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    Titan in the Playground
     
    BardGuy

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    Default D&D 3.S: Welcome to Falcora

    Intro (skip it if you don't like boring long-winded monologues about why I would go through all this pain and effort)
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    This is a project I've been thinking about for quite some time now. But, every time I try to put it forward, I chicken out. Mostly because of the monumental amount of effort that has to go into a project like this. It's a lot time and effort, with almost no chance of any sort of tangible reward, so why bother?

    The fundamental, underlying problem with D&D 3.5, as I see it, is that you have mechanics which are built on purpose to be inherently superior to others. 4.0 tried to fix this, but ended up with a bland vanilla mush which was equally applied across the board, which I didn't like either.

    You see, if you take the D&D mechanics to it's logical end, you end up with Tippyverse. Only it's a bit worse than that. You see, if everyone was a T1 class who broke the game in multiple ways, at least everyone was on the same page. But if you have a group that includes a newbie who picked Monk because 'monks are COOL!', in the same group as a Swordsage... the guy playing Monk is gonna get upstaged every round, and is gonna get mightily discouraged. CW Samurai could be in the same group as Batman Wizards. Healers could be alongside Druidzillas. Truenamers could... well... exist.

    It's no fun to be the 'sidekick'. It's no fun to have a character who can't really contribute, just because you don't understand the mechanics. And it's no fun to have characters who simply can press Win Buttons all day long.

    Having said that, several of the mechanical concepts are valid. They don't break the game, and they're a hell of a lot of fun to play. So let's not throw the baby out with the bathwater, shall we?

    Then I had a really interesting world concept I wanted to build. And I saw this as my opportunity to also implement some changes to the core mechanics as 'house rules' for my campaign setting.


    Overview:
    It is written that those whom the gods would cast into madness, they first set on high. Clearly, our world is the biggest example of that truism, for there is no shortage of madness in these times.

    Once, not too long ago, the Golden Empire brought order to all of known existence. Powerful wizards employed magic arcane, the likes of which we cannot even fathom, much less duplicate. Then the Emperor was killed, and the world was plunged into civil war, with every wizard seeking power and land for themselves, the common man suffering for it.

    Powerful magics were used, even if we take it as granted that the descriptions are somewhat... overstated... it is still far beyond what any mortal can achieve these days. Perhaps that is for the best, maybe it will keep us from breaking the world even further.

    For that is what happened... magic itself broke. And it broke the world with it. No one knows how or why, but the results were... cataclysmic. Individuals who wielded incomparable magics were... twisted... destroyed... outright vanished... or simply lost their powers, only to be rent asunder by their angered minions. Reality itself fought back against the powers that sought to bring it to heel... and won.

    The years immediately following that were... harsh. Populations dwindled as the magic they relied on for every day things like food and drink simply stopped functioning. The weather went berserk, killing more out of simple cold or heat or flooding, problems which were trivial to the Golden Empire.

    Civilization itself was on the brink of extinction. And that is when the gods themselves intervened. They pronounced judgement on the world, but they did not wish it extinguished. They established new Orders to replaces the ones that were shut down. Their champions went forth to protect the common people and save them from the monsters which still roam the wilderness.

    And so life goes on. There is no Empire, there is only 'keep everyone safe'. This is not an easy task in this harsh new world. Tyrants are more often seen as saviors than cruel overlords that must be overthrown, because at least *someone* is there to provide protection and oversee everything and make sure that as many people survive as can in this world. Overthrowing a ruler is a drastic option for the desperate, who only see him as a monster who is going to kill them all off anyways.

    Any man can claim they are a Lord. Any man can claim a plot of land. But overseeing it and protecting it? That's easier said than done.

    This is a strange and harsh land for the people. Creepies and Boggles sniff at doors, woods are dark and have glowing eyes peering out from under shadows, and it is best to not investigate what goes bump in the night, lest you vanish come morning.

    Magic destroyed the world, and many people justly fear it. Those who truck with uncanny things are seen with distrust at the least, and has been the cause of more than one witch hunt. There are several organizations which actively hunt down practitioners of the arcane arts, and precious few who are tolerant of them.

    Now, simple survival is a challenge. It is a time where common people can unite to produce uncommon results. Someone who decides to make a career out of helping his fellow man may well be seen as a Hero... or a leech... depending on the circumstances. It is a time where the world needs greatness from people, or else sentience as a whole may well cease to exist.


    Books strongly suggested to be used for the campaign
    This campaign takes into consideration a great number of mechanics outside of Core as 'normal'. As such, you would do well to have the following sourcebooks on hand:

    * Tome of Battle, Book of Nine Swords. Quite bluntly, it's everything Melee should have been... but wasn't. Eventually presented will be additional PrC's based on Initiation mechanics.

    * Magic of Incarnum. Meldshaping is another mechanic which is viable, and interesting, but not overpowering. Additional class options and prestige classes based on Meldshaping will eventually be presented.

    * PhB II. The Beguiler is going to be one of the caster classes presented. Celerity line, however, doesn't exist.

    * Tome of Magic. Binders and Shadowcasters both exist in the world. Truenaming doesn't.

    * Dungeonscape. Factorum will be replacing the Rogue as the non-magical skillmonkey of choice.

    * Complete Arcane. Both Warlock and Warmage will be presented, although the Warmage will have undergone significant alterations, as befitting a mage of war. The invocation system will be used to create the replacements for Bard, Druid, and Sorcerer/Wizard.

