Rystil Arden
First Post
OK, so a while ago I randomly created 11 new (mostly) worlds, populated by 20-some new (kind of) races, who were memberes of 63 new (sort of) thematically appropriate classes that were whipped up starting with basic gestalts and adding some interesting tidbits to each (sometimes more than others). At the time, I thought I was crazy. "Who would want to actually play in this setting?" I asked. Later, I heard that there might actually be some interest in this setting. So now, I bring the question to you, "If I started a campaign in this setting about a month from now, would you want to play?" Here's the lowdown on the majour known worlds (please note-even if a class bears the same name as a non-core base class, it doesn't mean its the same; in fact it won't be the same):
Format is:
World [World adjective] (Main Political Unit [Unit Adjective]): Brief description
Races- List of main playable races
List of main playable classes
[SBLOCK]
Vanarca[Vanarcan] (Altania [Altanian]): Magocracy, all inhabitants have innate magickal abilities
Races- Altanian
Arcanist, Spellhunter, Spellsworn, Spellsword, Spellfrenzied, Spellguardian
Xarata[Xaratu] (Lara Kai [Larakese]): Oriental flavour, legendary martial arts
Races- Larakese
Ronin, Ninja, Sohei, Wu Jen, Martial Artist, Ascetic, Samurai
Tymadeau[Tymadish] (Rowain[Rowaini]): Medieval flavour, traditionalist
Races- Rowaini, Byblan
Knight, Troubadour, Jester, Witch, Swashbuckler, Sage
Rhapsodia[Rhapt] (Sonata[Sonatan]): World controlled by music and song
Races- Melodian, Harmonian
Soulsinger, Treesinger, Bladesinger, Oathsinger, Truthsinger, Spellsinger
Kanath[Kanather] (Eldiz[Eldish]): Cosmopolitan Urban Centre, home of the Organization
Races- Dolathi, Immigrants from other Worlds
Planeswalker, Alley Stalker, Bounty Hunter, Eldritch Infiltrator, Marksman, Urban Naturalist
Chuliit[Chuliiti] (Yharaz[Yharzu]): Jungle-covered prehistoric world
Races- Lacerta, Feldori
Totemist, Animist, Shaman, Wild Mage, Soulwarden
Scandaj[Scandajian] (Nardaln[Narlse]): Norse Viking-like setting with islands and longboats
Races- Narlseman, Nibelan, Tralg
Skald, Berserker, Raider, Wrathbringer, Mystic
Arris[Arrian] (Valthas[Valsian]): Desert world with a few lush oases
Races- Valsian, Mojiin
Dweamoreater, Preserver, Ecomancer, Avenger, Dragonlord
Amaranthia[Amaranthine] (Seelyne[Seelie]): Mystical fey realm populated solely by females
Races- Sidhe, Nymph[Naiad, Dryad, etc]
Classes- Siren, Amazon, Runemaiden. Swanmay, Votress, Enchantress, Nymph
Gyaros [Gyarive] (Praetorianus[Praetorian]): Imperial world with Roman flavour
Races- Praetor, Pleb
Gladiator, Centurion, Templar, Liberator, War Mage
Sancirce[Sancyric] (Putalis[Putal]): Superstitious world dominated by a strong church
Races- Sacra, Vildri
Zealot, Heretic, Inquisitor, Champion, Psalmist
[/SBLOCK]
