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Nocte
2007-07-22, 07:24 PM
Intro:

Concept: There are nine elements, fire, earth, wind, water, darkness, cold, sound, electricity and light. The forces struggles to maintain balance.

On the beginning, there was only one god, Nonagram was his name. He split himself into nine elements in order to improve himself. The nine parts of the great god became nine gods. This gods also wanted a way to improve. For this reason, they made a huge effort in order to create sentient creatures to live and die on a quest to be better persons, and to go back to their respective gods when they die.

Index

1. Player Races
2. Places
3. Creatures and NPC's
4. Variants and rules

Nocte
2007-07-22, 07:26 PM
Player Races

Gnomes (Air)

http://img265.imageshack.us/img265/3415/gnomeairxb0.gif

Gnomes are natives of Yueltiayemey, they are an intellectual race of inventors and scholars.

Physical Description: Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin is usually pale with brown tones, their hair is fair, the color of their eyes and hair always match and can range from black to blue and green. Gnomes wear colors from black to white, their clothes are fancy and complex. Males and females where the same kind of clothes. Gnomes loves piercings of any kind and size. Gnomes reach adulthood at about age 20, and they live about 700 years, though some can live almost 1000 years.

Racial traits:
- +2 Constitution, -2 Strength. +2 intelligence, - 2 wisdom.
- Small: A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
- Gnome base land speed is 20 feet.
- Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Academic training: Knowledge skills are always class skills for gnomes.
- Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
- +2 racial bonus on disable device.
- +2 racial bonus on Knowledge (history) checks.
- +2 racial bonus on saving throws effects of Wind.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Dwarves (Earth)

Dwarves are a martial race. They are miners and warriors. They craft most of the weapons and armors of the continent. They are natives of Yueltiayemey mountains.

Physical Description: Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarven females are not so compact and look more like muscular humans. Dwarven skin and hair usually ranges from brown to gray, like earth and stones there are a great variety of colors. They use long hair and long beards. Dwarves like to use metalic clothes and armor. They like big belts and heavy boots. Dwarves reach adulhood at abuto age 40, due to their martial inclination no dwarf lives more than 200 years, but there are a few that live to be more than 400 years, the very good warriors.

Racial traits:
- +2 Constitution, -2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- 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: Dwarven waraxe.
- 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).
- +1 dodge bonus when fighting defensively with a shield. +2 in total defense.
- +2 racial bonus on saving throws against earth.
- +2 racial bonus on saving throws against poisons.
- +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 Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Halflings (Fire)

http://img413.imageshack.us/img413/4425/halflingfirerz5.gif

Halflings came long ago from an island of the north. They live breeding fire creatures near the land of Aesseief and the Waermossd volcano. They used to have a city on the south, Eimeissos, but that city was destroyed on the invasion.

Personality: They are curious and they always seek new exciting experiences. They view life like a short flame, therefore to live a dangerous exciting life and to taste all pleasures and extremes of it, is the only way to really experience it. But they value things like family and childhood. No halfling can take great risks until adulthood when everyone is responsible for self caring. Not normally aggressive, when provoked a halfling can fight to death. They prefers death over captivity or boredom. They are quick to make friends. But to betray a halfling is to make an eternal enemy.

Physical Description: Halflings stand about 3 feet tall usually weigh between 30 and 35 pounds. Their skin is ruddy, and they hair ranges from brown to black. They have brown or black eyes. Halfling men often have long sideburns. They don´t have beards nor mustaches. They like to wear few clothes. A halfling reaches adulthood at the age of 20 and no one knows their maximum life span because they usually die because of their love for danger.

