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    Post A piece-by-piece campaign setting

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    I've already figured everything out, thank you. I'll be delivering it piece by piece, starting with the name:

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    SEAHAWK


    The more (serious) commments/predictions I get, the faster I'll add stuff!


    History primer:
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    Seelund has gone through rapid growth in less than 100 years, from a small province around the fishing village of Seahawk to an empire spanning two continents. There are still wild lands, and even continents, yet to be explored. Who will tame the untamed and conquer the wild?


    History
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    Seahawk's Beginning
    Around the year 972, a fishing village was created in the small province of Seelubd. Due to abundant trade and the dicovery of some anchient items, it quickly grew into a large city. The province gained more and more land in the old kingdom (Ayjipt) by conquest and commerce. The population grew. Finaly, the old king, who had no children, handed over the kingship to Zojan, mayor of seahawk and governor of Seelund. The old system was destroyed. Seelund was the kingdom. And, late in 999, King Zojan I promised a "new millenium gift" to his people...the world as the kingdom.

    The Elf Wars
    Starting in 1000, King Zojan created a great army, enhanced with some artifacts left over from when they were discovered by the
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    adventurers
    all those years ago. Nearby kingdoms either were vanquished or surrendered. A bit into the campaign, though, the elves ressisted. Living thousands of years, the elves were naturally unwilling to part with their land, held for dozens of generations. All elves have at least limited skill with magic, so combined with their skill honed by hundreds of years of practice, the Seelunders had a match. In 1003, the Seelunders, desperate for help, contacted the dwarves. The dwarves were xenophobes who especially disliked the elves. Within a couple of years, the elves were forced to surrender. In 1005, representatives from the three groups (dwarves, elves, and Seelunders) formed the Treaty of Silvarest. The elves were forced to live in the southern area of their once mighty land, the rest of their land going to Seelund. The elves have, since then, been convinced to release their grudge against Seelund; the Compromise of 1031 allowed elves to live in Seelund and create an embassy in Seahawk.

    Expanding Territories
    In 1015, Seelund had explored its continent (which is now, creativly, called Old Seelund (by the humans at least)). As such, Seelord (read: king) Zojan II had explorers sail east. The found many island, and, eventually, a continent, soon dubbed New Seelund. (Those Seelunders were sure creative, huh?) By 1050, Seelund had essentially explored the world as known today (1075), except that Perilous Seelund had to wait for settlement until 1071, and East Seelund was still mostly unsettled.

    Seelund Today
    Now, Seelund is doing its best to explore/settle/conquer the rest of the world. Explorers are payed large sums of money because most unexplored areas are such due to danger. The current Seelord, Zojan III, is trying to accomplish his grandfather's promise. He needsa soldiers to defend against threats, real and imaginary, and to conquer unexplored areas.
    Many local lords, mostly far from Seahawk, tule lik dictators, and war with one another. High-level spellcasters may be asked to connect two distant locales, often across oceans, to improve communication and order. They are usually willing to pay 15,000 gp +15 gp/mile for permanent Teleportation Circles, mostly to places across oceans.
    There are many exotic monsters in far-off places, some of which are brought to (usually private) zoos. Need I say that they sometimes escape, especially the ones that are dangerous?
    Candidates for various public offices race for votes in a cutthroat competition (often literally). It's hard to win when you're six feet under.
    Much of this is done in far-off locales, requiring travel across (sometimes stormy, sometimes rocky, sometimes monster-infested) ocean.
    (And, yes, the adventure hooks are on purpose.)


    Races:
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    Dwarves:
    As written, but too many lived through the Elf Wars to consider an elf a true friend (or even an ally) without extenuating circumstances. (Those should come in an adventure or so.) They don't like other races much more.

    Elves
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    Elves
    Elves are disliked by those few Seelunders old enough to remember the Elf Wars, and dwarves. All elves are required to learn at least the least of magical tricks as part of their childhood curriculum (although this does not effect an elf's class choices). All elves old enough to be adventuring lived (and probably fought) through the Elf Wars, so many have one or more levels of fighter.
    Statistics:
    +2 Int, -2 Cha: Elves are intelligent but haughty and often distrustful.
    +3 bonus on Diplomacy checks against humanoid races other than dwarves, orcs, lizorks, and lizardmen: Elves gat along well with each other. In addition, elves see halflings as small elves, which most see as a compliment. Most gnomes were tutored by elves, and other races tend to find elves attractive.
    Dwarves treat elves as one step less friendly in first meetings, except in extraordinary situations.
    +2 on Knowledge (arcana) and Spellcraft checks: Elves not only are taught magic in school, they have a natural knack for it.
    Spell-like abilities: At will: Prestidigitation. If Int is 13 or higher: 1/day: Detect Magic, Read Magic, Magic Missile. Elves not only are taught magic in school, they have a natural knack for it.
    If a class normally has arcane spellcasting based on Charisma, elves base it on Intelligence instead.
    Favored class: The arcane spellcasting class in which the elf has the most levels.
    Automatic languages: Common, Elven, Draconic. Bonus languages: Any

    Elf aging tables:
    {table] Adulthood|Barb/Rog/Sor|Brd/Ftr/Pdn/Rgr|Clc/Drd/Mnk/Wiz
    225|+4d12|+4d20|+7d20[/table]
    {table]Middle age|Old|Venerable|Max age
    500 yrs|800 yrs|1800 yrs|+15d%[/table]
    More elf stuff
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    Elven Religion
    Many scholars would laugh at this idea. Elves are devoted to arcane studies. Unknown to most, though, there is an elven god. Varsivus, mighty Lord (or Lady?) of the Elves, is not well-known, even by most elves under the age of 250. Their clerics often pretend to be wizards.

    {table]Varsivus|N*|Knowledge, Law, Luck, Magic, Sun[/table]
    *I forgot something: In this campaign, elves are normally N, not CG.

    Elven Subraces
    All normal subraces exist, but they apply their changes to the "new" elf (see here ). In addition, any elf subrace may be either a chaos elf, a tinkerelf, or a Varsivus's Blessed (see below).

    Chaos Elf
    These elves create and use chaositech. Despite the name, it is not technology; despite the game, it is not magic. It is bizzare devices, sometimes implanted, that use chaotic power for ends that look like sci-fi. See Chaositech, a sourcebook for 3.5 D&D by (someone;to be added).

