Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 4 of 5 FirstFirst 12345 LastLast
Results 91 to 120 of 132
  1. - Top - End - #91
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Clanggedin, also called the Father of Battle, is the general of the celestials under the Morndinsamman's command. Unlike Moradin, who views war as a way of protecting the Dwarven people, Clanggedin sees it as a way of life. Clanggedin's priests believe that Dwarf-kind's finest hours were those thick in combat. He is very ethical, however; trickery and deceit is unthinkable by him and his greatest warriors. He believes that victory must be achieved through bravery and valor. He is quick to send his worshipers out to humble those who overcome enemies using cowardly tactics.

    Cowardice is the biggest flaw one could have in the mind of Clanggedin. For Clanggedin's priesthood, there is no surrender, and there is no retreat; there is victory, or there is death.

    Clanggedin's omens come in natural disasters such as earthquakes, landslides, or red liquid seeping out of newly discovered veins of metal.

    Clanggedin is unique in the Morndinsamman because he is Huge. Despite this, however, Giants suffer a -4 penalty when assaulting a Dwarf within 100 ft. of him, and Giants attacking Clanggedin himself suffer a -8 penalty.

    Clanggedin's priests are often multiclass Cleric/Fighters or Clerics/Paladins. They are the elite warriors of the Morndinsamman, and must train for a number of hours each day to remain the favored of Clanggedin. They must always prepare for war, whether by training, gathering resources, or learning new tactics. Clanggedin's warriors must attack Evil- or Chaotic-aligned Hill Giants on sight, and must fight them to the death.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  2. - Top - End - #92
    Bugbear in the Playground
     
    Daverin's Avatar

    Join Date
    Apr 2011
    Location
    Illinois, USA
    Gender
    Male

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    That looks like it gives a fairly straightfoward idea of what his code would be, thanks!

  3. - Top - End - #93
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Moradin definitely seems like he would be a Paladin, but just that seems like a very mechanically deficient idea, unless I made like all of his feats into Extra Smite or Powerful Smite, and made his Salient Divine Abilities smite focused. I guess I could make him a unique SDA that is more defensive, I guess. And maybe homebrew some feats for shield wielding paladins...
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  4. - Top - End - #94
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Moradin, plus his items.

    Spoiler
    Show
    Moradin


    Medium outsider
    Paladin 50
    Greater (Divine Rank 20) Deity
    HD 20d8+50d10+450 (910 HP)
    Speed 60 ft. (12 squares); Burrow 200 feet
    Init: +24
    AC 131; touch 48; flat-footed 127 (+4 Dex, +25 Armor, +20 Divine, +14 Deflection, +25 Shield, +33 Natural)
    BAB +55; Grp +90
    Attack Blitzschlag +110 melee (10d8+15+20+20+20+), or Furchtlos +115 melee (2d10+15+25)
    Full-Attack Blitzschlag +110/+110/+105/+100/+95 melee (1d8+15+20+20+20+), or Furchtlos +115 melee (2d10+15+25)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Smite the Infidel, Smite Evil 12/Day, Spells, Lightning Crash, Stomp, Lingering Love, Intervene, Heavenís Fist, Remove Disease 15/Week, Turn Undead, Sacred Bulwark, Aegis of the Ancient Heart, Truth Shines Through, Roar of the Mountain, Stride the Peaks, Smote to Stone, Salient Divine Abilities, Lay on Hands
    Special Qualities Zealotry, Runic Protections, Aura of the Final Foe, True Life, Spirit of the Deeps, Continual Protection, Immunities, Aura of Courage, Divine Grace, Aura of Good, Detect Evil, Damage Reduction 100/--, Spell Resistance 100
    Saves Fort +75 Ref +70 Will +71
    Abilities Str 40, Dex 19, Con 28, Int 16, Wis 20, Cha 29
    Skills Craft (Armorsmithing) +140, Knowledge (nobility and royalty) +97, Knowledge (religion) +97, Sense Motive +98, Diplomacy +102, Concentration +102, Ride +89
    Feats Skill Focus (Craft [Armorsmithing]), Epic Skill Focus (Craft [Armorsmithing]), Power Attack, Improved Bull Rush, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll, Weapon Focus (Warhammer), Improved Critical (Warhammer), Combat Reflexes, Hold the Line, Improved Unarmed Strike, Improved Trip, Knock-Down, (Great Smiting)x17, Positive Energy Aura, Improved Initiative, Superior Initiative, Widen Aura of Courage
    Environment Celestia
    Organization Morndinsamman
    Challenge Rating 42
    Treasure Sextuple standard, plus Ausdauer, Leibevoll, Blitzschlag, and Strohblume
    Alignment Lawful Good



