After I made sure to buy the module of "Keep on the Shadowfel," WotC releases it for free.
FREE
I PAID for it and now they are giving it away!
And some people say it's to get 'good will' after the recent 'scandal,' but no, WotC hates me, apparently.
So everyone, go download it. EVERYONE! Crash their servers with all your downloads!
BWAHAHAHAHA!
Ok, seriously now, its cool that they are releasing it to try to make up for what they did, but it kinda invalidates it for people who paid money for it. Luckily, I got a hard copy, I can't imagine how those who got a digital copy must feel. Probably something like the rambling above.
First they make it so they can't download the things they paid for, then they give them away for free to everyone.
Way to go, Wotc, way to go.
Wednesday, April 29, 2009
Monday, April 27, 2009
Optimized Characters: Start With the Racal Powers
One of my favorite things to do with 4e, especially with the character builder, is create characters with a theme. Sometimes that theme is just to make that character as powerful as possible, while other times its to use a certain subject, be it crunch or fluff, and run with it.
A major aspect of this can start with which race you pick for your character, and the racial power is a big part of that.
Attacks
Dragonborn - Who doesn't want fire breath?
Half-Elf - Get another class's at-will as an encounter power.
Human - Get an extra at-will.
Bladeling - Explosion of spikes attack!
Fire Soul Genasi - Immediate reaction fire attack.
Minotaur - Charge and use racial attack.
Orc - Attack and use a healing surge.
Buffs
Tiefling - Bonus to attack and damage if enemy hit you.
Deva - Bonus to attack, saving throw, skill or ability check.
Goliath - Resist 5 all for a round (scale up with tier).
Half-Orc - Extra damage on hit.
Longtooth Shifter - Damage bonus, regeneration.
Razorclaw Shifter - speed bonus, and bonus to defenses.
Bugbear - Bonus damage when you have combat advantage.
Storm Soul Genasi - Extra damage with thunder attacks.
Githzerai - Bonus to all defenses.
Gnoll - Extra damage on a charge.
Second Chances
Elf - Reroll a missed attack.
Halfling - Enemy rerolls a hit.
Movements
Eladrin - Teleport 5 squares.
Water soul Genasi - Shift up to your speed.
Wind Soul Genasi - FLY!
Githyanki - You or youally fly.
Goblin - Shift when missed by an attack.
Kobold - Shift as a minor action.
Shadar-Kai - Teleport and become insubstantial.
Other-
Dwarf - No racial power, but more features than you can shake a stick at.
Gnome - Turn invisible and wizard's cantrip.
Doppelganger - Can shapeshift into another humanoid.
Drow - Create a cloud of darkness or outline an enemy to make them easier to hit.
Earth soul Genasi - Knock enemies prone.
Hobgoblin - Automatically get a saving throw when you get a condition that a save can end.
Warforged - Gain HP or temporary HP.
I donno about you, but writing this has given me some more ideas for characters. It would be difficult but a fire soul Genasi that focuses on immediate interrupts, or a half-elf/dragonborn/bladeling that has as many encounter powers as possible. Ok, both of these are tricky build ideas, but can you think of any better ones based on a racial power?
A major aspect of this can start with which race you pick for your character, and the racial power is a big part of that.
Attacks
Dragonborn - Who doesn't want fire breath?
Half-Elf - Get another class's at-will as an encounter power.
Human - Get an extra at-will.
Bladeling - Explosion of spikes attack!
Fire Soul Genasi - Immediate reaction fire attack.
Minotaur - Charge and use racial attack.
Orc - Attack and use a healing surge.
Buffs
Tiefling - Bonus to attack and damage if enemy hit you.
Deva - Bonus to attack, saving throw, skill or ability check.
Goliath - Resist 5 all for a round (scale up with tier).
Half-Orc - Extra damage on hit.
Longtooth Shifter - Damage bonus, regeneration.
Razorclaw Shifter - speed bonus, and bonus to defenses.
Bugbear - Bonus damage when you have combat advantage.
Storm Soul Genasi - Extra damage with thunder attacks.
Githzerai - Bonus to all defenses.
Gnoll - Extra damage on a charge.
Second Chances
Elf - Reroll a missed attack.
Halfling - Enemy rerolls a hit.
Movements
Eladrin - Teleport 5 squares.
Water soul Genasi - Shift up to your speed.
Wind Soul Genasi - FLY!
Githyanki - You or youally fly.
Goblin - Shift when missed by an attack.
Kobold - Shift as a minor action.
Shadar-Kai - Teleport and become insubstantial.
Other-
Dwarf - No racial power, but more features than you can shake a stick at.
Gnome - Turn invisible and wizard's cantrip.
Doppelganger - Can shapeshift into another humanoid.
Drow - Create a cloud of darkness or outline an enemy to make them easier to hit.
Earth soul Genasi - Knock enemies prone.
Hobgoblin - Automatically get a saving throw when you get a condition that a save can end.
Warforged - Gain HP or temporary HP.
I donno about you, but writing this has given me some more ideas for characters. It would be difficult but a fire soul Genasi that focuses on immediate interrupts, or a half-elf/dragonborn/bladeling that has as many encounter powers as possible. Ok, both of these are tricky build ideas, but can you think of any better ones based on a racial power?
Labels:
4e,
Character,
dungeons and dragons,
idea,
RPG
Friday, April 24, 2009
Monster Mania
I was having a conversation with Ravyn from Exchange of Realities. She pointed out that her RPG design company, Victorious Press, is looking for new designers and suggested I apply. The application involves using a D&D 3.5e random monster generator and filling in the blanks, both crunch and fluff. Here are some of my favorite results and my ideas for them:
Large, undead, aquatic swarm
Aquatic kobold village finds evil item, turns them undead and controls them. It causing them to attack any creature or ships that travels by, especially those that have gold or magical items. The swarm has been growing bolder lately, attacking nearby villages as well.
fine evil animal
Little on size, big on evil. These mice are known for their nastiness, having red eyes and black fur except for a red stripe on their backs. Their bites themselves do little damage, but they are both poisonous and carry diseases unimaginable.
colossal aberration (air)
A large balloon-like monster, these aberrations float around in the sky and attack smaller flying creatures and ships, or if they are hungry enough, land creatures. Their stomach is filled with a lighter than air corrosive gas that breaks down nearly anything that it eats.
large archon ooze
These oozes from the negative energy planes have evolved in such a way that they only consume non-good creatures, evil ones more quickly. After one comes into contact with a good creature, it ignores it and moves onto the next target.
small plant angel
Cherub like plant creatures from positive energy planes, servants of nature gods, sworn to protect nature.