Racial traits:
- +2 Dexterity, -2 Strength.
- Small: A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
- Halfling base land speed is 30 feet.
- Hiperactive: Halfling are very hiperactive, they cant be quiet for a moment, so they need to eat twice the rations of a human to mantain their metabolism, they get a -1 racial penalty to Constitution checks made to avoid nonlethal damage from starvation or thirst. Also when they sleep they do it deeply so they get a -20 to listen instead of the normal penalty and double the normal penaltie if they don't sleep. They gain + 1 racial bonus to Constitution checks made to continue running and Constitution checks made to avoid nonlethal damage from a forced march. Besides of being Small a Halfling needs food and water twise as a Medium creature.
- Quick Stride(Ex):Once per day a Halfling can increase her base land speed +10, for a number of rounds equal to his constitution modifier. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this ability affects your jumping distance (see the Jump skill). At the end of the effects of this ability she becomes fatigued for the duration of the current encounter. When a halfling uses this ability her hair and eyes become more reddish for the duration of the effect.
- +2 racial bonus on saving throws against fire effects.
- +1 racial bonus on saving throws vs fear effects.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Gnome, Goblin, and Orc.

Elves (Darkness)

http://img405.imageshack.us/img405/9660/elfdarknessxu6.gif

Elves are a secretive race. They have secret cities that no one knows. When an elf leaves her city, the location of the city is erased from her memory, and only one hundred years later they remember where the city is, at that time they must go to the city as soon as possible. And elf never willingly reveals the location of her city.

Racial traits:
- +2 Dexterity, -2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Inmunity to sleep.
- Dark vision 60ft.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- +2 to move silently and hide checks.
- +2 to saving throws against darkness effects
- Spell-Like Abilities: Elves can use darkness as a spell like ability once per week.
- Light Blindness
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Kobolts

Kobolts are a race of reptilian humanoids that survives everywhere. They are seen as coward and tricky but normally tolerated by the other races.

Racial traits:

General racial traits:

- -4 Strength, +2 Dexterity, -2 Constitution.
- Small: A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
- A kobold’s base land speed is 30 feet.
- - 1 penalty to saving throws versus fear.
- +1 natural armor bonus.
- Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.


Aquatic (Water)

- Color: Blue
- +4 racial bonus on Swim checks.
- +4 to constitution checks to hold her breath.
- +2 saving throws against water.


Arctic (Cold)

- Color: White
- +2 racial bonus on balance and survival checks.
- +4 to fortitude saving throws against cold wheater.
- +2 saving throws against cold.


Desert (Fire)

- Color: Light Brown
- +2 racial bonus on sense motive and survival checks.
- +4 to constitution checks against Starvation And Thirst.
- +2 saving throws against fire.


Forest (Earth)

- Color: Green
- +2 racial bonus on listen and move silently checks.
- +2 saving throws against acid.
- Low light vision.


Marsh (Water)
http://i60.photobucket.com/albums/h24/solarturtle/kobaldsm.png
avatar by Dr.Bath

- Color: Dark brown
- +2 racial bonus on swim and move silently checks.
- +2 saving throws against acid.
- Dark vision 60 ft.
- Light sensitivity


Mountains (Earth)

- Color: Gray
- You gain a +2 competence bonus on Climb and Jump checks. Mountain kobolds always add their Dexterity modifier to Climb and Jump checks instead of their Strength modifier.
- Low light vision.


Plains (Earth)

- Color: Yellow
- You have a +2 competence bonus on spot and listen checks.
- +1 to reflex, and fortitude saving throws.


Jungle (Shadow)

- Color: Light Green
- +2 racial bonus on survival, climb and jump checks.
- +4 to saves vs poison.
- Low light vision.


Volcano (Fire)
http://i60.photobucket.com/albums/h24/solarturtle/kobalds.png
avatar by Dr.Bath

- Color: Red
- +4 racial bonus on intimidate checks.
- +2 saving throws against fire.
- Dark vision 60 ft.