    * Heroes of Horror. The Dread Necromancer will be another one of the caster classes presented here. In fact, there will be other classes that use the same mechanic as Beguiler/Dread Necro, having a limited spell list from which they can spontaneously cast, but adding to that list is difficult and limited. Archivist, however, is also disallowed.

    Books which are explicitly banned

    * Serpent Kingdoms. For obvious reasons.

    * Any campaign-specific book. Ebberon and Forgotten Realms, for example.

    * BoED/BoVD. There is no black and white in this world, only varying shades of grey.

    Game Mechanics Changes
    There's a lot of game mechanic changes to make this a more entertaining world to live in, some of these changes are, to be blunt, arbitrary rules changes which should have been implemented in the Core rules, but weren't. Others are setting-specific, for various reasons.
    Spoiler
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    * Bonuses do not stack with themselves unless explicitly stated that they do within the ability description itself. Basically, a bonus from the same source explicitly does NOT stack with itself. This shuts down most infinite loops. This overrides the Core rule that untyped and luck bonuses stack with themselves. If it says 'because it is untyped/luck bonus, it stacks with itself', then it is considered to explicitly NOT stack.

    * Stats may only be applied once per roll. Thus if you pick up Crusader, and get Charisma bonus to Will, then pick up Warlock and Dark One's Own luck, it cannot then apply to Will, because Will already has your charisma bonus applied.

    * Stats may only benefit from the following bonuses: Racial, Enhancement, and 'natural' (as defined as the points you gain when you hit 4th level and every 4 levels thereafter). This makes it harder to stat-stack. There may be other types allowed later, but not many. Overblown stats was one of the things that made broken builds more broken.

    * Stats are *HARD CAPPED* at 25. No one may ever exceed this by any means.

    * Characters are only allowed one template during character creation.

    * Magical Traps may not provide any sort of benefit. If the result of a magical trap is in any way beneficial, then the target gains no effect from it. Thus a trap which, when activates, casts Cure Light Wounds on the target would not affect a living being, but would do 1d8+1 damage to undead. The only summoning effects able to be placed in magical traps are Summon Natures Ally x, Summon Monster x, and Summon Undead x. Any summoned beings are immediately hostile to the target(s).

    * We will be using the Giant's Diplomacy rules.


    Campaign Specific:
    Spoiler
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    Magic... we broke it. There are places in the world where magic just... screws with things. Some call them Blighted Lands, others call them Magic Warped, others just call them dangerous and stay the hell away from them. Entering these areas can have one or more of the following issues:

    * Spellcraft checks (DC depending on the severity of the magical contamination of the area) to be able to use any magical or Spell-Like ability without it being warped by the magic in the area.

    * Any Detect Magic will reveal the area is Blighted. More concentration might reveal some details. This bypasses the normal Spellcraft check, because you aren't fighting against the local magical effect, but studying it.

    * Some areas function as a Wild Magic area. Others function as an Anti-Magic Field Others might apply templates or add types. If you are casting a spell of the same type as the warping, it might augment it. Casting an opposed type might bump the difficult of the spellcraft check in order to work at all. Magic was literally shattered, no two places will be identical.

    * Encounters there will likely have templates applied to them, based on the type of magical warping effect is present. Areas with the [cold] subtype, for example, also grant this subtype to monsters present in the area, and likely a cold-based template with bonus cold damage on natural attacks and even the possibility of cold-based SLA's, and likely either cold resistance or immunity.

    -- Conjuration (Calling) spells don't work anymore. We brokeded it.


    Base Classes

    Some classes are already written up, others still need to be, but here's a basic run-down:

    * NO CORE CLASSES. They're either broken, or they just plain don't work.

    * All ToB base classes.
    * All MoI base classes
    * Binder
    * Shadowcaster
    * Factorum
    * Beguiler
    * Dread Necromancer
    * Summoner (as of yet unwritten, will be focusing on Conjuration (Summoning) effects, pact-binding specific elementals as longer-term pets, and spells which augment their summons abilities)
    * Warmage (replacing blasting with large-scale area-effect battlefield control and buffing. He's a Mage of War, not of sucking)
    * Warlock
    * Arcanist (as of yet unfinished invocation-based class)
    * Wylder (as of yet unfinished invocation-based class)
    * Bard (as of yet unfinished invocation-based class)
    * Some type of divine classes that do not either break the game or are themselves broken

    As you can see, there's a lot of variety and flavor to choose from, but nothing out of control powerful.

    Now then, I will greatly appreciate any and all assistance in making this project happen, but don't be too surprised if I don't accept everything. I tend to be a bit picky at times.
    Last edited by ShneekeyTheLost; 2011-08-21 at 07:22 AM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  2. - Top - End - #2
    Titan in the Playground
     
    BardGuy

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    Default Re: D&D 3.S: Welcome to Falcora

    Homebrew Classes and Variants

    Just like any other campaign setting, there's going to be several new classes, and at least one variant of an already published class. I'll need some help in testing their game balance.

    Base Classes

    Swordsage - Stealth variant
    Some swordsages are taught more about deceit than honor. These forego the advanced training in blade magic in favor of something sneakier.

    Lose: Discipline Focus (all aspects), Sense Magic, access to Desert Wind and Stone Dragon disciplines.

    Gain: Disable Device and Open Locks as class skills, Trapfinding class ability at level 1, negates the -5 penalty on Hide and Move Silently checks while moving at more than half your maximum speed, but less than full speed and halves the penalty for doing so at full speed at level 4, Camouflage (as per ranger, without terrain limitation) at level 8, and HiPS (as per Ranger, without terrain limitation) at level 12.

