Ash

Dahak Ironheart's page

63 posts. Alias of Dragonmann.



Liberty's Edge

To cut down on the need for magical healing, I want to suggest the following. New us of Heal skill.

Rename the current First Aid stabilize.

First Aid

Takes two minutes to apply, must be done within five minutes of taking damage. Recipient must be stable and resting during the application.

DC 10 heals 1d4
DC 15 heals 1d6
DC 20 heals 2d6
DC 25 heals 3d6
And so on with DC +5 getting one more d6

The person applying First Aid must decide what level to heal at before making the roll, failure by 10 or more inflicts 1/2 the healing result as damage. For example, a botched attempt to heal for 8 would inflict 4 damage instead.

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This allows a certain amount of non-magical healing. Recognizes that some of the hp damage represents open wwound that could be addressed quickly. A single PC witht he heal skill can heal 1 person twice or two people once each after each fight.

Oh well, just my two coppers

Liberty's Edge

Many classes have skills which are basically required.

For example, a wizard just isn't a wizard without the tangy zip of spellcraft.

How about defining 2 skills for each class that at first level are obligate skills are freebies. Continusing with the wizard example, the obligate skills may be Spellcraft and Know: Arcane.

A character who takes the wizard class at level 1 gets the obligate skills as freebies, but a character who takes wizard later as a multiclass dip needs to spend skill selections to pick them up.

As an added bonnus, favored class can add a +2 on the obligate skills.

just a thought

Liberty's Edge

Dwarves:

I think they look good, accept the hatred and defensive training abilities seem to be hold overs.

I think any ability that makes you say "what is it?" can go.

P: Is it a giant
D: No
P: Is it an orc, or goblinoid
D: No
P: Oh okay

How about a new ability: "well known foe": Dwarves receive a +10 racial bonus when making a knowledge check to identify the abilities of orc or goblinoid, and always treat such knoledge checks as trained.

As for the Giants and the dodge bonus, maybe a +2 AC wheen facing a large or larger enemy

Elves:
Unnatural beauty seems a bit forced, and doesn't always make sense. Perhaps unnatural grace, +2 on diplomacy checks.

Also, the weapon familiarity rules are deffinetly another hold over. Although it makes a lot of sense for elves to have picked up some extra skills in their years, but being forced to pick particular weapons is kind of ick. Also, this ability is wiped out by certain class choices (for example fighter who gets all those abilities already)

Finally, and this goes with the previous, elves typically start play at around 100 yrs old; however, their skills are always the same as a 15 year old human.

Elves should be allowed to choose some number of extra skills to be trained at first level, or select a weapon from the elven sublist. It would be appropriate to limit these skills a bit.

Gnomes:
Gnomes ahve the same weaknessses as dwarves, with racial based abilities.

Also, a gnome may have spell like abilities, and they have a level dependent effect. How about giving gnomes a permanent speak with animals ability, perhaps as a language choice, and moving the other three into a racial feat.

Half-Elves:
Love them as they are

half-orcs:
The only problem I see is that ferocity is overshadowed by a possible feat choice. Specifically, if you take Die-Hard, ferocity no longer exists. I would give them Die-Hard as a bonus. Also, this would get rid of the 1/day, which isn't really much of a restriction on near death experiences.

Halflings:
The only beef here is where did their throwing ability go?

Human:
Humans frankly look a bit weak at this point. Just a bit mind you.

I would suggest adding a Culture to the Humans. So foar example, a Varisian Human would be a bit different then a Grundarian Human

As for the difference, maybe a minor bonus such as +1 on a particualr save type, or on a particular skill. Also, weapon familiarity, so a Varisian would have familiarity with Varisian weapons, while a Shoanti would have familiarity with Shoantii weapons.

Liberty's Edge

Perhaps it makes sense to say that all elves know certain weapon proficiencies, perhaps they are taught such in Elven Elementary schools...

Perhaps instead of the classic they know these weapons, how about something where they can choose 2 extra skills to be trained in, or learn bowmanship and/or swordsmanship.

Just a little more flexibility in a race that usually starts play at about 100 yrs old

Liberty's Edge

So I had some thoughts on de-vancianizing the wizard...

A wizard is the ultimate student of magic, a master of arcane and esoteric arts. They may draw upon their internal reserve of magical knowledge to great effect.

Instead of preparing and casting spells per the current system, the wizard uses his skill and mastery to draw upon arcane energy.

To cast a spell, the wizard must succeed on a Spellcraft check, with a DC equal to 15+ twice the spell level.

Instead of increasing spell level, the level modifier of meta-magic feats is applied to the DC of this roll. For example, maximizing a 2nd level spell would be DC 15 + 4 (2x spell level) + 3 (meta-magic modifier) or 22.

A wizard starts play knowing all of the meta-magic feats in the player’s handbook (others must be purchased as normal)

A wizard can choose to gain a +2 circumstance bonus by referring to their spell book while casting, but this makes casting at least a full round action, and may require a move action to look up the spell. (It is not necessary to repeatedly look up the same spell, unless the wizard casts another while referring to the book.)

A wizard cannot attempt to cast a spell of higher level than his half his current level + 1. (ie the same as the highest level spell a normal wizard can cast)

A wizard who fails the roll by no more than 5 may attempt to save the spell next round, or can “ground” the spell energy taking 1 point of damage per spell level (minimum 1)

A wizard who fails the roll by more than 5, but less than 10 automatically takes 1 point of damage per spell level (minimum 1), with no chance to control the spell.

A wizard who fails the roll by more than 10 takes 1 point of damage per spell level, and additional 2d6 damage.

Every time a wizard takes damage from failing to cast a spell, they take a cumulative +1 modifier to the DC of their casting roll until they can rest for a full 8 hours.

Special: Eliminate the concentration roll and combine it with this roll, casting defensively is DC 20 base instead of DC 15. The Combat Casting Feat now applies to spell craft when this option is selected.

Taking damage is DC damage taken instead of DC 15 (minimum 15).

Game effect: Wizards get the feel of being masters of magic, and they are really tapping into dangerous forces. Even a starting low level wizard can use some a lot of magic with minimal risk, having an average spellcraft modifier of 7 (4 ranks, 16 int) means they cast 0th level spells on an 8, and 1st level spells on a 10).

