Creamsteak
Explorer
Background
Taking place on the medieval fantasy world of Archon, A force known as the "Tempest" has invaded with fantastic weapons and magics that have never been seen before (Tech and Psionics). With thier fantastic airships and dominating power, they have forced the surface races of the planet to submit to their will. In addition, prophets of the vagrants and nomads that have escaped from the encroaching hoards preach about the costs of allowing the "Tempest" to unseal the ancient gods, called the great old ones, who were thrown out of Archon before any of the modern races existed. Between the evil that is the "Tempest", the prophesized "Great Old Ones", and the encroaching cold of the one hundred year long winter (a natural weather pattern that cycles every two thousand years), many of the "Surface" races have been vanquished or reduced to wild barbarians.
The only real resistance is the Underdark, the races of Elves and Dwarves, of the dreaded Illithidkind and Beholderkind, and of the fiersome chromatic dragons and Slarecian ancients that have managed to repulse the "Tempest" for the time being. Although they share an enemy with the surface races, they care little if at all for anything beyond their own waring factions. Though they hold the most impenetrable defense, the planet itself, it is only a matter of time before their disunity allows the "Tempest" to overwhelm them.
Heroes in this setting come from the small groups of surface dwellers that have survived the primary invasion of the "Tempest" and it's armies. Now that the "Tempest" is to bring it's full force down on the races of the underdark, it leaves certain opportunities for the Surface races to strike back against their common enemies.
Character Creation Guidelines
Player Count: Exactly 6
Ability Scores: 32 Point Buy
Starting Level: 3rd
Hit Dice: First two maximized, all other rolled in chatroom.
Starting Gold: Each character has 4000gp, group has 24,000 gp in "group funds", and DM has 24,000 gp to assign for the party.
Races: Humans, Wild Elves/Wood Elves (one species), Half-Elves, Mountain Dwarves, Halflings, Orcs, Half-Orcs, and Goblins. Special rules detailed below are in effect.
Classes: All core 3.5 PHB classes, no prestige classes.
Feats: By approval (listed below).
Skills: All core 3.5 PHB Skills, except Treat Injury replaces Heal as a skill. Also, the following Knowledge skills are added to the general list, "Psionics, Technology, Mythos", and the skill Psychic Focus (which act as Psicraft as well for all intents and purposes).
Action Points: From D20 Modern.
Special rules: First off, these characters are going to be quite experimental. I'm combining features from 3.5, Arcanna Unearthed's Racial Levels, and D20 Moderns classes. Here is how it is broken down:
Hit Dice: D&D Classes
Base Attack Bonus: D&D Classes
Base Save Bonus: D&D Classes
Class Features: D&D Classes
Skills: D&D Classes
Defense Bonus: D20 Modern Class
Talents: D20 Modern Class (At D20 Modern Progression)
Bonus Feats: All characters also gain bonus feats from their D20 Modern "Hero Type".
Racial Special Features: All normal benefits and penalties, plus those features given to racial levels in the Arcanna Unearthed Racial Levels Document, except Half-Orc, Orc, and Goblin racial levels. Those are listed below. Obviously characters only gain the benefits of abilities like "Adaptive Learning", not hit dice, base attack bonus, saving throws, or spells per day. They do gain the benefit of their ability score increase.
Orcs use the Half-Orc chain of abilities, minus divided Ancestry. Half-Orcs gain Monstrous Mien, Adaptive Learning, and a +2 bonus to strength (in addition to their normal +2 bonus). Goblins gain a +4 bonus to hiding in natural darkness (Dark Cunning), Trap Sense +1, and a +2 bonus to dexterity.
