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  1. - Top - End - #1
    Barbarian in the Playground
     
    Jjeinn-tae's Avatar

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    Default Dragon Born - Campaign Setting

    A good while back, I came up with a rather unique (at least as far as I know) campaign setting. It never got to be used, I thought about making a video game out of it, but passed it over for various reasons, primarily due to being so heavily based on DnD 3.5, including pretty much all non-core material.

    I remembered it a couple days ago, and offered to DM a game in this setting, that didn't pan out either, but since I've remembered it, I kind of want to show it in case anyone else wants to use it. All I'm going to put down is the basic overview for now, but I'll be putting down more and more as time goes on.

    As it stands, it is completely compatible with DnD 3.5, purely core or otherwise, you loose some of its flavor, but that's true with cutting out anything Campaign Setting Specific. Their technology got to be about 1940's-1950's level in some regards, though with the touch of magic, it is still very DnDish, particularly after the Cataclysm.

    ...And heading this off, sorry, it appears like it was half-heatedly written as an "epic," it's just how this comes to mind to type it out.

    So, as a start, it was originally designed as a one shot, so we have the starting area, The Utopia, in particular its Capitol:

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    ...The capitol city was on the coast of a great bay, spanning more land area than most forests, and extending over the sea by a fair bit. Aside from coastal waters, the city occupied 3 climes, to the south there were the great mountains, to the north, a vast desert, and the east, a fertile grassland.

    All races in the world had a strong footprint within the city. Divided into districts, the central district was made to be a cultural melting pot, those who migrated to the city to leave their culture behind, or those who wanted to trade a variety of goods, would head here. It developed into its own complex culture in time, kind of an amalgam of the various cultures.

    Around this central district, arranged in a circle was a district for every culture, designed to mimic the usual terrain of their homelands, these areas were to ease the tensions of emigration, and were seen as a great place for those outside of the culture to go to immerse themselves within it. Traditional crafts and cuisines could be found in the main district, but the highest quality, authentic items were in the other districts.

    As that era wasn't really meant to be played in originally, there are definitely some gaps there, the civilization was never really named, but in a way it was more of a city state. The city was named "Crosskeep" as it originated as an old fortress in the crossroads of the world, as all terrains join to this one spot.


    Dragons were rather important to the world, worshiped as physical gods, and governing the utopia along with the people who live in it.
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    The one thing all the cultures had in common, was the worship of their physical gods, the dragons. All manners of dragons made their home in and around the capitol. The people took the advice of the Dragons from the start, which resulted in the city flourishing. The city was jointly governed by two councils, one of elected officials of the common races, one for each district, and another of the oldest and wisest dragons.

    The dragons required a tribute from all in the city, which was proudly payed by the populace. In exchange for their worship, the Dragons granted their people certain forms of magic. In the name of the Dragons, there were Clerics and Paladins, spreading their will. The Dragon's favored followers became decidedly more Draconic, some grew capable of breathing fire, others gained draconic wings. All in all, the rule of the Dragons was just.


    Then the world ended. It was a happy time for all parties involved.

    The Cataclysm
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    ...The survivors, in hindsight, realized that there were signs that it was coming. The Dragons grew more oppressive in their rule, they decreed that the lower council was to be disbanded, and tribute requirements of the citizens rose steadily in the next months. The only thing the survivors could not figure out was why it happened.

    Just when the people felt there was no more for them to give, the Dragons, in a unified strike, tore down the society that they themselves spent centuries building. In a matter of minutes, there was not a building above a single story standing. After their rampage, the Dragons left, leaving no trace of where they were heading.

    So complete was their destruction that the surrounding area for thousands of miles was converted into barely hospitable wasteland. The mountains to the south were fractured, the plains to the east converted to horrible tundra. The ocean turned to a deep purple, a black mist always rising from it, preventing any from taking a drink. The winds in the desert to the North picked up to levels where the sand itself would tear a man apart in minutes, and the wind never died down. In the city itself, the air became so saturated with debris, that it was dangerous to breathe for too long, and then there was the risk should the dragons come back, there would be no weather to obscure the view of a new settlement.


    Directly after the cataclysm was when the game was to start, survival being the number one priority. The players were to have found some surivors, and set off to form a new settlement, hoping to become self sufficient enough that a plan could be made to see what to do if/when the dragons notice society creeping back. Creatures suited to the new hostile environments would appear, and Barbarian tribes forming out of survivors from the neighboring lands would be a major threat, but the weather would be no less so.

    Resources would be scarce, crafting would be in high demand, as would people knowledgeable in nature, and dragons. Cleric, Paladin, Favored Soul, and similar classes wouldn't be able to be used, at least not at first. Wizards and other classes relying on expensive materials would also have some difficulty, having to make due with sub optimal materials for scribing their spells, and salvaging from the city. Out in the wild in the new settlement, the Wizard would think of something to use as a spellbook, maybe even his house.

    Even though most of my original ideas were for post cataclysm, with some filling out, the Utopian age could be a fun setting in and of itself I would think, though the main focus is currently Post Cataclysm.

    My focus is not balance at this point, and I'm mainly trying to just get it all written down, as time goes on, rules will be clarified and rebalanced.

    Index:

    Races
    Classes
    Weapons
    Feats
    Skills
    Special Materials
    Last edited by Jjeinn-tae; 2010-12-16 at 01:09 AM.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

  2. - Top - End - #2
    Barbarian in the Playground
     
    Jjeinn-tae's Avatar

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    Default Re: Dragon Born - Campaign Setting

    There were a good amount of "Major" races in Dragon Born, most of them various flavors of standard races, with some more exotic, and one "unique" one, with every race, there were at least two varieties, some just a separate ethnicity, others had much more diversity. All of them are modified from their DnD incarnation in some form.

    The Base races found in the PHB that were to be part of the setting were: Humans, Dwarves, Elves, and Gnomes, none of the others even exist in this setting (including Half-Elves). Four more races from standard DnD, Ogres, Kobolds, Goblins and Lizardfolk. Finally, there were the Draken, who were "Dragon Touched" similar to plane touched. Beyond these races, there were no intelligent or civilized races in the world, no orcs, no Illithids, and so on. The cataclysm somewhat changed this, but the "new" creatures have not had any time to build anything resembling a society.

    Your character's race would be made up of two parts, the actual race/ethnicity, and the culture they grew up in. The race and ethnicity would determine starting attributes, while the culture would give various bonuses, usually in the form of two weapon proficiencies, one of which is exotic normally, two or three skills to receive a bonus in, and a small special ability.

    Also as a note, Draconic is the "Trade Language" in Crosskeep, similar to common which does not exist, most cultures have their own language as well, anyone from Crosskeep knows Draconic. The stats are also created with 3.5 in mind, but could probably be converted to another system, D20 Modern might be a good system for this, but I've never looked at it.

    I've also been using "Generic" as a word for someone who's ancestry is spread quite a bit between more than one racial culture.

    Humans
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    Humans are one of the most widespread of all races, adapting to all types of terrains and lifestyles. Humans are renown for, at least attempting to, assimilating into all manner of cultures, They are ambitious, and often can be seen leading all manner of happenstance.

    Playing a "generic human" grants no stats beyond those granted by culture. But being unassociated with any culture in particular gives a generic human an additional +1 bonus to any skill the culture already grants skill to (netting to +3)

    Unless otherwise noted, all Humans have a favored class of their highest level class, this overrides the Cultural favored classes. Humans also all have a speed of 30ft.


    Abdu (Badlands)
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    Generations of living in desert like climates, where one mistake could quite possibly end your life have left the Abdu people a hardy people.

    - +2 Con
    - 4 resistance when dealing with hostile environments

    Karzi (City)
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    The ancestral natives of Crosskeep, these people have developed a culture focused around cunning and street smarts. Part of the top-three power groups of Crosskeep, the Karzi are the most accepting of outsiders. People of Karzi blood can be found in just about any culture, and the Karzi culture accepts any other race into itself. Any "Half-breeds" with humans are generally assumed to have Karzi blood, though this is not necessarily even the usual case.

    - +2 Int for skill and Language Purposes, +1 int for other purposes.

    Magi (Magic)
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    The Magi people are natural born spellcasters, magic is in their blood, and it is rare for a Magus to exibit no magical capability.

    - +2 Charisma

    - Favored Class (Sorceror) this is in addition to the cultural favored class.

    Mune (Plains) (pronounced Moo-nay)<hr>
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    The Mune lived out in the great grasslands of Crosskeep originally, making a simple living has farmers, hunting to supplement their food. They have passed down simple wisdom throughout the generations.

    - +2 Wisdom


    Human Cultures:

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    Karzi History: The Karzi had been already living in the area when the first Dragons came. They did not remember the fall of the keep, nor how they came to reside there. It was passed down that they were descended from the residents of the keep, but as the dragons would tell them, this was not the case. It was they who made the first alliance with the Dragons. The Karzi did the fine labors of society, construction, crafts, processing, in exchange for the Dragons' protection from the increasingly hostile wilderness, physical strength, and were granted divine capabilities. The Karzi were the closest with the Dragons until the Kurzu came along, and even when they came along, the three factions formed to core of power within Crosskeep.
    Modern Times: The Karzi have two distinct groups, the main grouping are the general inhabitants of the central, Karzi district.The standard of living is high, yet cutthroat, and Karzi learn at a very young age street smarts. The other main group, the councilors are among the most powerful people in the city, second only to the dragons, or possibly the Kurzu.

    - Draconic
    - Proficiency with the Butterfly knife, and the Court Blade
    - +2 to Diplomacy and Gather Information
    - Favored Classes: Any Draconic, Divine, or Craft.


    I had one other culture for Humans, but I decided to cut it, it doesn't really add anything to the world. If you read the Mazika entries, you can probably tell I'm going to be overhauling the Human descriptions.

    Dwarves
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    The Dwarves are a stout, prideful people. Both major cultures of the Dwarves have a mixture of national zeal, and a belief that everything has its place.

