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[d20 Modern/Past] Of Swashbucklers, Sorcerers, and Sailors
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<blockquote data-quote="arscott" data-source="post: 2809586" data-attributes="member: 17969"><p>Well, nobody has d20 past, so i'm going to write up a document describing the setting and listing the rules changes and available equipment. I'll e-mail it to everyone rather than posting it here because d20 past is closed content.</p><p></p><p>That said, I'll need your e-mail addresses. Are RTF documents fine for everyone?</p><p></p><p>It also looks like everybody's happy to start with 3rd level characters. I'm going to suggest 28 point-buy for ability scores, and taking the average for hp (rounding the .5 up at even levels). If you'd rather use something more generous, that's cool too, but your opponents will be beefed up to compensate.</p><p></p><p>The book omits some critical information about calculating wealth bonuses for characters above level 1. the full description is available <a href="http://wizards.com/default.asp?x=d20modern/bp/20030304a" target="_blank">here</a>, but the basic gist is: get the wealth bonus on table 7-2, then add bonuses granted by occupation, feats, classes, etc. Then add your ranks in profession, plus an additional 2 points for being a PC instead of an npc.</p><p></p><p>You should also decide on a default language that everyone in the party can speak. Spanish is probably the most prevalently spoken language in the carribean, though english, french, dutch, portuguese, and taíno follow closely behind.</p><p></p><p></p><p></p><p>Tonguez, as far as races go, it's human only. But there ways to circumvent this:</p><p>The Heritage Feats from Urban Arcana represent nonhuman (or at least magical) blood. Arcane Heritage Would represent some sorcerous (and therefore draconic) ancestry, Divine Heritage would represent an ancestor with some shamanistic connection, perhaps a nature spirit or powerful shaman-king. Shadow Heritage would probably represent an ancestor from european mythology, likely an elf, a goblin, or some other fey creature.</p><p></p><p>Also, In this setting Sorcerers (the only arcane casters) derive their power through draconic blood, and much more explicitly than they do in D&D. I'll write more on this in the document that I'll send out.</p><p></p><p>As far as appropriate cultures, anyone who could concievably get to the caribbean in 1667 is fair game. That's pretty much everyone, the age of exploration pretty much having already taken place.</p><p></p><p></p><p></p><p>Munin, d20 past contains a musketeer PRC that you might enjoy (though it's not available until 9th level at the earliest, so you'd have to wait a bit). And I'm always open to 3rd-party material, If you find another swashbuckling class you're more interested in playing.</p><p></p><p>You'll be starting at a fairly small trading town somewhere in the caribbean. (exactly where will probably depend on what common language you decide.) Don't expect to stay in the caribbean forever though. The advatage of ships is that they can go from place to place.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>As for the campaign feel, I'd say High Adventure and Exploration with bits of Intrigue. A bit larger than life. Pirates of the Caribbean, The Oddessy, The Voyages of Sinbad, The Princess Bride, Indiana Jones, and the Three Musketeers are all some inspirational sources.</p><p></p><p>In many ways, this is sort of d&d on the high seas. You're seeking out adventure, fortune, and glory. It's fairly high-fx (comparable to Urban Arcana), but expect the monsters and magic to be less Iconic D&D and more Folklore and mythology inspired. Instead of Colossal Red Dragons, you'll be fighting <a href="http://wizards.com/d20modern/images/d20p/87072.jpg" target="_blank">these</a>.</p><p></p><p>I also tend to be less hack-and-slash and more story driven (and downright talky).</p><p></p><p></p><p></p><p>ILoveKobolds, A character of Arabian descent is fine, though I don't know that they were a particularly common target of european slavers. The Ottoman Empire was at it's height in the 17th century, and while it had little influence in the Americas, it controlled much of the mediterranian and competed with the european powers in the colonization of the east indies. So a Turk, Arabian, or North African could make their way to the caribbean by any number of means.</p><p></p><p></p><p></p><p>Meepo, I can provide everything you'll need from d20past, but Urban Arcana has been added to the SRD, so you can download it <a href="http://wizards.com/default.asp?x=d20/article/msrd" target="_blank">here</a>.</p><p></p><p>Also, non-magical healing takes a major beating from the nerf stick to account for the historical lack of useful medical knowledge. Both the Surgery Feat and the Surgery Kit are unavailable, for a total of -8 to Treat Injury Checks to perform Surgery, though the other uses remain unhindered. To add insult to injury, Craft(Pharmaceutical) is unavailable. And to add more Injury, the Feild Medic AdC is unavailable as well.</p><p></p><p>It's still possible to play a non-magical healer, but you'd be considerably more effective if you picked up a level or two of shaman.</p><p></p><p></p><p></p><p>Also, added bonus. I posted some flavor bits about the campaign world <a href="http://www.enworld.org/showthread.php?t=161080" target="_blank">in this thread</a>.</p><p></p><p>Happy Hanukkah,</p><p>Alan Scott</p></blockquote><p></p>
