2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 888 Dream Wedding
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design > World-Building
Register FAQ Members List Mark Forums Read End

World-Building The forum for discussion about designing and building campaign settings. Come participate in a community creation or show off your own work to the forum world-builders!

Closed Thread
 
Thread Tools
Old 05-31-2009, 09:21 AM   Top  -  End  -  #1
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Putting together a Campaign Setting Book

This is my workspace for putting together a Campaign Setting guide for a campaign world that's been kicking around in my head. Trying to put the book together roughly following the pattern laid out in Eberron.

Chapter List (bolded chapters are complete)
Introduction
Chapter 1: Character Races
Chapter 2: Character Classes (still need sample characters)
Chapter 3: Paragon and Prestige Classes
Chapter 4: Supplemental Rules (feats, spells, ToB disciplines, etc)
Chapter 5: Life in the Baldric

Current Question
What other features should be added to the new Sea Dog class and/or what features should be removed or replaced?

Comments, criticism and collaborators most welcome.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler

Last edited by playswithfire : 06-28-2009 at 09:29 AM.
playswithfire is offline  
Old 05-31-2009, 09:34 AM   Top  -  End  -  #2
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Introduction


Introduction
This setting is essentially something like what would happen once a traditional DnD setting advances a few more years and begins to expand. The elves have predominantly left the world, both through an emigration 'to the west' and through intermarriage with humanity and the remaining races and begun to explore a new region to the east where they encounter new races and begin to found new settlements.

The Tone
In simple terms, if you crossed a traditional DnD setting with Pirate of the Caribbean, you'd have a pretty good approximation of what I'm trying to achieve here. Three powerful nations from another continent have come to a new world (their equivalent to the Caribbean) and established colonies beginning roughly 80 years ago and established relations, both friendly and otherwise with the native populations.

The World
The technology level has progressed to roughly that of the Age of Exploration. Firearms exist and are prevalent among the navies of the colonizing nations; somewhat less so in their civilian population, though a home having a pistol or rifle for defense or hunting would not be uncommon; and unknown to the native populations until the settlers arrived. (Firearms based on those described here.) Other weapons are, of course, still carried. As the world is gestalt, every NPC and creature will be a bit more powerful.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler

Last edited by playswithfire : 06-09-2009 at 05:06 PM.
playswithfire is offline  
Old 05-31-2009, 09:42 AM   Top  -  End  -  #3
Lord Loss
Ogre in the Playground
 
 
Join Date: Sep 2008
Default Re: Campaign/Campaign Setting

WOOOT! This is Pure Genius! Goliaths and Killoren in the same setting? That's amazing! You should include a frostfell area with neanderthats and uldras, though. if you need any help, PM me. please do, actually. This is sooooo cooooool! Rock on, dude, rock on!
__________________
Bienvenue Au Kébec !!!
Improve Kébec's Industry!
Improve Kébec's Transport!

My Trophies!

Spoiler


Also, if anyone has any sort of problem at all that they feel like talking about, my PM box is open.
Lord Loss is offline  
Old 05-31-2009, 02:45 PM   Top  -  End  -  #4
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Chapter 1: Character Races

Chapter 1: Character Races
The peoples of the Baldric are composed of both the indigenous peoples of the region and the settlers who have been colonizing the area for the last 60 years or so. The peoples are taken from both the Player's Handbook as well as several supplements. At this point, there are no new races in this setting.

Provided below is a brief account of how the various races that inhabit the Baldric differ from their descriptions in other sources, whether in terms of statistics or in terms of culture. Unless a change is specifically mentioned, use the stats provided in the species' original source.