    Generic Dwarves have +2 to constitution, -2 to charisma

    All Dwarves have Darkvision out to 60ft, a speed of 20ft, are not slowed down by encumbrance or armor, and may survive on alcohol as if it were water.


    Arnite (Mountain)
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    The Arnite are from the mountains, far to the South, and past the sea. They have a deep fondness for technology, which they share with the Gnomes. With the Dwarves' industrial might, and the Gnomes' mechanical prowess, the mountains of Crosskeep are the source of much of the technological advances that came around. The Arnite have a reputation of being the best marksmen of all when it comes to firearms, and are the group with the most demand for them.

    - -2 Strength, +2 Dex, +2 Con, -2 Wis
    - Stability

    Durunite (Stone)
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    The Durunite dwarves lived far below the mountains. They detected rumblings on the surface, investigated, and ended up being fused with a society they barely understand.

    Stone dwarves are a hardy people, but the light gives them no shortage of troubles on the surface, thus they rarely venture beyond the mountain districts of Crosskeep. Their native industry is primarily relating to stone, and have a tendency to create "new" weapons by tacking two other varieties together. The Durunite Sledgeaxe is the most common result of this.

    - +4 Con, -2 Int, -2 Cha
    - +2 resists against poison and magic of all sorts.
    - Light Sensitivity: Durunite Dwarves take a -1 on all rolls when exposed to light brighter than a torch, they tend to be irritable when in this sort of lighting.


    Dwarven Cultures
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    Not ready yet.


    Elves
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    The Elven Cultures are secretive, family ties are unbreakable, and a promise is never made if it cannot be kept. The two major cultures are closely related, so much to the point that they could be considered two different sides of the same. Each culture has a role to perform as a sworn duty to beings that the elves will not share knowledge of.

    There are no "Generic Elves" the two cultures are forbidden from intermingling, the elves have their duty, and the two duties cannot be mixed together.

    An elf may be found outside of their own culture to an extent, but have two restrictions with culture. An elf of one culture's decent is forbidden from joining the other elven culture. Elves who join a culture other than their native are expected by their ancestors to continue to perform their duty, an elf who turns away from their ancestral duty is an enemy to both cultures.


    Daimar (Mystic)
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    Not ready yet.


    Zentahr (Night)

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    Not ready yet.


    Elven Cultures
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    Not ready yet.


    Gnomes
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    The Gnomes are often considered to be the children of the earth, no other race has found so many uses for the various minerals in their ancestral homes deep underground. Gnomes are a relatively recent addition to surface society, first venturing onto the surface a couple centuries after the rebuilding of Crosskeep by the Dragons and Karzi.

    While still preferring underground areas over the surface land, they closed off access to their original homelands, driven out by something, but not even the modern gnomes know what it was, they just know they don't want to find out. Gnomish Alchemists and Engineers, are one of the biggest reasons for the technology advancing to the heights it reached before the cataclysm.

    Generic Gnomes receive a +2 to Dexterity, but a -2 to Wisdom. Gnomes seem to have required action before thought in ages past, and it sticks with them to this day. Were it not for this trait, Gnomes would not have advanced technology as far as they did, but many more would have survived to the cataclysm.

    All Gnomes have Darkvision out to 60ft.


    Ka'Zun (Cave)
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    Not ready yet.

    Na'Zun (Deep)
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    Not ready yet.

    Gnomish Cultures
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    Not ready yet.


    Think of the apostrophe in the Gnomish culture names as a click of the tongue, giving it a sound kind of along the lines of "KA-Tk-zoon" and "NA-Tk-zoon"



    Goblins (Mazika Clan)
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    The Mazika Goblins followed the Gnomes in their Exodus, the Mazika found the Gnome's knowledge of geography, and digging essential to their survival during the flight, and offered their own innate magical ability, and heightened awareness in an effort for mutual survival. While the Mazika warred with the Na'Zun back in time immemorial, the three cultures in modern times have become very close.

    Mazika Goblins in early life are divided into castes, and even outisde of Mazika culture, this practice is continued. This sacred tradition gives the Mazika special properties in comparison to each other.
    All Mazika, except for the Washika, have 30ft Tremorsense.


    Krzika (Electric)
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    Krzika goblins, more than any other caste, have embraced the new technology of Crosskeep. With these new "electronics" that have appeared, many have an interface that allow Krzika goblins to power them themselves without needing to use them in the rare area with electricity. Krzika Goblins sometimes find work powering objects in areas that require temporary electricity in the city.

    In ancestral times, the Krzika were the protectors of the Mazika, channeling electricity was found to be a good way to dissuade potential predators, and during the wars, the Ka'Zun disliked fighting the Krzika that managed to incorporate electricity into their fighting style.

    -+2 Dexterity, -2 Constitution
    - Small Size
    - Speed 30ft
    - Electric loop (su) The Krzika have a powerful electric current flowing through their bodies. If they wish to, they may touch an enemy as a standard action, and deal 1 electric damage, +1 for every HD the Krzika has. If the Krzika is in contact with metal during this everyone touching this piece of metal, including the Krzika himself, take twice this amount. A Krzika electricuted by himself passes out for (10 - his constitution modifier) rounds for a minimum of 1 round.


    Sazika (Water)
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    The Sazika Goblins held two rolls in ancient society, they provided agriculture underground, and they kept the clan healthy. They can pull the moisture in the air out of the immediate area, several Sazika working together were able to create pools of water for growing plants in. Their other ability was to purify water, to keep clean drinking water, and keep their irrigation clean.

    -+2 Wisdom, -2 Constitution
    - Small Size
    - Speed 30ft
    - Condensation (su) In a temperate environment, a single Sazika can draw enough moisture out of the air to provide water for 1 goblin, +1 for every 3 HD he has, In a particularly moist environment he can draw out enough moisture to keep 1 goblin for every HD he has hydrated. In a dry location, he can draw out enough moisture to keep one goblin hydrated for every 5 HD he has. These numbers assume he is attempting to do this for 14 hours throughout the day.
    - Purify Water (su) A Sazika Goblin can Purify up to 1 gallon of water per HD he has a day. The Sazika can split this up between several bodies of water, and does not need to use this all at once. The Sazika cannot wait several days to purify more water than he would normally be able to.


    Ragika (Fire)
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    Were it not for the Ragika, the Mazika would not have survived their initial few days under the earth. The Ragika, gave the Mazika light, allowing the Goblins to find a suitable cavern to try and figure out how to escape. While escaping took centuries longer than they expected, the Ragika were always happy to lend some light.

    -+2 Charisma, -2 Constitution
    - Small Size
    - Speed 30ft
    - Torch (su) A Ragika with a free hand may form a flame within his palm as a move action. This flame sheds light as a torch, or may be focused into a line as a bulls eye lantern, extending its range to twice the range of a torch. This counts as a Light spell equal to half the Ragika's HD (0 at level 1) and is at a caster level equal to the Ragika's HD. Optionally, the Ragika may ignite combustibles as a standard action while using his "torch."


    Washika (Wind)

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    The Washika were the spiritual guides of the Mazika in ancient times, and still to this day it is their duty to lead the Mazika, and perform the caste binding ritual. The Washika pass down the stories of their people, as Mazika does not have a written language, their manipulation of the winds also proved useful in navigating the joint group of the Mazika, Ka'Zun and Na'Zun out of the depths of the earth.

    -+2 Wisdom, -2 Constitution
    - Small Size
    - Speed 30ft
    - 30ft Blindsense (this replaces the 30ft Tremorsense typical of Mazika Goblins).
    - Washika goblins can adjust the direction of the wind by 5 degrees per HD per hour, and can boost or reduce the windspeed of the area by 1 mile per hour, per HD the Washika has. The Washika in a closed space can use this ability to lead towards open spaces, whether that is underground or above ground.

    Mazika Clan Culture
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    History:
    ...Then suddenly all went black. What was once their mountaintop home had been swallowed up by the earthquake. They didn't know how far they had fallen, but even with the extra dense air, their small size, and some cushioning from thatched roofs, many did not survive the fall.

    They had lived on the surface, never having to deal with this sort of darkness, and with all the panic ensuing after the fall, it seemed night-blindness would be their undoing. A sorcerer who had landed on the thatch roof of his own home managed to crawl off and light a fire. As the fire grew and illuminated the cavern, the panic died down, and a plan was formed.

    Sorcery was the only source of magic in their community, but it quickly became obvious that magic was their only way to survive until a way back to the surface was found. Yet sorcery was too limited in scope, a sorcerer is quite likely to bring destruction on himself before he learns any control of his magic, and even a sorcerer who does have full control is not capable of the variety that would be required of such a small portion of the population.

    The handful of surviving sorcerers attempted to find a solution, yet always they came back to the problem that there simply were not enough sorcerers to keep the population alive. Then, one of the five had an idea, Mazik proposed that in order for there to be enough magical ability throughout the populace for survival of their people--yet not so focused like that of a sorcerer that the population would be destroyed from within--that the sorcerers were to dilute their magic over the entire cavern that it would infuse all with their abilities. Ragik, who was first to light the fire, was also first to agree, and one by one, the other three agreed, reluctantly or otherwise.

    The five performed the ceremony of Mazik's design, knowing that from that point on, they would never be able to wield their arcane might again. Mazik had kept a secret from every goblin though, the resultant backlash from the magical energy knocked all the goblins who had gathered around to the ground. When they recovered, there was no trace left of the five sorcerers.

    From that day on, the goblins honored the sacrifice of the five, each variety of power that the goblins inherited was named after the goblin who's signature was that ability. The Ragika, wielders of the protective flame of Ragik. The Krzika, wielders of Krzik's savage lightning. The Sazika, inheriting Sazik's healing water. The Washika, who inherited Washik's guiding wind. Finally, their clan was re-branded Mazika, for without her ritual, none would have survived.

    Modern Times:
    Since the Mazika have rejoined the surface world, they have begun accepting people of non-goblin decent into their clan. Anyone accepted into the clan is given the same rite of passage as a young goblin being ushered into his caste, and while the ritual does not pass on the supernatural abilities of the Mazika Goblins, it is taken seriously regardless. Non goblins in the various castes are encouraged to find means of imitating the special abilities of that caste.

