Post by The ChumpLump on May 8, 2007 0:32:38 GMT 1
Alright Chaps and Droogs.
Let's get serious.
Who's down to Play?
Just make a L.5 character, questions on race/class go ahead and ask me. The world is Eyert, a world torn apart by magic.
Major Powers in this World.
~ Montra ( Aka the Tyrant) Ancient Mage, rumored to of created magic. Rules the world from the tallest tower in the world, his schools are everywhere. Montra's Tower is the top magic school in the world.
~Hijo Desangre (The LichLord) Undead Master from the South, also rumored to of created Magic. He less known, but when he is he is feared.
~ 13 Avatars ( The New pantheon ) A recent attempt at a Representative Republic pantheon. Recently overthrown by Montra. This has caused much distress. Especially among the followers of the Iron Ordinator. ( The Avatar to Paladins and Warrior-Priests.) The 13th avatar is not actually one of the Avatars, and is rumored to still have power.
~The Titans ( The Old Pantheon ) The classic DnD deities, some are dead, most have faded away or are mortal again. Most are no longer worshiped, however some still maintain power.
~The Dead Pantheon ( The Cult of Burgoh ) An ancient sect of ancient gods and devils that supposedly died... some activity has been linked to their resurrection...
~ E.R.U.O.P.E. ( Erik's Underground Rites of the Overtly Pilfered Essence ) A small school for trickster mages, mostly of halflings and Gnomes. This secret school is battling Montra, and has made claim to steal his staff.
~ The Archipelago. ( Truespeakers ) This most ancient magic school predates time it'self. Selective and extremely set in their ways, these mages hide and gaurd the secrets of the Shadow, and Pacts.
=========
Varient Races in this World. [ Along with most in the Races of ___ and three elemental books, and so on...]
Sange-Elves
The Warped Elven Children of The LichLord, mad and powerful these elves have a tendency to make Drow look like nancy little emo-boys with dual tinfoil sticks. Sange-Elves make great Necromancers and better Barbarians.
Game Rule-
Drow[WhiteFlesh]
When Lolth lost her power, she was Warped into a mortal like Drider and her people banished her for her lack of power. Two Freelance Necromancers took over the Drow people, who split into two sections. The Whiteflesh Drow are CE and follow Nelac of the Twisted Life, while the LE Blackflesh drow follow Marcus of the Unending Death.
Game Rule- Same as Drow, except CE.
Shovel Dwarf
In a tiny Vally near the Fire-Ant Mountains, Dwarves war with Wild-elves, and have been for eons. These dwarves epiomize everything annoying and horrid about the dwarf-folk. Supposedly evolved from Shield Dwarves.
Game Rule- As Duergar w/o light sensitivity.
Mageblood Dwarf
Tiny dwarves feared for their Magical powers and strength. Extraordinarily compact, they can wield the same weapons as their Dwarved Counterparts.
GameRule-
* +2 Constitution, +4 Str, -2 Dex
* Tiny size.
* Base land speed is 10 feet. However, as dwarves, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Darkvision out to to 60 feet.
* Stonecunning: As Dwarf.
* Weapon Familiarity: MageBlood Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Improved Monkey Grip- A MageBlood Dwarf may wield a weapon sized for a medium creature at no penalty. It cannot wield a weapon sized for a medium character in it's off hand, and it cannot wield a double-weapon made for a medium character. However it can wield a two handed weapon sized for a medium character.
* +2 Caster level to all Earth Descriptor spells.
* Access to the Earth Domain as a Cleric at Half the MageBlood dwarf's class level. It may Rebuke, command, or bolster earth creatures once a day as a Cleric of half it's class levels. ( It cannot however turn/destroy air creatures.)
* +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon, Draconic.
* Favored Class: Sorcer.
* LA +2
Boulder Dwarf
Giant Dwarves that defy the stereotype of the short Dwarf. Big and dumb, they tend to be the perfect Oxy-Morons.
Game-Rule-
* +4 Strength, +2 Constitution, -2 Dexterity, -2 Wis, -2 Int:
* Giant: Boulder Dwarves are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
* Large: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
* Boulder Dwarves base land speed is 30 feet, as dwarves, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Dark Vision 60 ft.
* Fire Acclimated: Boulder Dwarves have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
* Automatic Language: Common, Dwarven. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
* Favored Class: Fighter
* Level Adjustment: +1.
Sirrians
Elfkin and cousins to the fey Sirrians are rebels without causes, and drifters. There are no Sirrian societies, only random four-armed men and women drifting about. Ridiculously independent, a Marriage between two Sirrians is little more than a brief impromptu ceremony and a one-night stand. Sirrian Mothers often leave their children in elven villages to be raised until they are old enough to start following the winds...
Game Rule- In Mythic Races secondary source book.
Storm Chasers
The Oracles and Gaurdians of the evermoving Mt. Kjord. Storm Chasers come in three types.
The Gifted- Blind Centaur, who have sight into the future, they can read the constant Tempest that follows the Mountain... or does the mountain follow the storm? Wise and old, and full of weird knowledges. Non-player-Race
The watchers- The Centaur born without "The Sight." These centaur take care of the elder, and maintain the society of the mountain top.
The Icarian- The Gaurdians of Mt. Kjord, many have attempted to attack the moving mountain, only to be rained upon by spears and arrows from the sky. These anthromorped-Hawk like people are extremely lawful.
Game-Rule- As Raptoreans [Races of the Wild] with secondary natural beak attack (1d4+1/2 Str).
Feel free to ask questions... keep in mind these are just some variant races, all others are more or less accepted. As far as classes go, there are a few restrictions... and no Incarnum or Book of 9 Swords.
