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  1. - Top - End - #1
    Ogre in the Playground
     
    Drakevarg's Avatar

    Join Date
    Jun 2009
    Location
    Ebonwood

    Default [3.5] Artres Campaign Setting (PEACH)

    Working on a campaign setting for a game with my cousins, probably just gonna use it as my setting for any game I wind up DMing. Still not done with it, but I felt I should get it critiqued BEFORE it becomes a giant tangled mess that touching it would cause it to EXPLODE.

    First things first, the classes. I'm limiting the choices to just 4 classes: Fighters, Rogues, Clerics and Wizards. Haven't finished writing wizards yet. Tell me whatcha think.

    And if you're wondering why everything always lists itself as "+1" as opposes to "+5" or whatever, its because I found it annoying that the Players Handbook seemed to assumed - incorrectly, usually - that I wasn't going to multiclass. And so this chart only tells you what you gain, not your new total.

    Aaaand one final point of interest: I was lazy, so I decided that theres no such thing as cross-class skills. Everything is everyone's class skills. The big difference is how many skill points you get.

    FIGHTER
    Not much changed here, I basically just removed the limitations on bonus feats and messed with the saves a bit.

    GAME RULE INFORMATION
    Abilities: Strength, Constitution and Dexterity are the virtues of a fighter, enabling him to deal damage and take it, or avoid it in the first place.
    Hit Dice: d10
    Skill Points Per Level: 2 + Int Modifier

    Class Features:
    Weapon and Armor Proficiencies: A fighter is proficient with all simple and martial weapons, with light, medium and heavy armors, and with all types of shields.
    Bonus Feats: At 1st level and every two fighter levels afterwards, a fighter may select a bonus feat. The fighter must still meet all the prerequisites for the feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels.

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

    1st|
    +1
    |
    +1
    |
    --
    |
    --
    |Bonus Feat

    2nd|
    +1
    |
    --
    |
    --
    |
    --
    |--

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

    4th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    5th|
    +1
    |
    +1
    |
    --
    |
    --
    |Bonus Feat

    6th|
    +1
    |
    --
    |
    +1
    |
    +1
    |--

    7th|
    +1
    |
    +1
    |
    --
    |
    --
    |Bonus Feat

    8th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    9th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |Bonus Feat

    10th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    11th|
    +1
    |
    +1
    |
    --
    |
    --
    |Bonus Feat

    12th|
    +1
    |
    --
    |
    +1
    |
    +1
    |--

    13th|
    +1
    |
    +1
    |
    --
    |
    --
    |Bonus Feat

    14th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    15th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |Bonus Feat

    16th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    17th|
    +1
    |
    +1
    |
    --
    |
    --
    |Bonus Feat

    18th|
    +1
    |
    --
    |
    +1
    |
    +1
    |--

    19th|
    +1
    |
    +1
    |
    --
    |
    --
    |Bonus Feat

    20th|
    +1
    |
    --
    |
    --
    |
    --
    |--[/table]

    ROGUE
    Fiddled with this one quite a bit, actually. Only major thing I can remember changing is that the special abilities you get at higher levels have just been made into rogue-only feats, and that rogues just get bonus feats at those levels.

    GAME RULE INFORMATION
    Abilities: Dexterity provides extra protection for the lightly-armored rogue. A high intelligence score will increase the rogues' skill points, which can be used to expand her repertoire.
    Hit Dice: d6
    Skill Points Per Level: 6 + Int Modifier

    Class Features:
    Weapon and Armor Proficiencies: A rogue is proficient with all simple weapons, as well as the hand crossbow, rapier, sap, shortbow, and shortsword. Rogues are proficient with light armor but not with shields.
    Sneak Attack: Any time a rogue's target would be denied a Dexterity bonus to their AC (regardless of whether they actually have a Dexterity bonus or not), or when she flanks her target, she may attack a vital area for extra damage. This extra damage is +1d6, and increases by another +1d6 every two rogue levels thereafter. Should a rogue make a critical hit during a sneak attack, the extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. A rogue can't strike with deadly accuracy beyond that range. A rogue can only sneak attack targets with discernable anatomies-- undead, constructs, oozes, plants and incorpreal creatures lack vital areas to attack. Any creature that is immune to critical hits is also immune to sneak attacks.
    Evasion: At 2nd level and higher, a rogue can avoid even magical attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless rogue (such as one who is unconcious or paralyzed) does not gain the benefit of evasion.
    Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisable attacker. However, she still loses her Dexterity bonus to AC if immobilized.
    Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked; she can react to opponents on either side of her as easily as she can react to a single opponent. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
    Bonus Feats: At 10th, 14th, and 18th level, a rogue may gain a bonus feat.

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

    1st|
    --
    |
    --
    |
    +1
    |
    --
    |Sneak Attack +1d6

    2nd|
    +1
    |
    --
    |
    --
    |
    --
    |Evasion

    3rd|
    --
    |
    +1
    |
    +1
    |
    +1
    |Sneak Attack +1d6

    4th|
    +1
    |
    --
    |
    --
    |
    --
    |Uncanny Dodge

    5th|
    --
    |
    --
    |
    +1
    |
    --
    |Sneak Attack +1d6

    6th|
    +1
    |
    +1
    |
    --
    |
    +1
    |--

    7th|
    --
    |
    --
    |
    +1
    |
    --
    |Sneak Attack +1d6

    8th|
    +1
    |
    --
    |
    --
    |
    --
    |Improved Uncanny Dodge

    9th|
    --
    |
    +1
    |
    +1
    |
    +1
    |Sneak Attack +1d6

    10th|
    +1
    |
    --
    |
    --
    |
    --
    |Bonus Feat

    11th|
    --
    |
    --
    |
    +1
    |
    --
    |Sneak Attack +1d6

    12th|
    +1
    |
    +1
    |
    --
    |
    +1
    |--

    13th|
    --
    |
    --
    |
    +1
    |
    --
    |Sneak Attack +1d6

    14th|
    +1
    |
    --
    |
    --
    |
    --
    |Bonus Feat

    15th|
    --
    |
    +1
    |
    +1
    |
    +1
    |Sneak Attack +1d6

    16th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    17th|
    --
    |
    --
    |
    +1
    |
    --
    |Sneak Attack +1d6

    18th|
    +1
    |
    +1
    |
    --
    |
    +1
    |Bonus Feat

    19th|
    --
    |
    --
    |
    +1
    |
    --
    |Sneak Attack +1d6

    20th|
    +1
    |
    --
    |
    --
    |
    --
    |--[/table]

    Rogue-Only Feats
    Crippling Strike [General]
    Prerequisite: Rogue level 10
    Benefit: A rogue with this feat can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

    Improved Evasion [General]
    Prerequisite: Rogue level 10, Evasion
    Benefit: This ability works like evasion, except that while the rogue still takes no damage upon a successful Reflex throw against attacks, henceforth she only takes half damage on a failed save. A helpless rogue (such as one that is unconcious or paralyzed) does no gain the benefit of improved evasion.

