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View Full Version : The Fractured Lands Campaign Setting [W.I.P., Please Evaluate And Critique Honestly]



Reality Glitch
2013-12-28, 06:51 PM
Table of Completed Contents and Future Plans
This is the original thread that I had originally posted my custom race in, if you, they were a tad to powerful/much for most of the people I Presented it to, so I've scrapped that semi-failure and am staring anew. If you want to purose thr scrapped material, I'll give it it's own section later. For now I'm going to take that the initial idea I had posted and put it into the context of the setting from which it came.Space, the final frontier. Even w/in the confines of most prime-material planes it is a vast endlessly expanding void w/ countless celestial bodies moving away from each other at incomprehensible speeds. This thread, though is concerned w/ only too things: One specific corner of space, and the exploration of the rest of it (baring planar travel); so grab you lightsabers and tricorders and let's dive in.

What you need
This thread use material for most 3.5 book out there, and reading all of it is, you know, impossible, though a few things will get minor explanations here and there. The only required readings are, of course, the PHB, DMG, and MM; but this also assumes you've read the 3.0 campaign setting Dragon Star, which this thread is the spiritual successor to, but is it's own, separate, stand alone setting (which is intended to be connected w/ any and every other setting by the vastness of space). Dragon Star gives you rules for starships, gravity fluxes, radiation damage, robot and soulmechs, and plenty of other mechanical and flavorful Science/space fantasy goodies.
The Fractured Lands Setting is an inter galactic crossroads for many space faring civilization, as such all life that walks upon its surface falls under one of two main categories: Natives and Offworlders/Aliens. Though now would be a good time to explain the difference between Race and Species as this book defines them.

Species (which this book uses almost exclusively for because of the definitional differences explained here) are separate kinds of organisms which are distinct from each other and can't interbreed, though they many still try if their "parts" match. Hybrids of different species can be created in labs or through magic (or in the case of most dragons (minus the ones in here) be magic), but it is biologically impossible by normal means.

Races (which every other D&D source use to mean both Race and Species) are major differences if a species, sometimes even to the point of different subspecies, but they can still mate and provide fertile offspring, this is the case w/ most Player's Handbook races: Humans are baseline, Elves are pointy-eared forest-dwelling humans, Dwarves are stout Mountain-dwelling Humans, Halflings are short plains-dwelling humans, Gnome are short Elves, or Pointy-eared halfling depending on who you asked, Giants are, well, giant humans, etc., etc., blah blah blah.There are many sapient species native to the fractured lands, most of them different kinds of Anthorpomorphic animals, and most split between seven main factions: the Drakin Empire, the Tyconite Swarm, the Evertower Cabal, the Berserker Tribes, the Sliver Hives, the Mechinon Project, and Arcnia's Core; and plenty, Anthro or otherwise, who don't side w/ anyone, called wanderers, since remaining neutral tends to exile one to nomadic lifestyles.Also known as anthros, anthromorphs, animal-people, or furries (that last might or might not be offensive depending on how the individual feel about the culture it originated from), thought there is no 100% politically correct term for them besides calling each one by its own species name. Anthropomorphic animals are the most common an diverse life in The Fractured Lands (though, that is like saying the same about Earth animals) and are found in much the same climates as their Earth counterparts. There are even Anthros of otherwise mythological creatures! Fractured Land Anthros use a slightly tweaked version of the Savage Species template and are each still separate species after applying the template. Some Sample species are presented here and the full template can be found in the New Monster section.

Honey Badger Racial Traits
+4 Str, +4 Dex, +4 Com, +4 Wis: Badgers are mean and quick and though and don't give a ****.
Monstrous Humanoid: Badgers can't be affected by effects that only afffect Humanoids, such as charm Person.
Small: As a Small creature, a Badger gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Badgers have a Base Speed of 30 feet and a Burrow Speed of 10 feet.
Badgers have Low-light Vision.
Badgers get +4 to Escape Artist Checks.
Rage (Ex): Whenever a Badger take damage in combat, it flies into a berserk rage on its next turn. Clewing and biting madly until either it or it's opponent is dead. She gets +4 to Str and Con, and -2 to AC. Badgers cannot end this rage voluntarily, nor fly into it if they are raging for another reason (such as a barbarian's Rage class features).
Level Adjustment: +3
Favored Class: Barbarian.