Underground (Darkness)

- Color: Black
- +2 racial bonus on disable device.
- +2 to fortitude, will and reflex while in darkness.
- Dark vision 60 ft.
- Light blindness

Nocte
2007-07-22, 07:29 PM
Places

The continent of Yueltiayemey


http://img162.imageshack.us/img162/8720/yeltiayemey3xb4.jpg

Time line of Yueltiayemey (From gnomes point of view):

- 9000 (Approximately) Discovery of writing. The start of history recording
- 8300 Discovery of engineering.
- 7910 First contact with humans.
- 7521 Halfling arrival to the continent.
- 7333 First contact with Dwarves.
- 7332 The first war between gnomes and dwarves.
- 7220 End of the fist war
- 7215 The second war between gnomes and dwarves.
- 7201 End of the second war
- 5159 The third war between gnomes and dwarves.
- 5154 Humans discovery of the Big strange monument and foundation of the human Kingdom of Ayelief
- 5148 The beginning of the human-gnome alliance against the dwarves.
- 5146 The beginning of the Halfling-dwarf alliance against the gnomes and humans.
- 5140 End of the third war
- 4142 Dwarven discovery of Iron
- 4036 The forth war between the alliance of Humans, Halflings and gnomes against the Dwarven Empire.
- 3939 The alliance won the forth war
- 3119 The war of the North mountain. Dwarves vs Goblins
- 3012 The Dwarves won the war of the North mountain. Foundation of the city Endur on the North mountain.
- 2058 The Dwarves agree to give the peaks of the North mountain to the Gnomes
- 2056 The fundation of Narrt Ûeindus the city of the North peaks
- 1559 Dragons destroys Endur and Narrt Ûeindus.
- 20 The people from the eastern continent known as Lacielans invade Yueltiayemey.
- 19 The halfling city of Eimeisso is destroyed by the Lacielans
- 17 The kingdom of Ayelief is destroyed.
- 15 Dwarvens, halflings and human refugees build the wall of Piayaridi.
- 11 The gnomes enter the war against the Lacielans
- 10 The invasion is stopped at Piayaridi.
- 8 The leaders of the Lacielans are mysteriously killed.
- 0 The invaders are banish from Yueltiayemey. The dwarves starts the destruction of the land bridge to the eastern continent.
- 5 The dwarves finished the destruction of the land bridge. The senate of Piayaridy is created.
- 9 Present day.
The city of Piayaridy

The square
The Senate
The Hospital
The Happy Hotel
The Great market
The Agency of sponsorship
The Adventurer's supermarket
The academy of magic
The Cathedral
The guards barracks
The Cuisine de la Memé restaurant
The Mc. Kobolt restaurant
The poor district
The mercantile district
The gnomish district
The dwarven district
The rich district


The nation of Aessief

The Gnomish nation of Ûaserduaen

The Dwarven Kingdom of Gruot Kindaom

Narrt Ûeindus

Endur

Ruins of Ayelieff

Ruins of Emeissos

The old port city

The city of Exallet

Nocte
2007-07-22, 07:30 PM
Creatures and NPCs

Gods:
All gods are True Neutral.

Aeaephyrrclus
Domains: Air, Artifice

Velsrra
Domains: Fire, Chaos

Earth
Domains: Earth, Law

Darkness
Domains: Darkness,

Water
Domains: Water,

Sound
Domains:

Light
Domains: Sun

Electricity
Domains:

Cold
Domains:

Demigods:

Death
The angel of death is the one who separates the souls from the bodies of the death. And guides them to their after life.

Poison

Creatures:

Lacielans

Racial traits:

- -2 Constitution, +2 wisdom, +2 intelligence.
- Medium: As Medium creatures, Lacielans have no special bonuses or penalties due to their size.
- Lacielans base land speed is 30 feet.
- Inmunity to sleep.
- Weapon Proficiency: Lacielans receive the Martial Weapon Proficiency feats for the longsword and great sword.
- +2 to spot and search checks.
- -2 to racial penalty to listen checks.
- +2 to saving throws against light effects
- Spell-Like Abilities: Lacielans can use daylight as a spell like ability once per week as a spellcaster of the lacielan character level. These ability work like the spells except that it can only be cast on the lacielan skin instead of an object. A lacielan needs to expose part of her skin (a hand for example) in order to use this ability.
- Glow: The skin of lacielas permanently glows shedding bright light in a 10-foot radius (and dim light for an additional 10 feet). This gives a lacielans a -8 racial penalty to hide when exposing her skin and a -2 penalty when her skin is covered with black clothes.
- Automatic Languages: Common and Lacielan. Bonus Languages: Draconic, Gnome, Goblin, halfling, and elven.