    Skill Mastery [General]
    Prerequisite: Rogue level 10
    Benefit: The rogue becomes so certain in the use of her skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Int modifier. When making a skill check with one of these skills, she may take 10 even if stress and distraction would normally prevent her from doing so. A rogue may gain this feat multiple times, selecting additional skills for it to apply to each time.

    CLERIC

    GAME RULE INFORMATION
    Abilities: Wisdom determines the cleric's spellcasting powers. Frequently taking the role of a secondary melee combatant, a cleric is well aided by high Constitution and Strength scores.
    Alignment: A cleric's alignment must be within one step of their diety's. (That is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both.)
    Hit Dice: d8
    Skill Points Per Level: 4 + Int Modifier

    Class Features
    Weapon and Armor Proficiencies: A cleric is proficient with all simple weapons, all forms of armor, and with all shields.
    Diety: A cleric's abilities are determined by what diety they choose. After selecting what diety the cleric serves, check that diety's spell list for the abilities they grant.
    Spells: A cleric cast divine spells, which are drawn from their choosen diety's spell list. To prepare or cast a spell, a cleric must have a Wisdom score of at least 10 + the spell's level. The DC for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. A cleric may only cast a certain number of spells of each level per day. His daily spell allotment is given on the table below. In addition, he receives extra spells per day if he has a high wisdom score. Clerics prepare their spells through prayer. Each cleric must choose a time at which he must spend one hour each day in quiet contemplation to regain his daily allotment of spells. Typcially, this hour is at dawn, noon, dusk or midnight. Time spent resting has no effect on whether a cleric can cast spells. A cleric may prepare and cast any spell on their diety's spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily prayer.

    Ex-Clerics
    A cleric who grossly violates the code of conduct required by their diety (generally by acting in ways opposed to the diety's alignment or purposes) loses all spells and class features except for weapon and armor proficiencies. He cannot thereafter gain levels as a cleric of that diety until he atones. A cleric who changes dieties can never again revert to a previous diety.

    The Cleric
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    --
    |
    +1
    |
    --
    |
    +1
    |--|5|1

    2nd|
    +1
    |
    --
    |
    --
    |
    --
    |--|6|2

    3rd|
    --
    |
    +1
    |
    +1
    |
    +1
    |--|6|2|1

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

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

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

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

    8th|
    +1
    |
    --
    |
    --
    |
    --
    |--|8|4|3|3|2

    9th|
    --
    |
    +1
    |
    +1
    |
    +1
    |--|8|4|4|3|2|1

    10th|
    +1
    |
    --
    |
    --
    |
    --
    |--|8|4|4|3|3|2

    11th|
    --
    |
    +1
    |
    --
    |
    +1
    |--|9|5|4|4|3|2|1

    12th|
    +1
    |
    --
    |
    +1
    |
    --
    |--|9|5|4|4|3|3|2

    13th|
    --
    |
    +1
    |
    --
    |
    +1
    |--|9|5|5|4|4|3|2|1

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

    15th|
    --
    |
    +1
    |
    +1
    |
    +1
    |--|9|5|5|5|4|4|3|2|1

    16th|
    +1
    |
    --
    |
    --
    |
    --
    |--|10|6|5|5|4|4|3|3|2

    17th|
    --
    |
    +1
    |
    --
    |
    +1
    |--|10|6|5|5|5|4|4|3|2|1

    18th|
    +1
    |
    --
    |
    +1
    |
    --
    |--|10|6|6|5|5|4|4|3|3|2

    19th|
    --
    |
    +1
    |
    --
    |
    +1
    |--|10|6|6|5|5|5|4|4|3|2

    20th|
    +1
    |
    --
    |
    --
    |
    --
    |--|10|6|6|6|5|5|4|4|3|3[/table]

    WIZARD

    GAME RULE INFORMATION
    Abilities: Intelligence determines the wizards's spellcasting powers. Ill-suited for combat, high Dexterity and Constitution scores can help keep the wizard alive long enough to get their spells off.
    Hit Dice: d4
    Skill Points Per Level: 4 + Int Modifier

    Class Features:
    Weapon and Armor Proficiencies: A wizard is proficient with all simple weapons. He is not proficient with any armor or shields.
    Bonus Feats: At 5th, 10th, 15th, and 20th levels, a wizard may select a bonus feat. The wizard must still meet all the prerequisites for the feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets every three levels.
    Scribe Scroll: At first level, the wizard gains Scribe Scroll as a bonus feat.
    Spells: A wizard cast divine spells, which can be drawn from any of the spell lists. To prepare or cast a spell, a wizard must have a Intelligence score of at least 10 + the spell's level. The DC for a saving throw against a wizards's spell is 10 + the spell's level + the wizard's Intelligence modifier. A wizard may only cast a certain number of spells of each level per day. His daily spell allotment is given on the table below. In addition, he receives extra spells per day if he has a high Intelligence score. The wizard must choose his spells ahead of time each day by spending one hour studying his spellbook. While studying, the wizard decides what spells to prepare.
    Spellbooks: Unlike clerics, a wizard does not innately know every spell he is capable of casting. Instead, he must learn them through the study of scrolls or spellbooks. A wizard must study his spell book each day to prepare his spells, and he cannot prepare any spell not written in his spellbook. A wizard begins play with a spellbook containing all 0-level spells, as well as three 1st-level spells of their choice. At each new wizard level, they gain two new spells of any spell level or levels she can cast (based on their new wizard level) to their spellbook. At any time, a wizard can also add spells found in other spellbooks or from scrolls to her own spellbook.