Bat Racial Traits
-4 Str, +6 Wis, -2 Cha: While they are unparalleled at nighttime activity, they are not built for physical scuffles and their bizarre facial features tend to creepy-out people who don't spend a lot of time around them.
Monstrous Humanoid: Bats can't be affected by effects that only affect Humanoids, such as charm Person.
Small: As a Small creature, a Bat gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Bats have a Base Speed of 5 feet and a fly speed of 20 feet w/ average maneuverability.
Bats have Low-light Vision and Blindsense out to 20 Feat.
Bats get +4 to listen and spot checks as long as they're blindsense is functioning properly.
Level Adjustment: ±0
Favored Class: Druid.

House Cat Racial Traits
-4 Str, +2 Dex, +2 Wis: Their small size inhibited their capacity for brute force, but are agile and effective hunters.
Monstrous Humanoid: Cats can't be affected by effects that only affect Humanoids, such as charm Person.
Small: As a Small creature, a Cat gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Cats have a Base Speed of 30 feet.
Cats have Low-light Vision.
Cats get +4 to Climb, Hide and Move Silently checks and+8 to Balance and Jump Checks.
Cats Use Dexterity instead of Strength for Climb and Jump.
Cats Have a Claw natural weapon of 1d4 damage.
Cats have Weapon Finesse for their Claws as a bonus feat.
Level Adjustment: +1
Favored Class: Rouge.

Common Dog Racial Traits
+6 Str, +4 Dex, +2 Con, +4 Wis: Dogs are exceptionally physically fit and are great pack hunters.
Monstrous Humanoid: Dogs can't be affected by effects that only affect Humanoids, such as charm Person.
Medium: Dogs get no bonuses or penalties for size.
Base Land Speed of 30 feet.
+1 Natural Armor.
Dogs have Low-Light Vision.
Dogs Get +4 to Jump Checks.
Dogs get +4 to Survival Checks made to track by sent.
Dogs have a bite natural weapon of 1d6 damage.
Level Adjustment: +2
Favored Class: Ranger.

Toad Racial Traits
-4 Str, -2 Dex, +2 Wis, -2 Cha
Monstrous Humanoid: Toads can't be affected by effects that only affect Humanoids, such as charm Person.
Small: As a Small creature, a toad gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Toads have a Base Speed of 20 feet.
Toads have Low-light Vision and are amphibious.
Toads Get +4 to Hide checks.
Level Adjustment: ±0
Favored Class: ClericPersonality
They are a warrior race while paradoxically striving towards the ideal of a world w/o hostility. They are open a friendly to everyone by default, but swift in punishment of those whose mean harm. The also make great diplomats because of their telepathy enabled empathy, they can "see" everyone else's sides of the argument and play the metaphorical devil's advocate simultaneously. On the field war those that survived are offered chances at redemption, but otherwise, they are ruthlessly efficient hunters.

Physical Description
Drakin have a cast system that allows for a wide variety of body types and abilities, most other features varies wildly from individual to individual. Most are bipedal dragonoids w/ a mass of pollen stalks on top their heads that resemble human hair, though a drakin might style it to look more like actual horns or spines of some sort. In place of eyes, they have a chameleonic patch of their epidermal layer that they can use to display relatively simple images.

Drakin never die of old age and never stop growing as they get older, they also gradually shift into more and quadrupedal stance until they resemble Earth Dragons.

Relations
Drakin, by nature, try to have as good of a relation as possible w/ as many as possible, thought they are completely aware that they can't please everyone. Upon first contact they will show the utmost hospitality (w/in reason).

Alignment
Unless a drakin defects, the alignment will always be Lawful Good, Neutral Good, or Chaotic Good or on the extremely rare occasion Lawful or true neutral. Defectors are always Chaotic or true neutral or some form of Evil.

If you are using the M:tG color wheel variant (this thread assume that you are), both regular and defector Drakin can be of any combination of colors.

Lands
The Drakin Empire is always expanding, meaning that their lands are many and varied, w/ other settlements interspersed.

Religion
While they will acknowledge the existence of deities they tend to not practice religion in general as their own creation myth(s) don't involve personified higher powers. Those who do take up "divine" classes draw on their belief in themselves and/or those around them instead.