Oh yeah, and did I mention that there's Spelljamming? Exploration of new worlds is more of the main focus than ship-to-ship combat, but I still have my old Spelljammer books somewhere if I need to dreg them out because the group decides to go find and take on a Witchlight Marauder or two
And as a teaser, quick info on the Altanian race and the Spellfrenzied class (don't blame me that my chart got all messy; it looks perfect in Notepad, honest!:
[SBLOCK]
Altanian:
+4 INT -2 WIS +4 CHA
Bonus Feat, Bonus Skill, Spellcasting Prodigy, Arcane Armour Proficiency
Type- Humanoid, reproduces as human
Society- Meritocratic magocracy, non-discriminatory except against those with no arcane power, whom they consider inferior
Hair colours (common to rare): shades of blue (dark to light), silver, Eye colours (common to rare): blue, lavender, silver, green
The Spellfrenzied
BAB Fort Ref Will Special Spells/Day Spells Known
+1 +2 +0 +2 Spell Frenzy 1/day 4/2 4/2
+2 +3 +0 +3 5/3 5/2
+3 +3 +1 +3 Spelltouched 5/4 5/3
+4 +4 +1 +4 Spell Frenzy 2/day 5/5/2 6/3/1
+5 +4 +1 +4 5/5/3 6/4/2
+6/+1 +5 +2 +5 5/5/4/2 7/4/2/1
+7/+2 +5 +2 +5 Spellstruck 5/5/5/3 7/5/3/2
+8/+3 +6 +2 +6 5/5/5/4/2 8/5/3/2/1
+9/+4 +6 +3 +6 Spell Frenzy 3/day 5/5/5/5/3 8/5/4/3/2
+10/+5 +7 +3 +7 Arcane Frenzy 5/5/5/5/4/2 9/5/4/3/2/1
+11/+6/+1 +7 +3 +7 Spellwarped 5/5/5/5/5/3 9/5/5/4/3/2
+12/+7/+2 +8 +4 +8 5/5/5/5/5/4/2 9/5/5/4/3/2/1
+13/+8/+3 +8 +4 +8 Spell Frenzy 4/day 5/5/5/5/5/5/3 9/5/5/4/4/3/2
+14/+9/+4 +9 +4 +9 Frenzied Resilience 5/5/5/5/5/5/4/2 9/5/5/4/4/3/2/1
+15/+10/+5 +9 +5 +9 Spelltwisted 5/5/5/5/5/5/5/3 9/5/5/4/4/4/3/2
+16/+11/+6/+1 +10 +5 +10 5/5/5/5/5/5/5/4/2 9/5/5/4/4/4/3/2/1
+17/+12/+7/+2 +10 +5 +10 Tireless Frenzy 5/5/5/5/5/5/5/5/3 9/5/5/4/4/4/3/3/2
+18/+13/+8/+3 +11 +6 +11 Spell Frenzy 5/day 5/5/5/5/5/5/5/5/4/2 9/5/5/4/4/4/3/3/2/1
+19/+14/+9/+4 +11 +6 +11 Spelltainted 5/5/5/5/5/5/5/5/5/3 9/5/5/4/4/4/3/3/3/2
+20/+15/+10/+5 +12 +6 +12 Eldritch Frenzy 5/5/5/5/5/5/5/5/5/5 9/5/5/4/4/4/3/3/3/3
Spellcasting: A Spellfrenzied casts her spells spontaneously from her list of Spells Known, with CHA as the relevant stat.
She can cast spells in light armour without any chance of Arcane Spell Failure.
Spell Frenzy: Whenever a Spellfrenzied makes a successful saving throw against a spell or resists it with Spell Resistance,
she can convert the spell energy into a Spell Frenzy. During a frenzy, the Spellfrenzied gains +4 Strength,
+2 dodge bonus to AC and Reflex saves, and the ability to make an extra attack at her highest attack bonus
if she takes a -2 penalty on all attack rolls. The Spell Frenzy lasts 1 round per spell level absorbed, plus three rounds thereafter.
She can continue to absorb spells during the Frenzy to extend it by making successful saving throws or Spell Resistance checks.
At the end of a Spell Frenzy, the Spellfrenzied is fatigued.
Arcane Frenzy: The bonuses of the frenzy increase to +6 and +3
Frenzied Resilience: While in the frenzy, the Spellfrenzied gains SR 10 + character level
Tireless Frenzy: The Spellfrenzied is no longer fatigued after a frenzy.