    Each caste has a different role to play in the Mazika society. The Ragika, as their ancestors in the caves keep the Mazika warm, and their path lit. They are also the second line of military if the Mazika must war. The Krzika are the warriors, and live a very regimented life. Sazika deal with the clan's agriculture, and tend to the sick. The Washika are spiritual advisors, and have taken to being the clan's ambassadors as well. It is the Washika who determine which caste a goblin is meant to be in, and are the sole keepers of the specifics of the ritual.

    As each caste has a different way of life, they all have different bonuses, non-goblins gain full benefits for being in the culture. All castes share automatic languages:

    - Draconic, Mazika
    - Proficient with the Mazikan Band, and the Longbow

    Ragika
    - +2 to survival and spot
    - Favored Classes: Sorcerer, Incarnate, Archer, Barbarian, Monk

    Krzika
    - +2 to perform(weapon drill) and intimidate
    - Favored Classes: Fighter, Soldier, Brawler, Duelist, Duskblade

    Sazika
    - +2 to heal and profession(agriculture) checks
    - Favored Classes: Healer, Druid, Ranger, Totemist

    Washika
    - +2 to knowledge(history), knowledge(Dragons) and Diplomacy checks
    - Favored Classes: Bard, Druid, Naturalist, Shaman


    Reading the history of their culture, you can probably tell the "a" at the end of every caste means "of."


    Kobolds (Kurzu Clan)
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    The Kurzu lived as nomads in the grassland neighboring Crosskeep for a long time, the Kurzu themselves would say since before time. They were peaceful astrologers and astronomers, and would shelter lost travelers who had an alarming tendency to stumble into Kurzu camps. Just before Crosskeep really started to flourish, the Kurzu settled right on the edge of town. After the Karzi accepted the first other culture to settle in the area, the Kurzu started revealing the secrets of the stars, and convinced the Karzi into the creation of the districts. Often, when a new culture would immigrate to Crosskeep, the Kurzu had already set the new district up.

    Each opposing breed (Flame/Frost and Sun/Moon) forms a symbiotic sort of relationship with its opposite. The inbred shortcomings of own breed are the strengths of the other, and as such, close bonds of two kobolds are more likely to be of opposite breed than with any other.

    The Kurzu come in four varieties, each with various abilities that are used in day to day life. These varieties do not breed true, two Kurzu Li kobolds might have Kurzu Ni Hatchlings, regardless of their own lineage as well. Due to this, there are no generic Kurzu Kobolds.

    All Kurzu have low-light vision.


    Kurzu Gi (Flame)
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    Not ready yet.


    Kurzu Li (Moon)
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    Not ready yet.


    Kurzu Ni (Frost)
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    Not ready yet.


    Kurzu Wa (Sun)
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    Not ready yet.

    Kurzu Clan Culture
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    Not ready yet.



    SiSatrhi Lizardfolk
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    The SiSathri had difficulty gaining acceptance into Crosskeep, they were (correctly) perceived as a wild society, far outside their own climate, and nobody was quite sure why they were there in the first place. The Karzi and Kurzu were most adamant of blocking the SiSathri settlement, but SiSathri ambassadors managed to make a deal. The SiSathri district is more of a band around the landlocked districts of Crosskeep, a jungle maintained by the collective magic of the SiSathri and Daimar. While the outer walls of the city do not extend to their district, the SiSathri have been considered the greatest defense of the city besides the Dragons themselves.

    Post cataclysm, the band of jungle around Crosskeep still exists, but the wildlife the SiSathri kept populating the jungle has become much more fierce, and a great deal of horrible hazards have appeared in the jungle, from poisonous plants and insects, to strange "life forms" that drain the fluids out of anyone unfortunate to get caught. Then there's the fact that most of the dead don't stay dead.

    Once again, there are no "Generic" SiSathri, much like the Kurzu Kobolds, SiSathri are born as a random breed, though SiSathri have much larger variety between their breeds.

    All SiSathri have poison resist +2, and are counted as one size larger for several purposes, varying by type. SiSathri are also cold blooded. While the Karzi have relaxed their guard to the SiSathri, the Kurzu will not accept the lizardmen into their culture.


    SaZu (Iron)
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    The SaZu are the warriors of the SiSathri, bred for battle, their scales are the thickest of the lizardmen. A vibrant, yet solid orange, is the main difference from the other breeds, they are not a foe to be taken lightly.

    The bite of the SaZu is the least painful of the SiSathri, but remains very unpleasant nonetheless. SaZu rarely resort to biting.

    - +2 Con, -2 Dex
    - +2 resistance to poisons
    - +2 Natural Armor
    - 1d4 damage bite
    - Speed 30ft
    - Counts as large size for equipment, eating, drinking, breathing and carrying capacity, but nothing else.
    - Cold Blooded: Takes double damage from any effect dealing with temperature, whether hot or cold. DC's for resisting effects brought about by temperature are increased by 10. Energy resistance applies after the doubling of damage.


    SeBiLe (Venom)
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    The SeBile are the smallest of the SiSathri, coupled with their vibrantly colored scales, were often considered a liability to the SiSathri. While their poison is potent, it was difficult for them to actually close in during combat and actually make use of it. The SeBile started to find ways to camouflage themselves to better blend in with their environment, and have slowly become more prominent in SiSathri military tactics.

    The SeBile have also started to become the ambassadors of the SiSathri, they have found the vibrant patterns is slightly more pleasant to the eyes of the warm bloods.

    - + 2 Cha, -2 Dex
    - +2 resistance to poisons
    - 1d6 damage bite with injury poison
    - Speed 30ft
    - Poison, injury 20 DC + 1 DC per 4 levels. initial damage: 1d4 con, secondary damage: 1d4 wisdom.
    - Counts as large size exclusively for eating, drinking, and breathing requirements.
    - Cold Blooded: Takes double damage from any effect dealing with temperature, whether hot or cold. DC's for resisting effects brought about by temperature are increased by 10. Energy resistance applies after the doubling of damage.


    SiZo (Feral)
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    The SiZo are the largest of the SiSathri. Living up to the translation of their name, the "Feral" lizardfolk have not proved incredibly capable of becoming civilized. They are crude, their scales are rough and brown, and when they open their mouths, they reveal a mouth of huge, needle sharp teeth, bending in various directions. Even when their mouths are closed, many teeth penetrate out, making them always appear to have a crocodile smile.

    Very few cultures will actually accept a SiZo, but a few of the more marital cultures will. The Ragika and Krzika castes of the Mazika are the most frequent place to find SiZo out of SiSathri Culture.

    - +2 Str, -2 Dex, -2 Cha
    - +2 resistance to poison
    - +1 Natural Armor
    - 1d8 damage bite
    - Speed 40ft
    - Counts as large size for equipment, eating, drinking, breathing, and carrying capacity exclusively.
    - Cold Blooded: Takes double damage from any effect dealing with temperature, whether hot or cold. DC's for resisting effects brought about by temperature are increased by 10. Energy resistance applies after the doubling of damage.


    SuDe (Shadow)
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    Much as can be surmised from their name, the SuDe have scales of deep black, almost seeming to absorb the light around them. They are actually very coordinated, which completely defies the rest of the SiSathri, but have difficulty in other regards. They frequently are not seen by outsiders, and even keep their distance from the rest of the SiSathri.

    SuDe are amphibous, and have difficulty without moisture, but do not require moist scales to survive.

    - +2 Dex, -2 Str
    - +2 resitance to poison
    - +2 to hide in swamps, water, and particularly dark areas.
    - 1d6 damage bite
    - Speed 30ft
    - Amphibous: SuDe are amphibous, and have a swim speed equal to their land speed, and may breathe water as well as air. If a SuDe does not completely submerge himself in water at least once a day in a moist environment, he suffers 1 subdual damage every day from that point. This damage cannot be healed until the SuDe is able to submerge himself. The requirements go up to every 12 hours in a moderate environment, and every 4 hours in a dry environment. SuDe heal subdual damage when completely submerged in mild-temperatured water at a rate of 1 per minute. This subdual damage cannot come within 2hp per hitdie the SuDe has to knocking the SuDe out.
    - Counts as large size for the purpose of equipment, eating, and drinking purposes exclusively.
    - Cold Blooded: Takes double damage from any effect dealing with temperature, whether hot or cold. DC's for resisting effects brought about by temperature are increased by 10. Energy resistance applies after the doubling of damage.

    SiSathri Culture
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    Not ready yet.


    Every capitalization for the SiSathri is very sharp, they have a tendency to slur various soft consonants, and any syllable not capitalized (like thri in SiSathri) is voiceless.


    Ogres
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    The two breeds of Ogres are very different from each other, in fact, being bigger than practically everyone else is about the only thing they share in common.

    Generic Ogres are uncommon, but have the following stats: +2 strength, -2 Intelligence, -2 Wisdom, -2 Charisma.

    All Ogres count as large size for equipment and food requirements.


    Mardu (Badlands)
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    Not ready yet.


    Urzu (Ocean)
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    Not ready yet.

    Ogre Cultures
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    Not ready yet.


    That's every "playable" besides the Draken, which really shouldn't be played post cataclysm. Some of the descriptions I already have, like the Human ethnic groups, need to be expanded on, but I'm going to be giving the others descriptions first.
    Last edited by Jjeinn-tae; 2010-12-16 at 02:18 AM.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

  3. - Top - End - #3
    Barbarian in the Playground
     
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    Default Re: Dragon Born - Campaign Setting

    I feel like getting into classes right now. Dragon Born will have some modifications/additions to every base class, and like Eberron, has some of it's own. I'm going to start with ones that would fit other settings too.