    Chaos Elves:
    Spell-like abilities: A/Will: Acid Splash. If Int 13 or higher: 1/day: Detect Chaositech*, Ghost Sound, Protection from Law. These replace the standard elf's spell-like abilities.
    A chaos elf gains a +2 bonus on Craft (chaositech)* and Chaos Surgery* instead of Spellcraft and Knowledge (arcana).

    Tinkerelf:
    These elves have a love for technology. It is belived that tinkerelves give some designs to gnomes, who claim it as their own. Many don't care.
    Spell-like abilities: A/Will: Mending. If Int is 13 or higher: 1/day: Locate Object.

    Varsivus's Blessed:
    These elves have been graced by Varsivus him- or herself. They gain divine power.
    +2 Wis, +2 Int: Varsivus's Blessed are kinder and wiser than most elves. These ability score adjustments replace the standard elf's ability adjustments.
    Spell-like abilities:3+Wis mod/day: Cure Minor Wounds. If Wis is 13 or higher, add a/will: Light, Virtue; 3/day: Cure Light Wounds, Bless; 1/day: Lesser Restoration. These are in addition to the standard spell-like abilities.
    Divine Inspiration: A Varsivus's Blessed elf has +2 to Knowledge (religion). In addition, once per day per point of Inteligence bonus, a Varsivus's Blessed can gain a +10 bonus in any one Spellcraft, Knowledge (arcana), or Knowledge (religion) check.
    LA: An extra +2 (?)



    Gnomes
    Gnomes are, and have always been, tinkerers. They are good friends with elves, who teach them alchemy and sorcery, but get along nicely with everyone else, too. Their bonus to Craft (alchemy) checks is only +1 (and due to elve's teachings), but they also have a +1 bonus on Diplomacy checks.

    Halflings:
    As written, but they look up to elves.

    Humans:
    As written.

    Half-elves:
    Another race with an overhaul!
    Due to the Elf Wars, most half-elves alive are either born from half-elf/half-elf marriages or were born in 1000 or before. Even before then, elf/human couples were rare. Now, they are nonexistant.
    Half-elves have the restless ambition of humans and the patient study-loving of elves. Some half-elves are insane. Unlike the (out-of-the-Greyhawk-assumed)general lwfulness of full elves or the variety of humans, half-elves, torn between thair two halves, are almost always chaotic.
    Stats:
    +2 Int: Half-elves are as intelligent as elves, but less haughty.
    +1 on Diplomacy checks against non-dwarves: Half-elves, while unattractive by elven standards, are still fairly beutiful, and share part of the bond to the wee folk that elves do.
    Spell-like abilities: 3/day: Prestidigitation. If a half-elf's Intelligance is at least 17, add 1/day: Detect Magic, Read Magic.
    Half-elves have a bonus feat.
    Automatic languages: Common, Elven. Bonus languages: Any
    Also, for age, roll on the elf starting age/aging tables.

    Half-orcs:
    These do not exist. If you really like them, your DM might let you play a deformed/ex-enslaved human that is statistically identical to the half-orc.

    Manimals/K'sinflu
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    They prefer being called K'sinflu, by the way. "Manimal" is a term used by the first Seelunders to discover them. They live in the arctic regions of New Seelund, with the arctic lizards. They each resemble one "normal" race, but all look like one or more animals.
    Racial traits:
    +2 Str, -2 Int, -2 Cha: K'sinflu have to be strong to survive, but are uneducated and savage.
    K'sinflu each have one humanoid trait (see below)
    K'sinflu have a bonus K'sinflu feat (see below)
    Automatic languages: Common, K'sinflu. Bonus languages: Aquan, Auran, Draconic, Elven, Ignan, Orc, Sylvan, Terran

    K'sinflu humanoid traits:
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    Dwarf: +2 on saving throws v. poison
    Elf: 1 Sor/Wiz spell of 1st level, usable 1/day as a spell-like ability.
    Gnome: +1 racial bonus on Diplomacy checks, +1 racial bonus on Craft (alchemy) checks, +1 to Con
    Halfling: +2 racial bonus to Climb checks, +2 racial bonus to Jump
    Human: 1 bonus skill point/level
    Lizardman: You gain +1 to Swim, Balence; +1 natural armor
    Orc: You gain +4 Str but an additional -2 Int and Cha


    Some K'sinflu feats: (These are all I've made up to this point.) (These are in abbreviated somewhat abbreviated form.)
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    Bite
    Benifet: Bite attack 1d6

    Poison Fangs
    Prereqs: Bite, Con 11
    Benifet: Bite poison. Damage: One of 1d6 Int, Wis, or Cha; 1d4 Dex or Str; 1d3 Con
    Special: You may gain this feat multiple times. choose a new damage type each time. damage type each time.

    Improved Venom
    Prereqs: Bite, Poison Fangs, Con 13
    Benifet: Increase one poison damage type by 1 step
    Special: You can take this feat multiple times. Its effects stack.

    Claws
    Benifet: 2 claw attacks, 1d4 each

    Fins
    Benifet: +3 Swim checks

    Improved fins
    Prereq: Fins
    Benifet: Another +3 Swim

    Swimming
    Prereq: Fins, Improved Fins
    Benifet: +8 total bonus to Swim. Swim speed=1/2 BLS.

    Gills
    Prereq: Fins
    Benifet: You may breathe underwater.

    Gliding
    Benifet: Fly speed of 1-1/2 BLS (clumsy), but cannot rise +automatically fall 5 ft at the end of each turn.

    Flight
    Prereqs: Gliding, Dex 11
    Benifet: Fly speed 1-1/2 BLS (poor); can rise, no auto-drop

    Greater Flight
    Prereqs: Gliding, Flight, Dex 13
    Benifet: Your fly speed is twice BLS (average)

    Improved Flight
    Prereqs: Gliding, Flight, Greater Flight, Dex 15
    Benifet: Your fly speed is twice BLS (good)

    Perfect flight
    Prereqs: Gliding, Flight, Greater Flight, Improved Flight, Dex 17
    Benifet: Your fly speed is 2-1/2 times BLS (perfect)

    Speedy
    Prereq: Dex 11
    Benifet: Increase your base land speed by 10 feet.
    Special: You can take this feat more than once. Its effects stack.

