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Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.

Started by Wensleydale, July 31, 2006, 04:39:10 PM

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Wensleydale

Meh, yes. Got confused there. Plutia is goddess of death, VENUSA doubles as goddess of home and children. I knew I had something wrong there. :P

Yeah. These dragons can't talk except telepathically with those who take a 'Dragonspeaker' feat at first level. Basically allows them to speak telepathically to dragons. I'm writing up a dragonrider class, too... just like a fighter with an 'egg' familiar up to a certain level, then the egg hatches and a dragon is born...

This isn't as overpowered as it seems, because dragons are getting most of their spells and spell-likes stripped from them, leaving them with a breath weapon only. Also, they can only reach the 'mature adult' age category.

Matt Larkin (author)

uhhh...Hmmm, if the imperials have dragonriders, I'd say the locals have their work cut out for them.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Wensleydale

Well, there's only about a hundred of them in the entire empire. The Aequii only accept people from an Aequian family who can speak to dragons (about 400) who are trained and skilled warriors (about 200) and are powerful enough to become an elite dragonrider (about 100). Only around half of these have eggs, also, and the chance of one of the Dragon Legion being part of an invasion force is pretty slim.

Wrexham3

Quote from: Golem011
QuoteI do wonder about the +2 INT/-2 CON for the Aequii. It depends on how much you want to base them off the real Romans who were an extremely tough people, especially the legionaries were able to perform feats which modern soldiers find hard to emulate. I might go for +2 INT/-2 WIS or CHA. The Aequii excel at innovation and rational thought but at the cost of their souls. Just a thought.

You are quite right - both bonheddig and uchelwr were later used to mean an aristocrat - however the words were originally used to indicate a free tribesman belonging to a kindred group as opposed to a taeog or aillt (bondsman or peasant) or an alltud (an outsider who swore alliegence to a local lord).  The bonheddigwyr and the uchelwyr were the back-bone of Medieval Cymric armies as only a freeman was allowed to fight.    


Wensleydale

THE DRUID

The druid does not use 'spells', those bound magics with so little flexibility. Neither does he use music to channel arcane energies. Instead, he uses the power of nature itself...

Alignment: Any.
Hit Die: d6.

Class Skills
The Druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Nature) (Int), Survival (Wis), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for
skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Mana Points

[table The Druid]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special[/th][th]Mana  Points[/th][th]Weaves Known[/th][th]Max. Weave Level[/th][/tr]
[tr][td]1[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]+2[/td][td]Domain, Respected[/td][td]2[/td][td]3[/td][td]1[/td][/tr]
[tr][td]2[/td][td]+1[/td][td]+0[/td][td]+0[/td][td]+3[/td][td]Nature Sense[/td][td]3[/td][td]5[/td][td]1[/td][/tr]
[tr][td]3[/td][td]+2[/td][td]+1[/td][td]+1[/td][td]+3[/td][td][/td][td]6[/td][td]7[/td][td]2[/td][/tr]
[tr][td]4[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td][/td][td]16[/td][td]9[/td][td]2[/td][/tr]
[tr][td]5[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td][/td][td]20[/td][td]11[/td][td]3[/td][/tr]
[tr][td]6[/td][td]+4[/td][td]+2[/td][td]+2[/td][td]+5[/td][td][/td][td]36[/td][td]13[/td][td]3[/td][/tr]
[tr][td]7[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]+5[/td][td][/td][td]42[/td][td]15[/td][td]4[/td][/tr]
[tr][td]8[/td][td]+6/+1[/td][td]+2[/td][td]+2[/td][td]+6[/td][td][/td][td]64[/td][td]17[/td][td]4[/td][/tr]
[tr][td]9[/td][td]+6/+1[/td][td]+3[/td][td]+3[/td][td]+6[/td][td][/td][td]72[/td][td]19[/td][td]5[/td][/tr]
[tr][td]10[/td][td]+7/+2[/td][td]+3[/td][td]+3[/td][td]+7[/td][td][/td][td]100[/td][td]21[/td][td]5[/td][/tr]
[tr][td]11[/td][td]+8/+3[/td][td]+3[/td][td]+3[/td][td]+7[/td][td][/td][td]110[/td][td]22[/td][td]6[/td][/tr]
[tr][td]12[/td][td]+9/+4[/td][td]+4[/td][td]+4[/td][td]+8[/td][td][/td][td]144[/td][td]24[/td][td]6[/td][/tr]
[tr][td]13[/td][td]+9/+4[/td][td]+4[/td][td]+4[/td][td]+8[/td][td][/td][td]156[/td][td]25[/td][td]7[/td][/tr]
[tr][td]14[/td][td]+10/+5[/td][td]+4[/td][td]+4[/td][td]+9[/td][td][/td][td]196[/td][td]27[/td][td]7[/td][/tr]
[tr][td]15[/td][td]+11/+6/+1[/td][td]+5[/td][td]+5[/td][td]+9[/td][td]Timeless Body[/td][td]210[/td][td]28[/td][td]8[/td][/tr]
[tr][td]16[/td][td]+12/+7/+2[/td][td]+5[/td][td]+5[/td][td]+10[/td][td][/td][td]256[/td][td]30[/td][td]8[/td][/tr]
[tr][td]17[/td][td]+12/+7/+2[/td][td]+5[/td][td]+5[/td][td]+10[/td][td][/td][td]272[/td][td]31[/td][td]9[/td][/tr]
[tr][td]18[/td][td]+13/+8/+3[/td][td]+6[/td][td]+6[/td][td]+11[/td][td][/td][td]324[/td][td]33[/td][td]9[/td][/tr]
[tr][td]19[/td][td]+14/+9/+4[/td][td]+6[/td][td]+6[/td][td]+11[/td][td][/td][td]342[/td][td]34[/td][td]9[/td][/tr]
[tr][td]20[/td][td]+15/+10/+5[/td][td]+6[/td][td]+6[/td][td]+12[/td][td][/td][td]360[/td][td]36[/td][td]9[/td][/tr]
[/table]

