'Many are called, but few are chosen' (religious text)
'The Rangers are my eyes and ears' (King Horace)
'I was destined to be ranger' (Wil)
This is an interest check for a homebrew campaign loosely based on a popular set of Australian novels and my extensive camping and canoeing trips over the best parts of the US this summer. It will also allow two classes, the Slayer and Hunter, to compete with druid, rogue and ranger. It will feature chases on foot and canoe. Tests of stealth, smarts, and courage will abound.
King Horace and Head Ranger Wil are old heroes, best friends, and run one of the most influential Kingdoms in the world. All characters will begin as commoners attending the Trials--an open competition to compete to be chosen as a Ranger. Rangers are the kingdoms group of elite woodsmen--the eyes and ears of the Kingdom. Commoners will need to prove their worth during the Trials to be called Ranger Apprentice (Level 1). So anyone can compete in the Trials (unlimited PCs).
Those that pass will be considered Rangers Apprentice. Wil (I) will select the best 4-6 to go on an elite mission for the Kingdom. Other rangers (hunters, slayers, rogues, and druids), will have to wait for other mission from other GMs.
What is a commoner? He is a 15 point build with 4hp+CON bonus and 2 skill points+INT bonus+1 if human. Other CORE races besides human are allowed, but rare--the majority of the kingdom is prejudiced against humans as they tend to be hostile. A commoner has no equipment--ranger trainees are provided all they need.
Do I need to have read any source material or the Advanced Class Guide? No--druids, rangers, and rogues will do fine and the events take place 40 years after any of the popular novels.
If still interested, let me know.
There is not so much interest. I may just start a Wrath of Righteous Campaign.
The boards have been pretty slow the last few days, since most of the American users are celebrating Thanksgiving / Black Friday. I'd give it a few more days to see if anything comes up, once the boards get back into the swing of things.
Plan will be all books allowed.
Players will eventually pick a class.
I draw some inspiration from the O - level old school Treasure Hunt module. I can't find it, but remember the good parts.
Ken Rolston reviewed Treasure Hunt for Dragon magazine No. 125, calling Treasure Hunt a "fine example" of the sub-genre of "low-level adventures in which the characters are stripped of all their game-mechanics resources and forced to improvise with their wits". Rolston complimented a few of Allston's design choices, including having player characters graduate from zero-level to 1st level with the DM tracking their progress, providing explicit staging for the DM, and displaying flexibility with interpreting the AD&D game rules.
Ok--I think we are getting enough to make this happen.
Commoners will get all their racial abilities--remember, people do not trust nonhumans. But all core races are allowed.
15 point buy (yes, you are a commoner)
hit points=4+CON bonus
Skill points=2+INT+(1 if human)
Whatever you put your skills in count as class skills. Perception and stealth are recommended choices.
Campaign will add the following Skill:
Prof(Canoeing)--familiarity with small craft and whitewater. This skill is modified by Wisdom.
As you don't need to know the books to make a background--anyone can be a ward of the state. During the dislocation and chaos the Kingdom adopts many young children from lands near and far. These foundlings do not always remember their homelands, only that they need to be apprenticed by age 18. The ranger trials is a good place to do this.
Here are the nations of the world, their modern counterparts, and their attributes.
Your Kingdom Medieval England ◾Powerful king, strong government
Arrida Fatimid Caliphate (Northern Africa/Arabia) ◾Desert country
◾Large trading ports
Celtica Medieval Wales ◾Minor nation on island
◾Good relation with neighbor
◾Fairly weak army
Hibernia Medieval Ireland ◾Customs similar to Medieval Ireland
◾Hibernia is Latin for Ireland
Picta Roman and Medieval Scotland ◾Tribal chiefdom
◾Blue woad face paint and tattoos
Skandia Medieval Scandinavia ◾Similarly armed soldiers
◾Powerful raiding fleet
◾Similar politics and titles (i.e. Jarl)
◾Similar religion(Loki is mentioned in the BrotherBand Chronicles
Mongol Empire ◾Powerful horse archers/cavalry
◾Local titles and similar names
Nihon-Ja Samurai Dominated Japan ◾Customs similar to Medieval Japan
◾Feudal system same as Medieval Japan
◾Language based on Japanese
Gallica Medieval France ◾People speak French
◾Country split up between factions
◾Good wines and cooks
Toscana Roman Empire ◾Fighting style like the Romans
◾Ranking works similar
◾Export of olive oil
Iberion Medival Spain ◾Many sailors
◾Use hired assassins
Sonderland Greenland ◾Both large islands
Aslava Russia ◾Slav is in the name Aslava
◾Slightly similar histories
I would like to join this but I just want to clear a couple things up. You start out as a level 0 commoner and if you pass the initiation you become a "Ranger" as in a title right? With Rogue, Ranger, Hunter, and Slayer as actual class choices. And the 15 points for attributes does that assume you start at base 8 or base 10? Look forward to the answers and hopefully getting in on this!