    Summoner
    A summoner is a vaanican casting class who eventually gets up to 9th level spells. He gets mostly Conjuration (Summoning) and Conjuration (Creation) spells, with a smattering of spells with which to buff his allies. He also gets the powerful ability to pact with specific elementals, which grant both the summoner and the elemental additional power and abilities.

    Works with elementals. Pacts with specific elementals to summon that particular one repeatedly. As a result, pacted elementals also gains HD when the Summoner levels, increasing in size as the HD increases. Can also cast Summon Nature's Ally X spells (no unicorns, no Genies, and no Fae). Has a number of mostly buffs, and an ability to 'auto-buff' summons. Also has limited blastomancy from the Conjuration college.

    Why Summon Nature's Ally rather than Summon Monster? Simple, really. SNA gets access to elemental summons earlier, and gets more powerful ones. They also get the elemental-beings (Salamanders, Arrowhawk, Xorn, Tojanida...) which makes a lot of sense for these guys to be able to summon. Maybe remove everything but the Extraplanar Outsiders of an elemental plane? Would also have to ban Genies in all forms, since they can Plane Shift. Would mean they don't get SNA1, but the rest of them have some kind of elemental or extraplanar being tied to a plane. Or at least prohibit them from using their Plane Shift ability while so summoned.

    Warmage
    In my opinion, the class is hopelessly flawed by being too narrow in scope, and dramatically ill-suited to actual war. To this end, he gains almost no blasting, but gains a lot of area-effect spells, battlefield control, and buffing. He also picks up a few Auras, as per Marshall.

    Arcanist
    The 'alpha' version is found here, but still needs a lot of work on it. Basically, it is the 'blaster' archetype, and does a fairly good job at it.

    Bard
    The 'alpha' version is found here. Basically, also an invocation-based class, focusing on sonic mind-affecting area-effect buffing and debuffing.

    Wylder
    The 'alpha' version is found here. Basically, it is designed to be a somewhat less game-breaking version of a Druid.

    Divine Classes
    Since they were involved in saving everyone, they definately need to be here. However, most of them are either Tier 1/2 (Cleric, Favored Soul), or Tier 5 (Paladin, Healer). I'm thinking about modding the Healer to fit at least one of them, giving them a bit of a boost so that they can adequately perform the role of Heal/Buffbot. The 'paladin' will be a prestige class (similar in concept but different in practice to the Prestige Paladin), and for a base class, you always have Crusader.

    Basically, they will have their clear roles, just like the rest of the classes. I'm aiming at Tier 3 on average.

    Priest: Divine caster based on shadowcasting mechanic, gaining access to devotionals from the domains his deity has access to. Also gains abilities from the domains he chooses to pursue.
    Prestige Classes

    Feats

    Feats with the [Devotional] tag are considered to be Devotional feats, and can be picked up by the Priest with any bonus feats he might obtain. Most of them are 'metadevotional', much like metamagic feats which apply to the devotionals.

    Metadevotional feats do not increase casting time. Applying Metamagic feats to a Devotional cast as a spell, however, still does as normal. You may also apply the various Empower/Maximize/etc.. SLA feats to those Devotionals which are SLA's, and the same with those feats which affect (Su) when applied to a Devotional used as a supernatural ability. Having said that, using the metadevotional feat is probably a better way to go, all things considered.

    Spoiler
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    Domain Focus [Devotional]
    Choose a Domain you have at least one Devotional in. You function at +1 Caster Level (only for purposes of level-dependent variables in your Devotionals) when using Devotionals from this domain, and also gain a +1 DC to the saving throws of any devotionals in this domain.

    You can gain this feat multiple times. Each additional time it is purchased, you may apply it to a new domain

    Greater Domain Focus [Devotional]
    Prerequisite: Domain Focus

    As Domain Focus, but gains an additional +1 to effective caster level for purposes of level-dependent variables and DC of saving throws within the chosen domain.

    You may only take this feat for a domain which you have already purchased Domain Focus in.

    You may select this feat multiple times. Each additional time it is purchased, you may apply it to a new domain which you already have Domain Focus in.

    Empower Devotional [Devotional] [Metadevotional]
    Prerequisite: At least one Devotional known, any other Metashadow feat

    When you chose this feat, select ONE devotional. That devotional may now be Empowered. This feat is not limited in uses, because the devotional's uses per day are inherently limited.

    You may select this feat more than once. Each additional purchase of this feat allows you to apply it to a different Devotional you know.

    Enlarge Devotional [Devotional] [Metadevotional]

    When you chose this feat, select ONE devotional. The range on this devotional is doubled. This feat is not limited in uses, because the devotional's uses per day are inherently limited.

    You may select this feat more than once. Each additional purchase of this feat allows you to apply it to a different Devotional you know.

    This feat may only be applied to Devotionals with a range of Close, Medium, or Long

    Extend Devotional [Devotional] [Metadevotional]

    When you chose this feat, select ONE devotional. That devotional's duration is doubled. This feat is not limited in uses, because the devotional's uses per day are inherently limited.

    You may select this feat more than once. Each additional purchase of this feat allows you to apply it to a different Devotional you know.

    This metadevotional feat may only be applied to a Devotional with a Duration greater than Instantaneous. While it is possible to apply this to a devotional with a duration of Permanent, there is no further effect from it.

