Thursday, August 28, 2008

Motherland Campaign Setting part 4 - Evil Deities

In the Motherland Campaign Setting many vile gods are plotting in the dark realm of Mag-Mor against the gods of light that dwell in the celestial realm of Tiren-Ag.
Here's a first introduction of the evil immortals of the realm.

Ravager, the Destroyer
chaotic evil
God of destruction, slaughter, bloodlust
Chaos, Evil, Destruction, War, Weather
bared claw

Gothmol, Planter of Strife
chaotic evil
God of plotting, foul intrigues, lies
Trickery, Chaos, Evil, Knowledge, Charm
whip

Nefrast, the Deathwalker
neutral evil
God of undeath and nightmares
Death, Evil, Repose, Knowledge, Earth
axe

Arkul, Master of Tyranny
lawful evil
God of tyranny, slavery
Law, Strenght, Evil, War, Nobility
morning star

Murzul, Lord of Pestilence
chaotic evil
God of disease, poison, pain, loss
Artifice, Evil, Madness, Destruction, Water
spiked chain

Yagúl, Prince of Darkness
neutral evil
God of Shadows, Darkness, Murder,
Darkness, Trickery, Air, Evil, Travel
dagger

Laysia, the Seductress
neutral evil
Godess of trickery, lust, secrets
Charm, Evil, Fire, Knowledge, Nobility
shortspear


(c) Copyright 2009 by Markus Brixius. All rights reserved.

Tuesday, August 26, 2008

WARP20 - Klingon Mythology part 2

Check out two remaining major deities from the Klingon pantheon. While there are many cults of indiviual Klingon heroes. Stay tuned for part 3 of this series for more mythical stuff.

Molor, the Tyrant
lawful evil
God of Tyranny
Evil, Law, Strenght, War, Destruction
mek'leth

Lukara,
neutral good
Godess of Freedom and Family
Community, Protection, Liberation, Charm, Healing
(small food) knife

Monday, August 25, 2008

WARP20 - Klingon Mythology part 1

While legend says that the Klingon gods were slayed by mortals, there are near-divine figures, that are likewise important to todays Klingons as the ancient gods. Since there are also Klingon clerics WARP20 assumes that the strong believes in these figure made them new gods again. There might also be cults that believe in ancient gods or other cults that deny the existence of gods.

The entries for the deities use the following format:

Deity
Alignment
Portfolios
Domains
Favored Weapon

Kortar, Slayer of Gods
neutral evil
God of the Dead
Law, Evil, Destruction, Death, Repose
Kut'luch

Kahless, the Unforgettable
lawful neutral
God of Honor and Tradition
Law, Strenght, War, Protection, Glory
bat'leth



Motherland Campaign Setting part 3 - Good Deities


The following article describes some of the major good deities of the Motherland setting. Stay tuned for the evil gods and more information about the pantheon. The entries for the deities use the following format:

Deity
Alignment
Portfolios
Domains
Favored Weapon

Earthmother
neutral
Godess of nature, balance, life
Earth, Air, Water, Fire, fifth domain depends on order
depends on order

Merdi, the Shining

lawful good
Godess of justice, charity, light
Glory, Good, Law, Sun, Fire
Longsword

Oneron, the Keeper of All Knowledge

lawful neutral
God of knowledge, self perfection, history
Healing, Knowledge, Law, Rune, Strenght
unarmed strike

Merta, Matron of Artisans
lawful neutral
Goddess of Commerce, Crafting, Invention
Law, Artifice, Nobility, Knowledge, Trickery
light crossbow

Sasne, Mistress of Pleasure and Healing
chaotic good
Goddes of Healing, Beauty, Happiness
Healing, Good, Charm, Liberation, Protection
unarmed strike

Fardi, Master of the Minstrels
neutral good
God of Poetry, Music, Art
Charm, Travel, Knowledge, Rune, Nobility
short sword

Fina, Seneshal of the Forest

neutral good
Godess of woodlands, wild beats, hunting
Animal, Plant, Earth, Protection, Charm
punching dagger

Naim, the Warrior
lawful neutral
God of battle, skill at arm, strenght
War, Strenght, Protection, Glory, Law
battle axe

Farr, the Unweary
chaotic good
God of Freedom, exploration, travel
Travel, Protection, ...
quarterstaff

Spick, the Everlaughing Jester
chaotic neutral
God of trickery, luck and mischief
Chaos, Trickery, Charm, Luck, Repose
rapier


(c) Copyright 2009 by Markus Brixius. All rights reserved.

