PDA

View Full Version : Campaign Setting/Game System Work, need advice. PEACH



Katasi
2008-12-13, 12:26 PM
World Basics

Damage System
This campaign will use a variation on the Vitality/Wound Point System

I'm using a slight variant on it. Vitality Points will work exactly the same as normal. Wound Points work as normal except that you gain your CON+1 WP to begin with, plus bonus wound points based on your BAB. Each time your BAB goes up by one point you gain one Wound Point. Weapons in this system do not gain expanded threat ranges, instead the multiplier is reduced by one, thus most weapons now do only normal damage on a critical hit as normal for this system, but a spear for example would do double damage on a crit. I suppose the normal system could be used though if everyone thinks this is overpowered.

Magic/Psionics System

This will be what I call a medium-magic campaign setting. Basically, it doesn't fit as a low-magic setting because casters will still be fairly common and there will still be plenty of magic items, but magic won't be used in place of technology or be quite as prevalent or easy as in a high-magic setting. And I've come up with a mechanic to support this:

Spells take energy and leave the user slightly more weary than he was. Mechanically, this means they burn Vitality points equal to 1/2 the spell level rounded down. So 0 and 1st level spells cost nothing. 2nd and 3rd level spells cost 1 VP each, and so on. Yes I realize that will slightly power down casters and restrict them more, but that's the point.

Psionics take energy as well, but in a slightly different way, a psionic character's vitality damage from manifesting is (points consumed-1)/4, rounded down.

Magic in this campaign isn't something taken lightly. Spell-like abilities are in born and take no Vitality to use however. Undead that cast spells will do so directing the negative energy that powers them, gaining a spell-pool equal to their Wound Points

Fluffier Stuff

Cosmology Stuff

I've decided that time in this world will be the same as in our world, with hours, days, weeks, years, moths, ect. the same for simplicity sake. This world will also have a 12-month zodiac, with each sign attached to an element, and each element coffering a bonus to those born under it.

Zodiac
Ok, I don't have the signs worked out yet, but here are the bonuses I've decided on for each month:

January: (Air) +1 Jump
February: (Water) +1 Heal
March: (Earth) Craft always considered in-class
April: (Fire) Intimidate always considered in-class
May: (Air) +1 Tumble
June: (Water) +1 Swim
July: (Earth) +1 to any one Craft
August: (Fire) +1 Intimidate
September: (Air) Jump always considered in-class
October: (Water) Swim always considered in-class
November: (Earth) +1 Balance
December: (Fire) +1 Gather Information

Katasi
2008-12-13, 12:29 PM
Races:
Races:
Human
Mystic Gnome

Mystic Gnome Racial Traits

-2 STR, +2 CON, +2 INT, -2 CHA Mystic gnomes are tough and smart, but they are physically weak and gruff.

Small: As a small creature, a Mystic Gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a medium character.

Base Speed: 20 Feet

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses it’s Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

Earth Spell: A Mystic Gnome gains a spell pool of vitality points equal to his level while he is in contact with the ground. This spell pool refreshes after 24 hours, calculated from the last time it refreshed, or 8 hours of rest, whichever comes last. While not in contact with the ground (either due to flying or being submersed in a liquid to deep to touch down) the Mystic Gnome can not access these extra points. These extra points can only be used for casting spells and are burnt before the Mystic Gnome’s regular vitality points. Healing spells have no effect on the spell pool.

+2 racial bonus on saving throws against spells and spell-like effects.

+2 racial bonus on Listen checks.

+2 racial bonus on craft (alchemy) checks.

+2 racial bonus on Concentration checks.

Always Literate: A Mystic Gnome is always literate, even if their class says they should not be. They can not take the Illiterate flaw.

Free Bonus Language: A Mystic Gnome gains an extra bonus language free above what they would receive from a high INT score.

Automatic Languages: Common and Gnome. Bonus Languages: Any. In addition, a Mystic Gnome can speak with any magical beasts with an INT of 2 or lower. This ability is innate to Mystic Gnomes. See the speak with animals spell description.

Spell-Like Abilities: 1/day- speak with magical beasts (2 INT and under only, duration 1 minute). A Mystic Gnome with an INT score of at least 10 also hast the following spell-like abilities: 1/day- Light, Ghost Sound, Mage Hand. Caster Level 1st; DC 10+gnome’s INT modifier+spell level

Favored Class: Wizard

Mystic Gnomes are an ancient sub race, dating back to the time when gods still lived their day to day lives among mortals. Long ago gnomes where introduced to magic, and some of them took to it with a passion and natural skill unseen anywhere else. No one, not even the deities can tell when the first Mystic Gnomes appeared, but over the millenniums of the world they have made themselves very distinct. While the Rock Gnomes are more technologically skilled, and have a good taste for the arts, Mystic Gnomes are nearly the opposite. Mystic Gnomes have very little technology of their own, borrowing most of their devices from their Rock Gnome brethren and Human and Dwarven allies. They have little patience for or interest in any art besides the magical ones, although many individuals can appreciate the skills of a good leather worker, bookbinder, or even blacksmith. Mystic Gnomes are highly intelligent and are tough like the other races of stone, but they suffer from the same low physical strength as the Rock Gnomes, as well as tending to be gruff, impatient, and often irritable.

Mind Elf

Mind Elf Racial Traits

-2 STR, +2 DEX, -2 CON, +2 INT, -2 CHA Mind Elves are quick and intellegent, but weaker and less able to take damage than other races. They also tend to be aloof and haughty, making it harder for them to deal with others.

Medium

Immunity to Sleep Effects

Darkvision 30’ Mind Elves have retreated from living directly on the surface to living in strongholds in caverns near the surface, this transition has made them highly able to see in the dark.

Low-Light Vision: Mind Elves can see in the dark, true, but not nearly as well as other underground races. They rely still on their ability to see twice as far as humans in low light to help them function on a day-to-day basis

Naturally Psionic: A Mind Elf gains 3 bonus power points at 1st level. This benefit does not give them the ability to manifest powers unless they gain the ability from some other source, such as a psionic class.

Weapon Proficiency: Mind Elves gain the Martial Weapon Proficiency feat for Rapiers and Shortbows. Through the millenium their culture has maintianed these two weapons as sacred, and all Mind Elves are trained in their use.

Psi-Like Abilities- 2/day Call to Mind, Manifester Level is equal to HD

+2 Racial Bonus on Spot, Listen, and Search. A Mind Elf who passes within 5 feet of a hidden door is entitled to a search check to try to locate the door. A Mind Elf’s senses are so keen they nearly have a sixth sense about hidden portals.

+2 Racial Bonus on Concentration

Favored Class: Psion

Automatic Languages: Common and Elven. Bonus Languages: Any.

