harm them more and gets a few demonic-born abilities based on trickery.

The more I think about, the more I need to change it to fit my needs better so I shall:

The Soulless
Alignment: Any Non-Good
Hit Die: 1d6
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skill Points at 1st Level: 4 x (6 + Int modifier)
Skill Points at Each Level: 6 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Beguiling Stare, Mark of Damnation

2nd|
+1|
+3|
+3|
+3|Blood Ritual +1d4

3rd|
+2|
+3|
+3|
+3|Infernal Power

4th|
+2|
+4|
+4|
+4|Fiendish Aura

5th|
+3|
+4|
+4|
+4|Infernal Power, Blood Ritual +2d4

6th|
+4|
+5|
+5|
+5|Gift of the Damned[/table]

Class Features:
Weapon and Armor Proficiencies: The Soulless are proficient with all simple weapons, all light armors and no shields.

Beguiling Stare (Sp): As a standard action a Soulless may look into another's eyes (if they are within 30') to beguile him with demonic powers. The target must make a will save DC 10 + 1/2 The Soulless' level + charisma modifier. If the target is actively attempting to avoid his gaze (as described in Gaze Attacks) then there is a 50% chance of avoiding the Stare (100% chance if the target has his eyes closed). If the target fails the will save he becomes charmed (as per the Charm Person spell) for 5 minutes per level. The Soulless cannot use this ability on a single target more than once every 24 hours. The target does not remember anything during the time he is charmed and does not know he was charmed unless he succeeds in a DC20 Knowledge (the planes) check. The next time the target sees the Soulless it has a sense of déjà vu, and can attempt a Wis check (DC 15 - 1 per each time charmed) to recall the threat of meeting his gaze. The Soulless may use this ability at will.

Mark of Damnation (Su): At first level, the Soulless bears a sign or urge as a side-effect to the demonic power replacing his soul. The Soulless must choose one of the following signs and urges based on the demon he made a pact with:

Peius:
Sores - You are slowly covered in sores as you gain power. This gives you a penalty to all concentration checks equal to your Soulless level.
Stench - You emit a horrible stench, driving others away. You take a penalty to all charisma-based skills equal to 1/2 your class level.
Ira:
Anger - You are extremely quick to anger. You can never willingly deal non-lethal damage and take penalty to all diplomacy checks equal to your class level.
Bloodthristy - You have an unearthly thirst for blood. You most consume 1 pint of blood every 1d4+1 days or suffer a penalty to both strength and dexterity equal to your class level.
Dominatus:
Red Eyes - Your arrogance slowly hampers your sight. You take a penalty on all spot checks and sight-based search checks equal to your class level.
Horns - Your arrogance can be seen by black horns that grow out of your head. You take a penalty to all charisma-based skills equal to 1/2 your class level.
Fraudatio:
Compulsive Liar - You may not tell the truth. If you tell the direct truth you take a penalty on will saves equal to 1/2 your class level for 1d4+1 hours.
Trickster - You can not help but play tricks on others. You must always start a conversation with a bluff check opposed to the target's sense motive check, if you fail you take a penalty on all charisma-based skills for 1d4+1 hours equal to your class level.

Blood Ritual (Sp): At 2nd level a Soulless can preform a bloody ritual to extend the demon's power into a weapon he holds. At the end of the 10 minute ritual the weapon will deal an extra +1d4 damage to any target that it has previously damaged. The Soulless takes 1 point of damage per level from self inflicted wounds from the weapon, and this damage cannot be healed for 24 hours. At 5th level, the extra damage increases to +2d4. The demon's connection to the weapon lasts for 24 hrs.

Infernal Power (Sp): At 3rd level and 5th level, a Soulless gains magical abilities from his demon. A Soulless may choose any least revelation from his demon's list to be able to cast 2/hour. A Soulless may select the same revelation multiple times to gain extra uses.

Fiendhish Aura (Su): At fourth level, the Soulless has desended so far into the depths of depravity that his alignment is changed to Evil if it wasn't already. The lack of his soul starts to affect those around him. The Soulless gains an aura based on the demon he made a pact with:

Peius:
Aura of Decay (Su): All those within 10' feel their strength and will sapped from them. They gain a -2 penalty to all saves.
Ira:
Aura of Fury (Su): All those within 10' find it hard to remain level headed. They gain a -1 penalty to AC.
Dominatus:
Aura of Intimidation (Su): All those within 10' are overawed by your superiority. They gain a -2 penalty on attack rolls.
Fraudatio:
Aura of Diversion (Su): All those within 10' find it hard to divert their attention from you. They gain a -4 penalty on Listen, Sense Motive, and Spot checks made to oppose someone else's (but not you) Move Silently, Bluff, and Hide checks.

Gift of the Damned (Su): At sixth level, the Soulless gains the ability to pass some of the demon's power onto others. Once per day he can bestow an Infernal Power that he knows to any other willing creature touched. Any creature who recieves this power has his soul slowly tainted and must make a Will Save (15 + 1 for each time a power is received) to avoid changing his alignement to match the Soulless' alignment. The Soulless and the creature share the number of uses per hour between them for 24 hours.
As a reward for tainting other humans the demon he made a pact with grants him a special power that can only be used while sharing his Infernal Power with others.

Peius:
Gift of Wounding (Sp): Once per day the Soulless can use a standard action to call upon the power to deal Infernal Wounds. The damage the Soulless causes with melee weapons are a persistent wounds. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing abilities. The continuing hit point loss can be stopped by a Heal check (DC 10 + 1/2 lvl + Con modifier) or any supernatural/spell-like ability that cures damage. However, a character attempting to use a supernatural/spell-like ability to cure the creature must succeed on a caster level check (DC 10 + 1/2 lvl + Con modifier), or the ability has no effect on the injured character.
A successful check automatically stops the continuing hit point loss as well as restoring hit points.
The gift of wounding is a supernatural ability of the Soulless, not of the weapon, and lasts for 1 minute.
Ira:
Gift of Rage (Su): The Soulless can call upon unimagniably furies, canneling them through his mortal frame. 2/day he can rage as a 6th level barbarian
Dominatus:
Gift of Servatude (Sp): The Soulless can call upon otherworldly beings to aid him. As a full-round action he can call upon the aid of Fiendish animals and minor demons from beyond the mortal relm, using Summon Monster III (Caster Level = class level). He can use this ability only once per day.
Fraudatio:
Gift of Transformation (Sp): The Soulless can change shape as a standard action, applying the Polymorphed template to itself at will. The Soulless can choose to assume the shape of a Wolf, a Medium Viper, a Medium Monsterous Spider, a Dire Rat, a Bat, a Raven, a Light Warhorse, or a Squid, and can maintain that shape until it chooses to end the effect. This power is usable once per day. Use the rules provided by Rich Berlow (http://www.giantitp.com/articles/dC21fDHZ4tK8n5OjUm9.html) to apply the polymorph template, but he gains any disease, ink, poison, or web abilities of his chosen form.

Special: The Soulless loses all class abilities except for armor and weapon proficiencies if his alignment ever becomes good. From fourth level onward he will lose all class abilities (except for weapon/armor proficiencies) if his alignment ever becomes non-evil.

Lady Tialait
2007-12-08, 04:50 PM
Very nice...i'm swagging ofcorse but that is to be expected...glad i didn't have to go swimming in a funland of Dragon mags....

oooo..and offtopic..love your new avatar...*giggles* and i'm lovin' the flavor in here..soooo dark..and yummy

Lord Tataraus
2007-12-08, 05:01 PM
IAlso could somebody please give the info for E6 variant. I know it can be found off-site (ENworld I think) but that site doesn't get past my filters here. So any help would be apreciated!

