"Standard" Races From My Homebrew

HeavenShallBurn

First Post
Lots of people have homebrew campaign settings but over time mine has mutated in play and out until it wasn't really D&D anymore with all the variants tacked on by both me and my players. Since last year I've been working on codifying everything and getting it presentable because I want to release it as a free OGL setting. Unfortunately time has caught up with me and I'm about to go back to college again which will really cut down on my time. So I figured I'd begin putting some of the bits and pieces up here. If you remember the dwarven cold war thread that was part of this setting.

The races are not "balanced" against anything. There power level varies quite a bit from one to the other but generally they were designed to be comparable to the Base classes. Each racial hit dice should be about equal to the power of a PC class. ECL equals HD there is no LA. Templates have been modified to give hit dice equal to their LA under the standard system so that using it doesn't create an underpowered character that lacks the saves and hit points to keep up with untemplated creatures of equal level. The power curve is way over that of the PHB classes and the classes have been heavily revised as well.

Attached are two files. One is the first of the races, the Aeulum, these are actually the least powerful "standard" race in the setting. The second is the first of the completed classes, the arcane spellcasting class. It was heavily influenced by both the 2e Netheril Arcanist and the Ultimate Wizard class from the WOTC boards. The other classes which haven't been fully typed up from the notebooks are similarly more powerful than the PHB classes.

More will follow on an irregular schedule with delays depending on my class workload.
 

Attachments


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Second Race

The Aeonians are the second race I've fully compiled from notes into PDF. Like the previous ones it probably has a few typos but it's workable. This race is on the high end of the power curve for non-Giant races. Because giants are rather powerful for their CR and HD those races are kind of a group of their own. Assuming it will attach (it's already screwed up once) the xls file is an Open Office spreadsheet with a full list of the "standard" races of the setting. There are far more than in the PHB or any other setting I've seen just over thirty total.

Northern continent-Idreicafar General Situation and History Overview
The Human, Orc, Gnome group is largely isolated to the northern continent and is heavily WH influenced in its general theme and feel. Backed into defensive positions around ancient fortress cities at strategic locations they fight an endless war against the innumerable hordes of goblinoids that pour from their dark lands. Once the humans extended far into the plains and hills of the continent as well as their great cities, but out from the lightless depths came the goblinoid armies and for every one killed twenty seemed to take the place of the fallen until they were driven back. Gnomes occupied the borderlands at the edge of forest and plain, they were were driven by knowledge the desire for knowledge and to experiment with devices and magic. They traded with humans during this better age, but in the face of the gobin armies retreated with the humans to their fortified cities. Now they form a crucial part of the defense effort that is the basis of their now shared culture, constantly looking for new ways to push back the goblins and reclaim their lands whether it be information, magic, or mundane devices and weapons. Orcs have always been a simpler people, content with a tribal way of life that did not even consider change let alone engage in it. Living in places the humans had not yet expanded into their tribes occupied the wetter low lying regions and swamplands near major basins and extended along the rivers up into the mountains. Proud and honorable but unruly and rough-mannered they were not precisely hostile(of course occasional raids are just good clean fun) toward the humans who engaged in trade with them. The orcs possessed only stone-age technology, no agriculture, and had only domesticated the hog. In return for raw materials harvested from their lands they happily traded for metal tools and weapons produced by humans. When the goblinoids poured from deep under the mountains they were the first affected. As their tribes were beset and forced back toward the coast into human lands they were changed by the experience. Melding to a great extent with that race until they were culturally almost identical. Orcs make up nearly sixty percent of the population of the fortress cities of the North. Their common peasants are a broad intermixing of humans, orcs, and half-orcs though few orcs rise to the uppermost classes.

Orcs- are modified a bit from standard not much
Half Orc- is a template
Humans- have been modified a bit to be stronger and more durable. After all they've been engaged in an unceasing war of annhilation for thousands of years.
Gnomes- generally as PHB some very slight alterations but not much at all more flavor than anything else.

The Goblinoid Hordes of Idreicafar
For every virtue that the three allied races possess the goblinoids have only vices. While they build and organize even to forming small cities, these are grotesque parodies of human culture. Places where foul is fair and fair is foul, and the only rule is do what thou shalt. The weak are miserable beyond contempt and tormented at all times by those stronger. While a never ending struggle drives every one of them to base tyranny over any not as strong and constant attempts to bring down any perceived as stronger to take their place.
 

