Author Topic: Heroes Reborn: Campaign & Setting Info  (Read 6885 times)

sirpercival

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Heroes Reborn: Campaign & Setting Info
« on: January 21, 2013, 09:39:15 AM »
Heroes Reborn

Your undying soul felt the call across time, and now you've been returned to the world of the living, without your consent... or any memory of your past life.  You've been brought back to the mountain city of Borean to defend the God-King Singorn's lands and his worshippers from perils unknown, and in the process you'll rediscover the answer to the riddle of your legendary heritage -- and affirm (or question) your dedication to the cause you've been conscripted into.

Number of Players: TBD, I'll take at least 8 if there's enough interest. 3 teams of some number of players (6-8?)
System: D&D 3.5 (homebrew setting), gestalt.
Style of Play: Balance of RP and combat, a lot of both.
Allowed Content: Homebrew encouraged.  Port over anything from mmx that you want to use.  I'm not altering the published base classes for this campaign, I'd just rather you only use them when strictly necessary.  Homebrew fixes are fine.

Character Creation
Backstory: You're a typical (or atypical?) adventurer, though you've always felt drawn elsewhere... and unfulfilled, like a half-remembered dream.
Experience: 8th level
Wealth: Standard WBL.
Ability Scores: 10, 12, 14, 16, 16, 18 (pre-racial of course).
Hitpoints: Max.
Alignment: Evil discouraged.  Must work well as a team.
Flaws/Traits: 2 flaws, 1 trait, SRD only.

Gestalt Rules: PrC's are allowed on both sides, and you may take dual-progression PrCs as long as you don't go for triple 9s. You don't get to double-count progressions (i.e., no wizard//mystic theurge).  If you take PrCs on both sides at the same time, both sides of the gestalt must be independently valid -- that is, you can't use class features on side A to qualify for the PrC on side B (feats and skills count for both sides).  Dual progression PrCs must be gestalted with base classes.

Background: When writing a background for your character, pick one of the two sides of the gestalt to be your "ancestor" side, and the other to be your "descendant" side.  This has no mechanical effect whatsoever, but over your character's pre-campaign lifetime, they began with only the descendant side.  In recent times (over the past year or two), the ancestor side has been awakened, and they're not sure why.  They find themselves with new skills and abilities that they never had before: muscle memory, instinctive magic, etc.  You can go in-depth about how the transformation and growth affected them, or just include it as one line, but I want to make sure that it's part of their experience and history.

Other Notes:
This is a traditional, high-magic epic heroic fantasy campaign.  Medium-to-high optimization (none of the borderline TO tricks from High Arcana, but be effective at what you want to do).

Houserules
Spoiler
General
  • Whenever there is an effect based on one-half of an ability modifier (when the modifier is odd), round down if you have an even ability score, and up if you have an odd ability score.  This grants a very minor benefit to having odd ability scores, and makes things scale more smoothly.  For example, a character with a 20 or 21 Strength wielding a greatsword would do either 2d6+7 or 2d6+8 damage, respectively.
  • The number of iterative attacks is determined as normal, but all extra iterative attacks are treated similarly to secondary natural attacks (max penalty of -5, and reduced by Multistrike and Improved Multistrike, see below), though with full Strength bonus to damage as normal.
  • Feinting in combat is a move action.
  • You can Power Attack with light weapons.

SkillsFeats
  • Toughness now grants the effect of Improved Toughness.  There is no Improved Toughness.
  • Weapon Focus grants the benefit of WS at 4HD, GWF at 8HD, and GWS at 12HD.  All three of those feats no longer exist.
  • Two Weapon Fighting grants you a number of offhand attacks equal to the number of main hand attacks you are entitled to, and does not impose additional to hit penalties for a one handed weapon in the off hand.  ITWF and GTWF therefore do not exist.
  • Two Weapon Defense provides a Competence bonus to AC equal to the number of mainhand attacks you can make derived from BAB (i.e., +2 at BAB +6, etc.).
  • Point Blank Shot grants +Dexmod to damage w/in 30 feet with ranged attacks, and you don't provoke AoOs for firing in melee.
  • Improved Feint lets you feint as a swift action.
  • All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally.
  • The prereq for Steadfast Determination can be met by any of Endurance, Iron Will, or Great Fortitude.
  • Devotion feats grant an additional use for every 5HD.
  • Weapon Finesse now requires Dex 15+ instead of BAB +1, and grants Dex-to-damage as well (stacks with Shadow Blade where applicable).
  • Able Learner lets you designate Int mod skills (min 1) as forever class skills.
  • Dodge and Mobility have been combined, and Dodge now grants you HD/3 (min 1) as a dodge bonus against all attacks. Mobility doesn't exist, and anything which had Mobility as a prereq no longer does.
  • IUS and its chain are updated to dman11235; could someone port that please?
  • Extra Readied Manuever is now more widely applicable. (see below)
New Feats
Spoiler
Multistrike
Prerequisites: BAB +6
Benefit: Your iterative attacks beyond the first suffer only a -2 penalty to BAB.
Normal: All of your iterative attacks suffer a -5 penalty to BAB.

