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
YagĂșl, 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.

Welcome to 3POINT75 - Your Point of Light in the gaming universe. This site is about all things D20/Pathfinder gaming and dungeoneering. It contains fan created material for some published settings such as Forgotten Realms, and original stuff for our own Motherland Campaign Setting. All for your gaming pleasure.
Thursday, August 28, 2008
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
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
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
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.
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!
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