Sure, I'll get on that, though you'll have to be patient I'm in the process of making 2 pdfs (one for the avatar project and one for this setting) as well as posting. I'll try to get up a summary fairly soon.


Very nice...i'm swagging ofcorse but that is to be expected...glad i didn't have to go swimming in a funland of Dragon mags....

oooo..and offtopic..love your new avatar...*giggles* and i'm lovin' the flavor in here..soooo dark..and yummy
Well, my decision to create a pdf publication of this setting as a stand alone RPG forced me to use new or OGL material, so that's why I chose to make my own. Though the Mountebank is a really good class if you have the Dragon Compendium (page 42) or DR65.

As for the avatar, its supposed to be Alline Diligo :smallbiggrin: I hope to write up more on her relationship with Puttu and have a short story about them but that's a long way off.

Edit: Oh, and stay on the lookout for a warblade-like and swordsage-like class coming soon.....ish

Vampiric
2007-12-08, 05:06 PM
I'd probably be interested in joining. I like moral ambiguity:smallbiggrin:

Though it would depend on when the campaign starts... but sounds good nonetheless!

Lord Tataraus
2007-12-08, 05:49 PM
E6 rules: (http://www.enworld.org/showpost.php?p=3750525&postcount=1)

Rules

Character progression from level 1 to level 6 is as per d20. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. A diverse selection of feats should be made available in any E6 campaign, however, feats with unattainable prerequisites under this system remain unattainable.

For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, it becomes more and more difficult to bring all a character’s feats to bear in a given situation; although they continue to gain feats, 6th level characters with more than 20 feats can continue to be treated as if they were level 10 for experience and challenge purposes.

Monsters and Items in E6

Just as level 6 parties in d20 aren’t expected to tangle with monsters higher than CR 10, the mighty monsters of E6 require special consideration for presentation in-game. E6 characters aren't intended to go up against high-level d20 threats under the same circumstances as high-level d20 characters; those creatures, if they are defeatable at all, require the kind of resources and planning far beyond the typical d20 dungeon encounter.

In terms of raw rules, CR 7-10 monsters are an excellent guide for what 6th level characters can handle. As a party approaches 6th level plus 20 feats, that range also increases, and PCs are able to fight monsters with base CRs in the range of CR 9 to 12, or larger groups of lower-level monsters. If a campaign continues beyond this point (and congratulations, because that’s a lot of gaming) a GM should take monsters in the CR 7-12 range and use feats (and to a lesser extent templates) to advance them. Hit die or class-based advancement beyond CR 12, or base monsters above CR 12 should generally be avoided as straight-up fights in any E6 campaign.

Of course, not every monstrous encounter is a straight-up fight. For example, insane horrors from another age might be a reason to run, and there is little a character could do in the face of an angry Titan. But these situations don’t call for direct confrontation, except with some special resource or amazing circumstance. Perhaps, in a special ritual with the presence of 20 mages, a Titan can be bound to the mortal realm (lowering its stats to a Hill Giant with the spells of a 6th-level sorcerer), with whom the players can do battle. Again, that's far from a straight-up fight with a CR 20 creature, but we can console ourselves with the fact that it's probably a very memorable encounter.

Items follow a similar approach. If, as a result of the restrictions on items, an item cannot be created, then it should not be distributed as normal treasure. Like high-level monsters, such items should be placed carefully and built to make sense in the context of your game. For example, a +4 sword is an amazing artifact in this setting, perhaps even made by the gods: It's a sword no mortal could make.

Rules Summary:
All classes max out at 6th level
Every 5000xp you gain past 6th level grants you CR+1 and a feat
Profit!

So, yeah, that's basically it. Its simple and effective here are some new feats for E6:

Ability Training (General)
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Ability Advancement (General)
Your training pays off, and one of your Abilities increases.
Prerequisite: Ability Training in the same ability.
Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does nto stack with the benefit from Ability Training.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Martial Veteran (General) (comrade_raoul)
Prerequisites: Fighter level 6th.
Benefit: You may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8.
Special: A fighter may select Martial Veteran as one of his bonus feats.

Roguish Ability [General]
Prerequisite: Rogue 6
Benefit: You learn one rogue special ability.
Special: This feat may be taken only once.

Barbaric Resilience [General]
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--

Skill Beyond Your Years
Prerequisite: Level 6
Pick a skill. Your max ranks rise from Level+3 to Level +5.

Holy Strikes [General]
Prerequisite: Paladin 6
Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction.

Mighty Wild Shape [General]
Prerequisite: Druid level 6
Choose 1 Large animal. You can wildshape into that animal.

Bardic Inspiration [General]
Prerequisite: Bard level 6
The bonus granted by your inspire courage ability increases to +2.

Extra Domain Power [General] (Shazman)
Prerequisites: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Skill Focus: Knowledge (religon)
Benefit: You gain the domain power of one additional domain associated with your deity. You may only take this feat once.

Extra Domain Access (General) (Shazman)
Prerequisities: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Extra Domain Power, Skill Focus: Knowledge (religion)
Benefit: You gain access to the domain spell list of one additional domain assciated with your deity. This domain must be the same one as that chosen for the Extra Domain Power feat. You may only take this feat once.

Restoration (General)
Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 18, Healing 9 Ranks
Benefit: You can use Restoration, as the spell (paying the material component), with a casting time of 1 hour.

Swift Metamagic (Metamagic) (Kunimatyu)
Prerequisite: Metamagic feats (see below), Caster Level 6
Benefit: When you take this feat, select a metamagic feat. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast.
Special: You must have a number of Swift metamagic feats equal to the level increase of your chosen metamagic, minus one, to take this feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Swift feat. Split Ray, which has an increase of 1, would have no prerequisites. This feat may be taken multiple times.

Caster Training (General) (Khuxan)
You become a more accomplished spellcaster.
Requirements: Character level 6, caster level 1 or greater.
Benefit: Your caster level increases by 4, to a maximum of 6. Note this only affects Caster Level (i.e., more dice on your damage, no new spells or slots).

Expanded Knowledge (General) (PoeticJustice)
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known at any level you can cast from that class's spell list.

Expanded Casting (General) (PoeticJustice)
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast.

Stone to Flesh (General)
Prerequisites: 6th level, ability to cast 3rd-level arcane spells, Intelligence 18, Craft (Alchemy) 9 Ranks
Benefit: You can use stone to flesh, as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day.

Excelling Flurry [General]
Prereq: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus. In addition, you qualify for feats that a Monk may take as 6th level bonus feats.

Step of the Wild lands
Prereq: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracking class abilities.

Wondrous Rings (General)
Prerequisites: 6th level, Craft Wondrous Item
Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.

Of course, for the purpose of this setting, many of the above feats don't apply.

Daracaex
2007-12-08, 06:08 PM
EDIT: Ignore me. I responded to the end of the first page.:smallredface:


This looks very interesting. I'll read the whole thing when I'm not so busy. I would be interested in starting a game here as well.

Somebloke
2007-12-08, 06:15 PM
:smalleek: Wow.

I've never even heard of this before.

How does it playtest?

Lord Tataraus
2007-12-08, 06:28 PM
:smalleek: Wow.

I've never even heard of this before.

How does it playtest?

Really? E6 been in use for a long time and it was play-tested for just as long.

Any comments on the Demon Cultist? Or ideas for a better name?

Somebloke
2007-12-08, 06:41 PM
Really? E6 been in use for a long time and it was play-tested for just as long.

Any comments on the Demon Cultist? Or ideas for a better name?

I like it- the name is fine, although I would have gone along with something like, "Living Curse" or somesuch but that would fit my campaign rather than yours.

A couple of questions-

- Beguiling makes people dazed and incoherent? So they are still able to defend themselves, but are caught in a semi-tranced out state? I don't have access to the PHB II if this is based on the beguiler class.