Attachments


Races List and Class List

Since I couldn't get the XLS file to attach properly I'll type it out here. Bear with me there are more than thirty "standard" races to list.

Race Name-Description
Aeonian-Odd unicorn like fey from the realm of faerie most are refugees
Aeulum-Little nature worshipping wild people
Bugbear-Northern continent, use almost standard SRD Bugbear leaders of goblinoids
Daurin*-Horse people created as initial prototype of forest giants mechanically an anthropomorphic light warhorse
Dwarves-Mix eberron and PHB dwarves for culture, dwarven cold war, they hate elves because elves interfered with their cold war and nearly made it boil over which their creator god would have never forgiven them for. Mechanically more elemental earth flavored than PHB dwarves also much longer lived than PHB dwarves. See dwarven cold war thread in interim more will be forthcoming here.
Eeeeee-Bat inspired species, live on a far southern continent past the Elven homeland. Well known everywhere as traders and wanderers with commerce spread out over the entire known world and apparently are in contact with unknown lands past their own continent. Their continent is a mysterious place to races of the other known continents because the Sea of Teeth is wracked by storms and treacherous currents so bad that none but Eeeeee airship captains are able to cross it. Mechanically they have seperate wings and arms, and are somewhat like de-rated gargoyles but with a higher fly speed and better maneuverability.
Elves-Civilized but weaponry and tools all wood and chitin as their homeland is very metal poor, biological heavy themes, racial supremicists consider themselves "real people" and everyone else just "outsiders". Are actually one of the younger races but don't admit that. Mechanically really just PHB elves with slight alterations like no secret door a detection bonus to woodland spot and listen checks. Age the same as humans.
Giant, Cloud-Remains of the long vanished giant empires, occupy mountainous regions and alpine slopes. Live in keeps and enclaves. Mechanically standard SRD giants with four less hit dice.
Giant, Fire-Remains of the long vanished giant empire, occupy volcanic regions too hostile for other giants Live in keeps and enclaves. Mechanically standard SRD giants with four less hit dice.
Giant, Forest-Remains of the long vanished giant empire, roam the wilderlands as small family groups. Mechanically standard SRD giants with four less hit dice.
Giant, Frost-Remains of the long vanished giant empire, occupy the most inhospitably cold mountain peaks. Mechanically standard SRD giants with four less hit dice.
Giant, Hill-Remains of the long vanished giant empire, roam the wilderlands as small family groups. Mechanically one less point of int and cha penalty and like all the Siluria giants 4 less HD.
Giant, Storm-Remains of the long vanished giant empires, occupy mountainous regions and alpine slopes others occupy the sea. Live in keeps and enclaves. Mechanically standard SRD giants with four less hit dice.
Gnomes-Northern continent, inventors and mages, vital part of the human defenses and co-habitants.
Goblin-Northern continent, trampled masses of slaves and cannon-fodder of goblinoids. Mechanically standard SRD goblins.
Hbomakim-They live in the Himaat desert and Sea of Sand centered around the most hostile parts of those toxic lands. No two are alike and they have characteristics of many other species. Mechanically, immune to poison due to environment, some sort of chimera-kin. They've shown up before as one-off NPCs but since no players ever asked to play one I never built a unified mechanic they're still under construction.
Hobgoblin-Northern continent, the footsoldiers and experts of the goblinoid hordes
Humans-Northern continent, proud militants at constant war, not common anywhere else
Jhellan*-Wolf flavor using standard gnoll mechanics, created by hill giants but heavily assisted by more capable storm giants.
Keitlyn*-Two-tailed fox-like bipeds with fire immunity, created by fire giants to share habitat needed help from forest and cloud giants because of difficulty.
Kekriival*-Eagle like aaracokra using standard mechanics, first prototype of the cloud giants who preferred aerial theme
Krivak-These tauric creatures occupy different regions of the same continent with different cultures. Largely plains dwelling nomadic herders as opposed to city dwelling Eeeee who prefer either wetlands or mountainous regions. Mechanically are tauric gnoll, riding dogs, still medium but at upper end of medium weight range.
Kujaku*-peocock people, not like aracokra have seperate arms like Eeeeee, after Kekriival experience allows cloud giants to do better with the Kujaku. Mechanically similar to Eeee but with faster flight and worse maneuverability.
Muntia*-deer people, gained experience of Daurin allows forest giants to do better with Muntia
Nagai-Reptile folks from continent of Eicude. Default six limbs with number of legs, arms, wings set during character creation. Can trade limbs for other features to create slithering snake-torso type or add poison attack. Start medium but increase in size with age, mechanics still need revision and further playtesting.
Ogre-Degenerate giants who remained in their destroyed empire and were reduced to savagery, hated by “true giants” who go out of their way to kill them whenever encountered
Orcs-nothern continent, proud and ferocious noble savages, driven from racial lands with Humans
Rakasta*-cat people as standard use existing mechanics, second of the created races to be made vast improvement over the earlier prototype Savanites
Savanite*-pre Rakasta failed experiment by storm giants, first of the created races & have become slave race, modify rakasta stats can't speak use sign-language to communicate.
Skeek*-small mouslings, use halflings for basis, unknown attribution a lab accident of the giants, instigated the revolution of gods that toppled the giant empire
Troll-Degenerate giants who remained in their destroyed empire and were reduced to savagery, hated by “true giants” who go out of their way to kill them whenever encountered
Tschevatech-Fuzzy wyverns of unusual intelligence with cold resistance, live high in the mountains of Eicude
Uulaurm-Actually derived from an in-joke. Amphibious sea-living race with varying culture and technology depending on location. They are best described as the unnatural hybrid of an otter and a shark given humanoid characteristics and the ability to use tools. Large size, mechanically based off hybrid form of wereshark with alterations.
Vartan*-anthropomorphic hippogriff, medium size, seperate project of cloud giants simultaneous with Kujaku.
Vykarin-hooved and shelled psuedo-lupines
Xient-They live in the Himaat desert and Sea of Sand on fringe of the desert away from the worst parts. Nomadic herders and scavengers based somewhat on the beduin. Males like armadillo, females like porcupine, small size.
Zelak-Insectiod hive species that lives mostly underground on continent west of Elves though also have hives extending into Elven lands and at western edge of Oldebenp. Isolationist and inward turned, not hostile but poorly known and insectiod nature means tend not to be thought well of. Mechanically similar to MM2 beefolk with several changes and different flavor.