Elbleen

Zerians

Greaniul

Alacyanloc

Troll
Troll
Size/Type: Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class —
Level Adjustment: +4

Trolls as characters

- +12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
- Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A troll’s base land speed is 30 feet.
- Darkvision out to 60 feet and low-light vision.
- Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
- Racial Skills: A troll’s giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
- Racial Feats: A troll’s giant levels give it three feats.
- +5 natural armor bonus.
- Natural Weapons: Claw (1d6) and bite (1d6).
- Special Attacks (see above): Rend, damage 2d6 + 1½ times Str modifier.
- Special Qualities: Regeneration 5, scent. In order to fuel her regeneration, a troll must eat a total number of creatures equal to a total of 5hd per day. If a troll don't eat the total hd of creatures, her regeneration is decresed to the total number of hd she had eaten, for the next day.
- Automatic Languages: Giant. Bonus Languages: Common, Orc.
- Level adjustment +4.

Shadow Trolls


Troll
Size/Type: Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, Spell-like abilities, Elemental power(once per day +1d6 darkness damage)
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent, Hide in plain sight(Su), Sun curse(ex).
Saves: Fort +11, Ref +4, Will +3 (+3 vs darkness, -1 vs light)
Abilities: Str 23, Dex 14, Con 23, Int 10, Wis 9, Cha 6
Skills: Listen +5, Spot +6, hide +7, move silently +7
Feats: Alertness, Iron Will, Elemental power
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class —
Level Adjustment: +6

Spell-like abilities: Shadow troll can use the following spell-like ability once per day: darkness. Caster level equals the troll’s class levels.

Hide in Plain Sight (Su)

A Shadow Troll can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Shadow Troll can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Sun curse(ex)
Under daylight, a Shadow troll becomes like rock, she becomes paralyzed and looses her regeneration, but she gains spell resistance of 20 + Shadow troll total hd (including those granted by class levels), Inmunity to fire and acid, and damage reduction of 15 + troll total hd.

Shadow Trolls as characters

- +12 Strength, +4 Dexterity, +12 Constitution, -2 Wisdom, -4 Charisma.
- Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A troll’s base land speed is 30 feet.
- Darkvision out to 60 feet and low-light vision.
- Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
- Racial Skills: A troll’s giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Listen, spot, hide and move silently.
- +2 racial bonus to hide and move silently checks.
- Racial Feats: A troll’s giant levels give it three feats.
- +5 natural armor bonus.
- Natural Weapons: Claw (1d6) and bite (1d6).
- Special Attacks (see above): Rend, damage 2d6 + 1½ times Str modifier.
- Special Qualities: Regeneration 5, scent, Sun curse(ex), Hide in plain sight(su).
- Automatic Languages: Giant. Bonus Languages: Common, Orc.
- Level adjustment +6.

Firebull
http://i60.photobucket.com/albums/h24/solarturtle/firecow2.png
avatar by Dr. Bath

Firecow
http://i60.photobucket.com/albums/h24/solarturtle/firecow.png
avatar by Dr. Bath
Size/Type: Medium/Magical Beast(Fire)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 12 (+0 Dex, +2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Bite -4 melee (1d2)
Full Attack: Bite -4 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, immunity to fire, vulnerability to cold
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 10, Dex 10, Con 12, Int 2, Wis 11, Cha 4
Skills: Balance +2, Listen +3, Spot +2
Feats: -
Environment: Temperate plains
Organization: Domesticated or herd (6-30)
Challenge Rating: 1/8
Advancement: —
Level Adjustment: —