Sunday, August 24, 2008

WARP20 - two new feats for Klingons

Today we continue with a new Klingon racial trait and a new feat for Klingons. Feel free to discuss WARP20 and other topics in the message boards. Have fun.

Human Augment [trait]

Due to secret DNA experiements many Klingons lost their cranial ridges, which results in a more human-like appearance. If a Klingon with the Human Augment trait behaves normal, he does not suffer the -2 penalty on diplomacy checks when dealing with non-klingons. In addition a Klingon gets a +1 bonus when attempting to disguise himself as a human.

R'uustai [feat]
R'uustai is a bonding ceremony similar to brotherhood. You fight better with your bonded friend.
Benefit: When using the Aid Another special attack you or your bonded friend gain a +4 bonus to the next attack roll or as an armor class bonus against that opponent’s next attack.
Normal: Without this feat you only get a +2 bonus

Wednesday, August 20, 2008

WARP20 - Space - the final frontier

WARP20 is a series of conversions of star trek related fiction for the Pathfinder Roleplaying game.
Warp20 is settled in the so called "Pre-Classic" era in the years 2150-2250. That's basically the era "Enterprise" is set in. But why this era? Easy. It's always a good idea to start at the beginning. As this era is not overloaded with technical issues, it's more easy to put trek terms into rpg terms. Once the WARP20 conversion guide is finished later eras can easily be developed from this starting point. But it has another reason. You can tell better stories. Having to rely on low tech gadgets, means you have to be more creative. Remember the DS9 episode that showed how Worf retrieved the Sword of Kahless . Well, something like that. A little less science, a little more fantasy - that's what WARP20 will be about.
WARP20 will cover the races of the alpha quadrant, equipment, and classes. Spaceship combat will not be handled.

Disclaimer: This is a series of innofficial fan created material.

Have fun. Let's start with...

Klingon (Qu'noS)
Klingons are humanoids ranging from 1.8-2.2 meters in height. They have dark hair, and their skin tones range from ebony to light brown. Klingons have a series of bony ridges on their forehead and down their spine. Klingons are warlike, glorious, and direct. They live by a warrior's code of honor.

Example names are: Worf, Gowron, Martok, Duras, Mogh

Starting Klingon Racial Traits

+1 Strenght, +1 Constitution: Klingons are strong, impulsive and tough. Klingons use force and intimidation, and not diplomacy.
Medium: Klingons are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Klingon land speed is 10 meters.
Keen Senses: Klingons receive a +2 bonus on sight- and smell based perception checks.
Forcefull Personality: Klingons recieve a +2 bonus on intimidation checks.
Hardened: Klingons learned to rely on their own and recieve a +2 bonus on survival checks.
Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of their vital organs to help them survive. Called brak’lul, this redundancy, which includes an eight-chambered heart and two livers, makes it harder to kill a Klingon. Klingons gain a bonus second wind, as well as halving the duration of a weapon’s stun effect (round down to a minimum of one). In addition Klingons get +4 starting hit points, and a +1 racial bonus on fortitude saving throws. However due to their physiology they suffer a -2 penalty on any medical diagnosis or treatment used on a Klingon, by a non Klingon.
Warlike Demeanor: Klingons suffer a -2 penalty on diplomacy checks when dealing with non Klingons.
Weapon Familiarity: Klingons may use their traditional special melee weapons (such as the bat'leth, d’k tahg, and mk’leth) as if they had the Exotic Weapon Proficiency feat
Languages: Klingon, some may also learn English
Favored Class: Combatant (substitude with fighter until we provide other rules)

Addtitional Racial Traits

Each time a Klingon recieves a new feat he may choose one of the following additional racial traits instead. These traits are only available to Klingons.

