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    Lightbulb Neverwhere: The Campaign

    I have been working on much stuff of late for the potential running of a campaign based on one of my favorite books, the Neil Gaiman novel, Neverwhere.

    Am open to suggestions on further bits I could throw in, and Mr. Vandemar and Mr. Croup are certainly in the works (thinking native outsiders), but as they would be nearing, if not well into, Epic it may take some time longer.

    -=-=-=-=-=-

    Template
    Neverwhere

    Races
    Sewerfolk
    Velvet

    Feats
    Rat Speaker
    Remember the Forgotten

    Prestige Class
    Doorkeeper

    Characters
    - In Progress -
    Door
    Hunter
    Mr. Croup
    Mr. Vandemar
    The Marquis de Carabas


    Last edited by The Vorpal Tribble; 2009-08-13 at 04:18 AM.

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    Default Abandoned to the shadows...

    Neverwhere



    The neverwhere are beings who have fallen through the cracks of reality and into the darkness of the underside of the world. They are the forgotten and cast away who matter no more to those in the overworld.

    They take to the filthy crannies, the sewers, the lost buildings and basements and cellars of the world. The more man-like beings eek out livings by trade and barter, often setting up mass impromptu markets in the dark of night above or in the vaster locales beneath. Neverwhere beasts are found in abundance however, preying upon those of the unwholesome shadows...

    Neverwhere creatures speak Common and a dialect of Undercommon.

    -=-=-=-=-=-

    Sample Neverwhere Creatures


    Neverwhere Giant Crocodile

    Spoiler
    Show
    Huge Magical Beast
    Hit Dice: 7d10+35 (73 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), swim 30 ft.
    Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
    Base Attack/Grapple: +5/+21
    Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
    Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved grab
    Special Qualities: Dark cunning, forgotten, hold breath, low-light vision, resistance to disease, scent, unveiled sight
    Saves: Fort +10, Ref +6, Will +4
    Abilities: Str 27, Dex 12, Con 21, Int 3, Wis 14, Cha 2
    Skills: Climb +10, Hide +1*, Listen +6, Spot +6, Swim +16
    Feats: Alertness, Blindfight, Endurance, Skill Focus (Hide)
    Environment: Any urban
    Organization: Solitary or colony (6–11)
    Challenge Rating: 6
    Advancement: 8–14 HD (Huge)
    Level Adjustment: —

    This appears as an absolutely enormous crocodile with leathery, albino skin the dead white of a maggot. Its pale pink eyes blaze with a feral intelligence as it rushes forward, enormous maw gaping.

    Combat
    A neverwhere crocodile hunts much as its above ground brethren do, though they often attempt to trick or surprise their victims instead of bold frontal attacks.

    Dark Cunning (Ex): A neverwhere crocodile's natural proclivity for twists and turns prevents it from ever becoming lost.

    Forgotten (Su): To creatures who live anywhere but in Underground enviroments the crocodile is considered invisible and inaudible to creatures. They cannot even detect its presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere crocodile's location by any means short of True Seeing.

    They remain unaware of the crocodile's actions, provided the it does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If it attacks a non-neverwhere creature the effect ends.

    If the neverwhere crocodile takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices it.

    Reguardless of the crocodile's actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being.

    A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.

    Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

    Improved Grab (Ex):
    To use this ability, the crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

    Resistant to Disease (Ex):
    A neverwhere crocodile gains immunity to Blinding Sickness and Filfth Fever. It also gains a +4 racial bonus to checks against all diseases.

    Unveiled Sight (Ex):
    Three times per day a neverwhere crocodile may see things as they truley are as if it had cast True Seeing. As well, a neverwhere crocodile who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. It gains a +6 racial bonus to this check.

    Skills: A neverwhere crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.



