The Sealed Lands OOC Thread (3e/3.5e Hybrid)

Kalanyr

Explorer
I'm looking to run an adventure (perhaps extending into a campaign) in a setting a designed a couple of years back and recently found some of my notes for. I'm looking for 4-8 players, willing to brave the Sealed Lands.

This game will begin in the Kingdom of Taleas, all characters must be human, with the following exception I'm allowing 1 dwarf or halfling for each 4 players (ie 1-4 players 1 demihuman slots, 5-8 2 demihuman slots) , however these races are slightly more powerful than in normal D&D and have a LA and some additional powers as defined in house rules below.

Taleas is a rather low powered land and the central population is almost entirely human, with a few halflings, however lately a very very few dwarfs have been seen in the land, no one but they know why they are there (if you wish to play a dwarf please put up your email address as I need to email you some special background details) as 3rd level characters you are amongst the kingdoms elite. (As a rough indicator the Hero-General of Taleas is a Fighter 6/Weaponmaster 3 and the King's Elite Bodyguards are 4th level PC classes).

Background (For Humans, Dwarves and Halflings may ignore everything after the first paragraph):

The Kingdom of Taleas has been peaceful except for the rare attack by tribes of uncivilized humanoids, for 200 years. However in the past year strange things have been happening, Dwarves have been seen entering the land, something unheard of as far back as any human remembers, the Halflings have been more active and the humanoid tribes have also shown signs of preperation for something. This unease is heightened by madmen claiming to have seen the Fair Ones, they say they creep through the black of night, spying , watching and waiting, that you can't see them for looking. The churches are themselves preparing for something but they remain oddly silence almost as if they have been ordered to keep silent by their divine patrons.

However despite the fact that some of this is doubtless fiction and some of it may be fact, you have been approached by the Royal Vizier himself, Darvin the Court Wizard, he says that the king has need of highly skilled individuals such as yourself, in order to investigate a cavern that Royal Scouts swear has recently appeared in Mount Searalas, which has greatly puzzled the enter court since all known maps clearly show the cavern, however several royal cartographers swear that it wasn't there last week. You have been promised reward appropriate to the risks if you agree to investigate the cavern. You have been given at most a week to prepare and have been given free permission to consult any of the Royal Sages and requisition any other mundane resources you need from the Royal Armory and Stables.

Core Stuff
Stats: 80 Stat Points distributed to taste no unmodified score below 3 or above 18. (eg 10 10 10 14 18 18 or 14 14 14 14 12 12 are acceptable)
ECL: 3
Gold: As 3rd Level Character in DMG . 2,700 GP.
Magic/Psionic Items (per 3e except):
Skill Boosters cost Bonus Squared X 100 GP.
3.5e Item Affinities are used but an Item with affinity costs 95% of normal value (as opposed to a non-affinity item costing 150%).
*Max HP for each HD.

3e Stuff in Use
(Everything except as noted below)
*To be Very Clear on this the 3e version of the following spells is still in use until I decide otherwise:
-Haste
-Shield
-Mage Armor
-The Stat Buffers

3.5e Stuff in Use
* I will be using 3.5e DR (ie values of 5-15 for most creatures) however the /magic option is subdivided up into +1-+5 and the /epic DR is likewise subdivided from +6 up.
* 3.5e feats will be used for the most part (Exceptions being Improved Precise Shot which will instead of totally negating cover and concealment bonus effectively reduce cover and concealment by half, Spell Focus and Greater Spell Focus will remain as in 3e)
* Skills except Perform which will follow its 3e form.
* Classes
* Some spell school changes (If you intend to prepare a spell thats changed schools between 3e and 3.5e ask me please. )
* New Spells
* Some spell changes (Holy Word and such at the moment if I spot anything else I wish to adapt I'll let you know.)
* You are allowed to create a small version of a medium weapon for a small character however the -2 penalty for wielding weapons of inappropriate size does not apply.
* Diehard replaces Remain Conscious anywhere the latter is mentioned.

House Rules
* At higher levels when/if higher LA races become available I am willing to negotiate the LA for each race since I don't think much of the Official LA's.
* Monk Bonus Feats: For their Bonus Feats monks can choose any of the following the qualify for at the levels they have a bonus feat slot: Improved Grapple (Pre-requisites waived), Stunning Fist (Pre-requisites waived), Combat Reflexes, Deflect Arrows (Pre-requisites waived), Improved Disarm (Pre-reqs waived), Improved Trip (pre-reqs waived), Power Attack
The following feats are available for these slotes and are from OA, the pre-requsites for these feats are NOT waived: Roundabout Kick , Flying Kick,Fists of Iron , Choke Hold , Grappling Block , Earth's Embrace , Dodge, Mobility, Prone Attack, Superior Expertise, Defensive Throw, Great Throw (found in OA Errata on WotC site), Pain Touch , Freezing the Lifeblood (uses 1 Stun Attempt per use), Falling Star Strike (uses 1 Stun Attempt per use), Unbalancing Strike (uses 1 Stun Attempt per use), Blindfight, Great Ki Shout , Iron Will , Ki Shout, Diehard
* Eagle Claw Attack is what unarmed fighters call Power Attack it is not a seperate feat (no matter what Sword & Fist says)
* No Evil Alignments please.
* Monks do not need to be Lawful.
* Druids can be any Chaotic as well as any neutral. (This is due to a piece of history known only to the druids which I shall email to any druids)
* Lawful Barbarians do exist, they belong to the Berserker's Guild.
* If you wish to play a character who's ECL you couuld not qualify for before you may swap out characters at any point where a level is gained, you come in at the same level as the departing character.
* A dead character may be replaced by a character 1 level lower than the deceased.
* If you want a PrC or your character is working towards one please let me know and I'll work it into the world if I think it will fit. I may veto it if I feel its inappropriate however (Forsakers are pre-emptively vetoed) and no non-LA race will be permitted a PrC before 6th level.
* Regional feats should similar be discussed with me so I can work them into the world.
* Tenser's Transformation and Divine Power will both provide Enhancement Bonii to BAB they will not stack with each other.
* Inflict and Cure spells are both Necromancy.
* Heal and Harm and similar spells that effect life force are also Necromancy.
* Rangers do not get evasion instead they get Uncanny Dodge at 9th and Improved Uncanny Dodge at 12th level.
* Paladins do not magical conjure their mounts instead a Paladin is gifted with a Celestial Warhorse with appropriate bonuses at the appropriate level and may call it to his location 1/day/level, in all other respects its a normal celestial horse.
* The variant alignment paladins from Dragon 310 are in except that the Avenger smites and detects evil rather than Law (Just because a Holy Warrior is chaotic doesn't suddenly make him more interesting in Law than Evil.) Any gifted creature follows the above guidelines for a Paladin.
* The following new feats will be introduced:
Greater Iron Will/Greater Lightning Reflexes/Greater Fortitude
Prerequisites: Iron Will/Lightning Reflexes/Great Fortitude
Benefit: You gain a +2 Bonus to Will/Reflex/Fortitude saves that stacks with Iron Will/Lightning Reflexes/Great Fortitude.
* Improved Critical and the Impact enchantment (bludgeoning weapons only) double the critical multiplier of a blunt weapon rather than effecting the threat range eg 20/x3 -> 20/x5 -> 20/x7, for a Warhammer.
* Power Attack mimics Strength Bonus ie x .5 for offhand/ x 1 for primary hand/ x 1.5 for Two-Handed Weapon. (In order to reduce the suckitude of 2 weapon fighters).
* The Following Books can be used subject to the above
* Psions use the PP chart from ITCK/Mindscapes, if you lack the book I will provide you the table, they do not use the bonus feats/extra powers/any other rules from these books without my approval.
- Any 3e WotC Book (Core Books, Splatbooks,Dragon & Dungeon Magazines,Forgotten Realms,Ghostwalk, ELH, Psionic Handbook, etc)
- The Core 3.5e Books
Stuff from the following by Permission only
- Relics & Rituals I & II
- Creature Collection I & II
Anything else subject to my approval and a write up of the feat/skill/PrC/whatever.

LA-d Races:
Halflings are also known as the Lost Fae and are LA +1
- As 3.5 PHB +
- Halflings are Outsiders with the subtypes (Faerie & Native) with all benefits and penalties this brings.
- Halfling Stat Mods are -4 Str, +4 Dex, +2 Wis, +2 Cha (A halflings small size causes them to be weak but they are incredible dexterous even for their size and have a strong connection to both their inner self and the outer world)
- Woodland Stride. Halflings glide through natural vegetation as if they were born to it.
- Spell-Like Abilities (These are cumulative):
1st - At Will: Comprehend Languages
5th - Longstrider 3/day (Self Only)
10th - Commune with Nature 1/day
15th - Constant: Comprehend Languages , Moment of Prescience 1/day
20th - Constant: Longstrider,Protection From Spells 1/day
(DCs are Charisma Based, Caster Level is based on HD)
Alignment: Usually Chaotic Any
Favoured Class: Rogue , Ranger or Druid chosen at 1st Level

Dwarves are also known as Children of the Stone and are LA +2
As 3.5 PHB except
- Stat Mods are, +4 Con, -2 Dex and +2 Str (Dwarves are tough and strong like the rock itself, however they are plagued by the slow moving nature of rock)
- Damage Reduction 2/- (Dwarves are as hard to hurt as the mountain stone from which they came) (This stacks with Barbarian DR or Epic Feat DR but overlaps with DR against types/magic/etc)
- Fire and Acid Resistance 5 , the dwarven affinity for earth is well known as such its kindred element will not harm them and the fires of the forging of the first dwarfs still flow within the Children of the Stone.
- Darkvison 120'
- Dwarves CAN NOT tumble in inappropriate armor or make use of any other ability that would require unhindered movement to use despite their unhindered movement rate.
- Spell-Like Abilities: (The Following are Non-Cumulative)
(Level refers to HD not ECL)
Level 1: 1/day - Stone Shape
At 5th Level - Meld into Stone 1/day, Stone Shape 3/day
10th Level: Wall of Stone 1/day, Meld Into Stone 3/day , At Will: Stone Shape
15th Level: Wall of Stone 3/day, Meld Into Stone 1/hour, At Will Stone Shape
20th level: Earthquake 1/week, Wall of Stone 3/day, Meld Into Stone 1/hour, At Will Stone Shape
(Spell DCs are Wisdom Based, Caster Level is equal to the Dwarves HD)
Alignment: (Almost) Always Lawful Usually Good
Favoured Class: Paladin or Fighter chosen at 1st Level


Dieties:

* The Mountain Forger (LG, Greater Diety of Elemental Earth)
Portfolio: Dwarves, Mountains, Volcanoes, Smithing, Battle

Dwarves follower a Deity known as The Mountain Forger.

The Mountain Forger is LG, and Grants Access to: Cavern (FRCS), Craft
(FRCS), Dwarf (FRCS), Earth, Fire, Law , Metal (from OA), Protection, Stone
(from OA), Strength and War domains.

Prestige Domain: Mysticism (Aspect of the Deity and Greater Aspect of the
Deity grants the Fire or Earth Elemental/Half-Elemental templates respectively
(caster's choice. Lesser Aspect of the Deity grants Fire and Acid Resistance
10, and a 1d4+1 bonus to Constitution.), Inquisition, Excorcism, Creation and
Community.

His favoured weapon is the Warhammer.
Weapon of the Diety Produces an Impact Warhammer.

I can be found on IRC
Server: Psionics Net or Psionics will be listed on most clients

if not the server details are:
IRC Server: chat.psionics.net
Ports: 6660 - 6669
No password is needed.

You can also use the enworld Java Pilot.

I'm usually found in #IR and #dnd3e
 
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I'm in if I'm not taking anyone else's slot.

I prefer to be a human. I'll base class on whatever the party seems to need most.

Do you use Psionics?
 
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Welcome Aboard Thels,

(Yay Player 1)

Indeed I do use Psionics. I'll be using the increased PP rules from ITCK (if you lack the book let me know and I'll email you the table) other ITCK and Mind's Eye stuff needs to be cleared with me first though .
 
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Will you consider the DnD version of the Champion class posted in House Rules in this game? Link: http://enworld.cyberstreet.com/showthread.php?t=62211

Also, I'm curious as if you'd allow the Haunted feat from the Ravenloft campaign setting:

Haunted [General]
The spirit of a friend, ally, or loved one has returned from the grave to watch over you as a geist.
Prerequisite: For the obvious reason, some one close to you must have died.
Benefit: Your guardian spirit normally remains in the Near Ethereal. Those who can see ethereal creatures may spot the geist lurking near you, but it is otherwise invisible and intangible. The geist acts as a second pair of eyes and ears when it manifests, allowing you a second roll on Search, Spot, and Listen checks. The geist can also inform you of events that take place in your presence while you are asleep or unconscious, or it can simply offer companionship.
Special: The geist communicates through phantasms; it cannot affect physical objects. You can ask the geist to manifest whenever you are alone. The geist immediately vanishes if another intelligent, living creature enters the scene. You can summon the geist as often as you want, but each time it manifests, it inflicts 1 point of temporary Charisma damage as it unconsciously draws strength from your will to live.
 
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Willing to have me aboard again Kalanyr?

I'm in between concepts. My last 4 or so characters have been clerics, and my six or so before that were front-line types. I'm probably going to find some other road to travel if I can find something I like. I also am considering a really really off-the-norm monk concept I wanted to try, but I may need to switch it out for a different character if we advance too much.

Just for example:

Dax Belov
Male Human Monk 3 (Chaotic Good)
Hit Dice: 3d8+6
Initiative: +4 (Dex)
Speed: 30 ft. (Light Load)
AC: 17 (+4 Dex, +3 Armor) Flat Footed: 13 Touch: 14
Attacks: Quarterstaff +5 melee or +3/+3 melee
Damage: Quarterstaff 1d6+3/x2 bludgeoning or 1d6+2/x2 and 1d6+1/x2 bludgeoning
Class Features: Evasion, Flurry of Blows, Still Mind, Unarmed Strike
Racial Traits: Favored Class (Monk)
Saves: Fort +5, Ref +7, Will +3 (+5 vs. Enchantments)
Ability Scores: Str 15, Dex 18, Con14, Int13, Wis 10, Cha 10
Skills: +9 Balance [5 ranks], +8 Climb [5 ranks], +6 Concentration [4 ranks], +8 Escape Artist [4 ranks], +8 Hide [4 ranks], +6 Jump [4 ranks], +8 Move Silently [4 ranks], +10 Tumble [6 ranks]
Feats: Combat Expertise, [Combat Reflexes], [Dodge], Two-Weapon Fighting, Two-Weapon Defense

Equipment
Masterwork Studded Leather Armor
Masterwork Quarterstaff

Background (Out of Character)
Basically, this concept relies heavily on being a non-traditional monk. The low wisdom denotes a lack of a number of the Monk's primary abilities, but this isn't a monastic and wise monk, this is more of a rough martial artist raised on his own terms. In order to get that concept to come through while using the Monk base class, I added armor (losing any speed increases and flurry of blows) and lack any wisdom necessary to pull off certain techniques. I also decided to opt away from the normal lawful alignment to represent where this characters motives really are. He'd rather be free from any structures, doing whatever he can to help people that come from weak and meager. He does, however, have certain lawful tendencies like an extremely strict personal code of ethics in concern to how he should fight and live life.

Also, this concept uses something that's damn near impossible to do with the mechanics of the game, and that's outlasting your opponent until they make a mistake. Really, this character doesn't do a very good job of it, despite my attempts, but it does have the interpretation down. The only mechanical way I could get this to come out was through AC, by deflecting/dodging/absorbing all of your opponents strikes until he makes an error and leaves an opening (which almost never happens). His AC so-far seems to only go as high as 25 versus a single opponent, and that's with a -7 to all attacks.
 
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