    Martial Classes

    Archer
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+0|+2|+0|Point Blank Shot, Weapon Group
    2|+2|+0|+3|+0|Fast Movement, Weapon Focus(any bow or crossbow)
    3|+3|+1|+3|+1|Archer's Mark, Called Shot
    4|+4|+1|+4|+1|Precise Shot
    5|+5|+1|+4|+1|Archer's Strike +1d6
    6|+6/+1|+2|+5|+2|Manyshot, Archer's Knack
    7|+7/+2|+2|+5|+2|
    8|+8/+3|+2|+6|+2|Rapid Shot
    9|+9/+4|+3|+6|+3|Archer's Strike +2d6
    10|+10/+5|+3|+7|+3|Shot on the Run
    11|+11/+6/+1|+3|+7|+3|
    12|+12/+7/+2|+4|+8|+4|Greater Manyshot, Greater Archer's Knack
    13|+13/+8/+3|+4|+8|+4|Archer's Strike +3d6
    14|+14/+9/+4|+4|+9|+4|Improved Precise Shot
    15|+15/+10/+5|+5|+9|+5|
    16|+16/+11/+6/+1|+5|+10|+5|Improved Far Shot
    17|+17/+12/+7/+2|+5|+10|+5|Archer's Strike +4d6
    18|+18/+13/+8/+3|+6|+11|+6|Improved Shot On The Run
    19|+19/+14/+9/+4|+6|+11|+6|
    20|+20/+15/+10/+5|+6|+12|+6|Split the Arrow, Archer's Strike +5d6[/table]

    HD: d8
    Skills: 3 + Int Modifier. Class Skills: Climb, Craft(Bowyer/Fletcher), Intimidate, Jump, Listen, Perform(Weapon Drill), Spot, Swim, Use Rope.
    Proficiencies: All Archery weapons, Javelins, Spears, Short Swords, Daggers, Hand Axes, Battle Axes, Bucklers, and Light Armor.
    Starting Currency: 6d4 x 10
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    Bonus Feats: At various levels, the Archer gains feats related to archery as bonus feats. If the Archer already has the feat, he may replace it with any feat that he meets the prerequisites for.

    Point Blank Shot: At first level, the Archer gets Point Blank Shot as a bonus feat.

    Weapon Group: Archers add only archery weapons to their weapon group. An archer's weapon group consists of every archery weapon that he has weapon focus in. A character only has one weapon group, all weapons added to a character's weapon group from any source are placed in the same weapon group.

    Fast Movement: At second level, the Archer gains Fast Movement, increasing is move speed by 10 ft.

    Weapon Focus: At second level, the Archer gains Weapon Focus with any bow or crossbow as a bonus feat, placing it in the Archer's weapon group.

    Archer's Mark(ex): At third level, the Archer may mark a creature it is currently in combat with that it can see as a free action. The Archer get's a bonus to spot and listen checks relating to the marked creature by half the archer's class level, rounding down. The attack penalties for Called Shots on the marked creature are halved.

    The archer may only mark one creature at a time, and may only change marks when the creature has ceased combat with the Archer's group, whether through peaceful means, retreat on either side, or death.

    Called Shot(ex): At third level, the Archer may, as a full round action, take a Called Shot. Called Shots are when the archer, through means of skill, targets specific portions of the opponent's body or clothing for effect, and/or rebounds the arrow/bolt off other things on its way to its target.

    Making a Called Shot invokes penalties on your attack roll, and if you intend to rebound, any normal penalties to the attack (due to range or size of the target) are doubled. Called Shot may be used once a day at level three, and increases every odd level up to 19, and again at 20.

    An archer may only call shots with ranged weapons within his weapon group.

    {table=head]Action|Attack Penalty|Effect
    Rebound off a smooth, sturdy wall (per wall)|-4
    Rebound off a rough, sturdy wall (per wall)|-6
    Rebound off a smooth wall that the arrow could get stuck in (like wood, per wall)|-6
    Rebound off a rough wall that the arrow could get stuck in (like wood, per wall)|-8

    Target head of a creature|-10|If the creature's brain is located in the head, double critical threat range. Targets touch AC if the creature is not wearing a helmet, or has an effect similar to a helmet (like in mage armor)
    Target arm of creature|-5|Provides a penalty to the creature's attacks with that arm equal to 1/4 your Archer level, minimum -1.
    target leg of a creature|-5|Provides a penalty to creature's base move speed, equal to 5 feet for every 4 levels of archer you have, minimum of 5 feet. If the target's speed is lowered to 0 feet, the creature falls prone if it fails a balance check DC 15 + 1 per 4 archer levels you have.
    Target wing of a creature|-5(-10 if creature is using it's wings to fly)|same as targeting the leg of a creature, except dealing with flying. If it is currently flying, it must make a balance check each time it is hit in the wing, or fall, being able to attempt to catch itself the next round. A creature does not fall from wing shots if it is not currently flying.
    Target hand of a creature|-10|target must make a fortitude save with a DC equal to the damage done, if they fail, they drop anything held in that hand. Creatures with no constitution score automatically save.

    If you cannot see the target clearly (whether from total cover, or concealment)|Double all penalties[/table]

    The DM may determine that a certain shot is impossible, like rebounding an arrow off a paper wall, or trying to completely reverse the direction of a bolt in a soft wooden wall.

    Penalties to creatures for hitting a specific part of their body do not stack for targeting the same body part, but if the creature has more than one of that body part, each may be targeted for the same effect. For example, a level 5 Archer targeting the right leg of a goblin will reduce the goblin's speed by 5 feet, if the archer then targeted the goblin's left leg next turn, the goblin would loose another 5 feet of speed, but targeting the right leg again instead would result in no bonus beyond damage. These penalties last until the creature receives a healing spell of any sort, or gets healed with a DC of 15.

    Precise Shot: At fourth level, the Archer gains the Precise Shot feat as a bonus feat.

    Archer's Strike: At fifth level, the Archer gains the ability to reflexively target vital areas in their opponents. If a foe is at least 30ft away from the archer, he deals additional precision damage damage on a successful attack. Archer's strike improves at every other odd level after 5 until 17, and again at 20, topping out at +5d6.

    Creatures immune to critical hits are immune to extra damage from Archer's Strike. If an archer fires more than one arrow with a single attack (such as through manyshot) Archer's Strike only applies to one arrow.

    Archer's strike may only be used with ranged weapons within the Archer's weapon group.

    Manyshot At level six, the Archer gains the Manyshot feat as a bonus feat.

    Archer's Knack: The Archer may use the manyshot feat in a full attack, taking penalties for each attack made firing multiple arrows. For example, if an Archer were to fire two arrows on each of his four attacks, he would take a -16 penalty to all attack rolls that round. If he were to, instead, fire four arrows on the first attack, (7 arrows in all instead of 8) he would take a -8 to all attack rolls that round. Manyshot may additionally be used in conjunction with Rapid Shot.

    Further, while the Archer uses a bow or crossbow within his weapon group, is counted as having the Far Shot feat, and the Rapid Reload Feat.

    At Level 12, Archer's Knack improves to Greater Archer's Knack. Greater Manyshot may be used in conjunction with a full attack or rapid shot. In addition, the penalties for using either Manyshot feat on a Marked target are halved.

    Rapid Shot: At eigth level, the Archer gains Rapid Shot as a bonus feat.

    Shot On The Run: At tenth level, the Archer gains Shot On The Run as a bonus feat.

    Greater Manyshot: At level twelve the Archer gains Greater Manyshot as a bonus feat.

    Improved Precise Shot At level fourteen, the Archer gains Improved Precise Shot as a bonus feat.

    Improved Far Shot: at level sixteen, the Archer may double the range increment of a bow or crossbow he has weapon focus in, (or any if he has Far Shot normally) instead of only 1 1/2 range (as if the weapon were a throwing weapon).

    Improved Shot On The Run: at level eighteen, the Archer may take a five-foot step in between each attack in a full attack. He may not move more than half his speed from his starting position using this ability.

    Split The Arrow(ex): At twentieth level, the Archer gains Split The Arrow. Split The Arrow has three effects, none of which may be used in conjunction with each other.

    If an Archer scores a critical hit with a bow or crossbow in which he has weapon focus with, he may immediately follow it up with another attack from the same weapon at the same attack bonus (provided it can be reloaded in time). This ability cannot be used in conjunction with either Manyshot feat.

    If an Archer hit an enemy with at least one shot in the previous turn, and the enemy has not moved to another square in the meantime, he may take a full round action to line up another shot, firing through the previous arrow. This attack, if it hits, is counted as a critical hit on any solid creature, even if they are normally immune to critical hits.

    If when an Archer is using Manyshot (but not Greater Manyshot) on his mark, if the Archer criticals, or the target takes Archer's Strike Damage, it takes this additional damage for each arrow (only roll for critical damage and Archer's Strike damage once per attack roll).

    Split the Arrow may only be used by Archery weapons within the archer's weapon group.

    Fighter
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0|Bonus Feat, Weapon Group, Specialization
    2|+2|+3|+0|+0|Bonus Feat
    3|+3|+3|+1|+1|Advanced Skill
    4|+4|+4|+1|+1|Bonus Feat
    5|+5|+4|+1|+1|Expanded Weapon Group
    6|+6/+1|+5|+2|+2|Bonus Feat
    7|+7/+2|+5|+2|+2|Advanced Skill
    8|+8/+3|+6|+2|+2|Bonus Feat
    9|+9/+4|+6|+3|+3|Expanded Weapon Group
    10|+10/+5|+7|+3|+3|Bonus Feat
    11|+11/+6/+1|+7|+3|+3|Advanced Skill
    12|+12/+7/+2|+8|+4|+4|Bonus Feat
    13|+13/+8/+3|+8|+4|+4|Expanded Weapon Group
    14|+14/+9/+4|+9|+4|+4|Bonus Feat
    15|+15/+10/+5|+9|+5|+5|Advanced Skill
    16|+16/+11/+6/+1|+10|+5|+5|Bonus Feat
    17|+17/+12/+7/+2|+10|+5|+5|Expanded Weapon Group
    18|+18/+13/+8/+3|+11|+6|+6|Bonus Feat
    19|+19/+14/+9/+4|+11|+6|+6|Advanced Skill
    20|+20/+15/+10/+5|+12|+6|+6|Art of War, Bonus Feat[/table]

    HD: d10
    Skills:3 + Int Modifier. Class Skills: Climb, Intimidate, Jump, Knowledge(Tactics) Listen, Perform(Weapon Drill), Spot, Swim, Use Rope.
    Proficiencies: All Simple and Martial Weapons, All Armor and Shields (Including Tower Shields) and 1 Extra Weapon of Any Type.
    Starting Currency: 6d6 x 10
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    Bonus Feats:At first, and every even level, the fighter gets gets any [Fighter] feat she qualifies for as a bonus feat.

