A while ago I made an underwater D&D setting, but it never really got off the ground. So recently I put a lot more work into it, and this was the result.
General Info
Building is still on the seabed, upright like our buildings. However the architects have more freedom, for instance an entrance could lead to a tiny ground floor, which could widen out to the width of house on the next floor, and the house would still support it's weight perfectly. Towers could twist and turn however they want.
Waste biodegrades naturally in the water
Underwater plants are eaten. There is no need to cook with flames.
Rock and coral are used for houses.
The world on land is thought of as barbaric, the way we consider animals.
There are no humans in this setting. All races are aquatic creatures that breathe underwater. There are no airtight bubbles or anything like that. I am considering having high level adventuring on the surface, but humans are no better than high level random encounters.
All creatures are Aquatic, and there is an epic feat that enables you to become Amphibian.
Gods
Raphite, Shield of the Many Pronounced "RA-phite"
Spoilerhttp://ecociety.files.wordpress.com/...ral-frozen.jpg
Raphite has no form, but this is a reef of blessed coral.
Raphite is the god of coral. His territory is the Reef Sea, a sea where everything is made of coral. All his worshippers are utterly devoted to him, for he uses his unique powers to help them, no matter what their alignment, class, or race are. These unique powers shape rock and water. Most of the gods have control over water, but Raphite can shape water and stone however he wants, turn water to stone, and stone to water. All of his followers have protection from harm, for their very few forces that can break through solid rock. Raphite is a a consciousness pulsing inside coral, he has no body.
True Neutral Deity. Domains: Earth, Healing, Protection, Water, Blackwater
Aksékhasdos, Keeper of Secrets Pronounced "AK-say-KHAS-dos"
Spoilerhttp://fantasy.mrugala.net/Paul%20Ki...%20%282%29.jpg
Akséchasdos in one of his many manifestations.
Aquatic beings are gifted with racial memories due to what? It is a question Land creatures have often puzzled over. Few know that it is all due to the kindness of Aksékhasdos, god of memories. He is the oldest of the gods, he sees all, he remembers all. And worthy beings are granted this extraordinary ability, so that they can learn the lessons their ancestors learnt, and become the wisest of fishes. His power is such that he has followers in every region of the oceans. Aksékhasdos takes the form of an enormous turtle.
Lawful Good Overdeity. Domains: Good, Law, Knowledge, Magic, Water, Ocean
Aemorkrust, Hunter of the Fearful Pronounced "Ay-MORE-crust"
Spoilerhttp://pcmedia.ign.com/pc/image/arti...43608_640w.jpg
Aemorekrust is scarred from a life of war.
Aemorkrust is one of several Evil gods, but none strike fear into the heart like he does. He is the god of the hunt, but he does not care any mortal being. He regards them as prey waiting to be hunted, as a foxhunter would regard a fox. He does not hunt because he needs the meat to live on, but for the enjoyment. His favourite part is when he has his prey cornered, when he can hear it's heart, beating in terror, when he can smell it's fear. And he loves the bloodlust it gives him. Aemorkrust takes the form of of a black and silver shark, with eight crocodile legs.
Lawful Evil Overdeity. Domains: Death, Destruction, Evil, War, Water, Blackwater
Plocamix, Lord of Chaos Pronounced "Plo-KAM-ix"
Plocamix is the god of chaos, for that is all he is himself. He has no care for anything, he just wants to have fun. He is like a spoilt child. He does not torment or annoy others out of spite, but simply to give amuesment. He is like a toddler, who has not yet learnt right from wrong, but just wants to enjoy himself. His domain is a land of toys, it is like a child's toybox, only extradimensional, to provide Plocamix with fun. He takes the form of a ball the size of a man, with thousands of tentacles coming out.
Chaotic Neutral deity. Domains: Chaos, Luck, Trickery, Water, Storm
Kragani, Bringer of Tempests Pronounced "Kra-GA-ni"
Malicous god of bad weather, who delights in rustling up the fiercest tempests to cause chaos. He has power over every aspect of the weather tha makes things difficult. With a wave of his hand he can cause turmoil in the deep, as he creates gales, thunder, lightning, and rain. He rarely manifests, but when he does you will always know, for everything goes dark, and then a lightning strike will appear under water where he is, and stay there, crackling with thunder. Because of this blinding lightning nobody knows his true form except his brother, Nragaki.
Chaotic Neutral deity. Domains: Chaos, Destruction, Water, Storm, Blackwater
Nragaki, Bringer of Peace Pronounced "Nra-GA-ki"
Kind god of good weather, who delights in making beautiful sunny days. He has power over every aspect of the weather that people enjoy. With a wave of his hand he can cause laughter in the deep, as he creates sunshine, a pleasent breeze, and lights up the oceans. He rarely manifests, but when he does you will always know for everything goes dark, and then a shaft of light will appear underwater where he is. Because of this blinding sunlight nobody knows his true form except his brother, Kragani.
