Blood and Bewitchment in the City of Bodysnatchers
This thread will provide players in my upcoming Cadaverous Earth game additional information on the setting and campaign.
The players will begin as convicted criminals (either guilty or wrongly accused) slated for execution in the Pulsetown Pits. According to the nebulous laws of Macellaria, criminals who manage to defeat their foes (usually beasts or monsters of some variety captured in the eastern wastes) in the Pits earn their freedom and exculpate themselves. It is well known that corrupt justicars have been known to wound or otherwise mistreat those beasts scheduled to face particularly powerful or wealthy criminals in order to rig the fight: however, the players have no reason to expect anything but a grim, no-holds-barred fight to the death.
I'm going to be fleshing out Macellaria here, and will eventually provide a map and a primer on the various political and economic factions in the city, as well as salient personalities, major shops, and other details. To begin with, here is some Macellarian slang (in Shambles, the closest thing to a "common tongue" of the Cadaverous Earth). Any suggestions for additional slang terms are welcome!
Slangbile - anger, bitterness, as in 'that redmouthed braggart was full of naught but bile and empty boasts'
bogger - a spook or spirit, or an oneiroi
bones - money, cash; refers to the bone coins of Macellaria
boney - rich
bug - racial slur for a cestoid, lilix, or mantid
butchery - particularly nasty violence; also a mess or conundrum, as in 'what sort of bloody-minded butchery have you got us mixed up in now?'
cleaver - mercenary, sellsword; also a drawn blade, as in 'put that cleaver away and let's talk'
corpus - meat, food
crow - scavenger
dark-eyed - dead, as in 'then he gurgled and went all dark-eyed'
fleshy - a grafted individual, especially an ostentatiously or heavily grafted one; when used as an adjective can also mean wealthy, since grafts often indicate status
gaunt - poor; also, a beggar, as in 'some mangy gaunt on the corner tried to bleed some coins off me just now'
gleet - nonsense, shit; a particularly vulgar word
greyface - a ghul
juice - blood
leather - skin of any sort, as in 'the winds out there'll strip the leather right off yer skeleton'
leech - short for leechkin
maggot - a human, especially an average or typical one, as in 'any maggot can learn a few hexes if they put their mind to it'
marrow - truth, especially hidden truth, as in 'here's the real marrow of the matter'; also, treasure or soul
mottled,
mottle-headed, or
mottle-brained - drunk, addled, crazy
patchskinned - indecisive, reckless, as in 'the patchskinned fool'; can also refer to an excessively grafted person, especially a haphazardly grafted one
redmouth - one of the murderfolk; to 'go all redmouthed' is to become a fetch, but is sometimes used as a hyperbolic description of regular anger
sap - nectar or ichor
sap-brained - the state of being on nectar
sapfiend - nectar junkie
spider - not surprisingly, a lilix; less offensive than
bug, though still informal
spidery - clever, convoluted, cunning, duplicitous, untrustworthy
stitchy - a servitor
stitcher - a fleshcrafter
squirmy - hagman
tongue - a witch, especially one of lower class
umbra or
umbrae (plural) - soul, vitality, spirit, ghost
warm-body or just
warm - live human
wormy - grave-spawn, as in 'I saw a couple of wormies and a warm-body down by the Eel's Gate,' or 'a wormy crow, bout six feet tall'
The Robber Guilds
Somewhere between businesses, unions, crime syndicates, and political parties, the Robber Guilds or Scavenger Houses of Macellaria '" along with the other powerful guilds '" are the closest thing the city has to an actual government. Membership is usually for life; while some passing adventurers only run with a Guild for a short time defectors are usually given short shrift, and those who turn freelance frequently 'disappear' after heading out into the Slaughter-lands.
The House of Hungry Ghosts is overseen by a five-hundred year old ghul woman known only as the Matron. When she became a ghul, the Matron was nine months pregnant: when the parasite that transformed her into a grave-spawn killed and revivified her, her gestational metabolism was halted and her unborn child metamorphosed along with her. Thus, she has remained pregnant with an infant as ageless and undying as herself for five centuries. Some would imagine her perpetual pregnancy as a hindrance, but the Matron pursued an active adventuring career and proved incredibly driven as she climbed the ranks of the House of Hungry Ghosts. Though its lower-level operatives can come from any stock, the House of Hungry Ghosts only admits grave-spawn into its upper echelons, and its Guildhouse can be found in the Worm-Hive rather than the Bazaars. Those quick Guildsmen who wish to advance in rank past a certain point must voluntarily become ghilan by consuming tainted flesh in a ceremony known as the Assumption. Because of this policy many of the most experienced scavengers in Macellaria are Guildsmen of the House, since by and large the city's most seasoned adventurers are shades or ghilan; as a result, the Hungry Ghosts receive a disproportionate number of private contracts from wealthy collectors, frequently earning them the jealous ire of other Robber Guilds.
The House of Hungry Ghosts is politically fixated on the rights and problems of grave-spawn in the city to the exclusion of other civic issues. While usually this agenda merely constitutes a call for equality and fair treatment and the removal of any stigma surrounding grave-spawn, it sometimes strays into more exclusionary territory. They have political connections with the sacerdos of the Fane of Dust, who worship the Star Gods.
Hungry Ghosts wear skull-like funerary masks to distinguish themselves.
The House of the Tattered Web, also called the
House of the Forsaken is an upstart young Guild founded and ruled by the lilix
gholmuz Nazzirr, a seven-limbed outcast exiled from Dolmen for mysterious crimes. Having assumed control of an abandoned tower on the border between the slums of Resurrection Row and the bustling Bazaars, the House of the Tattered Web is a haven for the dispossessed and the shunned, taking in any and all who choose to join up. As such the Forsaken have a rapidly expanding and highly variegated roster even more diverse than the ranks of the House of Crimson Shadows, though the quality of their recruits varies very widely.
The House favours laws and policies that address the needs of the poor and the downtrodden and so often clashes with the Crimson Shadows over economic matters. They also strive to reduce racial discrimination in the city and assist what they term 'oppressed minorities,' such as leechkin and cestoids; this impulse towards equality has earned them the enmity of the all-human House of Untainted Flesh and, conversely, the respect of the House of Hungry Ghosts, passionate advocates for grave-spawn rights. They also have many allies in the hagman community of Slimesquallor. The House of the Tattered Web are rumoured to secretly support the abolition of slavery.
Forsaken Guildsmen all wear cloaks with ragged hems as a ragtag uniform.
The House of Crimson Shadows is ruled by the unusually ambitious leechkin Mr. Rasp. Guildsmen of this rapacious and demanding organization are known as the 'Crimson Shadows' and are well known for their ruthlessness and cutthroat sensibilities. In particular they are notorious for following freelance scavengers out into the desert and then stealing whatever treasure they sought to collect; they have even been known to poach the contracts of other Guilds, though since a strict non-aggression policy exists between the Scavenger Houses they avoid direct confrontation. These hijinx have earned the Guild bad reputation, though their operatives are renowned for their cunning and dogged dedication. The House of Crimson Shadows is also noted for being highly egalitarian, with a very cosmopolitan roster of Guildsmen; Mr. Rasp prides himself on running a meritocratic Guild free of discrimination. The Guildhouse of the Crimson Shadows is centrally located in the Bazaars.
Politically, the House of Crimson Shadows favours de-regulation and a relaxation of tariffs and taxes, aggressively insisting that a level economic playing field and a wholly free market are best for the city. Its members are marked by an eldritch, red glyph on the back of their hand which, when activated, renders them as insubstantial and obscure as a shadow for a brief period of time. Only scavengers who have proved themselves exceptionally capable are admitted into the Guild, however.
The House of Untainted Flesh is an old and powerful Guild who refuse to accept grave-spawn or non-human applicants. Xenophobic and radical, Guildsmen of the House consider grave-spawn abominations and non-humans 'monsters,' and believe only living humans should count as complete citizens of Macellaria. The more extreme members '" reputedly including the hot-tempered Guildmistress Chaltena Volench '" advocate the outright expulsion or extermination of all non-human creatures from the city, though usually only within the walls of their Guildhouse in the Bazaars; others contend that the only the grave-spawn should be destroyed and the 'lesser races' simply enslaved, though again these views are publicly downplayed, lest the Guild be utterly shunned by the other Houses. As adventurers they are an effective and vicious bunch, though they frequently refuse to sell their goods to any but human merchants.
The Untainted, as Guildsmen call themselves, have close allegiances with the Striga-worshippers of the Sanguine Church, and indeed all of the high-ranking Guildsmen can be found worshipping in Striga's temple in Pulsetown, though their Guildhouse is in the Bazaars like most of the others. The Untainted also have an understanding with the Fleshmongers, from whom they often purchase slaves; Untainted Guildsmen are often hired to track down runaways.
Guildsmen of the House of Untainted Flesh all carry distinctive short blades engraved with the Guild's motto,
Strength in Purity. Many also wear the icon of Striga round their necks. None of the Untainted have an grafts, and tattoos are frowned upon save for the sacred scriptural tattoos sometimes sported by the especially devout.
The House of Iridescent Angles is a strange Guild whose members (called the Angles, or Iridescent Ones) tirelessly search the waste for arcane artefacts of all kinds. Most of these eldritch items are not sold but rather are interred in the Guildhouse, a tumbledown mansion in Hexwarren called the Palace of Unlikely Doors whose interior is said to be a labyrinth to the uninitiated. Why the Guild hoards eldritch artefacts isn't known, which tends to make other Guildsmen very suspicious of the Angles: some think that they're an apocalyptic cult looking to Unfetter one of the Chained Ones, or to awaken the Beast Gods from their subaqueous slumber. Guildsmen of the House of Iridescent Angles are almost always witches in some degree, even if they only know a few gutter hexes or the odd glyph. They have something of a rivalry with the Splicing Consortium, the other major arcane organization in Macellaria, or at least that's how the fleshcrafters seem to see it; their relationship with the Academy of Witchcraft is less competitive, with many Academy pupils being recruited into the Guild. They have a trade agreement with the Resin Merchants of Moroi, receiving a special Guild discount on nectar. Despite the fact that they sell few of the arcane items they scavenge the Guild seems to possess limitless coffers.
The House of Iridescent Angles is led not by an individual but by a coterie of seven High Warlocks, who rarely leave the Palace of Unlikely Doors and seem to speak with one voice. Some claim the seven are puppets in the thrall of a demon, or of the Moth-Kings of Skein, or Yzsch, the Wasting God of Marainen; others insist that the High Warlocks are actually illusory projections of some otherworldly entity, or that they've been dead for years and have been reanimated by the Lords Revenant of Somnambulon for nefarious purposes. Whatever the case, the Angles are close-mouthed when it comes to their leaders, though most of the House's Guildsmen are cryptic and odd at the best of times. All of them wear a curious, prismatic pendant something like a mobius strip, said to grant them certain esoteric powers concerning space and perception.
The Guild is almost entirely apolitical, their motives being fairly opaque at the best of times.
The House of the Howling Sun, also called
The Cursed House, is a declining Robber Guild that has long fallen from its former splendour. In its heyday the Guild was the most powerful in the city, but a run of bad luck, economic competition with other Guilds, mysterious deaths (which some insist were assassinations), and botched runs in the Slaughter-lands have brought the House to its knees; as a result, many have proclaimed the Guild cursed. Some point to the witches of the House of Iridescent Angles, though there is no known enmity between the two Guilds.
The Guildmaster of the Howling Suns is the aging adventurer Lorvo Kaerrel, a scarred and paranoid man who fully believes in the 'curse' and so has secreted himself in the Guildhouse (located in the Bazaars, close to the Skin Markets), locking himself in a near-featureless room. He receives food and drink through a slot in the door (only after it's been tasted, however) as well as reports of the Guild's activities, and issues increasingly deranged orders from this bare cell. In practice, a few of Lorvo's lieutenants take care of most of the Guilds activities, but they are paralyzed with distrust of one another and spend most of their time draining the last of the Guild's treasury employing expensive spies to find out the schemes of their fellows.
Because of its general ineffectiveness the House of the Howling Sun is not particularly politically active. Their operatives are marked by an anthropomorphic sun tattoo, a symbol also frequently found painted on their shields or armour.
[ooc]For those who are familiar with Morrowind, the Robber Guilds function a little bit like the Great Houses in that game; they're also somewhat comparable to the Guilds of MMORPGs in that they're fairly large, organized factions geared primarily towards adventuring. Basically, any serious adventurer in Macellaria tends to join one of the Guilds, with some notable exceptions, such as the freelance legend Harrick Hellsteeth.[/ooc]
Some Quick Notes on the Other Factions
The Fleshmongers '" slavers, pimps, and meat merchants based out of Velveteen Circus who more or less rule the pleasure industry and a good piece of the action in the Skin Markets. Known for their nasty enforcers and excellent business acumen.
The Ludus '" Gladiatorial stable and training school who run the Fighting Pits in Pulsetown. Highly corrupt; known to fix fights. Ruled by a shade called the Rotten King, Grand Champion of the Pits.
The Splicing Consortium '" a guild of fleshcrafters who regulate graft-work, though a lot of clandestine, small-time tissue shops operate without their license. Based in Hexwarren.
The Sanguine Church '" Striga worshippers with a temple in Pulsetown. They're an apocalyptic cult who believe in the 'purity of blood.' Their practices include cannibal funerals, live, burnt sacrifices (usually animals, but sometimes slaves), and racism.
The Star-Worshippers '" the major ghilan religious group. Fairly harmless, if kooky; believe that stars are larvae who ascend to godhood upon supernova; quasi-deistic. Its members are mystics and astrologer-prophets who seek to decipher what they believe are hidden messages coded in the movements of the stars. Their shrine, the Fane of Dust, is in Hexwarren.
The Rag-and-Bones Cartels '" merchant factions based in the Skin Markets that act as middlemen for the Robber Guilds. Don't wield the same power as the Guilds but still have some influence; along with the Fleshmongers they comprise the major merchant powers in the city.
The Resin Merchants '" monopolist drug-dealers from Moroi who trade exclusively in the arcane sap called nectar or ichor, invaluable to witches. Based in Hexwarren.
The Academy of Witchcraft '" a university based in Hexwarren. Mostly a bunch of apolitical professorial types who live off the tuition of their pupils and rare donations from alumni.
The Black Arrows '" a band of mercenary archers who man the walls and deter carrion birds; sometimes double as a police force to supplement the Guild militias. Callous, amoral, and loyal to their purses; highly susceptible to bribes. Maintain a bounty office in Resurrection Row; paid for by the Guilds. Named for their crow-feather fletching.
The Kennel Masters '" a small unit of witches and beast-masters who care for the three Watchdogs of Macellaria.
The Jatayi Fablers '" a tribe of nomadic, carrion-eating bird-men presenting encamped outside Macellaria, in the shanties. Secretive storytellers, distrustful of outsiders. [Note: following the actions of the players, the Jatayi ave moved on]
The Thief-Clans '" petty criminals based in rookeries in Resurrection Row, with dynastic leaders heading up each gang.
The Hagmen Elders '" preside over Slimesquallor, the hagman ghetto by the Eel's Gate. Arch-traditional, and concerned primarily with the well-being of their people.
The Hollow Skull Players '" a theatre in Pulsetown. Renowned especially for their elaborate and bloody revenge tragedies such as the hugely successful The Demon's Lover (which subverts the usual descent-into-the-underworld trope), but also their erotic satires and strange romances.
The Cult of the Bloodletter '" secretive assassin's guild with a darkly religious bent said to have a hidden shrine in the catacombs. Much hated by the Sanguine Church.
The Sewer-Dwellers '" subterranean primitives and skinchangers who live below the city amongst clusters of cestoids and mutant horrors.
Character Information
[/b]
More will be posted here as time goes on, but here are the bare essentials:
Races
HagmanBase speed 30 ft., swim 40 ft.
Hagmen have the aquatic subtype.
+4 Hide in swampy vegetation.
+2 Listen, -2 Spot. Hagmen have poor eyesight, but they have adapted their other senses.
+2 on Fortitude saves versus poisons and diseases. Hagmen have natural resistances from dwelling the the swamps.
Amphibious: Hagmen can breathe both water and air. Hagmen can spend one day per point of Consitution without being immersed in water. After that they must make a Constitution check (10+1 per previous check) or take 1 point of subdual damage per day until they immerse themselves in water. Until they are immersed they cannot heal this subdual damage and are fatigued.
Hermaphrodism: Hagmen can change their sex at will. The process takes one week to complete. They can also choose to arrest their metamorphosis at any point, producing seven 'liminal' genders which have various significance in Hagman culture.
Scent: Hagmen have the Scent ability, which functions in water. This greatly assists them while hunting.
Hagmen still get a Background trait but do not receive an additional trait.
Favoured Class: Hunter
Automatic Languages: Glatch, Shambles
Ghul+2 Constitution, -2 Charisma
Base speed 30 ft.
Darkvision 60 ft.
Grave-Spawn: Ghilan are immune to disease, aging, poison, and death effects. Grave-spawn cannot receive grafts, though pre-existing grafts are permitted.
Natural Weapons: Claws 1d3, bite 1d4.
Light Sensitivity: Ghilan are
dazzled in direct sunlight.
Carnivorous: Ghilan can only digest meat.
Ghilan get one trait, but it cannot be a Background trait (amnesia).
Favoured Class: Any
Automatic Languages: Shambles
LilixMales: +2 Strength, -2 Intelligence
Females: +2 Intelligence, -2 Dexterity
Base speed 30 ft.
Darkvision 30 ft.
+2 Bluff
Arachnoid: Lilix have six arms (and two legs). They have one primary hand and five off hands for combat purposes. They can, of course, take Multiweapon Fighting to ameliorate the normal penalty for fighting with additional weapons.
Liquid Diet: Lilix can only ingest liquid food.
Lilix still get a Background trait but do not receive an additional trait.
Favoured Class: Executioner
Automatic Languages: Spiderchatter, Chattelchatter
LA +1
ShadeIn their natural forms, shades are Oozes with 5d10 HD that take 1 point of damage each round if exposed to sunlight. However, while possessing a host, Shades are represented by a template:
'Shade' is a template that can be applied to any humanoid, monstrous humanoid, animal, magical beast, or aberration (hereafter referred to as the 'host') of Huge size or smaller.
The host loses its class and all associated features (HD, skills, etc) but gains those of the shade (NOT its Ooze HD - its class HD, which don't apply when the shade is in Ooze form), which are only active while the shade is in possession of a host. The shade is only expelled from the host if the host is killed or if they are exposed to direct sunlight, in which case they must make a Constitution check (DC 10 +1 per round) every round or be expelled from their host. Shades can also voluntarily leave their host bodies.
Shades still get a Background trait but do not receive an additional trait.
Darkvision 60 ft.
Grave-Spawn: The host is immune to disease, aging, poison, and death effects. Grave-spawn cannot receive grafts, though pre-existing grafts are permitted.
Shades are immune to mind-influencing effects and critical hits: Shades have alien psychologies, and do not perceive pain as their hosts do. Chop off a host's head, and the shade can continue fighting with it.
Attributes: The host retains its physical attributes. Its mental attributes are replaced with those of the shade, all of which have a +2 bonus.
The host bodies of shades eventually begin to decompose unless measures are taken to avoid decay. This manifests as ability damage '" 1 point in each physical attribute a month.
Favoured Class: Any
Automatic Languages: Shambles, Morbis
LA +3
MantidBase Speed 30ft., Fly 10 ft. (poor)
Darkvision 30 ft.
+2 Craft (clockwork)
Natural Attacks: Mantids have two claw that function as natural attacks identical to scythes (1d6, can make trip attacks). One claw is primary, the other secondary (-5). They can wield normal weapons at the same time (they have four arms), though they suffer normal penalties for multiweapon fighting if they do so.
Carnivorous: Mantids can only digest meat.
Mantids still get a Background trait but do not receive an additional trait.
Favoured Class: Weapon Master
Automatic Languages: Bugspeak, Shambles
LA +1
ZerdaSmall size
Base speed 30 ft.
Low Light Vision (4x)
+2 Dexterity, -2 Strength, -2 Intelligence
Natural Weapons: Bite 1d4 and two claws 1d3 each (one primary, one secondary).