    Combat

    Salient Divine Abilities: Alter Reality, Annihilating Strike, Divine Shield, Area Divine Shield, Bane Strike (Giants), Battlesense, Craft Artifact, Divine Armor Mastery, Divine Blast, Divine Earth Mastery, Divine Fast Healing, Divine Paladin, Divine Skill Focus (Craft [Armorsmithing]), Divine Splendor, Irresistible Blows (Warhammer), Mass Divine Blast, Rejuvenation, Wound Enemy, Divine Weapon Focus (Warhammer), Divine Weapon Specialty (Warhammer)

    Smite the Infidel (Ex): As a standard action, Moradin may make a single melee attack against a target within 20 feet of himself that does not worship a member of the Morndinsamman. That creature takes double damage from the melee attack. He may designate this attack as a smite attempt by spending two smite attempts per day in order to do so.

    Smite Evil (Su): As the Paladin ability. Usable 12 times per day. +9 bonus to the attack roll, +2700 bonus to the Damage roll.

    Spells: Casts as a level 50 Paladin.

    Lightning Crash (Su): As a move action, Moradin may leap through the air, travelling a distance of up to twice his base land speed. Any creatures within 30 feet of where he lands takes 30d6 Electricity damage. After using this ability, Moradin must wait 3 rounds before using it again.

    Stomp (Ex): As a move action, Moradin may stomp the ground, cracking the earth around him and causing creatures to be stunned. All creatures within 20 feet of Moradin take 30d6 bludgeoning damage, and become stunned for 2d4 rounds. They may make a reflex save (DC 50) for half damage. After using this ability, Moradin must wait 4 rounds before using it again.

    Lingering Love (Su): As a move action, Moradin may shelter a creature within 10 feet of himself. For the next 3 rounds, any damage that is dealt to them is instead dealt to Moradin. They gain Fast Healing 20, if they do not possess fast healing, or their fast healing improved by 20. After the duration ends, Moradin must wait 3 rounds before using this ability again.

    Intervene (Ex): Whenever an ally within 120 feet has an attack roll attempted against them, Moradin may move up to twice his base land speed, and make a single melee attack against that opponent as an Immediate action. This may be a Smite attempt. If he hits, the opponentís attack roll fails, and the opponent is driven back 20 feet.

    Heavenís Fist (Su): As a standard action, Moradin may shove his fist into the soul of his opponent, and tear the impurities from it. He may make a melee attack against an opponent within 20 feet. That opponent takes 1d6 damage to all ability scores. This damage doubles if the target is not good, and quadruples if the target is evil. Any creature affected by this ability who is evil becomes permanently blind and deaf. Moradin may only use this ability once per encounter.

    Remove Disease (Su): As the Paladin ability. Usable fifteen times per week.

    Turn Undead (Su): As a cleric of 46th level.

    Sacred Bulwark (Su): As the alternate class feature. Shield able to be summoned 9 times per day, lasting for one hour each. Shield has an enhancement bonus of +25. When summoned, it grants Moradin a +9 Insight bonus to his Armor Class.

    Aegis of the Ancient Heart (Su): Whenever an ally within 30 feet of Moradin is harmed, he may, as an Immediate action, heal them for an amount equal to 2d6 damage per Divine Rank he possesses, plus a number equal to his Wisdom modifier times his Charisma modifier. After using this ability, he must wait 3 rounds before using it again. If the healing heals them for more than their total hit points, they gain temporary hit points equal to the extra healing, for 20 rounds.

    Truth Shines Through (Su): Whenever a creature within 30 feet of Moradin attempts a bluff check, Moradin may, as a free action, force them to immediately fail the bluff check, and take 20d6 holy damage.

    Roar of the Mountain (Su): As a standard action, Moradin may roar, forcing all creatures within 30 feet of himself to take 2d6 Wisdom damage, and to make a Will save (DC 44) or be Panicked. The save is Charisma based. Any creature that makes the save becomes Frightened. This ability may only be used once per encounter.

    Smote to Stone (Su): As a full round action, Moradin may make a single melee attack against a target within 10 feet of himself, with a bonus to the attack roll equal to his Charisma modifier. If he hits, the target becomes coated in stone, being unable to move or complete any action. If the stone is shattered, the creature instantly dies. Only the Wish or Miracle spells may remove the effect, and only if the caster level of the caster who casted the spell was higher than Moradinís hit dice.

    Lay on Hands (Su): As the Paladin ability. 250 points of healing per day.

    Zealotry (Ex): Moradin gains a bonus to all attack rolls made against creatures with the Evil alignment equal to his Charisma modifier plus his divine rank, as a Sacred bonus.