Eldritch Frenzy: The bonuses of the frenzy increase to +8 and +4
Spelltouched: Spellfrenzied sometimes gain strange abilities as a side effect of the twisted arcane energies playing inside them.
Choose from the following list-
False Pretenses- When you succeed on a save against a Charm or Compulsion spell, the caster believes you have failed, the mental link is
established, but you don't have to follow the commands.
Alternate Form- Choose one specific form that you could transform into using the Alter Self spell. Now you can transform yourself between
your natural form and this form as a Spell-like Ability
Life Leech- Each dying or stable creature within 30 feet of you loses 1 hp each round at the beginning of your turn. You gain the same amount,
and if you rise above your maximum, the excess becomes temporary hp that last for 10 minutes.
Stench of the Dead- You exude a carrion stench that causes any creature directly adjacent to you to need to make a Fortitude Save
DC 12 + CHA mod
Spellstruck: Choose a new ability from the Spelltouched list or one of the following-
Conductivity- Whenever you take damage from an electricity effect, you may send a line of electricity arcing at a single target within 30 feet.
The line deals damage equal to half the damage you took, DC 16 + CHA mod.
Controlled Immolation- Whenever you catch on fire you take no damage from the flames. If you are struck in melee combat, the attacker takes
1d6 damage, and your unarmed attacks also do 1d6 additional damage. The fire persists for 1d4 rounds unless something puts it out.
Photosynthetic Skin- Whenever you are in direct sunlight, you gain a +2 enhancement bonus to Natural Armour.
Spellwarped: Choose a new ability from the Spellstruck list, the Spelltouched list, or one of the following-
Eyes to the Sky- You automatically spot the sensor from scrying spells if it's within 40 feet of you.
Live My Nightmare- Anyone who successfully target the Spellfrenzied with a divination spell gets a glimpse of her twisted mind. This acts like
the Phantasmal Killer spell with DC 14 + CHA mod
Bladeproof Skin- You gain Damage Reduction 3/bludgeoning (so slashing and piercing effects all do 3 less damage to you). However, your skin
gives you an Armour Check penalty of -2 to all the skills normally adversely affected by armour.
Spelltwisted: Choose a new ability from any of the above lists, or one of the following-
Naturalized Denizen- The strange arcane energies coursing through you cause you to always count as native to a particular world or plane.
You can never be affected by Banishment or Dismissal, hedged out by "Protection from" spells, etc.
Polar Chill- As a standard action, you can make the ground icy in a 20-foot radius around you. Balance and Tumble check DCs increase by 5, and
movement in the area is halved. The ice remains for 1 minute unless something melts it.
Breadth of Knowledge- Random divination spells shoot around your brain, making you able to make all Knowledge checks as trained checks. If you
actually have a Knowledge skill, you get +1 to the check instead.
Omniscient Whispers- A constant, barely audible muttering echoes in your ears, beyond your comprehension. Once per week, you can tune into the
voices to get an answer to a question as the Commune spell. This leaves you exhausted, however.
Spellmaimed: Choose a new ability from any of the above lists, or one of the following-
Extradimensional Hitchhiker- Whenever anyone uses Teleport, Greater Teleport, Plane Shift, or Shadow Walk within 30 feet of you, you can come
along with them for the trip, although you won't know where you are going in advance. If you are the intended recipient of one these spells,
you get two rolls to check the accuracy of the transportation.
Ineluctable Echo- Whenever you are targeted by any Power Word spell or an Area of Effect sound-based spell such as Wail of the Banshee,
the caster hears their own spell and is also affected. This doesn't protect you, however.
Residual Rebound- If you roll a Natural 20 on a save against a targeted spell, it turns back on the caster.
[/SBLOCK]
Reply if interested, as it will require a good number of replies before I commit to making a game. Expect heavy Unearthed Arcana variants; they're what inspired this whole concept. And if you think you've seen those Spellfrenzied abilities before, you have
Oh, and if you're wondering if the name similarities are a coincidence, nope, the Valsian Dragonlords are so psion-sorcerers who can absorb life-energy to power their spells.
