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  1. - Top - End - #151
    Ogre in the Playground
     
    Szilard's Avatar

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    In the DMG, we know that the enviornment is called the marshes, so we might get away with a name that has swamp in it.
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  2. - Top - End - #152
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Murkfen environments?

  3. - Top - End - #153
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Deadly Quagmire?
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  4. - Top - End - #154
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Sorry, I can't take the word Quagmire seriously.
    The Dread Murk.

  5. - Top - End - #155
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    No, we need something like Waste environments and Frostfell Environments. The anything doesn't fit the same mold...

    Hmm...Quagmire sounds like a creature. Some kind of fungal construct perhaps.

  6. - Top - End - #156
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Savage moor?
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  7. - Top - End - #157
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Alright, I've never done any sort of skill homebrewing before, but I think this seems good. I'm open for suggestions of new items that can be crafted with the skill, as well as a better name if anyone can come up with one that captures the essence of the skill without sounding stupid. This goes along with my Voodoo Practitioner class, which will be posted below, but it can be used by anyone.
    ___________________________

    Craft (Folk Magic)

    The Craft skill usually requires a character to focus on making specific items (armorsmithing, basketweaving, etc.) or specific classes of items (weaponsmithing, fletching, etc.). Craft (Folk Magic), however, is slightly different – this skill is a catch-all that covers the ability to make amulets, charms, and all sort of other apotropaeic items. Adepts, Druids, and Experts are the most likely characters to make use of the skill, but some (like Voodoo Practitioners) are even more focused on creating these sorts of items.

    Items created using Craft (Folk Magic) are mostly made of non-magical substances, and in general use of the skill requires absolutely no magical power, though most Folk Magicians have spellcasting abilities. In general, the items provide psychosomatic benefits (that is, the user need only believe in the benefit for it to work)

    Examples of items, along with prices and the Craft DC to create them, are listed on the table below. The cost to craft the item is determined as normal (1/3 the final price), as are the time required to craft the items.

    Unlike many mundane items crafted by uses of the Craft skill, items created by Craft (Folk Magic) are affected by the life force of their creator (or, specifically, the crafter's experience convinces buyers that their items will work longer or better). This is shown by the various effects that are determined by the Hit Dice of the creator.


    {table=head]Item | Craft DC | Price
    Cursebreaker | 15 | 50gp
    Love Potion | 25 | 150gp
    Luck Talisman | 20 | 200gp[/table]

    Cursebreaker: This periapt is worn around the head and occupies the Headband magic item slot. A small bag filled with various herbs, coins, and other items, the cursebreaker gives the wearer a +1 morale bonus on Will saves against spells and effects from the Enchantment or Necromancy schools for as long as it is worn. Additionally, the wearer can also choose to use up the magic in the cursebreaker as an immediate action, essentially destroying the item but providing a +4 bonus on a single Will save against a spell from or ability that mimics a spell from the Enchantment or Necromancy schools. The "luck" in the cursebreaker is not permanent, however, and after a number of weeks equal to the creator’s HD, the effects end. The effect, though seemingly supernatural, is completely non-magical.

    Love Potion: A common item created by Folk Magicians, a love potion is only a potion in the loosest sense of the word. In reality, it works more like a poison. Upon ingestion, the subject must make a Will save; if he fails, the subject takes 1d4 points of temporary Wisdom damage. One minute later, he must make another save, and if he fails he permanently treats the next person he sees as Helpful (see the description of the Diplomacy skill for more information) and falls helplessly in love with that person. The save DCs are (10 + 1/2 creator’s HD + creator’s Intelligence modifier). These effects are non-magical.

    The charm ends if the subject is subject to a break enchantment, remove curse, limited wish, wish, or miracle spell, though he most likely doesn’t realize that he needs such a cure – to him, his love and devotion are natural, so he probably doesn’t realize that he needs to be cured.. The false love of this potion, though, is not perfect – the effect ends after a number of months equal to the creator’s HD (minimum 1 month).

