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Old 3rd April 2002, 03:06 PM   #1 (permalink)
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DF PDF update. Please post what needs to be included.

This doc is almost 1 yr out of date and needs a drastic overhaul. Anyone available to do this? Should we turn back to the umbria folk to do this or can we do this 'in house'?

Last edited by Leopold; 17th April 2002 at 04:15 PM..
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Old 3rd April 2002, 06:42 PM   #2 (permalink)
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You can kick that ball into my court,
Its no problem for me, just send me the source material and I can put it into PDF.
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Old 3rd April 2002, 07:11 PM   #3 (permalink)
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Quote:
Originally posted by LRonKnieval
You can kick that ball into my court,
Its no problem for me, just send me the source material and I can put it into PDF.
take the old .pdf and add in the new material...i am looking for the source material but i cannot find it..it's nowhere to be found..i have been trying to edit this .pdf but i cannot find a good editor to edit the .pdf so now it looks like we might as well overhaul the whole thing and start from scratch..
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Old 3rd April 2002, 07:16 PM   #4 (permalink)
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I don't know how acrobat works, but can you make it a text pdf, I mean, to make cut & paste a viable option?
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Old 3rd April 2002, 07:22 PM   #5 (permalink)
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Hmmm.
problem is I don't know/ don't have access to all the new stuff.
Lemme convert everything into a workable format first then I'll send you a copy.
I'd propose making it shorter and sweeter though.

Lets make a basic rules/setting book and leave the hardcore details seperate for two reasons.
1. I'd like to keep the downloadable version a reasonable size and it allows us to edit it easier (lets say annually)
2. the other information changes almost daily, we could do that as seperate downloads (either PDF or in MS word and appleworks formats (I'm a mac man so I'll make sure everything is cross platformed.

in anycase, i'll let you know when I'm done.
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Old 3rd April 2002, 07:28 PM   #6 (permalink)
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Quote:
Originally posted by LRonKnieval
Hmmm.
problem is I don't know/ don't have access to all the new stuff.
Lemme convert everything into a workable format first then I'll send you a copy.
I'd propose making it shorter and sweeter though.

Lets make a basic rules/setting book and leave the hardcore details seperate for two reasons.
1. I'd like to keep the downloadable version a reasonable size and it allows us to edit it easier (lets say annually)
2. the other information changes almost daily, we could do that as seperate downloads (either PDF or in MS word and appleworks formats (I'm a mac man so I'll make sure everything is cross platformed.

in anycase, i'll let you know when I'm done.
wonderful idea...

Now for divying it up into 2 parts why? I know that some parts change daily, but right now we have the core setting information done. We detail the strongholds and the PC building and some of the classes but leave off the new material that we are working on mostly the cities and the fiendlord realms. We make that the main product and the build on add-ons when neccessary and then recomplie when needed.

So 2 books:
1. Setting info: Strongholds, PC Building info, PrC's, etc.
2. Other Material: Monsters, cities that are not strongholds with patrons, fiendlord domains, magic items, etc.

Take a mindset similar to the PHB and the DMG. With a combo like that i think that would work. The PHB version won't change or change very seldom, but the DMG can be revised until perfect then pull out the extra material if neccessary and build another book (book of cities, book of monsters, fiendlord realms book, etc.).


Questions, comments, concerns?
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Old 3rd April 2002, 07:52 PM   #7 (permalink)
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Shouldn't we include magic rules and classes in the basic one? Ah and domains too?
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Old 3rd April 2002, 08:11 PM   #8 (permalink)
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Quote:
Originally posted by Lichtenhart
Shouldn't we include magic rules and classes in the basic one? Ah and domains too?


This all fits under the PC Creation section. We can use the PHB type info for the 'gods'. A simple who it is, what domains it uses, and a brief bio on them.

Magic rules? Which ones?
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Old 3rd April 2002, 08:26 PM   #9 (permalink)
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Quote:
Originally posted by Leopold


Magic rules? Which ones?
I was referring to Imperialus' thread.