FireBird

Giant Rabit
SIZE TYPE (Medium Animal)
HD 1d8(Average HP)
Speed 60 ft. (12 squares)
Init: +2
AC 12; touch 12; flat-footed 10
(+2 dex)
BAB +0; Grp +2
Attack Bite -2 melee (1d6+2)
Full-Attack Bite -2 melee (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks -
Special Qualities Low-light vision, scent
Saves Fort +4 Ref +4 Will +1
Abilities Str 14, Dex 15, Con 15, Int 1, Wis 12, Cha 12
Skills Jump +10, Listen +5, Spot+5, Survival +1
Feats Alertness
Environment Temperate plains
Organization Solitary, pair, or pack (7-16)
Challenge Rating 1
Treasure -
Alignment Neutral
Level Adjustment -

Carrying Capacity

Light load 87 lb.
Medium load 100-174 lb.
Heavy load 175-262 lb.

Nocte
2007-07-22, 07:32 PM
Variant and Rules

Defense bonus variant:
http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm

Adept as wizard
Expert as rogue
Warrior as fighter

Injury system
http://www.d20srd.org/srd/variant/adventuring/injury.htm

Classes:

Generic classes

http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm

With the following changes:

Forced action(ex): A character can take a -2 to fortitude saves to resist injury to gain an extra 1d6 to the next d20 roll.

The warrior
gets 1 feat per level

The expert

gets 1 feat per level
8 + int mod skill points per level instead of 6

The adept

gets 1 feat per level

There are not somatic components
Can't cast spells in medium or heavy load.

You only can cast spells of the "element" of your race. For example All spells of a dwarf will have the earth descriptor. Halflings fire, gnomes wind, etc.

There is only one kind of magic.(no divine nor arcane)

Forced spell(ex):

An adept can cast more spells per day than her limit but she takes damage value equal to the spell level.

If the adept pass the fortitude save to resist injury, she can cast the spell, else she can't. Anyways she takes normally the accumulative -1x(number of times this ability has been used that day) to fortitude saves to resist injury.

Feats:

Sneak attack [General]
Prerequisite: The total number of d6 can't be more than half your level.
Benefit: As the rogue ability, every time you get this feat you add a d6 to your sneak attack damage.

Domain [General]
Benefit: You gain the domain power but not the spells.
Special: You can only gain this feat one time.

Elemental power [General]

Benefit:As a supernatural ability once per day, as a free action you gain an extra +1d6 elemental damage of your element to one attack or spell that deals damage.

Also you gain a permanent +1 racial bonus to saves against your element.

Special: You get a penalty to saving throws against the opposite element:

Fire -1 vs Cold
Earth -1 vs Sound
Wind -1 vs Earth
Water -1 vs Electricity
Darkness -1 vs Light
Cold -1 vs Fire
Sound -1 vs Earth
Electricity - 1 vs Water
Light -1 vs Darkness

Also your appearance becomes more like an elemental while you use this power.

Fire - Your hair looks like flames.
Earth -Your skin looks more like a rock.
Wind - Your eyes and hair become withe and your hair moves like moved by wind.
Water - Your skin looks like water.
Darkness -Your body becomes all black, including eyes, hear, teeth, and a black aura surrounds you.
Cold -Your skin and eyes become like frozen and your hair like crystals.
Sound - ???
Electricity - Your eyes become like sparks and your hair becomes elevated.
Light - You glow with withe light.

Improved Elemental power[General]

Prerequisite: Elemental power

Benefit:You gain +1 to saves vs your element.

And you gain one additional daily use of your elemental power.

Special: your elemental penalty increases to -2.

Greater Elemental power[General]

Prerequisite: Improved Elemental power

Benefit: You gain immunity to damage from your element.

And you gain one additional daily use of your elemental power.

Special: Your elemental penalty increases to a total to -3.

And your appearance never goes back to normal.

And you permanently gain +2 racial bonus to a skill.