To balance the power shift, I would probably give all sorcerers an extra spell known for every level, the ability to cast in light armor, a bonus heritage feat, and let them also pick spells from the cleric list. This would make them way more versatile, and mesh better with their increasingly unusual backgrounds (fiendish heritage, dragon heritage.

Liberty's Edge

For those who lost, to share the unloved.

Spoiled for length

Spoiler:

o Object

Distant and unimportant, the town of Azurestone only exists because of the nearby quarry of rare blue granite. As a result, the noble appointment to Lord Mayor is not one that brings with it prestige or notoriety. However, the power of love has drawn the attention of the distant royal court, as one of the noble princes has sought to marry the mayor’s daughter.
The dowry pledge was an heirloom of the Mayor’s family, the ornately carved Bell of Sarenrae. Crafted over one hundred years ago by the Lord Mayor’s great-great-grandfather, the bronze bell only holds value for the mayor, or to extremely discriminating collectors.
The archaic laws of dowry mean that unless the bell is recovered, his daughter will be unable to marry the prince and his family’s one chance at noble aspirations will be dashed.

o Two Obstacles

During their headlong chase of the Red Raven through the woods, they will catch sight of her on the far side of a small creek. The creek is maybe fifty feet across, with a channel ranging ten to fifteen feet wide at the center that has yet to be covered by winter ice.
The party will have to find a way to cross the river, while being pelted with arrows by the still retreating Red Raven. Charging headlong through the water is to risk exposure and frostbite, while dallying too long risks the loss of the Red Raven’s trail.
Later, near the foot of the mountains, the party will be faced with a sheer climb up a rock face. They will be further challenged by the presence of the druid’s Rime Stone Zombies using thrown rocks to slow their climb. The party will discover something is amiss when the Red Raven is captured by some of the undead who were helping her escape.

o Who and Why

Many a tale is told around the local fires of the fearless female rogue known as the Red Raven. A legend of the woods and mountains around Azurestone, she has traditionally been known for helping those lost in the woods, or attacked by animals. Only later do those she helped realize that some bit of coin or other bauble has been removed.
Never before has she taken anything of real value, and never without rendering aid, so there is a mystery in her actions. Loyal to a fault, she has been duped and manipulated by the human druid who leads her order. Without truly understanding his motivations, she set out to steal the bell at his request.
The druid’s motivation is far more sinister. Some time ago, during one of the town festivals, the druid met the daughter of the Lord Mayor. Stricken by her beauty he fell head over heels in love with her, and professed such publicly. The feeling was completely unreciprocated, and the public humiliation of the rejection planted a festering seed of resentment and madness in the druid’s mind.
The druid turned aside from his oaths to nature and the wild, instead pleading to darker forces of storm and destruction. His devotion turned to the worship of Rovagug, who has promised the druid the hand of the Mayor’s daughter in exchange for a summoning ritual, requiring the bell.

o Final Showdown

Several hundred feet above the rocks below, an icy shelf juts out of the mountain. On this natural stage, ancient druids set an awesome ring of stones, anchoring a place of natural power. Nearly invisible to the surrounding area, from this vantage the druids could see for miles.
Now the place bears a dark visage. Heavy axes, like those favored by Rovagug hang from the stones, and thick daubs of dark blood paint out the twisted fanged mouth and spider leg symbol of the Destroyer.
The hard stone, jagged ice and blood stain symbols contrast sharply against the beauty of purple mountains, ice-blue sky, and the distant blemish on the horizon that marks Azurestone and the yawning maw of its quarry.

o New Monster

Maddened by jealousy, and consumed by his new devotion to Rovagug, the druid has created an anathema to the life he once sought to protect. Having slain his brother druids in a blind rage, he has animated their lifeless bodies as uniquely powerful zombies. Frozen nearly solid by the frigid mountain temperatures, and incased in a thin layer of gravel and granite from their shallow graves, the druids have become Rime Stone Zombies.
Their motions are even slower and more ungainly than traditional zombies, but they are resistant to all but the deepest penetrating wounds, and their touch carries more than mortal cold. Their only true weakness is fire, but even then the sudden melting of the unnaturally cold ice could release a blast of dangerous steam.

Liberty's Edge

I was thinking about how saga edition handles skills, and some other comments I have made about 4e and came up with something to prattle on about.

Saga edition:
Unskilled = 1/2 level + applicable stat
Skilled = 1/2 level + 5 + applicable stat

Well, for D&D I still want a bit more than A or B, so here goes my thoughts:

Untrained and Trained only - some skills remain trained only. If you are untrained in a trained only skill, you have no chance of success.

Untrained - 1/2 level + stat mod

basic training - 1/2 level + stat mod + 5

Fully trained - level + stat mod + 5

A cahracter is considered to have basic training in EVERY skill on their class skill list. They can pick a number of skills = to their skill points to be fully trained in.

In addition, instead of fully training a skill, a character can spend a skill point to become basic trained in a non class skill. They could then advance that to fully trained for another skill point.

This way a fighter can always climb and jump and intimidate, etc. A rogue still ends up with a heap of skills, but doesn't have to put as much effort into balancing them against each other.

I am not sure how multiclassing/prestige classing would work out.

Oh, and before someone brings it up, yeah, I copied the 5 down from the saga rules. It may or may not be a good number, and it may or may not mandate rewriting the DC tables.

But anyway, for example:
A level 1 fighter with no extra skills woud have:
no chance at skills that cannot be used untrained
0+stat in untrained skills
5+stat in basic trained skills
6+stat in fully trained skills (of which they would have 2)

a level 20 fighter would have
no chance at skills that cannot be used untrained
10+stat in untrained skills
15+stat in basic trained skills
25+stat in fully trained skills (of which they would have 2)

Liberty's Edge

I wanted to just share some thoughts on the wizard, mostly fluff stuff.

If you imagine that the energy of magic is like a river, and that the wizards techniques (read spells) allow him to adjust the flow of that river, then you can imagin a context in which preparation and then casting occur.

Basically, at some point during the day, while studying from their spell book, a wizard builds metaphysical dams in the flow of magic around himself (or herself, but i'll pick him). Then when he needs the spell to actually happen, he reaches in and pushes over the dam (figuratively) allowing the spell to happen.

With this description, prepared spells make sense.

Sorcerors don't build the dams, the dams follow them around. There is a limit to how many dams they can access (spells known) and how many times per day they can be accessed (spells per day) before the sorceror is wiped out.

This still makes sense in the same model.

Metamagic feats allow you to change the damn such that it alters the effects of the spell when it is cast, requiring more input power. Still makes sense.