Improved Multistrike
Prerequisites: Multistrike
Benefit: Your iterative attacks beyond the first are made at your full BAB.
Normal: All of your iterative attacks suffer a -5 penalty to BAB (or -2 with Multistrike).

Extra Readied Maneuver
Prerequisites: Must know more maneuvers than you can ready, ability to recover expended maneuvers
Benefit: You can ready one additional maneuver.

Equipment
Spending gold for enhancement bonuses sucks. So, let's not.  Instead, you can enchant a masterwork weapon, armor, or shield directly with properties, instead of needing a +1 enhancement bonus first.  Each property grants an enhancement bonus to the item equal to the plus of the property.  For example, a keen flaming longsword functions as +3 (+2 from keen and +1 from flaming), and a ghost ward shield has a +1 enhancement bonus.  The maximum total bonus on equipment is still +10, meaning you can get up to a +10 enhancement bonus.
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

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sirpercival

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #1 on: January 21, 2013, 09:41:01 AM »
Setting Info

The Empire of Amanatanea

Amantanea, Singorn, and the Titans

Then Singorn from his mountain keep
held reign o'er wind and water low --
the titans in their troubled sleep
dreamed what to reap
and what to sow.


The Empire of Amantanea has existed for thousands of years, ruled by the God-king from his current capitol in Borean.  The quality of living is relatively high; Singorn cares about the welfare of his people, and they worship him in turn.  Singorn has thus far turned back every danger, be it mundane or supernatural, which has threatened the stability of his Empire -- sometimes single-handedly, often with armies, and, when the situation is dire, with the help of his Titans.

The Titans are three gigantic statues behind the Throne in the God-king's Great Hall.  Legend says that they are extremely powerful creatures that Singorn trapped within stone, and keeps under his control for emergencies.  Whenever there is a threat (usually supernatural in origin) which overmatches Singorn personally, and cannot be stopped by his armies, he releases the Titans from their binding, and they deal with the problem, after which they resume their monolithic posts.

The Titans
All three statues are roughly humanoid (arms, legs, head, torso), 40-50 feet tall, and made out of single, enormous pieces of grey stone with veins of multicolored crystal running through it. 

The one on the left, called Aos, has three-fingered hands with the right one outstretched, and three closed eyes spaced evenly across its face.  The mouth is closed, and it has no nose or ears.  The carving suggests fur over the legs and not the torso or arms.  Legends refer to Aos as male.

The one on the right, Yrs, has three legs covered in scaly ridges, and a spiked stump where the left arm used to be.  Its hand has seven digits (a thumb on either side of 5 fingers).  It has two open eyes, and two open mouths (one below each eye). On top of its head are several interlocking bony crests.  Yrs is also referred to as male.

The center statue, called Sthyne, is traditionally referred to as female.  It's the smallest of the three (at just over 40 feet), and has two legs and three arms.  The surface of the statue is glass-smooth.  Sthyne has a beautiful (but enormous) female human face, which is set in the center of the torso; the head is featureless.

When Singorn unleashes them, stories say that the statues turn back to flesh and fur.  The Titans seem to be beings of incredible physical might, much stronger than even their size would indicate, and seemingly impervious to magic -- some even say that it makes them stronger.  No one knows where they came from or how Singorn acquired them; the history books say that he simply appeared with them already bound.

Singorn himself is taller than a normal human (over 7 feet), built lean like an athlete, and is known to be the most handsome and striking man in the Empire, though he has no known progeny.  He has an extremely forceful personality, and has been said to cow very powerful men with nothing but a look.  He disdains regal finery for everything but unavoidable ceremonies, usually wearing simple clothes of the purest white silk.  As a rule he is neither armed nor armored, though it is said that no assassin or warrior has ever even managed to pierce his skin with arrow, blade, or needle.

