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[ONE SPACE] Windswept Wastes -- A d20 Homebrew
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<blockquote data-quote="Mordane76" data-source="post: 1135856" data-attributes="member: 7172"><p>I know there are a lot of (Changes) and (Homebrew) material there.</p><p></p><p>The Beginning of that INFORMATION! I'll post larger files when I get home -- I'm at work right now, doing this in between bouts of completing our payroll... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Humans -- remain mostly unchanged, but there are regions of humans similar to those in WoT, which allow access to certain regional feats. This will be a file unto itself.</p><p></p><p></p><p>Gunjai Elven -- a breed of wild jungle elves. Their people are generally very territorial, curt... occasionally brutal.</p><p></p><p></p><p>Faelun Elven -- a more classic elf, the Faelun lost much in the cataclysm when magic failed. Originally powerful wizards and druids, the Faelun have begun working on a new front... a very "primitive" form of bio-technology...</p><p></p><p></p><p>Quith -- Lump indescribable curiosity, sticky fingers, and a rather mischevious and sometimes mean attitude into the body of an apparent human child, and you'll have a Quith. Quith generally are considered thieves out of hand; unlike the mischevious fae of legend, Quith are also rarely playful or kind. Most are hardened travelers, with a knack for pissing people off (which they enjoy), and a general fearlessness.</p><p></p><p></p><p>Dwarf -- Dwarves were always the masters of stone and earth, and it wasn't long after the cataclysm that they become the masters of steam as well. Dwarves and Humans have always been on the fore-front of technology, and remain there because of their flexibility and tenacity. Dwarves have some changes from the standard PHB Dwarf.</p><p></p><p></p><p>Ulath -- the First, the Undying. The Ulath are the original ancient people of Devro, blessed (or cursed) with immortality by whatever feat of nature. Unfortunately, they are a scattered race, with no lands of their own, no real culture of their own, and while age might not end their time, accidents, disease, and murder has slowly eaten into their numbers.</p><p></p><p></p><p>Tulaire -- the original empire-builders of this land before the cataclysm, the Tulaire lost almost everything when magic failed. Native outsiders to this world, the Tulaire originally came to Devro from some unknown place many thousands of years ago, possessing the ability to bend reality in Devro to will. Now -- much, if not all, of that talent is gone, and hence, so is their stranglehold on this world. What little area they still possess faces slow encroachment everyday by neighbors, and with their bizarre allergy to most metals, the Tulaire have little recourse left to fight their enemies.</p><p></p><p></p><p>Ophid -- The lithe, snake-like people of the southern island, the Ophid have long practiced a tradition of meditation and physical perfection. They suffered the least in the cataclysm, and still retain much of their original culture and political structure from the time before.</p><p></p><p></p><p></p><p>Changes to RANGER:</p><ul> <li data-xf-list-type="ul">Rangers receive a d10 HD.</li> <li data-xf-list-type="ul">Rangers no longer receive spells.</li> <li data-xf-list-type="ul">Rangers uses his level, not 1/2 his level, for figuring animal companions.</li> </ul><p></p><p></p><p>Changes to EXPERT:</p><ul> <li data-xf-list-type="ul">Experts receive a d8 HD</li> <li data-xf-list-type="ul">Experts must select at least half of their class skills as Craft or Knowledge skills.</li> <li data-xf-list-type="ul">Experts select 15 skills as class skills, instead of 10.</li> <li data-xf-list-type="ul">Experts receive Skill Mastery (as per Rogue) at 8th level</li> <li data-xf-list-type="ul">Experts select Favored Skills, which work like a Ranger's Favored Enemy, which are selected at 5th, 10th, 15th, and 20th level.</li> </ul><p></p><p>More changes to come!</p></blockquote><p></p>
[QUOTE="Mordane76, post: 1135856, member: 7172"] I know there are a lot of (Changes) and (Homebrew) material there. The Beginning of that INFORMATION! I'll post larger files when I get home -- I'm at work right now, doing this in between bouts of completing our payroll... :) Humans -- remain mostly unchanged, but there are regions of humans similar to those in WoT, which allow access to certain regional feats. This will be a file unto itself. Gunjai Elven -- a breed of wild jungle elves. Their people are generally very territorial, curt... occasionally brutal. Faelun Elven -- a more classic elf, the Faelun lost much in the cataclysm when magic failed. Originally powerful wizards and druids, the Faelun have begun working on a new front... a very "primitive" form of bio-technology... Quith -- Lump indescribable curiosity, sticky fingers, and a rather mischevious and sometimes mean attitude into the body of an apparent human child, and you'll have a Quith. Quith generally are considered thieves out of hand; unlike the mischevious fae of legend, Quith are also rarely playful or kind. Most are hardened travelers, with a knack for pissing people off (which they enjoy), and a general fearlessness. Dwarf -- Dwarves were always the masters of stone and earth, and it wasn't long after the cataclysm that they become the masters of steam as well. Dwarves and Humans have always been on the fore-front of technology, and remain there because of their flexibility and tenacity. Dwarves have some changes from the standard PHB Dwarf. Ulath -- the First, the Undying. The Ulath are the original ancient people of Devro, blessed (or cursed) with immortality by whatever feat of nature. Unfortunately, they are a scattered race, with no lands of their own, no real culture of their own, and while age might not end their time, accidents, disease, and murder has slowly eaten into their numbers. Tulaire -- the original empire-builders of this land before the cataclysm, the Tulaire lost almost everything when magic failed. Native outsiders to this world, the Tulaire originally came to Devro from some unknown place many thousands of years ago, possessing the ability to bend reality in Devro to will. Now -- much, if not all, of that talent is gone, and hence, so is their stranglehold on this world. What little area they still possess faces slow encroachment everyday by neighbors, and with their bizarre allergy to most metals, the Tulaire have little recourse left to fight their enemies. Ophid -- The lithe, snake-like people of the southern island, the Ophid have long practiced a tradition of meditation and physical perfection. They suffered the least in the cataclysm, and still retain much of their original culture and political structure from the time before. Changes to RANGER: [list] [*]Rangers receive a d10 HD. [*]Rangers no longer receive spells. [*]Rangers uses his level, not 1/2 his level, for figuring animal companions. [/list] Changes to EXPERT: [list] [*]Experts receive a d8 HD [*]Experts must select at least half of their class skills as Craft or Knowledge skills. [*]Experts select 15 skills as class skills, instead of 10. [*]Experts receive Skill Mastery (as per Rogue) at 8th level [*]Experts select Favored Skills, which work like a Ranger's Favored Enemy, which are selected at 5th, 10th, 15th, and 20th level. [/list] More changes to come! [/QUOTE]
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[ONE SPACE] Windswept Wastes -- A d20 Homebrew
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