    The Wizard
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    --
    |
    --
    |
    --
    |
    +1
    |--|5|1

    2nd|
    --
    |
    --
    |
    --
    |
    --
    |--|6|2

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--|6|2|1

    4th|
    --
    |
    --
    |
    --
    |
    --
    |--|7|3|2

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

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

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

    8th|
    --
    |
    --
    |
    --
    |
    --
    |--|8|4|3|3|2

    9th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--|8|4|4|3|2|1

    10th|
    --
    |
    --
    |
    --
    |
    --
    |--|8|4|4|3|3|2

    11th|
    --
    |
    --
    |
    --
    |
    +1
    |--|9|5|4|4|3|2|1

    12th|
    +1
    |
    +1
    |
    +1
    |
    --
    |--|9|5|4|4|3|3|2

    13th|
    --
    |
    --
    |
    --
    |
    +1
    |--|9|5|5|4|4|3|2|1

    14th|
    --
    |
    --
    |
    --
    |
    --
    |--|9|5|5|4|4|3|3|2

    15th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--|9|5|5|5|4|4|3|2|1

    16th|
    --
    |
    --
    |
    --
    |
    --
    |--|10|6|5|5|4|4|3|3|2

    17th|
    --
    |
    --
    |
    --
    |
    +1
    |--|10|6|5|5|5|4|4|3|2|1

    18th|
    +1
    |
    +1
    |
    +1
    |
    --
    |--|10|6|6|5|5|4|4|3|3|2

    19th|
    --
    |
    --
    |
    --
    |
    +1
    |--|10|6|6|5|5|5|4|4|3|2

    20th|
    --
    |
    --
    |
    --
    |
    --
    |--|10|6|6|6|5|5|4|4|3|3[/table]
    Last edited by Drakevarg; 2009-08-07 at 09:40 AM. Reason: For got the [3.5] tag...
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

    ENBY

  2. - Top - End - #2
    Troll in the Playground
    Join Date
    Apr 2008
    Location
    USA
    Gender
    Intersex

    Default Re: [3.5] Artres Campaign Setting (Classes)

    If you're dead-set on just listing what you gain, then make all of the Sneak Attack listings give +1d6, and don't list the extra attacks in the table, as they're a function of your base attack bonus.
    ze/zir | she/her

    Omnia Vincit Amor

  3. - Top - End - #3
    Ogre in the Playground
     
    Drakevarg's Avatar

    Join Date
    Jun 2009
    Location
    Ebonwood

    Default Re: [3.5] Artres Campaign Setting (Classes)

    As opposed to using the usual DnD dieties, I've decided to use Greek gods. Specifically, Apollo, Zeus, Posiedon, Atlas, Gaia, Hades, Athena and Ares. YES, I know two of them are actually Titans. I don't care.

    Cleric abilities very depending on which diety you choose. These spell lists dictate what cleric abilities they get, as well as what spells. This does cause some limitations. For example, a cleric who worships the god of FIRE doesn't get healing spells. He gets fireball.

    Oh, yeah. And the whole arcane vs divine spells? No such thing. Everything's a divine spell. Wizards are basically the godly equivalent to seagulls or raccoons. They pick over the leftovers for spells.

    The main reason I'm posting my campaign setting here in the first place is for help picking the spells. I've had some trouble deciding what to use. Here are the basic rules:

    -Only 4 spells per spell level.
    -Every spell list gets "Miracle" as a 9th level spell.
    -The four elemental gods always get Plane Shift, Summon Monster III-IX, all varieties of Planar Ally, and Elemental Swarm towards their element.
    -Specific spell types listed under each god.
    -Gaia (at least at levels 0-8) always gets the best "Cure ___ Wounds" available.
    -Gaia always gets Summon Nature's Ally as one of that level's spells.
    -Hades (at least at levels 0-8) always gets the best "Inflict ___ Wounds" available.
    -The War Gods always get Plane Shift, Summon Monster I-IX, and all varieties of Planar Ally towards their alignment.

    APOLLO SPELL LIST
    General Domans: (NOT the specific Clerical domains listed in the Player's Handbook.)
    Fire and Light

    CLERIC POWERS
    Turn Fire: A Cleric of Apollo may turn fire creatures (such as fire elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable fire creature first, and can't effect fire creatures more than 60 feet way or have total cover relative to you. For a Turn Fire check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful fire creature you can turn. On a given turning attempt, you can turn no fire creatures whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Fire Creature Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the fire creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of fire creatures you can turn. You may skip over already turned fire creatures that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned fire creature. These are; turn, rebuke, command, or destroy.
    Turn Fire: Turned fire creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
    Rebuke Fire: Rebuked fire creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
    Command Fire: A commanded fire creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded fire creature. At any one time the cleric may command any number of fire creatures whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded fire creature or creatures to command new ones.
    Destroy Fire: If you have twice as many levels as the fire creatures have hit dice, you may destroy any that you would normally turn.

    Lesser Turn Water: A Cleric of Apollo may turn water creatures (such as water elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable water creature first, and can't effect water creatures more than 60 feet way or have total cover relative to you. For a Turn Water check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful water creature you can turn. On a given turning attempt, you can turn no water creatures whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Water Creature Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the water creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of water creatures you can turn. You may skip over already turned water creatures that are still within range, so that you do not waste your turning capacity on them. Once a water creature is successfully under your influence, you may either turn or destroy them.
    Turn Water: Turned water creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked. Rebuked water creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
    Destroy Water: If you have twice as many levels as the water creatures have hit dice, you may destroy any that you would normally turn.

    SPELLS
    Level 0:
    Flare
    Light
    Dancing Lights
    Resistance


    Level 1:
    Burning Hands
    Endure Elements
    Produce Flame
    Resist Energy**


    Level 2:
    Fire Trap
    Flame Blade
    Flaming Sphere
    Scorching Ray


    Level 3:
    Call Lightning
    Fireball
    Lightning Bolt
    Summon Monster III*


    Level 4:
    Fire Shield
    Flame Strike
    Lesser Planar Ally*
    Summon Monster IV*


    Level 5:
    Call Lightning Storm
    Plane Shift*
    Summon Monster V*
    Wall of Fire


    Level 6:
    Chain Lightning
    Fire Seeds
    Planar Ally*
    Summon Monster VI*


    Level 7:
    Delayed Blast Fireball
    Fire Storm
    Summon Monster VII*
    Sunbeam


    Level 8:
    Greater Planar Ally*
    Incendiary Cloud
    Summon Monster VIII*
    Sunburst


    Level 9:
    Elemental Swarm*
    Meteor Swarm
    Miracle
    Summon Monster IX*


    *Cast as a fire spell only.
    ** Cast as a fire or water spell only.

    POSIEDON SPELL LIST
    General Domains: (NOT the Clerical Domains from the Player's Handbook)
    Water, Ice, Divination

    CLERIC POWERS
    Turn Water: A Cleric of Posiedon may turn water creatures (such as water elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable water creature first, and can't effect water creatures more than 60 feet way or have total cover relative to you. For a Turn Water check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful water creature you can turn. On a given turning attempt, you can turn no water creatures whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Water Creature Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the water creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of water creatures you can turn. You may skip over already turned water creatures that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned water creature. These are; turn, rebuke, command, or destroy.
    Turn Water: Turned water creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
    Rebuke Water: Rebuked water creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
    Command Water: A commanded water creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded water creature. At any one time the cleric may command any number of water creatures whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded water creature or creatures to command new ones.
    Destroy Water: If you have twice as many levels as the water creatures have hit dice, you may destroy any that you would normally turn.

