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Sontar Planes

Started by Thiin, February 28, 2008, 02:25:16 AM

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Thiin

Sontar Planes
This is my campaign setting as far as I have planned. Please feel free to comment and make suggestions. Any help is appreciated.

First Post (This one)
-General Introduction
Second Post
-Planar System
-Scraethan Race
-Dagnar Race
Third Post
-God descriptions
Fourth Post
-Races of the Material Plane
-Half-Race templates
Fifth Post
-Class changes
-Feat changes

General Introduction
[spoiler]First off, I should mention why this setting is named "Sontar Planes". In the second post I will be describing the plane known as Sontar, but basically it is an area where most of the Scraethan (which are the race of the Gods) live.
I've been planning to write all this up for a while now, but I haven't gotten around to it.

In an age long gone, there was a realm of magnificence and wonder. This realm had no name, but was occupied by a race known as the Scraethan. Eventually, there was a falling out between a lot of the Scraethan and the government that was in power at the time and so most left the realm, to create their own.

A Scraethan named Chassuille created a new world and called it Sontar. There he and the thousands of other Scraethan made a living and eventually created small planes to veiw and govern for entertainment.

The first world the created was known as the Void. It was a world of nothing that contained a single large city. Here is where they governed from.

Next, they created a world known as Syritt. Here they placed the basics of life and watched it grow and become what it is today: a world full of Humans, Elves, Dwarves and other creatures.
Shortly after the first of the intelligent races made itself known, the Scraethan decided to experiment, and they ended up with a Soul. They placed these Souls inside the bodies. The races now had memory, thoughts and emotions above a basic level.

Then they created the Nine Eternities. These were planes linked to the Void by a device simply known as The Gate. They would be the final resting places of the Souls. Eventually on these planes, the Souls mingled far too much and sentient life was born on these planes in the form of Devils and Angels and so many other creatures.

Not long after life began on Syritt, the races needed tools and energy to live. The Scraethan created the Six Elemental Planes, one for each Fire, Air, Water, Earth, Light and Darkness. These planes fed the Material plane and it flourished.

Not long ago, maybe only 3,000 years or so, the Scraethan grew restless. They then adapted Souls to be much like their own by using pieces of themselves. Thus the Dagnar, the children on the Scraethan, came to be. It was found that one male and one female was needed to donate a small piece of their own Soul to create a Dagnar, and that they could only have one male and one female child.

Soon the Dagnar started to train under their parents and will replace them eventually in their jobs, but for now, most watch Syritt with interest.
[/spoiler]
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

Thiin

Planar System
[spoiler]Sontar
[spoiler]This is the realm that connects to the Higher Plane. The Scraethan live and work here along with their  children, the Dagnar.

This realm has the same properties as the Material Plane.
Planar Paths: Higher Plane, The Void.[/spoiler]
The Void
[spoiler]This realm is an infinite sized plane with darkness as a backdrop. There is a single city that is simply refered to "the Void". This city is where Souls go when they leave the Material Plane and they are Judged here.

This realm has the same properties as the Material Plane.
Planar Paths: This world links to all other Planes.[/spoiler]
Nine Eternities
[spoiler]LG

NG

CG

LN

N

CN

LE

NE

CE

Planar Paths (for all): The Nine Eternities link only to The Void.[/spoiler]
Syritt (Material Plane)
[spoiler]This is the Material Plane for this Planar System. It is basically an experiment in life force and a social experiment at the same time for the Scraethan. It has both an Ethereal Plane and a Shadow Plane. Most Philosiphers there believe the world to be flat, but it is actually spherical. There are many unexplored lands for the main races, but these lands are inhabited by many other creatures.

Planar Paths: The Void and all six Elemental Planes.[/spoiler]
Elemental Planes
[spoiler]Fire

Earth

Water

Air

Light (Positive Energy Plane)

Darkness (Negative Energy Plane)

Planar Paths (for all): Syritt and the Void.[/spoiler]
Notes on Planar Travel.
[spoiler]Syritt has both a Shadow Plane and an Ethereal Plane, so any spells or effects to do with these are unaffected.

