The Order of the Stick: Utterly Dwarfed
The Order of the Stick: Utterly Dwarfed - Coming in December and available for pre-order now
Page 1 of 2 12 LastLast
Results 1 to 30 of 60
  1. - Top - End - #1
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Thraan, City of Fear

    Welcome strangers, to the great city of Thraan.
    Our city is a marvel in this age, a beacon of technology, a haven of industry, a paragon of all cities of this great time. Yet Thrann has a plight, the Venef, vile creatures born of satanic beings long ago. The Venef hunt us at night, slaughtering and raping, drinking our bodies dry of blood. Only the great leaders have suppressed these creatures. 50 years before, the Bellicus brought the terror of the Venef to an end and put their great leader, Jalan Ferox in control. The Bellicus were brutal, yet efficient. They held mass executions of those creatures as well as encourage industries and science. Still the Venef resist and rumors say that the Magusin (a criminal terrorist organization) have allied with those creatures. Be wary, stranger, walk the night with care.

    - Ministry of Public Informtion
    (Sign at the great gates of Thraan)

    Thraan is a world in the Victorian age in which magic is alive and real, a power that is feared, revered, cursed and envied. Those who wield this power are called the Venef.

    Thraan and the Bellicus:
    The city is a humongous metropolis that sits on a river, 2 miles from the sea. of course the suburbs and shantytowns stretch out further. The city is the main power in the world (know as Zelus) and mostly is isolated. The majority of civilization lives in and around Thraan though there are far-off exotic worlds, few have the money to leave and those who do would lose everything (including their life) the moment they stepped out of the city-state's territory. Approximately 60 years ago an organization called the Bellicus came into existence as a group of genius, jealous men who envied and hated the Venef for their power. At first the group did not realize exactly what the source of the power was and thus experimented. Using a vast amount of wealth, the group established a private military to go out and kidnap innocents, preferably women. Thus the terror began as the Bellicus sacrificed, tortured and experimented on these "subjects" with a vast array of "magic". But this was not the true magic of the Venef, only emulated through alchemical substances and arcane energies channeled through strange devices. Many infused themselves with alchemical compounds and innocent blood, but all knew the could not get such power in this manner. The only away was to capture the Venef, but that would risk revealing their horrors. Thus the Bellicus devised a plan to take control of Thrann, then under the guise of the government, continue their experimentation. The Bellicus moved swiftly and cunningly, ordering their minions to kill, rape and torture without regard. At the same time the Bellicus began to infiltrate the existing republican government, corrupting and blackmailing the senators. After three weeks of terror and infiltration, the Bellicus came out in the open, arresting hundreds from the slums and shantytowns without reason as the government declared a new Minister, Jalan Ferox the leader of the Bellicus. Claiming those they captured where Venef who where the cause of the reign of terror, the Bellicus gain full support of the people.

    The Venef:
    The Venef are not an evil people as a whole and are more the victim than anyone else. For centuries they have been feared and hunted, but nothing like they are now. The Venef are not all one people either, but two different and distinct groups who are themselves a mixture of bloodlines. The two major groups are the Sacntus-parv and the Nequ-parv. The Scantus are descended from the union of a nephilim and a human woman while the Nequ are descedants from the union of a demon and a human woman. Amoungst them are 4 different bloodlines:
    {table=head]Sanctus|Nequ
    Valetudo|Peius
    Justicia|Ira
    Licentia|Dominatus
    Lex|Fraudatio[/table]
    Most Venef view their powers as a curse and such power does have a cost. Though each Venef has their own free will, they are constantly reminded of their blood and are usually physically weaker than true humans. Venef live in constant fear of being found and many opt to hide and live their lives as a human, keeping a low profile. Thus almost all Venef live in the slums of Thraan. However, some Venef opt to harness their power for venegance, "justice" or power. Some create underground cabals to worship their fathers, hoping to gain more power. Some join underground resistances including the renown Magusin who try to undermine the tyranny of the Bellicus government.

  2. - Top - End - #2
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Crunch of Thraan
    System - D&D 3.5 E6
    Races - Human (as normal)
    Sanctus
    Spoiler
    Show
    Same as Human except:
    +2 Dex, -2 Con
    No extra skill points
    Favored Class: Witch

    Nequ
    Spoiler
    Show
    Same as Human except:
    +2 Cha, -2 Con
    No bonus feat
    Favored Class: Witch


    There are three categories of classes: Mundane, Supernatural, and Arcane
    Mundane: Blademaster, Rogue, Soldier , Urban Ranger
    Supernatural: Arcane Scholar, Inspired, Soulless
    Arcane: Arcane Blade, Spellthief , Witch (Prophecy), Witch-Gun
    Sanctus and Nequ can be either a Supernatural or Arcane class.
    Humans can be either a Mundane or Supernatural class.
    (the fluff behind this is that with alchemical and other items containing magical power, anyone can use, but only those born of power can wield the true Arcane. However, those born of power always incorporate it in what they do and don't always have access to the training.)

    Variants in use: Mundane Item Enhancement System, Armor as DR, Defense Bonus.

    Inspired, Prophecy and Arcane Scholar (courtesy of Somebloke)

    Changes to Urban Ranger: Wild Empathy is replaced by Uncanny Dodge. Use Non-Spellcasting variant (lose all spellcasting, gain +10ft movement speed at 6th while in less than heavy armor and heavily encumbered)
    Changes to Arcane Scholar: Reduce Base Attack Bonus to poor progression, artifact crafting does not require XP, but instead requires a rare component that can not be bought by conventional means.
    Changes to Prophecy: Renamed to Witch. Some of the Bloodlines change names as listed below, while others are completely new. You are limited by race with your Bloodline selection.
    Valetudo - use Malakhim
    Justicia
    Spoiler
    Show
    Least
    See Blood
    Level: 1st
    The power of Justicia allows you to view another's bloodline. Once you use this revelation, you gain knowledge of the approximate location of each Human, Sanctus, and Nequ in a 30ft cone. You may concentrate on each target as a standard action each round to learn their Bloodline or if they are pure Human.

    Light Bolt
    Level: 1st
    You channel the power of Justicia into a bolt of pure light which you fire at your enemies. You create 1 bolt for every 2 levels that each deal 1d4+1 force damage, you must make a single ranged touch attack against any target within 30ft.
    Lesser
    Sword of Justicia
    Level: 4th
    You take a full-round action to summon forth a sword made of the light of Justicia to wield against your enemies. You are proficient with this weapon and it is considered a +1 ghost touch longsword for all effects. All attacks you make with the weapon are touch attacks but you may not deal any extra damage with the weapon. The weapon lasts for a number of rounds equal to your Charisma modifier. You must wait at least 2 hours between each summoning.

    Light of Justicia
    Level: 3rd
    You summon forth the true light of Justicia to brighten your way and damage your foes. There is an area of bright light that counts as sunlight in a 60ft radius around you and an area of dim light out a further 60ft. All opponents must make a reflex save or 2d6 damage each round they are in the area of bright illumination and whenever an opponent enters that area. This effect lasts for a number of rounds equal to your Charisma modifier.

    Licentia
    Spoiler
    Show
    Least
    Burst of Speed
    Level: 1st
    The fleetness of Licentia fills you and allows you to move at great speeds. You gain a +30ft enhancement bonus to your land speed for a number of minutes equal to your level.

    Grace of Licentia
    Level: 2nd
    You channel the grace of Licentia into yourself and others. You may grant a +4 enhancement bonus to Dexterity to a single touched target. This effect lasts for a number of rounds equal to your level.
    Lesser
    Joy of Licentia
    Level: 3rd
    You channel the great joy and morale of Licentia into your allies, causing morale to fly high. All allies in a 60ft radius of you gain a +2 enhancement bonus to Strength and Dexterity and a +5 enhancement bonus to their land speed. This effect lasts for a number of rounds equal to your Charisma modifier.

    Unbound Movement
    Level: 4th
    Licentia's power allows you to ignore all that would otherwise hinder your movement. You may ignore any effect that would prevent you from moving or otherwise reduce your land speed. You automatically succeed on all checks to resist being grappled as well as all Escape Artist checks. You may fight underwater with no penalty. This effect lasts for 10 minutes per level. You must wait 4 hours after the effect ends before you may use this revelation again, though you may dismiss it before the duration ends.

    Lex
    Spoiler
    Show
    Least
    Sleeping Bind
    Level: 1st
    You channel the power of Lex into a target, instantly causing them to drop into a deep sleep. A target within 30ft must make a will save or fall a sleep instantly.

    Lock
    Level: 2nd
    You use the power of Lex to cause any portal or lock to instantly become bond closed, resisting all attempts to open it. The door or container cannot be opened normally, even if their is no actual lock. Any lock that does exist has its Open Lock DC increased by +15. Any attempt to break the door or container has its DC increased by +10. This effect lasts for 1 hour.
    Lesser
    Halt
    Level: 3rd
    You channel the power of Lex to stop your enemies in their tracks. You select a single target within 30ft. That target must succeed on a Will save or their land speed becomes 0ft and cannot increase by any effect. This lasts for 12 hours. The target may make a new save every 2 hours to throw off the effect. If the target is hit with an attack, the effect is dispelled.

    Arcane Shield
    Level: 4th
    In a 10ft radius you conjure up a sphere that protects those inside from magic. The globe is completely immobile and suppresses all magic inside the sphere. Additionally, the sphere prevents any spell or spell-like ability of effective 3rd level or lower to pass through the sphere. All material objects may pass normally.


    Peius
    Spoiler
    Show
    Least
    Sapping Touch
    Level: 1st
    You channel the power of Peius into your target, chilling his very core. You must make a melee touch attack against a single target to deal 1d6 points of cold damage and 1 point of Strength damage. The target may make a fortitude save to negate the Strength damage. You may use the touch attack once per level after spending a full-round action to channel it.

