Campaign Setting: The Sauric Isles

From Fax Encyclopedicus

Jump to: navigation, search
(Tables)
 
Line 118: Line 118:
'''Homebrewed (Me)''' <br>
'''Homebrewed (Me)''' <br>
-
Saurial ([[Curvedclaw]],[[Sharptooth]]) <br>
+
Saurial ([[Curvedclaw]], [[Sharptooth]]) <br>
[[Anyklotaur]] <br>
[[Anyklotaur]] <br>
Line 132: Line 132:
'''Stormwrack''' <br>
'''Stormwrack''' <br>
Shoal Halfling <br>
Shoal Halfling <br>
 +
 +
'''Dragon Magazine''' <br>
 +
Saurian Shifters (Were-touched)
==Island Geographical Overview and (SRD) Conditions==
==Island Geographical Overview and (SRD) Conditions==
Line 153: Line 156:
'''Marsh Island-''' This island has a variety of rivers and marshlands, but doesn’t have any other landmarks.
'''Marsh Island-''' This island has a variety of rivers and marshlands, but doesn’t have any other landmarks.
 +
===Language===
 +
Two languages are spoken on the Sauric Isles. The first is Draconic, which replaces Common as the most spoken language in the area. It is the only automatic language of the Saurials, the Pterafolk, and the Saurians. The Halflings still have Halfling as an automatic language, but Common has been switched with Draconic. Draconic is loosely based on Latin, Greek, and Neo-Latin. As such, the names of creatures and places will be heavily influenced by those languages. The Ankylotaurs, on the other hand, speak a language based on Tupi called Evric. At first, none of the characters will speak Evric, leaving the question on whether they are hostile or not in the open. The people at the Survivor Camp speak mostly Common.
 +
 +
===Classes===
 +
The exact number of classes available at first is yet undetermined. Here is the current list (changes can and may occur). Also, since the ECL of the races used range from 0 to 5, the LA Buyoff system shall be used, along with possible gestalt for lower tier classes and racial hit dice.
 +
 +
'''Core Classes''' <br>
 +
''Barbarian-'' How could this class not fit into a campaign where most things are wilderness? Barbarians are a common class outside of the villages. Only the fittest survive in the wild, and with their toughness and aggressiveness, they definitely stand a chance.
 +
 +
''Cleric-'' Gods are still a major part of society, and thus so are Clerics. Clerics heal the sick, defend the helpless, and use the power of their gods to improve conditions in the Isles.
 +
 +
''Druid-'' While most of the classes here seek survival from the cruel nature of the Isles, Druids seek to survive by embracing it. They befriend enemies and shapeshift into such creatures in an attempt to become one with the prehistoric nature. Animal Companion lists have been changed, see the table for more information.
 +
 +
''Fighter-'' Fighters are by far the most common class in the Isles. They are extremely diverse and adaptable, from heavily armored brutes that can last for long periods of time fighting, to lightning fast predators that try to shorten combat as much as possible.
 +
 +
''Paladins-'' Paladins protect the villages from the constant threats of the jungles. They serve as guardians, often helping Clerics in that regard. The adventuring Paladins do so either to crusade against invaders or to help those who live in the wilderness. Different options are available for Paladin mounts.
 +
 +
''Rangers-'' Rangers serve as hunters and guides to those in cities. Rangers are an indispensable asset to any group. Rangers are excellent at hunting, moving through the wilderness, and keeping companions alive. They combine agility and the killer instinct to make hardcore survivors. Different options for animal companions are available.
 +
 +
''Rogues-'' While stealing treasure is not high on the list of importance, rogues are still very useful. Whether disabling traps from old ruins, stealing much needed supplies, or ambushing would-be predators, a rogue is a very important thing to have.
 +
 +
''Sorcerers-'' Sorcerers can be very useful, especially since they can miraculously cast any spell they know just when the situation needs it. Familiar options changed slightly.
 +
 +
''Wizards-'' Wizards are not as useful as sorcerers, as they must prepare spells and hope they can be used in whatever situations lay ahead. Wizards are extremely weak as well, especially when first adventuring so many do not survive to be the extremely powerful beings they do in other parts of the world. Most of the time, they restrain themselves to villages, where they can work on their spells with relative safety. Familiar options changed slightly.
 +
 +
'''NPC Classes''' <br>
 +
''Adepts-'' Not every settlement has the ability to train Clerics. These areas instead train adepts, less powerful clergy members capable of performing spells. Adepts are extremely common among the Survivors, Curvedclaws, and Sharpteeth. Familiar list changed.
 +
 +
''Aristocrats-'' Aristocrats are extremely rare occurrences, usually holding positions of great power in a village (each one has two or three aristocrats).
 +
 +
''Experts-'' Experts replace commoners as the most common class, as commoners tend to die- quite painfully. The experts that survive the longest usually are the ones who choose the skills that help them survive harsh environments (like survival, swim, hide, listen, spot, etc.).
 +
 +
''Warriors-'' Warriors are the common combatants. They are the village guards and police officers. Warriors may not be able to hold their own against predators, but in groups they can be a challenge.