    Scaling
    Benifet: +3 bonus to Climb

    Improved Scaling
    Prereq: Scaling
    Benifet: Another +3 on Climb checks

    Climbing
    Prereqs: Scaling, improved scaling
    Benifet: Climb bonus +8; Climb speed = to 1/2 BLS

    Burrowing
    Prereq: Str 15
    Benifet: You gain a burrow speed = to 1/3 your BLS.

    Tail
    Benifet: +2 on Balence, Jump, Swim checks
    Special: You may take this feat twice.

    Tail attack
    Prereq: Tail
    Benifet: Tail attack 1d8

    Large
    Prereq: Str 17
    Benifet: You are large.

    Small
    Benifet: You are Small. Your Dex increases by 2.

    Tough skin
    Prereq: Con 13
    Benifet: +1 natural armor bonus

    Arctic
    Prereq: Con 11
    Benifet: You gain resistance to cold 3.
    Special: You may gain this feat multiple times. Each time, your resistance to cold increases by 3.

    Desert
    Prereq: Con 13
    Benifet: Benifet: You gain resistance to fire 3.
    Special: You may gain this feat multiple times. Each time, your resistance to fire increases by 2.


    k'sinflu Classes
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    K'sinflu Shaman
    Some shamans of the strange half-animal race that calls itself Ksin'flu devote themselves more fully to their ancestors, supposedly animal spirits, by becoming more animal-like.
    Prerequisites: K'sinflu/Manimal, Knowledge (nature) 10 ranks, able to cast 2nd-level divine spells.
    HD: d4
    Skill points: 2+Int modifier/level
    Class skills: As druid
    {table=head]Level|BaB|Fort|Ref|Will|Special|Spells
    1|+0|+2|+0|+2|Bonus K'sinflu feat|+1 level of divine spellcasting class
    2|+1|+3|+0|+3|-|+1 level of divine spellcasting class
    3|+1|+3|+1|+3|Bonus K'sinflu feat|-
    4|+2|+4|+1|+4|-|+1 level of divine spellcasting class
    5|+2|+4|+1|+4|Bonus K'sinflu feat|+1 level of divine spellcasting class[/table]
    Bonus K'sinflu feat: See the K'sinflu/Manimal post.

    K'sinflu Paragon
    There are K'sinflu, and then there are K'SINFLU. The K'sinflu with this class are often leaders, adored for their resemblance to the animal spirits.
    Prerequisites: K'sinflu/Manimal, Knowledge (nature) 10 ranks
    HD: d8
    Skill points: 2+Int modifier/level
    Class skills: As ranger
    {table=head]Level|BaB|Fort|Ref|Will|Special
    1|+0|+2|+0|+0|Bonus K'sinflu feat
    2|+1|+3|+0|+0|Bonus K'sinflu feat
    3|+2|+3|+1|+1|Bonus K'sinflu feat[/table]
    Bonus K'sinflu feat: See the K'sinflu/Manimal post.


    Non-PHB Races:
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    Orcs
    There are two general types: Northern orcs and Southern orcs. Northern orcs mostly live on the Monster Plains; Southern orcs, smaller but brighter, predominate everywhere else.
    Southern orcs:
    +4 Str, +2 Con, +2 Dex, -4 Int, -4 Cha: Orcs, even the "smaller" and "smarter" Southern ones, are strong, tough, and dumb as a brick. Southern orcs are also agile.
    Speed: 40 ft. Orcs often chase down prey. Their prey includes humans, dwarves, and other creatures slower than them.
    Darkvision 60 ft: Standard for most races, but perfect for stalking at night.
    Automatic language: Orc. Bonus languages: Common, Draconic, Dwarf
    Northern orcs:
    +8 Str, +4 Con, -2 Dex, -6 Int, -4 Wis, -8 Cha: Those who have met Southern orcs are often compared to brick walls: Big, strong, and tough, but clumsy and dumb as a bunch of bricks.
    Speed: 50 ft. Those people forget how FAST Southern orcs are.
    Natural weapons: Bite, 1d10; 2 claws, 1d6 each
    Darkvision 100 ft, low-light vision: You never know how useful awesome night vision could be.
    Monstrous humanoid: Most people agree that they're humanoid monsters.
    2 racial HD: These grant the normal bunch of goodies.
    Automatic language: Orc. bonus languages: Common, Draconic

    Lizardmen

    These replace MM lizardfolk, kobolds, and (MMIII) blackscale lizardfolk.
    Lizardmen live almost everywhere, even way up north on New Seelund.
    Lizardmen: As kobolds, but lizardyer, no bonus to Proffesion (miner) or Search, a +4 racial bonus on Swin, Jump, and Balence checks due to the tail, and a climb speed of 10 ft.
    Crocomen: As crocodile-looking lizardfolk, except with an additional -2 Int.
    Sauromen: As therapoddy blackscale lizardfolk, but no acid resistance or hold breath, LA +2.

    Gnolls, Kenku, Shifters, Raptorans, Catfolk and anything else animally:
    These are varients on Manimals. I won't get to them now; there's enough in this post. I want you to guess about the manimals until I type them in (probably tomorrow)

    Goblinoids
    These are usually slaves to orcs and lizardmen. The exception is hobgoblins. They have often become savage warlords. All except the hobbos have an extra -2 Int and -4 Cha.


    Religion
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    There are four main gods: Yihn, god of good, Yahn, god of evil, Urdor, god of law, and Annirky, god of chaos. In addition, there is Giah, godess of nature; Saron, god of destruction (also god of barbaric folk like orcs, gnolls, and most goblinoids). Gilyan, god of balence, and Posydon, god pf the sea, are other main gods.

    {table]Deity|Alingment|Domains
    Annirky|CN|Air, Chaos, Destruction, Trickery
    Giah|N|Air, Animal, Earth, Fire, Plant, Sun, Water
    Posydon|LG|Good, Law, Ocean*, Seafolk*, Strength, Water
    Saron|CE|Chaos, Evil, Destruction, Strength, War
    Urdor|LN|Law, Protection, Earth, Knowledge
    Yahn|NE|Evil, Death, Fire, Destruction
    Yihn|NG|Good, Healing, Luck, Water[/table]
    *Domain in Stormwrack.

    Note that, while this is a list of all main deities, many others exist as cults/regional churches/etc.