    Plague Touch
    Level: 2nd
    Through the power of Peius, you cause a target to become infected with a supernatural illness that effects others. You must make a melee touch attack against a single target. The target is held and gives off a stench causing all those within 10ft, excluding the caster and the target, to make a fortitude save or become sickened. The target may make a fortitude save to negate the held condition. This effect lasts for 2d6+2 rounds.
    Lesser
    Contagion
    Level: 3rd
    Channeling the power of Peius, you infect a target with a disease. You must make a melee touch attack against a single target to infect them with a random disease (see the table below) without an incubation period. The target makes a fortitude save as normal to negate the effect.
    {table=head]d%|Disease|Fort DC|Damage
    01-15|Cackle Fever|16|1d6 Wis
    16-30|Filth Fever|12|1d3 Dex & 1d3 Con
    31-45|Mindfire|12|1d4 Int
    46-60|Red Ache|15|1d6 Str
    61-75|Shakes|13|1d8 Dex
    76-90|Slimy Doom|14|1d4 Con
    91-00|Blinding Sickness|16|1d4 Str & if the victim takes 2+ Str dmg, must make an additional save or go permanently Blind.[/table]

    Vile Curse
    Level: 4th
    You channel the power of Peius to bring down an illness of a true curse. You must make a single touch attack against a target, granting them one of the following penalties: -6 to one ability score (minimum 1), –4 penalty on attacks, saves, and skill checks, or a 50% chance of losing each action. The target may negate this effect with a successful will save. This effect is permanent.

    Ira - use Sin
    Dominatus
    Spoiler
    Show
    Least
    Mystic Servant
    Level: 1st
    You call upon the power of Dominatus to summon a creature from hell to serve you. This creature is invisible to everyone except the caster to whom it looks like an imp. The servant will preform simple tasks like cleaning and opening doors or reloading your weapon. It has a Strength of 2 (so it can lift 20 pounds or drag 100 pounds) & a movement of 15’, but it must stay in range. The servant cannot attack, nor can it be the direct target of attacks, but if it takes 6hp of damage from area-of-effect attacks, it is dissipated.

    Learn Thoughts
    Level: 2nd
    The caster can thoughts from a conscious creature with an Intelligence of at least 1 in a 60ft Cone-shaped Emanation. The information gained increases each round:
    1st round – presence of thoughts.
    2nd round – number of thinking minds and the Intelligence score of each one. If not in line-of-sight, the caster only knows the direction. If any have an Intelligence of at least 26 (assuming it is at least 10 points higher than the caster’s), the caster is Stunned for 1 round and the spell ends.
    3rd round – Surface thoughts of any mind in the area, will save negates. This spell is blocked by 3ft of wood or dirt, 1ft of stone, 1 inch of metal, & any amount of lead.
    Lesser
    Bind
    Level: 3rd
    With a snap of your fingers, you summon the power of Dominatus to bind your foes. Target creature of up to Medium-size is made Helpless by encircling metal bands, a successful reflex save reduces the condition to Entangled. To escape, the target must make a Strength check or Escape Artist check as a Full Round Action; DC 18 if Helpless, DC 13 if
    Entangled.

    Whisper of Dominatus
    Level:
    Dominatus's power of words allows you to cause a target to complete any task you wish. You give the target 1 or 2 sentences of reasonable sounding instructions. The instructions may contain a trigger to activate them later or may activate immediately. At the end of the duration, the instructions loose their power, triggered or otherwise. This effect lasts for 1 hour per Charisma modifier +1.

    Fraudatio - use Silith

  3. - Top - End - #3
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Soldier
    Hit Die: d10
    Class Skills: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex
    Skill Points at 1st Level: 4x (2 + Int modifier).
    Skill Points at Each Level: 2 + Int modifier.
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Bonus Feat, Favored Weapon

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Weapon Training

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Bonus Feat

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Weapon Training

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Bonus Feat

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Weapon Training
    [/table]

    Class Features:
    Weapon and Armor Proficiencies: Soldiers are proficient with all simple weapons, matchlock and flintlock pistols, and alley and flintlock muskets aas well as all light and medium armors and no shields.

    Bonus Feat: At 1st level you may choose any Fighter Bonus Feat as long as you meet the prerequisites. Your Soldier level counts as your Fighter level for meeting prerequisites. You gain an additional bonus feat at 3rd and 5th level.

    Favored Weapon: At first level you may choose one of the following weapon types: Pistol, Long Gun, Crossbow, or Magnum. You are proficient with all of those weapons. Additionally, you may spend 30 minutes in practice to gain the effects of the Weapon Focus feat with any one weapon, this becomes your favored weapon. This counts as if you had taken Weapon Focus for your favored weapon when determining meeting the prerequisites for feats. Additionally, whenever you change weapons with this ability, all feats that are based off the weapon you choose with Weapon Focus change as well.

    Weapon Training: At 2nd level you may choose any of the following abilities to use with your favored weapon. Some are permanent enhancements while some are maneuvers usable as a standard action once per encounter. You may gain a bonus multiple times to either stack its effects or gain an extra use per encounter. This is a permanent bonus.
    • Pistol
      • Double Shot - All two weapon fighting penalties are reduced by 2. Additionally, you may apply your Favored Weapon Bonus to one more pistol, but both weapons must be the same kind of weapon. You may not have more than two favored weapons no matter how many times you select this ability.
      • Pistol Whip - You may attack with your pistols as a melee weapon at any time dealing damage as a club of their size. Additionally, you do not provoke attacks of opportunities for attacking at range with your favored weapon. This is a permanent bonus.
      • Lightning Shot - You may make an attack with your favored weapon as a swift action with no penalties. Additionally, you gain the Quick Draw feat.
    • Long Gun
      • Veteran Musketeer - You may reload your long gun as a move action instead of a standard action or as a standard action instead of a full-round action. This effect stacks with the Rapid Reload feat. Additionally, you may make an attack with your favored weapon as a swift action.
      • Marksman - The range increment of your favored weapon increases by 10ft. This is a permanent bonus.
      • Steady Shot - When taking a full-round action to make a single attack, gain a +2 bonus to attack and damage. This is a permanent bonus.
    • Crossbow
      • Sniper Shot - When attacking from hiding, reduce the hide check penalty by 5. This is a permanent bonus.
      • Master Sniper - When attacking a foe denied his Dex to AC you may deal an extra +1d6 sneak attack damage while the target is within one range increment. This damage is in addition to any other sneak attack damage you would deal, however you take a -2 penalty on the attack roll if you would normally be unable to apply sneak attack damage. This is a permanent bonus.
      • Rapid Volley - You may reload your crossbow faster than normal once per encounter. If the unmodified reload time is 1 round or less you can reload as a swift action, while a crossbow that takes 2 rounds to reload can be reloaded as a move action.
    • Magnum
      • Thunder Shot - You may make a single attack against an opponent within 2 range increments as a full-round action. The attack deals damage as normal but also requires a fortitude save DC10 + 1/2 class level + dexterity modifier or become deafened for 2 rounds. You may use this ability once per encounter.
      • Steady Shot - You gain a +2 bonus to all attack rolls. This is a permanent bonus.
      • Packed Shot - You may take a penalty to your attack roll up to a maximum equal to your base attack bonus to gain twice that amount as a bonus to damage. This is a permanent bonus.


    New Weapons
    {table=head]Name|Type|Damage|Crit|Range[br]Increment|Reload Time|Ammo|Ammo[br]Type|Weight|Cost
    Matchlock|Pistol (One-Handed)|1d8|x3|
    15ft
    |Full-Round|
    1
    |Ball|
    3lb
    |
    40gp

    Flintlock|Pistol (One-Handed)|1d10|x3|
    15ft
    |Standard|
    1
    |Ball|
    2lb
    |
    60gp

    Cap Shooter|Pistol (Light)|1d10|x3|
    30ft
    |Standard|
    1
    |Cone|
    1lb
    |
    500gp

    Double Flintlock|Pistol (One-Handed)|1d10|x3|
    15ft
    |Full-Round|
    2
    |Ball|
    4lb
    |
    200gp

    Revolver|Pistol (Light)|1d10|x3|
    30ft
    |1 Round|
    6
    |Cone|
    2lb
    |
    5000gp

    Alley Musket|Long Gun (Two-Handed)|2d6|x3|
    25ft
    |Full-Round|
    1
    |Grape or Ball|
    4lb
    |
    80gp

    Flintlock Musket|Long Gun (Two-Handed)|2d6|x3|
    25ft
    |Standard|
    1
    |Grape or Ball|
    4lb
    |
    100gp

    Flintlock Rifle|Long Gun (Two-Handed)|2d8|x3|
    50ft
    |Full-Round|
    1
    |Ball or Cone|
    4lb
    |
    300gp

    Bellicus Rifle|Long Gun (Two-Handed)|2d8|x3|
    50ft
    |1 Round|
    6
    |Cone|
    5lb
    |
    5000gp

    Short Blaster|Magnum (One-Handed)|2d8|x4|
    10ft
    |Full-Round|
    6
    |Cone|
    8lb
    |
    500gp

    Thunder Gun|Magnum (Two-Handed)|2d10|x3|
    15ft
    |Standard|
    1
    |Grape or Heavy|
    10lb
    |
    2000gp

    Dragon Pistol|Magnum (One-Handed)|2d8|x3|
    10ft
    |Standard|
    1
    |Grape or Heavy|
    5lb
    |
    100gp

    Reaver|Magnum (Two-Handed)|2d12|x4|
    10ft
    |Full-Round|
    1
    |Grape or Heavy|
    14lb
    |
    10000gp
    [/table]

    Ammo:
    {table=head]Ammo Type|# of Shots/lb|Cost/lb|Special
    Ball|
    20
    |
    30gp
    |None

    Cone|
    25
    |
    100gp
    |If the weapon has a choice, cone ammo grants +2 to damage and increases the range increment by 25%

    Grape|
    3
    |
    -
    |Deals half normal damage, but hits everything in a cone with no attack roll required, reflex save for half damage

    Heavy|
    3
    |
    20gp
    |None
    [/table]
    Grape shot is just rocks and stones collected from the ground and has no value.

