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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.

NymTevlyn
June 3rd, 2007, 00:49
A new class to replace the bard.

Gleeman - This class is open gaming content.

Gleeman are consumate performers that excel at a variety of performing arts, styles, instruments, and even various forms of tumbling, juggling, and acrobatics. This all pales in comparison to the legendary court-bards that serve a patron noble or rich merchant in the political arena and the shady side of the law. They have also been known to serve as assassins.

Alignment: Any non-lawful
Hit Die: d6
Class Skills

The gleeman’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (10 + Int modifier) x 4
Skill Points at Each Additional Level: 10 + Int Modifier

Table: The Gleeman
The Gleeman uses a rogues table, except for specials, which are listed below.

Level - Special
1st - Sneak Attack +1d6, Renown
2nd - Evasion
3rd - Sneak Attack +2d6, Skill Bonus
4th - Uncanny Dodge
5th - Sneak Attack +3d6, Political Favor (minor)
6th - Skill Bonus
7th - Sneak Attack +4d6
8th - Improved Uncanny Dodge
9th - Sneak Attack +5d6, Skill Bonus
10th - Poison Use, Political Favor (moderate)
11th - Sneak Attack +6d6
12th - Skill Bonus
13th - Sneak Attack +7d6
14th - Skill Mastery
15th - Sneak Attack +8d6, Skill Bonus, Political Favor (major)
16th - Hide in Plain Sight
17th - Sneak Attack +9d6
18th - Skill Bonus
19th - Sneak Attack +10d6
20th - Political Favor (powerful)

Renown
A gleeman is always known by their trademark garb. While wearing their garb, they gain a +2 bonus to charisma based skills, but are much more likely to be recognized if someone is specifically looking for them. This renown grants others a +2 situation bonus to Gather Info, Knowledge skill checks about the gleeman.

Skill Bonus
At 3rd, 6th, 9th, 12th, 15th, and 18th levels, the Gleeman can choose one of the following skills and apply a +1 inherent bonus to that skill. The same skill may be chosen and the effects stack.

Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: History (Int), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Tumble (Dex).

Political Favor
Gleeman who remain in good standing with the ruling class of the various power centers of civilization, often gain favors from the rulers through various means, including blackmail. The political favor may be cashed in for help if the gleeman should find themselves in a bind and able to contact and convince the person owing them the favor to grant it. It is up to the DM to judge whether a favor asked is reasonable or outlandish.

NymTevlyn
June 4th, 2007, 01:10
So, if I moved the day this was played... would anyone be interested? Since a Sunday slot seems to be bust. I was thinking of moving it to either Tuesday or Wednesday evenings, starting at 8pm edt (1am GMT).

Dnarris
June 7th, 2007, 07:12
I did mean to ask you what books you were allowing for class options.

From what I read it seems that you've gone with just the PHB...just wanted to know.

NymTevlyn
June 7th, 2007, 07:19
Mostly just the PHB as modified above. Arcane casters are a definite no-no in this setting. While magic was once a powerful and valued ability, sorcerers involving themselves with demons back in the day kinda ruined it for everyone else and tainted the power upon which arcane casters draw from.

I have one player interested in playing that hasn't posted here. I've forgotten to ask when they want to play though. Heh. If there's something people want to play from another book, contact me over MSN or through this forum and I'll see what I can work out.

Dnarris
June 7th, 2007, 08:21
I might be interested in trying a class from the PHBII or perhaps from the complete series line excluding arcane casters.

Also, your campaign is it intended to be an ongoing campaign and what levels do you intend to advances the characters through.

I've always been interested in long running campaigns with epic level progression, but that seems to happen so rarely. Kind of starting to get bothered with getting characters to the early to mid teens and then having them thrown away.

NymTevlyn
June 7th, 2007, 08:23
I run campaigns until I run out of players.

Dnarris
June 7th, 2007, 08:28
I was going to IM you, but you're not logged on

NymTevlyn
June 7th, 2007, 08:40
NymTevlyn isn't my MSN address. Don't know why it's showing that on my profile here. Add grr_the_druid (at) hot-mail--dot--com.

NymTevlyn
June 9th, 2007, 23:30
Alrighty, got three players finally. Going to start the first game on Sunday the 17th at 8 pm eastern daylight time (-4 GMT or something like that). Still room for a couple more if anyone is interested.

NymTevlyn
June 10th, 2007, 00:05
Changes to Skills from Unearthed Arcana

Instead of spending skill points individually, each character has a number of skills that are always considered to be at max rank, each time they gain a level. In addition, the character may take a feat to learn two new skills, or make one cross-class skill a class skill. The list below is the correct number of skills all classes begin with, not including racial or intelligence modifiers. Finally, knowledge skills are class skills for every class.

Barbarian - 6
Cleric - 10
Druid - 8
Fighter - 6
Gleeman - 10
Monk - 8 (Monks must be from Kiren Vale)
Paladin - 8
Rangers - 8
Rogue - 12
Swashbuckler - 8

Skill Training (General)
Upon taking this feat, choose two new skills as trained skills. These skills, like all trained skills, are assumed to have a number of ranks equal to the character's level + 3.

NymTevlyn
June 13th, 2007, 00:01
The game is currently full.

NymTevlyn
June 13th, 2007, 00:28
Religion in Aeris

The dwarves worship a being called Grom, drawing their divine strength from it. Humans and half-dryads don't follow any named deity. Instead they draw their strength from what they call Radiance. The Church is a powerful organization in Vanathiel, but has faced much trouble attempting to convert the people of Bastia, who simply don't care to worship anything. Clerics that are not part of the Church are branded as heretics and hunted down by the Witch Hunters.

Domains
Just choose any two. There are enough sects within the hiearchy of the Church of Radiance to allow for any combination.

NymTevlyn
June 17th, 2007, 23:15
First game tonight! The server is up at 'loud gate cold vest'.

-edit-
Small change to how skills and the new feat works. There are no class skills or cross-class skills anymore. They're either trained or untrained. Trained skills are automatically considered to be at maximum rank always and the homebrew feat is called Skill Training. Gives you two more skills you can use.

So just use the modified list of skill points in this thread and choose that many skills for your character. Think of it as a way to individualize your character from other members of that class.

NymTevlyn
June 24th, 2007, 22:34
Game tonight! Got room for a couple more players if anyone still has any interest.