    Runic Protections(Su): Moradin gains a Deflection bonus to his Armor Class equal to his Wisdom modifier plus his Charisma modifier.

    Aura of the Final Foe (Su): Whenever Moradin dies, he may explode in Divine energy, dealing 100d10 Holy damage to all foes who have ever dealt damage to Moradin.

    True Life (Su): Moradin contains a true spark of life, one of the first beings to actually have one. He regenerates 100 damage each round, 10 ability damage, drain, and burn every round, and he removes all status conditions from himself at the end of every encounter.

    Spirit of the Deeps (Su): Moradin is filled with the spirit of the deep earth. Terrain within 100 feet of him becomes Difficult terrain. Moradin may ignore this effect. In addition, air no longer flows around him, and becomes tepid and sluggish. Any spell with the [Air] descriptor that is cast within 100 feet of Moradin automatically fails, and any spell with the [Air] descriptor whose effects enter within 100 feet of Moradin are instantly dispelled.

    Continual Protection (Sp): Moradin is constantly affected by the Protection From Evil and Protection From Chaos spells.

    Immunities: Moradin is immune to Acid, Cold, Electricity, Fire, Sonic, and Force damage. Manufactured weapons deal only half damage to him, and weapons made of stone, dirt, or mud deal no damage to him. Moradin is immune to death effects, any effects that would change his physical form, Mind affecting abilities, Petrification, natural and magical poisons and diseases.

    Aura of Courage (Su): As the Paladin ability. Out to 100 feet.

    Divine Grace (Su): As the Paladin ability.

    Aura of Good (Su): As the Paladin ability.

    Detect Evil (Su): As the Paladin ability.



    Ausdauer
    Ausdauer is one of the four rings forged by Berronar, the wife of Moradin. The rings were forged to represent the everlasting love between Moradin and Berronar, but they were also infused with the magic of Berronarís love. For dwarf mythology, they represent hope, harmony, persistence and love, the things that are most important in a dwarven marriage. Hoffnung and Eintracht, the rings of Hope and Harmony, were entrusted to Berronar. Ausdaur and Lievevoll, the rings of Persistence and Love, were given to Moradin, for him to keep. Unlike many dwarven couples, Moradin did not forge his wifeís rings, all of them being forged by Berronar. Her skill in crafting rings and other magical artifacts being so great that any attempt by Moradin would be tantamount to an insult to her. For dwarven couples, the male dwarf usually forges his wifeís rings, those of Hope and Harmony, while the wife forges her husbandís rings, those of Love and Persistence. They are forged in the image of the rings held by the dwarven gods. However, the rings are not supposed to be great works of creation, nor vastly beautiful things. They are supposed to come from the heart, from the dwarven soul. A ring that is made for twenty days and nights but that looks like it was trampled over by a lame horse and then covered in dung is more precious than the most beautiful ring that was bought.

    A ring is given first upon the engagement being announced, and the second is given upon the day of the wedding, to signify the final commitment that is made towards the marriage.

    The dwarven coupleís engagement is a mutually decided upon event, not a question shoved upon one of them out of the blue. It is not uncommon for dwarfs to postpone their decision, or refuse outright. It is not considered an insult, but rather that the dwarf does not consider the dwarf asking sufficiently mature enough for a long term relationship. Dwarves are surprisingly frank and efficient in their romantic habits. If a young dwarf pines after another dwarf, they will ask that dwarf if they reciprocate the feeling. Of course, this doesnít make the answer hurt any more or less, but it does make the feeling that much shorter.

    Ausdauer is the ring of Persistence. Any creature that wears it automatically stabilizes when they reach below 0 hit points, and they may take actions as if they did not have the dying condition. They automatically succeed on a constitution check for a forced march, or for overland movement. They may breathe, or survive comfortably in any environment, being completely immune to any environmental effect that they do not wish to be affected by. They need not eat, sleep or drink, their bodies functioning normally without sustenance.

    While the ring is within 50 feet of Liebevoll, Hoffnung, and Eintracht, the bearer of the ring cannot die.

    Liebevoll
    Liebevoll is the ring of love, representing Moradinís undying love for his wife.

    The bearer of the ring is immune to any Charm or Compulsion effects, and grants all allies within 100 feet of himself a +16 sacred bonus to Armor class, and to any skill that is used to interact with a Dwarf (Diplomacy, Bluff, Sense Motive, Gather Information, for example).

    While the ring is within 50 feet of Ausdauer, Hoffnung, and Eintracht, the bonuses granted by the ring double, and the bearer of the ring becomes immune to any mind affecting spell or ability.