Still very interested, thinking about trying Slayer class, should the character be deemed as "worthy". Should have him ready by tomorrow latest. No starting money means no equipment, so that simplifies some things also. Being a Slav myself, will probably aim for the Aslava character. Is there any "mechanical" difference, or is it simply fluff?
Here is my submission for the game. I will create an alias if chosen.
Morvas of Glenrothe
Male Half-Elf Commoner 1
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +10
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (1d6+2)
Fort +2, Ref +3, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
Str 13, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Simple Weapon Proficiency - Quaterstaff, Skill Focus (Perception), Weapon Finesse
Traits highlander (hills or mountains), orphaned
Skills Perception +10, Stealth +8 (+10 in hilly or rocky areas), Survival +6; Racial Modifiers +2 Perception, highlander (hills or mountains)
Languages Common, Elven
SQ elf blood
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
An orphan found in the ruins of the Picta town of Glenrothe, Morvas was from one of the fey clans that haunted the highlands. Probably a byblow of a elvish father and human mother, Morvas knew neither and has been a ward of the Kingdom since he was brought to the castle 18 years ago. Shy and quiet, Morvas usually keeps to himself, but is always very polite and well spoken when interacting with others. Quick and lithe, he is well adjusted to life in the wilds, and can move with surprising stealth. Little escapes the boy's notice, and some of the other orphans think he uses magic to see and hear so well.
Standing just under 6' and with a slender build, Morvas has short cropped black hair and bright blue eyes. His cloths are usually well maintained, but fashion interests him little.
Name Jonah Wing ................................Race Human
Classes/Level Commoner 0 ......................Gender Male
Campaign Homebrew ......Homeland Hibernia Medieval Ireland
Alignment Chaotic Neutral .......................Deity
Size Medium .....................................Age 18
Hair Brown .....................................Eyes Brown
Height 6'0" ................................Weight 190 lb.
Skin Tan ..................Languages Common, Giant, Gnome
Poverty-Stricken Your childhood was tough, and your parents always had to make every copper piece count. Hunger
was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on
Survival checks, and Survival is always a class skill for you.
Vagabond Child You grew up among the outcasts and outlaws of your society, learning to forage and
survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of
Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Init +2 Base Attack: +0 CMB: -1
Weapon Wooden Stake attack bonus -5 critical *2 type P range 10 damage 1d4 (Sleight of Hand 21)
Weapon Club attack bonus -1 critical *2 type B damage 1d6
Weapon Quarterstaff attack bonus -5 critical *2 type B damage 1d6/1d6
Weapon Sling attack bonus -4 critical *2 type B range 50 ammunition 0 damage 1d3 or 1d4
Weapon Unarmed Strike attack bonus -5 critical *2 type B damage 1d3
AC 10, Touch 10, Flat-Footed 10
Fort Save: -1, Ref Save: +0, Will Save: +6
Spell Failure Chance 0%
Ability Scores: STR 8(-1), DEX 10(+0), CON 8(-1), INT 14(+2), WIS 19(+4),CHA 11(+0)
Iron Will: You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Defiant Luck: You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.
Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.
Escape Artist ..................+0=DEX+0+0+0
Knowledge (Arcana) .............--=INT+2+0+0
Knowledge (Dungeoneering) ......--=INT+2+0+0
Knowledge (Engineering) ........--=INT+2+0+0
Knowledge (Geography) ..........--=INT+2+0+0
Knowledge (History) ............--=INT+2+0+0
Knowledge (Local) ..............+3=INT+2+1+0
Knowledge (Nature) .............--=INT+2+0+0
Knowledge (Nobility) ...........+3=INT+2+1+0
Knowledge (Planes) .............--=INT+2+0+0
Knowledge (Religion) ...........--=INT+2+0+0
Perform (String Instrument) .....+0=CHA+0+0+0
Perform (Wind Instrument) ......+1=CHA+0+1+0
Sense Motive ...................+4=WIS+4+0+0
Sleight of Hand ................+1=DEX+0+1+0
Use Magic Device ...............--=CHA+0+0+0
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Peasant's Outfit .....2 lb.
Wooden Stake .........1 lb.
Club .................3 lb.
Quarterstaff .........4 lb.
Sling ................0 lb.
Coins .............0.02 lb.
Total ........ 10.02 lb.
Light Load 28 lb. Medium Load 53 lbs. Heavy Load 80 lb. Lift Over Head 80 lb. Lift Off Ground 160 lb. Drag Or Push 400 lb.
I own Treasure Hunt (I've run it a few times), wish I could make it available to you. But, I can give you some details about the class assignment points system used in the module. When I get back home I'll dig it out.
I will be restricting this campaign to five classes, so I will not be using the Treasure Hunt system but draw inspiration from it.
Discussion thread is up. Anyone wishing to compete in the trials can post in the discussion thread. Once characters are approved, you will be cleared to the gameplay thread.
