Viealna (The Unbounded World): The Aeterian Expedition [OOC Thread]

Kalanyr

Explorer
(Sealed Land's Player are allowed as long as they avoid metagaming!)

This is the recruiting thread for Viealna (The Unbounded World): The Aeterian Expedition.

Background:
Viealna is a relatively young world as such things are reckoned, it has only recently attracted the attention of beings from other planes and they have begun to make incursions into the world to test its defences and see if it would make a worthy addition to their dominion, unfortunately for Viealna the first planars to arrive were the Sidhe, cruel and capricious beings of the Spirit word/Plane of Faerie, who are not bound to any of the features of the world itself unlike their lesser and usually more benevolent Fey kindred. The Sidhe are an ancient race of powerful, inherently magical beings, it seems that some of them have power to rival the gods themselves since they seem to be capable of granting spells to those insane or greedy enough to serve them.

The countries of Talansanthea, in particular the Frontier Kingdoms of Western Talansanthea, and those under the governance of the Dwarven King Beneath the Earth, are seeking ways to combat the invasion. The Dwarves in particular do not seem pleased with the incursion, almost as if they have some knowledge they are keeping hidden.

The magocracy of Abaloseath, with its council of ruling wizards have also agreed to send what aid they can since the incursion represents a very real threat to their grasp on power and they do not wish to antagonise the Dwarven Nations.

The barbarian tribes of the Snow Wastes although not particularly interested in the incursion, are notoriously independent so doubtless an adventurer could have been recruited from them.

(There are other areas suitable for PCs to hail from including an Oriental Empire which use the core classes in OA if someone is interested ask, as well as the Egyptian themed Aeter where this adventure will laregly be taking place.)

The divinations of the Abaloseathean wizards has revealed that there was a legendary sword wrought of cold iron, named FaeBreaker, that appeared on Viealna over a millenia ago when the Aeterians (the desert dwellers of a continent to the south, who worship the Death God Aeter) ruled much of the continent they dwell on , under their mighty pharoahs. The last time any trace of the sword can be found was during the reign of the Pharoah Horus, a millenia ago. The kingdoms have found the four best suited indivuals available who do not have other duties (in short the most powerful adventurers they could find) and have offered them 100 000 GP each, in any currency or goods desired in exchange for retrieving and returning the mighty artifact.

Brief Background on the various places to hail from: (Note that Favoured Languages do not limit you to them they are merely the greatest tendency)

The Ice Wastes occupy roughly the north west corner of Talansanthea, bounded on the Far North by the Frozen Ocean and to the East by frozen mountains, which block the way into the countries just north of the Abolosea Magocracy, to the south they run into the Frontier Kingdoms, and to the West it is blocked by an ocean which runs down the entire Western side of the continent of Talansanthea. The inhabitants of the Ice Wastes are tough and hardy barbarians, they worship the Dragons who inhabit the frozen mountains of the Wastes as Gods and through their worship this has become partially true. Due to their interaction with the Dragons these barbarians are more learned than is normal and they have a deep oral culture and their learned sages employ a system of runes believe to have magical powers. The Barbarians of the Ice Wastes speak Varonic , which is a corruption of the Draconic tongue. Favoured Second Languages for the Barbarians or the Varon as they call themselves are: Draconic, Common (Bonus for PCs), Aquan, Auran, and Dworen.
Common Character Classes from the Wastes are: Sorceror, Barbarian, Bard , Ranger, Cleric (of one of the Dragon Gods) and Wizard (who move into the Runemaster PrC as quickly as possible).
Regional PrC: Skald, Runemaster, Disciple of the Silver Claw (Good Dragon Clerics), Disciple of the White Maw (Evil Dragon Clerics)
Notes: It is not unusual to find followers of the various Dragon related PrCs in the Draconomicon or BoED amongst the Barbarians.
(If anyone is interested in the Dragon Gods or the Regional PrC's ask and I shall type)

The Frontier Kingdoms of the West occupy roughly the southwest quarter and are divided up into 3 subareas.

The Soutwesternmost area (roughly the bottom 3/4 of the wester 2/3s of the area), is a group of feudal kingdoms under the overall rulership of the King Under the Earth , the Dwarven Ruler, since the central dwarven mountain is roughly in the centre of this area and their underground kingdom spreads throughout vast amounts of it. The dwarves although undeniably the most powerful and organized group in the area have little impact on the other states since they prefer to be non-agressive, however they react swiftly and decisively to the kingdoms under their protection engaging with wars with each other or taking up the worship of Evil Gods as state religions. Such things endanger the dwarven kingdom and will not be stood for even by the benevolent dwarves. Apart from this the area is fairly medieval european, with a few advances in many technologies gained mainly
from the dwarves. The humans of this area speak Dworen. They favour the bonus languages of: Common (bonus for PCs) , Dwarven, Ignan, Terran, Low Aboloseathean or Varonic.
Since this area is pretty standard D&D it has now special regional classes or PrC.

