The Silverhex Chronicles
I'm playing a half-orc barbarian that runs around with an earthbreaker and a fellow player of mine, she is playing a timid wizard that doesn't like violence. Some very good internal party roleplaying with this group.
Well we just spoiled an assassination attempt on an NPC we came to trade/protect. We managed to surround them and proceeded to take them down one by one. The last assassin, which was a Halfling who decided to flee. He started to run and my barbarian chased him down. I wasn't raging at the moment, so I offered him a chance to surrender. Foolishly he didn't. So I swung my massive weapon and what do you know, I rolled a critical hit and did 48 damage. Splattering the poor halfling's remains all over the timid wizard who was standing nearby. She fainted and our bard just started laughing.
Pretty much depends on the group. I've been in some that were combat heavy, others that were 50/50 combat/RP, and I have been in some where the RP was so heavy ( a lot in internal party RPing) that we didn't have a combat in 3 sessions because of it.
Sounds interesting. Like Fobok above, I often played FR or homebrew when it came to D&D 1E to 4E. I have not played 5E and don't even own the PhB for it. So I would be more interested with Pathfinder ruleset.
Some advice, in my experience with running the old modules. Core rules dealing with races/classes work much better.
Always preferred 6 players myself. That was the way we played back in the 80's and 90's. I believe it was 3E that implemented the 4 player scenarios which I never liked. My old groups were always 6-8 players.
My submission for Scarlet Blood:
Scarlet was found and adopted by the Blood family. A very minor noble family that are the 'Lords' of the hamlet of Wicken. Even though they were nobles, they had no power or influence to be found in Castorhage nearby. The family is made up Lord Blood and Lady Blood, their two daughters that are both in the mid-20s and finally Scarlet, the adopted youngest child. Even though she was adopted, she was treated very well by the Blood family and are on good terms with all of them.
Early on she showed signs of her ability to manifest water with her mind, which marveled her family but she kept that she was also able to manipulate the blood of others a secret. Afraid such powers would make her an outcast in her family.
Her early childhood was mostly her acting like a tomboy, running around, rough housing, and playing with the boys of the hamlet. Lady Blood wanted her to be more lady-like but Lord Blood only laughed it off. Saying it was just a phase.
Unbeknownst by everyone else, she started stealing from others. It thrilled her and she would often slip out of her home at night and burgle houses in the hamlet and pickpocket a few things from travelers that moved through. One day she managed to steal a book that later turned out to be a spellbook with a few spells in it. She found she was able to understand it after a few weeks of reading it and tested it out. She kept it a secret that she was able to cast spells from everyone until she turned '20' where she revealed to her father that she was able to cast spells. This surprised him but he realized that the small hamlet was too small for her and instructed her to travel to the city. Somewhat reluctantly she agreed and prepared to go to the city with her father sponsoring her, for what it is worth and telling her to head to his friend's shop and that he should help her setup.
Classes (Archetypes): Hydrokineticist (Blood Kineticist) / Magus (Bladebound) / Unchained Rogue
Altered Changeling Race: Dreamthief
Deformity: The pupils of your eyes resemble a cat’s, and beasts cannot abide your presence. You take a –2 penalty on Handle Animal and Ride checks.
Campaign Trait: Mirror Marked
"When the Black Camel comes for me, I'm not going to go kicking and screaming - I am, however, going to try to talk my way out of it. No, no, you want the other Walter Slovotsky." – Joel Rosenberg
4d6 ⇒ (1, 5, 3, 3) = 12 = 11
Gold: 2d6 ⇒ (4, 6) = 10 x 10 = 100.
Will work on a Mountain Dwarf Druid.
Are we using Traits?
I was a military brat as a kid, so spam was a common feature in my childhood. Had many fried spam sandwiches. My parents were from NC, so grits were common too. Last time I had spam though, about 15 years ago when I was in my mid 20's I got some spam to eat and either I stopped liking it or they changed something.
Remember, GM said Core Races and Classes only in original post. So some of you will have to rethink on what you want to play.
@ That Sean Fellow: Nothing wrong with having two people playing the same race/class. In fact, having two dwarven barbarians flanking an enemy or forming a line of defense is a strong strategy.
Whatever works for group balance. I think it would be fun to play a Faerie Dragon, but if there is a CR restriction or something like that, then I'll go with another type of familiar. I'm still looking at the Mephits also.
Long time ago, I once played a Wizard that had 6 different types of Mephit familiars. They were fun to roleplay. Had them look like tiny elemental female fairies.
It was mentioned before, but it is a good question. How will be handle the 15 point buy for attributes and racial modifiers?
Example is the Faerie Dragon has -1 STR, +7 DEX, +3 CON, +6 INT, +4 WIS, +6 CHA.
Also levels. Will racial levels be in effect? A Faerie Dragon would be a level 3 race, leaving 2 free levels for class.
7th Roll: 4d6 ⇒ (4, 1, 6, 3) = 14
That changes the final total and gets rid of the 7.
I'm interested. I'm thinking of a CN Human Warpriest of The Lantern King.
Epic: 1d3 + 15 ⇒ (3) + 15 = 18
Epic: 1d3 + 15 ⇒ (1) + 15 = 16
Epic: 1d3 + 15 ⇒ (1) + 15 = 16
Other: 1d10 + 6 ⇒ (4) + 6 = 10
Other: 1d10 + 6 ⇒ (1) + 6 = 7
Other: 1d10 + 6 ⇒ (3) + 6 = 9
hehe... interesting Stats. 18,16,16,10,9,7. Should be an interesting build and roleplaying.