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PostPosted: Sep 11th, '08, 16:23 
Twilight Council
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Joined: Nov 24th, '04, 01:09
Posts: 2367
Location: TOOOOLSET!!
Kymlun is a custom setting with custom rules so here we go:

Aberration
There are two basic types of Aberrations. The first type is Aberration by species, these dwell in the underdark and are sinister creatures without exception. They're called Foulbloods.

Foulblood:
Level 10 base
No multiclass
Classes allowed: Aberration, Fighter, Wizard, Sorceror, Rogue, Ranger
Immunities: Poison, Disease, extra racial allowed. (Illithid: Mind Spells, Drider: Freedom, etc)
Alignment: Chaotic Evil

The second type are corrupted creatures. They get the following bonuses:

Corrupted:
+5 levels to standard
No multiclass
No change in class
Immunities: Poison, Disease
+4 to all stats except cha
-6 cha
Alignment set to its evil type.

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Animal:
Animals are well known denizens of most planes' wilderness. They are simple and instinctive creatures which are often easily domesticated. There are three levels of Animals currently.
No multiclass, no classes other than Animal unless trained.
Trained animals can be Fighter: creature spec, Barbarian or Rogue.
Basic: level 1 base, their elders may gain a +3 level adjustment.
Dire: +5 levels, +5 all stats, +5 all saves, +5 discipline
Legendary: Double levels of Dire~, +10 all stats, all saves, discipline

------------

Construct:
Constructs are created - constructed - via magical and/or mechanical expertise of other beings. They vary from intelligent to semi-intelligent and entirely lacking intellect and by purpose from mundane tasks such as extensions of their master's will through repairs to sophisticated tasks or even combat. Their types can be Mechanical or Magical. They barely differ however.

Small: Mech
Level 5 base
Base Stats: 10 pyhsical, 3 mental. May gain additional Intellect and Dexterity
Skills: Craft skills, discipline, use magic device, Perception
Classes: Construct, Rogue, Fighter
No Multiclass
Immunities: Racial base (see palette)

Medium/Large: Golem:
Level 10 base
Base Stats: 20 str, 8 dex, 10 constitution. May gain additional Intellect and Strength.
Skills: see above
Classes: Construct, Rogue, Fighter
2 class multiclass
Immunities: See palette, may gain immunity to damage with vulnerability to another.

-----------

Dragon
Dragons are among the rarest creatures of all realms. These ancient, mighty creatures dwell hidden coves and the depths of the swamplands. Not all of them good natured but all of them intelligent and powerful, they very rarely interact with mortal creatures.
Dragons are wise, intelligent and in every regard superior to the player races. Dragonology is a whole branch of Arcanism as they are said to be the very source of many aspects of the Arcane as we know it.


- All dragons are immune to spells level 5 or lower
- All dragons have 20 spell resistance by default


Golden Dragon
Golden Dragons are currently organized by Sharakuul the Wise in their hidden lair somewhere in a warm location and are breeding freely. Among the two last Metallic types, they are secretive and slow to trust but are formidable allies and lethal foes.
They have a knack for beauty, they value life and knowledge above all else.

Level 20 base
Alignment: Lawful Good
Base Stats: 32 str, 18 dex, 20 constitution, 22 intellect, 28 wisdom, 32 charisma
Skills: concentration, discipline, spot, listen, lore, craft weapon, craft armor
Classes: Druid, Sorceror, Cleric (Fire+Good), Monk, Paladin
3 class multiclass Possible, they rarely multiclass though
Immunities: Sneak Attack, Mind Spells, Poison, Damage:Fire
Vulnerability: Damage:Cold
Extras: Dragon Eyes, Soak Damage, Heal 3x /day
They may teach Golden Dragon Disciples after a player's 20th level soonest.

Silver Dragon
Alignment: Lawful Good, Lawful Neutral
Silver Dragons are currently organized by Chaosmos in their hidden lair somewhere in a cold location and are breeding freely. Among the two last Metallic types, they are secretive and slow to trust but are formidable allies and lethal foes.
They have a knack for etiquette, they value honour and knowledge above all else.

