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    Default Putting together a Campaign Setting Book

    This is my workspace for putting together a Campaign Setting guide for a campaign world that's been kicking around in my head. Trying to put the book together roughly following the pattern laid out in Eberron.

    Chapter List (bolded chapters are complete)
    Introduction
    Chapter 1: Character Races
    Chapter 2: Character Classes (still need sample characters)
    Chapter 3: Paragon and Prestige Classes
    Chapter 4: Supplemental Rules (feats, spells, ToB disciplines, etc)
    Chapter 5: Life in the Baldric

    Current Question
    What other features should be added to the new Sea Dog class and/or what features should be removed or replaced?

    Comments, criticism and collaborators most welcome.
    Last edited by playswithfire; 2009-06-28 at 09:29 AM.
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

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    Default Introduction


    Introduction
    This setting is essentially something like what would happen once a traditional DnD setting advances a few more years and begins to expand. The elves have predominantly left the world, both through an emigration 'to the west' and through intermarriage with humanity and the remaining races and begun to explore a new region to the east where they encounter new races and begin to found new settlements.

    The Tone
    In simple terms, if you crossed a traditional DnD setting with Pirate of the Caribbean, you'd have a pretty good approximation of what I'm trying to achieve here. Three powerful nations from another continent have come to a new world (their equivalent to the Caribbean) and established colonies beginning roughly 80 years ago and established relations, both friendly and otherwise with the native populations.

    The World
    The technology level has progressed to roughly that of the Age of Exploration. Firearms exist and are prevalent among the navies of the colonizing nations; somewhat less so in their civilian population, though a home having a pistol or rifle for defense or hunting would not be uncommon; and unknown to the native populations until the settlers arrived. (Firearms based on those described here.) Other weapons are, of course, still carried. As the world is gestalt, every NPC and creature will be a bit more powerful.
    Last edited by playswithfire; 2009-06-09 at 05:06 PM.
    Homebrew
    Current Project (A sequel to Tome of Battle)
    Past Projects, some of which I may come back to
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

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    Default Re: Campaign/Campaign Setting

    WOOOT! This is Pure Genius! Goliaths and Killoren in the same setting? That's amazing! You should include a frostfell area with neanderthats and uldras, though. if you need any help, PM me. please do, actually. This is sooooo cooooool! Rock on, dude, rock on!
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    My Trophies!

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    Also, if anyone has any sort of problem at all that they feel like talking about, my PM box is open.

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    Default Chapter 1: Character Races

    Chapter 1: Character Races
    The peoples of the Baldric are composed of both the indigenous peoples of the region and the settlers who have been colonizing the area for the last 60 years or so. The peoples are taken from both the Player's Handbook as well as several supplements. At this point, there are no new races in this setting.

    Provided below is a brief account of how the various races that inhabit the Baldric differ from their descriptions in other sources, whether in terms of statistics or in terms of culture. Unless a change is specifically mentioned, use the stats provided in the species' original source.

    Centaurs
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    Centaurs are the native inhabitants of the forests surrounding TaureLaure and, though not displaced from their territory by the settlement, are disturbed by what they call the damage that is being done by the colonists attempts to mine the gold deposits found in the area. Their culture is much as described in Races of the Wild. A small number will usually be found in or near the settlements in TaureLaure, from those interested in barter and better understanding to those that merely glare and consider themselves to be patrolling a potentially hostile border. It is a rare centaur who will endure the voyage by boat to venture beyond TaureLaure, though it is not unheard of.


    Darfellans
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    Mechanically, darfellans in this setting are the same as those described in Stormwrack, except that roughly one quarter of the population is amphibious, but takes only an additional -1 DEX penalty rather than -2 as darfellans naturally have most of the benefits of the template. This is explained by a somewhat different cultural history in this world.

    The darfellans were once universally amphibious, living both on land and in underwater cities as part of a great underwater empire run by a government of aquatic elves and aventi. As subjects of this empire, one of the darfellans' tasks was to oversee the labor of the sahuagins, which were treated as somewhere between serfs and slaves by the imperial government. As the empire began to collapse from internal corruption, etc, the sahuagin and others who had been oppressed by the empire rebelled, with the sahuagins focusing most of their anger on the darfellans an beginning the war between the two peoples.

    The darfellans were forced from their underwater settlements to their largely intact land-based settlements, though those closest to shore have been periodically damaged by continued sahuagin attacks. Darfellan clan-based society has survived the transition to land-only existence, though some of the history was obviously lost.

    The darfellans of the Baldric worship a slightly modified Fijian pantheon.
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    Dakuwaqa
    Greater Diety (Chaotic Good)
    Dakuwaqa, the shark-god, once sought to conquer all darfellans and rule the sea and the land, but another god, in the form of a massive octopus stopped him and forced him to promise never again to attack the darfellans and to protect them from other threats. This is how Dakuwaqa become the god and protector of the darfellans, greatly respected by fishermen because he protected them from any danger at sea and sometimes protected them from evil denizens of the sea. He can assume any form, but his true shape, now, is that of a muscular pure black darfellan man with the head of a shark.
    Portfolio: darfellans, defensive warfare
    Domains: Protection, Earth, Weather

    Samulayo
    Lesser Diety (Lawful Neutral)
    Samulayo is a god of war and those dead souls who died in battle. He has become one of the most commonly worshipped dieties in the wake of the long war with the sahuagins.
    Portfolio: honorable combat
    Domains: Glory, Strength War

    Degei (pronounced Ndengei)
    Intermediate Diety (Neutral)
    Degei is a snake-god who judges newly-dead souls after they pass through one of two caves: Cibaciba or Drakulu. A few he sends to paradise, Burotu. Most others are sent to the bottom of the Baldric, where they will eventually sink to the bottom to be appropriately rewarded or punished. He is how the darfellans perceive Chronepsis.

    Daucina
    Lesser Diety (chaotic Neutral)
    Daucina is the god of sailors and fishermen. When he was a toddler, his mother tied fiery reeds to his head. He has roamed the coral reefs with a hood on ever since. He is a trickster and a patron of adulterers, and a seducer of women.
    Portfolio: wanderers and fishermen
    Domains: Fire, Travel, Trickery

    Tui Delai Gau
    Intermediate Diety (Neutral Good)
    Tui Delai is the god of mountains who can remove his hands and have them fish for him. He can also take off his head and put it in the sky as a look-out. He is how the darfellans percieve the goliath diety Manethak (obviously with a slight alignment change).

    Ulupoka
    Intermediate Diety (Chaotic Evil)
    Ulupoka is the god of evil and demons. According to the tales, Ulupoka was decapitated during a battle with other gods. His head fell to the earth but, due to his divine nature, he did not die, and his head now rolls around, causing strife, illness, and death
    Portfolio: demons, mischief
    Domains: Darkness, Evil, Trickery


    Darfellan settlements: Darfellan settlements dot the landscape in various sizes along Sammanilith Cove and the Arnoroth Gulf.


    Dwarves
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    Mechanically, dwarves differ somewhat from the dwarves in the PHB; rather than being Medium sized, they are Small with Powerful Build and do not have Stability. Their base height is also increased by 5 inches.

    Dwarves in the Baldric are colonists from the nation of Daernultok and were the first colonists.

    Dwarven Colonies: The dwarves founded the colony of Mirfield, though they now account for roughly one third of its population. The rest of the dwarven colonists have moved near Sammanilith Cove and the Arnoroth Gulf where they have established smaller independent settlements as well as joined existing darfellan regions.