    K'sinflu Religion
    There are few K'sinflu clerics;most K'sinflu divine spellcasters are druids or rangers (or similar). Those few who are clerics usually choose ancestral spirits as their patron "deity". The K'sinflu belive that their ancestors were humanoids who were close to the animal world, and slowly took on animalistic traits. The spirits can be of any alingment and grant most any domain.
    Last edited by GreatWyrmGold; 2009-07-18 at 05:14 PM.
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    Default Re: A piece-by-piece campaign setting

    Why piece by piece? If you have it all put together, can't we see it that way? This way raises expectations, which may then be shattered.

    For example, I'll be disappointed now if this doesn't turn out to be a high-seas adventuring campaign setting, composed of classical style pirates fighting amongst "continents" composed of small islands knit closely together.

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    Default Re: A piece-by-piece campaign setting

    Alright, the name sounds interesting enough to work with, do you have anything else, or are you just coming up with it piece by piece?

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    Default Re: A piece-by-piece campaign setting

    Djinni: Yeah, of course it's a seas-based campaign.

    Quote Originally Posted by Shalizar View Post
    Alright, the name sounds interesting enough to work with, do you have anything else, or are you just coming up with it piece by piece?
    Read my post. I have a history, class notes, new classes/races, etc. I even have a map!

    Note that the material getting on may be delayed by unforseen difficulties. I'll give a little more now, though, for those who want it.

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    Seelund has gone through rapid growth in less than 100 years, from a small province around the fishing village of Seahawk to an empire spanning two continents. There are still wild lands, and even continents, yet to be explored. Who will tame the untamed and conquer the wild?
    Last edited by GreatWyrmGold; 2009-05-26 at 06:00 PM.
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    Default Re: A piece-by-piece campaign setting

    Quote Originally Posted by GreatWyrmGold View Post
    Who will tame the wild and conquer the untamed?
    Ooh! Ooh! I know this one! Err.. is it a ragtag band of adventurers?
    playing in Seek the Sun: IC / OOC
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    Post Re: A piece-by-piece campaign setting

    Clever, Bulwer. setety

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    I can do spoilers.
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    Alright, history!
    Seahawk's Beginning
    Around the year 972, a fishing village was created in the small province of Seelubd. Due to abundant trade and the dicovery of some anchient items, it quickly grew into a large city. The province gained more and more land in the old kingdom (Ayjipt) by conquest and commerce. The population grew. Finaly, the old king, who had no children, handed over the kingship to Zojan, mayor of seahawk and governor of Seelund. The old system was destroyed. Seelund was the kingdom. And, late in 999, King Zojan I promised a "new millenium gift" to his people...the world as the kingdom.


    Last edited by GreatWyrmGold; 2009-05-26 at 08:26 PM.
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    Default Re: A piece-by-piece campaign setting

    Those must have been some pretty amazing ancient artifacts for the town to see that kind of population explosion. After all, if the explosion was just based on strategic trade position or easily exploitable natural resources, it would have been increasing in population steadily for quite some time before then. So, what kind of city-destroying ancient magic weapons were uncovered?
    GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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    Default Re: A piece-by-piece campaign setting

    Quote Originally Posted by GreatWyrmGold View Post
    I've already figured everything out, thank you. I'll be delivering it piece by piece, starting with the name:

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    SEAHAWK


    The more (serious) commments/predictions I get, the faster I'll add stuff!
    Yayz! Seahawks! They're my favorite football team! *Actually reads thread*.

    *Sulks in corner*

    This looks interesting. Looking forward to it.
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    Quote Originally Posted by Roland St. Jude View Post
    There is no mind control, citizen. Please go back to your fun.
    Quote Originally Posted by Baron Corm View Post
    Kroy speaks the truth.
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    Default Re: A piece-by-piece campaign setting

    Quote Originally Posted by jagadaishio View Post
    Those must have been some pretty amazing ancient artifacts for the town to see that kind of population explosion. After all, if the explosion was just based on strategic trade position or easily exploitable natural resources, it would have been increasing in population steadily for quite some time before then. So, what kind of city-destroying ancient magic weapons were uncovered?
    Undefined, but discovered in a quest by
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    adventurers
    , and I was thinking more of as a super-commodity. I'm leaving a HUGE hole for DMs to improvise.
    I'm the GWG from Bay12 and a bunch of other places.

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    Default Re: A piece-by-piece campaign setting

    Quote Originally Posted by Djinn_In_Tonic View Post
    Why piece by piece? If you have it all put together, can't we see it that way?
    To answer your question, it's to build suspense.
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    Default Re: A piece-by-piece campaign setting

    Seems to me like trying to get a high post count and you make stuff on the go, because I make up more of a setting then what you wrote without even thinking about it at all.

    So, cut the crops (self-censoring) and either post a REAL setting, or quite the act.


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

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    Default Re: A piece-by-piece campaign setting

    To the person above me: Alright, I'll post more of my campaign setting at once. There's only so much I can do at a time though.

    Spoiler
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    History (cont)
    The Elf Wars
    Starting in 1000, King Zojan created a great army, enhanced with some artifacts left over from when they were discovered by the
    Spoiler
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    adventurers
    all those years ago. Nearby kingdoms either were vanquished or surrendered. A bit into the campaign, though, the elves ressisted. Living thousands of years, the elves were naturally unwilling to part with their land, held for dozens of generations. All elves have at least limited skill with magic, so combined with their skill honed by hundreds of years of practice, the Seelunders had a match. In 1003, the Seelunders, desperate for help, contacted the dwarves. The dwarves were xenophobes who especially disliked the elves. Within a couple of years, the elves were forced to surrender. In 1005, representatives from the three groups (dwarves, elves, and Seelunders) formed the Treaty of Silvarest. The elves were forced to live in the southern area of their once mighty land, the rest of their land going to Seelund. The elves have, since then, been convinced to release their grudge against Seelund; the Compromise of 1031 allowed elves to live in Seelund and create an embassy in Seahawk.