Astral Plane
This one is a bit more of a problem. There are direct links between each plane, so by using one of the spells or effects that uses the Astral Plane lets you choose a path to follow. For example, using such a spell or effect on Syritt opens seven paths (one for each Elemental Plane and one for The Void).[/spoiler][/spoiler]
Scraethan Type
[spoiler]Medium Creature
HD: d12
Speed: 30
Abilities: S+4, D+4, Co+10, I+8, W+10, Ch+4
Skills: A Scraethan may choose any 15 skills to be class skills.
Skill Points: 8 + Int modifier per level (x4 for first).
Feats: At 1st level and every level divisible by 5, a Scraethan gains a bonus Eda feat. This is in addition to feats gained every three levels.
Base Attack Bonus: As Cleric, individuals may differ (depending on flavour).
Saves: All Good.

Eda: A Scraethan has 100 points of Eda per HD.
Ageless (Ex): A Scraethan gains no bonuses or penalties from aging.
Control (Ed): A Scraethan can use all Controls.
Rune (Ed): A Scraethan learns to use 1 Rune every 3 levels.

---
Grand Lord Chassuille and High Lord Corill

Weaving (Ed): These two Scraethan can bend and shape reality to fit their liking. They are able to teach Weaving if they wish to.[/spoiler]
Dagnar Subtype
[spoiler]The same as the Scraethan except as noted below.

Abilities: S+2, D+2, Co+6, I+4, W+6, Ch+2

Eda: A Dagnar gains 50 Eda per HD instead of 100.
Contol (Ed): A Dagnar must qualify for the ability to use a Control.
Rune (Ed): A Dagnar must qualify for the abilty to use a Rune.[/spoiler]
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

Thiin

God Descriptions

There are nine Council Scraethan and loads of Non-Council Scraethan. The Council Scraethan are basically the government and core pantheon for my setting.

Please note that they are not finished. I still need to add Portfolios.

Council Scraethan
[spoiler]Grand Lord Chassuille
The Grand Lord is the leader of all the Scraethan and head of the Council that regularly meets to discuss matters of the multiverse. He favours those who work to protect all that he has created and his Clerics tend to be Lawful and/or Good.
Alignment: LG
Favoured Weapon: Longsword
Domains: A Cleric of the Grand Lord may pick any two domains except Chaos, Evil or War.

High Lord Nares
This Scraethan is the one who controls the Raahar, a group of outsiders who are militaristically trained. He calculates the maturity date on souls and sends the Raahar to take the soul when its time is over. He also handles matters that deal with the Undead
Alignment: N
Favoured Weapon: Scythe
Domains: Death, Deathbound, Undeath

High Lady Seran
Twin sister of High Lord Nares and the Scraethan who creates the souls that inhabit the bodies throughout the multiverse. She is also the most advanced healer in the multiverse.
Alignment: N
Favoured Weapon: Mace
Domains: Healing, Renewal

High Lord Aramis
This Scraethan enjoys watching the nations of the lowers planes fighting and has been known to grant powers that enable his Clerics to fight.
Alignment: LE
Favoured Weapon: Greatsword
Domains: Courage, Glory, War

High Lady Cadorr
She watches the wars and steers those who wish to end it. Her Clerics often pray to end all wars and she tries to keep their hearts calm enough for them to succeed.
Alignment: N
Favoured Weapon: Sap
Domains: Pact, Protection

High Lady Iis
Keeper of the Library of Existance. She manages the books that say what is happening to the mortals of the lower planes.
Alignment: LN
Favoured Weapon: Quarterstaff
Domains: Oracle, Time

High Lord Corill
He originally created the raw materials that allowed Chassuille to create the multiverse.
Alignment: LN
Favoured Weapon: Kama
Domains: Air, Earth, Fire, Moon, Ocean, Sun, Water

High Lord Faret
This Scraethan judges the souls who make it to the Void and sends them to their ideal resting place.
Alignment: LG
Favoured Weapon: Hammer, light
Domains: Balance, Inquisition, Law

High Lady Mellifi
She is the one who helps others see suffering in others and helps them to show compassion.
Alignment: N
Favoured Weapon: Net
Domains: Balance, Healing, Protection[/spoiler]
Non-Council Scraethan
[spoiler]Most Non-Council Scraethan follow one of the Neutral alignments, but there are those who differ.

