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PostPosted: Mon Mar 19, 2012 8:37 am 
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I haven't been giving this more than passing thoughts, but I'm more and more interested in playing the "E6" rules variant of d20. However, existing campaign settings aren't appropriate to just plug into E6, and I wouldn't want to, anyway.

I've been brainstorming ideas for a classical fantasy campaign setting. Nothing has notably stuck out at me, from a thematic standpoint.

What are elements YOU would like to see incorporated in a campaign setting? What things would you like to see, and what conventions would you like eliminated? What type of meta-plots and world-stories do you like? What do you avoid?

Keeping in mind the power-levels of E6 are rather low, but it still allows for a magical world. (Even dragons can be impressive at CR 5-7 and would be entirely appropriate here.)

_________________
Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Mon Mar 19, 2012 11:23 am 
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I'd be interested in trying out this E6 concept. I'm not sure how I feel about limiting magic to 3rd level spells, there are so many fun thing to do higher.

As far as world settings, I feel more comfortable with standard conventions for races - no Japanese dwarves for me. I'd be interested in investigating an elven race that has turned isolationist, who protect their lands from all comers with lethal force.

As far as plot goes, i wouldn't want to be ultra good, or ultra evil, there are other campaigns for that. Perhaps adventuring for the sake of it? Maybe the chance to run around a city pick pocketing and doing burglary jobs?

Are you considering a new world or an FR campaign. I always wanted to be a Harper agent but never did get recruited...


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PostPosted: Mon Mar 19, 2012 11:41 am 
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Entirely new campaign setting. however, the "harper agent" is easily converted. Political intrigue and espionage fits into so many campaign settings.

My idea here is to create an entire world setting that a whole bunch of us might have an investment in, for running short campaigns with a variety of DMs based out of the same setting.

My initial idea (not for the entire world, just for the central city for most of the campaigns) is that of a "nexus city." Several nations founded a city at the nexus of their borders, as a place for diplomacy. Home to all nations, owned by none, it would allow endless intrigue and also a good starting point for more "hack and slash" oriented ideas, if that's what someone wanted to run. By limiting to E6, we also eliminate most of the more abusive munchkinism shenanigans. At level 6, there's little difference between the fighter and the well-played wizard in terms of who is more valuable, so anything is workable.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Mon Mar 19, 2012 12:37 pm 
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I like the shared idea. I might even be tempted to get my own feet wet GMing in that environment.


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PostPosted: Mon Mar 19, 2012 1:16 pm 
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The Elven Empire

My idea for elves eliminates all the elven "subraces" while maintaining the diversity of the elven people.

The Elven Empire I am imagining would have a Caste system. Each caste is, through strictly controlled breeding, ideally suited to their roles within elven society. Therefore, instead of Sun/Grey Elves, you have "The Academic Caste." Instead of Star Elves, you have "The Artisan Caste." Instead of Moon Elves, you have "The Forest Caste." Instead of Wild Elves/Grugach, you have "The Warrior Caste."

While any elf could take their first class outside their caste specialties, doing so would effectively make them "Outcaste." Mechanically, they would also forfeit favored class bonuses for that level (which i'm thinking of stealing from Pathfinder, with it's +1 hit point OR +1 skill point at every level in which you take a favored class.)

The Nordic Hegemony

The humans of this world would be in a group of Nordic-themed hardy and strong Norsemen are not united, but instead divided into many smaller kingdoms, ruled over by a hegemony-style government. Many settlements wouldn't qualify as kingdoms on their own, being merely savage barbarian tribes. In fact, the Nordic Hegemony is in a constant state of war with its some of its own subjects.

The capital kingdom of the Hegemony would be quite civilized (akin to Denmark in the play Hamlet), while the others would vary greatly. Only this capital kingdom would actually border on the nexus city.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

█ ♣ █


Last edited by Talya on Tue Mar 20, 2012 11:15 am, edited 1 time in total.

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PostPosted: Mon Mar 19, 2012 6:31 pm 
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I'm still lobbying for evil humans bent on world conquest and subjugating the other races. The idea of a campaign world where the PCs are explicitly not human is neat.