I remember a domains thread in the old boards. There were great ideas, but I don't know if patrons and fiendlords were updated after that. Do you still have it?
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Old 3rd April 2002, 08:35 PM   #10 (permalink)
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are you talking about the chanter, jacker, and weaver rule subset? If so then yes i do have them.
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Old 3rd April 2002, 08:45 PM   #11 (permalink)
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NOTE : I am going through the old .pdf with a pen and paper and making possible changes, spelling, realm additions, etc. There is a slew of typos in here and lots and lots of places I will have to have clarification just to be sure.

LRK: I will send you a .pdf with the possible changes maybe or via a doc with the proposed items changed. Everyone else is free to go ahead and contribute to this. I think with this massive update we did we can now revise this .pdf to bring us up to speed.

Last edited by Leopold; 3rd April 2002 at 09:12 PM..
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Old 3rd April 2002, 10:32 PM   #12 (permalink)
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I was talking abot non-standard domains, such as
Quote:
War/Blades He is the Lord Of Blades
Knowledge/Artifice He is the Lord Of The Forge
Death/Spirit He is the Lord Of The Dead
Travel/Shadow He is the Lord Of Shades And Shadow
Good/Celestial He is the Pure One
Law/Justice He is the Just Lord
Knowledge/Aberrations She is the Seer Of The Bygone Ages
Earth/Water/Air/Plant He is the Forest Walker
Insect/Animal: She is the queen of the rattling races
Fungi/Plant: She is the great goddess
Fertility: She is the mother of many
Chains: He is the chained god, the living and the dead serve him
Darkness: He is the lord of pitch
Shadow: He is cloaked in shadow
Good/Hope: The Hope Of The Lost
Glamour: He is still the beautiful one
There was a thread in the old boards with all of them. Do you still have it, or a transcription?
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Old 3rd April 2002, 10:43 PM   #13 (permalink)
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We should also work on getting rules written up for what spells can and can't be cast because of the planar ban. I was going to do this, but I really don't have the time now. I'm really sorry about it. Would someone be able to write these out?
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Old 4th April 2002, 01:03 AM   #14 (permalink)
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I'll give it a try.
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Old 4th April 2002, 04:20 AM   #15 (permalink)
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I can peel everything apart, no problem... but what we need is consistancy.
I suggest that we be smart about the whole thing and take the reconstruction chapter by chapter.

That way nothing gets too crazy.

So what we all need to decide is what goes into chapter 1,
and then get ourselves an updated version of it that we're all happy with. then I'll make it into a PDF file and we can move onto the next chapter.
sound ok.

What that means for the moment, is we need a nice introduction.
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Old 4th April 2002, 05:15 PM   #16 (permalink)
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The Domains Were Done Before By Draken

Hive:

Granted Powers - You can breed with any species, and your children will be born as members of the Rattling Race and will spawn in only one month.

1- Venomous Being
2- Carapace Armor
3- Spawn Vermin
4- Summon Monster IV (Vermin only)
5- Dominate Vermin
6- Royal Jelly
7- Ravenous Horde
8- Creeping Doom
9- Shapechange (Vermin Only)

Machine Domain:

Granted Powers - Turn/Rebuke/Command/Bolster/Destroy Golems, Constructs, or Animated Objects as a cleric does with Undead (Useable a number of times per day equal to Cha modifier+3). Knowledge (Machines) is a class skill.

0- Detect Machines/Constructs/Golems
1- Invisibility to Machines/Constructs/Golems
2- Make whole
3- Halt Machines/Constructs/Golems
4- Minor Creation
5- Animate Objects
6- Fantastic machine (from Forgotten Realms guidelines)
7- Major Creation
8- Iron Body
9- Greater Fantastic Machine (from FRG)

Spirit Domain:

Granted Power – You cast necromancy spells at +1 caster level

0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Calm Undead – As per charm monster, but works only on undead.
6 – Create Undead - Limited Shadows and Wraiths
7 – Summon Undead Hero
8 – Create Greater Undead - Limited Spectres and Ghosts
9 – Summon Undead Champion

Shadow Domain:

Granted Power: Darkvision, you may also see normally even in magical darkness

0 – Dark (Same as light, but masks one torched size light source)
1 – Unseen Servant
2 – Darkness
3 – Negative Plane Protection or Blacklight from Forgotten Realms Guide
4 – Shadow Conjuration
5 – Greater Shadow Conjuration
6 – Shades
7 – Shadow Walk
8 – Shadow Aura (Similar to Holy/Unholy Aura)
9 – Energy Drain or Weird

Blood Domain:

Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)

0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Lacerate - sunders blood vessels in all targets within 30ft radius, causeing damage.
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Internal Seration - Interanal blood vessels sever causing massive internal bleeding.
9 - Cauterize - Heats blood in target, causing it to errupt from the skin.