Language
Drakin don't have language, nor can they understand any spoken language on their own. They can't understand written language on their own unless it can be read through touch alone (such as engravings or braille). Their primary form of communication is the telepathic transmission of pure thought, the concepts around which other beings would create words and other mental constructs.

Names

W/o language drakin don't have names the way other races do. When these other races attempt to lingually comprehend a drakin identifying another drakin, what comes out is always one or two six or seven character (including apostrophes if any) individual name(s) followed by a three or four letter (no apostrophes) family name; some impossible to actually pronounce conveniently. Sometimes a third/forth name w/ no apparent convention will be mentioned, this is describing the location of current residence.

Drakin Racial Traits
* +2 to any one ability and any one skill each chosen at character creation: Drakin have a biological caste system built into their XNA (http://en.wikipedia.org/wiki/Xeno_Nucleic_Acid), this means different individuals will have different qualities from birth.
* Plant (Reptile): Drakin are Plants w/ the Reptile subtype; as such they can not be subject to effects that solely effect humanoids such as Hold Person, but are subject spell like Command Plant as long as they can get around their immunity to mind-affecting effects. Drakin have plant traits that aren't superseded by one of the below, this includes: immunity to all mind affecting effects, poison, sleep effects, paralysis, polymorph, stunning, and critical hits and do not need to Sleep, though they must still eat, drink, and breath. Even though it does not sleep, it must still rest in some way to regain abilities such as spell if their "class" tells them to, except they must rest for approximately 10 hours to gain the effect of an 8 hour sleep/rest.
* Plant (Psionic): Drakin are plants w/ the psionic subtype.
* Medium: Drakin get no benefits or drawbacks for its size.
* Drakin's base land speed is 30 feet.
* Telekinetic Sense (Ps): Drakin do not have normal sight or hearing, instead they use a specialized form of telekinesis, giving them 360 tactile blindsight out to the same ranges and w/ the same bonuses and penalties for distance as sight and hearing that doesn't need line of effect to work (allowing the perseption inside closed containers).
* Telepathy (Ps): As there primary form of communitation drakin can send and recieve the thoughts of others, at a distance of up to 500 feet under earth-like conditions, or longer or shorter depending of the strength and proximity of nearby psionics warping effects (including magnetic fields). Drakin can also relay such telepathic signals through heir own ability allowing communication over any distance as long as there a others to cover the distance. They use Detect Minds as a psi-like ability at-will. They may use it to "speak" verbal spell components.
* Wings: Darkin have wings, but feats are needed for this trait to provide any benefit.
* Ambidextrous: Neither hand is a Drakin's off-hand. (This means they never suffer penalties for wielding a weapon w/o the light property in their of hand.)
*Breath Weapon (Ex): Drakin can fire a breath weapon as a full-round action. This does 1d6 damage of a type determined at character creation to all creatures in a 15ft cone who fail your choice of a Fortitude, Reflex, or Will save chosen at character creation vs. a DC of 10 plus the ability modifier of the score increace by the racial traits.
* Caste System: Choose a Caste from the list below, this is the caste it biologically belongs to. The drakin adds all spells, power, manuevers, soulmelds, etc. from the drakin list and the matching caste list to all of its classes' lists and gains any other indicated bonuses.
* Drakin Training: Drakin must take the Technical Proficiency, Biological Proficiency as bonus feats. As these feats are normally free to any character, this trait only denies them the choice to opt out. Drakin are also proficient w/ weapons of their people the most common are Buster Swords, Ring Blades, and special Drakin-made weapons: the Rouge's Saber (a long sword w/ a metal ring in place of a handle and pommel), a high-powered anti-flight crossbow known as a Dragon Bow, and robotic suit of high-tech armor callled an encounter suit; as well as the Biological counter parts of anything they have proficiency w/.
* Namelessness: See this truenaming fix (http://www.giantitp.com/forums/showthread.php?t=90961) for details.
* Neuro-electric Discharge: Drakin can remove and place upon themselves the Magnetized condition at-will as a free action.
* Psi-spirit: When a Drakin dies, it always creates a ghost, but uses a slightly tweaked variant of the template.
* Language: Telepathy. Drakin can't learn spoken or written languages, but can understand them while in the presence of minds that can.
Favored Class: Drakin Caste Prgression. Drakin who take their Racial Hit Dice as class levels do not count them when determining multiclass penalty
Level Adjustment: +1

