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You are here: Home --> Forum Home --> Recent posts by Shield Wolf
Topic: Dark Sun Game
Subject: Crowe's final thought.


The Half-elf observed the rest of the introductions, taking in what he could and sizing up these 'companions' as he would a mark for a con.


Eyeing the half-orc, mul, and human he thought to himself, "Muscles, lots of them, good for staying behind and probably best to stay out of arm's reach if they start swinging too erratically. If nothing else big means easier to see which means I can go overlooked if needed."


The kreen was a case he was not sure about, on one hand it was always nice to have a medic on hand, but a medic that stood out may draw too much attention and find itself in need of medical attention. "The bug could be useful, it is, after all, hard to go wrong with having a healer in our midst."


The Drow was most concerning to him, not because of her race, with his upbringing he was taught to accept anyone, people should be judged for what benefit they bring to the family, not because of the family they cannot choose. No, this Elf concerned him because she was obviously a missing a couple lute stings. "Need to keep an eye on this one, crazy and unpredictable can be dangerous..."

He cleared his throat, and addressed the gathered stulti once again, "It seems we are in agreement then, if we are to find this ruin before any of the other groups then I suggest we move on from these introductions and get to searching." With that he glanced again between his companions and added, "Would any of you happen to have any specific knowledge of the region, or perhaps experience in locating things?"

Posted on 2016-06-20 at 20:03:44.
Edited on 2016-06-20 at 20:11:01 by Shield Wolf

Topic: another game reboot
Subject: thoughts


I'm hoping to have sheets in by Friday this week, if you can't manage that deadline it isn't a big deal. Gives me more time to fix the map, do a rough draft of the intro, and tweak a few things on my end.

For anyone interested, I'm making a calendar of sorts for the world, and gradually coming up with holidays and the like.

The 6 months on this realm's calendar, and the number of days in each are as follows:

Jenaro - 60 days
Nunzio - 55 days
Gavina - 61 days
Teristis - 60 days
Tola - 61 days
Natolio - 55 days

You'll notice that a year on this world is slightly shorter than a year here, coming in at 352 days in a year. Each season runs roughly 90 days, with Winter starting on Jenaro 1, Spring on Nunzio 28, Summer on Gavina 59, and Autumn on Tola 26.

The campaign will kick off on Tola 26, as your home Tulduroc plans for the annual Autumn bazaar and festival, a fitting time for you to start your new lives as gallant adventurers.

Posted on 2016-06-20 at 19:29:23.
Edited on 2016-06-20 at 21:44:34 by Shield Wolf

Topic: another game reboot
Subject: mostly m.i.a. This weekend


Being that it is Father's Day weekend, and I am a father, my weekend is occupied. I'm posting this from my phone since my daughter confiscates my computer on weekends.

Take your time Nomad, no rush. Feel free to find Home brew classes online too, both Impulse and Nimu are playing custom classes.

Kamina, thanks for answering the question on stats.



Posted on 2016-06-18 at 11:22:34.
Edited on 2016-06-20 at 20:08:40 by Shield Wolf

Topic: another game reboot
Subject: whoo!


I would appear we have quite a bit of interest, so I'll post up a bit of backstory I've been milling around in my head at work for a couple days.

Anyone who has played in one of my games in the past can attest that I usually have the PCs as recruits in an organization of some sort, I've run Orion Group, Wolf Pack, and Crimson Falcons just to name a few. These organizations already have rules in place and guidelines the members are expected to adhere to, even if just loosely. For this game I want to step away from that and instead have you all be newly started adventurers.

So the set up is as follows:

Each of you are residents of the trade hub Tulduroc (a Large city, pop nearly 40k people) and have tired of your profession and decided to take up the mantle of adventurer in order to add some excitement to your life. You take your savings and outfit yourself to set out, and take to the local Job Boards where people will post jobs appropriate for adventurers to undertake. This will be where you meet, where things will start up, and moving forward from that moment will shape the future of your character, the group, and perhaps the world itself.

So as mentioned elsewhere I am wanting you to be level 3, we can assume you trained in your off time while working your chosen craft or profession to earn the skills from your class. Starting gold will be 5000, this is higher than a standard 3rd level character, which is why I am imposing a requirement that you have at least one rank in a craft or profession skill of your choice to denote how you made money. If you are a crafter, such as a smith, you can make your own gear at 1/3 the listed cost, and masterwork gear at listed cost, as the cost incurred in masterwork is the labor, not materials. Please PM regarding any gear you make for yourself, so I know what you paid full price for, and what was discounted due to your own craftiness. Magic items, except one-shot items such as potions and scrolls, must be purchased at listed price. If you have brew potion or scribe scroll you can craft those at the discounted rate.

Impulse I will be getting back to you shortly regarding your spells. EDIT: PM sent.

Nimu I have not yet had a chance to look over the feats, but I will. EDIT: reviewed, approved, PM sent.

Kamina please stick with your starting firearm for now, though you can spend the funds to remove the broken property as described in the class.

