DnD Modern 4th edition

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Hi to all those that may or may not hate me.
As i said in my former (and now gone) thread, DnD Modern is still alive.
With (at least somewhat) new content and lesser talent trees.
It will be under OGL not GSL due to the fact that GSL is a piece of .

DnD Moderns site is still http://dndmodern.wikispaces.com/.


Good Bye
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
is it like an urban arcana deal?
IMAGE(http://dragcave.net/image/HEXd.gif)
To Darth_Singe

DnD Modern isn't an Urban Arcana deal. It has mostly variant rules for characters (it has only six classes), different creature rules etc.
The name itself is an amalgram of Dungeons and Dragon's abbreviation and d20 Modern name.
And it lacks any sort of campaign materials.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Here is my planning for DnD Modern 4th. I have posted on a previous thread,
but here it is and is uppdated.

Show
DnD Modern before 4th edition DnD Modern 4th edition<br /> <br /> Skills <br /> Craft, Repair, Item Creation feats Folded into Craft, each category is treated as a separate subskill as normal<br /> Autohypnosis, Concentration Folded into the skill Concentration<br /> Balance, Escape Artist, Tumble, Use Rope use of Survival skill Folded into the skill Agility<br /> Bluff, Disguise, Forgery, Gamble Folded into the skill Deception<br /> Climb No change<br /> Computer Use No change<br /> Decipher Script, Speak Language Folded into Speak Language, each language is treated as a separate subskill as normal<br /> Diplomacy, Gather Information, Handle Animal, Intimidate, Sense Motive Folded into Persuasion<br /> Drive No change<br /> Disable Device No change<br /> Appraise, Forbidden Knowledge (Overall), Research Folded into Forbidden Knowledge, each category is treated as a separate subskill as normal<br /> Appraise, Forbidden Lore (Overall), Research Folded into Forbidden Lore, each category is treated as a separate subskill as normal<br /> Hide, Move Silently, Sleight of Hand Folded into Stealth<br /> Investigate No change<br /> Jump No change<br /> Appraise, Knowledge (Overall), Research Folded into Knowledge, each category is treated as a separate subskill as normal<br /> Listen, Search, Spot Perception<br /> Appraise, Lore (Overall), Research Folded into Knowledge, each category is treated as a separate subskill as normal<br /> Perform No change<br /> Pilot No change<br /> Profession No change<br /> Psicraft, Use Psionic Device, Metapsionic feats Folded into Psicraft<br /> Ride No change<br /> Spellcraft, Use Magic Device, Metamagic feats Folded into Spellcraft<br /> Survival, Navigate Folded into Survival<br /> Swim No change<br /> Treat Injury No change<br /> <br /> Talents Trees<br /> Battle Mind Folded into Soulknife<br /> Chronomancer Renamed to Exarch Trained<br /> Elite Infiltrator Folded into Infiltrator<br /> FX Trickster Folded into Rouge<br /> Glamourist Folded into Personality<br /> Holy Knight Folded into Paladin<br /> Legendary Dreadnought Folded into Dreadnought<br /> Martial Artist Folded into Monk<br /> Negotiator Folded into Abassador<br /> Paladin of ... Folded into Paladin <br /> Perferct Wight Folded into Rouge<br /> Psionic Agent Folded into Psychic Warrior<br /> Psionic Fist Folded into Psychic Warrior<br /> Shadow Slayer Folded into Shadow Hunter<br /> Techie Folded into Technosavant<br /> Unholy Knight Folded into Paladin<br /> Wildlord Folded into Druid<br /> <br /> Feats* (so far)<br /> <br /> Individual Feats<br /> Endurance Is a skill<br /> Improved [insert class name] plus Gone<br /> Greater [insert class name] plus Gone<br /> Superior [insert class name] plus Gone<br /> Supreme [insert class name] plus Gone<br /> Elite Character Is now part of a feat tree<br /> Salvage Is now part of Perception skill<br /> Tracking Is now part of Survival skill<br /> Urban Tracking Is now part of Persuasion skill<br /> <br /> Feat categories<br /> General feats Mostly no changes<br /> Fighter feats Renamed to Combat feats<br /> Psionic feats, Feats that applies to spellcasting Are now Mental feats<br /> Initial feats No changes<br /> Talent feats No changes<br /> Elite Feats* Some changes<br /> <br /> Other (so far)<br /> Action points system* Some changes<br /> Spellcasting system* Skill based<br /> Manifesting system* Skill based<br /> Bards, Druids, Rangers Cast Nature spells<br /> Talent trees Are now called Paths<br /> <br /> <br /> DnD 4th* (so far) DnD Modern 4th edition<br /> Actions (DnD 4th edition) Gone<br /> Arcane powers Spellcraft uses<br /> Attack system (DnD 4th edition) Gone<br /> Character roles Gone<br /> Divine powers Spellcraft uses<br /> Duration system (DnD 4th edition) Added<br /> Eladrin Some changes<br /> Healing system (DnD 4th edition) Perhaps<br /> Martial powers Combat Focus (new skill) uses<br /> Monsters (DnD 4th edition) As DnD 3.5 and d20 Modern with some changes<br /> Reach system (DnD 4th edition) Some changes<br /> Rest system (DnD 4th edition) Some changes<br /> Saving throw system (DnD 4th edition) Some changes<br /> Static Defence Added<br /> The trio of "C" rules Perhaps<br /> Tiers Gone<br /> <br /> <br /> Other Changes<br /> Types<br /> Aberration type has some changes<br /> Animal type are now a subtype<br /> Beast type added<br /> Construct type has some changes<br /> Elemental type remains a type<br /> Fey type remains a type<br /> Giant type are now a subtype<br /> Humanoid type are now a type modifier<br /> Magical Beast type are now gone<br /> Monstreous Humanoid type are now gone<br /> Ooze type are now a subtype<br /> Outsider type remains a type<br /> Plant type are now a subtype<br /> Undead type has now a subtype<br /> Vermin type are now a subtype<br /> <br /> Subtypes<br /> Allegiance subtypes (Balance, Chaotic, Evil, Good, Lawful) remains as they are<br /> Angel subtype remains as it is<br /> Aquatic subtype are now a type modifier<br /> Archon subype remains as it is<br /> Augmented subtype has some changes<br /> Elemental energy subtypes (Air, Cold, Earth, Fire, Water, Wood) remains as they are<br /> Extraplanar subtype is now a condition<br /> Humanoid subtypes (such as Elf, Goblinoid or Human) remains as they are<br /> Incorporeal subtype has some changes<br /> Native subtype is gone<br /> Psionic and similar subtypes are gone<br /> Shapechanger subtype has some changes<br /> Swarm subtype has some changes<br /> <br /> Type modifiers<br /> Elder type modifier added<br /> Exemplar type modifier added<br /> Tauric type modifier added<br /> <br /> *= Unreleased

Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
The DnD Modern 4th is underway, and I will uppdate the planning soon.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
The planning for DnD Modern 4th is uppdated, and I might be able to make .pdf documents of DnD Modern.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Talent trees are done, prewiew's are coming on the website of the things done so far :D
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Here is the preview of DnD Modern 4th ed. please note that is still subject for changes.
DnD Modern 4th edition preview
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Sorry, for updates haven't come as they should , i've been checking and rechecking my work so far and I have found that heavy work needs to be done.

And by the way, any questions so far?
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Happy New Year everybody!
Sorry for lack of progress for DnD Modern 4th ed.'s lack of progress.
I have no excuse for that. I'm still checking and rechecking the work so far.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
I'm considering to use DnD 4th ed. style stat boxes rather then the more stylistic ability texts in DnD 3.x

What shall i do
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
I love 4E, but honestly it seems to me that 3.5 was a better fit for modern settings than is 4E. A basic attack with a glock is all you need, you don't need to overlay the gunshot with special rules for whatever at-will you are using at the time. Conversely, spells and magic should feel different from the way a "mundane" person fights, and should feel more powerful and otherworldly as well.

About the only things I would take from 4E into a modern campaign are the looser guidelines for monster creation and the more player-oriented DMing style. Oh, and I might add feats for each character every other level instead of every three. But I think the old d20 modern hardly needs the overhaul, and actually fits nicely in 3.5.

Just my opinion, though- good job on all the work you've done so far!
Thanks SteelMirror for the encouragement and for the opinion, but the miss one of mine points if making DnD Modern. The system is built to set in any "era" except for bronze and stone age (this due that rules for bronze and stone items are not OGL).

Once again thanks.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
It seems that i need to make a major rewrite of the entire skill section (skills and skill uses will be placed independently).
I will post the completed work I've done so far on the website (be warned, it may disapoint several of you)
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
I've just made a count on the skills and skill uses; I got 103 skills and 165 skill uses to write about so skill rewrite might take some time.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Hi again
Sorry for the lack of notifies and progress, this is due to that my work has took over the last couple of months.
However some changes has been made
Martial powers has been renamed wuxia
Some skills have been added.
More to come when more gaming material have made.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Some contention on the Modern board has been on the way to implement technological weapons (Crossbows, Firearms, PlasGuns, ParticleRays, & Rockets, Explosives, Future HandHeldHurters) into a Modern4 system of ClassPowers

Will your rules say
a ranged weapon is a ranged weapon, using dd3x/Modern-Future damage for [w]
regardless of what year it was made?