    Elves
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    Elves have essentially moved on from this world, but the descendants of those who intermarried with humans survive and some retain enough elven heritage to call themselves pure elf. The few elves that have made it to the colonies come from the nation of Rondost


    Gnomes and Halflings
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    Gnomes and halflings are an indigenous people to the Baldric with their homeland above the northern border of Celebarda. Think pygmies. More details later.


    Goliaths and Half-Giants
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    Goliaths (and Half-Giants which are treated as the same species, just born with a talent for psionics and thus slightly different favored classes) live on the Golka Archipelago. Their culture is roughly the same as described in Races of Stone, though their are some changes to account for the shift from land based mountain ranges to an archipelago in the middle of a sea. Specifically, the gods of their pantheon require minor changes:
    Kavaki: Kavaki can leap into the water and assume the form of a Walrus in addition to that of a Ram
    Kuliak: story needs to change slightly, but can't decide how
    Manethak: essentially unchanged, but Manethak's followers are also fishermen/hunters of aquatic animals as well as of those who live on the archipelago. The harpoon is also considered his favored weapon
    Naki-Uthai: in addition to the climbing of mountains, Naki-Uthai is also associated with the movement between the various islands of the archipelago (I'm thinking kayak, but I don't know if those are statted out; if not, I'll create one). Add Travel to his domains
    Theleya: no changes needed
    Vanua: replace winter storm with tidal wave


    Half-Elves and Humans
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    In this setting, Half-Elves would more accurately be called Elf Descendants as the elven blood may come from several generations back. In the old world, the majority of Half-Elves live in the nation of Rondost which was the seat of the ancient Elven empire, though they are not uncommon in other predominantly human nations.

    Most Half-Elves identify themselves as members, if only in name, of one of the nine old elven families and have inherited certain traits from that family, though the blood has run thin. Mechanically, each house has different ability modifiers, which its members have in addition to the standard Half-Elf statistics. The nine houses are Randolc (+2 INT, -STR), Docalm (+2 INT, -DEX), Oredol (+2 INT, -CON), Gulnarc (+2 WIS, -2 STR), Cagulm (+2 WIS, -2 DEX), Gourel (+2 WIS, -2 CON), Rarananc (+2 CHA, -2 STR), Camarna (+2 CHA, -2 DEX), and Orreana (+2 CHA, -2 CON),

    Humans in the Baldric are much like those in the PHB, though those who have made it to the settlements did so because they had skills needed for colonizing, so any human in the colonies can choose one Craft, Profession, or Knowledge skill to always be a class skill. The majority of human settlers come from the nation of Escinya, though some are Rondosters.

    Human and Half-elven Colonies
    The Escinyans first settled in Celebarda, on reports that mithril was plentiful, while the Rondosters established a penal colony on Bantdol in an effort to simultaneously venture to the new world and reduce the strain on their prison system. The colony on Bantdol encountered setbacks early on and established trade relations with Celebarda, generally sending crews of less dangerous prisoners to serve periods of their sentence helping build up the Celebarda colony in exchange for various goods. In this spirit of cooperation, the two colonies launched a joint exploratory mission to what would become TaureLaure.

    On reports of gold dust deposits found washed up by streams, Rondost returned later to formally establish Rondost, while Escinya expanded Celebarda and moved in to western Mirfield. Bantdol became a source of labor for both other colonies as well as a means of dispensing justice for more serious crimes committed in the colonies.


    Half-Orcs and Orcs
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    In this setting, Half-Orcs are simply another type of Orc, generally looked down upon and referred to as Darorc by the True Orcs and both groups live in small settlements to the north of Mirfield. Whether Half-Orc or Orc, they will be identified as Orc when speaking with outsiders. They largely ignore the new colonists, except those that come too close to Orc encampments or hunting grounds. It is not unheard of for one or more of them, more often a Half-Orc/Darorc than an Orc, to make a journey into the cities of Mirfield for barter, but it is exceedingly rare for one to take up permanent residence.


    Killoren
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    The killoren live beyond the southern border of TaureLaure. Little is known about the killoren as they are rarely seen except in the company of the centaurs. What is known is that they share the centaurs disdain for the colonists intent (and practice) of mining gold in TaureLaure. Further insight is difficult as the majority do not speak directly to the colonists. There are a few wanderers who transact business in TaureLaure and some have even ventured further, claiming the need to better understand these 'intruders,' but they will only speak when necessary and do not speak much about Killoren culture.


    Other Races
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    These are the races that, to the extent I've thought them through, exist primarily to be antagonists, either overtly or covertly, rather than player characters.

    Sahuagin
    The sahuagins live in underwater settlements (around where the word Sea is on the map) and continue their attacks on the darfellans' settlements, as well as the dwarves who have joined them. More details on their culture needed.



    Summary and additional rules
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    Though relatively minor, there are changes to the races used that players should be aware of
    {table=head]Race | Changes for this setting | Gestalt Favored Classes
    Centaur | unchanged | Ranger//Favored Soul
    Darfellan | unchanged | Ranger//Scout
    Dwarf | change size to small, change stability to powerful build | Fighter//Cleric
    Elf | unchanged | Wizard//Warblade
    Goliath | unchanged | Barbarian//Swordsage
    Half-Giant | unchanged | Barbarian//Psychic Warrior
    Human | one Craft, Profession or Knowledge skill always a class skill | Any//Any
    Half-Elf | +2 mental stat, -2 physical stat | Any//Any
    Killoren | unchanged | Druid//Spirit Shaman
    [/table]

    Gestalt Favored Classes
    I don't know if the issue of a favored class has been officially addressed for gestalt characters. I know that one common option is to throw out favored classes in general and in gestalt games in particular. Another option would be for races to keep only the one favored class and all classes from both sides of his gestalt would have their levels compared to determine if an xp penalty needs to be applied, though this may be somewhat limiting. For the purposes of this setting, xp penalties, if you wish to use them, are applied the following way.
    Each race now has two favored classes, one to be applied to each side of the gestalt character. The determination for whether each side is incurring a penalty is determined as for a normal character with the class levels on that side. When one half of the gestalt is incurring a penalty, the character takes a 10% xp penalty and when both sides incur a penalty, the character takes the standard 20% xp penalty.
    Last edited by playswithfire; 2010-04-03 at 12:42 PM.
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    Default Re: Campaign/Campaign Setting

    What is the motivation for colonizing this area? Resources? Ancient magical artifacts?

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    Default Re: Campaign/Campaign Setting

    Quote Originally Posted by Kornaki View Post
    What is the motivation for colonizing this area? Resources? Ancient magical artifacts?
    Good point; I never did address that. Apart from just general territorial expansion and exploration, yes, Resources. Each area has something to offer, other than Bantdol, which basically just offers arable land (which isn't nothing) and a place to put prisoners. There will eventually be a write-up on each area, but, in short,

    TaureLaure has gold
    Celebarda has mithril
    Mirfield has gems ideally suited for weapon augment crystals as well as general decoration
    And adamantine is common in the lands near Sammanilith Cove and the Arnoroth Gulf, with lesser deposits of cold iron

    Obviously, each area has more than one resource and is capable of supporting a colony, but those would be the chief export of each colony. (Bantdol's main export is laborers)

    As for the other regions:
    Nothing of great value's been found in the few brief visits to the Golka archipelago and no one particularly wants to fight it out with the goliaths, so no settlement there. Wyrmdur Island's only visible traits are somewhat active volcanoes and a black sand beach. No successful investigation has been performed and it's at the far end of the sea across the fairly active war zone between darfellans and sahuagins, so no one's too interested.
    Last edited by playswithfire; 2009-05-31 at 07:31 PM.
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    Default Re: Putting together a Campaign Setting Book

    Reorganized my thoughts and my posts. In addition to looking for general comments on what I've already posted, I seek the playground's guidance on how to proceed with a specific question.