Magical items that allow more spells per day orrepeated castings (rings of wizardry and perals of power) allow you to build more dams, or to let the energy out of a dam without breaking it down.

Reserve feats would give wizards access to the "spillway" energy of the dams.

All in all, this description really fits the current rules of wizardry, and is very evocative (he he, almost a pun) for story telling.

I guess I am looking for opinions on the description, but I will take additions, comments, accolades, money...

Liberty's Edge

I have been working on something similar to this for a while, though not explicitly in d20 terms.

Armor is split into 2 stats:

Coverage: the amount of the body covered, or the chance the armor will get hit, and not the occupant

Resistance: the amount of damage from an individual attack that armor absorbs

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To be complete this system requires a slightly different notation of AC.

Base/Shield/Armor

Base is the current touch AC. If the attack roll exceeds your Base AC you are getting hit somewhere.

Shield is your Base AC, + your shield's coverage. If the attack roll exceeds your base, but does not exceed your Shield AC, you are hit in the shield

Armor is your shield AC + your armor's coverage. If the attack roll exceeds your shield AC, but not your armor AC, you are hit in the armor. If the attack roll exceeds your armor AC, you are hit in the squishy meaty parts.

If you are hit in the shield, the full DR of your shield, the full DR of your armor and the DR of your body, if applicable all apply

Hit in the armor, you get armor and body DR

hit in the body, you yell "ow" like a sissy girl, and hope you have DR

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Determining DR is a function of material. A steel breastplate absorbs the same damage as a full suit of steal plate, assuming you aren't hit in the arm.

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The system would allow piece work armor, with a steel breast plate, chain sleeves and skirt, with leather bracers and boots.

No numbers yet, but they are coming.

Thoughts?

Liberty's Edge

miniatures.

Specifically chinese produced prepainted miniatures.

Many years ago minis were all made out of lead, becuase it was soft and cheap, and it worked well.

Then people discovered young children eat anything they can fit in their mouth, so everybody switched to lead-free pot metal, and now to plastic.

How ironic would it be for there to be a major recall of pre-painted minis made in china because of lead in the paint?

Liberty's Edge

Sorry, this is a lot long, but I was hoping for some peer review

In the time before time, in the space before space, there was only the Void. The twisting swirling embodiment of chaos, that which tears asunder all things. So violent was the thrashing chaos of the Void that no thought or dream could survive in its midst, until the Void tore itself. I tiny hole in the chaos, a single point, a reference, and more, a portal to whatever lay beyond the Void. So was formed the Eye.

Through the Eye immaterial passed. Order was imposed. The founding concepts were created, and more, the Maginar, the stuff of magic was created when the stuff of the Void passed through the eye. Balance was preserved as the stuff of the Maginar was born off into the Void, and consumed by chaos.

From the Maginar sprung the elementals. Primal things they were, concepts of Fire and Water, Earth and Air. They clung to the Maginar like young to the mother’s breast. Overlapping, intertwining, they spawned dozens of childer; Earth and Water begat mud; Earth and Fire begat lava, and so forth.

As each of the Childer was spawned they flowed away from the Eye and the Maginar, cresting on the surface of the primal elements. Together, they formed a hard shell that protected the Inner Realm from the devastating chaos of the Void. Creation took full root, formed by the bound up material of the elements, fueled by the energy of the Maginar, and balanced by the chaos of the Void.

Rooted now about the Eye, the ever-sweeping chaos of the Void slowed about Creation, allowing ever more beautiful and complicated forms to rise. In an instantaneous eternity Time was born through the Eye. A new order was imposed, a beginning, a middle, an end.
With Time, the final seeds were sowed, and into Creation sprang for the first time Life. Fueled by the Maginar, built of equal measures Fire, Water, Earth, and Air, bound by the grips of Time, held in the realm of Creation, and ever fearful of the Void.

In a frenzy, Creation shaped and reshaped itself. Pure forms rising up, and twisted forms be cast off into the Void, in the time of an eye blink, all manner of plants and animals rose up. Above them all, rose the Magi, the first sentients, who were bound wholly to the energy of the Maginar, and who would come to be called gods.

Hayfar was the first, and he claimed dominion over the plants and the base animals. Placing each in a balanced order. Protecting them from the Void, and from the depredations of the other Magi.

Skiyinae was the second; she cast out the image of the void, rendering the heavens blue as the purest water.

Ocea was the third, claiming dominion over the seas, the rivers, and lakes, wherever water gathered.

Brendil was the fourth; he claimed mastery of the realm between the lands and the heavens. He pressed back the sky, and gave rise to the birds.

Arfar was the fifth, claiming the earth and the under realm and their bounty of gold and jewels.

Magos was the sixth, closest in tune with the Maginar, became the lord of magic, and master of change.

Banya was the seventh, and she named herself the Explorer. She sought to know all the realms of all the Magi, and the names of each creature.

Durago was the eighth, taking his place as the gatekeeper. He alone recorded the passing of every item though the Eye and the Maginar. Every creation of the elements, and each consumption of the Void.

Humar was the ninth of the Magi, the maker and the gift giver. Unto each of the other Magi he gave a gift.

Humar gave Hayfar the gifts of husbandry and horticulture, so that plants and animals could be grown by choice as well as by chance.

To Skiyinae he gave two mirrors, one of gold and the other of silver, with which to count out the days and nights. Each reflected the pure light of the Eye down on creation.

Ocea received the gifts of fish and whale, and all the bounty of the sea.

Brendil received the gift of weather, with which he could mark out the seasons, and redress the land beneath or above with storm of rain or snow.

Arfar was given the gift of the forge and file, with which he could shape all the bounty of the under realm into shapes of purist beauty.
To Magos, Humar gave the gifts of wand and staff and scroll, so that he could bind up the energy of the Maginar, and use it at his will.
To Banya, Humar gave the gift of language, so that she may speak the name of each beast, and the gift of script so that she may record all her findings.

Humar gave to Durago the gifts of blade and armor, so that he could
resist the implacable flow towards the Void. He was charged as protector and defender of all that was.

Finally, Humar gave to himself, reaching into the Eye, he drew forth the purest stuff of creation, and shaped it like himself. From each of the other Magi, he received a blessing, and breathed life into the first human. He spread his new creation to all the corners of Creation.
Each of the Magi gave to the humans a gift of their own, in gratitude to Humar, and many of the mortals were changed by the touch of the Magi.