Centaurs
Spoiler


Darfellans
Spoiler


Dwarves
Spoiler


Elves
Spoiler


Gnomes and Halflings
Spoiler


Goliaths and Half-Giants
Spoiler


Half-Elves and Humans
Spoiler


Half-Orcs and Orcs
Spoiler


Killoren
Spoiler


Other Races
Spoiler


Summary and additional rules
Spoiler
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler

Last edited by playswithfire : 04-03-2010 at 12:42 PM.
playswithfire is offline  
Old 05-31-2009, 05:52 PM   Top  -  End  -  #5
Kornaki
Barbarian in the Playground
 
Join Date: May 2009
Default Re: Campaign/Campaign Setting

What is the motivation for colonizing this area? Resources? Ancient magical artifacts?
Kornaki is offline  
Old 05-31-2009, 07:29 PM   Top  -  End  -  #6
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Campaign/Campaign Setting

Quote:
Originally Posted by Kornaki View Post
What is the motivation for colonizing this area? Resources? Ancient magical artifacts?
Good point; I never did address that. Apart from just general territorial expansion and exploration, yes, Resources. Each area has something to offer, other than Bantdol, which basically just offers arable land (which isn't nothing) and a place to put prisoners. There will eventually be a write-up on each area, but, in short,

TaureLaure has gold
Celebarda has mithril
Mirfield has gems ideally suited for weapon augment crystals as well as general decoration
And adamantine is common in the lands near Sammanilith Cove and the Arnoroth Gulf, with lesser deposits of cold iron

Obviously, each area has more than one resource and is capable of supporting a colony, but those would be the chief export of each colony. (Bantdol's main export is laborers)

As for the other regions:
Nothing of great value's been found in the few brief visits to the Golka archipelago and no one particularly wants to fight it out with the goliaths, so no settlement there. Wyrmdur Island's only visible traits are somewhat active volcanoes and a black sand beach. No successful investigation has been performed and it's at the far end of the sea across the fairly active war zone between darfellans and sahuagins, so no one's too interested.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler

Last edited by playswithfire : 05-31-2009 at 07:31 PM.
playswithfire is offline  
Old 06-09-2009, 05:10 PM   Top  -  End  -  #7
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

Reorganized my thoughts and my posts. In addition to looking for general comments on what I've already posted, I seek the playground's guidance on how to proceed with a specific question.

What new base class should I introduce for this setting?
There are four aspects of this world, as I see it, that make it unique and could guide this choice.
  1. It's colonial nature, so possibly a base class/NPC class called Colonist, which would probably focus on skills and adapting to new situations
  2. It's gestalt, though I'm not sure what class to create to go with that.
  3. It's in a somewhat nautical setting, so some sort of sailor class
  4. Firearms are more common, so some sort of gunslinger class
If any of the above sound good to you, or you have a homebrew class that would fit well in this world or can think of a better concept to introduce, please let me know.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-09-2009, 07:42 PM   Top  -  End  -  #8
Tackyhillbillu
Ettin in the Playground
 
 
Join Date: Apr 2009
Default Re: Putting together a Campaign Setting Book

Man it has got to be a Pirate. No other choice.
Tackyhillbillu is offline  
Old 06-09-2009, 09:55 PM   Top  -  End  -  #9
Audious
Halfling in the Playground
 
 
Join Date: Jun 2009
Default Re: Putting together a Campaign Setting Book

I would say make Sailor the base seafaring class. It's a broad enough term to allow for multiple interpretations. Pirate could be a prestige class.

Also, what kind of guns are common? If they're one-shots, gunslinger may not work very well. Maybe a rifleman class a la Iron Kingdoms.

I would definitely include a hunter/ranger-style class. It would definitely gestalt with Colonist.
Audious is offline  
Old 06-09-2009, 10:09 PM   Top  -  End  -  #10
Tackyhillbillu
Ettin in the Playground
 
 
Join Date: Apr 2009
Default Re: Putting together a Campaign Setting Book

There is already a Pirate Prestige Class, called the Dread Pirate. But a Sailor might work.
Tackyhillbillu is offline  
Old 06-09-2009, 10:27 PM   Top  -  End  -  #11
Audious
Halfling in the Playground
 
 
Join Date: Jun 2009
Default Re: Putting together a Campaign Setting Book

Quote:
Originally Posted by Tackyhillbillu View Post
There is already a Pirate Prestige Class, called the Dread Pirate. But a Sailor might work.