    What new base class should I introduce for this setting?
    There are four aspects of this world, as I see it, that make it unique and could guide this choice.
    1. It's colonial nature, so possibly a base class/NPC class called Colonist, which would probably focus on skills and adapting to new situations
    2. It's gestalt, though I'm not sure what class to create to go with that.
    3. It's in a somewhat nautical setting, so some sort of sailor class
    4. Firearms are more common, so some sort of gunslinger class

    If any of the above sound good to you, or you have a homebrew class that would fit well in this world or can think of a better concept to introduce, please let me know.
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    Default Re: Putting together a Campaign Setting Book

    Man it has got to be a Pirate. No other choice.

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    Default Re: Putting together a Campaign Setting Book

    I would say make Sailor the base seafaring class. It's a broad enough term to allow for multiple interpretations. Pirate could be a prestige class.

    Also, what kind of guns are common? If they're one-shots, gunslinger may not work very well. Maybe a rifleman class a la Iron Kingdoms.

    I would definitely include a hunter/ranger-style class. It would definitely gestalt with Colonist.

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    Default Re: Putting together a Campaign Setting Book

    There is already a Pirate Prestige Class, called the Dread Pirate. But a Sailor might work.

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    Default Re: Putting together a Campaign Setting Book

    Quote Originally Posted by Tackyhillbillu View Post
    There is already a Pirate Prestige Class, called the Dread Pirate. But a Sailor might work.

    That's cool, but it's his campaign world.

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    Yep, just saying that there is no point in reinventing the Wheel. I really like how the Dread Pirate works as a PRC.

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    Default Re: Putting together a Campaign Setting Book

    I like the dread pirate, too, which is why I was hesitant to make it a pirate. Some sort of sailor class would be appropriate, I think, with maybe a few different options (a la Ranger combat style) to be more pirate-like or more friendly.

    So, maybe a PC class called Sailor (or True Swashbuckler maybe) and an NPC class called Colonist.

    For the Sailor, thinking Full BAB, either 4 or 6 skill points depending on how things shake out, but probably 4 and probably somewhat charsima based or at least having one or more important charisma based skills (whether it be Bluff or Intimidate will depend on the role you're looking for) that help in combat. More on this as it develops.

    EDIT: maybe some sneak attack and, if possible, he should be able to fight with a sword in one hand and a gun in the other without being too ludicrously weak

    As for a Colonist class, the only idea I have there so far is to make a full BAB, 3 good saves class, 2 or 4 skill points, with abilities like weak DR and/or boosts to saves. Not too much of any of these, but something that symbolically adapts well to different situations and can gestalt well with absolutely anything

    Haven't fully spec'ed out the firearms yet. I'd like to build in revolvers of some sort and may draw inspiration from here. Good point that single-shot guns would be limiting.

    Thank you all for the feedback
    Last edited by playswithfire; 2009-06-10 at 08:48 PM.
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    Comments on Colonist:

    Colonists should have better skill point progression then that. I'd say bump it up to 6, and drop down their BAB. Full BAB is for people who train all their lives in combat. A colonist is more of a jack of all trades.

    Comments on Sailor:

    And yeah, my point was that the Dread Pirate is a Captain. I'd envisage a Pirate PC class as representing the general crew. But a more generic sailor, with options for specialization sounds good.

    Give him Insightful Strike (Swashbuckler Skill) except with Charisma. And I'd give him Skirmish, before Sneak Attack.

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    Default Re: Putting together a Campaign Setting Book

    Quote Originally Posted by Tackyhillbillu View Post
    Comments on Colonist:

    Colonists should have better skill point progression then that. I'd say bump it up to 6, and drop down their BAB. Full BAB is for people who train all their lives in combat. A colonist is more of a jack of all trades.
    Point taken and you're quite right. A colonist should be more like a bard than a fighter.

    Quote Originally Posted by Tackyhillbillu View Post
    Comments on Colonist:
    Comments on Sailor:

    And yeah, my point was that the Dread Pirate is a Captain. I'd envisage a Pirate PC class as representing the general crew. But a more generic sailor, with options for specialization sounds good.

    Give him Insightful Strike (Swashbuckler Skill) except with Charisma. And I'd give him Skirmish, before Sneak Attack.
    I was thinking sneak attack so that he could feint (or feint using an intimidate check) to open up the ability for sneak attack. And skirmish requires movement for full effect. Barring the act of boarding a ship or running up to a frightened villager, I don't think of sailors moving (under their own power, obviously the ship moves) that much in combat. At least when it gets to sword-fighting,that is; maybe at a distance with the pistol.

    I will take it under advisement, though.
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    Default Chapter 2: Character Classes (in progress)

    Chapter 2: Character Classes
    All the core classes, as well as thouse from serveral supplements can be found in the Baldric. Described below are the general descriptions of where the various classes can be found, as well as two new classes. Each base class also lists an example member of that class which can be found in the Baldric.

    Barbarian
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    Barbarians in the Baldric are most prevalent among the Darfellan and Goliath populations, but they are not uncommon among the colonizing peoples. They were instrumental in clearing the way for the colonies and defending their early borders from the natural dangers that threatened the early colonists. Some continue that function as hunters and a first line of defense against the wilderness. Others have taken to the sea, following the winds to the next adventure. A not inconsiderable number make up part of the prisoner population of Bantdol.

    Ro'kal 'Beastchaser,' a Goliath Barbarian//Swordsage is a skilled hunter and fighter who was among the first goliaths to meet the other settlers. In fact, he and a friend briefly captured two of those colonists until it was established that the colonists had no interest in taking Goliath lands. In the years since, Ro'kal has largely been kept away from subsequent visits by members of the colonizing nations except those who endeavor to study the goliath combat form known as Maula Kae, in which he is an acknowledged master.


    Bard
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    The versatile nature of the bard made them very important in the founding of the colonies and many remain important today. More martially inclined bards are leaders of men in the various navies, the more skillful and magically-inclined are always needed for the day to day fuctioning of the new cities. Each city has as least one master of bardic lore, cataloging their knowledge of the new world and the history of the colonies. The tradition of the dawncaller accounts for most of the bards among the goliaths and they are rare, but not unheard of, among the darfellans.

    Anisha the Human Bard//Factotum was once among the most respected treasure hunters/salvagers in the Baldric. Her ship, the Rolling In, recovered or discovered the few truly impressive treasured dredged up from the depths of the Baldric. Skirting the law on the occasion, she and her crew pulled enough legitimate business to avoid too much trouble and, after one of the better hauls, Anisha allowed her first officer to buy out her shares and take over the ship while she used the larger share to establish a small merchant business in Mirfield. She retained enough contacts on both the legitimate and gray markets to offer the best deals in the cities and occasionally fence some less-reputable goods without drawing the ire of local law enforcement. Though well-respected by the members of the Merchants' Guild, Anisha has never been considered for its spot on the Miror Council. Whether this is her desire to avoid bureaucracy and simply do business or a distaste for her less-noble connections on the part of the other members is a matter of speculation.