The Elementals

Lady Terra
earth
Alignment: LG
Favoured Weapon:
Domains:

Lord Faru
fire
Alignment: CE
Favoured Weapon:
Domains:

Lord Camil
air
Alignment: LE
Favoured Weapon:
Domains:

Lady Unia
water
Alignment: CG
Favoured Weapon:
Domains:

Martial Scraethan

Lady Tso
weapons
Alignment: LN
Favoured Weapon:
Domains:

Lord Candala
martial arts
Alignment: LN
Favoured Weapon:
Domains:

Nature Scraethan

Lord Simmisa
weather
Alignment: CN
Favoured Weapon:
Domains:

Lord Malick
hunting/animals
Alignment: LN
Favoured Weapon:
Domains:

Lady Xanan
beauty
Alignment: CN
Favoured Weapon:
Domains:

(Note that Terra is also in this catagory, but is noted in the Elementals section.)

Other Scraethan of note

Lady Tamae
luck
Alignment: CN
Favoured Weapon:
Domains:

Lord Zrude
fate
Alignment: LN
Favoured Weapon:
Domains:

Lady Urie
destiny
Alignment: LN
Favoured Weapon:
Domains:

Lord Moritt
magic/psionics
Alignment: N
Favoured Weapon:
Domains:

Lady Oie
knowledge
Alignment: N
Favoured Weapon:
Domains:

Lord Gradditt
trickery
Alignment: NE
Favoured Weapon:
Domains:

((Working on it and more to come))[/spoiler]
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

Thiin

Races of the Material Plane

Here I will place descriptions of each of the races I usually allow my players to use, plus the more common monsters (such as Goblins and Kobolds).

Languages of the more numerous races (Human, Elves, Dwarves, Halflings and so on) are further split into sub-languages. So, if there was a human nation named Coral and another named Haman, then there would be two languages if they grew seperately, or there may be one language if they were part of a previous empire. The sub-language is stated in brackets after the main language, for example there may be Human (Coral).

[spoiler]Human
[spoiler]Mainly hailing from the continent of Garasa (Gah-rassa), these beings have built large cities and invented many devices. As a fast-learning and short-lived race, they strive for their own personal and social goals, even if this leads to war.

They come in many varieties, from the dark skinned Humans of the Morra Desert in south Garasa, to the more numerous peachy-skinned Humans of the vast Kurick Plains, where there are many cities.

Humans have also colonised many of the islands on the east side of Garasa. In an ancient war against the Goblin nations they managed to build cities on the northern-most part of Gyu-Grik, the continent where the goblinoid creatures come from.

Racial Traits
Medium Humanoid (Human)
Speed: 30

Bonus feat at first level or a +1 ability adjustment at first level.

Skill Points: 4 extra skill points (after multiplication) at 1st level and 1 extra skill point at each additional level.

Bonus Languages: All, except for secret languages (such as Druidic).[/spoiler]
Elf
[spoiler]From the continent of Huir (Hugh (like the name) -eer), this race has a far from Human culture. Their cities are sparse and far from each other. The northern section of Huir belongs to the High Elves, while the south is controlled by the Grey Elves. These two people don't often see eye-to-eye, which often results in war.

There are many types of Elves and each has there own culture. The Wild Elves and Wood Elves live mainly on the forest floor and don't often get in each others' way. These two live mainly in tribal settlements, but some move to cities if they desire new experiences. Aquatic Elves can be found off the coasts, defending what they refer to as "The Other World" from Sahuagin, since they believe that they decended from those who live on land.

The Dark Elves, or Drow, live in the mountains on the thin strip of land between Huir and Frak-Lior, the continent of the Dwarves and as such sometimes form pacts with the Dwarves.

Racial Traits
[spoiler]High Elf


Grey Elf


Wild Elf


Wood Elf


Drow

[/spoiler][/spoiler]
Dwarf
[spoiler]This race lives on the continent of Frak-Lior, which is connected in its northern region to Huir by a small area of land covered in large mountains. This race is generally peaceful and has good relationships with the Humans and Drow.

The Hill Dwarves are known for building large cities that have vast tunnels which connect them, rather than roads above the ground, while the Mountain Dwarves are the ones who control the mountainous region to the north.

Deurgar are found deep underground and do not often surface. These beings are known for their Psionic power and are said to rule over all Dwarven society, even if the local governments deny this.