The Northwesternmost part ( the top 1/4 of the westernmost 2/3s) is fairly close to the Southwesternmost part except that the people are stronly influenced by the Barbarians of the Ice Waste, even to the extent of adopting their tongue as their primary tongue. They are wild and fairly freedom loving they have little respect for the Easternmost Area of the Frontier Kingdoms. The kings tend to rule in name only and people tend to follow their directions only when they agree with them. The humans of this area speak Varonic and favour the bonus languages of: Common (Bonus for PCs), Draconic , Auran, Dworen and Dwarven.

The Eastern Region (roughly the eastern 1/3) is strongly influenced by the magocracy of Aboloseath which is just to the East of them. They tend to be dour, grim and somewhat oppressive, their kings rule with absolute authority though many are secretly client states of the Aboloseathean Magocracy. They speak Low Aboloseathean and favour the bonus languages of: Common, Infernal, Abyssal , Draconic, Middle Aboloseathean (spoken by the nobility) and High Aboloseathean (spoken only by spellcasters).
The humans of this area favour the Wizard and Cleric classes for the upper castes and the Rogue for the lower caste aping the Magocracy to the East.
They also have access to most of the PrC of the Aboloseatheans with the exceptions of those marked Ex for exclusive in the Aboloseath write up below.

Aboloseath is a Magocracy ruled by a council of nine wizards, they are headed by the Archwizard Tivanel (Male Lawful Evil) who is a generalist, and the rest are by order of rank, as far as power goes each and everyone of them is know to transcent the limitations of lesser mortals.
2 Vivanel the Conjurer (Female Lawful Evil)
3 Relzar the Abjurer (Male Lawful Evil)
4 Faren the Necromancer (Male Neutral Evil)
5 Marvekith the Evoker (Female Lawful Neutral) (Head of the Warwizards)
6 Taranna the Enchanter (Female Neutral)
7 Ilvenith the Illusionist (Female Chaotic Evil)
8 Maranth the Transmuter (Male Chaotic Evil)
9 Darav the Sage (Male Diviner, Lawful Good)
As you may have guessed Aboloseath is a fairly oppressive land ruled by a cabal of wizards who consorts with Devils on a daily basis. The most common religions are the followers of the Lords of the Nine and Tyrran the Lord in Darkness, Iron in Velvet (The Lawful Evil Greater god). The people are strongly indoctrinated in the values of their culture from birth but a few manage to throw it off.
The nobility are almost entirely spellcasters and those who are not are looked down upon heavily by their bretheren.
The commoners are heavily indoctrinated because its the only way to cover up the utterly poor treatment they receive, dissapearances for questioniongs to ensure loyalty are not uncommon. The only succor they have is that the Aboloseatheans will take in any with a gift for a magic and elevate them to the nobility as well as train them for free, the families of said take ins are also elevated to nobility by default, likewise bloodlines with no magic in 3 generations are relegated to commoner status, a fate that they go to truly disgusting lengths to avoid.
They speak Low Aboloseathean with popular bonuses Languages being Middle Aboloseathean (Wealthy Merchants/Non-Magical Nobles), High Aboloseathan (Spellcasting Nobles), Common (Bonus For PCs), Draconic , Infernal and Abyssal.)
Regional Prestige Classes: Aboloseathean Master (Variant Red Wizard of Thay with a Generalist Option) (Ex), Warwizard of Aboloseath ( A variant Eldritch Knight), Diabolist (BoVD) , Thaumaturge
Notes: Archmage is favoured by higher tiered wizards (all members of the council possess at least one level) and the various Discipe of Classes from the BovD are not uncommon.

Aeter, to the south of Talansanthea is an ocean, the Ocean of Arnter, if you sail across this ocean anywhere from halfway across the Feudal Kingdoms of the Dwarves to the Eastern edge of Absoleath, you will eventually arrive in the sandy desert that is Aeter. If you have a good captain, you'll probably arrive in the city of Aeter which is located roughly halfway between the two points mentioned above. It is built on the eastern edge of the river, Nael, that floods anually providing life given water for the crops, many centuries have allowed its inhabitants to build it just above the maximum distance the river rises. Aeter is now far less than it used to be being little more than this city and its surrounding towns, and a few scattered settlements around Oasis's in the vast desert, and giant pyramids dating back to the times when Aeter was mighty and ruled almost the entirety of the continent it was on, a reign which ended 800 years ago. In Aeter death is sacred, and the emphasis is on living an ordered life to achieve reward when dead, the dominant faith is of cause that of Aeter. Slavery is not unusual, and slaves are treated poorly since their owners believe they will be rewarded for their service in death their lives are usually held in little value, although some hold that kindess and fairness to ones servants are one of the virtues Aeter rewards and they treat their slaves appropriately. The people of Aeter favour light armour and clothing to avoid the stifling desert heat and tend to wear robes that can easily cover the face in case of sandstorms.
Favoured Classes: Swashbuckler, Rogue, Cleric, Fighter ,
Regional Presige Classes: Charioteer (Fighter specialised in chariot use), Wind of the Desert (A rogue trained to be as swift and deadly as the scirico storms of the desert)