That's cool, but it's his campaign world.
Audious is offline  
Old 06-09-2009, 10:41 PM   Top  -  End  -  #12
Tackyhillbillu
Ettin in the Playground
 
 
Join Date: Apr 2009
Default Re: Putting together a Campaign Setting Book

Yep, just saying that there is no point in reinventing the Wheel. I really like how the Dread Pirate works as a PRC.
Tackyhillbillu is offline  
Old 06-10-2009, 08:35 PM   Top  -  End  -  #13
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

I like the dread pirate, too, which is why I was hesitant to make it a pirate. Some sort of sailor class would be appropriate, I think, with maybe a few different options (a la Ranger combat style) to be more pirate-like or more friendly.

So, maybe a PC class called Sailor (or True Swashbuckler maybe) and an NPC class called Colonist.

For the Sailor, thinking Full BAB, either 4 or 6 skill points depending on how things shake out, but probably 4 and probably somewhat charsima based or at least having one or more important charisma based skills (whether it be Bluff or Intimidate will depend on the role you're looking for) that help in combat. More on this as it develops.

EDIT: maybe some sneak attack and, if possible, he should be able to fight with a sword in one hand and a gun in the other without being too ludicrously weak

As for a Colonist class, the only idea I have there so far is to make a full BAB, 3 good saves class, 2 or 4 skill points, with abilities like weak DR and/or boosts to saves. Not too much of any of these, but something that symbolically adapts well to different situations and can gestalt well with absolutely anything

Haven't fully spec'ed out the firearms yet. I'd like to build in revolvers of some sort and may draw inspiration from here. Good point that single-shot guns would be limiting.

Thank you all for the feedback
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler

Last edited by playswithfire : 06-10-2009 at 08:48 PM.
playswithfire is offline  
Old 06-10-2009, 09:04 PM   Top  -  End  -  #14
Tackyhillbillu
Ettin in the Playground
 
 
Join Date: Apr 2009
Default Re: Putting together a Campaign Setting Book

Comments on Colonist:

Colonists should have better skill point progression then that. I'd say bump it up to 6, and drop down their BAB. Full BAB is for people who train all their lives in combat. A colonist is more of a jack of all trades.

Comments on Sailor:

And yeah, my point was that the Dread Pirate is a Captain. I'd envisage a Pirate PC class as representing the general crew. But a more generic sailor, with options for specialization sounds good.

Give him Insightful Strike (Swashbuckler Skill) except with Charisma. And I'd give him Skirmish, before Sneak Attack.
Tackyhillbillu is offline  
Old 06-10-2009, 09:16 PM   Top  -  End  -  #15
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

Quote:
Originally Posted by Tackyhillbillu View Post
Comments on Colonist:

Colonists should have better skill point progression then that. I'd say bump it up to 6, and drop down their BAB. Full BAB is for people who train all their lives in combat. A colonist is more of a jack of all trades.
Point taken and you're quite right. A colonist should be more like a bard than a fighter.

Quote:
Originally Posted by Tackyhillbillu View Post
Comments on Colonist:
Comments on Sailor:

And yeah, my point was that the Dread Pirate is a Captain. I'd envisage a Pirate PC class as representing the general crew. But a more generic sailor, with options for specialization sounds good.

Give him Insightful Strike (Swashbuckler Skill) except with Charisma. And I'd give him Skirmish, before Sneak Attack.
I was thinking sneak attack so that he could feint (or feint using an intimidate check) to open up the ability for sneak attack. And skirmish requires movement for full effect. Barring the act of boarding a ship or running up to a frightened villager, I don't think of sailors moving (under their own power, obviously the ship moves) that much in combat. At least when it gets to sword-fighting,that is; maybe at a distance with the pistol.

