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Dawnforge Campaign - The True Kings - Calling my Active Players!

Isida Kep'Tukari said:
Hey doghead - I'd love to have you, but there are several fundemental differences in between Dawnforge and regular D&D. The races are all different, and you can choose different special abilities for them (racial talents and racial transformations) at each level. Divinity is not fixed, and so the divine classes are different. The druid class not present, instead the Shaman class is used, which has much of the same features, including the animal companion. If you can buy, beg, borrow, or steal a Dawnforge book, it would be mucho easier for you. But I still want you in if you can!

Thanks Isida,

Its good to see you back, btw. I hope the job hunting (and moving?) went well.

I kind of suspected it was a little different from the OP, but thought you never know unless you ask. At the moment I am feeling a little overwhelmed by all the different settings and options and variations. I don't think I am up to wrapping my little brain around a whole new set at the moment. I just want to play. You know, something simple where I don't have to think about the rules and mechanics and can just focus on ... well, playing. I must be getting old :-(

Oh well. I you ever decide to run something were an old dog like me can keep up, let me know.

Good luck with the game.

thotd
 

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Okay, I've decided that I'm crazy enough to throw my hat into the ring for another game. I still want to play one of the two characters I had thought of before. Looking over the them, I'm still torn between which one to play. I like the potential of both of them. Which one do you like more, Isida?

The dawn elf is someone whose life has been deeply touched by the civil war. He has lost several family members to the conflict. Perhaps the most troubling part for him, though, is that his best friend is a night elf who has joined in the worship of Lathail. He didn't know at first, but his friend finally confided in him one day. The dawn elf was horrified and scared. He didn't tell anyone about it even though he knew he should. His friend told him about the worship rites and rituals that were performed. At first, they seemed harmless, but they became more and more depraved and barbaric. The dawn elf was disgusted and tried to persuade his friend to end his association with the Lathail worshippers. They got into a huge argument and bitter words were spoken. It almost came to blows, but they went their seperate ways.

The dawn elf finally went and reported his friend. He knew where their meetings were and he went on the raid to arrest the night elves. What he saw scarred him. Elven sacrifices were the most minor part of what he saw. He ended up fighting and killing his friend. He was lauded as a hero for several well-known night elf fugitives were caught or killed on the raid. He didn't want any part of it, though. He left Sildanyr to get away from it all. That was six months ago. Since then, questions have consumed him. Why did he have to kill his friend? Why have the night elves rebelled? Did he do the right thing? The most burning question, though, has become, what can be done to end the war? A dark thought, a whisper, a hint, has started growing in the back of his mind. Kill the head and the body dies.

He adventures now because he is not ready to go back to his homeland. And because he knows his knowledge of magic must increase tenfold if he is to entertain his idea to end the war.
The minotaur adventures because he was outcast from his home. He grew up in a small village of minotaurs. While he was young, life was peaceful and good. He never seemed to fit in, though. He never felt totally comfortable around others and was even distant from his family members. He had very few friends. No one really worried about it, though, because he seemed normal and didn't cause trouble.

Things changed when he was 12. A small war party of giants came to the village to reclaim their rightful servants. The village was able to fend the giants off, but several members of the minotaur's family were killed, including his father and his younger brother who was closer to him than anyone else. Something inside the young minotaur seemed to snap. He became consumed with a fiery rage. He preached loudly and frequently for war with the giants. He got into fights frequently and became a drunkard as he grew older.

The village elders tried to help the minotaur channel his rage by training him in the warrior arts, hunting, and tracking. It only seemed to fuel his anger, though. One day, he ambushed and slew several young hill giants. The minotaur village was attacked in retribution and many minotaurs were slain. The village elders summoned the minotaur and told him that he was outcast from the village. He could not return until he learned to deal with the hate, anger, and rage festering inside of him. Cursing the elders he left.

Now, he wanders the country, alternately drowning his anger in drink or getting into fights. Deep down he knows he is on a self-destructive path, but he doesn't know how to change.
 