Next are the classes, all are changed from PHB base classes but occupy roughly the same niches and archetypes.

Alchemic-Potion brewing and imbuing spell effects into potions similar to artificer infusions as well as magical device creation to a lesser extent.
Arcanist-already up the arcane magic user.
Bard-name is the same but based on path taken can differ widely from PHB bard.
Berserker-same archetype as the barbarian, but based on path can emphasis different aspects of the archetype at expense of others.
Druid-higher powered than PHB class with more options but pretty much the same old, in Siluria they are animists devoted to nature itself and not gods.
Fighter-powered up with more options but you get the idea.
Mystic-basically psion with flavor changes and different power names may not survive to final revision of setting in favor of something more unique.
Paladins-alignment champions, there is one for each cardinal alignment as well as one for a TN "anti-extremist". LG one is based on Jaerom Darkwind's redesigned paladin.
Priest-cleric archetype higher powered with more options, however in Siluria clerics must have a diety and be of same alignment as that deity.
Ranger-more options, generally higher power, the usual for this setting, but no spell casting.
Scoundrel-rogue equivalent with multiple path systems can create anything from focused assassins to sneak thieves to diplomats.

Next up will be an overview of the central continents of Ieborut and Oldebenp in the next post.
 

Yipes, that's quite a list of races!! :D

For reference though, many people, especially myself and anyone else really wary, are incredibly leery of opening or downloading attachments from the Internet. Me, I'm paranoid, and poor, so I can't really afford to lose my computer to a virus, worm, trojan horse, or the like. So, yeah, many folks, including me, won't open attachments except when we're absolutely certain the originator of the attachment isn't a hacker/cracker and doesn't unwittingly harbor viruses/etc. on their machine that might get copied into files they attach..... But then, I'm no master computer guru, so my worries might not all be valid (I can't remember every type of file, right now, that can contain viruses, for instance).

And so.......copying the text from your files and posting it directly would be more likely to get responses from some over-cautious folks, as in my case. :uhoh: Giving HTML formatting to the text may be needed though, if your files rely on bolding, italicizing, underlining, different text sizes, and whatnot. Mine often do, and since I have no HTML editor program, I have to hand-type the darned HTML tags and then copy-paste them umpteen times..........
 