    Favored Devotional
    [Devotional]
    Prerequisite: At least one Devotional known

    Select a Devotional you know. Your ability to use that particular devotional increases. If you could cast it as a spell, it is now used as a Spell-Like Ability. If you could use it as a Spell-Like Ability, you may now use it as a (Su) ability. If it is already a (Su) ability, then you gain one additional use from it. Increasing from Spell/Sp/Su increases number of uses per day as per normal. This feat 'grows' with the devotional, maintaining a constant one category higher until it would normally hit Su, then it provides the additional use per day.

    This may only be selected for a given Devotional once. Purchasing this feat more than once allows you to apply it to different devotionals.

    Maximize Devotional [Devotional] [Metadevotional]
    Prerequisite: At least one devotional, and any two other Devotional feats

    When you chose this feat, select ONE devotional. That devotional may now be Maximized. This feat is not limited in uses, because the devotional's uses per day are inherently limited.

    You may select this feat more than once. Each additional purchase of this feat allows you to apply it to a different Devotional you know.

    Quicken Devotional [Devotional] [Metadevotional]
    Prerequisite: At least three devotional feats, Priest level 11 or higher

    When you chose this feat, select ONE devotional. That devotional may now be Quickened. This feat is not limited in uses, because the devotional's uses per day are inherently limited.

    You may select this feat more than once. Each additional purchase of this feat allows you to apply it to a different Devotional you know.

    Reach Devotional [Devotional] [Metadevotional]

    When you purchase this feat, you may chose ONE devotional with a range of Touch. You may now use that Devotional on targets out to 30'. You must succeed on a ranged touch attack to affect the target.

    You may select this feat more than once. Each additional purchase of this feat allows you to apply it to a different Devotional with a range of Touch you know.
    Last edited by ShneekeyTheLost; 2011-09-16 at 12:13 PM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  3. - Top - End - #3
    Titan in the Playground
     
    BardGuy

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    Default Re: D&D 3.S: Welcome to Falcora

    This post will have the map and something of an atlas of the world as we build it.
    Last edited by ShneekeyTheLost; 2011-07-18 at 10:33 PM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  4. - Top - End - #4
    Titan in the Playground
     
    BardGuy

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    Default Re: D&D 3.S: Welcome to Falcora

    This post will contain the political factions and how they might interact with the world.
    Last edited by ShneekeyTheLost; 2011-07-18 at 10:34 PM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  5. - Top - End - #5
    Titan in the Playground
     
    BardGuy

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    Default Re: D&D 3.S: Welcome to Falcora

    Cosmology

    At the center of the cosmos lies the Prime. Therein lies Mortal Life, in all its many splendor'd wonders... such as it is.

    Closest to the Prime lies the three Transitional Planes: Shadow, Astral, and Ethereal.

    Further out, but still accessible from the Prime (in certain locations) are the Elemental Planes

    Then there are the Far Planes, which can only be accessed by one of the Transitional Planes.

    The Plane Shift spell now only allows you to travel to an Elemental Plane, and the Focus now changes to read: "This spell must be cast on ground which is strongly aspected to the elemental plane you are attempting to reach." This is defined as an area of magical warping aligned to that element. Taking dirt from an aspected area and moving it outside that area will not work.

    There is now a Shadow Jaunt spell, which is similar in nature to Ethereal Jaunt, only it sends the recipient to the shadow plane. Shadow Walk also has some differences.

    A spell not unlike Astral Caravan will also be available around 6th or 7th spell level.
    Last edited by ShneekeyTheLost; 2011-08-09 at 07:59 PM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  6. - Top - End - #6
    Titan in the Playground
     
    BardGuy

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    Default Re: D&D 3.S: Welcome to Falcora

    This post is reserved for the deities and pantheons, as well as a more in-depth look at how divine casting works here.

    To be blunt, all divine classes are required to have a patron deity or pantheon. This will, in some cases, affect their spell list in a far more dramatic way than the current Domain method, closer to the old Sphere setup, if anyone remembers that from 1e. So choose your deity wisely. You will not be bringing righteous wrath against your opponents as a cleric of a pacifistic deity. Likewise, the warlike clerical order has very limited healing, purification, and buffing available. But they can certainly lay the smack down.

    Many thanks to Blade of Oblivion for making the deity template!

    The Pantheon

    Name: Solomarak
    Nicknames: Shining Lord, Sunlord, Defender of All, (That Arrogant Bastard)
    Domains: Law, Good, Protection, Inquisition, Sun, Fire, War
    Holy Symbol: Longsword raised high in victory with yellow, orange, and red flames. Sometimes it's a longsword raised with a sun background.

    Personality: He really does care about people, but he's also got a stick up his pigu. He's got a very strict code of morals and ethics which he demands of his clergy and followers are highly suggested to follow as best they can. He's also very big on 'defending the defenseless', 'upholding truth and justice', and honestly believes in the Code which he requires of his priests.

    Relations with other gods: 'Friendly' Rivalry with Markaranak, deadly enemies with 'The Outside One', actively courting Leyalana, frustratingly tolerant of the Trickster, and otherwise ambivalent and friendly with the rest of the pantheon.
    ------
    Name: Markaranak
    Nicknames: Darklord, Lord of the Uttercold, Heartless One,
    Domains: Law, Evil, Destruction, Tyranny, Cold, Night, War
    Holy Symbol: A longsword, planted point down, with blue, purple, and black flames. Sometimes depicted as a sword, point down, with a moon rising behind it

    Personality: He is a tyrant, but he is also a smart tyrant. He does not encourage excesses, because they are ultimately harmful to being a successful tyrant. In fact, he probably wrote the 'things I will not do if I am an evil genius' list, or at least inspired the author. He has absolutely no pity on any who would act against orders which are there to make sure that everyone gets through these troubling times, and has been known to make examples of specific individuals who either could not make a command decision, or thought of their own greed first and foremost until he was doing more harm to the people than good.