- Some of the revelations are not really designed for 2/hour use- many are meant to be used all the time (24 hour usage) in bursts (1/5 rounds) or constantly (these will be less powerful than spells of the same level). Just a thought- there might be scope for abuse with some of them.

Lord Tataraus
2007-12-08, 06:58 PM
I like it- the name is fine, although I would have gone along with something like, "Living Curse" or somesuch but that would fit my campaign rather than yours.
Maybe, but I just don't really like it too much, oh well.


A couple of questions-

- Beguiling makes people dazed and incoherent? So they are still able to defend themselves, but are caught in a semi-tranced out state? I don't have access to the PHB II if this is based on the beguiler class.
Actually it is ripped based off of the Mountebank ability. They act normally (with the penalties of course), but do not remember anything afterwards.


- Some of the revelations are not really designed for 2/hour use- many are meant to be used all the time (24 hour usage) in bursts (1/5 rounds) or constantly (these will be less powerful than spells of the same level). Just a thought- there might be scope for abuse with some of them.
True, that is a bit underpowered, but the Soulless is has sold his soul and replaced it with a fragment of demonic power, he is not very powerful, but at least can use some powers normally only Nequ can use. Also, this is meant more for villains than PCs.

Edit: Ah ha! I just thought of a name, Soulless!

Somebloke
2007-12-08, 07:00 PM
Maybe, but I just don't really like it too much, oh well.


Actually it is ripped based off of the Mountebank ability. They act normally (with the penalties of course), but do not remember anything afterwards.


True, that is a bit underpowered, but the Soulless is has sold his soul and replaced it with a fragment of demonic power, he is not very powerful, but at least can use some powers normally only Nequ can use. Also, this is meant more for villains than PCs.

Edit: Ah ha! I just thought of a name, Soulless!No worries about the name- very different theme with my campaign. And it shouldn't make too much difference with villains- balance can go to hell if it means a good game.

Lord Tataraus
2007-12-08, 07:44 PM
The promised Warblade and Swordsage replacements:

Blademaster
Alignment: Any
Hit Die: 1d10
Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local), Move Silently (Dex), and Tumble (Dex)
Skill Points at 1st Level: 4x (4 + Int modifier)
Skill Points at Each Level: 4 + Int modifier.
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers[br]Known|Maneuvers[br]Readied|Stances[br]Known

1st|
+1|
+2|
+2|
+0|Favored Discipline (Weapon Focus)|
6|
4|
2

2nd|
+2|
+3|
+3|
+0|Tactical Strike (Int to Attack)|
7|
4|
2

3rd|
+3|
+3|
+3|
+1|Favored Discipline (Recover)|
8|
5|
2

4th|
+4|
+4|
+4|
+1|Bonus Feat|
9|
5|
2

5th|
+5|
+4|
+4|
+1|Favored Discipline (Weapon Specialization)|
10|
6|
3

6th|
+6/+1|
+5|
+5|
+2|Tactical Strike (Int to Damage)|
11|
7|
3

[/table]

Class Features:
Weapon and Armor Proficiencies: A Blademaster is proficient with all simple and martial melee weapons and all light and medium armor and all shields.

Maneuvers: At 1st level a Blademaster knows 6 maneuvers and can pick from the following disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Every level thereafter the Blademaster learns a new maneuver and may switch an old maneuver for a new one. Maneuvers must be readied before use and do not provoke attacks of opportunity. At 1st level a Blademaster can ready 4 of his maneuvers to be used once per encounter each. A Blademaster may spend a full-round action that does not provoke attacks of opportunity to recover an expended maneuver to use again. A Blademaster must spend 1 hour of meditation and training to change maneuvers readied.

Stances: At 1st level a Blademaster knows 2 stances and learns a new one at 5th level. A Blademaster must use a swift action to change or end a stance. A Blademaster only exits a stance upon falling unconscious or asleep. Stances are never expended and a Blademaster cannot learn a new one in place of an older stance.

Favored Discipline: At 2nd level a Blademaster must choose a discipline to favor. The Blademaster gains the Weapon Focus feat with all weapons of that discipline.
Recover: At 3rd level the Blademaster may use a swift action once per encounter to recover all maneuvers of his favored discipline.
Weapon Specialization: At 5th level a Blademaster gains the Weapon Specialization feat with all the weapons of his favored discipline.

Tactical Strike: At 2nd level a Blademaster learns how to better study his opponents to hit truer. A Blademaster may add his intelligence modifier to attack rolls made your maneuvers. At 6th level you may add your intelligence modifier to damage when using a maneuver.

Bonus Feat: At 4th level a Blademaster gains a bonus feat from the fighter bonus feat list.

Arcane Blade
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local), Move Silently (Dex), and Tumble (Dex)
Skill Points at 1st Level: 4x (4 + Int modifier)
Skill Points at Each Level: 4 + Int modifier.
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers[br]Known|Maneuvers[br]Readied|Stances[br]Known

1st|
+1|
+2|
+2|
+0|AC Bonus|
3|
3|
1

2nd|
+2|
+3|
+3|
+0|Arcane Flare|
4|
4|
1

3rd|
+3|
+3|
+3|
+1|Arcane Feint|
5|
5|
1

4th|
+4|
+4|
+4|
+1|Bonus Feat|
5|
5|
1

5th|
+5|
+4|
+4|
+1|Arcane Heal|
6|
6|
2

6th|
+6/+1|
+5|
+5|
+2|Arcane Dodge|
6|
6|
2

[/table]

Class Features:
Weapon and Armor Proficiencies: An Arcane Blade is proficient with all simple and martial melee weapons and all light armor and light shields.

Maneuvers: At 1st level an Arcane Blade knows 3 maneuvers and can pick from the following disciplines: Desert Wind, Shadow Hand, Stone Dragon, and Tiger Claw. At 2nd level and every other level thereafter the Arcane Blade learns a new maneuver and may switch an old maneuver for a new one. Maneuvers must be readied before use and do not provoke attacks of opportunity. At 1st level an Arcane Blade can ready 3 of his maneuvers to be used once per encounter each. An Arcane Blade may spend a swift action that does not provoke attacks of opportunity followed by a move action and standard in which the Arcane Blade only makes normal attacks or nothing to recover all expended maneuvers to use again. An Arcane Blade must spend 1 hour of meditation and training to change maneuvers readied.

Stances: At 1st level an Arcane Blade knows 1 stance and learns a new one at 5th level. An Arcane Blade must use a swift action to change or end a stance. An Arcane Blade only exits a stance upon falling unconscious or asleep. Stances are never expended and an Arcane Blade cannot learn a new one in place of an older stance.

AC Bonus: At 1st level an Arcane Blade gains a bonus to his AC equal to his wisdom modifier. This bonus applies as long as the Arcane Blade is wearing no more than light armor and has no more than light encumbrance. The Arcane Blade loses this bonus whenever he is denied his dexterity bonus to AC.

Arcane Flare: At 2nd level an Arcane Blade learns to use the alchemical or arcane powers his uses with his weapon to blind his foe. By expending any maneuver as a standard action, the Arcane Blade can cause a target within 30ft to make a reflex save DC 10 + 1/2 Arcane Blade level + dexterity modifier. If the target fails the save he is blinded for 1 round otherwise he is dazzled for 1 round.

Arcane Feint: At 3rd level the Arcane Blade learns to use the distraction of the flare to seemingly disappear. The Arcane Blade may expend any maneuver as a full-round action to move up to his land speed then make an immediate hide check with a +10 bonus. You do not provoke attacks of opportunity as you move.

Bonus Feat: At 4th level an Arcane Blade gains a bonus feat from the fighter bonus feat list.

