• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

doghead: automatic languages for tieflings are Common and Valhedrin. bonus ones are Anderlar, Infernal, King's Tongue, and Sothren.

Languages in general:
Anderlar - languages of Anderland
King's Tongue - Language of the Kingsmarch, with local dialets for the various kingdoms
Clan Speech - Highlander tongue, has two written forms, the concentrated Highland Runic, and the everyday written Clan Speech.
Dwarven - the language of the dwarves.
Stone-speak - system of raps and taps used by miners to communicate, like Morse Code
Sylvan - language of nature, root of elf and gnome tonges
Elven - language used by dawn, moon, wood, and ghost elves.
Night-elven - used by night elves
Gnomish - used by gnomes
Valhedrin - official language of Valhedar Dominion, ponderous and complex language
Sothren - simpler language common in Dominion-controlled areas, used as a trade-tongue in Zangala.
Halfling - language of halflings
Yuan-ti - soft hissing language of yuan-ti.
Dorlian - language of the Sunset Reach and the saltblood people, also called Salt Speech

Giants, orcs, and goblins have their own tongues, with some dialects for the various sub-races. Ogres speak Giant, in the dialect of their masters if they have them. Other languages are per the PHB, with some variants of the celestial, infernal, and abyssal tongues for disciples (not enough to qualify for a different language, just enough for people to notice). Lizardfolk have Draconic as their native tongue.
 

log in or register to remove this ad

Isida,

So, I'm looking at making an builder/engineer of sorts, however I'm having a bit of trouble picking an appropriate class. Rogue would be good, but they lack the knowledge skills, and the sneak attack doesn't entirely fit. Wizard would be interesting, but it's lacking physically a bit. What are the divine classes like?

I'm definately going to go either with one of the human subraces or a dwarf.
 

Ferrix, for divine casters, there is the disciple (cleric replacement), shaper (spontaneous cleric), spirit adept (monk replacement), and shaman (druid replacement).

I think a dwarven disciple of Mordrin would be a good idea for a builder/engineer.
 

Aye, disciples can request intercessions from their immortals (not actual gods in game terms, but they call them that) directly, and get a few spells they can spontaneously cast (like a cleric with cure spells, but one for each level and chosen by the disciple). And they get a gift, a boon from their immortal, kind of like a domain power. They only get 2 skill points per level, but a smart guy wouldn't have to worry about that...

Ferrix, I don't suppose you have Arcana Evolved, do you? There's a class in there, the akashic, that is extremely adaptable, a rogue without the sneak attack and then some. Take a look if you can and see what you think.

As for other classes... if you can find a varient class somewhere that trips your trigger, lemme know. There's got to be a varient rogue in Dragon magazine somewhere or something.
 

Re Common/Trader: I like the idea, although I'm not sure I understand how the system works exactly. I have thought about doing something similar, although your version looks much more elegant. So no objections here.

I'd like to put all the Talent Skills into Speak Language. I assume its two points for a language. If the talent bonus adds skill points, I assume max ranks still apply (so boosting Concentration, currently at Max ranks would be out, for example). So, 2 points each for King's Tongue and Sothren, with the last point into Profession (soldier).

and I thikn that that its it.

thotd
 

Ferrix said:
Isida,

So, I'm looking at making an builder/engineer of sorts, however I'm having a bit of trouble picking an appropriate class. Rogue would be good, but they lack the knowledge skills, and the sneak attack doesn't entirely fit. Wizard would be interesting, but it's lacking physically a bit. What are the divine classes like?

I'm definately going to go either with one of the human subraces or a dwarf.

This is why I dumped classes althogether.

An Expert? Actually, an Expert with bonus feats wouldn't be too bad. But probably not setting appropriate.

A Fighter with Able Learner would allow you access to the skills you want, and give you lots of feats to use, Skill Focus in particular. But it would still leave you with the problem of lower max ranks (I think). And you would still be battling the lower skill points as well.

I also tend to think that in fantasy settings magic would play a big role in significant construction. In which case wizards look like the most likely candidates, at least for the less hands on role of designer/supervisor.

Anyway, I'll shut up now.

thotd
 

Re: Common/Trader

Trader looks more like an example of what someone, who doesn't know the language of those around them, would try to do to make themselves understood. It doesn't seem passable as anything but the simplest trade language, which would be appropriate for two cultures just meeting, as it is far too unspecific to allow for more than simple hands-on trade in small amounts (i.e. whatever you can point out or hold at the moment).