Level 20 base
Base Stats: 18 str, 32 dex, 20 constitution, 32 intellect, 28 wisdom, 22 charisma
Skills: concentration, discipline, spot, listen, lore, craft weapon, craft armor
Classes: Druid, Sorceror, Cleric (Water+Good), Monk, Paladin
3 class multiclass Possible, they rarely multiclass though
Immunities: Sneak Attack, Mind Spells, Poison, Damage:Cold
Vulnerability: Damage:Fire
Extras: Dragon Eyes, Soak Damage, Heal 3x /day, Frost Breath 3x /day

-----------------------

Green Dragon
Green Dragons are united in the faction called Defilers, were spotted near the western swamp and are breeding freely. The least intelligent among all dragon types, they are belligerent and are prone to attack other species on sight. They can easily be bribed with valuables, praised as "fearsome" and "the most powerful of all in creation" to be dispatched.
Level 20 base
Alignment: Chaotic Evil, Neutral Evil, Lawful Evil
Base Stats: 22 str, 32 dex, 32 constitution, 18 intellect, 20 wisdom, 22 charisma
Skills: concentration, discipline, spot, listen, lore, craft weapon, craft armor
Classes: Druid, Sorceror, Cleric (Destruction+Evil), Fighter, Rogue
3 class multiclass Possible, they rarely multiclass though
Immunities: Sneak Attack, Mind Spells, Poison, Disease, Damage:Acid
Vulnerability: Damage:Electrical
Extras: Dragon Eyes, Soak Damage, Heal 3x /day, Pulse/Breath: disease, Acid breath

Black Dragon
Black Dragons are united by Thanoroth the Tormentor. They dwell in various locations hidden from mortal reach. Many of them spotted battling the Defilers near the western swamp and are breeding freely. The most greedy among all dragon types, they will question their prey about piles of gold before doing away with them. They can easily be bribed with valuables, or turned against one's foes by telling them said person just called them a mangy lizard. They are haughty, gullible and weak-willed but violent and fearsome.
Level 20 base
Alignment: Chaotic Evil, Neutral Evil, Lawful Evil
Base Stats: 32 str, 22 dex, 32 constitution, 20 intellect, 18 wisdom, 22 charisma
Skills: concentration, discipline, spot, listen, lore, craft weapon, craft armor
Classes: Druid, Sorceror, Cleric (Earth+Evil), Rogue, Monk
3 class multiclass Possible, they rarely multiclass though
Immunities: Sneak Attack, Mind Spells, Poison, Disease, Damage:Acid
Vulnerability: Damage:Electrical
Extras: Dragon Eyes, Soak Damage, Heal 3x /day, Acid breath, Stun attacks.

Red Dragon
Red Dragons are united in the faction called the Scarlet Scourge and are lead by the ancient Dramannon. They are cunning, fearsome and in every regard a perfect match for Gold Dragons in combat.
Level 20 base
Alignment: Chaotic Evil, Neutral Evil, Lawful Evil
Base Stats: 32 str, 32 dex, 22 constitution, 22 intellect, 20 wisdom, 18 charisma
Skills: concentration, discipline, spot, listen, lore, craft weapon, craft armor
Classes: Sorceror, Cleric (Fire+Evil), Fighter, Rogue, Monk
3 class multiclass Possible, they rarely multiclass though
Immunities: Sneak Attack, Mind Spells, Poison, Disease, Damage:Fire
Vulnerability: Damage:Cold
Extras: Dragon Eyes, Soak Damage, Heal 3x /day, Pulse/Breath: fire
They may teach Red Dragon Disciples after a player's 20th level soonest.

-------------

Elemental
Elementals are by definition sentient or semi-sentient beings made of their homeplane's matter. They can also be created by various elements and force such as Radiation or Smoke. For this reason Shadows are also considered elementals in the Kymlun setting and are not considered undead. Elementals are sorted by size.

Small
Base level 5
Immunities: See palette, +one element
Alignment: TN
Base stats: 13 all
No Multiclass
Classes: Elemental, Rogue, Fighter, Sorceror

Medium
Base level 10
Immunities: See palette, +one element
Alignment: TN
Base stats: 19 all
No Multiclass
Classes: Elemental, Rogue, Fighter, Sorceror

Large
Base level 15
Immunities: See palette, +one element
Alignment: TN
Base stats: 25 all
No Multiclass
Classes: Elemental, Rogue, Fighter, Sorceror

Elder
Base level 25
Immunities: See palette, +one element
Alignment: TN
Base stats: 31 all
No Multiclass
Classes: Elemental, Rogue, Fighter, Sorceror

--------------

Giants
Giants are among the most powerful of Rabian creations. They tower over most races in a hulking size and are quite cunning if lacking willpower for the most part. They are considered fearsome foes and have devastating strength and legendary constitution.
They dwell in barbaric tribal communities and are very rarely friendly or considerate to other races save their fellow rabians. They enjoy to keep goblins and orcs as servants and make no mistake: they do eat anything that moves. There are Low, Common and Noble giants.

