Setting:Unified Setting/Mechanics: Difference between revisions
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===Dullette=== | ===Dullette=== | ||
Huge Magical Beast | Huge Magical Beast <br> | ||
Hit Dice: 9d10+45 (94 hp) | ---- <br> | ||
Initiative: +2 | Hit Dice: 9d10+45 (94 hp) <br> | ||
Speed: 40 ft. (8 squares), | Initiative: +2 <br> | ||
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20 | Speed: 40 ft. (8 squares), <br> | ||
Base Attack/Grapple: +9/+25 | Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20 <br> | ||
Attack: Bite +16 melee (2d8+8) | Base Attack/Grapple: +9/+25 <br> | ||
Full Attack: Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4) | Attack: Bite +16 melee (2d8+8) <br> | ||
Space/Reach: 15 ft./10 ft. | Full Attack: Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4) <br> | ||
Special Qualities: Darkvision 60 ft., low-light vision, | Space/Reach: 15 ft./10 ft. <br> | ||
Saves: Fort +11, Ref +8, Will +6 | Special Qualities: Darkvision 60 ft., low-light vision, <br> | ||
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6 | Saves: Fort +11, Ref +8, Will +6 <br> | ||
Skills: Listen +9, Spot +3 | Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6 <br> | ||
Feats: Alertness, Iron Will, Weapon Focus (bite) | Skills: Listen +9, Spot +3 <br> | ||
Environment: Temperate hills | Feats: Alertness, Iron Will, Weapon Focus (bite) <br> | ||
Organization: Solitary or pair | Environment: Temperate hills <br> | ||
Challenge Rating: 6 | Organization: Solitary or pair <br> | ||
Treasure: None | Challenge Rating: 6 <br> | ||
Alignment: Always neutral | Treasure: None <br> | ||
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan) | Alignment: Always neutral <br> | ||
Level Adjustment: — | Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan) <br> | ||
Level Adjustment: — <br> | |||
[[Category: Unified Setting]] | [[Category: Unified Setting]] |
Revision as of 05:01, 15 August 2009
This page is intended as a place-holder for unified setting mechanics. Due to it's popularity mechanics will be biased towards the D20 system, which should be easily adapted to other systems.
Races (System mechanics)
The following is a mixture of suggestions from a unified setting thread and reference to the D20 SRD. It is currently a work in progress. It has not been rule-checked or play-tested, and only reflects the direction the unified setting is taking.
Corgyn
- The Corgyn are blessed with an inate understanding of the unspoken laws on which their world operates. On the other hand, their short limbs greatly hinder their adroitness of movement. +2 Wis, -2 Dex
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- A Corgyn’s base land speed is 20 feet.
- +1 racial bonus to attacks with bows.
- +2 racial bonus to Knowledge checks involving the Gentry. (Note that Corgyn are not subject to the -4 penalty on such checks that outsiders are subject to. Those wishing to negate this penalty without playing a Corgyn may take the Corgyn-Born feat.)
- Low-Light Vision: The Corgyn spend much time during the twilight hours, or in the light of torch and moon, and they see well in these conditions.
- Keen scent: +2 to spot or search checks involving smells. Corgyns may take scent as a feat when they have Wis 13 or higher.
- Favoured class: Cleric.
Corgyn Feats
- Feytouched-
You take a -1 penalty against fey effects, but may cast Daze three times per day as a spell-like ability.
Doobies
Stat adjustments: It is difficult for those un-doobie to appreciate this magnificent race. By the standards of the unenlightened they appear clumsy and stupid, reflected in their diminished stats. Suggested penalties include a -2 or -4 across the board, or the same exempting strength and constitution. Such judgments are of course ludicrous since appreciation of the doobies will reveal their inherent awesomeness.
Racial abilities:
- +2 Perform (Banjo or Tambourine) -Note, this is a grave choice, fraught with peril, for Doobie society is terribly divided over an ancient war. Choose wisely.
- Iron Stomach- Doobies can eat anything they can chew. This even gives them a +2 bonus vs. ingested poisons.
- Regeneration 2 (Vulnerable to Fire and Acid.)
Favored Class: Bard.
Doobie Feats:
- Swiftly Returning Perfection- Doobie
Your natural Regeneration ability increases by two. Additionally, you may replace severed limbs by holding them to the stump.
Drow (LA +1?)
Stat adjustments: Drow are notoriously quick, clever and cunning, but less hardy than other races. Dex: +2, Con: -2, Int: +2, Cha: +2.
Racial abilities:: The wila are unlike stereotypical drow and have no innate spell-like abilities, nor are they hampered by sunlight.
- +2 Sense Motive. Deception and power-plays are second nature to the drow.
- +2 on saves vs. inclement weather. While frail by the standards of other races, drow are accustomed to their cold northern climate.
- +2 on saves v. magic. Proximity to volcanic ash from the Water Forest has given them greater resistance to magic.
Dwarf
Stat adjustments: Tough but gruff, dwarves are notoriously rugged but blunt. Con: +2, Cha: -2.
Racial abilities:
- +2 on saves vs. magic, poison, disease, and faggotry.
- Otherwise per the SRD.
Favored Class: Fighter
Dwarven Feats
- Iron in the Blood- Dwarf
You get a +2 bonus to Fortitude saves. This increases to a +4 when the save in question stems from a Fey effect.
- Iron in the Soul - Dwarf
You get a +2 bonus to Will saves. This bonus increases to +4 when the save in question stems from a Fey effect.
Elves
Stat adjustments: Quick but frail, elves lack the pressure cooker upbringing that makes their drow cousins feared across the world. Dex: +2, Con: -2.
