User:ProphetPX/Xal'Anim (3.5e Campaign Setting)/Character Creation
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Character Creation
- Note these RULES regarding the very different features of the "NATURAL WORLD" within Xal'Anim, when deciding how to go about creating characters for use in Xal'Anim:
Ability Scores
- Depends on race played. Due to the advanced elemental features of this world, most playable races will start with at least 1 level (if not more) of their suitable Paragon racial class, for FREE -- even at the initial 1st level of any class played.
Alignment
- Depends on race and class played.
Perception
- Dark Vision 120' is the DEFAULT eyesight for most playable PC race creatures in this world. Low-light 120' is second most common, and "Ordinary" Daylight Vision 60' (what most races in other campaign settings have by default) is more rare, but exists mostly among the less beastly humanoid races. Daylight Blindness is a common genetic atrophy among the more PC-playable races in this system, but not every playable PC race (nor does every member of the races affected) have this defect.
- In order for some PC-playable racial characters or monsters to perceive their surroundings or navigate the outer surface landscape, so-called "Light-vision" is required to see during daylight hours. And only at the level (or above) of minor playable-races and monsters (such as the deplorable elf!) can they "see" with any certainty or lack of difficulty, what transpires around them, AT ALL -- being barely able to perceive objects in "visible" Light in it's proper form. Most lower races (IE: elves) are only capable of [this campaign's version of] infra-vision, so darkness (due to the close pervasiveness of ring-light) is not very common (on the surface world). However this situation is inverted a little bit when it comes to those races and monsters which inhabit the inner hollows of some planetary spheres.
- Something known as UltraVision is within the capacity of most of the higher races and since no lower races can employ it by nature, this definitely creates a rift between that of the higher created order, and that of the lower and "subterranean" factions.
- Even more sublime is that of "Elemental Vision" where some celestial, infernal or abyssal, and aberration monsters and PC's can literally "zoom in", through the taking advantage of the enhancing power of the elements surrounding them, to perceive charges of the object coming through to their eyes as emanations between the valence ethers of molecular structures and perceive some innate vague differences down to the molecular level between this or that. This might be seen as the equivalent of having 5:120 vision (as opposed to ordinary human's mundane sight of 20:20 -- if healthy).
- Thus, breaking it down, the following forms of vision perception we have, are:
- "Elemental Vision" (Mostly for LEGENDARY creatures) is equivalent to being able to see between the valent ethers of molecular structures due to enhancing of elements and higher perceptible vibrational visual frequencies. Akin to distance of old 2e UltraVision (noted below), but starting at 120 feet.
- "Ultra Vision" (for most higher, Major races) is NOT exactly equivalent to 2e's UltraVision, but sees into the ULTRAVIOLET spectrum, and perceives as double the standard viewing distance of Dark Vision in 3.5e: but is set at 120 feet.
- "X-Ray Vision" (for most higher, Major races) is equivalent to 2e's UltraVision, and singular (the same) to the standard viewing distance of 3.5e: starting at 60 feet.
- "Light Vision" (for most Minor races) is roughly the same as 3.5e's standard vision for all races with color- and depth-perception, at a halved 3.5e distance of starting at 30 feet.
- "InfraVision" AKA Dark Vision (for some Minor races) is equivalent to 3.5e's "DARK VISION" (since "night time" does not appear the same here as in other worlds, and this sees into the INFRARED spectrum), and is set at a standard viewing distance of 240 feet.
- Low Light Vision (in typical animalistic black/white fashion), common for all races lower than those which don't have InfraVision. This type is equivalent to the 3.5e standard of "dark vision" and is set to start at 120 feet.
Other adjusted forms of perception, are:
- Since most PC-playable races here are anthropomorphic animal-like and/or like-created humanoids, this perceptive sense is going to gain a huge boost to most races standard listed bonuses, to the tune of +4 to all listed Listen Checks, on any playable character race that applies or qualifies for this feature.
- Since most races here are anthropomorphic animal-like humanoids, this perceptive sense is going to gain a huge boost to most races standard listed bonuses, to the tune of +4 to all listed Scent checks, on any playable character race that applies or qualifies for this feature.
- Most animals have what's known as a "sixth sense", and the anthropomorphic races and monsters of Xal'Anim are of no exception in this (enhanced) ability. Some anthro animal-like races come complete with this installed as a perception (Spot, Scent, and Listen) skill modifier of +4 to all such rolls when NOT involving those particular senses. Thus a character can "sense" a nearby danger (be it object or living) from any distance, even if blind, deaf, or having damaged olfactories in their nose) merely by "blindsensing" (as per the Dragon ability of the same name) and applying this skill check bonus of +4 from a distance of within graduated increments of 30 feet (+4 within 30 feet, depending on wind direction and strength, whether upwind or downwind of you, and another +4 if 60 feet and the wind is strong and you're downwind of the target -- more fleshing out of this idea will come later).
Atmosphere
- The air density on Xal'Anim is twice that of Earth in terms of pounds per square inch (p/si), so wounds and injuries will heal here TWICE as fast as they are stated in the core rules, with powers such as "cure light wounds" and "fast healing" operating doubly such. And, regeneration spells/powers operate much more effectively here due to the ubiquitous earth-power surrounding the populations, at a rate twice fast as the original specification. Conversely, damaging effect such as draconic breath weapons and area-of-effect spells and detonating powers will also operate twice as effectively. Adjustments should be made to any character classes' abilities when it comes to feats, spells, and spell-like abilities, per this scaled rule.
Gravity
- Gravity here operates at 1/3 that of our "normal" Earth's gravity, which means that from the perspective of Earth's Moon (which is at 1/6 Earth gravity), Xal'Anim's 1/3 (or 2/6) gravity is HALF that of Earth, thus HALF that of it's moon. Characters and Monsters will have nearly no or little problems with encumbrance or "weight" and travel issues due to this, and cross-planet transit on the open surface should occur much faster.
- Therefore, the preceding understood, it is entirely possible to engage in Matrix-style tactical movement (be it fast or slow) for ANY character class (not just Monks). Monks, however, will have the supreme advantage over other classes in this respect, since at higher-levels they can gain innate, directed control over the gravity of other people and things (Reflex and Will saving throws apply), as well as their body exploiting gravity for themselves, personally.
- If anyone's ever seen the excellent yet underrated movie "John Carter of Mars", then you should immediately get the idea of how this reduced gravity may work.
- Also of note, a trait for 1 or many worlds, or a rule I am considering to include: Light Gravity.
Movement and Encumbrance
- All standard races, due to the aforementioned lighter restrictions on Gravity, move at twice their stock/core standard listed speed. This means that if a human was standard at 30' (20' while wearing full plate armor), his new movement rate will now become 60' (or 40' in full plate armor). Dwarves and other races with caps on movement or restrictions on encumbrance are also affected by this new ratio. Consider all core-rule movement rates to be DOUBLED (2x), and all encumbrance tables to have their figures QUADRUPLED (4x) when it comes to carrying capacity and pounds-liftable.
Combat
- The following rules will be in-effect in most places of my world (remember this is still a work in progress!)