Fire - Intimidate
Earth - Climb
Wind - Tumble
Water - Swim
Darkness - Hide
Cold - Balance
Sound - Perform(sign)
Electricity - Escape artist
Light - Spot

Improved quick stride[Racial]

Prerequisite: Elemental power, quick stride supernatural ability

Benefit: You can use one daily use of your elemental power to enhance your quick stride. Your Quick stride speed increases to +10x1d6 feet. You also get the appearance changes of the Elemental power while your ability is active. Using this feat doesn't count as one use of your quick stride, it counts only as one daily use of your elemental power.

Spell name call[Metamagic]

Benefit: Every time you cast a spell and you say aloud the actual name of the spell. You get a +2 bonus to the spell DC against anyone who speaks the language that you just used. This gives a +4 bonus to any one making a spellcraft check to know what you are casting.

Attack name call[general]

Benefit: Every time you make an attack you say aloud the actual name of the attack. Your get a +2 bonus to the attack roll if your victim understands the language. But if you fail your attack, the attacked enemy gets an attack of opportunity.

Examples: "sneak attack!", "power attack!", "Improved trip", etc.

Kyace
2007-07-24, 12:15 AM
An adept can cast more spells per day than her limit but she takes damage equal to 10 + spell level.

The line of Cure X Wounds scales roughly xd8+(x-1)*x HP, or on average 6.5*x HP, where x is the spell level. 6.5x scales faster than 10+x, so once you get to level 4, healers heal an average of 1 HP more than it costs to heal. After level 5, the average rockets up making healing your team out of combat a nonissue. At level 11, you can cast Cure Moderate Wounds, Mass, which heals, on average, 4 more HP than it costs, but to up to 11 people. So you can heal your teammates for 20 HP (if they are within 30) and yourself for 4 HP. Basically, 10+spell level doesn't scale fast enough to matter, it really only hurts at low levels. If you really want to keep it, you will likely have to make the damage from casting past your limit nonlethal damage that is impossible to heal and goes away only when you rest and regain spells. Or something similiar to prevent abuse.

Nocte
2007-07-24, 12:54 AM
I meant damage value not damage.

So a cure critical wounds is a fortitude dc of (damage value 10 + 8= 18)+15=32

A level 20 character could have a fortitude of +12, + 6 for high con, +5 for enchantments equal 23 + d20= 43 min 23+1 = 24

50%. maximizing your fortitude.

A level 1 character could have a fortitude of 2 + 5 27max 8min

a level 0 spell is a fortitude dc of (damage value 10)+15 = 25

10% chance of casting the spell.

But I'll take in consideration that you can be lucky and pass the dc multiple times.

So now every time you use this ability you automatically take a hit. But if you pass the dc you cast the spell if not you only take the hit.

Kyace
2007-07-24, 04:47 AM
I meant damage value not damage.

So a cure critical wounds is a fortitude dc of (damage value 10 + 8= 18)+15=32

Cure Critical Wounds is a 4th level spell. Thus, the damage would be 10+4=14 HP.
The concentration check (http://www.d20srd.org/srd/skills/concentration.htm) against 14 damage is 10+14 or 24. Typically, when players wish to cast spells while shruging off damage, they roll a concentration check instead of a fort save. However, its your system, you can roll whichever you like, just let the players know before they start.


A level 20 character could have a fortitude of +12, + 6 for high con, +5 for enchantments equal 23 + d20= 43 min 23+1 = 24
Ok, if the level 20 char has to roll a fort save against the DC of a level 9 spell, such as time stop, then they must save against a 15+10+9 or 34 save. Assuming your adapt as the same poor fort save as the NPC class (+6), con of 14 (+2 to fort), +5 cloak of resistance (+5 to fort) and an Amulet of Health (+6 to con which grants a further +3 to fort), that gives the adapt a fort modifer of +16. Such an adapt would beat the DC 34 fort save only on a roll of an 18, 19 or 20. The same adapt at level 1 would have a fort modifier of +2 for his con. Sadly 1d20+2 will never beat a DC 25+1 save so Little Timmy better roll a 20.