The God-king's rule is absolute, and he is not often given over to whim; he has said in passing that he feels the same compulsions as any man, but that over his extremely long lifetime, he has experienced everything, and takes the long view.  He is known to be cunning and far-sighted, making elaborate plans spanning decades and seeing them to fruition.  He is an excellent tactician, though he listens to the advice of those from the Warmonger's College whom he respects.  Singorn also is a shrewd politician, and is not above manipulating both enemy and ally to achieve his goals.

Politics, Neighbors, and the Brotherhood of Night
Currently, and for some time, the Empire has had generally good official relations with its neighbors, though it's possible that much of the good feeling is due to a sense of inevitability that the Empire has acquired over its long tenure: the God-king and his Titans are stronger than anything that came before or has come since, and so what's the point of fighting?  There are malcontents, certainly, but nothing has come of their stirring but failure and eventual demise.

The most recent source of unease for citizens of the Empire is a group spoken about in only the most secret of places, called the Brotherhood of Night.  It is whispered that they arose from Wrusk, a desert country far to the southeast which has long been envious of Amantanea's fertile riches.  However, it seems that thus far their goal is simply to infiltrate and observe, looking for information on the God-king's capabilities and possible weaknesses.  Presumably Singorn has heard of the Brotherhood; however, thus far he has taken no action against it, other than being even more paranoid about meetings with his most trusted advisors.

Amantanea's closest ally is Suul, to the west, where he has been friends with the ruling family for many generations.  (Some say this is why that family continues to rule.)  Herx, immediately east of the Empire, has no central government, and is simply a loose collection of continuous civil wars which the God-king does not interfere with, provided they do not spill over the border.  To the north lies the Great Ocean and the Curtain, where ships dare not travel.

The Fall of Regnus
The last major threat to the Empire was some 300 years ago, when a cult of powerful mages infiltrated the city of Regnus.  At the time, Regnus had been Singorn's capitol since the founding of the Empire, and was widely regarded as the most beautiful city in all of creation.  Right under Singorn's nose, the cult began a plague which caused major devastation elsewhere in the Empire; while Singorn was away dealing with the pestilence, the cult rounded up many citizens of Regnus, and in the chaos sacrificed them to summon the Demon Prince Graz'zt, hoping to topple Singorn's rule.

When the God-king returned and found the Dark Prince sitting on his throne, he released the Titans and fought Graz'zt in the streets of Regnus.  With the help of the Titans, Singorn managed to banish Graz'zt back to the depths of the Abyss; however, during the combat, somehow the Titan Sthyne slipped her bonds and began to wreak havoc on the city.  Nearly a third of the city was destroyed before the God-king could recapture her.

Between plague, sacrifice, Graz'zt, and Sthyne, the city of Regnus was decimated.  With regret, Singorn declared the city abandoned and moved his capitol to Borean, a more utilitarian and defensible location.  He declared a week-long holiday of mourning for the people and city of Regnus, called the Days of Ashes.

The Shadow War
Over the past three years, rumors reports have come in from the edges of the Empire, especially the open border with the Obsidian Desert to the south, past the Tinbar Mountains.  These stories tell of strange beasts appearing in the night to ravage towns and outposts, then disappearing with the light, leaving only a few survivors to carry the tale.  The tales have been getting worse, and children speak of nightmares which do not end when the sun rises.

Uncharacteristically, Singorn has not traveled south to investigate the stories.  It is whispered that he fears to leave Borean, half convinced that this is another misdirection like that which led to Regnus's downfall.
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

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sirpercival

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #2 on: January 21, 2013, 09:43:02 AM »
After reading the nice background, a few questions :
- What is the general climate of the Empire, as well as  ? There is the desert of Wrusk for instance, the Obsidian Desert & the Timbar Mountain...
The Empire sits in an extremely fertile temperate region -- think Fertile Crescent (Tigris -> Euphrates for Sumeria).  The climate is a fortunate circumstance of geography -- the mountains protect the land from the extremely dry weather to the South, and the dryness balances out the western marshes.
Quote
- The technological level of the Empire, as well as its aesthetics ?
Basically Roman Empire in aesthetics (columns, aqueducts, etc), pre-renaissance in tech.
Quote
- The God-King symbol ? How is he worshiped ? How about the other religions, and gods ?
His symbol is three crossed swords forming a triangle, behind a sunburst.  The government is a theocracy, so it's a system of tithes rather than taxes; worship of the old gods is strongly frowned upon.  Transplants from other countries are allowed to make their traditional obeisances, but congregating is also frowned upon.  The religion is relatively informal, since he has said he doesn't listen to prayers on a daily basis except in a sort of background way; however, during the Days of Ashes, Singorn hears any petitioners which journey to his palace, 24 hours a day for the entire week.
Quote
- What is the Curtain ?
Ah, yes, I wondered who would ask about that.  Lol.

The northern end of the Great Ocean is the Curtain, a sort of orangey-teal shimmer in the air from sea to sky, which stretches for (as far as anyone knows) the entirety of the Ocean in an irregular line.  Legend tells that on the other side, the sky is permanently dark and star-studded, and the Ocean continues for a couple hundred feet before plunging away into an endless waterfall, kind of like this:
Beyond the Curtain

One story says that a team of intrepid explorers tried to go down the waterfall, but no one knows what they found.
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

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skydragonknight

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #3 on: January 23, 2013, 11:46:26 AM »
Question: Where is it cold in this world? Because I sort of wrote myself as coming from a cold region without realizing we're literally next door to Fantasy Egypt. ;)
I find most everything with Google, even my own stuff, so this is probably going to be unused space aside from a pointless message.

Prime32

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #4 on: January 23, 2013, 02:33:07 PM »
Relatedly, there seem to be about five characters from Fantasy Japan. :P

sirpercival

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #5 on: January 24, 2013, 03:59:15 PM »
Question: Where is it cold in this world? Because I sort of wrote myself as coming from a cold region without realizing we're literally next door to Fantasy Egypt. ;)
Well, there's some very high-altitude areas in the Tinbar mountains -- think the Alps.  The northern regions of the mtns could have cold-born inhabitants above the snow line.

Relatedly, there seem to be about five characters from Fantasy Japan. :P
I would say that Suul is the closest to Fantasy Japan.  Wrusk is kind of Persia+Japan also.
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

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Prime32

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #6 on: January 27, 2013, 04:42:04 PM »
Some things I was discussing with sirpercival, on Suul:
Quote
Suul's government consists of a number of noble families; while theoretically every family is equal in rank, in practice their influence still depends on their wealth and what families they have formed alliances with. The most powerful family, the Suuldaran, are the nation's de facto rulers, thanks in large part to their friendship with Amantanea's God-king. The previous ruling family, House Mishtai, was torn apart by a succession dispute, splitting into House Skarn and House Rilkan; both houses remain large and powerful, but they take opposed positions on most issues and usually cancel each other out.

The "scaled folk" are the aboriginal race of Suul, divided into a number of subraces like kobolds (who have a far larger percentage of Dragonwrought than elsewhere), lizardfolk and yuan-ti. Crossbreeds like spellscales also make up a significant part of the country's population, with some noble lines (like Skarn and Rilkan) being effectively unique races. The scaled folk traditionally venerate a being named Io, the First Dragon, said to be an ancient kobold who achieved physical and spiritual perfection through meditative practices. A version of this religion is practiced by the majority of Suulis, though most focus on emulating Io's progeny (on an individual or collective basis) rather than Io himself. Abroad, Suuli martial arts are known for their high emphasis on breath control.
« Last Edit: January 28, 2013, 11:17:38 AM by Prime32 »

sirpercival

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #7 on: January 28, 2013, 01:01:59 PM »
Cosmology 101

In the beginning, there was only Om, the Sleeper, the Dreamer of All.  Om dreams, and in Om's Dreams grow many worlds and many living things.  The dreams of Om float in Void: bubbles of thought and memory.

Om is the Overbeing, the creator of all.  Om is beyond worship or reproach; Om simply is.  Each plane is a Dream of Om, built of the elements (Air, Earth, Fire, Water, and Æther) and connected by the Void.

The Void
The Void, commonly known as "the Black", has the properties of the Astral Plane and the Plane of Dreams in more traditional cosmologies.  It can be accessed via Plane Shift et al., as well as through Astral Projection and similar effects.  In fact, Plane Shift from the Prime Material can only bring you the Void, and not directly to any other (non-elemental) planes.