Arcane Heal: At 5th level an Arcane Blade may use its alchemical substances to heal himself. If the Arcane Blade is at less than 1/2 his maximum hit points, he may expend any maneuver as a full-round action that does not provoke attacks of opportunity to heal 1d8+3 hit points. An Arcane Blade may use this ability even when at 0 or less hit points as long as he is conscious.

Arcane Dodge: At 6th level the Arcane Blade may expend any maneuver as an immediate action to make a tumble check to replace your AC until the beginning of his next turn. An Arcane Blade may only use this ability once per encounter.

Gwyn chan 'r Gwyll
2007-12-08, 09:12 PM
This sounds good. i would like to see how this goes.

Lord Tataraus
2007-12-08, 09:54 PM
Replacement for CAdv Spellthief:

Spellthief
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Revelations[br]Known|Spell Pool

1st|
+0|
+0|
+2|
+2|Sneak Attack +1d6, Steal Revelation (least), Trapfinding|
0|
2

2nd|
+1|
+0|
+3|
+3|Spellgrace +1, Sorcerer’s Art|
0|
2

3rd|
+2|
+1|
+3|
+3|Steal Revelation (hinder)|
0|
3

4th|
+3|
+1|
+4|
+4|Spellgrace +2, Least Revelations|
1|
3

5th|
+3|
+1|
+4|
+4|Sneak Attack +2d6|
2|
4

6th|
+4|
+2|
+5|
+5|Steal Revelation (Lesser)|
3|
4

[/table]

Class Features:
Weapon and Armor Proficiencies: A spellthief is proficient with all simple weapons and with light armor.

Sneak Attack: A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Steal Revelation: A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a least revelation from his target. If the target is willing, a spellthief can steal a revelation with a touch as a standard action.
At 1st level a spellthief can steal only least revelations. The spellthief gains a random revelation which he may use immediately as a swift action or save for later. The spellthief loses the revelation after 24 hours or it is replaced by another revelation. A spellthief may know up to a number of stolen revelations as determined by his spell pool.
At 3rd level a spellthief can hinder spell casters. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage to cause the target to not be able to use revelations or spell-like abilities (such as Beguiling Stare or Knowledge is Power) for 1d4 rounds.
At 6th level a spellthief can steal more powerful revelations. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 2d6 points of sneak attack damage to steal a lesser revelation.

Trapfinding: A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Spellgrace: A spellthief is adept at resisting and dodging spells. A spellthief gains a +1 bonus on all saves verse any ability a spellthief can steal. This increase to +2 at 4th level.

Sorcerer’s Art: A spellthief gains the revelation Sorcerer’s Art.

Lord Tataraus
2007-12-11, 01:08 PM
Alright, I've made a few minor changes to the various classes and added the ammo types, costs and benefits of each. I am currently in the process of creating a pdf publication and have finished with the fluff and I've started putting in the basic crunch. I'm using some new software for it so it will be higher quality, but its slower because I'm new to it. I hope to have it ready for distribution by the end of the week and I'll include a printer friendly version since the high quality would waste a couple cartridges of ink. I'll be sure to post the down here.

For now, I would really like any suggestions for changes both mechanically and in terms of language of the various classes. Thanks.

Beren One-Hand
2007-12-11, 02:44 PM
For now, I would really like any suggestions for changes both mechanically and in terms of language of the various classes. Thanks.

If you don't mind holding off publishing it for a bit I have a rework of the Soulless and the Spellthief class that I'd like you to consider. I just need to double check them against all the other powers available before I post them here. When I do I'll also give any other suggestions I have bouncing around my head.

Lord Tataraus
2007-12-11, 03:15 PM
If you don't mind holding off publishing it for a bit I have a rework of the Soulless and the Spellthief class that I'd like you to consider. I just need to double check them against all the other powers available before I post them here. When I do I'll also give any other suggestions I have bouncing around my head.

I am currently copying in the relevant info from the srd. The classes will be the last thing to go in, so no worries and I look forward to your suggestions.

Beren One-Hand
2007-12-11, 04:03 PM
I am currently copying in the relevant info from the srd. The classes will be the last thing to go in, so no worries and I look forward to your suggestions.

I'll give you a teaser than :smallwink:

The Soulless
Alignment: Any Non-Good
Hit Die: 1d6
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skill Points at 1st Level: 4 x (6 + Int modifier)
Skill Points at Each Level: 6 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Beguiling Stare, Mark of Damnation

2nd|
+1|
+3|
+3|
+3|Blood Ritual +1d4

3rd|
+2|
+3|
+3|
+3|Infernal Power

4th|
+2|
+4|
+4|
+4|Fiendish Aura

5th|
+3|
+4|
+4|
+4|Infernal Power, Blood Ritual +2d4

6th|
+4|
+5|
+5|
+5|Gift of the Damned[/table]

Class Features:
Weapon and Armor Proficiencies: The Soulless are proficient with all simple weapons, all light armors and no shields.

Beguiling Stare (Sp): As a standard action a Soulless may look into another's eyes (if they are within 30') to beguile him with demonic powers. The target must make a will save DC 10 + 1/2 The Soulless' level + charisma modifier. If the target is actively attempting to avoid his gaze (as described in Gaze Attacks) then there is a 50% chance of avoiding the Stare (100% chance if the target has his eyes closed). If the target fails the will save he becomes charmed (as per the Charm Person spell) for 5 minutes per level. The Soulless cannot use this ability on a single target more than once every 24 hours. The target does not remember anything during the time he is charmed and does not know he was charmed unless he succeeds in a DC20 Knowledge (the planes) check. The next time the target sees the Soulless it has a sense of déjà vu, and can attempt a Wis check (DC 15 - 1 per each time charmed) to recall the threat of meeting his gaze. The Soulless may use this ability at will.

Mark of Damnation (Su): At first level, the Soulless bears a sign or urge as a side-effect to the demonic power replacing his soul. The Soulless must choose one of the following signs and urges based on the demon he made a pact with:

Peius:
Sores - You are slowly covered in sores as you gain power. This gives you a penalty to all concentration checks equal to your Soulless level.
Stench - You emit a horrible stench, driving others away. You take a penalty to all charisma-based skills equal to 1/2 your class level.
Ira:
Anger - You are extremely quick to anger. You can never willingly deal non-lethal damage and take penalty to all diplomacy checks equal to your class level.
Bloodthristy - You have an unearthly thirst for blood. You most consume 1 pint of blood every 1d4+1 days or suffer a penalty to both strength and dexterity equal to your class level.
Dominatus:
Red Eyes - Your arrogance slowly hampers your sight. You take a penalty on all spot checks and sight-based search checks equal to your class level.
Horns - Your arrogance can be seen by black horns that grow out of your head. You take a penalty to all charisma-based skills equal to 1/2 your class level.
Fraudatio:
Compulsive Liar - You may not tell the truth. If you tell the direct truth you take a penalty on will saves equal to 1/2 your class level for 1d4+1 hours.
Trickster - You can not help but play tricks on others. You must always start a conversation with a bluff check opposed to the target's sense motive check, if you fail you take a penalty on all charisma-based skills for 1d4+1 hours equal to your class level.

Blood Ritual (Sp): At 2nd level a Soulless can preform a bloody ritual to extend the demon's power into a weapon he holds. At the end of the 10 minute ritual the weapon will deal an extra +1d4 damage to any target that it has previously damaged. The Soulless takes 1 point of damage per level from self inflicted wounds from the weapon, and this damage cannot be healed for 24 hours. At 5th level, the extra damage increases to +2d4. The demon's connection to the weapon lasts for 24 hrs.

Infernal Power (Sp): At 3rd level and 5th level, a Soulless gains magical abilities from his demon. A Soulless may choose any least revelation from his demon's list to be able to cast 2/hour. A Soulless may select the same revelation multiple times to gain extra uses.