Here is an example character:
Human Fighter (Strong Hero) 3
Hit Dice: 3d10+6 (31 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 13 (+2 Class, +1 Dex)
Attacks: +3 Base Attack Bonus +5 Strength
Damage: 2d6+9 (with Greatsword, Melee Smash)
Racial Features: Bonus Feats (2), Bonus Skill Points (3+Level), Adaptive Learning (Spot)
Class Features: Bonus Feats (2)
Talents: Improved Melee Smash
Saves: +5 Fort, +1 Ref, -1 Will
Abilities: Str 20, Dex 13, Con 14, Int 13, Wis 8, Cha 8
Skills: (Fill em' in yourself)
Feats: Power Attack, Sunder, Cleave, Dodge, Mobility
Compiled List of Approved Feats
ACROBATIC [GENERAL]
ADVANCED COMBAT MARTIAL ARTS [MODERN]
ADVANCED FIREARMS PROFICIENCY [MODERN]
AGILE [GENERAL]
AGILE RIPOSTE [MODERN]
ALERTNESS [GENERAL]
ANIMAL AFFINITY [GENERAL]
ARMOR PROFICIENCY (HEAVY) [GENERAL]
ARMOR PROFICIENCY (LIGHT) [GENERAL]
ARMOR PROFICIENCY (MEDIUM) [GENERAL]
ATHLETIC [GENERAL]
AUGMENT SUMMONING [GENERAL]
BIOFEEDBACK TRANCE [CTHULHU]
BLIND-FIGHT [GENERAL]
BRAWL [MODERN]
BREW POTION [ITEM CREATION]
BURST FIRE [MODERN]
CLEAVE [GENERAL]
COMBAT CASTING [GENERAL]
COMBAT EXPERTISE [GENERAL]
COMBAT MARTIAL ARTS [MODERN]
COMBAT REFLEXES [GENERAL]
COMBAT THROW [MODERN]
CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]
CRAFT ROD [ITEM CREATION]
CRAFT STAFF [ITEM CREATION]
CRAFT WAND [ITEM CREATION]
CRAFT WONDROUS ITEM [ITEM CREATION]
DEAD AIM [MODERN]
DECEITFUL [GENERAL]
DEFENSIVE MARTIAL ARTS [MODERN]
DEFLECT ARROWS [GENERAL]
DEFT HANDS [GENERAL]
DIEHARD [GENERAL]
DILIGENT [GENERAL]
DODGE [GENERAL]
DOUBLE TAP [MODERN]
DOWSING [CTHULHU]
ELUSIVE TARGET[MODERN]
EMPOWER SPELL [METAMAGIC]
ENDURANCE [GENERAL]
ENLARGE SPELL [METAMAGIC]
ESCHEW MATERIALS [GENERAL]
EXOTIC FIREARMS PROFICIENCY [MODERN]
EXOTIC WEAPON PROFICIENCY [GENERAL]
EXTEND SPELL [METAMAGIC]
EXTRA TURNING [GENERAL]
FAR SHOT [GENERAL]
FORGE RING [ITEM CREATION]
GREAT CLEAVE [GENERAL]
GREAT FORTITUDE [GENERAL]
GREATER SPELL FOCUS [GENERAL]
GREATER SPELL PENETRATION [GENERAL]
GREATER TWO-WEAPON FIGHTING [GENERAL]
GREATER WEAPON FOCUS [GENERAL]
GREATER WEAPON SPECIALIZATION [GENERAL]
HEIGHTEN SPELL [METAMAGIC]
HEROIC SURGE [MODERN]
IMPROVED BRAWL [MODERN]
IMPROVED BULL RUSH [GENERAL]
IMPROVED COMBAT MARTIAL ARTS [MODERN]
IMPROVED COMBAT THROW [MODERN]
IMPROVED COUNTERSPELL [GENERAL]
IMPROVED CRITICAL [GENERAL]
IMPROVED DISARM [GENERAL]
IMPROVED FEINT [GENERAL]
IMPROVED GRAPPLE [GENERAL]
IMPROVED INITIATIVE [GENERAL]
IMPROVED OVERRUN [GENERAL]
IMPROVED PRECISE SHOT [GENERAL]
IMPROVED SHIELD BASH [GENERAL]
IMPROVED SUNDER [GENERAL]
IMPROVED TRIP [GENERAL]
IMPROVED TURNING [GENERAL]
IMPROVED TWO-WEAPON FIGHTING [GENERAL]
IMPROVED UNARMED STRIKE [GENERAL]
INVESTIGATOR [GENERAL]
IRON WILL [GENERAL]
LIGHTNING REFLEXES [GENERAL]
MAGICAL APTITUDE [GENERAL]
MANYSHOT [GENERAL]
MARTIAL WEAPON PROFICIENCY [GENERAL]
MAXIMIZE SPELL [METAMAGIC]
