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DS Adaptation Preview: Races and Classes (crunch only)
Posted: Fri Jun 19, 2009 1:36 am
by Rigon
Let me know what you think. Some of it is borrowed from Jackal's work, but most of it is a straight port over from the 2e material. Working on the classes now.
R-
Dwarf
Languages: Dwarf, Trade Tongue
Size: Small
Movement: 20 feet
Attribute Modifiers: +1 Str, -1 Dex, +2 Con, -2 Cha
Preferred Classes: Fighter, Gladiator, Rogue, Trader, Cleric, Templar, Psionicist
Physical Characteristics: 4 to 5 feet tall, 180 to 220 pounds
Racial Traits & Abilities:
-Deepvision (per C&C)
-Resistant to Arcane Magic (per C&C)
-Resistant to Poisons (per C&C)
-Focus: A dwarfs chief love is toil. A dwarf is never happier than when there is a cause to work or fight for, something he can approach with stoic single-mindedness for weeks, months, years, or even decades at a time. Once a dwarfs mind is committed to a certain task, hell only set it aside after a great deal of grumbling and coercion. The fulfillment he achieves upon completion of a lengthy, difficult task is what he strives for.
The task to which a dwarf is presently committed is referred to as his focus. A dwarfs focus must be a feat requiring at least one week to complete. Shorter term goals cannot be considered a focus. While performing tasks that are directly related to his focus, a dwarf receives a +1 bonus to all his saving throws and a +2 bonus to all his ability rolls. Actually, a dwarfs commitment to his focus is based in his physiology-those who complete their lives before they complete their foci live out their afterlives as banshees in the wastes, haunting their unfinished works!
Ranger Modifiers: none
Rogue/Bard/Trader Modifiers: +2 to Open Locks and Traps
Elf
Languages: Elf, Trade Tongue
Size: Medium
Movement: 30 feet
Attribute Modifiers: +2 Dex, -2 Con, +1 Int, -1 Wis
Preferred Classes: Fighter, Ranger, Gladiator, Rogue, Trader, Defiler, Preserver, Cleric, Templar, Psionicist
Physical Characteristics: 6 to 7 feet tall, 160 to 190 pounds
Racial Traits & Abilities:
-Enhanced Sense (per C&C)
-Twilight Vision (per C&C)
-Move Silently (per C&C)
-Natural Swiftness: Elves have an inbred swiftness. The elf character receives a +5 feet per Dex bonus to his base movement of 30 feet. (Ex An elf with a Dex of 18 (+3 bonus) has a movement of 45 feet.)
-Wilderness Stealth: An elf character gains a surprise bonus when in the desert or steppes of Athas. Alone or in the company of other elves, the elf moves with great stealthnonelves or mixed groups suffer a -4 surprise roll penalty.
-Resistant to Extreme Temperatures: Elves have a natural resistance to extreme temperatures and arent adversely affected by the heat of the day or the chill of the night. However, this resistance doesnt extend to magical or supernatural heat and cold.
-Tribal Weapon Training: When using long swords or long bows crafted by his or her tribe, an elf receives a +1 bonus to all attack rolls made with these specific weapons.
-Elf Run: The elf run is a state of mind that causes adrenaline to flow, inhibiting the tiring nature of the elfs weaker Constitution. When the elf run flows through an elf, he can run as many as 50 miles in a single day and keep up the grueling pace for a number of days in a row before fatigue sets in. To engage in the elf run, an elf adds his Constitution score to his base movement rate (30) to determine the distance he can cover in miles per day.
An elf can induce an elf run with a minimum of concentration (one turn) and a successful Constitution check. The elf run last for a number of days equal to 2 times the elfs Con bonus. Once fatigue sets in, the elf suffers a -1 penalty to all attack rolls for each day (cumulative) he engages in the elf run. A full days rest removes one days penalty.
Ranger Modifiers: +2 to Move Silently and to find Traps
Rogue/Bard/Trader Modifiers: +2 to Listen, Move Silently and to find Traps
Half-elf
Languages: Elf, Trade Tongue
Size: Medium
Movement: 30 feet
Attribute Modifiers: +1 Dex, -1 Con
Preferred Classes: Any
Physical Characteristics: 6 to 6 feet tall, 120 to 160 pounds
Racial Traits & Abilities:
-Twilight Vision (per C&C)
-Empathy (per C&C)
-Move Silently (per C&C)
-Attribute Check Modification (per C&C)
-Survival (per C&C)
-Animal Bond (Cha): At 5th level, a half-elf can befriend one creature. The creature can be any animal native to the half-elfs locale, but it cant be larger than a human (medium size). The half-elf must find the creature while its young and spend a full week with it to train it. After that time, the creature follows the half-elf everywhere and obeys simple commands. A half-elf can only befriend one creature at a time, and he must wait 100 days after the death of one befriended creature before beginning to train another.
Ranger Modifiers: +2 to Move Silently and to find Traps
Rogue/Bard/Trader Modifiers: +2 to Move Silently and to find Traps
Half-giant
Languages: Trade Tongue
Size: Large
Movement: 40 feet
Attribute Modifiers: +4 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
Preferred Classes: Fighter, Gladiator, Ranger, Cleric, Psionicist
Physical Characteristics: 10 to 12 feet tall, 1500 to 1800 pounds
Racial Traits & Abilities:
-Giant Constitution: A half-giant character doubles his Hit Die rolls, no matter what his character class is. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a half-giant cleric rolls 1d8 and multiplies the result by 2 to determine his hit points at each level.
-Great Size: All personal items, such as clothing, armor, weapons, and food, cost double for half-giant characters. Transportation and lodging, when theyre available at all, are also considerably more expensive. Most things arent built to support the weight of a half-giant, and even in the cities half-giants tend to camp outside for their own comfort and to avoid causing any damage.
-Mercurial: Half-giants switch attitudes very quickly, taking on new values to fit new situations. This malleable attitude is handled by a changing alignment. A half-giant character selects one aspect of his alignment to remain fixed at the time the character is created (either the lawful/neutral/chaotic side, or the good/neutral/evil side). The other aspect is determined at the start of each day of game time. The character is bound to that alignment combination until he sleeps and wakes again. For example, if a half-giant has a fixed good side, then each morning he chooses to be either lawful good, neutral good or chaotic good. Half-giant psionicists must have a fixed lawful or neutral aspect; they cant be chaotic.