Hayfar shared the gifts of husbandry and horticulture with the humans, but some drew away his love of the wild things, and so became elves.
Skiyinae shown the pure light of the Eye on the mortals, reflected by her twin mirrors, but those men who felt the light of both mirrors at once were filled with the purity of the Eye, and rose up in to the heavens.

Ocea showed the mortals the bounty of the sea, of how to fish and how to sail, but those who shared his love too deeply became the Mer.
Arfar showed the mortals the mountains, the art of mining and the joys of the forge. Those who shackled themselves to closely to the forge became the first of the dwarves.

Magos gifted the most talented of the humans with the powers of magic, creating the first wizards. He took the most powerful deep into the Maginar to show them the eye, but was shocked as they became something else entirely, the first of the dragons.

Banya shared her thirst for knowledge, and the words and symbols to share and record it.

Durago taught them of sword and shield, armor and arrow, so they might defend themselves from the beasts. Then he took the strongest from amongst them, and made them stronger. In an effort to create the perfect warrior he created a dozen creatures, among them the giants, ogres, orcs, and gnolls, by combining the strength and cunning of men with the beasts.

Appalled by the twisted mockeries that Durago had created, Humar called an end to the sharing with mortals. But by then, only Brendil had not shared with them, though he was too capricious to.

For an age, the Magi watched the new creatures learn of the world on their own. The mortals learned to live and love, and learn as much as they could about their realm. The mortals took to worshipping the Magi, and the Magi found the adoration of the mortals filled them with even greater power.

In time, the Magi like the mortals they observed took mates, some from among their own number, others took the finest mortals and breathed a touch of eternity into them.

Hayfar married Skiyinae, and begat many children, the most important of which were Linar, goddess of love, and Torino, the huntmaster. Their marriage was not without issue though, as Brendil coveted Skiyinae’s hand. In anger Brendil shattered Skiyinae’s silvor mirror, littering the night sky with tiny twinkling stars, and the much-diminished moon. The blood from his cut hand gave birth to Jealousy, Wrath, and Lust, the first harpies.

Magos took Banya’s hand, and they raised their children, Luc, the lady of luck, and Mohindo, the contemplator.

Ocea took one of the Mer as his wife, and gave her the power to fill the sea with life. She created a myriad of forms, creatures of fancy, but never gave Ocea a blood child.

Arfar scoured the realms for the perfect wife, one who was master of all artifice. He could not find a single mistress, so he took many, and had many children and grand children, each a master of a single art.

Still enraged that his efforts of creation had been stopped, Durago attempted to take the greatest of Humar’s human queens as his bride, though she was already held by a mortal love. Humar forbade the act, claiming the humans as his own, and in a rage Durago cut him down.
The blood of Humar scattered through all the realms. Where it touched the Maginar, creatures of vengeance and planning were formed. Corruption burned in their hearts, and the devils were born. Where the blood of Humar touched the Void, the Blood of Humar produced creatures of pure destructive rage, the demons. Where it rained upon creation, the Blood of Humar wreaked Havoc, birthing evil beasts and twisting good hearts to darkness.

More terrible was the loss of Humar’s soul to the Void, an incalculable loss to the Cosmos.

The other Magi banded together, and stripped Durago of his position. Together, they forced him into a new role. They created a new realm, where the souls of the dead could be preserved, and anointed him the guardian. He became the master of Death, and the final rest of souls. If he judged them unworthy, they were cast into the Void, and lost forever.

The Magi elected to replace Durago as patron of protection with Torino, son of Hayfar and Skiyinae. Arfas crafted new armor for Torino, so the blood soaked armor and blade of Durago would never be used again.

The Magi did not see that the Void had been unable to swallow Humar’s soul; such was its power. Instead, the Void changed it, rended it apart, and vomited up three new beings; the Shadow who became the lord of the dark places, the master of secrets, darkness, and corruption; the Maddness, a shapeless creature of pure chaotic destruction that would eat a creature’s sanity and bend its body on a whim; and the Deceiver, a creature of lies and seduction, deception and intrigue.
The Shadow proclaimed himself King of the Devils, while the Deceiver claimed the throne of the Demon Queen. The madness simply flowed, through all creation, breaking all it could find.

Liberty's Edge

Has anyone come up with a good system for scaling synergy bonuses?

At relatively low level, it is very easy to gain a substantial +2 bonus. At high levels you still have a +2 bonus.

I was thinking something as simple as for each full 5 ranks you get a +1.

Thoughts?

Liberty's Edge

Okau, so this is my opinion, where they come from. No marketing research, no fabrications, blah blah blah. Prices exclude taxes, surcarges, etc.

#1: WotC has not convinced me they have tha capability of producing a consistently good game within a single rule set, nor have their recent rule sets impressed me with their competence and quality.

#2: No software they have produced or endorsed has been so completly unique as to prevent secondary competition. Compare Master Tools/ e-tools to RPGXplorer or Hero Lab. They do the same thing, only WotC can produce content beyond the SRD.

#3: WotC is not rolling out just a new edition of D&D, they a rolling out a new edition of just about every (not all, but most) RPG in print currently. My group dips into other d20 based products, and some of those save space by refering you directly to the PHB or DMG for info. Sure the 3.5 SRD will remain in service, but my group likes books.

#4: I have seen nothing that makes me think that the DI will support house rules. Every group I have ever played with uses at least some house rules... how are we going to squeeze that in?

#5: The obfuscation of the release leaves a bad taste in my mouth. They could have announced where this was going 6 months ago when the pulled in all their licenses. A lot of us guessed, but they should have respected us enough to tell us.

Finally

#6: The preliminary release schedule fills me with dread. Yay, it will take 3 months to get the core books out, and another year or so to get back to where a point where the majority of what is out now is viable again. Why can't they release the three core books simultaneously, maybe as a box set? Why do I have to wait a year for the Eberron campaign setting update?

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I concede that 4e could be a good thing, could be a great thing. I think the 3.0/3.5, especially the SRD and OGL revitalized the RPG industry, giving it a huge boost. Letting people migrate from one game to another, without the effort of new rules.

I have my problems with 3.5. Grapple, class skills, bad balance, 2000+ feats of which you get 7, non sense like the lack of 0th level bonuns spells.

Will the wizards address all my concerns?

I guess i get to wait and see...

