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<blockquote data-quote="the Jester" data-source="post: 2229050" data-attributes="member: 1210"><p><strong>Skills:</strong> All characters gain an extra 2 skill points per level. </p><p></p><p><strong>Feats:</strong> The feats available to pcs at the start of the game are limited. The following feats from the PH are not generally available: Craft Rod, Craft Wand, Forge Ring, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Natural Spell, Stunning Fist and Toughness.</p><p></p><p>The following are the only feats available from other sources to pcs at game start: <em>(From the XPH):</em> Body Fuel, Burrowing Power, Chain Power, Combat Manifestation, Delay Power, Ghost Strike, Mental Leap, Opportunity Power, Overchannel, Power Penetration, Psionic Meditation, Psionic Talent, Speed of Thought, Talented, Up the Wall, Wild Talent; </p><p></p><p><em>(from Cydra PG):</em> Armor Mastery, Armor Optimization, Block Magic, Bowl Over, Brutal Bludgeoning, Cleaving Sunder, Extreme Toughness, Heavy Armor Juggernaut, Improved Charge, Improved Shield Use, Laugh in the Face of Death, Masterful Charge, Overwhelming Sunder, Pole Arm Style, Resilience, Riddlemaster, Sliding Grip, Spinning Haft, Tactician, Veteran, Walls of Metal and all feats that require fighter levels;</p><p> </p><p><em>(from CD):</em> Boar’s Ferocity, Cheetah’s Speed, Fast Wild Shape, Oaken Resilience, Swim Like a Fish; (from CW): Arterial Strike, Close-Quarters Fighting, Extend Rage, Extra Rage, Hamstring, Hold the Line, Improved Toughness, Shield Charge, Shield Slam; (from CV): Brutal Throw, Climb Like an Ape, Death Blow, Expert Tactician, Power Throw.</p><p></p><p><strong>Mutliclassing & Prestige Classes:</strong> There will be no xp penalty for multiclassing. Characters are rewarded for taking levels in their race’s favored class because they receive a Wyrd every 5th level in that class. A half-elf or human’s favored class is whichever class he was at 1st level. </p><p></p><p>In the Year 271 Campaign, prestige classes are rare. Instead of ‘hard’ prerequisites, many will be organization and test based- pcs will have to earn entry. The secrets to unlocking other prestige classes might be found in crumbling tomes. A few prestige classes are exceptions, which pcs may take freely if they have met the normal prerequisites. These include the following: Accursed, Blighter, Cavalier, Dog Soldier, Evangelist, Freedom Fighter, Jester, Master of Hounds, Master Thrower, Olympian Athlete, Pugilist, Thief-Acrobat and Warrior of Darkness. </p><p> </p><p>When a character takes any prestige class, until she finishes that prestige class, she </p><p>may not take any new classes (though she may take levels in any existing classes as desired). For example, a fighter 5 is trained in the ways of the knights of the chalice. Later, as a Ftr 5/KotC 4, he meets a powerful wizard who seeks to take him on as an apprentice. Until he has gained his tenth level as a knight of the chalice, the character cannot take wizard levels. He can, however, continue taking fighter levels. This means that characters must think carefully before taking a prestige class. In most cases, advancement in a prestige class brings a character more prestige (or, in some cases, notoriety), perhaps with accompanying responsibilities, obligations and perquisites. </p><p></p><p><strong>Alignment</strong> is not a concept that the Year 271 Campaign treats like most games do. In most cases, alignment will be ignored. Instead, characters should each make a list of 10 character traits. These may be as specific as “left eye twitches when she sees kobold children” or as general as “likes dark colors.” These will be used for awarding roleplaying xp.</p><p></p><p><strong>Religion</strong> is, as always, an important element of life. In the Year 271 campaign, there is a small pantheon of deities worshiped in the Barony of Kamenda. These represent a variety of concerns of the folk of the Barony. (There are likely to be other gods, but at game start the pcs have not heard of them.)