The Elements
There are 5 elemental planes: Air, Earth, Fire, Water, and Æther.  The four physical elements have the same properties as their counterparts in traditional cosmologies.  Æther, commonly called "the Grey", is the plane of elemental magic and animating life-force, and combines aspects of the Ethereal, Shadow, Positive Energy, and Negative Energy planes.

These elements are the raw building blocks of every plane except the Void.  As such, they can be accessed from anywhere other than the Void with Plane Shift et al., and Æther can be accessed via Etherealness, Shadow Walk, etc.  In addition, natural portals and transit points can be found where there's a large enough concentration of the appropriate element.  This means, for example, that large magical outbursts can create temporary transit points to the Grey.

The Planes
All other planes (including what would be known as the Material plane and the Outer planes in other cosmologies) exist as bubbles in the Void, made up of various essences and humours drawn from the Elemental Planes.  Direct transit between Amantanea's plane and other planes is impossible, and must be accomplished through the Void or the Elements as intermediaries.

Beyond the Curtain
The Curtain exists somewhere on every plane other than the Void and the Elements.  Some postulate that travel between planes is possible via the realm beyond the Curtain, but there are no stories (other than apocryphal legends) of anyone who has accomplished it.

It is rumored that Singorn's Titans came from somewhere Beyond the Curtain, but no one knows for sure.
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

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RainehDaze

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #8 on: January 28, 2013, 01:39:48 PM »
At least two characters from fantasy Japan are from Herx. Is this a problem? x_x

Greybender

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #9 on: January 28, 2013, 01:44:13 PM »
At least two characters have ties to the far realms, what would they be in this cosmology? The void?
The game would implode into rocket tag in a twisted mockery of all that is wrong with 3.5, angels would weep and the skies would fall, and it would all be your fault. Yours and yours alone.

sirpercival

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #10 on: January 28, 2013, 02:43:49 PM »
At least two characters have ties to the far realms, what would they be in this cosmology? The void?
Which characters?  PMs will ensue.

At least two characters from fantasy Japan are from Herx. Is this a problem? x_x
Haha.  No worries, Herx is a melting pot.  There's no direct analogue anyway.
It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.

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LynneThomas

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #11 on: July 28, 2013, 05:30:06 AM »
Heroes Reborn

Your undying soul felt the call across time, and now you've been returned to the world of the living, without your consent... or any memory of your past life.  You've been brought back to the mountain city of Borean to defend the God-King Singorn's lands and his worshippers from perils unknown, and in the process you'll rediscover the answer to the riddle of your legendary heritage -- and affirm (or question) your dedication to the cause you've been conscripted into.

Number of Players: TBD, I'll take at least 8 if there's enough interest. 3 teams of some number of players (6-8?)
System: D&D 3.5 (homebrew setting), gestalt.
Style of Play: Balance of RP and combat, a lot of both.
Allowed Content: Homebrew encouraged.  Port over anything from mmx that you want to use.  I'm not altering the published base classes for this campaign, I'd just rather you only use them when strictly necessary.  Homebrew fixes are fine.

Character Creation
Backstory: You're a typical (or atypical?) adventurer, though you've always felt drawn elsewhere... and unfulfilled, like a half-remembered dream.
Experience: 8th level
Wealth: Standard WBL.
Ability Scores: 10, 12, 14, 16, 16, 18 (pre-racial of course).
Hitpoints: Max.
Alignment: Evil discouraged.  Must work well as a team.
Flaws/Traits: 2 flaws, 1 trait, SRD only.

Gestalt Rules: PrC's are allowed on both sides, and you may take dual-progression PrCs as long as you don't go for triple 9s. You don't get to double-count progressions (i.e., no wizard//mystic theurge).  If you take PrCs on both sides at the same time, both sides of the gestalt must be independently valid -- that is, you can't use class features on side A to qualify for the PrC on side B (feats and skills count for both sides).  Dual progression PrCs must be gestalted with base classes.

Background: When writing a background for your character, pick one of the two sides of the gestalt to be your "ancestor" side, and the other to be your "descendant" side.  This has no mechanical effect whatsoever, but over your character's pre-campaign lifetime, they began with only the descendant side.  In recent times (over the past year or two), the ancestor side has been awakened, and they're not sure why.  They find themselves with new skills and abilities that they never had before: muscle memory, instinctive magic, etc.  You can go in-depth about how the transformation and growth affected them, or just include it as one line, but I want to make sure that it's part of their experience and history.