  4. - Top - End - #4
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Witch-Gun
    Hit Die: 1d8
    Class Skills: Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex)
    Skill Points at 1st Level: 4x (4 + Int modifier).
    Skill Points at Each Level: 4 + Int modifier.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Revelations

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Bloodline, Channel|
    0

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Remembrance (Eye of the Soul), Least Revelations|
    1

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Favored Weapon, Weapon Training|
    1

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Spellfire Channel +1d6|
    1

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Remembrance (Old Memories)|
    2

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Weapon Training, Spellfire Channel +2d6|
    2

    [/table]

    Class Features
    Weapon and Armor Proficiencies: Witch-Guns are proficient with simple weapons, pistols, long guns, and crossbows. There are proficient with light armor and no shields.

    Bloodline: As the Witch class feature.

    Channel: As a full-round attack action, you may use a revelation with a range of touch or greater with a ranged attack with a firearm you are proficient with.

    Remembrance: As the Witch class feature.

    Favored Weapon: As the Soldier class feature.

    Weapon Training: As the Soldier class feature.

    Spellfire Channel: A Witch-Gun may channel the energy of her blood through her firearm attack. As part of an attack action, the Witch-Gun may add +1d6 force damage. A Witch-Gun may not use any revelations one the same turn as she uses this ability or until after the end of her next turn. At 6th level the extra damage increase to +2d6.

    New Feats
    Arcane Thief
    Prerequisite: Spellthief or Rogue level 6th
    Benefit: Your sneak attack increases by one die.
    Special: You may only take this feat once.

    Blade Master
    Prerequisite: Blademaster or Arcane Blade level 6th
    Benefit: Your martial adept level increases to 8 for the purpose of meeting the prerequisites of maneuvers. You may switch 1 maneuver for a new one.

    Elite Pawn
    Prerequisite: Soulless level 6th
    Benefit: You may ignore the effects of the Mark of Damnation class feature for 24 hours per week divide as you choose.

    Great Inspiration
    Prerequisite: Inspired level 6th
    Benefit: You gain a new Inspired Vow

    Long Gun Proficiency:
    Prerequisites: Proficiency with a crossbow.
    Benefit: You become proficient with all Long Guns.

    Magnum Proficiency:
    Prerequisites: Proficiency with a crossbow.
    Benefit: You become proficient with all Magnums.

    Master Scholar
    Prerequisite: Arcane Scholar level 6th
    Benefit: You gain a new ability from the Knowledge is Power list.

    New Revelation
    Prerequisite: Witch or Witch-Gun level 6th
    Benefit: You gain one more revelation of any level you may use.

    Pistol Proficiency:
    Prerequisites: Proficiency with a crossbow.
    Benefit: You become proficient with all Pistols.

    Step of the City
    Prerequisite: Urban Ranger level 6th
    Benefit: You may make an Urban Tracking check every 30 minutes without penalty. Additionally, you gain a +2 bonus when making hide checks in an urban environment.

    Trusted Pawn
    Prerequisites: Soulless 6th level, Elite Pawn
    Benefit: You lose the Mark of Damnation class feature.

  5. - Top - End - #5
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    The City-State of Thraan and the surrounding areas (District & Rail lines Map)
    Spoiler
    Show

    District Key:
    {table=head]#|District Name|#|District Name|#|District Name|#|District Name
    1|New Core|11|Pellipo Hill|21|Vendoton|31|Jagger Slums
    2|Old Core|12|Nasher Town|22|East Vendo|32|Muckville
    3|Ferox Hill|13|South Point|23|West Vendo||
    4|North Crest|14|Lower Zadf|24|East Char||
    5|East River|15|Thundershore|25|Vendo Slums||
    6|White Hill|16|Upper Zadf|26|Nasher Slums||
    7|Grand Salem|17|The Delve|27|Revelsi||
    8|Lower Salem|18|Kraver Town|28|Shavel||
    9|Black Alley|19|Halttown|29|Ballik's Town||
    10|Grimslick|20|Char|30|Vener's Town||[/table]

    {table=head]Station|District|Rail Lines
    Grim Island Station|New Core|Grim Island Express
    Grim River Crossing|East River|Grim Island Express, Nasher Express
    North Street Station|White Hall|North Loop, East Loop, Nasher North
    Wellik Station|Grand Salem|East Loop
    South Wellik Station|Lower Salem|East Loop, Dellit Express
    Dellit Road Station|Black Alley|Nasher North, Dellit Express
    Grimslick Station|Grimslick|Nasher Express, Nasher North
    Pellipo Crossing|Pellipo Hill|East Loop
    Nasher Town Station|Nasher Town|East Loop, River Express, Nasher Express, Nasher North, Nasher South
    Point Crossing|South Point|River Express, West Loop, Char South
    Zadf Station|Lower Zadf|West Loop, Thundershore Express
    Thunder Crossing|Thundershore|Thundershore Express
    Mellit Crossing|Upper Zadf|West Loop
    Dop's Crossing|The Delve|West Loop
    Kraver Station|Kraver Town|West Loop
    Halttown Station|Halttown|West Loop, North Loop
    Char Station|Char|Char South
    Center Cross|Vendoton|Grand Vendo, North Loop
    Crasher Avenue Station|East Vendo|Grand Vendo, North Loop
    Crow's Call Station|West Vendo|Grand Vendo, North Loop
    South-East Station|East Char|Nasher South
    Dankway Station|Vendo Slums|Grand Vendo, North Loop, Muckville Express
    East Render Station|Revelsi|Char South
    West Render Station|Shavel|Char South
    Sand Street Station|Vener's Town|North Loop
    Muckville Station|Muckville|Muckville Express
    [/table]

    Description of Districts

    Class Key:
    High - Government and wealthy residential, centers of learning and high science. High security.
    High-Middle - Middle class residential, centers of learning and high science. High security.
    Middle - Middle class residential, some lucrative industry. Moderate security.
    Low - Lower class residential, dirty industries and questionable businesses. Moderate security.
    Slum - Lower class residential, dirty industry, high crime and homelessness. No security.
    Spoiler
    Show
    New Core
    Class High
    The center of Thraan in terms of government. Home to all the governmental office builds, high-security political prisons and government officials' estates.

    Old Core
    Class High
    The former center of the government of Thraan, the old buildings have been converted into museums and art centers for all classes of people. This is one of the few districts where the wealthy and poor flock in great numbers. There are no residences in Old Core. One locale of great importance is the Feroxian Park (formerly the Free People's Park) where monthly fairs and circuses are held.

    Ferox Hill
    Class High
    Formerly called Republic's Hill, this is an exclusive residential district where the leaders and high-end officials of the Bellicus have estates as well as the wealthiest of the industry leaders. Security is at its highest here and only those who live on the estates are allowed to enter.

    North Crest
    Class High
    The second largest residential district for the wealthy, North Crest is home to the estates of many of the industry leaders and lower officials of the Bellicus. North Crest is also know for its social clubs and free housing for artists as well as being home to a humongous studio complex called North Crest Hall. Only the best artists are permitted into the studio and free housing and to be admitted promises a life of leisure and luxury.

    East River
    Class High-Middle
    One of the most lucrative districts, East River is home to the largest mercantiles and luxury shops. Many shops sell exotics from far away places as well as artwork from North Crest Hall. In addition to the many shops, East River has the only train and bridge connecting to Grims Island (where Old Core, New Core, Ferox Hill and North Crest are located). It is every woman's dream to shop at the East River stores though for most it is far to expensive.

    White Hill
    Class High
    The only true high class district outside of Grims Island, White Hill has always been a great scientific center and is home to the two largest and most prestigious universities in Thraan, White Hill Academy of Science and the Thraan Institute of the Arcane. While their is a large residential district of estates for the wealthiest of the scientists, most of the district is taken up by the complexes of these two universities and by the variety of taverns and warehouses that service them.

    Grand Salem
    Class High-Middle
    One of the most renown of the "middle"-class districts, Grand Salem is home to the largest number of "Venef attacks" in the plight 50 years ago. This district has the largest middle-class residences in Thraan without much room for more than several markets.

    Lower Salem
    Class Middle
    While not as prestigious as Grand Salem, Lower Salem is a large residential district, though it does contain the headquarters and main manufacturing complex for the Thraanian Alchemist Inc. which produces 90% of all pharmaceuticals and household chemicals.

    Black Alley
    Class Low
    The most notorious of the inner city lower-class districts, Black Alley is renown as a pit of Venef and criminal scum. The district is mostly residential though it is also the second largest red-light district. This district has the largest concentration of Venef within the city.

    Grimslick
    Class Slum
    One of the most vile slums of the city, Grimslick is avoided at all costs by Greycoats and everyday citizens alike. It is home to the largest mafia in the city and the Bellicus have struck a bargain with them to keep the peace. Thus Grimslick is the most violent district and is virtually controlled purely by the Grimslick mafia.

    Pellipo Hill
    Class Slum
    Once a middle-class residential district home to the largest concentration of artist and liberal thinkers 50 years prior, the Bellicus saw the district as a threat to their rule and thus arrested and executed 30% of the residents within the first 5 years of their rule. Now the district has fallen to crime and bitterness and the once beautiful district is only a slum and shantytown. Most of the residents are squatters living in the abandoned houses, theaters and art studios.

    Nasher Town
    Class Middle
    One of the better known districts, Nasher Town receives the most traffic of any other district (except for South Point) and is widely considered the main hub for the city's rail system. In fact, Nasher Town Station is connected by five rail lines and serves as the hub for three of them (Nasher North, Nasher South, and Nasher Express). In addition to its grand rail station, Nasher Town has one of the largest markets and the fairest as well and a large residential district. Rails United, the company who services the rail lines as well as produces the technology to run the lines, has its headquarters and all of its production plants in this district.