(The Imperial Empire of the Far East will be detailed by request, as will the vaguely Arabian Culture just north of Aboloseath. Although their are lands between their and Aboloseath I just do not have the time or energy to type them up too)

Character Creation:
16th Level
86 Stat Points (3-18 unmodified range) (Doesn't include level up points)

3.5e Stuff in Use
* I will be using 3.5e DR (ie values of 5-15 for most creatures) however the /magic option is subdivided up into +1-+5 and the /epic DR is likewise subdivided from +6 up.
* 3.5e feats will be used for the most part (Exceptions being Improved Precise Shot which will instead of totally negating cover and concealment bonus effectively reduce cover and concealment by half, Spell Focus and Greater Spell Focus will remain as in 3e)
* Skills except Perform which will follow its 3e form.
* In general everything except anything that is specifically excepted.
* You are allowed to create a small version of a medium weapon for a small character however the -2 penalty for wielding weapons of inappropriate size does not apply.


House Rules
Character Creation
* I am willing to negotiate the LA for each race since I don't think much of the Official LA's. At Least Half your ECL must be HD (ie no LA greater than 8 atm). I also reserve the right to deny a race on world grounds.
* No Evil Alignments please.

Classes
Barbarians
* Lawful Barbarians do exist, they belong to the Berserker's Guild.

Druids
* Druids can be any Chaotic as well as any neutral. The nature spirits they associate with are more often Chaotic than neutral which is why this is allowed.

Monks
* Monks do not need to be Lawful. Non-Lawful monks probably do not come from monasteries, they tend to be individuals dedicated to the perfection of self as opposed to a philosophy of achievement through discipline.
* Monk Bonus Feats: For their Bonus Feats monks can choose any of the following the qualify for at the levels they have a bonus feat slot: Improved Grapple (Pre-requisites waived), Stunning Fist (Pre-requisites waived), Combat Reflexes, Deflect Arrows (Pre-requisites waived), Improved Disarm (Pre-reqs waived), Improved Trip (pre-reqs waived), Power Attack
The following feats are available for these slots and are from OA, the pre-requsites for these feats are NOT waived: Roundabout Kick , Flying Kick,Fists of Iron , Choke Hold , Grappling Block , Earth's Embrace , Dodge, Mobility, Prone Attack, Superior Expertise, Defensive Throw, Great Throw (found in OA Errata on WotC site), Pain Touch , Freezing the Lifeblood (uses 1 Stun Attempt per use), Falling Star Strike (uses 1 Stun Attempt per use), Unbalancing Strike (uses 1 Stun Attempt per use), Blindfight, Great Ki Shout , Iron Will , Ki Shout, Diehard (If versions of these appear in Complete Warrior I'll use them in preference to the OA ones.)

Paladins
* Paladins do not magical conjure their mounts instead a Paladin is gifted with a Celestial Warhorse (or appropriate creature) with appropriate bonuses at the appropriate level and may call it to his location 1/day/level, in all other respects its a normal celestial horse (or appropriate creature).
* The variant alignment paladins from Dragon 310 are in except that the Avenger smites and detects evil rather than Law (Just because a Holy Warrior is chaotic doesn't suddenly make him more interested in Law than Evil.) Any gifted creature follows the above guidelines for a Paladin.

Rangers
* Rangers do not get evasion instead they get Uncanny Dodge at 9th and Improved Uncanny Dodge at 12th level.

Death
* A dead character may be replaced by a character 1 level lower than the deceased. (To a limit of 3 lower than the highest leveled party member)

Feats
* Improved Critical and Keen DO stack, the Weaponmaster Ki Critical Ability also doubles the unmodified threat range not adds +2 (to avoid the scythe getting a bigger advantage).
* Regional and Word Specific feats should be discussed with me so I can work them into the world and may under certain circumstances be vetoed. (Spellfire does not exist, not because I feel its unbalanced (I don't) but because I feel it does not fit well into this world).
* The following new feats will be introduced:
-Steel Willl
Prerequisites: Iron Will
Benefit: You gain a +2 Bonus to Will saves that stacks with Iron Will.
-Quicksilver Reflexes
Pre-requisites: Lightning Reflexes
Benefit: You gain a +2 Bonus to Reflex saves that stacks with Lightning Reflexes.
-Mountain's Fortitude
Pre-requisites: Great Fortitude
Benefit: You gain a +2 Bonus to Fortitude saves that stacks with Great Fortitude.
* Power Attack mimics Strength Bonus ie x .5 for offhand/ x 1 for primary hand/ x 1.5 for Two-Handed Weapon. (In order to reduce the suckitude of 2 weapon fighters).
* Improved Critical and the Impact enchantment (bludgeoning weapons only) double the critical multiplier of a blunt weapon rather than effecting the threat range eg 20/x3 -> 20/x5 -> 20/x7, for a Warhammer.
* The Feat Dodge, grants a +1 Dodge bonus to AC, negated as dodge bonuses normally are, not just against one opponent.
* Toughness grants 3 hp + 1 hp/level over 3rd and may be taken only once. (Improved Toughness, Giant's Toughness etc, do not exist, anything requiring them as pre-reqs will have Toughness substituted instead).
*Epic Toughness grants an additional 1hp/level that stacks with that from toughness, but retains the pre-reqs given in the ELH.