</p><p></p><p><em><strong>Deity------Portfolio------Symbol</strong></em> </p><p>Amandere----Healing, childbirth, the home, safety----Caduceus </p><p>Belthizar----Farming, weather, the sun----Stalk of wheat</p><p>Clymorian----Kingship, the nobility, divine right, propriety----Crown</p><p>Dreymore----Unpleasant secrets, magic, greed----Locked chest</p><p>Landin----Craftsmanship, the forge, armor, fire----Smith’s hammer</p><p>Mandolore----Trade, merchants, good business----Scale</p><p>Mithandor----Mystery, wilderness, getting lost----Wandering path</p><p>Nyman----Proper use of resources, waste not---- Circle divided into 4</p><p></p><p><strong>AMANDERE</strong></p><p><strong>Domains:</strong> Healing, Home, Protection</p><p><strong>Dogma:</strong> One’s home is the most important thing in her life. The state of a home reflects the state of the owner. A host is obliged to treat his guests well. A guest is obliged to respect the house. A child in her house is sacred. Sleeping quarters are sacred ground. Violence solves nothing. </p><p><strong>Ethos:</strong> One must always maintain her home in a proper fashion. Shedding blood in a bedroom is a heavy sin. It is always better to find a peaceful compromise than to shed blood. If one finds a badly wounded stranger one is obligated to help them.</p><p></p><p><strong>BELTHIZAR</strong></p><p><strong>Domains:</strong> Air, Earth, Sun</p><p><strong>Dogma:</strong> Nature has important rhythms. Following these rhythms leads people to have happy lives. The sun symbolizes these rhythms, following a regular path every day. Weather is caused by the sun’s action through the sky. Mishaps are caused by failing to live in harmony with nature. A day with good weather is a blessed day.</p><p>Ethos: Early to bed, early to rise. Work in accordance with the seasons. On a day of especially nice weather, burn incense and say a prayer to Belthizar. Follow the natural way.</p><p></p><p><strong>CLYMORIAN</strong></p><p><strong>Domains:</strong> Authority, Strength, War</p><p><strong>Dogma:</strong> Kings are chosen by the gods and have a divine right to be kings. Even a tyrant must be borne; it is a divine punishment. The same principle applies to other advantaged folk: they are where they are because they have been chosen by the gods. One should behave appropriate to her station. One aspect of Clymorian represents righteous war as a noble activity.</p><p><strong>Ethos:</strong> Laws should be obeyed. Respect the rights and privileges of your betters. Serve your liege.</p><p></p><p><strong>DREYMORE</strong></p><p><strong>Domains:</strong> Knowledge, Magic, Secrecy</p><p><strong>Dogma/ Ethos:</strong> Dreymore represents a pursuit of power past the point of good sense or seemliness. His priests are sometimes those pursuing power and are sometimes those pointing to him as a bad example. He represents delving into things better left unknown, but has no formal dogma or ethos.</p><p></p><p><strong>LANDIN</strong></p><p><strong>Domains:</strong> Crafting, Fire, Protection</p><p><strong>Dogma:</strong> Those who work hard are rewarded in this life and the next. Fire is the source of civilization. Armor is the seed that blossomed into glorious (and dead) chivalry (this aspect of Landin is connected with archaic times, when his worship tilted more toward knights and battle). The virtues are hard work, honesty and charity.</p><p><strong>Ethos:</strong> Be virtuous. Be your best at everything you do. The best gifts are made by one’s own hands. </p><p></p><p><strong>MANDOLORE</strong></p><p><strong>Domains:</strong> Charm, Greed, Trade</p><p><strong>Dogma:</strong> The gods choose who will be wealthy. A successful merchant is worthy of respect almost as great as that due a king. Honest dealing leads to better profits in the long run. People are suckers. Everything- and everyone- has a price. An item is worth whatever someone is willing to pay for it. </p><p><strong>Ethos:</strong> Always know the rules of the game. Buy low, sell high. Treat others fairly in business dealings.</p><p></p><p><strong>MITHANDOR</strong></p><p><strong>Domains:</strong> Illusion, Passion, Travel </p><p><strong>Dogma/Ethos:</strong> Like Dreymore, Mithandor has no formal dogma or ethos. (She is, in fact, his sister.) She is the archetypical wanderer, who is always going where she shouldn’t and getting lost. Her tales often involve wonderful mysteries and fey realms.