Racial Traits
[spoiler]Hill Dwarf


Mountain Dwarf


Deurgar

[/spoiler][/spoiler]
Halfling
[spoiler]This race has no homeland and travels over the planet. They can often be found working as merchants or as a circus, or other form of entertainment.

Those Halflings who choose to settle down are rare. Some who do often do so in Elven lands. As a result, there far off decendants tend to be born as Tallfellow. Those who have relations with Dwarves sometimes have children who are called Deep Halflings, which resemble Dwarves more often than not.

Racial Traits
[spoiler]Lightfoot


Tallfellow


Deep Halfling

[/spoiler][/spoiler]
Goblin
[spoiler]These creatures rule over the southernmost continent that they have named Gyu-Grik, meaning Home Land in all of their languages. Hundreds of years ago the Goblins managed to convince the Orcs into working for them and have made them slaves without the Orcs realising it.

These creatures tend to live peacefully and in large colonies. If they are ever threatened, they do not fear to go to war.

Racial Traits[/spoiler]
Orc
[spoiler]Residing in Gyu-Grik in the servitude of the Goblins, these creatures enjoy their hard work and routine combat against invaders and traitors.

Racial Traits[/spoiler]
Kobold
[spoiler]This race can be found all over the world and often terrorise the local races for enjoyment. They are a hard working, mining folk and those who live peacefully with the other races often have contracts invloving trading metal and ores for food.

Racial Traits[/spoiler]
Lycanthropes
[spoiler]The curse of Lycanthropy has spread far and wide across Syritt. Many who recieve medical attention learn to control it and can live normal lives, even when the moon is full. There are those, however, who use their curse as an excuse to pillage towns and attack people for their treasures. As such, many Lycanthropes are mistrusted, even if they manage to recieve the cure.

Racial Traits
See Monster Manual as I have made no changes.[/spoiler]
Undead
[spoiler]This is finished, but I will type it up later. Here is a link to where I got most of my ideas.[/spoiler][/spoiler]
Half-Race Templates

Here I will place my proposed templates for each of the Half-Races.

[spoiler]Half-Elf
[spoiler]This template can be applied to Humanoids that do not have the Elf subtype.

Type: The base creature gains the Elf subtype.

Abilities: -2 Con.

Low-Light Vision: A Half-Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

+2 racial bonus saving throws against Enchantment spells and Sleep effects.

+1 racial bonus to Listen, Search and Spot.

Bonus Languages: Add Elf to bonus languages.

Level Adjustment: +1[/spoiler]
Half-Orc
[spoiler]This template can be applied to Humanoids that do not have the Orc subtype.

Type: The base creature gains the Orc subtype.

Abilities: +2 Strength, -2 Intelligence.

A half-orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.

Darkvision (Ex): Half-Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.

Bonus Languages: Add Orc to bonus languages.

Level Adjustment: +1[/spoiler]
Half-Dwarf
[spoiler]This template can be applied to Humanoids that do not have the Dwarf subtype.

Type: The base creature gains the Dwarf subtype.

Abilities: -2 Dex

Darkvision: Half-Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stability: A Half-Dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+1 racial bonus on saving throws against poisons.

+1 racial bonus on saving throws against spells and spell-like effects.

Bonus Languages: Add Dwarf to bonus languages.

Level Adjustment: +1[/spoiler]
Half-Human
[spoiler]This template can be applied to Humanoids that do not have the Human subtype.

Type: The base creature gains the Human subtype.

Skill Points: 4 extra skill points (after multiplication) at 1st level and 1 extra skill point at each additional level.

Bonus Languages: All, except for secret languages (such as Druidic).

Level Adjustment: +1[/spoiler]

Aasimar
[spoiler]This template can be applied to Humanoids and Monstrous Humanoids.

Type: The base creature becomes an Outsider with the Native subtype.

Abilities: +2 Wisdom, +2 Charisma.

Darkvision (Ex): Aasimars can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.

Daylight (Sp): An Aasimar can use Daylight once per day with a caster level equal to its hit dice.

Resistance to Acid 5, Cold 5 and Electricity 5.

+2 racial bonus on Listen and Spot checks.

Bonus Languages: Add Celestial to bonus languages.