Levelling
* If you wish to play a character who's ECL you could not qualify for before you may swap out characters at any point where a level is gained, you come in at the same level as the departing character.

Magical Items
* Improved Critical and the Impact enchantment (bludgeoning weapons only) double the critical multiplier of a blunt weapon rather than effecting the threat range eg 20/x3 -> 20/x5 -> 20/x7, for a Warhammer.
* Improved Critical and Keen DO stack, the Weaponmaster Ki Critical Ability also doubles the unmodified threat range not adds +2 (to avoid the scythe getting a bigger advantage).
-Skill Boosters cost Bonus Squared X 100 GP.
-3.5e Item Affinities are used but an Item with affinity costs 95% of normal value (as opposed to a non-affinity item costing 150%).

Prestige Classes
* If you want a PrC or your character is working towards one please let me know and I'll work it into the world if I think it will fit. I may veto it if I feel its inappropriate however (Forsakers are pre-emptively vetoed).
* Improved Critical and Keen DO stack, the Weaponmaster Ki Critical Ability also doubles the unmodified threat range not adds +2 (to avoid the scythe getting a bigger advantage).
* Eldritch Knights get a D8 for HP.

Spells
* The Following Spell School Changes are in effect (TBA)
- Inflict and Cure spells are both Necromancy.
- Heal and Harm and similar spells that effect life force are also Necromancy.
(More Coming)
* The Following 3e Spells will be used: (TBA)
* The Following Spells are changed:
- Tenser's Transformation and Divine Power will both provide Enhancement Bonii to BAB they will not stack with each other.
(More Coming)

General
* The Following Books can be used subject to the above
- Any 3e/3.5e WotC Book (Core Books, Splatbooks,Dragon & Dungeon Magazines,Forgotten Realms,Ghostwalk, ELH, Psionic Handbook, etc) (I reserve the right to veto horrific abuse).
- The Core 3.5e Books
Stuff from the following by Permission only
- Relics & Rituals I & II
- Creature Collection I & II
Anything else subject to my approval and a write up of the feat/skill/PrC/whatever.

Deities

Human
Note that only the 9 (one per alignment) greater deities are laid out here, there are also 18 intermediate deities, 27 lesser deities , 36 demideities and an unknown horde of Quasi/Hero dieties. (If you want information on the other belief driven dieties or spirit deities ask and I'll be happy to type up the relevant information)

On top of these are the spirit deities of the Unsealed Lands these potent creatures are the spirits of an aspect of nature, they are more primal and focused on a single concept than the belief driven deities of the humans. They range in power from minor (no DvR, 5 HD) spirits of minor things like pebbles to beings of power sufficient to rival or surpass the belief driven deities. Archfiends and Archcelestials are spirit deities of other planes and also fit into this category. They are capable of and do grant spells to those that serve them.

The Human Pantheon of the Unsealed Lands is potentially infinite, there are gods for practically everything from the lowly Garbal , Mover of Pebblers to the mighty Photus, God of the Bright Sun, some clerics worship philosophies instead of gods*. The list below details the most powerful dieties in the Human Pantheon of the Sealed Lands. Also note each description is written from the point of view of the followers of the god as such they may seem to conflict.

*For fairness I will note that a Philosophy can only grant Cleric Spells of up to 2nd Level. Minor spirits (like Garbal) can grant up to 3rd level spells. True gods can grant spells up to and including Epic level as can a few powerful spirit gods.

(Neutral Dieties lack 1 domain compared to dieties with an Ethical or Moral Alignment as I regard the access to spells with 2 different descriptors as an in built bonus)

Promoth, The Enduring Earth, The Eternal Guardian, Lord of the Harvest (Greater God)
Alignment: Lawful Good (Clerics: LG,LN,NG)
Domains: Earth, War, Good, Law , Protection, Plant, Strength, Artifice, Metal , Community (10)
Prestige Domains: Mysticisim , Creation , Excorcism, Inquisition (4)
Favoured Weapon: Crusher of Mountains (Warhammer)

Promoth is the god of the Earth, and the provider of metals and plants, he is the Eternal Guardian always watching over his people. Promoth is a stern god firm and unwavering in his goodness, as enduring as the mountains and just as strong.