    Cleric
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    Clerics are ubiquitous in the Baldric as all cultures, both colonist and indigenous have need of both guidance and healing, which the cleric can provide. Their beliefs run the gamut of native and old-world dieties, with some of the more scholarly clerics parlaying across species and cultural lines in the belief that some or all of their gods may be the same, simply understood differently and called by different names. Apart from this endeavor, the most notable group of clerics are the Order of the Learning Soul who have established a presence in the colonies, primarily on Bantdol.

    The clerics of the Order seek to redeem those inmates who are truly repentant and willing to learn a new way of life. Reactions/perceptions range from thinking they are well-meaning fools who have set themselves an impossible task to believing they are the most noble men in the new world. Though deeply spiritual men, they on the whole keep themselves in excellent shape, lest their incarcerated flock do damage to them

    Nevets, the Half-Elf Cleric//Ranger, leader of the Order of the Learning Soul


    Druid
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    Among the native populations, druids are most common among the Killorens and Centaurs that live beyond the borders of TaureLaure and are among the less often seen classes among the colonists. Though many from the old world were curious to come to the colonies, seeking to discover and understand the animals of this new region, the druids tend to be fairly reclusive. Some of the colonizing druids do live in the newly established cities, though they are more likely to establish small druid communes, and the majority wander alone or in small groups by land and sea through the new world.

    Annimbel, the Killoren Druid//Spirit Shaman; cheiftaness in TaureLaure


    Fighter
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    Fighters come from everywhere. They make up the bulk of the navies of the three colonizing nations and are common among the indegenous cultures, with the exception of the killoren. They are most often found on Bantdol, as much of bother the prisoner and guard populations have fighter training. Those colonist fighters not in active naval service sometimes find quiet retirement and take up new professions like bartending or offer services as bodyguards. A few can't leave combat behind and establish themselves as freelance pirate hunters or mercenaries who sign on to aid the darfellans in their war with the sahuagin.

    Kilbena, the Dwarf Fighter//Favored Soul from Mirfield


    Monk
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    Monks tend to form the backbone of whatever vocation they pursue in the colonies, owing to their extreme dedication to mastering their chosen field, whether it be military, religious, or economic. Due to the nature of colonial life, which requires all to contribute for the good of the community, monks rarely have the option to seclude themselves in a tradition monastic life, the exception being the most reclusive of temple guardians. Out in the world, though, monks are the weapon smiths and their proteges and the proud inheritors of a tradition of protecting a noble families, while the less well-intentioned are loyal henchmen in the criminal underworld, not a few of who end up in Bantdol.

    Dolauk, the Monk//Warblade
    "Here's today's take," says the guard, depositing various shivs and blunt implements taken from prisoners during inspection this morning on the table. The dwarf looks over from his drawing board, gives the items a cursory look and thanks the guards, who turn and leave, thankful to be done with this odd task. After they have left, Dolauk moves to examine the day's take more carefully. Some days it is as much a waste of time as most of the guards believe it to be, but Dolauk knows well that necessity is the mother of invention and every so often a prison will surprise him with a particularly effective weapon made from innocuous components. Today yields no such marvels, though he notes that one prisoner is getting better at hiding blades in his boots and Dolauk returns his attention to his own well-annotated work on something the captain of the guard mentioned in passing, a means of restraining a prisoner without getting within the range of his fists; his working name for it is 'mancatcher.'

    His cleverness with weapon design and ability to use all those he develops complement this 6th level dwarf Carmendine Monk//Warblade's unarmed combat quite nicely. Through diligent study, he is able to pick up almost any weapon and, in short order, use it as if it were a part of his body. Having come to the colonies originally to explore the gems of Mirfield which he planned to have made into various augment crystals, he was recruited by a family friend to become a combat instructor on Bantdol.

    He endured with good humor the suppressed chuckles at his first lesson when the guards encountered his unusual weapons collection and was more than a little pleased to silence them when he managed to use each to subdue his volunteers in mock combat. Since then, his lessons on the strength and weaknesses of various weapons and combat styles have been dutifully attended and the guards have admitted that they suffer fewer injuries while maintaining discipline among the prisoners. Dolauk's duty time is split two parts to one between standing guard in the armory while developing new weapons and walking his rounds among the prisoners.


    Paladin
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    Traditional (LG) paladins are, as may be expected, the bulk of the officer corps of the colonists' navies and hold equivalent positions among the native populations. Paladins of Freedom (CG) may be able to restrain themselves and also rise through the naval ranks, though many have issues with insubordination and remain at lower ranks while others sign on as pirate hunters for a freer hand to help those in need. Tyranny (LE) and Slaughter (CE) paladins tend toward either the lives of pirate lords. Reputable paladins or those with enough money to purchase respectability may, upon retirement, attempt to purchase a parcel of land in the new world and make a comfortable life for themselves.

    Santo, the Human Paladin//Marshal Commodore in Celebarda


    Ranger
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    Rangers are among the most versatile of those with a martial inclination in the Baldric and fit neatly into a variety of needed roles. They are found as hunters who provide for their settlements, guides and navigators on various ships, and prison guards and the pirates they keep watch over in Bantdol. They are not unheard of among the goliaths, often as the tracker in a hunting party, though they are much more common among the darfellans, whose long hatred of the sahuagins fuels their need for martial training. In all cultures, the ranger's spell casting is largely ignored or subordinated to their other combat options and variants that trade spellcasting for other benefits are the rule rather than the exception.

    Feinoti, the Darfellan Ranger//Scout, a front line soldier in Samanilith Cove


    Rogue
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    Rogues are among the most common classes in the Baldric as the entrepreneurial, sometimes called scheming or opportunistic, spirit they exemplify is seen as necessary for founding new enterprises in the Baldric. They are somewhat more common among human settlers than half-elves and dwarves, but all old world countries brought heir rogues to the new world, whether they be businessmen or pirates. Among the native populations, they are found among those dedicated darfellan warriors willing to ignore the 'rules' of engagement to kill the sahuagin and protect their homes. Goliath rogues are not very common, though the average settler would believe otherwise as many of those exiled for crime rather than age tend to have a bit of rogue in them.

    Thogak 'Waverider,' the Goliath Rogue//Swashbuckler, an exile turned pirate from the Golka Archipelago


    Sorcerer
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    Unlike in most settings, sorcerers do not explicitly claim draconic heritage as the source of their magical abilities, they are simply born with the ability to tap into arcane power. Among the colonists, dragons are one popular theory, while another holds that sorcerers are simply more in tune with the magic that runs throughout all living things. The latter is the more commone belief among the native native populations who have never seen a dragon and heard of them only in their oldest legends. They are found among all the colonizing cultures, though somewhat less common among the dwarves. They are the more common arcane caster among the goliaths and darfellans; among the centaurs and killoren, both sorecerers and wizards are somewhat rare as these cultures favor divine magic. A colonizing sorcerer has likely sought out native sorcerers to see if they have learned different arcane secrets than he has or searched this new area for anything that could increase his arcane power.

    Weiliku, the Darfellan Sorcerer//Crusader, one of the most respected officers in the Arnoroth Gulf


    Wizard
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    As in most settings, wizards are contemplatives who study their magical abilities, rather than come by them naturally as sorcerers do. They are more common among the colonizing cultures than the native populations, though a small number already existed and more are being trained by the newly arrived wizard settlers. A few wizards join their sorcerer colleagues in the search for discoveries that could teach them new things about the magic they control, others have established themselves in the various cities to review the findings of those who do wander and have even formed a small number of academies which teach both mundane and arcane subjects to the youths of the colonies, time permitting. The longest standing and most respected such academy in the colonies is the ___ Academy in Mirfield, though a smaller institution can be found in Celebarda and one was recently completed in TaureLaure, though it is by far the smallest.