Fey Elf

Fey Elf Racial Traits

+2 STR, +2 DEX, -2 CON, -2 INT Fey Elves are strong and fast, but not as tough or intellegent as other races.

Medium

Base Land Speed: 40

Immunity to Sleep Effects

+2 Bonus on saves against spells and spell-like abilities

Low-Light Vision: A Fey Elf is adept at seeing at night and can see twice as far as a human in conditions such as moonlight or torchlight

Weapon Proficiency: Fey Elves gain the Martial Weapon Proficiency feat for Longswords, Shortswords and Longbows. Through the millenium their culture has maintianed these three weapons as sacred, and all Fey Elves are trained in their use.

+2 Racial Bonus on Spot, Listen, and Search. Fey Elves do not gain the ability to notice hidden doors.

+2 Racial Bonus to Survival and Knowledge (Nature) Fey Elves are taught the ways of nature and survival, even if they are raised in a city away from nature.

+2 Racial Bonus to Initiative

Favored Class: Ranger OR Druid

Automatic Languages: Common and Elven. Bonus Languages: Sylvan, Dwarven, Auran, Aquan

Rock Dwarf

Alleniam

Alleniam Racial Traits

-2 CON, +2 DEX, -2 STR, +2 WIS, +2 CHA

Fey: As Fey Alleniams are not affected by spells that target only humanoid creatures.

Medium

Base Land Speed: 30 feet

Low-Light Vision

Immunity to Sleep effects

+4 racial bonus to Survival

+2 racial Bonus to Spot, Listen and Knowledge (Nature)

+1 racial Dodge Bonus to AC.

Spell-Like Abilities: At Will- Know Direction; 1/day-Calm Animals, Detect Snares and Pits

Nature Spell: An Alleniam who can cast spells draws their power from their deep connection with nature. It aids them and eases their casting, allowing them to treat divine spells as though they where 1 level lower for determining vitality costs.

Nature Comforted: An Alleniam is uncomfortable without nature nearby. They take a –2 morale penalty to all rolls while within the confines of community larger than a small town, unless that town is made up of Alleniams or is in direct contect with nature, such as a Fey Elven tree city.

Cold Iron Sensative: Cold Iron does an extra 2 damage against an Alleniam, the damage is increased on a critical hit with a weapon with a crit modifier. They take a –1 penalty to attack rolls while using cold iron weapons.

Nature’s Heart: Alleniams are unable to wear metal armor. If they do so they must make a DC 15 will save every hour or suffer one point of Wisdom AND Strength Damage. The DC goes up by 1 for every previous roll.

Automatic Languages: Common and Alleniam Bonus Languages: Sylvan, Terran, Auran, Aquan, Elven

Favored Class: Druid OR Cleric

Lizardfolk

Lizardfolk Racial Traits

+2 STR, +2 CON, -2 INT, -2 CHA

Medium

Base Land Speed: 30 feet

+4 racial bonus on balance, jump, and swim checks

Hold Breath: A lizardfolk can hold it’s breath for 4 times it’s CON modifier before it risks drowning

+2 Natural Armor Bonus

Natural Weapons: 2 Claws 1d2 and Bite 1d4

Favored Class: Ranger OR Druid


Forged Ones

Forged Ones Racial Traits

Battle Forged

+2 STR, -2 DEX, -2 WIS, -2 CHA A Battle Forged is strong, but not very wise, and they tend to be gruff and short with people, and their joints have a tendancy to not move perfectly at all times.

Medium

Living Construct: Battle Forged do not need to sleep. They do not need to eat, drink, or beathe, but they can still benefit from consumable spells such as Heroes Feast. They are immune to poison, sleep effects, disease, nausea, fatigue, exhaustion, and energy drain. They can not heal damage normally, but can be effected by cure or repair spells. They heal only ½ VP from cure spells however. They can also be repaired using craft skills. A living construct goes inert at 0 wound points, but because active again if repair sufficiently, although lossing a level due to mental damage. A Battle Forged who goes inert at 1st level cannot be repaired.

Base Land Speed: 40

Magical Blankness: A Battle Forged cannot use magic or cast spells of any type. They may still use magic items if they have the skill to however.

Light Fortification

Plated Body: The plating used to build a Battle Forged grants it an armor bonus of +3.This counts as armor and takes up a body space the same as a suit of armor or robe, thus a Battle Forged cannot wear armor or a robe, and counts as wearing light armor for the purpose of determining if it can use class abilities that require being unarmored. A Battle Forged’s plating can be enchanted the same as armor. It must be present for the entire process of enchanting.

Enduring: A Battle Forged can exist comfortably in any weather between 0 and 140 degrees, and need not make saves to avoid damage in hot or cold conditions.

Attack Focusing: A Battle Forged innate skills grant it a +1 racial bonus to attacks.

Automatic Languages: Common and Mechana Bonus Languages: None

Favored Class: Fighter

Mage Forged

-2 STR, -2 DEX, +2 INT, +2 CHA

Medium

Living Construct: Mage Forged do not need to sleep, but they must rest for 8 hours to prepare spells. They do not need to eat, drink, or beathe, but they can still benefit from consumable spells such as Heroes Feast. They are immune to poison, sleep effects, disease, nausea, fatigue, exhaustion, and energy drain. They can not heal damage normally, but can be effected by cure or repair spells. They heal only ½ VP from cure spells however. They can also be repaired using craft skills. A living construct goes inert at 0 wound points, but because active again if repair sufficiently, although lossing a level due to mental damage. A Mage Forged who goes inert at 1st level cannot be repaired.

Base Land Speed: 30

Light Fortification

Plated Body: The plating used to build a Mage Forged grants it an armor bonus of +1.This counts as armor and takes up a body space the same as a suit of armor or robe, thus a Battle Forged cannot wear armor or a robe. A Mage Forged’s plating can be enchanted the same as armor, and counts as wearing light armor for the purpose of determining if it can use class abilities that require being unarmored. It must be present for the entire process of enchanting. A Mage Forged’s plating is light enough to prevent it from having any chance of arcane spell loss. A Mage Forged counts as wearing metal armor for the purposes of druid spells and special abilities

Enduring: A Mage Forged can exist comfortably in any weather between 0 and 140 degrees, and need not make saves to avoid damage in hot or cold conditions.

Automatic Languages: Common and Mechana Bonus Languages: None

Favored Class: Wizard OR Sorcerer

Work Forged

+4 STR, -4 DEX, -2 INT, -2 WIS, -2 CHA

Medium

Living Construct: Work Forged do not need to sleep. They do not need to eat, drink, or beathe, but they can still benefit from consumable spells such as Heroes Feast. They are immune to poison, sleep effects, disease, nausea, fatigue, exhaustion, and energy drain. They can not heal damage normally, but can be effected by cure or repair spells. They heal only ½ VP from cure spells however. They can also be repaired using craft skills. A living construct goes inert at 0 wound points, but because active again if repair sufficiently, although lossing a level due to mental damage. A Work Forged who goes inert at 1st level cannot be repaired.