Vital Statistics
Table: Drakin Random Starting Ages
{table=head]Adulthood|Simple|Moderate|Complex
6,333 1/3 years|+0|+0|+0[/table]
Table: Drakin Aging Effects
{table=head]Middle Age1|Old2|Venerable3|Maximum Age
7,916 2/3 years|11,875 years|15,833 1/3 years|N/A[/table]
1. At middle age, +1 to Str, Dex, Con, Int, Wis, and Cha.
2. At old age, +2 to Str, Dex, Con, Int, Wis, and Cha. Size becomes
3. At venerable age, +3 to Str, Dex, Con, Int, Wis, and Cha.
Table: Drakin Gender Ratios
{table=head]♂♂♂♂♂♂|♂♂♂♂♂♀|♂♂♂♂♀♀|♂♂♂♀♀♀|♂♂♀♀♀♀|♂♀♀♀♀♀|♀♀♀ ♀♀♀
Greater Male|Male|Lesser Male|Hermaphrodite|Lesser Female|Female|Greater Female[/table]

Caste Benefits Aerial (Your breath weapon fills your Limit Gauge eqaul to the average damage dealt to all targets) Beast-of-Burden (Gain 1 essentia and for each essentia invested in your Breath Weapon, the saves against it are made at -2) Bioficer (gain One extra Mutation) Brood (May bind one extra soul of the dead as per the Soul Binding Feature) Cognition (Gain 2 power points and may augment your Breath weapon for 2pp to stun each target that fails its saving throw) Duelist (1/encounter you may take a 5ft. step before and/or after the breath weapon as part of the same action to breath it) Elemental (Subtype and Bonus Based on Element), Lifestream (Flux) Manabound (1/encounter may increase breath weapon to a 30ft. cone), Metallurgist (Gramarie), Warp (Psychic), Royal (Radiant) Shadow (1/day breath weapon is a zone of darkness as per the spell) Truethinker (May use Telepathy to "speak" Truenames) Warchanneler (1/encounter may change breath weapon to a 15ft. diamiter cloud centered anywhere w/in 25ft.) Worldsoul (1/encounter may have breath weapon Immobalize all targets that fail its saving throw)

Elemental Subtypes and Benefits[list] Acid/Water: Can breath air and water w/ equal ease. When it would gain Glide and Flight as bonus feats it gains Swiming as a bonus feat instead. Fire/Fire: Does not suffer negative effects of heat other than fire damage. Sonic/Air: Gain Glide and Flight as bonus feats. When it would gain Glide level 3 it gains Flight instead. Force/Earth: When it would gain Glide and Flight as bonus feats it gains Dig as a bonus feat instead. Radiation/Radiation: Can survive indefinitely in a vacuum. Psychic/Psionic: It gains one 1st level psionic power as a psi-like ability usable 1/day or a daily psychic talent. Electric/Chaotic: Resistance to Electricity 5. Radiant/Good: Each use, you may choose to heal the targets of your breath weapon instead. Necrotic/Evil: Each use, your may choose to deal corruption or sanity damage w/ breath weapon instead. Cold/Lawful: Does not suffer negative effects of cold other than cold damage. Disruption/Void: Breath weapon deals double damage to inanimate objects. Untyped Arcane/Dragonblooded: You gain an amount of Spell, Power, and Name resistance each equal to 5%/level. (Maximum 100% at level 20)

Defectors [Not Started]
Gremlins [Not Started]
Mechinon [Not Started]
Vector [Not Started]OffworldersAnti-Psi
Psyker
Seeker
WardenSkills and Feats [Not Started]
Subsystem Explanations [Not Started]

Returning

Vancian Casting

Arcane
Divine
Incarnum Meldshaping
Psionic Manifesting
Invoking Magic
Pact Binding
Shadow Shadowcasting
Fixed Truename Vocalizing
Sublime Martial Aptitude
Limit Gauge Depletion
Radiant Evoking
Gramarie Building
Others
New

Primal Vancian Casting
Psychic Usage

Psychic vs. Psionics
Subsystem Expansions [Not Started]

Returning

Vancian Spells

Arcane
Divine
Incarnum Soulmelds
Psionic Powers
Invoker Invocations
Pact Vestiges
Shadow Mysteries
Fixed Truename Utterances, Incantations, and Recitations
Sublime Martial Maneuvers
Limit Breaks
Radiant Illumination
Gramaric disciplines
Others
New

Primal Vancian Spells
Psychic Talents
Magic, Psionic, Technological, and Biological Items and Equipment [Not Started]
New Monsters [Not Started]

Planetside

Tyconites [Not Started]
Sirens [Not Started]
IN SPACE....