They are all Neutral Evil aligned.

Low
Base level 6
Class: Barbarian, Fighter, Wizard
No Multiclass
Base Stats: 25 STR, 8 dex, 23 con, 10 int, 6 wis 3 cha
Weapon Preference: Fist

Common
Base level 12
Class: Barbarian, Fighter, Wizard
No Multiclass
Base Stats: 29 STR, 8 dex, 25 con, 12 int, 8 wis, 6 cha
Weapon Preference: Clubs

Noble
Base level 16
Class: Barbarian, Fighter, Wizard
No Multiclass
Base Stats: 33 STR, 9 dex, 27 con, 15 int, 11 wis, 9 cha
Weapon Preference: Hammers
----------

Humanoid
Humanoids are everywhere. They vary from the common human to the mundane goblin and include elves, orcs and other special races. They are the most variable and interesting of all species though their warring and hostilites have made them just as destructive and dangerous as marvelous and colourful throughout the ages. There are Races amongst the humanoids most of which are player races and will be discussed another time.

Orcs, Gnolls:
Alignment: NE, CE
Base level 3
Base class: Barbarian
Base stats: 22 str, 8 dex, 14 con, 8 int, 10 wis, 5 cha
Classes: Rogue, Wizard, Fighter, Barbarian
No Multiclass

Goblins and bugbears
Alignment: CE
Base level 1
Base class: Rogue
Base Stats: 10 physical, 4 mental
Classes: Fighter, Rogue, Wizard
No Multiclass
Bugbears double everything and can get Barbarian.

Lizardfolk
Alignment: NE
Base level 7
Base class: Fighter
Base Stats: player
Classes: Any
3 class multiclass
Immunities: Poison, Acid, 10 spell resistance
--------------

Insects
Insects may gain additional immunities and levels in the Vermin class.
Base level 1
Base stats: 6 all
----------------

Magical Beasts, Shapechangers, Planars
Problematic subtypes discussed another time. They are reserved for the main plotline and are not to be used without proper DM discussion beforehand as they are rare.
----------------

Undead
Undead are still our main baddies, please stand by as the DMs involved discuss.

a.)Corporeal
- Zombie
- Skeletal
- Curst
- Damned
- Lich
- Vampire
- Mummy

b.)Incorporeal
- Ghost
- Wraith
- Spectre
- Haunt
- Spirit


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PostPosted: Nov 2nd, '08, 16:01 
Twilight Council
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Joined: Nov 24th, '04, 01:09
Posts: 2367
Location: TOOOOLSET!!
For the summoning script:

elemental_wtr001 - 004 (see above)
elemental_fre001 - 004
elemental_rth001 - 004
elemental_air001 - 004

negative plane avatar / shadowdancer / shadow conjuration
elemental_sdw001 - 004

Fairly powerful creatures

Gate spell:
(Keep portal summon ability)
Evil: planar_balor001 (level 9 spell), use vfx standard Gate
Neutral: planar_bslaad , use vfx standard Gate
Good: planar_trarchon , use vfx Summon Celestial

EPIC Gate (Caster lvl 30 and up)
Evil: planar_balor002
Neutral: planar_wslaad
Good: planar_cherub

Gate by specific deity field (check the interpretation field that comes up when you log in not sure where that is) and Caster level 35+
Haniel, etc : planar_seraph (vfx summon celestial)
Sylvana, etc: elder_treant (vfx nature's balance, earthquake)
Zan, etc: elemental_dth001-004, level35 caster level elemental_dth005 (vfx gate + #30)

Summon creature spells:
I. - dire badger, can stay
II. - dire pig, can stay
III. - dire dog, can stay
IV. - dire bug, can stay
V. - dire bear, can stay
VI. -
VII. - elemental 001
VIII. - elemental 002
IX. - elemental 003
What it boils down to is as the module looks now the first six creatures are fine. The elementals will be a stronger addition for sure, they will actually be useful for a change. (Standard elementals fail at life really)

Palemaster summons:
coming up.

_________________
"There is no Sparta.
THIS. IS. SPOON!!"


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PostPosted: Nov 2nd, '08, 16:22 
Twilight Council
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Joined: Nov 24th, '04, 01:09
Posts: 2367
Location: TOOOOLSET!!
Let druid elemental swarm summon the #003, and then #004 once the druid is level 25 or higher.

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THIS. IS. SPOON!!"


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