Base Speed: 30, but it can move this speed even when carrying a medium or heavy load.

Magical Blankness: A Work Forged cannot use magic or cast spells of any type. They may still use magic items if they have the skill to however.

Light Fortification

Plated Body: The plating used to build a Work Forged grants it an armor bonus of +2.This counts as armor and takes up a body space the same as a suit of armor or robe, thus a Battle Forged cannot wear armor or a robe, and counts as wearing light armor for the purpose of determining if it can use class abilities that require being unarmored. A Work Forged’s plating can be enchanted the same as armor. It must be present for the entire process of enchanting.

Enduring: A Work Forged can exist comfortably in any weather between 0 and 140 degrees, and need not make saves to avoid damage in hot or cold conditions.

Extra Arms: A Work Forged has an extra pair of arms below it’s main pair to help it work. These act as off hands for the purposes of weilding weapons and such.

Automatic Languages: Common and Mechana Bonus Languages: None

Favored Class: Commoner OR Expert

Half-Breed Traits:

The Following breeding possibilities exist as races:

Alleniams can breed with humans or fey elves, producing half-breeds

Humans can breed with fey elves or mind elves, producing half-breeds.

Mind Elves and Fey Elves can breed together, but the child is always of the mother’s type. (A Mind Elf-Fey Elf mix raised in it’s father’s culture may use that cultures weapons as martial weapons instead of it’s own at the DMs descretion.)

Allenmen
Fey Blood: For all effects related to type, an Allenman is considered to be a Fey.

Immunity to Sleep Effects

Low-Light Vision

Cold Iron Sensative: An Allenman retains some of their parents weakness toward cold iron. Cold Iron does +1 damage against an Allenman, this damage is increased on a critical hit.

Bonus Feat: Allenmen are as quick to master tasks as their human parents.

Touch of Nature’s Heart: Allenmen retain a touch of the Alleniam’s bond with nature, causing them to be uncomfortable in metal armor. They take a –2 to will saves while wearing such armor.

Automatic Languages: Common and Alleniam Bonus Languages: Any

Alleni Elf

Fey Blood: For all effects related to type, an Alleni Elf is considered to be a Fey.

Immunity to Sleep Effects

Improved Low-Light Vision: An Alleni Elf can see 3x as far as a human in low-light conditions.

Cold Iron Sensative: An Allenman retains some of their parents weakness toward cold iron. Cold Iron does +1 damage against an Allenman, this damage is increased on a critical hit.

Touch of Nature’s Heart: Allenmen retain a touch of the Alleniam’s bond with nature, causing them to be uncomfortable in metal armor. They take a –2 to will saves while wearing such armor.

+2 racial Bonus to Spot, Listen and Knowledge (Nature) and Survival

If Raised Among Fey Elves:

Gains Fey Elves Weapon Proficiencies

If Raised Among Alleniams:

Gain Know Direction 2/day as a spell-like ability.

Alleni Elves raised among neither culture may choose which one they learn.

Half-Fey Elf

+2 DEX

Elven Blood- For all effects based on race a Half-Fey Elf is considered to be an Elf

Low-Light Vision

Immunity to Magic Sleep Effects

If Raised among Fey Elves:

Gain Fey Elf weapon proficiencies and a +2 Bonus to Survival

If Raised among Humans:

Gain bonus skill points as human.

Half-Mind Elf:

Elven Blood- For all effects based on race a Half-Mind Elf is considered to be an Elf

Immunity to Sleep Effects

Low-Light Vision

Psi-Like Abilities- 1/day Call to Mind, Manifester Level is equal to HD

If Raised among Mind Elves:

Gain Mind Elf weapon proficiencies.

If Raised among Humans:

Gain bonus feat as human

Katasi
2008-12-13, 12:36 PM
Dieties:
Nature of Divinity:
Infinite, but hard to grant.
Nature of Divinity:
Innate to the first gods or those born as gods.
Can be earned (method to be decided later)
Can be stolen (method to be decided later)
Can be imparted (method to be decided later)

The Firsts:

The Creater
The Great Creater
Overdiety
Lawful Good
Divine Rank 100

The Destroyer
The Great Destroyer
Overdiety
Chaotic Evil
Divine Rank 100

In the beginning of the Multiverse there was only two, the Creater and the Destroyer. At first they slept, for eons upon eons, time unmeaserable, they slept, until one day the Creater awoke. The Creater looked around him and saw a void, and emptiness in need of filling. He began his work at once, slowly creating the world. For years he worked, undisturbed. Then one day his work awoke the Destroyer, who looked upon the new world with hatred for it’s existance. The two fought, each being injured by the other, until finally the Destroyer was weakened, and the Creater trapped him deep inside a plane outside of the Multiverse itself for all time. But the fight had gone on for to long, the Creater’s work was undone. He began anew, creating a new world over centuries until finally it was finished. Then, realizing his presence was to great a strain on the world and to remain would overwhelm and kill any life in the world, the Creater formed the fist gods, then sealed himself away in another outside plane.

The Elemental Gods:

Terrum
The Earth God, The Great Rock
Greater Diety
Symbol: Rune Encrusted Rock
Home Plane:
Alignment: Nuetral
Portfolio: Earth, Earth Elementals, People born under the Earth Sign
Worshipers: Earth Elementals, Earth Souls, People of the Earth, Dwarves, Gnomes, Goblins
Domains: Earth, Protection, Strength
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Heavy Mace

Earth Soul 20/Cleric 20
Huge Outsider
Divine Rank: 20

One of the first gods, created by the Creater. Husband of Aqualia. Father of Roxane by Amber

Aqualia
The Water Goddess, The Great Tide
Greater Diety
Symbol: Coral Whirpool
Home Plane:
Alignment: Nuetral
Portfolio: Water, Water Elementals, People born under the Water Sign
Worshipers: Water Elementals, Water Souls, People of the Water, Merfolk, Sailors
Domains: Healing, Water, Luck
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Bolas

Water Soul 20/Cleric 20
Huge Outsider
Divine Rank: 20

One of the first gods, created by the Creater. Wife of Terrum. Mother of the Fertility Sisters by The Greenman

Infernum
The Flame God, The Great Conflagration
Greater Diety
Symbol: Obsidian Flame
Home Plane:
Alignment: Nuetral
Portfolio: Flames, Fire Elementals, People born under the Fire Sign
Worshipers: Fire Elementals, Fire Souls, People of the Fire, Orcs
Domains: Destruction, Fire, Sun
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Scimitar