Although this alignment change isnt mandatory, it should certainly be invoked in role-playing situations as a reaction to extreme changes in a half-giants environment. A half-giants nature is to switch his alignment aspect to imitate or otherwise react to a significant change around him. Of course, there needs to be a good reason for a half-giants flexible alignment aspect to change, and CKs are free to disallow any change that doesnt fit the current storyline. This shifting alignment should be a hindrance as often as it serves to help a half-giant character. Its up to the CK to make sure both good and bad events occur throughout a campaign.
Ranger Modifiers: -2 to Move Silently and Conceal
Rogue/Bard/Trader Modifiers: -2 to Move Silently, Hide, and Pick Pockets
Halfling
Languages: Halfling
Size: Small
Movement: 20 feet
Attribute Modifiers: -2 Str, +2 Dex, -1 Con, +1 Wis, -1 Cha
Preferred Classes: Fighter, Gladiator, Ranger, Cleric, Druid, Rogue, Psionicist
Physical Characteristics: 3 to 3 feet tall, 50 to 70 pounds
Racial Traits & Abilities:
-Resistant to Arcane Magic (per C&C)
-Resistant to Poisons (per C&C)
-Hide (per C&C)
-Move Silently (per C&C)
-Wilderness Stealth: A halfling character gains a surprise bonus when in any wilderness setting and is alone or in the company of other halflings, the Halfling moves with great stealth causing opponents to suffer a -4 surprise roll penalty.
-Sharp eyed: Halflings gain a +1 to hit bonus when using thrown weapons and slings.
Ranger Modifiers: +2 to Conceal and Move Silently
Rogue/Bard/Trader Modifiers: +2 to Hide and Move Silently
Human
Languages: Trade Tongue
Size: Medium
Movement: 30 feet
Attribute Modifiers: None
Preferred Classes: Any
Physical Characteristics: 5 to 6 feet tall, 140 to 200 pounds
Racial Traits & Abilities:
-Primary Attributes (per C&C)
Ranger Modifiers: none
Rogue/Bard/Trader Modifiers: none
Mul
Languages: Trade Tongue
Size: Medium
Movement: 30 feet
Attribute Modifiers: +2 Str, +1 Con, -1 Int, -2 Cha
Preferred Classes: Fighter, Gladiator, Cleric, Druid, Rogue, Psionicist
Physical Characteristics: 6 to 7 feet tall, 220 to 320 pounds
Racial Traits & Abilities:
-Tireless: Because of their amazing level of endurance, muls can work harder and for longer periods of time before needing rest than most other races. A muls Constitution score is added to the type of labor, which results in the total number of hours (or days) he can work before he must rest. Regardless of the type or length of exertion, eight hours of undisturbed sleep allows a mul to awaken fully rested and ready to begin work again.
-24+Con (hours) Heavy labor (stone construction, quarry work, running)
-36+Con (hours) Medium labor (light construction, mining, jogging)
-48+Con (hours) Light labor (combat training, walking encumbered)
-Con (days) Normal activity (walking, conversation)
Ranger Modifiers: none
Rogue/Bard/Trader Modifiers: +2 to Move Silently and Climb
Thri-kreen
Languages: Thri-kreen
Size: Large
Movement: 45 feet
Attribute Modifiers: +2 Dex, -1 Int, + Wis, -2 Cha
Preferred Classes: Fighter, Gladiator, Ranger, Cleric, Druid, Psionicist
Physical Characteristics: Approximately 7 feet tall and 11 feet long, 450 to 470 pounds
Racial Traits & Abilities:
-Chitinous: A thri-kreen PC has a natural armor bonus of +5. He makes and uses a number of weapons, such as gythka and chatkcha, fashions clothing and bodily decorations, but never wears armor. He can use most magical items available to his character class, though items specifically designed for the humanoid form (rings, cloaks, girdles, bracers, armor, etc.) wont function for him.
-Antennae: A thri-kreens antennae help him maneuver through brush and grassland in the dark. They also lessen the effects of darkness and blindness on melee combat by 1. Ranged combat isnt affected, however.
-Pack Mind: Thri-kreen gather in packs that roam the Athasian wastes. There are no permanent thri-kreen communities, which may account for why they have little understanding of human society or customs. A thri-kreen PC adopts his adventuring companions as his pack, regardless of their mix of races; this includes whoever he is with at the time danger strikes. Hell instinctively leap to protect his companions, regardless of personal danger. The pack mentality is so ingrained in thri-kreen culture that they apply it to every situation they find themselves in.
They have no ability or understanding of wizardly magic and cant develop the skills or mind set necessary to be rogues, bards, or traders.
-Sleepless: Thri-kreen dont need to sleep and are thus never idle.
-Hunter: Most thri-kreen are obsessed with the hunt, the daily ritual that makes up much of their life. They strive to become skilled and wise hunters capable of stalking and catching what they need and then moving on before a region is depleted of game.
Nonkreen sometimes view this preoccupation with gathering food and maintaining traveling supplies as a bit strange, especially considering that thri-kreen hunt throughout the night while other races lazily lie around. Further, thri-kreen care nothing for money or other items that are usually considered as treasure. In fact, a thri-kreen owns only what he can carry on his person.
Carnivores, thri-kreen will look toward other intelligent races as sources of food in extreme emergencies. Some kreen have a particular taste for elves, which puts both races in uneasy positions when forced to cooperate. However, thri-kreen wont turn to other members of their packs for foodno matter how desperate the situation.
-Natural Weapons: If fighting without weapons, a thri-kreen can make four claws and one bite attack every round (1d4x4, 1d4+1 damage). If using a weapon, he can strike with the weapon and apply a bite in the same round. Multiple attacks allowed by higher levels only apply to weapons.
-Arcane Immunities: Due to their insectoid nature, thri-kreen are immune to charm person and hold person spells.
-Leap: Upon reaching 3rd level, a thri-kreen develops a powerful leap that allows him to jump
20 feet straight up or 50 feet forward. He cant leap backward.