    Lesser Turn Fire: A Cleric of Posiedon may turn fire creatures (such as fire elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable fire creature first, and can't effect fire creatures more than 60 feet way or have total cover relative to you. For a Turn Fire check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful fire creature you can turn. On a given turning attempt, you can turn no fire creatures whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Fire Creature Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the fire creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of fire creatures you can turn. You may skip over already turned fire creatures that are still within range, so that you do not waste your turning capacity on them. Once a fire creature is successfully under your influence, you may either turn or destroy them.
    Turn Fire: Turned fire creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked. Rebuked fire creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
    Destroy Fire: If you have twice as many levels as the fire creatures have hit dice, you may destroy any that you would normally turn.

    SPELLS
    Level 0:
    Acid Splash
    Create Water
    Purify Food and Drink
    Ray of Frost


    Level 1:
    Endure Elements
    Grease
    Obscuring Mist
    Resist Energy**


    Level 2:
    Chill Metal
    Fog Cloud
    See Invisability
    Protection from Energy**


    Level 3:
    Summon Monster III*
    Arcane Sight
    Water Breathing
    Water Walk


    Level 4:
    Ice Storm
    Lesser Planar Ally*
    Summon Monster IV*
    Wall of Ice


    Level 5:
    Cone of Cold
    Scrying
    Plane Shift*
    Summon Monster V*

    Level 6:
    Find the Path
    Otiluke's Freezing Sphere
    Planar Ally*
    Summon Monster VI*


    Level 7:
    Greater Arcane Sight
    Summon Monster VII*
    Greater Scrying
    True Seeing


    Level 8:
    Discern Location
    Greater Planar Ally*
    Polar Ray
    Summon Monster VIII*


    Level 9:
    Elemental Swarm*
    Foresight
    Miracle
    Summon Monster IX*


    *Cast as a water spell only.
    ** Cast as a fire or water spell only.

    GAIA SPELL LIST
    General Domains: (I think you've figured out what I mean by now...)
    Healing
    Animals
    Plans
    Resurrection

    CLERIC POWERS
    Animal Companion: At first level, a Cleric of Gaia may obtain a loyal animal companion selected from the list below. This animal is completely typical for its kind, but grows stronger as the Cleric of Gaia becomes more powerful. If the Cleric of Gaia releases their companion from service, they may obtain a new one by performing a ritual requiring 24 uninterrupted hours of prayer. This ceremony can also replace a companion that has perished. Note that you may only obtain companions that are native to the region you're in. (For example, you could not obtain a wolf in a rainforest.)

    Companions
    {table=head]Level|Companions
    1st
    |
    Dire Rat
    |
    --
    |
    Eagle
    |
    --
    |
    Monkey
    |
    --
    |
    Owl
    |
    --
    |
    Small Viper
    |
    --
    |
    Wolf
    |[/table]

    {table=head]Level|Companions
    3rd
    |
    Black Bear
    |
    --
    |
    Crocodile
    |
    --
    |
    Dire Badger
    |
    --
    |
    Dire Bat
    |
    --
    |
    Medium Viper
    |
    --
    |
    Wolverine
    |[/table]

    {table=head]Level|Companions
    5th
    |
    Ape
    |
    --
    |
    Dire Weasel
    |
    --
    |
    Dire Wolf
    |
    --
    |
    Giant Eagle
    |
    --
    |
    Lion
    |
    --
    |
    Giant Owl
    |
    --
    |
    Constrictor
    |
    --
    |
    Large Viper
    |[/table]

    {table=head]Level|Companions
    7th
    |
    Brown Bear
    |
    --
    |
    Giant Crocodile
    |
    --
    |
    Dire Ape
    |
    --
    |
    Dire Boar
    |
    --
    |
    Dire Wolverine
    |
    --
    |
    Huge Viper
    |
    --
    |
    Tige
    |[/table]

    {table=head]Level|Companions
    9th
    |
    Polar Bear
    |
    --
    |
    Dire Lion
    |
    --
    |
    Rhinoceros
    |
    --
    |
    Giant Constrictor
    |[/table]

    {table=head]Level|Companions
    11th
    |
    Dire Bear
    |
    --
    |
    Elephant
    |[/table]

    {table=head]Level|Companions
    13th
    |
    Tiger
    |[/table]

    {table=head]Level|Companions
    15th
    |
    Roc
    |[/table]

    Companion Growth
    The companion's Base Attack Bonus and Saving Throws are the same as their cleric's.
    {table=head]Cleric Level|HD|Natural Armor
    1st
    |
    --
    |
    --
    |
    2nd
    |
    +1
    |
    --
    |
    3rd
    |
    --
    |
    +1
    |
    4th
    |
    +1
    |
    --
    |
    5th
    |
    --
    |
    --
    |
    6th
    |
    +1
    |
    +1
    |
    7th
    |
    --
    |
    --
    |
    8th
    |
    +1
    |
    --
    |
    9th
    |
    --
    |
    +1
    |
    10th
    |
    +1
    |
    --
    |
    11th
    |
    --
    |
    --
    |
    12th
    |
    +1
    |
    +1
    |
    13th
    |
    --
    |
    --
    |
    14th
    |
    +1
    |
    --
    |
    15th
    |
    --
    |
    +1
    |
    16th
    |
    +1
    |
    --
    |
    17th
    |
    --
    |
    --
    |
    18th
    |
    +1
    |
    +1
    |
    19th
    |
    --
    |
    --
    |
    20th
    |
    +1
    |
    --
    |[/table]

    Wild Shape: At 5th level, a Cleric of Gaia gains the ability to change into any Medium or smaller animal they could obtain as a companion and back again once per day. The effect lasts for one hour per druid level or until she changes back. Changing form is a standard action and doesn't provoke an attack of opportunity. The form must be one that the cleric is familiar with. For example, a cleric that has never been outside of a temperate forest could not become a camel. A Cleric of Gaia looses their ability to speak while in this form, and is limited to the sounds that a normal, untrained member of her species could make, but she can still communicate with members of her own species. As she becomes more powerful, the gains the ability to transform more often and into larger creatures.