Lawful Neutral deity. Domains: Law, Healing, Water, Ocean, Seafolk
Kraken, Gaurdian of the Deep Pronounced "KRA-ken"
Kraken is like a huge octupus, but with 64 tentacles instead of 8. He has slimy dark blue skin, and 8 bright green eyes. As he waves his tentacles around, he sends waves of energy through the deep, rippling the water wildly. He is a determined gaurdian of the sea, and any land creatures that dare to enroach his territory will be sent speedily back home. And if they actually kill any water creatures, then their boat will be sunk, and they will be drowned. He is fiercely loyal to the sea, and completely merciless. Anyone who directly threatens the deep will be killed as painfully as possible.
True Neutral deity. Domains: Protection, Travel, Water, Storm, Ocean
Jormungard, Destroyer of Seas Pronounced "YOR-mun-gard"
Nobody has seen Jormungard's entire form and lived to tell the tale, but from the accounts of distant sightings people have managed to put together a probable account of Jormungard. Covered in green-blue iridescent scales, Jormungard is a huge sea serpent, with tentacles coming out of it's tail, and dozens of heads at the other end. The tentacles have suckers so powerful they can suck a creature's head off. He is usually coiled up, but when he stretch out he can go round the entire world and still put his tail in his mouth.
True Neutral deity. Domains: Destruction, Travel, Water, Storm, Ocean
Leviathan, Devourer of Oceans Pronounced "Le-VIE-a-than"
Spoilerhttp://www.hideyoshi-ruwwe.net/galle...than_small.jpg
Leviathan, about to start a feeding frenzy
The leviathan is a huge creature, one of the largest to roam the oceans. It is not an especially bad creature, but it is cursed with an insatiable hunger. The sight of anything edible will send it into a feeding frenzy, and it will massacre many only to satisfy it's hunger. After it has done this, it will ften weep for the lives it took, because it simply cannot help it. Keep away from the leviathan, because while it longs for someone to talk too, a friend, or just some company, when it sees you it will go into it's feeding frenzy, and there will be no stopping it eat you.
True Neutral deity. Strength, Trickery, Water, Storm, Ocean
Races
Cephalofolk
Spoiler[IMG]www.enworld.org/wiki/images/9/9b/Illithid.jpg[/IMG]
A Cephalofolk casting a spell.
Cephalofolk are tentacular, humanoids, however they are more fish than Human. A Cephalofolk has no lips, simply a hole for a mouth. However surrounding the mouth are many hideous tentacles.Cephalofolk live on brains. Their tentacle's sharp points pierce their prey's skull, and the poor victim's brains are sucked out by the Cephalofolk's mouth. With short tentacles for fingers, and webbed feet these creatures thrive in water. Their swimming can reach amazing speeds, and even if you were fast enough they would be extremely difficult to catch. For despite their lack of eyes their tentacles can sense the tiniest vibrations in water.
- Medium size
- Can swim
- +2 dexterity, +2 wisdom, -2 Charisma
- 60 movement
- +4 racial bonus on Listen, Search, and Spot checks when in water. A Cephalofolk who merely passes within 6 feet of a secret or concealed door is entitled to a Search check to notice it as if s/he were actively looking for it.
- Automatic Languages: Squid, Aquan, Common
- Natural attack: Brain feed 2d3
- Usually worship Kraken
- Swim speed 80
- Favoured class: Aquamancer
Nix
Nixes are water beings, sometimes mischevious, sometimes kind, but they are fiercely territorial, and if anything ventures into a Nix's waters without permission the Nix will make sure they never see the surface alive again. Nixes can look similar to humans when they want to, but a Nix's true form resembles a fully grown man the size of a baby, with a sea green, long, salty beard. Their skin is a paler, yellowish, peaceful green. But their eyes are always a piercing shade of electric green. Some Nixes look just like as described, only blue where others are green. All Nixes love music.
- Small size
- +2 dexterity, +2 charisma, -2 strength
- Outsider type
- Can swim
- 30 movement
- Nearly always True Nuetral
- Automatic Languages: Aquan, Common
- Usually worship Plocamix
- Swim speed 60
- Favoured class: Bard
Kokrulis
Spoilerhttp://www.funnypictures.net.au/imag...re-freaks1.JPG
A baby Kokrulis, before it has developed full armor.
Peaceful, old, and wise before their time, the Kokrulis are the wisest race in the oceans. They see mysteries where others see normality, they solve puzzles which have perplexed generations, and they rarely speak, but when they do they speak wise words, and you would do well to listen. Aksékhasdos has, in return for their eternal faith, granted them the gift of eternal memory. They never forget anything in their long, long lives. They have 8 legs, covered thick, scaly, tortiose shell pattern skin, with hard turtle shell in some places in their body. They have shells on their back like a turtle, shells on their head like a helmet, and shells on their knees and elbows.