Fiendhish Aura (Su): At fourth level, the Soulless has desended so far into the depths of depravity that his alignment is changed to Evil if it wasn't already. The lack of his soul starts to affect those around him. The Soulless gains an aura based on the demon he made a pact with:

Peius:
Aura of Decay (Su): All those within 10' feel their strength and will sapped from them. They gain a -2 penalty to all saves.
Ira:
Aura of Fury (Su): All those within 10' find it hard to remain level headed. They gain a -1 penalty to AC.
Dominatus:
Aura of Intimidation (Su): All those within 10' are overawed by your superiority. They gain a -2 penalty on attack rolls.
Fraudatio:
Aura of Diversion (Su): All those within 10' find it hard to divert their attention from you. They gain a -4 penalty on Listen, Sense Motive, and Spot checks made to oppose someone else's (but not you) Move Silently, Bluff, and Hide checks.

Gift of the Damned (Su): At sixth level, the Soulless gains the ability to pass some of the demon's power onto others. Once per day he can bestow an Infernal Power that he knows to any other willing creature touched. Any creature who recieves this power is slowly tainting his soul and must make a Will Save (15 + 1 for each time a power is received) to avoid changing his alignement to match the Soulless' alignment. The Soulless and the creature share the number of uses per hour between them for 24 hours.
As a reward for tainting other humans the demon he made a pact with grants him a special power that can only be used while sharing his Infernal Power with others.

Peius:
Gift of Wounding (Sp): Once per day the Soulless can use a standard action to call upon the power to deal Infernal Wounds. The damage the Soulless causes with melee weapons are a persistent wounds. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing abilities. The continuing hit point loss can be stopped by a Heal check (DC 10 + 1/2 lvl + Con modifier) or any supernatural/spell-like ability that cures damage. However, a character attempting to use a supernatural/spell-like ability to cure the creature must succeed on a caster level check (DC 10 + 1/2 lvl + Con modifier), or the ability has no effect on the injured character.
A successful check automatically stops the continuing hit point loss as well as restoring hit points.
The gift of wounding is a supernatural ability of the Soulless, not of the weapon, and lasts for 1 minute.
Ira:
Gift of Rage (Su): The Soulless can call upon unimagniably furies, canneling them through his mortal frame. 2/day he can rage as a 6th level barbarian
Dominatus:
Gift of Servatude (Sp): The Soulless can call upon otherworldly beings to aid him. As a full-round action he can call upon the aid of Fiendish animals and minor demons from beyond the mortal relm, using Summon Monster III (Caster Level = class level). He can use this ability only once per day.
Fraudatio:
Gift of Transformation (Sp): The Soulless can change shape as a standard action, applying the Polymorphed template to itself at will. The Soulless can choose to assume the shape of a Wolf, a Medium Viper, a Medium Monsterous Spider, a Dire Rat, a Bat, a Raven, a Light Warhorse, or a Squid, and can maintain that shape until it chooses to end the effect. This power is usable once per day. Use the rules provided by Rich Berlow (http://www.giantitp.com/articles/dC21fDHZ4tK8n5OjUm9.html) to apply the polymorph template, but he gains any disease, ink, poison, or web abilities of his chosen form.

Special: The Soulless loses all class abilities except for armor and weapon proficencies if his alignment ever becomes good. From fourth level onward he will lose all class abilities (except for weapon/armor proficencies) if his alignment ever becomes non-evil.

Proposed changes:
Beguiling Influence is removed from the Sorcerers Bloodline
Serpent Tongue I is changed to match Beguiling Influence, including being a Least Revelation
Serpent Skin II is changed to be a Lesser Revelation

I also noticed that your class list doesn't fill all the classic archetypes as presented.
Some of the missing archetypes include:
- Unarmed Master
- Archery Specialist (Currently the only class that could qualify is the Urban Ranger or a Crossbow Soldier)
- Animal Shifter (Addressed above)

Also I would classify the classes like this:
Blademaster [M], Arcane Blade [A], Urban Ranger [M], Rogue [M], Inspired [s], Prophecy [A], Arcane Scholar [s], Soulless [s], Spellthief [A], Soldier [M], Witch-Gun [A]

That way there are 4 Mundain classes (A melee specialist, A gun specialist, A sneaky guy, and A catch-all class which have no supernatural elements at all, just training), 4 Arcane classes (A melee specialist, A gun specialist, A sneaky guy, and An all-spell class), and 3 Supernatural classes (A pseudo-arcanist, a sneaky pseudo-arcanist, and a helper pseudo-arcanist)

You're also going to need to create a list of philosophies for the Inspired class.

Lord Tataraus
2007-12-11, 04:29 PM
I'll give you a teaser than :smallwink:
*class snipped and yanked*

Proposed changes:
Beguiling Influence is removed from the Sorcerers Bloodline
Serpent Tongue I is changed to match Beguiling Influence, including being a Least Revelation
Serpent Skin II is changed to be a Lesser Revelation

I also noticed that your class list doesn't fill all the classic archetypes as presented.
Some of the missing archetypes include:
- Unarmed Master
- Archery Specialist (Currently the only class that could qualify is the Urban Ranger or a Crossbow Soldier)
- Animal Shifter (Addressed above)

Also I would classify the classes like this:
Blademaster [M], Arcane Blade [A], Urban Ranger [M], Rogue [M], Inspired [s], Prophecy [A], Arcane Scholar [s], Soulless [s], Spellthief [A], Soldier [M], Witch-Gun [A]

That way there are 4 Mundain classes (A melee specialist, A gun specialist, A sneaky guy, and A catch-all class which have no supernatural elements at all, just training), 4 Arcane classes (A melee specialist, A gun specialist, A sneaky guy, and An all-spell class), and 3 Supernatural classes (A pseudo-arcanist, a sneaky pseudo-arcanist, and a helper pseudo-arcanist)

You're also going to need to create a list of philosophies for the Inspired class.

I really liked what you did with the Soulless class, I'll be updating to your version with just minor spelling and grammar changes.

As for the missing archetypes, unarmed is nothing to focus on in this world. The only thing its good for is barroom brawls, but everyone has at least a knife if not more on their person at all times. The unarmed brawlers would not survive. Archery is replaced with guns, plain and simple. The only reason crossbows are still around is because they are extremely accurate and that makes their damage on par with guns, though they are really only good for sniping due to long load times (its increased). Also, I'm going to probably come up with my own crossbows, so look out for that. As for the shapeshifter, it seems a bit too powerful for this setting, though I can see a Soulless of Fraudatio doing that more for spying than anything.

As for your classification of the classes, that seems better balanced, I'll use that as well.

Tormsskull
2007-12-11, 04:46 PM
Looks pretty good man, I look forward to reading it all in depth. Just wanted to drop a note of support for homebrewers, and also mention that you might want to double check the Hit Points of the NPCs you have shown so far. The first three all have (29 HP) after their hitdice listing, though one of them id a d6 and another is d10.

Could be that way for a reason (you rolled them?) but I just thought I'd point it out in case it was a pesky C&P error.

Lord Tataraus
2007-12-11, 05:37 PM
Looks pretty good man, I look forward to reading it all in depth. Just wanted to drop a note of support for homebrewers, and also mention that you might want to double check the Hit Points of the NPCs you have shown so far. The first three all have (29 HP) after their hitdice listing, though one of them id a d6 and another is d10.

Could be that way for a reason (you rolled them?) but I just thought I'd point it out in case it was a pesky C&P error.

Oh right, thats a C&P error, I've fixed all the hit points as well as added the third Bellicus NPC and introduced a lesser known group within the Greycoats (within the BPP more specifically).

Beren One-Hand
2007-12-12, 01:16 AM
I really liked what you did with the Soulless class, I'll be updating to your version with just minor spelling and grammar changes.

