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Posted: Thu Dec 20, 2007 7:18 am
Ok, so I have decided to start this now since its been on my mind for a bit.
I welcome the entire guild to help work on our very own campaign setting. Once we get the subforum for it I hope that you all will help with it, and also depending on how many people decide to help work I will also reward those probably randomly for their help with gold or items (though that shall be decided at a later time for reason of I have no effing clue what the results shall be of this project)
There are various things that each person can do such as: ♥making maps ♥creating their own races/classes to be added to the world to make it diverse ♥help with creating statistics and describing the world and each part of it ♥Making a good time line ♥Creating story's to help make the world more real ♥Developing religions an deitys ♥Creating new items ♥Creating new spells ♥Creation of new classes ♥Creating new creatures that possibly aren't in the monsters manual ♥And much much more
I'm hoping that this announcement will get people interested in this project. To insure good quality work either I will decide if something gets put into the world OR A vote on it will take place between the whole guild or the mods or something, I haven't decided yet, though it will probably be voted on by the guild because it will be OUR world that we create. All I can ask is if you work on this that you try your best.
I probably won't make much (once I start college ill be really busy) but I'll try to add stuff that I think will be useful and nice but im going to pretty much leave it up to the guild mostly. I'm probably going to be more of a supervisor more then anything.
Well anyways post here for now any questions/concerns, ideas, interests in the project, or any comments you have. I want to hear it all and see how this is going to work out.
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Posted: Thu Dec 20, 2007 12:20 pm
Here's a thought that I just came up with on reading this post.
Humans- In this world, humans have become quite scarce. Due to disease, civil war, and persecution by other races, humans have almost vanished. However, "human" has come to mean something different. Because of constant cross racial breeding, humanity has become a sort of conglomeration of different races, while maintaining the original human form. As a result, a human child generally has 1 or 2 bizarre features, such as having a reptilian tail, or maybe cat-like eyes, or even having an arm be elemental.
Due to these adaptations, humans actually survive very well. They have one last, remote colony in a deep forest (I haven't thought of the name yet. It could also be underground). They generally shy away from other races, but overall are quite kind.
The human's genetic instability comes with a price, though. Sometimes, mutations can have profound effects on their being, ranging from high chance of mental retardation, to being born without eyes (but with eyesockets). As a result, through arcane means, humanity has been trying to gain some control over their genetic instability, resulting in a new, human only, character class. (I have yet to think of the class).
Well, that's it for now. What do you think?
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Posted: Thu Dec 20, 2007 1:25 pm
Class Idea: Dragoon
The class is built on the idea of the true Dragoon, not the Final Fantasy crazy Jumping dragoon.
HD: d12 Attack Progression: Rogue
Proficiencies: All simple weapons, all armors, and all shields. Class abilities: Class feature- Shield Wall- When dual wielding shields, the character is immune to flanking
Level1: Bonus feat-Improved Toughness Required feat- Weapon focus-Shield Level 2: Uncanny Dodge
Level 3: Damage reduction 1/-
Level 4: Shield Bash- 1/day- Attack deals normal damage and stuns for 1 round, but lose Shield Wall for 1 round
Level 5: Improved Uncanny Dodge
Level 6: DR 2/-
Level 7: Bonus Feat- Toughness
Level 8: Armor Freedom- Retain a +1 dexterity bonus even in heavy armor
Level 9: DR 3/-
Level 10: Bonus Feat- Shield Ward
Level 11: Improved Shield Bash- 2/day
Level 12: DR 4/-
Level 13: Bonus Feat- Bodyguard
Level 14: Improved Shield Bash- 3/day
Level 15: DR 5/-
Level 16: Improved Shield Wall- Shield Wall affects all adjacent allies as well
Level 17: Bonus Feat- Toughness
Level 18: DR 6/-
Level 19: Perfected Shield Bash- usable up to Level/2 times/day
Level 20: DR 7/- Bonus Feat- Hold the Line Masterful Armor- Retain up to a +3 Dexterity modifier while in heavy armor
Yeah, it needs some tweeking, but I think it could be fun. I'll try to enter in any suggestions you guys give.
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Posted: Fri Dec 21, 2007 4:58 am
Your human race idea sounds interesting but... I tend to favor humans as being a dominate race in at least one country and normal. Could make for some interesting twists though. maybe if we had that and a country or something where only pure humans reign or something.
I'm not really sure what to make of your class, Seems like a meat shield to me.... kinda a slight overpowered one. I could be wrong though since I haven't seen it in use or anything.