Photus, The Bright Sun, The Watchful Eye, Renewer of Life (Greater God)
Alignment: Neutral Good (Clerics: Any good )
Domains: Sun,Fire,Good, Protection, Healing, Knowledge, Renewal , Community, Travel (9)
Prestige Domains: Mysticism, Divination ,Excorcism,Glory (4)
Favoured Weapon: Suns Fire (Chakra (the Thri-Kreen crystalline throwing wedge thingy for those of you who've played Dark Sun (Dmg 1d4+1 Crit: 20/x2, Returns to thrower Martial Weapon IIRC)))

Photus is the god of the Sun, the Watchful Eye who looks over the world each day, protecting his people from the evils that lurk in the Darkness. Photus is a gentle god who would rather heal and renew those harmed than to lead a crusade against the Darkness, but when angered he is a terrible foe personifying the wrath of the sun's fire. Due to his daily trips over the world Photus is also worshipped as a god of knowledge, gathering information in his trips over the world.

Selen, The Changing Moon, Huntress in the Night , Glamourous Lady
Domains:Water,Good, Chaos, Animal, Knowledge, Trickery, Magic, Luck, Rune, Air (10)
Prestige Domains: Mysticism, Divination, Beastmaster, Celerity (4)
Favoured Weapon: Spinning Moon ( Chakrum (The throwing disc thingy)

Selen is the goddess of the moon, change, and hunting. Selen hunts the night, and is the patron of all good creatures of the night. Selen is a fickle goddess, the wrathful hunter and the cunning trickster in equal measure one moment and a protector the next. Selen is also the keeper of concealed things, be they physical or mental in nature.

Aeter, The Final Judge, King of The Dead, The Last Keeper
Domains: Death, Repose, Law, Knowledge, Protection, Nobility, Destruction, Ancestor, Suffering
Prestige Domains: Divinations,Domination, Mind, Inquisition ([Good] Spells are replaced with the [Lawful] version])
Favoured Weapon: Unflinching Fate (Bastard Sword)

Aeter is the judge of the dead, whom all souls must pass by before they are released to the domain most matching their deeds and nature. Aeter must judge each soul and weigh up each deed and action and then decide on their destination, his gaze probes the depths of each and every soul no matther how good or evil searching for falsehood before he makes his judgement and once made no force may change it. Those of nature like unto himself remain in his domain as his servants and scribes and are occasionally restored to the realms of the living as undying guardians for places sacred to Aeter. Aeter's clerics are occasionally tasked with returning those who have avoided his judgement without his permission, such undead are abominations to the Last Keeper.
Favoured Weapon: Unflinching Fate (Bastard Sword)

Paradox, The All And The None
Portfolio: Opposition, Impossibility
Domains: A Cleric of Paradox may choose ANY 2 Domains so long as they are opposed eg (Good/Evil, Law/Chaos, Protection/Destruction, Healing/Death)
Prestige Domains: For any extra domains they must either oppose or balance BOTH of the original domains, or be an opposing pair (in which case the first domain is delayed until the second is granted).
eg
Opposing Both
Good/Evil + Chaos
Balancing Both
Fate/Luck + Planning
New Opposed Pair
Good/Evil + Plant/Animal (eg for a Contemplative they would choose the pair Plant/Animal at 1st but get access to neither until they'd normally recieve their second Prestige Domain)

Paradox is how human's express the inherent contradiction in the multiverse. He/She/It is (not) the personification of all opposition. It balances/opposes all other gods. Paradox has few followers since few people are capable of grasping the inherent conflict in this being while maintaining their sanity. Paradox maintains his status as a greater diety only because such believers tend to be both influential, and powerful of will.
Favoured Weapon: Both Sides (Quarterstaff)

(The Evil Gods will be detailed later since they aren't really necessary for character creation).

DWARVEN
The Mountain Forger (LG, Greater Diety of Elemental Earth)
Portfolio: Dwarves, Mountains, Volcanoes, Smithing, Battle
The Mountain Forger is LG, and Grants Access to: Artifice, Cavern (FRCS), Craft (FRCS), Destruction, Dwarf (FRCS), Earth, Fire, Law , Metal (from OA), Protection, Stone (from OA), Strength and War domains.
Prestige Domain: Mysticism (Aspect of the Deity and Greater Aspect of the
Deity grants the Fire or Earth Elemental/Half-Elemental templates respectively (caster's choice. Lesser Aspect of the Deity grants Fire and Acid Resistance 10, and a 1d4+1 bonus to Constitution.), Inquisition, Excorcism, Creation and Community.

The Mountain Forger is the Dwarven God of Creation, he forged the world on his mighty anvil and the dwarves were the race he made to populate it. The Mountain Forger represents Earth and Fire, as well as smithing and the deep places the Dwarves call home. He is both guardian and warrior, creator and destroyer. For all this he is not aggressive, he prefers to react then seek out and destroy, his patience is that of stone and when roused he brings the might of the Forging itself to bear. Although some humans claim he is an aspect of the Deity Promoth the dwarves dispute this claim. Given that the dwarven records of their first appearance and the then existance of the Mountain Forger and that they predate the appearance of humans let alone their deities, the dwarves are sure of their stance and tend to take offense at imlications otherwise. The mountain forger usually appears as one of the Firstforged, a dwarf composed of flaming lava, wielding a massive flaming warhammer in his hand.
His favoured weapon is the Warhammer.
Weapon of the Diety Produces an Impact Warhammer.