Liberty's Edge

Ok, so I got around to watching the video (the demo/reveal not the french accented spunk dumpster's insulting commentary) and was looking at the 3D character portraits.

Well... if Wizards can be tempted to spew that data in a standard format that can be ported into (boring dialog)a STL or an IGES 3d file(/boring dialog), then someone (like Paizo?!?!?!!?) could pick up a 3d printer (Zsystems makes some good ones) and offer CUSTOM MODELED CHARACTER MINIS UNIQUE TO YOUR CHARACTER!!!!

Sure, they won't be pre painted... but who cares...

Anyone else see stuff the WotC didn't intend to give us that they just might?

Liberty's Edge

I just figured I would post and see if anyone here was from around the same spot as I. Technically we play D&D on sundays, of course taht is when we can coordinate 5 different work schedules...

Liberty's Edge

Sample Unit:

Level 1 Human Fighter, N3-Chainmail and Longsword
Size/Type: Gargantuan Humanoid (Human, Unit)
Hit Dice: 1d10+3(4d8)+32 (91)
Initiative: -1
Speed: 30’ (6 squares)
Armor Class: 19 (+5 Chainmail, +9 Natural, –4 Size, –1 Dex)
Base Attack/Grapple: +2/+16 + Unit Size Modifier
Attack: +14 (1d8+15)
Full Attack: +14 (1d8+15)
Space/Reach: 20 ft./10 ft.
Special Attacks: Iterative Attack (3), Envelop, Swirling Melee, Coordinated Assault (+13(4d6+14)), Coordinated Grapple
Special Qualities: Unit Traits, Law of Averages
Saves: Fort: +11, Ref: +2, Will: +4
Abilities: Str 40, Dex 8, Con 26, Int 12, Wis 13, Cha 8 (elite array)
Feats: Trained Movement, Formation Fighting, Power Attack (B), Weapon Focus (Longsword) (B)
Challenge Rating: 7 (possibly 8 for Elite Array)

Compare to Bulette:
Size/Type: Huge Magical Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +2
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +9/+25
Attack: Bite +16 melee (2d8+8)
Full Attack: Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Leap
Special Qualities: Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Jump +18, Listen +9, Spot +3
Feats: Alertness, Iron Will, Track, Weapon Focus (bite)
Challenge Rating: 7

Liberty's Edge

I know at least 2 of the regulars on this forum have recently had some fairly grievous medical things come up (specifically Lilith's emergency appendectomy and Utak's being shot at work), and I wondered if it would be possible to set up a system to donate something to our friends in the recovery ward.

Just the ability to donate a few dollars to their accounts so they can pick up a few things from their favorite hangout might brighten their day, speed their recovery, and of course recover some much needed Karma points for the giver.

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I have a concept for a gaming oriented program, but lack the skills necessary to make it a reality. I was hoping to find some other souls capable of a bit more extensive development to help out.

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Since we have gotten to disassembling all of the mechanics along the way...

Has anybody looked at the idea of switching to 2d10 instead of 1d20?

The change in range is small (2-20 vs 1-20) but the probabilities are very different.

Mathematcally d20 has no mode (every number is equally likely) while 2d10 has a mode of 11.

It does a lot to smooth out the curve of results

the down side is it breaks the critcals system, as well as the natural failure system (ie 1 never happens 2 only happens 1/100 rolls, same with 20, instead of 1/20 for everything)

thoughts, tomatoes?

Liberty's Edge

I mentioned it a while ago, and it has cropped up a time or two in conversation. Somewhere in the heaps of books i own (i had a thing for many years of buying anything off used racks just to see it) there is a game with a really good and simple encumberance system.

The basics:
Weight and Volume are combined into a single unit called the Stone. I think they had a fancy table for doing the conversion, but it was simple enough.

Oh and before anyone mentions it, I know a stone is a real measure of weight = 14 lbs.

In addition to full stones, there were two smaller weights. They were tabulated as * and **, though i thinkthey were called rocks and pebbles in the rules (because gamers are a silly lot)
10 * was one stone
and 100 ** was one stone

anything less than a full stone was ignored for encumberance (how burdened are you by the difference between 10 pieces of paper or 12)

Most common items were 1 or 2 stones, for example a dagger is 1, most hand weapons are 2.

Many items had their weight listed as a/b where a is the weight equipped, and b is the weight stowed. Armor is far less encumbering when worn properly then when carried in a back pack, for example.

Speaking of backpacks, and other storage containers, they had some extra stats. In addition to their own weight, they had a capacity, and a size limit. For example a normal backpack weight 1 stone, it could hold up to 8 stones of items, but no item could be more than 2 stones. The weight of anything carried in the backpack was halved for figuring encumberance. Other containers would have similar effects, like a baldric reducing a 2 stone sword to 1 stone when not in the hand.

For d20 uses, carrying up to your strength in stones would probably be a light load, up to twice your strength a heavy load, and thrice your strength would top out the heavy load. (may be way off here)

Since the numbers are smaller, and much more uniform in general, and all but the largest piles of tiny items are neglected, the system seems like it would work well.

At the table no one records they picked up an 8 pound hammer during the adventure, because they have to look up that weight, where as if you can assume a hand weapon is 2 stones, it flows easy.

Commentary is welcome

Liberty's Edge

Male Engineer Geek 6/Engineer 5/Engineseer 1

Yay, kick off!!!

(and yes I spelled it right this time)

From your last posts in discussion, a few hours have passed. Calar and Vishantos have met at the inn, the mage sharing his winch ideas with the smith. Geddoe has returned with his new clothes, and enough filched silver to cover the cost of a meal. Nerek has returned from his prayers, a genuine concern for the sick in his heart. In the corner, an as of yet unnamed bard plays a sombre tune.

Go ahead and talk among yourselves some more, until the bard gets stats.

And oh yeah, Vishantos, you have an odd tickel in your throat.

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I would appreciate a critical eye turned towards this.

Too much to repost here, but i would like some thoughts.

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Has anyone updated the very old "Ex Libris" from Dungeon #29 to 3.5?

If not, anybody but me remember the adventure?

Interested in helping with the update?

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Any help? Anybody?

Liberty's Edge

Male Engineer Geek 6/Engineer 5/Engineseer 1

This will be the discusion thread for the Falcon's Hallow game.