MIND READING [CTHULHU]
MIND PROBE [CTHULHU]
MOBILITY [GENERAL]
MOUNTED ARCHERY [GENERAL]
MOUNTED COMBAT [GENERAL]
NATURAL SPELL [GENERAL]
NEGOTIATOR [GENERAL]
NIMBLE FINGERS [GENERAL]
PERSONAL FIREARMS PROFICIENCY [MODERN]
PERSUASIVE [GENERAL]
POINT BLANK SHOT [GENERAL]
POWER ATTACK [GENERAL]
PRECISE SHOT [GENERAL]
PSYCHOKINESIS [CTHULHU]
PSYCHOMETRY [CTHULHU]
QUICK DRAW [GENERAL]
QUICKEN SPELL [METAMAGIC]
RAPID RELOAD [GENERAL]
RAPID SHOT [GENERAL]
REMOTE VIEWING [CTHULHU]
RIDE-BY ATTACK [GENERAL]
RUN [GENERAL]
SCRIBE SCROLL [ITEM CREATION]
SECOND SIGHT [CTHULHU]
SELF-SUFFICIENT [GENERAL]
SENSITIVE [CTHULHU]
SHIELD PROFICIENCY [GENERAL]
SHOT ON THE RUN [GENERAL]
SILENT SPELL [METAMAGIC]
SIMPLE WEAPON PROFICIENCY [GENERAL]
SKILL FOCUS [GENERAL]
SNATCH ARROWS [GENERAL]
SPELL FOCUS [GENERAL]
SPELL MASTERY [SPECIAL]
SPELL PENETRATION [GENERAL]
SPIRITED CHARGE [GENERAL]
SPRING ATTACK [GENERAL]
STEALTHY [GENERAL]
STILL SPELL [METAMAGIC]
STRAFE [MODERN]
STREETFIGHTING [MODERN]
STUNNING FIST [GENERAL]
SURGERY [MODERN]
TELEPATHY [CTHULHU]
TOUGHNESS [GENERAL]
TOWER SHIELD PROFICIENCY [GENERAL]
TRACK [GENERAL]
TWO-WEAPON DEFENSE [GENERAL]
TWO-WEAPON FIGHTING [GENERAL]
WEAPON FINESSE [GENERAL]
WEAPON FOCUS [GENERAL]
WEAPON SPECIALIZATION [GENERAL]
WHIRLWIND ATTACK [GENERAL]
WIDEN SPELL [METAMAGIC]
The following weapons are Exotic Firearms:
Light plasma cannon (oversized)*
Personal rocket launcher
Laser gatling (oversized)*
*Oversized weapons require 1 minute to be set into a stationary mount, and cannot be used by a medium sized character otherwise.
Cthulhu Feats
These feats, with the exception of telepathy, do not affect races from the world of Archon. Rather, they can be used against the foriegn "Tempest" legions, especially their psionic soldiers and creations, and to detect the presence of the "Great Old Ones". So a character cannot use their "Remote Viewing" ability to locate a Drow Shaman, but a Tempest Psion would be able to be located.
Taking place on the medieval fantasy world of Archon, A force known as the "Tempest" has invaded with fantastic weapons and magics that have never been seen before (Tech and Psionics). With thier fantastic airships and dominating power, they have forced the surface races of the planet to submit to their will. In addition, prophets of the vagrants and nomads that have escaped from the encroaching hoards preach about the costs of allowing the "Tempest" to unseal the ancient gods, called the great old ones, who were thrown out of Archon before any of the modern races existed. Between the evil that is the "Tempest", the prophesized "Great Old Ones", and the encroaching cold of the one hundred year long winter (a natural weather pattern that cycles every two thousand years), many of the "Surface" races have been vanquished or reduced to wild barbarians.