Fire Soul 20/Cleric 20
Huge Outsider
Divine Rank: 20

One of the first gods, created by the Creater. Husband of Caelelis. Father of Mical by Caelelia

Caelelia
The Wind Goddess, The Great Wind
Greater Diety
Symbol: Gold Cloud
Home Plane:
Alignment: Nuetral
Portfolio: Air, Air Elementals, People born under the Air Sign
Worshipers: Air Elementals, Air Souls, People of the Air, Elves
Domains: Air, Knowledge, Magic
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Javelin

Air Souls 20/Cleric 20
Huge Outsider
Divine Rank: 20

One of the first gods, created by the Creater. Wife of Infernum. Mother of Mical by Infernum

The Fertility Sisters:

Amber
Goddess of Healing, The Gentle One
Intermediate Deity
Symbol: Silver Human Heart
Home Plane:
Alignment: Neutral Good
Porfolio: Healing, Fertility, Birth, Medicine
Worshipers: Healers
Domains: Healing, Fertility, Protection
Cleric Alignments: LG, NG, CG, N
Favored Weapon: Quarterstaff
Dogma:
Clergy and Temples:

Cleric 20/Healer 20
Medium-Sized Outsider (Good)
Divine Rank: 13
Hit Dice: 20d8+70 (Outsider), 20d8+70 (Clr) 20d8+70 (Hlr) (690 HP)
Initiative: 5 (+5 DEX)
Speed: 60 ft.
AC: 49 (13 Divine Bonus, 26 Natural Armor, 10 Deflection)
Attacks:
Damage:
Space/Reach:
Special Attacks:
Special Abilities: Divine Immunities, DR 48/+4
Ability Scores: STR 20 DEX 20 CON 23 WIS 56 INT 25 CHA 30 APP 23
Feats: Practiced Spellcaster (Hlr), Practiced Spellcaster (Clr), Sacred Healing, Consecrate Spell, Positive Energy Aura, Quicken Spell, Automatic Quicken Spell,
Salient Divine Abilites: Divine Spellcasting

One of the Fertilty Sisters. Mother of Roxane by Terrum

Jenna
Goddess of Love, The Radiant Lover
Intermediate Deity
Symbol: Gold Valentine Heart
Home Plane:
Alignment: Chaotic Good
Porfolio: Beauty, Fertility, Love, Passion
Worshipers: Lovers, Artists, Bards
Domains: Charm, Fertility, Joining
Cleric Alignments: NG, CG, CN
Favored Weapon: Spear

Bard 20/ Imagist 20
Medium-Sized Outsider (Good)
Divine Rank: 13

One of the Fertilty Sisters. Wife of Meriaman

Nikkala
Goddess of Marriage, The Protector of Marriage
Intermediate Deity
Symbol: Silver Valentine Heart
Home Plane:
Alignment: Lawful Good
Porfolio: Fertility, Home, Hearth, Marriage, Loyalty
Worshipers: Married Couples
Domains: Fertility, Good, Protection
Cleric Alignments: LG, NG, LN
Favored Weapon: Sickle

Cleric 20/Paladin 20
Medium-Sized Outsider (Good)
Divine Rank: 13

One of the Fertilty Sisters. Mother of Ama, Dran, Ka, and Dra.

Emle
Goddess of Lust, The Adulterous One
Lesser Deity
Symbol: Black Valentine Heart
Home Plane:
Alignment: Chaotic Evil
Porfolio: Fertility, Intrigue, Lies, Passion, Strife
Worshipers: Adulterers, Lusters
Domains: Fertility, Perversion, Trickery
Cleric Alignments: CN, NE, CE
Favored Weapon: Whip

Beguiler 20/Bard 20
Medium Outsider
Divine Rank: 13

One of the Fertilty Sisters. Lover of Hemeria.

The Nature Gods:
Most of the clerics of the nature gods begin their careers as druids before gaining levels as clerics. Paladins of the Nature gods may freely multiclass back and forth between ranger and paladin without loosing the ability to increase their paladin level.

The Greenman
The Lord of the Forest
Greater Deity
Symbol:
Home Plane:
Alignment: Neutral
Porfolio: Animals, Fertility, Plants, Nature, Wilderness, Fey
Worshipers: Druids, Rangers, Fey, Animals, Elves, Treants
Domains: Animal, Fertility, Plant, Healing, Strength, Protection
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Quarterstaff

Druid 40
Huge Ousider
Divine Rank: 20
Salient Divine Abilities:
Alter Size, Avatar, Call Creatures (Fey), Call Creatures (Animals), Call Creatures (Plants), Command Plants, Create Object, Create Greater Object, Divine Creation, Divine Druid, Extra Domain: Healing, Extra Domain: Strength, Extra Domain: Protection, Power of Nature, Alter Form, Shapechange, Shift Form, Speak With Animals, Speak With Fey, Speak With Plants, True Shapechange, Divine Spellcasting, Automatic Metamagic (Quicken Druid Spells), Automatic Metamagic (Quicken Spell-Like Abilities), Automatic Metamagic (Empower Spell-Like Abilities)

One of the first goods created by the Creater, The Greenman is respected by many. In his natural form he resembles a treant.

Dogma:
The Greenman represent nature, both good and bad. He stresses both the healing and protectiveness of nature, and the deadliness and ferocity of the hunt. He teaches his followers to take only what they need from nature, and to protect it at all costs. The web of life is important to him, he teaches that sometimes the weak must die so that life can continue.

Clergy and Temples:
Clerics of The Greenman are nearly always Druid/Cleric multiclasses. Clerics of the Greenman who begin their careers as clerics tend to favor the Healing, Protection, and Strength domains. Paladins of The Greenman most often multiclass as rangers.

One of the first gods, created by the Creater. Father of the Fertility Sisters by Aqualia. Father of Allenema by The Greenwoman.

Most of the clerics of The Greenman begin their careers as druids before gaining levels as clerics.

Although unable to have Lawful Good clergy, The Greenman does have paladins, many of which begin their careers as rangers, or multiclass into rangers.