    South Point
    Class Middle
    This district is home to the largest harbor in Thraan as well as the three largest dry docks as well as the headquarters of the two largest shipping and ship-making companies in the entire City-State. South Point is composed mostly of the industries related to shipping, though there are a few residences.

    Lower Zadf
    Class Slum
    One of the largest slums in Thraan, it was originally considered part of the Zadf district, but its large size and criminal activity proved too much for one Sargent so Lower Zadf was split off from Upper Zadf. While most citizens wonder why the Zadf district was not divided on a straight North-South boundary, the Bellicus had a very good reason to do so. The Zadf district was always a war zone as gangs and the Zadf Mafia fought for territory. The Bellicus struck a deal with the Zadf Mafia, granting them the liberty of operating in a low-security slum and being protected from rivial gangs held in the slightly higher security low-class district. The boundary was drawn so that Lower Zadf contained all of the Mafia's territory and left out the southern most gangs. Thus Lower Zadf is run almost entirely by the Zadf Mafia and is the hub for all drug and illegal alchemical trade.

    Thundershore
    Class Middle
    The largest fishing district in Thraan, Thundershore is the prime location for fishing and is home to a number of large companies in that industry. Additionally, Thundershore is also home to the famed Ars-Opes Industries headquartere as well as all of its research and manufacturing complexes. The markets of Thundershore are filled with the smell of fish and the latest toys and gadgets of the era. Thundershore also has the largest black market for weapons, supplied by the Ars-Opes Industries. Though Bellicus is wary of the danger of allow such activity, they dare not step in the way since Ars-Opes supplies the Greycoats.

    Upper Zadf
    Class Low
    The better half of the former Zadf district, Upper Zadf is home to the largest lower class residences and the largest number of gangs. Upper Zadf has the largest crime rate of any district and thus has the highest security, even more so than the districts on Grim Island.

    The Delve
    Class Slum
    Most citizens have heard of The Delve even if they have never left their own district through stories and urban legends that talk of streets lined with red lanterns and the jokes that the sun shines red on the district. This is of course due to the extremely large red light zones throughout the district, making it the wealthiest of the lower-class and slum districts. Apart from the prolific prostitution industry, The Delve has a large number of residences as well as markets including the only lower-class art market, though most of the art is not exactly tasteful in most respects.

    Kraver Town
    Class Low
    This district has a large amount of residences as well as a stable fishing economy. Kraver Town was originally a small fishing village centuries before the city of Thraan grew from across the river. The district still holds a lot of its old customs and is one of the most tightly knit and enthusiastic districts in the city. The town has a history of rivalry with its northern neighbor Halttown and has a very puritan view on racial issues. The district has a large volunteer organization to find, capture, torture and execute Venef.

    Halttown
    Class Low
    Like Kraver Town, Halttown was originally a fishing hamlet settled by Sanctus and Nequ. The human puritists of Kraver Town hated the Venef of Halttown and to this day frequently raid suspected Venef residences. Halttown has one of the highest populations of Venef and is known for numerous cabals and resistance organizations.

    Char
    Class Middle
    Char is not actually a district of Thraan, but a separate city in and of its self. The city of Char has a long history of resisting the power of Thraan centuries before and had a naval force to be reckoned with making it a world power in its own right. However, due to the greater resources of Thraan, Char finally surrendered to Thraan and became a territory of the great City-State. Now days it is still a large producer of ships and naval technology. All sea-based military crafts and barracks are located in Char.

    Vendoton
    Class High
    Like Char, Vendoton is a city in its one right and not a true district of Thraan. In days past this was a major trading port on the Celox River, shipping goods from the landlocked nations into Thraan and out to the sea. After many years, the leaders of Vendoton agreed to submit to the rule of Thraan peacefully and helped in conquering Char. Now it is still a hub of trade, but with much cheaper prices. Many exotics may be bought here.

    East Vendo
    Class Low
    This district is actually a district of the city of Vendoton. The district is the main residential district of Vendoton but also has a lot of discount markets, bringing lots of traffic in from Thraan.

    West Vendo
    Class Middle
    Like East Vendo, West Vendo is a district of Vendoton and is home to the art community as well as to small estates of the largest trading company leaders. West Vendo is most well known for the Grand Fair which is held in a huge underground complex featuring various rare good and arts of the world as a whole. Thousands from all across the world come to this fair and many even make West Vendo their home, in fact, the embassies to Thraan are all located on Crow's Call Avenue in West Vendo.

    East Char
    Class Slum
    Formerly a farming village belonging to the City-State of Char, East Char was assimilated by Thraan as a suburban slum long before the city even expanded across the river. Now the district is a complete mess, crawling with squatters and orphans. The district is also home to the largest dump, making up 1/5 of the entire district and serving as a food source for a large portion of the district.

    Vendo Slums
    Class Slum
    The slums that have expanded out from Vendoton are in better shape than East Char, but not by much. The slums are populated by almost solely squatters and many Venef and immigrants from across the world. The people of the Vendo Slums live off fishing and the sale of stolen goods as well as working in the textiles factories located in the slum.

    Nasher Slums
    Class Slum
    An expansion of the great district of Nasher Town, Nasher Slums serves as the residence for the workers in the rail factories almost solely. Nasher Slums is also home to all three of Thraans steel and alloy factories, giving low paying jobs to those of both Nasher Slums and East Char.

    Revelsi
    Class Slum
    This district is an expansion of both Char and Thraan along the Grim River being home to thousands of tenants and past public work projects before the Bellicus took over. Since the fall of the republic government, Revelsi has deteriorated rapidly into a full-fledged slum ignored by most. The slum still retains remenants of past times with numerous parks, gardens, and art displays, though most have been looted and defaced. Revelsi has a large number of gangs as well as a very large number of anti-Bellicus organizations.

    Shavel
    Class Slum
    Also a past focus for improvement by the republic government, Shavel is most notably home to the largest number of religious organizations. Among these organizations is the Church of the Nephilim, the Followers of Reproba and the Children of Votum. The Bellicus government allowed these organizations to demolish any residential buildings they wished in Shavel for their own buildings in return for large sums of money as well as an information tax. Thus these organizations serve as one of the large spy networks for the Bellicus and are extremely effective in discovering the resistance leaders in Revelsi. While all of these organizations are corrupt, they are extremely popular among those of the lower class in Thraan and half of the citizens of Thraan belong to one of these three religions.

    Ballik's Town
    Class Low
    One of the safer lower class districts, Ballik's Town serves as the residence for almost all of the servants and grounds workers for the estates of White Hill, Ferox Hill, and North Crest. The citizens of Ballik's Town are treated with higher security as well as a higher standard of living then most other lower class citizens. Many view Ballik's Town as the place to breech the gap between the lower and middle classes of Thraan and in many ways that is true. Not only is Ballik's Town renown for its higher stadard of living, it is also revered as the cleanest district outside of the high-class districts, both in terms of sanitation and Venef "infestation". There are virtually no Venef in the entire district mostly due to the fact that one must be employed by an estate then apply to purchase a residence in Ballik's Town.

    Vener's Town
    Class Low
    An expansion of Thraan to the north, Vener's Town is the newest district (not counting the division of Upper and Lower Zadf).The district started as a small suburb built around a chemical factory and a rail station and soon grew as the factory did. Most of the district is home to the workers of Venenum Inc., the leading chemical and special materials industry in Thraan. However, Vener's Town has the largest drug market in all of Thraan, encouraged by Venenum since they produce most of the drugs as chemicals. It is said that Vener's Town drugs are of the highest quality and one of the most popular drugs is called Vener's Bread.

    Jagger Slums
    Class Slum
    Once a descent low class district expanded from both Ballik's Town and East Vendo, Jagger Slums has more recently been plunged into a disgraceful shantytown and slum. 20 years ago the Bellicus staged the biggest and bloodiest Venef raid in their history. In early winter thousands of Greycoats stationed in Ballik's Town and East Vendo and backed up with half of the entire Bellicus Public Police, descended upon the district of Jagger just after midnight. The BPP and Greycoats raided houses of Venef and humans alike, killing, raping, and torturing for the bloodiest 12 hours in Thraanian history. Hundreds of thousands of citizens were killed while a few thousand were merely raped, beaten, and captured. After that day the streets where littered with the bodies of the dead totaling a little more than half of the entire population of Jagger. The Cleansing of Jagger as it was called was reportedly a planned raid to destroy "...the largest infestation of Venef in Thraan..." which it did in fact succeed in. One of the founders of the Bellicus was born in Jagger and remembered being picked on and beaten up by Venef bullies and this was his shot at revenge. Now Jagger is a sad district of filth and emptiness. Most of the district is uninhabited save for a few thousand squatters and agents of various black market and drug rings who use the large number of abandoned buildings as storage facilities.

    Muckville
    Class Slum
    An old fishing settlement, Muckville has become a prime location for Thraan's prisons. Except for the few houses, warehouses and taverns, the entire island is covered in prison complexes and squatter's tin huts. Those living on the island rarely leave and are commonly beaten for sport by the Greycoats who service the prisons. However, some of those living on the island do work as janitors and cooks for the prisons, gaining decent wages, though most of those jobs are given to those in Vendo Slums.


    The Undercity
    Class Slum
    While not technically a district or any type of governmentally-controlled area, the Undercity is a real location that sees a lot of activity. The Undercity refers to one of two things, less commonly it refers to the labyrinth of sewers, tunnels and chambers under the city of Thraan that house innumerable warehouses for illegal items, slaves, and secret bunkers. Though the term is more often used to refer to the main tunnels, sewers and chambers that house the slave auctions, black markets and Undercity Arena. Below is a map of this Undercity:
    Spoiler
    Show

  6. - Top - End - #6
    Pixie in the Playground
     
    Magnificence's Avatar

    Join Date
    Dec 2007

    Default Re: Thraan, City of Fear

    Wow, thats quite a lot of interesting stuff!
    Licentia are my favourite I think, I wish I had more to add but I'm too new at this to comment.