Level Adjustment: +1[/spoiler]
Tiefling
[spoiler]This template can be applied to Humanoids and Monstrous Humanoids.

Type: The base creature becomes an Outsider with the Native subtype.

Abilities: +2 Dexterity, +2 Intelligence.

Darkvision (Ex): Tieflings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.

Darkness (Sp): A Tiefling can use Darkness once per day with a caster level equal to its hit dice.

Resistance to Cold 5, Electricity 5 and Fire 5.

+2 racial bonus on Bluff and Hide checks.

Bonus Languages: Add Celestial to bonus languages.

Level Adjustment: +1[/spoiler][/spoiler]
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

Thiin

Class Changes

This bit is going to be fun. Here's where people are going to complain about me nerfing the cleric if we were on the Wizards boards, though I assume many are on those boards as well.

[spoiler]Barbarian
[spoiler]Does not gain Trap Sense bonus against artificial or magic traps, but does gain it against traps that can be placed in the wild (pits and such).[/spoiler]
Cleric
[spoiler]Hit Dice: d4

Remove all Armour proficiencies.

Remove Turn Undead.

Move Animate Dead, Create Undead and Create Greater Undead to the same level as the Wizard.[/spoiler]
Druid
[spoiler]At level 5, the Druid must choose whether to continue advancing in Spellcasting or start to take Wildshape. The Druid retains previous spellcasting abilities and can still use magic items that require the Druid class, even for higher-level spells.[/spoiler]
Fighter
[spoiler]May take a +1 ability increase instead of a bonus feat at first or every even level.[/spoiler]
Paladin
[spoiler]Remove Turn Undead.
May gain a bonus feat in place of Special Mount (this is mainly because my players like dungeon adventures rather than wilderness ones).

Option to use Spell-less version from Complete Warrior.[/spoiler]
Ranger
[spoiler]Option to use Spell-less version from Complete Warrior.[/spoiler]
Sorcerer
[spoiler]Gains a bonus feat at first and every 5 levels. May gain Eschew Materials, Extra Spell, Extra Slot, a Draconic Heritage feat or a Metamagic feat.

Metamagic feats do not increase casting time.[/spoiler]
Wizard
[spoiler]Just to point out a rule that is stated in the Complete Mage, a Wizard may gain a Reserve feat as one of his bonus feats.

A Wizard may copy a spell from a scroll or spellbook into their own spellbook, even if it not on their spell list. This follows the normal procedure, except that the DC increases by 5 if it is not copied from a spellbook. The new spell is prepared at the level the Wizard gets it at if the spell is also on the Wizard's spell list.[/spoiler][/spoiler]
Feat Changes

This will be where I add some feats that have been created to work with this campaign.

Turning Feats
[spoiler]Turn Undead [Turning]
Prerequisits: W13, Ch15
Benefit: You can Turn/Destroy Undead 3 times per day plus your Charisma modifier.

Rebuke Undead [Turning]
Prerequisits: W13, Ch15
Benefit: You can Rebuke/Control Undead 3 times per day plus your Charisma modifier.

Turn Lycanthrope [Turning]
Prerequisits: W13, Ch15
Benefit: You can Turn/Destroy Lycanthropes 3 times per day plus your Charisma modifier.

Rebuke Lycanthrope [Turning]
Prerequisits: W13, Ch15
Benefit: You can Rebuke/Control Lycanthropes 3 times per day plus your Charisma modifier.

Turn Construct [Turning]
Prerequisits: W13, Ch15
Benefit: You can Turn/Destroy Constructs 3 times per day plus your Charisma modifier.

Rebuke Construct [Turning]
Prerequisits: W13, Ch15
Benefit: You can Rebuke/Control Constructs 3 times per day plus your Charisma modifier.

Turn Elemental [Turning]
Prerequisits: W13, Ch15
Benefit: You can Turn/Destroy Undead 3 times per day plus your Charisma modifier.
Special: When you take this feat you must choose a type of Elemental (Air, Earth, Fire or Water).

Rebuke Elemental [Turning]
Prerequisits: W13, Ch15
Benefit: You can Rebuke/Control Undead 3 times per day plus your Charisma modifier.
Special: When you take this feat you must choose a type of Elemental (Air, Earth, Fire or Water).

