Tag: rules

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  • Tech Level

    _[Reprinted from Player's Guide to the Wilderlands, with expansions and embellishments noted in italics.]_ Technological level indicates the general advancement level of a location and the knowledge of the citizens of the area regarding crafts. …

  • Focus Feats

    Focus becomes non-psionic-specific, available to all mana-sensitive individuals. Any sensitive (including manifesters, casters, gods, and fey) can take a full-round action to make a Concentration check to become focused. Per existing rules, a focused …

  • Tula

    h2. Geography Tula is a port city, set atop the ruins of a Kelnorian monastery dedicated to a small coterie of gods of knowledge. The modern city is heavily reliant on magic for its construction, and employs a wealth of arcane principles in its layout …

  • Racial Levels and ECL

    If a character race/ template has an ECL modifier, this modifier can be erased over time. Without this adjustment, the race/ template would eventually become a serious hindrance on the character's advancement. Players may "buy off" their characters' …

  • Death and Resurrection

    Death is bad. There may be one or two hundred clerics in the Wilderlands capable of raising the dead -– what are the chances you can find one of them and persuade them to resurrect your friend? Though few characters understand it, resurrection powers …

  • New and modified classes

    * [[Alchemist]] - modified base class to harmonize with spell point system * [[Spellthief]] - modified base class to account for spell point system, and added notes for psionic crossover * [[Mana shaper]] - NEW prestige class that opens up new ways to …

  • New and Improved Feats

    h3. Focus Feats Focus becomes non-psionic-specific, available to all mana-sensitive individuals. Any sensitive (including manifesters, casters, gods, and fey) can take a full-round action to make a Concentration check to become focused. Per existing …

  • Linguistic Considerations

    D&D 3.5 takes some _serious_ (and boring) shortcuts when dealing with languages. While that's fine for some campaigns and players, your friendly GM has other ideas. * In this campaign, there is no "Common" tongue. Several languages are widely spoken, …

  • Campaign Constraints

    The Wilderlands is a rugged place, where frightened peasants scrape the earth to get by, and horrible monsters lurk in forgotten ruins. It is high fantasy, but not a world of splendor. Fantastic riches belong to a scant few: cruel warlords, maniacal …

  • Spellcasting and Psionics

    h1. WORKING ON THIS SECTION Normal D&D 3.5 rules assume _psionic-magic transparency_: they consider psionics and magic to be essentially interchangeable. A _dispel magic_ spell has just as much chance to negate a psionic effect as a magic one, and a …

  • Mana shaper

    The mana shaper prestige class (commonly called a spellshifter) is rumored to have come from teachings developed during the War of the Pious and the Philosophers. The advanced levels of this prestige class are no longer known among mortals. The only way …

  • Humanoid (human)

    [[Ethnography | Back to Ethnography]] While humans are the most populous intelligent species, they have developed into several distinct races. In many areas, “mixed” human populations predominate, but in others the human populations have diverged into …

  • Humanoid (elf)

    [[Ethnography | Back to Ethnography]] bq. The material below does not incorporate rules for FORMER FEY RACES. Minor tweaks required. There are nearly a dozen major known elven settlements in the Roglaras, not counting the scores of small villages …

  • Humanoid (dwarf)

    [[Ethnography | Back to Ethnography]] Sturdy and strong, dwarves are tireless workers and fearsome opponents in battle. They were created in ancient days by their god, Kazadarum, The Rock-Father. Dwarves are very clannish. Dwarves take great pride …

  • Humanoid (gnome)

    [[Ethnography | Back to Ethnography]] Gnomes are believed to be faeries that have somehow lost their ties to the land, though they are still very earthy, and love the forests and hills. Some sages claim that the gnomish race is descended from a magical …

  • Humanoid (halfling)

    [[Ethnography | Back to Ethnography]] Halfling communities are typically either Shire (sedentary) or Barbary (nomadic). Shiring communities are famous for their pipeweed and fine brews. Barbary halflings form migrating bands that are as likely to …