Ecstasy Domain:

Granted Power: Your mind responds differently to stimuli, granting you a + 4 Domain bonus to Mind-affecting saving throws.

0 - Prestidigitation
1 - Hypnotism
2 - Hypnotic Pattern
3 - Emotion
4 - Modify Memory
5 - Nightmare
6 - Feeblemind
7 - Insanity
8 - Mass Charm or Otto's Irresistible Dance
9 - Dominate Monster

Blades Domain:

Granted Power: You are knowledgeable with bladed weapons; you have a free weapon proficiency feat for any ONE simple or martial bladed weapon. If you already are proficient in the weapon, you may take a free weapon focus for that weapon, or take free exotic weapon proficiency for a bladed weapon.

0 - Blade Focus (as per guidance spell, but only next attack roll)
1 - Magic Weapon or True Strike (War domain already has Magic Weapon)
2 - Flame Blade
3 - Keen Edge
4 - Greater Magic Weapon
5 - Fabricate
6 - Blade Barrier
7 - Mordenkainen's Sword
8 - Bladespell (as per Spellstaff spell, but allows the spell to also be discharged on melee attack, as per Spell store weapon feature)
9 - Foresight

Celestial Domain:

Granted Power: You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.

0 – Light
1 – Bless
2 – Aid
3 – Searing Light
4 – Divine Power
5 – Righteous Might
6 – Banishment
7 – Holy word
8 – Holy Aura
9 – Gate or Miracle

Justice:

Granted Power: You may cast detect lies 1/day.

0 – Virtue
1 – Alarm
2 – Detect Thoughts
3 – Glyph of Warding or Tongues
4 – Discern Lies
5 – Atonement
6 – Greater Glyph of Warding or Forbiddance
7 – Forcecage
8 – Binding or Shield of Law
9- Temporal Stasis or Antipathy/Sympathy

Aberrations:

Granted Power: You cast transformation spells at +1 caster level

0 – Resistance
1- Spider Climb
2- Alter Self
3 – Stone shape
4 – Polymorph Self or Other
5- Animal Growth
6 – Tenser’s Transformation or Control Weather
7 – Word of Chaos or Summon Monster VII – Aberrations only
8 – Polymorph any Object or Summon Monster VIII – aberrations only
9 – Shapechange or Storm of Vengeance

Psionics:

Granted Power: You may also use psychic items.

0 – Detect Psionics
1 – Conceal Thoughts
2 – Detect Thoughts
3 – Hold Person
4 – Confusion
5 – Feeblemind
6 – Mind Probe
7 – Insanity
8 – Demand
9 – Microcosm

Glamour:

Granted Power: You receive a +4 domain Bonus vs. Enchantment spells and spell-effects.

0 – Daze
1 – Charm Person
2 – Enthrall
3 – Suggestion
4 – Charm Monster
5 – Dominate Person
6 – Mass Suggestion
7 – Permanent Image
8 – Demand
9 – Dominate Monster

Alternate Glamour

Granted Power: You receive a +4 domain bonus vs. Illusion spells and spell-effects.

0 – Dancing Lights
1 – Ventriloquism
2 – Misdirection
3 – Illusionary Script
4 – Phantasmal Killer
5 – Seeming
6 – Mislead
7 – Simulacrum
8 – Screen
9 – Weird

Fungi:

Granted Power: You receive a +4 domain bonus to all poison and disease saving throws.