Cool!!! Thanks for the editing, I forgot to look it over before posting.

Anyways here's my take on the Spellthief...
(With reasons for a change at the bottom)

Mystic Avenger
Alignment: Chaotic Only
Hit Dice: 1d6
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Int)(arcana), Knowledge (Int)(local), Listen (Wis), Move Silently (Dex), Open Lock (Int), Search (Int), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skill Points at 1st Level: 4 x (6 + Int modifier)
Skill Points at Each Level: 6 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Revelations[br]Known

1st|
+0|
+0|
+2|
+2|Sneak Attack +1d6, Mystic Disruption (Least), Trapfinding|
0

2nd|
+1|
+0|
+3|
+3|Mystic Defense, Mystic Disruption (sever), Mystic Resonance|
0

3rd|
+2|
+1|
+3|
+3|Mystic Body, Mystic Disruption (energy)|
0

4th|
+3|
+1|
+4|
+4|Channel Revelations, Least Revelations|
1

5th|
+3|
+1|
+4|
+4|Mystic Disruption (Innate), Sneak Attack +2d6|
2

6th|
+4|
+2|
+5|
+5|Mystic Disruption (Lesser)|
3[/table]

Class Features:
Weapon and Armor Proficiencies: A Mystic Avenger is proficient with all simple weapons and with light armor.

Sneak Attack: A Mystic Avenger deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level. If a Mystic Avenger gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Mystic Disruption: A Mystic Avenger can siphon mystical energy away from his target and use it himself. A Mystic Avenger who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead negate one of the target's least spell-like abilities (revelation or artifact). If the target is willing, a Mystic Avenger can do so with a touch as a standard action.
The target can no longer use the ability until the Mystic Avenger uses it or has otherwise relinquished it. The Mystic Avenger gains a number of points in his Mystic Pool equal to the ability's level. If the level of the ability is less than or equal to half of the Mystic Avenger's class levels, then the Mystic Avenger can instead choose to use the ability himself. In either case the Mystic Avenger loses the ability (or Mystic Pool points) after 1 hour if they aren't used by then. A Mystic Avenger may hold a number of Mystic Pool points, up to his class level total. Each point spent, as a swift action, grants Temporary HP equal to the Mystic Avenger class level that last for a number of minutes equal to his Charisma modifier.
At 6th level a Mystic Avenger can attempt to disrupt lesser spell-like abilities as well as least.
At 2nd level a Mystic Avenger who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead negate one of the target's on-going spell-like abilities (revelation or artifact). If the target is willing, a Mystic Avenger can do so with a touch as a standard action.
The Mystic Avenger gains a number of points in his Mystic Pool equal to the ability's level.

Trapfinding: A Mystic Avenger can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Mystic Defense: A Mystic Avenger is adept at resisting and dodging spells. A Mystic Avenger gains a +1 bonus on all saves verse any ability he can disrupt. He can also use a Mystic Pool point as an immediate action to raise either his AC or one save by 2 until the beginning of his next turn.

Mystic Resonance: A Mystic Avenger gains the ability to sense arcane power in others. This works as the Sense Prophecy class feature, but it senses the presence of all users with spell-like abilities. It cannot tell anything else, such as bloodlines or source of the power.

Mystic Body: At third level a mystic avenger can use his Mystic Pool points, as a standard action, to increase his physical stats for a number of rounds equal to his charisma bonus. The increase is equal to the number of points used, and can be applied to any of the physical stats as he chooses. (e.g.. A Mystic Avenger uses four points. He can increase Str by 4, Str & Dex by 2 each, Con 3 & Str 1, etc)

Mystic Disruption (energy): At 3rd level a Mystic Avenger who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead negate 10 points of one of the target's elemental resistance abilities for one minute. If the chosen one doesn't exist, then it is rolled randomly. If the target is willing, a Mystic Avenger can do so with a touch as a standard action.
He can use 2 points of his Mystic Pool, as a swift action, to gain the same energy resistance negated for 1 minute. This ability can be used multiple times, but for different energies.

Least Revelations: At fourth level and every level thereafter the Mystic Avenger learns a least revelation, but once he has used a revelation he cannot use another one for an hour.
Channel Revelations: At fourth level a Mystic Avenger can use a Mystic Pool point to activate one of his revelations known. This is the same type of action as the revelation used, and it doesn't count against the Mystic Avenger's one revelation use per hour.
Mystic Disruption (innate): At 5th level a Mystic Avenger who hits an opponent with a successful sneak attack can choose to forgo dealing 2d6 points of sneak attack damage and instead negate one supernatural ability of the target for 10 minutes. If the chosen one doesn't exist, then it is rolled randomly.

I was thinking that allow a straight up stealing of revelations was too powerful as each revelation removed cuts off 1/4th to 1/5th the character's power, so I implemented ability level restrictions for what abilities he can steal and use himself. To compensate for this I wrote in other channels for the stolen power to manifest itself, which fits the theme of an Avenger. I also included the abilities based on the C.Adv version, that will allow a means of dispatching creatures with special abilities. I also weakened his innate casting ability, making him more dependant on stealing power from others.

Lord Tataraus
2007-12-12, 10:47 AM
The Mystic Avenger looks good, though I'd remove the 1/hour thing for revelations or at least lessen it to wait 1d4+1 rounds or something. They should be able to use the revelations a lot more often. Also, the Mystic Disruption (energy) is a useless ability in this setting unless the DM wants to incorporate creatures from the outside that might have energy resistance. However, the default circumstances have no elemental resistance whatsoever save a revelation ability that falls under the ongoing spell effect category.The rest is good and I think just Mystic Body for 3rd level is fine.

Also, I'm considering condensing the skill list so that Open Lock is in Disable Device and Spot and Listen become Perception. I'm probably going to drop Speak Language since multiple languages won't really exist. I'll get a complete list up later.

Lady Tialait
2007-12-12, 10:51 AM
This looks nice. Thankx for the posting of the E6...that is sooo c&p onto a notepad...I perfer high magic meself..but i would be intrested when you decide to playtest..wouldn't mind being a spelltheif!...teehee

Beren One-Hand
2007-12-13, 03:34 AM
The Mystic Avenger looks good, though I'd remove the 1/hour thing for revelations or at least lessen it to wait 1d4+1 rounds or something. They should be able to use the revelations a lot more often. Also, the Mystic Disruption (energy) is a useless ability in this setting unless the DM wants to incorporate creatures from the outside that might have energy resistance. However, the default circumstances have no elemental resistance whatsoever save a revelation ability that falls under the ongoing spell effect category.The rest is good and I think just Mystic Body for 3rd level is fine.

I figured that hardly anything would have a natural energy resistance, but I left the ability in so that DM's wouldn't have to worry as much about including various monsters since there is a way to combat their resistance.

As for how often they can use thier revelations, I just based it off of the spellthief which gets very few spells per day but can use their stolen spells to cast spells they know. Basically it's the same here, the Mystic Avenger can use the stolen mystical energy to cast their own spells or enhance their body (Temp HP, Saves, and/or Abilities)

I've been doing some number crunching regarding your firearms, and I'm not sure you've reached the effect you're looking for. I compared a Warrior with the Elite array using all the types of crossbows, longbows, shortbows, pistols, long guns, and magnums. Consistantly throughtout the levels 1 to 6 the bows out-performed the guns, as did the crossbows if you're allowing Rapid Reload as written - I assumed you weren't as it is so much better than the Veterin Musketeer ability (Full-round goes to Move & Move goes to Free vs Full-Round goes to Standard & Standard goes to Move).
This is mainly due to the horrible range incriments and the exhorbant cost of the guns.