How will your system deal with the really REALLY powerful personal weapons using technology (like Gunpowder/Gauss/Fusion or whatnot). If a Cossbow does d8, and a heavy crossbow does d10 cause it is a bigger/faster bolt, wouldnt we keep getting bigger [w] numbers for the same size bolt progressing from Mach0.3(hvyXbow) to Mach1(pl5Boltgun), then Mach2(pl6GaussBolter) and even Mach4(pl7 GravBolter) all shooting the same Bolt?


3.x/Modern: Longbow 1d8, .38 2d6, 44mag 2d8 for <+ MultiShot/DoubleTap> attacks
Your Rules: Longbow [?], .38 [??], 44mag [???] for a Ranger 3[w]AttackExploit
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"
To backstabbist

I uses the 3.x/modern damge dies for weapons in the DnD Modern 4th, however I do added a level based bonus on damage rolls (this is to reduce combat time).
I hope it is to your satisfaction.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
I like what you did for the 3.x version,
(well, I like ~95% of what you did in that version )
and I cant wait to see what you have for the 4.x update

The M4 game you are making is not the game I would make,
different goals: 4e is tough to convert to a No Magic environment,
but I like the way you are making it and your concepts so far
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"
Thanks backstabbist
But I don’t use DnD 4th ed. as a base, I use DnD 3.x and d20 Modern as a base, this is due to fact that I really don’t like about 80% of DnD 4th ed.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Sorry for the lack of uppdates, that is becuse my computer has been more of less down for about two months and has caused me to rethink the main concept of the game and giving me some new ideas. More on that in a later post
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Here is my work so far, it includes most of my recent design changes
DnD Modern Source Book

Word of Note: I whould like that any downloaders of the file don't share it the file through Warez channels. Thank You in advance.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Correct me if I'm wrong, since I just skimmed through it, but this doesn't seem to have much of 4e integrated into it at all. It seems more like a 3.75 version of d20 Modern.
Owner and Proprietor of the House of Trolls. God of ownership and possession.
Correct me if I'm wrong, since I just skimmed through it, but this doesn't seem to have much of 4e integrated into it at all. It seems more like a 3.75 version of d20 Modern.

Acctually I don't use much of 4th edition, since it isn't a very good designed game.
And by the way, bone_naga, look at page 3 on the PDF.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Acctually I don't use much of 4th edition, since it isn't a very good designed game.
And by the way, bone_naga, look at page 3 on the PDF.

Fair enough, like I said I just skimmed through it since I had to get back to work. I think its pretty misleading to call it D&D Modern 4e when it doesn't really have anything of 4e in it. Call it Modern Saga or 3.75 or something. I only complain because you really got my hopes up then dashed them against the rocks *grabs some cheese to complement the wine*.
Owner and Proprietor of the House of Trolls. God of ownership and possession.
On that note, does anyone know of someone working on a modern game using 4e rules? I was working on a 4e MCWoD but got sidetracked.
Owner and Proprietor of the House of Trolls. God of ownership and possession.
Fair enough, like I said I just skimmed through it since I had to get back to work. I think its pretty misleading to call it D&D Modern 4e when it doesn't really have anything of 4e in it. Call it Modern Saga or 3.75 or something. I only complain because you really got my hopes up then dashed them against the rocks *grabs some cheese to complement the wine*.

Hi, again bone_naga
The latest version of the DnD Modern game is technically in its 4th ed. i have partially released three other versions of the game before.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.

I have updated the published sourcebook a little bit, its new download link is here:


DnD Modern Sourcebook

Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.

 I'm terribly sorry for not have posted for some time. Once again a down computer is to blame. I'm working to fix up the two links for the work so far, and move the most recent link to the webpage.

Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.

Once again I'msorry for the lack of apparent progress. As an excuse here is some of the most recent items I've done:


Aboleth


Huge Aquatic Aberation                    CR: 4; Rep: +0


Init: +5; Senses (Perception +7): Darkvision, Empathy, Hearing, Smell, Taste, Touch, Vision


Aura: Mucus Cloud


Languages (Speak Language +2): Aboleth, Aquan, Undercommon


 


RD: 22, FD: 21, WD: 21


hp: 76 (8d8+40), Bloodied: 38, Max Negative: -19; Mas: 21


 


Speed: Base Swim 3m/s, Land 0.5m/s; Ap: 11; Abp: 10


FS: 4.5m by 21m; Reach: 3m, Close Range: 18m, Medium Range: 60m, Long Range: 300m, Exceptional Range: 3,000m


Melee: Tentacle +10 (1d6+12 + Slime)


Melee: Bite +5 (1d4+7; Treat as an Unarmed Strike)


Full Attack: Melee: 4 Tentacles +10 (1d6 +12 + Slime)


 


BAB: +6, CMB: +6, BDB: +4


Atk Options: Enslave, Psi-like abilities, Slime


Psi-Like Abilities (Psicraft +11): At Will (Bonus +8): Disable, False Sensory Input, Mental Disruption, Mindlink; Standard (Apb bonus +8): Ego Whip, Id Insinuation, Modify Memory, Remote Viewing, Thought Shield, Wall of Ectoplasm


 


Ability Scores: Str: 26 (10), Dex: 12 (16), Con: 20 (12), Int: 15 (15), Wis: 17 (17), Cha: 17 (17)


SQ: Genetic Memory, Immortality, Mucus Cloud, Skum Transformation


Feats: Awareness, Combat Manifestation, Iron Will


Skills: Combat Focus +6 (T), Concentration +11 (S), Forbidden Knowledge (All skills) +7 (T), Forbidden Lore (All skills) +7 (T), Knowledge (All skills) +6 (T), Lore (All skills) +6 (T), Perception +7 (T), Psicraft +11 (S), Spellcraft +6 (T), Stealth -6 (U), Swim +16 (T)


 


Racial Paths: Aboleth


Advancement: 9-16 levels (Huge), 17-24 (Gargantuan), 25 (Blood Quenn, see Advancement); By character class


Special Abilities:


Enslave (Su): The aboleth can attempt to enslave anyone living creature within its close range. The aboleth must beat the creature’s WD with a special attack roll (Atk Bonus: +9; the attack roll is Cha based), as though the Dominate power. If the roll succeeds then the creature is enslaved, if it fails then the creature is immune to the particular enslave ability for 24h.


An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse spell or power, and the creature can attempt a make a Concentration check every 24 hours to break free (DC is equal to the aboleth’s WD). The control is also broken if the aboleth dies or travels more than its exceptional range from its slave.


Genetic Memory (Ex): The aboleth has the genetic memories from its ancestors. The memory grants the aboleth Combat Focus, Concentration, Forbidden Knowledge (All skills), Forbidden Lore (All skills), Knowledge (All skills), Lore (All skills), Psicraft and Spellcraft as trained skills.


Immortality: The aboleth is naturally immortal and can’t die from natural causes. The aboleth doesn’t age. The only way for the aboleth to die is through special circumstances, usually by being slain in magical, psionic or physical combat.


Mucus Cloud (Ex): An aboleth that is underwater surrounds itself with a viscous cloud of mucus roughly 30cm thick. Any creature coming into contact with and inhaling this substance must beat a special attack roll against its FD (Atk Bonus: +11; the attack roll is Con based) or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and if attack roll succeeds continues the effect for another 3 hours. A remove poison spell or power can reverse the affliction.


Skum Transormation (Ex): Any creature that is dominated by the aboleth’s enslave ability and is hit by the aboleth’s slime attack, is struck with a terrible affliction (Disease: Atk Bonus: +11; Onset: Instant; Freq: 1h; Damage: 1d6 Con, 1d6 Wis; 2 checks to remove). If the creature’s Con or Wis score is reduced to 0 becomes a skum in 1d3 minutes. The disease’s Atk bonus is equal to the Atk bonus from the aboleth’s slime ability.


Slime (Ex): A blow from the aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must beat a special attack roll against its FD (Atk Bonus: +11; the attack roll is Con based) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). A remove disease spell or power cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal spell or power can reverse the affliction.


Skills: The aboleth has a +8 racial bonus on any Acrobatics check made to swim, to perform some special action or avoid a hazard. It can always choose to take 10 on a Acrobatics check made to swim, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Description


Aboleths are a race of archaic fishes, a huge sized aboleth is roughly 21m long and weighing about 3,250kg; however aboleths continue to grow as they age, however, and some fantastically ancient specimens reach much longer lengths.


Their appearance is that of a fish, with eel, incestiod and aneelid qualities. They have a large pyramid shaped head with tubular orifices on either side. Two fins near the belly side of the haed one dorsal fin near top back of the head. Their bodies are segmented like that of an insect, which end with a epicercal caudal fin.


The aboleth’s most disguising feature is their large head. Their three eyes are set on top of one another, like a column. On their beak-like nose a myriad of smaller tendrils and tentacles dangles around their sucker-like mouth on the belly side of the nose. The two orifices on either side of the are part of the aboleth’s respiratory and communicative systems, although the tubes are connected directly to the aboleth’s digestive system.


A small back from the head, four long tentacles emerge in an X like pattern.


Their bodies’ coloration is usually orange to pink on the belly and various shades of green on the top side.


Vital Statistics:


Weight: 3,250kg (for a huge sized aboleth)


Height: 6m (for a huge sized aboleth)


Young Age: 4


Young Adult Age: 8


Adult Age: 10


Other Vital Stats: Fishlike body, 4 tentacles, 3 eyes (stacked as a column), Segmented body


Ecology


The aboleth’s brood usually consist of one parent and one to three of its own offspring. Although the offspring may be large and strong as its parent, the offspring obeys it completely as if it where under the effect of its parent’s enslave ability. Biologically the aboleth have both male and female reproductive organs. An adult aboleth usually once every five years by itself in a secluded area. There it lays up to three eggs and covers them with slime. And for the next five years, while waiting for the eggs to hatch, the aboleth defend the eggs with the best of its ability. A hatchling becomes an adult after 10 years.


The abolet is omnivorous and can eat any form of organic matter, most often it eats algae and various forms of micro-organisms. Aboleths are more fond of sentient prey than other forms of organic matter, as they absorb both nutrients and information ate same time.


Aboleths have no known natural enemies as the mightiest marine creatures give a aboleth a very wide berth.


Note that for every 5,000 years lived the aboleth’s natural levels increase by 1.


Environment: Any aquatic underground or very deep sea


Natural Tendencies: An aboleth doesn’t walk on land, and any physical action while on land is at a penalty.


In addition, if the aboleth loses contact with water, the aboleth’s effective Dex score is reduced at a rate of 1 point per hour, the Dex loss is persistent damage. If the aboleth’s effective Dex score is reduced to 0 in this manner, gains an extraordinary DR 10/adamantine and its land speed is reduced to 0m/s and Ap and Abp is reduced to 0. The persistent Dex damage can only be removed if the aboleth is immersed in water for 1 hour per effective Dex point restored.


Any successful attack is as if had Bleed ability, at each round the aboleth lose 1 hp per successful attack.


Language: The aboleth’s own language is complex one. Since each of the orifices creates the language’s phonemes and thus makes it almost impossible for other races without magical or psionic­ help. Strangely, elves and races related to elves can speak aboleth without the need of magical or psionic aid.


Society: The aboleth is epitome of self-centrism. Their race is older than the world (and probably older than that) and sees the world as their own for the taking, thinking anyone else as slaves or food. The one thing that stops them from taking everything is first the other races, second, their weakness on land and third, they rather enjoy themselves then battle other for supremacy.


Aboleths build cities just like everyone else. The aboleths themselves however is only in minority (about 5%), the remaining are, people that willingly lives and work there (traders usually; about 10%) and the rest are slaves (about 85%).


Although the aboleths don’t worship the gods, they do acknowledge their presence and power however and any aboleth that actually worship gods are often shunned from the rest of the aboleth community. The only gods worthy of their worship (in their minds) are the elder gods, if they have religious inclination.


Organisation: Solitary, Solitary with slaves (1 aboleth with 1d3+1 Skum), Brood (1d3+1 Aboleths)


Brood with slaves (1d3+1 Aboleths with 4d6 Skum)


Allegiances:            None, Aboleths are to self-centred to hold any allegiances.


Treasure: Double Standard.


Lore


Forbidden Knowledge (Earth and Life Sciences)











DC



Result



15



This is an Aboleth



20



This result reveal all of the aboleth's traits



30



The most powerful aboleths are called blood queens


 


Forbidden Knowledge (History)











DC



Result



20



Aboleths are race older than time itself



25



Aboleths are one of the two ancestor races to the elves



30



This hybridization pawed the way to the creation of one of the most powerful of the subterranean races and common aboleth ally: the drow elves


Advancement


When the aboleth’s natural levels reaches 25 or more, becomes a blood queen (see variants below)


Aboleths with Class Levels


Aboleths are often takes Fast, Smart and Charismatic classes. They favour Archmage, Archpsion, Blackguard, Mage, Ranger, Psion, Psionicist and Wizard, and surprisingly Archdruid, Druid and Keeper paths. Aboleths disfavour Cleric, Hierophant and Priest paths for simple reason that aboleths dislike the worship of gods, except of the worship of elder gods.


For Fantasy Masters


Creating more powerful members of the aboleth than standard member presented here, here are the rules for creating more powerful members of that race:


+6 Dex, +2 Con, +4 Int, +6 Wis, +6 Cha; this includes a


Huge size: +16 size bonus on Str, a -4 size penalty on Dex and a +8 size bonus on Con, +2 size bonus on RD, -2 size penalty on Attack rolls, -8 size penalty on Stealth, lifting and carrying limits quadruple of those of a medium sized creatures,


Space, Reach and Ranges: FS: 4.5m by 21m; Reach: 3m, Close Range: 18m, Medium Range: 60m, Long Range: 300m, Exceptional Range: 3,000m


Darkvision, Empathy, Hearing, Smell, Taste, Touch and Vision


Racial Levels: 8 levels of Aberration, which provides 8d8 HD, +6 level bonus on BAB, +4 level bonus on BDB, +6 level bonus on RD, +6 level bonus on FD, +8 level bonus on WD, +4 level bonus on Ap, +4 level bonus on Abp, 2 + Int modifier skills


The aboleth’s natural levels grants it 3 feats


The aboleth has a +4 racial bonus on RD


Natural Weapons: 4 Tentacles (1d6 + Slime), Bite -5 (1d4; Treat as an Unarmed Strike)


Special Attacks: Enslave (Atk Bonus: BAB + the aboleth’s Cha modifier), Psi-like abilities, Slime (Atk Bonus: BAB + the aboleth’s Con modifier)


Special Qualities: Genetic Memory, Immortality, Mucus Cloud (Atk Bonus: BAB + the aboleth’s Con modifier), Skum Transformation


Automatic Language: Aboleth; Bonus Languages: Any (other than secret languages, such as Druidic)


Variants


Aboleth Hatchling


These traits are in addition to the a normal aboleth traits, except where noted:


Small size: -4 size penalty on Str, a +2 size bonus on Dex and a -2 size penalty on Con, -1 size penalty on RD, +1 size bonus on Attack rolls, +4 size bonus on Stealth, lifting and carrying limits three fourths of those of a medium sized creatures,


Space, Reach and Ranges: FS: 1.5m by 6m; Reach: 1.5m, Close Range: 4.5m, Medium Range: 15m, Long Range: 75m, Exceptional Range: 750m


Racial Levels: 2 levels of Aberration, which provides 2d8 HD, +1 level bonus on BAB, +1 level bonus on BDB, +1 level bonus on RD, +1 level bonus on FD, +2 level bonus on WD, +1 level bonus Ap, +1 level bonus on Abp, 2 + Int modifier skills


The aboleth hatchling’s natural levels grants it 1 feat


Natural Weapons: 4 Tentacles (1d2 + Slime), Bite -5 (1; Treat as an Unarmed Strike)


An aboleth hatchling has no enslave and mucus cloud abilities


Young Aboleth


These traits are in addition to the a normal aboleth traits, except where noted:


Medium size


Space, Reach and Ranges: FS: 1.5m by 6m; Reach: 1.5m, Close Range: 9m, Medium Range: 30m, Long Range: 150m, Exceptional Range: 1,500m


Racial Levels: 4 levels of Aberration, which provides 4d8 HD, +3 level bonus on BAB, +4 level bonus on BDB, +3 level bonus on RD, +3 level bonus on FD, +4 level bonus on WD, +2 level bonus on Ap, +2 level bonus, on Abp, 2 + Int modifier skills


The aboleths character levels grants it 2 feats


Natural Weapons: 4 Tentacles (1d3 + Slime), Bite -5 (1d2; Treat as an Unarmed Strike)


A young aboleth has no enslave ability


Young Adult Aboleth


These traits are in addition to the a normal aboleth traits, except where noted:


Large size: +8 size bonus on Str, a -2 size penalty on Dex and a +4 size bonus on Con, +1 size bonus on RD, -1 size penalty on Attack rolls, -4 size penalty on Stealth, lifting and carrying limits doubled of those of a medium sized creatures,


Space, Reach and Ranges: FS: 3m by 10.5m; Reach: 3m, Close Range: 9m, Medium Range: 30m, Long Range: 150m, Exceptional Range: 1,500m


Racial Levels: 6 levels of Aberration, which provides 6d8 HD, +4 level bonus on BAB, +3 level bonus on BDB, +4 level bonus on RD, +4 level bonus on FD, +6 level bonus on WD, +3 level bonus Ap, +3 level bonus on Abp, 2 + Int modifier skills


The aboleths character levels grants it 3 feats


Natural Weapons: 4 Tentacles (1d4 + Slime), Bite -5 (1d3; Treat as an Unarmed Strike)


Blood Queen


These traits are in addition to the a normal aboleth traits, except where noted:


Colossal size: +38 size bonus on Str, a -8 size penalty on Dex and a +16 size bonus on Con, +4 size bonus on RD, -4 size penalty on Attack rolls, -16 size penalty on Stealth, lifting and carrying limits doubled of those of a medium sized creatures,


Space, Reach and Ranges: FS: 9m by 42m; Reach: 6m, Close Range: 36m, Medium Range: 120m, Long Range: 600m, Exceptional Range: 6,000m


Racial Levels: 25 levels of Aberration, which provides 25d8 HD, +18 level bonus on BAB, +12 level bonus on BDB, +18 level bonus on RD, +18 level bonus on FD, +25 level bonus on WD, +12 level bonus Ap, +12 level bonus on Abp, 2 + Int modifier skills


The blood queens natural levels grants it 9 feats


The blood queen gains also the following abilities:


The Abomination subtype (its granted traits are listed below)


True Enslavement (Ex): The Blood Queen’s Enslave ability can’t be broken, except for a Wish, Reality Revision or similar effect.


Supreme Blindsight, Supreme Empathy, Supreme Telepathy, Truesense


Immunities to Ability Damage/Drain, all divination spells and clairsentience or similar effects, Energy Damage/Drain, Mind-Affecting Effects, Polymorphing, Petrification


Resistance to Fire 20, Cold 20, Variable 20


Weakness to the attacks from other aboleths 20


DR 20/-


Improved PR and Improved SR


Summon Aboleths (Su): By using 1 Abp, the blood queen can summon a number of aboleths (except for another blood queen) whose total CR must equal or lower than the blood queens. The summoned aboleths serve the blood queen without question. The summoned aboleths automatically return whence they came after 1 hour or sooner if slain.


Fast Healing, Fast Mental Ability score Healing, Fast Physical Ability Score Healing and Regeneration (Ex): The blood queen have fast healing, fast mental ability score healing, fast physical ability score healing and regeneration, equal to its Con score for all four abilities. Natural Armour: The blood queens has a +20 natural armour bonus on RD


Psi-Like Abilities: The blood queens Ego Whip, Id Insinuation, Modify Memory, Remote Viewing, Thought Shield and Wall of Ectoplasm psi-like abilities are now at will.


The blood queen has also (3 + Wis modifier) x25 psi-like abilities at will. The blood queen can choose these psi-like abilities from any power list


Spell-Like Abilities: The blood queen has (3 + Wis modifier) x25 spell-like abilities at will. The blood queen can choose these spell-like abilities from any spell list


Racial Paths: Aboleth, Exarch Disciple


Advancement: 25+ (Colossal); By character class


Aboleth, Male


Diminutive Aquatic Aberation (Animal)     CR: 1/2; Rep: +0


Init: +3; Senses (Perception +0): Darkvision, Empathy, Hearing, Smell, Taste, Touch, Vision


 


RD: 12, FD: 10, WD: 11


hp: 1 (1d8; Missed attack never damages the male aboleth), Bloodied: 0, Max Negative: 0; Mas:


 


Speed: Base Swim 3m/s, Land 0.5m/s; Ap: 9; Abp: 3


FS: 0.05m by 0.3m; Reach: 0, Close Range: 1m, Medium Range: 3m, Long Range: 15m, Exceptional Range: 150m


Full Attack: Melee: Bite -9 (1d2 -5, Bleed 1)


BAB: +0, CMB: +0, BDB: +0


Atk Options: Symbiosis


 


Ability Score: Str: 1 (10), Dex: 16 (10), Con: 12 (10), Int: 1 (10), Wis: 10 (10), Cha: 4 (4)


SQ: Immortality, Non-Sentient


 


Feats: Awareness


Skills: Swim +3 (T)


 


Special Abilities:


Immortality: The male aboleth is naturally immortal and can’t die from natural causes. The male aboleth doesn’t age. The only way for the male aboleth to die is through special circumstances, usually by being slain in magical, psionic or physical combat.


Non-Sentient (Ex): The male aboleth can't speak or can't have any allegiances.


Symbiosis (Ex): The male aboleth can with a full-round action to enter a symbiosis with a living creature it latches on to, with its bite (this can happen even if its bite attack fails). The male aboleth makes a special attack roll against the creature’s FD (Atk bonus: +21). The attack roll is Con based and includes a +20 racial bonus. If the attack roll succeeds and if the creature isn’t an aboleth (not male), then the creature begins to transform into a hybrid in 1d6 minutes. The hybrid gains the Half-Aberration template, with the following exceptions: The creature loses its animal or vermin subtypes (if it has them), it gains Empathy, it also gains the aboleths Enslave, Genetic Memory, Immortality, Mucus Cloud, Psi-like abilities, Slime, Skum Transformation abilities (the creature can turn of and on its new Mucus Cloud and Slime abilities as a standard action).


Note that this ability kills the male aboleth.


Description


A male aboleth is about 30cm and about 12kg. Its looks just like an normal aboleths except for it lacks any of its tentacles and tendrils


Vital Statistics:


Weight: 12kg


Height: 0.05m


Young/Child Age: 4


Young Adult Age: 8


Adult Age: 10


Other Vital Stats: Fishlike body, 3 eyes (stacked as a column), Segmented body


Ecology


A male aboleth is a solitary animal. Its only concern is to find a normal aboleth to merge with its symbiosis ability. Although it can merge with other creatures, it is quite rare.


The male aboleth’s name is quite a misnomer. Although it is right that the creature is a key component of the aboleth’s reproductive and evolutionary cycles, but it is asexual. Once merged with an aboleth, the male aboleth develops a network of cells and then it detaches its body, which effectively kills the body. The cellular network covers every cubic centimetre of the aboleths body, drawing nutrients from the aboleth.


A male aboleth starts its life cycle as small bacteria, which hatches from an aboleth egg along with an aboleth. The newly hatched bacteria drifts with the currents until it matures, which then it begins to search with an aboleth (or another creature for that matter).


Environment: Any aquatic underground or very deep sea


Natural Tendencies: A male aboleth doesn’t walk on land, and any physical action while on land is at a penalty.


In addition, if the male aboleth loses contact with water, the male aboleth’s effective Dex score is reduced at a rate of 1 point per hour, the male Dex loss is persistent damage. If the male aboleth’s effective Dex score is reduced to 0 in this manner, gains an extraordinary DR 10/adamantine and its land speed is reduced to 0m/s and Ap and Abp is reduced to 0. The persistent Dex damage can only be removed if the male aboleth is immersed in water for 1 hour per effective Dex point restored.


Any successful attack is as if had Bleed ability, at each round the male aboleth lose 1 hp per successful attack.


Organisation: Solitary


Lore


Forbidden Knowledge (Earth and Life Sciences)











DC



Result



30



Wait there are male Aboleths as well?



35



This result reveal all of the male aboleth's traits



40



The male’s only purpose in life is to merge with an normal aboleths, which kills it more or less, they can merge with others as well


Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
The Site is updated and a new dndmodern PHP release is out

The site link is:
dndmodern.wikispaces.com/
and download link is:
www.megaupload.com/?d=0GD369V0 (Dead Link)
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
Wow three years ago... any how.

Sorry for the total lack of updates.

The game is still in development (even though its reaching the 9th circle of development hell).

The depht of development hell is caused, due to bouts of boredom induce deppression (it happens, it has been a main drag in the games development), another of those stupid computer chrashes (which caused the loss of alot of data including the first edition of the game) and the move frow Windows OS, to Linux (perticulally the Ubuntu distro).

A detailed progress post will be coming.
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.
And now two whole months... Well any how, again.

Here is the developing plan:

1) Move from multiple dices to a singular one (Done)

2) Go from setting based rules to a more generic (Done)

3) Replace Hit Point with a system similar to Green Ronin's True20/M&M/Blue Rose (Done)

4) Streamlinge AC/Defence, Reflex Save, Fortitude Save, Will Save similar to that found in Star Wars SAGA (Already Done)

5) Making Fear, Nausea and Fatiuge, similar treatment as Hit Points

6) Making the game point by rather than random selected traits (Done)

7) Alter the skill system significally

Explinations:

1) I've changed to a dice similiar to the percentage dice (d100), the whopping d200 (i.e. one d20 to denote tens and a d10 to denote ones)

2) Similar to to beforementioned True20, but more closer GURPS

3) To the Toughness subsystem (it uses a condition track similar to the one found in the Star Wars SAGA)

4) Three Defences (Reflex, Fortitude and Will)

5) Making the similar to the Tougness subsystem (and the condition track in Star Wars SAGA)

6) Once again GURPS

7) So far... nothing yet
Entertainers, Scientists,Clergy and Public Officials serve only one person. That person is legion: the Common Human.