    Nestor, the Half-Elf Wizard//Archivist who runs the academy in Mirfield


    New Classes

    Colonist
    Spoiler
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    Making a Colonist
    A colonist will mainly be a skill-based support character, though they can develop martial skills to the extent needed. His main utility will be as a scout, leading others to their objctives and ensuring they arrive there safely.

    Abilities: Constitution is the most important skill for a colonist as will make him more likely to survive is a new, possibly harsh, environment. Strength and Dextrerity will be important to defend himself against the new threats he encounters. Mental stats will vary from colonist to colonist, depending on weather he chooses to focus more or skills, leadership or wilderness survival.

    Races: By definition, in the Baldric, colonists are almost exclusively Humans, Half-Elves and Dwarves, though the somewhat migratory nature of the darfellans and goliaths makes the class an option for some of them.

    Alignment: A colonist can be of any alignment as people of all alignments can find reasons to come to a new place.

    Starting Gold: 4d4x10 (100 gp).

    Starting Age: As bard.

    Hit die: d6
    {table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
    1st|
    +0
    | +2 | +2 | +2 | 1st favored environment
    2nd|
    +1
    | +3 | +3 | +3 |
    3rd|
    +2
    | +3 | +3 | +3 | New Diseases
    4th|
    +3
    | +4 | +4 | +4 | Climate adjustment(Endurance)
    5th|
    +3
    | +4 | +4 | +4 | 2nd favored environment
    6th|
    +4
    | +5 | +5 | +5 | Home field advantage (speed)
    7th|
    +5
    | +5 | +5 | +5 |
    8th|
    +6/+1
    | +6 | +6 | +6 | Climate adjustment(Improved Endurance)
    9th|
    +6/+1
    | +6 | +6 | +6 | Hale and Hearty
    10th|
    +7/+2
    | +7 | +7 | +7 | 3rd favored environment
    11th|
    +8/+3
    | +7 | +7 | +7 | Home field advantage (reaction time)
    12th|
    +9/+4
    | +8 | +8 | +8 | Climate adjustment(Resistance)
    13th|
    +9/+4
    | +8 | +8 | +8 |
    14th|
    +10/+5
    | +9 | +9 | +9 | Divine Health
    15th|
    +11/+6/+1
    | +9 | +9 | +9 | 4th favored environment
    16th|
    +12/+7/+2
    |+10 |+10 |+10 | Climate adjustment(Immunity)
    17th|
    +12/+7/+2
    |+10 |+10 |+10 | Lesser Tongue of the Sun and Moon
    18th|
    +13/+8/+3
    |+11 |+11 |+11 | Home field advantage (tactics)
    19th|
    +14/+9/+4
    |+11 |+11 |+11 |
    20th|
    +15/+10/+5
    |+12 |+12 |+12 | 5th favored environment[/table]
    Skills (6 + Int modifier per level, x4 at 1st level): Appraise (INT), Climb (STR), Craft (INT), Diplomacy (CHA), Gather Information (CHA), Handle Animal (CHA), Knowledge(all skills taken individually) (INT), Perform (CHA), Profession (WIS), Ride (DEX), Survival (WIS), Swim (STR)

    Class Features

    Weapon and Armor Proficiencies: A colonist is proficient with all simple weapons and light armor, but not shields.

    Favored Environment: As the ranger alternate class feature

    New Diseases (Ex):In coming to a new place, the colonist exposes himself to new diseases he has never encountered before; some he can fight off easily, others become chronic problems. At third level, a colonist gains a +4 bonus on fortitude throws to avoid disease, but every time he fails a saving throw against a particular disease he takes an additional -2 penalty on saving throws to resist that same disease.

    Climate adjustment: As a colonist spends time in his new home, he adapts to the existing conditions. The two prevailing types of environment are warm and cold. In the event that a settler lives in a temperate climate, he may choose to adapt to either heat or cold.
    Endurance: Beginning at 4th level, a colonist in a cold environment gains the Cold Endurance feat and one in a warm environment gains the Heat Endurance feat
    Improved Endurance: At 8th level, a colonist in a cold environment gains the Improved Cold Endurance feat and one in a warm environemnt gains the Improved Heat Endurance feat.
    Resistance (Su): At 12th level, a colonist in a cold environment gains cold resistance 20 and a colonist in a warn environment gains fire resistance 20
    Immunity (Su): At 16th level, a colonist in a cold environment becomes immune to cold damage and a colonist in a warn environment becomes immune to fire damage

    Home field advantage (Ex): As time is spent in the new settlement, a colonist becomes more capable than those who come later.
    Speed: A colonist learns to move across the terrain of his new home. Beginning at 6th level, once per day per class level, a colonist can spend a swift action to gain a bonus to his land and swim speeds equal to 5 ft/favored environment bonus for the environment his is in for one round.
    Reaction time: The dangers of this new land are new almost routine. Beginning at 11th level, once per day per class level, a colonist, can, as an immediate action, gain a bonus on a saving throw equal to his environment bonus for the environment his is in.
    Tactics: At 18th level, once per day per class level, a colonist, can, as a swift action, gain a bonus on damage rolls equal to his environment bonus for the environment his is in for one round.

    Hale and Hearty (Ex): At ninth level, the colonist that has survived this long has adjusted to his new surroundings and become stronger for it and is now immune to non-magical disease.

    Divine Health (Ex): At fourteenth level, a colonist becomes immune to supernatural and magical diseases as well.

    Lesser Tongue of the Sun and Moon (Ex): At 17th level, a colonist is able to speak with any fey, giant, humanoid or monstrous humanoid native to either his home country or his new colony.


    Sea Dog
    Spoiler
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    Making a Sea Dog
    A sea dog can be either a primary or secondary melee combatant or, with the right firearm, a secondary ranged combatant. When engaged in melee, he works best with one or more allies to make his sneak attack easier.

    Abilities: As a sea dog often fights with both a sword and pistol, many emphasize Dexterity over Strength, using the Weapon Finesse feat to allow them to use the same ability for both weapons. With its average hit dice, Constitution is also important. Charisma governs most of the sea dog's class features, it is his most important mental stat. Intelligence gives him the skills he needs to perform his duties aboard ship and Wisdom is important to a Sea Dog as it is to any character, as it governs his Will save.

    Races: Sea dogs are most common among the colonizing races: Humans, Half-Elves and Dwarves in roughly that order. Some of the native races have taken up the lifestyle, but are more likely to dip in the class rather than take it to completion.

    Alignment: A sea dog can be of any alignment except for lawful good as the sea dog way of life is not conducive to walking the straight and narrow.

    Starting Gold: 5d4x10 (125 gp).

    Starting Age: As rogue.