Diminutive Elemental
Itty-bitty elemental of every element, look like a small ball of their element with legs (think of the soot sprites from spirited away). A town, with very small portals to the elemental planes (or elemental chaos for 4e) that let these through, captures them for use during their day to day activities. Fire ones are used to cook, start fires, and as lights. Water ones are used to wash clothes by moving the water, and earth ones are used to move the earth for farming (they have some control over their element). Air ones are used to keep air flowing in mines. Adventurers are commonly sent out to capture them as they can be tricky when wild. Wind ones can fly, and water ones can swim, earth ones sink, and fire ones can't touch water.
Alternate: The town has figured out a way to extract a part of their soul in the form of an elemental. The type of the elemental is dependent on the person's personality.
Tiny Ooze (Good, Swarm, Reptilian)
There are no words.
None.
Fine Construct
Its a little, clockwork kobold!
Well, that's eight ideas for monsters, this weekend I'll pick one and write up the rest of it. I may even convert it to 4e for fun. For now, I need to get some sleep and read up on 3.5, its been a while since I played it.
So, tell me what you think! Comment!
Large, undead, aquatic swarm
Aquatic kobold village finds evil item, turns them undead and controls them. It causing them to attack any creature or ships that travels by, especially those that have gold or magical items. The swarm has been growing bolder lately, attacking nearby villages as well.
fine evil animal
Little on size, big on evil. These mice are known for their nastiness, having red eyes and black fur except for a red stripe on their backs. Their bites themselves do little damage, but they are both poisonous and carry diseases unimaginable.
colossal aberration (air)
A large balloon-like monster, these aberrations float around in the sky and attack smaller flying creatures and ships, or if they are hungry enough, land creatures. Their stomach is filled with a lighter than air corrosive gas that breaks down nearly anything that it eats.
large archon ooze
These oozes from the negative energy planes have evolved in such a way that they only consume non-good creatures, evil ones more quickly. After one comes into contact with a good creature, it ignores it and moves onto the next target.
small plant angel
Cherub like plant creatures from positive energy planes, servants of nature gods, sworn to protect nature.
Diminutive Elemental
Itty-bitty elemental of every element, look like a small ball of their element with legs (think of the soot sprites from spirited away). A town, with very small portals to the elemental planes (or elemental chaos for 4e) that let these through, captures them for use during their day to day activities. Fire ones are used to cook, start fires, and as lights. Water ones are used to wash clothes by moving the water, and earth ones are used to move the earth for farming (they have some control over their element). Air ones are used to keep air flowing in mines. Adventurers are commonly sent out to capture them as they can be tricky when wild. Wind ones can fly, and water ones can swim, earth ones sink, and fire ones can't touch water.
Alternate: The town has figured out a way to extract a part of their soul in the form of an elemental. The type of the elemental is dependent on the person's personality.
Tiny Ooze (Good, Swarm, Reptilian)
There are no words.
None.
Fine Construct
Its a little, clockwork kobold!
Well, that's eight ideas for monsters, this weekend I'll pick one and write up the rest of it. I may even convert it to 4e for fun. For now, I need to get some sleep and read up on 3.5, its been a while since I played it.
So, tell me what you think! Comment!
Labels:
dungeons and dragons,
idea,
kobolds,
RPG
Tuesday, April 21, 2009
AoA Hiatus and Another Setting
I have been having trouble writing for my Ages of Avion posts lately, and I decided that I will take a break from it until I can focus on it more. Part way through writing the "halfbreeds of Avion" post I realized that not only did I not want to make stat blocks for all of those new races, but the fluff I was writing about them was just random junk that I pulled off the top of my head and I felt it was even worse than my usual ramblings. So I am putting that aside for now, and focusing on other types of posts.
In the poll I put up, it seems most people want recurring villains, which I have a post started for, so I may work on getting that done soon. Next most desired was alternate power sourced classes (which I am looking forward to working on), followed by more optimized characters, and lastly 'something else'. I am gonna leave the poll there, in hopes that more people decide to voice their opinion.
Now, the new setting idea...
Vampires are seen as god-leaders, with their super human strength, abilities, near invulnerability, and especially their long lives. Some vampires are just rulers and wish for thier people to prosper, some simply don't care what the mortals do... But others see the humans as toys to play with, or worse... FOOD.
The vampires are weak to sunlight, causing them terrible damage, so they need deadly monsters and vicious animals under their control to protect them during the day. Many vamp hunters have found an early grave by finding out too late about a vamp's monster breeding hobby. A smart vampire will be protected by a loyal werewolf army, where as a foolish vampire will rely on his own strength.
Because they are seen as gods, the vampires can get their people to willingly let them drink their blood, or they simply slaughter someone and bathe in their blood. Some see it as an honor to have their blood drank, to feed their god, and some live in fear of the day they get picked to be bled to death. All people survive feeding a vampire who doesn't kill them for fun, and they do not turn into vampires, unless they drink the vampire's blood. The vampires, however are careful to keep that a secret.
Among the humans (and other races, if you decide to use this) there is a secret society of vampire hunters, who hunt down vampires who abuse their powers. They fight their way through castles full of monsters to the vampire's lair to slay it. It's not an easy job, but if they don't, countless will suffer.
Since the vampires are seen as gods, any characters who receive power from divine sources must search elsewhere. Some receive their powers from forgotten gods from before the time of the vampires, some from the spirits of the world itself, some from the stars and beings among them, and some from beings even worse than the vampires.