Allenema
The Lady of the Hunt, The Huntress
Intermediate Deity
Symbol: Darkwood arrowhead
Home Plane:
Alignment: Neutral Good
Porfolio: Childbirth, Hunting, Wild Beasts, Forests
Worshipers: Druids, Rangers, Hunters, Alleniams
Domains: Animal, Protection, Good
Cleric Alignments: LG, NG, CG, N
Favored Weapon: Longbow

Ranger 20/Fighter 20
Medium Outsider
Divine Rank 15
Salient Divine Abilities:
Alter Size, Banestrike (Aberrations), Banestrike (Undead), Banestrike (Outsiders (Evil)), Divine Archery, Divine Ranger, Divine Weapon Focus (Longbow), Power of Nature, Divine Fast Healing, Rejuvination. Speak With Fey, Increase Damage Reduction, Call Creatures (Fey), Increased Damage Reduction, Increased Damage Reduction, Divine Blast, Divine Shield, Divine Dodge

Wife of Saelanna

Saelanna
Nature’s Defender
Lesser Deity
Symbol: Silver thorn
Home Plane:
Alignment: Neutral Good
Portfolio: Animals, Wilderness, Plants
Worshipers: Druids, Rangers, Fey, Treants, Elves, Alleniams
Domains: Good, Protection, Strength
Cleric Alignments: LG, NG, CG, N
Favored Weapon: Longsword

Ranger 20/Druid 20
Medium Humanoid (Elf)
Divine Rank 7
Banestrike (Aberrations), Banestrike (Undead), Banestrike (Outsiders (Evil)), Divine Ranger, Divine Celerity, Divine Spellcasting, Divine Dodge, Avatar, Battlesense

Wife of Allenema

Efrenal
The God of Death, Protecter of the Dead
Greater Deity
Symbol: Silver Finger Bones
Home Plane:
Alignment: Neutral
Porfolio: Death, The Dead
Worshipers: Those nearing death
Domains: Death, Protection, Travel
Cleric Alignments: N
Favored Weapon: Sickle

Cleric 20/Druid 20
Huge Outsider
Divine Rank: 20
Salient Divine Abilities:
Clearsight, Gift of Life, Hand of Death, Know Death, Life and Death, Life Drain, Mass Life and Death, Undead Qualities, Divine Spellcasting,

Father of Veriacus by Hemeria

The Gods of Magic:

Mellaman
The Great Wizard
Greater Deity
Symbol: Silver scroll
Home Plane:
Alignment: Neutral
Portfolio: Arcane Magic
Worshipers: Wizards, Sorcerers, Mystic Gnomes, Gray Elves
Domains: Magic, Knowledge, Luck
Cleric Alignments: NG, LN, N, CN, NE
Favored Weapon: Quarterstaff

Wizard 20/Archmage 10/Loremaster 10
Huge Outsider
Divine Rank: 19

Ex-Husband of Hemeria. Father of Meriaman by Hemeria

Hemeria
The Black One, The Dark Mage
Greater Deity
Symbol: Upside Down Silver Pyramid
Home Plane:
Alignment: Neutral Evil
Porfolio: Dark Magic
Worshipers: Evil Arcanists
Domains: Magic, Evil, Knowledge
Cleric Alignments:N, LE, NE, CE
Favored Weapon: Dagger

Wizard 20/Archmage 10/Sorceress 10
Huge Outsider
Divine Rank: 19

Ex-Wife of Mellaman. Lover of Emle. Mother of Veriacus by Efrenal. Mother of Meriaman by Mellaman

Meriaman
God of Fate
Greater Deity
Symbol: Golden Hourglass
Home Plane:
Alignment: Chaotic Neutral
Portfolio: Fate, Time, Dreams
Worshipers: Oracles, Diviners, Soothsayers
Domains: Chaos, Luck, Magic
Cleric Alignments: CG, N, CN, CE
Favored Weapon: Shortbow

Wizard 20/ Cleric 20
Medium Outsider
Divine Rank: 19

Husband of Jenna

Veriacus
The God of Undeath, The Necromancer
Intermediate Deity
Symbol: Bone Cross
Home Plane:
Alignment: Neutral Evil
Portfolio: Necromancy, Undead
Worshipers: Necromancers, Undead
Domains: Death, Evil, Magic
Cleric Alignments: N, LE, NE, CE
Favored Weapon: Scythe

Necromancer 20/Cleric 20
Large Undead
Divine Rank: 15

The God of the Sun and Goddess of the Moon:

Mical
The Bright One, The Sun God
Greater Deity
Symbol: Golden Sun
Home Plane:
Alignment: Lawful Good
Porfolio: Chivalry, Courage, Nobility, Sun
Worshipers: Followers of the Sun, Disciples of the Sun and Moon
Domains: Good, Sun, War
Cleric Alignments: LG, NG, LN
Favored Weapon: Bastard Sword

Cleric 20/Paladin 20
Huge Outsider
Divine Rank 17

Husband of Roxane. Father of Isus by Roxane.

Roxane
Goddess of the Moon, The Shining One
Greater Deity
Symbol: Silver Moon
Home Plane:
Alignment: Chaotic Good
Portfolio: Fate, Knowledge, Moon, Night
Worshipers: Good Lycanthropes, Followers of the Moon, Disciples of the Sun and Moon
Domains: Knowledge, Healing, Protection
Cleric Alignments: NG, CG, CN
Favored Weapon: Dagger

Bard 20/Illusionist 20
Huge Outsider
Divine Rank 17

Wife of Mical. Mother of Isus by Mical.

The Alignment Gods

Lucatieus
The Evil One, The God of Evil
Greater Deity
Symbol: Black Iron Sword
Home Plane:
Alignment: Neutral Evil
Porfolio: Disasters, Evil, Hatred
Worshipers: Evildoers, Evil Outsiders
Domains: Destruction, Evil, War
Cleric Alignments: LE, NE, CE
Favored Weapon: Longsword

Outsider 25/Blackguard 10/Fighter 10
Large Outsider
Divine Rank: 20

Isus
The Good God, The Peacelover
Greater Deity
Symbol: Gold Star
Home Plane
Alignment: Lawful Good (Tetariacs), Neutral Good (Erians)
Portfolio: Good, Protection, Healing, Peace
Worshipers: Tetariacs, Erians, Paladins
Domains: Good, Healing, Protection
Cleric Alignments: Teteriacs: LG, LN Erians: LG, NG, CG, LN, N
Favored Weapon: Longsword

Paladin 20/Cleric 20
Huge Outsider
Divine Rank: 20

Other Gods

Ka
The Evil Woman
Lesser Deity
Symbol: Black Female Symbol
Home Plane:
Alignment: Neutral Evil
Portfolio: Females, Hatred, Anger, Evil
Worshipers: Evil Females
Domains: Evil, War, Perversion
Cleric Alignments: N, LE, NE, CE
Favored Weapon: Two-Bladed Sword

Rogue 20/Assassin 10/Shadowdancer 10
Large Outsider
Divine Rank: 6
Salient Divine Abilities:
Avatar, Control Creatures, Divine Sneak Attack, Supreme Initiative, Divine Celerity, Frightful Presence


Dra
The Evil Man
Lesser Deity
Symbol: Black Male Symbol
Home Plane:
Alignment: Neutral Evil
Portfolio: Males, Hatred, Anger, Evil
Domains: Evil, Strength, Perversion, War
Cleric Alignments: N, LE, NE, CE
Favored Weapon: Greatsword

Figher 20/Barbarian 20
Large Outsider
Divine Rank 6
Salient Divine Abilities:
Avatar, Extra Domain (War), Frightful Presence, Increased Damage Reduction, Divine Battle Mastery, Supreme Initiative

Ama
The Protector of Women
Intermediate Deity
Symbol: Gold Female Symbol
Home Plane
Alignment: Chaotic Good
Portfolio: Females, Wives, Daughters, Mothers
Worshipers: Good Women, Expectant Mothers, Wives
Domains: Good, Fertility, Protection
Cleric Alignments: NG, CG, CN
Favored Weapon: Rapier

Ranger 20/Shadowdancer 10/Cleric 10
Large Outsider
Divine Rank: 11
Salient Divine Abilities:
Avatar, Clearsight

Wife of Dran.