[QUOTE="arscott, post: 2809586, member: 17969"] Well, nobody has d20 past, so i'm going to write up a document describing the setting and listing the rules changes and available equipment. I'll e-mail it to everyone rather than posting it here because d20 past is closed content. That said, I'll need your e-mail addresses. Are RTF documents fine for everyone? It also looks like everybody's happy to start with 3rd level characters. I'm going to suggest 28 point-buy for ability scores, and taking the average for hp (rounding the .5 up at even levels). If you'd rather use something more generous, that's cool too, but your opponents will be beefed up to compensate. The book omits some critical information about calculating wealth bonuses for characters above level 1. the full description is available [url=http://wizards.com/default.asp?x=d20modern/bp/20030304a]here[/url], but the basic gist is: get the wealth bonus on table 7-2, then add bonuses granted by occupation, feats, classes, etc. Then add your ranks in profession, plus an additional 2 points for being a PC instead of an npc. You should also decide on a default language that everyone in the party can speak. Spanish is probably the most prevalently spoken language in the carribean, though english, french, dutch, portuguese, and taíno follow closely behind. Tonguez, as far as races go, it's human only. But there ways to circumvent this: The Heritage Feats from Urban Arcana represent nonhuman (or at least magical) blood. Arcane Heritage Would represent some sorcerous (and therefore draconic) ancestry, Divine Heritage would represent an ancestor with some shamanistic connection, perhaps a nature spirit or powerful shaman-king. Shadow Heritage would probably represent an ancestor from european mythology, likely an elf, a goblin, or some other fey creature. Also, In this setting Sorcerers (the only arcane casters) derive their power through draconic blood, and much more explicitly than they do in D&D. I'll write more on this in the document that I'll send out. As far as appropriate cultures, anyone who could concievably get to the caribbean in 1667 is fair game. That's pretty much everyone, the age of exploration pretty much having already taken place. Munin, d20 past contains a musketeer PRC that you might enjoy (though it's not available until 9th level at the earliest, so you'd have to wait a bit). And I'm always open to 3rd-party material, If you find another swashbuckling class you're more interested in playing. You'll be starting at a fairly small trading town somewhere in the caribbean. (exactly where will probably depend on what common language you decide.) Don't expect to stay in the caribbean forever though. The advatage of ships is that they can go from place to place.:) As for the campaign feel, I'd say High Adventure and Exploration with bits of Intrigue. A bit larger than life. Pirates of the Caribbean, The Oddessy, The Voyages of Sinbad, The Princess Bride, Indiana Jones, and the Three Musketeers are all some inspirational sources. In many ways, this is sort of d&d on the high seas. You're seeking out adventure, fortune, and glory. It's fairly high-fx (comparable to Urban Arcana), but expect the monsters and magic to be less Iconic D&D and more Folklore and mythology inspired. Instead of Colossal Red Dragons, you'll be fighting [url=http://wizards.com/d20modern/images/d20p/87072.jpg]these[/url]. I also tend to be less hack-and-slash and more story driven (and downright talky). ILoveKobolds, A character of Arabian descent is fine, though I don't know that they were a particularly common target of european slavers. The Ottoman Empire was at it's height in the 17th century, and while it had little influence in the Americas, it controlled much of the mediterranian and competed with the european powers in the colonization of the east indies. So a Turk, Arabian, or North African could make their way to the caribbean by any number of means. Meepo, I can provide everything you'll need from d20past, but Urban Arcana has been added to the SRD, so you can download it [url=http://wizards.com/default.asp?x=d20/article/msrd]here[/url]. Also, non-magical healing takes a major beating from the nerf stick to account for the historical lack of useful medical knowledge. Both the Surgery Feat and the Surgery Kit are unavailable, for a total of -8 to Treat Injury Checks to perform Surgery, though the other uses remain unhindered. To add insult to injury, Craft(Pharmaceutical) is unavailable. And to add more Injury, the Feild Medic AdC is unavailable as well. It's still possible to play a non-magical healer, but you'd be considerably more effective if you picked up a level or two of shaman. Also, added bonus. I posted some flavor bits about the campaign world [url=http://www.enworld.org/showthread.php?t=161080]in this thread[/url]. Happy Hanukkah, Alan Scott [/QUOTE]
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