    And, because I know that people will ask about the obvious differences between Seelund elves and "standard" elves:
    Spoiler
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    Elves
    Elves are disliked by those few Seelunders old enough to remember the Elf Wars, and dwarves. All elves are required to learn at least the least of magical tricks as part of their childhood curriculum (although this does not effect an elf's class choices). All elves old enough to be adventuring lived (and probably fought) through the Elf Wars, so many have one or more levels of fighter.
    Statistics:
    +2 Int, -2 Cha: Elves are intelligent but haughty and often distrustful.
    +3 bonus on Diplomacy checks against humanoid races other than dwarves, orcs, lizorks, and lizardmen: Elves gat along well with each other. In addition, elves see halflings as small elves, which most see as a compliment. Most gnomes were tutored by elves, and other races tend to find elves attractive.
    Dwarves treat elves as one step less friendly in first meetings, except in extraordinary situations.
    +2 on Knowledge (arcana) and Spellcraft checks: Elves not only are taught magic in school, they have a natural knack for it.
    Spell-like abilities: At will: Prestidigitation. If Int is 13 or higher: 1/day: Detect Magic, Read Magic, Magic Missile. Elves not only are taught magic in school, they have a natural knack for it.
    If a class normally has arcane spellcasting based on Charisma, elves base it on Intelligence instead.
    Favored class: The arcane spellcasting class in which the elf has the most levels.
    Automatic languages: Common, Elven, Draconic. Bonus languages: Any

    Elf aging tables:
    {table] Adulthood|Barb/Rog/Sor|Brd/Ftr/Pdn/Rgr|Clc/Drd/Mnk/Wiz
    225|+4d12|+4d20|+7d20[/table]
    {table]Middle age|Old|Venerable|Max age
    500 yrs|800 yrs|1800 yrs|+15d%[/table]

    I'd like to hear comments on the elf stats.


    Alright, that's probably enough for this post.
    Last edited by GreatWyrmGold; 2009-06-10 at 09:05 AM.
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    Post Re: A piece-by-piece campaign setting

    Now, for your next history lesson!
    Spoiler
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    Expanding Territories
    In 1015, Seelund had explored its continent (which is now, creativly, called Old Seelund (by the humans at least)). As such, Seelord (read: king) Zojan II had explorers sail east. The found many island, and, eventually, a continent, soon dubbed New Seelund. (Those Seelunders were sure creative, huh?) By 1050, Seelund had essentially explored the world as known today (1075), except that Perilous Seelund had to wait for settlement until 1071, and East Seelund was still mostly unsettled.
    Seelund Today
    Now, Seelund is doing its best to explore/settle/conquer the rest of the world. Explorers are payed large sums of money because most unexplored areas are such due to danger. The current Seelord, Zojan III, is trying to accomplish his grandfather's promise. He needsa soldiers to defend against threats, real and imaginary, and to conquer unexplored areas.
    Many local lords, mostly far from Seahawk, tule lik dictators, and war with one another. High-level spellcasters may be asked to connect two distant locales, often across oceans, to improve communication and order. They are usually willing to pay 15,000 gp +15 gp/mile for permanent Teleportation Circles, mostly to places across oceans.
    There are many exotic monsters in far-off places, some of which are brought to (usually private) zoos. Need I say that they sometimes escape, especially the ones that are dangerous?
    Candidates for various public offices race for votes in a cutthroat competition (often literally). It's hard to win when you're six feet under.
    Much of this is done in far-off locales, requiring travel across (sometimes stormy, sometimes rocky, sometimes monster-infested) ocean.
    (And, yes, the adventure hooks are on purpose.)

    And, races!
    Spoiler
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    Dwarves:
    As written, but too many lived through the Elf Wars to consider an elf a true friend (or even an ally) without extenuating circumstances. (Those should come in an adventure or so.) They don't like other races much more.

    Gnomes
    Gnomes are, and have always been, tinkerers. They are good friends with elves, who teach them alchemy and sorcery, but get along nicely with everyone else, too. Their bonus to Craft (alchemy) checks is only +1 (and due to elve's teachings), but they also have a +1 bonus on Diplomacy checks.

    Halflings:
    As written, but they look up to elves.

    Humans:
    As written.

    Half-elves:

    Another race with an overhaul!
    Due to the Elf Wars, most half-elves alive are either born from half-elf/half-elf marriages or were born in 1000 or before. Even before then, elf/human couples were rare. Now, they are nonexistant.
    Half-elves have the restless ambition of humans and the patient study-loving of elves. Some half-elves are insane. Unlike the (out-of-the-Greyhawk-assumed)general lwfulness of full elves or the variety of humans, half-elves, torn between thair two halves, are almost always chaotic.
    Stats:
    +2 Int: Half-elves are as intelligent as elves, but less haughty.
    +1 on Diplomacy checks against non-dwarves: Half-elves, while unattractive by elven standards, are still fairly beutiful, and share part of the bond to the wee folk that elves do.
    Spell-like abilities: 3/day: Prestidigitation. If a half-elf's Intelligance is at least 17, add 1/day: Detect Magic, Read Magic.
    Half-elves have a bonus feat.
    Automatic languages: Common, Elven. Bonus languages: Any
    Also, for age, roll on the elf starting age/aging tables.

    Half-orcs:
    These do not exist. If you really like them, your DM might let you play a deformed/ex-enslaved human that is statistically identical to the half-orc.

    Any comments on the balence of the elf/half-elf?
    Last edited by GreatWyrmGold; 2009-05-30 at 07:59 PM.
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    Post Re: A piece-by-piece campaign setting

    Non-PHB races:
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    Orcs
    There are two general types: Northern orcs and Southern orcs. Northern orcs mostly live on the Monster Plains; Southern orcs, smaller but brighter, predominate everywhere else.
    Southern orcs:
    +4 Str, +2 Con, +2 Dex, -4 Int, -4 Cha: Orcs, even the "smaller" and "smarter" Southern ones, are strong, tough, and dumb as a brick. Southern orcs are also agile.
    Speed: 40 ft. Orcs often chase down prey. Their prey includes humans, dwarves, and other creatures slower than them.
    Darkvision 60 ft: Standard for most races, but perfect for stalking at night.
    Automatic language: Orc. Bonus languages: Common, Draconic, Dwarf
    Northern orcs:
    +8 Str, +4 Con, -2 Dex, -6 Int, -4 Wis, -8 Cha: Those who have met Southern orcs are often compared to brick walls: Big, strong, and tough, but clumsy and dumb as a bunch of bricks.
    Speed: 50 ft. Those people forget how FAST Southern orcs are.
    Natural weapons: Bite, 1d10; 2 claws, 1d6 each
    Darkvision 100 ft, low-light vision: You never know how useful awesome night vision could be.
    Monstrous humanoid: Most people agree that they're humanoid monsters.
    2 racial HD: These grant the normal bunch of goodies.
    Automatic language: Orc. bonus languages: Common, Draconic

    Lizardmen

    These replace MM lizardfolk, kobolds, and (MMIII) blackscale lizardfolk.
    Lizardmen live almost everywhere, even way up north on New Seelund.
    Lizardmen: As kobolds, but lizardyer, no bonus to Proffesion (miner) or Search, a +4 racial bonus on Swin, Jump, and Balence checks due to the tail, and a climb speed of 10 ft.
    Crocomen: As crocodile-looking lizardfolk, except with an additional -2 Int.
    Sauromen: As therapoddy blackscale lizardfolk, but no acid resistance or hold breath, LA +2.

