With the new campaign being focused in the city of York Point, I am taking this chance to update the site. It will be a process, so have patience! Happy Gaming!
As mentioned previously, I find putting off long-lasting campaigns obsolete anymore due to numerous of reasons. I have also gauge great interest in the Classic Shemdelver Campaign setting. However, I still wish to start fresh. To meld these two desires into one, we will simply have a summer long campaign setting in Shemdelver, with new PC’s. So here is the gist of it all (In no particular order).
- Base classes will be Pathfinder, in fact all of Pathfinder will be used in conjunction with the 3.5 system. If two versions of the same rule exist, Pathfinder trumps.
- Shemdelver always trumps Pathfinder.
- With that said, Shemdelver races only.
- Maximum Threshold Damage will be used, I’ll post that later, but keep this in mind.
- Mutation Threshold, for simplicity sake: If you have more mutation points then Character level, you become an abomination.
- Still No Divine Magic. If you wish to be able to heal, be an elf, or fine another cleaver way (enlighten fist, Complete Arcane), or the best method is to take Herbalism feat, which will allow you to replicate a number of 3rd and under healing/protection if you have the alchemy or healing skill. More details on the feat page.
- For this particular game, we will be using the 32 point buy system. Stats due to racial adjustments are added after purchasing stats.
- No Flaws
- You will have a chance of starting with mutations depending on numerous of factors, that is because you are level 10. Yes, 10.
- I will NOT accept a PC unless it comes with a general history/background/quirks/traits/etc. Give me something I can use in game. I’m a lazy DM.
- The intro to the Campaign is below, but again, except Shemdelver as you know it, unless otherwise stated. Please remember you do not need to be a full caster when reading the below intro, but you should have at least one caster level. Explaining why you haven’t progressed might be needed. There are many prestige classes that combine casters with rogues, monks, fighters, gunslingers, and what have you.
You are apart of an elite organization that acts as the Council of Magi’s hand. The Council of Magi is the political assembly of the City of Towers, headed by the Magus Zarndelius. The organization is known as the Templars. To be a citizen of the City of Towers, one must be born with the talent (arcane ability), and some of these individuals are recruited to the ranks of the Templars.
Although rank, respect, and the chain of command is determined by achievement and loyalty to the cause, those that are part of a higher house are capable of higher ranks and access to the inner-workings of the Magi Council. The Houses are divided into 9 sections. The house that you belong to is strictly determined by the spell level you are capable of casting. (Keep this in mind) when building your PC. Often Templars wear emblems on their clothing signifying which house they belong to, this is considered formal attire, and quickly distinguishes the higher ranking Templars.
Since we will be gaming in Shemdelver Sunday, I figured I would bring some topics into the light to speak:
- Alchemy, Poisons, & Herbalism in conjunction with the skill Heal, will allow you to brew non-magical potions. I suggest looking under the “Equipment” Section to familiarize yourself with these, especially if you choose to have your PC practice one or more of these skills. Also “Brew Potion” feat will allow you to apply metamagic feats to one such skill (alchemy, herbalism, poison) if you purchase the metamagic feats as well. The modified rules greatly increase the power of such skills, which fits the flavor of Shemdelver.
- Beserker. Yes it has went through many modifications, and during play might go through some more. Currently, under the current set up, if a Beserker had a Great Axe, he can potentially do 4d8 damage with one strike, and this is simply with no magical effects. This and his increased natural AC, and debuffing techniques, he may need some further adjustments. I wish to give the Beserker options as the other classes, as well as fill his own niche without stepping on anyone’s toes.
- The Base classes were built with one idea in mind, playing X class, will he have to prestige to feel important. The answer I wish for is “No”. This makes possible prestige classes a lesser option. This I see as a good thing. I also wished for dual classed PC’s not to have the benefits of both worlds without a larger sacrifice.
- Spellweave, read it. For those familiar with the gas, I’ve giving you access to the rules and specifics I work with, for those that aren’t, read it, it’s a critical part in roaming around Shemdelver.
- The Musketeer will become a prestige class.
- Paragon Classes will eventually come to pass.
- Epic Level Rules will eventually be written.
- Massive Threshold damage will be written today, look for it under other.
- Reserve Points will be wiped clear or adjusted, so keep an eye out for it.
- Feats. A few feats will be added or adjusted as needed. Keep an eye out for this under the “Feats & Skills” the only one I see needing adjusting currently is Herbalism. This will be written today. Also such feats as “Heavy Weapon”
- Gas Masks and such will be written up today.
- DM Points, I might get to this today.
The current campaign we play where we tend to slaughter each other, make a zombie on the fly, and have a dark skinned friend, Shawn has this rule implementation he wished me to share:
Becoming Fatigued and Exhausted:
When a character enters combat he exhaust himself of his mental and physical energy. Because of this, not everyone can charge through combat and not eventually become fatigued. At the start of each combat, for each round a character does an action (move, cast a spell, use a weapon, etc) he comes closer to potentially becoming fatigued. A PC has 10 rounds + (Con Modifier) rounds before he must make a save to avoid being fatigued.
At the start of the round right after the 10 + (Con Mod) rounds, a PC must make a save, using his best save. (If a character has a high Fort save, his body is naturally sturdy and resilient to becoming fatigued, if high will, through sheer determination he presses on, and if high reflexes, his dexterous aptitude allows him to make the most efficient moves requiring the smallest of energy). If he fails that save he then becomes fatigued, if he saves, he must keep making the save at the start of every round. Once a character becomes fatigued, he has (Con Mod) rounds until he must make a save to not become exhausted, each time he saves, he must make another save at the start of the following round until combat ends..
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Well, until this week is over, the updating to Shemdelver is completed. The Alchemical Transmogrifist is somewhat of a surprised class I made, but it will be playable when we start (taking into consideration it’s in beta-mode). If your class has not been finished yet, not to worry, those classes will be next. For a preview the following changes will likely be made:
- Berserker will be able to read, and his rage will be whirl wind attack. Trap Sense and DR will be taken away for something more useful, and the Beserker will get benefits every other level or two that functions while he is in Rage.
- Wizard. All wizards are focus specialist (banned from 3 schools), and the spell point system will dictate there spells known/cast. With the wizard class the full rule set of spell points will be posted. All wizards will loose the familiar for something more favorable (flavor wise). Lastly, particular abilities will be granted depending on what school you specialize in.
- Rogue will act as it does now, but perhaps with a bit more skill points and a few special abilities in replace of the current ones.
Made slight modifications to the following races:
These are the last modifications i will be making to the races, however, I am considering running them past a Char Op forum to ensure they are equivalence in power towards each other. Necrovenants have lost the ability to not be fatigue, gained a minor spell like ability, and a had a special massive threshold/critical hit exception rule applied to them. Elves are now considered fey creatures for all intent and purposes.
On an additional note minor house rules have been added, which can be found in the menu under “other”.
The Races of Shemdelver have been updated, by next Sunday, the classes will be completed, along with an updated version of the firearms and a few other pieces of unique equipment to Shemdelver.
Note to current players:
Before we start playing the campaign again, you will have the liberty to change races if it fits you flavor and doesn’t effect the storyline or background of your PC too much. The PC’s will need adjusting regardless (but it will be benefical to you, and act as a refreshment course since we haven’t played in awhile). Stay tuned for slightly modified or additional classes. The only heavily changed class will be the fighter. Classes in general will be taken from Pathfinder SRD and Midnight D20 setting. A few new classes to focus on the steam-punk feel will be introduced as well.
I plan to have the Shemdelver campaign running again within 30 Days.