  7. - Top - End - #7
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Quote Originally Posted by Magnificence View Post
    Wow, thats quite a lot of interesting stuff!
    Licentia are my favourite I think, I wish I had more to add but I'm too new at this to comment.
    Thanks! I'm really pulling out a lot of latin here, but I think it fits the flavor extremely well. The setting has a number of real world references including a few Old Testament references (nephilim specifically). Though it was partially inspired by New Crobuzon from China Miéville's books Perdido Street Station and The Iron Council as well as the witch hunts and (admittedly) by Somebloke's classes.

    More is coming! (specifically the Witch-Gun class)

  8. - Top - End - #8
    Barbarian in the Playground
     
    Arioch's Avatar

    Join Date
    Nov 2007
    Location
    An elaborate secret lair.
    Gender
    Male

    Default Re: Thraan, City of Fear

    Very interesting. I'm more into flavour than rules, and I can tell you that your backstory and setting are very interesting indeed. They're quite well-thought-out, too. My congratulations.

    On another note, I have a small suggestion. If you were to put some genuinely evil people fairly high up in the Venef heirarchy (if there is one), who do some of the things which they are accused of, and a few truly good people in the Bellicus organisation (who perhaps truly believe that the Venef are evil and a threat to stability), then you present the players with a fascinating dichotomy - do they side with the powerful, benevolent administration against the disruptive spellcasters, or with the innocent, oppressed arcanists against the evil and tyrannical government?

    Anyways, well done. I hope your campaign(s) go(es) well.
    Necromancer avvie by Thecrimsonmage.

    You don't kill the purple necromancer. The purple necromancer kills you, and uses your corpse as a draught excluder.

    According to Player_Zero, I'm made entirely out of bees. Go figure.

  9. - Top - End - #9
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    The core of the Bellicus are truly evil, though most of the underlings truly believe that the Venef are evil and are just trying to destroy evil. And yes, there are some extremely evil Venef for a variety of reasons. From the classic "we are the superior race" to vigilantes. So, yes, there will be some very grey moments, in fact most of the time it will all be very grey.

  10. - Top - End - #10
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Sorry for the double post, I just want to make sure that you saw I added the District Map of Thraan (including the towns of Char and Vendoton). As you can see, it is a large metropolis and the various slums and shantytowns outside the actual city (light beige) connect the two towns with the city.

    I hope to get some brief descriptions of each district up at some point, but until then any questions/suggestions?

  11. - Top - End - #11
    Ogre in the Playground
     
    puppyavenger's Avatar

    Join Date
    Apr 2007
    Location
    GMT-5
    Gender
    Male

    Default Re: Thraan, City of Fear

    Why exactly can't Venef take levels in mundane classes?
    Spoiler
    Show

    played the Space Pope in Total War 2125
    ..and the Papal States of Luna in Total War 2260


    Playing
    The Gears Chosen in Total Way: Broken City

    The Spindleshanks Crusade in Total War: 40K

    Dragon Avatar by Serp

    Darkness Fell, and with it Light

  12. - Top - End - #12
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Quote Originally Posted by puppyavenger View Post
    Why exactly can't Venef take levels in mundane classes?
    Two reasons: The first is not as good, but simply put, they just don't have access to the training needed. Of course that only really applies to the Warblade and Soldier class. The more solid reason is that because of their internal power, they can't really repress it so it comes up in almost everything they do. Thus, a Venef who learns the ways of the sword always has her magic accompany her more complex maneuvers (Swordsage's Desert Wind and Shadow Hand among others). And they can't take Mountebank because they have no reason to, they just would not gain any benefit from making a pact with a demon.

    Crunch-wise: Balancing (sort of), since humans are restricted from arcane classes, I had to restrict the Venef.

  13. - Top - End - #13
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    I've decided to expand the flavor a bit by adding the main figures of the city of Thraan, so who better to start off with than Jalan Ferox?

    Jalan Ferox, Minister of the City of Thraan

    Old Human Arcane Scholar 2/Soulless 4
    Hit Dice: 6d6+6 (32 hp)
    Initiative: +0
    Speed: 30 (6 squares)
    Armor Class: 15 (+5 defense), touch 15, flat-footed 10
    Base Attack/Grapple: +4/+4
    Attack: Dagger of Glory +8 melee (1d4)
    Full Attack: Dagger of Glory +8 melee (1d4)
    Space/Reach: 5ft/5ft
    Special Attacks: Beguiling Stare, Blood Ritual +1d4, Infernal Power (Learn Thoughts) 2/hour
    Special Qualities: Obscure Lore, Artifact (least), Knowledge is Power (Arcanist), Mark of Damnation (Red Eyes), Fiendish Aura, Energy Bolt, See Sorcery
    Saves: Fort +1, Ref +4, Will +4
    Abilities: Str 10, Dex 11, Con 12, Int 16, Wis 15, Cha 18
    Skills: Appraise +7, Bluff +15, Concentration +10, Craft (Alchemy) +14, Diplomacy +18, Knowledge (the planes) +14, Preform (Oratory) +10, Use Artifact +14
    Feats: Skill Focus (Diplomacy), Negotiator, Skill Beyond Your Years (Bluff, Craft (Alchemy), Diplomacy, Knowledge (the planes), Use Artifact)
    Challenge Rating: 9
    Alignment: LE

    Jalan Ferox is a man born to a family of wealth and born in the North Crest district of Thraan approximately 70 years ago. At a young age Jalan learned of magic and the Venef and he craved for that power. He made friends with a few Venef, but soon learned that the source of their power was in their blood, thus he killed two of his friends and drank their blood. Yet her obtain no power. Infuriated, young Jalan researched more into the occult of magic, learning under the arcanist Diab Causidicus. Under this new master, Jalan began to find new friends and formed the Bellicus to help in their search for knowledge and power. Near about 50 years ago, Jalan discovered the search of pact magic. Thus he and the inner ring of the Bellicus began their preparations and with the sacrifice of 50 virgins and Jalan's friend and teacher Diab, the group formed a pact with a variety of demons. Jalan, now truly souless and empowered by Dominatus has reached his goal and strives to keep his power, mocking those he calls mortals.

    Combat
    Jalan is arrogant yet not foolish. He prefers to manipulate and have his minions do the fighting, though if forced, he will fight with cunning and cheap tricks. Jalan truly fears Venef though thinks himself more powerful than those of Dominatus's blood.
    Artifacts: Jalan has two artifacts he always has with him, one of Energy Bolt and another of See Sorcery.
    Knowledge is Power (Arcanist): Jalan's Knowledge is Power ability grants him the sense prophecy class ability and the following spells 1/day each as a supernatural ability: Prestidigiation, Dancing lights and Mage hand.
    [hr]
    Nex Addo, Minister of Defense, Greycoat General

    Human Soldier 6
    Hit Dice: 6d10+6 (46 hp)
    Initiative: +4
    Speed: 30 (6 squares)
    Armor Class: 15 (+4 dex, +1 armor), touch 14, flat-footed 11
    Base Attack/Grapple: +6/+7
    Attack: "Amor" Bellicus Rifle of Glory +16 melee (2d8+2, 20/x3) r.i. 60ft
    Full Attack: "Amor" Bellicus Rifle of Glory +16/+11 melee (2d8+2, 20/x3) r.i. 60ft or "Amor" Bellicus Rifle of Glory +14/+9/+7 melee (2d8+2, 20/x3) r.i. 60ft
    Space/Reach: 5ft/5ft
    Special Attacks: Weapon Training, Swift action attack 3/encounter
    Special Qualities: DR 1/- (from armor), Favored Weapon ("Amor")
    Saves: Fort +6, Ref +5, Will +1
    Abilities: Str 12, Dex 18, Con 14, Int 10, Wis 11, Cha 13
    Skills: Climb +10, Intimidate +10
    Feats: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Rapid Reload, Weapon Specialization, Master Veteran, Ranged Weapon Mastery
    Challenge Rating: 10
    Alignment: LG

    Nex was born to a middle class family in the Grand Salem district approximately 35 years ago. Nex's mother was killed when Nex was 5 years old by a Venef, or so he was told. In reality, it was a Greycoat charged with increasing Venef attacks due to the slipping of popular support of the Bellicus government. Nex was scarred by the event and swore venegence against the Venef that took his mother's life. Nex joined the Greycoats at the age of 18 and showed great promise. By the age of 25 he was a sargent charged with watching over the Black Alley district, the toughest district in Thraan. After many successful years of devotion, Jalan Ferox appointed Nex as the commanding General of the Greycoats to report directly to Ferox himself. Nex is a hardened man, but with a soft spot for child. His only flaws are his hatred of the Venef and his blindness to the evil dealings of his superiors. Nex's most prized possession is a paragon of a Bellicus Rifle that he calls Amor.

    Combat
    Nex is a competent rifleman and is praise for his sharpshooting. Nex is an expert tactician and fights with amazing skill and tactics though he relies more on his bodyguards if he is outnumbered as he retreats to a safe sniping distance to pick off his foes.