    Luck Talisman: Created from the same sort of materials as a cursebreaker (coins, herbs, stones, etc.), a luck talisman is a small bag worn around the neck and provides the wearer with exceptional luck for a short time. A luck talisman functions for a number of days equal to its creator’s HD and provides the wearer with a +1 morale bonus on attack rolls and saves against fear (as if under a bless effect) for a number of days equal to the creator’s HD. The effect is non-magical.
    Last edited by RTGoodman; 2008-02-26 at 03:14 PM.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  8. - Top - End - #158
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Savage Moor environment? We want more of an adjective.

  9. - Top - End - #159
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    The bayou. The sludge. The fester. The Louisiana. The Panama Canal. The malaria. The fatality. The name. The list of attributes. The municipality.

  10. - Top - End - #160
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    Szilard's Avatar

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    The swamped. this name thinking is getting boring fast.
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  11. - Top - End - #161
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Voodoo Practitioner

    "Ah, yes, come in, my dearies. Ol’ Maria knows just whatcha be needin’. How about some nice protection amulets? No? Well, perhaps ya be wantin’ something . . . else. Come into de back room here and we’ll getcha all set up." – Maria de Leveaux, Voodoo Practitioner

    The voodoo practitioner mixes real spellcasting abilities with folk rituals and outright deception to further her own reasons. Throwing around curses, creating trinkets and potions, and performing various secretive rites, she can kill, incapacitate, or even just make a living.

    Hit Die: d6

    Becoming a Voodoo Practitioner
    Spellcasters of all sorts can become voodoo practitioners, but Sorcerers, with their innate arcane talent and chaotic bent, are the most common practitioners. Bards can also qualify and enjoy the focus on enchantment, but many abilities of the voodoo practitioners don’t mesh well with their other abilities. Druids sometimes become voodoo practitioners, but few Wizards and fewer Clerics choose the path of the practitioner. Most voodoo practitioners are Chaotic, Evil, or Neutral. Few are Good, and perhaps even fewer are Lawful.

    Entry Requirements
    To qualify to become a Voodoo Practitioner, a character must fulfill the following criteria:

    Skills: Knowledge (Religion) 4 ranks, Craft (Folk Magic) 4 ranks
    Feats: Craft Wondrous Item, Spell Focus (Enchantment or Necromancy)
    Spellcasting: Able to cast 3rd level spells.
    Special: Must study for at least 2 weeks under another Voodoo Practitioner.


    Class Skills:
    A Voodoo Practitioner’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge [Arcana, Geography, Local, Nature, Religion] (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
    Skill points at each level: 4 + Intelligence modifier

    Table: The Voodoo Practitioner
    {table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
    1
    | +0 | +0 | +0 | +2 | Curse Doll; Folk Crafting Mastery | +1 level of existing spellcasting class
    2
    | +1 | +0 | +0 | +3 | Protection from Voodoo; Voodoo Health | --
    3
    | +1 | +1 | +1 | +3 | Evil Eye (Shaken) | +1 level of existing spellcasting class
    4
    | +2 | +1 | +1 | +4 | Voodoo Warding | --
    5
    | +2 | +1 | +1 | +4 | Evil Eye (Kill); Greater Curse Doll | +1 level of existing spellcasting class[/table]


    Class Features:

    Weapon and Armor Proficiency: Voodoo Practitioners gain no proficiency with weapons, armor, or shields of any type.

    Curse Doll (Su): Beginning at 1st level, a Voodoo Practitioner can craft a small doll or effigy of a single target in order to curse that target. The target must be a single living creature with an Intelligence score of 3 or higher. The Voodoo Practitioner doesn’t necessarily need to see the target, but it must know the target, have guidance from someone who does know the target, or use a scrying spell to investigate the target. Crafting the doll requires the expenditure of 10 gp and 5 XP per HD of the creature to be affected, and one day per 100 gp spent. At the end of the construction, the Practitioner (and the person who knows the target, if that is the method used to choose the target) must undertake a ritual that takes 10 minutes.