    Gnolls, Kenku, Shifters, Raptorans, Catfolk and anything else animally:
    These are varients on Manimals. I won't get to them now; there's enough in this post. I want you to guess about the manimals until I type them in (probably tomorrow)

    Goblinoids
    These are usually slaves to orcs and lizardmen. The exception is hobgoblins. They have often become savage warlords. All except the hobbos have an extra -2 Int and -4 Cha.


    That's a lot, especially when typed in segments like I did.
    Last edited by GreatWyrmGold; 2009-05-31 at 08:12 PM.
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    Default Re: A piece-by-piece campaign setting

    Manimals
    The obviously-named race
    They prefer being called K'sinflu, by the way. "Manimal" is a term used by the first Seelunders to discover them. They live in the arctic regions of New Seelund, with the arctic lizards. They each resemble one "normal" race, but all look like one or more animals.
    Racial traits:
    +2 Str, -2 Int, -2 Cha: K'sinflu have to be strong to survive, but are uneducated and savage.
    K'sinflu each have one humanoid trait (see below)
    K'sinflu have a bonus K'sinflu feat (see below)
    Automatic languages: Common, K'sinflu. Bonus languages: Aquan, Auran, Draconic, Elven, Ignan, Orc, Sylvan, Terran

    K'sinflu humanoid traits:
    Spoiler
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    Dwarf: +2 on saving throws v. poison
    Elf: 1 Sor/Wiz spell of 1st level, usable 1/day as a spell-like ability.
    Gnome: +1 racial bonus on Diplomacy checks, +1 racial bonus on Craft (alchemy) checks, +1 to Con
    Halfling: +2 racial bonus to Climb checks, +2 racial bonus to Jump
    Human: 1 bonus skill point/level
    Lizardman: You gain +1 to Swim, Balence; +1 natural armor
    Orc: You gain +4 Str but an additional -2 Int and Cha


    Some K'sinflu feats: (These are all I've made up to this point.) (These are in abbreviated somewhat abbreviated form.)
    Spoiler
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    Bite
    Benifet: Bite attack 1d6

    Poison Fangs
    Prereqs: Bite, Con 11
    Benifet: Bite poison. Damage: One of 1d6 Int, Wis, or Cha; 1d4 Dex or Str; 1d3 Con
    Special: You may gain this feat multiple times. choose a new damage type each time. damage type each time.

    Improved Venom
    Prereqs: Bite, Poison Fangs, Con 13
    Benifet: Increase one poison damage type by 1 step
    Special: You can take this feat multiple times. Its effects stack.

    Claws
    Benifet: 2 claw attacks, 1d4 each

    Fins
    Benifet: +3 Swim checks

    Improved fins
    Prereq: Fins
    Benifet: Another +3 Swim

    Swimming
    Prereq: Fins, Improved Fins
    Benifet: +8 total bonus to Swim. Swim speed=1/2 BLS.

    Gills
    Prereq: Fins
    Benifet: You may breathe underwater.

    Gliding
    Benifet: Fly speed of 1-1/2 BLS (clumsy), but cannot rise +automatically fall 5 ft at the end of each turn.

    Flight
    Prereqs: Gliding, Dex 11
    Benifet: Fly speed 1-1/2 BLS (poor); can rise, no auto-drop

    Greater Flight
    Prereqs: Gliding, Flight, Dex 13
    Benifet: Your fly speed is twice BLS (average)

    Improved Flight
    Prereqs: Gliding, Flight, Greater Flight, Dex 15
    Benifet: Your fly speed is twice BLS (good)

    Perfect flight
    Prereqs: Gliding, Flight, Greater Flight, Improved Flight, Dex 17
    Benifet: Your fly speed is 2-1/2 times BLS (perfect)

    Speedy
    Prereq: Dex 11
    Benifet: Increase your base land speed by 10 feet.
    Special: You can take this feat more than once. Its effects stack.

    Scaling
    Benifet: +3 bonus to Climb

    Improved Scaling
    Prereq: Scaling
    Benifet: Another +3 on Climb checks

    Climbing
    Prereqs: Scaling, improved scaling
    Benifet: Climb bonus +8; Climb speed = to 1/2 BLS

    Burrowing
    Prereq: Str 15
    Benifet: You gain a burrow speed = to 1/3 your BLS.

    Tail
    Benifet: +2 on Balence, Jump, Swim checks
    Special: You may take this feat twice.

    Tail attack
    Prereq: Tail
    Benifet: Tail attack 1d8

    Large
    Prereq: Str 17
    Benifet: You are large.

    Small
    Benifet: You are Small. Your Dex increases by 2.

    Tough skin
    Prereq: Con 13
    Benifet: +1 natural armor bonus

    Arctic
    Prereq: Con 11
    Benifet: You gain resistance to cold 3.
    Special: You may gain this feat multiple times. Each time, your resistance to cold increases by 3.

    Desert
    Prereq: Con 13
    Benifet: Benifet: You gain resistance to fire 3.
    Special: You may gain this feat multiple times. Each time, your resistance to fire increases by 2.


    I'd like people to comment on: how balenced the orcs/elves/half-elves/manimals are and on other K'sinflu feats.
    Last edited by GreatWyrmGold; 2009-07-17 at 05:14 PM.
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    frown Re: A piece-by-piece campaign setting

    Wow...no one is looking at this thread anymore.

