The Create-a-Setting Thread: Dinopirates of Ninja Island!

Right. "Dino-stars!" Like shuriken only dinosaurs. With teeth and claws and they crawl all over their target in an unseemly fashion.

I hope the fuss about permission etc hasn't made people skittish about posting to the thread. :(
 

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Without getting into the debate of who owns/makes money off this idea...

Nifft is right. Though the setting is pure camp, it needs a level of realism that keeps it leveled, kinda like a yardstick to which you are measuring the level of camp to. The best comedy is that which takes itself seriously (Monty Python anyone?)

To that end, a descent campaign setting will need to decide upon...

0.) D&Disms. That is, is this a D&D setting or d20 game? Put another way, how much of D&D do you want in this setting? Elves and halflings? fireballs and magic missiles? dragons and goblins? Basically, how far from the D&D paragrim do we want to go? Staying close to the paragrim means less work, but moving away makes its more personalized.

1.) Race selection. We've discussed humans, monkeys (some vanara take) and robots (a warforged race). Obviously, the last two are product identity and not OGL, so new ideas on them will be needed. Saurial/dinomen, aliens, cavemen, and other races would need to be worked on. (PC mermen?)

2.) Classes. Well, we're going to have a ninja class, a pirate class, but what else? Depending on our magic level (see below) we'll need a spellcasting class (at least one, maybe more.) We should probably get/use a fighter, barbarian (cavemen), rogue (general), and monk/martial artist. Then get a artiliery/combat caster and a defense/healer or combine them into one.

3.) MAGIC. This has got to be a high magic game, but how high? Do we want a traditional vancian system, or some other method (spell points?) What about arcane/divine devision? Spellcasting traditions (wu jen, voodoo, etc.) Magic items?

4.) Skills/Feats Skills I can't see alot of change for, but new wacky wild martial arts, pirate skills, etc.

5.) Equipment. Pirate ships, ninja tools, robots, weapons and armor.

6.) Monsters. Dinosaurs, giant robots, sea creatures? What about goblins? Dragons, etc.

7.) Religion. Anything special?

8.) Geography. A map, some nations, general material to start.

9.) The mix level: We have ninjas, dinosaurs, robots, pirates, and monkeys. Which do we want to focus on? Are the ninjas the "focus" or the pirates? Can their be a pc ninja and pc pirate on the same adventuring party? Who are the bad guys? Where do we lay our focus?

This is stuff to think about...
 

:D

Given the quality and maturity of the stuff of yours that I've seen, barsoomcore, I'm surprised to the point of amusement that you seem so passionate about this whole project.

I got the impression that JPL's initial post was a throwaway bit of lunacy intended to encourage a bit of light banter and I wouldn't be surprised if he's stopped reading this thread.[/snob] :p
 

barsoomcore said:
But it's POSSIBLE there could be legal ramifications for doing that. If somebody goes out and writes a "Dinopirates" adventure and maybe is less scrupulous than you or I, they might trademark the name and suddenly not only are you and I no longer able to write Dinopirates stuff, neither is JPL.

http://www.artbyed.com/Educational/dino_pirate/dino_pirate.html

http://www.insertcredit.com/reviews/sfa/sfa1.html

http://raptor.slc.edu/~blogs/cgi-bin/mt-comments.cgi?entry_id=485

This is not the first use of "Dinopirate" on the internet. It's not even the first one that occurs near the word "Ninja".

He can't trademark that word without opening himself up to lawsuits, and he certainly can't patent, copyright or trademark the concept. "Look & Feel" litigation has proven less than successful... which means no-one else can trademark it either.

IMHO, the best defense is to put up something FREE and very PUBLIC ASAP. Luckily, this is also the best way to have fun with this very fun setting concept. :)

-- N
 
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Remathilis said:
0.) D&Disms. That is, is this a D&D setting or d20 game? Put another way, how much of D&D do you want in this setting? Elves and halflings? fireballs and magic missiles? dragons and goblins? Basically, how far from the D&D paragrim do we want to go? Staying close to the paragrim means less work, but moving away makes its more personalized.

I am voting on no stinking elves. Nearly every setting out there has elves complete with two dozen subraces. Therefore, I say that Ninja island be 100% elf-free.

There does need to be savage, cannibalistic halflings that practice voodoo, though. :D
 

Make Orcs a "civilized" people.

There culture is similar to feudal Japan, composed of various warlords and a shogun who rules over the Orcish nation. Their culture is very Lawful and militaristic. Their religion is based on a mixture of shamanism, ancestor worship, and zen buddhism.

The Orcs are known for the courage, bravery, and skill at crafting weapons as well as the fine arts, such as caligraphy and poetry. Throughout the lands, they are considered a noble and honorable race.

