Keovar
10-29-2002, 09:09 AM
...by asking for a few details from things I would assume are in the first chapter.
How are you doing the stat adjustements for races? Are you keeping the 2E +1/-1 model, despite the problems that odd adjustements cause (as described in the 3e DMG). Or, are you updating the stat adjustments to follow the 3E +2/-2 format?
Similar questions surround classes, blood powers, and regency.
*******
For the record, here are my thoughts:
~Races~
Anuirean: -2 Dex, +2 Wis
Brecht: +2 Dex, -2 Wis
Khinasi: -2 Con, +2 Int
Rjurik: +2 Con, -2 Cha
Vos: +2 Str, -2 Int (and some sort of situational penalty when using Charisma-based skills to interact with non-Vos, though it's not an actual subtraction from Cha)
(Most humanoids have more extreme adjustments, with a total of 8 points adjusted)
Dwarves: +2 Str, -2 Dex, +2 Con, -2 Cha
Elves: -2 Str, +2 Dex, -2 Con, +2 Int
Half-Elves: +2 Dex, -2 Con
Halflings: -4 Str, +2 Dex, +2 Wis
(Optional Races)
Masetian: -2 Str, +2 Cha (Provided as reference or as a surviving Masetian of The Serpent's domain.)
Goblin, Common: -2 Str, +4 Dex, -2 Cha
Goblin, Elite: +2 Dex, -2 Cha
Goblin, Large: +2 Str, -2 Int, -2 Cha
Orog: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
~Classes~
Barbarian - Same as PHB
Bard - Like the PHB, but with a skill base of 6, rather than 4. The spell list is fine like it is.
Cleric - Leave the cleric as PHB, but do prestige classes to represent the specialty priests. The requirements of these prestige classes should be completeable by 5th level.
Druid - Same as PHB, also with a prestige class available.
Fighter - Same as PHB.
Paladin - Either turn Paladin into a Prestige Class (I have made a write up for one patterned after the Blackguard's advancement scheme), or expand Holy Liberator (from Defenders of the Faith) into a 20-level class, patterned after the Paladin's progression. Holy Liberators would of course be the "paladins" of Cuiraecen. If the second option is chosen, then perhaps Blackguard should be expanded into a 20-level class as well, and be made available to evil types.
Ranger - Like in the PHB, but Awnsheghlien, specific human subraces, and various domains and organizations may be taken as Favored Enemies. Also, rangers may take Point-Blank Shot and Rapid Shot instead of Ambidexterity and Two-Weapon Fighting if desired.
Rogue - Same as PHB. Turn Guilder into a Prestige Class that may be easily entered by a 5th-level Rogue or Expert, so you have the option of "non-combat" Guilder types as well as ones with the rogue class abilities like Sneak Attack.
Sorceror - Requires Elven blood to practice; either Elves, Half-Elves, or some select NPC monster types (like Dragons) may become Sorcerors. The skills Bluff, Diplomacy, and Gather Information, and Intimidate are added to the class skill list, and the skill base is 4 rather than 2.
Wizard - Must have a Blooded template to take this class.
(NPC Classes)
Magician - should replace the "Adept" NPC class. Magicians would have a d6 hit die, be proficient in all simple weapons, and would have a 4 skill base rather than 2 like a wizard. It would have the "minor magics" spell list, and would get a bonus spell of either Illusion or Divination for each spell level. Also, they would get bonus feats to choose from things like Spell Focus and Greater Spell Focus for Divination and Illusion, as well as feats to help them resist those two schools. Magicians may only apply any metamagic feats they might have to Illusion and Divination spells.
(Optional Classes)
Monk, Psion, and Psychic Warrior - Not available in Cerilia, but possibly present in an expansion for a different land east of the Sea of Dragons.
~Blood Abilities~
Make Bloodlines into templates that allow you to have a bloodline stat and derivation, and allow you to choose a number of blood powers dependent upon that stat. If using the 4d6 stat method, simply roll an extra stat and assign one to Bloodline. If you are using point-build stats, then add 5 more points to the pool you have to spend on stats. There would be a template for each bloodline strength; Tainted, Minor, Major, Great, and True. The more powerful the bloodline template, the higher it's ECL rating, such as: Tainted = ECL 0, Minor = ECL 1, Major = ECL 2, Great = ECL 4, True = ECL 8.
~Regency~
There would be 4 types of Regent prestige classes, Law Regent, Temple Regent, Guild Regent, and Source Regent. These each have simple requirements, such as:
Law Regent Requirements
Template: Blooded
Base Attack Bonus: +1
Knowledge (Law): 2 ranks
Special: Must be an heir or current ruler of a Law domain.
Temple Regent Requirements
Template: Blooded
Knowledge (Religion) or Knowledge (Nature): 4 ranks
Spellcasting: must be able to cast 1st level Divine spells.
Special: Must be an heir or current ruler of a Temple domain.
Guild Regent Requirements
Template: Blooded
Appraise: 4 Ranks
Profession (Merchant): 4 ranks
Special: Must be an heir or current ruler of a Guild domain.
Source Regent Requirements
Template: Blooded
Spellcraft: 4 ranks
Spellcasting: must be able to cast 1st level Arcane spells.
Special: Must be an heir or current ruler of a Source domain.