-Venom: Upon reaching 5th level, a thri-kreen develops a venomous saliva. When a victim receives a bite, he must make a Str save or be paralyzed for a number of rounds as follows: smaller than medium-sized creatures, 2d10 rounds; medium-sized creatures, 2d8 rounds; large creatures, 1d8 rounds; huge and gargantuan creatures, 1 round.
-Chatkcha Mastery: Also at 5th level, a thri-kreen receives the chatkcha mastery. Those proficient with the throwing weapon can hurl it for 90 yards. If it misses its target, it returns to the thrower.
-Dodge (Dex): Upon reaching 7th level, a thri-kreen develops the ability to dodge normal missile fire with a successful Dex check. Only physical missiles can be dodged, not magical effects (such as the magic missile spell). Physical missiles that have been enchanted modify the dodge roll CL by their plus.
Ranger Modifiers: +2 to Scale and Track
Rogue/Bard/Trader Modifiers: none
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Mon Jul 13, 2009 3:18 pm
by Rigon
Here's the classes.
R-
Fighter
Prime Attribute: Strength
Hit Dice: d10/+4
BtH: per C&C
EPP: per C&C
Alignment: Any
Weapons Allowed: Any
Armor Allowed: Any
Abilities: Weapon Specialization, Combat Dominance, Extra Attacks, Weapons Instructor, Siege Engineer, Fortification Engineer, Field Commander
-Weapon Specialization (per C&C)
-Combat Dominance (per C&C)
-Extra Attacks (per C&C)
-Weapons Instructor: A fighter can teach weapon proficiency when he reaches 3rd level and can train students in the use of the weapon in which he is specialized. The fighter may train a number of students equal to his level in a single training class. A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make an Intelligence check adding the fighters level to the check. Those who pass gain proficiency in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those normally allowed for a character of that class.
-Siege Engineer: A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
-Fortification Engineer: A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.
-Field Commander: A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
Gladiator
Prime Attribute: Strength
Hit Dice: d12/+5
BtH: per C&C Paladin
EPP: per C&C Paladin
Alignment: Any
Weapons Allowed: Any melee or thrown weapon (not missile weapons)
Armor Allowed: Padded, Leather, Hide, Cuir Bouille, Greek Ensemble, Buckler, Small Shield
Abilities: Arena Weapon Specialization, Hand-to-hand Expert, Armor Optimization
-Arena Weapon Specialization: At first level, the gladiator chooses to specialize in a single weapon. This must be a weapon common to arena fighting: Alhulak, Cahulak, Carikkal, Datchi Club, Dejada, Double-bladed Spear, Dragons Paw, Forearm Axe, Impaler, Lotulis, Puchik, Quabone, Singing Stick, Talid, Tortiose Blade, Trikal, Weighted Pike, Widows Knife, or Wrist Razor. Specialization imparts a +1 bonus to hit and damage at 1st to 5th levels. At 6th level and above, the bonus increases to +2. At 7th level, the gladiator chooses to specialize in a second arena weapon, gaining the usual +1 bonus to hit and damage. At 12th level, this bonus increases to +2. If a specialized weapon is a thrown weapon, the target must be within 30 feet to receive the bonuses.
-Hand-to-hand Expert: Gladiators are exports at hand-to-hand combat. The gladiator gains a +1 bonus to hit and a +2 bonus to damage when fighting unarmed. The gladiator deals normal damage when fighting hand-to-hand, although the gladiator may choose to deal subdual damage instead.
-Armor Optimization: A gladiator learns to optimize his armor when he reaches 5th level. He learns to move and position armor so it absorbs blows better than it normally would. With every five levels of experience, the gladiator gains a +1 bonus to his Armor Class. Thus, at 5th level the bonus is +1, at 10th level its +2, and so on. This benefit doesnt apply to gladiators who arent wearing armor, however. Also, armor spells or rings of protection dont gain the bonus, but more substantial magical protection, such as bracers and cloaks, do.
Ranger
Prime Attribute: Strength
Hit Dice: d10/+4
BtH: per C&C
EPP: per C&C
Alignment: Any
Weapons Allowed: Any
Armor Allowed: per C&C
Abilities: Combat Marauder, Conceal, Move Silently, Favored Enemy, Scale, Traps, Survival, Track, Animal Empathy
-Combat Marauder (per C&C)
-Conceal (per C&C)
-Move Silently (per C&C)
-Favored Enemy (per C&C)
-Scale (per C&C)
-Traps (per C&C)
-Survival (per C&C)
-Track (per C&C)
-Animal Empathy (Cha): Rangers are skilled at befriending animals, however domesticated or wild. Rangers automatically befriend domesticated and non-hostile animals. When dealing with hostile animals or those trained to attack, the ranger must make a Cha check to calm the animal.
Cleric
Prime Attribute: Wisdom
Hit Dice: d8/+3
BtH: per C&C
EPP: per C&C
Alignment: any
Weapons Allowed: based on elemental devotion
Armor Allowed: any
Abilities: Elemental Devotion, Spells, Bonus Spells, Turn Undead, Ignore Element, Gate Element
-Elemental Devotion: Every cleric must choose one elemental plane as his focus of worship. This choice dictates what spells he can call upon and what types of weapons he prefers to use. A cleric has access to the sphere of his element of worship and access to the Sphere of the Cosmos.
Clerics concentrate their efforts on magical and spiritual pursuits, generally leaving combat to others. However, Athas is a violent world, and practicality dictates that they train in combat as well. Clerics arent restricted with regard to the armor they may wear. Their weapons of choice are related to their particular elemental plane of worship, as in the following:
Elemental Plane of Earth. Clerics of the earth are usually the best armed since they can use stone and metal in their weapons. Wood is also acceptable to them since it originally grew in the ground. They may use any weapons made of these materials that are listed in this book or the Players Handbook.
Elemental Plane of Air. Since the air doesnt easily lend itself to being made into an offensive weapon, clerics of the air rely instead on weapons that are guided by the air. They may use any sort of bow, blowgun, or sling, regardless of the material used to construct it. Spears are also acceptable and are used as either melee or missile weapons.
Elemental Plane of Fire. Clerics who worship this plane rely on flaming weapons. Favored weapons include flaming arrows, burning oil, and magical weapons enchanted to somehow burn or scald. Heating metal weapons (when theyre available) to cause searing damage is another acceptable practice among fire clerics. Because it was once fused under great pressure and heat, weapons made from obsidian are also acceptable.
Elemental Plane of Water. Clerics who draw power from this plane recognize water as the bringer of life to the wastes, the originator of all that grows. Therefore, elemental water clerics may use any weapon that is organic in origin, usually wood or bone. They may use bows, clubs, maces, javelins, quarterstaves, spears, and warhammers made from these substances.
-Spells (per C&C)
-Bonus Spells: per C&C Cleric with following additions: a bonus 4th level spell with Int of 20-21, a bonus 5th level spell with Int 22-23, and a bonus 6th level spell with Int 24-25.
-Turn Undead (per C&C)
-Ignore Element: Elemental clerics can ignore the physical effects of the element they worship upon reaching 5th level. The duration of this power is a number of rounds equal to the clerics level, and it can only be used once per day. Thus, a water cleric may move through water freely, and an earth cleric may pass through stone walls as if they werent there. Force exerted on the cleric by the element may also be ignoreda great wind wont affect an air cleric, for example, nor would flames burn a fire cleric. This protection extends to everything that the cleric carries on his person at the time.
-Gate Element: A cleric can gate material directly from his elemental plane upon reaching 7th level. The amount of material gated is one cubic foot per level above 6th. The material is a pure specimen from the plane in question: earth, air, fire, or water. The exact nature of the material is in its purest, most basic form. Earth arrives as dense stone, water as pure liquid, fire as cleansing flame, and air in the form of a tremendous cyclonic wind thats capable of knocking down all huge or smaller creatures and lasts one round. The shape of this gated material may be dictated by the cleric (a stone wall one inch thick, a sheet of flame surrounding an altar, etc.), but it cant be gated to a distance more than 50 feet from the cleric. Material may be gated only once per day.
Druid
Prime Attribute: Wisdom
Hit Dice: d8/+3
BtH: per C&C
EPP: per C&C
Alignment: per C&C
Weapons Allowed: per C&C
Armor Allowed: per C&C
Abilities: Nature Lore, Resist Elements, Nature Stride, Totem Shape, Spells, Bonus Spells, Guarded Lands
-Nature Lore (per C&C)
-Resist Elements (per C&C)
-Nature Stride (per C&C Woodland Stride)
-Totem Shape (per C&C, but must choose animals native to the Druids Guarded Lands)
-Spells (per C&C)
-Bonus Spells: per C&C Druid with following additions: a bonus 4th level spell with Int of 20-21, a bonus 5th level spell with Int 22-23, and a bonus 6th level spell with Int 24-25
-Guarded Lands: Every druid must choose one geographic feature to be his guarded lands. The geographic features that a druid might make his guarded lands can vary widely. For instance, one may watch over a particular stretch of open desert, another may protect a belt of scrub grass within it, while still another might watch over a small oasis that borders on both.
Lower-level druids may travel widely in the world. During his time of wandering, a young druid learns about the world, its ecology, the balance of nature, and the ways of its creatures. Although he has already chosen lands to guard and cherish, he may spend as much or as little time on his guarded lands as he sees fit. Learning the ways of the world will ultimately help him better protect his guarded lands, for upon reaching 12th level his time of wandering comes to an end. From that time forward, the druid must spend half of his time on his guarded lands, watching over them and protecting them. The rest of the time, the druid must again travel to keep tabs on events that might threaten nature in general and his guarded lands in particular.
When in his guarded lands, a druid has several powerful granted powers, including the following:
A druid can remain concealed from others while in his guarded lands. This is proof against all normal forms of detection (sight, hearing, etc.) but wont protect the druid from magical detection (including a detect invisible spell). The druid cant move or cast spells while concealed.
A druid may speak with animals in his guarded lands when he reaches 3rd level. He can speak with all animals when he reaches 7th level.
A druid may speak with plants in his guarded lands when he reaches 5th level. He can speak with all plants when he reaches 9th level.
A druid can live without water or nourishment in his guarded lands when he reaches 7th level. From that point on, the druid draws his life energy directly from his guarded lands. However, when he leaves his lands to learn more of the world, he must take sustenance in the usual fashion.
Templar
Prime Attribute: Wisdom
Hit Dice: d8/+3
BtH: per C&C Cleric
EPP: per C&C Cleric
Alignment: any non-Good
Weapons Allowed: any
Armor Allowed: any
Abilities: Spells, Bonus Spells, Command Undead, Judicial Powers
-Spells: per C&C Cleric
-Bonus Spells: per C&C Cleric with following additions: a bonus 4th level spell with Int of 20-21, a bonus 5th level spell with Int 22-23, and a bonus 6th level spell with Int 24-25.
-Command Undead: Templars have power over undead, but only to raise or ally with them, never to turn them away. This is resolved in the same way as a turning attempt. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.
-Judicial Powers: As a templar advances in level, he gains certain powers within his city state:
* A templar can call upon a slave to do whatever he wants. Slaves who do not do as ordered by a templar face immediate death.
* A templar can pass judgment upon a slave at any time. In any matter involving disobedience or the actions of a slave, a templar may judge, sentence, or pardon a slave as he sees fit, regardless of who owns the slave. Penalties can include imprisonment, torture, or even death.
* A templar can legally enter the house of a freeman when he reaches 2nd level. The freeman has no right to refuse the templar admission, under punishment of imprisonment and possible execution.
* A templar can requisition soldiers when he reaches 3rd level. He can call upon 1d4 soldiers per level. The soldiers will all be 1st-level templars with one 2nd level templar centurion. A templar can call upon soldiers any time he wishes, but the soldiers cannot be ordered to leave the city without permission from the templar's sorcerer-king.
* A templar can accuse a freeman of disloyalty or similar crimes when he reaches 4th level. Regardless of evidence, an accused freeman will 6e locked in the dungeons of the sorcerer-king for as long as the accusing templar wishes.
* A templar can gain access to all areas in palaces and temples when he reaches 5th level. Before that time the templar is restricted from areas such as libraries and council chambers unless ordered to go there by a higher-level templar.
* A templar can draw upon the city treasury for official investigations when he reaches 6th level. The number of gold piece she can draw from the treasury is equal to the roll of a number of 10-sided dice equal to the templar's level, multiplied by his level, per month. For example, a 7th level templar would roll 7d10then multiply the result by 7. Few questions are asked when gold is requisitioned, provided no attempt is made to withdraw funds more often than once per month.
* A templar can pass judgement on a freeman when he reaches 7th level. The freeman must be at least two levels lower than the judging templar, regardless of the freeman's class. Judgement can be in the form of a fine, a stretch of time in the dungeons, enslavement, execution, or anything else the templar wishes. Failure to comply makes the judged freeman an outlaw who, if caught, will be executed. Again, there need be no real evidence against the freeman being judged.
* A templar can accuse a noble when he reaches l0th level. This is similar to the ability of the templar to accuse freemen, but permits the character to take action against the nobility on behalf of the sorcerer-king.
* A templar can pass judgement on a noble (just as he can judge a freeman) when he reaches 15th level. The noble must be at least two levels lower than the judging templar.
* A templar can grant a pardon to any condemned man when he reaches 17th level. Only the sorcerer-king himself can nullify the pardons granted by such a character.
As a rule, a templar can have no more than one man accused and in the dungeons per level. He may judge or pardon no more than one man per week. He may never accuse, judge, or pardon another templar who is of equal or higher level.
The templar hierarchy is measured strictly by experience level. A templar of higher level can negate any action taken by one of lower level (prevent the requisitioning of money or troops, release accused prisoners, etc.). Templars of the same level who disagree must seek out someone of higher level within the hierarchy to arbitrate their differences.
Defiler
Prime Attribute: Intelligence
Hit Dice: d4/+1
BtH: per C&C Wizard
EPP: per C&C Wizard
Alignment: any non-Good
Weapons Allowed: Club, dagger, dart, staff
Armor Allowed: none
Abilities: Spells, Spellbook, Bonus Spells, Taint, Defile, Short-cut to Power
-Spells (per C&C Wizard)
-Spellbook: In this world, a wizards spell book is very rare-perhaps found only as an artifact. Instead of a book made with flat pages bound along one edge between heavy covers, Athasian wizards write their spells on paper or papyrus scrolls, weave them into small tapestries or the fringes of their robes, carve them into bone staves, orin extreme casesuse complicated knot and string patterns or stone tablets. All of these collections of spells are referred to as spell books and function accordingly.
-Bonus Spells: per C&C Wizard with following additions: a bonus 4th level spell with Int of 20-21, a bonus 5th level spell with Int 22-23, and a bonus 6th level spell with Int 24-25.
-Taint: Because a defiler destroys life as a natural matter of course, his aura has a permanent taint that increases with every rise in level. At low levels, this taint is simply a bad feeling that others sense dimly. At higher levels, the taint becomes a malignant air of death that even the dullest half-giants can detect. In game terms, this is reflected with a Charisma penalty thats applied whenever a defiler interacts with other characters. At 1st5th level, Charisma is at -2; at 6th10th, Charisma is at -4; at 11th15th, Charisma is at -6; and at 16th20th, Charisma is at -8.
-Short-cut to Power: Because defilers suck their magical energies from the environment without a care for the destruction they cause, they gains power quicker than a preserver. Defilers gain a 30% bonus to all experience point awards.
-Defile: When a defiler absorbs the energy necessary to memorize his spells, all vegetation in a sphere around him turns to ash. The radius of that sphere depends upon the abundance of vegetation in the area and the level of the spells memorized. The number shown is the radius, in feet, around the defiler where all vegetation is turned to ash; the effect occurs throughout the memorization process. Note that these numbers adjust for specific situations. For example, in a city, the mud pits might have no more vegetation than the stony barrens, while the gardens of the sorcerer-king are equal to a teeming forest
Terrain Type 0 1 2 3 4 5 6 7 8 9
Silt Sea 20 35 50 60 65 75 80 85 90 95
Boulder fields 15 30 45 50 60 65 75 80 85 90
Salt flats 15 30 45 50 60 65 75 80 85 90
Sandy wastes 15 30 45 50 60 65 75 80 85 90
Mountains 10 15 20 25 30 35 40 45 50 55
Rocky badlands 10 15 20 25 30 35 40 45 50 55
Stony barrens 10 15 20 25 30 35 40 45 50 55
Scrub plains 5 10 15 15 20 20 20 20 25 25
Verdant belts 3 5 5 5 10 10 10 15 15 15
Forests 1 3 3 5 5 5 5 5 5 5
Memorizing Multiple Spells in the Same Location: If a defiler memorizes more than one spell with energy drawn from the same location, the radius of destroyed vegetation expands around him. Consult the table above for the highest level spell memorized from that location, then add 3 fee for every other spell memorized. (Spells equal to the hightest level spell are treated as additional spells.)
Effect on Living Creatures: Though only plants are destroyed within the radius, living creatures also suffer. Any being in the radius of a defilers magical summoning makes an immediate Constitution save. If the save succeeds, there is no effect. If the save fails, the being receives an initiative modifier penalty equal to the level of the highest spell memorized. This modifier comes into play at the first opportune moment. The pain can never keep a character from performing an action during a round. The initiative penalty only postpones when the action occurs.
Ash: The ash created by defiler magic is black and gray, completely devoid of life or lifegiving elements. Nothing will grow in an area of ash for one year. The ash itself is very light and usually blows away, leaving behind a lifeless, circular scar on the ground. Even with the ash gone, though, the defilers magic has leeched all life-giving nutrients from the soil, so a defiled area may take many years to recover life, if ever.
Preserver
Prime Attribute: Intelligence
Hit Dice: d4/+1
BtH: per C&C Wizard
EPP: per C&C Wizard
Alignment: any Good or Neutral
Weapons Allowed: Club, dagger, dart, staff
Armor Allowed: none
Abilities: Spells, Spellbook, Bonus Spells
-Spells (per C&C Wizard)
-Spellbook: In this world, a wizards spell book is very rare-perhaps found only as an artifact. Instead of a book made with flat pages bound along one edge between heavy covers, Athasian wizards write their spells on paper or papyrus scrolls, weave them into small tapestries or the fringes of their robes, carve them into bone staves, orin extreme casesuse complicated knot and string patterns or stone tablets. All of these collections of spells are referred to as spell books and function accordingly.