I welcome posts of "Rystil, you're a crazy fool. Why did you bother with this?" just as much as "Rystil, you stole my idea and I'm suing for intellectual property infringment!" or "Rystil, this is a great idea! Why didn't I think of it before?" or even "Rystil, why do you even post here; we don't like you."
Format is:
World [World adjective] (Main Political Unit [Unit Adjective]): Brief description
Races- List of main playable races
List of main playable classes
[SBLOCK]
Vanarca[Vanarcan] (Altania [Altanian]): Magocracy, all inhabitants have innate magickal abilities
Races- Altanian
Arcanist, Spellhunter, Spellsworn, Spellsword, Spellfrenzied, Spellguardian
Xarata[Xaratu] (Lara Kai [Larakese]): Oriental flavour, legendary martial arts
Races- Larakese
Ronin, Ninja, Sohei, Wu Jen, Martial Artist, Ascetic, Samurai
Tymadeau[Tymadish] (Rowain[Rowaini]): Medieval flavour, traditionalist
Races- Rowaini, Byblan
Knight, Troubadour, Jester, Witch, Swashbuckler, Sage
Rhapsodia[Rhapt] (Sonata[Sonatan]): World controlled by music and song
Races- Melodian, Harmonian
Soulsinger, Treesinger, Bladesinger, Oathsinger, Truthsinger, Spellsinger
Kanath[Kanather] (Eldiz[Eldish]): Cosmopolitan Urban Centre, home of the Organization
Races- Dolathi, Immigrants from other Worlds
Planeswalker, Alley Stalker, Bounty Hunter, Eldritch Infiltrator, Marksman, Urban Naturalist
Chuliit[Chuliiti] (Yharaz[Yharzu]): Jungle-covered prehistoric world
Races- Lacerta, Feldori
Totemist, Animist, Shaman, Wild Mage, Soulwarden
Scandaj[Scandajian] (Nardaln[Narlse]): Norse Viking-like setting with islands and longboats
Races- Narlseman, Nibelan, Tralg
Skald, Berserker, Raider, Wrathbringer, Mystic
Arris[Arrian] (Valthas[Valsian]): Desert world with a few lush oases
Races- Valsian, Mojiin
Dweamoreater, Preserver, Ecomancer, Avenger, Dragonlord
Amaranthia[Amaranthine] (Seelyne[Seelie]): Mystical fey realm populated solely by females
Races- Sidhe, Nymph[Naiad, Dryad, etc]
Classes- Siren, Amazon, Runemaiden. Swanmay, Votress, Enchantress, Nymph
Gyaros [Gyarive] (Praetorianus[Praetorian]): Imperial world with Roman flavour
Races- Praetor, Pleb
Gladiator, Centurion, Templar, Liberator, War Mage
Sancirce[Sancyric] (Putalis[Putal]): Superstitious world dominated by a strong church
Races- Sacra, Vildri
Zealot, Heretic, Inquisitor, Champion, Psalmist
[/SBLOCK]
Oh yeah, and did I mention that there's Spelljamming? Exploration of new worlds is more of the main focus than ship-to-ship combat, but I still have my old Spelljammer books somewhere if I need to dreg them out because the group decides to go find and take on a Witchlight Marauder or two

And as a teaser, quick info on the Altanian race and the Spellfrenzied class (don't blame me that my chart got all messy; it looks perfect in Notepad, honest!:
[SBLOCK]
