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I think this style of game relies far less on niche protection...in fact, I'd say covering the bases as many different ways as possible would be handy. There will be sandbox elements to this game and as a GM I only 'balance' encounters in terms of availablity of avenues of retreat. If you encounter four Ogres, you need to make some quick decisions.
 
I think this style of game relies far less on niche protection...in fact, I'd say covering the bases as many different ways as possible would be handy. There will be sandbox elements to this game and as a GM I only 'balance' encounters in terms of availablity of avenues of retreat. If you encounter four Ogres, you need to make some quick decisions.
 
[[Maggie the Witch]]
 
 
[[Domik Boscage]]
 
 
[[Rufus Hillsfar]]
 
  
 
=House Rules=
 
=House Rules=
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*Rule 4: It is quite legal to make a gestalt character that is the same class twice. To be effective, however, you would want a class that can trade out all of its class features for ACF's.
 
*Rule 4: It is quite legal to make a gestalt character that is the same class twice. To be effective, however, you would want a class that can trade out all of its class features for ACF's.
 
*Rule 5: Assume initiative is now static [not rolled] and that things that previously triggered AoO's now allow Immediate Actions outside of initiative order. This Immediate action takes the place of any standard or move action.
 
*Rule 5: Assume initiative is now static [not rolled] and that things that previously triggered AoO's now allow Immediate Actions outside of initiative order. This Immediate action takes the place of any standard or move action.
*Rule 5a: Assume all move and standard actions are now interchangeable. You get two a round. Note, this does not apply to spellcasting.
 
*Rule 5b: assume any attack, feat or special ability that requires a full round action now only requires a standard action. This does not apply to spells.
 
 
*Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger.
 
*Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger.
 
*Rule 7: There is always a way around 'absolute' [no non-magical counter] magic spells. Each must be learned individually.
 
*Rule 7: There is always a way around 'absolute' [no non-magical counter] magic spells. Each must be learned individually.
*Rule 8: I am employing a 'per rest' rather than per day rule. this means any significant break is a chance to recharge normal per day abilities. Only a few spells are still restricted to per day. While this may seem to shortchange fighters, they have gained much through increased feats and quicker actions.
 
  
 
And that's it rules wise.
 
And that's it rules wise.
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The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power.
 
The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power.
  
==The Older Ones==
+
==The Menfish==
 
Premise: Kuo-Toa are evil aztec fishmen from a different, older evolutionary path before Man.
 
Premise: Kuo-Toa are evil aztec fishmen from a different, older evolutionary path before Man.
  
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*The concept is fairly different to 'normal' [in the loosest sense] D&D, in that the characters start with a vital objective [save the village] and a resource poor environment to do it in [no high levels, no magic traders]. The community itself becomes the 'treasure' and the characters need to defend it from bands of looting orcs, various baddies and other adventurers... and the replacement of people in a small community is a long term objective, inclined to tie the party to one area.
 
*The concept is fairly different to 'normal' [in the loosest sense] D&D, in that the characters start with a vital objective [save the village] and a resource poor environment to do it in [no high levels, no magic traders]. The community itself becomes the 'treasure' and the characters need to defend it from bands of looting orcs, various baddies and other adventurers... and the replacement of people in a small community is a long term objective, inclined to tie the party to one area.
 
 
==Gods and the Rude Pantheon==
 
The relationship between mortals and gods is fundamentally different in this campaign.
 
The Grand and High Powers planted their heels firmly on the neck of many deities, great and small, during their increasingly insane reign. Some, like Pelor, Ehlonna and Boccob, who's existence is woven into the make of the world, were supressed into little more than their earthly manifestations [Sun, woods and magic]. Others, like Lolth and Yondalla, were enslaved. Some fled and hid, some were killed. All were humbled.
 
When Bahamut fell and the Winds stilled, the world paused...and one of his semi divine sons took the mantle of Bahamut. The magical and philosophical implications of this are still being fought out in the hearts of mortals and Outsiders alike.
 
 
Only the primal forces of Nature and the Middle Way endured unchanged as their existence was the canvas on which the Powers made their marks. The Old Ways, woven into the interdependence of existence, were only in danger near the end, when the Powers began to claw down existence and were flattened by nudging the Wheel. As those clerics who have had [oddly frank] divine messages answered can attest to, the Moon's Tear had a number of effects across all the planes, all fatal to the powers and their ilk - and many others besides. Apparently, Hell and the Abyss are pretty much empty.
 
 
The Gods of the Rude Pantheon
 
 
This is a religion - a new approach to faith between the devout and the Deities that remain. Inspired by Caeran Twiceborn, who died and lived again after talking with the god of Death, who was a god without a name. Returning to life is not unknown, but returning after a year and a day is.
 
The story from there is long and involved, but the part crucial to the church is the compact it promises between gods and mortals - namely that gods will strive together to ceate a better world as mortals must. Old emnities are not part of the Church's way, and the
 
"Rude Pantheon" is called so with understanding of it's possible interpretations.
 
 
In practical terms, the Rude Pantheon is a collection of the remnants of the gods of another age...and the few who have arisen since the Moon's Tear.
 
There are many other Gods and semidivine beings, but they are generally unimportant in the area.
 
 
==The Gods and goddesses that remain.==
 
All deities except for Crom cruach are from the 3.5 greyhawk campaign, so theres a pile of information on them out there if you need it.
 
 
All the Gods and goddesses of the rude Pantheon are in bold. The Church is built around a combination of romanesque local god acquisition and the practicalities of both mortal and divinity surviving the age of Powers.
 
a note on the condition of Gods.
 
 
A [[Returning God]] is one who was suppressed during the reign of the Powers. Their influence in the world is now far more embedded in what they represent, with much less free will.
 
 
A [[Broken God]]is one who was used and abused in some manner by the Powers. most have suffered power loss and permanent disabling/crippling injuries of some sort. they cannot really be worshipped with any regular expectation of help, but provide a general amount of power for clerics of a pantheon [such as the rude Pantheon]to draw upon.
 
 
A [[Dead God]] is just that - gone from the world. you will not that no major god is truly dead - someone/thing has taken their place.
 
more minor deities tend not to have as well defined a portfolio for some ambitious demibeing to occupy.
 
 
Lords of Law Major
 
 
* '''Bahamut''' [G] Wind Cold (Metal Dragons). Was killed and 're embodied' in one of his sons.
 
* '''Heironeous''' [G] Chivalry, valor, war. A Broken God.
 
* '''Hextor''' [E] Tryranny, conflict, fitness to rule. A Broken God.
 
These brothers, while they have not set aside their viewpoints, now have a truce of compact.
 
* Kurtulmak [E] Traps, (Kobolds). A Silent God, unheard from since the time of Powers.
 
* '''Moradin''' [G] Smithing, building (Dwarves-once). A returned God. Dwarves refuse to worship him.
 
* Tiamat [E] Conquest, Trickery (Chromatic Dragons). A broken Goddess. Her worshippers now only gain divine aid through blood relation.
 
* '''Wee Jas''' [N] Death, magic, vanity. Scarred and enslaved by the powers, she is now the Goddess of Death only, and consort to the unnamed god of Afterlife.
 
* '''Yondalla'''[G] Protection, exploration (Halflings). A Broken Goddess. 
 
 
Lesser
 
 
* Cyndor[N] Time, the infinite. Dead - the post is now filled by a league of Outsiders
 
* Delleb[G] Scribes, writing, study, lore. Dead, though many strive to fill this position.
 
* Osprem[N] Ships, sea voyages, sailors. A returned God, now considered fickle. Proprietry worship only.
 
* '''Pholtus'''[G] Light, Order, Stability, steadfastness. Dead. A Solar of odd heritage holds this 'post'
 
* '''Rao'''[G] Peace, serenity, inner knowing [monks] Dead and returned. One of he few gods to come through the time of Powers with inner honor intact.
 
* Wastri[N] Animals, bigotry, purification. Gave himself to the Old Ways as is now part of their 'pantheon'
 
 
Circle of Nature Major
 
 
* '''Boccob''' [N] Knowledge, Magic. A Broken god, enslaved and drained by the Powers.
 
* Crom Cruach [N] Darkness, earth, stealth, trickery. Something awoken by the Deepfolk during the time of Powers, a grim, silent goddess who survived by never being anywhere.
 
* '''Ehlonna''' [G] Nature, forests, fertility, flora/fauna.(Humans). A returned goddess.
 
* Fharlanghn [N] Roads, travel, trade. Dead.
 
* '''Garl Glitter Gold''' [G] Humor, wisdom, trickery. The other God to survive without betraying his nature, Garl played a dangerous game of high Drama cat and mouse with the Powers most decadent and most in need of amusement . He is now the prime dwarf god...
 
* '''Nerull''' [E] Underworld, crimes, murder. A broken God, made blind.
 
* Obod-Hai [N] Nature, Freedom, hunting, animals.(Humans). A formerly enslaved God, broken to the demands of the Powers to service their creations. Now a suspicious, lonely and haunted version of himself.
 
* '''Pelor''' [G] The Sun, Light, Healing. A returned God, whose special place as ruler is now reduced to humble tasks.
 
* Vecna [E] Secrets, intrigue. A Broken god, literally a twisted Shadow of its former self.
 
 
Lesser
 
 
* Bralm[N] Insects and industry. Broken and twisted to many tasks. Now beyond the reach of all but a few followers of the Old Way.
 
* Celestian[N] Astronomy, Wanderers. Dead. His dying was cruel and long.
 
* Geshtai[N] rivers and lakes. Broken and enslaved, now a haunting echo confined to magic gifts over or in water.
 
* Incubalos[E] Plague, famine, disaster. Dead. His sphere is contested by foul things of the outer planes.
 
* Istus[N] Destiny, the future, foretelling. A Returned God, now considered fickle.
 
* Joramy[N] Volcanoes, wrath. Dead.
 
* Moquol[N] Trade and negotiation. Dead
 
* Pyremius[E] assassins, poison, fire. Dead
 
* Tharizdun [E] Insanity, destruction. Dead
 
* Xan Yae [N] shadows and stealth. Dead
 
* Zuoken[N] Mental power, inner strength [monks] Dead
 
 
Courts of Chaos: Major
 
 
* '''Corellon Larethian''' [G/N] Arts, Music, Magic. (Elves) A partly enslaved and broken god who survived by dissappearing into their spheres of influence. Now darker in attitude.
 
* Erythrul [E] War, frenzy, slaughter, panic. Broken and enslaved. This god is now near mindless and lends only the powers that bear his name.
 
* '''Gruumsh''' [E] War, territory, leadership. (Orc kind) Now blind, crippled and forced to depend on others.
 
* Kord [G] Strength, courage, fitness. [monks] Dead. A human with mighty relics of the god stands in his stead.
 
* Lolth [E] Darkness, spiders, deceit (Dark Elves). Broken and enslaved.
 
 
Lesser
 
 
* Beltar[E] Malice, caves. Dead
 
* Iuz[E] Deceit Dead
 
* Llir[G] Poetry and the Arts. Insane.
 
* '''Llerg[N]''' Beasts, nature. Broken
 
* '''Procan'''[N] Oceans, seas, water. Broken and enslaved.
 
* Telchur[N] Cold, winter.
 
* '''Tritherion'''[G] Individuality, Liberty. Broken.
 
 
 
Religion, like other things, goes through cycles. The current cycle in
 

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