  • Local Race Variants

    Steppe Peoples Durju (humans) Durju bear a superficial resemblance to the Gishmesh, but have a distinctive aquiline nose and wide-set eyes. They tend toward a muscular build, and most are farmers. Due to pressures from Gishmesh pirates and Skandik …

  • Plane of Entropy

    The "falling-down place" is where lost and forgotten things sometimes go. Memories, objects, sometimes people and whole villages are caught in the weave of the cosmos and slip through to the plane of entropy, where all directions are down. The plane …

  • Drifter

    The plane of entropy offers immortality of a sort, though the cost is steep. Those who spend enough time (or suffer frequent dramatic incidents) in the plane of entropy become bound to the plane as _drifters_, cursed to subsist on a diet of memories to …

  • Withering

    %{color:red}You probably shouldn't read this. It's technical information that no character has reason to know.%
    All undead that are animated with soul-stuff (all undead with minds) are subject to an effect called _withering_, which affects any …

  • Ether

    bq. In the SRD, the Astral Plane is considered the essential bridge between worlds. In the Wilderlands canon, that distinction goes to the [[Shadowlands]] (and in my take on the setting, the Ethereal Plane is just the doorstep of the Shadowlands). This …

  • Former Fey Races

    On some rare occasions, [[Fey|fey]] who fall from the Dream do not die, but become mortal. When fey fall from the Dream, they may join one of the former fey races, or they may become a unique being, possibly the progenitor of a new race. This is …

  • Fey

    bq. %{color:red}You probably shouldn't read this, unless you're playing a character who is fey.%
    h1. WORK IN PROGRESS Fey are outsiders native to the Dream. Some of them started in another realm (astral, material, elemental... even the …

  • Astral Plane

    !http://cdn.obsidianportal.com/assets/139693/back-rainbow-3.jpg(Back rainbow 3)! The astral plane is a realm of abstraction, free from the confines of flesh and gravity. The astral blurs the lines between person, place, and object: two travelers …

  • The Dream

    !http://cdn.obsidianportal.com/assets/139676/13th_secret_of_cathedral_woods_by_mandelwerk-d2zczyc.jpg(13th secret of cathedral woods by mandelwerk d2zczyc)! The Dream is built on the thought-as-reality substrate of the [[Astral Plane | astral plane]], …

  • Driftware

    *Driftware* is goods and debris that slip from other planes into the [[Plane of Entropy | falling-down place]]. Once an item or creature is steeped in the essence of the plane, it becomes driftware, and cannot survive long outside the plane without …

  • Shadow

    h2. _%{color:red}Do. Not. Enter.%_ The Shadow is the dark reflection of the [[Material Plane | material plane]], a dangerous place for mortal travelers indeed. Upon their death, all mortals pass to this plane. The proper observances summon divine …

  • Mannekins

    !http://cdn.obsidianportal.com/assets/139672/zz_fembot_440.jpg(Zz fembot 440)! Mannekins are a race of "outsiders":http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType native to the great [[Mechanus | Mechanism]]. Unlike their more straightforward …

  • Deity

    A deity is a being with divine rank. All such beings are "outsiders":http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType, though some are native to the [[Material Plane | material plane]]. Deities fall into several groupings based on their rank. …

  • Elemental Planes

    The elemental planes are often thought of as four "continents" of elements (and two of energies) with diffuse boundaries between them. They are sometimes visualized as a sphere around the material plane: earth, fire, air, and water are evenly spaced …

  • Daemons

    "Demons":http://www.d20srd.org/srd/monsters/demon.htm and "devils":http://www.d20srd.org/srd/monsters/devil.htm are common and well-known, even among residents of the [[Material Plane | material plane]]. While all unfailingly evil, demons embody chaos, …