    Relations with other gods: He considers his 'friendly' rivalry with Solomarak to be something he can use to goad Sol into doing something stupid with. He's biding his time and consolidating his power, but his eye is on the prize... the Allfather role within the pantheon. He's also courting Leyalana, although not so openly as Sol is. He does not like the Trickster, however he also can do little TO him, so he sits there and he grumbles, and doesn't much like him at all, but won't do anything overt until he consolidates his power. He hates 'The Outside One' even more than Sol does, and directs his followers to oppose that cult wherever they find it. He acknowledges that the rest of the pantheon really doesn't trust or like him very much, and doesn't much care since they do actually respect him.

    Name: Leyalana
    Nicknames: The Tranquil One, Lady of Peace, Mother Nature, Harvest Mother
    Domains: Healing, Liberation, Tranquility, Plant, Weather
    Holy Symbol:

    Personality: To many, she seems fickle and flighty... not quite all there, yanno? However, in this case, a babbling brook conceals deeper waters. She feels a keen responsibility to the needs of the people, all of them.

    Relationships with other Deities: Currently paying favors to, but not accepting the suit of, both Solomarak and Markaranak. In fact, she considers that whomever she finally chooses as a husband will end up the Allfather of the pantheon, so she's weighing each one to judge who is most worthy to rule. She is well liked and respected by the rest of the pantheon, even by the Trickster. She is the only one of the pantheon who knew The Other One before he became what he is, and so her sorrow is bittersweet at what he has become.

    Name: The Outside One
    Nicknames: The Twisted One, 'That One', The Other, The Horror
    Domains:
    Holy Symbol:

    GM NOTE: This used to be the God of Magic, who was the Allfather deity before reality intervened. The process of snapping reality drove him insane, and now he is more of a Cthulu-esque figure.

    The Outside One is not appropriate for a deity of worship for a PC, since any follower of The Outside One would get lynched fairly rapidly. Various Outside One cults can be antagonists or plot tools.

    The Domains

    These are either new domains, or altered ones to better fit with the new Priest base class.

    Sun
    Granted Power: Any spell with the Light descriptor has the radius of illumination doubled, and the effective spell level for countering darkness spells increases by one. Furthermore, any spell with the Light descriptor may, at the caster's option, treat any strong illumination as actual sunlight.

    1 Endure Elements: Exist comfortably in hot or cold environments.
    2 Daylight: 60-ft. radius of bright light.
    3 Searing Light: Ray deals 1d8/two levels, more against undead.
    4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
    5 Flame Strike: Smite foes with divine fire (1d6/level damage).
    6 Fire Seeds: Acorns and berries become grenades and bombs.
    7 Sunbeam: Beam blinds and deals 4d6 damage.
    8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
    9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.
    Last edited by ShneekeyTheLost; 2011-09-16 at 12:40 PM.
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    Okay, let's take care of business. First, I want to get mechanics down, including base and prestige classes, then I'm going to work on the campaign setting itself.
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    I'd help, but frankly I don't have much to contribute. Most of my worldbuilding skill is fluffy, but it looks like you've got it hammered out, more or less. I'm not familiar with ToB or MoI, so I can't help you there either. I'm awful at making Invocations, so any invocation-based class I design is going to be way out in left field, balancewise.

    TLDR: It looks interesting, but I wouldn't be much help.
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    Quote Originally Posted by BladeofOblivion View Post
    I'd help, but frankly I don't have much to contribute. Most of my worldbuilding skill is fluffy, but it looks like you've got it hammered out, more or less. I'm not familiar with ToB or MoI, so I can't help you there either. I'm awful at making Invocations, so any invocation-based class I design is going to be way out in left field, balancewise.

    TLDR: It looks interesting, but I wouldn't be much help.
    Well, once we get down to fluffing out the world, your help will be invaluable. Also, I'll need testers for some of my mechanics, and just a different point of view to look at things and see how they look from your perspective.
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    Sure, why not. Testing is always fine. Granted, I'm working on my own campaign setting right now, but I can spare time for the community.

    Just PM me if there's anything specific.
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    Factotum's Dungeonscape, not Cityscape.

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    Quote Originally Posted by Swiftmongoose View Post
    Factotum's Dungeonscape, not Cityscape.
    Fixed, thanks.

    Anything else you'd care to comment about?
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    I really like what you have so far. The fixes are very necessary for play with the strange collection of rules that 3.5 has. If you want any help with fluff or critiquing your crunch, I'd be glad to help. I'm just not great at creating crunch myself. And I could help test your homebrew out on the forums.
    I have returned, and plan on focusing on world-building. Issues are being dealt with.

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    Well, I've got some things down. I do need some ideas for divine classes. Got any archetypes you'd like to see expressed?
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    Quote Originally Posted by ShneekeyTheLost View Post
    Well, I've got some things down. I do need some ideas for divine classes. Got any archetypes you'd like to see expressed?
    Ooh, something fluffy? I might be able to help. First off, what kind of Deities do you have, exactly? Is it a closed system of a few Deities? Is it Gods need Prayer Badly? Is it something weirder, like Fae representing a gestalt divinity?
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    Well, I'd say as a compliment to the divine healer, maybe a divine blaster oriented class that focuses on smiting enemies of the patron god. Something like the inquisitor from Pathfinder concept wise, except with more magic and less melee. Perhaps he can be made to destroy the abominations that flooded the land after the magic went awry.

    In fact, you should probably look at Pathfinder to find some ideas for some of your classes like Summoner, Oracle, and Arcanist (look under Magus). Of course those would be somewhat higher-tier than you want the balance to be, but I see no problem with getting ideas on how the class would work from there.
    Last edited by Omeganaut; 2011-07-22 at 09:01 AM.
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    Quote Originally Posted by BladeofOblivion View Post
    Ooh, something fluffy? I might be able to help. First off, what kind of Deities do you have, exactly? Is it a closed system of a few Deities? Is it Gods need Prayer Badly? Is it something weirder, like Fae representing a gestalt divinity?
    It's a combination of Gods Need Prayer Badly and God Save Us All. Basically, it was the direct intervention of the deities which kept all sentient life from going extinct when it all came apart. And the people know it. So the whole concept of an athiest is... well... kind of head-in-the-sand.

    I'm wanting a pantheon who actually CAN set aside their differences, when it all boils down to it. Yes, even the Evil deities. In fact, they're seeing this as the opportunity to advance themselves. So you've got a LG 'stick up your pigu' type, a NG 'make love not war' hippy, a CN trickster with a flair for the ironic, a LE tyrant type, and maybe a few others.

    Quote Originally Posted by Omeganaut View Post
    Well, I'd say as a compliment to the divine healer, maybe a divine blaster oriented class that focuses on smiting enemies of the patron god. Something like the inquisitor from Pathfinder concept wise, except with more magic and less melee. Perhaps he can be made to destroy the abominations that flooded the land after the magic went awry.
    I did have some thoughts along this line. I was actually sort of thinking about a more martial order of Crusaders and a PrC with 'smite abomination' which works on any templated creature. A 'blaster' doesn't really seem fitting, although perhaps more of a 'let my people go' kind of thing might work. Perhaps a debuff and Save or Lose effect specialist?

    In fact, you should probably look at Pathfinder to find some ideas for some of your classes like Summoner, Oracle, and Arcanist (look under Magus). Of course those would be somewhat higher-tier than you want the balance to be, but I see no problem with getting ideas on how the class would work from there.
    Summoner was already referenced, and while I'm doing things significantly different, I did get some inspiration there.

    The Arcanist is an Invocation-based class, much closer to a Warlock but with more potential damage output (barring HFW shennanigans), and a lot more blasting options. Someone or another did a 'fix' of the Warlock which split off his blast invocations and his other invocations, kind of like how the DFA has split breaths off from standard invocations. This is relevant to my interests.
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    If you need help with makeing factions and religions you can ask me about it!
    Im having a watch-log-thing.
    Read it HERE!

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    Quote Originally Posted by super dark33 View Post
    If you need help with makeing factions and religions you can ask me about it!
    I appreciate it!

    Religion is going to play a major factor in the game world, because it was the direct intervention of the deities which saved civilization as a whole, and people know it. Also, the deity you worship will affect your spell list significantly more than in Core. I'm thinking of resurrecting the old Spheres system...
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    Quote Originally Posted by ShneekeyTheLost View Post
    I appreciate it!

    Religion is going to play a major factor in the game world, because it was the direct intervention of the deities which saved civilization as a whole, and people know it. Also, the deity you worship will affect your spell list significantly more than in Core. I'm thinking of resurrecting the old Spheres system...
    You mean tons of gods/pantheons or Few of them?

    And old Spheres system?
    what is that?
    Im having a watch-log-thing.
    Read it HERE!

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    A debuff/buff/save or lose divine specialist would be a good way to complement a divine healer. Maybe something like the Pathfinder Cavalier except much less melee ability and more magical effects. Something to replace Paladin that doesn't suck and works better with allies. Prestige classes would be great ways to have smite/favored enemy abilities against certain abominations.

    And while splitting spells by gods is a great idea, it will take a lot of work. Gods bless you for taking that path, and may they see you through with sanity!
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    Quote Originally Posted by super dark33 View Post
    You mean tons of gods/pantheons or Few of them?

    And old Spheres system?
    what is that?
    The population base is so low at the moment, I doubt they could support a ton of them, so a single pantheon would work best. That would minimize the headache of the old sphere system.

    Basically, in 1e, the old deities had spheres of influence. Clerics could only cast from those spheres. Kind of like the domain system, only you are only limited to your domain spells, but you got more of 'em to compensate.

    Quote Originally Posted by Omeganaut View Post
    A debuff/buff/save or lose divine specialist would be a good way to complement a divine healer. Maybe something like the Pathfinder Cavalier except much less melee ability and more magical effects. Something to replace Paladin that doesn't suck and works better with allies. Prestige classes would be great ways to have smite/favored enemy abilities against certain abominations.

    And while splitting spells by gods is a great idea, it will take a lot of work. Gods bless you for taking that path, and may they see you through with sanity!
    Hmmm... you have a point. Two of them, actually.

    There's the Crusader, which is something of a divine meatshield with potential access to group buffs, and the new Bard has party buffs and mass debuffs as well with his Bard songs and his Invocations.

    I suppose I could always do a variant of Marshall, maybe blend marshall with paladin, and toss in some buff/debuff abilities. Think that oughta work? Maybe have auras their thing that they do, with both beneficial and detrimental auras, and letting them scale reasonably?

