Engineer Doramos
Thursday 01-31-2008, 07:43 AM
I'm dying to DM something again, so since people havent show much interest in Fading Suns, I thought I'd try somewhat more familiar grounds. I'm by the South El stop on the Purple Line. I'm also more than happy to join an existing group if they feel like giving an old school dm with 26 or so years experience a chance.
I have a fantasy setting I have been working on since 1990 or so, its current name is Morterth. I decided to adapt it again to d20 rules, and came up with homebrew rules that I think are really cool. It is designed to be low magic in the sense that magic creatures and items do not abound. Spellcasters will be more common, but they tend to be secretive about their natures. The world is a cross between late middle ages and early renaissance europe with some other cultural influences thrown in. Gunpowder is a secret more carefully guarded than magic, so players will not have access to it, though they might come across a musket or something later on. Alignments have been replaced with Tendencies. You begin with no Tendencies, but with the appropriate actions, the DM will give up to five points in a direction on the old alignment compass: good, evil, law, chaos, and you can even gain points in balance. These tendencies affect alignment-related spells as well as divine spellcasting, npc reactions, and more. You can also gain Fame or Infame points, which go to a bonus of five as well, and these influence social skills. I also radically changed the magic system, in order to keep the mood of the setting intact. The only classes that remain from the PHB are Barbarian, Fighter, and Rogue. Wizard, Sorcerer, and even classes like Ranger and Monk are replaced by four base magic classes with several sub classes to them (Mage, Faithful, Trickster, and Holy Warrior). Each sub class has its own spell list, so a Mage Elementalist would learn elemental-related spells, like fireball and call lightning, and even fly; while a Faithful of a particular deity would have only spells that would make sense for that diety. Furthermore, magic has been changed a bit to be spontaneous, based on points instead of spells per day, and while a character in this system has less on-the-spot power, I have added a meditation skill and other ways to regain magic points during downtimes so that a caster can regain some energy and thus have more of a dynamic flow of spells. Spells can be learned when they are found during adventure if they are of the right subclass and class, otherwise, a character learns a few new spells upon levelup in a spellcasting class. I also did away with armor-induced arcane spell failure.
Players would begin with basic equipment (no miscellaneous items 50 gp or over, no masterwork arms or armor except where allowed here, and no alchemical items unless noted otherwise here), at level five, and no magic items. Fighters and Holy Warriors can have two masterwork items, arms and armor only. Rogues and Tricksters can have one masterwork weapon or armor, and have up to three expensive tools (50-200 gp value). Barbarians can have one masterwork weapon. Mages and Faithful can have up to three expensive tools, including alchemical items. Horses are restricted to the use of the upper class, so you need a feat to purchase one. This feat also makes you upper class, so the sky is the limit for mundane gear then.
I've played whole campaigns in this setting, so I'm pretty handy with the background details. I'm generally pretty flexible on how people roleplay, I can have fun either way, but I always like to keep the action or plot going whether its roleplaying or out of character talk. I liked Terry's rules for rolling, so I'll repeat them here: roll three sets of stats using 4d6, dropping the lowest die, then choose one of the sets, no mixing of numbers between the sets. For hitpoints, if you roll under average hitpoints, you may take the average instead. I am only using the 3.5 PHB and my own rules for character generation. If you have a prestige class you'd like to try, and it has no magic to it, feel free to ask. If you want to play a magic using class of any sort, just ask me and I can email you the information. If there is interest in this, I will put up a website on the world soon. I can't really post all the info I have on the world here since just the special classes skills and feats is a 26 page document.
I currently have a few leads for players, but I know more people at this point wouldn't hurt.
To illustrate, I made some level five characters. You can get more customized, but I thought I'd make some that mirrored the bard and cleric classes. Mages are the best spellcasters, for instance spellwise: a mage at this level would have 2 3rd level spells whereas a faithful only has 2nd level spells at that point. However, there are other advantages and disadvantages to both that I think make them work. I really tried to get a balance of power between the classes, and still keep the theme and feel of the setting I have.
Level 5 bard-type trickster (psychic path)
Str 12 Dex 16 Con 11 Int 13 Wis 14 Cha 17(+1 4th)
Feats:
Charismatic Power - 1st, human bonus (this is a feat which only psychic paths can use, it replaces int with cha in regards to casting spells, available only at level 1)
Fascinate - 1st, level one feat (bardic feat - each path, divine or arcane, has bardic feats available - your prerequisites are the same ranks and levels as a bard needs to use the ability)
Weapon Finesse (rapier) - 3rd, level three feat
Combat Expertise - 4th level, trickster bonus
Skills: (6+int)x4 at first 6+int each level afterwards
Concentration 8 ranks = +8
Spellcraft 8 ranks +1 int = +9
Meditation 8 ranks +2 wis = +10 (DC 15 check to regain your level in power points after one hour of uninterrupted concentration, at 10 ranks this amount regained doubles and at 20 it triples.)
Bluff 8 ranks + 4 cha = +12
Listen 8 ranks +2 wis = +10
Perform 8 ranks + 4 cha = +12
Gather Information 8 ranks +4 cha = +12
Sense Motive 8 ranks +2 wis =+10
Spells:
17 Power (1+cha* mod)xlevel each level
- Cantrips (1 power)
Lullaby
Detect Magic
Daze
- Level one spells (3 power)
Sleep
Charm Person
*this is normally int mod, see feats
Equipment:
Masterwork Rapier
Chain Shirt (when adventuring)
Entertainer's Outfit (when in town)
Longbow, 20 arrows
2 darts
Buckler
Masterwork Lute
Healer's Kit
Masterwork Flute
4d4x10 crowns (gp) in assorted coins
Combat Information:
BAB +3
Rapier: +6 attack bonus, 1d6+1 damage 18-20(x2) crit
Ranged: +6 attack bonus, darts (1d4 x2 20 ft) or longbow (1d6 x3 100 ft)
AC base 13 (+3 dex) 18 with chain shirt and buckler
Saves:
Fort +1 Ref +4 Will +6
Hit Point average: 17 points
Level 5 cleric-type faithful (Aurion path)
Str 16 Dex 12 Con 15 Int 12 Wis 16 (+1 at 4th) Cha 14
Feats:
Ordination - 1st, human bonus feat (This is a social feat available only to Aurion and Zoath faithful - you are a actual priest of these churches and enjoy social benefits like the upper class would)
Spell Focus - 1st, level one feat (This is a feat which allows you to create an object that when held in one hand, can be used to store or use stored power. For a faithful, this extra power is twice your level. There are improved and greater versions of this feat.)
Medium Armor Proficiency - 3rd, third level feat
Class Features:
Resistant to Fear (+4 to saves at 1st level, +1 additional every 4 levels)
Turn Undead
Turn Devil or Demon
Spontaneous Healer
Skills: (4+int)x4 at first 4+int each level afterwards
Concentration 8 ranks + 2 con = +10
Spellcraft 8 ranks +1 int = +9
Meditation 8 ranks +3 wis = +11
Diplomacy 6 ranks + 2 cha = +8
Heal 6 ranks + 3 wis = +9
Sense Motive 6 ranks +3 wis = +9
Knowledge (religion) 6 ranks +1 int = +7
Spells:
25 Faith (2+wis mod)xlevel each level
- Orisons (1 faith)
Detect Magic
Light
Mending
Purify Food and Drink
Read Magic
-Level one spells (3 faith)
Bless
Detect Evil
Divine Favor
Hide from Undead
Magic Weapon
Sanctuary
Shield of Faith
-Level two spells (5 faith)
Bull's Strength
Eagle's Splendor
Hold Person
Remove Paralysis
Restoration, Lesser
Equipment:
Holy Water (1 vial)
Aurion Amulet (spell focus - 10/10 Faith stored)
Healer's Kit
Breastplate with Tabard of Aurion (when adventuring)
Monkly Robes (when in town)
Heavy Wooden Shield
Antitoxin (1 vial)
Heavy Mace
Light Crossbow, 10 bolts
4d4x10 crowns
Combat Information:
BAB +3
Heavy Mace +6 1d8+3 damage x2 crit
Light Crossbow +4 1d8 damage x3 crit
AC Base: 11 (+1 dex) 18 (Breastplate/Heavy Shield)
20 (with shield of faith spell)
Saves:
Fort +6 Ref +2 Will +7 (+12 vs fear)
Hit Point average: 32
I have a fantasy setting I have been working on since 1990 or so, its current name is Morterth. I decided to adapt it again to d20 rules, and came up with homebrew rules that I think are really cool. It is designed to be low magic in the sense that magic creatures and items do not abound. Spellcasters will be more common, but they tend to be secretive about their natures. The world is a cross between late middle ages and early renaissance europe with some other cultural influences thrown in. Gunpowder is a secret more carefully guarded than magic, so players will not have access to it, though they might come across a musket or something later on. Alignments have been replaced with Tendencies. You begin with no Tendencies, but with the appropriate actions, the DM will give up to five points in a direction on the old alignment compass: good, evil, law, chaos, and you can even gain points in balance. These tendencies affect alignment-related spells as well as divine spellcasting, npc reactions, and more. You can also gain Fame or Infame points, which go to a bonus of five as well, and these influence social skills. I also radically changed the magic system, in order to keep the mood of the setting intact. The only classes that remain from the PHB are Barbarian, Fighter, and Rogue. Wizard, Sorcerer, and even classes like Ranger and Monk are replaced by four base magic classes with several sub classes to them (Mage, Faithful, Trickster, and Holy Warrior). Each sub class has its own spell list, so a Mage Elementalist would learn elemental-related spells, like fireball and call lightning, and even fly; while a Faithful of a particular deity would have only spells that would make sense for that diety. Furthermore, magic has been changed a bit to be spontaneous, based on points instead of spells per day, and while a character in this system has less on-the-spot power, I have added a meditation skill and other ways to regain magic points during downtimes so that a caster can regain some energy and thus have more of a dynamic flow of spells. Spells can be learned when they are found during adventure if they are of the right subclass and class, otherwise, a character learns a few new spells upon levelup in a spellcasting class. I also did away with armor-induced arcane spell failure.
Players would begin with basic equipment (no miscellaneous items 50 gp or over, no masterwork arms or armor except where allowed here, and no alchemical items unless noted otherwise here), at level five, and no magic items. Fighters and Holy Warriors can have two masterwork items, arms and armor only. Rogues and Tricksters can have one masterwork weapon or armor, and have up to three expensive tools (50-200 gp value). Barbarians can have one masterwork weapon. Mages and Faithful can have up to three expensive tools, including alchemical items. Horses are restricted to the use of the upper class, so you need a feat to purchase one. This feat also makes you upper class, so the sky is the limit for mundane gear then.
I've played whole campaigns in this setting, so I'm pretty handy with the background details. I'm generally pretty flexible on how people roleplay, I can have fun either way, but I always like to keep the action or plot going whether its roleplaying or out of character talk. I liked Terry's rules for rolling, so I'll repeat them here: roll three sets of stats using 4d6, dropping the lowest die, then choose one of the sets, no mixing of numbers between the sets. For hitpoints, if you roll under average hitpoints, you may take the average instead. I am only using the 3.5 PHB and my own rules for character generation. If you have a prestige class you'd like to try, and it has no magic to it, feel free to ask. If you want to play a magic using class of any sort, just ask me and I can email you the information. If there is interest in this, I will put up a website on the world soon. I can't really post all the info I have on the world here since just the special classes skills and feats is a 26 page document.
I currently have a few leads for players, but I know more people at this point wouldn't hurt.
To illustrate, I made some level five characters. You can get more customized, but I thought I'd make some that mirrored the bard and cleric classes. Mages are the best spellcasters, for instance spellwise: a mage at this level would have 2 3rd level spells whereas a faithful only has 2nd level spells at that point. However, there are other advantages and disadvantages to both that I think make them work. I really tried to get a balance of power between the classes, and still keep the theme and feel of the setting I have.
Level 5 bard-type trickster (psychic path)
Str 12 Dex 16 Con 11 Int 13 Wis 14 Cha 17(+1 4th)
Feats:
Charismatic Power - 1st, human bonus (this is a feat which only psychic paths can use, it replaces int with cha in regards to casting spells, available only at level 1)
Fascinate - 1st, level one feat (bardic feat - each path, divine or arcane, has bardic feats available - your prerequisites are the same ranks and levels as a bard needs to use the ability)
Weapon Finesse (rapier) - 3rd, level three feat
Combat Expertise - 4th level, trickster bonus
Skills: (6+int)x4 at first 6+int each level afterwards
Concentration 8 ranks = +8
Spellcraft 8 ranks +1 int = +9
Meditation 8 ranks +2 wis = +10 (DC 15 check to regain your level in power points after one hour of uninterrupted concentration, at 10 ranks this amount regained doubles and at 20 it triples.)
Bluff 8 ranks + 4 cha = +12
Listen 8 ranks +2 wis = +10
Perform 8 ranks + 4 cha = +12
Gather Information 8 ranks +4 cha = +12
Sense Motive 8 ranks +2 wis =+10
Spells:
17 Power (1+cha* mod)xlevel each level
- Cantrips (1 power)
Lullaby
Detect Magic
Daze
- Level one spells (3 power)
Sleep
Charm Person
*this is normally int mod, see feats
Equipment:
Masterwork Rapier
Chain Shirt (when adventuring)
Entertainer's Outfit (when in town)
Longbow, 20 arrows
2 darts
Buckler
Masterwork Lute
Healer's Kit
Masterwork Flute
4d4x10 crowns (gp) in assorted coins
Combat Information:
BAB +3
Rapier: +6 attack bonus, 1d6+1 damage 18-20(x2) crit
Ranged: +6 attack bonus, darts (1d4 x2 20 ft) or longbow (1d6 x3 100 ft)
AC base 13 (+3 dex) 18 with chain shirt and buckler
Saves:
Fort +1 Ref +4 Will +6
Hit Point average: 17 points
Level 5 cleric-type faithful (Aurion path)
Str 16 Dex 12 Con 15 Int 12 Wis 16 (+1 at 4th) Cha 14
Feats:
Ordination - 1st, human bonus feat (This is a social feat available only to Aurion and Zoath faithful - you are a actual priest of these churches and enjoy social benefits like the upper class would)
Spell Focus - 1st, level one feat (This is a feat which allows you to create an object that when held in one hand, can be used to store or use stored power. For a faithful, this extra power is twice your level. There are improved and greater versions of this feat.)
Medium Armor Proficiency - 3rd, third level feat
Class Features:
Resistant to Fear (+4 to saves at 1st level, +1 additional every 4 levels)
Turn Undead
Turn Devil or Demon
Spontaneous Healer
Skills: (4+int)x4 at first 4+int each level afterwards
Concentration 8 ranks + 2 con = +10
Spellcraft 8 ranks +1 int = +9
Meditation 8 ranks +3 wis = +11
Diplomacy 6 ranks + 2 cha = +8
Heal 6 ranks + 3 wis = +9
Sense Motive 6 ranks +3 wis = +9
Knowledge (religion) 6 ranks +1 int = +7
Spells:
25 Faith (2+wis mod)xlevel each level
- Orisons (1 faith)
Detect Magic
Light
Mending
Purify Food and Drink
Read Magic
-Level one spells (3 faith)
Bless
Detect Evil
Divine Favor
Hide from Undead
Magic Weapon
Sanctuary
Shield of Faith
-Level two spells (5 faith)
Bull's Strength
Eagle's Splendor
Hold Person
Remove Paralysis
Restoration, Lesser
Equipment:
Holy Water (1 vial)
Aurion Amulet (spell focus - 10/10 Faith stored)
Healer's Kit
Breastplate with Tabard of Aurion (when adventuring)
Monkly Robes (when in town)
Heavy Wooden Shield
Antitoxin (1 vial)
Heavy Mace
Light Crossbow, 10 bolts
4d4x10 crowns
Combat Information:
BAB +3
Heavy Mace +6 1d8+3 damage x2 crit
Light Crossbow +4 1d8 damage x3 crit
AC Base: 11 (+1 dex) 18 (Breastplate/Heavy Shield)
20 (with shield of faith spell)
Saves:
Fort +6 Ref +2 Will +7 (+12 vs fear)
Hit Point average: 32