I like the Minotaur. Play the Minotaur. Minotaurs are cool. Almost as cool as Bears. Well, maybe cooler than black bears, but not as cool as Dire Brown Bears. :D

thotd
 


Hey, I remember when this game first started recruiting :) In the intervening time, I have come across the Dawnforge books, and I have a few ideas on the backburner. I'll throw my hat in the ring, though I'll need to wait to return to my Dawnforge books next Tuesday to fully crystallise the characters.

By the way, I agree with Isida--the Dawn Elf is cool!
 


doghead said:
Thanks Isida,

Its good to see you back, btw. I hope the job hunting (and moving?) went well.

I kind of suspected it was a little different from the OP, but thought you never know unless you ask. At the moment I am feeling a little overwhelmed by all the different settings and options and variations. I don't think I am up to wrapping my little brain around a whole new set at the moment. I just want to play. You know, something simple where I don't have to think about the rules and mechanics and can just focus on ... well, playing. I must be getting old :-(

Oh well. I you ever decide to run something were an old dog like me can keep up, let me know.

Good luck with the game.

thotd

Hey doghead,

Take a look at this for a bit of Dawnforge:

[sblock]Race and Class choices in Dawnforge:

RACES:
Doppleganger
Dwarf
Elf, Dawn
Elf, Ghost (AoL)
Elf, Moon (AoL)
Elf, Night
Elf, Wood (AoL)
Gnome
Halfling
Human, Highlander
Human, Lowlander
Human, Saltblood
Human, Trueborn
Lizardfolk
Minotaur
Ogre
Orc
Orc, Albino (Forest Wight) (AoL)
Tiefling
Yuan-ti, Thinblood

CLASSES:
Barbarian
Bard
Disciple - Dawnforge version of the Cleric.
Fighter
Monk
Paladin
Psion
Psychic Warrior
Ranger
Rogue
Shaman - Dawnforge version of the Druid.
Shaper - Sort of a Sorcerer style Cleric.
Sorcerer
Spirit Adept - Uses connection to the spirit to augment self.
Wizard

Racial ability changes and racial advancement:

Each race advances like this:

Racial Level / Special
1 / Racial talent, Race traits
2 / Racial Transformation
3 / Racial talent, First ability increase
4 / Racial Transformation
5 / Racial talent, Second ability increase
6 / Racial Transformation
7 / Racial talent, Third ability increase
8 / Racial Transformation
9 / Racial talent, Forth ability increase
10 / Racial Transformation

Each ability increase is +2 to the appropriate ability and is different for each race as shown below.

Race / First level ability changes / Ability increases / Favored Class
Doppleganger / +2 Con, -2 Str / Dex, Cha, Int, Con / Rogue
Dwarf / +2 Con, -2 Dex / Con, Str, Con, Wis / Fighter
Elf, Dawn / +2 Dex, -2 Con / Int, Dex, Cha, Dex / Wizard
Elf, Night / +2 Dex, -2 Con / Int, Dex, Cha, Dex / Rogue
Gnome / +2 Wis, +2 Cha, -2 Str / Con, Wis, Cha, Wis / Shaman
Halfling / +2 Dex, +2 Cha, -2 Str, -2 Wis / Con, Cha, Dex, Cha / Bard
Human, Highlander / +2 Dex, -2 Int, -2 Cha / Con, Dex, Wis, Dex / Barbarian
Human, Lowlander / +2 Any, -2 Any other / Con, Str, Wis, Con / Any
Human, Saltblood / +2 Dex, -2 Str / Con, Str, Dex, Con / Any
Human, Trueborn / +2 Wis, +2 Cha, -2 Dex / Con Wis, Cha, Str / Any
Lizardfolk / +2 Str, -2 Int, -2 Cha / Con, Wis, Dex, Str / Barbarian
Minotaur / +2 Str, +2 Con, -2 Dex, -2 Int, -2 Wis / Str, Con, Str, Wis / Fighter
Ogre / +4 Str, -2 Dex, -2 Int, -2 Cha / Con, Con, Str, Wis / Fighter or Barbarian
Orc / +2 Str, -2 Int, -2 Cha / Con, Wis, Str, Con / Barbarian
Tiefling / +2 Dex, +2 Int, +2 Cha, -2 Str, -2 Con / Con, Int, Str, Cha / Wizard
Yuan-ti, Thinblood / +2 Int, +2 Wis, -2 Str / Con, Wis, Int, Cha / Psion