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Posted: Fri Dec 21, 2007 9:52 am
Yeah, I'll admit the class seems like a meat shield from hell. However, I just never found Fighter to be the kind of meat shield I was interested in. If you wanted to, we could make the class a prestige class requiring levels in fighter, but I like it as is. It's meant to just not die, lol. It shouldn't be doing much damage though. As for the race thing, I can see your point. Having them be a scarcity compared to regulr humans seems like a good idea.
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Posted: Sat Dec 22, 2007 12:15 am
I can help as a DM, what's most important to have done? I could create the world itself perhaps? I have a few tools for creating worlds that I like to fiddle with.
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Posted: Sat Dec 22, 2007 2:38 am
Well we will need a world or two or three, could be interesting to have multiple worlds that could be connected by some magic gateways and whatnot. If you can create good looking worlds then yeah doit.
Also the most important things are probably the foundation such as the planets, city's, political boarders and whatnot. then after that not really sure...
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Posted: Sat Dec 22, 2007 11:23 am
You want me to do natural and political maps for multiple planets? That's a bit of an ask.
But hey, I have a surplus of free time. Do you want a galaxy map, [Stars, orbts, etc.] or just multiple worlds?
I'll have to think hard about the different worlds. I'll upload the natural maps when they're done, and others can chip in regarding races, politics, etc. in addition to my ideas, if any.
Perhaps one of the worlds could have gone some sort of terrible [magical/natural] catastrophe, now lying in ruins with strange monsters, scattered inhabitants and untold wealth? That might be fun.
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Posted: Sat Dec 22, 2007 11:45 am
lol. I don't think that's quite what he means. What he's saying is that we, as a guild, need to get a world going by posting our ideas and voting on what we like/don't like. Don't go out of your way to create your own galaxy, lol. razz
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Posted: Sat Dec 22, 2007 11:56 am
I shall create a galaxy, and -Patriotic Humming- the opressed races shall flock to its banner, and we shall form a new order, of equality, of dignity, of honour, but most of all... of freedom. and it shall be called... The Magical Fancypants Brigade. -Humming stops, record screech-
Seriously:
Oh, alright then. Well, I can put some geography down, I'm not so good with the political side of things.
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Posted: Sun Dec 23, 2007 12:41 am
well someone else can do political borders if your not good at it, can like MS paint it in or something or if someone has adobe or some other picture editing program that would work.... magical fancy pants brigaid?
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Posted: Sun Dec 23, 2007 8:35 am
here's a PrC for everyone (EVIL)
These evil wizards and sorcerers have entered into bargains with certain dark powers. The knowledge granted allows a darkchilde to potentially live forever, at the cost of repeatedly stealing the lives of innocent children to fuel his own foul existence. The arcanist channels his soul into the body of his new vessel, displacing and devouring the victim’s own soul. The change is permanent once complete. The new vessel is treated in all ways as the darkchilde’s true form. The darkchilde gains no special protection against spells or effects that cause possession or remove the soul from the body.
Upon gaining a new level in this class, the darkchilde’s stolen body rapidly ages over the course of one day to his true chronological age. Until he performs the same ritual on a new child, he will not be able to access any of his class or spell-casting abilities. A wise darkchilde will have a new body secured before this aging transpires.
The gender and race of the new vessel are irrelevant to the ritual; some always choose the same gender, others take whatever vessel catches their fancy, others choose very carefully based on personal criteria. Many darkchildren choose orphans, children from dangerous regions, or even slaves, to better hide the deed or simply for convenience. Others might take a special thrill in claiming the beloved offspring of a loving family, or the noble scion of a great dynasty. Some have even replaced the children of their greatest foes, to strike at them from within their own homes, and see the look in their eyes as they die.
Requirements: Alignment: any Evil Skills: Knowledge (arcana) 10, Spellcraft 8 Other: Must be able to cast 4th level arcane enchantment and necromancy spells.
Hit Points per Level: d4
Skill Points per Level: 2 + Int modifier.
Class Skills: The darkchilde's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Knowledge (arcana) (Int), Speak Language (n/a), Sense Motive (Wis), and Spellcraft (Int). Code: Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +0 +0 +2 +2 Darkchilde vessel, favored toy, veil of innocence 2nd +1 +0 +3 +3 +1 level of existing arcane spellcasting class 3rd +1 +1 +3 +3 Charm playmate, +1 level of existing arcane spellcasting class 4th +2 +1 +4 +4 +1 level of existing arcane spellcasting class 5th +2 +1 +4 +4 +1 level of existing arcane spellcasting class 6th +3 +2 +5 +5 Ask an adult, +1 level of existing arcane spellcasting class 7th +3 +2 +5 +5 +1 level of existing arcane spellcasting class 8th +4 +2 +6 +6 Foundling, +1 level of existing arcane spellcasting class 9th +4 +3 +6 +6 +1 level of existing arcane spellcasting class 10th +5 +3 +7 +7 Darkchilde’s blessing
CLASS FEATURES All of the following are class features of the darkchilde. Unless otherwise indicated, save DC's are Charisma-based, and the effect's caster level equals the darkchilde's character level.
