Tanerth 3rd Age - Character Generation / World Details

The world of Tanerth, set a thousand years after the previous campaign. This is a homebrew game setting in a modified D&D 3.5 game. Several long running campaigns have been run here.

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Walks-in-Soot
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Tanerth 3rd Age - Character Generation / World Details

Post by Walks-in-Soot » Sun Nov 06, 2005 1:19 pm

Okay, Tanerth Third Age, is starting soon, here are some basic Details fo character creation though I have Already looked over nearly everyone's Chars.

Stats: Ability generation is going to be a 32 point buy system.

Races: Races from the Core Rule Books, Races books (Races of Destiny, e.t.c ), Psionics Handbook and approved races are the only one allowed, any monster characters must be approved by the DM. Elves are played as they are in the Players handbook (They are no longer treated as Fae, Cold Iron no longer hurts them as it has, Elves also now age at the same rate as Half Elves, Half Elf aging rates haven't changed.)

All Core classes from the Player's Handbook are available as well as all from the Complete series of books, also including the following classes: Totem Warrior, Warmain (AU write up, not AE), Unfettered

New Core Class: The Mage class, is a new allowed Arcane spellcasting but it will only be introduced later on in the game


The Region:
The Three Ways Valley, which has no offical name any more since Thalgaar ceased to exist as a national several hundred years ago, most people are locals, that have grown up in the area and are striking out on their own

<img src="http://www.geocities.com/piccy_archive/ ... Region.jpg">

In the Region Map we will use until the characters progress further into the game.

<img src="http://www.geocities.com/piccy_archive/ ... s_City.jpg">

This is Three Ways City, the primary hub for the Campaign for now, the characters may know a few local areas and will be given an overview soon.

If there are any questions or concerns please contact me so I can help you out.

Jason.

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Tanerth 3rd Age - Magic Differences.

Post by Walks-in-Soot » Sun Nov 06, 2005 1:24 pm

Tanerth has changed much since the firt few campaigns, the Loss of Innate spellcasting which happened when the world was saved by the gods, because the unpopularity of the changes I had planned to implement the following is the correct changes:

All Magic classes have Standard spell charts, Make them as if they are straight out of the Players handbooks, the New Magic class will have a write up done soon, and it's difference shall be seen soon enough,, but due to the classes not being as altered as I planned the rarity of magical items will increase in the region, or their value will be considerably higher then they should be.

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Tanerthan Elves

Post by Walks-in-Soot » Thu Dec 15, 2005 1:43 pm

Tanerthan elves have undergone a change going into the THird age, they were affected by the stripping of a majority of the world natural magic, this is how to modify elves for Tanerth

Tanerthan Elves lose these racial qualities
* Fae Type: Elves are no longer of the Fae type, they are now Humanoids(Elf)
* Immunity to Sleep Effects
* Racial Bonuses to saves against enchantment spells and effects
* Lifespan: Elves now age at the same rate as Half-Elves
* Elves no longer enter trance, they must sleep for eight hours like every other humanoid race.

Tanerthan Elves Gain these traits as compensation:
* Elves receive Weapon Focus with one Melee and One ranged weapon from their Racial weapon proficiencies
* Favored Class: Ranger. Since magic has fled and they do not have centuries to perfect their magical art they have taken to the other aspect of their people.

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Warforged

Post by Draconis » Fri Jan 20, 2006 1:49 pm

When are you gonna post about the new warforged feats?
To Battle, Glory, and Riches!

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Warforged Feats

Post by Sieobahn » Sun Feb 19, 2006 10:22 am

Crystalline Body (Warforged)
Prerequisites: Must be Taken at First Level, Region: Thalgar, Warforged
Benefit: A Warforged with this Feat has Crystalline Parts that replace the Metal parts of it's body. The Warforged's armor bonus goes up to +4, they have a Maximum Dexterity bonus of +4 to A.C, Armor check penalty of -2, Arcane Spell Failure of 20% and is considered to be wearing light armor. Also now that the Warforged has crystalline components, it is no longer affected by spells that specifically target metallic creatures, but is now treated as a crystalline creature with regards to certain spell effects.( The warforged now takes damage from the shatter spell as a crystalline creature). And a Warforged with this Feat also gains the Psionic Type and now has a Power Point reserve of 1.

Glassteel Laced Body ( Warforged )
Prerequisites: Feat {Crystalline Body}, Region: Haven
Benefit: A Warforged with this feet has parts of it's crystalline structure replace with parts made from Glassteel. The Warforged's armor bonus goes up to +8, they have a Maximum Dexterity bonus of +3 to A.C, Armor check penalty of -4, Arcane Spell Failure of 25% and is considered to be wearing Medium armor, they also gain DR 3/-.

Regions: To gain these feats the character must come from or visit the area listed to have knowledge of and be able to select the feats.

Any other feats shall be added at a later date, any question feel free to ask me.

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