50%. maximizing your fortitude.

A level 1 character could have a fortitude of 2 + 5 27max 8min

a level 0 spell is a fortitude dc of (damage value 10)+15 = 25

10% chance of casting the spell.

But I'll take in consideration that you can be lucky and pass the dc multiple times.

So now every time you use this ability you automatically take a hit. But if you pass the dc you cast the spell if not you only take the hit.
Technically a basic healer adapt could still play the odds. You just need the above lvl 20 adapt casting Heal, Mass. You will on average heal 16 HP to yourself and 200 HP to your neighbors (85% chance of doing 19 damage to yourself, 15% chance of healing 200HP and dealing 19 damage to yourself). Lets just hope you don't run out of HP waiting for the 15% chance...

Strictly speaking the damage still scales poorly, only this time you started the fort DCs so high it took until the endgame to catch up.

Edit: I didn't see where you were talking about the injury system and since you link is broken, it took me a bit to find the page. A 10+spell level damage value is roughly equal to 50+x*5 HP of normal d&d damage. That should out and out disable any caster to tries to cast a spell beyond their normal limit. How were you intending this extra spell system to be used?

Nocte
2007-07-24, 01:06 PM
Links fixed :D

You are right it's too much damage.

I'll make the damage value only spell level.

It's meant to be a desperate resource.

Mr Pants
2007-07-24, 01:11 PM
Geez, what were the gnomes and dwarves fighting about all the time?

Nocte
2007-07-24, 01:15 PM
Geez, what were the gnomes and dwarves fighting about all the time?

There are losts of reasons but the most important are that dwarves love to fight. And they like the same kind of territories.

Nocte
2007-07-30, 05:05 PM
Updates:

Races: Gnomes: Picture,Physical Description; Dwarves, Physical Description; Halflings: Picture, Personality, Physical Description; Elves: Picture;

Places:The continent of Yueltiayemey: Map;

Creatures and NPCs: Gods, Firecow Stats, Giant Rabid Stats

Rules: Forced action(ex), Forced spell(ex), Feats: Domain(Sp)

Nocte
2007-08-01, 01:49 AM
Updates:

Feats:
Elemental power [General], Improved Elemental power[General], Greater Elemental power[General], Improved quick stride[Racial].

Matthew
2007-08-02, 08:37 PM
This actually looks pretty interesting (and I like your map a lot). Good work so far, look forward to the updates.

Nocte
2007-08-03, 12:11 AM
Thanks.

Your comment, encourages me to work harder :smallbiggrin:

Nocte
2007-08-06, 04:08 PM
Updates:

Npcs and creatures: Lacielans racial traits, troll and shadow troll stats.

Fuum Bango
2007-08-06, 05:04 PM
Ooo, good stuff! I like the elemental theme.
Your races are way better than mine. :smallamused:

Nocte
2007-08-06, 05:49 PM
Thanks for the comment.

Nocte
2007-08-07, 12:41 AM
Updates:
Feats: Spell name call, Attack name call.

Malic
2007-08-11, 10:38 AM
Really interesting I like the Elemntal theme aswell. But can I ask how you made the map? I see pencil but what did you do to color it?

Nerd-o-rama
2007-08-11, 12:31 PM
My sister went in for a nonagram last week...

*is shot*

Sorry about that. Anyway, this looks good so far. And ambitious, size-wise. Very well thought-out extension of the element concept, and lost of new stuff.

Nocte
2007-08-13, 01:20 PM
Really interesting I like the Elemntal theme aswell. But can I ask how you made the map? I see pencil but what did you do to color it?

Thanks,

I used photoshop for the color.

Nocte
2007-08-13, 01:22 PM
My sister went in for a nonagram last week...

*is shot*

Sorry about that. Anyway, this looks good so far. And ambitious, size-wise. Very well thought-out extension of the element concept, and lost of new stuff.

Thanks for the comment.