arscott
First Post
Hello All. I'm Recruiting for "Of Swashbucklers, Sorcerers, and Sailors", a d20 Modern/Past Campaign.
The game takes place in the Age of Adventure Setting presented in d20 Past. The setting is basically Earth, circa 1667, with the addition of spellcasters, sea monsters, and so forth. I want to run a seafaring campaign, with your characters setting sail, looking for intrigue, adventure, and the riches that inevitably follow.
The campaign will use the Rules from the d20 Modern Core Book, d20 Past, and Urban Arcana. If you don't have the books but still want to play, don't worry about it. the Core Book and Urban are in the Modern SRD on the WotC website, and I can e-mail you the snippets of d20 Past that you'll need.
Also, If you want something from another source, don't hesitate to ask. I'll probably allow it as long as it isn't ridiculously broken, or something that really doesn't work in the context of the campaign.
As far as starting level and stuff like that, I'm open to whatever the players want.
Let me know if you're interested in playing.
--Alan
__________________________
Stuff Allowed from d20 Modern, d20 Past, and Urban Arcana:
A lot of this is just reprinting the restrictions from d20 past for the benifit of those that don't have the book, but the bits regarding Urban Arcana are new.
Races: Human only
Advanced Classes:
From the d20 Modern Core Book
-Soldier
-Martial Artist
-Infiltrator
-Daredevil
-Bodyguard
-Field Scientist
-Investigator
-Personality
-Negotiator
From d20 Past
-Explorer
-Shaman
-Sorcerer
From Urban Arcana
-Archaic Weaponsmaster
-Glamourist
-Shadow Hunter
-Swashbuckler
-Thrasher
-Wildlord
Prestige Classes:
From d20 Past
-Musketeer
From Urban Arcana
-Archmage
-Artificer
-Ecclesiarch
Occupations allowed:
From the d20 Modern Core Book
-Acedemic
-Adventurer
-Athlete
-Blue Collar
-Creative
-Criminal
-Doctor*
-Entrepreneur
-Investigative
-Military*
-Religious
-Rural
-Student
-White Collar
From d20 Past
-Aristocrat
-Cloistered
-Cosmopolitan
-Impoverished
-On the Run
-Primitive
-Servant
-Slave
*See d20 past for minor changes to these occupation
Skills:
Dissallowed:
-Computer Use
-Craft (electronic, pharmaceutical)
-Investigate
-Knowledge (Behavioral Sciences, Business, Technology)
-Pilot
-Use Magic Divice
-Autohypnosis
-Psicraft
Modified, see d20 Past
-Craft
-Demolitions
-Drive
-Knowledge
-Treat Injury
Feats:
Dissallowed Feats from d20 Modern Core Book:
-Aircraft Operation
-Burst Fire
-Double Tap
-Drive-By Attack
-Force Stop
-Gearhead
-Strafe
-Surgery
-Vehicle Dodge
Feats With rules changes in d20 past:
-Archaic Weapons Proficiency
-Exotic Firearms Proficiency
-Quick Reload
-Surface Vehicle Operation
Feats allowed from d20 Past:
-Minions
-Obscure Knowledge
-Sidekick
Feats Allowed from Urban Arcana:
-Divine Heritage
-Empower Spell
-Empower Turning
-Enlarge Spell
-Eschew Materials
-Extend Spell
-Extra Turning
-Fleet of Foot
-Greater Spell Focus
-Greater Spell Penetration
-Heighten Spell
-Improved Grapple
-Improved Overrun
-Improved Natural Healing
-Improved Turning
-Magical Heritage
-Nonlethal Spell
-Power Crit
-Precise Strike
-Reach Spell
-Sacred Spell
-Shadow Heritage
-Silent Spell
-Spell Focus
-Spell Penetration
-Spellslinger
-Still Spell
Spells:
Some of the Spells on the List that the sorcerer uses are too technology oriented, and therefore inappropriate for the campaign. To compensate, sorcerers get access to some modified psionic powers(using the rules in Urban Arcana):
0-level: Burst, Finger of Fire
1st-level: Charm Person, Control Object
2nd-level: Clairaudience/Clairvoyance, Claws of the Bear
3rd-level: Detect thoughts, False sensory input, Suggestion
4th-level: Lesser domination
5th-level: Domination
I also plan on using the Incantation Rules from Urban Arcana.