Races-Aeulum In HTML

Aeulum

Personality: Aeulum are a quiet people though not timid. In close touch with natural life and the spirits of the land they favor an unobtrusive harmony with the living world around them. Small in a large and dangerous world they rely heavily upon their wit and common sense for survival though before outsiders they tend to play down these elements. Curious about the world about them without being driven as many others they are as much observers of the world as participants in it. Preferring to find a balancing point between the desire to know and recklessness. Strangely every member of the race holds an irrational fear of dogs, though it can vary a great deal from barely noticeable to acute phobia.

Physical Description: These small humanoids are approximately the size of a halfling. Standing as they do at just over three feet tall with a slender build that usually places them between 30 and 35 pounds in weight. Covered from from head to feet in a short but dense coat of fine earth-toned fur. Overall their features are vaguely deer-like including the hint of a delicate but abbreviated muzzle and a stiff upright mane of short bristles that runs to the base of the skull. Aeulum walk on three-toed digitigrade feet with thickened hoof-like nails and their four-fingered hands are tipped with blunt nails that form a hard cap over the last joint. However their most memorable feature are the four very long thin ears that sweep back from the sides of the head nearly half the length of the skull like two pairs of hyper extended elf ears set one above the other. Aeulum are strictly vegetarian and neither hunt nor eat meat.

Relations: Reclusive by nature Aeulum have few ties with other races. Always under threat in their homelands they treat most other races with caution. They possess an abiding racial hatred of giants dating from when they were hunted through the woodlands as game. While aware of dwarves their acquisitiveness and orderly nature is off putting to the more subtle and easygoing Aeulum. The 'Big Folk” as any of the taller medium-sized races are known tend to be greeted at least initially with suspicion, when they'll be greeted at all. Big Folk from the civilized regions are viewed better than their tribal counterparts, who are viewed as competitors and potential threats by the Aeulum.

Alignment: The harmony and timelessness of the Aeulum lifestyle create a strong trend for neutrality.

Aeulum Lands: One can cross Aeulum land observantly for days or weeks without so much as suspecting it if they do not wish to be found. While in their territory outsiders are always under observation when not by its inhabitants by the animals and plants of the forest itself. Settlements are small thorps carefully hidden in out of the way hollows near a water source. The largest may be protected with a wooden stockade but most rely upon camouflage to escape notice. Only those trusted by the locals will be allowed to find their villages, all others will be diverted with illusion and woodcraft around these sites. The Aeulum occupy every one of the six known continents of Siluria. On Idreicafar where the constant flood of goblinoid hordes pushes them to the brink of survival they have moved up into the lower alpine slopes and become even more suspicious than ordinary. To the South where the elves have put a bounty on their hides and attempted to stamp them out their remnants have moved into the densest most impenetrable jungle areas of the continent, avoiding all contact with outsiders. The middle continents fare slightly better and if they could be said to have strongholds those would be Oldebenp and Ieborut. Where they live between the giants who hold the mountains above the lower alpine slopes and the other races who've taken the lowlands. Aeulum take advantage of the vast monster haunted wilderlands of the hill country above the deep realms of the dwarves for their relative safety from incursion. East of the middle continents Eicude is both more and less threatening. Here they inhabit the marshes and mangroves of the monsoon washed shorelines, living in stilt houses concealed among reed beds and other tall water vegetation. Generally ignored by the reptilian denizens of the serpent realms but subject to the dangerous and massive predators of that land.

Lifestyle/Technology: Regardless of which continent they live on Aeulum display an ages old and little changing lifestyle compared to most others. Small herbivores they are mostly forest dwelling gatherers with small scale cultivation of plants in disguised fields. Technologically they have been at a late neolithic stage for a very long time with largely wood and stone tools. They know how to work copper and tools made of it are considered status symbols, trinkets of silver and gold are not uncommon but they have no monetary system and trade strictly through barter. Though their communities prefer to remain inaccessible some trade exists on Eicude, Ieborut, and Oldebenp. Despite their low technology they build primitive airships, though without spirit-binders or Floatstone these are flimsy vessels relying on hot air balloons for lift. These vessels barter Aeulum made materials for the products of the cities, however if followed they never lead pursuers back to their home ports. Instead they sail erratically further up into the mountains where they eventually disappear, sometimes becoming invisible in full sight of pursuit.

