Saturday, January 30, 2010
Another sandbox idea
Done..
Friday, January 29, 2010
Sourcebook
- Fighters up to 5th level, Magic-users up to 8th level, and thieves up to 6th level.
-Being a mystical race honing the secrets and gifts of 'magic' they can memorize one additional level one spell
-Exer have four limbs and as such can easily use all of them for attack thus gaining a +1 to melee attacks.
-+2 vs. magic
Sunday, January 24, 2010
Origins of Vulkara
Origins
Vulkara is a small planet circled with three moons ,(Plantis, Orsis, Rumis), and two suns one red and one bright white (Se and Une). Eons ago before the age of ruins and before the Blessed age their where the old ones, beings immortal with powers beyond comprehension. They brought all that was to the world of Vulkara, they are said to have descended from the heavens finding the primitive lifeforms ,they multiplied them into new life and gave them awareness. The lifeforms worshiped them as we would know as gods and the old ones ruled the lands protecting the lesser beings but with the cost of devotion and worship.
After more then 3 ages they ruled until the time of the awakening. The populace of Vulkara found that with ignorance came bliss until they realized they where nothing more then slaves. They rebelled against the old ones driving them back to the heavens to never be seen again. The new age brought a rise of mighty kingdoms ruled by various races which had evolved over time thanks to the mighty powers of the Old Ones. Rulers and kingdoms clashed in mighty battles over the jungles of tarnis to the slopes of the grul mountains until out of the ashes rose the empire spoken in the age of ruin as the Kingdom of Vex-ere. For over 50 generations the kingdom flourished until the mighty line of emperors and empresses had vanished and the lands were left without a strong ruler.
The lands slowly fell into decay and once mighty spires of the once great cities feel to ash. This is the time of ruins this is the savage lands of Vulkara.
Races of vulkara
Giant Kin: Can be fighters up to 6th level.
Being near tall and lumbering they have some natural strength that is just natural to their race as such they gain +1 to damage with melee weapons.
They are naturally magic resistant and gain +4 vs. magic and +2 vs. poison.
Giant Kin are easy targets and as such are at a +1 to hit
Being hardy folk they gain a +1 to all hit die rolls.
Lizard folk
Can be fighters up to 5th level, Magic-users up to 4th level and thieves up to 6th level.
-1 to hit because of their naturally hardened scales.
Can use their claws as natural weapons dealing one damage die
+2 saving throws vs. poison's
Moloch's (Primitive jungle dwelling folk)
Can be fighters up to 4th level and thieves up to 6th level.
+2 to hit with missile weapons
-1 to hit for small size
+4 saving throws vs magic
When being actively stealthy they gain +1 to surprise
Amazons
As per elf men and magic..
Just ideas that are subject to change..
Saturday, January 23, 2010
Vulkara
None of the standard races as per the usual. Some ideas i have so far will be Lizard-Men, Giant-Kin, Morlocks (tiny subterranean race), maybe amazons or something of the like...
Fighters, and magic-users will stay i do not see any reason to change the magic system but i will be removing clerics and adding in a home brewed thief. I am thinking about re imaging the combat system to suite my tastes that will only need d6's and also changing saving throws to suite these tastes as well. I also am going to kind of sci-fi things up a bit with giant lizards as mounts and variant armor and weapons.