Lurker 2.0
First Post
As the title might suggest, this is a campaign world entirely of my own devising that I'd like to give a shot at.
Brief personal background: I ran one short-lived Planescape PbP game a couple years ago. I've been doing IRL games for the last ten years. I've been doing AIM games with friends for the last two years, and made some of my best work at it, so I figured I'd give another textual medium a shot.
Now, onto the gritty details:
-General Note: Normal races, rules, etc, use a number of things from splatbooks; if you don't have said book but are interested in using said rules/etc, contact me. Information will be provided or alternatives will be arranged.
Starting Level 3 (Arrangements can be made for races with higher ECLs)
Creation using Point-Buy, 32 points. Starting gear 2,700 gp, no more than 1000 gp on any one given item. Acceptable Sources: Anything published by WotC. Variant Rules: Weapon Use (file here , thank you DanMcS for an imaginitive system), Defense Bonus and Armor as DR (Unearthed Arcana pg. 109-112), Recharge Magic (UA p. 157-162).
The Setting: Megacivilized, in a word. Some measure of urbanization (or at least suburbanization) covers 95% of the world, and has for over a century. Political intrigue is huge, urban survival is difficult, and the key theme is the struggle between the powerful forces of collectivism and order and the outnumbered but powerful rebels of freedom and chaos (economic system metaphors may drag themselves in). Most authority figures are at least weakly evil (extremely selfish).
Races:
Standard races are changed.
Humans: Lose bonus Feat, gain +2 to any ability score. Place in World: the negotiators and go-betweens, a Human is the High King, but it's mainly a figurehead post.
Halflings: New ability mods: +2 Dex, +2 Str, -2 Int, -2 Cha. Lose thrown weapon bonus, racial skill bonuses, and saving throw bonus, gain +6 racial Intimidate and Power Attack as bonus feat, Powerful Build (Medium); Favored Class: Fighter. PiW: Enforcers for the more prolific races, typically low-ranking thugs.
Gnomes: lose goblin attack bonuses, giant ac bonuses, racial bonus to Craft (Alchemy); gain +2 Sense Motive, Bluff, Perform (All). Whisper Gnomes and Chaos Gnomes from Races of Stone are also found. PiW: standard Gnomes ("Blink Gnomes") are almost always bards, forming cabals dedicated to manipulation of one power or another. Whisper Gnomes tend to be Bard/Assassins, while Chaos Gnomes are typically freedom anarchists.
Dwarves: +2 Con, -2 Dex, +2 Int, -2 Cha. Lose Stonecunning, orc attack bonus, giant AC bonus; gain +4 Diplomacy, +2 Intimidate, any one 1st/0th level Sor/Wiz Conjuration spell-like ability 1/day. PiW: heads of industry, running goblin-worked sweatshops and with an iron (pun alert) grip over mining.
Elves: -2 Con, +2 Int. lose racial weapon proficiencies, gain Spell Focus (Transmutation) and Spell Focus (Abjuration). Variant: Star Elves. -2 Con, +2 Cha. gain Spell Focus (Evocation) and (Conjuration) instead of others. PiW: Masters of the arcane in all its forms, they long ago severed their ties to nature.
Half-Elves: no change. PiW: even more outcast than usual, it is a rare half-elf who isn't a poverty-striken loner.
Half-Orcs: +2 Str, -2 Dex. PiW: clumsy but not brutish, common enforcers for High Orcs (see below)
**Races from Planar Handbook*
Mephlings: stats unchanged. PiW: varies widely.
Neraphim: stats unchanged, appearance more humanoid, less slaadi; resemble redskinned humanoids for the most part. PiW: assassins and thieves, typically.
Shadowswyfts: stats unchanged, world name "Nytborn". PiW: ranges from self-serving thieves to insane serial killers.
**New Races**
Orcis Nobilis, a.k.a. High Orcs: +2 Str, +2 Con, +2 Int, -2 Dex. +2 Diplomacy and Intimidate. Darkvision 30 ft. Automatic Proficiency in Longsword and Longbow (Normal & Composite). PiW: the Orcish empire is fused in many degrees with the "human" empire, united under the same High King, but Orcs still tend to clan together and compete economically against other races. Their wizards are highly competitive with Elven wizards.
Troll: Monster Class, 6 levels (3 HD, +3 LA). by the end, they have +6 Str, +4 Dex, +4 Con, +2 Wis; Fast Healing 5; +6 racial Listen and Spot; Scent, +2 Natural Armor. PiW: powerful warriors, often heads of their own crime kingdoms, also commonly legitimate bodyguards.