0 – Detect Poison
1 – Detect Fungi or Delay Poison
2 – Spore Cloud – same affects as Fog Cloud
3 – Stinking Cloud
4 – Contagion
5 – Neutralize Poison
6 – Create lesser Fungi construct
7 – Cloudkill
8 – Create Greater Fungi Construct
9 – Shambler

Fertility:

Granted Power: You get a +2 Domain bonus to heal, Knowledge Nature, and Agriculture professions

0 – Create water
1 - Enlarge
2 – Lesser Restoration
3 – Plant Growth
4 – Restoration
5 – Healing Circle or Animal Growth
6 – Hero’s Feast
7 – Greater Restoration
8 – Share the pain of Birth – wracks enemy with pain
9 – Rebirth – Heals and restores allies and damages undead

Chains:

Granted Power: Gather Information, Intimidate and Sense Motive are class skills.

0 – Distract – spell version of psychic power
1 – Empathy - spell version of psychic power
2 – Detect Thoughts
3 – Suggestion
4 – Lesser Geas or Forced Mindlink
5 – Dominate Person
6 – Greater Dominate - spell version of psychic power
7 – Geas/Quest
8 – True Domination - spell version of psychic power
9 – Thrall

Alternate Chains:

Granted Power: Weapon proficiency with one chain weapon.

0 – Chain Flash – same effect as flare
1 – Magic Chain – same as magic weapon, chains only
2 – Chain Trick – Same as rope trick, but uses a chain
3 – Greater Magic Chain – same as magic weapon, but chains only
4 – Summon Chains – summons grappling and entangling chains
5 – Chain Shield – creates a shield out of whirling or spinning chains
6 – Wall of Chains – creates a solid, flexible wall of chains
7 – Meshcage – similar to force cage, except made of chain links
8 – Chain Body – Casters body becomes covered in chains
9 – Chain Storm – Area of effect erupts in a storm of whirling chains

Darkness:

Granted Power: You may cast Darkness 1/day as a spell like ability

0 – Shade – same effect as flare, but with shadow special effects
1 – Cloak of Darkness – same effects as magic armor
2 – Darkness
3 – Deeper Darkness
4 – Evard’s Black Tentacles
5 – Wall of Darkness
6 – Shadow Shroud – same effect as globe of invulnerability
7 – Etherealness
8 – Shadow Form – Similar to gaseous form, but allows spellcasting and attacks
9 – Eternal Darkness – banishes target to the negative plane of shadow.
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Old 4th April 2002, 05:16 PM   #17 (permalink)
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The Burned Man Goblin Sharpshooter (Lvl 2)
Here΄s some more.... They should be ruleschecked

Hive Domain:
Granted Powers: You can breed with any species, and your children will be born as members of the Rattling Race and will spawn in only one month.
Spells:
1- Venomous Being
2- Carapace Armor
3- Spawn Vermin (http://dynamic.gamespy.com/~dnd3e/ub...ML/000934.html)
4- Summon Monster IV (Vermin only)
5- Dominate Vermin
6- Royal Jelly
7- Ravenous Horde
8- Creeping Doom
9- Shapechange (Vermin Only)
New Spells: Venomous Being gives you highly poisonous saliva which you can drip on to your weapons. Enemies hit with a weapon treated with this or with a bite attack must save or be affected.
Carapace Armor: Like Barkskin, except with a different cosmetic effect.
Spawn Vermin: Follow the link.
Dominate Vermin: Like Dominate Monster except it can affect as many HD of vermin as your Hit Dice at one time and only affects vermin.
Royal Jelly: As Heroes Feast except it calls forth a great pile of Royal Jelly, the food of the Queen. Identical in all other ways.
Ravenous Horde: As Destruction except those who fail their save are devoured by invisible and ethereal insects, leaving no trace.
Shapechange: You can only turn in to vermin, though no matter what size they are they have your Hit Dice. This can result in much weaker colossal vermin or much stronger small vermin.

Machine Domain:
Granted Powers - Turn/Rebuke/Command/Bolster/Destroy Golems, Constructs, or Animated Objects as a cleric does with Undead (Useable a number of times per day equal to Cha modifier+3). Knowledge (Machines) is a class skill.
Spells:
0 - Detect Machines/Constructs/Golems
1 - Invisibility to Machines/Constructs/Golems
2- Make Whole
3- Halt Machines/Constructs/Golems
4- Minor Creation
5- Animate Objects
6- Fantastic machine (from Forgotten Realms guidelines)
7- Major Creation
8- Iron Body
9- Greater Fantastic Machine (from FRG)