Altanian:
+4 INT -2 WIS +4 CHA
Bonus Feat, Bonus Skill, Spellcasting Prodigy, Arcane Armour Proficiency
Type- Humanoid, reproduces as human
Society- Meritocratic magocracy, non-discriminatory except against those with no arcane power, whom they consider inferior
Hair colours (common to rare): shades of blue (dark to light), silver, Eye colours (common to rare): blue, lavender, silver, green
The Spellfrenzied
BAB Fort Ref Will Special Spells/Day Spells Known
+1 +2 +0 +2 Spell Frenzy 1/day 4/2 4/2
+2 +3 +0 +3 5/3 5/2
+3 +3 +1 +3 Spelltouched 5/4 5/3
+4 +4 +1 +4 Spell Frenzy 2/day 5/5/2 6/3/1
+5 +4 +1 +4 5/5/3 6/4/2
+6/+1 +5 +2 +5 5/5/4/2 7/4/2/1
+7/+2 +5 +2 +5 Spellstruck 5/5/5/3 7/5/3/2
+8/+3 +6 +2 +6 5/5/5/4/2 8/5/3/2/1
+9/+4 +6 +3 +6 Spell Frenzy 3/day 5/5/5/5/3 8/5/4/3/2
+10/+5 +7 +3 +7 Arcane Frenzy 5/5/5/5/4/2 9/5/4/3/2/1
+11/+6/+1 +7 +3 +7 Spellwarped 5/5/5/5/5/3 9/5/5/4/3/2
+12/+7/+2 +8 +4 +8 5/5/5/5/5/4/2 9/5/5/4/3/2/1
+13/+8/+3 +8 +4 +8 Spell Frenzy 4/day 5/5/5/5/5/5/3 9/5/5/4/4/3/2
+14/+9/+4 +9 +4 +9 Frenzied Resilience 5/5/5/5/5/5/4/2 9/5/5/4/4/3/2/1
+15/+10/+5 +9 +5 +9 Spelltwisted 5/5/5/5/5/5/5/3 9/5/5/4/4/4/3/2
+16/+11/+6/+1 +10 +5 +10 5/5/5/5/5/5/5/4/2 9/5/5/4/4/4/3/2/1
+17/+12/+7/+2 +10 +5 +10 Tireless Frenzy 5/5/5/5/5/5/5/5/3 9/5/5/4/4/4/3/3/2
+18/+13/+8/+3 +11 +6 +11 Spell Frenzy 5/day 5/5/5/5/5/5/5/5/4/2 9/5/5/4/4/4/3/3/2/1
+19/+14/+9/+4 +11 +6 +11 Spelltainted 5/5/5/5/5/5/5/5/5/3 9/5/5/4/4/4/3/3/3/2
+20/+15/+10/+5 +12 +6 +12 Eldritch Frenzy 5/5/5/5/5/5/5/5/5/5 9/5/5/4/4/4/3/3/3/3
Spellcasting: A Spellfrenzied casts her spells spontaneously from her list of Spells Known, with CHA as the relevant stat.
She can cast spells in light armour without any chance of Arcane Spell Failure.
Spell Frenzy: Whenever a Spellfrenzied makes a successful saving throw against a spell or resists it with Spell Resistance,
she can convert the spell energy into a Spell Frenzy. During a frenzy, the Spellfrenzied gains +4 Strength,
+2 dodge bonus to AC and Reflex saves, and the ability to make an extra attack at her highest attack bonus
if she takes a -2 penalty on all attack rolls. The Spell Frenzy lasts 1 round per spell level absorbed, plus three rounds thereafter.
She can continue to absorb spells during the Frenzy to extend it by making successful saving throws or Spell Resistance checks.
At the end of a Spell Frenzy, the Spellfrenzied is fatigued.
Arcane Frenzy: The bonuses of the frenzy increase to +6 and +3
Frenzied Resilience: While in the frenzy, the Spellfrenzied gains SR 10 + character level
Tireless Frenzy: The Spellfrenzied is no longer fatigued after a frenzy.
Eldritch Frenzy: The bonuses of the frenzy increase to +8 and +4
Spelltouched: Spellfrenzied sometimes gain strange abilities as a side effect of the twisted arcane energies playing inside them.