The Races
Of the races given in the PHB only the Human exists as a non-LA'd race. As soon as I get a chance I'll be posting the races as they stand here. (There will be no elves since their LA surpasses +8, and they usually aren't the kind of beings that would get along well with humans or dwarves anyway.) (Not that I'm interested on any feedback on the appropriateness of the LA for these races.) (Next Race Coming: The Gnomes!)


Dwarves
Dwarves are divided into five castes based on how far they are from the First Born. Although it is known only to a few dwarves there are ways for young dwarves to purify themselves and bring them closer to the First Born through complex rituals. The five generations are detailed below.

(All traits are in addition to those given in the PHB unless otherwise noted)


The Descendants of the Stone (LA +2)
The Descendants of the Stone are the youngest of the dwarven generations being 1000 years old or less they are the weakest of the dwarves and the most out of tune with the Mountain Forger but they still have strong ties to the earth itself. And have a strength and hardiness beyond that of most humans.

- Stat Mods are +4 Con, -2 Dex and +2 Str (Dwarves are tough and strong like the rock itself, however they are plagued by the slow moving nature of rock) (these replace the PHB stat adjustments)
- Damage Reduction 2/- and Natural Armor +1 (Dwarves are as hard to hurt as the mountain stone from which they came) (This stacks with Barbarian DR or Epic Feat DR but overlaps with DR against types/magic/etc)
- Fire and Acid Resistance 10 , the dwarven affinity for earth is well known as such its kindred element will not harm them and the fires of the forging of the first dwarfs still flow within the Descendants of the Stone.
- +6 Racial Bonus on Craft (Blacksmithing,Armoursmithing and Weaponsmithing), the descendants of stone are masters of the arts of the smith capable of creating beautiful and sturdy works.
- Darkvison 120'
- Dwarves CAN NOT tumble in inappropriate armor or make use of any other ability that would require unhindered movement to use despite their unhindered movement rate.
- Spell-Like Abilities: (The Following are Non-Cumulative)
(Level refers to HD not ECL)
Level 1: 1/day - Stone Shape
At 5th Level - Meld into Stone 1/day, Stone Shape 3/day
10th Level: Wall of Stone 1/day, Meld Into Stone 3/day , At Will: Stone Shape
15th Level: Wall of Stone 3/day, Meld Into Stone 1/hour, At Will Stone Shape
20th level: Earthquake 1/week, Wall of Stone 3/day, Meld Into Stone 1/hour, At Will Stone Shape
(Spell DCs are Wisdom Based, Caster Level is equal to the Dwarves HD)
Alignment: (Almost) Always Lawful Usually Good
Favoured Class: Paladin or Fighter chosen at 1st Level

Grandchild of Stone (+4 LA)
The Grandchildren of Stone are the second youngest of the dwarven castes for the most part they are between 1 and 2 millenia of age. They have stronger ties with the earth than their lesser brethen and posess the wisdom within the bones of the earth. In them the fire of the forging begins to manifest.

- Stat Mods are +4 Str, +8 Con, -2 Dex and +2 Wisdom (The Grandchildren of stone are incredibly strong and are tougher than all but the most hardy of humans. They have percieved some of the Wisdom of the Earth )
- Damage Reduction 4/- and +2 Natural armor (The Grandchildren of Stone are as hard to hurt as the mountain stone from which they came) (This stacks with Barbarian DR or Epic Feat DR but overlaps with DR against types/magic/etc)
- The Grandchildren of Stone have a Burrow speed of 20'. Their affinty with the earth is such that it almost seems to part before them.
- Fire and Acid Resistance 15 , the dwarven affinity for earth is well known as such its kindred element will not harm them and the fires of the forging of the first dwarfs still flow within the Grandchildren of the Stone.
- +4 Racial Bonus on Craft (Blacksmithing,Armoursmithing and Weaponsmithing), the grandchildren of stone are masters of the arts of the smith capable of creating beautiful and sturdy works.
- Darkvison 120'
- Stonecutting rises to +4
- Saves vs Poison and Spells recieve a +4 bonus.
- Dwarves CAN NOT tumble in inappropriate armor or make use of any other ability that would require unhindered movement to use despite their unhindered movement rate.
- Spell-Like Abilities: (The Following are Non-Cumulative)
(Level refers to HD not ECL)
Level 1: 1/day - Stone Shape, Burning Hands
At 5th Level - Meld into Stone and Heat Metal 1/day, Stone Shape and Burning Hands 3/day
10th Level: Wall of Stone and Wall of Fire 1/day, Meld Into Stone and Heat Metal 3/day , At Will: Stone Shape and Burning Hands
15th Level: Wall of Stone and Wall of fire 3/day, Meld Into Stone and Heat Metal 1/hour, At Will Stone Shape and Burning hands
20th level: Earthquake and Magma Burst (BoEM1) 1/week, Wall of Stone and Wall of Fire 3/day, Meld Into Stone and Heat Metal 1/hour, At Will Stone Shape and Burning Hands
(Spell DCs are Wisdom Based, Caster Level is equal to the Dwarves HD)
Alignment: (Almost) Always Lawful Usually Good
Favoured Class: Paladin or Fighter chosen at 1st Level


Child of Stone (+6 LA)
It is here that the Dwarves begin to show the true depth of their bond with stone, no longer are they flesh but creatures of living stone. These are the dwarves from 2 to 3 millenia in age usually and they are mighty indeed, they have the strength of the earth itself.