RACES

DOPPLEGANGER
+2 Con, -2 Str
Medium
30 feet
Low-Light Vision
+4 Bluff
+4 Fort vs. poison and disease
Cultural Influence
Alternate Form
Restricted Skills (Decipher Script & Literacy)
Languages: Common, Doppleganger / Any (except secret languages)
Favored Class: Rogue

Racial Talents:
Alternate Form
Form Mastery
Deception
Improvised Equipment
Quick Form
Talent Feats
Talent Skills

Racial Transformations:
Monstrous Humanoid
Darkvision
Detect Thoughts
Unusual Physiology
Change Shape
Natural Armor
Transformation Feats
Transformation Skills


DWARF
+2 Con, -2 Str
Medium
20 feet
+2 Knowledge (engineering), Craft (relating to machines)
Low-Light Vision
+1 AB with axes & hammers
Stability
Weapon Familiarity
+4 dodge vs. giant type
Languages: Common, Dwarven / Anderlar, Clan Speech, Giant, Goblin, Orc, Stone-speak, Terran
Favored Class: Fighter

Racial Talents:
Divine Mastery
Craft Magic Arms and Armor I
Craft Magic Arms and Armor II
Giant Fighter
Identify Magic Arms and Armor
Sabotage
Talent Feats
Talent Skills

Racial Transformations:
Damage Reduction
Darkvision
Improved Climber
Transformation Feats
Transformation Skills


ELF, DAWN
+2 Dex, -2 Con
Medium
30 feet
Immunity to magic sleep spells & effects
+2 save vs. Enchantment spells & effects
Low-Light Vision
Weapon Familiarity
+1 AB with all longbows and shortbows
+1 Listen, Search, Spot
Spell Immunity
Languages: Common, Elven / Anderlar, Gnome, Sylvan
Favored Class: Wizard

Racial Talents:
Lesser Spellcasting I
Lesser Spellcasting II
Voice of the Woodlands
Woodland Fighting
Arcane Mastery
Talent Feats
Talent Skills

Racial Transformations:
Elfsight
Improved Spell Immunity
Wild Empathy
Ageless
Transformation Feats
Transformation Skills


ELF, NIGHT
+2 Dex, -2 Con
Medium
30 feet
Low-Light Vision
+2 save vs. spells & spell-like abilities
Spell Resistance
Languages: Common, Elven / Anderlar, Gnome, Sylvan, Abyssal (disciples of Lathail only)
Favored Class: Rogue

Racial Talents:
Arcane Mastery
Unusual Stealth
Spider's Bite
Shadow Jump
Talent Feats
Talent Skills

Racial Transformations:
Darkvision
Full Spell Resistance
Minor Spell Resistance
Moderate Spell Resistance
Transformation Feats
Transformation Skills


GNOME
+2 Wis, +2 Cha, -2 Str
Small
20 feet
Low-Light Vision
+2 Handle Animal
+2 Listen
Weapon Familiarity
Do not need to eat or drink
+1 AB with bludgeoning weapons (including slings)
Wild Empathy
Languages: Common, Gnome / Anderlar, Elven, Sylvan

Racial Talents:
Arcane Mastery
Divine Mastery
Fey Gift I
Fey Gift II
Potion Mastery I
Potion Mastery II
Talent Feats
Talent Skills

Racial Transformations:
Damage Reduction
Ghosting
Fading
Improved Fading
Transformation Feats
Transformation Skills