    Wild Shape Development
    {table=head]Cleric Level|Wild Shapes Per Day|Wild Shape Maximum Size

    1st
    |
    --
    |
    --
    |
    2nd
    |
    --
    |
    --
    |
    3rd
    |
    --
    |
    --
    |
    4th
    |
    --
    |
    --
    5th
    |
    +1
    |
    Medium
    |
    6th
    |
    --
    |
    --
    |
    7th
    |
    +1
    |
    --
    |
    8th
    |
    --
    |
    --
    |
    9th
    |
    +1
    |
    --
    |
    10th
    |
    --
    |
    Large
    |
    11th
    |
    +1
    |
    --
    |
    12th
    |
    --
    |
    --
    |
    13th
    |
    +1
    |
    --
    |
    14th
    |
    --
    |
    --
    |
    15th
    |
    +1
    |
    Huge
    |
    16th
    |
    --
    |
    --
    |
    17th
    |
    +1
    |
    --
    |
    18th
    |
    --
    |
    --
    |
    19th
    |
    +1
    |
    --
    |
    20th
    |
    --
    |
    Gargantuan
    |[/table]

    SPELLS
    Level 0:
    Cure Minor Wounds
    Detect Poison
    Purify Food and Drink
    Virtue


    Level 1:
    Cure Light Wounds
    Detect Animals or Plants
    Entangle
    Summon Nature's Ally I


    Level 2:
    Cure Moderate Wounds
    Delay Poison
    Summon Nature's Ally II
    Summon Swarm


    Level 3:
    Cure Serious Wounds
    Neutralize Poison
    Remove Disease
    Summon Nature's Ally III


    Level 4:
    Cure Critical Wounds
    Giant Vermin
    Reincarnate
    Summon Nature's Ally IV


    Level 5:
    Mass Cure Light Wounds
    Insect Plague
    Raise Dead
    Summon Nature's Ally V


    Level 6:
    Mass Cure Moderate Wounds
    Heal
    Liveoak
    Summon Nature's Ally VI


    Level 7:
    Creeping Doom
    Mass Cure Serious Wounds
    Resurrection
    Summon Nature's Ally VII

    Level 8:
    Animal Shapes
    Mass Cure Critical Wounds
    Regenerate
    Summon Nature's Ally VIII

    Level 9:
    Mass Heal
    Miracle
    Summon Nature's Ally IX
    True Resurrection


    Gaia-Only Feats
    Natural Spell [General]
    Prerequisite:
    Wis 13, Wild Shape Ability
    Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you posess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not normally use them, and you do not gain the ability to speak while in a wild shape.

    HADES SPELL LIST
    General Domains: Death, Undead, Weakness, Injury

    CLERIC POWERS
    Death Touch: Once per day, a Cleric of Hades can attempt a melee touch attack against a living creature. When you touch, roll 1d6 per cleric level you posess. If the total at least equals the creature's current hit points, it dies. (No save.)
    Turn Undead: A Cleric of Hades may turn undead a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable undead first, and can't effect undead more than 60 feet way or have total cover relative to you. For a Turn Undead check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful undead you can turn. On a given turning attempt, you can turn no undead whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Undead Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the undead within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of undead you can turn. You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned undead. These are; turn, rebuke, command, or destroy.
    Turn Undead: Turned Undead flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
    Rebuke Undead: Rebuked undead cower as if in awe (giving any attack rolls against them a +2 bonus).
    Command Undead: A commanded undead is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time the cleric may command any number of undead whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures to command new ones.
    Destroy Undead: If you have twice as many levels as the undead have hit dice, you may destroy any that you would normally turn.

    SPELLS
    Level 0:
    Acid Splash
    Disrupt Undead
    Inflict Minor Wounds
    Touch of Fatigue


    Level 1:
    Chill Touch
    Detect Undead
    Inflict Light Wounds
    Ray of Enfeeblement


    Level 2:
    Command Undead
    Deathknell
    Desecrate
    Inflict Moderate Wounds


    Level 3:
    Animate Dead
    Contagion
    Inflict Serious Wounds
    Speak with Dead


    Level 4:
    Bestow Curse
    Death Ward
    Inflict Critical Wounds
    Poison


    Level 5:
    Cloudkill
    Mass Inflict Light Wounds
    Slay Living
    Symbol of Pain


    Level 6:
    Circle of Death
    Create Undead
    Harm
    Mass Inflict Moderate Wounds


    Level 7:
    Destruction
    Finger of Death
    Mass Inflict Serious Wounds
    Symbol of Weakness


    Level 8:
    Create Greater Undead
    Mass Inflict Critical Wounds
    Symbol of Death
    Symbol of Insanity


    Level 9:
    Implosion
    Miracle
    Soul Bind
    Wail of the Banshee
    Last edited by Drakevarg; 2009-08-06 at 11:28 PM.
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

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    Default Re: [3.5] Artres Campaign Setting (Classes)

    Quote Originally Posted by Siosilvar View Post
    If you're dead-set on just listing what you gain, then make all of the Sneak Attack listings give +1d6, and don't list the extra attacks in the table, as they're a function of your base attack bonus.
    I think I read in one of the books (SOMEWHERE, I can't remember. Lotsa rules in there.) that when multiclassing, you don't get bonus attacks DIRECTLY from your base attack bonus. For example, if you had a lvl 5 fighter and cross classed to barbarian, your +1 attack bonus from the first barbarian level wouldn't qualify you for a second attack, even though being a lvl 6 fighter would give you +6/+1, you'd only get +6 since 1st lvl barbarians aren't eligible for a second attack...

    Not sure if that made sense.

    But as for the sneak attack listings, I'll fix that.
    Last edited by Drakevarg; 2009-08-06 at 11:28 PM.
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    Default Re: [3.5] Artres Campaign Setting (Classes)

    I probably should've posted this first, shouldn't I have?

    ARTRES CAMPAIGN SETTING

    AVAILABLE RACES:
    Human
    Elf
    Orc
    Half-Elf
    Half-Orc

    AVAILABLE CLASSES:
    Cleric
    Fighter
    Rogue
    Wizard

    DIETIES:
    Athena (LG)
    Gaia (NG)
    Zeus (LN)
    Posiedon (CN)
    Apollo (CN)
    Atlas (LN)
    Hades (NE)
    Ares (CE)

    PRESTIGE CLASSES:
    Crusader of Athena
    Warlord of Ares
    The Houndmaster
    Blood Knight

    NPC CLASSES:
    Warrior
    Commoner
    Expert

    LORE:
    The Fallen Six- Since time immemorial, the isle of Artres had been plagued by the Demon Lord Kathalras. His hellish shadow twisted the land, the island warping itself to fit the image of his lair, Felholme. And so it was, demons corrupting the land so thoroughly that there was more of their kind on the isle than mortals. The few that survived were used not as slaves, but as playthings, to be raped or beaten for the amusement of the demons.

    Finally, six came forward to stang against Kathalras. Powerful protectors of good, they united their powers to seal Lord Kathalras and his foul hordes within Felholme for all time. But the evil that was Kathalras could not be undone. He corrupted his would-be captors, and though he was sealed within his throne, his influence would live on through the very ones who sought to end it.

    Corrupted as they were, the six were weakened from their struggles against the Demon Lord. And so they scattered to the far corners of Artres, only to be heard of in whispers. In the centuries that have passed, the mortal races have recovered and reclaimed their home, the Fallen Six passing into memory and legend. Only the twisted scar that is the seat of Felholme gives any material proof that these events ever came to pass.