    Blitzschlag
    Blitzschlag, along with Warheit, are the weapons that Berronar forged, for her husband and herself, respectively. Blitzschlag is in every way Warheitís counterpart, their essences and metals mined from the same node in the mountain, their forging occurring at the same time, their steel coated in the same gleaming coat of oil upon being finished. They were forged together, fought together and loved together. But Berronar has retired Warheit, forever forsaking the hammer she first forged for the robes of a healer, the role of a grandmother, the garments of a teacher. She put away war, and sought a life of peace.

    But Blitzschlag could not find that peace, with Warheit. Instead, it was forced to fight war after unending war, forever alone, barring itís master. Forever away from itís forge mate, itís steel brother. It constantly feels the pull of Warheit, and if allowed to, would use every ounce of its being to travel there. Moradin has not realized what his weapon wants, but Berronar would immediately know, being the mother of the two weapons. However, Moradin refuses to bear the weapon in front of his wife, for fear disturbing her need for peace.

    Blitzschlag is a +15 Holy Shocking Burst Warhammer of Speed. Itís base damage is 10d6. Any opponent who is evil who is struck by Blitzschlag takes an addition 20d6 Electricity damage. An evil outsider who is struck by Blitzschlag takes an extra 40d6 Electricity damage.

    When Blitzschlag is within 50 feet of Warheit, it deals double damage, and grants the bearer a bonus to Armor Class equal to the weaponís enhancement bonus.

    Strohblume
    Strohblume was made by Moradin himself, at the same time as Obdach. It is considered a pure pinnacle of armorsmithing, something that is both revered and never attempted to be like, for no armor, no matter the maker, could ever come close to the likeness of the armors that Moradin creates.

    Strohblume functions as a +10 Mithral Full Plate, with an Armor bonus of +25. Any time the bearer of Strohblume takes damage, Strohblume deals an equal amount of damage to the attacker, and any allies of the attacker within 30 feet of the bearer.



    New Things:

    Feats:

    Spoiler
    Show
    Aegis of the Incensed
    Prerequisites: Smite Evil, Proficiency with Medium Shields, Base Attack Bonus +6
    Benefits: Whenever you make a smite attempt while you are wielding a shield, you are a treated as being one size category larger for the purposes of damage only, and you treat your weapon as if you were wielding it with two hands. In addition, you gain a bonus to attack rolls with your melee weapon equal to your Charisma modifier for 3 rounds after you make a successful shield bash, and you do not lose the Armor bonus to Armor Class after making a shield bash.


    Alternate Class Features:

    Spoiler
    Show
    Sacred Bulwark [Paladin]
    The paladin sacrifices their connection to the heavens, and instead becomes able to protect his mortal connections, his mortal companions. He gains a celestial shield, and is able to use it to defend his allies.
    Replaces: Special Mount
    Benefits: The Paladin may summon a shield a number of times per day equal to his Wisdom or Charisma modifier (whichever is higher). While the shield is in existence, the Paladin gains an Insight bonus to Armor Class equal to his Wisdom or Charisma modifier (whichever is higher). The shield is summoned as a free action at any time, and lasts for one hour, or until dismissed. The shield deals damage on a shield bash as if it were a weapon two size categories larger than it really is. The shield has an enhancement bonus equal to one half of the Paladinís Paladin levels, rounded up, the functional bonus not rising above +5. The Paladin may allocate any number of these bonuses to special abilities, as noted on the table below. He must choose which special abilities upon summoning the shield, and may not change them unless he summons the shield again. The ability is supernatural, but the shield itself is not, and persists in Antimagic Fields, and cannot be dispelled. When the enhancement bonus from the shield reaches +11, it is no longer capped at +5 effective enhancement bonus.

    {table=head]Level Available|Special Ability

    5
    |Bashing

    5
    |Light Fortification

    5
    |Arrow Catching

    5
    |Blinding

    10
    |Holy

    10
    |Spell Resistance (15)

    10
    |Arrow Deflection

    10
    |Animated

    15
    |Ghost Touch

    15
    |Moderate Fortification

    15
    |Improved Acid/Cold/Electricity/Fire/Sonic Resistance

    15
    |Spell Resistance 20

    20
    |Reflecting

    20
    |Heavy Fortification

    20
    |Spell Resistance (25)

    20
    |Greater Acid/Cold/Electricity/Fire/Sonic Resistance[/table]
    Last edited by unosarta; 2011-04-30 at 10:05 PM.
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  5. - Top - End - #95
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    How'd I miss this?

    Sacred Bulwark looks good, and I like the feat.

    I like Smite the Infidel, it is very cool.

    How'd you get +2700 to the damage roll?

    How many spells does a level 50 Paladin cast, again?

    The Lightning crash is an interesting power. So is Stomp.