The only real resistance is the Underdark, the races of Elves and Dwarves, of the dreaded Illithidkind and Beholderkind, and of the fiersome chromatic dragons and Slarecian ancients that have managed to repulse the "Tempest" for the time being. Although they share an enemy with the surface races, they care little if at all for anything beyond their own waring factions. Though they hold the most impenetrable defense, the planet itself, it is only a matter of time before their disunity allows the "Tempest" to overwhelm them.
Heroes in this setting come from the small groups of surface dwellers that have survived the primary invasion of the "Tempest" and it's armies. Now that the "Tempest" is to bring it's full force down on the races of the underdark, it leaves certain opportunities for the Surface races to strike back against their common enemies.
Character Creation Guidelines
Player Count: Exactly 6
Ability Scores: 32 Point Buy
Starting Level: 3rd
Hit Dice: First two maximized, all other rolled in chatroom.
Starting Gold: Each character has 4000gp, group has 24,000 gp in "group funds", and DM has 24,000 gp to assign for the party.
Races: Humans, Wild Elves/Wood Elves (one species), Half-Elves, Mountain Dwarves, Halflings, Orcs, Half-Orcs, and Goblins. Special rules detailed below are in effect.
Classes: All core 3.5 PHB classes, no prestige classes.
Feats: By approval (listed below).
Skills: All core 3.5 PHB Skills, except Treat Injury replaces Heal as a skill. Also, the following Knowledge skills are added to the general list, "Psionics, Technology, Mythos", and the skill Psychic Focus (which act as Psicraft as well for all intents and purposes).
Action Points: From D20 Modern.
Special rules: First off, these characters are going to be quite experimental. I'm combining features from 3.5, Arcanna Unearthed's Racial Levels, and D20 Moderns classes. Here is how it is broken down:
Hit Dice: D&D Classes
Base Attack Bonus: D&D Classes
Base Save Bonus: D&D Classes
Class Features: D&D Classes
Skills: D&D Classes
Defense Bonus: D20 Modern Class
Talents: D20 Modern Class (At D20 Modern Progression)
Bonus Feats: All characters also gain bonus feats from their D20 Modern "Hero Type".
Racial Special Features: All normal benefits and penalties, plus those features given to racial levels in the Arcanna Unearthed Racial Levels Document, except Half-Orc, Orc, and Goblin racial levels. Those are listed below. Obviously characters only gain the benefits of abilities like "Adaptive Learning", not hit dice, base attack bonus, saving throws, or spells per day. They do gain the benefit of their ability score increase.
Orcs use the Half-Orc chain of abilities, minus divided Ancestry. Half-Orcs gain Monstrous Mien, Adaptive Learning, and a +2 bonus to strength (in addition to their normal +2 bonus). Goblins gain a +4 bonus to hiding in natural darkness (Dark Cunning), Trap Sense +1, and a +2 bonus to dexterity.