Extra Turning [Turning]
Prerequisits: A Turn or Rebuke feat
Benefit: You may Turn or Rebuke Undead 4 more times per day.
Original Book: Player's Hanbook.

Empower Turning [Turning]
Prerequisits: A Turn or Rebuke feat
Original Book: Complete Divine and Libris Mortis.

Heighten Turning [Turning]
Prerequisits: A Turn or Rebuke feat, Cha 13, Empower Turning
Original Book: Lirbris Mortis.

Quiken Turning [Turning]
Prerequisits: A Turn or Rebuke feat
Original Book: Complete Divine.

The last four above were General feats before, now they are Turning feats. The benefits of the last three have been removed because they are not open content.[/spoiler]
General Feats
[spoiler]Mana Font
Requirements: Must be able to cast spells.
Benefit: You gain +2 Spell Points.
Special: If you have the Brew Potion feat, you can make a potion that restores Spell Points equal to half your caster level (rounded down) (max 10). You may take this feat multiple times, the effects stack.[/spoiler]
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

Ishmayl-Retired

I'm curious about your Class changes.  I know you don't have a lot done yet, but I did see that you removed all abilities concerning undead from the cleric and paladin.  Any particular reason?

Also, if you were planning on making a separate discussion thread, then I will remove this post, I wasn't sure.
!turtle Ishmayl, Overlord of the CBG

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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Thiin

No, keeping the discussion here will help me keep things in order a bit better.

The reason I removed the undead things from the Paladin and Cleric is because I don't like the undead being associated with divine power. Instead, they are going to be to do with magic, which changes their Knowledge skill to Arcana instead of Religion.

The way I see it: Dead and Afterlife > Religion. Animate Corpses and Incorporeal Horrors > Arcana.

Anyway, the Cleric has never been one of my favourite classes in standard D&D because I can't see why a priest would run around in full armour... Unless he was a Paladin as well... Yeah.

There is a thread on the Wizards boards where I discussed this. I'll post a link if you want to see how I came to this.

I just realised that I'll have to edit the races post to include undead so that I can at least explain some more of my undead rules.
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

Seraph

The half races have always bothered me.  It never made sense for there to be half-elves and half-orcs, but not half-dwarves or anything else, nor did it make sense for all "half" races to be half-human.  With templates, you actually seem to have done a decent job solving this problem.  I can't say whether or not your rules are balanced, so I'll leave that judgement to others.  I think though, that you need to either give a Level adjustment for the half-race templates, or apply some penalties.  As it is, only the half-orc template involves a penalty (intelligence). Otherwise, why would anyone NOT play a half race? In theory, however, I like what you've done.

I find your choice with the clerics to be an interesting one.  And don't worry, people here don't hate you for changing things like that.  Some worlds here have different sets of classes completely.  I've made changes to classes for my campaign as well.
Brother Guillotine of Loving Wisdom
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Thiin

Thanks for the input. I think I may make them have a level adjustment and add a couple of penalties. I was actually worried about that myself, but I've been busy lately and haven't been able to work on my setting.

I just need to come up with what those penalties would be. I'll look over the base races and see if there is anything appropriate.
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

Hibou

The questions I had regarding your half-race templates and changing of classes have already been answered, but I will say that I also like what you've done (especially with the cleric). You've also done quite a good job at explaining your setting through a creation myth.

Something interests me with the Dagnar, though - if any of the Scraethan or Dagnar are killed, and they are only allowed one male and one female child each, what happens?
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Stargate525

Must... review... something...

I like your premise. I'm curious as to whether this is a standard fantasy setting, or a god-game, where you get to manipulate the foolish mortals. Do the Scraethan die, and therefore need Dagnar, or will both of them live for all eternity?

I find it interesting that you're opting for neutral undead. Does this make an afterlife of undeath a viable option for some, or do undead have no soul?

I like your idea of half-race templates, and might even consider stealing them for my own campaign setting if two half-races weren't so terribly integrated already. I suggest that you balance them so that instead of applying one to a base creature, you select two and combine them to create the final product.

Well you've given the cleric some reason not to multiclass at least. If you have undead as playable, might I suggest undead clerics get turn living? :P

I agree with your paladin changes.

I also see you're using spell points. This should be interesting, as I've not seena spell-point system that wasn't broken or highly complicated.