    Weapon Group: At first level, the fighter starts with 3 + her int modifier weapons in her weapon group. These weapons must be weapons the fighter is proficient in. A character only has one weapon group, all weapons added to a character's weapon group from any source are placed in the same weapon group.

    Specialization: There are many types of fighters, about as many as there are fighters in fact. At first level, the fighter specializes in a form of combat that she will advance through her career. Each specialization gives benefits based on character level, adds at least one class skill to the fighter's list, that will remain a class skill regardless of class she is currently advancing, and may allow her to pick additional fighter Advanced Skills or Feats.

    Specializations:
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    Agile:
    Skills: Balance, Bluff, Move Silently
    Benefits: The fighter's Reflex save advances to a "good" save, increasing at the rate that her fort save does when she takes fighter levels. She gains Weapon Finesse as a bonus feat at Fighter level 1. If the fighter has a class that gives an ability that grants precision damage (Such as a rogue's Sneak Attack, or an Archer's Strike) she adds half of her fighter levels to that class when determining her precision damage.

    Brute:
    Skills: Intimidate, Jump (yes these are normally on the fighter list, this just makes them class skills for all your classes)
    Benefits: The Fighter receives Power Attack as a bonus feat at Fighter level 1. She may make a special attack directed at her opponent's armor against her target's touch AC as a Full-Round action. If successful, if it breaks the durability of the armor, it becomes less effective granting it's wearer a -1 to its armor bonus for every point of strength modifier the fighter has. If she used a blunt weapon with this attack, the target must also make a DC 10 + 1/2 the fighter's level.

    Instict
    Skills: Handle Animal, Survival
    Benefits: The Fighter's Will save advances to a "good" save, increasing at the rate that her fort save does when she takes fighter levels. The fighter receives an "Insight Pool" equal to 1/4 her fighter level + her Wisdom Modifier. She may spread Insight Bonuses to various areas, which they remain locked to for an hour, after an hour the insight bonuses remain distributed until she wishes to redistribute them again. Each point from her Insight Pool may add a +1 Insight Bonus to all rolls in the next hour dealing with wherever she applied her bonus. The bonuses may be applied to Attack Rolls, Damage Rolls, Rolls dealing with a specific save, or rolls dealing with a specific skill, and may all be applied to the same area should the fighter wish to do so.

    Juggernaut
    Skills: Balance
    Benefits: The fighter receives Damage Reduction equal to half her fighter level + 1. This damage reduction is not bypassed by any form of physical damage. The fighter counts as stable (and should she already count as stable, her bonuses count twice).

    Mage-Slayer
    Skills: Knowledge(Arcana), Spellcraft
    Benefits: The fighter receives Spell Resistance equal to 10 + half her fighter levels. If the fighter has a spellcasting class, she must make a caster level check equal to her own Spell Resistance if her effective caster level is not greater than or equal to her Spell Resistance - 10.

    Skilled
    Skills: Disable Device, Open Lock
    Benefits: The fighter gains 6 + Intelligence Modifier skill points every level. The fighter may count 1 + Intelligence Modifier skills from other classes she has levels in as fighter class skills. The fighter receives Combat Expertise as a Bonus Feat.


    Advanced Skill: At 3rd level, and every 4 levels thereafter (7th, 11th etc.) the Fighter gains an Advanced Skill. Advanced Skills are similar to feats in that they have prerequisites, and can provide many bonuses, from additional options in combat, to passive bonuses.

    Advanced Skills:
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    Indomitable
    Prerequisites: Juggernaut Fighter level 7+, Con 13+
    Benefits: The fighter has become an unmovable bastion of defense. Her DR increases to 1 for every Fighter level +1 instead of 1, replacing her previous fighter damage reduction.

    In addition, she receives a bonus of +1 per every 2 fighter levels to all opposed trip, bullrush, overrun and any other rolls to prevent being moved against her will.

    Powerful Blows
    Prerequisites: Brute Fighter, Str 15+, Cleave, BAB 6+
    Benefits: Any time you may make a cleave attack, you may make two attacks at the same attack bonus. These attacks may be on the same, or different targets.

    Savage
    Prerequisites: Brute Fighter, Str 13+, Ability to Rage or similar ability
    Benefits: The fighter's class levels stack with her rage-granting class for the purposes of determining uses per day, and 1/2 her fighter levels count for the purpose of determining the effect of her rage-like ability.

    Sleight of Hand
    Prerequisites:Agile Fighter, Dex 13+, Bluff 4 ranks, Weapon Finesse
    Benefits: While using weapon finesse, you may twirl your weapon during a full attack action at the cost of one attack. This allows you to make a feint during the full attack, which all of your attacks that round benefit against.


    Expanded Weapon Group: At 5th level, and every 4 levels thereafter (9th, 13ths, etc.) The fighter may add an additional weapon to her weapon group, granting proficiency if she is not already proficient.

    Art of War: At 20th level, the fighter has mastered the art of war. Any bonuses she receives to attack or damage rolls are doubled, including but not limited to enhancement bonus, strength bonus, and insight bonus.

    Monk
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+2|+2|Stunning Fist, Flurry of Blows (1, -2), Unarmed Strike, AC Bonus, Slow Fall, Weapon Group, Path Choice and Skill
    2|+2|+3|+3|+3|Bonus Feat, Evasion
    3|+3|+3|+3|+3|Bonus Feat, Speed Bonus, Still Mind
    4|+4|+4|+4|+4|Ki Strike(Initiate)
    5|+5|+4|+4|+4|Purity of Body, Flurry of Blows(1, -1)
    6|+6/+1|+5|+5|+5|Bonus Feat, Path Skill
    7|+7/+2|+5|+5|+5|Bonus Feat, Wholeness of Body, Flurry of Blows(2, -1)
    8|+8/+3|+6|+6|+6|Improved Evasion, Uncanny Dodge
    9|+9/+4|+6|+6|+6|Ki Strike(Adept)
    10|+10/+5|+7|+7|+7|Ki Sight, flurry of blows(2)
    11|+11/+6/+1|+7|+7|+7|Bonus Feat, Path Skill
    12|+12/+7/+2|+8|+8|+8|Bonus Feat, Abundant Step
    13|+13/+8/+3|+8|+8|+8|Confusing Movements, Diamond Soul
    14|+14/+9/+4|+9|+9|+9|Quivering Palm, Ki Strike(Master), Flurry of Blows(3)
    15|+15/+10/+5|+9|+9|+9|Empty Body, Tongue of Song and Moon
    16|+16/+11/+6/+1|+10|+10|+10|Bonus Feat, Path Skill
    17|+17/+12/+7/+2|+10|+10|+10|Bonus Feat, Timeless Body, Path Step
    18|+18/+13/+8/+3|+11|+11|+11|Ki Embodiment, Path Shroud
    19|+19/+14/+9/+4|+11|+11|+11|Path Grandmaster, Ki Strike(Grandmaster)
    20|+20/+15/+10/+5|+12|+12|+12|Perfect Self[/table]

    HD: d8
    Skills: 6 + Int Modifier. Class Skills: Autohypnosis, Balance, Climb, Concentration, Diplomacy, Escape Artist, Heal, Hide, Jump, Knowledge(arcana), Knowledge(Philosophy), Knowledge(Psionics), Knowledge(Religion), Listen, Move Silently, Perform, Psicraft, Sleight of Hand, Spellcraft, Swim, Tumble
    Proficiencies: All Simple Weapons, Kukri, Sap, Kama, Nunchaku, Sai, Shiangham, Shuriken
    Starting Currency: 3d4 x10
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    Bonus Feats: At many levels (every other even level, and the following level) the monk may take a bonus feat that is on the Monk feat list. The monk must qualify for the feat before taking it, but some feats have lesser or alternate requirements for monks.

    Stunning Fist(ex): A monk receives the Stunning Fist Feat at first level as a bonus feat, regardless of whether he qualifies for it.

    Flurry of Blows(ex): At first level a monk gains an extra attack, at a -2 penalty for all attacks made while flurrying. A monk may flurry as either a full round action (effectively getting extra attacks during a full attack) or as a standard action, getting a single attack, plus any that the flurry grants.

    A monk may only flurry with special monk weapons (kata) This list is more or less static, though a monk's path may add weapons to available kata, as well as some feats. A basic monk's list of kata are the following weapons: Unarmed Strike (and any weapon that counts as an unarmed strike) Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Wrist Blades, and Improvised Weapons.

    Flurry of Blows improves as the monk gains levels, at fifth level, and again at tenth level, the penalties for using Flurry of Blows decrease by 1, disappearing entirely at level ten. At seventh and again at fourteenth level, the monk gains an extra attack in flurries.

    The bonus attacks from the Weapon Specialization line may be used in conjunction with flurry of blows (with their usual restrictions).

    The first extra attack in a flurry is at the monk's highest Base Attack Bonus, with each successive extra attack at a -5 penalty from the previous as normal iterative attacks. Each blow within a flurry can be changed between kata that the monk has ready to use. No attack is offhand within a flurry, all attacks receiving the monk's full strength modifier. A weapon wielded in two hands receives 1 1/2 the monk's strength modifier, even if it is a double weapon (as the monk uses leverage).