    At the conclusion of the ritual, the target must make a Will save with a DC equal to (10 + the Voodoo Practitioner’s class level + his Charisma modifier). If the Voodoo Practitioner has an item from the target (a ring, etc.), the DC increases by +2; if the Voodoo Practitioner has a part of the target itself (hair, nail clippings, blood, etc.), the DC increases by +4. If the target fails, it is affected as if by the bestow curse spell; the Voodoo Practitioner chooses the specific manifestation curse. If the target succeeds, the doll is not destroyed, but the Voodoo Practitioner cannot attempt to target the subject with this ability again for one week. As normal, the curse bestowed by this spell is permanent and cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. The destruction of the curse doll also ends the effect.

    At 1st level, the Voodoo Practitioner can create as many curse dolls as he chooses, but only one curse may be active at a time. If the finalizing ritual is performed on another curse doll, the effect on the target of the first fades after 1d4 hours and the effect on the new target begins immediately.

    At 5th level, a Voodoo Practitioner can have up to three curse dolls active at one time. Also, the target is also affected as if by the greater bestow curse spell (SpC) instead of the standard bestow curse spell. As before, only a break enchantment, limited wish, miracle, remove curse, or wish spell, or the destruction of the curse doll, can remove the effects of the curse.

    Folk Crafting Mastery (Ex): A Voodoo Practitioner may add his class level as a bonus to Craft (Folk Magic) checks. Additionally, for items created with that skill, each level of Voodoo Practitioner counts twice for the purpose of effects determined by HD (so the Folk Magic luck talismans created by a Human Sorcerer 10/Voodoo Practitioner 5 act as if the creator has 20 HD, and therefore last for 20 days).

    Spells per Day/Spells Known: At every odd Voodoo Practitioner level, a character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (addition wild shape options, metamagic or item creation feats, familiar advancement, and so on). If the character had more than one spellcasting class in which he could cast 3rd level spells before he became a Voodoo Practitioner, he must decided to which class he adds each level of Voodoo Practitioner for the purpose of determining spells per day and spells known.

    Protection from Voodoo (Su): As a Voodoo Practitioner advances in his studies, he is more resistant to the voodoo of others. Beginning at 2nd level, he cannot be effected by curse dolls of other Voodoo Practitioners.

    Voodoo Health (Ex): At 2nd level, a Voodoo Practitioner gains immunity to all diseases, including supernatural and magical diseases.

    Evil Eye (Su): Starting at 3rd level, the Voodoo Practitioner may unleash the power of the Evil Eye. Once per encounter, as a swift action, he may glare at his opponents, forcing all enemies with an Intelligence of 3 or higher that can see him to make a Will save with a DC equal to (10 + class level + Charisma modifier). Those who fail are rendered shaken until the end of the encounter; if a target rolls a natural 1 on the Will save, it is instead frightened for 1d6 rounds, and then shaken for the remainder of the encounter. Whether it succeeds on the save or not, the target cannot be affected by the same Voodoo Practitioner's evil eye more than once per day.

    At 5th level, a Voodoo Practitioner's Evil Eye becomes more powerful. Once per week, he may make use his Evil Eye as normal, except it may only target one creature and instead of rendering the target shaken, it places a death curse upon the target. The target is aware of the curse and can attempt to have it removed via limited wish, remove curse, wish, or miracle, but if this does not occur, the target wastes away and dies of fright in 1d10 days.

    Both uses of the Evil Eye are considered fear effects. Creatures immune to fear are not subject to them, and any bonuses to saves against fear can be applied to saves against the Evil Eye.

    If a target has ranks in the appropriate skill and can make a DC 20 Knowledge (History or Local) check (or a DC 20 Bardic Knowledge or similar check), he may be able to use the appropriate hand gestures and signs to fend off the effect of the evil eye. If the subject succeeds on the check, he automatically succeeds on the Will save and allows allies to make a second save the next round in order to throw off the effect, with +4 bonus to the new save.

    Voodoo Warding (Su): As he grows in strength, a Voodoo Practitioner can protect others from effects of voodoo magic. The Voodoo Practitioner may engage in a one hour ritual with an individual or an item associated with the individual such as a possession or a lock of hair. The ritual requires chanting and burning of special incense worth about 5 gp. At the conclusion of the ritual, the Voodoo Practitioner must make a DC 20 Spellcraft check. If successful, the target gets a +2 bonus on all saves against voodoo curse dolls and the Evil Eye for the next 1 month. This bonus does not apply to the abilities of the Voodoo Practitioner who performs the Voodoo Warding ritual.


    Playing a Voodoo Practitioner
    You prefer to keep to yourself, orchestrating things from behind the scenes and, if forced into the open, combating your opponents by controlling them rather than destroying them. Even if you aren’t particularly talkative, you can get people to listen, and if not you can force them to. As part of a group, you tend to hang back and control things, while others to the "heavy lifting."


    Combat
    Voodoo Practitioners prefer not to become involved in combat unless absolutely necessary. If drawn into combat, a voodoo practitioner uses her enchantment spells to control opponents or uses spells of any school to debuff enemies.

    Advancement
    After spending time learning the art of voodoo, you have probably spent time infiltrating a community’s power structure, taking control of a mark (either powerful or mundane), or simply selling your services (both helpful and hurtful) to those who seek them. Often, especially in rural settlements of the Bog, you may be called on to perform your folk magic to heal the sick, and most likely you’ll need to pull of some clever thinking to do such a thing. When in doubt, you know you can always fall back on blackmail and extortion, using your spells and potent curse dolls to get what you want.

    With your focus on certain spells and schools, selecting more Spell Focus feats would perhaps be a good idea, and metamagic is never a bad choice. You’ll need to keep your Craft (Folk Magic) skill at a reasonable level, and you should be sure to keep ranks in Concentration, various Knowledge skills, Heal, and Spellcraft. Skills that make you better at influencing (or deceiving) others are also a good thing to have.

    Resources
    Apart from your mentor or mentors, you seldom work with or even near other voodoo practitioners. Their wares compete with yours, and though you are probably resistant to their magic, their powers of blackmail and intrigue are as dangerous to you as yours are to them. Indeed, in many instances you probably avoid all relationships, preferring to keep your secrets (and profits) to yourself.


    Voodoo Practitioners in the World

    "Hey, look at this – that freak from out in the woods must have been a real scrapper. She took out a big clump of my hair! I’ll teach her a lesson next time I see her wandering around. Hey... wait a minute. I don't... feel... so good..." – Victim of a Voodoo Practitioner

    Voodoo practitioners may be common in any world that contains many rural areas, and are rarely found in urban areas or areas controlled by a particular religions (especially mainstream religions). A voodoo practitioner may simply be a spellcaster focusing on curses, or perhaps a particular group of practitioners of the dark arts.

    Organization
    There is no organization for voodoo practitioners, though you may maintain contact with the person who taught you your craft. Few others are willing to work with you if they know your secrets, though some openly welcome your deceit and your powerful curses. Rural cults may sometimes employ voodoo practitioners, but often these are lopsided relationships benefiting the voodoo practitioner more than anyone else.

    NPC Reactions
    To many, you’re just a simple seller of wares and trinkets, and perhaps a healer or miracle worker. Those that know your secrets may work with you, but in general are probably loathe to actually trust you. Common folk often seek out your advice and aid, but those in the upper echelons of society prefer to avoid your strange or frightening talents.


    Voodoo Practitioner Lore
    Characters with ranks in Craft (Folk Magic), Knowledge (Arcana), or Knowledge (Religion) can research voodoo practitioners to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

    DC 10: A voodoo practitioner focuses on folk magic, making talismans and other good-luck charms.
    DC 15: A voodoo practitioner is a master of cursing those who oppose her.
    DC 20: A voodoo practitioner can make various trinkets, but can also construct dolls that curse specific opponents and use her evil eye to frighten or kill them!
    DC 30: Characters who achieve this level of success can learn important details about specific voodoo practitioners in your campaign, including a notable individual, the area in which she operates, and the kinds of services she commonly offers to public and private customers.

    Finding a voodoo practitioner is difficult in many areas, but in backwater towns and villages one may serve as the local healer or magic items merchant. Few peasants can tell you about a voodoo practitioner, but could lead you to the crone who makes luck talismans or the shady old man who sold him a love potion.


    Voodoo Practitioners in the Game
    Becoming a voodoo practitioner may be attractive to a player who enjoys controlling others, using less wholesome techniques to get what she wants, or who simply likes to play not-quite-Good characters. For those interested in the crafting aspect of the class, many abilities allow them to create more powerful curse dolls and Folk Magic items, and for other the increased spellcasting and Evil Eye abilities give potent in-combat debuffing abilities.


    Sample Encounter
    The PCs may have learned that the mayor of a small swamp town has been suffering greatly, much to the dismay of his doctors – no one knows what the real problem is. At some point, they discover the town is also home to a “folk healer” – secretly a voodoo practitioner angered that the mayor intends to expand the town wall and force her to relocate.

    EL 9: Maria de Leveaux is thoroughly embedded in the power structure of her town, and not in the traditional way – she has blackmailed most of the richer merchants and reaps the benefits of being the “healer” of the settlement. Her true goals, however, are to gain complete control and kill off those who oppose her uncommon ways.

    Maria De Leveaux
    NE Female Human Sorcerer 6/Voodoo Practitioner 3
    Medium Humanoid (Human)
    HD: 6d4 + 3d6 + 18 (47 hp)
    Initiative: +2
    Speed: 30 feet (6 squares)
    AC: 18 (+4 mage armor, +2 Dex, +1 natural, +1 deflection); touch 13; flatfooted 16
    Base Attack/Grapple: +4/+4
    Attack: Masterwork dagger +5 melee (1d4)
    Full Attack: Masterwork dagger +5 (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Curse doll, evil eye (shaken)
    Special Qualities: Familiar (Raven); immunity to all diseases and others’ curse dolls
    Saves: Fort +5, Ref +5, Will +7
    Abilities: Str 10, Dex 14, Con 14, Int 10, Wis 8, Cha 18
    Skills: Appraise +3, Concentration +9, Craft (Folk Magic) +16, Heal +4, Knowledge (Religion) +4, Spellcraft +7.
    Feats: Craft Rod, Craft Wondrous Item, Skill Focus (Craft [Folk Magic]), Spell Focus (Enchantment), Spell Focus (Necromancy)
    Sorcerer Spells Known (CL 8):
    4th (4/day) – bestow curse (DC 19)
    3rd (6/day) – clairaudience/clairvoyance, suggestion (DC 18)
    2nd (7/day) – blindness/deafness (DC 17), hideous laughter (DC 17), scare (DC 17)
    1st (7/day) – animate rope, charm person (DC 16), expeditious retreat, identify, mage armor
    0 (6/day) – arcane mark, dancing lights, detect magic, light, mage hand, read magic, resistance, touch of fatigue
    Gear: Combat gear, plus cloak of charisma +2, ring of protection +1, amulet of natural armor +1, lesser metamagic rod (extend), candle of truth, 2 scrolls of hypnotism, hat of disguise, bracers of defenselessness (for sale), feather token (swan boat), one curse doll (10 HD, in progress)
    Last edited by RTGoodman; 2008-05-18 at 11:48 PM.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  12. - Top - End - #162
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    The wet. Wet Enviroments, wet hazzards, spells of teh wet, etc.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I like Bayou, although I still like The Bogs the best.
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

    The Legend of TheLogMan

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I like the word "Fen," but I can't really think of a specific name for this type of environment. "Duskfen" or "Darkfen," maybe? Or, "gloom" works well if the second part doesn't start with M - "Gloomfen" or maybe "Gloombog"?


    Icewalker: For your boilbog, it's supposed to boil once per minute, right? Because a minute is ten rounds - you've only got it set up for a six-round cycle. Of course, every six rounds works, but you said somewhere that it boils once per minute.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
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    Homebrew Compendium

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Fen is a god word. Fennish. Gloomfen. Nah, it doesn't compund well, but n it's own...

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Woops, guess I screwed that up. Just won't make it once per minute.

    I suggest Murkfen. Murkfen environments, Murkfen traps, Murkfen dangers...

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    It sounds... acceptable. If we can't get anything better, that could work.
    What about Disease-Ridden? Disease-Ridden spells, Disease-Ridden encounters, etc.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by Collin152 View Post
    What about Disease-Ridden? Disease-Ridden spells, Disease-Ridden encounters, etc.
    But that doesn't really say anything overarching about the area. Frostfell tells use that it's both cold ("Frost") and dangerous ("Fell"), and the Wastes (or whatever it's called in Sandstorm) has a connotation of both barrenness and danger. Disease-ridden only encompasses one aspect of the swamp, and doesn't take into account the whole ecosystem.

    I guess Murkfen works, but it just doesn't have that certain ring to it. Maybe we should go simple, and just go with Swampland? Swampland encounters, Swampland spells?


    Regarding some monsters: I've got one planned but not statted out (the Swampass, a donkey bred to live and work among the dangers of the swamp), and one other possible. I was driving back to college from my weekend at home, listening to some Southern Rock and happened to hear Mississippi Queen" by Mountain. I like the idea of a sensual river monster, but I don't want to be too similar to the Swamp Nymph or Swamp Dryad. I came up with two cool names (Belle-o'-the-Bog and Swamp Siren), and I planned on modeling it on the Sirens, but I can't seem to find them in D&D form. I'm sure I've seen a Siren creature somewhere, but I don't remember where. Anyone know anything about finding them? I mostly just wanted to know the mechanic for their song and whether they're Fey or Monstrous Humanoids.
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  19. - Top - End - #169
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    To TheLogman: I vote for the Bogs too. The link to the armor seems to miss in the first post.

    To Icewalker: can you update your to do list? Report what has been done and how many entry we have or how many are needed to reach the suggested number.

    To everybody: I'm going to be offline for 3-4 days. I'll return with some more ideas, good work to everyone meanwhile.

    Before I go, a couple of quick alchemic stuff:

    Cleanser
    A single flask of this bright liquid is capable of clearing up to 30 liters of dark or torbid water, making it so limpid to make possible seeing ithrough it. Any bonus to Hide checks of creature or penality to Spot checks due to the dark water are to be considered no more. The water is just cleared, not purified: if it's not potable or infected remains in this state.
    Cost: 120 gp. DC to Craft: 20.

    Drysalt
    This crystaline substance is one of the most water-drying salts existing. A single flask is capable to absorb up to 10 liters of water. Every living creature in contanct to it must make a Fort Save DC 12 for every round of exposition or be dehydrated. Any plant exposed to it must make a Fort Save DC 15 or lose an HD for every round exposed. It takes a single flask to a Medium or smaller creature, 2 for a Large, 4 for a Huge creature, and so on.
    Cost: 200 gp. DC to Craft: 25.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I think swamp is fine. Or swampland. We don't need to come up with anything too fancy I think.

    On the folk magic charms, I suggest making the bonuses typed (like morale or something), rather than unnamed bonuses. I'm curious as to reasoning behind why they're not magical as well.

  21. - Top - End - #171
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by Sxoa View Post
    On the folk magic charms, I suggest making the bonuses typed (like morale or something), rather than unnamed bonuses. I'm curious as to reasoning behind why they're not magical as well.
    I actually meant for them to be typed, but I forgot to add it in. I'll do it in a bit. I mostly forgot about it because I had to look for a list of bonus types to see one that fit with the answer to your second question, which also explains why they're non-magical.

    The way I meant for them to work is more psychosomatic - they have a visible effect, but you can't attribute it to the item itself. Rather, the mind or body's belief in the item brings about the bonus itself, rather than the bonus arising from a magical source. It seems sort of weird, but I imagined them being made not necessarily by just spellcasters, but mainly by charlatans and hedge wizards who make "magic items" that have an effect, but an effect that goes away soon. (The Voodoo Practitioner, who's a spellcaster as well as a folk charm maker, can add in some of their real power, but the item is still inherently non-magical). Snake-oil salesmen (reminder to self - need to make a snake oil item) are pretty common in American pop culture, especially that of the Old West, but I think it fits well here in the swamp with its removal from society at large.

    I mean, after all, surely not every voodoo priestess in down in New Orleans selling voodoo dolls, talismans, magic crystals, and the like is actually working magic, but some people claim that they do get real results from them. And how many of you have special necklaces/coins/t-shirts/underwear that you consider "lucky"? Is that really some property of your favorite item, or do you just project that idea onto the item?

    I guess I was a little unclear before, trying to fuse the fluff (that they're sort of sold as phonies) with the crunch (they're non-magical). I guess I could clarify that when I get a chance to update stuff again.
    Last edited by RTGoodman; 2008-02-25 at 03:03 PM.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Quote Originally Posted by Icewalker View Post
    I suggest Murkfen. Murkfen environments, Murkfen traps, Murkfen dangers...
    Just as a passer-by

    How about "The Bale-Glades"? Or The Grief-mire?

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    The current monster I'm makeing is going to be based on the Sarlacc from Star Wars (A giant hole in the ground with a beak and tentacles) and I have decided to make it like a dragon in the fact that it can grow older and bigger.
    I will post the egg/seed/spore and the baby version tonight or tomarrow.
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    They kind of already have Drysalt in Sandstorm. Thirsty Sand, it sucks up water and can be released later with a command word. Slightly different.


    Yeah, I've been planning to start updating the list. I've just been busy. Is your first post updated with all of the stuff so far? I'm going to copy all of it into the Done list in the appropriate places and start colorcoding by amount finished.

    Also, I think we should go somewhat simple with the name. I like bogs, but I think just Murk might be better. The Murk, Murk Environments, Murk Magic.

    The Bogs, Bogs Environments...yeah, I think bogs works. I just like the sound of Murk a little more.


    By the way, the reason for the low suggested for the supernatural hazards is that they both include a large number of weather-based things. And Frostburn doubles up each of the ground based problems like razor ice with a weather one like razor ice storm.
    Last edited by Icewalker; 2008-02-25 at 07:41 PM.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Brackish?
    Nah, I'll cast my vote for Murk too.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Alright...whew

    Done updating the Done and Not Done list for the first time. It has names for the bigger stuff (PrCs, environmental hazards, etc) and just counts for the smaller in large numbers (Weapons, spells, etc).

    Color coded it to done, not done, and section complete. Only complete section is Weapons, good job Caracol.

    Interesting that we actually have no magic done yet. Just one magic item. We need to start pumping out spells.

    (Just an ease of use thing for me to more easily keep track of)
    UPDATED
    Last edited by Icewalker; 2008-03-12 at 06:08 PM.

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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Thanks for the list, now I know what to make afer my Sarlacc like monster (any ideas on a name?). I still might make a dungeon with a sarlac as an execution pit in a fortress controlled my Medusas, how does that sound?
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  28. - Top - End - #178
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Ooh, Medusas running a dungeon.
    With a wierd monster in a pit?
    That's Mire Devourer-licious!

  29. - Top - End - #179
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    I'm also thinking of making a vehicle or mount.
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  30. - Top - End - #180
    Ettin in the Playground
     
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    (By the way, anybody else can feel free to stat up pretty much any idea I've mentioned if they want)

    One vehicle which is simple and rather required is a nice light canoe.

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