Dungeons and Dragons + D20 Modern + Arcana Unearthed Hybrid Game (Full)

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]

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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Are all three books/SRDs (AU, d20Mod, D&D) required to play?

What's the setting? What will the actual campaign be about?
 
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Throws his hat in, even though there aren't any Lizardfolk or Gnomes :(

As I understand it, CS, it is D&D but with the Def values and Talent trees from modern and the racial levels from AU?

Those little bits wouldn't behard for someone to cut/paste for those not owning them.

I like the group money idea, seeing as 3rd level is just right for a Wizard to make potions.

I was thinking of a group game like this, with the old Anime-Formula of 5 characters (The Leader, the Maverick, the Big Guy, the Girl and the Kid).
 

An original concept, if ever I saw one :) Count me in CS. Just one thing: I don't have Arcana Unearthed. Is that going to be a problem?
 

Creamsteak said:
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.
This link doesn't seem to be working. I think it's because Monte's shifted the article over to the archive section of his site. I think this is now the correct address: http://www.montecook.com/arch_stuff48.html

EDIT: Found a direct link to the .pdf: http://www.montecook.com/images/Racial_levels.pdf
 
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Dirigible said:
Are all three books/SRDs (AU, d20Mod, D&D) required to play?
Dirigible said:
What's the setting? What will the actual campaign be about?

You don't need the books to play, because the information from AU is in the link, and the d20 modern/dnd stuff is all in the srds.

Jarval said:
This link doesn't seem to be working. I think it's because Monte's shifted the article over to the archive section of his site. I think this is now the correct address:
Jarval said:
Yep, I missed an S when I typed the URL.

I'm going to employ a standard situational adventure to begin with, which will introduce the setting and create initial challenges, that once they have been confronted will allow more and more freedom...
 
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I've updated the majority of the information related to the character creation. Note that I've added Action Points, and listed a number of feats from Call of Cthulhu D20. Feats with [Cthulhu] as a descriptor do not work when used on the native inhabitants of Aiur, with the exception of Telepathy. So you cannot attempt to use your Remote Viewing ability against a Drow priestess, but you could use it to track down a particular Tempest Psion.

Also, I am allowing characters to take personal firearms proficiency and exotic firearms proficiency under the caveat that players cannot choose these kinds of equipment for their starting packages. Note, however, that the DM has a certain amount of wealth to spend just for such kinds of "salvage" from previous events.

The following weapons are Personal Firearms:
Laser burner
Laser pistol
Laser blaster
Heavy laser pistol
Commando carbine
Plasma rifle
Sniper rifle (oversized)*

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.
 
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Hmm...

I'm torn between a paladin of nature concept ("Smite the machines!"), or a goblin scavenger concept ("Their tools aren't evil - if we could use them, we might have a chance...").

Regardless of which one I go with, though, you can count me in. :)

Also... what class system are we using? DnD? Modern? I'm a little confused on this point...
 

If you look carefully above, we are using DnD classes, but you also get to choose a D20 modern "type" for your character. The "type" gives you talents and an AC bonus. So, for example, you could have a Fighter (Fast Hero), so you could gain some Fast Hero benefits to go with your usual fighter abilities, and you also have an exceptional AC.
 

Creamsteak said:
If you look carefully above, we are using DnD classes, but you also get to choose a D20 modern "type" for your character. The "type" gives you talents and an AC bonus. So, for example, you could have a Fighter (Fast Hero), so you could gain some Fast Hero benefits to go with your usual fighter abilities, and you also have an exceptional AC.

Whoa... neat. Little awkward, but neat. :)

So, can you change your type at each new level? Or do you pick a type, and stick with it?
 
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