Here is an example character:
Human Fighter (Strong Hero) 3
Hit Dice: 3d10+6 (31 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 13 (+2 Class, +1 Dex)
Attacks: +3 Base Attack Bonus +5 Strength
Damage: 2d6+9 (with Greatsword, Melee Smash)
Racial Features: Bonus Feats (2), Bonus Skill Points (3+Level), Adaptive Learning (Spot)
Class Features: Bonus Feats (2)
Talents: Improved Melee Smash
Saves: +5 Fort, +1 Ref, -1 Will
Abilities: Str 20, Dex 13, Con 14, Int 13, Wis 8, Cha 8
Skills: (Fill em' in yourself)
Feats: Power Attack, Sunder, Cleave, Dodge, Mobility
Compiled List of Approved Feats
ACROBATIC [GENERAL]
ADVANCED COMBAT MARTIAL ARTS [MODERN]
ADVANCED FIREARMS PROFICIENCY [MODERN]
AGILE [GENERAL]
AGILE RIPOSTE [MODERN]
ALERTNESS [GENERAL]
ANIMAL AFFINITY [GENERAL]
ARMOR PROFICIENCY (HEAVY) [GENERAL]
ARMOR PROFICIENCY (LIGHT) [GENERAL]
ARMOR PROFICIENCY (MEDIUM) [GENERAL]
ATHLETIC [GENERAL]
AUGMENT SUMMONING [GENERAL]
BIOFEEDBACK TRANCE [CTHULHU]
BLIND-FIGHT [GENERAL]
BRAWL [MODERN]
BREW POTION [ITEM CREATION]
BURST FIRE [MODERN]
CLEAVE [GENERAL]
COMBAT CASTING [GENERAL]
COMBAT EXPERTISE [GENERAL]
COMBAT MARTIAL ARTS [MODERN]
COMBAT REFLEXES [GENERAL]
COMBAT THROW [MODERN]
CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]
CRAFT ROD [ITEM CREATION]
CRAFT STAFF [ITEM CREATION]
CRAFT WAND [ITEM CREATION]
CRAFT WONDROUS ITEM [ITEM CREATION]
DEAD AIM [MODERN]
DECEITFUL [GENERAL]
DEFENSIVE MARTIAL ARTS [MODERN]
DEFLECT ARROWS [GENERAL]
DEFT HANDS [GENERAL]
DIEHARD [GENERAL]
DILIGENT [GENERAL]
DODGE [GENERAL]
DOUBLE TAP [MODERN]
DOWSING [CTHULHU]
ELUSIVE TARGET[MODERN]
EMPOWER SPELL [METAMAGIC]
ENDURANCE [GENERAL]
ENLARGE SPELL [METAMAGIC]
ESCHEW MATERIALS [GENERAL]
EXOTIC FIREARMS PROFICIENCY [MODERN]
EXOTIC WEAPON PROFICIENCY [GENERAL]
EXTEND SPELL [METAMAGIC]
EXTRA TURNING [GENERAL]
FAR SHOT [GENERAL]
FORGE RING [ITEM CREATION]
GREAT CLEAVE [GENERAL]
GREAT FORTITUDE [GENERAL]
GREATER SPELL FOCUS [GENERAL]
GREATER SPELL PENETRATION [GENERAL]
GREATER TWO-WEAPON FIGHTING [GENERAL]
GREATER WEAPON FOCUS [GENERAL]
GREATER WEAPON SPECIALIZATION [GENERAL]
HEIGHTEN SPELL [METAMAGIC]
HEROIC SURGE [MODERN]
IMPROVED BRAWL [MODERN]
IMPROVED BULL RUSH [GENERAL]
IMPROVED COMBAT MARTIAL ARTS [MODERN]
IMPROVED COMBAT THROW [MODERN]
IMPROVED COUNTERSPELL [GENERAL]
IMPROVED CRITICAL [GENERAL]
IMPROVED DISARM [GENERAL]
IMPROVED FEINT [GENERAL]
IMPROVED GRAPPLE [GENERAL]
IMPROVED INITIATIVE [GENERAL]
IMPROVED OVERRUN [GENERAL]
IMPROVED PRECISE SHOT [GENERAL]
IMPROVED SHIELD BASH [GENERAL]
IMPROVED SUNDER [GENERAL]
IMPROVED TRIP [GENERAL]
IMPROVED TURNING [GENERAL]
IMPROVED TWO-WEAPON FIGHTING [GENERAL]
IMPROVED UNARMED STRIKE [GENERAL]
INVESTIGATOR [GENERAL]
IRON WILL [GENERAL]
LIGHTNING REFLEXES [GENERAL]
MAGICAL APTITUDE [GENERAL]
MANYSHOT [GENERAL]
MARTIAL WEAPON PROFICIENCY [GENERAL]