Dran
The Protecter of Men
Intermediate Deity
Symbol: Gold Male Symbol
Home Plane:
Alignment: Lawful Good
Portfolio: Males, Husbands, Sons, Wives
Worshipers: Good Men, New Fathers, Husbands
Domains: Good, Protection, Strength
Cleric Alignments: LG, NG, LN
Favored Weapon: Bastard Sword

Knight 20/Knight Protector 10/Paladin 10
Large Outsider
Divine Rank: 11

Husband of Ama.

Katasi
2008-12-13, 12:40 PM
Feats

Weapon Defense [General, Fighter]
Choose one type of weapon (such as a Longsword), that you already have Weapon Focus for. You may choose unarmed strike as you weapon for this feat. You are skilled at defending with that weapon
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Fighter level 4th.
Benefit: You gain a +1 dodge bonus to AC while using the selected weapon.
Special: You may select this feat more than once. It’s effects do not stack. Each time you select this feat it applies to a new type of weapon. If you choose this feat you may not choose Weapon Specialization with the same weapon. This feat counts as weapon Specialization for the purposes of qualifying for other feats and prestige classes. A fighter may take Weapon Defense as one of his bonus feats.

Greater Weapon Defense [General, Fighter]
Choose one type of weapon (such as a Longsword), that you already have Weapon Defense for. You may choose unarmed strike as you weapon for this feat. You are skilled at defending with that weapon
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Defense with selected weapon, Weapon Focus with selected weapon, Fighter level 12th.
Benefit: You gain a +1 dodge bonus to AC while using the selected weapon. This bonus stacks with all other dodge bonuses to AC, including the bonus from Weapon Defense.

Nature’s Own [Divine]
You are deeply connected with nature and the divine
Prerequisites: Turn or Rebuke Undead, Wild Empathy, Patron Diety: The Greenman, Allenema, or Saelanna
Benefit: Your effective level for turning undead and wild empathy is equal to the total of all effective levels for both abilities.

Rebuke Animals [Divine]
Your deep connection with the natural world and it’s dieties has given you power over animals, but has weakened you ability against undead.
Prerequsites: Turn or Rebuke Undead, Patron Diety: The Greenman, Allenema, or Saelanna
Benefit: You Rebuke or Control animals as an evil cleric Rebukes or Controls undead. You can use this a number of times equal to your 3+Cha bonus times per day. Your Turn/Rebuke undead attempts per day are cut in half.

Katasi
2008-12-13, 12:42 PM
Artifacts

The Scepter of the Creator
Major Artifact

Before retreating to his own plane for eternity, the Creater crafted a powerful Scepter and gave it to the dieties he created to look after his world.

When held by at least 3 dieties of Divine Rank 20 and the words of power are spoken by another diety of at least Divine Rank 6, the scepter connects to the power of the Creater. One creature without divine power who is choosen by the Diety speaking the words of power is then sucked through a vortex and faced with multiple tests. If they pass those tests, they are granted Divine power and a Divine Rank of 0. This power can be used once per century.

Apart from this power, the Scepter functions as +10 Holy Power Everdancing Heavy Mace

In addition, twice per day the scepter can let loose a blast of divine power that causes death for mortals and leaves dieties unconcious. A DC 50 Will save negates.

The Sword of the Dran Defender

This +2 Holy Deflecting Wounding Admantine Bastard Sword can only be held by a male of 15 HD or more, or the Dran Defender. If the one who picks it up has less than 15 HD or is female, the sword will slide from their hand and fall to the floor. In addition, the sword will only do nonlethal damage to any good creature, and then only if in the possession of a good wielder. In the possesion of an evil wielder the sword will go through a good opponent harmlessly. It will always do full lethal damage to an evil opponent unless the wielder actively does nonlethal damage.

In addition to these abilities the sword grants the user, Damage Reduction 4/-, and Fast Healing 1 whenever the sword is drawn. Whenever the sword is in the possesion of the Dran Defender it grants him Exotic Weapon Proficiency (Bastard Sword) if he doesn’t already have it Twice per day, on command, the sword will bypass all damage reduction of an evil opponent. It also grants the user Fire Immunity, and can cast Haste 1/day.

The Sword of the Ama Defender

This +3 Holy Keen Defending Admantine Rapier can only be held by a female of 15 HD or more, or the Ama Defender. If the one who picks it up has less than 15 HD or is male, the sword will slide from their hand and fall to the floor. In addition, the sword will only do nonlethal damage to any good creature, and then only if in the possession of a good wielder. In the possesion of an evil wielder the sword will go through a good opponent harmlessly. It will always do full lethal damage to an evil opponent unless the wielder actively does nonlethal damage.

In addition to these abilities the sword grants the user Dodge and Uncanny Dodge whenever it is drawn. Whenever the sword is in the possesion of the Ama Defender it grants her Evasion if she doesn’t already have it. Twice per day, on command, the sword will magically strike home against an evil opponent, acting as though the wielder had rolled a natural 20. It also grants the user Acid Immunity and can cast a Haste spell 1/day

The Sword of the Ka Champion

This +1 Unholy Flaming Mighty Cleaving /+1 Unholy Flaming Admantine Two-Bladed Sword can only be held by a female of 10 HD or more, or the Ka Champion. If the one who picks it up has less than 10 HD or is male, the sword will slide from their hand and fall to the floor.

In addition to these abilities the sword grants the user Cleave, Dodge, and Exotic Weapon Proficiency (Two-Bladed Sword). Once per day, on command, the sword will act as though it had the throwing and returning abilities. It also grants the user Fire Immunity.

The Sword of the Dra Champion

This +1 Unholy Shocking Burst Admantine Greatsword can only be held by a male of 10 HD or more, or the Dra Champion. If the one who picks it up has less than 10 HD or is female, the sword will slide from their hand and fall to the floor.