This is not going to become the new setting I am working on (at least not until I am done with AoA) but I would like your opinion of it! please post any thoughts you have on it or the ramblings above.
In the poll I put up, it seems most people want recurring villains, which I have a post started for, so I may work on getting that done soon. Next most desired was alternate power sourced classes (which I am looking forward to working on), followed by more optimized characters, and lastly 'something else'. I am gonna leave the poll there, in hopes that more people decide to voice their opinion.
Now, the new setting idea...
Vampires are seen as god-leaders, with their super human strength, abilities, near invulnerability, and especially their long lives. Some vampires are just rulers and wish for thier people to prosper, some simply don't care what the mortals do... But others see the humans as toys to play with, or worse... FOOD.
The vampires are weak to sunlight, causing them terrible damage, so they need deadly monsters and vicious animals under their control to protect them during the day. Many vamp hunters have found an early grave by finding out too late about a vamp's monster breeding hobby. A smart vampire will be protected by a loyal werewolf army, where as a foolish vampire will rely on his own strength.
Because they are seen as gods, the vampires can get their people to willingly let them drink their blood, or they simply slaughter someone and bathe in their blood. Some see it as an honor to have their blood drank, to feed their god, and some live in fear of the day they get picked to be bled to death. All people survive feeding a vampire who doesn't kill them for fun, and they do not turn into vampires, unless they drink the vampire's blood. The vampires, however are careful to keep that a secret.
Among the humans (and other races, if you decide to use this) there is a secret society of vampire hunters, who hunt down vampires who abuse their powers. They fight their way through castles full of monsters to the vampire's lair to slay it. It's not an easy job, but if they don't, countless will suffer.
Since the vampires are seen as gods, any characters who receive power from divine sources must search elsewhere. Some receive their powers from forgotten gods from before the time of the vampires, some from the spirits of the world itself, some from the stars and beings among them, and some from beings even worse than the vampires.
This is not going to become the new setting I am working on (at least not until I am done with AoA) but I would like your opinion of it! please post any thoughts you have on it or the ramblings above.
Labels:
Ages of Avion,
dungeons and dragons,
Grumbles,
idea,
Other Settings,
RPG
Monday, April 20, 2009
AFK?
Ack! I've been missing posts!
>.>
<.< Not like anyone noticed... On and off I have been working on the next Ages of Avion post (Races of Avion 4: Halfbreeds of Avion), but it is going slowly and I am having trouble finding time. Which is sad because I spend a great deal of time at home, in front of the computer. What have I been doing instead of writing the post you long for, you ask?
Spelunky
Twitter
Character Builder
I should have the next AoA post up on time and maybe I'll work in some other posts, I really should not be planning my next weekly post series until I can post ONE steadily...
Now go play Spelunky, and you will understand why I am not writing.
>.>
<.< Not like anyone noticed... On and off I have been working on the next Ages of Avion post (Races of Avion 4: Halfbreeds of Avion), but it is going slowly and I am having trouble finding time. Which is sad because I spend a great deal of time at home, in front of the computer. What have I been doing instead of writing the post you long for, you ask?
Spelunky
Character Builder
I should have the next AoA post up on time and maybe I'll work in some other posts, I really should not be planning my next weekly post series until I can post ONE steadily...
Now go play Spelunky, and you will understand why I am not writing.
Labels:
Ages of Avion,
dungeons and dragons,
Grumbles,
RPG
Monday, April 13, 2009
Poll: Decide Next Post Series on Ideamancer!
You may have noticed on the right side of this site that there is a poll. In this poll are several ideas for new series of posts that I would like to write, but don't have the time to write all of them. I created the poll to see what you people think would be the most interesting, and am writing this post to attract your attention to it and to explain what I have in mind for them.
Alternate power sources for classes
The basic premise: I will try to break down what each class of a certain power source has in common, and adjust a class of another power source to fit.
Crunch heavy, Fluff moderate, only really applicable to 4e.
Recurring Villains
The basic premise: I will come up with villains that can be thrown into any campaign, either as a henchman, general annoyance to the players, or even the main villain. I'll have several versions of them at different levels, so that your players can have a familiar face to thrash every so often.
Crunch heavy, Fluff heavy, Adaptable to any system if you want to just use the fluff (or genre if you tweak them enough)
More 'Optimized' characters
The basic premise: Along the lines of the "shifty shifter" and the damage focused bugbear I posted, but more often and possibly with some personality. I'll focus on certain game mechanics or concepts and create a character around that idea.
Crunch heavy, Fluff very light to moderate, probably not applicable to anything other than 4e
Something Else
The basic premise: No idea. Setting ideas, character concepts, reader suggestions, anything that I may have mentioned writing about but forgot.
Now, vote on the poll!
If you have an idea/question/comment for one of the above mentioned series, or another one that you think I might want to write or might actually get readers with, please write me a comment here.
Alternate power sources for classes
The basic premise: I will try to break down what each class of a certain power source has in common, and adjust a class of another power source to fit.
Crunch heavy, Fluff moderate, only really applicable to 4e.
Recurring Villains
The basic premise: I will come up with villains that can be thrown into any campaign, either as a henchman, general annoyance to the players, or even the main villain. I'll have several versions of them at different levels, so that your players can have a familiar face to thrash every so often.
Crunch heavy, Fluff heavy, Adaptable to any system if you want to just use the fluff (or genre if you tweak them enough)
More 'Optimized' characters
The basic premise: Along the lines of the "shifty shifter" and the damage focused bugbear I posted, but more often and possibly with some personality. I'll focus on certain game mechanics or concepts and create a character around that idea.
Crunch heavy, Fluff very light to moderate, probably not applicable to anything other than 4e
Something Else
The basic premise: No idea. Setting ideas, character concepts, reader suggestions, anything that I may have mentioned writing about but forgot.
Now, vote on the poll!
If you have an idea/question/comment for one of the above mentioned series, or another one that you think I might want to write or might actually get readers with, please write me a comment here.
Saturday, April 11, 2009
Multiclass/Dualclass
I don't usually comment on updates from the D&DI, but sometimes I just feel like writing about something.