HALFLING
+2 Dex, +2 Cha, -2 Str, -2 Wis
Small
20 Feet
+2 Bluff, Perform, Sleight of Hand
1 extra feat at first level
+1 AB with all light weapons (including thrown weapons)
Weapon Familiarity
Languages: Common, Halfling / Anderlan, Clan Speech, King's Tongue, Goblin, Orc
Favored Class: Bard

Racial Talents:
Arcane Mastery
Fast Learner
Incredible Luck
Talent Feats
Talent Skills

Racial Transformations:
Animal Companion
Good First Impression
Quick Feet
Transformation Feats
Transformation Skills


HUMAN, HIGHLANDER
+2 Dex, -2 Int, -2 Cha
Medium
30 feet
1 extra feat at first level
4 extra skill points at first level
+2 save vs. Will
Clan Honor Code
Languages: Common, Clan Speech / Anderlar, Giant, Goblin, Highland Runic, King's Tongue, Orc
Favored Class: Barbarian

Racial Talents:
Clan Favored Weapon
Fast Learner
Talent Feats
Voice of the Highlands

Racial Transformations:
Disciplined Mind
Fast Movement
Transformation Feats
Transformation Skills


HUMAN, LOWLANDER
+2 Any, -2 Any other
Medium
30 feet
1 extra feat at first level
4 extra skill points at first level
+2 Bluff, Diplomacy made to influence a transaction or trade
Languages: Common, Anderlar / Any, including Druidic (but not other secret languages)
Favored Class: Any

Racial Talents:
Arcane Mastery
Divine Mastery
Connected
Fast Learner
Group Fighter
Talent Feats
Talent Skills

Racial Transformations:
Fast Movement
Great Swimmer
Strength of Body, Mind, and Spirit
Transformation Feats
Transformation Skills


HUMAN, SALTBLOOD
+2 Dex, -2 Str
Medium
30 feet
1 extra feat at first level
4 extra skill points at first level
+4 Swim
+2 Use Rope
+1 AC when using a buckler (stacks with buckler shield bonus)
Bucklers do not impair swim ability
Languages: Common, Dorlian / Any (except secret languages)
Favored Class: Any

Racial Talents:
Fast Learner
Danger Sense
Ignore Pain
Talent Feats
Talent Skills

Racial Transformations:
Hold Breath
Damage Reduction
Natural Swimmer
Perfect Swimmer
Transformation Feats
Transformation Skills


HUMAN, TRUEBORN
+2 Wis, +2 Cha, -2 Dex
Medium
30 feet
1 extra feat at first level
4 extra skill points at first level
+2 Handle Animal, Ride with horses
Languages: Common, King's Tongue / Anderlar, Celestial, Clan Speech, Valhedrin
Favored Class: Any

Racial Talents:
Divine Mastery
Lesser Spellcasting I
Lesser Spellcasting II
Horse Shield
Natural Rider
Mounted Warrior
Talent Feats
Talent Skills

Racial Transformations:
Outsider
Aura of Good
Natural Armor
Spell Resistance
Angel Wings
Darkvision
Transformation Feats
Transformation Skills


LIZARDFOLK
+2 Str, -2 Int, -2 Cha
Medium
30 feet, swim 40 feet
+8 Swim to avoid hazards or perform special actions
Can always take 10 on Swim
Can use run action provided movement is in straight line while swimming
+2 Knowledge (nature) & Survival
+1 natural AC
Can hold breath three time Con score
Can never gain proficiency with Heavy Armor
Languages: Common, Draconic / Any (except secret)
Favored Class: Barbarian

Racial Talents:
Natural Weapon Mastery I
Natural Weapon Mastery II
Natural Weapon Mastery III
Primitive Weapon Mastery
Talent Feats
Talent Skills

Racial Transformations:
Breath Water
Natural Armor
Scent
Darkvision
Transformation Feats
Transformation Skills