I will take it under advisement, though.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-11-2009, 09:24 PM   Top  -  End  -  #16
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Chapter 2: Character Classes (in progress)

Chapter 2: Character Classes
All the core classes, as well as thouse from serveral supplements can be found in the Baldric. Described below are the general descriptions of where the various classes can be found, as well as two new classes. Each base class also lists an example member of that class which can be found in the Baldric.

Barbarian
Spoiler


Bard
Spoiler


Cleric
Spoiler


Druid
Spoiler


Fighter
Spoiler


Monk
Spoiler


Paladin
Spoiler


Ranger
Spoiler


Rogue
Spoiler


Sorcerer
Spoiler


Wizard
Spoiler


New Classes

Colonist
Spoiler


Sea Dog
Spoiler
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler

Last edited by playswithfire : 03-12-2010 at 05:00 PM.
playswithfire is offline  
Old 06-11-2009, 10:11 PM   Top  -  End  -  #17
Gourtox
Ogre in the Playground
 
 
Join Date: Aug 2008
Gender: Male
Default Re: Chapter 2: Character Classes (in progress)

Quote:
Originally Posted by playswithfire View Post
[size="4"]Buccaneer? title undertermined
PC Class
Alignment restriction: any nonlawful or nongood
Full BAB, good reflex save, d8 or d10 hit dice, 4 skill points/level
Still kicking ideas around, will probably try to set it up to have easy entry to some appropriate prestige classes (Dread Pirate, Scarlet Corsair, Legendary Captain) while giving it its own style
How about Sea Dog, for the name?
__________________
Avatar by Onasuma
Gourtox is offline  
Old 06-11-2009, 11:08 PM   Top  -  End  -  #18
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Chapter 2: Character Classes (in progress)

Quote:
Originally Posted by Gourtox View Post
How about Sea Dog, for the name?
I like it. Partial table for the sea dog up; obviously needs a lot of work and is nowhere near finished.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-11-2009, 11:16 PM   Top  -  End  -  #19
Eldrys
Barbarian in the Playground
 
 
Join Date: Nov 2008
Gender: Male
Default Re: Putting together a Campaign Setting Book

Quote:
Originally Posted by playswithfire View Post
Reorganized my thoughts and my posts. In addition to looking for general comments on what I've already posted, I seek the playground's guidance on how to proceed with a specific question.

What new base class should I introduce for this setting?
There are four aspects of this world, as I see it, that make it unique and could guide this choice.
  1. It's colonial nature, so possibly a base class/NPC class called Colonist, which would probably focus on skills and adapting to new situations
  2. It's gestalt, though I'm not sure what class to create to go with that.
  3. It's in a somewhat nautical setting, so some sort of sailor class
  4. Firearms are more common, so some sort of gunslinger class
If any of the above sound good to you, or you have a homebrew class that would fit well in this world or can think of a better concept to introduce, please let me know.
You could make a sailor NPC class and have them get some nautical class feature.
Eldrys is offline  
Old 06-12-2009, 12:25 AM   Top  -  End  -  #20
Tackyhillbillu
Ettin in the Playground
 
 
Join Date: Apr 2009
Default Re: Putting together a Campaign Setting Book

Look, a Pirate, or anybody those days regarded a gun as a single shot weapon. You fired it to slow your enemy down, and then cut him up with your Sword.

How about a Class Feature that gives them the ability, on their first shot, to have some negative effect on their enemy?
Tackyhillbillu is offline  
Old 06-12-2009, 05:09 PM   Top  -  End  -  #21
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

Quote:
Originally Posted by Tackyhillbillu View Post
Look, a Pirate, or anybody those days regarded a gun as a single shot weapon. You fired it to slow your enemy down, and then cut him up with your Sword.

How about a Class Feature that gives them the ability, on their first shot, to have some negative effect on their enemy?
Fair point. I'll try to work that in. First thought is bleeding wounds, a la Invisible Blade, possibly also reducing their speed, but I'll keep thinking.