No feats but two traits to start. Humans will get their bonus feat. A half-elf would get their skill focus. No equipment--you will be issued what you need.
Dwarves, gnomes, elves, halflings, and half elves are rare. A rash of demihumans born to human parents caused some consternation. Some of these offspring were executed, others fled to live with others of their kind.
I'm thinking a Fae (elf) found in Hibernia . . ..
Since you said all books, here are some ARG adjustments . . ..
Stat mods already implemented above.
Elemental Resistance 5: Cold (replaces Elven Immunities)
Spirit of the Waters (replaces Elven Magic & Weapon Familiarity)
Languages Common, Elven, Gaelic
BAB+0 Melee+1 Ranged+3 CMB+1
AC13 T13 F10 CMD14
Traits: Forlorn, Reactionary
Name: Hubert Knickertwist
Homeland: Your Kingdom Medieval England
Class: Commoner 0 (hereafter abbreviated as Cmn)
Ability Scores: STR: 10 (+0), DEX: 14 (+2), CON: 10 (+0), INT: 16 (+3), WIS: 13 (+1), CHA: 12 (+1)
Hit Die: 1d6 (Cmn) +0 (Con)
hit points: 4
Base Attack Bonus : +0
Melee Attack Bonus : +0 = +0 (Cmn) +0 (Str)
Ranged Attack Bonus: +2 = +0 (Cmn) +2 (Dex)
Fort Save : +0 = +0 (Cmn) +0 (Con)
Ref Save : +2 = +0 (Cmn) +2 (Dex)
Will Save : +1 = +0 (Cmn) +1 (Wis)
Traits: Quick Learner, Tactician.
Weapon and Armor Proficiency: club, no armor, no shields.
Feat: Point-Blank Shot
Languages: Common, Aklo, Sylvan, Tengu.
6 ranks = 2 + 3 (Int) + 1 (Human)
Acrobatics : +2 = 0 (ranks) +2 (Dex)
Appraise : +3 = 0 (ranks) +3 (Int)
Bluff : +1 = 0 (ranks) +1 (Cha)
Climb : +0 = 0 (ranks) +0 (Str)
Craft (weapons) : +7 = 1 (ranks) +3 (Int) +3 (class skill)
Craft (X) : +3 = 0 (ranks) +3 (Int)
Diplomacy : +1 = 0 (ranks) +1 (Cha)
Disable Device : -- = 0 (ranks) +2 (Dex)
Disguise : +1 = 0 (ranks) +1 (Cha)
Escape Artist : +2 = 0 (ranks) +2 (Dex)
Fly : +2 = 0 (ranks) +2 (Dex)
Handle Animal : +5 = 1 (ranks) +1 (Cha) +3 (class skill)
Heal : +1 = 0 (ranks) +1 (Wis)
Intimidate : +1 = 0 (ranks) +1 (Cha)
Knowledge (X) : -- = 0 (ranks) +3 (Int)
Linguistics : -- 0 (ranks)
Perception : +5 = 1 (ranks) +1 (Wis) +3 (class skill)
Perform (X) : +1 = 0 (ranks) +1 (Cha)
Profession (canoe) : +5 = 1 (ranks) +1 (Wis) +3 (class skill)
Profession (X) : +1 = 0 (ranks) +1 (Wis)
Ride : +2 = 0 (ranks) +2 (Dex)
Sense Motive : +1 = 0 (ranks) +1 (Wis)
Sleight of Hand : +2 = 0 (ranks) +2 (Dex)
Spellcraft : +3 = 0 (ranks) +3 (Int)
Stealth : +2 = 0 (ranks) +2 (Dex)
Survival : +2 = 1 (ranks) +1 (Wis)
Swim : +5 = 1 (ranks) +0 (Str) +3 (class skill)
Use Magic Device : +1 = 0 (ranks) +1 (Cha)
Equipment: Peasant's Outfit, club, sling, waterskin, burlap sack, stale bread, piece of jerky, hunk of cheese.
Light Load 33 lb. Medium Load 66 lbs. Heavy Load 100 lb. Lift Over Head 100 lb. Lift Off Ground 200 lb. Drag Or Push 500 lb.
You’re skilled at learning the feel of a particular weapon after a few swings in combat.
Benefit: After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.
You know how to take advantage of enemies who are unprepared for your assault.
Benefits: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
I can not speak as to whether Gm Tribute will turn you away or not.
We just started today. And I mean JUST.
He indicated that our group consisted of 10 characters. 7 characters posted in the Discussion thread. 5 have posted in the gameplay thread so far. More than 10 have posted in this thread, but several did not provide a character, not that I noticed.
I'm willing to bet (but can't prove) he's waiting to see who all actually posts in the gameplay thread because he's not sure who's really going to give it a go, either.
Off topic here but where can I add a picture for this alias? I found where to do it for my primary account but not for this one, any tips?
under my account is an alias section, edit the alias and it will give you an option to pick up an avatar like the last time when you're did your main account.