~Chump
Let's get serious.
Who's down to Play?
Just make a L.5 character, questions on race/class go ahead and ask me. The world is Eyert, a world torn apart by magic.
Major Powers in this World.
~ Montra ( Aka the Tyrant) Ancient Mage, rumored to of created magic. Rules the world from the tallest tower in the world, his schools are everywhere. Montra's Tower is the top magic school in the world.
~Hijo Desangre (The LichLord) Undead Master from the South, also rumored to of created Magic. He less known, but when he is he is feared.
~ 13 Avatars ( The New pantheon ) A recent attempt at a Representative Republic pantheon. Recently overthrown by Montra. This has caused much distress. Especially among the followers of the Iron Ordinator. ( The Avatar to Paladins and Warrior-Priests.) The 13th avatar is not actually one of the Avatars, and is rumored to still have power.
~The Titans ( The Old Pantheon ) The classic DnD deities, some are dead, most have faded away or are mortal again. Most are no longer worshiped, however some still maintain power.
~The Dead Pantheon ( The Cult of Burgoh ) An ancient sect of ancient gods and devils that supposedly died... some activity has been linked to their resurrection...
~ E.R.U.O.P.E. ( Erik's Underground Rites of the Overtly Pilfered Essence ) A small school for trickster mages, mostly of halflings and Gnomes. This secret school is battling Montra, and has made claim to steal his staff.
~ The Archipelago. ( Truespeakers ) This most ancient magic school predates time it'self. Selective and extremely set in their ways, these mages hide and gaurd the secrets of the Shadow, and Pacts.
=========
Varient Races in this World. [ Along with most in the Races of ___ and three elemental books, and so on...]
Sange-Elves
The Warped Elven Children of The LichLord, mad and powerful these elves have a tendency to make Drow look like nancy little emo-boys with dual tinfoil sticks. Sange-Elves make great Necromancers and better Barbarians.
Game Rule-
Drow[WhiteFlesh]
When Lolth lost her power, she was Warped into a mortal like Drider and her people banished her for her lack of power. Two Freelance Necromancers took over the Drow people, who split into two sections. The Whiteflesh Drow are CE and follow Nelac of the Twisted Life, while the LE Blackflesh drow follow Marcus of the Unending Death.
Game Rule- Same as Drow, except CE.
Shovel Dwarf
In a tiny Vally near the Fire-Ant Mountains, Dwarves war with Wild-elves, and have been for eons. These dwarves epiomize everything annoying and horrid about the dwarf-folk. Supposedly evolved from Shield Dwarves.
Game Rule- As Duergar w/o light sensitivity.
Mageblood Dwarf
Tiny dwarves feared for their Magical powers and strength. Extraordinarily compact, they can wield the same weapons as their Dwarved Counterparts.
GameRule-
* +2 Constitution, +4 Str, -2 Dex
* Tiny size.
* Base land speed is 10 feet. However, as dwarves, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Darkvision out to to 60 feet.
* Stonecunning: As Dwarf.
* Weapon Familiarity: MageBlood Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Improved Monkey Grip- A MageBlood Dwarf may wield a weapon sized for a medium creature at no penalty. It cannot wield a weapon sized for a medium character in it's off hand, and it cannot wield a double-weapon made for a medium character. However it can wield a two handed weapon sized for a medium character.
* +2 Caster level to all Earth Descriptor spells.
* Access to the Earth Domain as a Cleric at Half the MageBlood dwarf's class level. It may Rebuke, command, or bolster earth creatures once a day as a Cleric of half it's class levels. ( It cannot however turn/destroy air creatures.)
* +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon, Draconic.
* Favored Class: Sorcer.
* LA +2
Boulder Dwarf
Giant Dwarves that defy the stereotype of the short Dwarf. Big and dumb, they tend to be the perfect Oxy-Morons.
Game-Rule-
* +4 Strength, +2 Constitution, -2 Dexterity, -2 Wis, -2 Int:
* Giant: Boulder Dwarves are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
* Large: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
* Boulder Dwarves base land speed is 30 feet, as dwarves, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Dark Vision 60 ft.
* Fire Acclimated: Boulder Dwarves have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
* Automatic Language: Common, Dwarven. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
* Favored Class: Fighter
* Level Adjustment: +1.
Sirrians
Elfkin and cousins to the fey Sirrians are rebels without causes, and drifters. There are no Sirrian societies, only random four-armed men and women drifting about. Ridiculously independent, a Marriage between two Sirrians is little more than a brief impromptu ceremony and a one-night stand. Sirrian Mothers often leave their children in elven villages to be raised until they are old enough to start following the winds...
Game Rule- In Mythic Races secondary source book.
Storm Chasers
The Oracles and Gaurdians of the evermoving Mt. Kjord. Storm Chasers come in three types.
The Gifted- Blind Centaur, who have sight into the future, they can read the constant Tempest that follows the Mountain... or does the mountain follow the storm? Wise and old, and full of weird knowledges. Non-player-Race
The watchers- The Centaur born without "The Sight." These centaur take care of the elder, and maintain the society of the mountain top.
The Icarian- The Gaurdians of Mt. Kjord, many have attempted to attack the moving mountain, only to be rained upon by spears and arrows from the sky. These anthromorped-Hawk like people are extremely lawful.
Game-Rule- As Raptoreans [Races of the Wild] with secondary natural beak attack (1d4+1/2 Str).
Feel free to ask questions... keep in mind these are just some variant races, all others are more or less accepted. As far as classes go, there are a few restrictions... and no Incarnum or Book of 9 Swords.
~Chump