Another thing I don't usually do (rather, AVOID doing) is listen to people complain about 4th edition. But, with how much people complain, I've still heard all of the complaints people have. One of them is that 4e doesn't have as much customization as 3.x.
Well, duh.
4e is:
A) Simplified
B) Extensively worked on to make everything balanced.
C) Not as old as 3.x, thus not having as many source books to draw from.
A and B are not likely to change, but C is definitely changing at an alarming rate. And with that statement, I'd like to get into the main topic I started writing this post for: New multiclassing rules, AKA dualclassing.
I have no idea where I got the term "dualclassing," I don't think that it is the official term, but I kinda like it better than "hybrid classes". Many people compare it to gestalt characters of previous editions, but I like dualclassing.
The basic idea for Dualclassing is that you take a class, chop it in half, and add that to another halved class. Viola! There are more restrictions than that, however, and the creators are so uncertain with it in its current form that they are not adding it to the character creator yet.
I feel that I am not adequately describing it... So I shall give you an example! Using Encounter-A-Day's Multiclassing tool I decided that I would create a Paladin/Ranger! Here are the things I chose for them.
Simple as that! Just add the different stats from the 'halved' classes and there you go! So here is my character:
MacGuffin
Lvl 1 Human Paladin/Ranger
Str: 18 Con: 11 Dex: 12
Int: 8 Wis: 14 Cha: 14
AC: 18
Fort: 15
Ref: 13
Will: 14
HP: 24
Bloodied: 12
Healing Surges: 9
Surge Value: 6
Class Features:
Divine Challenge (hybrid, not as much damage)
Hunter's Quarry (hybrid, only works with ranger powers)
Powers:
At will: Holy Strike, Twin Strike, Valiant Strike
Encounter: Off-hand strike
Daily: On Pain of Death
Skills: Heal, Athletics, Nature, Insight, Religion
Feats: Hybrid Talent (Two blade fighting style), Improved Initiative
Items:
Plate armor
Broadsword x2
Adventurer's Kit
Not bad, eh? Just made him up now! Cause nothing is more awesome than a dual-wielding paladin. : D
The Dualclassing system has a lot of potential, and I can't wait until PH3 comes out so I can start messing with the official rules. If you think about it, Just the 9 Hybrid class options that are given give you 36 hybrid classes to choose from, and if they release the options for all available classes as of ph3, there will be a total of 325 hybrid classes!
If my math is correct, anyway.
What do you think of that?
Another thing I don't usually do (rather, AVOID doing) is listen to people complain about 4th edition. But, with how much people complain, I've still heard all of the complaints people have. One of them is that 4e doesn't have as much customization as 3.x.
Well, duh.
4e is:
A) Simplified
B) Extensively worked on to make everything balanced.
C) Not as old as 3.x, thus not having as many source books to draw from.
A and B are not likely to change, but C is definitely changing at an alarming rate. And with that statement, I'd like to get into the main topic I started writing this post for: New multiclassing rules, AKA dualclassing.
I have no idea where I got the term "dualclassing," I don't think that it is the official term, but I kinda like it better than "hybrid classes". Many people compare it to gestalt characters of previous editions, but I like dualclassing.
The basic idea for Dualclassing is that you take a class, chop it in half, and add that to another halved class. Viola! There are more restrictions than that, however, and the creators are so uncertain with it in its current form that they are not adding it to the character creator yet.
I feel that I am not adequately describing it... So I shall give you an example! Using Encounter-A-Day's Multiclassing tool I decided that I would create a Paladin/Ranger! Here are the things I chose for them.
Class | Starting HP | HP Gain/level | Healing Surges | Defense Bonuses |
Paladin | 7 | 3 | 5 | +1 Will |
Ranger | 6 | 2 | 3 | +1 Ref |
Total | 13 | 5 | 8 | +1 Will +1 Ref |
Simple as that! Just add the different stats from the 'halved' classes and there you go! So here is my character:
MacGuffin
Lvl 1 Human Paladin/Ranger
Str: 18 Con: 11 Dex: 12
Int: 8 Wis: 14 Cha: 14
AC: 18
Fort: 15
Ref: 13
Will: 14
HP: 24
Bloodied: 12
Healing Surges: 9
Surge Value: 6
Class Features:
Divine Challenge (hybrid, not as much damage)
Hunter's Quarry (hybrid, only works with ranger powers)
Powers:
At will: Holy Strike, Twin Strike, Valiant Strike
Encounter: Off-hand strike
Daily: On Pain of Death
Skills: Heal, Athletics, Nature, Insight, Religion
Feats: Hybrid Talent (Two blade fighting style), Improved Initiative
Items:
Plate armor
Broadsword x2
Adventurer's Kit
Not bad, eh? Just made him up now! Cause nothing is more awesome than a dual-wielding paladin. : D
The Dualclassing system has a lot of potential, and I can't wait until PH3 comes out so I can start messing with the official rules. If you think about it, Just the 9 Hybrid class options that are given give you 36 hybrid classes to choose from, and if they release the options for all available classes as of ph3, there will be a total of 325 hybrid classes!
If my math is correct, anyway.
What do you think of that?
Wednesday, April 8, 2009
Religions of Avion 101
Ok, Today was supposed to be the half-breed races of Avion, but due to some procrastination, I don't have enough time to finish it well enough that I would be happy with the result when it is time to post. So, here are the basics of the religions of Avion, or at least what I have so far.
First of all, there is The Creator:
He is, as the name implies, the creator of the world. Nearly everyone believes in and/or worships The Creator, but through the ages, people have some different views of what The Creator desires them to do. Essentially, its the same as the splitting of the different denominations of the christian church. During the different ages, the different churches of The Creator rise and fall, so that no two ages have all of the same churches, and some may be strong or weak during different ages.
I intend to have the different churches be somewhat based on the 9 alignments, including some evil ones popping up occasionally. People believe what they want to believe. No matter the church a cleric belongs to, The Creator still grants them power, serving to confuse the religious leaders.
And just for the record, although I am the creator of this setting, that does not mean I am The Creator of the setting? got it? good.
Secondly there are the Aesir, named after the norse gods.
Think of the roman/greek gods, how they play with the fates of mortals and kinda soap opera-ish, the Aesir are kinda like that, but not as involved. And by involved, I mean none of them sleep with everything that moves. (I'm looking at you, Zeus) They were created by The Creator to watch over the worlds, each given a certian domain to control and keep in order.
Watching over the other Aesir, Xo was created to keep order among the Aesir and keep them from affecting the mortals beyond things that were afffected beyond their own domain. Unfortunately, Xo is the laziest of all the Aesir and really doesn't give a crap what the other Aesir do, and if The Creator returns, he plans to simply claim that the others were going behind his back. By the Second age, the other Aesir realized they could do whatever they wanted and not get in trouble. This leads to problems for the mortals. There are many Aesir, but only a few of them are well known to the mortal races.
Representing things of order: Kuro, Reht, Mien, Krant, Ordon, and Malo.
Representing neutral things: Lens, Sono, Kaza, Gainz, Pebin, Jepp, and Rilo.
Representing things of chaos: Anu, Iz, Zekk, Rone, Dyn, and Finn.
I have very little set in stone so far for the Aesir, and I plan to build on their stories as I go through the ages (which will be my task after I finish the races and then write about the classes). Clarics (and other Divine classes) can recieve their powers from an Aesir, depending on if their beleifs match that Aesir's. Here is a sample of my notes of some of the Aesir:
It is still in development, but thats the basic idea of my religion ideas for Avion. Please leave a comment as to what you think of it.
First of all, there is The Creator:
He is, as the name implies, the creator of the world. Nearly everyone believes in and/or worships The Creator, but through the ages, people have some different views of what The Creator desires them to do. Essentially, its the same as the splitting of the different denominations of the christian church. During the different ages, the different churches of The Creator rise and fall, so that no two ages have all of the same churches, and some may be strong or weak during different ages.
I intend to have the different churches be somewhat based on the 9 alignments, including some evil ones popping up occasionally. People believe what they want to believe. No matter the church a cleric belongs to, The Creator still grants them power, serving to confuse the religious leaders.
And just for the record, although I am the creator of this setting, that does not mean I am The Creator of the setting? got it? good.
Secondly there are the Aesir, named after the norse gods.
Think of the roman/greek gods, how they play with the fates of mortals and kinda soap opera-ish, the Aesir are kinda like that, but not as involved. And by involved, I mean none of them sleep with everything that moves. (I'm looking at you, Zeus) They were created by The Creator to watch over the worlds, each given a certian domain to control and keep in order.
Watching over the other Aesir, Xo was created to keep order among the Aesir and keep them from affecting the mortals beyond things that were afffected beyond their own domain. Unfortunately, Xo is the laziest of all the Aesir and really doesn't give a crap what the other Aesir do, and if The Creator returns, he plans to simply claim that the others were going behind his back. By the Second age, the other Aesir realized they could do whatever they wanted and not get in trouble. This leads to problems for the mortals. There are many Aesir, but only a few of them are well known to the mortal races.
Representing things of order: Kuro, Reht, Mien, Krant, Ordon, and Malo.
Representing neutral things: Lens, Sono, Kaza, Gainz, Pebin, Jepp, and Rilo.
Representing things of chaos: Anu, Iz, Zekk, Rone, Dyn, and Finn.
I have very little set in stone so far for the Aesir, and I plan to build on their stories as I go through the ages (which will be my task after I finish the races and then write about the classes). Clarics (and other Divine classes) can recieve their powers from an Aesir, depending on if their beleifs match that Aesir's. Here is a sample of my notes of some of the Aesir:
Kuro is basicly the angel of death, he fell in love with a mortal but once she died and he could no longer be with her, he went from being nice and friendly to being cold and scary to the souls he collects. Despite being of opposite alignments (law and chaos), or parhaps because of it, Kuro and Zekk (Aesir of weather) are best friends. Zekk has a crush on Rone (Aesir of Love, Chaos indeed)
It is still in development, but thats the basic idea of my religion ideas for Avion. Please leave a comment as to what you think of it.
Labels:
Ages of Avion,
dungeons and dragons,
idea,
RPG
Tuesday, April 7, 2009
OMG! WOTC MADE A BUSINESS DECISION!
Edit:This was posted earlier today, but for whatever reason, the RPGBN didn't pick it up, so I'm reposting it so its visible for people to read.
Seriously?
WotC decides to do something and every last RPG blogger has to write about it? (slight exaggeration)
I admit that their move is somewhat questionable and could cost them in the end, but is it really necessary to have 8 posts on it? And I understand that there are RPG news blogs in our ranks, but it kinda just seems a little silly for there to be that many posts on the same info.
my apologies for dragging you into this, but Ubiquitous Orcs made a reference to the multiple postings:
Maybe I'm just tired, maybe I'm subconsciously trying to get more hits, but for whatever reason, this is bugging me.
As I was writing this, two more on the same topic were posted...
Seriously?
WotC decides to do something and every last RPG blogger has to write about it? (slight exaggeration)
I admit that their move is somewhat questionable and could cost them in the end, but is it really necessary to have 8 posts on it? And I understand that there are RPG news blogs in our ranks, but it kinda just seems a little silly for there to be that many posts on the same info.
my apologies for dragging you into this, but Ubiquitous Orcs made a reference to the multiple postings:
"For those of you who just dropped in from RPGBN or other quality places, there's no doubt you've already read the news about WoTC's move to pull all WoTC-related PDFs from the various download sites such as Drive-Thru RPG and Paizo..."If he has no doubt that everyone who came from the RPGBN has heard of it, it may be a sign that too many people are talking about it.
Maybe I'm just tired, maybe I'm subconsciously trying to get more hits, but for whatever reason, this is bugging me.
As I was writing this, two more on the same topic were posted...
Monday, April 6, 2009
Random Idea: Inspiration block demon
Ok, I know I said I was gonna write about WonderCon, But I never did. So here is an idea inspired by the last event of the con: The sing along Buffy the Vampire Slayer musical episode.
Inspiration block demon:
The opposite of a muse. Causer of writer's block, instigator of procrastination, and all around pain in the rear for creative types.
And that's all I got before my thinking of it caused it to come into existence and start plaguing me.
No not really, I'm always like that.
But, as with the Buffy demon that made everyone sing and dance, it really does fit an actual story better, rather than a RPG, unless you can get your players to agree to not do anything inspired. Or just not allow them to. Or make it invinceable to inspired attacks.
To be honest, all I can see is that the smart character keeps trying to think of something to stop the monster, but is completly unable to form an idea. Then another character (who has this as an answer to all problems) simply pulls an "Indy" and just shoots the demon, prompting its final words, "How uninspired..."
Inspiration block demon:
The opposite of a muse. Causer of writer's block, instigator of procrastination, and all around pain in the rear for creative types.
And that's all I got before my thinking of it caused it to come into existence and start plaguing me.
No not really, I'm always like that.
But, as with the Buffy demon that made everyone sing and dance, it really does fit an actual story better, rather than a RPG, unless you can get your players to agree to not do anything inspired. Or just not allow them to. Or make it invinceable to inspired attacks.
To be honest, all I can see is that the smart character keeps trying to think of something to stop the monster, but is completly unable to form an idea. Then another character (who has this as an answer to all problems) simply pulls an "Indy" and just shoots the demon, prompting its final words, "How uninspired..."
Labels:
dungeons and dragons,
idea,
random,
RPG
Saturday, April 4, 2009
Interesting Player Idea
During my last few D&D sessions ( which I need to catch up on), one of the players wanted something to do with her minor action so she was experimenting with her cantrips. She was new to the game, and had tried to randomly use "Ghost Sound" with out any real purpose. I have a tendency to believe that everything done in a battle should have some purpose, so it irked me a little. During our last session she decided to use "Mage Hand" which brought up the concept of stealing arrows and then dropping them on their owner's head.
This, while a fun concept, was something that I was not quite sure how to handle. So here is my idea of how this might go (making this up as I write it):
Assuming the owner of the arrows is distracted (battle or w/e), the hand grabs 1d10 (maybe 1d8?) arrows, and lifts them up a square or two up, then back down ward, for momentum, and releases the arrows back on the victim. For every 4 arrows, roll 1d4, and that is how many hit, for remainders, roll d3 or d2 depending on how many are left, or the arrow just hits when there is 1 remainder. Each arrow that hits does 1 damage.
After the huge discussion, it turned out that it was not in range anyway, and the archer died before it could be attempted.
But, please, comment your opinions on whether this is a good idea, or whatever improvements you can think of. Because, lord knows that that munchkin of a player I have will try this again.
This, while a fun concept, was something that I was not quite sure how to handle. So here is my idea of how this might go (making this up as I write it):
Assuming the owner of the arrows is distracted (battle or w/e), the hand grabs 1d10 (maybe 1d8?) arrows, and lifts them up a square or two up, then back down ward, for momentum, and releases the arrows back on the victim. For every 4 arrows, roll 1d4, and that is how many hit, for remainders, roll d3 or d2 depending on how many are left, or the arrow just hits when there is 1 remainder. Each arrow that hits does 1 damage.
After the huge discussion, it turned out that it was not in range anyway, and the archer died before it could be attempted.
But, please, comment your opinions on whether this is a good idea, or whatever improvements you can think of. Because, lord knows that that munchkin of a player I have will try this again.
Labels:
4e,
dungeons and dragons,
idea,
RPG
Wednesday, April 1, 2009
Races of Avion 3: Avion's visitors from Avito
Here are the races of Avito: Kobolds and the various races of beastfolk. The races are simple versions, being simply changes to existing races, and will be updated at some point as new, unique races.
Kobold
The Kobolds are the ruling class of Avito, and within the kobold race there are three classes: Highborn, common, and lowborn. these classes do not interbreed, due to their cultural beliefs that they should be separate. They are easily distinguishable by their coloration, which is another way that they determine who they can choose as their mate, as they always choose one of their own color, with few exceptions (kobolds never breed outside their race). This practice has become so integrated into their culture for so long that they continue to do it because cross color kobolds are commonly sterile, stillborn, or even deformed.
Common Kobold
Scale color: Red to brown (commonly rusty colors, bronze, copper, brass, etc.), green
Rules: Same as MM Kobolds, except that skill bonuses are for endurance and acrobatics. Instead of trap sense racial trait, you get "hardy breed: you gain a +1 to fortitude defense".
Other: The working class. Red and brown kobolds, and every color in between, count as one color when it comes to their mating.
Highborn Kobold
Scale color: Silver, Black, and gold.
Rules: Highborn Kobolds use the same rules as the common kobolds, except instead of the shifty power, they have the dragonborn's Dragon Breath racial power and instead of the acrobatics skill bonus you get the diplomacy skill bonus.
Other: Highborn Kobolds are the ruling class of the ruling class, they are significantly smaller in number than the common class, but greater in power and respect.
Rules: varies,
white and gray have the same rules as highborn kobolds.
Blue kobolds have the same rules as the MM kobolds except you get the gnome's reactive stealth racial trait instead of trap sense and you get the gnome's fade away ability as a minor action (instead of a immediate reaction) instead of the shifty racial ability.
Purple kobolds have the same rules as common kobolds except they get darkvision, +2 wisdom instead of +2 constitution, insight and perception skill bonuses instead of endurance and acrobatics skill bonuses, and instead of the racial trait "hardy breed" you get "Purple kobold weapon proficiency: you gain proficiency with the war pick and light war pick" and "Bold: you gain a +5 racial bonus against fear".
Other: the smallest class (in terms of population) of the kobolds, each of these colors has its own story of why it is considered lowborn.
White kobolds were once highborn, but tried a coup to take over long ago, it was unsuccessful and most of the white kobolds were killed while those that remained lost all standing.
Grey kobolds are the last known color mix to bring about a new color, from the white (when they were still highborn) and black kobolds. When the white kobolds attempted their coup the gray kobolds, who had always been small in number, were accused of working with the whites due to their bloodline being close to them and lost status as well.
Purple kobolds are a mutated color of kobolds that mined deep into the planet and did not see daylight for over a thousand years, they are believed to be the furthest mutated color from the other kobolds. They are able to see in the dark and are wiser than other kobolds, but are not as hardy. Although underground there is a number of purple kobolds to rival that of the common kobolds, on the surface they are quite rare.
Blue kobolds are chameleons- able to change the color of their scales to match their surroundings. They are commonly used for spying, theft, and even assassination. Some of the blue kobolds more in control of their color changing abilities can make themselves look like other colored kobolds or even give themselves the look of a certain kobold, passing as them, though only people that know them well would not believe the disguise. Blue kobolds are commonly treated as highborn, as having one at least appear to be your ally can improve your standing, or a least worry your rivals/enemies. That and the chameleon abilities make a great party trick.
Beastfolk
The kobolds may be the ruling class, but they are far from being the only inhabitants of Avito. The beastfolk are actually a grouping of several races, all humanoids with various levels of animal traits. They are basically sorted into three catagories: those who follow the kobold's rule, those who are members of an opposing empire, and those that simply wish to resist rule. the former are the playable races, and the others are their enemies. "good" beast folk types include cat, bear, wolf, dragon, bos, elephant, porcupine, bird, squirrel, and rabbit. "Evil" beastfolk include snake, frog/toad, lizard, and insect/bug.
Bearfolk
hair: black, brown, white (regional) (or any real life bear color not mentioned)
skin: covered in fur.
rules: play as Bugbears from mm with the following changes: change +2 dex to +2 wis, change +2 Stealth to +2 Endurance
other: Looks very similar to actual bears, but more capable of standing on two legs and has human-like hands. Very strong, and are able to use unusually large weapons. Tend to be very protective of their friends, family, and teammates.
Bosfolk
hair: black, brown, reddish brown (or any real life cattle fur color/pattern)
Skin: covered in fur
Rules: play as minotaur from MM/dragon magazine #369
Other: basically a minotaur, they tend to like mazes, and will likely follow the crowd unless angered, where they are known for their bad tempers.
Catfolk
Hair: any real life cat (including big cats) hair color/pattern
Skin: fair to light tan
Rules: play as razorclaw shifter from PH2, but change the title of "Razorclaw Shifting" to "Call of the Hunt"
other: Almost human, except for a tail, their cat ears, claw-like nails, and very short fuzz/fur that covers most of their bodies and gives their skin what appears to be patterns. they have a tendency to be playful, but also can be stubborn or ignore what people tell them to do.
Birdfolk
hair/feathers: any real life bird color/pattern, though hawk/eagle/falcon or crow/raven are more common.
Skin: light to dark tan
Rules: as Wind soul genasi (forgotten realms player's guide) with the following changes: change +2 str to +2 dex, Remove elemental origin. elemental manifestation is the wind soul manifestation
other: able to fly short distances. Lighter that most other races their size, due to their hollow bones. They enjoy hunting and tracking.
Dragonfolk
Hair: none
Skin: (scales) any common dragon color (red, blue, green, white, black, gold, silver, copper, bronze, brass) or some of the rarer dragon colors (rare; brown, purple, gray, iron, others)
rules: as dragonborn From PH
other: guardians/servants of the kobolds. The whole race is very serious, taking their protection of the kobolds and other beastfolk very seriously.
Wolf-folk
Hair: grey, brown, black, any real life wolf color
skin: covered in fur
rules: play as Githzerai from MM.
other: A very disciplined and honorable race, they hold honor above all else.
Elephant-folk
Hair- sparse gray, or covered in fur with brown or black
Skin- Gray or covered in fur
rules: Play as goliath from PH2
other: big guys, known for their great memory, a tough race. Looks like elephants that walk on hind legs and have human-like hands (legs still have normal elephant feet)
Porcupinefolk
rules- as bladelings from Manual of the Planes
Other- Just putting it out there, probably change the acid resistance when I get around to it.
Rabbitfolk
hair- any real life rabbit color
skin- covered in fur
rules- In a later post.
other- The largest of Avito's tiny races. Easily mistaken for large rabbits. Not known for cross dressing.
Squirrelfolk
hair- Any real life squirrel color
skin-covered in fur.
rules- In a later post.
other- Quite a large portion of these are evil, most are chaotic, all are a little bit crazy.
Micefolk
Hair- Any real life mouse color
Skin- Covered in fur
Rules- In a later post
other- Tiniest of the tiny races, have an ancient war with the Ratfolk.
Ratfolk
Hair- Any real life rat color
Skin- covered in fur (except for tail)
Rules- In a later post.
other- Crude, larger versions of mouse folk, commonly disliked by larger folk. At war with the micefolk.
Kobold
The Kobolds are the ruling class of Avito, and within the kobold race there are three classes: Highborn, common, and lowborn. these classes do not interbreed, due to their cultural beliefs that they should be separate. They are easily distinguishable by their coloration, which is another way that they determine who they can choose as their mate, as they always choose one of their own color, with few exceptions (kobolds never breed outside their race). This practice has become so integrated into their culture for so long that they continue to do it because cross color kobolds are commonly sterile, stillborn, or even deformed.
Common Kobold
Scale color: Red to brown (commonly rusty colors, bronze, copper, brass, etc.), green
Rules: Same as MM Kobolds, except that skill bonuses are for endurance and acrobatics. Instead of trap sense racial trait, you get "hardy breed: you gain a +1 to fortitude defense".
Other: The working class. Red and brown kobolds, and every color in between, count as one color when it comes to their mating.
Highborn Kobold
Scale color: Silver, Black, and gold.
Rules: Highborn Kobolds use the same rules as the common kobolds, except instead of the shifty power, they have the dragonborn's Dragon Breath racial power and instead of the acrobatics skill bonus you get the diplomacy skill bonus.
Other: Highborn Kobolds are the ruling class of the ruling class, they are significantly smaller in number than the common class, but greater in power and respect.
Lowborn Kobolds
Scale color: White, gray, blue, and purpleRules: varies,
white and gray have the same rules as highborn kobolds.
Blue kobolds have the same rules as the MM kobolds except you get the gnome's reactive stealth racial trait instead of trap sense and you get the gnome's fade away ability as a minor action (instead of a immediate reaction) instead of the shifty racial ability.
Purple kobolds have the same rules as common kobolds except they get darkvision, +2 wisdom instead of +2 constitution, insight and perception skill bonuses instead of endurance and acrobatics skill bonuses, and instead of the racial trait "hardy breed" you get "Purple kobold weapon proficiency: you gain proficiency with the war pick and light war pick" and "Bold: you gain a +5 racial bonus against fear".
Other: the smallest class (in terms of population) of the kobolds, each of these colors has its own story of why it is considered lowborn.
White kobolds were once highborn, but tried a coup to take over long ago, it was unsuccessful and most of the white kobolds were killed while those that remained lost all standing.
Grey kobolds are the last known color mix to bring about a new color, from the white (when they were still highborn) and black kobolds. When the white kobolds attempted their coup the gray kobolds, who had always been small in number, were accused of working with the whites due to their bloodline being close to them and lost status as well.
Purple kobolds are a mutated color of kobolds that mined deep into the planet and did not see daylight for over a thousand years, they are believed to be the furthest mutated color from the other kobolds. They are able to see in the dark and are wiser than other kobolds, but are not as hardy. Although underground there is a number of purple kobolds to rival that of the common kobolds, on the surface they are quite rare.
Blue kobolds are chameleons- able to change the color of their scales to match their surroundings. They are commonly used for spying, theft, and even assassination. Some of the blue kobolds more in control of their color changing abilities can make themselves look like other colored kobolds or even give themselves the look of a certain kobold, passing as them, though only people that know them well would not believe the disguise. Blue kobolds are commonly treated as highborn, as having one at least appear to be your ally can improve your standing, or a least worry your rivals/enemies. That and the chameleon abilities make a great party trick.
Beastfolk
The kobolds may be the ruling class, but they are far from being the only inhabitants of Avito. The beastfolk are actually a grouping of several races, all humanoids with various levels of animal traits. They are basically sorted into three catagories: those who follow the kobold's rule, those who are members of an opposing empire, and those that simply wish to resist rule. the former are the playable races, and the others are their enemies. "good" beast folk types include cat, bear, wolf, dragon, bos, elephant, porcupine, bird, squirrel, and rabbit. "Evil" beastfolk include snake, frog/toad, lizard, and insect/bug.
Bearfolk
hair: black, brown, white (regional) (or any real life bear color not mentioned)
skin: covered in fur.
rules: play as Bugbears from mm with the following changes: change +2 dex to +2 wis, change +2 Stealth to +2 Endurance
other: Looks very similar to actual bears, but more capable of standing on two legs and has human-like hands. Very strong, and are able to use unusually large weapons. Tend to be very protective of their friends, family, and teammates.
Bosfolk
hair: black, brown, reddish brown (or any real life cattle fur color/pattern)
Skin: covered in fur
Rules: play as minotaur from MM/dragon magazine #369
Other: basically a minotaur, they tend to like mazes, and will likely follow the crowd unless angered, where they are known for their bad tempers.
Catfolk
Hair: any real life cat (including big cats) hair color/pattern
Skin: fair to light tan
Rules: play as razorclaw shifter from PH2, but change the title of "Razorclaw Shifting" to "Call of the Hunt"
other: Almost human, except for a tail, their cat ears, claw-like nails, and very short fuzz/fur that covers most of their bodies and gives their skin what appears to be patterns. they have a tendency to be playful, but also can be stubborn or ignore what people tell them to do.
Birdfolk
hair/feathers: any real life bird color/pattern, though hawk/eagle/falcon or crow/raven are more common.
Skin: light to dark tan
Rules: as Wind soul genasi (forgotten realms player's guide) with the following changes: change +2 str to +2 dex, Remove elemental origin. elemental manifestation is the wind soul manifestation
other: able to fly short distances. Lighter that most other races their size, due to their hollow bones. They enjoy hunting and tracking.
Dragonfolk
Hair: none
Skin: (scales) any common dragon color (red, blue, green, white, black, gold, silver, copper, bronze, brass) or some of the rarer dragon colors (rare; brown, purple, gray, iron, others)
rules: as dragonborn From PH
other: guardians/servants of the kobolds. The whole race is very serious, taking their protection of the kobolds and other beastfolk very seriously.
Wolf-folk
Hair: grey, brown, black, any real life wolf color
skin: covered in fur
rules: play as Githzerai from MM.
other: A very disciplined and honorable race, they hold honor above all else.
Elephant-folk
Hair- sparse gray, or covered in fur with brown or black
Skin- Gray or covered in fur
rules: Play as goliath from PH2
other: big guys, known for their great memory, a tough race. Looks like elephants that walk on hind legs and have human-like hands (legs still have normal elephant feet)
Porcupinefolk
rules- as bladelings from Manual of the Planes
Other- Just putting it out there, probably change the acid resistance when I get around to it.
Rabbitfolk
hair- any real life rabbit color
skin- covered in fur
rules- In a later post.
other- The largest of Avito's tiny races. Easily mistaken for large rabbits. Not known for cross dressing.
Squirrelfolk
hair- Any real life squirrel color
skin-covered in fur.
rules- In a later post.
other- Quite a large portion of these are evil, most are chaotic, all are a little bit crazy.
Micefolk
Hair- Any real life mouse color
Skin- Covered in fur
Rules- In a later post
other- Tiniest of the tiny races, have an ancient war with the Ratfolk.
Ratfolk
Hair- Any real life rat color
Skin- covered in fur (except for tail)
Rules- In a later post.
other- Crude, larger versions of mouse folk, commonly disliked by larger folk. At war with the micefolk.
Labels:
4e,
Ages of Avion,
dungeons and dragons,
kobolds,
RPG
Subscribe to:
Posts (Atom)