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Empire of the Petal Throne PbP: Tome of Wonderous Deeds (Rules and OOC)
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<blockquote data-quote="trilobite" data-source="post: 1486355" data-attributes="member: 15531"><p><strong>Rules and Character Generation</strong></p><p></p><p> I will be using D&D 3.5 rules with the Generic Classes in Unearth Arcana (pages 76-79) with a few house rules thrown. </p><p></p><p>Classes:</p><p></p><p>New Bonus Feats:</p><p>Unarmed Damage (per monk) [a]</p><p>Flurry of Blows (per monk) [a]</p><p>AC Bonus (per monk) [a]</p><p>Still Mind (per monk) [a]</p><p>Slow Fall (per monk) [a]</p><p>Damage Reduction 1/0 (per barbarian. Perquisite: Base Fort Save of +3 or greater. Can purchase addition levels of Damage reduction at +6, +9, and +12 Base Fort Save.)</p><p>Lore (per Bardic Knowledge) </p><p>Inspire Courage +1 (per bardic inspire courage with no perform perquisite. Lasts 5 rounds. Usable 1 + Charisma Bonus times per day. It is an inspirational and leadership based ability. May be picked again for a +2 bonus at 10th or greater level)</p><p>Aura of Courage (per paladin)</p><p></p><p> [a] These can be used to represent training in Dedaratl, the martial art of the temple of Thumis or Hu’on, the martial art of the temple of Ksarul. </p><p></p><p></p><p>Changes to Bonus Feats:</p><p>Smite Evil is now either Smite Stability or Smite Change. </p><p>Call Familiar is only available to Shamans.</p><p>Only priests of Belkhanu or Qon can Turn Undead.</p><p>Only priests of Ksarul, Gurganu, Sarku, or Durritlamish can Rebuke Undead.</p><p></p><p>There are several different types of spell casters though. Priests, Sorcerers, and Mages use Intelligence to determine DC, Bonus Spells, and maximum level of spells that they can cast. </p><p></p><p>Priests</p><p>Not all priests are spell casters though the different temples are the major source of magical teaching and thought. Administrative, Scholar, Warrior, and Lay Priests are just a few types of Priest. Priest spell casters can learn and cast spells from the wizard/sorcerer and cleric spell lists. Though certain spells are only available to different Temples. These Temple spells are jealously guarded secrets and a non-priest knowing or casting a Temple spell from a different cult risks a quick and painful death. </p><p></p><p>Sorcerers and Mages</p><p>These are spell casters who work for a Clan or a Legion. They can cast spells from the Cleric or Sorcerer/Wizard lists that are not Temple Spells. They cannot have familiars.</p><p></p><p>Shamans</p><p>The "barbarian" peoples outside of the Five Empires do not have the temples to each spell-casting. Instead, they use a master-apprentice system, and their magic is more</p><p>nature-oriented. Shamans thus use different spell lists than peoples from the Five Empires. Shamans may be either Clerics or Wizards. However, there are big problems using Shaman PCs. Unless they return to their distant homes each time they go up a level,</p><p>they will find it difficult to be trained in their next spell, and if they choose to join a temple to learn magic, they will stop learning Shaman magic.</p><p>They can cast spells from the Druid and/or Sorcerer/Wizard lists. They cannot learn Temple Spells normally. They can have familiars. They use Wisdom as their primary stat for spell casting. </p><p></p><p>Spell Casters require a hour of trance and mediation each day to beable to cast their spells. If they are interupted during this time they must start over completely. </p><p></p><p>New Feats:</p><p></p><p>New Feats</p><p></p><p>Magic Damper [General Feat]</p><p></p><p>This feat may be taken only by Humans, Ahoygga, Shen, and Swamp Folk. No spell can be cast within 5 feet of the possessor of this feat (though magic will affect them normally).</p><p></p><p>Requirements: The character cannot be a spell caster (nor can he ever become a spell caster).</p><p></p><p>Spell [General Feat]</p><p></p><p>This feat allows a non-spell caster to know and cast a single spell. It may be cast once per day at the level of the character. The level of the spell cannot be higher than a Spell Caster of the characters level could normally cast. Normal intellience requirements for casting the spell apply. </p><p></p><p>Requirements: The character cannot be a spell caster (If he/she gains levels in Spell Caster then the spell becomes a extra spell known to the character. He can still cast it once a day until he/she can cast it normally per the Spell Caster Class.)</p><p></p><p>The follow feats are not available to characters. </p><p>Brew Potion</p><p>Craft Ring</p><p>Craft Wand</p><p>Craft Staff</p><p></p><p>There are magic scrolls. They aren't written in any "magic" language, although there is no guarantee that the holder will be able to understand the language it is written in! (So there is no Read Magic Spell) Priests of Ksarul and Sarku each have their own secret languages known only to high level priests of their temple; all of the worshippers of stability have a single, similar language. There are also many foreign languages, and ancient languages, too. Magic books are also commonly written in these strange and little-known tongues</p><p></p><p>I am still working on the Temple Spell Lists. For now all 1st level spells are available. I will post a list Temple Spells in the near future. </p><p></p><p></p><p>Character Generation</p><p></p><p>Players will start with 1st level characters. Stat generation will use the following array: 17, 15, 14, 13, 12, 10.