Beginnings of the Colonist also posted. I appreciate the continued feedback, everyone.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-12-2009, 05:18 PM   Top  -  End  -  #22
Kellus
Bugbear in the Playground
 
 
Join Date: Feb 2007
Location: 
The Frozen North
Gender: Male
Default Re: Putting together a Campaign Setting Book

This is a really cool idea for a campaign setting. I love the colonial feel to it, and you've done a really good job of integrating the core classes and the ton of playable races into it. It's interesting to see a setting built around gestalt, though. It does mean, however, that you can make really cool setting-based prestige classes that cover both halves of a progression, and get really crazy with the abilities.

The new classes obviously need some work, though. For the sea dog, it looks like you're trying to make a fairly generic sailor/pirate? If you're looking for some ideas (cough plug cough), I've got a corsair class here that I made that you can feel free to "plunder" to your heart's content.

Keep up the good work! I look forward to seeing what else you can come up with for this setting! You might also want to think about alternative class features that can change the original base classes in order to suit the setting a little better.
__________________

Last edited by Kellus : 06-12-2009 at 05:45 PM.
Kellus is offline  
Old 06-12-2009, 10:50 PM   Top  -  End  -  #23
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

Quote:
Originally Posted by Kellus View Post
This is a really cool idea for a campaign setting. I love the colonial feel to it, and you've done a really good job of integrating the core classes and the ton of playable races into it. It's interesting to see a setting built around gestalt, though. It does mean, however, that you can make really cool setting-based prestige classes that cover both halves of a progression, and get really crazy with the abilities.
Thanks very much. I am looking forward to coming up with a few prestige classes that would be almost, but not quite, inaccessible to a non-gestalt character. There are several interesting options.

Quote:
Originally Posted by Kellus View Post
The new classes obviously need some work, though. For the sea dog, it looks like you're trying to make a fairly generic sailor/pirate? If you're looking for some ideas (cough plug cough), I've got a corsair class here that I made that you can feel free to "plunder" to your heart's content.
Yeah, the new classes are less than half-done. I just wanted to get down some of the class features and 'feel' to them as it occurred to me so I didn't forget it: the sea dog, as you said, being a sailor/pirate/scoundrel type and the colonist being a fairly passive/defensive class that focuses on adapting to life in a new place. If possible, I'd like it to be something that you could quickly throw on as the other half of a gestalt for pretty much any existing NPC to give it some nice flavor and slight power upgrade. I will definitely take a look at the corsair and credit you appropriately if I borrow from it.

Quote:
Originally Posted by Kellus View Post
Keep up the good work! I look forward to seeing what else you can come up with for this setting! You might also want to think about alternative class features that can change the original base classes in order to suit the setting a little better.
Thanks again. I hadn't given too much thought to ACFs; obviously, most of the ones from Stormwrack would function well here, but I should come up with a few of my own.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-14-2009, 08:20 AM   Top  -  End  -  #24
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

Updates to Chapter 1: Added a section for Half-Orcs and Orcs. I'd originally planned to skip these races, as the goliaths and, to a lesser extent, the darfellans provide good 'hulking bruiser' races, the roll traditionally filled by orcs and half-orcs. But I thought I should include all the standard races, so the Orcs (half-orcs are another breed of orc, rather than half-human) live above Mirfield.

Updates to Chapter 2: Added more features to colonist and, pending the opinion of the playground, I may be ready to call it done. It has some dead levels, but since I see it being primarily used for NPCs, I'm OK with that. Feedback greatly appreciated.
Working on adding sample characters for each of the classes. So far, I only have a monk.

New Current Question
What other features should be added to the new Sea Dog class and/or what features should be removed or replaced?
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-17-2009, 12:32 PM   Top  -  End  -  #25
Endalia
Dwarf in the Playground
 
ElfPirate
 
Join Date: Jun 2009
Default Re: Putting together a Campaign Setting Book

Really nice work, matey!