My Setting: Dilandri, The World of Five
Badges:

Thiin

So many things to say...

The Scraethan aren't only allowed one child of each gender. It's all they are able to create. Think of it as seriously wounding yourself by taking away too much of your own soul.

The Scraethan and Dagnar do not have a limit on how long they live, but they can die just like any other being (I would say by taking them to -10 Hp, but my alternate Hp system starts using Con instead when a character reaches 0 Hp... So 0 Con will kill them).

Mostly they just watch. I say mostly because they still grant Domains and such. It is still kind of like a God-Game though...

As for Undead having a Soul, I'd have to say it depends on the type of Undead. Skeletons and Zombies and other mindless Undead have no Souls and by my rules do not prevent Resurrection. Undead created through spells or spawning have a kind of shadow that prevents Resurrection and holds enough memory and emotion to convince the average onlooker that the Undead is actually the person. People who willingly become Undead retain their Soul (the exception being the Lich for obvious reasons), so this is a kind of afterlife for them. When the created or willing Undead are destroyed, their Soul is able to be judged and move on to one of the true afterlifes.

I'm going to work on the Half-Race Templates this weekend to make them more balanced, but I'll start with an edit giving them all +1 LA... Just remembered that I allow LA Buy-Off... hmm.

Edit
As for the Turn Living, this would be funny if the alternate option wasn't "Destroy Living."

We've been using Spell Points for a while now and the standard system from the Unearthed Arcana (and the SRD) works fine. You just have to realise that a Pearl of Power now restores a number of points after you've cast a spell, not letting you prepare another spell.

2nd Edit
I've updated the third post using my notes. It still isn't complete, but it's getting there.

3rd Edit
Added the Scraethan and Dagnar races. I think I will need to start another thread to explain what Eda is...
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

Thiin

While shamelessly bumping this thread, I'd like to ask peoples' opinions on something.

Since the Half-Human template is now the only one without some kind of drawback, should the LA be increased to +2 even though the only real bonus it gets is extra skills and languages...?

I don't think so, but I'd like to hear other opinions.
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.

the_taken

The Half Templates in general are overpriced in general.

Half-Elves lose overall durability (HP) for a shift in saves. That -2 CON means -1 to all FORT while a situational +2 bonus on WILL which may even be forgo ton by less attentive players. This is not worth a level adjustment.

Half-Orcs can do away with the INT penalty and still be a viable LA+0 character. They'd be above the middle of power for LA+0, but the current LA does nothing but punish PCs for making a character less orcy than an orc.

Half-Dwarves could do away with the two +1 bones to saves. Small situational modifiers often end up being forgotten easily. And the LA is again way out of line. What are you charging players for?

Half-Human: This may be the most awesome Half-race here. Extra skill points are always welcome, and a feat is always nice. But unless you're playing with Races of War most feats are so crappy that you could have dozens of them and only actually be powerful by accident.

Plan Touched: The large bonuses to stats don't quite make up for the LA. Compare the Human Rogue2 and a Tielfing Rogue1 and tell me they're are equally adept at adventuring.

Thiin

The reason that they have Level Adjustments is because, as was stated earlier in this thread, that there would be no reason not to play a half race if there wasn't one.

The reason I gave the Half-Elf -2 Con is because that is what Elves have and I wanted to keep it closer to that race than the Human side that the normal one shows.

It is fair to note that I have altered the Orc somewhat and now it has a +1 LA as well. I will put it up here soon.

I think that anyone who takes one of these templates is going to remember or at least note down all the situational modifiers, but that is just my opinion really.

I didn't give the Half-Human a bonus feat because I wanted that to remain a good reason to play Human.

As for the Plane-Touched templates, I wasn't fond of the actual races for these, since the only base seemed to be Human. To be honest, I think I did a good job of turning them into templates. I remembered a thread on the WotC boards about making them into templates and I read that while it was still going (about a year ago maybe), so I used what I remembered to make them.

At the end of the day, I allow LA buy-off, and I doubt that any player wouldn't get rid of the adjustment at Lv3 anyway.

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Anyway, I'd like any comments people have to offer on this setting and I'll be improving it as more comments are given.
Sontar Planes Campaign Setting

Let it not be said that I hate my players. We just don't get along because they keep killing my lovingly crafted NPCs.