Brief personal background: I ran one short-lived Planescape PbP game a couple years ago. I've been doing IRL games for the last ten years. I've been doing AIM games with friends for the last two years, and made some of my best work at it, so I figured I'd give another textual medium a shot.
Now, onto the gritty details:
-General Note: Normal races, rules, etc, use a number of things from splatbooks; if you don't have said book but are interested in using said rules/etc, contact me. Information will be provided or alternatives will be arranged.
Starting Level 3 (Arrangements can be made for races with higher ECLs)
Creation using Point-Buy, 32 points. Starting gear 2,700 gp, no more than 1000 gp on any one given item. Acceptable Sources: Anything published by WotC. Variant Rules: Weapon Use (file here , thank you DanMcS for an imaginitive system), Defense Bonus and Armor as DR (Unearthed Arcana pg. 109-112), Recharge Magic (UA p. 157-162).
The Setting: Megacivilized, in a word. Some measure of urbanization (or at least suburbanization) covers 95% of the world, and has for over a century. Political intrigue is huge, urban survival is difficult, and the key theme is the struggle between the powerful forces of collectivism and order and the outnumbered but powerful rebels of freedom and chaos (economic system metaphors may drag themselves in). Most authority figures are at least weakly evil (extremely selfish).
Races:
Standard races are changed.
Humans: Lose bonus Feat, gain +2 to any ability score. Place in World: the negotiators and go-betweens, a Human is the High King, but it's mainly a figurehead post.
Halflings: New ability mods: +2 Dex, +2 Str, -2 Int, -2 Cha. Lose thrown weapon bonus, racial skill bonuses, and saving throw bonus, gain +6 racial Intimidate and Power Attack as bonus feat, Powerful Build (Medium); Favored Class: Fighter. PiW: Enforcers for the more prolific races, typically low-ranking thugs.
Gnomes: lose goblin attack bonuses, giant ac bonuses, racial bonus to Craft (Alchemy); gain +2 Sense Motive, Bluff, Perform (All). Whisper Gnomes and Chaos Gnomes from Races of Stone are also found. PiW: standard Gnomes ("Blink Gnomes") are almost always bards, forming cabals dedicated to manipulation of one power or another. Whisper Gnomes tend to be Bard/Assassins, while Chaos Gnomes are typically freedom anarchists.
Dwarves: +2 Con, -2 Dex, +2 Int, -2 Cha. Lose Stonecunning, orc attack bonus, giant AC bonus; gain +4 Diplomacy, +2 Intimidate, any one 1st/0th level Sor/Wiz Conjuration spell-like ability 1/day. PiW: heads of industry, running goblin-worked sweatshops and with an iron (pun alert) grip over mining.
Elves: -2 Con, +2 Int. lose racial weapon proficiencies, gain Spell Focus (Transmutation) and Spell Focus (Abjuration). Variant: Star Elves. -2 Con, +2 Cha. gain Spell Focus (Evocation) and (Conjuration) instead of others. PiW: Masters of the arcane in all its forms, they long ago severed their ties to nature.
Half-Elves: no change. PiW: even more outcast than usual, it is a rare half-elf who isn't a poverty-striken loner.
Half-Orcs: +2 Str, -2 Dex. PiW: clumsy but not brutish, common enforcers for High Orcs (see below)
**Races from Planar Handbook*
Mephlings: stats unchanged. PiW: varies widely.
Neraphim: stats unchanged, appearance more humanoid, less slaadi; resemble redskinned humanoids for the most part. PiW: assassins and thieves, typically.
Shadowswyfts: stats unchanged, world name "Nytborn". PiW: ranges from self-serving thieves to insane serial killers.
**New Races**
Orcis Nobilis, a.k.a. High Orcs: +2 Str, +2 Con, +2 Int, -2 Dex. +2 Diplomacy and Intimidate. Darkvision 30 ft. Automatic Proficiency in Longsword and Longbow (Normal & Composite). PiW: the Orcish empire is fused in many degrees with the "human" empire, united under the same High King, but Orcs still tend to clan together and compete economically against other races. Their wizards are highly competitive with Elven wizards.
Troll: Monster Class, 6 levels (3 HD, +3 LA). by the end, they have +6 Str, +4 Dex, +4 Con, +2 Wis; Fast Healing 5; +6 racial Listen and Spot; Scent, +2 Natural Armor. PiW: powerful warriors, often heads of their own crime kingdoms, also commonly legitimate bodyguards.
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