Weapon and Armor Proficiency: The darkchilde gains no additional proficiencies in weapons or armor.
Darkchilde Vessel (Sp): Upon the completion of a simple 1 minute ritual, the prospective darkchilde is able to shift his spirit into the body of a young humanoid child, in a manner similar to the magic jar spell. Unlike that spell, the darkchilde uses no object, but sends his soul directly into the target body. The darkchilde may continue to attempt to possess the target once per round until he succeeds or decides to quit. If the target fails the Will save, the original child’s spirit is consumed in the transmigration. The darkchilde retains his own Intelligence, Wisdom and Charisma, as well as his own hit dice, levels and abilities, but gains the vessel’s Strength, Constitution and Dexterity, as well as any racial abilities. The children most suitable for the transmigration can usually be treated as one size smaller than a normal adult member of their race. The darkchilde’s old vessel withers to rotting bones and ashes upon completion of the transmigration.
After he gains all ten levels of this class, he must still perform this ritual once a year on the anniversary of his first transmigration. Darkchildren always know what they want for their "birthday"...a new playmate! Continuing to use this ritual could potentially allow the darkchilde to live forever, as long as he completes the ritual during the 24 hours it takes to age him to his true age. Regardless of how far past his normal maximum life expectancy the darkchilde goes, he will never die of old age before this 24 hour period has elapsed. Once past this “grace period”, he will indeed die of old age if past his maximum life expectancy.
This ability can only be used at the prescribed times; when gaining a new level of darkchilde or on the yearly anniversary of the first transmigration. He may not use this ability at any other time.
Favored Toy (Su): Upon taking his first level in this class, the darkchilde loses any familiar he may have had, but gains the use of this ability. The darkchilde may choose to permanently animate a normal child’s toy as if using the spell animate object. The toy must be of Diminutive or Tiny size, and gains an Intelligence of 10. In all ways, the favored toy acts as a standard familiar, and the darkchilde may add his class levels to his familiar level to determine the strengths and abilities of his familiar. Completion of this rite requires the sacrifice of a beloved family pet.
Veil of Innocence (Su): The darkchilde may use the lingering remnants of the original soul of his vessel to cloak his own malign presence. This ability works like the spell misdirection, using the original soul’s alignment as the detected alignment of the effect. The effect can be dispelled, but the darkchilde can reinitiate the effect as a free action on his turn.
Charm Playmate (Su): At 3rd level, once per day per two full class levels, the darkchilde may attempt to charm any humanoid child as if using charm monster.
Ask an Adult (Su): At 6th level, once per day per two full class levels, the darkchilde may cast an effect on any adult humanoid that works like the suggestion spell. The DC of the effect is equal to 16 plus the darkchilde's Cha modifier.
Foundling (Su): This ability, gained at 8th level, helps the darkchilde remain undiscovered. It acts as a permanent nondetection spell. The effect can be dispelled, but the darkchilde can reinitiate the effect as a free action on his turn.
Darkchilde’s Blessing (Su): The darkchilde can enter a state that fully embraces and utilizes his foul, evil soul. Up until now, most darkchildren wisely choose to remain as innocent-seeming as possible, but this effect causes the darkchilde to take on a supremely ominous, even terrifying aspect of blasphemous power. The effect acts as a double-strength magic circle against good and as a lesser globe of invulnerability.
In addition, everyone within 30 feet of the darkchilde must make a Will saving throw (DC 10 + ½ darkchilde’s character level + darkchilde’s Cha modifier). On a failed save, the opponents become shaken for 4d6 rounds. If an opponent fails this save by more than 5, he is panicked instead. Normal animals automatically attempt to flee when within this area. This is a fear effect. Those who successfully make their save are immune to that darkchilde’s fear aura for 24 hours.
The darkchilde may initiate or cancel this aura as a free action on his turn. Use of this ability temporarily suspends the Veil of Innocence ability.