    Hit dice: d8
    {table=head]Lvl|
    BAB
    |Fort|Ref|Will|Special
    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Notorious, Sneak Attack 1d6
    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Grin and Bear it
    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Flourish
    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Sneak Attack 2d6
    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    |Flash of Steel(Two-Weapon Fighting)
    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +2
    |Dirty Tricks (swift action)
    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +2
    |Sneak Attack 3d6
    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +2
    |Slippery Scoundrel
    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +3
    |Pistol Whip
    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +3
    |Through Shot, Sneak Attack 4d6
    11th|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +3
    |Flash of Steel(Improved Two-Weapon Fighting)
    12th|
    +12/+7/+2
    |
    +4
    |
    +8
    |
    +4
    |Opportunistic
    13th|
    +13/+8/+3
    |
    +4
    |
    +8
    |
    +4
    |Sneak Attack 5d6
    14th|
    +14/+9/+4
    |
    +4
    |
    +9
    |
    +4
    |Fake Out
    15th|
    +15/+10/+5
    |
    +5
    |
    +9
    |
    +5
    |Keep Back
    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +10
    |
    +5
    |Sneak Attack 6d6
    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Flash of Steel(Greater Two-Weapon Fighting)
    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Dirty Tricks (free action)
    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |Sneak Attack 7d6
    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Frightful Shot [/table]
    Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise (INT), Balance (DEX), Bluff (CHA), Climb (STR), Intimidate (CHA), Jump (STR), Knowledge(geography) (INT), Listen (WIS), Profession(sailor) (WIS), Spot (WIS), Swim (STR), Use Rope (DEX)

    Class Features
    The sea dog can take on many roles: bloodthirsty pirate, freewheeling merchant, or mildly insubordinate naval officers amond them, but he will always have some connection to the sea.

    Weapon and Armor Proficiencies: A sea dog is proficient with all simple weapons and pistols. Sea dogs are proficient with light armor but not with shields.

    Sneak Attack (Ex): As the rogue class feature, except it increases by 1d6 every three sea dog levels rather than every two as a rogue's does.

    Notorious (Ex): Even the lowliest Sea Dog develops something of a reputation, recognition of which can put an opponent off-guard. A sea dog gains the Improved Feint even if he does not meet the prerequisites and may use an Intimidate check instead of a Bluff check when feinting.

    Grin and Bear it (Ex): A Sea Dog mut never show weakness. Beginning at second level, you add your Charisma bonus (if any) as a bonus on Fortitude Checks. This bonus does not stack with the from the paladin's divine grace ability.

    Flourish (Ex): Beginning at third level, while wielding a pistol in one hand, a sea dog applies his Charisma bonus (if any) as a bonus on melee damage rolls with slashing or piercing weapons he weilds in one hand in addition to any Strength bonus he may have.

    Flash of Steel (Ex): The sea dog's key to victory is his speed.
    At fifth level, he gains the Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead gains the ability to attack with two weapons as a standard action, taking a -2 penalty on both attacks.
    At eleventh level, he gains the Improved Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead reduced the penalties he takes when fighting with two weapons by 1.
    At seventeenth level, he gains the Greater Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead takes no penalty when fighting with two weapons and adds his full Strength bonus on his off-hand attacks.

    Dirty Tricks (Ex): At sixth level, a sea dog can feint as a swift action.
    At eighteenth level, a sea dog can also feint as a free action, but gives up his attack of opportunity to do so. A sea dog with Combat Reflexes can use this ability multiple times per round, but takes stacking -5 penalties on each use after the first.

    Slippery Scoundrel (Ex): By eighth level, a sea dog has had enough run-ins with those who wish him harm to develop keen sense of how to keep himself out of trouble. He gains a bonus to Armor Class against all touch attacks equal to his Charisma bonus; however, his touch AC can never exceed his Armor Class. A sea dog without Uncanny dodge also gains a bonus to his Flatfooted AC equal to his Charisma bonus, however this bonus can not exceed his Dexterity bonus.

    Pistol Whip (Ex): Beginning at ninth level, a sea dog learns that a fired gun is still a useful weapon. While wielding a pistol in one hand with no bullets chambered, a Sea dog can deal bludgeoning damage using the pistol as a melee weapon. The damage done by the pistol is that of a die two sizes smaller than the pistol does when fired and the enhancement bonus on the pistol applies to attack and damage rolls when it is used this way.
    If the sea dog has affixed a gun blade to his pistol (as the bow blades in Complete Scoundrel), he instead removes the -2 penalty on attack rolls with that blade. (He gains flourish bonus damage on melee attack rolls with a gun blade).

    Through Shot (Ex): Any pistol wielded by a sea dog of tenth level or higher is treated as having the Exit Wound special property (Complete Warrior 134).

    Opportunistic (Ex): At twelfth level, a sea dog can feint as a free action when making an attack of opportunity once per round. A sea dog with Combat Reflexes can only use this effect on one of his attacks of opportunity.

    Fake Out (Ex): A sea dog doesn't live long if he can't frighten or fool an opponent's weapon into going somewhere other that where he's standing. At fourteenth level, once per round, a sea dog can, as an immediate action, replace his AC with a Bluff or Intimidate check.

    Keep Back (Ex): Beginning at fifteenth level, a sea dog can keep attackers at bay while using his pistol. While wielding a sword in his other hand, a sea dog does not provoke an attack of opportunity when firing a pistol.

    Frightful Shot (Ex): When a sea dog successfully shoots an enemy, that enemy must succeed on a Will save (DC 20 + samurai’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit
    Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same sea dog's frightful shot for 24 hours.

    Sidebar: Pistol Defined
    Spoiler
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    Will probably have a section about pistols in one of the other chapters, but for the purposes of the sea dog, a pistol can be something like the Dragon Pistol, Sting and Double pistol described here.

    Probably creating two new feats, Pistoleer and Rifleman, which would grant proficiency with pistols and rifles respectively. A character who's proficient with hand crossbows would be considered proficient with pistols, but takes a -1 penalty on attack rolls unless he also has the Pistoleer feat.

    Last edited by playswithfire; 2010-03-12 at 05:00 PM.
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    later version of the Sea Dog base class from it

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    Default Re: Chapter 2: Character Classes (in progress)

    Quote Originally Posted by playswithfire View Post
    [SIZE="4"]Buccaneer? title undertermined
    PC Class
    Alignment restriction: any nonlawful or nongood
    Full BAB, good reflex save, d8 or d10 hit dice, 4 skill points/level
    Still kicking ideas around, will probably try to set it up to have easy entry to some appropriate prestige classes (Dread Pirate, Scarlet Corsair, Legendary Captain) while giving it its own style
    How about Sea Dog, for the name?
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    Default Re: Chapter 2: Character Classes (in progress)

    Quote Originally Posted by Gourtox View Post
    How about Sea Dog, for the name?
    I like it. Partial table for the sea dog up; obviously needs a lot of work and is nowhere near finished.
    Homebrew
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

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    Default Re: Putting together a Campaign Setting Book

    Quote Originally Posted by playswithfire View Post
    Reorganized my thoughts and my posts. In addition to looking for general comments on what I've already posted, I seek the playground's guidance on how to proceed with a specific question.

    What new base class should I introduce for this setting?
    There are four aspects of this world, as I see it, that make it unique and could guide this choice.
    1. It's colonial nature, so possibly a base class/NPC class called Colonist, which would probably focus on skills and adapting to new situations
    2. It's gestalt, though I'm not sure what class to create to go with that.
    3. It's in a somewhat nautical setting, so some sort of sailor class
    4. Firearms are more common, so some sort of gunslinger class

    If any of the above sound good to you, or you have a homebrew class that would fit well in this world or can think of a better concept to introduce, please let me know.
    You could make a sailor NPC class and have them get some nautical class feature.

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    Default Re: Putting together a Campaign Setting Book

    Look, a Pirate, or anybody those days regarded a gun as a single shot weapon. You fired it to slow your enemy down, and then cut him up with your Sword.

    How about a Class Feature that gives them the ability, on their first shot, to have some negative effect on their enemy?

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    Default Re: Putting together a Campaign Setting Book

    Quote Originally Posted by Tackyhillbillu View Post
    Look, a Pirate, or anybody those days regarded a gun as a single shot weapon. You fired it to slow your enemy down, and then cut him up with your Sword.