</p><p>Hit points will be max at first level. You will roll for your own hit points after that. </p><p></p><p>Gold pieces are called Kaitars, and they are physically small and light enough that you can carry plenty of them. (They are abbreviated as "K", rather than G.P.) There are 20 silver Hlash to the Kaitar, and 20 copper Qirgal to the Hlash. For large sums, people carry "letters of credit"; letters of financial support from the clan. You can imagine a letter to be the equivalent of a bank passbook drawn on the clan's account, but the clan limits the amount each letter of credit is worth.</p><p></p><p>Characters start with 100 Kairtars in coins and credit. </p><p></p><p>Arms and Armor:</p><p>With the rareness of iron, most weapons and armor are made of the cured hide of the Chlén. It is treated to a produce the hardness of bronze. Instead of changing all the stats of weapons and armor, I am adding the following. </p><p></p><p>Steel piercing and slashing weapons are automatically +1 to hit and +1 damage even without enchantment. Excellent steel piercing and slashing weapons are +2 to hit and +2 damage without enchantment. Any enchantments are added on to this base. Bludgeon weapons don't get this bonus. If a steel bludgeon weapon is enchanted, only the enchantment bonus is added: there is never any bonus added to bludgeon weapons merely</p><p>for being made of steel. The bonus of masterwork weapons is added on top of these bonuses. The cost of steal weapons is x 20 that of a normal weapon. Excellent steel weapons are x 100 normal cost. Characters cannot start the game with steel weapons or armor. </p><p></p><p>Steel armor is +2 to AC. Excellent Steel Armor is +4 AC. Spell Failure is +10% to all steel armor due to the disruptive properties of metal to magic. Steel Armor is x 20 cost. Excellent Steel Armor is x 100 cost. </p><p></p><p>Alignment:</p><p></p><p>Stability and Change only. These are related to D&D's Lawful and Chaotic alignments, but not exactly. Change is just as organized as Stability. Stability believes the individual should work for the betterment of society, so that all benefit. Change believes socieity exists to serve the individual. So for the purposes of spell-casting, consider Stability as Lawfull and Change as Choatic. There are no Good or Evil type spells or subtypes. </p><p></p><p>It is important to realize that the Tsolyani do not care about Good and Evil so much as they do about "Noble Action." Noble action refers to being true to one's beliefs, and striving to fulfill them. A priest of Vimuhla who sacrifices a victim on his fiery altar is acting just as nobly as a priest of Thumis who lays flowers on his altar.</p><p></p><p></p><p></p><p>Next.......Races</p></blockquote><p></p>
[QUOTE="trilobite, post: 1486355, member: 15531"] [B]Rules and Character Generation[/B] I will be using D&D 3.5 rules with the Generic Classes in Unearth Arcana (pages 76-79) with a few house rules thrown. Classes: New Bonus Feats: Unarmed Damage (per monk) [a] Flurry of Blows (per monk) [a] AC Bonus (per monk) [a] Still Mind (per monk) [a] Slow Fall (per monk) [a] Damage Reduction 1/0 (per barbarian. Perquisite: Base Fort Save of +3 or greater. Can purchase addition levels of Damage reduction at +6, +9, and +12 Base Fort Save.) Lore (per Bardic Knowledge) Inspire Courage +1 (per bardic inspire courage with no perform perquisite. Lasts 5 rounds. Usable 1 + Charisma Bonus times per day. It is an inspirational and leadership based ability. May be picked again for a +2 bonus at 10th or greater level) Aura of Courage (per paladin) [a] These can be used to represent training in Dedaratl, the martial art of the temple of Thumis or Hu’on, the martial art of the temple of Ksarul. Changes to Bonus Feats: Smite Evil is now either Smite Stability or Smite Change. Call Familiar is only available to Shamans. Only priests of Belkhanu or Qon can Turn Undead. Only priests of Ksarul, Gurganu, Sarku, or Durritlamish can Rebuke Undead. There are several different types of spell casters though. Priests, Sorcerers, and Mages use Intelligence to determine DC, Bonus Spells, and maximum level of spells that they can cast. Priests Not all priests are spell casters though the different temples are the major source of magical teaching and thought. Administrative, Scholar, Warrior, and Lay Priests are just a few types of Priest. Priest spell casters can learn and cast spells from the wizard/sorcerer and cleric spell lists. Though certain spells are only available to different Temples. These Temple spells are jealously guarded secrets and a non-priest knowing or casting a Temple spell from a different cult risks a quick and painful death. Sorcerers and Mages These are spell casters who work for a Clan or a Legion. They can cast spells from the Cleric or Sorcerer/Wizard lists that are not Temple Spells. They cannot have familiars. Shamans The "barbarian" peoples outside of the Five Empires do not have the temples to each spell-casting. Instead, they use a master-apprentice system, and their magic is more