Religion: In their small communities Aeulum practice an ancient and ritualized form of nature worship. Led by holy elders they revere animistic nature spirits that they believe exist in every living creature and part of the land.

Language: Aeulum speak a lilting and musical language and does not seem to differ from one settlement, or even continent to another. No Aeulum will voluntarily teach a non-Aeulum this language though they will speak it in the presence of outsiders. This language has no written form and in general Aeulum prefer the art of the storyteller to the pen even when using other languages.

Names: Any Aeulum has precisely three names. A private name that they will use only among family and not give to anyone else. A nickname used by all the clan members of their home settlement, and a public name for use with outsiders and those who aren't trusted. An adventurer will almost always extend use of this clan name to companions once he gets to know them better after a little while together, but will always caution them to use his public name with others. They will never give up their private name except in the most dire circumstances such as extended torture or to those they feel they owe an overwhelming debt to for they believe it gives others power over them.

Adventurers: Though in ordinary life they temper it with harmony Aeulum are intensely curious. When one considers the essentially unchanging and timeless nature of life in their tiny communities it isn't surprising that some balk at staying around. Usually these Aeulum want to experience the wider world that the oral tradition of their people recount for themselves and discover all the things they've missed at home.

Aeulum Racial Traits

+2 Dexterity, +2 Intelligence, +2 Wisdom, -2 Constitution, -2 Strength: Aeulum are graceful creatures naturally predisposed to stealth who live by their wits in a hostile world but their small size and slender build leave them fragile and not so strong as larger humanoids.

Small: As Small creatures, Aeulum gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus to Hide checks, but they must use smaller weapons than a medium creature and their lifting and carrying limits are three-quarters of those of medium-size characters.

Aeulum base speed is 30 feet. Aeulum are swift on their legs and spring about with speed on par with a larger creature.

Life-Sight: Aeulum can see living creatures in poor illumination or complete darkness so long as they have line of sight and the living creature illuminates the area around them as though a light source in a radius based on size category.

+4 racial bonus on Hide, Listen, Move Silently, and Spot checks. All Aeulum are well versed in how to remain unseen and unheard while noticing others.

Proficient with bows and spears. Small and fragile compared to many larger races Aeulum fight from a distance and allow enemies to close to melee only when all other options are gone.

Automatic Languages: Aeulum. Bonus Languages: Character Region

The Aeulum can use speak with animals as a spell-like ability to speak with a herbivorous mammal (an antelope, bison, rabbit, squirrel, etc.). This ability is innate to Aeulum and has a caster level equal to three-quarters of their Hit Dice or one, whichever is greater, usable a number of times per day equal to their Hit Dice.

Aeulum with Intelligence greater than 10 possess the following spell like abilities usable once per day with a caster level equal to three-quarters of their Hit Dice or one, whichever is greater. Pass without trace, obscuring mist, and silent image. See the spell description for further information.

Favored Class: Druid. A multiclass Aeulum's druid class does not count when determining whether they suffer an XP penalty for multiclassing. Druidism comes naturally to Aeulum due to their religious practices and natural lifestyle.
 

Races-Aeonian

Aeonians

Personality: As all fey Aeonians are creatures of the moment. But what if a moment could last forever? Among all the higher fey Aeonians are odd for their strange persistence of character. Where others are a flurry of changes as the mood takes them Aeonians are more consistent, their interests and aims drawn into the longer term more like humanoids. Still somewhat self-centered and drawn to excitement but less alien than the Sidhe.

Physical Description: These medium fey are tall but slender averaging around six feet tall and a hundred pounds. Physically they resemble nothing so much as a humanoid unicorn. Covered in a thick pelt that may be any color or pattern, even ones that would never occur naturally. While their features are delicate and anthropomorphized compared to true unicorns it's impossible to mistake them for anything else. The single horn erupting from the bridge of the muzzle where it meets the forehead is a foot long and tightly spiraled. Human-like hair grows from their scalp and continues in a mane down to the base of their neck. Under the velvety fur their finely boned five-fingered hands could be mistaken for those of an elf. Cloven hooves tip the end of graceful legs and the tufted tail of a lion as long as they are tall trails behind.