MINOTAUR
+2 Str, +2 Con, -2 Dex, -2 int, -2 Wis
Medium
30 feet (when charging move 2.5 times base speed)
Low-Light Vision
+2 Spot
Natural Cunning
Languages: Common, Giant / Anderlar, Clan Speech, Dwarven, Goblin, Orc
Favored Class: Fighter

Racial Talents:
Gore
Powerful Charge
Robust
Second Wind
Stamina
Talent Feats
Talent Skills

Racial Transformations:
Monstrous Humanoid
Darkvision
Natural Armor
Large Size
Scent
Transformation Feats
Transformation Skills


OGRE
+4 Str, -2 Dex, -2 Int, -2 Cha
Medium
40 feet
Low-Light Vision
Languages: Common, Giant / Anderlar, Clan Speech, Dwarven, Goblin, Orc
Favored Class: Fighter

Racial Talents:
Favored Weapons
Feat of Strength
Intellectual Curiosity
Keep the Distance
Talent Feats
Talent Skills

Racial Transformations:
Darkvision
Large Size
Giant
Natural Armor
Transformation Feats
Transformation Skills


ORC
+2 Str, -2 Int, -2 Cha
Medium
40 feet
Low-Light Vision
Cold Tolerance
+2 save vs. Fort
Languages: Common, Orc / Anderlar, Clan Speech, Dwarven, Giant, Goblin
Favored Class: Barbarian

Racial Talents:
Feat of Strength
The Bigger the Wound the Better
Orcish Rage
Talent Feats
Talent Skills

Racial Transformations:
Damage Reduction
Darkvision
Transformation Feats
Transformation Skills


TIEFLING
+2 Dex, +2 Int, +2 Cha, -2 Str, -2 Con
Medium
30 feet
+2 Bluff, Diplomacy
Low-Light Vision
Languages: Common, Valhedrin / Anderlar, Infernal, King's Tongue, Sothren
Favored Class: Wizard

Racial Talents:
Arcane Mastery
Infernal Gift I
Infernal Gift II
Demonic Familiar
Infernal Resistance
Talent Feats
Talent Skills

Racial Transformations:
Outsider
Fire Resistance
Darkvision
Infernal Presence
Natural Armor
Transformation Feats
Transformation Skills


YUAN-TI, THINBLOOD
+2 int, +2 Wis, -2 Str
Medium
30 feet
+2 Diplomacy, Sense Motive
Low-Light Vision
Languages: Common, Yuan-ti / Abyssal, Draconic, Valhedrin
Favored Class: Psion

Racial Talents:
Bite Attack
Poison Bite
Lesser Psionics I
Lesser Psionics II
Psionic Mastery
Invisible Psionics
Talent Feats
Talent Skills
Identify Psionic Item
Craft Power Stone

Racial Transformations:
Darkvision
Natural Armor
Snake Form I
Snake Form II
Snake Form III
Transformation Feats
Transformation Skills

CLASSES

DISCIPLE
HD: d8
BAB: As Cleric
Saves: As Cleric
Starting Gold: As Cleric
Weapons: Simple
Armor: All including shields except tower shield
Skills: 2 points - As Cleric minus Knowledge (history) plus Listen
Spells: As Druid (choose spells from the cleric list)
Special:
1. Divine spells, intercession 1/day
2. Innate spell (0-level)
3. Innate spell (1st)
4. Immortal gift
5. Innate spell (2nd)
7. Innate spell (3rd)
9. Innate spell (4th)
10. Intercession 2/day
11. Innate spell (5th)
13. Innate spell (6th)
15. Innate spell (7th)
17. Innate spell (8th)
19. Innate spell (9th)
20. Intercession 3/day