nature-oriented. Shamans thus use different spell lists than peoples from the Five Empires. Shamans may be either Clerics or Wizards. However, there are big problems using Shaman PCs. Unless they return to their distant homes each time they go up a level, they will find it difficult to be trained in their next spell, and if they choose to join a temple to learn magic, they will stop learning Shaman magic. They can cast spells from the Druid and/or Sorcerer/Wizard lists. They cannot learn Temple Spells normally. They can have familiars. They use Wisdom as their primary stat for spell casting. Spell Casters require a hour of trance and mediation each day to beable to cast their spells. If they are interupted during this time they must start over completely. New Feats: New Feats Magic Damper [General Feat] This feat may be taken only by Humans, Ahoygga, Shen, and Swamp Folk. No spell can be cast within 5 feet of the possessor of this feat (though magic will affect them normally). Requirements: The character cannot be a spell caster (nor can he ever become a spell caster). Spell [General Feat] This feat allows a non-spell caster to know and cast a single spell. It may be cast once per day at the level of the character. The level of the spell cannot be higher than a Spell Caster of the characters level could normally cast. Normal intellience requirements for casting the spell apply. Requirements: The character cannot be a spell caster (If he/she gains levels in Spell Caster then the spell becomes a extra spell known to the character. He can still cast it once a day until he/she can cast it normally per the Spell Caster Class.) The follow feats are not available to characters. Brew Potion Craft Ring Craft Wand Craft Staff There are magic scrolls. They aren't written in any "magic" language, although there is no guarantee that the holder will be able to understand the language it is written in! (So there is no Read Magic Spell) Priests of Ksarul and Sarku each have their own secret languages known only to high level priests of their temple; all of the worshippers of stability have a single, similar language. There are also many foreign languages, and ancient languages, too. Magic books are also commonly written in these strange and little-known tongues I am still working on the Temple Spell Lists. For now all 1st level spells are available. I will post a list Temple Spells in the near future. Character Generation Players will start with 1st level characters. Stat generation will use the following array: 17, 15, 14, 13, 12, 10. Hit points will be max at first level. You will roll for your own hit points after that. Gold pieces are called Kaitars, and they are physically small and light enough that you can carry plenty of them. (They are abbreviated as "K", rather than G.P.) There are 20 silver Hlash to the Kaitar, and 20 copper Qirgal to the Hlash. For large sums, people carry "letters of credit"; letters of financial support from the clan. You can imagine a letter to be the equivalent of a bank passbook drawn on the clan's account, but the clan limits the amount each letter of credit is worth. Characters start with 100 Kairtars in coins and credit. Arms and Armor: With the rareness of iron, most weapons and armor are made of the cured hide of the Chlén. It is treated to a produce the hardness of bronze. Instead of changing all the stats of weapons and armor, I am adding the following. Steel piercing and slashing weapons are automatically +1 to hit and +1 damage even without enchantment. Excellent steel piercing and slashing weapons are +2 to hit and +2 damage without enchantment. Any enchantments are added on to this base. Bludgeon weapons don't get this bonus. If a steel bludgeon weapon is enchanted, only the enchantment bonus is added: there is never any bonus added to bludgeon weapons merely for being made of steel. The bonus of masterwork weapons is added on top of these bonuses. The cost of steal weapons is x 20 that of a normal weapon. Excellent steel weapons are x 100 normal cost. Characters cannot start the game with steel weapons or armor. Steel armor is +2 to AC. Excellent Steel Armor is +4 AC. Spell Failure is +10% to all steel armor due to the disruptive properties of metal to magic. Steel Armor is x 20 cost. Excellent Steel Armor is x 100 cost. Alignment: Stability and Change only. These are related to D&D's Lawful and Chaotic alignments, but not exactly. Change is just as organized as Stability. Stability believes the individual should work for the betterment of society, so that all benefit. Change believes socieity exists to serve the individual. So for the purposes of spell-casting, consider Stability as Lawfull and Change as Choatic. There are no Good or Evil type spells or subtypes. It is important to realize that the Tsolyani do not care about Good and Evil so much as they do about "Noble Action." Noble action refers to being true to one's beliefs, and striving to fulfill them. A priest of Vimuhla who sacrifices a victim on his fiery altar is acting just as nobly as a priest of Thumis who lays flowers on his altar. Next.......Races [/QUOTE]
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Empire of the Petal Throne PbP: Tome of Wonderous Deeds (Rules and OOC)
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