Relations: More commonly known as Anass or Kirin, the Aeonians are both open and mysterious to others. What is 'known' about them seems to depend heavily upon rumor and differ from one individual to another. Aeonians relation to others is more individual than group based and could be summed up in a phrase. “But are they interesting?” This personality trait may be the only really major holdover from the realm of faerie. Of course some are fairly universal until evidence otherwise is presented. Dwarves are generally too predictable and driven to be fun, and the harsh war-centered grimness of life on Idreicafar turns them away from humans, gnomes, and orcs. Most of the others could go either way. Elves are quite entertaining but ideas of fun differ and they tend not to share the same opinion of Aeonians.

Alignment: Aeonians are rather chaotic, but less so than most of the true fey. Good and evil can be far more problematic in its application. Often trying to apply good or evil to them can be thoroughly confusing. Like all fey their primary focus is their own pleasure, but they are far more likely to give thought to the consequences than most other fey. In general they're looking for something to hold their interest and occupy their attention. Less capricious than others they are more likely to give thought to the consequences of their actions and seek to avoid outwardly harmful actions except where this is the purpose of the action. As true fey like all members of the lower Sidhe they are incapable of telling a lie, of course deception is an entirely different question.

Aeulum Lands: Aeonians hail from the realm of faerie on the other side of the veil. Some of those who roam Siluria do so purely from a desire to experience the dangerous barbarian mortal realms, but they are the minority. The majority of those who live on the material plane are exiles, the result of some unmentioned falling out that created hostility among the Sidhe and left the survivors trying to find a place among on Siluria. These Aeonians have settled individually or in small family groups among the civilized races of the middle continents. Preferring to locate in the cities where many have taken up positions among the mages and low nobility.

Lifestyle/Technology: Those who are natives of the Twilight Realm and venturing onto Siluria should be assumed to possess standard D&D technology and access to materials. At home these fey have a lifestyle comparable to any bored higher noble. Exiles who live on Siluria should be judged based on their character region and social position.

Religion: Those who are natives of Faerie have no religion to speak of. Exiles are slightly more complicated, they don't have any inner tendency toward religion and generally find the idea of worship distasteful. However they tend to consider whatever local pantheon exists in a similar light to the High Circle of their old rulers among the faerie courts.

Language: Aeonians speak Sylvan among themselves and most speak several other languages as well.

Names: Aeonians are given two names at birth a personal name and the family name. They are very particular about these names among other fey, considering proper use a point of honor. Amongst the mortal races things are different and they display a more freewheeling attitude akin to other fey. Often they'll keep the family name but replace their personal name with a self-made nickname. This nickname can change on a whim and generally stands as unusual for the surroundings but the Aeonian will insist on its use.

Adventurers: Less whimsical or capricious than other fey Aeonians are both versed and interested in magic. The desire to improve their grasp of magic or rediscover some particularly interesting piece of information can lead them into the life of the adventurer.

Racial Traits

+4 Dexterity, +5 Intelligence, +5 Wisdom, +7 Charisma: Aeonians are visions of perceptiveness and beauty literally not of the material world. In a way they are a vision of what humanoids wish they were.

Fey: Aeonians are fey and as such are ageless and immune to natural diseases. They are also not subject to spells that solely target humanoids or specific other types of creatures other than fey.

Medium: As medium size creatures, Aeonians receive neither penalties nor benefits from their size.

Aeonian base speed is 30 feet.

Life-Sight: Aeulum can see living creatures in poor illumination or complete darkness so long as they have line of sight and the living creature illuminates the area around them as though a light source in a radius based on size category.

Racial Hit Dice: An Aeonian begins with four levels of fey, which provide 4d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +4, and Will +4.

Racial Skills: An Aeonian's fey levels give it skill points equal to 7 x (6 + Int modifier). Its class skills are Bluff, Decipher Script, Diplomacy, Gather Information, Knowledge (all skills, taken individually), Perform, Sense Motive, Spellcraft, and Use Magic Device. Aeonians have a +4 racial bonus on Bluff, Diplomacy, and Sense Motive checks.

Racial Feats: An Aeonian's fey levels give it two feats.

+4 natural armor bonus.

Natural Weapon: Gore (1d4).

Automatic Languages: Sylvan, Character Region. Bonus Languages: Any

Unearthly Grace: An Aeonian adds their Charisma modifier as a bonus on all their saving throws, and as a deflection bonus to their Armor Class.

Spells: An Aeonian character casts spells as a 4th-level arcanist. If the character takes additional levels of arcanist these stack with the Aeonian's base spellcasting ability for spellbooks, essentia points, and other effects dependent on caster level. An Aeonian character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.