SHAMAN
HD: d8
BAB: As Druid
Saves: As Druid
Starting Gold: As Druid
Weapons: Simple
Armor: Light, medium, and shields
Skills: 4 points - As Druid
Spells: As Druid (choose spells from the druid list)
Special:
1. Divine spells, animal companion, nature sense, wild empathy
2. Craft spell fetish
3. Rituals of power I
4. Companion sight
5. Medium elemental form 1/day
6. Trackless step
7. Rituals of power II
8. Treant form 1/day
10. Huge elemental form 1/day
11. Second elemental type
12. Quickened rituals
13. Rituals of power III
14. Improved elemental form 1/day
15. Timeless body
16. Greater elemental form 1/day
17. Third elemental type
18. Rituals of power IV
20. Elder elemental form 1/day

SHAPER
HD: d8
BAB: As Cleric
Saves: As Sorcerer
Starting Gold: As Sorcerer
Weapons: Simple
Armor: Light, medium, and shields
Skills: 4 points - As Cleric minus Heal and Knowledge (history), plus Gather Information, Listen, and Search
Spells: As Sorcerer (choose spells from the cleric list)
Special:
1. Divine spells, divine focuses
2. First specialty, enlarge specialty spell
5. Second specialty
8. Empower specialty spell
10. Advanced divine focuses
11. Third specialty
14. Extend specialty spell
17. Maximize specialty spell
18. Fourth specialty

SPIRIT ADEPT
HD: d10
BAB: As Cleric
Saves: As Monk
Starting Gold: As Bard
Weapons: Simple and Martial
Armor: Light including shields except tower shield
Skills: 4 points - As Monk minus Concentration, Craft, Perform, Profession, and Sense Motive
Special:
1. Spirit sense I, spirit stength 2, 1 adept power
2. Evasion, spirit stength 4, 1 adept power
3. Spirit stength 6, 2 adept powers
4. Bonus feat, spirit stength 8, 2 adept powers
5. Feather fall, spirit stength 10, 3 adept powers
6. Spirit sense II, spirit stength 15, 3 adept powers
7. Wholeness of body, spirit stength 20, 4 adept powers
8. Bonus feat, spirit stength 25, 4 adept powers
9. Improved evasion, spirit stength 30, 5 adept powers
10. Spirit stength 35, 5 adept powers
11. Spirit sense III, spirit stength 45, 6 adept powers
12. Bonus feat, spirit stength 55, 6 adept powers
13. Spirit stength 65, 7 adept powers
14. Spirit stength 75, 7 adept powers
15. Spirit stength 85, 8 adept powers
16. Bonus feat, spirit stength 95, 8 adept powers
17. Spirit stength 105, 9 adept powers
18. Spirit stength 115, 9 adept powers
19. Spirit stength 125, 10 adept powers
20. Bonus feat, spirit stength 135, 10 adept powers

Spirit Strength is what the spirit adept uses to power his spirit powers. There are 10 spirit powers and each power has 3 ability levels. At every odd class level a spirit adept gains a new spirit ability. The spirit adept can use a power that he knows at any ability level, provided he is of the proper spirit adept level. The activation cost of a given power is shown in the following table:

Spirit Sense Level / Adept Power Activation Cost
1/1
2/5
3/10

The level powers and their level 1 abilities are as follows:
Improved Movement - +5 to Climb, Jump, or Swim checks
Smite Enemies - One attack deals +2d6 points of damage as a full round action
Burst of Speed - +20 feet add to movement for one minute
Evasive Action - +2 AC, +4 AC vs. AoO for one minute
Piercing Strike - Strike as a magic weapon for one minute
Purify Self - Slow poison or remove disease (self only)
Heighten Senses - +4 bonus to Listen and Spot for 10 minutes
True Vision - Sense Invisibility (reduces miss chance, can target within 15 feet)
Spirit Warrior - Detect undead and outsiders (those with no connect to the Spirit)
Extreme Focus - +4 to skill used under pressure[/sblock]
 

Here are my original thoughts about character concepts:

Lizardfolk Spirit Adept
Gnome Shaman or Disciple
Wood Elf Rogue
 


Seems like a fey-centred adventure idea then? That helps me narrow down from my original concept list including Tiefling, Yuan-ti, Doppleganger, Gnome, and Dawn/Moon Elf to one of the latter two :)
 

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