As of now, there are 5 players and 2 on standby

Creation rules:

SRD by default, other stuff will be decided on a case by case basis

Stats, elite array (15, 14, 13, 12, 10, 8) + 3 points placed anywhere

House Rules:
Trap finding allows you to spot traps, not search for them, same with the elven ability for secret doors. Anyone can search for any non-magical trap

Casters that receive 0th level spells gain bonus spells equaly to their full casting stat modifier, for example a wizard with a 16 int gains 3 bonus 0th level spells

Wizards and clerics may spontaneously cast 0th level spells after reaching level 3

Liberty's Edge

Ladies and gentleman, and the plurality of people who are neither ladies nor gentleman!!

I am insane, but you get to benefit. I will run D0, and D1 if I get my hands on it as a PBP on this very forum for your enjoyment.

I will accept no more than 5 players.

I will get into char gen and stuff once I get further along

Liberty's Edge

part 2:

“Move a little further out to starboard T.H. four,” Lieutenant Coy’s orders flowed over the tactical comm net. Fortunately for her and her flight crews, assault shuttles were expected to maintain radio contact with their mother ship, so unlike the poor Legionnaire out there alone, she could still coordinate her flights. Right now she was trying to move them in position to detect an advanced stealth boarding craft, the finest the Confederation had managed to develop. Of course doing so meant coming up with something the senior brains had missed in development, because they had used Confederation sensors as the benchmark for indefectibility.

“Roger, Sparta,” Hanson answered over his helmet comm., and gently touched the controls to steer to the new vector.
“Boss, how are we supposed to follow this thing? I still don’t see it, and I know where it is.”
The voice belonged to Avory Nash, the most junior member of the interceptors four person crew, and as usual it was filled with petulance and whine as though signing on to Fleet was suppose to be a vacation not a job.
Before Hanson could answer, the silky voice of Flight Lieutenant Angela Cross cut in, “can it Nash, ours is not to reason why, ours is to do then go get smashed after.” Then, as though that sentence had resolved the issues, she went back to monitoring the various components of the advanced weapon systems she controlled.
Hanson flicked his head around to see if the issue was put to rest, which again brought his eyes over the skin tight flight suit of Cross, which was entirely too torturous. He silently wished, for the millionth time by his count, that she had been assigned to any other Flight Group on the St. George so fraternizing would not get him a jail term. He shook himself, and turned back to the controls.
It had been an easy machine when they launched, technically a milk run, but as more details poured in, it was getting harder and harder. So he focused on his own tasks, which were flying and commanding. Flying was easy, he’d been doing it since he was eight, although trying to pretend that an eight metric ton interceptor capable of sustained accelerations of fifteen-hundred gravities is an eighty and change ton assault shuttle, barely capable of three-hundred gravities made it more interesting.
Commanding however was a challenge, between Nash’s whining, Cross’ beauty and Bardall’s overly technical conversations—
And then, as though a stray thought was a sufficient reason to start one, from the very back of the crew cabin Flight Engineer Bardall began, “See Nash, the Remora’s shroud works on a very simple principle. The hull of the ship is split into four hundred and eleven facets, all but seven of which have dedicated EM sensors, emitters, and signal processors. What ever signals hit the shroud are instantly registered, and phase conjugate signals sent out, while at a micro second delay the original signal is sent out by the opposite facet. In effect, the shroud removes its own reflection from the entire EM spectrum.”
Hanson closed his eyes for a second; Bardall was going to be going on like this for a while.

“This is not a good plan,” Clarke muttered. He had found a data access point in a systems closet, and managed to slot both Diadre and Eric, which brought is AI team up to full strength. He was going to try to avoid putting into his report that every screen in the closet, all forty-two of them, had been tuned into one of the security cameras, with a strange preponderance of those cameras being focused on the swimming pools or ladies’ rooms of the ships. The tipped over wastebasket filled with tissues was almost certainly an indicator of an operator with severe allergies.
The gestalt AI had managed to secure sufficient access to none critical systems that he could actually begin to have some effect on the ship. Specifically, on his signal the inertial dampening effect created by the grav-coils was going to be extended into one of the ships eight engines. The imbalance should be enough to make the hostiles pull the engines back from redline, and give the St. George a chance to catch up.
That was the good part of the plan.
The bad part was standing at the secondary storage access point to main engineering. There were still eight hostiles on the other side of the door, and if any one of them managed to send a signal to the others, hostages were almost certainly going to die.
So he stood there, looking over the lines of codes scrolling up inside his helmet. He had programmed the shoulder mounted grenade launcher to use non-lethal Sizzeler rounds, and one for each target. Fortunately he knew where each of them was, any who did not go down from the pain effect were going to catch a boarding laser in the head. He kept reminding himself that they used lasers because they did heavy organic damage, but wouldn’t do much damage to ship board systems, but knowing that he was planning on firing weapons in the ship’s equivalent of a brain stem left him sick to his stomach.
“Nerves never helped anyone succeed.”
“Three, two, one, begin sequence.”

“Captain! Tupalayev has reduced engine power to eighty percent nominal, scans showed engine power deficiency in engine six before they cycled back.”
“Excellent! Was that your man Greiss?”
“Can’t say, no way for him to report if it was or wasn’t. They were running the engines hard, they might have burned something out, or he might of helped it along.”

The door slid open without a sound. The rubberized soles of his armor’s boots made nary a peep as the strong magnets battled with the hydraulic muscles to gently take each stride. The ventilation system of the superconducting energy cell had even been shut down to avoid the tell tale whirring of fans.
All of which was idiotically unnecessary because before the door had fully opened the grenade launcher had begun its automatic firing sequence. It fired using a magnetic mass driver system; the final few rings were fluted so they could launch a grenade almost perpendicular to the barrel. The computer controlled targeting, since no human could, and in the span one point two seconds eight grenades had fired.
The Sizzelers consisted of a micro cell capacitor and a magnetically charged casing. When their outer shell was destabilized by hitting something it is vaporized by the capacitors discharge. The resulting radiation is the same well-understood micrometer wavelength energy that produced the ancient ‘Pain-Ray’ effect.
Eight hostiles dropped like sacks of potatoes screaming in pain and agony.
Clarke wandered through the room, putting nanobot carrying subjugator tabs on each hostile, and in seconds each in turn fell into an artificially induced medical coma.
“Main Engineering secure,” he told the empty room.

