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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 02-11-2012, 04:15 PM   Top  -  End  -  #1
DMofDarkness
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Join Date: Jan 2010
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Default Mechanics of Innistrad [D&D 3.5e] (PEACH)

Innistrad is plane where the most recent Magic: the Gathering expansions are taking place. It is also the most friendly set to convert into Dungeons and Dragons ever. The plane, while filled with a large variety of different creatures, are mostly constrained to examples of Werewolves, Vampires, Zombies, Spirits, and Humans, with a bunch of different skills that can be summarized as PC class levels. Aside from the ease of conversion, it's also, to be honest, an awesome setting for a D&D campaign. So, I'm going to stat out as much of Innistrad as I can, in the hopes of inspiring games run in the plane. And now, the mechanics!

Feats of Innistrad:
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Monsters of Innistrad:
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The Church of Avacyn
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Magic of Innistrad
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Any contributions/ideas/whatever you want to throw out there would be really appreciated.
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Innistrad, coming soon to a D&D 3.5 game near you!

Last edited by DMofDarkness : 06-22-2012 at 04:41 PM.
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Old 02-11-2012, 07:17 PM   Top  -  End  -  #2
Daverin
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Default Re: Mechanics of Innistrad [D&D 3.5e]

This? This is awesome, and you are awesome for doing this. Can't wait to see it completed!
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Old 02-12-2012, 09:08 AM   Top  -  End  -  #3
Dsurion
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Join Date: Sep 2010
Default Re: Mechanics of Innistrad [D&D 3.5e] (PEACH)

Quote:
Originally Posted by DMofDarkness View Post
9th Level: Improved Divine Grace (Ex)- At 9th level, the Paladin's Divine Grace improves. Now, they may add their Charisma modifier as a Sacred bonus to each of their other ability scores.
This is a really powerful constant buff. And awesome

Most of the paladin class features there are pretty cool, too. Awesome work.
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Old 02-12-2012, 12:45 PM   Top  -  End  -  #4
Malacode
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Default Re: Mechanics of Innistrad [D&D 3.5e] (PEACH)

Favourite'd, sending to all of my friends. This is incredibly awesome.
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Old 02-12-2012, 07:47 PM   Top  -  End  -  #5
DMofDarkness
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Default Re: Mechanics of Innistrad [D&D 3.5e] (PEACH)

Okay, just added a few small changes and the beginning of the Magic of Innistrad section. However, there are a few things that I could use help with:

1. Does anyone have any idea how to put a CR on the Skaabs? In general, they're probably going to be used more by the DM than the players, but I'm stumped as to how to CR them.

2. Are the Vampires balanced for +1 LA? It felt right, but with the scaling abilities, I'm not entirely sure...

3. I'm not entirely sold on the idea of Werewolves as I have them; it's easy to use, but it just doesn't seem right. Anyone have any ideas, or know if they seem balanced at that CR?

4. I'm running dry on the ideas for Ritual feats that don't overlap with the Blessing of Avacyn feat, any ideas?

5. I have absolutely no idea how to stat up the geists and still have them feel the same way as they do in Innistrad. That is, fragile and easy to kill, but able to move right through your defenses and wreck up your blockers. For the Niblis, I had the idea of a Stun attack, but I'm not sure...

Also, any contributions you guys have would be really appreciated.
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Old 02-12-2012, 07:52 PM   Top  -  End  -  #6
emeraldblaze
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Default Re: Mechanics of Innistrad [D&D 3.5e] (PEACH)

Wow thats just awesome!
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Old 04-23-2012, 02:23 PM   Top  -  End  -  #7
Callos_DeTerran
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Default Re: Mechanics of Innistrad [D&D 3.5e] (PEACH)

First off, let me say that I whole-heartedly approve of this endeavor in ever capacity. I love the Innistrad setting and I had been debating doing something like this myself for some time.

Minor Nitpicks:
Innistrad Werewolves actually don't transmit their lycanthropy via bite like normal. Instead there's a ritual (of sorts) where a prospective werewolf is stalked by the members of a howlpack and, over the course of the hunt, becomes a werewolf by the rise of the first full moon. It seems more akin to a pagan ritual then a disease though many in Innistrad believe that lycanthropy is passed via bites.

Suggestions:
You seem to have a good handle on how to handle skaabs but, if I might make a suggestion, you may want to take a look at the Alchemist class from Pathfinder and, more specifically, an archtype/alternate class features for it that deal with an alchemist creating the undead with their tonics, concoctions and so on. It'd only take minor effort to reverse engineer it into a 3.5 class that would ideally represent necro-alchemists and/or Skabaren like Geralf and Ludevic. The Alchemist class in general fits Innistrad honestly.

On Geists, these will be the easiest creatures to handle actually. Geists are simply various kinds of incorperal undead gathered under a single name. Maybe create some more kinds, unique to the setting, but honestly incorperal undead perfectly represent geists. The problem will be how to represent geist-mages, those who use/trap geists for personal power. It's also worth noting that magical items in Innistrad seem to be created by binding geists into items.
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Warriors & Wuxia: A community world-building project focused on low-magic wuxia/kung-fu action using ToB.

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Old 04-23-2012, 06:10 PM   Top  -  End  -  #8
DMofDarkness
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Default Re: Mechanics of Innistrad [D&D 3.5e] (PEACH)

Quote:
Originally Posted by Callos_DeTerran View Post
On Geists, these will be the easiest creatures to handle actually. Geists are simply various kinds of incorperal undead gathered under a single name. Maybe create some more kinds, unique to the setting, but honestly incorperal undead perfectly represent geists. The problem will be how to represent geist-mages, those who use/trap geists for personal power. It's also worth noting that magical items in Innistrad seem to be created by binding geists into items.
I was thinking about this, but the problem is that the incorporeal undead in D&D and Innistrad are completely different, mechanically. Translating incorporeal undead in D&D to Magic would be a Gloom Surgeon with Infect, and possibly less power. They are hard to touch in the first place, but easy to kill when you can hit them. They wither down your defenses and weaken you, and are a pain to deal with in general. The Innistrad geists are nothing like that. They either explode out of nowhere in seemingly random ways (A la Geistflame/Wrack with Madness/Burning Vengeance) or have a solid body that phases in and out of existence (Which can be done, with things like Lantern Spirit being equated to low-level Ghosts) or have Niblis effects (which basically prevent you from stopping them when they try to get through- which I might try out as a moving-people-out-of-the-way effect) or just be like Chapel Geist or Fettergeist that are just huge flying monsters that are easily interacted with and killable, but can fly and do other ghostly things. I don't think D&D's array of incorporeal undead would fit with that description, and I don't have any experience statting out new monsters.

Quote:
Originally Posted by Callos_DeTerran View Post
Suggestions:
You seem to have a good handle on how to handle skaabs but, if I might make a suggestion, you may want to take a look at the Alchemist class from Pathfinder and, more specifically, an archtype/alternate class features for it that deal with an alchemist creating the undead with their tonics, concoctions and so on. It'd only take minor effort to reverse engineer it into a 3.5 class that would ideally represent necro-alchemists and/or Skabaren like Geralf and Ludevic. The Alchemist class in general fits Innistrad honestly.
I'll look into this, and see if that works out. Another feature would also work for the geist-mages of Innistrad.
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