    The Gods- In the beginning, there were the four elements: Zeus, the God of the Sky; Posiedon, the God of the Sea; Atlas, the God of the Earth; and Apollo, God of the Sun. These four beings waged perpetual war, their divine might carving the land, constantly reshaping it in their primal fury. Then, one day Apollo looked down upon their battlefield and cried, "STOP! Behold!" And the other Gods beheld. There at their feet was a beautiful island, churned up from their mad conflict. So taken aback by the beauty of the world they had forged, they agreed to cease their petty squabbles lest their creation be destroyed.

    With the world no longer a constantly shifting maelstrom, it was safe for Life to flourish. And it did, in the form of Gaia. At her touch, the forests spread and claimed much of the land, and beasts emerged to taste of their fruit. Some, however, tasted of each other, and from their hunger was spawned Hades. Hades cherished the souls held within every living being, and made an arrangement with Gaia; whenever one of her creations perished, he would take their soul for safekeeping, while she took the body to build more life.

    Life and Death were not the only things spawned from the calm left by the Elemental Gods. Their perpetual war could not simply end without so much as a ripple. Left behind were Athena and Ares, the War Gods. The two squabbled constantly over why war existed. Ares claimed that war existed to weed out the weak from the strong, while Athena insisted war existed to protect. So, they made a wager; they would create a race of mortals, whom would show by example who was right. Taking one of Gaia's creations, the blessed it with greater awareness, so that it may know of wants and needs beyond food and shelter.

    Their squabbling was present even in this blessing, though. From Ares' will was spawned the Orcs, beings who valued strength over compassion. Athena's will forged the opposite: Elves, whom were more interested in reasoning than acting. Their unity of purpose, however, still spawned Humans; with no bias one way or the other, they seemed best fit to answer their question.
    Last edited by Drakevarg; 2009-08-07 at 02:38 AM.
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

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    Default Re: [3.5] Artres Campaign Setting

    Gaia spell list is up. Cleric powers are basically just Druids.

    I hate typing up those bloody tables. They take FOREVAR.
    Last edited by Drakevarg; 2009-08-06 at 11:29 PM.
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

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    Ogre in the Playground
     
    Drakevarg's Avatar

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    Default Re: [3.5] Artres Campaign Setting

    Since the posts are already depressingly long, the spell lists for Zeus, Apollo, Athena and Ares will be in a seperate post (this one.)

    ZEUS SPELL LIST
    General Domains: Travel, Teleportation, Air, Electricity

    CLERIC POWERS
    Turn Air: A Cleric of Zeus may turn air creatures (such as air elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable air creature first, and can't effect air creatures more than 60 feet way or have total cover relative to you. For a Turn Air check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful air creature you can turn. On a given turning attempt, you can turn no air creatures whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Air Creature Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the air creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of air creatures you can turn. You may skip over already turned air creatures that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned air creature. These are; turn, rebuke, command, or destroy.
    Turn Air: Turned air creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
    Rebuke Air: Rebuked air creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
    Command Air: A commanded air creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded air creature. At any one time the cleric may command any number of air creatures whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded air creature or creatures to command new ones.
    Destroy Air: If you have twice as many levels as the air creatures have hit dice, you may destroy any that you would normally turn.

    Lesser Turn Earth: A Cleric of Zeus may turn earth creatures (such as earth elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable earth creature first, and can't effect earth creatures more than 60 feet way or have total cover relative to you. For a Turn Earth check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful earth creature you can turn. On a given turning attempt, you can turn no earth creatures whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Earth Creature Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the earth creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of earth creatures you can turn. You may skip over already turned earth creatures that are still within range, so that you do not waste your turning capacity on them. Once a earth creature is successfully under your influence, you may either turn or destroy them.
    Turn Earth: Turned earth creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked. Rebuked earth creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
    Destroy Earth: If you have twice as many levels as the earth creatures have hit dice, you may destroy any that you would normally turn.

    SPELLS
    Level 0:
    Daze
    Ghost Sound
    Know Direction
    Message


    Level 1:
    Expedious Retreat
    Feather Fall
    Obscuring Mist
    Shocking Grasp


    Level 2:
    Fog Cloud
    Gust of Wind
    Invisability
    Wind Wall


    Level 3:
    Blink
    Call Lightning
    Lightning Bolt
    Summon Monster III*


    Level 4:
    Air Walk
    Dimension Door
    Lesser Planar Ally*
    Summon Monster IV*


    Level 5:
    Call Lightning Storm
    Teleport
    Plane Shift*
    Summon Monster V*


    Level 6:
    Acid Fog
    Chain Lightning
    Planar Ally*
    Summon Monster VI*


    Level 7:
    Control Weather
    Summon Monster VII*
    Greater Teleport
    Wind Walk


    Level 8:
    Dimensional Lock
    Greater Planar Ally*
    Summon Monster VIII*
    Whirlwind


    Level 9:
    Elemental Swarm*
    Gate
    Miracle
    Summon Monster IX*


    *Cast as an air spell only.

    ATLAS SPELL LIST
    General Domains: Earth, Paralysis

    CLERIC POWERS
    Turn Earth: A Cleric of Atlas may turn earth creatures (such as earth elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable earth creature first, and can't effect earth creatures more than 60 feet way or have total cover relative to you. For a Turn Earth check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful earth creature you can turn. On a given turning attempt, you can turn no earth creatures whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Earth Creature Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the earth creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of earth creatures you can turn. You may skip over already turned earth creatures that are still within range, so that you do not waste your turning capacity on them. You have several abilities you can used on a turned earth creature. These are; turn, rebuke, command, or destroy.
    Turn Earth: Turned earth creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked.
    Rebuke Earth: Rebuked earth creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
    Command Earth: A commanded earth creature is under the mental control of the cleric. The cleric must take a standard action to give mental orders to a commanded earth creature. At any one time the cleric may command any number of earth creatures whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded earth creature or creatures to command new ones.
    Destroy Earth: If you have twice as many levels as the earth creatures have hit dice, you may destroy any that you would normally turn.

    Lesser Turn Air: A Cleric of Atlas may turn air creatures (such as air elementals) a number of times per day equal to 3 + their Charisma modifier. Turning effects the closest turnable air creature first, and can't effect air creatures more than 60 feet way or have total cover relative to you. For a Turn Air check, roll a Charisma check. (1d20 + your Charisma modifier.) Compare the result to the table below, which will tell you the most powerful air creature you can turn. On a given turning attempt, you can turn no air creatures whose HD exceeded your turn check result.