    Religion
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    There are four main gods: Yihn, god of good, Yahn, god of evil, Urdor, god of law, and Annirky, god of chaos. In addition, there is Giah, godess of nature; Saron, god of destruction (also god of barbaric folk like orcs, gnolls, and most goblinoids). Gilyan, god of balence, and Posydon, god pf the sea, are other main gods.

    {table]Deity|Alingment|Domains
    Annirky|CN|Air, Chaos, Destruction, Trickery
    Giah|N|Air, Animal, Earth, Fire, Plant, Sun, Water
    Posydon|LG|Good, Law, Ocean*, Seafolk*, Strength, Water
    Saron|CE|Chaos, Evil, Destruction, Strength, War
    Urdor|LN|Law, Protection, Earth, Knowledge
    Yahn|NE|Evil, Death, Fire, Destruction
    Yihn|NG|Good, Healing, Luck, Water[/table]
    *Domain in Stormwrack.

    Note that, while this is a list of all main deities, many others exist as cults/regional churches/etc.

    K'sinflu Religion
    There are few K'sinflu clerics;most K'sinflu divine spellcasters are druids or rangers (or similar). Those few who are clerics usually choose ancestral spirits as their patron "deity". The K'sinflu belive that their ancestors were humanoids who were close to the animal world, and slowly took on animalistic traits. The spirits can be of any alingment and grant most any domain.
    Last edited by GreatWyrmGold; 2009-07-17 at 05:20 PM.
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    Default Re: A piece-by-piece campaign setting

    Release it either all at once or in far bigger chunks and update the original post when you do, and I guarantee you'll have more readers.

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    frown Re: A piece-by-piece campaign setting

    Ther's not much more that I have that I can do until I get the map from the notebook to the forum...
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    Default Re: A piece-by-piece campaign setting

    In my free time, I sometimes let my mind wander. I thought about my campaign setting, and came up with lots of syuff about elves. So, I'm putting it here. See if you can spot a tribute to the OotS, which is what first brought me to the website.
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    Elven Religion
    Many scholars would laugh at this idea. Elves are devoted to arcane studies. Unknown to most, though, there is an elven god. Varsivus, mighty Lord (or Lady?) of the Elves, is not well-known, even by most elves under the age of 250. Their clerics often pretend to be wizards.

    {table]Varsivus|N*|Knowledge, Law, Luck, Magic, Sun[/table]
    *I forgot something: In this campaign, elves are normally N, not CG.

    Elven Subraces
    All normal subraces exist, but they apply their changes to the "new" elf (see here ). In addition, any elf subrace may be either a chaos elf, a tinkerelf, or a Varsivus's Blessed (see below).

    Chaos Elf
    These elves create and use chaositech. Despite the name, it is not technology; despite the game, it is not magic. It is bizzare devices, sometimes implanted, that use chaotic power for ends that look like sci-fi. See Chaositech, a sourcebook for 3.5 D&D by (someone;to be added).

    Chaos Elves:
    Spell-like abilities: A/Will: Acid Splash. If Int 13 or higher: 1/day: Detect Chaositech*, Ghost Sound, Protection from Law. These replace the standard elf's spell-like abilities.
    A chaos elf gains a +2 bonus on Craft (chaositech)* and Chaos Surgery* instead of Spellcraft and Knowledge (arcana).

    Tinkerelf:
    These elves have a love for technology. It is belived that tinkerelves give some designs to gnomes, who claim it as their own. Many don't care.
    Spell-like abilities: A/Will: Mending. If Int is 13 or higher: 1/day: Locate Object.

    Varsivus's Blessed:
    These elves have been graced by Varsivus him- or herself. They gain divine power.
    +2 Wis, +2 Int: Varsivus's Blessed are kinder and wiser than most elves. These ability score adjustments replace the standard elf's ability adjustments.
    Spell-like abilities:3+Wis mod/day: Cure Minor Wounds. If Wis is 13 or higher, add a/will: Light, Virtue; 3/day: Cure Light Wounds, Bless; 1/day: Lesser Restoration. These are in addition to the standard spell-like abilities.
    Divine Inspiration: A Varsivus's Blessed elf has +2 to Knowledge (religion). In addition, once per day per point of Inteligence bonus, a Varsivus's Blessed can gain a +10 bonus in any one Spellcraft, Knowledge (arcana), or Knowledge (religion) check.
    LA: An extra +2 (?)


    To come: Classes, maps/area descriptions(?), pleas to say what you think about how balenced the elf/half-elf/orc/manimal/Varsivus's Blessed elf are.
    Last edited by GreatWyrmGold; 2009-06-20 at 07:06 PM.
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    Default Re: A piece-by-piece campaign setting

    OK I like this alot. I love how it's piece by piece too. That's how I think, it comes in bits and pieces. The setting seems really goodtoo, the only thing I have a problem with is the Varsivus Elves. They seem to have alot of plusses and the only negative is the LA. I'm new to DnD, but they still seem a bit unbalamced to me
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    Default Re: A piece-by-piece campaign setting

    [QUOTE=Gourtox;6259570]OK I like this alot. I love how it's piece by piece too. That's how I think, it comes in bits and pieces.[/QOUTE]

    Someone agrees with me on piece-by-piece?!?

    The setting seems really goodtoo, the only thing I have a problem with is the Varsivus Elves. They seem to have alot of plusses and the only negative is the LA. I'm new to DnD, but they still seem a bit unbalamced to me
    Well, losing a couple of levels of spellcasting (what elves, especially the Varsivus's Blessed, will be doing) is bad. I increased the LA; would someone mind saying what LA they think would be good?
    Last edited by GreatWyrmGold; 2009-06-11 at 06:36 AM.
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    Default Re: A piece-by-piece campaign setting

    I honestly think that the Orc's penalty to Intelligence (and even Wisdom) are so heavy (at least for the Northern Orc), there's not much point in actually playing one. It's also very unbalanced, I think.

    I think that if your justification for that is the +8 Strength, then look at it: +8 Strength with a 1d10 bite attack, and 10 space movement. At level 1.

    Let's say you make a Northern Orc with the 32 point build.

    Before / After adjustments...