Heat Endurance: +4 on Fortitude saves versus hot weather.
+4 Listen
+2 Move Silently, Spot, Survival
Zerda still get a Background trait but do not receive an additional trait.
Favoured Class: Harrier
Automatic Languages: Zerda; most zerda know enough Shambles to piece a sentence or two together
Leechkin+2 Strength, -4 Charisma - Leechkin are surprisingly powerful for such spindly creatures, but they lack essential drive or ambition.
Base speed 20 ft. Leechkin are generally sluggish.
Leechkin have the aquatic subtype.
+2 Hide in swampy vegetation.
+4 Swim.
Amphibious: Leechkin are fully amphibious and can breathe both water and air. They do not have a Swim speed, however,
Naturals Weapons: Two bites for 1d4 each (one primary, one secondary).
Blood Drain (Ex): A leechkin can suck blood from a living victim with its mouths by making a successful grapple check. If it pins the foe, it drains blood, dealing 1 point of Constitution drain each round the pin is maintained. On each such successful attack, the leechkin gains 1 temporary hit point.
Haematophage: Leechkin only consume blood. They follow the normal rules for thirst, but in addition to taking subdual damage they must make a Will save (DC 10 +1 per previous check) every hour or attack the nearest non-leechkin. They do not get fatigued from thirst; however they do gain a temporary +2 Strength and +2 Constitution until they feed, and their base speed doubles (40 ft.).
Leechkin can smell blood. This functions like the Scent ability, but only on creatures with warm blood (i.e. a leechkin could sense a living human but not a shade).
Leechkin do not earn traits - they are too apathetic.
Favoured Class: Berserker
JatayiBase speed 30 ft., Fly 30 ft. (average)
Low Light Vision (x4) '" can also perceive magnetic fields
Jatayi always take the Desert Born Background trait and the Eidetic Memory trait, but don't get additional traits.
Necrophagic: Jatayi only eating decomposing meat.
Favoured Class: Bard. Jatayi are the only race with a Bardic tradition.
Automatic Languages: Jatayi, Shambles
LA: +1
Classes
The standard Iron Heroes classes are all available. The spellcasting class is the Wizard (renamed Witch). Instead of summoning a typical familiar the Witch can either craft a servitor (treat as a human, medium zombie), bind a demon with a silver chain (treat as a quasit or an imp), or create an alchemical homunculus (as in the MM). All spells, including those from other spell lists (druid, cleric, etc), are available, save those that refer to alignment. However, players are
required to rename their spells, and are encouraged to add their own cosmetic descriptions as well.
For those who don't have access to Iron Heroes, I will provide a copy of the text of the first four chapters, which are defined as entirely Open Game Content under the OGL and thus are legal to copy. If you'd prefer, you can create a D&D 3.5 character from one of the following classes: Rogue, Fighter, Barbarian, Wizard (i.e. Witch), or Bard (Jatayi only).
Some important links:
The SRD (http://www.d20srd.org/)
Traits (http://www.mediafire.com/?jn0emwomeyz)
Classes (http://www.mediafire.com/?mxmn1tuhy2m)
Feats (http://www.mediafire.com/?gkzejmxk4yn)
To accommodate potential shade characters I'm thinking the starting level should be 4.
Humans are as in Iron Heroes (2 traits), but also get the 3.5 skill point boost (no bonus feat).
I take it character progression is by Iron Heroes? With two feats at 1st level then another feat every other level. And bonus attributes every so often (don't remember at precisly what levels).
Also, is there any concern of having two classes that are essentially alt system versions of each other? Fighter-->Man at Arms, Rogue--->Thief and Barbarian-->Berzerker.
That's right, two starting feats for all, one feat every even level, and attribute increases every 4th level. Humans start with two traits, other races usually get a Background trait only.
The alternative would be to give everyone two traits and have non-humans start with only one feat. Would that be more balanced?
I'd prefer people to use the Iron Heroes classes (except the Arcanist). For those that don't have Iron Heroes I can supply the first four chapters; in fact, ditch the above statement about using the Fighter/Rogue/Barbarian... the Wizard uses the Arcanist's Defense/Feat Mastery bonuses and Jatayi Bards use those of the Thief.
Llum, I take it you've familiarized yourself a bit with Iron Heroes/d20?
Quote from: SteerpikeLlum, I take it you've familiarized yourself a bit with Iron Heroes/d20?
Yes, I've familiarized myself. Even talked to Polycarp about it (he is experienced with 3.5 apparently). Myself I've only ever played IWD 2 that uses 3.5 or 3.0.
I think the Two feats 1 trait (two for humans) would be better because of how mastery feats work in Iron Heroes.
That makes sense - good point.
Incidentally, since everyone begins the game as a convicted criminal, no one begins with any equipment or money! To simplify things no one starts with any grafts or hexed tattoos either, although there will be plenty of opportunities to acquire both if desired...
If a person wanted to play as a Witch, do they need a spellbook to cast spells?
Does a Shade character start with a host?
Excellent questions, and two I hadn't thought of.
Witches do need spellbooks (more commonly called grimoires). I'll rule that Witches can begin with spells memorized, but are shackled with witchcraft-suppressing manacles at first (they'll be able to use their spells in the Pits if they wish, but not before).
Weird and crazy idea, but a Witch might be able to tattoo spell instructions on their body...
At a later date a Witch can always recopy their spells into a new spellbook, as the Player's Handbook indicates:
[blockquote=PH]Replacing and Copying Spellbooks
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If she already has a particular spell prepared, she can write it directly into a new book at a cost of 100 gp per page (as noted in Writing a New Spell into a Spellbook, above). The process wipes the prepared spell from her mind, just as casting it would. If she does not have the spell prepared, she can prepare it from a borrowed spellbook and then write it into a new book.
Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.[/blockquote]Frankly 100 gp per page seems exorbitant, so I'll rule it's 10 gp per level per spell (5gp for a level 0 spell).
Shades do begin with a host body, of medium size or smaller.
EDIT: No material components in this game are needed for spells.
Firearms coming soon!
Firearms
Pistols
Flintlock Pistol: 2d4/x3, Range 10 ft., Single Shot (1), Medium Size, 200 obeloi
Blunderbuss Pistol: 2d8/x3, Range 5 ft., Single Shot (1), Medium Size, 6 lb, 175 obeloi
Four-barrelled Pistol: 2d4/x3, Range: 15 ft., Single Shot (4), Medium Size, 3 lb, 375 obeloi
Wheellock Duelling Pistol: 2d6/x3 20 ft., Single Shot (1), Medium Size, 3 lb, 300 obeloi
Pepperbox: 2d4/x3, Range: 15 ft., Single Shot (8), Small Size, 2 lb, 500 obeloi
Revolver: 2d6/x3, Range: 15 ft., Single Shot (6), Medium Size, 3 lb, 650 obeloi
Long Arms
Flintlock Musket: 2d8/x3, Range: 30 ft., Single Shot (1), Large Size, 12 lb, 400 obeloi
Blunderbuss: 2d10/x3 5 ft., Range: 5 ft. Single Shot (1), Large Size, 12 lb, 350 obeloi
Repeating Rifle: 2d10/x3, Range: 70 ft. Single Shot (6), Large Size, 10 lb, 600 obeloi
Using firearms requires the Feat 'Weapon Proficiency (Firearms),' which has no prerequisites.
Firearms are slow-loading, ready-loading projectile weapons that take a move action to reload, unless the wielder has the Rapid Reload Feat. All firearms deal Piercing damage.
Characters who wish to specialize in firearms can do so by taking the Archer class, renamed 'Gunfighter.' Gunfighters function identically to Archers in all respects (using firearms instead of bows, obviously) but cannot take the Storm of Arrows or Arrow Ladder Shot. These abilities are replaced by the two below:
Vital Shot (Deadeye Shot): You can spend two aim tokens to add 1d6 to your damage roll. In the case of a critical hit, the extra damage is not multiplied. You cannot use this ability more than once on a given attack, but it can be combined with Deadly Shot or other abilities that deal additional damage.
Improved Vital Shot (Sniper Shot): You can spend two aim tokens to add 2d6 to your damage roll. In the case of a critical hit, the extra damage is not multiplied. You cannot use this ability more than once on a given attack, but it can be combined with Deadly Shot or other abilities that deal additional damage.
Would players prefer the Arcanist to the Wizard for the Witch class?
What's the difference between them (I'm unfamiliar with iron heroes)?
The Wizard is the standard D&D Wizard, just with the Arcanist's Defense and Feat Masteries grafted on to make him IH.
Pros: Vancian magic (which has pretty much always been a feature of CE), very wide range of spells; the summon familiar ability fits fairly well, too, as does Scribe Scroll...
Cons: Doesn't use token pools, which the other classes do; nectar mechanics a little cludgy as I'd imagined them (basically function as metamagic feats, but with a chance at self-harm unless a check is passed).
The Arcanist casts spontaneously by storing up Mana tokens and then using one of a small range of powers and spells.
Pros: Mana point system might make nectar easier; fits with the other classes a bit better; I also like the magical mishaps idea a lot; also the Arcane Pact ability is very cool.
Cons: Non-Vancian; much smaller range of spells (limited arcane abilities); Aspects of Power doesn't do much for me.
I prefer the Wizard over the Arcanist tbh. I dislike the spell system it uses and I think the mana token pool is silly since as you say, Vancian magic is very CE.
Are any of the firearms considered light? So is a revolver like a repeating crossbow where it's a free action to reload until the magazine is empty, afterwards it's a move action to reload the clip (6 rounds)? Same applies to the Pepperbox, Reapeating Rifle and Four Barrell?
I think I'd prefer the arcanist, though vancian magic is indeed very CE.
[blockquote=Llum]Are any of the firearms considered light? So is a revolver like a repeating crossbow where it's a free action to reload until the magazine is empty, afterwards it's a move action to reload the clip (6 rounds)? Same applies to the Pepperbox, Reapeating Rifle and Four Barrell? [/blockquote]That`s correct - the number of shots is displayed in brackets by "Single Shot," which just means the number of bullets per attack (it`s a holdover from d20 past/modern where automatic weapons function differently... probably confusing). It's a free action to cock back the hammer and prep another shot, but a move action to put in new bullets, unless the wielder has the Rapid Reload feat.
Nomadic, are you going to be playing? That would be awesome!
(I'll ponder the Arcanist/Wizard thing some more, but I'm leaning towards Wizard still...)
Quote from: Steerpike[blockquote=Llum]Are any of the firearms considered light? So is a revolver like a repeating crossbow where it's a free action to reload until the magazine is empty, afterwards it's a move action to reload the clip (6 rounds)? Same applies to the Pepperbox, Reapeating Rifle and Four Barrell? [/blockquote]That`s correct - the number of shots is displayed in brackets by "Single Shot," which just means the number of bullets per attack (it`s a holdover from d20 past/modern where automatic weapons function differently... probably confusing). It's a free action to cock back the hammer and prep another shot, but a move action to put in new bullets, unless the wielder has the Rapid Reload feat.
Nomadic, are you going to be playing? That would be awesome!
(I'll ponder the Arcanist/Wizard thing some more, but I'm leaning towards Wizard still...)
I'd like to but it depends on the time. I'll be doing Celtricia Thursday evenings, Aikido Friday, and work all other nights. So unless its morning/noon (or early afternoon) I can't make it.
The tentative timeslot right now is at 1:30 PST.
Human Ethnicities
Inhabitants of
Skein are fairer than many of the more southerly humans, with a slightly sallow cast. They have a pronounced epicanthic fold, hair ranging from jet black to dark red, and amber, violet, green, or blue eyes. They are a tall, lithe, generally slender folk.
Those who live in
Moroi are slightly darker and stockier than those of Skein but still have fairly pale skin, typically with brown, green, or hazel eyes. Though some have a trace of an epicathnic fold, this trait is less pronounced than in residents of the City of Silk. Most have elaborately styled or dyed hair '" frequently quite long '" though some shave their heads entirely.
Citizens of the Corsair City,
Lophius, and the surrounding swamps and islands usually have olive or tan skin and darker hair and eyes, though some with backgrounds from neighbouring islands (such as the few human tribes in the Bluebottle Archipelago) have significantly darker skin. Most are heavily tattooed, ritually scarred, multiply pierced, or all three. Hair is often worn long in both sexes and tends to be dark brown or black in colour; dreadlocks are not uncommon.
Those who dwell in
Marainein have nut-brown or darker skins and black or grey eyes, though a few have striking blue eyes as well. Most are quite tall and rather grim looking, with high cheekbones and narrow, almond-shaped eyes. Braided beards are common , and long hair is frequently bound in a turban.
Those who hail from the southern city of
Erebh have skin and hair as black as Abysm, with complexions almost blue-black in tone, like deep ink. They have little body hair and rarely wear their hair long.
The hardy northern folk of
Somnambulon and the
Northern Baronies, on the other hand, are a bone-pale people with fair hair and ice-blue, slate grey, or sea green eyes. Most are quite hairy, and the men grow thick beards and chest hair.
The subhuman slaves of
Dolmen are albinos, with translucent white skins, pink eyes, and white hair. They tend to be quite strong of limb but short and hunched of back, and have little body hair to speak of.
Natives of
Crepuscle are difficult to place. The city is so centrally located that they have a combination of ethnic traits, varying widely from family to family. Most have medium brown skin and darker hair, and a slight epicanthic fold round the eyes (which are of every conceivable colour); however, some inhabitants of the Harlequin City have skin nearly as dark as those from Erebh, and others are as white as Somnambulites. Hairstyles vary just as widely.
Indigenes of
Macellaria are similarly blended, though they tend to be slightly darker than those of Crepuscle, with tones ranging from light yellow to deep tan. Eye colour varies widely, but many have grey, brown, and hazel eyes. Closely cropped or wholly shaven hair is common in Macellaria, especially as a means of preventing lice.
Unless anyone really wants to build an Arcanist I think I'll stick with the Wizard as the base for the Witch class.
Ability scores will be assigned as in Iron Heroes.
Sort of random, but those who want to experiment with making their own grafts as some point will need this feat:
Graft Flesh (Item Creation) - Lore, Base Mastery 1
Prerequisites: Craft (Alchemy) 6 ranks, Heal 6 ranks, Craft (Tailor) 6 ranks, Caster level 1st
Benefits: You can graft alien flesh using eldritch techniques and good old fashioned stitches. Grafts take one hour per 100 obeloi in its price and require a Craft (Tailor) check of DC 10 +1 for every 1000 obeloi in its price. If you succeed, the graft is complete; if you fail, the process has failed. If fail by more than 5, the raw materials are lost. There is no XP cost (XP costs are stupid).
Expanded Mastery 2: You no longer spoil the raw materials if you fail a graft check.
Expanded Mastery 3: Grafts now take only a half hour per 100 obeloi.
...
A list of grafts will follow. They will be appreciably cheaper than grafts in d&d, and will be more common than regular magic items, especially wondrous items.
Craft Eldritch Tattoo - Lore, Base Mastery 1
Prerequisite: Caster level 1st
Benefit: You can create an arcane tattoo of any spell that you know. Creating the tattoo takes one hour for each 100 obeloi in its base price. The base price of a tattoo is its spell level × its caster level × 50 gp. To create the tattoo, use up raw materials costing one-half of this base price. There is no XP cost (XP costs are very silly).
Eldritch tattoos function exactly like scrolls, and can be used only by those "wearing" the tattoo. However, no spellcraft check/read magic spell is necessary. Following a tattoo's use, it fades from the user's flesh.
Expanded Mastery 2: Your tattoos only cost 25 obeloi instead of 50 obeloi per caster level per spell level.
Expanded Mastery 3: Your tattoos can now be crafted as permenant. Their powers are usable once per day.
Expanded Mastery 4: Your tattoos are usable twice per day.
Expanded Mastery 5: Your tattoos are usable three times per day.
Expanded Mastery 6: Your tattoos are usable four times per day.
Expanded Mastery 7: Your tattoos are usable five times per day.
Expanded Mastery 8: Your tattoos are usable six times per day.
Expanded Mastery 9: Your tattoos are usable seven times per day.
Expanded Mastery 10: Your tattoos are usable eight times per day.
Quote from: SteerpikeEldritch Tattoo
Prerequisite: Caster level 1st.
Benefit: You can create an arcane tattoo of any spell that you know. Creating the tattoo takes one hour for each 100 obeloi in its base price. The base price of a tattoo is its spell level × its caster level × 50 gp. To create the tattoo, use up raw materials costing one-half of this base price. There is no XP cost (XP costs are very silly).
Eldritch tattoos function exactly like scrolls, and can be used only by those "wearing" the tattoo. However, no spellcraft check/read magic spell is necessary. Following a tattoo's use, it fades from the user's flesh.
Wait, so a powerful enough witch could end up looking something like Jack from Mass Effect 2? I didn't think CE could get more awesome... I was wrong. Anyhow, 1:30pm on what day? As long as it isn't Sunday I can make that (until Summer ends at least). I think I'd like to play a gunslinger with at least some magic capability. Was thinking either a Ghul or a Lophian Human with connections to The House of Crimson Shadows. Would that work out ok?
I too might be interested in joining. Am I correct that the time would be 16:30, in 24-hour format in New York? If so then I think I could handle it if it won't be more than couple hours per session.
I'd like to try a Ghul witch - preferably Wizard class, since I'm even less familiar with IH than with regular d20. Got a few questions though:
* Would it be possible to have some minor body parts to be replaced with non-organic stuff, mostly for decorative purposes? I'm thinking stuff like replacing teeth and fingernails with metallic replicants or even gemstones. Not necessarily anything that should affect the bite/claw attacks, but if appropriate mechanics for that exist then that's fine too.
* Also, would a Ghul be able to see without eyes? Would it be possible to remove the eyeballs to have them replaced with porcelain orbs or something like that? And if these were removed (likely when the character was arrested before game starts) would he be able to see with empty eye sockets?
I'm imagining a rather narcissistic character putting a great deal of effort to enhancing his appearance.
Welcome aboard Ghostman! That's the correct time (4:30 in the afternoon EST). Looks like we're going to have quite a group!
[blockquote=Ghostman]* Would it be possible to have some minor body parts to be replaced with non-organic stuff, mostly for decorative purposes? I'm thinking stuff like replacing teeth and fingernails with metallic replicants or even gemstones. Not necessarily anything that should affect the bite/claw attacks, but if appropriate mechanics for that exist then that's fine too.
* Also, would a Ghul be able to see without eyes? Would it be possible to remove the eyeballs to have them replaced with porcelain orbs or something like that? And if these were removed (likely when the character was arrested before game starts) would he be able to see with empty eye sockets?[/blockquote]Ghilan can't have organic grafts(dead flesh and all), but the mechanical ones are OK. If they're for decorative purposes, that's fine... and I like the gems-for-eyes thing (a story I once started had warlocks who did that). If they function just like arcane bionic eyes, that won't give him an unfair advantage. If you like you can lose grave-spawn Darkvision and gain the ability to Detect Magic three times per day using the porcelain orbs, if you want them to be enchanted... or you can just keep the Darkvision.
[blockquote=Nomadic]Wait, so a powerful enough witch could end up looking something like Jack from Mass Effect 2? I didn't think CE could get more awesome... I was wrong. Anyhow, 1:30pm on what day? As long as it isn't Sunday I can make that (until Summer ends at least). I think I'd like to play a gunslinger with at least some magic capability. Was thinking either a Ghul or a Lophian Human with connections to The House of Crimson Shadows. Would that work out ok? [/blockquote]We're tentatively going to try it on Tuesdays, so that should work.
The character concept sounds just fine. If you want him to be a formal member of the House of Crimson Shadows that's OK, but he won't be able to join another House later on, and the other players might not be as enamoured by the House (though maybe they will be, who knows). If you'd rather just have some connections with them rather than being a formal member, that's OK too.
[ooc]For those interested in playing Gunfighter/Witch multiclass characters.[/ooc]
Cast Glyph Bullet - Base Mastery 1, Projectile
Prerequisites: Weapon Proficiency (Firearms), Cast 3rd, Craft (Gunsmith) 6 ranks
When firing a glpyh-cast bullet you can, as a free action, channel a spell into the bullet. If the bullet hits its target, it does an additional +1d6 force damage per level of the spell channeled into the bullet. Cantrips only add +1d3 damage.
Casting glyph bullets is a very intensive process, requiring molten and powdered metals and meticulous spellwork. Casting glyph bullets requires a properly equipped gunner's kit and the appropriate skill check (Craft (Gunsmith)). The material cost, in addition to the standard bullet cost, is 1 obelus for each glyph-cast bullet, which are regularly lead and gold shavings or dust'"indispensable for its conductive properties. Once the lead is liquefied, the gold is sprinkled into the molten metal and, as the rounds cool, manifests as flecks. Thereupon the caster etches his signature mark '" a glyph'" with gold shavings onto the bullet. This mark acts as the receiving point for the caster`s spells, and the flecks carry the spell throughout the bullet.
Casters normally are able to cast and etch 5 bullets per hour, but the cost is exacting and requires focus. Every hour after the first, a caster must make a Concentration check (DC 12). If the check fails,the caster is fatigued and must wait an hour before attempting to cast more bullets. Magnifying glasses and superior etching tools can lower this DC.
Etching the very precise runes is meticulous, especially difficult on the eyes even under the best lighting. A bleary eyed crafter takes a temporary penalty of -1 to all attacks per hour spent casting glyph bullets. These points are recovered at a rate of 1 point every hour provided the caster is no longer etching glyphs.
Expanded Mastery 2: You no longer need to make Concentration checks while crafting bullets.
Expanded Mastery 3: the gun crafter's glyph-cast bullets are treated as having a +1 enhancement bonus when spell levels are channeled into the bullet, allowing it to overcome resistances to non-magical weapons, as well as dealing the additional damage bonus.
Expanded Mastery 4: You are no longer bleary-eyed after crafting bullets.
Expanded Mastery 5: The enhancement bonus is increased to +2.
Expanded Mastery 6: You can craft 10 bullets per hour.
Expanded Mastery 7: The enhancement bonus is increased to +3.
Expanded Mastery 8: You can craft 20 bullets per hour.
Expanded Mastery 9: The enhancement bonus is increased to +4.
Updated the Craft Eldritch Tattoo feat with expanded masteries.
I'll update the Graft Flesh feat later!
I think I should be able to join up too. PST is GMT-8, so it would be 9 hours later in GMT+1, so 10:30 PM. As long as it is during the summer vacation I should be able to pull this off.
I was thinking of playing a knifewielding "fleshy", but that might be difficult if we can't begin with grafts (unless we can work around that). The basic concept was a human trying to get rid of his humanity, by basically grafting himself to the extent of becoming something else. The ditching humanity part might also get him involved in some nefarious things. I'm thinking he'd have levels in executioner.
Second concept would be a Jatayi archer. Possibly lost in the wastes after a storm, and turned up at the gates of Maccelaria where he later got himself arrested for tombrobbing (not for valuables, of course, being a jatayi).
Witch/gunslinger sounds pretty damn cool though... And somebody should probably make a shade concept. Stole the body of a local crime lord?
I'm not set on anything yet, basically.
Very sweet slang by the way.
[blockquote=Cataclysmic Crow]I was thinking of playing a knifewielding "fleshy", but that might be difficult if we can't begin with grafts (unless we can work around that). The basic concept was a human trying to get rid of his humanity, by basically grafting himself to the extent of becoming something else. The ditching humanity part might also get him involved in some nefarious things. I'm thinking he'd have levels in executioner.[/blockquote]I love this concept (in fact, if I was playing a character, this is basically what I'd play).
One way to incorporate starting grafts without skewing the balance would be to "count" some of your starting attributes as grafts. So an 18 or 16 Strength could be the result of brawn grafts or stolen arms instead of natural strength, for example.
Here's another option:
Trait: Fleshy (Physical)
You are a graftpunk, swapping your own body parts for alien flesh.
Mechanics: You begin with one free graft worth 1000 obeloi or less.
I will get on top of grafts very soon. In the meantime, if anyone wants to invent a graft themselves, just run it past me and if I think it's basically balanced then it'll be OK.
One of the first adventures I'm planning may afford characters an opportunity to get some cheap grafts, incidentally...
Ok I'm in as long as the time remains around what you said. How much is our starting obeloi pool? Could you post the freely available parts of IH that you talked about so that I can get a feel for the differences between it and 3e standard?
I think I'm going to play a Ghilian gunslinger/witch with some loose connections to the house of crimson shadow (he's done some scavenging contracts for them and is on good terms with a few of their lower end leaders and members) unfortunately the last contract went bad as someone tried to steal what he scavenged and he was forced to shoot them. Unfortunately for him he didn't make them as dead as he'd have hoped and they made it back to the city. Doubly unfortunate it was that they had friends in high places and got him arrested for stealing "their" find.
Will need to see the witch and gunslinger progression (though I'll probably go either gunslinger 3/witch 1 or gunslinger 2/witch 2) but I'm definitely going for Cast Glyph Bullet: Expanded Mastery 3 and Craft Glyph Tattoo: Expanded Mastery 3. Will need to see how far up that chain I can get by level 4.
Some grafts:
Chitin Plates: Scavenged from the corpse of some monstrous insect, these plates are fused into your flesh, giving you a rigid exoskeleton. This provides a Passive Defence Bonus without a check penalty, similar to a buckler; this stacks with a shield.
1000 obeloi (+1), 4,000 obeloi (+2), 9,000 obeloi (+3), 16,000 obeloi (+4), 25 0000 obeloi (+5), 36 000 obeloi (+6)
Squamous Skin: Your fragile skin is replaced with a thick layer of scales or other resilient hide. This provides Damage Reduction and has no check penalty; this stacks with armour.
1000 obeloi (1/magic), 4,000 obeloi (1d2/magic), 9,000 obeloi (1d3/magic), 16,000 obeloi (1d3/magic), 25 0000 obeloi (1d6/magic), 36 000 obeloi (1d8/magic)
Fangs: Wrenched from the mouth of a dog, big cat, crocodile, or some toothy abomination, these fangs replace your regular teeth. You gain a bite attack as a natural attack.
500 obeloi (1d2), 750 obeloi (1d3), 1000 obeloi (1d4), 3000 obeloi (1d6), 6000 obeloi (1d8)
Clawed Hand: One of your hands is replaced with that of a clawed beast of some description. This provides you with a single natural Claw attack.
500 obeloi (1d2), 750 obeloi (1d3), 1000 obeloi (1d4), 3000 obeloi (1d6), 6000 obeloi (1d8)
Antitoxin Gland: Drawn from the innards of some venomous creature, this small organ can be discretely implanted and hooked up to the bloodstream. It provides a bonus to Fortitude saves versus poisons.
500 obeloi (+1), 1000 obeloi (+2), 4000 obeloi (+3), 9000 obeloi (+4), 16000 obeloi (+5)
Great character concept Nomadic... this is shaping up to be quite a group!
[blockquote=Nomadic]Ok I'm in as long as the time remains around what you said. How much is our starting obeloi pool? Could you post the freely available parts of IH that you talked about so that I can get a feel for the differences between it and 3e standard?[/blockquote]I've been rethinking equipment a little bit, in light of Crow's desire to play a graftpunk and the possibility of gunfighters etc. Though you won't begin with any equipment, your equipment and funds will be returned to you if you escape from the Pulsetown Pits. Your starting money pool is 2500 obeloi (this is quite a bit lower than D&D 3.5 would proscribe, but this is Iron Heroes, after all).
Incidentally, bullets are 1 obeloi for 10.
I will post the IH info very soon... it'll take a bit of time for me to get it formatted into a readable condition. The best way would probably be to attach it as a text file in an email, since it's rather large to post on the forums.
Also, it should be noted that the Gunfighter variant of the Archer class automatically gets firearm proficiencies but doesn't get automatic proficiencies with other martial projectile weapons.
Quote from: SteerpikeSome grafts:
Chitin Plates: Scavenged from the corpse of some monstrous insect, these plates are fused into your flesh, giving you a rigid exoskeleton. This provides a Passive Defence Bonus without a check penalty, similar to a buckler; this stacks with a shield.
1000 obeloi (+1), 4,000 obeloi (+2), 9,000 obeloi (+3), 16,000 obeloi (+4), 25 0000 obeloi (+5), 36 000 obeloi (+6)
Squamous Skin: Your fragile skin is replaced with a thick layer of scales or other resilient hide. This provides Damage Reduction and has no check penalty; this stacks with armour.
1000 obeloi (1/magic), 4,000 obeloi (1d2/magic), 9,000 obeloi (1d3/magic), 16,000 obeloi (1d3/magic), 25 0000 obeloi (1d6/magic), 36 000 obeloi (1d8/magic)
Fangs: Wrenched from the mouth of a dog, big cat, crocodile, or some toothy abomination, these fangs replace your regular teeth. You gain a bite attack as a natural attack.
500 obeloi (1d2), 750 obeloi (1d3), 1000 obeloi (1d4), 3000 obeloi (1d6), 6000 obeloi (1d8)
Clawed Hand: One of your hands is replaced with that of a clawed beast of some description. This provides you with a single natural Claw attack.
500 obeloi (1d2), 750 obeloi (1d3), 1000 obeloi (1d4), 3000 obeloi (1d6), 6000 obeloi (1d8)
Antitoxin Gland: Drawn from the innards of some venomous creature, this small organ can be discretely implanted and hooked up to the bloodstream. It provides a bonus to Fortitude saves versus poisons.
500 obeloi (+1), 1000 obeloi (+2), 4000 obeloi (+3), 9000 obeloi (+4), 16000 obeloi (+5)
Great character concept Nomadic... this is shaping up to be quite a group!
So, could you tell me the answer to my questions (or are you yet unsure)?
Sorry, I edited my post - now with answers to your questions.
Man, formatting this thing is going to be PAINFUL. I have a PDF of the handbook, but sorting out the open content from the closed content and making it readable is tricky. I've been scouring the web for a wiki, but no dice... someone made an Arcana Evolved wiki, but no Iron Heroes wiki.
EDIT: I may have to do this in bits and pieces. I`ll start with Traits, and then I`ll get the Gunfighter/Archer and Witch classes up. Then I'll go for Feats, which are all OGL.
Can a Weapon Master select a ranged weapon as his Favored Weapon?
The Archer is essentially the Weapon Master for Projectile weapons, so no - if you read the Weapon Master text closely the abilities are all keyed to melee weapons and focus on things like leverage, feinting, etc.
I have the Traits document ready, but it took ages to format cleanly. I may have to give people slightly unpolished-looking files in the future - otherwise it'd take hours to format everything.
Nomadic (and others), here are the two charts:
To create the Witch class, just take the Wizard (http://www.d20srd.org/srd/classes/sorcererWizard.htm) and add on the Feat Masteries and Defense Bonuses of the Arcanist.
Also, if desired, Scribe Scroll can be swapped out for Craft Eldritch Tattoo!
(http://img814.imageshack.us/img814/5268/arcanistclassfeaturesan.jpg)
(http://img816.imageshack.us/img816/6318/archerclassfeaturesandm.jpg)
GUNFIGHTER
Hit Die: 1d4+4/level
SKILL GROUPS
Gunfighters learn to fight on the run, and their long hours of practice with ranged weapons hone their senses to a fine edge. They gain access to the Agility, Athletics, and Perception skill groups and may purchase skills from other groups as normal. A Gunfighter needs good Spot and Listen skill ranks to notice enemies before they can draw too close. Agility and Athletics allow her to escape from dangerous situations or reach spots that offer excellent sniping opportunities.
Skill Points at 1st Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence modifier
FEATS
Gunfighters focus on ranged combat and, as such, they gain excellent mastery with Projectile feats. They gain average mastery with Defense feats, as they learn to avoid blows and flee melee for a safe firing position. They gain some mastery in Finesse, too'"when they must fight in melee, they generally prefer light weapons that take advantage of their excellent agility.
CLASS FEATURES
The Gunfighter's class abilities revolve around access to the aim token pool. The aim pool represents a Gunfighter's genius at locking onto one target, taking careful aim, and firing a single dart with incredible precision. A skilled Gunfighter not only hits her target, she strikes him at the exact point she chooses.
Weapon and Armor Proficiency: Gunfighters are proficient with all simple weapons, all firearms, and light armor. As a Gunfighter, you trained to hit opponents from a distance. You studied melee combat only as a tactic of last resort.
Ranged Base Attack Bonus: Gunfighters focus much of their
training on firearms. When using a pistol or long arm, use the ranged base attack bonus on the Gunfighter Class Features and Mastery table (see page 33). When armed with any other sort of weapon, use the normal base attack bonus. If you take levels of other classes, add the ranged base attack bonus to your other class' base attack bonus to determine your modifier when using projectile and thrown weapons. Add in the Gunfighter's normal base attack bonus for all other circumstances.
Aim Pool: At the start of your turn, you may designate a single opponent that you can see (a creature or object) as the target of your aim token pool. You earn 1 aim token against him if you spend a move action doing nothing but aiming at him. You earn 2 aim tokens if you spend a standard action doing nothing but aiming at him. You earn 4 aim tokens if you spend a full-round action drawing a bead on him, doing nothing but aiming. In addition, you automatically earn an additional aim token if your target did not move between your last action and your current one. You can take aim against a motionless enemy with ease. You gain this token at the start of your action. You spend aim tokens to power various Gunfighter class abilities, described below. The longer you aim, the better your shot. In other words, if you spend more aim tokens on an attack, it garners more powerful effects.
You keep building up aim tokens until you select a different opponent as the target for your aim pool. You can never have more tokens than 10 + your level in a pool at once. You lose any extra tokens you build up above this limit. At some point, additional aiming fails to improve your accuracy. When you select a new foe as your target, you lose the aim tokens you have built up and must start accruing them again. Aim tokens that go unspent upon a particular target grant you no special benefits; you must discard them and may begin accumulating new tokens against a different target. You cannot carry aim token pools against more than one target at the same time.
Action Spent Aim Tokens
Aiming Gained
Move 1
Standard 2
Full-round 4
Opponent remains still 1
Deadeye Shot: Each time you gain deadeye shot (at 1st, 3rd, 5th, 7th, and 9th levels), you select a new ability from those listed below. Each deadeye shot ability costs a number of aim tokens to use. You spend aim tokens as a free action and apply the effects to the shots you take for the rest of your turn. You can complete this free action before taking a shot, but you cannot use aim tokens to benefit more than one deadeye shot ability in a given attack. Unless otherwise stated, a deadeye shot ability costs 1 aim token to use. You can spend more than one aim token on a single ability to gain its benefits multiple times. For example, if you spend 2 tokens on distant shot, you reduce the range penalty to your attacks by 4. You cannot reduce a penalty beyond 0 to turn it into a bonus. Where noted below, certain abilities are not available to use more than once in a single attack. Unless otherwise stated, a deadeye shot inflicts normal damage in addition to the effect described below. You can gain the benefits of deadeye shot abilities only against the target of your aim pool.
Vital Shot You can spend two aim tokens to add 1d6 to your damage roll. In the case of a critical hit, the extra damage is not multiplied. You cannot use this ability more than once on a given attack, but it can be combined with Deadly Shot or other abilities that deal additional damage.
Accurate Shot: You take aim at the smallest bit of an exposed foe, hitting him despite cover. Accurate shot reduces your opponent's defense bonus due to cover by 2 points for each token spent. You cannot reduce the defense bonus of an opponent who enjoys full cover from you if that cover blocks your line of sight to him.
Armor Piercing Shot: You take aim at a chink in your opponent's armor, hoping to overcome his defenses by hitting a poorly defended spot. Your shot inflicts a '"1 penalty to your foe's damage reduction for each token spent. However, you
cannot reduce the damage reduction below 0.
Deadly Shot: You target a particularly sensitive or vulnerable area on your opponent's body, such as the eyes. By spending 2 aim tokens, your attack grants you a bonus to damage equal to half your Dexterity bonus. You cannot use this ability more than once on a given attack.
Disrupting Shot: You shoot an arrow at an opponent's hand, weapon, talon, or paw to disrupt his attacks. Rather than inflict damage, you cause him to suffer a '"1 penalty to his attacks until the end of his next action for each token spent, unless he succeeds in a Fortitude save (DC equal to your attack's result).
Distant Shot: Even at long range, your shots hit with uncanny accuracy. You reduce the range penalty to your attacks by 2 points per token spent.
Hamstring Shot: To use this ability, ready an action to fire at your target when he moves. If your readied attack hits, your opponent must succeed at a Fortitude save (DC 10 + half your Gunfighter level + number of tokens spent on this shot) or move at half his normal speed until the end of his current action.
Unerring Shot: Before you resolve your attack, your opponent must attempt a Reflex save (DC 10 + half your Gunfighter level + number of tokens spent on this attack). If his save fails, he loses his active bonus to defense against your next shot. This ability does not apply to subsequent shots.
Bonus Feats: At 2nd, 6th, 10th, 14th, and 18th levels, you gain a bonus feat that must come from the Projectile feat category. Otherwise, you can spend this selection on any feat of your choice, provided that you meet its mastery requirements. Bonus feats are in addition to the feat a character gets at every even-numbered level.
Improved Aim Pool: You can now fill your aim pool faster than before, as you quickly assess a target and prepare to fire; see the table below for the improved token values for time spent aiming. Note that you can take a free action to aim only once per round.
Action Spent Aim Tokens
Aiming Gained
Free 1
Move 2
Standard 3
Full-round 4
Opponent remains still 2
Sniper Shot: Each time you gain sniper shot (at 11th, 13th, and 15th levels), you may select one of the abilities described below or one of the deadeye shot abilities above. You spend your aim tokens on sniper shots in the manner described for deadeye shot abilities. You may spend tokens on both a deadeye shot and sniper shot ability at the same time.
Improved Vital Shot: You can spend two aim tokens to add 2d6 to your damage roll. In the case of a critical hit, the extra damage is not multiplied. You cannot use this ability more than once on a given attack, but it can be combined with Deadly Shot or other abilities that deal additional damage.
Critical Shot: If you take careful aim against an opponent, you can make a deadly shot to his eyes, throat, or other vulnerable spot. With some luck, you can strike a foe dead in
one shot. Using this ability requires an expenditure of 8 aim tokens. Make a single attack as a full-round action. If your attack succeeds, you automatically cause a critical hit. You cannot use this ability more than once on a given attack.
Daunting Shot: You fire an arrow that nicks a creature's ear, creases his skull, sticks directly in the center of his coat of arms, or otherwise demonstrates your uncanny accuracy. Your target must make a Will save (DC 10 + half your Gunfighter level + the number of aim tokens spent) or become shaken for 2d4 rounds. You cannot use this ability to impose a condition worse than 'shaken' upon a creature.
Flanked Shot: When your target is flanked or denied his active bonus to defense, you can inflict extra damage if you are within 30 feet of him. For every 2 aim tokens spent, your
attack causes +1d6 points of damage. Do not multiply this damage on a critical hit. Creatures immune to criticals are also immune to this ability.
Sundering Shot: You can shoot small items off a creature's body, cut belts, and destroy similar little items. By spending 4 aim tokens, you may make an attack against a single item carried by your target; the item must have a hardness of 2 or lower. Your shot suffers a '"4 penalty. On a success, you damage the item as normal. You can choose to damage an item directly, thus possibly destroying it, or sever a belt or pouch to knock it to the ground at the target's feet. You cannot use this ability more than once on a given attack.
Volley Shot: You use your first shot to guide the rest of your attacks as part of a full-attack action. If your first arrow strikes home, the rest will almost invariably follow into the target. If it misses, your arrows hit nothing but air. Before making your attack, spend 4 aim tokens. Roll a single attack against your opponent as normal. For your iterative attacks (the extra attacks you gain from having a high base attack bonus), use the following method to determine whether they hit: Subtract 3 points from the first attack's result. This total is the result for your second arrow. Subtract another 3 (6 total) for the third arrow's result, and 3 more (9 total) for the fourth arrow's result. Use this method in place of rolling your attacks and using your iterative attack bonuses. When using a volley shot, you cannot employ feats that grant you additional attacks. You may use this ability only once on a given attack.
Vulnerable Shot: To use this ability, you must spend 2 aim tokens and ready a ranged attack for when your target suffers
damage from any other source. Your target loses his active bonus to defense against your readied attack. In addition, you inflict bonus damage equal to your Dexterity bonus. You may use vulnerable shot only once on a given attack.
Supreme Aim Pool: As with the improved aim pool ability, above, you gain even more tokens for spending actions to aim, as shown in the following table.
Action Spent Aim Tokens
Aiming Gained
Free 2
Move 4
Standard 6
Full-round 8
Opponent remains still 4
Killing Shot: Each time you gain a killing shot (at 17th and 19th levels), you can select one of the abilities described below or one of the deadeye or sniper shot abilities above. You spend aim tokens on killing shots in the manner described for deadeye shot abilities. You may spend tokens on a deadeye, sniper, and killing shot ability at the same time.
Death Shot: You put an arrow into a foe's eye, skewer his throat, or pierce his heart. Using this ability requires an initial expenditure of 8 aim tokens. Then you must spend additional tokens to establish this attack's Fortitude save Difficulty Class (DC 10 + half your Gunfighter level + number of additional tokens spent). Make a single ranged attack as a full-round action. If you hit and inflict damage, your target must succeed at the Fortitude save described above or immediately fall to '"1 hit points. This ability remains a favorite of snipers and others who can hide and observe a target for several minutes. You cannot use this ability more than once on a given attack.
Improved Deadly Shot: By spending 2 aim tokens, you gain a bonus to damage equal to your Dexterity bonus on all your ranged attacks against your target. This bonus lasts until your next action. You cannot use this ability more than once on a given attack.
Power Shot: You may spend 2 aim tokens to use your ranged weapon as a melee weapon against your chosen target. You threaten him if he is within your natural reach. You do not provoke attacks of opportunity for making ranged attacks against him while he is within your natural reach. You gain double your Strength bonus to damage on shots made in this manner if you wield a weapon that allows any Strength bonus to damage. You gain this benefit even if your bow normally has a cap on the bonus damage. You cannot use this ability more than once on a given attack.
Ranged Disarm: You fire an arrow to knock a weapon from an opponent's hand. Spend 4 aim tokens and make a single attack as a standard action; your foe makes an opposed attack. If your result is higher, you knock his weapon to the ground in his current space. The target gains a +4 bonus if his weapon is two-handed. If his weapon is larger than yours, he gains an additional +4 bonus for each size category of difference between his weapon and yours. You do not gain a benefit if you wield a larger weapon. You cannot use this ability more than once on a given attack.
Ranged Trip: As a normal attack, you may spend at least 4 aim tokens to attempt to trip a target. Resolve your attack as normal. If you hit and inflict damage, your target must succeed at a Reflex save (DC 10 + half your Gunfighter level + number
of tokens spent) or be knocked prone. He gains the benefits of being prone (and the drawbacks, if applicable) against the rest of your attacks on your action.
Legendary Shot: The legendary shot, gained at 20th level, is the stuff of epic tales. It is the ultimate expression of the Gunfighter's talents, and those who witness these demonstrations of supreme mastery rarely forget them. To attempt a legendary shot, you must spend 10 aim tokens before your attack. You then may fire at your chosen target with one of the following special benefits:
'¢ All of your shots for the rest of your action hit, as long as you have line of sight to your target. Do not roll to resolve your attacks.
'¢ Any shot that hits automatically inflicts maximum damage. Treat all damage dice rolled as maximum values.
'¢ You may take a single shot at an opponent who is out of your line of sight by banking and ricocheting shots. You suffer a '"4 penalty to all your attacks, and your opponent must have been in your line of sight on your previous action. This attack assumes that a clear, physical path exists between you and your target.
'¢ You may attack your target at up to double your weapon's maximum range without range penalties. Choose one benefit from the list above; you cannot spend tokens to gain more than one of them at the same time. You may combine a deadeye, sniper, or killing shot ability with a legendary shot.
Link (http://www.mediafire.com/?jn0emwomeyz) for the Traits document... at first I was going to just attach it to private messages, but that proved problematic.
EDIT: Also added Automatic Languages to the races on pg 1.
Does anyone else other than Nomadic need a copy of the info from the Iron Heroes handbook?
Quote from: CharacterEareg Maar
Ghul Witch 1/Gunfighter 3
STR: 10 [+0]
DEX: 17 [+3]
CON: 16 [+3]
INT: 14 [+2]
WIS: 12 [+1]
CHA: 10 [+0]
HP: 37
BAB: 2
RBAB: 3
BDB: 3
Feat Mastery
Projectile: 3
Defense: 2
Lore: 2
Finesse: 1
Social: 1
Tactics: 1
Other: 0
Traits: Eidetic Memory
Feats: Beast Lore, Craft Eldritch Tattoo, Precise Shot, Point Blank Shot, Rapid Reload, Summon Familiar, Weapon Proficiency: Firearms
Special: Deadeye Shot: Distant Shot, Deadeye Shot: Vital Shot
Abilities: Light Sensitivity, Carnivorous, Darkvision 60ft, Immunity to disease, aging, poison, and death effects
Natural Weapons: Claws 1d3, Bite 1d4
Weapons: Revolver 2d6/x3, Range: 15 ft, Single Shot (6)
Armor: Leather 1d2/magic, Max Dex: +5, Check Penalty: 0
Buckler +1 Passive, Check Penalty: -1
Known Spells:
>All 0th Level<
Color Spray
Identify
Magic Missile
Mount
Ray of Enfeeblement
Read Magic
Memorized Spells:
0th Level [3]: Acid Splash, Detect Magic, Flare
1st Level [1]: Color Spray
Tattoos
Identify x4
Magic Missile x4
Mount
Skills:
Concentration [con] - 2 - +5
Escape Artist [dex] - 5 - +8
Hide [dex] - 5 - +10
Listen [wis] - 5 - +7
Move Silently [dex] - 5 - +8
Ride [dex] - 7 - +10
Spot [wis] - 5 - +6
Survival [wis] - 3 - +4
Belongings:
Money: 175 obeloi
Items:
Grimoire [3 lbs]
Revolver [3 lbs]
Bullets x250 [? lbs]
Leather Armor [15 lbs]
Buckler [5 lbs]
Pearl of Power (lvl 1) [0 lbs]
Oil of Invisibility [0 lbs]
General Supplies:
Backpack [2 lbs]
Belt Pouch [1/2 lb]
Explorer's Outfit [Worn]
Map Case [1/2 lb]
Parchment x10 [0 lbs]
Charcoal Pencil x3 [0 lbs]
Ink x2 [0 lbs]
Silver Needle & Case [1 lbs]
Tinderbox [1 lb]
Tent [20 lb]
Dried Meat [5 lbs]
Waterskin [4 lb]
Total Weight: 60 lbs
Familiar: Owl (sharpmaw)
AC is replaced by Defense. It is the same thing.
Armor is a DR roll in a similar vein to GS.
Feat Master are for Mastery Feats (basically feat trees, where you need a specific mastery as a prerequisite for a feat)
Stats are point buy, characters start with 10 in each attribute. It's 1 point to raise an attribute by 1, 2 points after for 15 and higher and 4 points for 17 and higher IIRC.
As for how many points we start with, that would be up to Steerpike.
I have no idea about fort/ref/will.
Characters start with a 24 point by.
Feat Masteries are just as Llum described... basically, you can choose to beef up your feats instead of choosing new ones. Like, take the Rapid Reload feat you took, for example:
RAPID RELOAD [PROJECTILE]
You are adept at reloading weapons that normally take precious moments to ready.
Base Mastery: 1
Benefit: Reduce the time required to reload a slow-loading projectile weapon to a free action. While you use the weapon,
it loses the slow-loading descriptor, allowing you to take advantage of special abilities and feats normally disallowed for slow-loading weapons.
Normal: Characters without this feat spend a move action to reload slow-loading projectile weapons.
Expanded Mastery: 3. If you have a ready-loading projectile weapon loaded and readied, you can attack with it on
a surprise round even if you are surprised'"you just shoot reflexively as an opponent approaches.
Expanded Mastery: 5. You can make attacks of opportunity with a ready-loading projectile weapon. You threaten an
area covered by your natural reach while you have the weapon out and ready to fire.
Your character's feat masteries are basically prerequisites... for example, if your character doesn't have Projectile Mastery 3, you couldn't get the expanded mastery 3 on Rapid Reload.
Your character should get one more feat, Nomadic. Feats are far more common in IH: you get 2 to start, plus on at every even level. Since you get your weapon proficiency free with your gunfighter levels and your craft tattoo/summon familiar abilities are imparted by your Witch level, you get an extra feat.
Saving throws work a little differently in IH:
SAVING THROWS
Iron Heroes uses three different saving throw types: Fortitude, Reflex, and Will. Fortitude saves allow you to resist disease, poison, and similar threats. Reflex saves measure your ability to dodge powerful attacks, while Will saves indicate your mental toughness. For a more thorough discussion, see 'Saving Throws' in Chapter Eight: Combat.
A character in Iron Heroes has a base saving throw bonus in all three save categories equal to his level. Unlike other d20
games, Iron Heroes characters do not have weak or strong saves. On average, their base saves are much higher than normal, though they cannot boost them with magical items [this won't be quite as rigid in CE]. See the table on the next page for saving throw modifiers by level.
(http://img17.imageshack.us/img17/4563/leveldependent.jpg)
And here's the list of Armor and Shields (1gp = 1 obelus):
(http://img819.imageshack.us/img819/3153/armorandshields.jpg)
By the way, looks like a fantastic character, Nomadic - exactly the sort of hero (or "hero") I'd picture walking the Cadaverous Earth.
Apologies for the garbled stream of rules and stuff... I may have to restart this thread at some point with a more organized presentation of the rules info, after I copy over more sections. Turns out complying with the OGL is tricky... we Canadians are notoriously lax about that sort of thing with regards to personal use, usually, but I appreciate not everyone on the boards might share our complacency towards piracy.
EDIT: Tarim's character sheet has been moved here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?80608).
I like the fact that Nomadic's Eareg, who is a per-definition-amnesiac ghul, has eidetic memory.
Not that it is impossible, it just amused me.
Also, I like this IH "quote" from wikipedia:
[ic]"You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death."[/ic]
Also, our team seems to be rather ghul-heavy (no surprise as ghilan are pretty damn cool).
I will post some more on my character when I've got time to write something on it and stat it up. He goes by the tentative name of Mr. Carver in my head. He will probably take razor fiend, and probably venom lore (maybe healing lore if it fits). Lot of other interesting feats I'm interested in though.
Would orthodontology fall under Heal or profession(orthodontology)?
I would probably count it as Heal.
LOVE the character concept, Ghostman. And the phrase "murky twilight between ingenuity and insanity" is amazing.
I'll start posting up the classes soon, and then post feats, followed by skill info (skills are mostly the same as 3.5, I think).
2 ghilan is probably about right - humans and ghilan are the most common races in Macellaria, after all. Not to discourage others from playing ghilan if they wish!
Classes (http://www.mediafire.com/?mxmn1tuhy2m) are now up, except the Archer and Witch, which are already posted above. As I said before, this is all OGL... the flavor text, artwork, etc have all been zealously removed. Apologies for the annoying formatting, but as you'll see, it would have taken a long time to correct, time which I'm sure all would rather I spend making an enjoyable comapaign (not to mention writing my last paper of my MA).
Archer is identical to the Gunfighter except for these two abilities:
Storm of Arrows (Deadeye Shot): As a full-round action, you fire a volley of
arrows at your target and the area around him. You fire four
additional arrows for every 2 aim tokens spent. You rain
shots upon the area where your foe stands and immediately
around him, forming a great cloud of darts. Resolve your
attack as normal, but compare the attack result against your
target's defense and the defense of every opponent adjacent
to him. On a hit, your target suffers normal damage, but any
adjacent targets who are hit suffer 1 point of damage per
additional arrow fired. An adjacent target cannot suffer damage
greater than your Dexterity bonus.
You inflict damage for only one shot against your target,
regardless of how many arrows you actually put into the air.
The storm of arrows represents a great stream of shots falling
from the sky.
Arrow Ladder Shot (Sniper Shot): Unlike other aim pool-based abilities,
you can use this option only against objects or creatures at
least one size category larger than you. You earn your aim
tokens against such targets as normal. In the case of objects,
you earn aim tokens as normal if they are motionless.
When you make your attack, you may spend 1 aim token
for every 5 feet of the creature's height to create a 'ladder'
of arrows. You perforate the target with projectiles that you
and your allies can then use as rungs to climb up the target
(Climb check, DC 5). You use 2 arrows per 5 feet of height;
completing this attack requires a full-round action. If your
attack misses, the 'rungs' are spaced too far apart to be usable,
or perhaps some of the arrows loosen and fall. You can start
an arrow ladder on one round and complete it on the next.
This attack inflicts damage for one ranged attack as normal.
If the damage fails to beat an object's hardness, you fail
to form the ladder. Your weapon must inflict piercing damage
to use this ability. You can choose to create a persistent
ladder, or it can fall apart after one use.
As a tactical note, when planning an ambush, you can use
this ability to sow arrow ladders around the area in advance.
This option also ensures that you almost always have a convenient
escape route.
Feats (http://www.mediafire.com/?gkzejmxk4yn)!
Skills soon to come! After Skills and some equipment charts, all the OGL info needed for IH character creation will be available to those who don't have the book (I think - let me know if there are other missing sections still needed...).
There are some other differences in the way that combat is conducted, but we can deal with those later.
EDIT: Added the Feats/Traits/Classes links to the Character Information post on the first page, to help character creation.
I'm getting very excited for this game!
By the way, Nomadic, you might want to add a Grimoire (spellbook) to your equipment.
Ok character is just about done with a few tweaks. I might have to tweak it depending on skill differences if there are many. Also is an Owl familiar ok or does CE have custom creatures for the familiar slots? Finally I need to know your thoughts on magic items before I start considering what else to get with my remaining money.
Just to note, the Nomad Background trait is all about riding. Do the Jatayi ride? Or would have to be changed somewhat?
Owl familiar is alright, but custom familiars are as follows:
Medium Zombie, called a servitor - +2 Fortitude Saves
Quasit or Imp (treat as a generic "demon" familiar, like those of the magisters of Skein) - +3 Knowledge (demonology) checks
Fiendish Animal (again, a demonic familiar - feel free to customize it cosmetically) - +3 Knowledge (demonology) checks
Homunculus, as in the MM (an alchemical construct) - +3 Craft (Alchemy) checks
Magic items are going to be somewhat downplayed, especially things like magic armor and weapons, which will be relatively rare and unique (this is not a world of generic +1 swords). I'll allow magic weapons to be purchased at the outset so long as they are given a name and a distinctive appearance/history (which I'm sure anyone here wouldf be more than capable of providing). They won't be thick on the ground once the campaign starts, however, nor can one stroll down to ye olde magick emporium and pick one up.
More common would be scrolls, potions, magic amulets and rings, and the occasional wondrous item, preferably with a more macabre name and cosmetic flavor. Grafts and tattoos are very common in Macellaria, though much less common elsewhere (almost nonexistant in Skein, for example).
Masterwork items are widely available.
Incidentally, the "M" word is almost never mentioned in-universe in CE - eldritch/arcane is the adjectival form and witchcraft/nigromancy/diabolism/fleshcrafting/shamanism are different terms for the discipline.
[blockquote=Llum]Just to note, the Nomad Background trait is all about riding. Do the Jatayi ride? Or would have to be changed somewhat? [/blockquote]After I noticed that I changed it to Desert Born.
For the Two Weapon Fighting Expanded Mastery 4/7 that give extra attacks with the OH. Does that apply to every OH in the case of a Lilix? (So 5 bonus OH attacks with Expanded Mastery 4, and another 5 with Expanded Mastery 7)
Can you get people to put an Eldritch Tattoo on you and then you can use it? Are glyph tattoos something different?
Quote from: SteerpikeMagic items are going to be somewhat downplayed, especially things like magic armor and weapons, which will be relatively rare and unique (this is not a world of generic +1 swords). I'll allow magic weapons to be purchased at the outset so long as they are given a name and a distinctive appearance/history (which I'm sure anyone here wouldf be more than capable of providing). They won't be thick on the ground once the campaign starts, however, nor can one stroll down to ye olde magick emporium and pick one up.
More common would be scrolls, potions, magic amulets and rings, and the occasional wondrous item, preferably with a more macabre name and cosmetic flavor. Grafts and tattoos are very common in Macellaria, though much less common elsewhere (almost nonexistant in Skein, for example).
Masterwork items are widely available.
Incidentally, the "M" word is almost never mentioned in-universe in CE - eldritch/arcane is the adjectival form and witchcraft/nigromancy/diabolism/fleshcrafting/shamanism are different terms for the discipline.
Thanks for the info. Though it won't be possible for us to get magic weapons as a +1 enhancement is 2000 gold (not counting the cost of the weapon) so there's no way any of us could afford such an item.
Hmm that's true. Maybe I should up the starting obeloi...
You know what, I'm going to make an official character creation thread to reorganize some of this disparate info and maybe revise it a bit. This thread's getting a bit cluttered with conflicting info.
[blockquote=Llum]For the Two Weapon Fighting Expanded Mastery 4/7 that give extra attacks with the OH. Does that apply to every OH in the case of a Lilix? (So 5 bonus OH attacks with Expanded Mastery 4, and another 5 with Expanded Mastery 7)[/blockquote]No - Lilix must actually take the Multiweapon Fighting feat (from the SRD) to get rid of their penalties. Here's an expanded IH version:
Multiweapon Fighting [Finesse, Power]
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Normal: A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty on attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.
Special
This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.
Expanded Mastery: 2. When wielding a double weapon or two weapons (not including natural weapons or unarmed
strikes), you enjoy a +1 shield (passive) bonus to your defense. When you are fighting defensively or using the full defense action, this shield bonus increases to +2.
Expanded Mastery: 3. You can distract an opponent with one of your off-hand weapons or one end of your double weapon. If
you use a full attack action but do not use that weapon or end of your double weapon to attack, you gain a +2 bonus to
attacks against one opponent you threaten. You gain this benefit until the end of your current action.
Expanded Mastery: 4. In addition to the standard extra attacks you get with an off-hand weapons, you get a single second
attack with one off-hand weapon, albeit at a '"5 penalty.
Expanded Mastery: 5. If you score a critical hit with one of your weapons, you increase the critical threat range for
your other weapon by 1. As your first attack drives into your foe, you use the leverage of the impact to yank him into a precarious position.
Expanded Mastery: 6. When you fight with multiple weapons or with double weapons, you cannot be flanked. You use
both ends of your weapon, or your two weapons, to ward off attacks from multiple directions.
Expanded Mastery: 7. You get a third attack with one of your offhand weapons, albeit at a '"10 penalty. You must also have the expanded mastery 4 ability to select this expanded feat option.
Expanded Mastery: 8. You can make a special rend attack with your two weapons. If you strike an opponent at least
once with both weapons, or with both ends of a double weapon, you inflict additional rending damage equal to your
primary weapon's damage plus double your Strength bonus. When you hit your opponent with both attacks, you rip him apart with both weapons at once.
Expanded Mastery: 9. When you use the charge action or a standard attack, you gain all of your off-hand attacks with your second weapon or the second end of your double weapon.
Expanded Mastery: 10. When you use a full attack action, you confuse your opponent with a flurry of attacks from your
weapon. For each one that hits, you gain a +1 bonus to your remaining attacks. This bonus, which stacks with each successful hit, lasts until the end of your current action.
[blockquote=Llum] Can you get people to put an Eldritch Tattoo on you and then you can use it? Are glyph tattoos something different?[/blockquote]Yes, you can get tattooed by someone else and then use that ability. Glyph tattoos are the same as eldritch tattoos - sorry for the confusion.
Ok well my character sheet is pretty much done, though if you are going to up the starting gold I may redo my items to get an enhanced gun. Once that's done I'm going to write the fluff for my guy. He's a somewhat experienced scavenger and I'm sure that will come in handy if we ever leave the city itself (as he has survival experience).
Here's a crude map. The shaded areas don't represent buildings but rather blocks, but I don't intend this as an "accurate" map of the city (I may create one later) - just a very rough map to give you an idea of the broad layout of the city.
(http://img815.imageshack.us/img815/5021/mapb.jpg)