    {table=head]Turning Check Result|Most Powerful Air Creature Affected

    0 or Lower
    |
    Cleric's Level - 4
    |

    1 - 3
    |
    Cleric's Level - 3
    |

    4 - 6
    |
    Cleric's Level - 2
    |

    7 - 9
    |
    Cleric's Level - 1
    |

    10 - 12
    |
    Cleric's Level
    |

    13 - 15
    |
    Cleric's Level + 1
    |

    16 - 18
    |
    Cleric's Level + 2
    |

    19 - 21
    |
    Cleric's Level + 3
    |

    22 or Higher
    |
    Cleric's Level + 4
    [/table]

    If your Turning Check is high enough to turn at least some of the air creatures within 60 feet, roll 2d6 + your Cleric level + your Charisma modifier for turning damage. That's how many total HD of air creatures you can turn. You may skip over already turned air creatures that are still within range, so that you do not waste your turning capacity on them. Once a air creature is successfully under your influence, you may either turn or destroy them.
    Turn Air: Turned air creatures flee from you by the best and fastest means available to them. They flee for 10 rounds. (One minute.) If they cannot flee, they automatically become rebuked. Rebuked air creatures cower as if in awe (giving any attack rolls against them a +2 bonus).
    Destroy Air: If you have twice as many levels as the air creatures have hit dice, you may destroy any that you would normally turn.

    SPELLS
    Level 0:
    Guidance
    Mending
    Open/Close
    Resistance


    Level 1:
    Hold Portal
    Magic Stone
    Pass without Trace
    Tenser's Floating Disc


    Level 2:
    Arcane Lock
    Hold Person
    Shatter
    Soften Earth and Stone


    Level 3:
    Meld into Stone
    Slow
    Summon Monster III*
    Stone Shape


    Level 4:
    Lesser Planar Ally*
    Spike Stones
    Summon Monster IV*
    Stoneskin


    Level 5:
    Passwall
    Plane Shift*
    Summon Monster V*
    Wall of Stone


    Level 6:
    Flesh to Stone
    Planar Ally*
    Summon Monster VI*
    Stone to Flesh


    Level 7:
    Phase Door
    Summon Monster VII*
    Statue
    Wall of Iron


    Level 8:
    Earthquake
    Iron Body
    Greater Planar Ally*
    Summon Monster VIII*


    Level 9:
    Elemental Swarm*
    Mass Hold Monster
    Miracle
    Summon Monster IX*


    *Cast as an earth spell only.

    ARES SPELL LIST
    General Domains: Evil, Offensive Warfare

    CLERIC POWERS
    Smite Good: Once per day, a Cleric of Ares may attempt to smite good with one normal melee attack. He adds his Charisma bonus to his attack roll and deals one extra damage per cleric level. If the cleric accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day. At 5th level and every five levels thereafter, the cleric may smite good one additional time per day.
    Blade of Ares: Upon becoming a Cleric of Ares, the cleric chooses one martial weapon. From then on he is proficient in the use of that weapon, as well as getting the Weapon Focus feat for that weapon.

    SPELLS
    Level 0:
    Guidance
    Resistance
    Virtue
    Flare


    Level 1:
    Detect Good
    Magic Weapon
    Divine Favor
    Summon Monster I*


    Level 2:
    Desecrate
    Heroism
    Rage
    Summon Monster II*


    Level 3:
    Good Hope
    Greater Magic Weapon
    Keen Edge
    Summon Monster III*


    Level 4:
    Divine Power
    Freedom of Movement
    Lesser Planar Ally*
    Summon Monster IV*


    Level 5:
    Dispel Good
    Unhallow
    Plane Shift*
    Summon Monster V*


    Level 6:
    Blade Barrier
    Greater Heroism
    Planar Ally*
    Summon Monster VI*


    Level 7:
    Blasphemy
    Ethreal Jaunt
    Mordenkainen's Sword
    Summon Monster VII*


    Level 8:
    Iron Body
    Greater Planar Ally*
    Summon Monster VIII*
    Unholy Aura


    Level 9:
    Foresight
    Miracle
    Shapechange
    Summon Monster IX*


    *Cast as an evil spell only.

    ATHENA SPELL LIST

    CLERIC POWERS
    Smite Evil: Once per day, a Cleric of Athena may attempt to smite good with one normal melee attack. He adds his Charisma bonus to his attack roll and deals one extra damage per cleric level. If the cleric accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level and every five levels thereafter, the cleric may smite evil one additional time per day.
    Blade of Athena: Upon becoming a Cleric of Athena, the cleric chooses one martial weapon. From then on he is proficient in the use of that weapon, as well as getting the Weapon Focus feat for that weapon.

    SPELLS
    Level 0:
    Flare
    Resistance
    Guidance
    Virtue


    Level 1:
    Detect Evil
    Mage Armor
    Sanctuary
    Summon Monster I*


    Level 2:
    Barkskin
    Blur
    Consecrate
    Summon Monster II*


    Level 3:
    Displacement
    Magic Vestment
    Summon Monster III*
    Wind Wall


    Level 4:
    Dispel Evil
    Lesser Planar Ally*
    Summon Monster IV*
    Stoneskin


    Level 5:
    Hallow
    Plane Shift*
    Summon Monster V*
    Wall of Force


    Level 6:
    Blade Barrier
    Planar Ally*
    Repulsion
    Summon Monster VI*


    Level 7:
    Ethreal Jaunt
    Holy Word
    Summon Monster VII*
    Statue


    Level 8:
    Holy Aura
    Iron Body
    Greater Planar Ally*
    Summon Monster VIII*


    Level 9:
    Foresight
    Miracle
    Shapechange
    Summon Monster IX*


    *Cast as a good spell only.
    Last edited by Drakevarg; 2009-08-06 at 11:29 PM.
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

    ENBY

  8. - Top - End - #8
    Troll in the Playground
    Join Date
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    USA
    Gender
    Intersex

    Default Re: [3.5] Artres Campaign Setting (Classes)

    Bonus attacks are always derived directly from your BAB. If you have a BAB of +12, you get three attacks at +12/+7/+5. You are, however, limited to a maximum of 4 attacks from your BAB (if you manage to get a BAB of 21 or more).
    Last edited by Siosilvar; 2009-08-06 at 06:51 PM.
    ze/zir | she/her

    Omnia Vincit Amor

  9. - Top - End - #9
    Ogre in the Playground
     
    Drakevarg's Avatar

    Join Date
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    Ebonwood

    Default Re: [3.5] Artres Campaign Setting (Classes)

    Quote Originally Posted by Siosilvar View Post
    Bonus attacks are always derived directly from your BAB. If you have a BAB of +12, you get three attacks at +12/+7/+5. You are, however, limited to a maximum of 4 attacks from your BAB (if you manage to get a BAB of 21 or more).
    Very well, I shall edit it.

