PENTHIAE CAMPAIGN QUESTIONS

Rules, Custom Mechanics, & other important data.

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Laharl
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Postby Laharl » Mon Sep 04, 2006 5:25 pm

Can you post the Offensive Scout?


Once upon a midnight dreary, while I pron surfed, weak and weary,
Over many a strange and spurious site of ' hot xxx galore',
While I clicked my fav'rite bookmark, suddenly there came a warning, and my heart was filled with mourning, mourning for my dear amour,
"'Tis not possible!", I muttered, "Give me back my free hardcore!
...quoth the server, 404.-Bash.org

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Postby Zanaikin » Mon Sep 04, 2006 5:37 pm

that one is self-explanatory, instead of getting bonus to AC when moving, you get the same bonus to attack.

I've been having trouble wording it, that's why I haven't posted xD. It provides a lot more flexibility when used with combat expertise (although dodge AC isnt as good as raw AC)
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Postby Zanaikin » Wed Sep 06, 2006 6:10 pm

update update:

Char Creation
5. Increased Feat Progression:
You gain a character feat at level 1 and every even level (2, 4, 6…and so on). This replaces the normal feat progression (level 1, 3, 6…so on).

---- as noted on poll :D


MANEUVERS:
1. Maneuver Knowledge
Initiators gain additional maneuvers known equal to three-quarters (rounded up) their intelligence modifier, plus additional stances equal to one-quarter (rounded down) their intelligence modifier.



action points:
for 1 AP:
• Initiate any maneuver you know, even if you did not ready it or have expended it.
for 2 AP, this makes a return, I balanced it out slightly! xD:
• Apply any one metamagic feat you know without increasing the spell’s slot level. The casting time is increased as if you had cast it spontaneously with metamagic.


combat expertise:
• You do not take penalties from combat expertise when using a counter maneuver. Instead you gain a bonus to attack rolls equal to your combat expertise penalty (up to half your base attack bonus).
*also, combat expertise caps of +5 (when using CExp as total defense action or using action point to boost CExp) are raised to half you base attack bonus instead.
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Postby Zanaikin » Thu Sep 07, 2006 12:09 am

two more things regarding maneuvers, cause I found the inflexibility of the initiator classes extremely annoying and its not like I can expect much support from further wotc works for this book -_-

2. Disciplines Availability
An initiator may select the disciplines for which he/she could learn maneuvers from:
Crusaders: Devoted Spirit, plus any three.
Swordsages: Any six, cannot learn supernatural maneuvers from devoted spirit.
Warblades: Any five, cannot learn supernatural maneuvers from any discipline.

3. Devoted Spirit Maneuvers
Any Devoted Spirit maneuvers that involves healing or mentions ‘divine energy’ is considered a supernatural maneuver.
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Postby Laharl » Thu Sep 07, 2006 1:39 am

Ah, Dai, aren't the Su maneuvers mostly the high-level ones? That would kinda gimp warblades.

There's more flexibility than you think, given that with a feat, all it takes to completely reset maneuvers is a full round action.


Once upon a midnight dreary, while I pron surfed, weak and weary,
Over many a strange and spurious site of ' hot xxx galore',
While I clicked my fav'rite bookmark, suddenly there came a warning, and my heart was filled with mourning, mourning for my dear amour,
"'Tis not possible!", I muttered, "Give me back my free hardcore!
...quoth the server, 404.-Bash.org

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Postby Zanaikin » Thu Sep 07, 2006 2:48 am

i dont mean the reset is not flexible, i mean the learning part... i m trying to apply crusader to some NPCs that SHOULD use it instead of the other two and... the disciplines available to sader just dont match their char builds

most of the su maneuvers are listed as swordsage only anyways (in the desert or the shadow discipline).
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Postby Zanaikin » Sun Sep 10, 2006 7:13 pm



timeline for the First Great Alliance War finished. Changed a few names if you still remember the information from pre-reset that well.

coming soon: information change to Misalin since the start of the second alliance war, OOC information regarding whisperleaf forest.
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Postby Zanaikin » Mon Sep 11, 2006 6:55 am

to remove the incentive to fudge rolls altogether when making a character:

6. Hit Points
Instead of rolling for character hit points, you take the average hit points based on your hit dice (d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5), rounded up after all hit dice as been calculated (ex: 3d4 = 8, 4d4 = 10). You still gain maximum hit points for character level one.
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Postby Zanaikin » Tue Apr 24, 2007 2:24 am

will think of a proper format for this to stick in campaign setting when i get to it:
some of you might be interested:

MISALIN MILITARY ORGANIZATION:
[Command Ranking inside Brackets]

Troop types:
Heavy Infantry [MGS] – Front line infantry, equipped with heavy armor, tower shields, longspears, longswords, and javelins
Crossbow Infantry [MGS] – Archers and reserve infantry, equipped with heavy armor, heavy shields, longswords, and heavy crossbows.
Skirmisher [MGE] – Scouts and elite cadres, may be mounted on light warhorses, equipped with light armor, longswords, and composite shortbows.
Longbow [MGE] – Elite archers, equipped with light armor, bucklers, longswords, and longbow.
Warmage [MGE] – Arcane battlecasters, equipped with light armor, light shields, and longsword.
Heavy Cavalry [FOM] – Frontal assault cavalry, mounted on armored heavy warhorses and equipped with full plate armor, heavy shields, heavy lances, and greatswords.
War-Priests [COM] – Non-military divine casters participating in combat, equipped with medium armor, heavy shields, and light maces.
War-Wizards [COM] – Non-military arcane casters participating in combat, equipped with light crossbows and sometimes light armor.

Misalin Guard:
Squad 4 privates [0], 1 corporal [1]
File/Team 2 squads (8pvt/2cpl), plus 1 sergeant [2]
Company 10 Files (80pvt/20cpl/10sgt), plus 3 lieutenants [3], 1 captain [4]
Regiment 10 Companies (800pvt/200cpl/100sgt/30lt/10cpt), plus 3 majors [5], 1 colonel [6]

• The Company is the most independent unit of the Misalin Guard. Standard companies are composed of 6 heavy infantry files and 4 crossbow infantry files. Siege companies have ten teams, each armed with two heavy onagers or trebuchets.
• The Regiment is the largest unit of the Misalin Guard Standard. Each regiment has 9 standard companies and 1 siege company.
• Misalin Guard Elite units are organized with Company being the largest unit under direct central command. MGE companies also have no set number or ratio regarding different type of troops. Each company has its individual strength and weaknesses due to the type of troops within it.

Fist of Misalin:
Squad 4 corporals [1], 1 sergent [2]
Troop 4 squads (16cpl/4sgt), plus 1 lieutenant [3]
Banner 5 troops (80cpl/20sgt/5lt), plus 1 captain [4]
Regiment 5 banners (400cpl/100sgt/25lt/5cpt), plus 2 majors [5], 1 colonel [6]


Military Command of Non-Military Elements:
All non-military casters participating in combat are under the command of the Church of Misalin. They are most commonly referred to as warpriests and war-wizards. Non-military casters that do not take part in combat and provide only behind-the-lines support are not organized into combat units.
Order of the Arcane:
Team 9 initiates [1], 1 maester [3]
Company 10 teams (90ini/10mst), 1 regeant [5]

Church of Misalin & Creationist Guild
Team 9 apprentices [1], 1 master / priest [3]
Company 10 teams (90apt/10mst), 1 guildmaster / head priest [5]