    Strength 16 / 24
    Constitution 14 / 18
    Dexterity 14 / 12
    Intelligence 14 / 8
    Wisdom 10 / 6
    Charisma 12 / 4

    Well, I'm level 1, I move 7 spaces with some Banded Mail equipped, and I've got an AC of 18. Oh, did I mention that with my Greatsword, which I've taken the Weapon Focus feat for, I have an attack of + 10, and deal 2d6 + 12 damage? (14 - 24 damage, almost no level 1 would survive a hit, and on average, you'd have at least a 65% chance to hit a level 1). Oh, and I don't even need a torch, so I can use my sword at night.

    ... I'm also of average intelligence (assuming 8 is the commoner average), I'm really hot-headed, and I'm damn rude and ugly.
    Last edited by PumpkinEater; 2009-06-12 at 10:25 PM. Reason: Typo

  23. - Top - End - #23
    Ogre in the Playground
     
    BlackDragon

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    Default Re: A piece-by-piece campaign setting

    The Varsivus blessed really isn't LA +3 material. They're entire levels you lose. Personally I think they're a low side of +2 LA If you take out a tidbit of abilities then it could be +1.

    Also. Agreed about the orcs. A bunch of really high adjustments on many stats don't really balance out.

    Consider if you for example have a party of

    A northern orc barbarian
    A human fighter
    An elf wizard
    A half elf bard
    A gnome cleric.

    Now the talking and the charisma stuff are probably going to be done by the bard so the human fighter won't really benefit from good mental stats. Especially if going power attacker route. Now the northern orc has the same thing. Except that he has humongous bonuses to things he will actually be doing AKA whack things. So the northern orc barbarian will be much more effective than the human fighter. And they both have the same roles. It just shuts out some party roles and makes some humongously better. Not balanced.
    Last edited by Frog Dragon; 2009-06-12 at 12:25 AM.
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  24. - Top - End - #24
    Dwarf in the Playground
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    Default Re: A piece-by-piece campaign setting

    For the K'sinflu or Manimals or whatever, the Dwarf-K'sinflu recieve a +1 bonus to saves against poision. That sounds a little weak when compared to, say, the human's +1 skill point per level. In fact, the human's +1 skill point per level is probably the best choice out of the other races, and should probably be lowered to maybe just 2 free skill points at first level.

  25. - Top - End - #25
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    GreatWyrmGold's Avatar

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    Default Re: A piece-by-piece campaign setting

    Thanks, guys!
    About the orcs: Didn't I put in an LA?
    (checks)
    Oh, whoops, just racial HD. Will fix. Will also fix the Varsivus's Blessed LA.
    Can't you figure out the tribute to the Oots? (And the OotS member who is my favorite.)
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    NecromancerGuy

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    Default Re: A piece-by-piece campaign setting

    I'm interested to see what you're doing here, since I'm currently working on my own homebrewed world that's naval in nature...

    Definitely will wanna be testing out some of 'em by building some sample characters for comparison...
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  27. - Top - End - #27
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    GreatWyrmGold's Avatar

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    Default Re: A piece-by-piece campaign setting

    I tried to post a base class, but...I lost the post. After that, I've been thinking, so I think I'll abandon it. It's a heavy armor wearing, agile character. Not much use. I'll post a couple Manimal classes.

    K'sinflu Shaman
    Some shamans of the strange half-animal race that calls itself Ksin'flu devote themselves more fully to their ancestors, supposedly animal spirits, by becoming more animal-like.
    Prerequisites: K'sinflu/Manimal, Knowledge (nature) 10 ranks, able to cast 2nd-level divine spells.
    HD: d4
    Skill points: 2+Int modifier/level
    Class skills: As druid
    {table=head]Level|BaB|Fort|Ref|Will|Special|Spells
    1|+0|+2|+0|+2|Bonus K'sinflu feat|+1 level of divine spellcasting class
    2|+1|+3|+0|+3|-|+1 level of divine spellcasting class
    3|+1|+3|+1|+3|Bonus K'sinflu feat|-
    4|+2|+4|+1|+4|-|+1 level of divine spellcasting class
    5|+2|+4|+1|+4|Bonus K'sinflu feat|+1 level of divine spellcasting class[/table]
    Bonus K'sinflu feat: See the K'sinflu/Manimal post.

    K'sinflu Paragon
    There are K'sinflu, and then there are K'SINFLU. The K'sinflu with this class are often leaders, adored for their resemblance to the animal spirits.
    Prerequisites: K'sinflu/Manimal, Knowledge (nature) 10 ranks
    HD: d8
    Skill points: 2+Int modifier/level
    Class skills: As ranger
    {table=head]Level|BaB|Fort|Ref|Will|Special
    1|+0|+2|+0|+0|Bonus K'sinflu feat
    2|+1|+3|+0|+0|Bonus K'sinflu feat
    3|+2|+3|+1|+1|Bonus K'sinflu feat[/table]
    Bonus K'sinflu feat: See the K'sinflu/Manimal post.

    How's the balence?
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  28. - Top - End - #28
    Hoopy Frood in the Playground Moderator
     
    Vaynor's Avatar

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    Default Re: A piece-by-piece campaign setting

    I don't mind the piece-by-piece, but is there any reason for multiple posts (as opposed to editing the first post) other than raising your post count? Mostly because double posting is against forum rules.

    Edit: Geez, even a quintuple post. Seriously?
    Last edited by Vaynor; 2009-07-17 at 07:11 PM.
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  29. - Top - End - #29
    Ogre in the Playground
     
    GreatWyrmGold's Avatar

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    Default Re: A piece-by-piece campaign setting

    Quote Originally Posted by Vaynor View Post
    I don't mind the piece-by-piece, but is there any reason for multiple posts (as opposed to editing the first post) other than raising your post count? Mostly because double posting is against forum rules.

    Edit: Geez, even a quintuple post. Seriously?
    Well, honestly, if I edited the first post only, there would be no new posts, and this thread would remain in the dustbin of the forum, going into thread necromancy area, etc.
    I'll edit it into the first couple posts if you want. Which you seem to.
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  30. - Top - End - #30
    Ogre in the Playground
     
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    Default Re: A piece-by-piece campaign setting

    I've put everyone in the first post!
    Yay!
    I'm the GWG from Bay12 and a bunch of other places.

    Quote Originally Posted by The Blade Wolf View Post
    Ah, thank you very much GreatWyrmGold, you obviously live up to that name with your intelligence and wisdom with that post.
    Quotes, more

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