As for some stuff about the Sea Dog: allow the Slippery Scoundrel to apply to flat-footed AC as well as touch AC. Seems to fit a bit better and wont unbalance anything. Also, increase the damage from sneak attack to maybe 8d6 instead of 6d6. That's just my two cents at least.
Endalia is offline  
Old 06-18-2009, 04:06 PM   Top  -  End  -  #26
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

Quote:
Originally Posted by Endalia View Post
Really nice work, matey!

As for some stuff about the Sea Dog: allow the Slippery Scoundrel to apply to flat-footed AC as well as touch AC. Seems to fit a bit better and wont unbalance anything. Also, increase the damage from sneak attack to maybe 8d6 instead of 6d6. That's just my two cents at least.
Thanks for the feedback. Real life is keeping me busy this week, but expect an update Saturday morning and I will take your advice under consideration
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-20-2009, 08:49 AM   Top  -  End  -  #27
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Chapter 3: Prestige and Paragon Classes

Reserved for Chapter 3; planned so far:

Paragon Classes

Darfellan Paragon
Hit dice: d8
LvlBABFortRefWillSpecial
1st
+1
+2
+2
+0
Land-Adapted
2nd
+2
+3
+3
+0
Sahuagin Hunter
3rd
+3
+3
+3
+1
Ability Boost (Con +2)
Class Skills (4 + Int modifier per level, x4 at 1st level): Balance (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str)

Land-Adapted (Ex): Though he still years to reclaim his ancestors lost underwater settlements, a darfellan paragon has learned to fight on land as well as under water. His base land speed increases to 30 feet and his echolocation gives him blindsense out to 5 feet even when he is on land.

Sahuagin Hunter (Ex): A darfellan paragon has lived his life at war with the Sahuain and gains Favored Enemy(Sahuagin) as the Ranger class feature. If he already has this favored enemy, his bonus increases by 2.

Ability Boost (Ex): At 3rd level, a darfellan paragon's Constitution score increases by 2 points.

Goliath/Half-Giant Paragon
Hit dice: d10
LvlBABFortRefWillSpecial
1st
+1
+2
+0
+0
Stability
2nd
+2
+3
+0
+0
Special Training
3rd
+3
+3
+1
+1
Ability Boost (Str +2)
Class Skills (2 + Int modifier per level, x4 at 1st level): Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str)

Stability (Ex): A champion wrestler, a goliath/half-giant paragon has learned to keep his feet and gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)

Special Training: Having worked harder than some of his allies, a goliath/half-giant paragon gains additional maneuvers known, readied, and granted as if he had taken another level swordsage, but does not gain any other of the swordsage's class features OR he may gain additional power points and powers known as if he had taken another level of Psychic Warrior, but does not gain any other of the psychic warrior's class features

Ability Boost (Ex): At 3rd level, a goliath/half-giant paragon's Strength score increases by 2 points.

Prestige Classes (Brainstorming)

Maula Kae Gath, a reflavoring of my Empty Hand Master to represent what was originally a champion goliath wrestler, but now extends to a few outside of the archipelago who have learned the fighting style and are awarded (or claim) the title. All references to Monkey Paw would be changed to Maula Kae; as the existing goliath culture includes wrestling for fun and competition, a grappling-based discipline seems to fit

Drunken Sailor, no firm plans for this one, but probably some variation on parts of the existing drunken master and some new stuff added in
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler

Last edited by playswithfire : 01-18-2010 at 09:14 AM.
playswithfire is offline  
Old 06-20-2009, 08:57 AM   Top  -  End  -  #28
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

Still need to generate sample characters for most of the classes, but I've got finished versions of the Colonist and Sea Dog for review.

I trimmed a couple higher level features from the sea dog (internal bleeding and armor piercing), added an extra d6 of sneak attack, rearranged a few things and added some new abilities for the pistol.