Klingon Fury: This works exactly like the barbarian rage, with the following exceptions: You cannot use Elemental Rage, Low-Light Vision, Night Sight as rage powers. This racial trait can be taken only once per character.
Klingon Defence: You recieve a +2 natural armor as your bony ridges harden. This racial feat can be taken only thrice.
Klingon Brawler: Klingons love to brawl. When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. Normally Unarmed attacks deal nonlethal damage equal to 1d3 + Strength modifier. This racial trait can be taken only twice per character. If you take it a second time to competence bonus on attack rolls is increased by 1 and the nonlethal damage increases to 1d8 + Str modifier.
Frightful Klingon: The Klingon can use his Intimidation skill to terrify others. When he uses this ability all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC is equal to the Klingon's intimidation roll). An opponent who fails his save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6. The character can use the ability once per encounter as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower.
Cold Tolerance: Some Klingons have a natural cold tolerance granting them a +2 bonus on fortitude saves against cold effects.

Monday, August 18, 2008

OD&D - Back to the roots: 1E


You are an old school gamer, but your 1E Dungeons & Dragon books have been fallen to dust at your attic? You are a new gamer who wishes to delve into the golden times of roleplaying, but the old books on ebay are way to expensive? Don't panic - try OSRIC.
OSRIC is an old school reference & index compilation that aims at recreating 1E Dungeons & Dragons within the OGL. On their webpage you find a free download with all the rules you need to start playing with a 1E look and feel as well as some classic items and monsters. 'Monsters of Myth' - a monster manual that contains more than a hundred and fifty new creatures is in the works. So nothing can stop you now from having your 1E experience. Check it out!

Friday, August 15, 2008

Keep 'em alive and kicking - A Complete Guide to healing part 3/3

Heal Checks – Take 20
Game Designer Sean K. Reynolds suggests on his website that you can ‘take a 20’ on heal checks except for treating poison.
www.seankreynolds.com

New spell

OGC by Andy Collins www.andycollins.net

Share Injury
Conjuration (Healing)
Level: Clr 2, Drd 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless) and see text
Spell Resistance: Yes (harmless) and see text

You cure 2d4 points of temporary ability damage to one of the subject’s ability scores (such as from poison or disease), but suffer temporary Constitution damage equal to half the number of points cured. There is no saving throw allowed for the caster to resist this damage, nor does spell resistance apply. This spell does not restore permanent ability drain.

Quick reference for maxed heal checks for mundane npc healers
Healers charge 1gp per treatment plus 1sp per additional hour for long term care. For every hit point healed the character must pay 1sp for material like bandages, salves, ointments, etc. This does not count for the use of healing incense which costs extra.

Expert Level / Heal Check
1 / 10
2 / 11
3 / 12
4 / 13
5 / 14
6 / 15
7 / 16
8 / 18
9 / 19
10 / 20
11 / 21
12 / 22
13 / 23
14 / 24
15 / 15
16 / 27
17 / 28
18 / 29
19 / 30
20 / 31
Ω

KEEP 'EM ALIVE AND KICKING is open game content and is available for use under the terms of the OGL. To use it correctly, please add the following line to the section 15 of the OGL linked below:

KEEP 'EM ALIVE AND KICKING copyright 2008 by Markus Brixius (exepct when otherwise noted)

This article is published under the open gaming licence.

Wednesday, August 13, 2008

Motherland Campaign Setting part 2 - Adventures in Calhaligon

The Kingdom of Calhaligon is on the brink of destruction. After the death of King Balkor XII his wife queen Lucya struggles hard for the survival of the kingdom and the safety of it's people. It's the time of heroes.

While there are currently thousands fires that need to be quenched, the kingdom of Calhaligon faces six major threads:

The elven retreat of Darkwood is constantly attacked by ravaging barbarians and evil humanoids. They do not only cause wanton destruction to the ancient forest, but also seem to search for something preciuous that was carefully hidden by the elves a very long time ago.