Class Features: All the following are class features of the druid.

 Armour and Weapons Proficiency: The druid gains proficiency with the quarterstaff and the sickle, and also with light armour.

 Domain: At 1st level, the Druid must choose one domain: Fire, Air, Earth, Water, Destruction, Creation. All weaves and augmentations of the type chosen cost -1 MP, to a minimum of 1.

 Respected: Due to the respect afforded him, a Druid gains a +2 bonus on any diplomacy or persuade checks to do with Guerin-Aelwyd.

 Nature Sense: A Druid gains a divine relationship with the world around him as he grows  more powerful. He gains a +4 bonus on Knowledge (nature) and Survival checks.

 Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when his time is up.



Wensleydale

Weaves

Weaves are effects... fire, water, air, earth damage are all weaves, as are animation, destruction, anything possible could be a weave. Druids channel weaves into the world around them to assist them in their mission, as do some other weavecasters.

 Using Weaves  
Below is a step by step guide to using weaves.

 Step 1: Can you cast it?

Elyn the druid is level 1, meaning she only has access to three weaves (not counting domains). She has 3 Mana Points (Base 2, plus one from wisdom bonus.) She can only cast level 1 weaves, meaning she has access to Speech, Fire, Air, Water, Earth. She chooses Fire, Water, and Earth, and so these are the only ones she can cast.

 Step 2: Preparing the Weave

Elyn faces a goblin in the forest. She decides to use fire damage against it, and so she must prepare the Fire weave.
Preparing a weave is a full round action. You must state the weave(s) you're using, the extra mana points you want to augment it with (see augmenting weaves, below) and any other special effects. Once a weave is prepared, it must be cast (see below) within a period of ten mins/druid level or it is lost, with all the Mana points you spent on it.

 Step 3: Casting the Weave

So, Elyn's prepared a weave of fire. Now she just has to use it. Casting a weave is a move action that provokes attacks of opportunity.
Elyn casts the weave, unaugmented. This means that it's a melee touch attack dealing 1D4+1 points of damage, with a fortitude save to halve damage, and costing 1 MP. The dice roll is 3, 3+1 = 4, the goblin is dealt 4 damage and fails his save. He dies in a burst of flame! Goodbye, goblin!
This is just a basic casting of a weave, though. You can apply hundreds of extra effects to it; for instance you could make it a ranged touch attack for 1 point and deal an extra 1D4 points of damage for another point. Of course, this would have used up all of Elyn's Mana Points, but it would have destroyed a much more powerful enemy, too. For more details, see below.

 Augmenting Weaves  

Weaves can be augmented for extra mana points; that is, a basic fire weave, for extra cost, can have the same effect as a regular DnD fireball, a flame strike, or even a meteorite swarm. For instance, Elyn, at a higher level, comes up against a group of goblins. She wants to damage all of them in one strike, so she prepares a regular fire weave, but augments it as follows:
1. She spends 1 MP to increase the die used from a D4 to a D6.
2. She spends 1 MP to add an extra die of damage.
3. She spends 4 MP to make the spell affect a 3x3 area.