Spirit Doman:
Granted Power – You cast necromancy spells at +1 caster level
0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Raise Dead
6 – Create Undead
7 – Resurrection
8 – Create Greater Undead
9 – True Resurrection


Shadow Domain:
Granted Power: Darkvision, you may also see normally even in magical darkness
0 – Dark (Same as light, but masks one torched size light source)
1 – Unseen Servant
2 – Darkness
3 – Negative Plane Protection or Blacklight from Forgotten Realms Guide
4 – Shadow Conjuration
5 – Greater Shadow Conjuration
6 – Shades
7 – Shadow Walk
8 – Shadow Aura (Similar to Holy/Unholy Aura)
9 – Energy Drain or Weird

Blood Domain:
Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)
0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Hold Monster
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Clone
9 - Freeze Blood (Same effect as Temporal Statis)
Estascy Domain:
Granted Power: Your mind responds differently to stimuli, granting you a + 4 Domain bonus to Mind-affecting saving throws.
0 - Prestidigitation
1 - Hypnotism
2 - Hyponitic Pattern
3 - Emotion
4 - Modify Memory
5 - Nightmare
6 - Feeblemind
7 - Insanity
8 - Mass Charm or Otto's Irresistible Dance
9 - Dominate Monster

Blades Domain:
Granted Power: You are knowledgable with bladed weapons, you have a free weapon proficiency feat for any ONE simple or martial bladed weapon. If you already are proficient in the weapon, you may take a free weapon focus for that weapon, or take a free exotic weapon proficiency for a bladed weapon.
0 - Blade Focus (as per guidance spell, but only next attack roll)
1 - Magic Weapon or True Strike (War domain already has Magic Weapon)
2 - Flame Blade
3 - Keen Edge
4 - Greater Magic Weapon
5 - Fabricate
6 - Blade Barrier
7 - Mordenkainen's Sword
8 - Bladespell (as per Spellstaff spell, but allows the spell to also be discharged on melee attack, as per Spell store weapon feature)
9 - Foresight

Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)
0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Lacerate - sunders blood vessels in all targets within 30ft radius, causeing damage.
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Internal Seration - Interanal blood vessels sever causing massive internal bleeding.
9 - Cauterize - Heats blood in target, causing it to errupt from the skin.

Spirit Doman:
Granted Power – You cast necromancy spells at +1 caster level
0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Calm Undead – As per charm monster, but works only on undead.
6 – Create Undead - Limited Shadows and Wraiths
7 – Summon Undead Hero
8 – Create Greater Undead - Limited Spectres and Ghosts
9 – Summon Undead Champion
Celestial Domain
Granted Power : You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.
0 – Light
1 – Bless
2 – Aid
3 – Searing Light
4 – Divine Power
5 – Righteous Might
6 – Banishment
7 – Holy word
8 – Holy Aura
9 – Gate or Miracle

Justice
Granted Power: You may cast detect lies 1/day.
0 – Virtue
1 – Alarm
2 – Detect Thoughts
3 – Glyph of Warding or Tongues
4 – Discern Lies
5 – Atonement
6 – Greater Glyph of Warding or Forbiddance
7 – Forcecage
8 – Binding or Shield of Law
9- Temporal Stasis or Antipathy/Sympathy
Aberrations
Granted Power: You cast transformation spells at +1 caster level
0 – Resistance
1- Spider Climb
2- Alter Self
3 – Stone shape
4 – Polymorph Self or Other
5- Animal Growth
6 – Tenser’s Transformation or Control Weather
7 – Word of Chaos or Summon Monster VII – Aberrations only
8 – Polymorph any Object or Summon Monster VIII – aberrations only
9 – Shapechange or Storm of Vengeance

Psionics:
Granted Power: You may also use psychic items.
0 – Detect Psionics
1 – Conceal Thoughts
2 – Detect Thoughts
3 – Hold Person
4 – Confusion
5 – Feeblemind
6 – Mind Probe
7 – Insanity
8 – Demand
9 – Microcosm
Glamour
Granted Power: You receive a +4 domain Bonus vs Enchantment spells and spell-effects.
0 – Daze
1 – Charm Person
2 – Enthrall
3 – Suggestion
4 – Charm Monster
5 – Dominate Person
6 – Mass Suggestion
7 – Permanent Image
8 – Demand
9 – Dominate Monster

Anyway on to the domains:
Alternate Glamour
Granted Power: You receive a +4 domain bonus vs Illusion spells and spell-effects.
0 – Dancing Lights
1 – Ventriloquism
2 – Misdirection
3 – Illusionary Script
4 – Phantasmal Killer
5 – Seeming
6 – Mislead
7 – Simulacrum
8 – Screen
9 – Weird
Fungi:
Granted Power : You receive a +4 domain bonus to all poison and disease saving throws.
0 – Detect Poison
1 – Detect Fungi or Delay Poison
2 – Spore Cloud – same affects as Fog Cloud
3 – Stinking Cloud
4 – Contagion
5 – Neutralize Poison
6 – Create lesser Fungi construct
7 – Cloudkill
8 – Create Greater Fungi Construct
9 – Shambler
Chains:
Granted Power: Weapon proficiency with one chain weapon.
0 – Chain Flash – same effect as flare
1 – Magic Chain – same as magic weapon, chains only
2 – Chain Trick – Same as rope trick, but uses a chain
3 – Greater Magic Chain – same as magic weapon, but chains only
4 – Summon Chains – summons grappling and entangling chains
5 – Chain Shield – creates a shield out of whirling or spinning chains
6 – Wall of Chains – creates a solid, flexible wall of chains
7 – Meshcage – similar to force cage, except made of chain links
8 – Chain Body – Casters body becomes covered in chains
9 – Chain Storm – Area of effect erupts in a storm of whirling chains

Chains:
Granted Power: Gather Information, Intimidate and Sense Motive are class skills.
0 – Distract – spell version of psychic power
1 – Empathy - spell version of psychic power
2 – Detect Thoughts
3 – Suggestion
4 – Lesser Geas or Forced Mindlink
5 – Dominate Person
6 – Greater Dominate - spell version of psychic power
7 – Geas/Quest
8 – True Domination - spell version of psychic power
9 – Thrall

Fertility:
Granted Power: You get a +2 Domain bonus to heal, Knowledge Nature, and Agriculture professions
0 – Create water
1 - Enlarge
2 – Lesser Restoration
3 – Plant Growth
4 – Restoration
5 – Healing Circle or Animal Growth
6 – Share the pain of Birth – wracks enemy with pain
7 – Greater Restoration
8 – Rebirth – Heals and restores allies and damages undead
9 – Harvest Moon – cuts the life short on target, killing them.


Machine Domain:
Granted Powers - Turn/Rebuke/Command/Bolster/Destroy Golems, Constructs, or Animated Objects as a cleric does with Undead (Useable a number of times per day equal to Cha modifier+3). Knowledge (Machines) is a class skill.
Spells:
0- Detect Machines/Constructs/Golems
1- Invisibility to Machines/Constructs/Golems
2- Make whole
3- Halt Machines/Constructs/Golems
4- Minor Creation
5- Animate Objects
6- Fantastic machine (from Forgotten Realms guidelines)
7- Major Creation
8- Iron Body
9- Greater Fantastic Machine (from FRG)
Spirit Domain:
Granted Power – You cast necromancy spells at +1 caster level
0 – Detect Undead
1 – Invisibility to Undead
2 – Hold Undead (or Gentle Repose)
3 – Speak with dead
4 – Death Ward
5 – Calm Undead – As per charm monster, but works only on undead.
6 – Create Undead - Limited Shadows and Wraiths
7 – Summon Undead Hero
8 – Create Greater Undead - Limited Spectres and Ghosts
9 – Summon Undead Champion
Shadow Domain:
Granted Power: Darkvision, you may also see normally even in magical darkness
0 – Dark (Same as light, but masks one torched size light source)
1 – Unseen Servant
2 – Darkness
3 – Negative Plane Protection or Blacklight from Forgotten Realms Guide
4 – Shadow Conjuration
5 – Greater Shadow Conjuration
6 – Shades
7 – Shadow Walk
8 – Shadow Aura (Similar to Holy/Unholy Aura)
9 – Energy Drain or Weird
Blood Domain:
Granted Power: Red Estascy, you are so in tune with the pounding of blood through living creatures that you may let it envelope you once a day. You fly into a rage similar to a barbarian. (Game stats are the same.)
0 - Cure minor wounds
1 - Deathwatch
2 - Bloodskin (same as barkskin, but casters skin takes on a deep red hue)
3 - Haste or Slow
4 - Lacerate - sunders blood vessels in all targets within 30ft radius, causeing damage.
5 - BloodArmor (As Stoneskin spell, creates a visible red barrier over the targets skin)
6 - Mass Haste/Slow
7 - Regenerate
8 - Internal Seration - Interanal blood vessels sever causing massive internal bleeding.
9 - Cauterize - Heats blood in target, causing it to errupt from the skin.
Ecstasy Domain:
Granted Power: Your mind responds differently to stimuli, granting you a + 4 Domain bonus to Mind-affecting saving throws.
0 - Prestidigitation
1 - Hypnotism
2 - Hypnotic Pattern
3 - Emotion
4 - Modify Memory
5 - Nightmare
6 - Feeblemind
7 - Insanity
8 - Mass Charm or Otto's Irresistible Dance
9 - Dominate Monster

Blades Domain:
Granted Power: You are knowledgeable with bladed weapons; you have a free weapon proficiency feat for any ONE simple or martial bladed weapon. If you already are proficient in the weapon, you may take a free weapon focus for that weapon, or take free exotic weapon proficiency for a bladed weapon.
0 - Blade Focus (as per guidance spell, but only next attack roll)
1 - Magic Weapon or True Strike (War domain already has Magic Weapon)
2 - Flame Blade
3 - Keen Edge
4 - Greater Magic Weapon
5 - Fabricate
6 - Blade Barrier
7 - Mordenkainen's Sword
8 - Bladespell (as per Spellstaff spell, but allows the spell to also be discharged on melee attack, as per Spell store weapon feature)
9 - Foresight
Celestial Domain
Granted Power: You have the ability to call upon the powers of heaven. Up to a # of times per day equal to your Charisma bonus you may cast Protection from Evil as a spell like power.
0 – Light
1 – Bless
2 – Aid
3 – Searing Light
4 – Divine Power
5 – Righteous Might
6 – Banishment
7 – Holy word
8 – Holy Aura
9 – Gate or Miracle

Justice
Granted Power: You may cast detect lies 1/day.
0 – Virtue
1 – Alarm
2 – Detect Thoughts
3 – Glyph of Warding or Tongues
4 – Discern Lies
5 – Atonement
6 – Greater Glyph of Warding or Forbiddance
7 – Forcecage
8 – Binding or Shield of Law
9- Temporal Stasis or Antipathy/Sympathy
Aberrations
Granted Power: You cast transformation spells at +1 caster level
0 – Resistance
1- Spider Climb
2- Alter Self
3 – Stone shape
4 – Polymorph Self or Other
5- Animal Growth
6 – Tenser’s Transformation or Control Weather
7 – Word of Chaos or Summon Monster VII – Aberrations only
8 – Polymorph any Object or Summon Monster VIII – aberrations only
9 – Shapechange or Storm of Vengeance

Psionics:
Granted Power: You may also use psychic items.
0 – Detect Psionics
1 – Conceal Thoughts
2 – Detect Thoughts
3 – Hold Person
4 – Confusion
5 – Feeblemind
6 – Mind Probe
7 – Insanity
8 – Demand
9 – Microcosm
Glamour
Granted Power: You receive a +4 domain Bonus vs. Enchantment spells and spell-effects.
0 – Daze
1 – Charm Person
2 – Enthrall
3 – Suggestion
4 – Charm Monster
5 – Dominate Person
6 – Mass Suggestion
7 – Permanent Image
8 – Demand
9 – Dominate Monster
Alternate Glamour
Granted Power: You receive a +4 domain bonus vs. Illusion spells and spell-effects.
0 – Dancing Lights
1 – Ventriloquism
2 – Misdirection
3 – Illusionary Script
4 – Phantasmal Killer
5 – Seeming
6 – Mislead
7 – Simulacrum
8 – Screen
9 – Weird
Fungi:
Granted Power: You receive a +4 domain bonus to all poison and disease saving throws.
0 – Detect Poison
1 – Detect Fungi or Delay Poison
2 – Spore Cloud – same affects as Fog Cloud
3 – Stinking Cloud
4 – Contagion
5 – Neutralize Poison
6 – Create lesser Fungi construct
7 – Cloudkill
8 – Create Greater Fungi Construct
9 – Shambler
Fertility:
Granted Power: You get a +2 Domain bonus to heal, Knowledge Nature, and Agriculture professions
0 – Create water
1 - Enlarge
2 – Lesser Restoration
3 – Plant Growth
4 – Restoration
5 – Healing Circle or Animal Growth
6 – Hero’s Feast
7 – Greater Restoration
8 – Share the pain of Birth – wracks enemy with pain
9 – Rebirth – Heals and restores allies and damages undead
Chains:
Granted Power: Gather Information, Intimidate and Sense Motive are class skills.
0 – Distract – spell version of psychic power
1 – Empathy - spell version of psychic power
2 – Detect Thoughts
3 – Suggestion
4 – Lesser Geas or Forced Mindlink
5 – Dominate Person
6 – Greater Dominate - spell version of psychic power
7 – Geas/Quest
8 – True Domination - spell version of psychic power
9 – Thrall
Alternate Chains:
Granted Power: Weapon proficiency with one chain weapon.
0 – Chain Flash – same effect as flare
1 – Magic Chain – same as magic weapon, chains only
2 – Chain Trick – Same as rope trick, but uses a chain
3 – Greater Magic Chain – same as magic weapon, but chains only
4 – Summon Chains – summons grappling and entangling chains
5 – Chain Shield – creates a shield out of whirling or spinning chains
6 – Wall of Chains – creates a solid, flexible wall of chains
7 – Meshcage – similar to force cage, except made of chain links
8 – Chain Body – Casters body becomes covered in chains
9 – Chain Storm – Area of effect erupts in a storm of whirling chains
Darkness
Granted Power: You may cast Darkness 1/day as a spell like ability
0 – Shade – same effect as flare, but with shadow special effects
1 – Cloak of Darkness – same effects as magic armor
2 – Darkness
3 – Deeper Darkness
4 – Evard’s Black Tentacles
5 – Wall of Darkness
6 – Shadow Shroud – same effect as globe of invulnerability
7 – Etherealness
8 – Shadow Form – Similar to gaseous form, but allows spellcasting and attacks
9 – Eternal Darkness – banishes target to the negative plane of shadow.
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Old 4th April 2002, 05:29 PM   #18 (permalink)
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Leopold Goblin Sharpshooter (Lvl 2)
Quote:
Originally posted by LRonKnieval
I can peel everything apart, no problem... but what we need is consistancy.
I suggest that we be smart about the whole thing and take the reconstruction chapter by chapter.

That way nothing gets too crazy.

So what we all need to decide is what goes into chapter 1,
and then get ourselves an updated version of it that we're all happy with. then I'll make it into a PDF file and we can move onto the next chapter.
sound ok.

What that means for the moment, is we need a nice introduction.

So far the current Intro works well for me. A brief synopsis of what's happened before and whats going on. Could be a bit more grusome or otherwise hopeless, it's up to the group. We got a decent one and until someone says "I don't like it I got a better idea" let's run with it.

I wouldn't mind using the PHB layout for the chapters:
1. Races
2. Classes
3. Feats/skills
etc.

We can knock out the basic PC Creation and then move onto items, domains, spells, etc. In this regard the end user is familar with the PHB and they will take to it like a fish to water as the layout would be similar.

Definately move the setting info to the back, not neccessary up front as it isn't needed. Pull out the major players stats in each section and move it to the DM Guide. I like the idea of 2 books: 1 for players 1 for DM's. I am only on page 24 of the .pdf right now in editing and I most of it is good just needs to be reorged. That's why it's a draft document and not a full release .

Any other suggestions on the .pdf layout?
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Old 4th April 2002, 08:19 PM   #19 (permalink)
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sent the domains to be rulechecked here:

New Domains: Please RuleCheck and see if it's balanced


a couple of comments already...
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Old 4th April 2002, 10:45 PM   #20 (permalink)
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Can we gather also a credits page? I'd like to know who worked on what
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