    I love Lingering Love, as it shows Moradin's devotion to his worshipers.

    Intervene is pretty cool, too. Moradin flying across a vast expanse and attacking an enemy as an immediate action? Awesome beyond compare.

    Heaven's Fist is extremely powerful, but I like it, and it makes a lot of sense when you think about the (still unfinished ) overall history.

    I'll be back to look over the rest shortly.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  6. - Top - End - #96
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Quote Originally Posted by LOTRfan View Post
    How'd you get +2700 to the damage roll?
    +2700 is because he had like, 16 extra feats that I had no ideas on, and decided to make Great Smiting, which causes the smite to deal x(1+the number of Great Smiting feats you possess), or x18. Divine Paladin (the SDA) triples any bonus smite damage you do from level, making it (50x18)*3, if my calculations are correct.

    Quote Originally Posted by LOTRfan View Post
    How many spells does a level 50 Paladin cast, again?
    ... a lot? I honestly have no idea.

    Quote Originally Posted by LOTRfan View Post
    Heaven's Fist is extremely powerful, but I like it, and it makes a lot of sense when you think about the (still unfinished ) overall history.
    I am very interested in this as of yet unfinished overall history.

    Quote Originally Posted by LOTRfan View Post
    I'll be back to look over the rest shortly.
    Cool. Thanks!
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  7. - Top - End - #97
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Okay, where was I?


    Truth Shines Through is pretty cool.

    Aegis of the Ancient Heart; if he heals more than your maximum hit points, how long does the temporary hit points last?

    Roar of the Mountain certainly shows his primal, war-like side.

    Isn't Stride the Peaks sort of redundant, since all deities get greater teleport at-will?

    Smote to stone is pretty awesome.

    Zealotry and Runic Protection is cool.

    Personally, I would make Aura of the Final Foe expand to all planes, but I see your reasoning behind only the plane he is on (after all, most affects are only plane-wide instead of interplanar).

    True Life is awesome.

    Spirit of the Deep is cool, as well.

    I'll be back for weapons shortly.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  8. - Top - End - #98
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Quote Originally Posted by unosarta View Post
    +2700 is because he had like, 16 extra feats that I had no ideas on, and decided to make Great Smiting, which causes the smite to deal x(1+the number of Great Smiting feats you possess), or x18. Divine Paladin (the SDA) triples any bonus smite damage you do from level, making it (50x18)*3, if my calculations are correct.
    I should've rechecked the feats. My apologies.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  9. - Top - End - #99
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Quote Originally Posted by LOTRfan View Post
    Aegis of the Ancient Heart; if he heals more than your maximum hit points, how long does the temporary hit points last?
    Hm, not sure. Probably something like Divine Rank rounds, or 20 rounds.

    Quote Originally Posted by LOTRfan View Post
    Isn't Stride the Peaks sort of redundant, since all deities get greater teleport at-will?
    They do? Didn't know that. I can probably get rid of it, then.

    Quote Originally Posted by LOTRfan View Post
    Personally, I would make Aura of the Final Foe expand to all planes, but I see your reasoning behind only the plane he is on (after all, most affects are only plane-wide instead of interplanar).
    Going across all planes could definitely work.

    Quote Originally Posted by LOTRfan View Post
    I'll be back for weapons shortly.
    Awesome.

    Quote Originally Posted by LOTRfan View Post
    I should've rechecked the feats. My apologies.
    No problem, don't worry.
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  10. - Top - End - #100
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Ausduer looks pretty cool, and I like the extra lore you add to the rings. You've definitely outdone the original fluff. I especially like its ability to ensure that Moradin cannot die.

    Liebevoll is also pretty good.

    I like Blitzschlag, and I definitely love the fact that you made it intelligent. There aren't enough intelligent artifacts in D&D.

    Strohblume also looks good.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  11. - Top - End - #101
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Quote Originally Posted by LOTRfan View Post
    Ausduer looks pretty cool, and I like the extra lore you add to the rings. You've definitely outdone the original fluff. I especially like its ability to ensure that Moradin cannot die.
    Only when he is with Berronar, though.

    Quote Originally Posted by LOTRfan View Post
    I like Blitzschlag, and I definitely love the fact that you made it intelligent. There aren't enough intelligent artifacts in D&D.

    Strohblume also looks good.
    Yeah, I didn't think the story was compelling enough without it, and I needed a way to make it different from Warheit while still keeping some definite flavor. The idea that one of them is away at war constantly, waiting to return to their other half also mirrors the story of Moradin and Berronar in general.
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  12. - Top - End - #102
    Bugbear in the Playground
     
    Daverin's Avatar

    Join Date
    Apr 2011
    Location
    Illinois, USA
    Gender
    Male

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Sorry for the late response; my homebrewing interests are quite varied, and I often forget one thing for a bit then come back to it. If I say I'd like to do something but am taking a while to do it, please feel at complete and utter liberty to take a stab at it if you, or anyone else working on this setting, are interested in doing so. I will not be offended whatsoever (I do not even know if people were acknowledging any sort of "claims" to the work in this setting; this is just in case they are.)