Racial abilities:
- Perfection: Choose one: A +2 perfection bonus to two skills, a +1 bonus to either melee attack rolls or ranged attack rolls, a +1 perfection bonus to AC, a +1 Perfection bonus to caster level for a chosen school, or a +5 foot bonus to base land speed.
- +2 Being a Dick: Elves are notoriously arrogant and butt-hurt. Elves gain a bonus to any Cha-based test where acting dismissive, outraged or otherwise trollish would grant a benefit.
Sidhe Feats:
- Focused Perfection-
Double the bonus from your racial Perfection ability.
Gnolls (LA +1)
Stat adjustments: Incredibly strong for their frame, gnolls are also hardy creatures. Due to their legendary laziness, gnolls neglect their mental attributes. Strength +4, Con +2, Int -2, Wisdom -2.
Racial bonuses:
- As per the SRD, but gnolls gain the Scent extraordinary ability.
Favored Class: Ranger.
Gnoll Feats:
- Moonwarrior- Gnoll
When outside during nighttime, you get a +1 bonus to attack rolls. If the moon is out, you also add +1 to damage. If the moon is full, increase these bonuses to +2.
Kobolds
Stat adjustments: Weak but quick, dim but adorable, kobolds face all challenges with a ready smile and a sense of impending doom. -2 Strength, +2 Dexterity, -2 Wisdom, +2 Charisma.
Racial abilities:
- +2 Survival - Natural talent, not training. Kobolds are used to hostile environments.
- +1 Natural bonus to AC. Kobolds are used to hostile environments.
- Innocent's Luck- +1 to all saves. Did we mention kobolds are used to hostile environments?
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
Kobold Feats:
- Innocent's Veil - Kobold
You gain immunity to magical fear, but take a -2 on saves against nonmagical fear.
Toltecatl
Stat adjustments: Toltecatl are slow, but think deeply. Dex: -2. Wisdom: +2.
Racial abilities:
- Immunity to nonmagical toxins.
- One knowledge skill as a class skill, regardless of class. If it's already a class skill, +2 to it instead.
- Swim Speed 20.
- Hold Breath: A Toltecatl can hold its breath for a number of rounds equal to five times its Constitution score before it risks drowning.
Racial Feats
The following are optional D20 feats available to players in the unified setting. While intended to reflect racial upbringing it is possible that other races, raised amongst the race in question, can take these feats.
These are also known as "Boos" from the term weeaboo meaning japanophile. If I was less drunk I'd hunt down the etymology of the terms, but suffice to say these were originally presented as burmeciaboo, etcetera.
- Faestir-born: All the stairclimbing and scrambling you had to do in Bejwaer toughened your legs. You count as being twice as tall for the maxes on high jumping. You also recieve a +2 bonus to diplomacy checks involving the Favored of Bahamut.
- Corgryn-born: Due to your extended experience with the highlands of the Corgyn-Bre, you ignore the -4 penalty for outsiders on Knowledge (Fey) checks. You also gain a +2 bonus to Diplomacy checks involving the inhabitants of the Corgyn-Bre.
- Dwarf-born: Due to long hours in the depths of Everoc, you've picked up a little bit of everything. You get a +2 bonus to all Craft checks. You also get a +2 bonus to Diplomacy checks involving the denizens of Everoc.
- Doobie-born: You get a +2 bonus on saves versus diseases and poisons endemic to the tropics, as well as saves versus the sonic attack of the Siren Lizard. You also gain a +2 bonus on diplomacy checks with the Perfect Denizens of the Swamp of Death (As well as anyone else with this feat.)
- Drow-born: The Wila are tricksy bastards, and living among them imprinted this on you. You get a +2 to Sense Motive checks to avoid being conned. You also get a +2 bonus to Diplomacy checks when dealing with the people of Zirnitraog.
- Elf-born: Due to your extended time around the experts of Vanawill, you get a +2 Perfection bonus to the profession skill of your choice. You also receive a +2 bonus to Diplomacy checks involving the inhabitants of Londerfell (Generally elves and others with this feat.)
- Gnoll-born: The wilds of Vilous and Lindwurm are harsh places, unfit for the unprepared. For those that know them however there is a bounty of life just within reach. You get a +2 bonus on Survival checks made to get along in the wilderness, and can go one additional day without water. You also get a +2 bonus to Diplomacy when dealing with the Tribes of Vilious, as well as anyone else who has this feat.
- Goblin-born: You gain a +1 bonus to attack and damage rolls against undead, from special training obtained with the Ugly Folk. You also gain a +2 bonus to Diplomacy checks involving the inhabitants of the Sundered Isles, the Tribes of Furnshakt, or anyone else who has this feat.
- Kobold-born: You get a +1 luck bonus to the save of your choice, due to the innocent's favor bestowed on you. You also get a +2 bonus to Diplomacy when dealing with the people of any Home.
- Lizardfolk-born: The libraries of Rs are closed to pretty much everyone. Some lucky few manage to get a foot in the door, and find the experience very rewarding. You get a +2 bonus to any three knowledge skills (Chosen when you take this feat). You also get a +2 bonus to Diplomacy checks when dealing with the Followers of PROGRESS! (and anyone else who has this feat.)
- Sergal-born: You get a +2 bonus to AC vs. touch attacks made to establish a grapple, due to roughousing with the inhabitants of the Tatola Plains. You also get a +2 to Diplomacy rolls with Sergals of both varieties, as well as anyone else who has this feat.
Monsters
Dullette
Huge Magical Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +2
Speed: 40 ft. (8 squares),
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +9/+25
Attack: Bite +16 melee (2d8+8)
Full Attack: Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Qualities: Darkvision 60 ft., low-light vision,
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Listen +9, Spot +3
Feats: Alertness, Iron Will, Weapon Focus (bite)
Environment: Temperate hills
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)
Level Adjustment: —