 +
 +
'''Other Classes''' <br>
 +
''Factotums-'' If the most adaptable survive, then Factotums are among the most long-lived. Factotums master nothing but dabble in everything. Factotums gain the best skills of many classes, and thus useful in even the most bizarre of situations. Found in Dungeonscape.
 +
 +
''Psychic Warriors-'' Psychic Warriors replace Psions as the most common Psionic class. They have the diversity of fighters with the power of the mind. Found in Expanded Psionics Handbook.
 +
 +
''Scouts-'' Scouts are highly useful, as they are meant to explore the wilderness. Their ability to hide in plan sight, in addition to their ability to particpate in combat while moving, makes them very good at fleeing from carnivores.
 +
 +
''Warlock-'' Woth such low survival rates for adventurers, many do not have the time to train for power. They go after the quick fix: making a deal with a powerful entity to give them power. Warlocks, while less powerful then wizards, are tougher and stronger in combat. Found in Complete Arcane.
==The Main Island==
==The Main Island==
Line 289: Line 334:
'''The Rest of the World-''' For the most part, there is no contact with the rest of the world. There have been a few examples, like the arrival of the Halflings, but that was generations ago. The most recent example was when a ship sunk near the desert island and the survivors swam to shore. They have not encountered any intelligent life, except for the Curvedclaws, who massacred most of them.
'''The Rest of the World-''' For the most part, there is no contact with the rest of the world. There have been a few examples, like the arrival of the Halflings, but that was generations ago. The most recent example was when a ship sunk near the desert island and the survivors swam to shore. They have not encountered any intelligent life, except for the Curvedclaws, who massacred most of them.
-
'''Lycanthropy-''' While werewolves and other common lycanthropes might not be common, a few strains of the lycanthrope virus has made it to the Sauric Isles. Werecrocodiles can be found in the marsh island, while Weretyrannosaurs can be found in the jungle island. The disease can even be found on the main island, in the form of Werefleshrakers.
+
'''Lycanthropy-''' While werewolves and other common lycanthropes might not be common, a few strains of the lycanthrope virus has made it to the Sauric Isles. Werecrocodiles can be found in the marsh island, while Weretyrannosaurs can be found in the jungle island. The disease can even be found on the main island, in the form of Werefleshrakers. A subrace of Shifters known as [[Variant: Saurian Shifter|Saurian Shifters]] have come into existence, descendants of the reptilian lycanthropes.
==Deities==
==Deities==
Line 367: Line 412:
'''Monstrous Spider, Tiny-''' Mesothelae are creepy critters that hunt lizards on the Jungle Island. They have a unique ability. '' '''Acid Injection (Ex):''' After delivering a bite, a mesothelae can inject digestive juices into a victim as a free action. This causes 1d3 points of acid damage for 1d6 rounds.''
'''Monstrous Spider, Tiny-''' Mesothelae are creepy critters that hunt lizards on the Jungle Island. They have a unique ability. '' '''Acid Injection (Ex):''' After delivering a bite, a mesothelae can inject digestive juices into a victim as a free action. This causes 1d3 points of acid damage for 1d6 rounds.''
 +
 +
==Tables==
 +
A bunch of useful tables.
 +
 +
===Familiar Table===
 +
{|border=1px
 +
!Familiar!!Special
 +
|-
 +
|Compsognathus || ''See Dragon #318''
 +
|-
 +
|Lizard || Master gains a +3 bonus to Climb checks
 +
|-
 +
|[[Platyhystrix]] || Master can hold its breath for an addition 2 rounds
 +
|-
 +
|Rhamphorhynchus || ''See Dragon #318''
 +
|-
 +
|Snake || Master gains a +3 bonus to Bluff checks
 +
|-
 +
|Toad || Master gains +3 Health Points
 +
|-
 +
|[[Icarosaurus]] || Master gains a +3 bonus to jump checks
 +
|}
 +
 +
===Animal Companion Table===
 +
{|border=1px
 +
!Level!!Animals
 +
|-
 +
|1st Level or Higher || Snake (small or medium viper), Shark (Medium), Squid, Compsognathus, Rhamphorhynchus
 +
|-
 +
|3rd Level or Higher || Crocodile, Moniter Lizard, Shark (Large), Constrictor Snake, Snake (Large Viper), Dimetrodon, Pteranodon
 +
|-
 +
|7th Level or Higher || Giant Crocodile, Deinonychus, Elamosaurus, Snake (Huge Viper)
 +
|-
 +
|10th Level or Higher || Megaraptor, Giant Constrictor Snake, Shark (Huge), Pachycephalosaurus, Helicoprion
 +
|-
 +
|13th Level or Higher || Giant Octopus, Parasaurolophus
 +
|-
 +
|16th Level or Higher || Dire Shark, Giant Squid, Triceratops, Tyrannosaurus-Rex, Stegosaurus
 +
|-
 +
|21st Level or Higher || Diplodocus, Giganotosaurus
 +
|-
 +
|24th Level or Higher || Liopleurodon
 +
|}
 +
 +
===Random Encounter Table (Main Island)===
 +
{|border=1px
 +
!D%!!Creatures!!Challenge Rating
 +
|-
 +
| || Herd of Triceratops || 16
 +
|}
 +
 +
===Random Encounter Table (Jungle Island)===
 +
{|border=1px
 +
!D%!!Creatures!!Challenge Rating
 +
|-
 +
|1-10% || Pack of 1d6-1 Deinonychuses) || 8
 +
|-
 +
|11-20% || Mated Pair of Tyrannosaurs || 10
 +
|-
 +
|21-30% || 1d4 Megaraptor Hunting Group || 10
 +
|-
 +
|31-40% || 1d4-1 Ti-Khana Deinonychuses || 10
 +
|-
 +
|41-50% || 2d6 Herd of Seismosauruses || 19
 +
|-
 +
|51-60% || 1d6+1 Pack of Swindlespitters || 7
 +
|-
 +
|61-70% || 1d2 Group of Bonesnappers || 5
 +
|-
 +
| ||
 +
|}

Current revision as of 00:49, 3 October 2010

Personal tools
Google AdSense