Mount Ironheart was once inhabited by a proud kingdom of dwarves. A millenium ago the dwarves were driven out of their ancient halls by an unspeakable evil. Only few dwarves survived to tell the tale. Now that evil seems to leave the underground to seep into the city of Thunderhold.

In the Barren Lands were the grip of Queen Lucya and her loyal followers is weak, a civil war threatens to bring chaos to the region, as power groups from within and from outside try to control the borderland.

A terrible stench comes from the fetid Great Swamp. A stench of evil, as something that was thought destroyed returns to Calhaligon with a vengance.

The druids and rangers of Deeptree face a new enemy, as a powerful dark druid announces a new druidic order that claims to be supreme to the four ancient traditions. At the same time the Earthmother hasn't spoken to any druid for more than two cycles.

The Knight Defenders of Stelwerd, the largest knightly order in Calhaligon is troubled by inner political conflicts, and fail to perform their duties. Most confilcts are seeded by an unseen enemy.

(c) 2008 by Markus Brixius, map by Marjon

Tuesday, August 12, 2008

Keep 'em alive and kicking - A Complete Guide to healing part 2/3

Official Rules

Reserve Points
The reserve point rule was first presented in Wizards of the Coast’s Unearthed Arcana supplement. Reserve points give the character a second wind after a combat. With Reserve Points you speed up game pace a lot.

Action Points
If you use action points in your game you should remember that you can spend an action point to stabilize your dying character. Action points are presented in Unearthed Arcana as well.

Skill tricks
Skill tricks were first introduced in Wizard’s of the Coast’s Complete Scoundrel. With the Healing Hands Skill trick you can heal characters, while stabilizing them.

Alternate Rules

Durability
A character is dead when his hit points are reduced to his negative constitution score. Normally a character dies at -10 hit points.

Staying conscious
A character is allowed Constitution check each round while dying to stay conscious. The DC of this check is 10 + the number of hit points below zero. The character is still disabled and dying. Normally a character becomes unconscious at zero hit points. This replaces the diehard feat.

Faith Healing
If a cleric and an injured character are of the same faith, each cure spell automatically heals maximum hit points. If a cleric heals an injured character of the same faith while praying to his deity he may roll twice for the heal check and use the better die roll.

Quick Recovery
You may add your constitution score to the 10% percent chance to check if you are recovering hit points naturally while being disabled

KEEP 'EM ALIVE AND KICKING is open game content and is available for use under the terms of the OGL. To use it correctly, please add the following line to the section 15 of the OGL linked below:

KEEP 'EM ALIVE AND KICKING copyright 2008 by Markus Brixius (except when otherwise noted)

This article is published under the open gaming licence.

Monday, August 11, 2008

Keep 'em alive and kicking - A Complete Guide to healing part 1/3

Ever been hit by a raging orc barbarian with a fiery greataxe? Man that hurts! While cinematic scenes like this add to the excitement of the game such an event can quickly result in a Total Party Kill (TPK). Even if such an attack is not deadly, each lethal encounter can also slow down the pace of the adventure drastically when the party needs to rest after combat for about a week to gather its strength again.
This can be frustrating for the Game Master and his players alike.
There are many solutions to this problem, most however rely on magical means like clerical aid or healing potions. But not always such resources are available to the players. In the following article you find some useful equipment und rules to avoid this problem.

Equipment

Healer’s Kit
(taken from SRD)
It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses.

Weight: 1lb. Costs: 50 gp

Antitoxin
(taken from SRD)
If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Weight: - Costs: 50 gp

First Aid Kit
This kit contains bandages and everything you need to stabilize a dying character. The first aid kit provides a +4 circumstance bonus to first aid heal checks only. With a successful check the character stops losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day). This bonus does not stack with the bonus granted from a normal healer’s kit. A first aid aid kit is exhausted after ten uses.

Weight: 1 Costs: 50 gp

Antidote Kit
This kit contains everything you need to treat a poisoned character. The antidote kit provides a +4 circumstance bonus to treat poison heal checks only. This bonus stacks with the alchemical bonus granted through the use of Antitoxin. An anti-poison treatment kit is exhausted after ten uses.