    Unarmed Strike(ex): A monk receives Weapon Focus(Unarmed Strike), and Improved Unarmed Strike as bonus feats. A monk may deal lethal or non-lethal damage with an unarmed strike at the monk's option. A monk's unarmed strikes count as natural or manufactured, whichever grants the monk the most benefit for an individual effect.

    A monk's damage with his unarmed strike increases at this rate:

    {table=head]Level|Small|Medium|Large
    1st-3rd|1d4|1d6|1d8
    4th-7th|1d6|1d8|2d6
    8th-11th|1d8|1d10|2d8
    12th-15th|1d10|2d6|3d6
    16th-19th|2d6|2d8|3d8
    20th|2d8|2d10|4d6[/table]

    AC Bonus(ex): A Monk receives his wisdom modifier as an insight bonus to his AC. At fifth level, and every 5 levels afterward (10, 15, 20) a Monk gains a +1 deflection bonus to AC.

    Slow Fall(ex): For every monk level, a monk may treat any fall as if it were 5 feet less. If the monk is along a wall, he may treat the fall as 10ft less per monk level. Two Adjacent walls further increase this to 15 feet per monk level. Two walls in which a monk can brace himself against, or a object that he can grip around (such as a pillar or tapestry, provided they'll support the monk's weight) allow the monk to fall any distance safely.

    Weapon Group: Any kata is added to the monk's universal weapon group. Even if a monk has weapons in his weapon group from other sources, he may only flurry with kata.

    Path: There are several paths available to monks, these paths are a set of traditions followed by monks. Each path has it's own code of conduct, which, if violated, the monk must make amends to their grand-masters for further instruction, preventing the learning of any other abilities related to the path. In addition, each path has a selection of it's own kata, and have various abilities to learn. At first, sixth, eleventh, and sixteenth level, the monk learns a path skill. At seventeenth the monk learns their path's shroud, and eighteenth they learn their path's step, and at nineteenth, they become a grandmaster of their path.


    Some of the paths are:

    Autumn, Daimar, Kurzu, Mazikan, Moon, Sun, and Zentahr. These will be fleshed out, but not yet.

    Evasion(ex): Standard

    Speed Bonus(ex): Standard

    Still Mind(ex): The monk receives a +2 bonus to saves against Mind-Affecting Effects and psionic powers (but not spells).

    Ki Strike: At fourth level, the monk receives the ability to imbue his unarmed strikes with ki, bypassing damage reduction. He may imbue his fists with one component based on how powerful his Ki Strike is.

    Initiate(ex): Silver, Cold Iron, Magic
    Adept(ex): Adamantine, Law, Alignment
    Master(su): Fire, Cold, Acid, Electricity
    Grandmaster(ex): Epic

    In addition, each level of Ki Strike beyond initiate grants other bonuses.

    Adept: The monk's unarmed strikes are treated as force effects when striking ethereal or incorporeal creatures.
    Master: The monk may imbue his fists with two qualities that he has access to.
    Grandmaster: The monk reflexively knows what he needs to attune his unarmed strike as for most effect. Additionally, he may imbue his ki into any weapon within his weapon group as his unarmed strike.

    Switching qualities of ki strike is a swift action.

    Purity of Body(ex): At 5th level, the monk has achieved such a mastery of his body that he becomes immune to all diseases and poison, both magical and mundane.

    Wholeness of Body(ex): Beginning at 7th level, the monk has learned to seal their wounds through sheer willpower. The monk may heal himself a number of wounds equal to his (monk level, + wisdom) times three as a free action. This total healing may be split through several uses in one day.

    Improved Evasion(ex): Standard.

    Uncanny Dodge(ex): Standard.

    Ki Sight(ex): At 10th level, the monk has become so in-tune with the ki of himself and others that his perception of it has become a literal sixth-sense. This grants the monk a special form of blindsight.

    The monk's special blindsight has a range of 10ft per monk level, this sight is not blocked by solid objects such as walls. This negates all penalties of blindness within this distance, except for dealing with non-living creatures and objects. A monk cannot read, or see that large rock in front of him with ki-sight.

    Creatures tend to have a very noticeable ki, allowing them to be seen through ki sight regardless of normal visibility, thus a monk can attack invisible creatures and creatures in darkness as if they were perfectly visible. Corporeal Undead and Constructs do not register in ki sight, thus you may not use it against them.


    Monk Paths:
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    Path of Autumn:
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    Benefits: All thrown weapons are added into you list of Kata, and thus into your weapon group. Any weapon that can be either thrown or melee (particularly if you take Improvised Throwing) only the thrown use of this weapon counts as kata unless it is on the list through other means.

    Skills:
    Thrown Sneak Attack: A Path of Autumn Monk may take Thrown sneak attack as any of his path skills. A monk has a sneak attack of +1d6 per four monk levels with any thrown weapon, following the normal stipulations of sneak attack. The Monk's thrown sneak attack stacks with any applicable precision damage the monk may add to the attack through any other source.

    Improvised Throwing: The Monk gains Throw Anything as a bonus feat, whether he qualifies or not. A thrown weapon part of the monk's kata normally may still be used in a flurry of blows while thrown. Any opponent you have dealt damage to in melee this round may not make an attack of opportunity against you for throwing a weapon at another target. This path skill may be taken as any of an Autumn Monk's class skills.

    Deflect Arrows: Taken as any of an Autumn Monk's path skills, Deflect Arrows grants the feat Deflect Arrows as a bonus feat, regardless of whether the monk qualifies. In addition to the normal bonuses of the feat, should the monk take a total defense action, the monk may deflect as many projectiles as attacks he has in a (non-flurry) full attack before his next action.

    Falling Leaf: Any time a monk deflects a projectile, he may make an attack of opportunity against the originator of that attack with a ranged weapon, provided the attacker is within range. If the monk's hands are open, he may use the deflected projectile in this attack if it was a thrown weapon. Falling Leaf may be taken as a Path skill from monk level 6 on. The autumn monk requires at least the feat Deflect Arrows to attain this skill.

    Last edited by Jjeinn-tae; 2010-12-20 at 08:11 PM.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

  4. - Top - End - #4
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    Default Re: Dragon Born - Campaign Setting

    Weapons!

    Special Weapon Category Rules:
    Firearms:
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    Some parts in this section (Recoil comes to mind) are needing a re-write for clarity. I'm going to need to make a new section for all of the rules dealing with scaling a firearm to a different size rather than just putting them all over in the other sections.

    Firearms have many qualities different from standard weaponry. Among these are ammo that must be reloaded, fire-rates, recoil and the fact that firearms generally don't scale between size categories well. Any firearm can be built to be wielded by a different size category, but this does not effect the weapon much besides size of the handle and trigger mechanisms, the difference in weight is negligible. Sizing differences also effect recoil.

    Special Actions with firearms include aiming, switching fire rates, and reloading.

    Fire Rates:
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    The firing rates that a weapon may have are single, double, pump, bolt or lever action which are mutually exclusive. There are also Semi and Fully automatic weapons, a weapon that can be either semi-automatic or fully-automatic depending on a switch on the weapon is called a Selective Fire weapon.


    Single, Pump, Bolt and Lever Action:
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    Before firing, a physical "switch" must be adjusted to prepare the new bullet for firing, and removing any old in the chamber. This switch is reset upon firing, limiting the fire rate of these weapons in un-skilled hands.

    Preparing the gun to fire is a swift action normally, but if the weapon in question is in your weapon group, it is a free action.


    Double Action and Semi-Automatic:
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    The weapon, upon pulling the trigger, fires a shot, removes the old bullet from the chamber, and loads a new one for firing, thus allowing un-interrupted iterative attacks even from unskilled users. When the clip of one of these weapons is empty, the gun requires a switch adjustment like the various single action firearms. Again, this is a swift action, or a free action if the weapon is in your weapon group. A double action weapon is functionally similar, but a heavier trigger pull is required, causing the first attack to count towards recoil for successive attacks (including taking the initial recoil penalty). Many modern double action weapons can function as semi-automatics upon pulling the hammer back (automatic after firing regardless) it is generally dangerous to put a weapon away with the hammer pulled back, so on sheathing the weapon is generally de-cocked.

    Summary: In essence, a semi-automatic and double action work as standard attacks, taking recoil penalties on iterative strikes. A double action though, the hammer must be pulled back, either through just pulling the trigger (taking additional penalties to the first shot) or manually pulling the hammer back, using a swift action, or a free action if the weapon is in your weapon group.


    Burst Fire and Automatic:
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    Both of these firing modes are capable of firing more than one bullet per trigger pull. The difference is Fully-Automatic weapons can fire bullets as long as it is supplied ammo from one trigger-pull, Burst Fire weapons have a limit per trigger-pull; in Crosskeep this limit is generally three, though other amounts are not unheard of. Firing burst-fire (which may be done with a fully-automatic only weapon even) takes the standard recoil penalties. Firing fully-automatic takes double penalties for every shot after the fifth. Generally, fully-automatic fire is used as an intimidation tactic, forcing the enemy to take cover rather than actually hit.

    Firing in either of these modes gives up iterative attacks, firing burst fire with a burst fire (or simulating it with a fully automatic) weapon is a standard action, while firing with a fully-automatic weapon is a full-round action.


    Selective Fire:
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    A Selective Fire weapon requires a swift action (or immediate if the weapon is in your weapon group) to switch between firing modes. You can only fire in one mode a round.


    Recoil:
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    The recoil penalty is applied as an increasing penalty to every attack after the first (or including the first if using a Double Action weapon). For example, if you have a weapon with a recoil of -2, and you make a full attack, your first attack is at your full base attack bonus, your second attack with the weapon will take a -2 penalty from your normal iterative, and the third attack will take a -4 from your third iterative's normal bonus. The same weapon fired as a double action would have penalties of -2, -4 and -6 respectively.

    A fully-automatic weapon takes double the penalties after the fifth attack, so making 10 attacks with a fully-automatic weapon of recoil -2 is as thus: The first attack is at your full base attack bonus, the second is made at your full base attack bonus -2 (more accurate due to a single trigger pull). the third attack is -4, from your base attack, and following in suit, fourth attack is -6, and fifth attack is -8, after this, each shot is double the penalties, -12 for the sixth shot, -16 for the seventh, -20 for the eighth, -24 for the ninth, and -28 for the tenth.