The favored class of Orcs would be the Samurai. No more Barbarian for them.

I'm tired of always hearing about Orcs being savages, brutes, and "cannon-fodder".
 

Nifft said:
IMHO, the best defense is to put up something FREE and very PUBLIC ASAP. Luckily, this is also the best way to have fun with this very fun setting concept.
Well, like I've said all along, you do whatever you think is right. I'm waiting to hear from JPL before I start in on anything that might commit the rights involved one way or the other, or even influence the way in which the rights might be assigned.
Snoweel said:
Given the quality and maturity of the stuff of yours that I've seen, barsoomcore, I'm surprised to the point of amusement that you seem so passionate about this whole project.
:\

Not super sure how to take that... but I'll pretend it's a compliment.

I honestly see real potential in this. I think it's a great idea and could become something that lots of people would get a lot of enjoyment out of. But I want to be sure that the person who came up with the idea is okay with me taking it further before I get any more involved than I already am.
 

dreaded_beast said:
Make Orcs a "civilized" people.

There culture is similar to feudal Japan, composed of various warlords and a shogun who rules over the Orcish nation. Their culture is very Lawful and militaristic. Their religion is based on a mixture of shamanism, ancestor worship, and zen buddhism.

The Orcs are known for the courage, bravery, and skill at crafting weapons as well as the fine arts, such as caligraphy and poetry. Throughout the lands, they are considered a noble and honorable race.

This is nearly exactly what I do in my homebrew setting! Free Orcs live mostly on the island which in our world is called Japan, and have a feudalistic, honor-bound culture. I did this mainly by stealing from Star Trek's Klingons, which I think might have been originally based on Orcs, but who have evolved significantly... and have a language that rivals Tolkein's Elven in terms of support. (Also similar to feudal Japan and Klingons, they are very distrustful of outsiders.)

IMC, Free Orcs get:
Medium size
Base Speed 30 ft.
Str +2, Dex -2
Weapon Familiarity: Free Orcs treat Orcish Double-Axes as Martial rather than Exotic weapons.
+4 racial bonus on saving throws against poison
+2 racial bonus on Spot checks
+2 racial bonus on Survival checks
Darkvision (Ex): Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Automatic Languages: Common and Orc.
Bonus Languages: Draconic, Dwarven, Elven, Giant, Ignan and Goblin.
Favored Class: Barbarian.

When I find a Samurai that I like (say, in a 3.5e updated Oriental Adventures), I'll probably replace Barbarian with that. Until then, I use the Whirling Frenzy (Rage variant) from UA for Orc Barbarians, and justify the extra speed as a "wuxia" booster.

-- N
 

Nifft said:
IMC, Free Orcs get:
Medium size
Base Speed 30 ft.
Str +2, Dex -2
Weapon Familiarity: Free Orcs treat Orcish Double-Axes as Martial rather than Exotic weapons.
+4 racial bonus on saving throws against poison
+2 racial bonus on Spot checks
+2 racial bonus on Survival checks
Darkvision (Ex): Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Automatic Languages: Common and Orc.
Bonus Languages: Draconic, Dwarven, Elven, Giant, Ignan and Goblin.
Favored Class: Barbarian

Very nice, I like it.

I am really tired of the Orc stereotype being an unkempt brute.

It would be great for the Orcs to be a "warrior-scholar".
 

dreaded_beast said:
Very nice, I like it.

I am really tired of the Orc stereotype being an unkempt brute.

It would be great for the Orcs to be a "warrior-scholar".

I agree... however, I don't think that orcs are fitting for the DPoNI setting, because they don't go far enough.

Here are the races that I propose (rather, that I plan on incorporating in my version of this setting):

Available Climate Types by Race:
  • (Variant) Kobold: by sub-type
  • (Variant) Ogres: Any Cold
  • Humans: Any
  • Dwarves: Any Hills or Mountains
  • (Variant) Gnomes: Any Forest

... and here are the variant races mentioned above:

Gnome 2.1

Tiny size (+2 Attack & AC, +8 Hide checks, 50% carrying capacity)
Base Speed 20 ft.
Str -4, Cha +2
Weapon Familiarity: Gnomes may treat gnome hooked hammers as Martial rather then Exotic weapons.
+2 racial bonus on saving throws against illusions
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes
+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears)
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants)
+2 racial bonus on Listen and Craft (alchemy) checks
Low-light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Language: Common.
Bonus Languages: Sylvan, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Auran and Terran. In addition, a gnome can speak with animals once per day. This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day -- Speak with Animals (duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 3/day -- Prestidigitation. Caster level 1st or Gnome's character level, whichever is higher; save DC 10 + gnome's Cha modifier.
Favored Class: Bard or Ranger



Special: Gnomes may take one of four 4-level Racial Prestige Class. (As PrCs, these levels cannot cause an XP penalty.)