Considering Common is already listed as a trade tongue within the setting, perhaps just restricting it to simple concepts such as trade and other things in everyday life would be better advised. If you really want to run with it though, go for it. :)
 
Last edited:

However, I have an alternate solution. The Common tongue would be purely a trade language, a few words modified by gestures, emphasis, and expression used to conduct business with foreigners. I have a rather interesting handout I got from my dad (his DM used it in one of his games some time back), that would show how the Common tongue (called Trader on the handout) would be spoken. Take a look and see if it's something you'd like to do. If it seems like too much trouble, no problem, we can go with the Common language as a universal language as normal.

Well, you may have seen my Spelljamming games, which do not have a common language, but I think this is a fun idea--it may even help explain why poor Ssiran was in trouble with those human commoners until he learned the local tongue. If we do, though, I'll change around my characters' languages.

As for the list, I checked and you are right, it was Tailspinner's--doghead claimed it was from you :p
 


Okay, here goes...

[SBLOCK=Haedyn, Lowlander Spirit Adept 5]Haedyn
Male Lowlander Spirit Adept 5
Medium Humanoid
Experience Points (required): 11,000 (15,000 for 6th level)
Alignment: Neutral Good
Patron Spirits: None
Region: Kingsmarch

Height: 7’ 0”
Weight: 266 lbs
Skin: Fair
Hair: Black
Eyes: Black
Age: 22

Strength 22 (+6) [10 points, +4 racial, +1 level (4), +1 legendary]
Dexterity 16 (+3) [10 points]
Constitution 16 (+3) [6 points, +2 racial]
Intelligence 14 (+2) [6 point]
Wisdom 12 (+1) [4 points]
Charisma 6 (-2) [0 points, -2 racial]

Racial Abilities
+4 Str, +2 Con, -2 Cha; Base land speed: 35 feet; 1 extra feat at 1st level; 4 extra skill points at 1st level; +2 racial bonus on all Bluff and Diplomacy checks made to influence a transaction or trade; Racial Talents (Fast Learner [Imtimidate, Survival]; Talent Feat [Track]; Talent Skills [Intimidate +3, Sense Motive +3]); Racial Transformations (Great Swimmer; Fast Movement)

Class Abilities
Proficient with all simple and martial weapons, light armor, and shields (except tower shields); Spirit Sense I; Spirit Strength (10); Adept Powers (Evasive Action, Piercing Strike, True Vision); Evasion; Spirit Adept bonus feats; Feather fall.

Legendary Abilities
Legend Points (1); 1st Circle of the Path of the Mighty (Intimidate)

Hit Dice: 5d10+15
Hit Points: 55
Armour Class: 19 (10 base, +3 Dex, +1 natural, +4 armour, +1 deflection) [touch 14, flat-footed 16]
Armour Check Penalty: 0
Initiative: +3 (+3 Dex)
Speed: 35ft

Saves
Fortitude +8 [+4 base, +3 Con, +1 resistance]
Reflex +8 [+4 base, +3 Dex, +1 resistance]
Will +6 [+4 base, +1 Wis, +1 resistance]

Base Attack Bonus/Grapple: +3/+9

Weapons
+10 melee [1d12+9; 20/x3; slashing; masterwork greataxe]
+10 melee [1d10+9; 20/x3; bludgeoning; masterwork maul]
+9 melee [1d4+6; 19-20/x2; piercing; dagger]

+6 ranged [1d4+6; 20/x2; 50 feet; bludgeoning; sling]
+6 ranged [1d4+6; 19-20/x2; 10 feet; piercing; dagger]

Skills (48 + 4 (1st) points; max ranks: 8)
Balance +5 [0 ranks, +3 Dex, +2 synergy Tumble]
Bluff -2 or +0 (trade) [0 ranks (cc), -2 Cha, +2 racial (trade)]
Climb +10 [4 ranks, +6 Str]
Diplomacy +0 or +2 (trade) [0 ranks, -2 Cha, +2 synergy Sense Motive, +2 racial (trade)]
Escape Artist +7 [4 ranks, +3 Dex]
Hide +7 [4 ranks, +3 Dex]
Intimidate +9 [0 ranks, +6 Str, +3 talent]
Jump +13 [5 ranks, +6 Str, +2 synergy Tumble]
Listen +5 [4 ranks, +1 Wis]
Move Silently +7 [4 ranks, +3 Dex]
Profession (farmer) [4 ranks, +1 Wis]
Sense Motive +9 [5 ranks, +1 Wis, +3 talent]
Spot +5 [4 ranks, +1 Wis]
Survival +6 [5 ranks, +1 Wis]
Swim +10 [4 ranks, +6 Str]
Tumble +7 [5 ranks, +3 Dex, +2 synergy Jump]

Feats
Power Attack [1st level]
Cleave [lowlander bonus 1st level]
Dodge [3rd level]
Track [talent feat 3rd level]
Close-Quarters Fighting (CW) [spirit adept bonus 4th level]

Languages
Common, Anderlar, King’s Tongue, Valhedrin.

