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Rystil's Neospelljamming Gestalt Setting: Berserker and Eldritch Infiltrator Up!

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khavren

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So in the world development, are all worlds known or is the "This is the dominion of the 5 worlds, and here is the empire of 11 worlds and everything else is yet to be known" Basically what I'm asking is would there be a 1800's sailing to ports of call feel to it, or a 1400's finding new lands feel to it.
 

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Rystil Arden

First Post
khavren said:
So in the world development, are all worlds known or is the "This is the dominion of the 5 worlds, and here is the empire of 11 worlds and everything else is yet to be known" Basically what I'm asking is would there be a 1800's sailing to ports of call feel to it, or a 1400's finding new lands feel to it.
I'm thinking more 1400s. Most of the worlds have been isolated and knew nothing of Spelljamming until recently when approached by the Dolathi. The Dolathi know more worlds than the ones I presented, and certainly individual pirates and explores may have found secret strongholds that noone else in the known spheres knows of, but most people don't know anything more than the worlds I presented. The first mission would likely be a journey to a world that the Dolathi had recently discovered if I use my premade one (which I plan on doing because so far everyone has liked the mix I used for it).

That said, some of my playtest games were 1800sish intrigue between the presented spheres that never went to new places, and I can do that easily if people prefer.

In Star Trek terms, the second way would be more a DS9 as opposed to Next Generation.
 

Brother Shatterstone

Dark Moderator of PbP
Rystil Arden said:
In Star Trek terms, the second way would be more a DS9 as opposed to Next Generation.

I prefear post Death Star yet Pre Death Star II... Oh! wait... :eek:

In seriousness I would prefer to go where no one has gone before... (cue music)
 

Rystil Arden

First Post
Brother Shatterstone said:
I prefear post Death Star yet Pre Death Star II... Oh! wait... :eek:

In seriousness I would prefer to go where no one has gone before... (cue music)
Heehee, yeah, that's the plan. Well...you're going where only one or two Dolathi have gone before in the first adventure at least...and of course the primitive savages who live in the place you're "discovering" like all good 1400s explorers :)
 

Rystil Arden

First Post
Marksman is ready to go (and I just realised I forgot to put up the Mojiin and Lacerta...oops)!
[SBLOCK]
Code:
The Marksman
BAB			   Fort	Ref	Will	Special  
+1				+2	  +2	 +0	  Bonus Feat, Point Blank Shot, Deadly Aim +1
+2				+3	  +3	 +0	  Bonus Feat, Rapid Shot
+3				+3	  +3	 +1	  Alertness
+4				+4	  +4	 +1	  Bonus Feat
+5				+4	  +4	 +1	  Deadly Aim +2
+6/+1			 +5	  +5	 +2	  Bonus Feat
+7/+2			 +5	  +5	 +2	  Bonus Feat
+8/+3			 +6	  +6	 +2	  Bonus Feat
+9/+4			 +6	  +6	 +3	  Evasion
+10/+5			+7	  +7	 +3	  Bonus Feat, Deadly Aim +3
+11/+6/+1		 +7	  +7	 +3	  Bonus Feat
+12/+7/+2		 +8	  +8	 +4	  Bonus Feat
+13/+8/+3		 +8	  +8	 +4	  Ineluctable Aim
+14/+9/+4		 +9	  +9	 +4	  Bonus Feat
+15/+10/+5		+9	  +9	 +5	  Deadly Aim +4
+16/+11/+6/+1	 +10	 +10	+5	  Bonus Feat, Improved Rapid Shot
+17/+12/+7/+2	 +10	 +10	+5	  Hide in Plain Sight
+18/+13/+8/+3	 +11	 +11	+6	  Bonus Feat
+19/+14/+9/+4	 +11	 +11	+6	  Elusive Shot
+20/+15/+10/+5	+12	 +12	+6	  Bonus Feat, Deadly Aim +5
Skills: 4+Int modifier, use the Fighter and Ranger skill lists, but subtract Knowledge (nature),
Knowledge (dungeoneering), Survival, and Handle Animal, adding Knowledge (local)
Bonus Feats: The Marksman may take any fighter bonus feats, including Weapon Specialisation, 
as long as they are not solely related to melee combat (e.g. Cleave).
Deadly Aim: The Marksman gains the stated bonus to damage rolls whenever using a ranged weapon.
This bonus does not apply if the enemy has some sort of cover or concealment, although
Improved Precise Shot will fix this.
Ineluctable Aim: As a standard action, a level 13 Marksman may take aim at a target from among 
her foes within range.  If she attacks her target on the next round with a ranged weapon, the 
first such attack ignores concealment and receives a +20 insight bonus to hit.  Of course,
an enemy with total concealment cannot be selected as a target.
Improved Rapid Shot: When using the Rapid Shot feat, a level 16 Marksman receives two additional 
attacks, instead of one.
Elusive Shot: As a standard action, a level 19 Marksman can make an odd shot that comes at her
foe from an unexpected angle.  Opponents who fail to make a Spot check against the shot are 
caught flat-footed, even if they can see the Marksman, and a cowardly Marksman who snipes an
opponent reduces her penalty to the Hide check to -10.
[/SBLOCK]
 
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Rystil Arden

First Post
More Races, the Lacerta and Mojiin:

[SBLOCK]
Lacerta:
+2 STR -2 DEX +2 INT +4 WIS
Natural Attacks, +3 Natural Armour, Totem Affinity, +2 Balance
Type- Monstrous Humanoid, genderless, reproduces through reincarnation
Society- Tribal, usually led by a wise elder shaman
Appear as humanoid dinosaurs, skin colours are typically greens or oranges, although red and pink are not unknown

Natural Attacks: Lacerta look like different sorts of dinosaurs, and thus they have varying sorts of natural attacks. Lacerta may choose one of the following-
3 attacks, 2 of which are primary, use the character's hands and deal 1d6 damage, and one of which is secondary and does 1d8 damage. The secondary attack can be used in conjunction with iterative weapon attacks with the hands.
2 attacks, both of which are primary and uses the character's hands, dealing 1d8 damage
1 attack, which is primary and does not use the character's hands, dealing 1d10 damage. This attack may be used in conjunction with iterative weapon attacks with the hands, but in this case it becomes secondary

Totem Affinity: Each Lacerta selects a totem animal. Once per day, the Lacerta may take on the qualities of the chosen animal as a free action, gaining +2 to any of stat associated with the animal and a +2 to any two skills associated with the animal (chosen at first level and unchangeable afterwards). These bonuses last for one minute per level.



Mojiin:
+4 STR -2 CON +4 WIS
Natural Attacks, Alternate Form, Energy Resistance, Breath Weapon, +2 to Balance, Ceremony of the Boundless Winds
Type- Dragon, reproduces through tapping into the Arrian life-force
Society- Independent family groups, sometimes oppressed by a cruel Dragonlord
Appearance- Mojiin are brightly-coloured wingless dragons which have the ability to shift between a bipedal humanoid dragon form and a quadrapedal draconic form.

Natural Attacks: In their humanoid form, Mojiin can attack with their two claws (primary) and bite (secondary), dealing 1d6, 1d6, and 1d8 damage, respectively. When in quadrapedal form, they can attack with two claws (primary), bite (secondary), and tail slap (secondary), dealing 1d8, 1d8, 2d6 and 1d10, respectively.

Alternate Form (Su): The Mojiin may switch between their quadrapedal and humanoid forms as a standard action. The Mojiin's "True Form" is the quadrapedal form.

Energy Resistance: Depending on the Mojiin's colour, the Mojiin has Energy Resistance 5 to either fire, cold, lightning, acid, or sonic. This energy type is always the same as that of the breath weapon. Mojiin colour's are not limited to those of Chromatic Dragons in the Monster Manual

Breath Weapon: The Mojiin's Breath Weapon is either a line of Electricity or Acid, or a Cone of Fire, Ice, or Sonic. It deals damage equal to 1d6 per two levels, rounded down, minimum of 1d6. The Mojiin can use this ability once per day.

Ceremony of the Boundless Winds: A Mojiin of at least 5 HD can enter the Ceremony of the Boundless Winds in place of gaining a new feat. The ceremony requires entering into meditation in an unspoiled mountain grove on Arris (not so easy to find with the Dragonlords despoiling nature). When the meditation is complete, the Mojiin sprouts wings, usable in both humanoid and quadrapedal form. Fly Speed is equal to the base speed in humanoid form, with Average manoeuvrability, and twice the base speed in quadrapedal form, with Poor manoeuvrability.

[/SBLOCK]
 




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