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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==
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==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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Lesser
 
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.
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    * 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.
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    * 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.
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    * 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.
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    * 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.
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    * Istus[N] Destiny, the future, foretelling. A Returned God, now considered fickle.
* Joramy[N] Volcanoes, wrath. Dead.
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    * Joramy[N] Volcanoes, wrath. Dead.
* Moquol[N] Trade and negotiation. Dead
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    * Moquol[N] Trade and negotiation. Dead
* Pyremius[E] assassins, poison, fire. Dead
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    * Pyremius[E] assassins, poison, fire. Dead
* Tharizdun [E] Insanity, destruction. Dead
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    * Tharizdun [E] Insanity, destruction. Dead
* Xan Yae [N] shadows and stealth. Dead
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    * Xan Yae [N] shadows and stealth. Dead
* Zuoken[N] Mental power, inner strength [monks] Dead
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    * Zuoken[N] Mental power, inner strength [monks] Dead
  
 
Courts of Chaos: Major
 
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.
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    * '''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.
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    * 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.
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    * '''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.
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    * Kord [G] Strength, courage, fitness. [monks] Dead.  
* Lolth [E] Darkness, spiders, deceit (Dark Elves). Broken and enslaved.  
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    * Lolth [E] Darkness, spiders, deceit (Dark Elves). Broken and enslaved.  
  
 
Lesser
 
Lesser
  
* Beltar[E] Malice, caves. Dead
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    * Beltar[E] Malice, caves. Dead
* Iuz[E] Deceit Dead
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    * Iuz[E] Deceit Dead
* Llir[G] Poetry and the Arts. Insane.
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    * Llir[G] Poetry and the Arts. Insane.
* '''Llerg[N]''' Beasts, nature. Broken
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    * '''Llerg[N]''' Beasts, nature. Broken
* '''Procan'''[N] Oceans, seas, water. Broken and enslaved.
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    * '''Procan'''[N] Oceans, seas, water. Broken and enslaved.
* Telchur[N] Cold, winter.
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    * Telchur[N] Cold, winter.
* '''Tritherion'''[G] Individuality, Liberty. Broken.
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    * '''Tritherion'''[G] Individuality, Liberty. Broken.
  
  
Religion, like other things, goes through cycles. The current cycle in
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Religion, like other things, goes through cycles. The current cycle in Navonne and surrounds is toward followers of general philosophies rather than specific deities. Hence, you will find many adepts/worshippers of The Lords of Law, The circle of Nature or the Courts of Chaos. The current dominant pantheon/philosophy in the area is the Circle of nature which espouses a philosophy of strength through growth and decline. Their doctrine specifically allows for the need for Law and Chaos, so both of these paths have some religious influence in the area, but are overshadowed by Nature. The worship of certain deities in each pantheon (Generally the evil and perverse ones) is punishable by death.

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