- Elemental (Earth). Children of Stone are not humanoids they are Elementals of the Earth subtype being creatures of living rock they Immune to poison, sleep, paralysis and stunning. They are also not subject to critical hits or flanking. They do not eat, breath or sleep. They cannot be ressurected by spells that restore souls to their bodies since their souls are intimately bound to the stone that is their flesh which sinks back into the earth when they die. Limited Wish, Wish, Miracle or True Ressurection is necessary to restore a Child of Stone to life.
- Stat Mods are +10 Str, +8 Con, -2 Dex and +4 Wisdom and +2 Charism (The Children of stone are mighty indeed as strong as the creatures of elemental earth and are just as tough. They have more of the Wisdom of the Earth and they carry some of its majesty with them. )
- Damage Reduction 5/- and +5 Natural armor (The Children of Stone are as hard to hurt as the mountain stone from which they are made) (This stacks with Barbarian DR or Epic Feat DR but overlaps with DR against types/magic/etc)
- The Child of Stone can glide through stone, dirt or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole (unless the Child of Stone wishes to do so), nor does it create a ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Child of Stone flings the Child of Stone back 30 feet, stunning the dwarf for 1 round unless it succeeds on a DC 15 fortitude save.
- Fire and Acid Resistance 20 , the dwarven affinity for earth is well known as such its kindred element will not harm them and the fires of the forging of the first dwarfs flow strongly within the Children of the Stone.
- Push - A child of stone can start a bull rush maneuver without provoking an attack of opportunity,
- A child of stone gains a slam attack, smashing it's foes with its rocky fists for a base of 1d8 damage. Critting on a 20/x2.
- +8 Racial Bonus on Craft (Blacksmithing,Armoursmithing and Weaponsmithing), the Children of stone are masters of the arts of the smith capable of creating beautiful and sturdy works.
- Darkvison 120'
- Stonecutting rises to +8
- Saves Spells recieve a +4 bonus.
- The Child of Stone gains a Spell Resistance of 14 + His character level. The resistance to spells inherent in the dwarven nature fully manifests at this stage.
- Earth Mastery (Ex): A Child of Stone gains a +1 to hit and damage any creature in contact with the earth.
- Dwarves CAN NOT tumble in inappropriate armor or make use of any other ability that would require unhindered movement to use despite their unhindered movement rate.
- Spell-Like Abilities: (The Following are Non-Cumulative)
(Level refers to HD not ECL)
Level 1: 1/day - Stone Shape, Burning Hands
At 5th Level - Meld into Stone and Heat Metal 1/day, Stone Shape and Burning Hands 3/day
10th Level: Wall of Stone and Wall of Fire 1/day, Meld Into Stone and Heat Metal 3/day , At Will: Stone Shape and Burning Hands
15th Level: Wall of Stone and Wall of fire 3/day, Meld Into Stone and Heat Metal 1/hour, At Will Stone Shape and Burning hands
20th level: Earthquake and Magma Burst (BoEM1) 1/week, Wall of Stone and Wall of Fire 3/day, Meld Into Stone and Heat Metal 1/hour, At Will Stone Shape and Burning Hands
(Spell DCs are Wisdom Based, Caster Level is equal to the Dwarves HD)
Alignment: (Almost) Always Lawful Usually Good
Favoured Class: Paladin or Fighter chosen at 1st Level

Brother of Stone (+8 LA)
These dwarves are almost exclusively around 4 millenia of age, they were forged with the world as part of its creation by the mountain forger and the Firstborn he made to aid him in this prodigious task. (Or so the dwarven tales say.) But whether or not this is true they are truly beings of incredible power, might and majesty. They speak with the voice of the world and their bodies still radiate a little of the heat of creation, and they retain an echo of the amazing power of craft demonstrated in such a mighty feat.