    How about a Class Feature that gives them the ability, on their first shot, to have some negative effect on their enemy?
    Fair point. I'll try to work that in. First thought is bleeding wounds, a la Invisible Blade, possibly also reducing their speed, but I'll keep thinking.


    Beginnings of the Colonist also posted. I appreciate the continued feedback, everyone.
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    later version of the Sea Dog base class from it

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    Default Re: Putting together a Campaign Setting Book

    This is a really cool idea for a campaign setting. I love the colonial feel to it, and you've done a really good job of integrating the core classes and the ton of playable races into it. It's interesting to see a setting built around gestalt, though. It does mean, however, that you can make really cool setting-based prestige classes that cover both halves of a progression, and get really crazy with the abilities.

    The new classes obviously need some work, though. For the sea dog, it looks like you're trying to make a fairly generic sailor/pirate? If you're looking for some ideas (cough plug cough), I've got a corsair class here that I made that you can feel free to "plunder" to your heart's content.

    Keep up the good work! I look forward to seeing what else you can come up with for this setting! You might also want to think about alternative class features that can change the original base classes in order to suit the setting a little better.
    Last edited by Kellus; 2009-06-12 at 05:45 PM.

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    Default Re: Putting together a Campaign Setting Book

    Quote Originally Posted by Kellus View Post
    This is a really cool idea for a campaign setting. I love the colonial feel to it, and you've done a really good job of integrating the core classes and the ton of playable races into it. It's interesting to see a setting built around gestalt, though. It does mean, however, that you can make really cool setting-based prestige classes that cover both halves of a progression, and get really crazy with the abilities.
    Thanks very much. I am looking forward to coming up with a few prestige classes that would be almost, but not quite, inaccessible to a non-gestalt character. There are several interesting options.

    Quote Originally Posted by Kellus View Post
    The new classes obviously need some work, though. For the sea dog, it looks like you're trying to make a fairly generic sailor/pirate? If you're looking for some ideas (cough plug cough), I've got a corsair class here that I made that you can feel free to "plunder" to your heart's content.
    Yeah, the new classes are less than half-done. I just wanted to get down some of the class features and 'feel' to them as it occurred to me so I didn't forget it: the sea dog, as you said, being a sailor/pirate/scoundrel type and the colonist being a fairly passive/defensive class that focuses on adapting to life in a new place. If possible, I'd like it to be something that you could quickly throw on as the other half of a gestalt for pretty much any existing NPC to give it some nice flavor and slight power upgrade. I will definitely take a look at the corsair and credit you appropriately if I borrow from it.

    Quote Originally Posted by Kellus View Post
    Keep up the good work! I look forward to seeing what else you can come up with for this setting! You might also want to think about alternative class features that can change the original base classes in order to suit the setting a little better.
    Thanks again. I hadn't given too much thought to ACFs; obviously, most of the ones from Stormwrack would function well here, but I should come up with a few of my own.
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    Default Re: Putting together a Campaign Setting Book

    Updates to Chapter 1: Added a section for Half-Orcs and Orcs. I'd originally planned to skip these races, as the goliaths and, to a lesser extent, the darfellans provide good 'hulking bruiser' races, the roll traditionally filled by orcs and half-orcs. But I thought I should include all the standard races, so the Orcs (half-orcs are another breed of orc, rather than half-human) live above Mirfield.

    Updates to Chapter 2: Added more features to colonist and, pending the opinion of the playground, I may be ready to call it done. It has some dead levels, but since I see it being primarily used for NPCs, I'm OK with that. Feedback greatly appreciated.
    Working on adding sample characters for each of the classes. So far, I only have a monk.

    New Current Question
    What other features should be added to the new Sea Dog class and/or what features should be removed or replaced?
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    Default Re: Putting together a Campaign Setting Book

    Really nice work, matey!

    As for some stuff about the Sea Dog: allow the Slippery Scoundrel to apply to flat-footed AC as well as touch AC. Seems to fit a bit better and wont unbalance anything. Also, increase the damage from sneak attack to maybe 8d6 instead of 6d6. That's just my two cents at least.

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    Default Re: Putting together a Campaign Setting Book

    Quote Originally Posted by Endalia View Post
    Really nice work, matey!

    As for some stuff about the Sea Dog: allow the Slippery Scoundrel to apply to flat-footed AC as well as touch AC. Seems to fit a bit better and wont unbalance anything. Also, increase the damage from sneak attack to maybe 8d6 instead of 6d6. That's just my two cents at least.
    Thanks for the feedback. Real life is keeping me busy this week, but expect an update Saturday morning and I will take your advice under consideration
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    Default Chapter 3: Prestige and Paragon Classes

    Reserved for Chapter 3; planned so far:

    Paragon Classes

    Darfellan Paragon
    Hit dice: d8
    {table=head]Lvl|BAB|Fort|Ref|Will|Special
    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Land-Adapted
    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Sahuagin Hunter
    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Ability Boost (Con +2)
    [/table]
    Class Skills (4 + Int modifier per level, x4 at 1st level): Balance (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str)

    Land-Adapted (Ex): Though he still years to reclaim his ancestors lost underwater settlements, a darfellan paragon has learned to fight on land as well as under water. His base land speed increases to 30 feet and his echolocation gives him blindsense out to 5 feet even when he is on land.

    Sahuagin Hunter (Ex): A darfellan paragon has lived his life at war with the Sahuain and gains Favored Enemy(Sahuagin) as the Ranger class feature. If he already has this favored enemy, his bonus increases by 2.

    Ability Boost (Ex): At 3rd level, a darfellan paragon's Constitution score increases by 2 points.

    Goliath/Half-Giant Paragon
    Hit dice: d10
    {table=head]Lvl|BAB|Fort|Ref|Will|Special
    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    | Stability
    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Special Training
    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Ability Boost (Str +2)
    [/table]
    Class Skills (2 + Int modifier per level, x4 at 1st level): Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str)

    Stability (Ex): A champion wrestler, a goliath/half-giant paragon has learned to keep his feet and gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)

    Special Training: Having worked harder than some of his allies, a goliath/half-giant paragon gains additional maneuvers known, readied, and granted as if he had taken another level swordsage, but does not gain any other of the swordsage's class features OR he may gain additional power points and powers known as if he had taken another level of Psychic Warrior, but does not gain any other of the psychic warrior's class features

    Ability Boost (Ex): At 3rd level, a goliath/half-giant paragon's Strength score increases by 2 points.

    Prestige Classes (Brainstorming)

    Maula Kae Gath, a reflavoring of my Empty Hand Master to represent what was originally a champion goliath wrestler, but now extends to a few outside of the archipelago who have learned the fighting style and are awarded (or claim) the title. All references to Monkey Paw would be changed to Maula Kae; as the existing goliath culture includes wrestling for fun and competition, a grappling-based discipline seems to fit

    Drunken Sailor, no firm plans for this one, but probably some variation on parts of the existing drunken master and some new stuff added in
    Last edited by playswithfire; 2010-01-18 at 09:14 AM.
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    Default Re: Putting together a Campaign Setting Book

    Still need to generate sample characters for most of the classes, but I've got finished versions of the Colonist and Sea Dog for review.

    I trimmed a couple higher level features from the sea dog (internal bleeding and armor piercing), added an extra d6 of sneak attack, rearranged a few things and added some new abilities for the pistol.

    Any feedback appreciated.
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    Default Re: Putting together a Campaign Setting Book

    No comments on the completed Sea Dog? Copied here for those who don't want to scroll back and look for it.