Other Notes:
This is a traditional, high-magic epic heroic fantasy campaign.  Medium-to-high optimization (none of the borderline TO tricks from High Arcana, but be effective at what you want to do).

Houserules
Spoiler
General
  • Whenever there is an effect based on one-half of an ability modifier (when the modifier is odd), round down if you have an even ability score, and up if you have an odd ability score.  This grants a very minor benefit to having odd ability scores, and makes things scale more smoothly.  For example, a character with a 20 or 21 Strength wielding a greatsword would do either 2d6+7 or 2d6+8 damage, respectively.
  • The number of iterative attacks is determined as normal, but all extra iterative attacks are treated similarly to secondary natural attacks (max penalty of -5, and reduced by Multistrike and Improved Multistrike, see below), though with full Strength bonus to damage as normal.
  • Feinting in combat is a move action.
  • You can Power Attack with led light weapons.
SkillsFeats
  • Toughness now grants the effect of Improved Toughness.  There is no Improved Toughness.
  • Weapon Focus grants the benefit of WS at 4HD, GWF at 8HD, and GWS at 12HD.  All three of those feats no longer exist.
  • Two Weapon Fighting grants you a number of offhand attacks equal to the number of main hand attacks you are entitled to, and does not impose additional to hit penalties for a one handed weapon in the off hand.  ITWF and GTWF therefore do not exist.
  • Two Weapon Defense provides a Competence bonus to AC equal to the number of mainhand attacks you can make derived from BAB (i.e., +2 at BAB +6, etc.).
  • Point Blank Shot grants +Dexmod to damage w/in 30 feet with ranged attacks, and you don't provoke AoOs for firing in melee.
  • Improved Feint lets you feint as a swift action.
  • All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally.
  • The prereq for Steadfast Determination can be met by any of Endurance, Iron Will, or Great Fortitude.
  • Devotion feats grant an additional use for every 5HD.
  • Weapon Finesse now requires Dex 15+ instead of BAB +1, and grants Dex-to-damage as well (stacks with Shadow Blade where applicable).
  • Able Learner lets you designate Int mod skills (min 1) as forever class skills.
  • Dodge and Mobility have been combined, and Dodge now grants you HD/3 (min 1) as a dodge bonus against all attacks. Mobility doesn't exist, and anything which had Mobility as a prereq no longer does.
  • IUS and its chain are updated to dman11235; could someone port that please?
  • Extra Readied Manuever is now more widely applicable. (see below)
New Feats
Spoiler
Multistrike
Prerequisites: BAB +6
Benefit: Your iterative attacks beyond the first suffer only a -2 penalty to BAB.
Normal: All of your iterative attacks suffer a -5 penalty to BAB.

Improved Multistrike
Prerequisites: Multistrike
Benefit: Your iterative attacks beyond the first are made at your full BAB.
Normal: All of your iterative attacks suffer a -5 penalty to BAB (or -2 with Multistrike).

Extra Readied Maneuver
Prerequisites: Must know more maneuvers than you can ready, ability to recover expended maneuvers
Benefit: You can ready one additional maneuver.

Equipment
Spending gold for enhancement bonuses sucks. So, let's not.  Instead, you can enchant a masterwork weapon, armor, or shield directly with properties, instead of needing a +1 enhancement bonus first.  Each property grants an enhancement bonus to the item equal to the plus of the property.  For example, a keen flaming longsword functions as +3 (+2 from keen and +1 from flaming), and a ghost ward shield has a +1 enhancement bonus.  The maximum total bonus on equipment is still +10, meaning you can get up to a +10 enhancement bonus.
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Thanks for the information.. Is the campaign still going on? I would love to be part of it..Please reply thanks in advance:)
« Last Edit: July 29, 2013, 11:47:40 AM by LynneThomas »

Greybender

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Re: Heroes Reborn: Campaign & Setting Info
« Reply #12 on: August 01, 2013, 09:22:30 AM »
THe campaign is still going on although on minmaxboards. You'll have to send SirP a PM, but I think we were full a couple of weeks ago :/
The game would implode into rocket tag in a twisted mockery of all that is wrong with 3.5, angels would weep and the skies would fall, and it would all be your fault. Yours and yours alone.