- Medium size
- +2 wisdom, +2 intelligence, -2 dexterity, -2 charisma
- 30 movement
- +4 natural armour
- Usually worship Aksékhasdos
- +10 maximum HP
- Darkvision
- +4 racial bonus on Listen, Search, and Spot checks when in water. A Kokrulis who merely passes within 4 feet of a secret or concealed door is entitled to a Search check to notice it as if s/he were actively looking for it.
- Automatic languages: Kokrulish, Turtle, Aquan, Common
- Can swim
- Stability: Kokrulises gain a +4 bonus on ability checks made to resist being bull rushed or tripped.
- Swim speed 40
- Favoured class: Wizard
Krazanio
Closely related to the Xizanio, and yet on the other side of the oceans, Krazanio are a dangerous, warlike species, well known for their tactics of pulverizing first, and asking the corpses questions later. They have huge, bulky bodies, and their skin is made of kelp and seaweed. They make themselves armour out of shellfish; with limpet shell chainmail; oyster helmets, kneecaps, and elbowcaps; and the rich make armour from Saepia shells.
- Large size
- +2 strength, +2 constitution, -2 dexterity, -2 intelligence
- 30 movement, despite large size
- +4 to armour checks
- + 2 Craft (armour)
- Weapon Proficiency: Trident, club
- Automatic languages: Zanio, Aquan, Common
- Can swim
- Usually worship Kragani
- Favoured class: Barbarian
- Swim speed 50
Xizanio
Closely related to the Krazanio, and yet on the other side of the oceans, Xizanio are a sly, sneaky species, well known for their tactics of assassinating enemy leaders. They have slight, nimble bodies, and their skin is made out of kelp and seaweed. Their dextrous swimming, flawless aquabatics, and their effortless speed, make them extremely versatile, good in battle, travelling, peace, dancing, and showbiz.
- Small size
- 60 movement
- +2 dexterity, +2 intelligence, -2 strength, -2 constitution
- +4 to dodge checks
- +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A Xizanio can always choose to take 10 on a Swim check, even if distracted or endangered.
- Weapon proficiency: Trident, dagger
- Automatic Languages: Zanio, Aquan, Common
- Can swim
- Usually worship Nragaki
- Swim speed 70
- Favoured class: Rogue
Saepia
Spoilerhttp://upload.wikimedia.org/wikipedi...opus_shell.jpg
A Saepia shedding it's childhood shell, soon to grow a new, more armorlike one.
Saepia are odd combinations of shellfish and octopi, resulting in a cuttlefish like creature. The diminutive Saepia are thought to be distantly related to the Cephalofolk, which while they do look alike is completely untrue. The facial tentacles of the Saepia are vestigial and much shorter than those of a Cephalofolk. Most curiously their skin is capable of rapidly changing color and texture to blend in with their surroundings. Saepia also have the ability to shoot ink at other creatures
- Medium size
- +2 Wisdom, +2 Constitution, -2 Strength
- 40 movement
- Racial ability: May camouflage as a move action and gains concealment against enemies more than 5 feet away.
- Racial attack: Can shoot ink, blinding opponents.
- Automatic Languages: Squid, Aquan, Common
- Can swim
- Usually worship Raphite
- Swim speed 60
- Favoured class: Cleric
Sahuagin
The barbaric Sahaguin are a mistrustful race, due to their dark and bloody history. They have suffered many unfair wrongs, but their suffering drove them insane. Losing sight of their benelovent orogins, the Sahaguin turned on those who had betrayed them, and destroyed them. Since then Sahaguin have become a force to be feared in the world. Their four legs and four arms make them fearsome in battle, for they can parry and attack at the same time, making them the bane of even the fiercest warriors, Their snakelike head is full of sharp teeth, and their humaniod body is covered in green and yellow scaly skin.
- Medium size
- 30 movement
- +2 strength, +2 constitution, -2 charisma
- Darkvision
- Can wield two weapons at the same time with no penalty. Penalties apply if 3 or 4 weapons are wielded.
- Natural Weapons: 2 claws (1d4) and bite (1d4).
- Rake: A sahuagin gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a sahuagin gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. A sahuagin must begin its turn grappling to use its rake attack; it can’t begin a grapple and rake in the same turn.
- Automatic Languages: Sahuagin, Aquan
- Favoured Class: Fighter
- Usually worship Jormungard and Leviathan.
- Swim speed: 60
Classes
Aquamancer
Aquamancers are an arcane class which focuses mainly on controlling water.
Hit Dice: 1d4Spoiler{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+3|Bonus Feat, Tribe|3|1|
2nd|+1|+0|+0|+3||4|2|
3rd|+1|+0|+0|+4||4|2|1|
4th|+2|+1|+1|+4|Bonus Feat|4|3|2|
5th|+2|+1|+1|+5||4|3|2|1|
6th|+3|+2|+2|+5||4|4|3|2|
7th|+3|+2|+2|+6||4|4|3|2|1|
8th|+4|+3|+3|+6|Bonus Feat|4|4|4|3|2|
9th|+4|+3|+3|+7||4|4|4|3|2|1|
10th|+5|+4|+4|+7||4|4|4|4|3|2|
11th|+5|+4|+4|+8||4|4|4|4|3|2|1|
12th|+6|+5|+5|+8|Bonus Feat|4|4|4|4|4|3|2|
13th|+6|+5|+5|+9||4|4|4|4|4|3|2|1|
14th|+7|+6|+6|+9||4|4|4|4|4|4|3|2|
15th|+7|+6|+6|+10||4|4|4|4|4|4|3|2|1|
16th|+8|+7|+7|+10|Bonus Feat|4|4|4|4|4|4|4|3|2
17th|+8|+7|+7|+11||4|4|4|4|4|4|4|3|2|1|
18th|+9|+8|+8|+11||4|4|4|4|4|4|4|4|3|2
19th|+9|+8|+8|+12||4|4|4|4|4|4|4|4|4|3
20th|+10|+9|+9|+13|Bonus Feat|4|4|4|4|4|4|4|4|4|4|[/table]
Weapon proficiency: Aquamancers are proficient with club, quaterstaff, light hammer, and light mace, leather armour, and no shields. Shields interfere with spells that have somatic components.
Spells: Aquamancers have to prepare spells in advance. To learn, prepare, or cast a spell, the aquamancer must have a Wisdom score equal to at least 10+ the spell level. The Difficulty Class for a saving throw against an aquamancer’s spell is 10+ the spell level + the aquamancer’s Wisdom modifier. An aquamancer starts play with five 0 level spells, and three 1st level spells. For each point of Wisdom bonus the aquamancer has, they know one additional spell of your choice.
Bonus Language: An aquamancer may substitute Aphrosic for one of the bonus languages available to the character because of her race. Aphrosic is the language of the sea, the noise made by the waves.
Bonus Feats: At 1st, 4th, 8th, 12th, 16th, and 20th level, an aquamancer gains a bonus feat.
Class skills: All aquamancers have the following skills:
Knowledge, concentration, spellcraft, tumble, profession, spot, listen, search, heal, gather information, craft, disguise, hide, survival, use magic device, disable device.
Tribes: Every aquamancer is a member of a tribe. From this tribe they learn special spells in addition to the ones that all aquamancers learn. An aquamancer can be a member of two tribes, but they have a -2 penalty to all checks relating to both tribes.
- Ripple Watchers - An aquamancer of the Ripple Watchers can feel the water as part of their own body, and therefore feel any disturbances in it, allowing them to gather information in many ways.
- Water Whittlers - An aquamancer of the Water Whittlers can shape and harden the water into objects, allowing them to create things like armour, shields, weapons, and sometimes constructs.
- Wave Whirlers - An aquamancer of the Wave Whirlers can move the waves however they want, allowing them to create storms and turbulence.
- Aquatic Artists - An aquamancer of the Aquatic Artists can shape water to create false images and illusions, allowing them to deceive their opponents.
- Marine Medics - An aquamancer of the Marine Medics can use water to repair wounds in the skin, allowing them to heal their comrades.
- Sea Thieves - An aquamancer of the Sea Stealers can take all water out of an area, creating bubbles of air, allowing them to take away the water that all sea creatures require to live.
Spell tiers: With some spells, when you reach a higher level you can learn a better version of a lower level spell. When this happens you instantly forget the old version, and you can learn a new spell of the level of the old version next level. So, for example, if an aquamancer learns a spell at level 3, and then learns a better version at level 5, when he reaches level 6 he can choose an extra level 3 spell to replace the old one.
Monsters
EDIT: The monsters cannot fit in this post due to word limit constraints. Find them in this post.
See Stormwrack for other monsters and classes.
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None of these are set in stone, if anyone has suggestions I can rewrite them.
This has been resolved. Thank you.
Currently, the main thing I need help with is a combat system, as I am not sure how one would fight in an environment where you can't just go left, right, forwards, and backwards, but up and down too.
This has been resolved. Thank you.
Can anyone think of a name for "???"?
Now that I have uploaded the monsters, I would very much like feedback on them ASAP.
When we have done that, I would like to deal with the environment.
Please, speak your mind. Don't be afraid to be harsh, I want this to get as good as we can make it.