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<blockquote data-quote="Elodan" data-source="post: 2815965" data-attributes="member: 8006"><p><strong>You got Arcana Evolved in my Faerun</strong></p><p></p><p>I mix D&D and Arcana Evolved in my FR. We've just started the Age of Worms and it takes place in the spring of the Year of Lightning storms (DR 1374). All the previous canon has happened. Future changes may or may not happen depending on how they fit with my "Realmsvision." Major NPCs like Elmister and Khelben will generally never interact with the PCs as there is plenty of other evils out there to keep them busy. For some mysterious reason, the gods have pulled away from the direct interaction with their worshippers that they have done in the past. May be related to what happened to Lolth. I'm debating on killing off a large amount of the human gods and having their aspects absorbed by the 20 - 30 remaining deities (this will be related to the Age of Worms somehow).</p><p></p><p></p><p>Here's some of what I did to merge the two systems.</p><p></p><p>Classes:</p><p>Use all the AE classes (greenbond, mageblade, warmain, etc.) except the Akashic.</p><p>Monte's bard from the Complete Book of Eldrich might (also found in the BoEM II)</p><p>Barbarian, Fighter, Rogue and Scout from standard D&D.</p><p>Some of the changes to the classes I made are that the Oathsworn are monks who have sworn an Oath to uphold the values of their monastic order. As anyone can find traps in AE, the trapfinding ability gives +2 to search check for traps and you must have 2 ranks in Knowledge (magic) to find magical traps.</p><p></p><p>Races:</p><p>Use all the races from the Player's Guide to Faerun. Pulled from AE are the Faen (been hiding in the deep woods of the world, have recently come out of hiding to help stop the Age of Worms, an ancient prophecy of their race); Giants, or the Hu-Charad as they prefer to be called (a portal opened and deposited an entire city of them in the North. This happened at the exact time the city of Shade returned. They have become a part of the Silver Marches); Litorians (always existed, off-shoots of the wemic people); Mojh (process discoved by the Cult of the Dragon. They have changed entire villages of people without their consent. I have people looking to change back to humans as well as those trying to become more like dragons by transferring into Mojh); and finally the Runechild template (Runes have a natural fit in the Realms and Runechildren started appearing not too long after the time of troubles).</p><p></p><p>Feats:</p><p>I break feats down into the categories of General, Talent, Regional, Ceremonial and Item creation. Can take one talent or regional feat (unless you are unbound, they you can take an additional talent). Summon familiar and turn undead are ceremonial feats.</p><p>To become a cleric you take the Priest feat which grants you the domain power and access to the domain spells for that domain. Any class can become a priest but only spellcasters ger the domaon spells. Domain spells are considered always readied. You pick a domain from your patron diety's list at 1st, 5th, 11th and 18th levels.</p><p></p><p>Other changes:</p><p>I use only the AE spell system as well as truenames and hero points. I also use the AE weapon sizing rules (like 3.0).</p><p></p><p>For mundane item creation I took the rules presented in the Game Mechanic article found in Knights of the Dinner Table #107 by Mark L. Chance and for magic item creation I use the AE item creation feats (Create Spell Completion Item, Create Constant Item, etc.)</p></blockquote><p></p>
[QUOTE="Elodan, post: 2815965, member: 8006"] [b]You got Arcana Evolved in my Faerun[/b] I mix D&D and Arcana Evolved in my FR. We've just started the Age of Worms and it takes place in the spring of the Year of Lightning storms (DR 1374). All the previous canon has happened. Future changes may or may not happen depending on how they fit with my "Realmsvision." Major NPCs like Elmister and Khelben will generally never interact with the PCs as there is plenty of other evils out there to keep them busy. For some mysterious reason, the gods have pulled away from the direct interaction with their worshippers that they have done in the past. May be related to what happened to Lolth. I'm debating on killing off a large amount of the human gods and having their aspects absorbed by the 20 - 30 remaining deities (this will be related to the Age of Worms somehow). Here's some of what I did to merge the two systems. Classes: Use all the AE classes (greenbond, mageblade, warmain, etc.) except the Akashic. Monte's bard from the Complete Book of Eldrich might (also found in the BoEM II) Barbarian, Fighter, Rogue and Scout from standard D&D. Some of the changes to the classes I made are that the Oathsworn are monks who have sworn an Oath to uphold the values of their monastic order. As anyone can find traps in AE, the trapfinding ability gives +2 to search check for traps and you must have 2 ranks in Knowledge (magic) to find magical traps. Races: Use all the races from the Player's Guide to Faerun. Pulled from AE are the Faen (been hiding in the deep woods of the world, have recently come out of hiding to help stop the Age of Worms, an ancient prophecy of their race); Giants, or the Hu-Charad as they prefer to be called (a portal opened and deposited an entire city of them in the North. This happened at the exact time the city of Shade returned. They have become a part of the Silver Marches); Litorians (always existed, off-shoots of the wemic people); Mojh (process discoved by the Cult of the Dragon. They have changed entire villages of people without their consent. I have people looking to change back to humans as well as those trying to become more like dragons by transferring into Mojh); and finally the Runechild template (Runes have a natural fit in the Realms and Runechildren started appearing not too long after the time of troubles). Feats: I break feats down into the categories of General, Talent, Regional, Ceremonial and Item creation. Can take one talent or regional feat (unless you are unbound, they you can take an additional talent). Summon familiar and turn undead are ceremonial feats. To become a cleric you take the Priest feat which grants you the domain power and access to the domain spells for that domain. Any class can become a priest but only spellcasters ger the domaon spells. Domain spells are considered always readied. You pick a domain from your patron diety's list at 1st, 5th, 11th and 18th levels. Other changes: I use only the AE spell system as well as truenames and hero points. I also use the AE weapon sizing rules (like 3.0). For mundane item creation I took the rules presented in the Game Mechanic article found in Knights of the Dinner Table #107 by Mark L. Chance and for magic item creation I use the AE item creation feats (Create Spell Completion Item, Create Constant Item, etc.) [/QUOTE]
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