NymTevlyn
May 31st, 2007, 19:40
Name: Kingdoms of Aeris - Incursion
When: Sundays, Tuesdays, or Wednesdays, 8pm EDT until finished
What: d20 Fantasy Campaign
Maps: https://www.jaderaven.com/koa_map.jpg
Calendar Link! (https://fantasygrounds.com/calendar/index.xcp?id=174)
Character Creation
Each character begins play at third level with a sum of 1800 gold coins to spend on starting equipment. No magical items are allowed to be purchased at this time, except for a minor healing salve that costs 50gp per jar. Each jar is capable of healing ten hit points. Masterwork weapons and armor are allowable purchases. Items crafted from special materials such as darkwood, adamantine, cold iron, et al are not allowed except by the DM.
Races Allowed: Dwarf, Half-dryad, Human
Classes Allowed: All except Bard, Sorceror, and Wizard
Ability Scores: Point buy, 32 pts, as per the DMG
Everything within the Traits section is Open Game Content.
Dwarf
Physical Description: Dwarves are made of living stone. Their flesh resembles the stone from which they were born. Sages theorize that the stone a dwarf is born from often determines their lot in life, the path that fate lays before them. Whether it is purely perceptual or done through accepted practice over the years, the dwarven social system is split into castes based upon their birthstone. The most common stone is granite. They have no gender amongst the dwarves, no hair, and shifting gemstones for eyes.
Traits
Dwarves are medium sized creatures. They gain no special bonuses or penalties due to their size.
Their base land speed is twenty feet.
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Tireless: Dwarves do not need to sleep, but they must spend at least four hours in quiet meditation while in contact with earth and stone. Nor do they require food or water, drawing sustenance from the ground itself, but they have learned to appreciate the taste of either.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Language: Stonetongue, Common
Bonus Languages: Any (other than secret or magical languages, such as Druidic, Draconic, etc.)
Ability Scores: +2 Str, +2 Con, -2 Cha
Favored Class: Fighter
Half-Dryad
Traits
Half-dryads are medium sized creatures. They gain no special bonuses or penalties due to their size.
Their base land speed is thirty feet.
Low-light Vision: Half-dryads 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.
+2 racial bonus to the Knowledge (Nature) and Survival skills. In addition, these skills are considered to always be class skills for them.
+4 racial bonus to saving throws against poison.
+4 racial bonus to saving throws against illusions and enchantments.
Automatic Language: Sylvan
Bonus Languages: Any (other than secret or magical languages, such as Druidic, Draconic, etc.)
Ability Scores: -2 Str, +2 Dex, -2 Con, +2 Wis, +2 Cha
Favored Class: Druid or Ranger, choice must be made at character creation.
Human (Bastian)
Traits
Bastians are medium sized creatures. They gain no special bonuses or penalties due to their size.
Their base land speed is thirty feet.
Bastians gain one extra feat at 1st level.
Bastians gain four extra skills points at 1st level and one extra skill point at each additional level.
Automatic Language: Common, Bastok
Bonus Languages: Any (other than secret or magical languages, such as Druidic, Draconic, etc.)
Ability Scores: +2 Con
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Human (Vanathien)
Traits
Vanathien are medium sized creatures. They gain no special bonuses or penalties due to their size.
Their base land speed is thirty feet.
Vanathien gain one extra feat at 1st level.
Vanathien gain four extra skills points at 1st level and one extra skill point at each additional level.
Automatic Language: Common, Old Empire
Bonus Languages: Any (other than secret or magical languages, such as Druidic, Draconic, etc.)
Ability Scores: +2 Int
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
When: Sundays, Tuesdays, or Wednesdays, 8pm EDT until finished
What: d20 Fantasy Campaign
Maps: https://www.jaderaven.com/koa_map.jpg
Calendar Link! (https://fantasygrounds.com/calendar/index.xcp?id=174)
Character Creation
Each character begins play at third level with a sum of 1800 gold coins to spend on starting equipment. No magical items are allowed to be purchased at this time, except for a minor healing salve that costs 50gp per jar. Each jar is capable of healing ten hit points. Masterwork weapons and armor are allowable purchases. Items crafted from special materials such as darkwood, adamantine, cold iron, et al are not allowed except by the DM.
Races Allowed: Dwarf, Half-dryad, Human
Classes Allowed: All except Bard, Sorceror, and Wizard
Ability Scores: Point buy, 32 pts, as per the DMG
Everything within the Traits section is Open Game Content.
Dwarf
Physical Description: Dwarves are made of living stone. Their flesh resembles the stone from which they were born. Sages theorize that the stone a dwarf is born from often determines their lot in life, the path that fate lays before them. Whether it is purely perceptual or done through accepted practice over the years, the dwarven social system is split into castes based upon their birthstone. The most common stone is granite. They have no gender amongst the dwarves, no hair, and shifting gemstones for eyes.
Traits
Dwarves are medium sized creatures. They gain no special bonuses or penalties due to their size.
Their base land speed is twenty feet.
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Tireless: Dwarves do not need to sleep, but they must spend at least four hours in quiet meditation while in contact with earth and stone. Nor do they require food or water, drawing sustenance from the ground itself, but they have learned to appreciate the taste of either.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Language: Stonetongue, Common
Bonus Languages: Any (other than secret or magical languages, such as Druidic, Draconic, etc.)
Ability Scores: +2 Str, +2 Con, -2 Cha
Favored Class: Fighter
Half-Dryad
Traits
Half-dryads are medium sized creatures. They gain no special bonuses or penalties due to their size.
Their base land speed is thirty feet.
Low-light Vision: Half-dryads 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.
+2 racial bonus to the Knowledge (Nature) and Survival skills. In addition, these skills are considered to always be class skills for them.
+4 racial bonus to saving throws against poison.
+4 racial bonus to saving throws against illusions and enchantments.
Automatic Language: Sylvan
Bonus Languages: Any (other than secret or magical languages, such as Druidic, Draconic, etc.)
Ability Scores: -2 Str, +2 Dex, -2 Con, +2 Wis, +2 Cha
Favored Class: Druid or Ranger, choice must be made at character creation.
Human (Bastian)
Traits
Bastians are medium sized creatures. They gain no special bonuses or penalties due to their size.
Their base land speed is thirty feet.
Bastians gain one extra feat at 1st level.
Bastians gain four extra skills points at 1st level and one extra skill point at each additional level.
Automatic Language: Common, Bastok
Bonus Languages: Any (other than secret or magical languages, such as Druidic, Draconic, etc.)
Ability Scores: +2 Con
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Human (Vanathien)
Traits
Vanathien are medium sized creatures. They gain no special bonuses or penalties due to their size.
Their base land speed is thirty feet.
Vanathien gain one extra feat at 1st level.
Vanathien gain four extra skills points at 1st level and one extra skill point at each additional level.
Automatic Language: Common, Old Empire
Bonus Languages: Any (other than secret or magical languages, such as Druidic, Draconic, etc.)
Ability Scores: +2 Int
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.