So, the spell does 2D6 +1 (because of fire) points of damage to everyone in a 3x3 radius!



Matt Larkin (author)

Looks good so far.  The Weaves kind of remind me of Talents from my new magic system.  Check it out.  I'd be interested in your opinion.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Wensleydale

Wow. Great minds think alike.

Very similar.

Was it you who wanted to play a druid?

Wensleydale

The Weaves

Level 1: Seeing, Fire, Air, Water, Earth, Creation (Minor).

Level 2: Protect, Emotion, Light, Plants, Hide, Speech, Weather (Lesser).

Level 3: Shape (Lesser), Metabolism, Farsight, Acid, Poison.

Level 4: Weather, Magic, Mind (Lesser), Control.

Level 5: Movement, Direction, Life, Objects.

Level 6: Knowledge, Hatred, Communication.

Level 7: Weather (Greater), Creation (Greater).

Level 8: Mind (Greater), Destruction.

Level 9: Foresight, Time, Block.

Augmentations:

 + Dice Size: Increases the die size used by 1. For instance, D4 to D6. 2 points per die size.

 + Dice: Adds another dice roll of the chosen size. For instance, 1D4 to 2D4. 1 point per die added.

 Enlarge: This increases the radius of the weave by 5ft. For instance, a single-square weave becomes a 10ft by 10ft area, a 10ft by 10ft area becomes a 15ft by 15ft area, and so on. This costs +2 MP for the first extension and +1 for all those afterwards. The Enlarge augmentation cannot be applied to touch weaves.

 Range: This increases the range of the weave from touch upwards. It costs 1 point to increase the range to short, 2 to increase it to medium, 3 to increase it to long and so on.

 Split: With the basic use of this augmentation, you can hit two enemies, or two areas, with the same weave. This reduces the range of the weave by one category, and the areas or enemies must be within 30ft of one another. This costs 4 MP. For an extra 2 per 10ft, you can increase the maximum distance apart that the areas can be. You can also use the 'Range' augmentation to reincrease the range of a Split Weave, but it costs +1 extra per category increased to. The Split augmentation cannot be applied to touch weaves.


 Level 1 Weaves

 Fire: Fire is a DAMAGE weave. Therefore, using it in its basic sense, it is a touch attack dealing 1D4 points of damage. Fire does an extra +1 point of damage per die. It has the following special augmentations:
Magical: Changes the 'heat' damage to fire damage, making it magical and able to bypass heat immunity. +3 MP.
True: Allows the weave to become true flames, igniting flammable objects. +1 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations applied. It allows the Druid to maintain magical fire, even on non-flammable objects. This could work in any way... the druid could coat a weapon with magical fire and maintain it using it to do extra damage, or he could keep burning a person after the flames should have gone out. Either way, it costs 1MP per 1D4 rounds of the flames continuing.
Object: Fire can be channeled into an object, heating it up. This has the same effect as a heat metal spell on that which is affected. +2 MP.

 Water: Water is a DAMAGE weave. Therefore, using it in its most basic sense, it is a touch attack dealing 1D4 points of damage. Water does an extra +1 point of damage per die. It also has the following special augmentations:
 Magical: Transforms the cold damage to water damage, allowing it to bypass cold immunity. +3 MP.
 True: Allows the weave to become true water, quenching flames and soaking opponents. +1 MP.
 Object: Water can be channeled into an object, cooling it and affecting various things. It has the effect of a chill metal spell on all objects that it enters, and as both chill metal and rusting grasp on all metal objects that it enters. +2 MP.
 
Air: Air is a DAMAGE weave. This means that in its most basic form, it is a touch attack dealing 1D4 points of damage. Air also gains +2 attack bonus against opponents wearing metal armour. It also has the following special augmentations:
 Magical: Transforms the electrical damage to air damage, allowing it to bypass electrical immunity. +3 MP.
 True: Allows the weave to become true electricity, making opponents' hair stand on end and small objects float. This can have one of two effects:
1. If applied to an enemy, they take -1 to AB with metal throwing weapons.
2. If applied to a shield, weapon, or other object of your own, it grants +2 AC against metal throwing or ranged weapons (as they veer towards them.) Either way, +2 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations applied. It allows the Druid to maintain magical electricity, even on non-conducive objects. This could work in any way... the druid could coat a weapon with magical electricity and maintain it using it to do extra damage, or he could keep harming a person after the electricity should have dissipated. Either way, it costs 1MP per 1D4 rounds of the electricity continuing.
 Object: Air can be channeled into an object, causing electricity to discharge into the first person to touch it. The damage that the weave deals stays in the object for 1D6 rounds + any from the Maintain augmentation. Anyone touching the object during that time takes the damage stored. +2 MP.

 Earth: Earth is a DAMAGE weave. This means that in its most basic form, it is a touch attack dealing 1D4 points of damage. Earth deals -1 damage per die, but deals double damage to crystalline objects. It also has the following special augmentations:
 Magical: Transforms the sonic damage to earth damage, allowing it to bypass sonic immunity. +3 MP.
 True: Allows the weave to become true sonic damage, harming the ears. After 8 points of sonic damage within 3 rounds of one another, an enemy must take a DC10 +  druid level fortitude save or be deafened for 10 rounds. +1 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations applied. It allows the Druid to maintain magical sonic energy, even on non-crystalline objects. This could work in any way... the druid could coat a weapon with sonic energy and maintain it, using it to do extra damage, or he could keep harming a person after the vibrations should have dissipated. Either way, it costs 1MP per 1D4 rounds of the sonic vibrations continuing.

 Seeing: Seeing is a UNIQUE weave, that is to say that there is no basic template for it. It allows you to detect one thing, specified when you use it, and the only way you can use it with any of the standard augmentations is whilst applying it to others. You can use it with any of the following 'augmentations', some of which have MP costs, some of which do not.
 Magic: This allows you to detect weaves, songs or spells. If you choose just one, it costs nothing, but every extra costs +1 MP. Any enchanted objects, magical areas, or casters are wrapped in a golden light (in your eyes, anyhow) which increases or decreases depending on the strength of the spell or the caster. For spells and songs, it depends on the level, with 9 being blazing for spells and six blazing for songs. For weaves, 15+MP is blazing. A spell or song that could only be cast by someone at least 5 levels above you, a weave that uses at least 10 MP more than your full total, or a caster that is at least 5 levels above you immediately ends the weave and stuns you for 1D6 rounds.
 Substance: This allows you to detect any substance, specified by you. It could be iron, steel, stone, water, acid, or anything you choose. Objects made of that substance, raw substances of that type, or objects containing substances of that type glow with a golden light (in your eyes, anyhow.) If you choose to detect only one substance, it costs nothing, but every extra substance detected costs +1 MP.
 Detection: This augmentation doesn't just make you see the objects, it allows you to detect them, meaning you can sense them through solid objects. For instance, you could sense water through 8ft of stone. This makes the weave a 5ft radius sphere around the user, which can be increased as normal by use of the enlarge augmentation. +2 MP.

 Creation (Minor): Minor Creation is a CREATION weave. However, it is also a minor weave, meaning that, unlike other weaves, it is restricted in what it can do. You can use augmentations on it to increase the range (so you can create pots from far away, or drop a pound of iron onto somebody's head after creating it in midair) but not to increase size. Minor Creation can perform the following effects:
 Create Substance: You can weave 1 pound of any substance into being that does not require special forging (i.e. steel requires binding of different metals together). The substance is extremely unstable, unless you pay +2MP to stabilise it. Unstable materials collapse into themselves after 1D10 rounds, however, they may be manipulated. You may, for instance, create 1 pound of iron and form it into a brooch by hand before stabilising it. You can create more of the substance by paying +2 MP per pound. This weave does not allow you to manipulate the substance via magic.
 Shape Substance: You can shape 1 pound of clay, liquid metal or any other malleable substance in basic ways. You can't, for instance, form an intricate brooch, but you can make a brick or basic pot. You can shape +1 extra lb per +2 MP spent.
 

Lmns Crn

You only have 29 weaves in that list. Do druids after level 15 or 16 just quit learning ones, or are you planning on adding more weaves and/or adjusting the learning progression?
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Wensleydale

I'm gonna add more weaves. Those are the basic ones, but you see, there's also 'Metaweaves' as you might call them. They're extra augmentations you can apply to the base weaves... a couple of augmentations you get automatically (+ dice, bigger dice) but others I may make players use their weaves for. Depends how many more weaves I can think up :P

Matt Larkin (author)

Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Kindling

This setting looks very interesting. It's definately caught my attention, but I don't really have any feedback beyond "Looks good, keep it coming!"
all hail the reapers of hope

Johnny Wraith

You should also add what kind of armor and weapon proficiencies the druid has, also, mind explaining its special abilities??