“So if we can manage to track one of the unprotected facets, or track signature emissions, then we should be able to track the Remora.”
Hanson applauded, celebrating the end of Bardall’s technical brief, though he was certain Bardall was taking it as a compliment to his technical knowledge.
Just over his shoulder, Cross was chuckling at the melodramatic humor, and Hanson had to lock down his neck so he didn’t reflexively crank it around to see the glorious jiggle that went with the girlish giggle. ‘I need a new assignment,’ he thought to himself.
Lieutenant Coy’s voice came across the main channel, instantly ending all mirth, “Target vessel has cut engine power to eighty percent nominal, continue to advance on vessel.”
“New time to ‘boarding’ intercept fourteen minutes,” Bardall reported from the aft panel. He, as always, had done the math in his head faster than Hanson got it punched into the computer, and his result was no more than five seconds off.
“Confirmed,” Hanson said, then checked the positions of the other interceptors in his group.

“Emergency Condition in Main Engineering! Emergency Condition in Main Engineering!” The electronically synthesized voice of the Tupalayev’s emergency announcement system was not as pleasant as its other voices. Perhaps that was deliberate, or maybe it was just perceived by everyone on board when every reinforced internal hatch slammed shut as the magnet fields holding them opened were suddenly discharged. Suddenly the ship was cut into dozens of adjacent bank vaults, as no main corridor remained open for more than a few dozen feet.

“Crap,” Clarke cursed, “that was not what I wanted to happen.” He had tried to crank into the fusion core protocols, to simulate a failure, and shut down the engines, apparently he triggered the wrong protocol, and locked himself completely out of the system.
Then the more complicated problem set in, Main Engineering was a room eight meters by ten, and the main access doors were sealed with significantly more spring force then his armor’s muscles could generate. He could dig out the springs, and open the door, but it would take ten minutes or so, per door.
He brought up the interior map of the ship, and counted.
Seventeen doors between him and the nearest hostile, another four before he got to an area where they were keeping hostages.
While he was trying to come up with a plan for dealing with that issue he heard a voice in the room. Spinning around, he found the source, an open comm link on the bench.
“Seven, this is One, Report! What the hell happened?”
“Well, if they don’t know yet, they will soon, so no point hiding.” His fingers flicked in the subtle gestures which disengaged his radio lockout out, and issued the orders to the viral AI working its way through the computer to go fully active, rather than trying to hide.
Data began streaming down the visor inside his helmet, as well as out through the radio link back to the St. George.
He thought about answering the call, but thought better of it.

“Data stream from boarding action, Captain,” the report was crisp, clean, and formal, as it was suppose to be, which was a vast improvement over the half screamed,

Liberty's Edge

So i made a table a long time ago... a sheet of half inch plywood on a couple of folding sawhorses. It was eventuall reinforced with some 2x4 blocking.

it has the advantages of being, um, almost flat...

it has the disadvantages of breaking kneees or toes, the sawhorses are metal, and unforgiving. it is too heavy to move conveniently, and too light to be really rigid for people bunping it.

it is also exactly 4' x 6', which is a standard game of warhammer, with no setup area. It gets really congested with 4 players and a DM on D&D night.

So I started designing a new table, and I have looked at every table i could find online custom built for the purpose. I have a few unique ideas, which I will post once the discussion gets going, but I wondered what everyone else though would make a gaming table into the ultimate gaming table.

Liberty's Edge

What is the starting gold for a warmage?

Liberty's Edge

So I asked, and it is okay, so I wanted to discuss converting D0 into Ebberon.

Starting at the begining, and going through, major items.

Location: I was thinking the location fits right up on the edge of Aundair/Eldeen Reaches. Ancient Forest, nearby rivers, lonely crag.

Falcon's Hollow: Reduce the population of humans to 89%, and 5% shifters.

Lady Cirthana is a LG adept of the soverign host.

Laurel is a halfling, instead of a human. A decendant of Jorasco, but unmarked.

Instead of a "the oldest tree", a tree more than a certain number of years old, something rediculous like 500 or a thousand.

Instead of dwarven ruin, Dhakanni

Millon Rhodam is a shifter ranger 3 instead of human expert 2 ranger 2

The tatzylwyrm is an aberration, a daelkyr creation formed from a deliberate corruption of the decendants of Vvarack, a bit of revenge.

Should cover the whole of the specifically not Eberron, and add just enough of Eberron in to stick.

Liberty's Edge

Um, pardon me for being confused with the licensing equivalent of a thermobaric bomb going off...

Is it legitimate to have a discussion on these forums of how to convert the adventure into, say Eberron, or is that a giant no-no now?

Liberty's Edge

Okay, so I have had better days, and better plans... but as it turns out I need a new eberron nuker set up.

My previous character was a Changeling wizard aiming for recaster.

Now I am having trouble coming up with a new concept that really sticks.

So far I have considered:

A Warforged Warmage, Mithral body

A Deneith Warmage

Another Wizard, probably an Elf

But my response has been fairly 'meh' to each idea. I need something that pops enough to recapture my interest the way the changeling did... Any suggestions?

Liberty's Edge

So I had an idea, primarily for a homebrew setting but it fits best here.

Instead of classes, everyone gets a heap of "minor feats" (need a better name I know) when they advance. I am thinking 10 or so per level.

The minor feats would be things like:
BAB +1
Fort Save +1
1 Skill Point
Single weapon proficiencies
1 extra hp
etc

3 minor feats could buy a normal feat

And each item would be limited based on level. For example BAB would be capped at level.

So at first level you could take, 1 BAB, 2 Fort, 2 Reflex, 3 Skill points, and a normal feat, making something very similar to a fighter, but with better reflex and skills, and worse weapon proficiencies.

I am planning on useing a skill based magic system, as well as very few hit points (HP = con, DR = con bonus)

Basically the intent is to be on the ragged edge of the SRD/d20 system, and play a classless game.

Liberty's Edge

It has always bugged me that in 3.5 you can only enchant masterwork gear, and then (in the case of armor and weapons) it ahs to get a +1 first.

I was wondering what contributions everyone could come up with for a minor magic system.

The basic idea I have is that normal items can only be enchanted up to a certain point (perhaps +3 equivalent) while master work items can be fully enchanted.

The to hit bonus of masterwork would become circumstance instead of enhancement, so a +1 masterwork sword is better than a +1 normal sword.

And then a list of minor effects could be created, that don't need the weapon to be +1 or better first.