    That said, some fluff on the paladins of Clanggedin and their code:

    The Vanguard

    The specialized paladin order of Clanggedin, the vanguards are, as their name implies, always ready, willing, and quite insistent on being the first dwarves into the fray, as their god dictates. Even by the standards of other paladins, the dwarves are devoted to the aspect of crusader and warrior, barely acknowledging other roles such as healer and missionary, and only as it applies to fighting in glorious combat against the enemies of their pantheon. The vanguards do not have much in the way of specialized equipment; they generally will adopt the heaviest armor possible, as befitting their status as a warrior's warrior. Instead, their regalia, as it were, are the carefully crafted twin axes, which are meant to represent the famous twin axes of Clanggedin himself. These are carefully made with steel, with careful silvered patterns along the edges, as well as inlaid within the axes themselves. Unless a vanguard has a very good reason for it, losing his axes is considered rather shameful; it is not something that will make him lose his powers, but it will very likely make him lose status amongst his fellow vanguards, and the dwarven people as a whole.

    Code of Conduct

    As befitting a paladin of Clanggedin, a vanguard has a code of conduct that emphasizes the glory of combat, and the courage of Clanggedin himself. It is to be noted that Clanggedin is one of the harsher deities when it comes to applying his code; Fighting requires strict discipline, and thus Clanggedin, although not vindictive, is very harsh in determining when a vanguard should fall.

    - A vanguard is not required to simply pick a fight, even with someone who is considered an enemy of the dwarven people, although he is granted leeway to do so. Although crusading against the enemies of Clanggedin is considered honorable, there is no dishonor in being ready to simply defend oneself and his kin. However, if the vanguard is drawn into a fight, then he is expected to see it through to the end. He will always try to be one of the first into the fight if he and his allies are going to start it (although does not mean he actually always needs to be at the front; Clanggedin does not, for example, disapprove of vanguards using ranged weapons, even if it lacks the glory of melee,) and once started, he knows only one phrase: "kill or be killed." If a vanguard ever attempts to retreats or surrender, then he will lose his class features for that day. Repeated retreats will result in falling. It is quite alright to accept the enemy's surrender, however.
    (There does not seem to be any easy way to go about this and not have an utterly Lawful Stupid vanguard, but I suppose if they are choosing Clanggedin, they are inherently choosing honor before reason...)

    - A vanguard is to not use deceitful tactics. He should follow all of the tenets presented in the Knight's Code as found in the Knight class in the PHB II. In addition, he is not to use any form of poison, any sleight of hand or concealed weaponry, or fight in any way that involves the use of stealth. Doing so results in immediate falling.
    (Yep, honor before reason again.)

    - A vanguard should be doing anything that involves preparing for combat. Sparring, practicing against dummies, becoming accustomed with a weapon, studying tactics and strategy; all of these and more should be the preferred pastimes of a vanguard. Naturally, if he is adventuring or in combat, then is already doing the real thing. A vanguard who does not either practice and prepare in his free time for a few hours each day or else fights or adventures will lose favor with Clanggedin and his peers. Eventually, a vanguard can fall because of this, although the time it takes can be measured in weeks instead of actions or days.


    I am not going to lie; so much of what Clanggedin requires is in the realm of general attitude and behavior that his code seems more of a "be this" instead of a "do this" mentality, which probably is not good for something that can be used by a GM to penalize a player (which reminds me, how much of this is expected to be player friendly?) Oh well, what do you think?
    Last edited by Daverin; 2011-05-03 at 10:06 AM.

  13. - Top - End - #103
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Personally, I like it.

    The clause about being unable to retreat is a little strict, but the fact that it only removes the Paladin's powers for a day makes it much more bearable.

    The second part is fairly standard for any paladin, no problems there.

    Taking a couple hours out to practice isn't that hard at all (in fact, he could do it while casters are preparing their spells). I see no problem, there.

    All in all, I think its a pretty good job. Do you have any opinions, Unosarta?
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  14. - Top - End - #104
    Bugbear in the Playground
     
    Daverin's Avatar

    Join Date
    Apr 2011
    Location
    Illinois, USA
    Gender
    Male

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    That's good. The harder part is determining to what degree vanguards should be outright berserkers who just go "me kill" at any moment. However, I don't see Clanggedin as being stupid, and acknowledging that the vanguard should hold back when a fight is not necessary, just ready to fight to the end. Otherwise, Clanggedin really is set up to have a standard paladin code, with some of the expected bravado of the vanguards probably being able to be chalked up to the vanguards themselves.