    Neverwhere Rat Lord
    Spoiler
    Show
    Rat Lord



    Awakened Neverwhere Rat Aristrocrat 5
    Tiny Magical Beast
    Hit Dice: 2d10+2 + 5d8+10 (45 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +4/-8
    Attack: Bite +8 melee (1d3–4)
    Full Attack: Bite +8 melee (1d3–4)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: —
    Special Qualities: Dark cunning, forgotten, low-light vision, resistance to disease, scent, unveiled sight
    Saves: Fort +5, Ref +6, Will +6
    Abilities: Str 3, Dex 15, Con 12, Int 16, Wis 14, Cha 6
    Skills: Balance +15, Climb +16, Hide +20, Knowledge (Architecture) +15, Knowledge (Dungeoneering) +15, Knowledge (Local) +15, Listen +10, Move Silently +13, Sense Motive +6, Spot +10, Survival +12, Swim +15
    Feats: Blindfight(B), Darkstalker, Quick Reconnoiter, Stealthy, Weapon FinesseB
    Environment: Any
    Challenge Rating: 5
    Alignment: True Neutral
    Advancement: By character class

    This appears much as any rat, though it extraordinarily large, and its pelt is cleaner and its eyes bright with a piercing intellect.

    Lord Rat speaks their own personal tongue.

    Combat

    Lord Rat prefers not to fight, but to stalk and spy, hiring larger neverwhere beings to do battle.

    Dark Cunning (Ex):
    A neverwhere rat's natural proclivity for twists and turns prevents it from ever becoming lost.

    Forgotten (Su)
    : To creatures who live anywhere but in Underground enviroments the rat is considered invisible and inaudible to creatures. They cannot even detect its presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere rat's location by any means short of True Seeing.

    They remain unaware of the rat's actions, provided the it does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If it attacks a non-neverwhere creature the effect ends.

    If the neverwhere rat takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices it.

    Reguardless of the rat's actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being.

    A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.

    Resistant to Disease (Ex): A neverwhere rat gains immunity to Blinding Sickness and Filfth Fever. It also gains a +4 racial bonus to checks against all diseases.

    Unveiled Sight (Ex): Three times per day a neverwhere rat may see things as they truley are as if it had cast True Seeing. As well, a neverwhere rat who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. It gains a +6 racial bonus to this check.

    Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened.

    A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.

    A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


    -=-=-=-=-=-=-

    Creating a Neverwhere Creature

    Neverwhere is a template that can be added to any being, hereafter referred to as the base creature. This template can be inherited or acquired. A neverwhere creature uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
    Hit Dice: Animal and vermin HD become d10's.
    Special Qualities: A neverwhere creature retains all qualities of the base creature plus the following qualities.
    Dark Cunning (Ex): A neverwhere being's natural proclivity for twists and turns prevents them from ever becoming lost.
    Forgotten (Su): You no longer seem to exist. To creatures who live anywhere but in Underground enviroments you are considered invisible and inaudible to the creature. They cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere creature's location by any means short of True Seeing.

    They remain unaware of your actions, provided the neverwhere creature does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack a non-neverwhere creature the effect ends.

    If the neverwhere creature takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices the neverwhere creature.

    Reguardless of your actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being. If this is an acquired template then your family, friends, any non-neverwhere creature, forgets you ever existed, your existence becoming but a vague hole in their memory.

    A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.

    An object built by a neverwhere creature becomes unnoticed for as long as the neverwhere creature remains within 60 feet of it and for 1d6 hours thereafter.
    Low-Light Vision (Ex): A neverwhere creature can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    Resistant to Disease (Ex): Neverwhere creatures live in the filthiest of places. They gain immunity to any two diseases of their choice, and gain a +4 racial bonus to checks against all others.
    Unveiled Sight (Ex): Three times per day a neverwhere creature may see things as they truley are as if they had cast True Seeing. As well, a neverwhere creature who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. They gain a +6 racial bonus to this check.

    Abilities: Increase from the base creature as follows: Con +2, Wis +2. An animal's intelligence is increased to at least 3.
    Skills: A neverwhere creature gains Climb and Knowledge (architecture/dungeoneering/local) as class skills with a +2 racial bonus to such checks.
    Feats: A neverwhere creature gains Blindfight as a bonus feat.
    Environment: Any Urban
    Challenge Rating: Same as the base creature +2
    Alignment: Often chaotic (any)
    Advancement: As base creature
    Level Adjustment: +4
    Last edited by The Vorpal Tribble; 2008-03-09 at 07:25 PM.

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    Default Drip... drip... drip...

    Sewerfolk


    Within the lowermost recesses of the oldest cities where the walls drip and the refuse of those above flow down are found the Sewerfolk, humans adapted to the chill, festering climes of the urban bowels. Like maggots they prowl its depths, eking out a living by scavenging and a complete lack of shame. They are a stoic people, who take whatever life throws at them without complaint and makes the best of it. Resigned to their fate, they are always willing to take a chance in what many think of as bravery, searching into the deepest pits and foulest lairs.


    Sewerfolk Racial Traits
    Sewerfolk are not dissimilar from standard mankind, though they tend to be several inches shorter than normal norm in general, and quite thin and long of limb. They are possessed of an unhealthy pallor and their eyes are abnormally large and dark. Their noses are small and seem somewhat atrophied, with nostrils barely more then pinpricks in the underside of the organ. They where their hair long and matted, though otherwise they appear completely hairless and slick-skinned. They wear brown and green clothes covered in a thick layer of something that appears as mold or chemical ooze, though could conceivably be something much worse.

    * Charisma -4, Constitution +2: Sewerfolk are incredibly nauseating examples of humankind and smell more or less as one would imagine. However, life in this damp squalor has seen that only the healthiest specimens have survived to breed.

    * Medium: As medium creatures, sewerfolk have no special bonuses or penalties due to their size.

    * Humanoid (Human): Sewerfolk are of human descent and are affected by spells and like as if they were purely human.

    * 4 extra skill points at 1st level and 1 extra skill point at each additional level. Though not having the unmatched potential of most humans, sewerfolk are as able to pick up multiple skills with ease.

    * Scavenger: Sewerfolk gain a +2 racial bonus on Appraise, Spot and Survival checks.

    * Low-Light Vision: Sewerfolk can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    * Resigned: Sewerfolk gain a +2 bonus to resist fear and sorrow effects, such as from Crushing Despair.

    * Slumgullet: Sewerfolk can gain sustenance from near anything organic, regardless of its freshness or source. They gain a +4 racial bonus on Fortitude saves to resist the effects of ingested poisons, as well as on Fortitude saves to resist diseases caused by ingested substances (such as spoiled food). They are also immune to nausea and Blinding Sickness.

    * Stench (Ex): Sewerfolk are almost overwhelming in their personal body odor. Those within 10 feet of a sewerfolk must succeed on a DC 11 Fortitude save or become sickened for as long as they are in range. If one succeeds on the save they are immune to the sewerfolk's stench for 24 hours.
    As well, a sewerfolk can be detected at twice the range of a creature's scent ability.

    * Level Adjustment: +0

    * Automatic Language: Tradesign. Bonus Languages: Any (other than secret languages, such as Druidic)

    * Favored Class: Rogue

    Sewerfolk Society
    Sewerfolk are a silent, solemn race as benefits a people who live a life of squatting beside flowing sewage for marketable items or a tasty treat. They possess near nothing, yet are content with their lot, and distinctly lack any obvious ambition.

    Lands
    Sewerfolk are to be found wherever water flows the deepest beneath urban locales, though they make their homes in the drier holes, cellars and forgotten corners of the dark underground. '

    Alignment
    Sewerfolk tend to remain uncaring one way or the other to non-sewerfolk, and display only a vague ethical system that allows them to survive with what little they can acquire. As such they tend towards neutral alignments, though like all humans individuals across the entire spectrum are to be found.

    Settlements
    Sewerfolk form clans of extended family or friends, usually merely enlarging their stakes as their numbers grow until they merge with other clans and their property. Their personal dwellings are akin to rat nests, comfortable materials shredded or bundled up for comfort, and their few personal items tucked within.

    Beliefs
    If sewerfolk possess any particular beliefs they keep it amongst themselves and outsiders rarely have the stomach to stay in their presence long enough to inquire. Having been reduced to their current state by generations of the most extreme poverty, and knowing that even the poorest of other peoples shun them in disgust, it is likely their belief is that they have been abandoned by any higher power and must simply continue to subsist.

    Relations
    Sewerfolk are cordial with all other peoples and are almost unheard of to fight amongst themselves or with others. They are however cunning and skillful barterers with a strong ethical code against stealing, though are quite content to take of anything obviously abandoned or lost. Amongst themselves they share what they can, making sure all have the basics.

    Language
    Sewerfolk are absolutely quiet, using a type of intuitive sign language to get across their intentions, though rarely anyone besides for other sewerfolk can speak it with any degree of fluency.
    Last edited by The Vorpal Tribble; 2008-03-09 at 07:26 PM.

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    Default Re: Neverwhere: The Campaign

    Velvet



    Medium Aberration
    Hit Dice: 3d8-6 (7 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 13 (+3 dex), touch 13, flat-footed 10
    Base Attack/Grapple: +2/+3
    Attack: Masterwork silver dagger +6 melee (1d4)
    Full Attack: Masterwork silver dagger +6 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Warmth drain
    Special Qualities: Coifed, darkvision 60 ft., immunity to cold, lifestricken, low-light vision, resistance to negative energy 10, softstep, uncanny dodge
    Saves: Fort +1, Ref +4, Will +3
    Abilities: Str 12, Dex 16, Con 7, Int 11, Wis 13, Cha 18
    Skills: Balance +7, Bluff +10, Diplomacy +10, Hide +7, Move Silently +13
    Feats: Weapon Finesse
    Environment: Underground
    Organization: Pair, Trio, or Sisterhood (4-19 velvets)
    Challenge Rating: 2
    Treasure: Half Standard goods, standard coins and gems
    Alignment: Often neutral
    Advancement: By character class
    Level Adjustment: +4

    Velvets are a secretive sect of beings who were once human but in some mysterious manner were transformed. It is speculated that they were once corpses that were risen and given a new identity and position within the sect. When not in their presence velvets are often referred to as living vampires or heat leeches for though they have been brought to life, they always have the cold chill of death within them. Only by leeching the heat from others can they finally come truly alive. Despite their deadly abilities, they often take positions as escorts and companions, taking as payment coins, riches and the occasional warmth from their host. In such a way they have become quite wealthy and attain positions of influence.

    Whether only the most beautiful of young woman are chosen for this procedure or they are transformed during it's process, all velvets are midnight of hair with the palest skin and perfection of complexion. They always wear soft slippers or boots, silver jewelry, and velvet dresses of dark colors from which they gained their name.

    Velvets speak Common and their own private language of Venusian.

    Combat
    Velvets rarely attack, instead preferring to seduce their victims and draining them of all their heat. If forced to fight however, they try to call to numbers of their order, though even alone are quick and agile fighters.

    Coifed (Su): Regardless of her surroundings, a velvet is always supernaturally unsoiled. She is affected as if by a permanent prestidigitation spell that constantly cleans and perfumes her.

    Lifestricken (Ex): A velvet's organs are not as vital to them as normal living creatures. When a critical hit or sneak attack is scored on a velvet thee is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

    Softstep (Ex): A velvet makes no noise from mere movement when she moves no faster than her base speed. If moving faster she gains a +10 bonus to move silently checks but may still make noise. This is not a silence affect, and opening doors, bumping into objects and similar still cause noise.

    Uncanny Dodge (Ex): A velvet can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    Warmth Drain (Su): A velvet drains energy from other creatures she lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the velvet must start a grapple, which provokes an attack of opportunity. The velvet's kiss or embrace drains the heat right from their body, dealing 1d4 points of Constitution drain as well as 1d6 points of cold damage unless they succeed on a DC 15 fortitude save. A velvet may restore this drain and damage to their victim as a full-round action. Creatures immune to cold are not affected. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the velvet. The victim must succeed on a DC 15 Will save to negate the effect of the suggestion. These save DCs are Charisma-based.

    Skills: A velvet gains a +4 racial bonus to balance and hide checks.

    -=-=-=-

    Velvets as Characters
    Velvet characters possess the following racial traits.

    * +2 Dexterity, -4 Constitution, +2 Wisdom, +4 Charisma.
    * Aberration type.
    * Medium size.
    * A velvet's base land speed is 30 feet.
    * Darkvision: Velvets can see in the dark up to 60 feet.
    * Low-light Vision: Velvets can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    * Racial Skills: Velvets have a +4 racial bonus on Balance and Hide checks.
    * Special Attacks (see above): Warmthdrain.
    * Special Qualities (see above): Coifed, lifestricken, softstep, uncanny dodge
    * Automatic Languages: Common, Venusian. Bonus Languages: Any, aside from secret languages such as Druidic.
    * Favored Class: Rogue.
    * Level Adjustment +4.
    Last edited by The Vorpal Tribble; 2008-03-09 at 10:49 PM.

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    Default Re: Neverwhere: The Campaign

    Rat Speaker [General]
    You speak with the masters of the forgotten dark.
    Prerequisite: Neverwhere Creature
    Benefit: You can speak with rats, both with and without the neverwhere template, as the Speak With Animals spell.

    Remember the Forgotten [General]
    You notice the Neverwhere
    Benefit: You are unaffected by the neverwhere's Forgotten ability. You also gain a +4 bonus to saves against affects that effect your memory.
    Last edited by The Vorpal Tribble; 2008-03-09 at 07:30 PM.

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    Default Re: Neverwhere: The Campaign

    Doorkeeper


    "You first task is to unlock your potential!" Ebenezer "Six Ring" Hubbard, Master of Keys.

    To unlock the unlockable, opening the doors where none belong and finding the forgotten rooms is the way of the Doorkeeper, beings whose talent let them go wherever they will. They move through the barriers and delve into the the hidden places of the world that few are even aware of and even fewer can access. As they progress, their knowledge of spaces, connections and duration expand until even openings into other planes of existence are theirs to unlock.

    The way of the doorkeeper is a special gift that is very difficult to learn, though many are born to it, and the gift tends to run among familial lines, needing only training and practice to perfect. Rogues are most likely to have the urge to pursue the path of the doorkeeper, though archivists are also known for learning the way so as to aid their pursuit of knowledge. More rarely rangers of an urban bent are drawn to the discipline, flitting between passages and seeking entrances and egresses as the standard kind would search for paths through a tangled wood.

    Hit Die: d6

    -=-=-=-=-=-

    Requirements
    To qualify to become a Doorkeeper, a character must fulfill all the following criteria.
    Skills: Disable Device +5, Knowledge (architecture and engineering) +8, Open Lock +8
    Skill Tricks: Clever Improviser

    Code:
    
    Level   BAB   Fort   Ref   Will   Special 
    1st     +0    +0     +0    +2     Sense the Opening, Thoughtpick
    2nd     +1    +0     +0    +3     Open Wound
    3rd     +2    +1     +1    +3     Keeper of Doors
    4th     +3    +1     +1    +4     Analyze Portal, Making an Entrance
    5th     +3    +1     +1    +4     Abandoned Room
    6th     +4    +2     +2    +5     Links to the Forgotten
    7th     +5    +2     +2    +5     Mastery of Space
    8th     +6    +2     +2    +6     Gate
    9th     +6    +3     +3    +6     Time Trap
    10th    +7    +3     +3    +7     Fixed Gate
    Class Skills
    The doorkeeper's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Hide (Dex), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
    Skill Points at Each Level: 6 + Int modifier

    -=-=-=-=-

    Class Features
    All of the following are Class Features of the doorkeeper prestige class.

    Sense the Opening (Ex):
    A doorkeeper who merely passes within 5 feet of a secret or concealed door is entitled to a Search check with a +4 bonus to notice it as if she were actively looking for it.

    Thoughtpick (Su): A doorkeeper instinctively knows how to open mechanisms and claim that 'all locks want to open'. They gain a +10 bonus to open lock checks though do not require tools. Instead they may simply touch the lock as a standard action and make an Open Lock attempt. They may add their Intelligence or Charisma modifier to their check instead of Dexterity, using whichever modifier is higher.

    Open Wound (Su): A doorkeeper at second level has learn how to crudely force structures to open. They may attempt a touch attack that deals 1d6 points of unnamed damage per 2 PrC levels to a being or object that literally rips itself an opening. This touch bypasses hardness, though not force affects or items with enhancement bonuses above +1.

    Keeper of Doors (Sp): A doorkeeper at 3rd level may use Knock and Detect Secret Doors at will, caster level equal to their character level.

    Analyze Portal (Sp): A doorkeeper gains the ability to cast Analyze Portal once per day per PrC level, caster level equal to their character level.

    Making an Entrance (Su): A doorkeeper can make a door where none is. As long as they are in an open space, they may move directly through any solid object, except force affects, to any other open space within 10 feet + 10 feet/PrC level. A doorkeeper can instinctively tell if there is another space within range of this ability. They may bring any willing being in contact with them, limit 1 being per PrC level. They may use this ability a number of times per day equal to their PrC level plus their Constitution modifier.

    They may choose to increase the range they can move but must succeed on Fortitude save (DC 12 + 1 per 10 extra feet moved) or become Fatigued. While fatigued the doorkeeper's original range is halved. Increasing the range while fatigued automatically render them Exhausted and they can no longer use this ability while in that state.

    Abandoned Room (Su): A doorkeeper has a special connection with connections and locales. Once per day they may designate a room claimed by no other living being for any purpose that has not been visited by any sentience creature but the doorkeeper or his companions for a month as a 'forgotten' place, though the doorkeeper must have visited it. The room can be no larger than 10 ft. x PrC level in it's entirety and cannot be only partially forgotten. The opening is simply hidden to all normal senses both visual and physical. Only spells and powers such as Detect Secret Doors and True Seeing can notice them. A doorkeeper always notices their own forgotten rooms.

    Once a doorkeeper has made this forgotten room theirs, they may choose to have all memories implanted within the room wiped clear from the moment of ownership and before. This means that powers such as Sensitivity to Psychic Impressions and Psychometry can only detect after the moment of new ownership.

    As well, a forgotten room is immune to scrying and divination effects if the caster or manifester's level is lower than that of the doorkeeper's HD at the time of her ownership.

    Links to the Forgotten (Su): At 6th level a doorkeeper can link openings between their forgotten rooms once per day. As long as they occupy the same planet, any door from one forgotten locale can be made to lead directly to that of another. The openings no longer exist in their original locale, but only to each other so that spells are no longer of any use. The actual room does not change location, merely the openings, so that a doorkeeper can still use their 'making an entrance' ability to get within.

    Mastery of Space (Su): A doorkeeper has by now learned that space is mutable. They may shrink or expand a space to a maximum 1 ft. per character level in all directions. This ability only increases or decreases the inward space, but still appears normal from outside. If this space is increased by more than double its original size the entire structure of the space takes 1d6 points of damage per foot beyond the doubling and has a 20% chance of collapsing each time it is further expanded. Only the space can be closed, and it cannot be shrunk in a square that possesses a solid object. As such, it cannot be used to trap or crush a being.

    Gate (Sp): A doorkeeper may use Gate once per day at a caster level equal to their character level. They may only use it for traveling purposes, and can use it to link Planar or Interplanar locales, though cannot call creatures through it. The use of this ability extracts no XP cost.

    Time Trap (Su): A doorkeeper has begun to learn the ways of both space and time and once per day can cause time in an area 5 feet + 5 feet/PrC level to remain unchanging. If the area is full of smoke, it always remains full of smoke, if slime molds grow within it, they never die. Bodies within at the time of trapping are preserved at the moment of death, and living beings within it do not age as long they remain within the boundaries. Those who come within, dead or alive, after the time trapping are not affected by the trapping of time, though smoke within still suffocates and molds may still do harm. Any affects that occur within the time trap dissipate within 1 round, returning it back to it's original condition since the tome of trapping. For instance a Hallow spell cast within the time trap has only a duration of 1 round.

    This bubble of time cannot be dismissed even by the doorkeeper, though if the area it takes up is completely destroyed it becomes a realm forever lost. A doorkeeper may enter it by approaching the wreckage and using their making an entrance ability if they can come within range of the original position.

    Fixed Gate (Sp): A doorkeeper at 10th level can stabilize a Gate they have made once per week with a cost of 5,000 XP. This means that the Gate now has a permanent duration.
    Last edited by The Vorpal Tribble; 2011-01-22 at 12:04 PM.

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    Default Re: Neverwhere: The Campaign

    <Reserved for story character stats>

    Feel free to give suggestions now.
    Last edited by The Vorpal Tribble; 2008-03-09 at 08:25 PM.

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    Default Re: Neverwhere: The Campaign

    And now I have a new book to read. Bravo.
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    Default Re: Neverwhere: The Campaign

    It looks like fun. One question, though, which version of D20 are you using, Modern or standard?

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    Quote Originally Posted by Farmer42 View Post
    It looks like fun. One question, though, which version of D20 are you using, Modern or standard?
    Standard. Don't know much about modern, and really Neverwhere can be put in nigh any time setting from the Renaissance on up, maybe even earlier.

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    Wonderful job converting an amazing story.

    I especially like the flavor and mechanics of the Doorkeeper. It has almost no combat abilities or survival abilities, and I somehow still want to play one.

    Nice work!

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    Default Re: Neverwhere: The Campaign

    Sounds intriguing.
    Am open to suggestions on further bits I could throw in, and Mr. Vandemar and Mr. Croup are certainly in the works (thinking native outsiders), but as they would be nearing, if not well into, Epic it may take some time longer.
    Why would Vandamar and Croup be considered outsiders, exactly?

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    I especially like the flavor and mechanics of the Doorkeeper. It has almost no combat abilities or survival abilities, and I somehow still want to play one.
    Its pretty much on par with the rogue. Instead of sneak attack though you have a 'hurts anything' attack that doesn't require the victim to be flat-footed. Also allows sundering without the need for a weapon.

    As for survivability, I dunno, being able to sneak through walls and hide out in hidden rooms seems pretty conducive to survival

    Quote Originally Posted by Alfryd View Post
    Sounds intriguing.

    Why would Vandamar and Croup be considered outsiders, exactly?
    Native outsiders. So not 'really' outsiders, but they share a lot of their traits. I mean, what else would you define them as? Monstrous humanoids nor aberration quite fits.

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    Default Re: Neverwhere: The Campaign

    I've only read the graphic novel adaptation, but I don't recall the pair doing anything outside of normal human ability (or, at least, as normal as you can expect after 20 levels' save progression and hit points.) Are they immortal, or something?

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    Default Re: Neverwhere: The Campaign

    Have only read up to the second post so far. Seems a good setting. Not familiar with the source material.
    Comments so far:
    Dark Cunning should PROBABLY be explicitly stated to give immunity to the Maze spell that Minotaurs get (or maybe an auto-success on the first check to escape, or at least a hefty bonus).
    There is probably nothing that can be done about this mechanically (GMing tips would probably be welcome if anyone has any) but the amnesia effects of Forgotten (if they ever apply to a PC) might be a bit of a challenge for even a dedicated Thespian to roleplay, and for anyone with more than a touch of the taint of the Munchkin is going to get driven nuts by it.

    Edit #1: Sewerfolk technically aren't immune to eachother's stench and they should be... unless they don't generally get closer than 10 feet to eachother (sorta the opposite of the Japanese sense of "personal space").
    Last edited by DracoDei; 2008-03-10 at 04:14 PM.
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    Quote Originally Posted by Alfryd View Post
    I've only read the graphic novel adaptation, but I don't recall the pair doing anything outside of normal human ability (or, at least, as normal as you can expect after 20 levels' save progression and hit points.) Are they immortal, or something?
    For all intended purposes. They don't age (they helped in the downfall of the Roman Empire), nor do they seem to be particularly bothered by poisons, diseases or even wounds. Only time in the entire book they took damage was when they did it to each other, and even then they didn't care. Just licked their wounds and they healed.


    Mr Vandemar said, "We don't need a bodyguard Mr. Croup. We hurt people. We don't get hurt. "

    Mr. Croup turned out the lights, "Oh, Mr. Vandemar," he said, enjoying the words, as he enjoyed the sound of all words, "if you cut us, do we not bleed?"

    Mr. Vandemar pondered this for a moment, in the dark. Then he said, with perfect accuracy, "No."



    Dark Cunning should PROBABLY be explicitly stated to give immunity to the Maze spell that Minotaurs get (or maybe an auto-success on the first check to escape, or at least a hefty bonus).
    Naw, this isn't for supernatural affects.

    There is probably nothing that can be done about this mechanically (GMing tips would probably be welcome if anyone has any) but the amnesia effects of Forgotten (if they ever apply to a PC) might be a bit of a challenge for even a dedicated Thespian to roleplay, and for anyone with more than a touch of the taint of the Munchkin is going to get driven nuts by it.
    Ah, but thats why I made the feat for them to remember. Maybe one of the members, or an NPC even, could have it.

    Basically my thoughts is that the players will have all this unexplained stuff going around them, and I'd introduce a scenario where they have to go down below and they begin to notice people and become forgotten themselves.

    Now though they can steal things, they won't work for them, and they can't sell anything.. except to other neverwheres.

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    Default Re: Neverwhere: The Campaign

    For the sewer folk, the velvets, and so on, it doesn't seem that they have any ability to perceive Neverwhere creatures. They also don't have the same imperceptibility, meaning that they can be detected and interacted with by normal people as if they were just a part of the normal world. Admittedly, I've only ever watched the first half of the show, so I'm not sure if this is how it is or not, but it just doesn't seem like it would be.
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    Default Re: Neverwhere: The Campaign

    Quote Originally Posted by Fizban View Post
    And now I have a new book to read. Bravo.
    I agree with this comment.

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    Quote Originally Posted by Xuincherguixe View Post
    ... that works really well, it's almost like...

    Oh god! Chuck Norris is Cthulhu! It all makes sense now. Everything is meaningless! Only in death can we escape!

    *hangs self*

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    Default Re: Neverwhere: The Campaign

    Quote Originally Posted by jagadaishio View Post
    For the sewer folk, the velvets, and so on, it doesn't seem that they have any ability to perceive Neverwhere creatures. They also don't have the same imperceptibility, meaning that they can be detected and interacted with by normal people as if they were just a part of the normal world. Admittedly, I've only ever watched the first half of the show, so I'm not sure if this is how it is or not, but it just doesn't seem like it would be.
    Ugh, I didn't even know about the show until after I read the book. That is so bad it makes Hitchhiker's Guide to the Galaxy look like a blockbuster.

    But anyways, sewer folk and velvets automatically get the template, though in a non-neverwhere campaign where you just wanted them living underground you don't have to, but at that point you don't have to worry about them seeing anything as the template doesn't exist.

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