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PostPosted: Tue Mar 20, 2012 9:56 am 
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People tend to play humans because they identify with humans. Other fantasy races (and aliens, in sci-fi) are created to embody certain aspects of human nature in a more focused way, rather than to really represent another species. I'm not inclined to remove the easiest way for people to represent the personality we wish to make from a setting that is supposed to be as generic high fantasy as possible, while still providing interesting differences in setting and plot for unique stories.

Now, additional nations I want to put around the nexus city -- note that these nations will all likely be renamed. Don't need proper names yet, just need the concept.

The United Orcish Clans - The Free Orc Clans united to form a loose democracy.
The Dwarven People's Republic - Tired of being exploited by rich Thanes, the dwarven blacksmith guilds united, putting the means of production in the hands of the dwarves.
The Empire of the Sea - It is said that the moon is always shining somewhere on the subjects of His Majesty, King Triton. The Merfolk and all their aquatic allies have an embassy on the beaches of the great bay upon which the Nexus city resides.

Also, gnomes, goblins to come.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Tue Mar 20, 2012 9:57 am 
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Someone has a vast love of the Little Mermaid.

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PostPosted: Tue Mar 20, 2012 10:01 am 
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Shush. I have commie dwarves.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Tue Mar 20, 2012 10:03 am 
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Talya wrote:
People tend to play humans because they identify with humans. Other fantasy races (and aliens, in sci-fi) are created to embody certain aspects of human nature in a more focused way, rather than to really represent another species. I'm not inclined to remove the easiest way for people to represent the personality we wish to make from a setting that is supposed to be as generic high fantasy as possible, while still providing interesting differences in setting and plot for unique stories.
The point behind evil humanity (and humans as an NPC-only race) is that it allows you to set up another race as the race everyone identifies with by default. Elves work very well for this, especially with you breaking them up into castes. Or you could go another route - the different elven subraces exist, but have no meaningful differences as far as game mechanics. Dark elves, sun elves, wood elves, moon elves, star elves, etc. exist just like black, white, and yellow people exist. Though going such a route, I would suggest stealing from Pathfinder and 4th edition, whereby none of the races have ability score penalties. That way you don't have the, "I want to be the standard race, but I don't want a -2 con," sentiments floating around.

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PostPosted: Tue Mar 20, 2012 10:59 am 
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In the beginning of time, floating in the depths of the Void, there existed a vast and mighty empire with no lands to inhabit, no emperor to rule them, and no name to call their own. The Sun, in his infinite wisdom and mercy, created the Earth for the people of the Void. Where the Sun's first golden ray of light struck the world, there sprang forth Shining Emperor Hu I, and the Hu Empire has ruled over the world since.

A thousand years ago, Magnificent Sun Prince Hu Li took his armies into the Underworld to bring the Sun's light to the dark places beneath the Earth where it did not touch. After vanquishing the ten Kings of Hell and mastering death itself, Magnificent Sun Prince Hu Li returned with the armies of the Underworld beneath his command to ascend his father's throne as Glorious Emperor Hu XIV Who's Reign Shall Last Forever.

The souls of criminals are sentenced to the Earth Prison, while their bodies remain to serve the Hu Empire as warriors. At the end of their sentence, Merciful Emperor Hu XIV Who's Reign Shall Last Forever releases them from the Earth Prison to walk again among the world.

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PostPosted: Tue Mar 20, 2012 11:17 am 
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Corolinth wrote:
In the beginning of time, floating in the depths of the Void, there existed a vast and mighty empire with no lands to inhabit, no emperor to rule them, and no name to call their own. The Sun, in his infinite wisdom and mercy, created the Earth for the people of the Void. Where the Sun's first golden ray of light struck the world, there sprang forth Shining Emperor Hu I, and the Hu Empire has ruled over the world since.

A thousand years ago, Magnificent Sun Prince Hu Li took his armies into the Underworld to bring the Sun's light to the dark places beneath the Earth where it did not touch. After vanquishing the ten Kings of Hell and mastering death itself, Magnificent Sun Prince Hu Li returned with the armies of the Underworld beneath his command to ascend his father's throne as Glorious Emperor Hu XIV Who's Reign Shall Last Forever.

The souls of criminals are sentenced to the Earth Prison, while their bodies remain to serve the Hu Empire as warriors. At the end of their sentence, Merciful Emperor Hu XIV Who's Reign Shall Last Forever releases them from the Earth Prison to walk again among the world.