    Just looked it up myself. You are correct, sir.
    Last edited by Drakevarg; 2009-08-06 at 11:29 PM.
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

    ENBY

  10. - Top - End - #10
    Ogre in the Playground
     
    Drakevarg's Avatar

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    Default Re: [3.5] Artres Campaign Setting

    And now for the NPC Classes... also known as the "Took-An-Underpowered-Class-Because-I'm-A-Glutton-For-Punishment" Classes.

    >_>

    <_<

    Believe it or not, I'm normally quite witty.

    Anyway, I don't really NEED to put these up, but I need something to post in order to buy time before I have to write the wizard class, Ares and Athena spell lists, and races... oh, and then the prestige classes, and then the actual quests...

    Ah, the life of a DM... a wasted one!

    COMMONER

    GAME RULE INFORMATION
    Abilities: A commoner is ill-suited for any task that requires exceptional abilities; as such any attribute suits him as well as any other.
    Hit Dice: d4
    Skill Points Per Level: 2 + Int Modifier

    Class Features:
    Weapon and Armor Proficiencies: A commoner is proficient with all simple weapons. He is not proficient with any armor or shields.

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

    1st|
    --
    |
    --
    |
    --
    |
    --
    |--

    2nd|
    --
    |
    --
    |
    --
    |
    --
    |--

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    4th|
    --
    |
    --
    |
    --
    |
    --
    |--

    5th|
    --
    |
    --
    |
    --
    |
    --
    |--

    6th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    7th|
    --
    |
    --
    |
    --
    |
    --
    |--

    8th|
    --
    |
    --
    |
    --
    |
    --
    |--

    9th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    10th|
    --
    |
    --
    |
    --
    |
    --
    |--

    11th|
    --
    |
    --
    |
    --
    |
    --
    |--

    12th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    13th|
    --
    |
    --
    |
    --
    |
    --
    |--

    14th|
    --
    |
    --
    |
    --
    |
    --
    |--

    15th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    16th|
    --
    |
    --
    |
    --
    |
    --
    |--

    17th|
    --
    |
    --
    |
    --
    |
    --
    |--

    18th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    19th|
    --
    |
    --
    |
    --
    |
    --
    |--

    20th|
    --
    |
    --
    |
    --
    |
    --
    |--[/table]

    EXPERT
    Actually has potential as a PC class, on account of obcene ammounts of skill points.

    GAME RULE INFORMATION
    Abilities: The expert's nessicary attributes depend on his skills of choice; there is no standard attribute recommended for experts.
    Hit Dice: d6
    Skill Points Per Level: 12 + Int Modifier

    Class Features:
    Weapon and Armor Proficiencies: An expert is proficient with all simple weapons. He is proficient with light armor, but not with shields.

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

    1st|
    --
    |
    --
    |
    --
    |
    +1
    |--

    2nd|
    +1
    |
    --
    |
    --
    |
    --
    |--

    3rd|
    --
    |
    +1
    |
    +1
    |
    +1
    |--

    4th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    5th|
    --
    |
    --
    |
    --
    |
    +1
    |--

    6th|
    +1
    |
    +1
    |
    +1
    |
    --
    |--

    7th|
    --
    |
    --
    |
    --
    |
    +1
    |--

    8th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    9th|
    --
    |
    +1
    |
    +1
    |
    +1
    |--

    10th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    11th|
    --
    |
    --
    |
    --
    |
    +1
    |--

    12th|
    +1
    |
    +1
    |
    +1
    |
    --
    |--

    13th|
    --
    |
    --
    |
    --
    |
    +1
    |--

    14th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    15th|
    --
    |
    +1
    |
    +1
    |
    +1
    |--

    16th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    17th|
    --
    |
    --
    |
    --
    |
    +1
    |--

    18th|
    +1
    |
    +1
    |
    +1
    |
    --
    |--

    19th|
    --
    |
    --
    |
    --
    |
    +1
    |--

    20th|
    +1
    |
    --
    |
    --
    |
    --
    |--[/table]

    WARRIOR
    : "...fighter-without-bonus-feats."

    GAME RULE INFORMATION
    Abilities: Strength, Constitution and Dexterity are the virtues of a warrior, enabling him to deal damage and take it, or avoid it in the first place.
    Hit Dice: d10
    Skill Points Per Level: 2 + Int Modifier

    Class Features:
    Weapon and Armor Proficiencies: A warrior is proficient with all simple and martial weapons, with light, medium and heavy armors, and with all types of shields.

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

    1st|
    +1
    |
    +1
    |
    --
    |
    --
    |--

    2nd|
    +1
    |
    --
    |
    --
    |
    --
    |--

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    4th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    5th|
    +1
    |
    +1
    |
    --
    |
    --
    |--

    6th|
    +1
    |
    --
    |
    +1
    |
    +1
    |--

    7th|
    +1
    |
    +1
    |
    --
    |
    --
    |--

    8th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    9th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    10th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    11th|
    +1
    |
    +1
    |
    --
    |
    --
    |--

    12th|
    +1
    |
    --
    |
    +1
    |
    +1
    |--

    13th|
    +1
    |
    +1
    |
    --
    |
    --
    |--

    14th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    15th|
    +1
    |
    +1
    |
    +1
    |
    +1
    |--

    16th|
    +1
    |
    --
    |
    --
    |
    --
    |--

    17th|
    +1
    |
    +1
    |
    --
    |
    --
    |--

    18th|
    +1
    |
    --
    |
    +1
    |
    +1
    |--

    19th|
    +1
    |
    +1
    |
    --
    |
    --
    |--

    20th|
    +1
    |
    --
    |
    --
    |
    --
    |--[/table]
    Last edited by Drakevarg; 2009-08-06 at 11:29 PM.
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

    ENBY

  11. - Top - End - #11
    Ogre in the Playground
     
    Drakevarg's Avatar

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    Default Re: [3.5] Artres Campaign Setting

    Alrighty then, wizard's finally up. Anyone care to critique my almost certaintly broken system? (Whilst I work on the remaining two spell lists...)

    EDIT: Ares Spell List is up. Actually kinda underpowered, I think.

    EDIT2: Athena Spell List is done. That's it for now.
    Last edited by Drakevarg; 2009-08-06 at 11:29 PM.
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

    ENBY

  12. - Top - End - #12
    Ogre in the Playground
     
    Drakevarg's Avatar

    Join Date
    Jun 2009
    Location
    Ebonwood

    Default Re: [3.5] Artres Campaign Setting (PEACH)

    Added the PEACH header, which I'm glad I finally learned about.

    Seriously, I need help with this, especially with the spell lists/cleric powers.
    If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.

    ENBY

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