Choose from the following list-
False Pretenses- When you succeed on a save against a Charm or Compulsion spell, the caster believes you have failed, the mental link is
established, but you don't have to follow the commands.
Alternate Form- Choose one specific form that you could transform into using the Alter Self spell. Now you can transform yourself between
your natural form and this form as a Spell-like Ability
Life Leech- Each dying or stable creature within 30 feet of you loses 1 hp each round at the beginning of your turn. You gain the same amount,
and if you rise above your maximum, the excess becomes temporary hp that last for 10 minutes.
Stench of the Dead- You exude a carrion stench that causes any creature directly adjacent to you to need to make a Fortitude Save
DC 12 + CHA mod
Spellstruck: Choose a new ability from the Spelltouched list or one of the following-
Conductivity- Whenever you take damage from an electricity effect, you may send a line of electricity arcing at a single target within 30 feet.
The line deals damage equal to half the damage you took, DC 16 + CHA mod.
Controlled Immolation- Whenever you catch on fire you take no damage from the flames. If you are struck in melee combat, the attacker takes
1d6 damage, and your unarmed attacks also do 1d6 additional damage. The fire persists for 1d4 rounds unless something puts it out.
Photosynthetic Skin- Whenever you are in direct sunlight, you gain a +2 enhancement bonus to Natural Armour.
Spellwarped: Choose a new ability from the Spellstruck list, the Spelltouched list, or one of the following-
Eyes to the Sky- You automatically spot the sensor from scrying spells if it's within 40 feet of you.
Live My Nightmare- Anyone who successfully target the Spellfrenzied with a divination spell gets a glimpse of her twisted mind. This acts like
the Phantasmal Killer spell with DC 14 + CHA mod
Bladeproof Skin- You gain Damage Reduction 3/bludgeoning (so slashing and piercing effects all do 3 less damage to you). However, your skin
gives you an Armour Check penalty of -2 to all the skills normally adversely affected by armour.
Spelltwisted: Choose a new ability from any of the above lists, or one of the following-
Naturalized Denizen- The strange arcane energies coursing through you cause you to always count as native to a particular world or plane.
You can never be affected by Banishment or Dismissal, hedged out by "Protection from" spells, etc.
Polar Chill- As a standard action, you can make the ground icy in a 20-foot radius around you. Balance and Tumble check DCs increase by 5, and
movement in the area is halved. The ice remains for 1 minute unless something melts it.
Breadth of Knowledge- Random divination spells shoot around your brain, making you able to make all Knowledge checks as trained checks. If you
actually have a Knowledge skill, you get +1 to the check instead.
Omniscient Whispers- A constant, barely audible muttering echoes in your ears, beyond your comprehension. Once per week, you can tune into the
voices to get an answer to a question as the Commune spell. This leaves you exhausted, however.
Spellmaimed: Choose a new ability from any of the above lists, or one of the following-
Extradimensional Hitchhiker- Whenever anyone uses Teleport, Greater Teleport, Plane Shift, or Shadow Walk within 30 feet of you, you can come
along with them for the trip, although you won't know where you are going in advance. If you are the intended recipient of one these spells,
you get two rolls to check the accuracy of the transportation.
Ineluctable Echo- Whenever you are targeted by any Power Word spell or an Area of Effect sound-based spell such as Wail of the Banshee,
the caster hears their own spell and is also affected. This doesn't protect you, however.
Residual Rebound- If you roll a Natural 20 on a save against a targeted spell, it turns back on the caster.
[/SBLOCK]
Reply if interested, as it will require a good number of replies before I commit to making a game. Expect heavy Unearthed Arcana variants; they're what inspired this whole concept. And if you think you've seen those Spellfrenzied abilities before, you have

I welcome posts of "Rystil, you're a crazy fool. Why did you bother with this?" just as much as "Rystil, you stole my idea and I'm suing for intellectual property infringment!" or "Rystil, this is a great idea! Why didn't I think of it before?" or even "Rystil, why do you even post here; we don't like you."
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