Special Rankings:
Escort Marshal [7] – Second in command of the Misalin Guard Standard, primary commander of the Misalin Guard Elite
Escort Crusader [7] – Second in command of the Fist of Misalin, chief coordinator between Fist of Misalin and Misalin Guard
High Priest [7] – Non-military church ranking. High priests capable of directing combat are responsible for commanding companies of the Order of the Arcane, the Church of Misalin, and the Creationist Guild.
High Marshal [8] – First commander of the Misalin Guard Standard
High Crusader [8] – First commander of the Fist of Misalin
High Commander [9] – Supreme commander of Misalin Guard (all forces)
High Archpriest [9] – Non-military church ranking, leader of the Church and executive sovereign of Misalin. Despite having more power than the High Commander, tradition dictates that the High Archpriest should abide by the orders of the High Commander regarding military affairs during wartime.
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Postby Zanaikin » Thu Apr 26, 2007 2:57 am

something I need to clarify, don't mix Penthiae's divine magic with that of the stereotypical D&D:

an excerpt from my DM notes:
//unlike popular belief of divine beings granting divine magic, divine magic is performed by drawing power from spiritual realms. People born in Misalin (particularly west Misalin) has more affinity with this process, and those who believe in religion will also find their faith to be of aid in this process. Divine spellcasters know that their spells aren’t granted by gods, but believes the gods to be the creators of the planar realms and thus the ultimate source of divine magic. They also know faith helps in drawing power for divine casting.

this is in contrast to arcane magic, which involves focusing and drawing in magic dispersed in the local environment.
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Postby Zanaikin » Thu Apr 26, 2007 9:31 pm

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Postby Zanaikin » Sun Apr 29, 2007 5:55 pm

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Postby Sajuuk » Mon Apr 30, 2007 3:39 am

Make sure the Action Point feats match up.
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Postby Zanaikin » Thu Jul 05, 2007 1:58 pm

I've been looking through StarWars d20 system (at least the one in the SW Saga Edition) lately and I discovered one thing, if it weren't for the fact that it gets rather hard to adapt everything I'd be REALLY tempted to switch to their system.

here's a brief overview of the basic stats of their system:

AC = 10 + class level + dexterity modifier + natural armor + size modifier
(not including cover & other circumstantial mods)
(if you receive an armor bonus to AC, you cannot gain the class level to AC, there's a few special abilities that change this, like the Improved Armored Defense talent which allows one to add half armor bonus to AC without denying the class level AC)

Attacks are still BAB + appropriate ability mod + equipment/feat/class-ability modifiers

Damage is weapon base damage + str mod (if melee) + half class level.

AC also doubles up as the reflex save (together named reflex defense).

Fort/Will Save: 10 + class level + class bonus + con/wis modifier
(most armors also grant a bonus to fortitude saves)
(all classes will grant a low base non-level-dependent bonus to saves, so crossclassing still has its advantages. Ex: Scouts get +2 ref/AC & +1 fort)

(of course the higher saves will mean they need a higher DCs)
all the DCs require a skill check (use force / persuasion / etc), so effectively when converted, the DCs for spells would be:
10 + casting ability modifier + caster level + feat/class-ability modifiers

there's something called a conditions track, with 6 steps
normal (no penalties) => -1 condition (-1 penalty to AC/attack/saves/skills) => -2 condition (-2 penalty to all) => -3 condition (-5 penalty to all) => -4 condition (-10 penalty to all) => -5 condition (unconscious).
enduring effects like poison & diseases forces you to move down in the conditions line, while hit that deals more damage than your Damage Threshold (fortitude save modifier + size modifier) also move you down -1 in the conditions ladder. You can recover conditions (+1 level) by taking 3 swift actions (see below).

In combat, you get: 1 standard action, 1 move action, & 3 swift actions. These swift actions, once converted, are actually free actions in our system.
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Postby Laharl » Thu Jul 05, 2007 4:59 pm

I didn't even know SW Saga had come out...The old edition was clunky D&D with Wound Points and really really clunky Force skills, but this seems far better done.


Once upon a midnight dreary, while I pron surfed, weak and weary,
Over many a strange and spurious site of ' hot xxx galore',
While I clicked my fav'rite bookmark, suddenly there came a warning, and my heart was filled with mourning, mourning for my dear amour,
"'Tis not possible!", I muttered, "Give me back my free hardcore!
...quoth the server, 404.-Bash.org


[phpBB Debug] PHP Warning: in file [ROOT]/vendor/twig/twig/lib/Twig/Extension/Core.php on line 1107: count(): Parameter must be an array or an object that implements Countable

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