I chose to compare Warriors as they are not designed to benefit any particular weapon, so they are a truer measure of the weapons themselves. All the fancy Soldier abilites make using the guns easier, but that doesn't explain why there are no bows - particularly because similar training could be designed for archers (giving them bonuses as well) and there is a significant advantage to having a silent ranged weapon.

Lord Tataraus
2007-12-13, 01:16 PM
Well, it seems time for me to show my redone crossbows; they are finalized at all though.

{table=head]Name|Type|Damage|Crit|Range[br]Increment|Reload Time|Ammo|Weight|Cost
Pin-Shooter1|Crossbow|1d4|19-20/x2|
60ft|Full-round|
1|2 lb|50gp
Light Crossbow1|Crossbow|1d6|19-20/x2|
100ft|1 Round|
1|4 lb|100gp
Heavy Crossbow|Crossbow|1d8|19-20/x2|
120ft|1 Round|
1|6 lb|250gp
Repeating Crossbow|Crossbow|1d6|19-20/x2|
80ft|2 Rounds|
10|8 lb|600gp
Heavy Repeating Crossbow|Crossbow|1d8|19-20/x2|
100ft|2 Rounds|
10|12 lb|1000gp
Arbalest|Crossbow|2d4|19-20/x2|
160ft|2 Rounds|
1|20 lb|2000gp
[/table]
1 - You may fire this weapon with one hand at a -2 penalty. You still need two hands available to reload.

As you can see the damage is decreased and the reload time is increased. So my version of the Rapid Reload feat:

Rapid Reload
Benefit: Choose a weapon type you are proficient with. The time it takes to reload weapons of that type is decreased as shown by the table below:
{table=head]Old Reload Time|New Reload Time
2 Rounds|1 Round
1 Round|Full-round
Full-round|Standard Action
Standard Action|Move Action
Move Action|Swift Action
[/table]
Special: You may take this feat multiple times. Its effects do not stack but you may choose a new weapon type.

So the reload time and damage are a lot worse than guns, but the range is incredible.

Lord Tataraus
2007-12-15, 01:12 PM
Ok, I've been a little busy with finals (which are monday for me) then I fly home for a few days then fly to florida. So, needless to say, I will not be online too much in the future. However, I hope to get the pdf done during that time. So, I need to post a few more changes/additions to normal D20.

Firstly, most armor does not provide any AC bonus at all but is mostly DR. So here are the armors:

Light Armor
{table=head]Name|AC|DR|Max Dex|Armor Check[br]Penalty|Weight|Cost
Leather|
+0|
1/Bludgeoning|
+6|
-1|
15lb|
10gp

Heavy Leather|
+0|
2/Bludgeoning|
+4|
-3|
30lb|
25gp

Metal Reinforced Leather|
+1|
3/Bludgeoning|
+5|
-2|
45lb|
80gp

"Armadillo" Leather|
+1|
4/Bludgeoning|
+3|
-4|
40lb|
110gp

[/table]


Medium Armor
{table=head]Name|AC|DR|Max Dex|Armor Check[br]Penalty|Weight|Cost
Metal Scale|
+1|
3/Bludgeoning|
+4|
-1|
60lb|
130gp

Ceramic Scale|
+1|
2/-|
+5|
-1|
60lb|
200gp

Metal "Armadillo"|
+1|
5/Bludgeoning|
+3|
-3|
80lb|
200gp

Ceramic "Armadillo"|
+1|
3/-|
+4|
-2|
70lb|
250gp
[/table]


Heavy Armor
{table=head]Name|AC|DR|Max Dex|Armor Check[br]Penalty|Weight|Cost
Breastplate|
+3|
3/Bludgeoning|
+3|
-4|
40lb|
150gp

Ceramic Breastplate|
+3|
3/-|
+4|
-4|
40lb|
300gp

Grey Coat|
+4|
5/Bludgeoning, 3/-|
+5|
-3|
60lb|
800gp

Black Coat|
+4|
5/-|
+5|
-3|
60lb|
1000gp
[/table]

The Grey Coat's DR5/Bludgeoning and 3/- do not stack but the DR3/- applies when bludgeoning weapons are used.

Beren One-Hand
2007-12-15, 02:52 PM
Ok, I've been a little busy with finals (which are monday for me) then I fly home for a few days then fly to florida. So, needless to say, I will not be online too much in the future.

First off, Good Luck with your finals!! :smallwink: :smallbiggrin:


However, I hope to get the pdf done during that time. So, I need to post a few more changes/additions to normal D20. Firstly, most armor does not provide any AC bonus at all but is mostly DR.

I must say this is the first time I've heard two out of twelve refered to as most. :smalltongue:

I've been going through the material here for a while and compiled a list of items that should be addressed in the PDF (and/or posted here).

Inspired Philosophies: The Philosophies presented by Somebloke are campaign specific, and as such you're going to need to either remove that requirement of the class or create your own.
Disguise Artifact feat: Last time I checked it wasn't described, although it was mentioned in the Arcane Scholar class write-up.
Knowledge Is Power abilities: The Transmuter/Talented Alchemist and Soulblade/Metallurgist abilities give feats that are incompatable with your current rules (Although the Master Alchemist could work if you allow the Craft Alchemy to create potions as listed there).
Urban Ranger's Combat Options: As it currently stands the archery option would be a decent choice if you allow bows as written, but since you stated you'd rather not include them this choice is basically useless. Either it should be altered to focus more on guns/crossbows or removed completely (probably giving a bigger bonus to TWF instead).
Favored Enemey: Can the ranger still select races for his favored enemy? With only three races this is more powerful than before, but it could make up for the fact that he doesn't get any fancy manuevers like the other combat classes.
Special Materials: Are all the special materials listed in the item enhancement thread available, and which ones would apply to guns and the untyped armor such as Grey Cloak?
Master Work Levels: As currently listed the highest quality a character could benefit from is Renown, but you have NPC's with Glory weapons.
Craftmanship Bonus: Can you apply a bonus to both a gun and the ammo, and does it stack? (e.g. A Distance gun and Distance Ammo to get 3x range, or a Damage II gun and a Damage I ammo for +3 damage, or how about a Keen Crossbow?)
Damage Reduction Increase: If you have armor with this bonus does it apply all types of DR it grants, or only one?
Weighted Ammo: Normally ammo does the damage based on the size of the weapon firing it. Does this imply a change to the rules, or should it increase damage as if fired from a size larger weapon? Can you apply this enhancement to bullets, if not the enhancement is usually useless as you're getting an average +1 increase to damage but you're cutting your range in half, while you can get a guaranteed +1 damage increase with no range penalty for the same cost.
Reaction to "Magic": How does the government and populace at large respond to obviously supernatural things? Artifacts are listed as being bulky and taking a body slot or weapon slot to be able to use, and as such difficult to hide. Most of the Soulless get glaring features that mark them as well.
The Races: Can someone distinguish between the races, or does everybody look human baring any class features?
Skills: Which ones are consolidated, and how does that affect feats that use those skills? (e.g. Spot/Listen with Alertness)

Other things that should be considered
As I mentioned before there should be a change with the Silith rememberances as one of the Lesser rememberances is a weaker version of the Soulless level 1 ability.

Also you might consider changing two of the crossbow abilities as follows:

Master Sniper - When attacking from a foe denied his Dex to AC you may deal an extra +1d6 sneak attack damage, if you will be taking no range penalty. This damage is in addition to any other sneak attack damage you would deal, however you take a -2 penalty on the attack roll if you would normally be unable to apply sneak attack damage. This is a permanent bonus.
Rapid Volley - You may reload your crossbow faster than normal once per encounter. If the unmodified reload time is 1 round or less you can reload as a swift action, while a crossbow that takes 2 rounds to reload can be reloaded as a move action.