Debihuman
2014-01-18, 07:38 AM
There is no ambidexterity feat in 3.5. That's a holdover from 3.0.


See Universal Racial Traits


* +2 to any one ability and any one skill each chosen at character creation: Drakin have a biological caste system built into their XNA, this means different individuals will have different qualities from birth.

This is fine


* Plant (Extraplanar): Drakin are can not be subject to effects that solely effect humanoids such as Hold Person. As natives of a Far off Galaxy, drakin have the extraplanar subtype while they are in this galaxy or on any other plane besides the drakin’s home plane. This makes them vulnerable to certain effects that might force them back to their home plane (which send them to the appropriate galaxy in this Prime Material plane). Drakin have plant traits that aren't superseded by one of the below, this includes: immunity to all mind affecting effects, poison, sleep effects, paralysis, polymorph, stunning, and critical hits and do not need to Sleep, though they must still eat, drink, and breath. Even though it does not sleep, it must still rest in some way to regain abilities such as spell if their "class" tells them to, except they must rest for approximately 10 hours to gain the effect of an 8 hour sleep/rest.

They are susceptible to spells that target Plants. Command plants for example.


* Plant (Reptile): Drakin are Plants w/ the Reptile subtype.
* Plant (Psionic): Drakin are plants w/ the psionic subtype.
* Medium: Drakin get no benefits or drawbacks for its size.
* Drakin's base land speed is 30

These are all fine.


* Telekinetic Sense (Ps): Drakin do not have normal sight or hearing, instead they use a specialized form of telekinesis, giving them 360 tactile blindsight out to the same ranges and w/ the same bonuses and penalties for distance as sight and hearing that doesn't need line of effect to work (allowing the perception inside closed containers).

This is where you get into trouble. Telekinesis doesn't work like that. Telekinesis allows you to move objects. It has nothing to do with sight.

You aren't clear what tactile blindsight is. Do they feel tremors in the air or something?

What you've done is given them better than Blindsight but that negates the point of them being blind and deaf so why bother? This should probably be fluff rather than a trait since you aren't giving them the drawbacks of being blind and deaf (see below). What is the difference between this and normal sight and sound?

If they are blind and deaf, you need to add the following. If Tactile Blindsense negates these then it's just fluff and don't bother making it a trait.

Blind (Ex): The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blind character. Characters who remain blind for a long time grow accustomed to these drawbacks and can overcome some of them.

Deaf (Ex):A deaf character cannot hear. She takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deaf for a long time grow accustomed to these drawbacks and can overcome some of them.


* Telepathy (Ps): As their primary form of communication drakin can send and receive the thoughts of others, at a distance of up to approximately human earshot under earth-like conditions, or longer or shorter depending of the strength and proximity of nearby psionics warping effects (including magnetic fields). Drakin can also relay such telepathic signals through heir own ability allowing communication over any distance as long as there a others to cover the distance. They also have Mindsight as a Bonus Feat. (see Lords of Madness).

+1 bonus feat...I'm sensing a a problem with this already. This feat is potentially an evil act (spying or at least invading a person's privacy).

Do they need a common language? Just give them a standard telepathy range 500 feet is more than enough. Can they communicate with more than one creature at a time?


* Drakin Training: Drakin gain Technical Proficiency, Biological Proficiency as bonus feats.

How do you justify giving out 2 more bonus feats without LA?


* Ambidextrous: Drakin have Ambidexterity as bonus feats.

Remove this since 3.5 doesn't have this feat at all


* Wings: Darkin have wings, but feats are needed for this trait to provide any benefit.

This is fine

* Namelessness: As Spell Immunity, but against truenaming

This is a problem since truenamers don't cast spells. I recommend removing this.


* Drakin can't learn spoken or written languages, but can understand them while in the presence of minds that can.

This has no game mechanic so it is fluff not a trait.



Favored Class: Racial HD.

This needs to specify an actual class not Racial Hit Die.



Level Adjustment: +0, but Drakin must complete the drakin racial progression below before taking a caste-progression or class level.

How do you play this at first level?

Debby