MAXIMIZE SPELL [METAMAGIC]
MIND READING [CTHULHU]
MIND PROBE [CTHULHU]
MOBILITY [GENERAL]
MOUNTED ARCHERY [GENERAL]
MOUNTED COMBAT [GENERAL]
NATURAL SPELL [GENERAL]
NEGOTIATOR [GENERAL]
NIMBLE FINGERS [GENERAL]
PERSONAL FIREARMS PROFICIENCY [MODERN]
PERSUASIVE [GENERAL]
POINT BLANK SHOT [GENERAL]
POWER ATTACK [GENERAL]
PRECISE SHOT [GENERAL]
PSYCHOKINESIS [CTHULHU]
PSYCHOMETRY [CTHULHU]
QUICK DRAW [GENERAL]
QUICKEN SPELL [METAMAGIC]
RAPID RELOAD [GENERAL]
RAPID SHOT [GENERAL]
REMOTE VIEWING [CTHULHU]
RIDE-BY ATTACK [GENERAL]
RUN [GENERAL]
SCRIBE SCROLL [ITEM CREATION]
SECOND SIGHT [CTHULHU]
SELF-SUFFICIENT [GENERAL]
SENSITIVE [CTHULHU]
SHIELD PROFICIENCY [GENERAL]
SHOT ON THE RUN [GENERAL]
SILENT SPELL [METAMAGIC]
SIMPLE WEAPON PROFICIENCY [GENERAL]
SKILL FOCUS [GENERAL]
SNATCH ARROWS [GENERAL]
SPELL FOCUS [GENERAL]
SPELL MASTERY [SPECIAL]
SPELL PENETRATION [GENERAL]
SPIRITED CHARGE [GENERAL]
SPRING ATTACK [GENERAL]
STEALTHY [GENERAL]
STILL SPELL [METAMAGIC]
STRAFE [MODERN]
STREETFIGHTING [MODERN]
STUNNING FIST [GENERAL]
SURGERY [MODERN]
TELEPATHY [CTHULHU]
TOUGHNESS [GENERAL]
TOWER SHIELD PROFICIENCY [GENERAL]
TRACK [GENERAL]
TWO-WEAPON DEFENSE [GENERAL]
TWO-WEAPON FIGHTING [GENERAL]
WEAPON FINESSE [GENERAL]
WEAPON FOCUS [GENERAL]
WEAPON SPECIALIZATION [GENERAL]
WHIRLWIND ATTACK [GENERAL]
WIDEN SPELL [METAMAGIC]
Code:
[size=3]
[b][u]Tempest Teach Weapons[/u][/b]
[b]Personal Arms Damage Crit Type Range Firing Mag Size Weight[/b]
Laser burner 2d6 20/x2 Laser 10 ft. S 2 cell Tiny 1 lb.
Laser pistol 2d6 20/x2 Laser 30 ft. S 10 Cell Small 3 lb.
Laser blaster 2d6 20/x2 Laser 30 ft. S,A 20 cell Med 3 lb.
H-laser pistol 2d8 20/x2 Laser 40 ft. S 10 cell Med 4 lb.
Laser carbine 2d6 20/x2 Laser 50 ft. S,A 30 cell Large 7 lb.
Plasma rifle 2d8 20/x2 Plasma 75 ft. S,A 30 cell Large 8 lb.
Sniper rifle 2d12 20/x2 Plasma 125 ft. S 10 cell Huge 35 lb.
[b]Exotic Arms Damage Crit Type Range Firing Mag Size Weight[/b]
L-plas cannon 2d12 20/x2 Plasma 110 ft. A 200 LC Huge 75 lb.
Rocket launcher 10d6 - - 150 ft. 1 Single Large 10 lb.
Laser gatling 2d8 20/x2 Laser 100 ft. A 300 LC Huge 22 lb.
[/size]
The following weapons are Exotic Firearms:
Light plasma cannon (oversized)*
Personal rocket launcher
Laser gatling (oversized)*
*Oversized weapons require 1 minute to be set into a stationary mount, and cannot be used by a medium sized character otherwise.
Cthulhu Feats
These feats, with the exception of telepathy, do not affect races from the world of Archon. Rather, they can be used against the foriegn "Tempest" legions, especially their psionic soldiers and creations, and to detect the presence of the "Great Old Ones". So a character cannot use their "Remote Viewing" ability to locate a Drow Shaman, but a Tempest Psion would be able to be located.
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