- Elemental (Earth). Children of Stone are not humanoids they are Elementals of the Earth subtype being creatures of living rock they Immune to poison, sleep, paralysis and stunning. They are also not subject to critical hits or flanking. They do not eat, breath or sleep. They cannot be ressurected by spells that restore souls to their bodies since their souls are intimately bound to the stone that is their flesh which sinks back into the earth when they die. Limited Wish, Wish, Miracle or True Ressurection is necessary to restore a Brother of Stone to life.
- Stat Mods are +12 Str, +12 Con, and +6 Wisdom and +4 Charisma (The Brethren of stone are mighty indeed, as strong as the creatures of elemental earth and they are as tough as the bones of the world itself. They have much of the Wisdom of the Earth and they carry a spark of the majesty of creation in them. The fire burning in their bodies makes their stone limbs more agile allowing them a grace on par with that of humanity. )
- Damage Reduction 5/- and +9 Natural armor (The Brethren of Stone are as hard to hurt as the bones of the earth which they were made with) (This stacks with Barbarian DR or Epic Feat DR but overlaps with DR against types/magic/etc)
- The Brother of Stone can glide through stone, dirt or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole (unless the Brother of Stone wishes to do so), nor does it create a ripple or other signs of its presence. A move earth spell cast on an area containing
a burrowing Brother of Stone flings the Brother of Stone back 30 feet, stunning the dwarf for 1 round unless it succeeds on a DC 15 fortitude save.
- Acid Immunity and Fire Resistance 25, The children of the stone are so at one with the earth that its kindred element will not touch them and the powerful flame of creation burning within them makes them almost immune to heat.
- Superior Earth Mastery (Ex)- A Brother of Stone gains a +2 to hit and damage any creature in contact with the earth.
- The Brethren of the Earth share its great ability to recover from damage and possess Fast Healing 5.
- Push (Ex) - A Brethren of stone can start a bull rush maneuver without provoking an attack of opportunity,
- A Brethern of stone gains a slam attack, smashing it's foes with its rocky fists for a base of 1d8 damage. Critting on a 20/x2.
- +12 Racial Bonus on Craft (Blacksmithing,Armoursmithing and Weaponsmithing), the Brethren of stone are masters of the arts of the smith infused with the glorious power of the Creation itself.
- Darkvison 120'
- Stonecutting rises to +10
- Saves Spells recieve a +4 bonus.
- Firey Touch (Ex) - Any creature struck by an unarmed attack, slam or metal weapon wielded by a Brethren of Stone suffers an additional point of fire damage as the fires of the forging that burn within the Brethren's body flow through and sear the creature. A brethren may suspend this ability at will.A creature unwise enough to be grappling a brethren of stone takes 1d6 points of fire damage per round the grapple is maintained.
- The Brother of Stone gains a Spell Resistance of 16 + His character level. The resistance to spells inherent in the dwarven nature fully manifests at this stage.
- Dwarves CAN NOT tumble in inappropriate armor or make use of any other ability that would require unhindered movement to use despite their unhindered movement rate.
- Spell-Like Abilities: (The Following are Non-Cumulative)
(Level refers to HD not ECL)
Level 1: 1/day - Stone Shape, Burning Hands
At 5th Level - Meld into Stone and Heat Metal 1/day, Stone Shape and Burning Hands 3/day
10th Level: Wall of Stone and Wall of Fire 1/day, Meld Into Stone and Heat Metal 3/day , At Will: Stone Shape and Burning Hands
15th Level: Wall of Stone and Wall of fire 3/day, Meld Into Stone and Heat Metal 1/hour, At Will Stone Shape and Burning hands
20th level: Earthquake and Magma Burst (BoEM1) 1/week, Wall of Stone and Wall of Fire 3/day, Meld Into Stone and Heat Metal 1/hour, At Will Stone Shape and Burning Hands
(Spell DCs are Wisdom Based, Caster Level is equal to the Dwarves HD)
Alignment: (Almost) Always Lawful Good
Favoured Class: Paladin or Fighter chosen at 1st Level

Firstborn (LA +? )
Since these creatures are for the moment out of reach as PCs I'll leave them undetailed.
 
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I'll take one of those spots please... I'm thinking a Wizard perhaps.. not sure what race yet though... will have to get a run down from you Kal....
 
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Large amounts of location information has been added I may start on the races later tonight depending on how tired I feel.
 

I'm very interrested, but have a few questions :

- ratio roleplaying/combat

- is there anything YOU would like le to play/make, anything that you as a GM find irresistable about the setting?
 

Well the first adventure I have planned is a dungeon crawl at its heart, though there's definitely opportunities for roleplaying in the area before it really kicks into Dungeon Mode. After that I'm pretty much willing to be guided by what the players want to do, its certainly viable to be fairly roleplay heavy given that direct individual combat with the planar threat is an excellent way to die horribly. (Edit: Realised this sounded like combat had no place, what I meant was individually trying to handle the invasion all on your lonesomes was an excellent way to die horribly not that the invaders are so powerful that fighting any of them will kill you)

For the second question could I check what you're asking ? Is there something I'd like a PC to make or is there something I'd particularly like to make if I had the opportunity to play?
 
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Kalanyr said:
For the second question could I check what you're asking ? Is there something I'd like a PC to make or is there something I'd particularly like to make if I had the opportunity to play?
Is there something you would like a PC to make. I don't have a real desire to play a particular character class/race. If I don't really feel strong about something I always ask the DM what he needs to complete a party or if he needs someone to hang a few plothooks on. I like a challange, and sometimes I'm asked to play a character wich I didn't really consider, wich is allways refreshing.
 

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