This is because it seems silly to be able to have a sneak attack on a foe 320' away but not someone 315' away. It should be harder to apply Sneak Attack farther away not easier.
Also being able to reload a repeating crossbow as a swift action just seems crazy. A sixth level soldier could fire 40 bolts before having to spend time to reload his crossbow verses the 4 bolts with all other crossbows.

I may have more later, but this is a good start.

Lord Tataraus
2007-12-15, 03:30 PM
First off, Good Luck with your finals!! :smallwink: :smallbiggrin:

Thanks, I'll need it for calc :smalleek:


I must say this is the first time I've heard two out of twelve refered to as most. :smalltongue:
Well, as I was typing it up I changed my mind.


I've been going through the material here for a while and compiled a list of items that should be addressed in the PDF (and/or posted here).

Inspired Philosophies: The Philosophies presented by Somebloke are campaign specific, and as such you're going to need to either remove that requirement of the class or create your own.
Disguise Artifact feat: Last time I checked it wasn't described, although it was mentioned in the Arcane Scholar class write-up.
Knowledge Is Power abilities: The Transmuter/Talented Alchemist and Soulblade/Metallurgist abilities give feats that are incompatable with your current rules (Although the Master Alchemist could work if you allow the Craft Alchemy to create potions as listed there).
Urban Ranger's Combat Options: As it currently stands the archery option would be a decent choice if you allow bows as written, but since you stated you'd rather not include them this choice is basically useless. Either it should be altered to focus more on guns/crossbows or removed completely (probably giving a bigger bonus to TWF instead).
Favored Enemey: Can the ranger still select races for his favored enemy? With only three races this is more powerful than before, but it could make up for the fact that he doesn't get any fancy manuevers like the other combat classes.
Special Materials: Are all the special materials listed in the item enhancement thread available, and which ones would apply to guns and the untyped armor such as Grey Cloak?
Master Work Levels: As currently listed the highest quality a character could benefit from is Renown, but you have NPC's with Glory weapons.
Craftmanship Bonus: Can you apply a bonus to both a gun and the ammo, and does it stack? (e.g. A Distance gun and Distance Ammo to get 3x range, or a Damage II gun and a Damage I ammo for +3 damage, or how about a Keen Crossbow?)
Damage Reduction Increase: If you have armor with this bonus does it apply all types of DR it grants, or only one?
Weighted Ammo: Normally ammo does the damage based on the size of the weapon firing it. Does this imply a change to the rules, or should it increase damage as if fired from a size larger weapon? Can you apply this enhancement to bullets, if not the enhancement is usually useless as you're getting an average +1 increase to damage but you're cutting your range in half, while you can get a guaranteed +1 damage increase with no range penalty for the same cost.
Reaction to "Magic": How does the government and populace at large respond to obviously supernatural things? Artifacts are listed as being bulky and taking a body slot or weapon slot to be able to use, and as such difficult to hide. Most of the Soulless get glaring features that mark them as well.
The Races: Can someone distinguish between the races, or does everybody look human baring any class features?
Alright, thanks! My focus has changed a bit while writing this stuff up, so I'm sure there are changes to be made.
I'll put that on the list.
I'll probably just ignore it and not include it.
I was planning on using his alchemy rules, as for the Metallurist, I'll just substitute Weapon of Renown instead of Master Swordsmith.
Ah, I forgot to do that, I'll see if I can post some new combat styles at some point. If anyone has any ideas, that would be great!
Urban ranger gets Favored Organization, not favored enemy as normal. So the ranger would choose Bellicus, Magusin, Grimslick Mafia, Cult of Black Blood, etc. Additionally, most people will be affiliated with at least one group, maybe up to 3 or 4 at a time. Most will be recognizable via clothing, badges, tattoos, etc.
I'll try to clarify that soon. The Grey Coat is made of metal and ceramic plates with special fibers similar to kevlar. Most armors won't have too many special material choices only melee weapons and crossbow bolts will have that option most likely.
Above 6th level, you count your CR as your ECL for masterwork purposes, though I still need to work on some NPCs.
The craftsmanship bonus question is more appropriate for that thread, but I'll answer it here anyway: the bonuses do not stack, you take the better. Though it is a lot easier to buy a gun with the bonus than the ammo. Most ammo is really easy to make as long as you have the inexpensive equipment.
If the armor has two DR values, increase the highest value or the one that is easier to overcome.
Weighted ammo deals damage as if it was fired from a weapon one size larger.
As for the reaction to magic, that is a very complicated matter and I'll try to address that at the end of this post.
All races appear to look the same though there are minor signs that show one as a Negu or Sanctus. Nequ have darker hair (black and dark brown) and dark eyes, usually with a purple or bright green highlight. Sanctus have lighter hair (white to golden or strawberry blonde) and lighter eyes, usually blues and pale greys and green. A DC30 perception (spot) check is required to notice these identifying features.


Other things that should be considered
As I mentioned before there should be a change with the Silith rememberances as one of the Lesser rememberances is a weaker version of the Soulless level 1 ability.
Right, I'll try to come up with something.


Also you might consider changing two of the crossbow abilities as follows:

Master Sniper - When attacking from a foe denied his Dex to AC you may deal an extra +1d6 sneak attack damage, if you will be taking no range penalty. This damage is in addition to any other sneak attack damage you would deal, however you take a -2 penalty on the attack roll if you would normally be unable to apply sneak attack damage. This is a permanent bonus.
Rapid Volley - You may reload your crossbow faster than normal once per encounter. If the unmodified reload time is 1 round or less you can reload as a swift action, while a crossbow that takes 2 rounds to reload can be reloaded as a move action.

This is because it seems silly to be able to have a sneak attack on a foe 320' away but not someone 315' away. It should be harder to apply Sneak Attack farther away not easier.
Also being able to reload a repeating crossbow as a swift action just seems crazy. A sixth level soldier could fire 40 bolts before having to spend time to reload his crossbow verses the 4 bolts with all other crossbows.

I may have more later, but this is a good start.
Right, after posting the crossbows, I started thinking about this I'll change them to basically what you posted.

Lord Tataraus
2007-12-15, 04:09 PM
Well, I forgot to address this in my last post, so I'll just put it here.

Reactions to magic in Thraan
Thraan is a complicated place and has complicated reactions to magic and it's various forms. Certain districts such as Black Alley, Halttown, and the various slums mostly ignore magic. Others such as Kraver Town and the districts of Grim Island abhor all its forms. As a whole the people of Thraan fear magic, but embrace it's lesser forms, these being artifacts. Artifacts are used relatively commonly and are well accept, though feared by many. Alchemy and artifacts are the products of institutions of learning and money-hungry companies who are not afraid of the powers they meddle with.

However, unlike artifacts and alchemy, true magic is rarely seen and feared by most, even its practitioners. The humans fear attacks from Venef and the magic creatures they summon (which are myths of course). Most fear to walk in the night in some districts because of magic and it's use in public causes mass panic and hysteria. Many Venef have been lynched have preforming some minor magic as have a few human street preforms in some districts. The government encourages this activity and uses its large number of soulless to strike fear into the hearts of the populace and encourage the fear of magic to grow since this is how they have maintained control. However, internally, the Bellicus prize magic, most are arcane scholars and all are soulless. The Bellicus have even made deals with the Grand Halttown Cabal Council to provide Venef agents to work for the Bellicus in special operations squads.

In the resistance groups, Venef and magic are highly prized as what they see as their greatest asset. The resistance groups think that the Bellicus do not understand magic and do not use it, thus they are weak in that respect. Though a few resistance groups such as the Magusin have realized that the Bellicus enlists the help of soulless, they still believe they do not know much about magic. Most of the higher respected and more powerful resistance members are Venef and most humans find themselves as mooks, needing to prove exceptional combat ability before taken as seriously as the Venef.