</p><p></p><p><strong>NYMAN</strong></p><p><strong>Domains:</strong> Animal, Crafting, Plant </p><p><strong>Dogma:</strong> Waste not, want not. Everything has a use. Wastefulness is terrible.</p><p><strong>Ethos:</strong> Make full use of anything you take from the world. Do not throw away what you might need later. If need be, leave hidden stockpiles in various places. </p><p></p><p>***</p><p></p><p>Next time I'll post the spell lists and such. They aren't very long. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 2229050, member: 1210"] [b]Skills:[/b] All characters gain an extra 2 skill points per level. [b]Feats:[/b] The feats available to pcs at the start of the game are limited. The following feats from the PH are not generally available: Craft Rod, Craft Wand, Forge Ring, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Natural Spell, Stunning Fist and Toughness. The following are the only feats available from other sources to pcs at game start: [i](From the XPH):[/i] Body Fuel, Burrowing Power, Chain Power, Combat Manifestation, Delay Power, Ghost Strike, Mental Leap, Opportunity Power, Overchannel, Power Penetration, Psionic Meditation, Psionic Talent, Speed of Thought, Talented, Up the Wall, Wild Talent; [i](from Cydra PG):[/i] Armor Mastery, Armor Optimization, Block Magic, Bowl Over, Brutal Bludgeoning, Cleaving Sunder, Extreme Toughness, Heavy Armor Juggernaut, Improved Charge, Improved Shield Use, Laugh in the Face of Death, Masterful Charge, Overwhelming Sunder, Pole Arm Style, Resilience, Riddlemaster, Sliding Grip, Spinning Haft, Tactician, Veteran, Walls of Metal and all feats that require fighter levels; [i](from CD):[/i] Boar’s Ferocity, Cheetah’s Speed, Fast Wild Shape, Oaken Resilience, Swim Like a Fish; (from CW): Arterial Strike, Close-Quarters Fighting, Extend Rage, Extra Rage, Hamstring, Hold the Line, Improved Toughness, Shield Charge, Shield Slam; (from CV): Brutal Throw, Climb Like an Ape, Death Blow, Expert Tactician, Power Throw. [b]Mutliclassing & Prestige Classes:[/b] There will be no xp penalty for multiclassing. Characters are rewarded for taking levels in their race’s favored class because they receive a Wyrd every 5th level in that class. A half-elf or human’s favored class is whichever class he was at 1st level. In the Year 271 Campaign, prestige classes are rare. Instead of ‘hard’ prerequisites, many will be organization and test based- pcs will have to earn entry. The secrets to unlocking other prestige classes might be found in crumbling tomes. A few prestige classes are exceptions, which pcs may take freely if they have met the normal prerequisites. These include the following: Accursed, Blighter, Cavalier, Dog Soldier, Evangelist, Freedom Fighter, Jester, Master of Hounds, Master Thrower, Olympian Athlete, Pugilist, Thief-Acrobat and Warrior of Darkness. When a character takes any prestige class, until she finishes that prestige class, she may not take any new classes (though she may take levels in any existing classes as desired). For example, a fighter 5 is trained in the ways of the knights of the chalice. Later, as a Ftr 5/KotC 4, he meets a powerful wizard who seeks to take him on as an apprentice. Until he has gained his tenth level as a knight of the chalice, the character cannot take wizard levels. He can, however, continue taking fighter levels. This means that characters must think carefully before taking a prestige class. In most cases, advancement in a prestige class brings a character more prestige (or, in some cases, notoriety), perhaps with accompanying responsibilities, obligations and perquisites. [b]Alignment[/b] is not a concept that the Year 271 Campaign treats like most games do. In most cases, alignment will be ignored. Instead, characters should each make a list of 10 character traits. These may be as specific as “left eye twitches when she sees kobold children” or as general as “likes dark colors.” These will be used for awarding roleplaying xp. [b]Religion[/b] is, as always, an important element of life. In the Year 271 campaign, there is a small pantheon of deities worshiped in the Barony of Kamenda. These represent a variety of concerns of the folk of the Barony. (There are likely to be other gods, but at game start the pcs have not heard of them.) [i][b]Deity------Portfolio------Symbol[/b][/i][b][/b] Amandere----Healing, childbirth, the home, safety----Caduceus Belthizar----Farming, weather, the sun----Stalk of wheat Clymorian----Kingship, the nobility, divine right, propriety----Crown Dreymore----Unpleasant secrets, magic, greed----Locked chest Landin----Craftsmanship, the forge, armor, fire----Smith’s hammer Mandolore----Trade, merchants, good business----Scale Mithandor----Mystery, wilderness, getting lost----Wandering path Nyman----Proper use of resources, waste not---- Circle divided into 4 [b]AMANDERE Domains:[/b] Healing, Home, Protection [B]Dogma:[/B] One’s home is the most important thing in her life. The state of a home reflects the state of the owner. A host is obliged to treat his guests well. A guest is obliged to respect the house. A child in her house is sacred. Sleeping quarters are sacred ground. Violence solves nothing. [b]Ethos:[/b] One must always maintain her home in a proper fashion. Shedding blood in a bedroom is a heavy sin. It is always better to find a peaceful compromise than to shed blood. If one finds a badly wounded stranger one is obligated to help them. [B]BELTHIZAR Domains:[/B] Air, Earth, Sun [b]Dogma:[/b] Nature has important rhythms. Following these rhythms leads people to have happy lives. The sun symbolizes these rhythms, following a regular path every day. Weather is caused by the sun’s action through the sky. Mishaps are caused by failing to live in harmony with nature. A day with good weather is a blessed day. Ethos: Early to bed, early to rise. Work in accordance with the seasons. On a day of especially nice weather, burn incense and say a prayer to Belthizar. Follow the natural way. [b]CLYMORIAN Domains:[/b] Authority, Strength, War [b]Dogma:[/b] Kings are chosen by the gods and have a divine right to be kings. Even a tyrant must be borne; it is a divine punishment. The same principle applies to other advantaged folk: they are where they are because they have been chosen by the gods. One should behave appropriate to her station. One aspect of Clymorian represents righteous war as a noble activity. [b]Ethos:[/b] Laws should be obeyed. Respect the rights and privileges of your betters. Serve your liege. [b]DREYMORE Domains:[/b] Knowledge, Magic, Secrecy [b]Dogma/ Ethos:[/b] Dreymore represents a pursuit of power past the point of good sense or seemliness. His priests are sometimes those pursuing power and are sometimes those pointing to him as a bad example. He represents delving into things better left unknown, but has no formal dogma or ethos. [b]LANDIN Domains:[/b] Crafting, Fire, Protection [b]Dogma:[/b] Those who work hard are rewarded in this life and the next. Fire is the source of civilization. Armor is the seed that blossomed into glorious (and dead) chivalry (this aspect of Landin is connected with archaic times, when his worship tilted more toward knights and battle). The virtues are hard work, honesty and charity. [b]Ethos:[/b] Be virtuous. Be your best at everything you do. The best gifts are made by one’s own hands. [b]MANDOLORE Domains:[/b] Charm, Greed, Trade [b]Dogma:[/b] The gods choose who will be wealthy. A successful merchant is worthy of respect almost as great as that due a king. Honest dealing leads to better profits in the long run. People are suckers. Everything- and everyone- has a price. An item is worth whatever someone is willing to pay for it. [b]Ethos:[/b] Always know the rules of the game. Buy low, sell high. Treat others fairly in business dealings. [b]MITHANDOR Domains:[/b] Illusion, Passion, Travel [b]Dogma/Ethos:[/b] Like Dreymore, Mithandor has no formal dogma or ethos. (She is, in fact, his sister.) She is the archetypical wanderer, who is always going where she shouldn’t and getting lost. Her tales often involve wonderful mysteries and fey realms. [b]NYMAN Domains:[/b] Animal, Crafting, Plant [b]Dogma:[/b] Waste not, want not. Everything has a use. Wastefulness is terrible. [b]Ethos:[/b] Make full use of anything you take from the world. Do not throw away what you might need later. If need be, leave hidden stockpiles in various places. *** Next time I'll post the spell lists and such. They aren't very long. :) [/QUOTE]
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