  • Axis Mundi

    We have all seen people step through a doorway and "disappear." While such events are usually chalked up to an inattentive observer or a clever rogue, the truth is sometimes far stranger. You may have (almost) seen someone step into another plane. …

  • Wilderlands Feats

    h3. Feats from the Wilderlands texts (or adapted therefrom) h4. *Amazon Blood* [General] The blood of Amazons flows in your veins. *Benefit:* Because at some point in your past you have Amazon blood in your bloodline, you may be trained as an …

  • New Feats

    h4. *Attunement to the Between* [General] A commitment to bond with [[Axis Mundi]] marks the soul, making it easier to identify access points and to navigate on the other side. This attunement is usually marked with a short ceremony in the ancients' …

  • Communist

    The Communists started as priests of Galuldân the Resonant Word, whose cult is based in [[Tula]]. The Resonant Word's faithful have syncretized with the Cult of Thoth in Tula, but the Communion itself continues more as a secular than a sacred entity. It …

  • Feats from Untapped Potential

    h3. COURSE CORRECTION [PSIONIC] You have great control over your hurdles. *Prerequisites*: Jump 7 ranks, Wis 13. *Benefit*: To use this feat, you must expend your psionic focus while making a Jump check. You need not move in a straight line …

  • Concreta, Ephemera, and Abstracta

    These terms are used almost exclusively among intangible beings, though they also circulate among those with extensive dealings with such disembodied creatures. h3. Concreta Creatures with physical bodies are called _concreta_. Whether planar or …

  • Truespeak

    bq. Truename magic is presented in Wizards of the Coast's _Tome of Magic_. Necessary adaptations are outlined here. For more details, see the book. Truespeak is said to be the language of the cosmos. It is almost exclusively the province of gods and …

  • Truenamer

    bq. Truename magic is presented in Wizards of the Coast's _Tome of Magic_. Necessary adaptations are outlined here. For more details, see the book. A truenamer is a being (usually an outsider) who has begun to uncover the mysteries of [[Truespeak| …

  • Shadowcaster

    bq. Shadow magic is presented in Wizards of the Coast's _Tome of Magic_. Necessary adaptations are outlined here. For more details, see the book. _%{color:red}Note:% Very few know anything more about shadowcasters and Shadow magic, beyond its …

  • Spellbooks

    The key difference between wizards and sorcerers is rote learning vs. inherent talent. A sorcerer has several spells that come naturally, requiring no study or rehearsal. A wizard must pore over tomes for at least an hour each day. Without these daily …

  • Languages of the Wilderlands

    h3. Major Languages * *Alryan* : +1 per rank to Tharbrian, +1 per two ranks to Altanian * *Altanian*: flat +1 to Tharbrian, +1 per two ranks to Alryan * *Amazon*: +1 per three ranks to Aquan * *Antillian*: flat +1 to Elven, +1 per two ranks to …

  • Pageants

    Pageants are outbreaks of [[Concreta, Ephemera, and Abstracta | ephemera and abstracta]] acting in the material world. Gods, animae, vestiges, and powerful Astral beings tend to attract and harbor complex ecosystems of such beings. They tend to operate …

  • Divine Mechanics

    bq. %{color:saddlebrown}This document depends on rules and principles found in "d20srd.org":http://www.d20srd.org/, _Animae_, and the _Player's Guide to the Wilderlands_. Content in this document typically requires 10 or more ranks in Knowledge (the …

  • Spell Compendium Lists

    bq. These spell lists are copied from the Wizards of the Coast %{color:black}Spell Compendium%. [[Assassin Spell List (SC)]] [[Bard Spell List (SC)]] [[Blackguard Spell List (SC)]] [[Cleric Spell List (SC)]] [[Druid Spell List (SC)]] [[Paladin …