Any feedback appreciated.
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-23-2009, 04:37 PM   Top  -  End  -  #29
playswithfire
Ogre in the Playground
 
 
Join Date: Sep 2007
Gender: Male
Default Re: Putting together a Campaign Setting Book

No comments on the completed Sea Dog? Copied here for those who don't want to scroll back and look for it.

Sea Dog
Making a Sea Dog
A sea dog can be either a primary or secondary melee combatant or, with the right firearm, a secondary ranged combatant. When engaged in melee, he works best with one or more allies to make his sneak attack easier.

Abilities: As a sea dog often fights with both a sword and pistol, many emphasize Dexterity over Strength, using the Weapon Finesse feat to allow them to use the same ability for both weapons. With its average hit dice, Constitution is also important. Charisma governs most of the sea dog's class features, it is his most important mental stat. Intelligence gives him the skills he needs to perform his duties aboard ship and Wisdom is important to a Sea Dog as it is to any character, as it governs his Will save.

Races: Sea dogs are most common among the colonizing races: Humans, Half-Elves and Dwarves in roughly that order. Some of the native races have taken up the lifestyle, but are more likely to dip in the class rather than take it to completion.

Alignment: A sea dog can be of any alignment except for lawful good as the sea dog way of life is not conducive to walking the straight and narrow.

Starting Gold: 5d4x10 (125 gp).

Starting Age: As rogue.

Hit dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+0
Notorious, Sneak Attack 1d6
2nd
+2
+0
+3
+0
Grin and Bear it
3rd
+3
+1
+3
+1
Flourish
4th
+4
+1
+4
+1
Sneak Attack 2d6
5th
+5
+1
+4
+1
Flash of Steel(Two-Weapon Fighting)
6th
+6/+1
+2
+5
+2
Dirty Tricks (swift action)
7th
+7/+2
+2
+5
+2
Sneak Attack 3d6
8th
+8/+3
+2
+6
+2
Slippery Scoundrel
9th
+9/+4
+3
+6
+3
Pistol Whip
10th
+10/+5
+3
+7
+3
Through Shot, Sneak Attack 4d6
11th
+11/+6/+1
+3
+7
+3
Flash of Steel(Improved Two-Weapon Fighting)
12th
+12/+7/+2
+4
+8
+4
Opportunistic
13th
+13/+8/+3
+4
+8
+4
Sneak Attack 5d6
14th
+14/+9/+4
+4
+9
+4
Fake Out
15th
+15/+10/+5
+5
+9
+5
Keep Back
16th
+16/+11/+6/+1
+5
+10
+5
Sneak Attack 6d6
17th
+17/+12/+7/+2
+5
+10
+5
Flash of Steel(Greater Two-Weapon Fighting)
18th
+18/+13/+8/+3
+6
+11
+6
Dirty Tricks (free action)
19th
+19/+14/+9/+4
+6
+11
+6
Sneak Attack 7d6
20th
+20/+15/+10/+5
+6
+12
+6
Frightful Shot
Class Skills Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise (INT), Balance (DEX), Bluff (CHA), Climb (STR), Intimidate (CHA), Jump (STR), Knowledge(geography) (INT), Listen (WIS), Profession(sailor) (WIS), Spot (WIS), Swim (STR), Use Rope (DEX)

Class Features
The sea dog can take on many roles: bloodthirsty pirate, freewheeling merchant, or mildly insubordinate naval officers amond them, but he will always have some connection to the sea.

Weapon and Armor Proficiencies: A sea dog is proficient with all simple weapons and pistols. Sea dogs are proficient with light armor but not with shields.

Sneak Attack (Ex): As the rogue class feature, except it increases by 1d6 every three sea dog levels rather than every two as a rogue's does.

Notorious (Ex): Even the lowliest Sea Dog develops something of a reputation, recognition of which can put an opponent off-guard. A sea dog gains the Improved Feint even if he does not meet the prerequisites and may use an Intimidate check instead of a Bluff check when feinting.