    Working on my version of the Summoner, which is turning out to be quite interesting. You Pact an elemental, and that elemental gains HD as you do, gains abilities depending on the type, and also grants abilities to the Summoner, depending on type. You can have multiple elementals Pacted, but only one can be out at any given time. Both elementals and summoner also have additional abilities which are granted as they level.

    In addition, the summoner casts up to 6th level spells, mostly buffs, although they get a bit of blasting as well. He can also use Summon Monster as a (Su) ability, and eventually can expend spells to auto-buff his summons.

    Looking at the list of summons, it would actually make more sense to have Summon Nature's Ally, since they get elementals easier and faster (one spell level lower), and the elemental creatures (Salamanders, etc...) which make more sense. I'll be working on ways to make the rest of the summons thematic. I already have an idea...
    Last edited by ShneekeyTheLost; 2011-07-28 at 09:46 PM.
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    So one pantheon?
    two opposing pantheons might work fine.

    So what i understand from you is a small world with King-priests and Priest-kings

    If it would be:
    King-priest: You worship pa-hee in a wrong way!
    Priest-king: No, you worship it wrong way by saying ''in''!
    and thus began the filtiest pie war.

    i would be happy.

    Basics of Pantheon makeing (X equels alligment):
    you need to use this pattern for gods:
    1.Main god who is ussualy netural X. (I.E netural Good, true netural, netural evil).
    2.War god, who is Lawful X, and should have War or destruction as spheres.
    or more realisticly, Healing and inspireing spheres
    3.Fertility god (or mostly goddess) who is netural X
    4.Tricky god who is chaotic X
    5.Death god, who can be either Lawful Netural or Netural Evil
    6.Weaponmaker who is god Netural X that gives fighting buffs.
    7.Healing god who is Netural X.
    8.Opposing god, who is Netural -X, with some evil lackys that represent what the belives despise.

    Each god can be alligned with somthing, like fire, water, dragonsmashing...
    Last edited by super dark33; 2011-07-31 at 09:15 AM.
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    Quote Originally Posted by super dark33 View Post
    So one pantheon?
    two opposing pantheons might work fine.

    So what i understand from you is a small world with King-priests and Priest-kings

    If it would be:
    King-priest: You worship pa-hee in a wrong way!
    Priest-king: No, you worship it wrong way by saying ''in''!
    and thus began the filtiest pie war.

    i would be happy.

    Basics of Pantheon makeing (X equels alligment):
    you need to use this pattern for gods:
    1.Main god who is ussualy netural X. (I.E netural Good, true netural, netural evil).
    2.War god, who is Lawful X, and should have War or destruction as spheres.
    or more realisticly, Healing and inspireing spheres
    3.Fertility god (or mostly goddess) who is netural X
    4.Tricky god who is chaotic X
    5.Death god, who can be either Lawful Netural or Netural Evil
    6.Weaponmaker who is god Netural X that gives fighting buffs.
    7.Healing god who is Netural X.
    8.Opposing god, who is Netural -X, with some evil lackys that represent what the belives despise.

    Each god can be alligned with somthing, like fire, water, dragonsmashing...
    Mmmm... I was thinking more along the lines of

    1: LG God of 'stick up your pigu'. Chivalry, truth, justice, and being holier than thou! Defender of the defenseless, protector of the downtrodden, and champion of the underdog.

    2: NG goddess of tranquility, protection, and serenity. Something of a pacifist, she doesn't like her followers getting into needless combat.

    3: CN god of trickery, pranks, and general chicanery. Take one part Loki, one part Coyote, and one part Monkey King. Blend well and serve cool, with a side of laughter.

    4: LE god of tyranny. In these dark times, his following has been growing, because he at least provides clear guidance in an otherwise chaotic age. In a friendly rivalry with the LG god, which turns not-so-friendly at times. They will still both work together if it is in their best interests.

    5: LN God of Death. He has a real thing against undead. He also has a real thing about taking lives needlessly, since he needs followers to survive. However, he's also a cold, distant god... to whom everyone eventually turns to in the end.

    6: CG goddess of nature and the hunt. Think Artemis. Can be prankish at times, particularly to 'city folk', but not cruel. Very upset that the wilderness has been warped by magic, and worshipers tend to try to cleanse the wild areas wherever possible.

    7: LN God of the Forge, Fire, iron and Smithing. Most smitheries have his symbol (crossed hammers over a forge) somewhere on the premises. He is seen as a strong, silent type.

    8: CE Deity, neither male nor female, similar in concept to Cuthulu. Most followers are bat-guano insane. He seems to approve of the warping effect of magic on the world, and seeks to further it. His followers believe that it is the source of a new generation of super-people, once they adapt to the harsher environments. Sort of a cross between Darwinists and something out of Lovecraftian mythos.
    Last edited by ShneekeyTheLost; 2011-08-01 at 01:29 AM.
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    Quote Originally Posted by ShneekeyTheLost View Post
    Mmmm... I was thinking more along the lines of

    1: LG God of 'stick up your pigu'. Chivalry, truth, justice, and being holier than thou! Defender of the defenseless, protector of the downtrodden, and champion of the underdog.

    2: NG goddess of tranquility, protection, and serenity. Something of a pacifist, she doesn't like her followers getting into needless combat.

    3: CN god of trickery, pranks, and general chicanery. Take one part Loki, one part Coyote, and one part Monkey King. Blend well and serve cool, with a side of laughter.