  • Cleric Spell List (SC)

    h2. Level 0 *Amanuensis*: Copy nonmagical text. h2. Level 1 *Anarchic Water*: Makes chaotic-aligned anarchic water. *Axiomatic Water*: Makes lawful-aligned axiomatic water. *Blessed Aim*: + 2 bonus for allies' ranged attacks. *Blood Wind*: …

  • Historic Periods

    bq. As detailed in %{color:black}Player's Guide to the Wilderlands%, with minor adjustments and significant embellishments on sub-pages. When making skill checks for historic information, the DC for the check is influenced by two major factors: …

  • Distant History

    Note: 5060 Takvim = 4434 BCCC = present time History from the founding of the City State of the Invincible Overlord untill the Gnoll Times – a time of great destruction. %{color:saddlebrown}Scholars may know the relative order of events in this period, …

  • Imperial History

    Note: 5060 Takvim = 4434 BCCC = present time History from the founding of Viridistan until the founding of the City State of the Invincible Overlord. This history is available for research by Sages and scholars, but there are many holes in the …

  • Ancient History

    The Ancient period of history starts with the founding of Kelnore and ends with the War of the Pious and the Philosophers. Characters cannot take ranks in Knowledge (history: Ancient) without approval. Even with ranks in Knowledge (history: Ancient), …

  • Pre-History

    Before the founding of mighty Kelnore, the races of Man were scattered and weak, though [[Humanoid (elf) | elves]] and [[Humanoid (dwarf) | dwarves]] both claim to have had great kingdoms before the first human nations. Though elves occasionally tell …

  • Divine Rank and Privilege

    h3. Humble Origins While some gods arise spontaneously from the cosmos, most began as lesser beings. Hard-working outsiders may acquire the secrets to divinity, as can the souls of the particularly-persistent [[Deceased (Shadowlands) | deceased]]. …

  • Divine Rank Mechanics

    A being with divine rank must cultivate its assets to climb above rank 0. Gods must cultivate some combination of *holy sites*, a *priesthood*, mortal *worshipers*, *veneration rites*, *servitors* (fey, celestial, infernal, [[Animae|animae]]), and direct …

  • Cosmic Keys

    Outsiders are, by definition, “insiders” in the cosmological sense. They are closer to the behind-the-scenes activity of the observable cosmos. This manifests itself in many ways: fluency with Truespeech, the ability to store and channel essence, true …

  • Divine Extensions

    Being naturally immortal, deities are loathe to put themselves in genuine peril. Though their bodies are tough, they can still be slain. And even if they can return from the dead, it is both painful and costly to suffer such a defeat. Because of this, …

  • Warforged

    These beings are essentially unknown in the Wilderlands proper, and are encountered exclusively whilst traveling the planes or in the company of planar beings. For Wilderlands natives, it takes a Knowledge (arcana) check (DC 25) or Knowledge (eldritch …

  • Alchemist

    bq. from the Wilderlands Players' Guide (with minor clarifications) Black lotus poison, potions of invisibility, golems and the fabled philosopher’s stone - crafting potions, poisons and alchemical items through quasi-magical means is the domain of the …

  • Patron Deity

    bq. The material here is from the Wilderlands Players' Guide, with minor adaptations. The obvious benefit of the [[Gods | deities]] is the divine power and abilities they impart on their mortal priests and followers. These powers are not limited to …

  • Non-Humanoid Races

    *WORKING DOCUMENT* Though the rules assume player characters will be (mostly medium-sized) humanoids, there are other potentially-playable races to consider. Humanoids of particularly small or large size don't require much further consideration, and …

  • Arcane Duels

    While wizards are the most common participants in spell battles and more-or-less friendly games of spellcraft, other casters and manifesters have been known to engage in similar practices. Such duels are, at their most basic, an agreement to use only …

  • Dwarven Perspective

    [working document] Dwarves are a study of contrasts. The stereotypical dwarf is a serious man, a perfectionist with his craft and a precise master of his will. He has few words to share. He is plain-spoken almost to the point of offensiveness, and …