    Weapon Training: Nex has the following abilities: Veteran Musketeer x3.
    [hr]
    Mucro Ord, Most Trusted, Bellicus Public Police

    Human Blademaster 3
    Hit Dice: 3d10+6 (28 hp)
    Initiative: +1
    Speed: 30 (6 squares)
    Armor Class: 12 (+1 dex, +1 armor), touch 11, flat-footed 11
    Base Attack/Grapple: +3/+5
    Attack: Longsword of Fame +7 melee (1d8+2, 19-20/x2)
    Full Attack: Longsword of Fame +7 melee (1d8+2, 19-20/x2)
    Space/Reach: 5ft/5ft
    Special Attacks: 8 Maneuvers known, 5 Maneuvers readied, 2 stances
    Special Qualities: DR 1/- (from armor), Favored Discipline [White Raven] (Weapon Focus, Recover), Tactical Strike
    Saves: Fort +5, Ref +4, Will +1
    Abilities: Str 15, Dex 13, Con 14, Int 12, Wis 11, Cha 10
    Skills: Climb +8, Hide +7, Intimidate +6, Move Silently +7, Tumble +7
    Feats: Power Attack, Dodge, Mobility
    Challenge Rating: 3
    Alignment: LN

    Mucro is a mysterious man. Few know his age or place of birth, only that he holds the rank of Most Trusted in the Bellicus Public Police. The story of his ascension to that rank is filled with treachery, deceit, and blood. Mucro is a famed swordsman and originally part of the infiltration squads of the BPP. Eventually he entered the ranks of the elite, the Trusted. The Trusted are hand-picked by the Bellicus inner circle to serve as personal assassins and police. They are the best of the BPP and the most loyal and trusted. Mucro was picked by one of the lesser members of the inner circle which angered him. Mucro learned through "investigation" (most likely involving blackmail and torture) that his sponsor was disliked by Ferox and other higher ups. So Mucro struck a deal with Ferox, Mucro would kill his sponsor in return for Ferox advancing him to Most Trusted and gaining his sponsorship, thus Mucro has "rightly" earned his place among the corrupt.

    Combat
    Mucro is cunning and vile, his is not above putting his own men in danger, but never does anything without sufficient backup. If faced in one-on-one combat, Mucro will attempt to flee.

    Maneuvers Known: Mucro knows the following maneuvers: Steely Wind, Steel Strike, Charging Minotaur, Stone Bones, Douse the Flames, Leading the Attack, Mountain Hammer, Tactical Strike.

    Maneuvers Readied: Mucro usually has these maneuvers readied: Charging Minotaur, Douse the Flames, Leading the Attack, Mountain Hammer, Tactical Strike.

    Stances Known: Mucro knows the following stances: Bolstering Voice, Leading the Charge.

    Tactical Strike: Mucro gets a +1 bonus on attack rolls made during a maneuver. (This is his intelligence modifier).

  14. - Top - End - #14
    Bugbear in the Playground
     
    FlyMolo's Avatar

    Join Date
    Feb 2007

    Default Re: Thraan, City of Fear

    Really cool. I always wanted to write a book set in a similar world.

    Well-fleshed out, and very interesting.
    Proud initiate ref for the Arena!
    Spoiler
    Show

    Llince 2-1
    Akhond 1-0
    Wolatifex 0-0


    Crimson Mageatar!
    Spoiler
    Show
    Ex-avatar/ists:
    The Chilli God
    Serpentine

  15. - Top - End - #15
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Thanks, FlyMolo!

    Puttu Infio, Grand Leader of Magusin

    Sanctus (Licentia) Witch-Gun 6
    Hit Dice: 6d8 (33 hp)
    Initiative: +5
    Speed: 30 (6 squares)
    Armor Class: 20 (+5 dex, +5 defense), touch 20, flat-footed 10
    Base Attack/Grapple: +4/+4
    Attack: Double Flintlock of Glory +13 range (1d10, 20/x3) r.i. 15ft
    Full Attack: Double Flintlock of Glory +13/+13 range (1d10, 20/x3) r.i. 15ft or Double Flintlock of Glory +11/+11/+11 range (1d10, 20/x3) r.i. 15ft
    Space/Reach: 5ft/5ft
    Special Attacks: Channel, Spellfire Channel +2d6, Least Revelations
    Special Qualities: Bloodline (Licentia), Remembrance, Weapon Training (Double Shot x2)
    Saves: Fort +5, Ref +7, Will +6
    Abilities: Str 11, Dex 20, Con 10, Int 10, Wis 13, Cha 14
    Skills: Concentration +9, Diplomacy +6, Knowledge (local) +9, Spellcraft +9
    Feats: Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Rapid Shot, Far Shot, New Revelation x2, Ability Training, Ability Advancement
    Challenge Rating: 11
    Alignment: CG

    Puttu was born 25 years ago in the slums of the Black Alley district in the heart of Thraan. His parents tried to live normal lives, living in fear of being discovered. Unfortunately, the Greycoats found his family and attacked in the night when Puttu was only 12. Puttu escaped, but watched his parents get taken away and beaten. Enraged by the justice, Puttu became a vigilante, learning the art of war from fellow Venef in a little know group called the Magusin. Puttu quickly rose in power and entered the inner circle at 18 and becoming Grand Leader of the group by the age of 20. Puttu is a master of tactics and runs most of the resistance operations in the city. Jalan fears Puttu and has spent hundreds of lives trying to capture this illusive man, yet the free spirit of Licentia lives inside him allowing him to escape to fight another day.

    Combat
    Puttu is brave and an expert marksman, fighting with special pistols he made himself. Puttu uses his power to its fullest extent but is always ready to run if needed, knowing his survival is crucial to the resistance.
    Remembrance: Puttu has the Eye of the Soul and Old Memories abilities of the Witch class.

    Revelations: Puttu knows the following revelations: Burst of Speed, Grace of Licentia, Beguiling Influence, Sorcerer’s Art.
    [hr]
    Alline Diligo, Right Hand of Magusin

    Nequ (Ira) Witch 6
    Hit Dice: 6d6 (24 hp)
    Initiative: +2
    Speed: 30 (6 squares)
    Armor Class: 17 (+2 dex, +5 defense), touch 17, flat-footed 10
    Base Attack/Grapple: +4/+4
    Attack: Dragon Pistol of Glory +10 range (2d8, 20/x3) r.i. 10ft
    Full Attack: Dragon Pistol of Glory +10 range (2d8, 20/x3) r.i. 10ft
    Space/Reach: 5ft/5ft
    Special Attacks: Lesser Revelations
    Special Qualities: Bloodline (Ira), Remembrance
    Saves: Fort +2, Ref +4, Will +6
    Abilities: Str 10, Dex 14, Con 11, Int 11, Wis 12, Cha 20
    Skills: Concentration +9, Craft (Alchemy) +9, Intimidate +14, Knowledge (arcana) +9, Spellcraft +9
    Feats: Magnum Weapon Proficiency, Point-Blank Shot, Precise Shot, Far Shot, New Revelation x2, Ability Training, Ability Advancement
    Challenge Rating: 10
    Alignment: CN

    Alline was born somewhere between 18 and 22 years ago in the shantytowns of the Shavel district. Not much is known of her past though many speculate that she was orphaned at a very early age and grew up on the streets. She is best known for assassinating an elite Greycoat and still carries the Dragon Pistol she took from him. Alline serves as the Right Hand of the Grand Leader of Magusin, a personal bodyguard, assassin and assistant. There are rumors and gossip that Puttu and Alline have had affairs in the past and it is true that Alline has been very unsuccessful at concealing her feelings toward Puttu. As far as it can be determined, Puttu has yet to realize this affection, but it does allow for the agents of Magusin to rest easy knowing Alline will not allow harm to come to the only person she has ever had true affections for.

    Combat
    Alline is can be a cold killer when needed, preferring to hide in crowds and shadows then striking with full magical force at her target. Once her mission is complete she attempts to run as best she can to fight another day. When Puttu is forced to fight Alline becomes somewhat reckless, killing all how might pose a threat to Puttu.

    Remembrance: Alline has the Eye of the Soul, Old Memories and Unnatural Flesh abilities.

    Revelations: Alline knows the following revelations: Darkness of the Black King I, Repentance I, Beguiling Influence, Miasmic Aura, Darkness of the Black King II, Repentance II, Walk Unseen.
    [hr]
    Lelvin Deumanus, Left Hand of Magusin

    Sanctus (Lex) Witch 4
    Hit Dice: 4d6 (18 hp)
    Initiative: +2
    Speed: 30 (6 squares)
    Armor Class: 16 (+2 dex, +4 defense), touch 16, flat-footed 10
    Base Attack/Grapple: +3/+3
    Attack: Dagger +3 melee (1d4, 19-20/x2)
    Full Attack: Dagger +3 melee (1d4, 19-20/x2)
    Space/Reach: 5ft/5ft
    Special Attacks: Least Revelations
    Special Qualities: Bloodline (Lex), Remembrance
    Saves: Fort +2, Ref +3, Will +4
    Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 11, Cha 16
    Skills: Concentration +8, Craft (Alchemy) +8, Diplomacy +15, Knowledge (arcana) +8, Spellcraft +8
    Feats: Skill Focus (Diplomacy), Negotiator
    Challenge Rating: 4
    Alignment: LN

    Born 40 years ago in the district of Halttown, Lelvin Deumanus is the third in command of the Magusin after Puttu and Alline. Lelvin serves as the public events organizer and diplomat of the Magusin working with various other resistance groups. A perfectionist in true Lex nature, Lelvin has organized the Magusin militant as well as propganda divisions into the best of the resistance. He has even secured a favorable deal with the Thraanian Artist's Association is have monthly pro-Magusin articles written by Lelvin himself in the Artist Today. Though there is much gossip surrounding Lelvin, he prefers to keep his personal life a secret to protect his wife and kids though this has caused a variety of rumors about various affairs with Alline and many of Lelvin's secretaries.

    Combat:
    Lelvin is not a combant in any sense of the word though he will use Lex's power to prevent others from harm, favoring Sleeping Bind above other powers.

    Revelations: Lelvin knows the following revelations: Sleeping Bind, Lock, Sorcerer’s Art, Beguiling Influence.

  16. - Top - End - #16
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    As an update: I've added the rail line/station listing as well as all but 5 of the district descriptions.

    Comments and suggestions are encouraged!