Aeonian possess the following spell like abilities usable once per day by touching the target with their horn at caster level 8th or three-quarters of their Hit-Dice, whichever is greater. Cure light wounds, cure moderate wounds, and neutralize poison. See the spell description for further information. The save DC is Charisma-based.

Damage Reduction: Aeonians possess damage reduction 2/- from natural armor and damage reduction 10/cold iron from its fey type.

Favored Class: Arcanist. A multiclass Aeonian's arcanist class does not count when determining whether they suffer an XP penalty for multiclassing. Magic comes naturally to Aeonians due to their fey heritage and natural intelligence.

If I could get some advice on how to post a table I'll put up the four level racial class progression straight away. To anyone put off by the attachments, I'm so used to FTP and simply tossing out things in PDF that I never considered people might be leery. Next up is the arcanist class writeup. That'll be trouble to post as a PDF it's six pages long.
 

Edit: Never mind, although the link still works, apparently the code it uses to produce the table is no longer compatible with EN World's forums..... I dunno why, I was never told exactly how it worked or what kind of forum software it worked with.

Anyway.......I generally just make a copy of my tables in text files and, in the copy, I use a few periods/dots ......... or underscores/underlines _______ between each entry on the table.
 
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Have just put up TiddlyWiki on Angelfire

First thing I have to say is I only just started putting data in so right now it's still very small. Only has the first few opening bits up yet and not really any of the crunch, but that's under construction right now. It just seemed a better way to put it together than spreading it all across the boards here and potentially losing pieces of it.

As of right now it only has part of the introduction up. http://www.angelfire.com/planet/building-siluria/

Welcome section
Overview of tone
Overview of world setting
Beginning of segment on the civilized and savage folk(incomplete)
EDIT: Civilized folk complete with short paragraph blurb for each known continent(Next up savage folk)

PS: If anyone can find or has the dwarven cold war thread I started I'd rather appreciate a link or copy because I've lost several pages of notes from that section to my cats and don't know what exactly I lost.
 
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Looking for Class Progression Idea Feedback

Currently I have most of the classes worked out in draft form(it's the alignment champion classes that are dragging) and the arcanist class is in final form. But now I'm thinking of level progression and epic mechanics.

I don't really like how WOTC put such a dividing line there between the first twenty levels and epic. I don't really even like the way they changed mechanics or tried to emphasis the differences by calling it "EPIC" when really they meant poorly thought out. So currently all my classes go only to twenty but I'm considering changing that.

For all its errors I did like the idea from the old 2e Netheril set and how it kept class progression together all the way into the forties. So what I'm thinking is that instead of using the D&D epic mechanics continuing the class progression up to lvl 50 using the standard D&D ruleset with increasing saves, BAB, and attacks based on the non-epic progression formula. With lvl 50 as the pinnacle of mortal capability and gaining essentially DVR 0 as they have moved from the realm of the mortal to the realm of gods and cosmic entities.

So if possible I'd like to hear feedback on this idea. It wouldn't change the classes attributes or progression to lvl 20 just a matter of making it a single ruleset all the way up without the artificial divide WOTC has put in at that point.
 

Almost ready to update the Wiki just a little Problem?

EDIT: Nevermind the help I've figure it out now, and I have to do it the hard way. Since the table in question is nine columns wide and 46 long it'll take a while.

BUT It's still up. On the Wiki linked in my posts below. Mechanically it's finished though it could do with a spellcheck and an edit since it's a mishmash of about a dozen revisions.

Arcanist just didn't sound right so it's back to a generic mage.
Progression is same as all my new base classes will be straight from 1st through 45th where the PC enters the realm of gods and other immortal entities.
The BAB looks strange but that's because it's for my new (read barely tested and half-built) combat system that revamps the way actions in combat are handled. It's sort of like Exalted 2e but much simpler and adapted to d20.
Defense Bonus works regardless of whether armor is worn or not (because armor is DR in this system, not the Unearthed Arcana variant more like Game of Thrones)
Spell Levels progress past 9th, There will be 10th + level spells using the Feanaro-Mercutio Variant Epic Spell System with some modifications.
Essentia Pool only Goes to 20 so far, from levels 1-20 the Mage has exactly the same number of total spell levels per day as a Wizard not counting the refresh figure. I'm going to continue it all the way to 45 just like the rest of the table but haven't been able to get a good solid progression established from the 1-20 sample yet.
 
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