    4: LE god of tyranny. In these dark times, his following has been growing, because he at least provides clear guidance in an otherwise chaotic age. In a friendly rivalry with the LG god, which turns not-so-friendly at times. They will still both work together if it is in their best interests.

    5: LN God of Death. He has a real thing against undead. He also has a real thing about taking lives needlessly, since he needs followers to survive. However, he's also a cold, distant god... to whom everyone eventually turns to in the end.

    6: CG goddess of nature and the hunt. Think Artemis. Can be prankish at times, particularly to 'city folk', but not cruel. Very upset that the wilderness has been warped by magic, and worshipers tend to try to cleanse the wild areas wherever possible.

    7: LN God of the Forge, Fire, iron and Smithing. Most smitheries have his symbol (crossed hammers over a forge) somewhere on the premises. He is seen as a strong, silent type.

    8: CE Deity, neither male nor female, similar in concept to Cuthulu. Most followers are bat-guano insane. He seems to approve of the warping effect of magic on the world, and seeks to further it. His followers believe that it is the source of a new generation of super-people, once they adapt to the harsher environments. Sort of a cross between Darwinists and something out of Lovecraftian mythos.
    Thats nice. is there going ot be anouter pantheon?
    Im having a watch-log-thing.
    Read it HERE!

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    Quote Originally Posted by super dark33 View Post
    Thats nice. is there going ot be anouter pantheon?
    Good question. I haven't decided yet. But these are going to be the 'mainstream' pantheon. There might be worship of demi-deities and local figures, though.
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    Quote Originally Posted by ShneekeyTheLost View Post
    1: LG God of 'stick up your pigu'. Chivalry, truth, justice, and being holier than thou! Defender of the defenseless, protector of the downtrodden, and champion of the underdog.
    Well, let's try this one at a time, right? This one seems fairly easy, so let's start there.


    Deity Profile:

    Name: (Fill in later)
    Domains: Law, Good, Protection, etc.
    Holy Symbol: (Fill in. I was thinking a miniature sword would be wonderful for this purpose, as it fits the knowledge of the god so far quite well.)

    Something like this:
    Spoiler
    Show



    Especially convenient because you can just invert it and change the colors for the God of Tyranny later, to imply that they are both rivals and twin sides of the same coin.




    Personality: Chivalrous, Arrogant, etc.

    Relations with other gods: Rivalry with (LE Tyranny), etc.


    There. That skeleton should get you where you need to go.
    Extended Signature

    Óla tha eínai éna.

    Avatar by Dorian Soth Thormag. Thanks a bunch.

  28. - Top - End - #28
    Titan in the Playground
     
    BardGuy

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    Default Re: D&D 3.S: Welcome to Falcora

    Quote Originally Posted by BladeofOblivion View Post
    Well, let's try this one at a time, right? This one seems fairly easy, so let's start there.


    Deity Profile:

    Name: (Fill in later)
    Domains: Law, Good, Protection, etc.
    Holy Symbol: (Fill in. I was thinking a miniature sword would be wonderful for this purpose, as it fits the knowledge of the god so far quite well.)

    Something like this:
    Spoiler
    Show



    Especially convenient because you can just invert it and change the colors for the God of Tyranny later, to imply that they are both rivals and twin sides of the same coin.




    Personality: Chivalrous, Arrogant, etc.

    Relations with other gods: Rivalry with (LE Tyranny), etc.


    There. That skeleton should get you where you need to go.
    YOINK!!!!!

    Thanks, this will be a huge help in getting the deities down.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  29. - Top - End - #29
    Ogre in the Playground
     
    super dark33's Avatar

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    Default Re: D&D 3.S: Welcome to Falcora

    Quote Originally Posted by ShneekeyTheLost View Post
    4: LE god of tyranny. In these dark times, his following has been growing, because he at least provides clear guidance in an otherwise chaotic age. In a friendly rivalry with the LG god, which turns not-so-friendly at times. They will still both work together if it is in their best interests..

    Now this one:

    Name:somthin that starts with an E and and with an ius, Eucronius?

    Domains: Law, Evil, War, Destruction.

    Holy simble: just like the one on the demonic pony in my siggy.

    Personality: Tyrant who rules Eith an iron fist and boot, to the ones he conquers.
    Hes evil in the good way. he doesnt kill women or children, but his rule is hard.

    Relations: Rivarly with 'Stick up your pigu'. maybe we shall call him Suyop?

    Favorite weapon: tridant.
    Last edited by super dark33; 2011-08-04 at 11:09 AM.
    Im having a watch-log-thing.
    Read it HERE!

  30. - Top - End - #30
    Titan in the Playground
     
    BardGuy

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    Default Re: D&D 3.S: Welcome to Falcora

    Hmmm... I have an interesting idea for a mechanic...

    Have one 'Priest' base class, which starts out with a d4 HD, 1/2 BAB, good will, poor fort and reflex. Simple weapon proficiencies only.

    However, spheres/domains/whatever have, as additional benefits, other things which affect the character. The protection domain, for example, increases HD one category and gives Fort a good progression. The war domain increases the BAB to 3/4, and gains martial weapon proficencies and armor/shield proficencies. Healing domain could grant a Lay on Hands type of ability. That kind of thing.

    I would also explicitly state that these extra abilities only affect the Priest base class. Go by the book if you are using any other class. Basically, the class gains additional bonus domain benefits, which offsets the fact that their stats are... far from stellar.

    This makes your choice of domains exceedingly important.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
    Spoiler
    Show
    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

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