The game takes place in the Age of Adventure Setting presented in d20 Past. The setting is basically Earth, circa 1667, with the addition of spellcasters, sea monsters, and so forth. I want to run a seafaring campaign, with your characters setting sail, looking for intrigue, adventure, and the riches that inevitably follow.
The campaign will use the Rules from the d20 Modern Core Book, d20 Past, and Urban Arcana. If you don't have the books but still want to play, don't worry about it. the Core Book and Urban are in the Modern SRD on the WotC website, and I can e-mail you the snippets of d20 Past that you'll need.
Also, If you want something from another source, don't hesitate to ask. I'll probably allow it as long as it isn't ridiculously broken, or something that really doesn't work in the context of the campaign.
As far as starting level and stuff like that, I'm open to whatever the players want.
Let me know if you're interested in playing.
--Alan
__________________________
Stuff Allowed from d20 Modern, d20 Past, and Urban Arcana:
A lot of this is just reprinting the restrictions from d20 past for the benifit of those that don't have the book, but the bits regarding Urban Arcana are new.
Races: Human only
Advanced Classes:
From the d20 Modern Core Book
-Soldier
-Martial Artist
-Infiltrator
-Daredevil
-Bodyguard
-Field Scientist
-Investigator
-Personality
-Negotiator
From d20 Past
-Explorer
-Shaman
-Sorcerer
From Urban Arcana
-Archaic Weaponsmaster
-Glamourist
-Shadow Hunter
-Swashbuckler
-Thrasher
-Wildlord
Prestige Classes:
From d20 Past
-Musketeer
From Urban Arcana
-Archmage
-Artificer
-Ecclesiarch
Occupations allowed:
From the d20 Modern Core Book
-Acedemic
-Adventurer
-Athlete
-Blue Collar
-Creative
-Criminal
-Doctor*
-Entrepreneur
-Investigative
-Military*
-Religious
-Rural
-Student
-White Collar
From d20 Past
-Aristocrat
-Cloistered
-Cosmopolitan
-Impoverished
-On the Run
-Primitive
-Servant
-Slave
*See d20 past for minor changes to these occupation
Skills:
Dissallowed:
-Computer Use
-Craft (electronic, pharmaceutical)
-Investigate
-Knowledge (Behavioral Sciences, Business, Technology)
-Pilot
-Use Magic Divice
-Autohypnosis
-Psicraft
Modified, see d20 Past
-Craft
-Demolitions
-Drive
-Knowledge
-Treat Injury
Feats:
Dissallowed Feats from d20 Modern Core Book:
-Aircraft Operation
-Burst Fire
-Double Tap
-Drive-By Attack
-Force Stop
-Gearhead
-Strafe
-Surgery
-Vehicle Dodge
Feats With rules changes in d20 past:
-Archaic Weapons Proficiency
-Exotic Firearms Proficiency
-Quick Reload
-Surface Vehicle Operation
Feats allowed from d20 Past:
-Minions
-Obscure Knowledge
-Sidekick
Feats Allowed from Urban Arcana:
-Divine Heritage
-Empower Spell
-Empower Turning
-Enlarge Spell
-Eschew Materials
-Extend Spell
-Extra Turning
-Fleet of Foot
-Greater Spell Focus
-Greater Spell Penetration
-Heighten Spell
-Improved Grapple
-Improved Overrun
-Improved Natural Healing
-Improved Turning
-Magical Heritage
-Nonlethal Spell
-Power Crit
-Precise Strike
-Reach Spell
-Sacred Spell
-Shadow Heritage
-Silent Spell
-Spell Focus
-Spell Penetration
-Spellslinger
-Still Spell
Spells:
Some of the Spells on the List that the sorcerer uses are too technology oriented, and therefore inappropriate for the campaign. To compensate, sorcerers get access to some modified psionic powers(using the rules in Urban Arcana):
0-level: Burst, Finger of Fire
1st-level: Charm Person, Control Object
2nd-level: Clairaudience/Clairvoyance, Claws of the Bear
3rd-level: Detect thoughts, False sensory input, Suggestion
4th-level: Lesser domination
5th-level: Domination
I also plan on using the Incantation Rules from Urban Arcana.