Aeolian Gnome Racial PrC

Requirements: Speak Auran, no levels in other Gnome Racial PrC.

HD: d6
BAB: Half (as Sorcerer)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 6 + Int bonus
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis) and Swim (Str).

Code:
[u]Level   BAB   Fort	Ref	Will	Spellcasting 	Special Abilities[/u]
1	+0	+0	+2	+2	-- 		[i]Faerie Fire[/i], [i]Speak with Animals[/i] 3/day
2	+1	+0	+3	+3	+1 Level Bard	Improved Illusion
3	+1	+1	+3	+3	-- 		Fey Sight
4	+2	+1	+4	+4	+1 Level Bard	Fey Wings, +2 Charisma

Special Abilities:
  • Faerie Fire (Special): The Gnome gains the spell Faerie Fire as an extra known 1st level Bard spell. If the Gnome cannot yet cast 1st-level Bard spells, he gains Faerie Fire as a spell-like ability usable once per day until he can cast 1st-level Bard spells.
  • Speak with Animals (Sp): The Gnome can use his Speak with Animals spell-like ability thrice per day, and his caster level increases with his Gnome levels.
  • Improved Illusion (Ex): The Gnome's racial bonus to Illusion spell DCs increases to +2.
  • Fey Sight (Su): The Gnome perceives the world as though under a constant See Invisibility spell, which cannot be dispelled. Due to his improved visual acuity, he gains a +2 racial bonus to Spot and Search checks.
  • Fey Wings (Ex): The Gnome gains faerie wings, which give him a fly speed of 40 ft., with Good maneuverability. He may choose dragonfly, butterfly or bird wings.
  • Charisma Increase (Ex): This bonus is gained as though through level advancement.



Rock Gnome Racial PrC

Requirements: Speak Terran, no levels in other Gnome Racial PrC.

HD: d6
BAB: Half (as Sorcerer)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 6 + Int bonus
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis) and Swim (Str).

Code:
[u]Level   BAB   Fort	Ref	Will	Spellcasting 	Special Abilities[/u]
1	+0	+0	+2	+2	-- 		Darkvision, [i]Speak with Animals[/i] 3/day
2	+1	+0	+3	+3	+1 Level Bard	[i]Magic Stone[/i]
3	+1	+1	+3	+3	-- 		Stone Sight, Grounded
4	+2	+1	+4	+4	+1 Level Bard	[i]Stone Shape[/i], +2 Charisma

Special Abilities:
  • Darkvision (Ex): extends out to 60 ft., as described in the PHB.
  • Speak with Animals (Sp): The Gnome can use his Speak with Animals spell-like ability thrice per day, and his caster level increases with his Gnome level.
  • Magic Stone (Special): The Gnome gains the spell Magic Stone as an extra known 1st level Bard spell. If the Gnome cannot yet cast 1st-level Bard spells, he gains Magic Stone as a spell-like ability usable once per day until he can cast 1st-level Bard spells.
  • Improved Illusion (Ex): The Gnome's racial bonus to Illusion spell DCs increases to +2.
  • Stone Sight (Ex): This ability grants the Gnome a +2 racial bonus on Search checks to notice unusual stonework. A Gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. The Gnome can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • Grounded (Su): The Gnome's bond with the Earth is strong, and it's hard to separate him from it. The Gnome gains a +4 Luck bonus to avoid being tripped or bull rushed, and a +2 Racial bonus to all Balance and Climb checks involving earthen or stone surfaces.
  • Stone Shape (Special): The Gnome gains the spell Stone Shape as an extra known 2nd level Bard spell. If the Gnome cannot yet cast 2nd-level Bard spells, he gains Stone Shape as a spell-like ability usable once per day until he can cast 2nd-level Bard spells.
  • Charisma Increase (Ex): This bonus is gained as though through level advancement.




Forest Gnome Racial PrC

Requirements: Speak Sylvan, no levels in other Gnome Racial PrC.

HD: d8
BAB: Average (as Bard)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 4 + Int bonus
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).