Equipment
Weight of Items Worn [50 lb / 58 lb (incl. clothes)]
+1 Mithril Chain Shirt [10 lb] {2,100 gp}
Masterwork Greataxe [12 lb] {320 gp}
Masterwork Maul [20 lb] (CW) {315 gp}
Dagger (2) [2 lb] {2 gp}
Sling [0 lb] {free}
Bullets, Sling (10) [5 lb] {1 sp}
Amulet of Natural Armour +1 [0 lb] {2,000 gp}
Cloak of Resistance +1 [1 lb] {1,000 gp}
Ring of Protection +1 [0 lb] {2,000 gp}
Explorer’s Outfit [8 lb] {free}

Backpack [2 lb / 61.5 lb (incl. backpack)] {2 gp}
-- Bedroll [5 lb] {1 sp}
-- Blanket, Winter [3 lb] {5 sp}
-- Everburning Torch [1 lb] {110 gp}
-- Mirror, Small Steel [0.5 lb] {10 gp}
-- Money, wrapped in an old cloth (500 gp) [10 lb]
-- Rations, Trail (10 days) [5 lb] {5 gp}
-- Rope, Hemp (50 ft.) [10 lb] {1 gp}
-- Sack (2) [1 lb] {2 sp}
-- Tent [20 lb] {10 gp}
-- Waterskin [4 lb] {1 gp}

Pouch, Belt [0.5 lb / 4.08 lb (incl. pouch)] {1gp}
-- Flint & Steel [0 lb] {1 gp}
-- Potion of cure light wounds (10) [0 lb] {500 gp}
-- Money (121 gp, 8 cp) [2.58 lb]
-- Whetstone [1 lb] {2 cp}

Weight Carried: 115.58 lb (light load)

Carrying Capacity [22 Strength]
Light: 173 lb. or less; Medium: 174-346 lb.; Heavy: 347-520 lb.;
Lift (over head): 520 lb.; Lift (off ground): 1,040 lb.; Drag: 2,600 lb.

Money
621 gp, 8 cp

Appearance
Haedyn is a massive lowlander, heavily muscled though still quite agile, he is quite an intimidating figure...especially when he uses his height of seven feet to full effect. He keeps his black hair cropped fairly short, so as to fit under his helmet, and sports a neatly trimmed doorknocker style beard. Intense coal-black eyes look out from a face dominated by a crooked nose, that has obviously been broken more than once, and a jagged scar running down his left cheek. When not dressed for battle, which is seldom it seems, he wears typical utilitarian clothing...mostly in dull earth tones.

When garbed for battle however Haedyn wears a mithril shirt, which gleams where you can see it through the stains of battle. Over his right shoulder rests the head of a greataxe, which shows little battle damage, though he holds the haft as if it is an extension of his arm. Hanging down his broad back, beside his pack, is a well crafted maul...while on his belt he carries several daggers, a sling, and a pouch of lead bullets.

Personality
Haedyn’s deep gravelly voice and considered way of speaking, makes most people think he is far less intelligent than he truly his is, which suits him well enough. Believing the strong should protect the weak, Haedyn won’t abide bullies, and will as a rule step in and use his size and intimidating presence to drive them off. His warlike exterior though belies the man inside, as behind it all he’s still a simple farmer at heart, though now the Spirit drives him to see what he can accomplish with his life.

Background
Haedyn grew up in Kingsmarch, farming with his family near the great city of Avennar. Joining the armies of the Kingsmarch as soon as he was able, to defend those less able than he against the tiefling legions, he soon found himself under the instruction of Othir. A lowlander like himself with a connection to the Spirit, the much older Othir took the young Haedyn under his wing, teaching him what it meant to be one with the divine essence, and showing him how to survive and even flourish.

Fighting side by side in the armies of the Kingsmarch, the pair were a terror to their enemies on the battlefield. Using their Spirit granted skills to great advantage, they often avoided what appeared to be certain death, though the day finally came when even their abilities weren’t enough to save them both. Saddened by the loss of his friend, Haedyn felt as if he could still hear Othir from time to time as he fought, and often would feel as if he were right there beside him, fighting together as they always had. After days like that, Haedyn would often think about what it would be like to return to farming and family, though he knows he cannot do so until he has done all that he is able to do...

XP Log (started with 11,000 xp)
[/SBLOCK]
 

Into the Woods

Remove ads

Top