Grin and Bear it (Ex): A Sea Dog mut never show weakness. Beginning at second level, you add your Charisma bonus (if any) as a bonus on Fortitude Checks. This bonus does not stack with the from the paladin's divine grace ability.

Flourish (Ex): Beginning at third level, while wielding a pistol in one hand, a sea dog applies his Charisma bonus (if any) as a bonus on melee damage rolls with slashing or piercing weapons he weilds in one hand in addition to any Strength bonus he may have.

Flash of Steel (Ex): The sea dog's key to victory is his speed.
At fifth level, he gains the Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead gains the ability to attack with two weapons as a standard action, taking a -2 penalty on both attacks.
At eleventh level, he gains the Improved Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead reduced the penalties he takes when fighting with two weapons by 1.
At seventeenth level, he gains the Greater Two-Weapon Fighting feat even if he does not meet the prerequisites. If he already has that feat, he instead takes no penalty when fighting with two weapons and adds his full Strength bonus on his off-hand attacks.

Dirty Tricks (Ex): At sixth level, a sea dog can feint as a swift action.
At eighteenth level, a sea dog can also feint as a free action, but gives up his attack of opportunity to do so. A sea dog with Combat Reflexes can use this ability multiple times per round, but takes stacking -5 penalties on each use after the first.

Slippery Scoundrel (Ex): By eighth level, a sea dog has had enough run-ins with those who wish him harm to develop keen sense of how to keep himself out of trouble. He gains a bonus to Armor Class against all touch attacks equal to his Charisma bonus; however, his touch AC can never exceed his Armor Class. A sea dog without Uncanny dodge also gains a bonus to his Flatfooted AC equal to his Charisma bonus, however this bonus can not exceed his Dexterity bonus.

Pistol Whip (Ex): Beginning at ninth level, a sea dog learns that a fired gun is still a useful weapon. While wielding a pistol in one hand with no bullets chambered, a Sea dog can deal bludgeoning damage using the pistol as a melee weapon. The damage done by the pistol is that of a die two sizes smaller than the pistol does when fired and the enhancement bonus on the pistol applies to attack and damage rolls when it is used this way.
If the sea dog has affixed a gun blade to his pistol (as the bow blades in Complete Scoundrel), he instead removes the -2 penalty on attack rolls with that blade. (He gains flourish bonus damage on melee attack rolls with a gun blade).

Through Shot (Ex): Any pistol wielded by a sea dog of tenth level or higher is treated as having the Exit Wound special property (Complete Warrior 134).

Opportunistic (Ex): At twelfth level, a sea dog can feint as a free action when making an attack of opportunity once per round. A sea dog with Combat Reflexes can only use this effect on one of his attacks of opportunity.

Fake Out (Ex): A sea dog doesn't live long if he can't frighten or fool an opponent's weapon into going somewhere other that where he's standing. At fourteenth level, once per round, a sea dog can, as an immediate action, replace his AC with a Bluff or Intimidate check.

Keep Back (Ex): Beginning at fifteenth level, a sea dog can keep attackers at bay while using his pistol. While wielding a sword in his other hand, a sea dog does not provoke an attack of opportunity when firing a pistol.

Frightful Shot (Ex): When a sea dog successfully shoots an enemy, that enemy must succeed on a Will save (DC 20 + samurai’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit
Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same sea dog's frightful shot for 24 hours.

Sidebar: Pistol Defined
Spoiler
__________________
Homebrew
Current Project (A sequel to Tome of Battle)
Past Projects, some of which I may come back to
Spoiler
playswithfire is offline  
Old 06-24-2009, 03:58 PM   Top  -  End  -  #30
Endalia
Dwarf in the Playground
 
ElfPirate
 
Join Date: Jun 2009
Default Re: Putting together a Campaign Setting Book

Good stuff, as earlier!

Liked the revisions you did, and it seems like a decent class. You could make it stronger without making it unbalanced, but all in all, it's really good.
Endalia is offline  
Closed Thread


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 10:20 AM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.