  17. - Top - End - #17
    Orc in the Playground
     
    Warlord JK's Avatar

    Join Date
    Oct 2007
    Location
    Nowhere, maybe Somewhere?
    Gender
    Male

    Default Re: Thraan, City of Fear

    WOW, this is some amazing stuff. It's going to be interesting to have an adventure going on here.
    High Warlord of Fan Club

    Master Guitarist of the Fanclub

    Vote for your favorite characters at http://www.giantitp.com/forums/showthread.php?t=95797.

    Big Thanks to Lascivious and Ceika for my Avatars.
    Spoiler
    Show

  18. - Top - End - #18
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    I've completed most of the work on detailing the city itself, except for the Undercity, but that should be easy to include later. For now, I'll start with fleshing out the largest orgaizations (beyond the Bellicus and Magusin) that control various parts of Thraan some of which have already been alluded to.
    So, in no particular order:

    Thraanian Police Service and Bellicus Public Police (Greycoats)
    Spoiler
    Show
    Though two separate organizations, the both serve a common purpose and are collectively know as the Greycoats (due to the grey uniforms and heavy coats). The Thraanian Police Service (TPS) is the larger of the two organizations and is the main police force through the City-State. The TPS is primarily a group of trained military men used to ensure the peace of the city as well as investigate crimes and take criminals into justice. The Bellicus Public Police (BPP) is not exactly what it sounds like, in fact the BPP is a secret police group that focuses on the raiding and capturing of Venef as well as creating contracts with various criminal organizations. Both the TPS and BPP are headed by Nex Addo, who is a man of justice and believer in fairness and avenger of corruption, however, the BPP are in all actuality controlled by the Bellicus and keep most of their operations a secret from Nex Addo. While the TPS are not corrupt as a whole unlike the BPP, many of their agents are and for the right price one can get away with anything.

    Zadf Mafia
    Spoiler
    Show
    The second largest mafia organization, the Zadf Mafia aims to control the entire Zadf district and hold a monopoly on the drug trade. Unfortunately, a lot of the "imported" drugs from Vener's Town are a lot cheaper, thus the mafia has tried to create new drugs to regain lost sales. The mafia has made a deal with the Bellicus government allowing their drug trade to go unhindered in the Zadf and neighboring districts. In return, the Zadf Mafia has agreed to send mafia spies into the Undercity to gather information as well as help with various Venef experiments. The Zadf Mafia is owned and run by the powerful Avarit family. The current leader is the eldest Avarit, Malum Avarit who has kept his position by running a very good economy as well as being protected through vile pact magics with Peius.

    Grand Halttown Cabal Council
    Spoiler
    Show
    The overarching council made up of all of the cabal and circles in Halttown and the surrounding districts, the council is headed by Crothar Abominor, a Nequ of Fraudatio's blood. The council's main objective is to train and militarize the Nequ and Sanctus of Halttown into a powerful resistance force to oppose the Bellicus. Crothar is a vile being who has devoted his life to the demons of the Nequ bloodline and believes wholeheartedly that the Nequ and Sanctus are the superior race. Crothar is not beyond experimentation of his own and frequently orders his circle to go out and capture humans (especially young girls) for his experiments. Crothar is attempting to create a vile plague to weaken the human race and bring the era of human control to and end for all time. In addition to being the head of the Cabal Council, Crothar is also the biggest slave trader in the Undercity, selling over 2,000 slaves a year, mostly female concubines.

    Kraver Public Protectors
    Spoiler
    Show
    This organization is a large group of people from the Kraver's Town district who act as a lynch and racial hate group. The KPP are sworn to "Protect the human race from impurity" meaning they kill all Venef. This group has killed off all of the Venef in Kraver's Town as well as many of those in the surrounding area. However, this has made their members preferred targets for Crothar of the Grand Halttown Cabal Council. Many of the slaves he sells come from the ranks of the KPP and the cabals and circles of Halttown favor attacking KPP members as well. Thus a war of hate has brewed for years between the two districts.

    Revelsi Circle
    Spoiler
    Show
    Much like the Grand Halttown Cabal Council, the Revelsi Circle is a Nequ and Sanctus resistance and training group who's main goal is to deter the various "religions" from Shavel and their spillover into Revelsi. While not apart of Magusin, the Circle is on very good terms with them and sometimes trades information and participates in some strikes against the Bellicus. However, the Circle is aware of its limited resources and thus aim more to free Char from Thraanian control, not destroy the Bellicus directly. The Leader of the Revelsi Circle is the Warlock Haero Bonus. Haero is a strong leader, though is very cautious which has kept him alive for so long. He also believes to wait to act until the "perfect moment" which usually means he completely ignores so attacks from the Greycoats even against his own people. Because of this the Magusin and, to a lesser extent, the people of the Revelsi Circle commonly become annnoyed at the very least or enraged at Haero's decisions.

    Grimslick Mafia
    Spoiler
    Show
    The most violent and savage of all of the organizations, even the Bellicus fear the Grimslick Mafia. This group is headed by an unknown individual who revels in destruction and death. Those of the Grimslick district are mostly minions of this mafia and all citizens have been enslaved or escaped. The Grimslick Mafia is the center of all of the slave trade in Thraan, buying tens of thousands of human and Venef slaves. Most of these are used in the ever popular Undercity Arena, a gladiatorial arena that lies in a large underground chamber just below the heart of Grimslick. This arena attracts millions of spectators from the Undercity and criminal organizations and is the primary source of income for the Grimslick Mafia. There are rumors that the mafia has an extremely well trained army that rivals the Bellicus army, though this cannot be confirmed.

    Thraanian Artist's Association
    Spoiler
    Show
    This organization is one of the largest resistance groups in Thraan, based mostly in Vendoton. The TAA is a group of artists who have banded together to serve as the primary anti-Bellicus propaganda organization and publish the Artists Today to promote the war against the Bellicus. All other groups that have attempted such things as this have been crushed within weeks of the first publication, however the TAA have one advantage. Every issue has at least three adds for the Undercity Arena and bear the official mark of the Grimslick Mafia. In fact, the TAA made a deal with the Grimslick Mafia to publish advertisements as well as serve as the official artistic sponsor for the Undercity Arena organizing ticket sales, event lineups and creating gimmicks for the favored gladiators. In return the Grimslick Mafia only has to provide protection. The Bellicus have attempted to stop the publication, but upon bursting into the printing facility the Greycoats where met by the elite Grimslick hit squad and TAA photographers waiting for them. To this day, the Bellicus have not lived down the Artists Today Incident.

    Cult of Black Blood
    Spoiler
    Show
    The fourth religion in the Shavel district, the Cult of Black Blood is the smallest religion in Thraan due to its secrecy, however it is the favored religion of the Bellicus. Under the guise of a whore-house, the Cult of Black Blood is a religious entity which worships the demons Peius, Ira, Domanitus, and Fraudatio. The Cult acts as and elite hit squad for the Bellicus to stage Venef attacks. The majority of the Cultists have formed pacts with one of the demons and constantly capture and sacrifice innocents as well as political prisoners in their vile offerings for more power. The Cult is lead by the Bellicus co-founder Cruor Cruciatus who has made a pact with the demon Ira. Cruor is a vicious and bloodthirsty creature, too consumed with his search for power to be called human. Cruor has committed thousands of vile rituals to increase his power and is a paragon of demonic followers. Cruor is well known for his taste for human blood and is a large slave collector, preferring to buy virgin concubines to satisfy his taste for blood and human flesh. Many of those who wander unwittingly into the temple of the Cult of Black Blood are either converted or served as part of the daily feast.

    Under Worker's Association
    Spoiler
    Show
    The UWA is a large association of the scum of the Undercity. These people are the drug dealers, thieves for hire, information brokers, and slave brokers who service the citizens of the surface world. The group serves as a ruling body to provide protection and create standards within the lucrative criminal world of Thraan. The UWA's main purpose is to provide agents for its members to get clients and ensure that they are not Greycoat stings.

    United Thraanian Market
    Spoiler
    Show
    Though similiar to the UWA, the UTM is an organization consisting of the leaders in the black market and mercenary industry. Such groups as the Zadf Mafia and Ars-Opes Industries are part of this group to ensure the security of their dealings and the prosperity of the black market. The groups main purpose, like that of the UWA, is to provide standardized prices and, to a lesser extent, protection to the members as well as a mercenary insurance policy.

  19. - Top - End - #19
    Pixie in the Playground
    Join Date
    May 2005
    Location
    UK
    Gender
    Male

    Default Re: Thraan, City of Fear

    I'm liking what I've read so far, moral ambiguity ftw! Seems there's a lot of thought and work going in to this, so I'll be keeping an eye on it

  20. - Top - End - #20
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Quote Originally Posted by Garatolla View Post
    I'm liking what I've read so far, moral ambiguity ftw! Seems there's a lot of thought and work going in to this, so I'll be keeping an eye on it
    Thanks!

    Also, the organizations are done!!! Yay! Now I think I need to clarify what the Undercity is then I'll stat more of the key figures....I think that's mostly it, does anyone see something I missed? or feel there is something I need to clarify or expand upon? Thanks in advance.

  21. - Top - End - #21
    Ogre in the Playground
     
    DruidGirl

    Join Date
    Aug 2007
    Location
    In the Interwebz
    Gender
    Female

    Default Re: Thraan, City of Fear

    Another brilliant idea from our Lord Tataraus. keep it up! love your works...teehee


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

  22. - Top - End - #22
    Barbarian in the Playground
    Join Date
    Jun 2007
    Location
    London, England

    Default Re: Thraan, City of Fear

    Ever since noticing the setting, I've been skimming it excitedly, and waiting for the campaign itself to start. (That'll be announced here in this thread...right?)

    I had one thought though, on the Witch-Gun (which has me particularly enchanted at the moment...) Why do they have "Ride" as a class skill? While their skill list is fairly short, I don't see much logic behind this one. It seems to me that there are at least a half-dozen other skills that would be more appropriate to give them. (And, given the urban, Victorian feel to the setting, shouldn't all the classes have Profession (whatever) on their list?)

  23. - Top - End - #23
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Quote Originally Posted by Ellisande View Post
    Ever since noticing the setting, I've been skimming it excitedly, and waiting for the campaign itself to start. (That'll be announced here in this thread...right?)
    Hm...I do have two PbP's starting up (though one won't last long most likely) so I have no idea when I'd start a game, though as a poll: how many are interested?

    Quote Originally Posted by Ellisande View Post
    I had one thought though, on the Witch-Gun (which has me particularly enchanted at the moment...) Why do they have "Ride" as a class skill? While their skill list is fairly short, I don't see much logic behind this one. It seems to me that there are at least a half-dozen other skills that would be more appropriate to give them. (And, given the urban, Victorian feel to the setting, shouldn't all the classes have Profession (whatever) on their list?)
    Alas, my arch-nemesis cut-and-paste error strikes again. I've fixed both the Soldier and Witch-Gun skill lists.

    @ Tialait: Thanks a lot! I really appreciate it.

  24. - Top - End - #24
    Barbarian in the Playground
    Join Date
    Jun 2007
    Location
    London, England

    Default Re: Thraan, City of Fear

    Quote Originally Posted by Lord Tataraus View Post
    Hm...I do have two PbP's starting up (though one won't last long most likely) so I have no idea when I'd start a game, though as a poll: how many are interested?
    {raises hand, though it's probably obvious} You could probably even guess what sort of character I'm thinking of at the moment.

  25. - Top - End - #25
    Dwarf in the Playground
     
    HalflingRogueGuy

    Join Date
    Nov 2006
    Location
    Somewhere within my mind
    Gender
    Male

    Default Re: Thraan, City of Fear

    This might be just the thing to get back into doing a PbF here.
    I'm definately interested.

    Still reading through everything, but I have a few questions.

    Quote Originally Posted by Lord Tataraus View Post
    Soldier
    <snip>
    Class Features:
    Weapon and Armor Proficiencies: Soldiers are proficient with all simple weapons and all light and medium armors and no shields.

    Bonus Feat: At 1st level you may choose any Fighter Bonus Feat as long as you meet the prerequisites. Your Soldier level counts as your Fighter level for meeting prerequisites. You gain an additional bonus feat at 3rd and 5th level.

    Favored Weapon: At first level you may choose one of the following weapon types: Pistol, Long Gun, Crossbow, or Magnum. You are proficient with all of those weapons. Additionally, you may spend 30 minutes in practice to gain the effects of the Weapon Focus feat with any one weapon, this becomes your favored weapon.

    Weapon Training: At 2nd level you may choose any of the following abilities to use with your favored weapon. Some are permanent enhancements while some are maneuvers usable as a standard action once per encounter. You may gain a bonus multiple times to either stack its effects or gain an extra use per encounter.
    • Pistol
      • Double Shot - All two weapon fighting penalties are reduced by 2. Additionally, you may apply your Favored Weapon Bonus to one more pistol, but both weapons must be the same kind of weapon. You may not have more than two favored weapons no matter how many times you select this ability.
      • Pistol Whip - You may attack with your pistols as a melee weapon at any time dealing damage as a club of their size. Additionally, you do not provoke attacks of opportunities for attacking at range with your favored weapon.
      • Lightning Shot - You may make an attack with your favored weapon as a swift action with no penalties. Additionally, you gain the Quick Draw feat.
    • Long Gun
      • Veteran Musketeer - You may reload your long gun as a move action instead of a standard action or as a standard action instead of a move action. This effect stacks with the Rapid Reload feat. Additionally, you may make an attack with your favored weapon as a swift action.
      • Marksman - The range increment of your favored weapon increases by 10ft.
      • Steady Shot - When taking a full-round action to make a single attack, gain a +2 bonus to attack and damage.
    • Crossbow
      • Sniper Shot - When attacking from hiding, reduce the hide check penalty by 5.
      • Master Sniper - When attacking from more than one range increment away, you may deal an extra +1d6 sneak attack damage.
      • Rapid Volley - You may reload your crossbow as a swift action once per encounter.
    • Magnum
      • Thunder Shot - You may make a single attack against an opponent within 2 range increments as a full-round action. The attack deals damage as normal but also requires a fortitude save DC10 + 1/2 class level + dexterity modifier or become deafened for 2 rounds.
      • Steady Shot - You gain a +2 bonus to all attack rolls.
      • Packed Shot - You may take a penalty to your attack roll up to a maximum equal to your base attack bonus to gain twice that amount as a bonus to damage.
    You didn't mention which were manuevers and which are permanent bonuses.
    The Veterin Musketeer seems to need to be re-worded.
    Does Master Sniper allow sneak attack from more than 30' away?
    Can the swift attacks mentioned be used alongside the normal standard/full attack options?

  26. - Top - End - #26
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Quote Originally Posted by Beren One-Hand View Post
    This might be just the thing to get back into doing a PbF here.
    I'm definately interested.
    Glad to hear it!

    Quote Originally Posted by Beren One-Hand View Post
    Still reading through everything, but I have a few questions.

    You didn't mention which were manuevers and which are permanent bonuses.
    The Veterin Musketeer seems to need to be re-worded.
    Does Master Sniper allow sneak attack from more than 30' away?
    Can the swift attacks mentioned be used alongside the normal standard/full attack options?
    I've reworded all of those. The swift attacks can be used alongside standard/full attacks. Of course, for many of the weapons, even with both Veteran Sniper and Rapid Reload, you can only reload as a move action so this way you can take a turn to move action reload, fire, move action reload. Or if you have not reduced the reload time, at least you can full-round reload and fire or standard action reload, fire, move.

  27. - Top - End - #27
    Dwarf in the Playground
     
    HalflingRogueGuy

    Join Date
    Nov 2006
    Location
    Somewhere within my mind
    Gender
    Male

    Default Re: Thraan, City of Fear

    In looking over the classes I have at my disposal (no Book of 9 or Dragon Magazines here) it seems that the Arcane Scholar is the most versitle / powerful class. Not only can he have the entire list of Least and Lesser Artifacts, but he can have four Knowledge is Power abilities, allowing access to Profecies, ultimate social skills, superior item creation, and rougish skills.

    I was wondering why the Urban Ranger was classified as an Arcane class.
    By level six his powers are as follows:
    Urban Tracking: Use Gather Info to track through cities
    Wild Empathy (Ex): 1d20+5+Cha vs animal attitudes (-4 vs Magical Beasts w/ Int of 1 or 2)
    Favored Enemy (Ex): +4 on Bluff, Listen, Sense Motive, Spot, Survival, and Dmg vs ? (May be an organization)
    Favored Enemy (Ex): +2 on Bluff, Listen, Sense Motive, Spot, Survival, and Dmg vs ? (May be an organization)
    Endurance: +4 to checks to do repetitive/exausting task (Can sleep in medium armor)
    And Either
    - Two Weapon Fighting: -2 to attack = offhand attack (Can't wear medium or higher armor or be encombered)
    - Improved Two Weapon Fighting: 1 extra offhand (-5) (Can't wear medium or higher armor or be encombered)
    Or
    - Rapid Shot: -2 to attack = 1 extra attack (Can't wear medium or higher armor or be encombered)
    - Manyshot: Shoot 0 arrows (at -0) at target w/in 30' (std) (Can't wear medium or higher armor or be encombered)

    Either
    - Animal Companion: Effective Druid Level 3 (Cannot be larger than medium sized)
    Or
    - Distracting Attack (Ex): You flank all you dmg for the rd (PH2 alternate ability)

    And if you forgo the measly one level-one spell per day (2 if you have a super-duper wis since all you get are bonus spells) you can have
    - Fast Movement (Ex): +10 ft if not wearing Heavy armor or carrying a heavy load.

    All abilities (except for the bonus spell and possibly the animal companion) are extraordinary abilities.

    This is using the Urban Ranger from UA (personally I prefer the Ranger urbanized through the alternate abilites given in Cityscape, but most of the difference is only after level 6 so it is basically the same)

  28. - Top - End - #28
    Ogre in the Playground
     
    Lord Tataraus's Avatar

    Join Date
    Feb 2007
    Location
    Easton, PA
    Gender
    Male

    Default Re: Thraan, City of Fear

    Looking back, I think I slotted Urban Ranger as arcane before I decided on using E6, so it should not be an arcane but rather a Supernatural and remove the spellcasting to be +10 movement. Also, Wild Empathy is replaced with Uncanny Dodge.

    As for the Arcane Scholar, you are correct that it is a very powerful class because it has the most potential by getting the artifacts. However, I have determined two changes to the class to limit this: BAB becomes poor and crafting artifacts do not require XP, but rather some form of rare component requiring more time and possibly money; DM discretion.

  29. - Top - End - #29
    Ogre in the Playground
     
    DruidGirl

    Join Date
    Aug 2007
    Location
    In the Interwebz
    Gender
    Female

    Default Re: Thraan, City of Fear

    Mountebank? where did this come from..it just hit me while i was reading it..I wanna see that class..pwease link me? or post it..or whatever..i can't seem to find it...*eyelash flutter* teehee


    "I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

  30. - Top - End - #30
    Dwarf in the Playground
     
    HalflingRogueGuy

    Join Date
    Nov 2006
    Location
    Somewhere within my mind
    Gender
    Male

    Default Re: Thraan, City of Fear

    Quote Originally Posted by Tialait View Post
    Mountebank? where did this come from..it just hit me while i was reading it..I wanna see that class..pwease link me? or post it..or whatever..i can't seem to find it...*eyelash flutter* teehee
    It's in a Dragon Magazine, or so I'm told.

    It looks like we're going to need the cost (and other details) on the ammo for the various firearms.

    Also could somebody please give the info for E6 variant. I know it can be found off-site (ENworld I think) but that site doesn't get past my filters here. So any help would be apreciated!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •