Character Options (and Homebrewed Rules)

The homebrew world of Knightfall.

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Re: Kulan [Character Options]

Post by Knightfall » Sat Mar 19, 2011 10:57 pm

Nanesa’s Underwater Lantern
Conjuration (Creation) [Light]
Level: Brd 5, Clr/Fvs 5, Drd 5, Pal 5, Sor/Wiz 5, Undersea 4
Components: S, M/DF
Casting Time: 1 standard action
Range: Personal
Effect: Conjures one magical bullseye lantern made of coral
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures a magical bullseye lantern constructed of coral. Nanesa’s underwater lantern illuminates an area exactly as a normal bullseye lantern does. Thus, Nanesa’s underwater lantern provides clear illumination in a 60-ft cone and shadowy illumination in a 120-ft. cone.

The lantern can be carried in one hand and can be shuttered like a normal bullseye lantern. Once the spell’s duration ends, the lantern fades away.
Note that this spell can only be cast underwater. If brought into an air-based environment the lantern’s magic is permanently negated.

If Nanesa’s underwater lantern is brought into an area of magical darkness (or vice versa) then it is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Nanesa’s underwater lantern counters or dispels any darkness-based spell of equal or lower level, such as darkness and deeper darkness.

Component: A piece of preserved coral.


Nightmare Manifest
Illusion (Shadow) [Evil, Fear]
Level: Fear 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies (see text)
Spell Resistance: No (see text)

You use the material from the Plane of Twilight to make a target creature’s worst nightmare manifest as quasi-real shadow creatures, objects, or event. The caster must make a successful ranged touch attack against the target creature in order for the spell’s power to reach into the creature’s subconscious mind and learn its greatest fear. A caster need not make an attack roll against a prone or unconscious target.

Once this initial attack has succeeded the nightmare then manifests adjacent too the target creature in whatever form is appropriate to how the nightmare creature, object, or event would appear to the target creature. This means that the conjured creature, object, or event is often distorted in some dark, twisted manner and is intensely frightening to behold. All those that interact with the conjured object, event, or creature can make Will saves to recognize its shadowy nature. The target creature’s Will save is one and a half times the normal DC in order to save against this spell. Those that do make their save see through the illusion.

Those, besides the target creature, that fail at their saves suffer a -1 morale penalty on saving throws due to the fear that nightmare manifest causes in those that interact with the conjured object, creature, or event. If the target creature fails its save then it becomes panicked. It suffers a -2 morale penalty on saving throws, and it flees the region where nightmare manifest is in effect. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. (See DMG for more information on fear-panicked creatures.)

Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelivers, they are one-fifth strength or 20% likely to work.

Shadow creatures have one-fifth the normal hit points (regardless of whether they’re recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creature’s damage is one-fifth normal, and all special abilities that do not produce damage (in hit points) are 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one fifth as large (so a +10 total bonus resulting in AC 15 would change to a +2 total bonus for a new AC of 11).

Those who succeed at their saves see nightmare manifest as transparent images superimposed on vague, shadowy forms.


Rebus Speak
Divination
Level: Brd 1, Clr/Fvs 4, Sor/Wiz 3
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Dabus touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

As per tongues, except it only allows the caster to speak and understand the rebus talk of the dabus of Sigil.

Rebus speak cannot be made permanent.

Material Component: A small clay statuette of a dabus.

Special: In the Mirrored Cosmology, tongues cannot interpret the rebus talk of the dabus of Sigil.


Sonic Blast
Evocation [Sonic]
Level: Sor/Wiz 4, Wmg 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release an invisible, powerful blast of sonic energy that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The blast begins at your fingertips.
Any creature within the area is also deafened for 2d6 rounds and stunned for 1d4 rounds. A successful Fortitude negates these effects. Any exposed brittle or crystalline object or crystalline creature takes twice the normal amount of sonic damage. (Crystalline creatures do not gain an additional save beyond the Reflex save.)

A deaf character, in addition to the obvious effects, suffers a -4 penalty on initiative and 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

The sonic blast spell cannot penetrate the spell silence.


Sonic Blast, Chained
Evocation [Sonic]
Level: Sor/Wiz 6, Wmg 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One primary target plus one secondary target/2 levels (each must be within 30 ft. of the primary target).
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates an invisible sonic discharge that begins as a single concussive blast commencing from your fingertips. Unlike sonic blast, chained sonic blast strikes one object or creature initially, then arcs to other targets.

The blast deals 1d6 points of sonic damage per 2 caster levels (maximum 10d6) on the primary target. After the blast strikes, the sonic energy can arc to as many secondary targets as you have levels. The secondary blasts each strike one target and deal half as many dice of damage as the primary (rounded down). All subjects can attempt Reflex saving throws for half damage. You choose secondary targets as you like, but they must be within 30 feet of the primary target, and no target can be struck more than once. You cannot choose to affect fewer secondary targets than the maximum.

The primary target is also deafened for 2d6 rounds and stunned for 1d4 rounds, while all secondary targets are deafened for 1d4 rounds. A successful Fortitude negates these effects. Any exposed brittle or crystalline object or crystalline creature takes twice the normal amount of sonic damage. (Crystalline creatures do not gain an additional save beyond the Reflex save.)

A deaf character, in addition to the obvious effects, suffers a -4 penalty on initiative and 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

The chained sonic blast spell cannot penetrate the spell silence.


Sonic Blast, Deadly
Evocation [Death, Sonic]
Level: Sor/Wiz 4, Wmg 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Area: 25-ft. radius spread centered on the caster, first 5 ft. of area is unaffected
Duration: Instantaneous
Saving Throw: Special [see text]
Spell Resistance: Yes

The deadly sonic blast spell is a burst of energy that detonates with a loud thunderous roar and deals 1d6 points of sonic damage and 1d6 points of negative energy damage per three caster levels (maximum 5d6 sonic + 5d6 negative energy) to all creatures within the area, except those that are within the first 5 feet of the caster. The spell is always centered on the caster of the spell, who is unaffected. A successful Reflex save halves the amount of damage done. Note that undead creatures are, ironically, healed by the negative energy damage produced by this spell, but they do take the sonic damage normally.

Any creature within the area is also deafened for 2d6 rounds and stunned for 1d4 rounds. A successful Fortitude negates these effects. Any exposed brittle or crystalline object or crystalline creature takes twice the normal amount of sonic damage. (Crystalline creatures do not gain an additional save beyond the Reflex save.)

A deaf character, in addition to the obvious effects, suffers a -4 penalty on initiative and 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

The deadly sonic blast spell's sonic damage cannot penetrate the spell silence, although the negative energy damage does.
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Re: Kulan [Character Options]

Post by Knightfall » Sat Mar 19, 2011 11:02 pm

Thundercloud
Conjuration (Summoning) [Electricity, Sonic]
Level: Elm (Air/Water) 4, Clr/Fvs 5, Sky 4, Sor/Wiz 5, Weather 5, Wmg 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cloud centered on creature spreads 30 ft., 20 ft. high
Duration: 1 minute/level
Saving Throw: Reflex partial [see text]
Spell Resistance: Yes

This spell conjures a bank of dark thunderous clouds that arise around the victim, which deals sonic and electrical damage, as well as obscures sight.

The dense clouds obscure all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

Any creature caught in the spell's area suffers 1d6 points of sonic damage and 1d6 points of electricity damage per three caster levels (maximum 5d6 sonic + 5d6 electrical). A successful Reflex save halves the amount of damage done.

Any creature within the area is also deafened for 2d6 rounds and stunned for 1d4 rounds. A successful Fortitude negates these effects. Any exposed brittle or crystalline object or crystalline creature takes twice the normal amount of sonic damage. (Crystalline creatures do not gain an additional save beyond the Reflex save.)

A deaf character, in addition to the obvious effects, suffers a -4 penalty on initiative and 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

A moderate wind (11+ mph), such as from the gust of wind spell, disperses the cloud in 4 rounds. A strong wind (21+ mph) disperses the cloud in 1 round. Fireball, flame strike, wall of fire and similar fire-related spells do not have an effect on the cloud created by this spell.

The thundercloud spell's sonic damage cannot penetrate the spell silence, although the electricity damage does. This spell does function underwater but without the obscuring effect.


Wanda's Crawling Force Blast
Evocation [Fear, Force, Mind-Affecting]
Level: Drd 7, Sor/Wiz 6, Insect 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

This spell is a blast of force energy that explodes with little or no noise, deals 1d6 points of force damage per caster level (maximum 10d6) to all creatures within the area, and makes victims believe insects are crawling on them. Inanimate objects cannot be damaged by the spell and the blast creates no pressure. A successful Reflex save halves the force damage done.

After Wanda's crawling force blast explodes, victims must also make a Will save or become panicked for 1d4 rounds, as they believe that tiny beetle-like insects are crawling all over their bodies. A successful save negates this mind-affecting fear effect. Panicked victims suffers a -2 morale penalty on saving throws, and cower until the effect ends. (See DMG for more information on fear-panicked creatures.)

The character determines the range (distance and height) at which Wanda's crawling force blast is to explode. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into Wanda's crawling force blast at that point (an early impact results in an early explosion). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and explodes prematurely.

Material Component: A beaded necklace painted white.


Wanda's Crawling Force Missile
Evocation [Fear, Force, Mind-Affecting]
Level: Drd 4, Sor/Wiz 3, Insect 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Will partial negates
Spell Resistance: Yes

A force missile of magical energy darts forth from your fingertip, unerringly strikes its target, and makes the victim believe insects are crawling on her. The force missile deals 1d4+1 points of damage.

No attack roll is required, as Wanda's crawling force missile strikes unerringly, even if the target has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects cannot be damaged by the spell.

After the crawling force missile strikes, the victim must make a Will save or become panicked for 1d4 rounds, as she believes that tiny beetle-like insects are crawling all over her body. A successful save negates this mind-affecting fear effect. A panicked victim suffers a -2 morale penalty on saving throws, and cowers until the effect ends. (See DMG for more information on fear-panicked creatures.)

For every three levels of experience past 3rd, you gain an additional missile. You have two at 6th level, three at 9th level, and the maximum of fur at 12th level or higher. You can have them strike a single creature or several creatures. You must designate targets before you roll for SR or determine damage.

Material Component: An arrow painted white.


Wanda's Forceful Tornadic Blast
Evocation [Force]
Level: Elm (Air) 5, Sky 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell is a blast of force energy that explodes, accompanied by a roaring tornado-like wind and deals 1d6 points of force damage per caster level (maximum 10d6) to all creatures within the area. Inanimate objects cannot be damaged by the force effect of this spell.

This spell creates high-powered winds when the blast erupts, as per Wind Effects in DMG. Any creature of Large size or smaller that fails its Reflex save is blown away, while Huge creatures are knocked down and Gargantuan or Colossal creatures are checked. (See DMG for information on Wind Effect on Creatures.)

The character determines the range (distance and height) at which Wanda's forceful tornadic blast is to explode. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into Wanda's forceful tornadic blast at that point (an early impact results in an early explosion). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and explodes prematurely.

All flames within the area, when the bead explodes, are extinguished by this spell. Unattended inanimate objects must make a successful Fortitude save or be destroyed by the powerful winds that accompany this spell.
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Re: Character Options

Post by Knightfall » Wed Dec 14, 2011 5:50 am

Domains of Kulan


  • OFFICIAL D&D DOMAINS
    Player's Handbook
    Air|Earth|Law|Sun Animal|Evil|Luck|Travel Chaos|Fire|Magic|Trickery Death|Good|Plant|War Destruction|Healing|Protection|Water |Knowledge|Strength|
    Spell Compendium*
    Balance|Elf|Mentalism|Rune Cavern|Envy|Metal|Scalykind Celerity|Family|Mind|Slime Charm|Fate|Moon|Sloth Cold|Force|Mysticism|Spell Community|Glory|Nobility|Spider Competition|Gluttony|Ocean|Storm Courage|Gnome|Oracle|Suffering Craft|Greed|Orc|Summoner Creation|Halfling|Pact|Time Darkness|Hatred|Pestilence|Trade (†) Deathbound|Hunger|Planning|Tyranny Domination|Illusion|Portal|Undeath Dragon|Inquisition|Pride|Wealth Dream|Liberation|Purification (†)|Windstorm Drow (‡)|Lust|Renewal|Wrath Dwarf|Madness|Retribution| [b]Planar Domains[/b]||| Abyss|Baator|Elysium|Limbo Arborea|Celestia|Hades [called Tuonela]|Mechanus
    * Many of these domains are duplicated in another reference, but players should use Spell Compendium before any other sourcebook, unless the DM says otherwise.
    † See under “New Domains” for replacements for these domains.
    ‡ Not available for a World of Kulan campaign.
Last edited by Knightfall on Wed Dec 14, 2011 7:32 am, edited 1 time in total.
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Re: Character Options

Post by Knightfall » Wed Dec 14, 2011 7:01 am

Book of Exalted Deeds
Celestial|Joy Endurance|Pleasure Fey|Wrath * Herald|
* See Spell Compendium.

Book of Vile Darkness
Bestial|Diabolic * Demonic *|Pain
* Domain has been updated in either Fiendish Codex I or II.

Fiendish Codex I: Hordes of the Abyss
Corruption **|Fury Demonic *|Ooze Entropy|Temptation
* This domain is also in the Book of Vile Darkness (v.3.0).
**Also in Lords of Madness.

Fiendish Codex II: Tyrants of the Nine Hells
Diabolic *
* This domain is also in the Book of Vile Darkness (v.3.0).

Lords of Madness: The Book of Aberrations
Corruption **|Madness * Force *|Mind * Hatred *|Vile Darkness
* See Spell Compendium.
**Also in Fiendish Codex I.

Heroes of Horror
Dream *|Spite
* See Spell Compendium.
Last edited by Knightfall on Thu Dec 15, 2011 5:23 am, edited 1 time in total.
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Re: Character Options

Post by Knightfall » Wed Dec 14, 2011 7:10 am

Eberron Campaign Setting
Artifice|Deathless|Feast|Necromancer (†) Charm *|Decay|Life|Passion Commerce|Dragon Below (‡)|Madness *|Shadow Community *|Exorcism|Meditation|Weather **
* See Spell Compendium.
** This domain is also in Complete Divine.
† The Necromancy domain under “New Domains” replaces this domain for Kulan.
‡ Not available for a World of Kulan campaign.

Frostburn: Mastering the Perils of Ice and Snow
Cold *|Winter
* See Spell Compendium.

Sandstorm: Mastering the Perils of Fire and Sand
Nobility *|Sand Repose|Summer Rune *|Thirst
* See Spell Compendium.

Stormwrack: Mastering the Perils of Wind and Wave
Blackwater|Seafolk (†) Ocean *|Storm *
* See Spell Compendium.
† A deity will either have this domain or the Undersea Domain from L&L Seafarer’s Handbook, but not both.
Last edited by Knightfall on Thu Dec 15, 2011 5:23 am, edited 1 time in total.
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Re: Character Options

Post by Knightfall » Wed Dec 14, 2011 7:13 am

D20 SYSTEM DOMAINS
Bard's Gate
Cold *|Diplomacy|Vengeance (†) Creation *|Shadow **|Vermin (‡)
* Use the domain of the same name from Spell Compendium.
** Use the Shadow domain from the Eberron Campaign Setting.
† The Retribution domain in Spell Compendium replaces this domain for Kulan.
‡ This domain is also listed in Gary Gygax's Necropolis. The Bard's Gate version is for 3.5.

Bluffside: City of the Edge (v.3.0)
Affliction|Invention|Shadow * Emotion|Mining|Skullduggery History|Peace|
* Use the Shadow domain from the Eberron Campaign Setting.

Crime and Punishment
Justice
Dave Arneson’s Blackmoor
Esteem|Entropy *|Obscuration
* Use the Entropy domain from Fiendish Codex I.
Last edited by Knightfall on Thu Dec 15, 2011 5:24 am, edited 2 times in total.
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Re: Character Options

Post by Knightfall » Wed Dec 14, 2011 7:17 am

Egyptian Adventures: Hamunaptra *
Community **|Doorways|Life **|Survival Creation **|Fate **|Prophecy|Time ** Darkness **|Judgment|Secrets (†)|Vengeance Death **|||
* Many of these domains are unique to a Khemitian campaign set on the continent of Kanpur. Those with duplicates found in other sources are marked with a double asterisk (**). (The Prophecy and Vengeance domains are unique to Khemit. Other regions use the Oracle and Retribution domains.)
† The Secrecy domain under “New Domains” replaces this domain for Kulan. However, a player may choose to mix & match the domain spells from both domains, but the domain is always called “Secrecy” for Kulan.

Gary Gygax’s Necropolis
Bounty|Protection [Khemit]|Serpent [Good] Death [Good]|Serpent [Evil]|Vermin *
* This domain is also in Bard's Gate. That version is designed for v.3.5.
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Re: Character Options

Post by Knightfall » Wed Dec 14, 2011 7:28 am

Hammer & Helm: A Guidebook to Dwarves (v.3.0)
Armor|Fortitude|Sword Construct|Stonehearth|
Legends & Lairs Seafarer's Handbook (v.3.0)
Undersea (†)
† A deity will either have this domain or the Seafolk Domain from D&D Stormwrack, but not both.

Lords of the Peaks: The Essential Guide to Giants (v.3.0)
Cavern *|Cloud|Giant
* Use the domain of the same name from Spell Compendium.

Player's Guide to the Wilderlands
Blood|Darkness * Charm *|Time *
* Use the domain of the same name from Spell Compendium.

Relics & Rituals: Olympus
Artifice *|Music (†) Beauty|Underworld Marriage|Wine Moon (†)|
* Use the domain of the same name from Spell Compendium.
† See under “New Domains” for replacements for these domains.
Last edited by Knightfall on Thu Dec 15, 2011 5:25 am, edited 1 time in total.
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Re: Character Options

Post by Knightfall » Wed Dec 14, 2011 7:32 am

DOMAINS FROM DRAGON MAGAZINE
Evil Classes (#312)
Beguilement|Seduction|Spirit
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Re: Character Options (and Homebrewed Rules)

Post by Knightfall » Tue Sep 09, 2014 7:56 pm

I've never been fond of the idea that a combat round in D&D v.3.5 is only 6 seconds. I think I want to toy with the idea of increasing the length of a round from 6 to either 10 or 12 seconds. This would mainly affect spell durations, especially those based on minutes.

Normally, 60 seconds is equal to 10 rounds. If I were to change a round to 10 seconds, 60 seconds becomes equal to 6 rounds. If I were to change a round to 12 seconds, 60 seconds becomes equal to 5 rounds.

Thoughts?
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Re: Character Options (and Homebrewed Rules)

Post by willpell » Sat Nov 28, 2015 7:19 pm

Subscribed!

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Re: Character Options (and Homebrewed Rules)

Post by Knightfall » Sat Nov 28, 2015 11:08 pm

willpell wrote:Subscribed!
Note that not every rule listed on this thread is being used for the Bluffside game. I didn't ask the players to use the alternative skill list and the item creation feats were never finished properly. Most of the other feats are available, however.
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Re: Kulan [Character Options]

Post by willpell » Mon Nov 30, 2015 7:18 pm

Knightfall wrote:Convert of the New Gods
By Robert Blezard
Could I please be pointed toward some more basic information on this topic? The article is written as if I'm supposed to know what the Transformation is, and which gods actually still exist (or ever did) in this setting....
Knightfall wrote:KNOWLEDGE SKILL

Areas of Knowledge for Kulan
I've been wanting to expand the Knowledge system for my game as well...but other than subdividing some categories, have you made any functional changes to the system's "hardcoded" Knowledge rolls (most common being the roll to recognize an unfamiliar sort of creature, based on its type)? Because if not, then some of the added knowledge skills may not really have any effect "baked in" to the system. As GM, you can call for a roll of, say, Time rather than History any time you want to, but Knowledge: History rolls are called for by a dozen different published rules systems, so unless you've extensively houseruled in Time replacements, putting a skill rank into Time rather than History would seem to be kind of a waste. (I'm not saying that's necessarily so, but rather asking you to reassure me that it isn't.) I came up with several extra Knowledges for my worldbuilding (including Mathematics, which is on your list), but without actually houseruling full mechanical support for them, I haven't tried to push any of my handful of players to use them, and if a player did, I'd feel obligated to go to extra effort compensating them for a mechanically suboptimal (if not flat-out useless) choice.

Also, if you've subdivided the basic Knowledges, so that Arcana no longer covers recognizing both dragons and magical beasts, then do you give players any extra skill points? If not, then you're kind of hamstringing them. The skill system already starves most classes other than the Rogue; I've strongly considered ruling that every class ought to get an extra +2 skills per level, which would improve the Rogue and maybe even the Wizard slightly, but would make a tremendous difference to the likes of Sorcerers and Fighters, who almost never have enough skill points for even the most basic things like Spellcraft and Jump, let alone any personalization. And that's *before* adding any extra skills, beyond those in the XPH or Tome of Battle.

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Re: Kulan [Character Options]

Post by Knightfall » Mon Nov 30, 2015 10:04 pm

willpell wrote:
Knightfall wrote:Convert of the New Gods
By Robert Blezard
Could I please be pointed toward some more basic information on this topic? The article is written as if I'm supposed to know what the Transformation is, and which gods actually still exist (or ever did) in this setting....
The Transformation doesn't apply to the Bluffside game. That event took place on another continent on the other side of the world. "Convert of the New Gods" is a regional prestige class for the Lands of Harqual. Sorry about the confusion.
willpell wrote:
Knightfall wrote:KNOWLEDGE SKILL

Areas of Knowledge for Kulan
I've been wanting to expand the Knowledge system for my game as well...but other than subdividing some categories, have you made any functional changes to the system's "hardcoded" Knowledge rolls (most common being the roll to recognize an unfamiliar sort of creature, based on its type)? Because if not, then some of the added knowledge skills may not really have any effect "baked in" to the system. As GM, you can call for a roll of, say, Time rather than History any time you want to, but Knowledge: History rolls are called for by a dozen different published rules systems, so unless you've extensively houseruled in Time replacements, putting a skill rank into Time rather than History would seem to be kind of a waste. (I'm not saying that's necessarily so, but rather asking you to reassure me that it isn't.) I came up with several extra Knowledges for my worldbuilding (including Mathematics, which is on your list), but without actually houseruling full mechanical support for them, I haven't tried to push any of my handful of players to use them, and if a player did, I'd feel obligated to go to extra effort compensating them for a mechanically suboptimal (if not flat-out useless) choice.
I don't believe any of my players are using the alternative list for Knowledge. I didn't point it out to them before the game started, so you can simply ignore it. A lot of the options in this thread aren't 100% integrated into my current PbP games. So, no, I haven't made any "hardcoded" changes. I would say, don't worry about it and just use the standard Knowledge skills.
willpell wrote:Also, if you've subdivided the basic Knowledges, so that Arcana no longer covers recognizing both dragons and magical beasts, then do you give players any extra skill points? If not, then you're kind of hamstringing them. The skill system already starves most classes other than the Rogue; I've strongly considered ruling that every class ought to get an extra +2 skills per level, which would improve the Rogue and maybe even the Wizard slightly, but would make a tremendous difference to the likes of Sorcerers and Fighters, who almost never have enough skill points for even the most basic things like Spellcraft and Jump, let alone any personalization. And that's *before* adding any extra skills, beyond those in the XPH or Tome of Battle.
No, I haven't added extra skill point for the same reasons as note above. Most rules listed in this thread are optional or works in progress.

The Psionics changes are finalized, however.
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Re: Character Options (and Homebrewed Rules)

Post by willpell » Fri Dec 04, 2015 1:14 am

The link on page 1 to a PDF of new feats is broken....

Prestige Schools of magic? Is that a thing that you made up, or does it exist anywhere else? I have to say, while I don't even begin to approve of the eight-school system of magic, it has been maintained with such inflexibility, over so much time and text, that making up tiny custom schools seems like a pretty serious can of worms IMO. It gives me a queasy feeling to just make up a few spells that break all the rules for what spells can be, when what really needs doing (however impossibly vast the task) is to rewrite those rules completely, in favor of some system in which a group of "sky spells" makes sense. Otherwise, while making them a descriptor is fine, making them a school seems really, really off to me. (But if the concept of Prestige Schools is in RAW somewhere, then I'll just add it to the reasons why Wotco makes me facepalm.)

And now, to take a serious look at those finalized psionics changes, so I can make a truly informed decision about whether I want to try and play a psion in your game anyway. (With a few qualifications, I *really* like psions, and want to make this effort.)
Knightfall wrote:Variant: Psionics is Different
DISPELLING
MIND-AFFECTING SPELLS AND POWERS
DEAD MAGIC/NULL PSIONICS AREA
SPELL RESISTANCE AND POWER RESISTANCE
CREATURE "EVOLUTION"
SPECIALTY SPELLS AND POWERS
All of this is really complicated, and I wouldn't blame you a bit for wanting to discourage a player from making you work with such a lot of extra rules. But as long as it's "discourage" and not "forbid", then I'm still strongly going to consider this route. I'll more likely go with the character I have now, just because he's closer to being done and I'm impatient to start playing, but that's nothing close to a guarantee that I won't switch just because psionics is awesome. Because it really, really is, and the extra inconvenience of figuring out whether I can get through the dragon's spell resistance is a price that I'm perfectly willing to make you pay, if you don't flat out refuse to cooperate with this bit of selfishness on my part. (I would totally understand you putting your foot down; the GM's word is final in my book, and there's no chance I'll take the sole alternative of refusing to play with someone who won't indulge me. I'm just saying, if your opinion of where the buck stops is mine, you must exercise your authority to the absolute, because I do not bend to anything less. At least not unless I'm in an exceptionally cooperative mood when someone asks me to "just please don't"; I very seldom feel that good.)
DM's NOTES
Whew! I am in awe of your thoroughness. The magic system still baffles me too much to even comprehend as much as you've clearly researched thoroughly, in order to produce a binding arbitration.

Anyway, it looks like I have absolutely no objections to your definition of psionics versus magic. Not that I would expect it to matter if I did object, but still. Nice to have this formally settled.

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Re: Character Options (and Homebrewed Rules)

Post by Knightfall » Fri Dec 04, 2015 3:36 am

willpell wrote:The link on page 1 to a PDF of new feats is broken....
Ah, that link points to an old wiki site that no longer exists. I've uploaded the file to my WordPress site and fixed the link.
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Re: Character Options (and Homebrewed Rules)

Post by Knightfall » Fri Dec 04, 2015 6:19 pm

willpell wrote:Prestige Schools of magic? Is that a thing that you made up, or does it exist anywhere else? I have to say, while I don't even begin to approve of the eight-school system of magic, it has been maintained with such inflexibility, over so much time and text, that making up tiny custom schools seems like a pretty serious can of worms IMO. It gives me a queasy feeling to just make up a few spells that break all the rules for what spells can be, when what really needs doing (however impossibly vast the task) is to rewrite those rules completely, in favor of some system in which a group of "sky spells" makes sense. Otherwise, while making them a descriptor is fine, making them a school seems really, really off to me. (But if the concept of Prestige Schools is in RAW somewhere, then I'll just add it to the reasons why Wotco makes me facepalm.)
That prestige class is based off of an older fan-designed specialty class for AD&D 2E. I reworked its rules to try to fit it into D&D v.3.5 as best I could. It (as well as most of the PrCs) hasn't been playtested. So, the prestige school is likely a new concept I came up with to fit the class into my game world. Think of it more like a unique spell list for the class rather than a true school of magic. The spell list is only for the Divumancer prestige class.

Note that I've gone back and re-linked all the images for the class tables. Those were on my old wiki too, so the links were lost when I mothballed that site. The images are now post up on my WordPress blog.
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Re: Character Options (and Homebrewed Rules)

Post by Knightfall » Fri Dec 04, 2015 6:29 pm

willpell wrote:And now, to take a serious look at those finalized psionics changes, so I can make a truly informed decision about whether I want to try and play a psion in your game anyway. (With a few qualifications, I *really* like psions, and want to make this effort.)
Knightfall wrote:Variant: Psionics is Different
DISPELLING
MIND-AFFECTING SPELLS AND POWERS
DEAD MAGIC/NULL PSIONICS AREA
SPELL RESISTANCE AND POWER RESISTANCE
CREATURE "EVOLUTION"
SPECIALTY SPELLS AND POWERS
All of this is really complicated, and I wouldn't blame you a bit for wanting to discourage a player from making you work with such a lot of extra rules. But as long as it's "discourage" and not "forbid", then I'm still strongly going to consider this route. I'll more likely go with the character I have now, just because he's closer to being done and I'm impatient to start playing, but that's nothing close to a guarantee that I won't switch just because psionics is awesome. Because it really, really is, and the extra inconvenience of figuring out whether I can get through the dragon's spell resistance is a price that I'm perfectly willing to make you pay, if you don't flat out refuse to cooperate with this bit of selfishness on my part. (I would totally understand you putting your foot down; the GM's word is final in my book, and there's no chance I'll take the sole alternative of refusing to play with someone who won't indulge me. I'm just saying, if your opinion of where the buck stops is mine, you must exercise your authority to the absolute, because I do not bend to anything less. At least not unless I'm in an exceptionally cooperative mood when someone asks me to "just please don't"; I very seldom feel that good.)
No, for a Kanpurian (*) campaign, psionics are definitely not forbidden. Kanpur has long had traditions of psionics. However, most of those traditions are either in the Eastern Lands or in my homebrewed version of the Dark Continent. Psionics are RARE in the western lands. The powers-that-be in Bluffside (called The Five) know what psionics are and how to properly counteract them with wizardly magic.

Your PC could be another agent of The Five, which would make him VERY unique and valuable to them. Or you're PC could come from somewhere else than Bluffside, which would put him at odds with the lawmakers of the city once his ability are known.

* The continent where Bluffside has been placed on my world.
DM's NOTES
Whew! I am in awe of your thoroughness. The magic system still baffles me too much to even comprehend as much as you've clearly researched thoroughly, in order to produce a binding arbitration.

Anyway, it looks like I have absolutely no objections to your definition of psionics versus magic. Not that I would expect it to matter if I did object, but still. Nice to have this formally settled.
I've spent a lot of time working on the World of Kulan. More recently, I've spent more time on Almagra, but Kulan will always be my flageship D&D v.3.5 game world. :)
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Re: Character Options (and Homebrewed Rules)

Post by willpell » Fri Dec 04, 2015 6:49 pm

Knightfall wrote:Your PC could be another agent of The Five, which would make him VERY unique and valuable to them. Or you're PC could come from somewhere else than Bluffside, which would put him at odds with the lawmakers of the city once his ability are known.
Which would you recommend? I'd rather not be harassed by The Law for spurious reasons, but I don't know anything about these Five, so I don't know if being allied with them would interest me or suit my wishes.
I've spent a lot of time working on the World of Kulan. More recently, I've spent more time on Almagra, but Kulan will always be my flageship D&D v.3.5 game world. :)
:cool: Very different from my sitch. Whiteleaf was emphatically NOT my first world, but has osmotically absorbed almost all of my earlier projects. (For instance, the cities of Bho'ath and Kerodain were the only worldbuilding I ever did, or at least that I kept anywhere I could ever find again, with regard to "My Third Campaign". My first three campaigns explicitly were not Whiteleaf, with its "Good dominates over Evil" twist, but they were so underdeveloped that they couldn't stand on their own anymore, and whatever hasn't vanished in the mists of time has been incorporated into my current arch-setting.

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