  15. - Top - End - #105
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Are they allowed to surrender? It is implied but not implicitly stated, so there seems to be some leeway.

    Is the Vanguard required to be at the front lines always? It doesn't seem like it, but if they are, that could prove problematic with the stealth issue.
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  16. - Top - End - #106
    Bugbear in the Playground
     
    Daverin's Avatar

    Join Date
    Apr 2011
    Location
    Illinois, USA
    Gender
    Male

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Judging from the flavor of Clanggedin, I think he would not approve of surrender, so no, they won't be able to (like I said, Clanggedin's own expectations probably don't mesh well with a halfway intelligent adventurer! )

    I will say technically no to the front line thing, simply because there should be nothing wrong with the vanguard going ranged.

    I'll edit my post to reflect this.

  17. - Top - End - #107
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    I'm still working on the overall backstory, I'm making some changes to accommodate the new fluff on the gods.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  18. - Top - End - #108
    Pixie in the Playground
     
    Planetar

    Join Date
    May 2011

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    This dwarven myth runs along similar lines to yours, and also has a backstory for the derro's origins. It was intended for Planescape so it heavily references figures important in that setting, but it might still be useful for idea-generating.

    Does anyone think they be included in this project?
    I admit myself fond of Sharindlar, who works especially well if you steal some of Freyja's mythology for her.

    Gods or goddesses that overlap simply don't exist in that many cultures
    It does happen sometimes. There's about half a dozen Egyptian fertility and war gods each.

  19. - Top - End - #109
    Titan in the Playground
     
    Zaydos's Avatar

    Join Date
    Aug 2009
    Location
    Erutnevda

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    For deific overlap, since I'm reminded of it, you get it in Greek and Norse too.

    Thor, Forseti, Odin: God of Law.
    Odin, Tyr, Freyja: God (or Goddess) of War.
    Frey, Freyja, Thor, one could say Idun as well: God (or Goddess) of Fertility (though Thor and Freyja are different types of that).
    Frig, Freyja: Goddess of Love.

    Greek:
    Athena, Ares: God of War.
    Demeter, Rhea, Gaia: Goddess of the Earth and Fertility.
    Artemis, Selune: Goddess of the moon.
    Apollo, Helios: God of the Sun.

    I could go on.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  20. - Top - End - #110
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Not so specific with the norse gods, but the Greek ones all tended to at least have a purpose in their overlap.
    Quote Originally Posted by Zaydos View Post
    Greek:
    Athena, Ares: God of War.
    Athena and Ares represented the different kinds of combat, and as such had completely different purposes within the pantheon. Ares was more violent, more barbaric, and warriors who fought in that style tended to worship him. Athena was much more about outsmarting your opponent, and warriors that fought with guile tended to worship her (E.G. Odysseus).
    Quote Originally Posted by Zaydos View Post
    Demeter, Rhea, Gaia: Goddess of the Earth and Fertility.
    Gaia was pretty much phased out of most of the pantheonic religion, being an older mother goddess. When the Hellenic area was invaded, she was pretty much ignored in favor of Demeter or Hera, as far as I understand it. Rhea, as a titan, was not truly worshiped in the same sense. As a goddess, she existed in the mythology, but she didn't gain many temples, and was not as actively worshiped.
    Quote Originally Posted by Zaydos View Post
    Artemis, Selune: Goddess of the moon.
    Again, she played an important role in her own pantheon, but when the olympic pantheon came around, she was mostly supplanted by Artemis (second paragraph). Also, in the case of the sun and moon, the Titans tended to represent their literal form, whereas the olympic gods were more of their shepherds
    Quote Originally Posted by Zaydos View Post
    Apollo, Helios: God of the Sun.
    Again, Helios tended to represent the actual physical sun, and Apollo was more of the shepherd who drove it across the sky. Of course, again, he was phased out when the olympic pantheon came in, in favor of Apollo.

    I am not disagreeing that many gods do overlap, but your Greek examples weren't really the best.
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  21. - Top - End - #111
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Sorry for the long absence.

    Anyway, I sort of agree with Unosarta about the overlapping deities part. Unfortunately, that means we have a two-on-two tie.

    As a way to avoid an argument, how about we do this; we shall keep Sharindlar as a deity, but we shall change her position. What about her being a rival of Berronar, who left the Morndinsamman around the same time as the Duergar/Derro gods? This gets rid of redundancy within the Morndinsamman, while also leaving Sharindlar's main aspect: she is the one who serves as the intermediary between the Duergar/Derro pantheons and the Morndinsamman.