I like your evil Human chinese glorious empire, and have renamed my nordic "humans" as "Norsemen" to accommodate them.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Tue Mar 20, 2012 11:29 am 
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Talya wrote:
I like your evil righteous Human chinese glorious empire, and have renamed my nordic "humans" as "Norsemen" to accommodate them.
You had a typo in your post.

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PostPosted: Tue Mar 20, 2012 11:48 am 
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I believe I will use Pathfinder's model for races, but not necessarily the races themselves.


As for races, I believe humans will be off-limits. Following Corolinth's glorious empire for use as antagonists most of the time, they will be the only nation to use the human race.

The Nordic Hegemony will be a new race, the Northmen.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

█ ♣ █


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PostPosted: Tue Mar 20, 2012 11:55 am 
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Everybody loves an antagonistic Chinese empire.

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PostPosted: Tue Mar 20, 2012 12:30 pm 
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The Elves (rough draft)
All Elves share the following traits:
•+2 Dexterity, –2 Constitution: Elves are nimble, but their form is frail.
•Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Elves have a base speed of 30 feet.
•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
•Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
•Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
•Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
•Caste Classes: An elf can only start off as a member of their caste classes. They can multiclass normally outside their caste, but no elf can start play as a class outside their caste. (Unassigned classes, if appropriate to elves, will be assigned a caste coinciding with the purpose of the caste, not the usefulness of its racial features to that class.) The starting class for an elf is always favored.

The Artisan Caste
Academics, craftsman, and scholarly wizards come from this caste. Apart from the normal elven traits, members of the Artisan Caste have ability modifiers of +2 intelligence, and gain either the "Signature Spell" or "Skill Focus (Craft)" feat for free at first level.
•Elven Magic: Artisan Caste Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Caste Classes: Wizard, Beguiler, Warmage

The Forest Caste
Warriors of all sorts, as well as priests of all sorts come from this caste. Apart from the normal elven traits, members of the Forest Caste have ability modifiers of +2 wisdom, and can treat armor as if it were one category lighter for all purposes: heavy becomes medium, medium becomes light. Light remains light. (This does not stack with Mithral, if Mithral armor even exists in this setting.)
•Weapon Familiarity: Forest Caste Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Caste Classes: Fighter/Warblade, Paladin/Crusader, Swordsage, Ranger, Druid, Cleric

The Political Caste
Performers, poets, politicians, diplomats, as well as those blessed with an innate connection to arcane magic make their home in this caste. Apart from the normal elven traits, members of the Aesthetic Caste have ability modifiers of +2 to charisma. They also gain the "Force of Personality" and "Skill Focus (Use Magic Device)" feats for free at level 1. Use Magic Device is always a class skill for a Forest Caste elf.
Caste Classes: Bard, Sorcerer, Rogue

_________________
Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

█ ♣ █


Last edited by Talya on Tue Mar 20, 2012 2:20 pm, edited 8 times in total.

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PostPosted: Tue Mar 20, 2012 12:43 pm 
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is anyone allowed to submit a race/society?


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PostPosted: Tue Mar 20, 2012 1:01 pm 
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This is open brainstorming. I'm sorta coordinating it, but yes. Please submit ideas.

Not necessarily stats, but ideas.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Tue Mar 20, 2012 1:43 pm 
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The Norsemen
All Norsemen share the following traits:
•+2 to Strength, +2 Charisma, -2 to Intelligence
•Medium: Norsemen are Medium creatures and have no bonuses or penalties due to their size, except as stated below.
•Drakkenbrud: When advantageous to them, a Norseman counts as large sized for the purposes of trips, grapples, bull-rushes, and similar opposed rolls with size modifiers. They also count as large sized when determining the applicability of a special attack based on size (such as Improved Grab or Swallow Whole.)
•Fast Speed: Norsemen have a base speed of 40 feet, however they suffer a greater than usual penalty for wearing heavy armor, which reduces their speed by 50%.
•Norsemen have the blood of ancient silver dragons coursing through their veins. All Norsemen gain the dragonblood subtype, and gain Resistance 5 to cold.
•Norsemen gain a +2 racial bonus on survival checks, and a +2 racial bonus to fortitude saves to resist death effects.
•Languages: Norsmen begin play speaking Common and Nordic. Rare norsemen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
•Favored Classes: Skald (Savage Bard variant from UA), Barbarian, Spirit Shaman. Norsemen from the more civilized capital substitute: Bard (standard), Warblade, and Favored Soul.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

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PostPosted: Tue Mar 20, 2012 1:58 pm 
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We are not playing Skyrim.

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PostPosted: Tue Mar 20, 2012 2:09 pm 
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Yes, my Norsemen are Nords. (The only race in Skyrim I can tolerate.)

The Dwarves
•+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
•Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
•Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
•Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters larger than themselves.
•Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. - In Communist Dwarvia, we have overcome greed.
•Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
•Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
•Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
•Favored Classes: Fighter/Warblade, Cleric, Paladin, Crusader
Notes: Since the rise of the Dwarven People's Republic, Dwarven Clerics (and other proponents of the divine) are essentially in exile, as the DPR does not recognize the bourgoisie authority of Gods.

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Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

█ ♣ █


Last edited by Talya on Tue Mar 20, 2012 2:13 pm, edited 1 time in total.

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PostPosted: Tue Mar 20, 2012 2:13 pm 
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We are not playing Looney Tunes, Russian Adventures either.

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Work in Progress...

Siaovion
The Siaovion's are feline in decent. Adults range from between 4'6" and 5'6" in height, not including their ears. They are fully feline however, despite the fact that they walk upright. They cannot interbreed with humans or any other species, even with magical assistance.

Culturally the Siaovion are split. The majority and dominant culture is nomadic, however some individuals have begun to gradually migrate to cities and away from the traditional camps.

Nomadic Siaovion
The Nomads live in small camps of 30-40 individuals. They make no permanent dwellings, instead choosing to live in sturdy tents. The camps generally have an elected leader (though elected is perhaps a bit formal for the process. It is simply a matter of consensus) Individuals typically remain in a camp from anywhere from 1 to 4 years at a time and then move on. Remaining in one place is actually considered somewhat scandalous, thus there are no nations, countries or loyalties.
Siaovion have no concept of marriage or long term relationships. Individuals are free to mingle and associate.
The traditional way of life has lead to a rejection of manufactured goods or anything produced outside the use of one's own hands. They eschew non-druidic/bardic magic in all its forms.
Nomadic Saiovions may not use any weapon or armor that they have not constructed personally. They may never wear armo
Favored Classes: Fighter, Druid, Bard, Barbarian
+2 Strength, +4 Dexterity
Siaovions's fur coat becomes quickly waterlogged when immersed in water. Every round after the 1st when immersed in water Siaovions sufferer a cumulative -4 to swim checks. (Max -8)
Siaovions claws grant them a +8 to Climb checks
Siaovions claws deal 2d6 damage in melee.


Urban Siaovion
City dwelling Siaovion are regarded as exiles by their nomadic brethren. Their association with city life and failure to adhere to a more naturalistic resource usage has given rise to a number problems associated with urban life, not the least of which is a


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I'm thinking Gnomes need to be Robber Barons and pioneers in interchangeable parts.

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The Orcs
•+4 to Strength, -2 to Intelligence, -2 to Charisma. Orcs are physically powerful, but gruff in social interactions and simple in their thought processes.
•Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Orcs have a base speed of 30 feet.
•Darkvision: Orcs can see in the dark up to 60 feet (see darkvision.)
•Intimidating: Orcs are physically terrifying, and can use strength rather than charisma for the intimidate skill.
•Blood Rage: Once per day, an Orc can Rage. Except as noted, this is identical to the barbarian ability of the same name. If the Orc is a barbarian, he gains an extra daily use of Blood Rage instead of Barbarian rage. Any feat or ability which would give him more or improved uses of Rage, instead boosts Blood Rage. Unlike a normal Barbarian Rage, an orc can cast spells while under the effects of a Blood Rage. These spells are cast as if the orc had the spell penetration feat.
•Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
•Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin
•Favored Classes: Barbarian, Fighter, Ranger, Druid

_________________
Well Ali Baba had them forty thieves, Scheherezade had a thousand tales
But master you in luck 'cause up your sleeves you got a brand of magic never fails...
...Mister Aladdin, sir, What will your pleasure be?
Let me take your order, Jot it down -You ain't never had a friend like me

█ ♣ █


Last edited by Talya on Tue Mar 20, 2012 3:20 pm, edited 1 time in total.

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