    When a weapon is scaled for a different size than it was made for, for every size category scaled up the penalties half, to a minimum of -1, all fractions rounded up. Thus, a small firearm with a recoil of -4, scaled up to large size would have a recoil of -1. A weapon scaled down has it's recoil penalty doubled at each size category. Thus a large weapon with a recoil of -4 scaled down to small would have a recoil penalty of -16. Wielding a firearm scaled to the wrong size category multiplies the recoil of the base weapon by two for every size category apart the weapon is sized for and the wielder. Thus a firearm with recoil -4 built for a medium character as standard, has a recoil penalty of -8 for both small or large characters trying the wield the weapon without modifications, in addition to the -4 penalty to attacks for incorrect weapon size. It is difficult to work the trigger and brace for recoil in using a weapon designed to be wielded by someone significantly bigger or smaller than you. Furthermore, recoil is effectively doubled for non-proficient users, it's easy to underestimate how much kick a firearm has if you've never fired one.

    Pistols
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    Pistols are one handed firearms, and are generally low power and quick to reload. They are often favored for their ease of use, characters with proficiency in a ranged weapon only take -2 non-proficiency penalties, rather than -4.

    Proficient users of pistols take no penalty using pistols while engaged in melee, and provoke attacks of opportunity as if they were wielding a reach weapon.


    {table=head]Weapons||||||||
    Simple Melee Weapons
    Name|Small Damage|Medium Damage|Large Damage|Critica|Damage Type|Weight|Cost|Hands/Class
    Spiked Wraps|1d3|1d4|1d6|x2|Piercing|6lb|30gp|N/A
    Martial Melee Weapons
    Name|Small Damage|Medium Damage|Large Damage|Critical|Damage Type|Weight|Cost|Hands/Class
    Exotic Melee Weapons
    Name|Small Damage|Medium Damage|Large Damage|Critical|Damage Type|Weight|Cost|Hands/Class
    Durunite Sledgeaxe|1d10|1d12|3d6|x3|Bludgeoning or Slashing|16lb|65gp|Two Hands
    Mazikan Band|1d6|1d4|1d3|19-20/x2|Slashing|2lb|700gp|See Description[/table]

    Durunite Sledgeaxe
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    The Stone Dwarves have become overly fond of greathammers and greataxes in their time underground. It didn't take long for Dwarven ingenuity to decide that the best way to improve them was to put both on the same handle. It resembles a long pole with a Hammerhead, which tapers into an axe head on it's reverse. A proficient user can spin the weapon around while fighting to use either head, but it is one weapon, it cannot be used as a double weapon.

    The Axe and hammer head of the Sledgeaxe are enchanted separately, but masterwork costs are as for one weapon.


    Mazikan Band
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    A large "ribbon" commonly used by mazikan goblins. There are many methods of wielding the weapon, and thus may be finessed, can be wielded two-handed, and may indeed be finessed while wielded in two hands. When not wielded as a double weapon, the band is a reach weapon, unable to strike neighboring opponents. Regardless of how it is wielded, the weapon never gains a bonus to damage from strength.

    When wielded as a reach weapon, the weapon may be used for disarm and trip attempts at a reach. As many such weapons, it may be dropped to prevent a retaliatory trip. For the purposes of disarming, the ribbon is always considered a one-handed weapon.

    The process of creating a Mazikan band requires magic to create, the temperature of the band is always cold, hardening the fabric, yet still keeping it perfectly flexible. The band deals double damage to creatures vulnerable to cold, but as it does not deal actual cold damage, creatures immune to cold receive no special protection from it. The caster level to create a Mazikan Band is 7, and requires a casting of any [cold] spell, prestidigitation, or Chill Metal during the creation process. Despite being magic, the weapon does not automatically gain an enhancement bonus during creation, nor does it bypass dr/magic without one.

    The process of making a Mazikan Band also has the unfortunate effect of making it less effective with size. The more weight the weapon has, the less finesse is possible with it, which is where all the effectiveness comes from.


    Spiked Wraps
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    Commonly used by monks, spiked wraps are a set of cloth strips wrapped around the elbows, knees, hands, and occasionally on the feet. Either a single, or multiple smaller spikes are embedded in the wraps, allowing the wielder to deal piercing damage with unarmed attacks. The wraps are considered an unarmed strike for feat purposes, and thus may use them for feats that deal with unarmed strikes. A character wielding spiked wraps provokes attacks of opportunity if they do not have the Improved Unarmed Strike Feat.

    Any enchantment on a character's unarmed strike is overridden by spiked wraps, but the spiked wraps themselves may be enchanted. Unlike unarmed strikes, spiked wraps cannot be enchanted as if they were natural weapons.

    A character may optionally forgo wearing an entire set of spiked wraps to allow some unarmed strikes to deal bludgeoning damage.


    {table=head]Firearms||||||||||
    Pistols
    Name|Damage|Ammunition|Ammunition Type|Fire Rate|Designed Size|Recoil|Weight|Cost|Range Increment|Class
    Arnite '34|2d3|Clip of 15 rounds|5mm|Double Action|Small|-1|1lb|60gp|70ft|Pistol, Firearm
    Arnite '54|2d4|Clip of 12 rounds|7mm|Double Action|Medium|-1|2lb|80gp|80ft|Pistol, Firearm
    Arnite '94|2d6|Clip of 10 rounds|12mm|Double Action|Large|-1|4lb|100gp|110ft|Pistol, Firearm[/table]

    {table=head]Ammunition|Clip Sizes|Weight|Cost (per bullet)|Default Type
    5mm Bullets|15 rounds|0.1lb|3sp|Solid
    7mm Bullets|12 rounds|0.1lb|4sp|Solid
    12mm Bullets|10 rounds|0.1lb|6sp|Solid[/table]

    Arnite '34
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    After the initial success of the '54, the Arnites created scaled versions for the races on the extreme-side of size. While the '54 was named after it's creation year, the '34 and '94 took the "wit" of the dwarves to name. Having seen the average height of a wielder of a '54 was about 5'4" they named the other versions similarly. No one was too amused outside of the Arnite Gunsmiths.

    The '34 was built with the gnomes in mind, and is just as light of a sidearm for the gnomes as the '54 is for humans. Unfortunately, the scaling down of the weapon caused a much lower effective range and actual effect, which caused the '34 to be the least used of the three '54 variations.

    Arnite '54
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    The Arnite Dwarves, among other things, are renown for their excellent firearms. As such, the '54 was the most-used firearm pre-cataclysm. Combining accuracy, reliability, and a large clip, the main problem with the '54 is the low power of the weapon. It was built for a time where a bullet was not required to punch through creatures with skulls as durable as steel.

    Arnite '94
    Spoiler
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    After the initial success of the '54, the Arnites created scaled versions for the races on the extreme-side of size. While the '54 was named after it's creation year, the '34 and '94 took the "wit" of the dwarves to name. Having seen the average height of a wielder of a '54 was about 5'4" they named the other versions similarly. No one was too amused outside of the Arnite Gunsmiths.

    Despite the failure of the '34, the '94 proved just as popular as the '54. An odd trend noticed by the Arnites was that the '94 proved popular with races smaller than the target audience of Ogres and Lizardmen. This lead to an official customization kit for the '94, to create the first "Hand Cannon" for the small races. As a result of this, all re-sizing of the '94 only costs 10gp as opposed to the usual 15gp.


    5mm Bullets
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    5mm rounds never became common enough to warrant full support by the Arnites. The Ka'Zun gnomes however ran with them, creating a full line of specialty bullets for concealed weaponry. It never was clear exactly who they marketed these to, and for what purpose, the gnomes sure didn't feel like telling, and purchases were done in secret, yet legitimately.

    5mm bullets run the spectrum, in addition to solid, came in jacketed hollow point, rubber, full metal jacket, tracer, fragmentation, incendiary and the Ka'Zun espionage specialty bullets, dire, truncated, and viper.

    7mm Bullets
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    7mm rounds were the primary size for self-defense firearms in districts where Ogres and Lizardmen were not a worry. In addition to solid 7mm bullets, they were normally made in rubber and jacketed hollow point.

    12mm Bullets
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    12mm bullets were very common pre-cataclysm for military grade weapons for the smaller races, and as light sides for the larger. As such, they come in a wide variety of styles, so much so that they came standard in every special variety of bullet.



    A note on bullet calibers
    Spoiler
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    If you know much of anything about firearms, you'll notice that the sizes don't quite match up with real life. The Winchester had bullets of around 7mm and was quite the rifle, not a light sidearm. This results from the Crosskeep gunsmiths going in a different direction than the way our real-life firearms went. In real life, we decided to use smaller bullets, but put a lot of gunpowder behind them to drive the bullet at incredible velocities. The downside of this is every gun that uses a 7mm bullet is not necessarily able to fire any random 7mm bullet that might exist.

    With really only one civilization in Crosskeep, they decided to go modular, a 7mm handgun is going to use the same rounds as a 7mm rifle here. In the long run this makes the firearms less effective, but they didn't really have to worry about war that much, and if they had, the denizens of Crosskeep would have relied primarily on the spellcasters and dragons.
    Last edited by Jjeinn-tae; 2010-12-16 at 11:16 PM.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

  5. - Top - End - #5
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    Default Re: Dragon Born - Campaign Setting

    Feel like putting forward my new Weapon Specialization Feat. I got to thinking about why Fighters fell behind so much from AD&D, and realized that weapon specialization (and up) really added something to the fighter back then. Bear in mind that this feat takes into account my adjustments to the classes, and is no longer fighter only (but the fighter gets a much bigger benefit comparatively).
    Bludgeoning Focus [Fighter]
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    Prerequisites:Weapon Specialization, having a bludgeoning weapon in your weapon group, Fighter level 6
    Benefits: Any time you score a critical hit with a bludgeoning weapon in your weapon group, any hit by your critical hit are sent straight back away from you 5ft per 15 damage dealt (counting weapon enchantments, sneak attack and similar effects), with a minimum of 5ft. They take an additional 1d4 damage for every 10 feet they travel, and should they hit a wall, an additional 1d6 damage for every 5 feet they would have traveled. This knockback does not prevent you from taking any melee attacks after the critical hit that you are entitled to, imagine it how you will.

    This knockback may be prevented by the target making a balance check of DC = the Fighter's attack bonus (counting all modifiers except for size). The DC is further agumented by the reverse of the creature's size bonus/penalty to attack, thus a small creature's effective attack bonus is 1 lower making larger creatures more likely to succeed. The saving creature's Balance modifier is effected similarly by size in this instance. Stable creatures receive their normal bonuses to this check.

    As an example, a Human Fighter with a +10 effective bonus to attack, hits a Gnome with a Balance modifier of +6. The gnome needs to make a Balance DC of 10, with a -1 penalty to it's roll due to size, giving it an effective +5 Balance modifier. If the fighter dealt 45 damage, The gnome would be sent back 15 feet, taking 1d4 damage from the flight due to distance. If at 10 feet the gnome hit a wall, it would take 3d6, for every 5 feet of distance it would have traveled without the wall being there.

    The fighter is free to suppress this ability at will.

    Dodge [General][Fighter][Monk][Sōhei]
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    Prerequisites: Dexterity 13.
    Benefits: You receive a +1 dodge bonus to AC against one opponent you are aware of.

    For every 3 points of Attack Bonus you have, you gain another +1 dodge bonus to AC against this target. Twice your Dexterity modifier is the maximum amount of dodge bonus you may receive to your AC from this feat, not counting the initial +1. Additionally, half of your dodge bonus from this feat applies to all foes around you, not just your chosen foe.

    Piercing Focus [Fighter]
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    Prerequisites: Weapon Specialization, having a piercing weapon in your weapon group, Fighter level 6
    Benefits: Every successful hit you make with a piercing weapon causes a stacking bleed effect on any victim susceptible to it. Constructs, unless powered by oil or something similar, are immune to bleeding, every other creature type has at least some members susceptible to bleeding, when it comes down to it, this is a DM's call. This bleed effect deals damage every round, and can only be stymied by a Heal check of DC = 10 + x2 the bleeding damage being taken every round), or any healing spell, which instead of healing damage on a bleeding target, first reduces the amount of bleeding damage being taken per round.

    For every 10 points of damage dealt with a successful attack (not counting damage from elemental or force-based sources, but including sources such as weapon enhancement and Sneak Attack) it gives the target 1 point of bleeding damage every round. A successful hit at minimum will give 1 point of bleeding damage regardless of damage dealt in the strike. Damage reduction does not lower bleeding damage.

    Bleeding damage takes effect on the end of the bleeding character's turn.

    As an example, A fighter strikes a gnome with a +2 Flaming Spear, dealing 6 damage + 2 enhancement, + 4 Fire. Despite the attack dealing 12 damage in all, only 8 of it is physical, thus the gnome takes 1 point of bleeding damage at the end of it's next turn, if it doesn't receive at least 1 point of magical healing, or a heal check of DC 12. After taking this assault, the gnome tries to retreat, backing into the fighter's invisible companion, who has readied an action to prevent the gnome's passage. The gnome takes 1 point of bleeding damage, and it is now the Fighters turn, which in his new flanking position, may now deal his +2d6 points of Sneak attack damage, the fighter once again gets a hit, and deals 10 damage from the roll and enhancement bonus, 3 damage from fire, and 12 damage from Sneak Attack. The gnome now starts taking an additional 2 points of bleeding damage every round, for a total of three. He requires a heal DC of 16 to fix it, or 3 points of healing from magic.

    Slashing Focus [Fighter]
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    Prerequisites: Weapon Specialization, having a slashing weapon in your weapon group, Fighter level 6
    Benefits: Any time you full attack with a slashing weapon using at least 2 iterative attacks (but using all that you are capable of) and each one of those attacks hit, you gain an extra attack that automatically hits, and deals max damage, using any sources that might apply to that strike (weapon enchantments, sneak attack, etc.). This attack is still capable of scoring a critical hit, and in that case, extra damage scored there is also maximized.

    Thus, if a fighter wielding a +2 Flaming Burst, Icy Burst, Shocking Longsword with +2d6 Sneak Attack, on a non critical this would deal 8 slashing, 6 fire, 6 cold, 6 electric and 12 Sneak attack damage, for a grand total of 38 damage. On a critical hit, it would deal an extra 8 slashing, 10 fire, and 10 cold, for a total of 56 damage from the attack. Again this attack may not miss, but it may critical.

    Unarmed Focus [Fighter][Monk][Sōhei]
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    Prerequisites: Weapon Specialization, have unarmed strike in your weapon group, Monk or Fighter level 6
    Benefits: At the end of a round where you attack and successfully hit with two consecutive unarmed strikes, the target must make a Fortitude Save or be stunned for 1d4 rounds. The save DC is equal to 10 + your HD + your Strength Modifier + 2 for every consecutive hit after the first 2.

    If two groups of consecutive hits are broken by a miss, the target must make two saves, this keeps similar for three or more groups of consecutive hits. Additionally these consecutive hits must all be to the same target, as it is successive strikes without giving the opponent the chance to recuperate that cause the stun.

    Weapon Focus [General][Fighter][Monk][Sōhei][Soldier]
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    Prerequisites: Attack Bonus +1.
    Benefits: Choose a weapon you are proficient with, or your weapon group, you become focused in this/these weapon(s). A weapon you are focused in has a +1 bonus on all attack rolls made with it.

    Weapon Proficiency (Handguns) [General][Fighter]
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    Benefits: You become proficient in all pistols and hand-cannons, forgoing non-proficiency penalties, and are able to reload them as a swift action as opposed to a move action.

    Weapon Specialization [General][Fighter][Monk][Sōhei][Soldier]
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    Prerequisites: Any class that grants a weapon group of at least level 4, Weapon Focus(Weapon Group).
    Benefits: You become specialized in any weapon within a weapon group granted by a class of at least level 4. You are exceptionally skilled in a specialized weapon, conferring several benefits.

    -All attacks made with a specialized weapon receive a +2 to damage rolls.
    -On full attacks made with a specialized weapon, you may make an additional attack at your highest attack modifier, this can grant you a second iterative before you normally can have one.

    All of these are extraordinary abilities, and are not removed by receiving negative levels dropping you below 4 in a weapon group granting class, unless those negative levels become permanent.

    Special: Some classes have additional restrictions placed on their weapon groups when dealing with feats.
    Last edited by Jjeinn-tae; 2010-12-16 at 11:14 PM.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

  6. - Top - End - #6
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    Default Re: Dragon Born - Campaign Setting

    Expanded Skill System:

    There are a lot of skills in DnD 3.5, Over 100 official ones, and my setting has added more due to it's technology. As such, without having to completely uproot the system, I'm adding a special way to spend skill points, in the form of Skill Spheres.


    Skill Spheres: Any class is capable of putting skill points into "Skill Spheres" instead of normal skills. A skill sphere is essentially a grouping of skills all grouped together, they do not replace the old skill system, rather supplement.

    All skill spheres are "class skills" for every class, but ranks in a skill sphere do not immediately provide a benefit. For every two points placed in a skill sphere, you recieve a +1 bonus to any class skills within this sphere. A cross-class skill within a sphere receives a +1 bonus for every 4 ranks you place in the appropriate sphere. This bonus stacks with all other bonuses, and count as ranks for the purpose of whether you are trained or not in this skill.

    For simplicities sake, if you place ranks in a sphere with a skill that is forbidden to your class (such as Use Magic Device with a Fighter) and it later becomes a cross-class or a class skill, you receive the bonus retroactively on all points spent into the skill before it. If this skill again stops being a class skill in subsequent levels, it will gain bonuses at the slower rate (or no rate at all for a forbidden skill) until you once again take a class where that skill is cross-class or a class skill.


    Academics:
    Appraise,
    Decipher Script,
    Knowledge(all),
    Spellcraft,
    Psicraft


    Acrobatics:
    Balance,
    Escape Artist,
    Ride,
    Tumble


    Athletics:
    Climb,
    Jump,
    Swim


    Conversation:
    Bluff,
    Diplomacy,
    Gather Information,
    Intimidate,
    Sense Motive


    ...Natural?
    Handle Animal,
    Heal,
    Survival


    Perception:
    Listen,
    Search,
    Spot


    Skulduggery:
    Disable Device,
    Disguise,
    Forgery,
    Open Lock,
    Sleight of Hand


    Stealth:
    Hide,
    Move Silently


    ...Unnamed...
    Use Magic Device,
    Use Psionic Device,
    Use Rope
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

  7. - Top - End - #7
    Barbarian in the Playground
     
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    Default Re: Dragon Born - Campaign Setting

    Special Materials!

    Bullet Varieties:
    Spoiler
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    Full Metal Jacket
    Spoiler
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    FMJ bullets are coated in a hard metal, useful for piercing heavy armor. FMJ bullets are twice as expensive as normal bullets, but treat an opponent's AC as 2 lower, this cannot reduce the target's AC below the target's combined Armor and Natural Armor bonuses.


    Jacketed Hollow Point
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    A more expensive variety of bullet, JHP bullets cost 1.5x as much as normal bullets. The armor (but not natural armor) bonuseof the target is improved by 2 if it is above 0, but damage of the bullet is increased a die-step.


    Pure Lead
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    The simplest variety of bullet, they are cheaper than regular bullets by a factor of 10 (thus costing only 1/10th the price) but they are bad for the gun. After every combat in which a weapon fired pure lead bullets, it suffers double recoil until it is cleaned. Cleaning a firearm takes 30 minutes.


    Rubber
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    Rubber bullets only deal subdual damage, and cost the same as standard bullets, and weigh half as much.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?

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