    Thoughts/opinions/raving insults?
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  22. - Top - End - #112
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    I don't know enough about the deity herself, but that also means that she could play a very important role in dwarven culture for those who are not part of the "mainstream" dwarven culture, at yet at the same time not Duergar or Derro, such as the role of outcast, or pariah. It doesn't seem to be a position that is as of yet filled by any of the gods.
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  23. - Top - End - #113
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    That definitely sounds like a good idea, as well.

    Sharindlar is also a deity of romantic relationships. Perhaps, to further separate her from Berronar, we should make her a much more physical-oriented goddess, as opposed to Berronar's ideas of true love and marriage. Or, most likely, we could cut out that minor fluff and focus solely on the other aspect.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  24. - Top - End - #114
    Bugbear in the Playground
     
    Daverin's Avatar

    Join Date
    Apr 2011
    Location
    Illinois, USA
    Gender
    Male

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Actually, the emphasis on the physical could fit EVEN better with the whole deity of outcast; let's face it, the dwarves are probably as promiscuous as anyone else, but outside of likely chauvinistic jokes, I'm sure dwarven culture would frown upon such "frivolousness". So I say keep it and play it up.

  25. - Top - End - #115
    Pixie in the Playground
     
    Planetar

    Join Date
    May 2011

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    I'm not sure about her being a literal rival to Berronar- the myths written earlier in this thread suggest Berronar and Moradin are close, with the powers that only work when they're together and all. (I'm assuming you meant rival for Moradin's affections. If you meant for Berronar's domain space, uh...)
    Berronar reads more as a goddess of holy matrimony, very Lawful "this marriage has been ordained by your ancestors so I'll hear none of your lip about your new bride" matches that seem to be popular among dwarves. Sharindlar as a goddess of marrying just for love (scandalous!) or purely physical relationships seems to work well. Bet she's a very popular goddess among dwarven teenagers.

    I don't know enough about the deity herself, but that also means that she could play a very important role in dwarven culture for those who are not part of the "mainstream" dwarven culture, at yet at the same time not Duergar or Derro, such as the role of outcast, or pariah.
    Nice! Muamman is the god of travelers, but Sharindlar could be the goddess of those who don't find the usual mold but still choose to stay at home to help keep society from stagnating altogether*.
    Artisans of less 'dwarven' mediums- namely dancers or singers**- also probably worship her before Moradin's patronage of arts like smithcraft, sculpting, architecture, etc. Bards especially would worship her due to the above and their Chaotic natures. Bards as heralds would work doubly for that concept of her being the messenger between the two groups of gods; her Healing domain interpreted very broadly as a healing of hearts and minds instead of bodies. Maybe if she gets a template it could involve some sort of herald-type things?

    Sharindlar has the Moon domain, though her fluff doesn't mention it- can anybody think of how that could that be played up in her concept, or should we ignore it?

    * Anti-Lawful sentiment? I have no idea what you're talking about...
    ** Unless we're going with the 'dwarven bards are ancestor- and litany-obsessed skalds' option, in which case ignore the following.

  26. - Top - End - #116
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    I bet this could have a sociological/linguistic bit as well. In Japanese and Chinese, there are different words for physical love as well as emotional love. I could definitely see the dwarves having a word for physical, emotional, as well as matrimonial love. I like it!
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  27. - Top - End - #117
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    So then Sharindlar's definitely in? I'll update the first page.

    And I meant rivals over domains, not rivals over Moradin.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  28. - Top - End - #118
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    I just found this web enhancement, which now means that two of the deities in the Morndinsamman have racial substitution levels. I think I'll make some Knight levels for Moradin. Any ideas?
    Last edited by LOTRfan; 2011-06-02 at 08:35 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  29. - Top - End - #119
    Ogre in the Playground
     
    unosarta's Avatar

    Join Date
    May 2008
    Location
    Minneapolis
    Gender
    Female

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    Is there a Dwarven god/dess of the earth? A Druid substitution level option could be interesting.
    Current Project: Campaign Setting

    My deviantArt.

    Extra fabulous avatar by Serpentine.

    My Homebrew

    Spoiler
    Show
    Spoiler
    Show
    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

  30. - Top - End - #120
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Community Project: The Morndinsamman, Expanded (3.5)

    If I remember correctly, one of the deities on the list is considered God of the Earth, although I'll have to recheck my books to see which one. I need sleep first, though, so I'll get back to you in the morning.

    EDIT: I remember off the top of my head! Dumathoin.
    Last edited by LOTRfan; 2011-06-02 at 10:10 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •