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<blockquote data-quote="BASHMAN" data-source="post: 3972433" data-attributes="member: 8277"><p>Put all the Dragonborn, Tieflings, warlocks, wierd dreadlocked river kender, and various other things that are "Not D&D" into hollow world, claiming they were all destroyed by the great cataclysm (well, maybe cataclysm is the wrong word... what is the opposite of cataclysm?) </p><p></p><p>The immortals put them in hollow world on a small continent called "Mistakia" which they sealed off from access by mortals. </p><p></p><p>Warforged could exist as remnants of old Blackmoor still kicking underneath Gliarntri City. In Gliantri, and Alphatia, wizards have different, rival traditions (with Gliantri having a fire-based one and Alphatia having an air-based one, hopefully). </p><p></p><p>Weapon Mastery rules would still exist. Every 3rd Level, a character chooses a new weapon "slot" to give a mastery level to. Each Master level confers +1 to hit with that weapon, and increases its damage by a die type. Fighters can select 2 weapons to slot every 3 levels, and Wizards only get a slot every 4 levels. </p><p></p><p>"REAL" Halflings (not those kenderized mutants)-- aka Hin-- still live in the 5 shires. They have the following abilities: </p><p>+2 Con</p><p>+2 Dex</p><p></p><p>Stealth-- All Hin get the stealth skill for free in addition to any other class skills they have. When outdoors, Hin get a +5 to their Stealth checks. </p><p></p><p>Ranged combat-- All hit get +1 to hit with all ranged weapons.</p><p></p><p>Saves-- All Hin get a +2 bonus to thier Fort, Reflex, and Will Defenses. </p><p></p><p>Hard Target-- All creatures larger than man-sized get a -2 to hit Hin in combat. </p><p></p><p>"NO!"-- 1/ Encounter, as an immediate action, while in the Five Shires, a Hin can counter a spell being cast by an enemy spellcaster as if the Hin were a spellcaster equal to their character level.</p><p></p><p>Hin Master Epic Destiny-- </p><p>More on this later...</p></blockquote><p></p>
[QUOTE="BASHMAN, post: 3972433, member: 8277"] Put all the Dragonborn, Tieflings, warlocks, wierd dreadlocked river kender, and various other things that are "Not D&D" into hollow world, claiming they were all destroyed by the great cataclysm (well, maybe cataclysm is the wrong word... what is the opposite of cataclysm?) The immortals put them in hollow world on a small continent called "Mistakia" which they sealed off from access by mortals. Warforged could exist as remnants of old Blackmoor still kicking underneath Gliarntri City. In Gliantri, and Alphatia, wizards have different, rival traditions (with Gliantri having a fire-based one and Alphatia having an air-based one, hopefully). Weapon Mastery rules would still exist. Every 3rd Level, a character chooses a new weapon "slot" to give a mastery level to. Each Master level confers +1 to hit with that weapon, and increases its damage by a die type. Fighters can select 2 weapons to slot every 3 levels, and Wizards only get a slot every 4 levels. "REAL" Halflings (not those kenderized mutants)-- aka Hin-- still live in the 5 shires. They have the following abilities: +2 Con +2 Dex Stealth-- All Hin get the stealth skill for free in addition to any other class skills they have. When outdoors, Hin get a +5 to their Stealth checks. Ranged combat-- All hit get +1 to hit with all ranged weapons. Saves-- All Hin get a +2 bonus to thier Fort, Reflex, and Will Defenses. Hard Target-- All creatures larger than man-sized get a -2 to hit Hin in combat. "NO!"-- 1/ Encounter, as an immediate action, while in the Five Shires, a Hin can counter a spell being cast by an enemy spellcaster as if the Hin were a spellcaster equal to their character level. Hin Master Epic Destiny-- More on this later... [/QUOTE]
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