Each of these classes would give the abilities needed to collect and spend regency in order to run a domain.
How are you doing the stat adjustements for races? Are you keeping the 2E +1/-1 model, despite the problems that odd adjustements cause (as described in the 3e DMG). Or, are you updating the stat adjustments to follow the 3E +2/-2 format?
Similar questions surround classes, blood powers, and regency.
*******
For the record, here are my thoughts:
~Races~
Anuirean: -2 Dex, +2 Wis
Brecht: +2 Dex, -2 Wis
Khinasi: -2 Con, +2 Int
Rjurik: +2 Con, -2 Cha
Vos: +2 Str, -2 Int (and some sort of situational penalty when using Charisma-based skills to interact with non-Vos, though it's not an actual subtraction from Cha)
(Most humanoids have more extreme adjustments, with a total of 8 points adjusted)
Dwarves: +2 Str, -2 Dex, +2 Con, -2 Cha
Elves: -2 Str, +2 Dex, -2 Con, +2 Int
Half-Elves: +2 Dex, -2 Con
Halflings: -4 Str, +2 Dex, +2 Wis
(Optional Races)
Masetian: -2 Str, +2 Cha (Provided as reference or as a surviving Masetian of The Serpent's domain.)
Goblin, Common: -2 Str, +4 Dex, -2 Cha
Goblin, Elite: +2 Dex, -2 Cha
Goblin, Large: +2 Str, -2 Int, -2 Cha
Orog: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
~Classes~
Barbarian - Same as PHB
Bard - Like the PHB, but with a skill base of 6, rather than 4. The spell list is fine like it is.
Cleric - Leave the cleric as PHB, but do prestige classes to represent the specialty priests. The requirements of these prestige classes should be completeable by 5th level.
Druid - Same as PHB, also with a prestige class available.
Fighter - Same as PHB.
Paladin - Either turn Paladin into a Prestige Class (I have made a write up for one patterned after the Blackguard's advancement scheme), or expand Holy Liberator (from Defenders of the Faith) into a 20-level class, patterned after the Paladin's progression. Holy Liberators would of course be the "paladins" of Cuiraecen. If the second option is chosen, then perhaps Blackguard should be expanded into a 20-level class as well, and be made available to evil types.
Ranger - Like in the PHB, but Awnsheghlien, specific human subraces, and various domains and organizations may be taken as Favored Enemies. Also, rangers may take Point-Blank Shot and Rapid Shot instead of Ambidexterity and Two-Weapon Fighting if desired.
Rogue - Same as PHB. Turn Guilder into a Prestige Class that may be easily entered by a 5th-level Rogue or Expert, so you have the option of "non-combat" Guilder types as well as ones with the rogue class abilities like Sneak Attack.
Sorceror - Requires Elven blood to practice; either Elves, Half-Elves, or some select NPC monster types (like Dragons) may become Sorcerors. The skills Bluff, Diplomacy, and Gather Information, and Intimidate are added to the class skill list, and the skill base is 4 rather than 2.
Wizard - Must have a Blooded template to take this class.
(NPC Classes)
Magician - should replace the "Adept" NPC class. Magicians would have a d6 hit die, be proficient in all simple weapons, and would have a 4 skill base rather than 2 like a wizard. It would have the "minor magics" spell list, and would get a bonus spell of either Illusion or Divination for each spell level. Also, they would get bonus feats to choose from things like Spell Focus and Greater Spell Focus for Divination and Illusion, as well as feats to help them resist those two schools. Magicians may only apply any metamagic feats they might have to Illusion and Divination spells.
(Optional Classes)
Monk, Psion, and Psychic Warrior - Not available in Cerilia, but possibly present in an expansion for a different land east of the Sea of Dragons.
~Blood Abilities~
Make Bloodlines into templates that allow you to have a bloodline stat and derivation, and allow you to choose a number of blood powers dependent upon that stat. If using the 4d6 stat method, simply roll an extra stat and assign one to Bloodline. If you are using point-build stats, then add 5 more points to the pool you have to spend on stats. There would be a template for each bloodline strength; Tainted, Minor, Major, Great, and True. The more powerful the bloodline template, the higher it's ECL rating, such as: Tainted = ECL 0, Minor = ECL 1, Major = ECL 2, Great = ECL 4, True = ECL 8.
~Regency~
There would be 4 types of Regent prestige classes, Law Regent, Temple Regent, Guild Regent, and Source Regent. These each have simple requirements, such as:
Law Regent Requirements
Template: Blooded
Base Attack Bonus: +1
Knowledge (Law): 2 ranks
Special: Must be an heir or current ruler of a Law domain.
Temple Regent Requirements
Template: Blooded
Knowledge (Religion) or Knowledge (Nature): 4 ranks
Spellcasting: must be able to cast 1st level Divine spells.
Special: Must be an heir or current ruler of a Temple domain.
Guild Regent Requirements
Template: Blooded
Appraise: 4 Ranks
Profession (Merchant): 4 ranks
Special: Must be an heir or current ruler of a Guild domain.
Source Regent Requirements
Template: Blooded
Spellcraft: 4 ranks
Spellcasting: must be able to cast 1st level Arcane spells.
Special: Must be an heir or current ruler of a Source domain.
Each of these classes would give the abilities needed to collect and spend regency in order to run a domain.