-Bonus Spells: per C&C Wizard with following additions: a bonus 4th level spell with Int of 20-21, a bonus 5th level spell with Int 22-23, and a bonus 6th level spell with Int 24-25.
Rogue
Prime Attribute: Dexterity
Hit Dice: d6/+2
BtH: per C&C
EPP: per C&C
Alignment: any
Weapons Allowed: per C&C
Armor Allowed: per C&C
Abilities: Back Attack, Climb, Decipher Script, Hide, Listen, Move Silently, open Lock, Pick Pocket, Sneak Attack, Traps, Forge Documents, Bribe Official, Escape Bonds
-Back Attack (per C&C)
-Climb (per C&C)
-Decipher Script (per C&C)
-Hide (per C&C)
-Listen (per C&C)
-Move Silently (per C&C)
-Open Lock (per C&C)
-Pick Pocket (per C&C)
-Sneak Attack (per C&C)
-Traps (per C&C)
-Forge Documents (Int): This skill allows a rogue to mimic the handwriting of another character to produce false-but-passable forms and documents, including items made of paper and papyrus, stone tablets, signet rings, etc. Success depends on the rogues skill, his familiarity with the original, and the examiners level of scrutiny.
A rogue attempting to forge a document needs an example of the original on which to base his work. Without such an example, the rogue suffers an automatic -2 penalty on every skill roll. Having more than one example can improve the rogues chances by a +1 bonus, at the CKs option.
Every time the forgery is examined, the rogue must make an Intelligence roll. A forged pass that lets a slave travel at night, for instance, might be examined by several different guards and templars through the course of an evening. An examiner inspects a document in a manner that reflects his attitude toward the holder; if appropriate, the CK chooses how the examiner should react. Then check the reaction against the following list to determine what modifier (if any) to apply to the rogues skill roll. Success means the forgery is accepted as genuine.
Attitude Modifier
Friendly +3
Indifferent +1
Cautious
Suspicious -2
Hostile -4
-Bribe Official (Cha): The second new skill allows a rogue to sway the reactions of NPCs with gifts (money or items). Success depends on the rogues skill, the NPCs initial reaction, and the value of the bribe (in ceramic pieces) being offered. In no way should this skill be used instead of good role-playing, but it can act as a barometer that takes into account the characters skills.
When a situation may call for a rogue character to make a bribe, the CK should determine the NPCs reaction in secret. If the reaction is friendly, no bribe is necessary for the PC to achieve a desired result. If the reaction isnt friendly, the PC might change it by offering a bribe.
NPCs Station Bribe
Peasant, slave 2d4 cp
Free citizen, soldier, and low-level templar 3d8 cp
Merchant, officer, mid-level templar 5d10 cp
Noble, general, high-level templar 5d100 cp
A bribed NPC performs reasonable services for the PC that fall within the confines of his job or station. Of course, unusually corrupt NPCs might accept the PCs bribe and then betray him anyway. Bribes may also be material goods of an equal value of ceramic pieces. However, material goods only work as a bribe if the NPC wants them. Services can also be offered as bribes, but these situations need to be role-played carefully.
-Escape Bonds (Dex): The last new skill offered to Athasian rogues is the ability to free himself of ropes and chains through contortion. The skill allows a rogue to attempt to free himself from tied ropes or leather bonds, manacles, chains, and other mundane restraining devices. It offers no help against magical bonds.
The rogue must make a successful escape roll against every item binding him. For example, if a rogue is bound at the wrists and ankles, he needs to make two successful rolls to get free. Locked items also require a successful open locks roll. One failure indicates that the thief cant slip these bonds, and no further roll can be made for them.
The rogue using this skill requires 5 rounds per roll to adequately work free. He can hurry his attempts, but he suffers a -1 penalty for each round omitted (to a minimum of one round).
Bard
Prime Attribute: Dexterity
Hit Dice: d6/+2
BtH: per C&C Rogue
EPP: per C&C Bard
Alignment: any Neutral
Weapons Allowed: any
Armor Allowed: any
Abilities: Legend Lore, Exalt, Fascinate, Exhort Greatness, Climb, Decipher Script, Hide, Listen, Move Silently, Open Lock, Traps, Poisons, Forge Documents, Bribe Official, Escape Bonds
-Legend Lore (per C&C)
-Exalt (per C&C)
-Fascinate (per C&C)
-Exhort Greatness (per C&C)
-Climb (per C&C, but at level-1)
-Decipher Script (per C&C)
-Hide (per C&C, but at level-1)
-Listen (per C&C)
-Move Silently (per C&C, but at level-1)
-Open Lock (per C&C, but at level-1)
-Traps (per C&C, but at level-1)
-Poisons (per C&C)
-Forge Documents (as Athasian Rogue)
-Bribe Official (as Athasian Rogue)
-Escape Bonds (as Athasian Rogue, but at level-1)
Trader
Prime Attribute: Dexterity
Hit Dice: d6/+2
BtH: per C&C Rogue
EPP: per C&C Rogue
Alignment: any
Weapons Allowed: any
Armor Allowed: any
Abilities: Climb, Decipher Script, Hide, Listen, Move Silently, Open Lock, Pick Pocket, Traps, Forge Documents, Bribe Official, Escape Bonds, Natural Linguist, Fast Talk
-Climb (per C&C, but at level-1)
-Decipher Script (per C&C)
-Hide (per C&C, but at level-1)
-Listen (per C&C)
-Move Silently (per C&C, but at level-1)
-Open Lock (per C&C, but at level-1)
-Pick Pocket (per C&C Rogue, but at level-1)
-Traps (per C&C, but at level-1)
-Forge Documents (as Athasian Rogue)
-Bribe Official (as Athasian Rogue)
-Escape Bonds (as Athasian Rogue, but at level-1)
-Natural Linguist: As a matter of course, at every three levels of experience, a trader PC gains a bonus language.
-Fast Talk (Cha): A trader develops a natural ability to fast-talk through situations. Fast-talking is the verbal equivalent of slight of hand, the art of distraction and misdirection. Its the ability to con another into a certain course of behavior. The uses of fast-talk range from outright fraud, to talking ones way out of a sticky situation, to simply getting a better price for a particular piece of merchandise. The success of a fast-talk attempt is determined by a Charisma check, applying any penalties and bonuses from the targets Intelligence and Wisdom bonus to the TN needed, as well as a situation penalty (if desired). Note that all modifiers are cumulative.
Example: A trader whose Charisma is 16 attempts to fast-talk an official whose Intelligence is 17 and his Wisdom is 8. The situation is routine. The trader needs to beat a CL of 1. A roll of 20 is an automatic success and a 1 is an automatic failure, regardless of the check needed.
Like the skill bribe officials, fast-talk should never be used in place of good role-playing, only to show the skills a character might possess beyond the player running him. Further, fast-talk cant be used on other player characters.
Situation Modifier
Routine +0
Moderate +3
Very difficult +6
Of course, the modifiers shown above are guidelines only; the CK is free to assign any modifier he or she sees fit. Situational modifiers are also determined by the CK, and they are defined as follows:
A routine situation is a normal transaction for a trader, including receiving up to 10% more or paying 10% less for an item than its worth, or persuading a target to believe a plausible exaggeration or falsehood.
A moderate situation isnt beyond a traders ability, but it isnt one he wants to find himself in on a regular basis. Such events include getting as much as 30% more or paying 30% less for an item than its worth, persuading a target to believe an implausible falsehood, or convincing a band of raiders of equal or lesser level not to attack.
A very difficult situation is probably beyond the skills of the trader in question, but the payoff is such that he has to try. These include receiving 50% more or paying 50% less for an item than its worth, convincing a target of an outright and obvious lie, or talking higher level opponents out of making an attack.
Psionicist
Prime Attribute: Wisdom
Hit Dice: d6/+2
BtH: per Book of the Mind
EPP: per Book of the Mind
Alignment: any non-Chaotic
Weapons Allowed: Cleaver, club, dagger, dirk, hatchet, knife, staff, short sword, hand crossbow, dart, sling
Armor Allowed: Padded, leather coat, leather armor, ring mail, studded leather, laminar leather, small shields
Abilities: Psionic Strength Points, Psionics, Psionic Attacks, Psionic Defenses, Mental to Hit,
Extra Psionic Attacks, Spell Resistance
-Psionic Strength Points (per Book of the Mind)
-Psionics (per Book of the Mind)
-Psionic Attacks (per Book of the Mind)
-Psionic Defenses (per Book of the Mind)
-Mental to Hit (per Book of the Mind)
-Extra Psionic Attacks (per Book of the Mind)
-Spell Resistance (per Book of the Mind)
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Tue Jul 21, 2009 7:56 pm
by Rigon
This is a bump specifically for Omote, who was in such a hurry for me to get to this.
Also, I am having difficultly splitting the cleric spell list up for the Sphere of Cosmos and Spheres of Elements. Any help/suggestions from all of you would be greatly appriciated and would go a long way to helping me finish my adaptaion.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Tue Jul 21, 2009 7:59 pm
by Rigon
I guess I should explain what my difficulty is so you can help.
1: I want to keep druid spells out of the cleric domain as much as possible. (2e had all the spells mixed, which made it easy.)
2: I can't decide which spells to shift where.
3: Some spells need changed. ex. o-level Create Water becomes 0-level create element.
Like I said, any help is appriciated.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Wed Jul 22, 2009 1:57 am
by Rigon
Hey everyone, never mind. I found a copy of Jackal's conversions in my email account. Thank's go out to Treebore who pointed me in that direction.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Wed Jul 22, 2009 10:32 am
by finarvyn
C&C doesn't really have any psionics rules. Do you think that The Book of the Mind works directly or needs any tweaks?
_________________
Finarvyn
Lord Marshall, Earl of Stone Creek, C&C Society
C&C Playtester in 2003
OD&D player since 1975
Posted: Wed Jul 22, 2009 10:51 am
by Rigon
finarvyn wrote:
C&C doesn't really have any psionics rules. Do you think that The Book of the Mind works directly or needs any tweaks?
The Book of the Mind will work as is, since I did that adaptation so I could play DS with C&C.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Wed Jul 22, 2009 10:46 pm
by capitalbill
I like what you've done, I think you nailed the Dark Sun feel with your race and class write-ups. One note though, I noticed that the experience progression is the same for the preserver and defilers; one thing that I liked in DS was that the defiler advanced quicker than the preserver- but the trade off was the destruction of the environment their greed caused. Did you consider having different experience progression for the two wizards classes? Also, I always preferred the damage being done to the environment during the casting of the spell (as in the original setting) rather during the preparation (as in the revised setting). But anywho, I love what you've done!
Posted: Wed Jul 22, 2009 11:56 pm
by finarvyn
Rigon wrote:
The Book of the Mind will work as is, since I did that adaptation so I could play DS with C&C.
Okay, your post threw me at first. Then I realized I was getting The Book of the Mind confused with something else. {b]The Will and the Way[/b] perhaps?
Anyway, rethinking what you have posted I surmise that TBOTM is a doc that you have created. Naturally your conversion would go along with your own system.
Well ... pretend that my error was on purpose, just to "bump" the thread then.
_________________
Finarvyn
Lord Marshall, Earl of Stone Creek, C&C Society
C&C Playtester in 2003
OD&D player since 1975
Posted: Thu Jul 23, 2009 12:01 am
by Treebore
Anyone interested in the "book of the mind" can request it from me, I am home much more than Rigon is, since he has a real job.
Just PM me your E-MAIL (bolded because of how often people forget I need it) via the boards.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending:
http://www.neoncon.com/
My House Rules:
http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Posted: Thu Jul 23, 2009 1:39 am
by Rigon
capitalbill wrote:
I like what you've done, I think you nailed the Dark Sun feel with your race and class write-ups. One note though, I noticed that the experience progression is the same for the preserver and defilers; one thing that I liked in DS was that the defiler advanced quicker than the preserver- but the trade off was the destruction of the environment their greed caused. Did you consider having different experience progression for the two wizards classes? Also, I always preferred the damage being done to the environment during the casting of the spell (as in the original setting) rather during the preparation (as in the revised setting). But anywho, I love what you've done!
The defiler should level more quickly than the preserver. I forgot to add in the description for the "Short-cut to Power" ability. In the original setting, the defiler's progression was 30% fast than the perserver. I was thinking of making it 20% or there abouts. Opinions?
As to the environmental destruction, you can have it happen whenever you want, before casting or during.
Thanks for the encouragement. I'll try to get all of my adaptation finished soon. I just need to find the time to work on it around the job and home improvement projects.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Thu Jul 23, 2009 1:41 am
by Rigon
finarvyn wrote:
Okay, your post threw me at first. Then I realized I was getting The Book of the Mind confused with something else. {b]The Will and the Way[/b] perhaps?
Anyway, rethinking what you have posted I surmise that TBOTM is a doc that you have created. Naturally your conversion would go along with your own system.
Well ... pretend that my error was on purpose, just to "bump" the thread then.
I used material from "The Will and the Way" and any other 2e books that had psionics in it, so your mistake is acceptable.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Thu Jul 23, 2009 1:43 am
by Rigon
Treebore wrote:
Anyone interested in the "book of the mind" can request it from me, I am home much more than Rigon is, since he has a real job.
Just PM me your E-MAIL (bolded because of how often people forget I need it) via the boards.
That Tree, always looking out for people. But hopefully it will be available soon as the guys from the Society have graciously offered to host it for me. Thanks guys!
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Thu Jul 23, 2009 2:27 am
by Rigon
I added the "Short-cut to Power" ability description to the Defiler. I want with 30% like the original setting.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Thu Jul 23, 2009 2:38 am
by capitalbill
A 20% or 30% difference sounds good. If the magic-user is greedy and lacking in moral character he can turn to the dark side which is quicker and easier, but more deadly to the already wrecked world.
The rest of the Dark Sun'ish stuff should pretty much port directly over: rules on dehydration, sun exposure, non-metal weapons (breakage is always fun ), and piecemeal armor.
With dwarves you gave them a +1 to saving throws and a +2 to ability rolls (the 2E Dark Sun had +1 to saves and +2 to proficiency rolls). Since they're essentially the same thing did you think about just giving either a +1 or a +2 to both?
In the thri-kreen write-up you point out that they cannot use wizardly magic, but made no mention of that with dwarves, halflings, muls, or half-giants: are you planning on allowing them to use wizardly magic (personally I would rule out dwarves and half-giants, maybe allow the other two).
Like I said before, I love what you've done so far. If you ever run a DS game online I'd be interested in playing.
Posted: Thu Jul 23, 2009 2:49 am
by Rigon
Most of my adaptation is a straight port from 2e, cleaned up to match C&C better, so I doubt I'll switch anything for the dwarf. I plan on using class restrictions, so wizard classes will not be available for those races that didn't have them in 2e.
Eventually I will run a DS game, probably on one of the nights I game online, either giving Nate or Tree a break. I'll make a post when I'm ready to start, but the guys in the groups will have first dibs at a spot. If there is room, you are definately welcomed to play.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Thu Jul 23, 2009 2:56 am
by Rigon
Here is a little bit more of the adaptation. I based the expanded attribute chart off of what is suggested in the Belt of Giant Strength description in the M&T. I really should learn how to do charts on here. Oh well, some other time.
R-
Attribute Scores
The six attribute scores are determined randomly by rolling dice to obtain a score from 5 to 20. These numbers are, on the average, higher than those for characters in other campaign worlds. There is a very good reason for this: the world of Athas is brutal and unforgiving. It is a savage world with frightful challenges beyond every dune. Athas is not a world for the weak or the simple-minded, those who cannot adapt, who cannot meet every challenge with confidence in their skills and abilities simply wont survive. The world of Athas has produced races of beings that are generally superior, of greater strength and endurance, capable of greater intellect and vision-to those who inhabit other campaign worlds.
Use the following extended Attribute score table for Athasian characters:
1 2-3 4-5 6-8 9-12 13-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33
-4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Languages
Each intelligent racewith the exception of half-elves, half-giants, and mulshas its own language and sometimes even its own approach to language and communication. The three exceptions dont have their own societies or cultures to draw upon, so they speak the language of the society they live in. For example, a mul raised in the gladiator pits of Urik would speak the language of that city. Thri-kreen, on the other hand, use a combination of clicks and whines that come naturally to their pincer mouths, a speech humans find impossible to imitate.
Language barriers therefore present a major obstacle for adventures set in Athas. Characters must rely heavily on magic, psionics, or interpreters for communication. There is a standard trade language used throughout the Tyr Region, called common or the trade tongue. All dwarf, elf, half-elf, half-giant, human, and mul characters from the Tyr Region automatically speak common as a bonus proficiency. Characters of other races or from other parts of Athas must use an available proficiency slot to obtain the trade tongue.
All other languages are identified by their racial name (gith, halfling, thri-kreen, etc.) or location of origin (Saragarn, Raamin, Imperial Kreen, etc.). Characters begin the game knowing only their racial tongue and, in some cases, common or a location language. Other languages a character wants to know must be assigned proficiency slots. The DM has the final say over which languages may be available to starting characters.
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Sat Jul 25, 2009 8:17 pm
by Rigon
I've been thinking of some of this stuff and to save myself a lot of extra work, such as adding unique weapon descriptions, I'm going to focus almost all of the adaptation on the original DS box set. So some of what I posted will change. But most of it will stay the same. I probably won't post anymore of the adaptation until I'm completed with it. Which means I have to crack down and get it finished. I know there is a particular group that is waiting for me to run some DS. They know who they are.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Sat Jul 25, 2009 8:51 pm
by Aramis
Rigon wrote:
I know there is a particular group that is waiting for me to run some DS. They know who they are.
R-
Bring it on!
_________________
"Kids, you tried your best, and you failed miserably. The lesson is: never try"
Homer Simpson