Some examples:
Guidance - the weapon reduces the non-proficiency penalty to -2
Skillful - the weapon reduces the non-proficiency penalty to 0
Honing - the weapon/armor repairs 1 point of damage to itself per 24 hours
Orienting - the weapon on command will draw in the direction of north, +2 on survival checks to navigate
Cleansing - the enchanted armor prevents the accumulation of normal vermin and cleanses the flesh - no fleas and no circumstance penalties for stinking like death

Thoughts?


Can anyone point me in the direction of a decent prestige class that goes with barbarian, that will let me meet the requirements for dragon disciple?

Char sheet is in my profile.

Liberty's Edge

Male Engineer Geek 6/Engineer 5/Engineseer 1

I've seen someone try it at least once, so I will to.

Anyone interested in collabrative world building online?

I have some thoughts on a world, and would like to see where we run with it.

The short version:

{Unnamed world}

Good and Evil

Law and Chaos

Gods and Mortals

In the millenia since the Schism split the One God into the many, and the One World into the Shard-Planes there has been one constant...

War

But that war is over... The Darkness has won...

In the mortal realm the servants of the light are enslaved by their newly installed dark overlords, or they hide in the shadows of the forest and mountain. Evil stalks the land, snuffing out the light. Bereft of their followers the minor deities are snuffed out, their personal shard realms collapsing with them.

The old war is over, a new one has begun

A War for Freedom

A War for Light

A war for the very souls of the combatants

---

The basic premise is, evil forces got together under a charismatic (Lawful Evil) leader, and with the intervention of some evil gods, whooped ass. However, now, years later, that charismatic leader has been assassinated by his own son, who is far less competent, and the whole affair has fallen apart.

The players get to be the good guys, but instead of facing the weak and pathetic kobolds in yonder cave, they are now facing the organized kobold enforcement team in the labor camp.

Anyone interested?

Liberty's Edge

Male Engineer Geek 6/Engineer 5/Engineseer 1

The scent of the salt in the air is strong, nearly oppressive. The sun is slowly setting on the horizon, and for what seems like hundreds of miles, there is not a cloud in the sky. Almost directly above your head, the yellow blur of the Ring of Siberys is backlit by the moons.

The Tethered Wench lists gently back and forth in the evening breeze, bumping periodically against the long pier. Sea birds squawk and cry nearby held a respectful distance away by the machinations of some Cannith device. Long lines bedecked with multicolored lanterns stretch from the foremast to the after; their magical flame competing with the heavens.

Aboard the ship, the press of bodies has yet to become overwhelming, though nearly two hundred people of various races are present. The Stormreach equivalent of the social elite sit at some of the very few tables on top of the forecastle, a human bouncer protects their privacy by collecting a modest five pieces of gold from anyone wishing to join them. At the very front of the forecastle a pentet of Phialarn musicians work their magic on their ancient elven instruments.

The rest of the revelers sit at tables on the main deck, where the two center masts have been removed to make more floor space. Here and there between the tables serving girls of a dozen different races, are tethered by long ropes to iron rings set into the deck. Their nakedness covered only by a short skirt and a pile of gaudy gold necklaces. A heartfelt laugh circulates around the ship when one of the patrons attempts to take more than his plate from one of the girls, and she promptly breaks his arm. The laughing grows louder as two Jorasco Halflings trot over to start haggling with the unfortunate would be victimizer on a fair price for setting the bone.

Later a hush falls over the whole ship as the hill giant bouncer has some loud words with a Minotaur carrying a large box at the base of the boarding ramp. Everyone relaxes when the hill giant gives the bull man a friendly slap on the back and lets him on board, though comfort partially fades when he reaches the deck, and people notice the incredibly large axe strapped to his back. He slips comically through an overly small door into the foundations of the forecastle, and after a moment mirth and merriment overcome any concern.

Dinners, drinks, and desserts continue to flow out of the various hatches which access the below deck kitchens. For a moment, as the last light of the sun slips below the horizon, it is easy to imagine Stormreach as one of the great-civilized cities of Khorvaire. That impression is shattered when a small fight breaks out near the starboard rail. Knives, then swords are drawn. A scream. A flow of blood. Then stepping out of the shelter of invisibility, a half-giant bull rushes all the ruffians over the rail into the water. He looks down at them and laughs. Then with a shrug, he touches the amulet he is wearing and fades away again.

The Phialarn musicians finish their set, and begin packing up their instruments. Then, into the void of sound their ending left behind, a long hollow note begins. Wordlessly, the pitch and tone carry emotion effortlessly. Then the source of the music is revealed, the minotaur reappears, carrying in his hands and odd bellows-based instrument. His song continues without words, building from loss and sorrow quickly to mirth and excitement. In moments he is nearly dancing about the deck. When his first song ends, he begins taking requests from the audience, singing each beautifully.

Here is a picture for those who are more visual, this is as close a boat as I could find a picture of, the middle 2 masts have been removed, and the forecastle and wheel house are a bit taller, but smaller lengthwise.

In regards to equipment, the Tethered wench is fairly liberal, allowing you to carry or wear anything you want, although you get some very odd looks if wearing medium or heavy armor to a tavern, even in a town as rough as Stormreach.

Meals are 1 gp for relatively poor, to 5 gp for the best in the house. Drinks range from 1 sp to 1 gp. Please determine how much you intend to spend on food and drinks (including how many drinks), including the seating cover for the forecastle before continuing.

Spoiler:

With dinner and other time spent aboard ship, you are there for roughly two hours, spot checks occur at the end of that time, the rest is spread out over that time.

Everyone make spot checks, and listen checks. If you are deliberately trying to overhear conversations, you may add a +5 on your listen check. –1 penalty on both checks for each drink consumed.

Anyone who wishes to carouse may do so using Gather Information. +1 circumstance modifier for every full gp spent on the ship.

Survival check for anyone skilled.

Knowledge: Local check, +2 modifier for anyone who has been living in Stormreach for over a year, +5 for anyone living here his or her whole life.

Other specific actions as you choose.

Liberty's Edge

Male Engineer Geek 6/Engineer 5/Engineseer 1

I am thinking about starting a new Eberron PbP game, set in Eberron. The action will kick off in the city of Stormreach on Xen'drik.

For more info on Eberron, read through Aubrey's notes here no point in duplicating his good stuff.

A word of caution, I have never played DDO, so Stormreach will be my stormreach, based on the info in Secrets of Xen'drik, not anything from that game.

I will take the first 5-6 players that have character concepts.

Liberty's Edge

Anyone? **bump**