In addition to these abilities the sword grants the user Endurance, Diehard, and Cleave. Once per day, on command, the sword cast Bull’s Strength on it’s user. It also grants the user Shock Immunity.

Katasi
2008-12-13, 12:43 PM
Templates

The Ama Defender
This is an Acquired template applied to a female from the nation of Amadran

Special Qualities: The Ama Defender gains Spells Resistance equal to her HD + 7

The Ama Defender has the equavilant of a Friend Shield ring built in, connecting her to the Dran Defender, as well as Status as the spell, always on with him only.

Abilities: Increase from the base creature as follows: DEX +2, WIS +2. If the Dran Defender is alive also add STR +2

Skills: The Ama Defender gains a +2 Competence bonus to Move Silently, Hide, and Diplomacy

Feats: The Ama Defender gains Improved Quickness, Combat Expertise, and Combat Reflexes, if the base creature does not already have them. In addition, while holding her sword she gains Improved Evasion if she doesn’t already have it. While the Dran Defender is alive she also gains Endurance and Toughness

The Dran Defender

This is an Acquired template applied to a male from the nation of Amadran

Special Qualities: The Dran Defender gains Spells Resistance equal to his HD + 4

The Dran Defender has the equavilant of a Friend Shield ring built in, connecting him to the Ama Defender, as well as Status as the spell, always on with her only.

Abilities: Increase from the base creature as follows: STR +2, CON +2. If the Dran Defender is alive also add WIS +2

Skills: The Dran Defender gains a +2 Competence bonus to Jump, Climb, and Intimidate

Feats: The Dran Defender gains Toughness, Endurance, and Diehard, if the base creature does not already have them. In addition, while holding his sword he gains +2 Natural Armor. While the Ama Defender is alive he also gains Improved Quickness and Combat Reflexes, even if he doesn’t normally apply for it.

Katasi
2008-12-13, 12:44 PM
Nations

Ka

Government: Theocracy
Aligment: Neutral Evil

Ka Guard (1st Level Fighter)
Medium Humanoid (Human)
Hit Dice: 1d10 (10 VP/10 WP)
Initiative: +5
Speed: 30 ft. (6 Squares)
Armor Class: 14 (+1 Dex, +3 Studded Leather)
Base Attack/Grapple: +1/+2
Attack: Spear +2 melee/ranged (1d8+1) or Longsword +2 melee (1d8+1/19-20) or Kukri +2 melee (1d4+1/18-20)
Full Attack: Spear +2 melee/ranged (1d8+1) or Longsword +2 melee (1d8+1/19-20) or Kukri +2 melee (1d4+1/18-20)
Space/Reach: 5 ft/ 5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort+2 Ref +1 Will +0
Abilities: STR 13 DEX 12 CON 10 INT 9 WIS 11 CHA 10 APP 8
Skills: Intimidate 1
Feats: Improved Initiative, Power Attack, Dodge

Ka Soldier (1st Level Fighter, 1st Level Ranger)
Medium Humanoid (Human)
Hit Dice: 1d10 (10) + 1d8 (4) (14 VP/10 WP)
Initiative: +5
Speed: 30 ft. (6 Squares)
Armor Class: 15 (+1 Dex, +4 Chain Shirt)
Base Attack/Grapple: +2/+3
Attack: Spear +3 melee/ranged (1d8+1) or Longsword +3 melee (1d8+1/19-20) or Kukri +3 melee (1d4+1/18-20)
Full Attack: Spear +3 melee/ranged (1d8+1) or Longsword +3 melee (1d8+1/19-20) or Kukri +3 melee (1d4+1/18-20)
Space/Reach: 5 ft/ 5 ft.
Special Attacks: None
Special Qualities: Favored Enemy-Humanoid (Human), Wild Empathy
Saves: Fort+4 Ref +3 Will +0
Abilities: STR 13 DEX 12 CON 10 INT 9 WIS 11 CHA 10 APP 8
Skills: Intimidate 5, Hide 2
Feats: Improved Initiative, Power Attack, Dodge, Track

Ka Warrior (3rd Level Fighter, 2nd Level Ranger)
Medium Humanoid (Human)
Hit Dice: 3d10 (20) + 2d8 (8)+5 (33 VP/10 WP)
Initiative: +5
Speed: 30 ft. (6 Squares)
Armor Class: 15 (+1 Dex, +4 Chain Shirt)
Base Attack/Grapple: +5/+7
Attack: Masterwork Two-Bladed Sword +7 melee (1d8+1/19-20) or Kukri +7 melee (1d4+1/18-20)
Full Attack: Masterwork Two-Bladed Sword +5/+5 melee (1d8+1/19-20) or Kukri +3 melee (1d4+1/18-20)
Space/Reach: 5 ft/ 5 ft.
Special Attacks: None
Special Qualities: Favored Enemy-Humanoid (Human), Wild Empathy
Saves: Fort+6 Ref +5 Will +1
Abilities: STR 14 DEX 12 CON 10 INT 9 WIS 10 CHA 12 APP 8
Skills: Intimidate 8, Hide 8
Feats: Improved Initiative, Power Attack, Dodge, Track, Combat Style (Two-Weapon Fighting), Improved Quickness, Exotic Weapon Proficiency (Two-Bladed Sword)

Dra

Government: Theocracy
Alignment: Neutral Evil

Dra Guardian (1st Level Fighter)
Medium Humanoid (Human)
Hit Dice: 1d10+1 (11 VP/15 WP)
Initiative: +1
Speed: 30 ft. (6 Squares)
Armor Class: 15 (+5 Breastplate)
Base Attack/Grapple: +1/+2
Attack: Spear +2 melee/ranged (1d8+1) or Greatsword +2 melee (2d6+1/19-20)
Full Attack: Spear +2 melee/ranged (1d8+1) or Greatsword +2 melee (2d6+1/19-20)
Space/Reach: 5 ft/ 5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort+3 Ref +0 Will +0
Abilities: STR 13 DEX 11 CON 12 INT 9 WIS 10 CHA 10 APP 8
Skills: Intimidate 1
Feats: Toughness, Power Attack, Improved Sunder

Dra Fighter (2nd Level Fighter)
Medium Humanoid (Human)
Hit Dice: 2d10+2 (17 VP/15 WP)
Initiative: +1
Speed: 30 ft. (6 Squares)
Armor Class: 15 (+5 Breastplate)
Base Attack/Grapple: +2/+3
Attack: Spear +3 melee/ranged (1d8+1) or Greatsword +3 melee (2d6+1/19-20)
Full Attack: Spear +3 melee/ranged (1d8+1) or Greatsword +3 melee (2d6+1/19-20)
Space/Reach: 5 ft/ 5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort+3 Ref +0 Will +0
Abilities: STR 13 DEX 11 CON 12 INT 9 WIS 10 CHA 10 APP 8
Skills: Intimidate 2
Feats: Toughness, Power Attack, Improved Sunder, Improved Bull Rush