Nomad, get back to me regarding your class when you get a free moment, not rushing you.

Posted on 2016-06-16 at 18:03:49.
Edited on 2016-06-16 at 18:27:09 by Shield Wolf

Topic: another game reboot
Subject: Re: Kamina


What sort of character do you have in mind?

Posted on 2016-06-14 at 18:52:57.

Topic: Dark Sun Game
Subject: One of those... of course.


Crowe had only ever met a handful of Glamhoth-agar in his time, and even then they were usually avoided. Today he learned that the rumors of their intelligence, or lack there of, were not over exaggerated if this specimen was the norm. He shrugged slightly, "Even a dumb brute can have his uses, even if just as cannon fodder," he thought to himself, "guess I should dumb down the speech for his sake." He tapped himself on the chest and said slowly, "Me Crowe, we do work for shiny, yes?"

Posted on 2016-06-14 at 18:51:18.

Topic: another game reboot
Subject: Nomad?


Any idea what you'd be bringing to this game?

Posted on 2016-06-13 at 21:40:40.

Topic: Dark Sun Game
Subject: humph


Village of Kelna, Town Square, Borders of Tyr, Early Morning. Wind 4th

The shorter Templar stepped up, standing tall. As she spoke, her voice was stern and businesslike, amplified many times more than normal.

"Listen up. I won't repeat myself. To make things simple, there's been sightings of magic here. And we're going to use you to help us. There's a potential ruin. Unexplored. Undiscovered. To the team that finds something inside. We'll give you 200 Ceramic pieces. Each. It should be somewhere to the North West".

At that, many individual seemed interested but the templars weren't finished yet.

"And just in case we didn't make it clear enough." She continued. "This isn't a negotiation. Do it. Or consider yourself an enemy of Kalak." With that, the Templars turned away and began walking away from the crowd.



Crowe had only been half-listening, but her ears perked at the sound of 200 Ceramic pieces, of all the things that could be said about the Templars they at least knew how to motivate the rabble. Then came the masked threat and demand, typical "do what we say or else" attitude of the law enforcing types. He was, of course, used to trouble, it was practically one of his specialties, but to get on the bad side of Templars was something only a fool would do, and he was no fool.

As the crowd began to thin he found himself among fewer and fewer other travelers, until only five others remained besides himself. A Naugrim-agar ((dwarf-blood), an Edan((human)), a nir'telko ((many-leg)), a Glamhoth-agar ((orc-blood)), and a mori Edhel ((dark elf)). "So we're the bottom of the barrel are we, the rejects no one else wanted on their team," he thought to himself, "we'll just have to show the entire lot the error of their ways by getting this done before anyone else."

Crowe stood tall, cleared his throat, and spoke loudly addressing the varied group before him, "Friends, it seems we are the last of this crowd to form up and leave, and I don't know about the lot of you, but I would prefer both not to have Templars viewing me as an enemy, and to have those Ceramic pieces in my increasingly lighter money bag. What say we band together, get this task done before any of the other stulti that the Templars had rounded up? For simplicity sake you may call me Crowe, I am a traveler, a troubadour, and a fan of the finer things in life."

((The words I translated above were Elven, which I translated for ease, even if they were only within his head. The other word, "stulti", is a celestial word that Crowe uses to describe most anyone who is not a gyspy or a trusted companion, it translates roughly to fool (I'm using Latin for the Celestial, if anyone is interested). I will try to post translations, if not in the post proper than in my ooc notes at the end like so.))

Posted on 2016-06-13 at 21:34:14.
Edited on 2016-06-13 at 21:40:04 by Shield Wolf

Topic: another game reboot
Subject: re: Impulse


Once again, I am more than happy to work with you on the character creation. Shoot me a PM on what type of character you may be interested in playing and I will point you toward a class will emulate that. You have practice making the PF character now from the FF game, so I have faith that you can manage another.

Posted on 2016-06-13 at 19:27:26.

Topic: another game reboot
Subject: sooo


It sounds like Nimu is planning a steamy punk for the steampunk themed game, anyone else game?

Posted on 2016-06-13 at 19:01:19.

Topic: another game reboot
Subject: 2 thus far


Nomad, Nimu, any idea what you would try to play if this gets going?

Posted on 2016-06-11 at 14:36:23.

Topic: Recruitment for Dark Sun setting campaign?
Subject: defiling and preserving


So if I understand this correctly, defiling allows the casting of a spell at +1 caster level, but renders large swaths of land barren. While preserving currently has no impact to the land or the caster, is that about right?

What if the preserver was granted some simple boon by nature during the act of preserving, wind whips around the character gently, carrying leaves, sand, or other light debris, granting the character either a deflection bonus to ac, or perhaps minor cover, which could either add to the the casters ac a number equal to either the level of the spell, or another arbitrary number, of if using minor cover it could be the same number, but as a penalty to an enemies attack roll.

This would make defiling a more offensive tactic, wherein the caster is trying to pump out more damage by draining the land. Preserving would therefore be more defensive, gaining protection from the land itself as thanks for not destroying it. This would also make preservers more adept at casting in melee as they would get the defensive buff which could help prevent the dreaded attack of opportunity from hitting.

Just my two cents. Do with it what you will. If I am misunderstanding the mechanic behind defiling and am completely wrong then feel free to ignore my suggestion all together.

Posted on 2016-06-11 at 14:35:38.

Topic: another game reboot
Subject: afda


I found some of my old setting notes, seems I backed them up back before reformatting my hard drive a couple years ago, so I'll just paste them here.

.................................................
The closing years of the period of time that would be known for ages to come as the Age of Magic brought many changes to the face of the Realms of Theradon. The lands of the Enlightened have been forever scarred by the duels and exploits of the High Magi, marked with entire areas now known as Mage Scars. Most of the Mage Scars still emit high levels of Arcane Magic of a particular school of Magic, though some house multiple schools. Of the 8 High Magi, only 3 remain in the Lands of Theradon, Adamar the High Necromancer who now exists as a Dread Lich, Krolmnite the Gnome Illusionist believed to have hidden himself away behind such a grand illusion that not even the God's can see through its veil, and Tessara the Elven Enchantress who now dwells in the deepest most primal reaches of the Silverleaf Forest. No one is entirely sure what happened to the other High Magi, some are dead, some are said to have left this plane, and others still are believed to have ascended to Godhood.

The Goblin races banded together and formed a Nation all their own, rising to levels many of the Enlightened never thought them capable of. Their capital city, Iron Gate, is situated upon ancient ruins in an iron rich mountain range where they mine ore to craft a variety of items. In this New Age the Goblins have even been accepted as an Enlightened Race, and are (for the most part) not viewed as pests that need to be destroyed. Several other races have taken up residency in Goblin cities, including Half-Orcs who never quite feel at home among other parent race, kobolds who find work as miners, and even a few Orcs and the occassional Gnoll. Goblins are quickly becoming well known for their highly successful, if not destructive, mining methods involving black powder.

Several new races have arisen from the Age of Magic, including (but not limited to) the Changelings and Beast-kin. Both of these shapechanging races can easily blend into a typical human city and live normal lives, however many of them find that their abilities and general nature are better suited for the adventuring life style. Both races make excellent spies and thieves, and thus have gained a bit of a reputation as such. That is not to say however that these races are untrustworthy, just that many people prefer to keep at least one eye on them when they know they're around.

A new Age is dawning in the Realms of Therdon as the first of many advances marks the beginnings of an age of industry and growth before unseen in these lands. The steam engine is quickly gaining popularity, though at this point in time it is still a bulky and clumsy contraption, hardly fit for much more than heating a home or as the driving force in large clunky clockwork contraptions. Firearms are quickly gaining in popularity and infamy, but are still too rare and hard to come by for every adventurer or peasant to have one. Magic is still a strong driving force in the early years of this age, and mundane weapons are still much more common than anything else.
.....................................................


As ages come and go new developments often shape the face of the world we live in. The key development of this grand new age is industry and the development of steam engine technology and the improvements brought about by these advancements, including but not limited to clockwork automatons, mass transit systems, and even reliable flying ships that sail the clouds as easily as any naval vessel could navigate the waves. This new age has brought forth mighty weapons as well, putting the power of a ship's cannons, a mage's destructive might, and even the explosive might of lightning into the hands of the common adventurer. The Enlightened Races share a relative peace, but there is always tension rising between factions of varied belief structures. The Enlightened Races include; humans, elves, dwarves, gnomes, halflings, half elves, half orcs, and goblin kind. That is not to say they are the only races available for play, just that these races dominate this new exciting world. Other common player races include Changelings, Tieflings, Aasimar, Orcs, Beast-kin (explained later), kobolds and several other para-human races.




The Enlightened

Humans:
Being one of the youngest, and shorter lived, races humanity as a whole takes with great fervor to anything they feel will improve their overall quality of life. That being said they are the most experimentive race with the new advances in technology, with only gnomes, and to a lesser extent goblins even coming close to their ingenuity. Their penchant for experimentation however does come at a cost, as they are skilled in many different facets of this new age, but masters of none. Humans maintain all the racial traits presented in the PHB.

Elves:
Elves have witnessed countless ages come and go as they are among the oldest and longest lived of the Enlightened Races. That said, this new age worries them the most. Many of the Eldest among the Elves warn that the changes being brought forth by this new age may lead to mass destruction and changes that will be beyond what Nature can fix itself. Elves are among the least proficient with the new advances in technology, preferring to maintain their old beliefs that magic, archery, and swordplay are superior. Some elves however have taken to technology, and those that do usually do so with the bigger picture in mind as they have centuries to perfect a craft where as many of the other races have only decades. Elves maintain all racial traits as presented in the PHB. Of the Elven sub-races, the Drow are most likely to use firearms in combat, relishing the destructive might these new weapons bring to combat against their surface dwelling kin.

Dwarves:
Having always had a pension for stone and metalworking the Dwarves have taken to this new Technological Age as is to be expected. Their craftsmanship is still among the best in the realms, and they often take ideas dreamed up by humans to levels a human never could have. Much of the larger scale developments, from trains to airships, are the handiwork of Dwarven smiths who have mastered the Steam Engine and brought the short lived dreams of humans to life in their workshops. In addition to the racial traits presented in the PHB, Dwarves receive a +2 on craft checks involving steam engines or checks made to repair large scale constructions.

Gnomes:
Ever the eager little tinkers, Gnomes have brought their whimsical wit to this age in whole new ways, often making clockwork trinkets with no other purpose than to amuse themselves. They have however also found ways to meld their age old traditions with Alchemy into their inventions, even going so far as to use automatons to deliver alchemical agents, such as clockwork birds that will drop vials of acid or alchemist fire from over head. In addition to the standard traits presented in the PHB, Gnomes receive a +2 to craft checks involving clockwork devices.

Halflings:
Being a nomadic people halflings have found that a lot of the developments of this new age have little use to them. They have found great use however in the steam powered horseless carriages that now traverse the roads, making their caravans more mobile and lessening the cost of keeping pack animals fed and taken care of. Another advancement they have put to great use is that of firearms. While in their diminutive hands most of the weapons of ages past were no match for the same weapon wielded by a larger foe, flintlock pistols have proven to be a great equalizer. In addition to the racial traits presented in the PHB, all halflings receive a racial +1 to attack rolls with pistols, this stacks with the +1 to attack for being small.

Half Elves:
A Half Elf's views of the technology around him are strongly influenced by which parent he grew up among. Half Elves raised among humans take to technology just as quickly as any human, while those raised among Elves are likely to share the Elves distrust of the advances that have been made thus far. These half elves however may quickly change their minds about the changes taking place after venturing out of the sheltered realms of the Elves. Half Elf racial traits are the same as those presented in the PHB.

Half Orcs:
Even in this age of advancement and shaky peace Half Orcs are viewed with a level of distrust and usually are avoided. However, they are valued as workers in factories, as body guards for wealthy merchants and Tinkers, and as crewmen aboard various vessels. Their natural strength and hardiness lends itself well to these career choices, and some half orcs even manage to raise enough money working these jobs to buy their own ships and captain their own vessels, whether as pirates, ferrymen, or just cargo delivery. Some Half Orcs find life much easier among the Goblins, where they are not viewed as monsters, and treated more as equals, if not slightly inferior because of their human heritage. Half Orc racials are standard from the PHB.

Goblinoids:
As the current age began Goblinkind entered into what could only be called a Renaissance phase. They organized into a more civilized people, with a strong focus on military strength and lawful order imposed by the already militaristic Hobgoblins. Hobgoblins tend to hold the positions of power among Goblin cities, as they are better able to maintain the ideals of law and order. The Goblin capital is a fortress city built around ancient ruins and an old iron mine. The city is known as Iron Gate, as the water flowing from the iron rich mountains is stained red with rust. Goblins work with Iron more so than some of the other metals available, and most of their machinery is iron based, and somewhat rusted in appearance. Goblins are the current experts however in explosives and other destructive uses of black powder, both for mining and combat purposes. Goblin racials differ slightly from those presented in the Monster Manual, as they are no longer the savage little pests presented in the MM, therefore I will go into further detail on the Goblin racials later. Hobgoblin racials remain unchanged, while Bugbears will also remain unchanged, but are not a viable option for PCs.

Goblins:
All goblins have the following racial traits.
-2 Strength, +4 Dexterity: Goblins are
fast, but weak. (this puts them at par with most PF races,
granting them a net +2 racial mod)
Small: Goblins are Small creatures and gain a +1 size
bonus to their AC, a +1 size bonus on attack rolls, a -1
penalty to their CMB and CMD, and a +4 size bonus on
Stealth checks.
Fast: Goblins are fast for their size, and have a base
speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Weapon Familiarity: Goblins are proficient with thrown explosives and treat any weapon with the word "goblin" in its name as a martial weapon.
Skilled: +4 racial bonus on Stealth checks.
+2 racial bonus on Craft (Explosives) and Perception checks.
+2 racial bonus on all Craft checks involving
Iron items. Goblins are best known for forging
Iron arms and armor and are skilled in working it.
(these bonuses stack if the goblin is making an Explosive device out of Iron)
Languages: Goblins begin play speaking Goblin and Common. Goblins with high Intelligence scores can choose any of these bonus languages: Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.


Other Races

Kobolds:
Already well versed in the crafting of traps the kobold people took quickly to the advances in technology as they presented themselves. Kobold trapsmiths usually set up shop in Goblin cities, where they are less likely to be treated like monsters, and more likely to be appreciated for their craft. Many Goblin cities also utilize kobolds in their mining efforts as kobolds are natural miners.

Aasimar/Tieflings amd other Planetouched:
The Planetouched play much the same role they did in other settings, most tieflings take to technology quickly, seeing it as another tool to exploit. An Aasimar's outlook on technology is largely dependent on the views of the church she serves or the deity she pays homage to. There is no level adjustment for these races.

Beast-kin:
Toward the end of the previous age, known collectively as the Age of Magic, humans began to experiment with ancient arcane secrets, hoping to find ways to permanently enhance their average abilities in magic and their physical prowess. One such result of this experimentation is the Beast-kin, an entire race unto itself now, humans who can assume the forms of a single animal, or a hybrid form of said animal. Some scholars argue that they are truly animals who were effected by the unstable magical energies unleashed by man and were never human to begin with.

Shapechanger Subtype: Beast-kin are humanoids
with the shapechanger subtype.
+2 to One Ability Score: Beast-kin characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. A Beast-kin's physical ability scores vary widely in its animal and hybrid forms; the character's generated ability scores apply to its human form. In hybrid form, a Beast-kin gains a +2 adjustment to one physical ability score, Its physical ability scores in animal form are average for its animal type.
• In human form, Beast-kin are Medium-size. As Medium size
creatures, Beast-kin have no special bonuses or penalties
due to size.
• In human form, Beast-kin base speed is 30 feet.
• Alternate Form: Beast-kin can change shape, assuming
one of three possible forms. This supernatural ability functions
like the polymorph other spell, but a Beast-kin can
change form a number of times per day equal to 1 plus his
character level. Thus, a 1st-level Beast-kin can switch from
human form to animal form and back again in a single day.
Changing form is a full-round action that does provoke
attacks of opportunity, as with the polymorph self spell.
A Beast-kin's animal form is a normal animal of Small or
smaller size. Possible animal forms include badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat, sparrow, and weasel. Equipment the Beast-kin is wearing or carrying transforms to become part of the animal form (as with polymorph other), and magic items cease functioning while the Beast-kin remains in animal form. In animal form, the Beast-kin has low-light vision and the supernatural ability to communicate with other animals of its kind. This is the same as a familiar's ability to speak with animals of its type.
Beast-kin have the size, speed, AC, damage rating, and
physical ability scores shown below. In animal form, a Beast-kin is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form. Beast-kin in hybrid form retain their low-light vision and the ability to communicate with animals of their type.
Their physical characteristics are based on their abilities in human form, modified as shown below. In this form, a Beast-kin can typically wear light or medium armor without modification, but wearing heavy armor is impossible. Equipment worn or carried by a Beast-kin in human form does not transform when the Beast-kin assumes hybrid form. When a Beast-kin in animal form assumes hybrid form, her equipment returns to its normal form and magic items resume functioning.
• Automatic Languages: Common, Beast-kin lack a language all their own.
Bonus Languages: Any.

Beast-kin Hybrid Forms
........AbilityModifier..Special
Badger......+2 Con.....Speed 20 ft., burrow 10 ft.
Carp........+2 Dex.....Speed 10 ft., swim 30 ft.
Cat.........+2 Dex.....+4 Acrobatics
Crab.........---— .....+1 natural armor, +4 Swim
Crane.......+2 Dex.....Speed 20 ft., fly 20 ft.
Dog.........+2 Con.....+4 Survival when tracking by scent
Fox.........+2 Dex.....+4 Escape Artist
Hare........+2 Dex.....Speed 40 ft.
Monkey......+2 Dex.....+4 Climb
Raccoon dog +2 Str.....+4 survival when tracking by scent
Rat.........+2 Dex.....+4 Stealth
Sparrow.....+2 Dex.....Speed 20 ft., fly 20 ft.
Weasel......+2 Con.....+4 Stealth

Animal Forms
Standard for the animal in question, mental stats retained, physical abilities match the animal.

Changelings:
Another example of a new race born of the Age of Magic, the changeling race as a whole started as a guild network of spies who sought to give themselves innate abilities to infiltrate any other organization or home they desired. As a result of their repeated experimentation with arcane and alchemical methods of changing their appearance the abilities became fused with their DNA, and was passed on to their children as well. The constant shifting of forms has left Changelings with muted features though, and newly born changelings have muted features from birth, appearing inhuman until they learn to control their abilities.

Shapechanger Subtype: Changelings are humanoids
with the shapechanger subtype.
+2 to One Ability Score: Changeling characters get a +2 bonus to one ability score of their choice at creation
to represent their varied nature.
• Medium: As Medium creatures, changelings have
no special bonuses or penalties due to their size.
• Changeling base land speed is 30 feet.
• +2 racial bonus on saving throws against sleep and
charm effects: Changelings have slippery minds.
• +2 racial bonus on Bluff, Intimidate, and Sense
Motive checks: Changelings are inherently skilled
in deception and intimidation; though they
cannot actually detect thoughts as doppelgangers
can, they can intuitively read body language and
attitude with surprising accuracy.
• Natural Linguist: Changelings add Speak Language
to their list of class skills for any class
they adopt.
• Minor Change Shape (Su): Changelings have the
supernatural ability to alter their appearance as
though using a disguise self spell that affects their
bodies but not their possessions. This ability is not
an illusory effect but a minor physical alteration
of a changeling's facial features, skin color and
texture, and size, within the limits described
for the spell. A changeling can use this ability
at will, and the alteration lasts until he changes
shape again. A changeling reverts to his natural
form when killed. A true seeing spell reveals
his natural form. When using this ability to
create a disguise, a changeling receives a +10
circumstance bonus on Disguise checks.
Using this ability is a full-round action.
• Automatic Languages: Common. Bonus Languages:
Any, Changelings learn many languages to help them
blend in anywhere they may go.

Side Effects of the Age of Magic

During the Period of Time now referred to as the Age of Magic, the many races began to experiment more and more with the Arcana Arts, resulting in various changes to the world. Among the most obvious, and probably interesting, developments tied to this Age, is the rise of several races of Shapeshifters that had previously never existed in this world. Of these races, the most widely recognized are the Beast-kin and Changelings. Generations of exposure to Arcane magic apparently altered their very genetic make up, making them into something entirely new.

The Realms of the Enlightened are also now scattered with the scars of many an Epic Arcane Duel between rivals. Entire stretches of land are damaged beyond any hope of repair within the lifetimes of many of those living now. As if drawn to the residual magic energy, these areas, known commonly as Mage Scars, are usually home to vile creatures and hot-spots for cross dimensional visits. They are also usually rich in unusual minerals and strange ores too though, so draw many profiteers looking to make a quick profit.

Mage's towers and labs also stand scattered across the Realms, many of which are no longer inhabited by their previous Masters. Thieves have found that even in this new Age they can make a profit raiding these old towers, though the endeavor is not without its risks, as many arcane traps and other surprises await those foolish or brave enough to enter.

Key Events of the Age of Technology

The Half-Elf Sorcerer, Nikolai Caspian, was the first to develop an alternative means of producing the energy needed to run some of the larger, more complicated machines to arise in this new age. Looking for a compromise between the Tech-minded and the Naturalists who argued that destroying so many trees to fuel this new Age was destroying their world for future generations, Caspian perfected a method of alchemically treating special crystals and then enchanting them, so that when exposed to Magical Light, including simple cantrips like Light, Continual Flame, and even advanced spells like Daylight, they produced large amounts of steam. This new development gained popularity quickly, and Caspian Crystals, as they have been dubbed, are in high demand among any nation that does large scale manufacturing. The problem is, the crystals needed to produce these marvelous stones have become increasingly hard to come by.

Posted on 2016-06-09 at 19:20:34.
Edited on 2016-06-16 at 18:04:26 by Shield Wolf

Topic: another game reboot
Subject: another game reboot


With the fizzling of my last game I want to take a stab at reviving another of my old games, my old Iron Age game. This is a fantasy/steampunk Pathfinder game set in a world of my own design.

If anyone is interested I would ideally like 3-4 3rd level characters, choose from any Pathfinder or 3.x source material you would like, though I will retain the right to veto a character based on race, class, or general merit if I feel it would be either overpowered or a poor fit. Your ability scores, 13 16 14 10 18 17 , can be placed as you see fit, don't forget racial mods.

I'll see if I can find the old threads and link them below so you can get a better idea of the setting.

Posted on 2016-06-09 at 19:00:22.
Edited on 2016-06-16 at 18:05:31 by Shield Wolf

Topic: ideas and suggestions
Subject: dqqf


The floating ruin is a separate scenario from the reversed gravity idea. It isn't that the city stopped floating, it was lifted and flipped by a powerful mage and left hanging there, and no one has ever been able to figure out how he did it to be able to undo it.

Posted on 2016-06-09 at 17:31:25.

Topic: ideas and suggestions
Subject: asdf


I honestly hadn't even put any thought into the underbelly of the city and how that may come into play in a floating ruin, that makes an interesting point.

I had not decided how far things float, if they just float on until they reach orbit, float until you're eaten, or just float to a glass ceiling of sorts and have to find a way back down.

The original inhabitants of the city are long gone, no one stuck around very long after their homes, shops, and taverns all flipped upside down in the sky.

In the timeline of things, I'd say it happened likely a century or so before the start of the current era in the setting, so it has been that way for a while.

I suppose rain water could still pool in the floating masses and provide the occasional trickle of water from above, wells or water lines though would be cut off from water supplies.

I'm picturing ruins kinda like these only upside down so the buildings and such are pointing at the craters left behind by the city foundations being forcefully lifted. Granted after a century or so the "craters" would now be lakes, if not marshland with scattered deep pits of stagnant water (and who knows what lives in those?)

Posted on 2016-06-07 at 17:59:31.
Edited on 2016-06-07 at 18:18:56 by Shield Wolf

Topic: Recruitment for Dark Sun setting campaign?
Subject: also


I intend to sprinkle bits of other languages that Crowe speaks into conversation, Elven terms, Celestial, etc. I will be using this Translator for Elvish, so if anyone needs to, or wants to, translate what I am saying in Elvish they can plug the words in.

Posted on 2016-06-05 at 21:02:45.

Topic: ideas and suggestions
Subject: ideas and suggestions


So I had an interesting idea for an area in a setting wherein rampant Wild Magic has left the area in a state of permanent reversed gravity. I could envision livestock, wild animals, even people wandering into the region and just floating off into oblivion, where various airborne predators could just pick them off. Enterprising individuals would have set up cable-car like tether lines for safe transport through the region and protection from predators, for a cost of course. Then I got to wondering how this would work mechanically and more importantly how the ground itself would not just float away and leave a massive crater at this site. The easy answer to this of course is that it is magic and real world physics need not apply, but I'm just not satisfied with that answer.

So I went back to the drawing board, wanting a region that would be visually unique, interesting, and dangerous. I then settled on the idea that instead of a full reversal of gravity that a once great city has instead been lifted from the earth and left to hang upside-down in mid-air. This would still provide an interesting visual effect, as well as nesting grounds for various flying predators, whether harpies taking up residence inside the building, or say, wyverns nesting atop the floating structures. Could also have the chance for bits of wall, roof, or even furniture to fall from the ruins onto anyone traveling through (under) the ruins.

Does anyone have any input on either of these ideas, any helpful suggestions, or interest in playing in a setting featuring a region like this?

Posted on 2016-06-05 at 19:15:50.
Edited on 2016-06-06 at 18:10:14 by Shield Wolf

Topic: Recruitment for Dark Sun setting campaign?
Subject: asdfg


So I've decided, for the benefit of everyone involved, that I would type up a quick personality blurb about my character.

Crowe, as he will want to be addressed, is a cocky smartass who thinks himself smarter than most everyone around him (mostly ego of course, as he only has a 14 Int at this point). He has a bit of a superiority complex, thinks highly of himself, and has no qualms about speaking his mind. I imagine him as having a crude, carefree, rock star-esque personality. Under this rough, crass exterior though is a genuinely good person, and once he commits himself to a group they become like family and he will do anything he can to keep them safe, even sacrificing himself if needed.

Posted on 2016-06-02 at 20:20:49.

Topic: FFd20 Crimson Falcons QA take 2
Subject: I'm just going to let it go...


This game has been trying to die for a while, I'm not going to keep holding on at this point. Thank you for your willingness to continue, but we should just accept the fact that this just isn't happening.

Posted on 2016-05-30 at 22:30:49.

Topic: Recruitment for Dark Sun setting campaign?
Subject: looking forward to this...


I have so many ideas for this character, and since I'm putting down the FF game I have nothing but time to focus on fleshing out and playing this character! I see him at this point pulling off more of a psuedo-bard vibe without having too much of a focus on the music being his source of power.

Posted on 2016-05-29 at 13:11:26.

Topic: FFd20 Crimson Falcons QA take 2
Subject: asffs


No updates yet, has everyone lost interest?

I'm going to just go ahead and say that this has fizzled, sorry to see it go, but it never really got up to speed anyway. The whole game was an uphill struggle to get things started, and it feels like we've just started rolling back down the hill. Maybe in the future we can try again, but there is just no real spark at this point.

Posted on 2016-05-29 at 01:44:16.
Edited on 2016-05-29 at 13:09:35 by Shield Wolf

Topic: Hi! Newbie here!
Subject: Welcome


I want to echo the others and welcome you to the Inn. Have fun, join a game or six, just hit the chat when people are on, etc.

A few years back I posted asking for tips or assistance in creating a shapeshifting race as well, I think (and this is from foggy memory, so I could be remembering incorrectly) I was told the race would be too likely to step on the toes of Druids and could not be effectively balanced with what I had in mind. That said, if you manage to get a race worked out, I'd love to see what you come up with to keep the race (or class) balanced without stepping on any toes.

Posted on 2016-05-24 at 22:39:06.

Topic: FFd20 Crimson Falcons QA take 2
Subject: Crystals Explained!!


Okay, so I know not everyone here is familiar with Final Fantasy or with the concepts behind the Crystals, Light Warriors, and the like, so I'll do my best to explain what I can.

The first Final Fantasy way back in 1987 introduced the world to the Light Warriors, a group of adventurers bearing orbs (later changed to crystals in future remakes) tied to the 4 major elements of Earth, Air, Fire, and Water. The Orbs had lost their shine due to the corruption of the Elements by the Elemental Arch fiends, and in order to restore the light to the orbs they had to defeat these fiends and reclaim the light of the orb. Future installments, such as Final Fantasy 3, introduced the concept of Warriors being chosen by the Crystals to restore balance, and iirc this entry also featured Warriors of Darkness, the polar opposites of the Light Warriors, champions of evil. This title was also the first to introduce a Job system into the series, wherein the Characters could change their Class depending on the situation...

Obviously in a d20 system just flat changing classes would be problematic at best, as you would need separate sheets for each Class and it would become a nightmare to track and deal with. As such I am taking examples from later entries, namely FF5, FF11, and to a lesser extent FF14. Within these games you could also change your job as you saw fit, but also had the option to select a trait from another class you had leveled up and make use of specific skills. My idea, is that the Crystals you are bestowed with will allow you to access the abilities of another class, without actually changing your class and requiring separate sheets.

Each day you will choose and attune to one of the crystals you have (as of this posting only Impulse has more than one crystal to choose from) and while attuned to this crystal the class it provides will gain a percentage of your exp and eventually level up as well, granting more abilities.

Since Solus is the first of you to have gained a crystal I will use him as an example here. While attuned to his Wind Crystal Solus has access to the abilities of a Blue Mage, meaning he can learn and cast enemy spells as long as he has the MP required. Let's say for example's sake that the next morning he chooses to attune to the Earth Crystal he has just been granted, he will instead gain the abilities of a Beastmaster, Rage, an Animal Companion, Feral Combat, etc. For simplicity sake the animal companion, and any other companions such as mounts, familiars, etc, will be made up of the power of the element that provides the companion, so his animal companion would emerge from the crystal itself, made of dirt, clay, stone, and the like but would otherwise function as a normal animal companion.

For the first level of each crystal I will select any variables, such as starting spells, but each level thereafter you will be able to choose your new spells, or other class features that give a choice. You will not gain access to the Limit Breaks of the Crystal-granted classes, as your limit breaks will be dependent on your natural class(es) only. I'll be sending each of you a PM with the details of what your crystal grants you and will of course answer any questions you may have as they are posted. I've listed the classes granted to each of you on the front page btw.

Posted on 2016-05-22 at 21:46:27.

Topic: Final Fantasy d20: Crimson Falcons (take 2)
Subject: *casts "Greater Wall of Text"*


After a short conference in the cramped tunnels you come to a unanimous decision to head toward the light radiating from the depths of the left tunnel. Masking the various lights as best you can while crawling, you make as stealthy an approach as you can, ready for any signs of hostility that may be present.

As you finally reach the cavern containing the light source you find yourself in a large cavernous expanse of stone, luminescent crystals riddle the walls and ceiling, each glowing with the soft green light, which now seems almost parallel to sunlight after being in the darkness as you have been for this long. In the center of the chamber is a natural spring containing a particularly large example of the glowing crystals filling the room.

The source of the shadow you had seen was not another group of the goblinoids as expected, but instead a large, metal-clad Galka speaking to a female figure who appears to be made up entirely of the glow permeating from the crystals and the water of the spring, her hair is the deep brown of freshly tilled soil, streaks of precious metals can be seen beneath her "skin", and her eyes are brilliant emeralds. Upon your entrance into the chamber her attention breaks away from the Galka and she speaks aloud, her voice strangely melodic and gravelly at the same time, "It seems the rest of our champions have finally arrived, perhaps we will be able to halt the expanding darkness and put an end to the evils that threaten to consume the world."

Seeing the confused and lost expressions upon your faces she hovers closer, and speaks again, "The world is always in a constant flux, pulled between Light and Darkness, good and evil. Most of the time the elements are balanced and in perfect harmony, however the forces of Darkness can, and often do, pervert the elements with their foul taint. This Darkness has already permeated this mountain and threatens to corrupt the Earth itself if not halted." She motions her hands toward the wall and 4 crystals the size of a human fist break away from the stone, hover in front of her, and begin to glow brighter than the surrounding stones, as if being imbued with more of the light than the other formations. She points to each of you, starting with Lini, and a crystal floats toward each of you in turn, hovering there waiting for you to take it into your hands.

Once everyone has taken their crystal in hand she speaks again, "We avatars of the Elements have the ability to choose champions, granting them greater power in order to restore the balance if either side ever tips the scales too drastically. These crystals will grant you the blessings of the Earth, giving you access to powers you have before never experienced. Keep them with you, keep them safe, and know that you are fighting for the well being of this world. The Galka here, Solis he is called, has already made contact with my Sister of the Wind, and can guide you to her sanctum once you have managed to clear the taint in this mountain."

She pauses for a moment, giving you time to process all this information before continuing, "As you have already seen on your way to me, the Vrill that live in this mountain have become agitated, hostile, and dangerous. They were not always like this, and for generations have lived peacefully below the surface, some even traded with the surface-dwelling races before they ended up sealed away in these depths. Recently a great Darkness has entered the heart of one of the Vrill Elders, causing him to spread hate into the hearts of his kin, they have been working on exiting the mountain, intent on breaching the surface and bringing war to the races above. The Darkness in their hearts has now begun to taint the very Earth, and I fear if this Elder is not put down that his Darkness will continue to spread. Please Champions, go forth with my blessing and cleanse the corruption before I too fall to Evil."

((I'll breakdown the benefits of the crystals in a QA post, any other questions feel free to ask, either in game to the Avatar, or in QA if you prefer.))

Posted on 2016-05-22 at 20:36:40.
Edited on 2016-05-22 at 21:21:09 by Shield Wolf

 


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