    Sea Dog
    Making a Sea Dog
    A sea dog can be either a primary or secondary melee combatant or, with the right firearm, a secondary ranged combatant. When engaged in melee, he works best with one or more allies to make his sneak attack easier.

    Abilities: As a sea dog often fights with both a sword and pistol, many emphasize Dexterity over Strength, using the Weapon Finesse feat to allow them to use the same ability for both weapons. With its average hit dice, Constitution is also important. Charisma governs most of the sea dog's class features, it is his most important mental stat. Intelligence gives him the skills he needs to perform his duties aboard ship and Wisdom is important to a Sea Dog as it is to any character, as it governs his Will save.

    Races: Sea dogs are most common among the colonizing races: Humans, Half-Elves and Dwarves in roughly that order. Some of the native races have taken up the lifestyle, but are more likely to dip in the class rather than take it to completion.

    Alignment: A sea dog can be of any alignment except for lawful good as the sea dog way of life is not conducive to walking the straight and narrow.

    Starting Gold: 5d4x10 (125 gp).

    Starting Age: As rogue.

    Hit dice: d8
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +1
    |
    +0
    |
    +2
    |
    +0
    |Notorious, Sneak Attack 1d6
    2nd|
    +2
    |
    +0
    |
    +3
    |
    +0
    |Grin and Bear it
    3rd|
    +3
    |
    +1
    |
    +3
    |
    +1
    |Flourish
    4th|
    +4
    |
    +1
    |
    +4
    |
    +1
    |Sneak Attack 2d6
    5th|
    +5
    |
    +1
    |
    +4
    |
    +1
    |Flash of Steel(Two-Weapon Fighting)
    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +2
    |Dirty Tricks (swift action)
    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +2
    |Sneak Attack 3d6
    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +2
    |Slippery Scoundrel
    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +3
    |Pistol Whip
    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +3
    |Through Shot, Sneak Attack 4d6
    11th|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +3
    |Flash of Steel(Improved Two-Weapon Fighting)
    12th|
    +12/+7/+2
    |
    +4
    |
    +8
    |
    +4
    |Opportunistic
    13th|
    +13/+8/+3
    |
    +4
    |
    +8
    |
    +4
    |Sneak Attack 5d6
    14th|
    +14/+9/+4
    |
    +4
    |
    +9
    |
    +4
    |Fake Out
    15th|
    +15/+10/+5
    |
    +5
    |
    +9
    |
    +5
    |Keep Back
    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +10
    |
    +5
    |Sneak Attack 6d6
    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Flash of Steel(Greater Two-Weapon Fighting)
    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Dirty Tricks (free action)
    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |Sneak Attack 7d6
    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Frightful Shot [/table]
    Class Skills Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise (INT), Balance (DEX), Bluff (CHA), Climb (STR), Intimidate (CHA), Jump (STR), Knowledge(geography) (INT), Listen (WIS), Profession(sailor) (WIS), Spot (WIS), Swim (STR), Use Rope (DEX)

    Class Features
    The sea dog can take on many roles: bloodthirsty pirate, freewheeling merchant, or mildly insubordinate naval officers amond them, but he will always have some connection to the sea.

    Weapon and Armor Proficiencies: A sea dog is proficient with all simple weapons and pistols. Sea dogs are proficient with light armor but not with shields.

    Sneak Attack (Ex): As the rogue class feature, except it increases by 1d6 every three sea dog levels rather than every two as a rogue's does.

    Notorious (Ex): Even the lowliest Sea Dog develops something of a reputation, recognition of which can put an opponent off-guard. A sea dog gains the Improved Feint even if he does not meet the prerequisites and may use an Intimidate check instead of a Bluff check when feinting.

    Grin and Bear it (Ex): A Sea Dog mut never show weakness. Beginning at second level, you add your Charisma bonus (if any) as a bonus on Fortitude Checks. This bonus does not stack with the from the paladin's divine grace ability.

    Flourish (Ex): Beginning at third level, while wielding a pistol in one hand, a sea dog applies his Charisma bonus (if any) as a bonus on melee damage rolls with slashing or piercing weapons he weilds in one hand in addition to any Strength bonus he may have.

    Flash of Steel (Ex): The sea dog's key to victory is his speed.
    At fifth level, he gains the Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead gains the ability to attack with two weapons as a standard action, taking a -2 penalty on both attacks.
    At eleventh level, he gains the Improved Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead reduced the penalties he takes when fighting with two weapons by 1.
    At seventeenth level, he gains the Greater Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead takes no penalty when fighting with two weapons and adds his full Strength bonus on his off-hand attacks.

    Dirty Tricks (Ex): At sixth level, a sea dog can feint as a swift action.
    At eighteenth level, a sea dog can also feint as a free action, but gives up his attack of opportunity to do so. A sea dog with Combat Reflexes can use this ability multiple times per round, but takes stacking -5 penalties on each use after the first.

    Slippery Scoundrel (Ex): By eighth level, a sea dog has had enough run-ins with those who wish him harm to develop keen sense of how to keep himself out of trouble. He gains a bonus to Armor Class against all touch attacks equal to his Charisma bonus; however, his touch AC can never exceed his Armor Class. A sea dog without Uncanny dodge also gains a bonus to his Flatfooted AC equal to his Charisma bonus, however this bonus can not exceed his Dexterity bonus.

    Pistol Whip (Ex): Beginning at ninth level, a sea dog learns that a fired gun is still a useful weapon. While wielding a pistol in one hand with no bullets chambered, a Sea dog can deal bludgeoning damage using the pistol as a melee weapon. The damage done by the pistol is that of a die two sizes smaller than the pistol does when fired and the enhancement bonus on the pistol applies to attack and damage rolls when it is used this way.
    If the sea dog has affixed a gun blade to his pistol (as the bow blades in Complete Scoundrel), he instead removes the -2 penalty on attack rolls with that blade. (He gains flourish bonus damage on melee attack rolls with a gun blade).

    Through Shot (Ex): Any pistol wielded by a sea dog of tenth level or higher is treated as having the Exit Wound special property (Complete Warrior 134).

    Opportunistic (Ex): At twelfth level, a sea dog can feint as a free action when making an attack of opportunity once per round. A sea dog with Combat Reflexes can only use this effect on one of his attacks of opportunity.

    Fake Out (Ex): A sea dog doesn't live long if he can't frighten or fool an opponent's weapon into going somewhere other that where he's standing. At fourteenth level, once per round, a sea dog can, as an immediate action, replace his AC with a Bluff or Intimidate check.

    Keep Back (Ex): Beginning at fifteenth level, a sea dog can keep attackers at bay while using his pistol. While wielding a sword in his other hand, a sea dog does not provoke an attack of opportunity when firing a pistol.

    Frightful Shot (Ex): When a sea dog successfully shoots an enemy, that enemy must succeed on a Will save (DC 20 + samurai’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit
    Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same sea dog's frightful shot for 24 hours.

    Sidebar: Pistol Defined
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    Will probably have a section about pistols in one of the other chapters, but for the purposes of the sea dog, a pistol can be something like the Dragon Pistol, Sting and Double pistol described here.

    Probably creating two new feats, Pistoleer and Rifleman, which would grant proficiency with pistols and rifles respectively. A character who's proficient with hand crossbows would be considered proficient with pistols, but takes a -1 penalty on attack rolls unless he also has the Pistoleer feat.
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    Default Re: Putting together a Campaign Setting Book

    Good stuff, as earlier!

    Liked the revisions you did, and it seems like a decent class. You could make it stronger without making it unbalanced, but all in all, it's really good.

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