Dra Knight (5th Level Fighter)
Medium Humanoid (Human)
Hit Dice: 5d10+5 (35 VP/15 WP)
Initiative: +1
Speed: 30 ft. (6 Squares)
Armor Class: 17 (+1 Dex, +6 Banded Mail)
Base Attack/Grapple: +5/+7
Attack: Spear +7 melee/ranged (1d8+2) or Masterwork Large Greatsword +5 melee (3d6+2/19-20)
Full Attack: Spear +7 melee/ranged (1d8+2) or Masterwork Large Greatsword +5 melee (3d6+2/19-20)
Space/Reach: 5 ft/ 5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort+5 Ref +2 Will +1
Abilities: STR 14 DEX 12 CON 12 INT 9 WIS 10 CHA 10 APP 8
Skills: Intimidate 5
Feats: Toughness, Power Attack, Improved Sunder, Improved Bull Rush, Monkey Grip, Improved Overrun

Katasi
2008-12-13, 12:49 PM
Base Classes

Barbarian
Bard
Cleric
Nature Mage (Druid rework)*
Fighter
Monk
Paladin
Ranger
Rogue
Desendant Mage (Sorcerer Rework)*
Wizard
Psion
Wilder
Psychic Warrior
Soulknife
Elemental Paragon (Shugenja rework?)*
Blessed One (Favored Soul rework)?*
Spirit Mage (Spirit Shaman rework)?*
Swashbuckler rework?*
Scout rework?*
Knight rework?*
Arcane Defender (Dukblade rework)*


Nature Mage

Alignment: NG, LN, N, CN, NE

HD: D6

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Geography), Knowledge (Nature), Knowledge (Religion), Listen (Wis), Move Silently (Cha), Profession (Int), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)

Skill points at first level: (4+ Int mod)x4
Skill points at subsequent levels: 4+ Int mod

Weapon and Armor Proficiencies: Dagger, Sickle, Club, Shortspear, Spear, Quarterstaff, Dart, Javelin

Nature Mages are proficient with light armor and are prohibited from wearing metal armor. If they wear metal armor they sever their connection with the natural world for as long as they wear it and 24 hours after removing it and cannot cast spells or use any of their supernatural abilities. Nature Mages are proficient with light shields, but may only use wooden ones. Armor never hinders their spellcasting.

Spells: A Nature Mage casts prepared divine spells from the Nature Mage spell list. To prepare or cast a spell the Nature Mage must have a Wis score of 10+ the spell level. The saving throw DC for a Nature Mage’s spells is equal to 10+ the spell level+ the mage’s Cha bonus

Spontaneous Casting: A Nature Mage can channel stored spell energy into summoning spells he hasn’t prepared ahead of time. He can “lose” a prepared spell to cast a summon nature’s ally spell of equal or lower level.

Alignment spells: A Nature Mage cannot cast spells with an alignment descriptor that their alignment doesn’t match.

Descendant Mage

I've realized that the magic system REALLY hursts sorcerers, so I want to find a way to make them still work. I want to make it so that all sorcerers are descended from something in this world, so they are called descendant mages. I kinda want to give them different abilities based on what they are descended from, but I'm not sure how.

HD: D4 or D6 depending on potency of abilities.

Skill Points per Level: 2 or 4 depending on potency of abilities.

Ancestor Possibilities:

True Dragon (Draconic Mage)
Devil (Infernal Mage)
Demon (Abyssal Mage)
Celestial (Celestial Mage)
Undead (Vampire, Lich, or Mummy Lord) (Necro Mage)
Fey (Sylvan Mage)
Hag (Hag Mage)
Titan (Titanic Mage)

Arcane Defender
I want to make dwarves in my campaign unigue by having them mix magic and swordplay, thus I want to make a class similiar to the duskblade, only based around magic that fits dwarves more, such as defensive magic.

Katasi
2008-12-13, 12:56 PM
Spells

The Fertility Domain can be found here: http://www.giantitp.com/forums/showthread.php?t=28993&highlight=Fertility+Domain

Katasi
2008-12-13, 12:59 PM
That's everything I have so far. I realize that there is very little fluff there, but does everything that I have look balanced, and does what fluff I have so far sound interesting? If so I'll develop more, and work on putting in alot more fluff. I do have some more fluff in mind, so if there's anything you specifically want to know more about, just ask.

Katasi
2008-12-15, 09:16 PM
So noone has ANY comments or advice?

Katasi
2008-12-17, 12:47 AM
noone has anything to say at all?

Samurai Jill
2008-12-17, 08:51 AM
I'm afraid 3e per se isn't really my area of expertise, but I will try to take a look at some point. You seem to be doing fine so far, keep it up.

(Of course, if you were thereafter to wander over to my planescape sketch thread and throw in some basic thoughts/first impressions, that would be nice.:smallsmile:)

AgentPaper
2008-12-17, 09:05 AM
Look good and thought-out, but I don't see anything that really sets it apart from pretty much any other setting. Basically, it seems very bland.

Samurai Jill
2008-12-17, 07:13 PM
Yeah, what he said. Again, I'm probably not the best judge of mechanical balancing here, but I just can't seem to see the "hook" for your setting- some underlying premise to make things interesting. It's wierd, 'cos my own setting is almost pure fluff with no crunch. :smallbiggrin:

I think Kiero's suggestion might be helpful for you- try to describe your setting in 500 words or so, to force yourself to summarise what's most important/interesting about it. If the result just doesn't feel compelling, you need to think about that.

Lappy9000
2008-12-17, 07:28 PM
Just glancing over it right now, but everything looks pretty good (although I do agree that fluff would be nice).

Could you elaborate how Vitality points work? I know they're in the SRD, but I've never quite understood them from that alone. If I know that, I can help tell you how your magic system looks.

Also, I'm assuming Weapon Defense doesn't stack with Two Weapon Defense, right?

Katasi
2009-01-01, 10:20 AM
Just glancing over it right now, but everything looks pretty good (although I do agree that fluff would be nice).

Could you elaborate how Vitality points work? I know they're in the SRD, but I've never quite understood them from that alone. If I know that, I can help tell you how your magic system looks.

Also, I'm assuming Weapon Defense doesn't stack with Two Weapon Defense, right?

You are correct. Weapon Defense doesn't stack with TWD

I agree with all of you, I still need alot of fluff. I've been working on the crunch alot, I'll work on summarizing it though, and adding fluff.