Code:
[u]Level   BAB   Fort	Ref	Will	Spellcasting 	Special Abilities[/u]
1	+0	+0	+2	+2	-- 		Stealth, [i]Speak with Animals[/i] 3/day
2	+1	+0	+3	+3	+1 Level Bard	[i]Pass Without Trace[/i]
3	+2	+1	+3	+3	-- 		Woodland Tracker, Improved Illusion
4	+3	+1	+4	+4	+1 Level Bard	Foe Slayer, +2 Charisma

Special Abilities:
  • Stealth (Ex): The Gnome gains a +2 Racial bonus to all Hide and Move Silently checks, which increases to +4 in wooded areas.
  • Speak with Animals (Sp): The Gnome can use his Speak with Animals spell-like ability thrice per day, and his caster level increases with his Gnome level.
  • Pass Without Trace (Special): The Gnome gains the spell Pass Without Trace as an extra known 1st level Bard spell. If the Gnome cannot yet cast 1st-level Bard spells, he gains Pass Without Trace as a spell-like ability usable once per day until he can cast 1st-level Bard spells.
  • Woodland Tracker (Ex): The Gnome may use Survival to track as though he had the Track Feat in wooded areas. If he already has (or later gains) the Track Feat, he instead gains a +4 Racial bonus to all Survival checks in wooded areas.
  • Improved Illusion (Ex): The Gnome's racial bonus to Illusion spell DCs increases to +2.
  • Foe Slayer (Ex): The Gnome gains a +2 bonus to damage against Kobolds and Goblinoids. This functions like (and stacks with) a Ranger's Favored Enemy bonus.
  • Charisma Increase (Ex): This bonus is gained as though through level advancement.



Kobold 2.0
Size: Small (+1 attack, +1 AC, +4 Hide, -4 Grapple, 3/4 carrying capacity)
Speed: 30 ft.
-4 Str, +2 Dex
Darkvision 60 ft.
Natural Armor bonus +1
Daylight Sensitiviy: Dazzled by Daylight spell or natural sunlight, no save vs. Flare spell

Draconic Heritage: Choose one chromatic Dragon type, which is your ancestor. Your scales are tinged with this color, and you have Energy Resistance 5 against damage of this energy type. (Your racial terrain type is listed parenthetically.)
- Red: Fire (any Warm)
- Green: Acid (any Forest)
- Blue: Electricity (any Desert)
- Black: Acid (any Coastal, River or Wetlands)
- White: Cold (any Cold)

Skill Bonuses: +2 Climb, +2 Jump, +2 Move Silently, +2 Spot, +2 Search, +2 Craft (Trapmaking), +2 Profession (Miner)

Favored Class: Sorcerer or Rogue


Special: Kobolds may take a 4-level Racial Prestige Class. (As a PrC, these levels cannot cause an XP penalty.)


Kobold PrC
HD: d6
BAB: Half (as Sorcerer)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 4 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str).

Code:
[u]Level   BAB   Fort	Ref	Will	Spellcasting		Special Abilities[/u]
1	+0	+0	+2	+2	--			Energy Resistance 10,
                                                                Elemental Spell Power +1
2	+1	+0	+3	+3	+1 Level Sorcerer	Sneak Attack +1d6, 
                                                                Natural Armor +2
3	+1	+1	+3	+3	--			Draconic Ability, 
                                                                Elemental Spell Power +2
4	+2	+1	+4	+4	+1 Level Sorcerer	Breath Weapon, 
                                                                Natural Armor +3

Special Abilities:
  • Energy Resistance 10 (Ex): This replaces (does not stack with) the racial energy resistance that the Kobold chose at character creation. His scales become more vibrant in color.
  • Natural Armor (Ex): The specified value replaces the Kobold's racial Nagural Armor bonus.
  • Elemental Spell Power (Su): When casting spells with the energy descriptor that matches the Kobold's energy resistance, the character's Caster Level gains the indicated bonus.
  • Draconic Ability: The Kobold gains one ability based on its scale color as follows:
    - Red: Extra +1 Natural Armor bonus (Ex)
    - Green, Black: Water Breathing (Ex)
    - Blue: Create Water (Sp): 3/day, caster level = character level
    - White: Icewalking (Ex)
  • Breath Weapon (Su): The Kobold may use this special attack up to 4/day as a standard action once every minute. The DC is 10 + 1/2 the Kobold's character level + Con bonus, and the breath weapon deals 4d8 damage in the type & shape indicated:
    - Red: 15 ft. cone of Fire
    - Green: 15 ft. cone of Acid gas
    - Blue: 30 ft. line of Electricity
    - Black: 30 ft. line of Acid
    - White: 15 ft. cone of Cold



Ogre 2.0

Size: Large (-1 attack, -1 AC, -4 Hide, +4 Grapple, 2x carrying capacity)
Speed: 40 ft.
Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: An ogre's giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Craft (any), Climb, Intimidate, Jump, Listen, Profession (any), Spot, Survival and Swim.
Darkvision 60 ft.
Abilities: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
Natural Armor bonus +2
Skill Bonuses: +4 Intimidate, +2 Survival
LA +1

Favored Class: Barbarian or Shaman

-- N
 

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