Weight: 1 Costs: 50 gp

Apothecary Kit
This kit contains everything you need to cure a diseased character. The kit provides a +4 circumstance bonus to treat disease heal checks only. This bonus does not stack with the bonus granted from a normal healer’s kit. An Apothecary kit is exhausted after ten uses.

Weight: 1lb. Costs: 50 gp

Medicine Pouch
A medicine pouch contains rare ointments, herbs, and other materials that help to treat injuries, diseases and poisons. A medicine pouch provides a +2 alchemical bonus to heal checks. This bonus does not stack with antitoxin. A medicine pouch is exhausted after ten uses.

Weight: 1lb. Costs: 50 gp

Healing Incense
If someone uses his heal skill on you or if you rest normally, and you are within 10 ft. of burning healing incense you have one of the following benefits:
Natural healing: you heal twice the number of hit points you normally would for resting.
Long term care: you heal twice the normal amount of hit points or ability score points.
Treat Poison or Disease: every time you make a saving throw against the effects of poison or a disease, you get a +2 bonus.
Note that a single incense burns for eight hours. If you wish to rest for a whole day you need to burn three incenses to heal accordingly.

Weight: - Costs: 100 gp

Smelling Salts
With smelling salts you can keep a character conscious while he is dying (see the staying conscious rule below). When smelling salts is used on a dying character he gains a +5 roll to his Constitution check to stay conscious. If a character was already unconscious before, he gets another Constitution check to become conscious again. Smelling salts can also be used to wake up sleeping characters as a standard action without a check. It is not effective against magical sleep effects. Smelling salts is exhausted after ten uses.

Weight: - Costs: 20 gp

KEEP 'EM ALIVE AND KICKING is open game content and is available for use under the terms of the OGL. To use it correctly, please add the following line to the section 15 of the OGL linked below:

KEEP 'EM ALIVE AND KICKING copyright 2008 by Markus Brixius (except when otherwise noted)

This article is published under the open gaming licence.

Saturday, August 9, 2008

Motherland Campaign Setting part 1 - Welcome to Talem Dur


Corynn sat in the semi-shade of the Bullride Tavern and nervously assayed the strings of his old lute. Most dearly he would have liked to hide and fuse himself entirely in the darkened corner next to the smoking fireplace, forever merging with the protecting shadow in order to avoid playing before this aggregation of cutpurses, cutthroats and other such thugs…

The most peculiar shapes cavorted themselves in the narrow public room before the yet smaller, shaky, wood scaffolding that should serve Corynn as a stage. None of these crooks made the impression of looking forward to the presentation of the young bard. Instead, Corynn had the feeling that his appearance would only prove disturbing to the conspiratorial murmurings of the guests.
Corynn had not imagined the life of a bard to be like this when he passed the portcullis of Gatetown…


Talem-Dur is a world of Intrigues, high sorcery and unlimited adventures. One of the most oldest countries on Talem-Dur is Calhaligon. Once Calhaligon was a mighty kingdom, ruled by a conclave of just landlords and their King Balkor XII. For five years now King Balkor XII is dead, leaving behind behind his young wife Queen Lucya, who struggles hard to settle down the inner conflicts and power games that constantly shake the kingdom, as there is currently no heir to the throne. Since that time Calhaligon is called the Shattered Kingdom by some of it's neighbours and by spiteful persons.
While the queen is fighting against power-hungry rioters, influences from neighbouring lands grow in some cities of the kingdom, not always for the benefit of Calhaligon.

Gatetown

Gatetown is one of these cities on the brink of civilization. Surrounded by dangerous and harsh lands it constantly strives to survive. Gatetown was build atop the ancient ruins of an old civilization that exists no more. In its long history the town was almost completely destroyed by inhuman armies at many occasions. Each time the people of Gatetown build it up again. Today Gatetown is a sturdy fortress which protects its inhabitants from the dangers of the surrounding lands, and the ruins below. Gatetown is ruled by a council, which mostly consists of the most powerful (and often corrupt) traders of the city, and is headed by Mayor Grundle. The true power is however held by the infamous Bladebearers Guild led by the ruthless Sword Captain Shalandra Keeneye, the only significant martial force in the vicinity. The Bladebearers Guild is an organization of mercenaries and sell-swords, which always supports those councilmen, who pay the most bribe money.
Secret cults and forces from outside seeking to take control of the town, add to the chaotic life in Gatetown.

Gatetown (small town): Conventional; AL CN; 500 gp limit; Assets 98,000 gp; Population 1635; Isolated (Human 94%, elf 3%, halfling 2%, humanoids 1%).
Authority Figures: Mayor Grundle (LE male human aristocrat 3); Shalandra Keeneye (CN female human fighter 5 / rogue 3);

(c) 2008 by Markus Brixius, map by Marjon

WONDERS OF DIVINITY: Sanctify Yourself - Ceremony spells for divine casters


Some churches offer their services like healing or even resurrection only to dedicated members of their faith.
The following spells help clerics to identify the true nature of an inquirer. These spells can be cast spontaneously like cure spells.


Sanctify
Divination
Level: Clr 1, Drd 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or person
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: None

The recipient of the spell is taken into the ranks of the casting cleric’s deity, making that person an accepted worshiper of that deity. The effect is permanent, unless the Faithful wishes to convert to another deity. The spell can also be cast to consecrate objects to the caster’s faith of up to 1 lb. per caster level.

Detect the Faithful
Divination
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Target: One object or person
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No

Detect the Faithless enables the caster to detect if an object or person that has been sanctified to a deity is of his own faith. This spell causes the symbol of the deity to appear above the object or person. The symbol is only visible to the caster. Persons and intelligent items get a will saving throw, non-intelligent objects get no save.

Detect Patron
Divination
Level: Clr 3, Drd 3
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Target: One object or person
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: None

Detect Patron enables the caster to detect the faith of an object or person that has been sanctified to a deity. This spell causes the symbol of the deity to appear above the object or person (Possible Knowledge, Religion DC 10 to recognize familiar symbols (DC 15+ for those which are rarer or no longer used). The symbol is only visible to the caster. Persons and intelligent items get a will saving throw, non-intelligent objects get no save.

Improved Detect Patron
Divination
Level: Clr 5, Drd 5
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Target: One object or person
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: None

Detect Patron enables the caster to detect the name and symbol of the faith of an object or person that has been sanctified to a deity. Persons and intelligent items get a will saving throw, non-intelligent objects get no save. Ω

WONDERS OF DIVINITY: Sanctify Yourself is open game content and is available for use under the terms of the OGL. To use it correctly, please add the following line to the section 15 of the OGL linked below:

WONDERS OF DIVINITY: Sanctify Yourself copyright 2008 by Markus Brixius.

This article is published under the open gaming licence.

Welcome to the new iteration of 3POINT75.org


Mission statement
3POINT75 is a small but shiny little point of light in the D&D Community. It was the makeshift home of Players and Dungeon Masters alike, who wanted to stick to their favorite game after the announcement of 4th edition D&D. Now it has a new agenda.

At that time 3POINT75 was a place for those people who wanted to polish their game, rather than to invest money in a new edition of D&D that completely overhauls the game in such a radical manner as 4E did. At the 3POINT75 message boards members shared their ideas about how 3.75E should look like.
3POINT75 also hosted a petition where people could ask companies to provide some sort of polished 3.5 edition (at that time called 3.75E), so that they could continue their games, with some major rules issues settled.

Finally Paizo announced Pathfinder Roleplaying Game (PRPG), that would exactly be what the people wanted. The new PRPG is now the new benchmark for all 3.75 fans.
But the journey for 3POINT75.org does not end with the final release of PRPG, as other companies decide to stay 3E.

3POINT75 is a place where you can find information about all thing 3E and meet other like-minded people, for example at the message boards.

There are many things to be done:

* Collect news about other 3.75 movements
* Talk about other 3rd party stuff and it's compatibility to PFRPG
* Conversion of 3.x stuff to PRPG
* Settings for the PRPG

We'd be happy to welcome you at 3POINT75