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Posted: Tue Dec 25, 2007 8:36 am
Manijin Here's a thought that I just came up with on reading this post. Humans- In this world, humans have become quite scarce. Due to disease, civil war, and persecution by other races, humans have almost vanished. However, "human" has come to mean something different. Because of constant cross racial breeding, humanity has become a sort of conglomeration of different races, while maintaining the original human form. As a result, a human child generally has 1 or 2 bizarre features, such as having a reptilian tail, or maybe cat-like eyes, or even having an arm be elemental. Due to these adaptations, humans actually survive very well. They have one last, remote colony in a deep forest (I haven't thought of the name yet. It could also be underground). They generally shy away from other races, but overall are quite kind. The human's genetic instability comes with a price, though. Sometimes, mutations can have profound effects on their being, ranging from high chance of mental retardation, to being born without eyes (but with eyesockets). As a result, through arcane means, humanity has been trying to gain some control over their genetic instability, resulting in a new, human only, character class. (I have yet to think of the class). Well, that's it for now. What do you think? Hmmm, seems intriguing. I wonder, though, how the human could have gotten so small in number. Obviously, you list war and disease, but we deal with these everyday, and so if we were accept this approach to our game, then we would need to have a definative reason (which would be common knowledge) of why the races suddenly died off and they relocated. Now i've got a million and one ideas running through my head, and no way to make coherant sense out of any of them! Argh! Ok, how about this. The Eberron Campain Setting is set just after a massive war sweeps the continents, and all the nations slowly recover from their losses. As such, it would be refreshing not to use a draconian war to explain our circumstances. Perhaps in the campain world, before the cataclysm occured, magic was both powerful and widespread. Thousands of years of prosperity and relative peace had left the denizens secure in their superiority. They developed creative uses for magic and incoporated it flamboyantly into their everyday lives, using it without a thought as one would the water or the earth. For years, everyone thought they could exploit the magic endlessly with no consequences. After all, magic is a clean, effective, and limitless source of power right? They were wrong. For the last century or so before the cataclysm, a small group of scholars were taken to believe that consumption of magic could no longer continue at this rate. If changes were not made, immediately, they would bring a terrible fate upon themselves. The scholars, known collectively as "The Magi" (( very editable)), went unheeded as was to be expected. They were laughed at, shunned, and disregarded as "A doomsday cult of freaks." The Magi were troubled by the responses they recieved, could not the fools realize that there is a consequence to every action? They had spend countless years, for many the entirety of their natural lives, in study of this phenominon. They concluded that magic, like any other force, must somehow subscribe to the laws of physics and nature. Although powerful, it is impossible to achieve limitless energy, and by the needless ciphering of energy from this pool, they were disturbing a delicate balance that could only prove ill. This group of wisened men and women, by now reduced to the role of a cult, secluded themselves from the rest of civilized society in the wild river valley of ____________ twixt the Wintersmoke mountain range, so named for the steam that rises from the semi-warm artisan wells that supply the river ____________. It took some complications for The Magi to carve out a niche in the inhabitable valley, for they were not the only sentient inhabitants in the valley, although it could be argued that they possesed the most intelligence of all of them. In time, though, they found a place where they could subsist, and because of the nature of their views, every member forswore the use of magic, totally and with no exeptions. Time passed, and back in the heart of "civilization," the squanderous use of magic continued. Slowly, a change began to make itself known in the world. The "endless" flow of magic began to dry up, and normal citizens found they could no longer gain access to spells they would normally have no problem with. Each man, woman, and child, if they wished for any magic, had to test wills with each other in a universal battleground of wills during their meditations. So long dependant on magic to ensure their survival, few knew how to react. This was by no means the worst of it though, for having been surrounded by magic for so long, the people who used it (which constituted almost everyone in the known world) found that they simply had to have it. A sort of "magic withdrawal" disease spread like wildfire, infecting all those who had insufficient magic to fulfill their needs. Desperate for relief, anarchy reigned in a battle of all on all for control of what remained. Win, and you'll live another day, lose, and the afterlife becons, but you could not remain neutral, or the disease would find you and your family, causing symptoms too horrid to say. Ironically, only The Magi and the baser races of the world survived this horrible plague that destroyed, obliterated the rest of the world. ((time for me to get off for a bit now. If you like the idea, I can write some more. Honestly, I didn't know how this was going to turn out when I started typing it, but I'm pleased with the work as a whole. Tell me what you think. Don't worry, by the start of the campain, magic will be back enough to use.))
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Posted: Sun Dec 30, 2007 9:49 am
I can do political, but I'm going to need the races that are going to be common on the diffrent worlds, after that I can take it. Oh, I'll also need geographical maps, and if someone makes new races their prefered climate so I can base their society on where they live.
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