Can't really post images anymore on the forums, but here's the link to Battle Wizard Magic Game. I hope you'll check it out - would love to hear your thoughts! Lots of images of the game and the various bits.
It's a miniatures-agnostic rules lite tactical skirmish game about wizards battling (or working together in cooperative mode!).
Wizards each have 6 stats (WAK, INT, ZAP, AIM, RES, DEF).
Wizards each have 4 slots to equip with useful items called Swag.
A new wizard will roll 2 Powers and pick one of them, giving them a unique special power that might give them an edge in the game.
Wizards can take 3 actions each turn chosen from a list of 5 actions (Move, Attack, Guard, Invoke, and Cast). Wizards can take the same action more than once, but some actions have diminishing returns (for example, each additional attack rolls 2 less dice, and each additional spell must both cost less energy to cast than any cast before it and also be a different spell from any cast before it that turn by that wizard).
Wizards all have access to 6 spells (Heal, Nuke, Push, Trap, Wall, Ward) as well as the ability to Counter spells when it isn't their turn if they have the available energy. Some spells have different effects depending on what energy was spent to cast them!
The 5 energy types are Air, Earth, Fire, Water, and Chaos. Wizards each have 5 draw piles of 10 of each energy type (50 cards total), and have a magic pool of 10 energy cards. They begin play with 2 of each of the 5 energy cards, but this composition can change throughout the game (this is a core part of the strategies in the game).
Movement and spell ranges are all determined by standard playing cards (2.5" x 3.5"), the same size as the energy cards. Distances are measured in 1 Long or Short side of a card (1L or 1S), as well as 1 Foot (1F). 2L + 2S = 1F!
Most spells are cast by 'Zapping' energy cards (think 'tapping' in MtG, and you have the idea), turning the card sideways to indicate that energy card has been used until the wizard's next turn — but some cards can be used directly in play...
Energy cards are also used for spell effects on the battlefield! Nuke spells are much like fireballs, but their effects are based on their energy type, however their are of effect is determined by the area of a single playing card! Wall spells require 2 same-type energy cards be removed from a wizard's energy pool and be placed back-to-back horizontally into a card clip or pawn stand to form a wall segment — as long as a wizard has at least 2 energy cards of the same type per wall segment, they may cast a large contiguous wall if their ZAP stat is high enough! The Ward and Trap spells require a wizard to place a card onto the battlefield, either face-down and directly under the wizard for a Ward or face-up for Traps. Traps can have more than 1 of the same type of card cast this way at the same time, so long as each card contiguously touches at least 1 other card from that Trap!
When wizards use the Invoke action, they may either draw 1 card from any of their 5 draw piles into their magic pool, or they may exchange up to 2 cards from their magic pool for any 2 cards from their draw piles. Drawing this way can temporarily increase the number of cards in a wizard's magic pool above 10, but they will discard back to their limit at the start of their next turn. Casting Walls, Traps, and Wards is also a way to store excess energy in play, as some of those cards can be drawn back into the wizard's energy pool later! (For example, a wizard might cast a 2-segment wall and a 1-card Trap on a turn, then on the next turn Invoke twice to draw 2 cards, dismiss the Walls and Trap to regain the cards, and then cast a spell as their third action with all the additional energy cards they now have available!)
Terrain impacts play, but has easy-to-remember rules. For example, blocking terrain provides Cover, and Cover reduces any damage the wizard takes by half. Hindering terrain forces movement to end as soon as a wizard enters it, and requires them to move 1S per move instead of 1L when they start in it.
There are a number of different scenarios included in the rules, and there are also cooperative and solo modes! There are rules for fielding small warbands of minions to aid your wizard, as well. Many of the scenarios can be combined for further replayability.
There is also a free 3rd party creator license so that other game designers can create compatible content and use the BWMG compatibility logo on their creations!
While you can play with any miniatures, components, and cards you like, there are official 3D-printable battle wizard meeples and 2D pawns, as well as other game bits like card stands and tokens. The crowdfunding is to pay for the costs of card art for the 5 different spell cards, as well as a few other additional print-and-play components so that all of those can release at the same time!
The rulebook and the 3D-printable components are all finished.
Only 1 week and some change left to get in on the game early to help suppor the card art getting done sooner. I really am excited to hear what you all think. If you cannot support or it isn't your jam, I hope you'll share on social media to give it a signal boost!
I just launched a new RPG zine called Dungeon Plumbers. It focuses on adding dieselpunk elements to your games, as well as providing content that is compatible with most d20-based systems.
Inspired by Super Mario Bros, The Rocketeer, Fullmetal Alchemist, Tank Girl, Hellboy, City of Lost Children, Final Fantasy VII (FF7), and many others, Dungeon Plumbers will be an ongoing zine that delved into zome weird corners of sci-fantasy.
Pathfinder already provides the Alchemist and Gunslinger, which fit perfectly in the dieselpunk fantasy genre, and many of their adventure paths feature early 20th century analogues! I can totally see my zine providing value to people using Pathfinder, as well as other games!
My buddy, who is a professional escape artist (!) and I are super stoked to try and fund artwork for a kickstarter campaign setting and adventure. It will have a rules light system compatible with OSR/5th edition/and 3rd edition style system. Give it a look!
Any publicity helps; we're halfway there with organic word of mouth so far.
Hey all, looooonnnggg time since I've been on here.
Played lots of games and campaigns (even finished Emerald Spire start to finish over a 2 year span) in the interim. Recently started playing 5e last year, and have decided to try my hand running a game with that system this fall/winter for my group. (Been running D&D/Pathfinder for over 15 years now.)
One of my goals was to go back to my homebrew roots, and only use prepublished materials in small doses when the setting, region, or narrative could call for it.
Another is that the setting is high fantasy, but relatively low-magic-at-large. Individual spellcasters not already running kingdoms, aligned with some Guild, or the like are few and far between.
Also, magic is wild, potentially dangerous to the world, and the setting calls for conjuration magic and divine magic to no longer exist.
Lots of bits.
Regardless, I have some house rules for magic and spellcasting, and have rolled all the 5e spellcasters into one Mage class with different Magical Paths. Further, there are 5 schools of magic. Some spells no longer exist, others switched schools, etc. My list is comprehensive for my game in terms of known and available magic. Further, while 7th to 9th level spells exist and are known, they are not automatic class features, and must be quested for, essentially.
I will post what I have, and feedback is welcomed! I still have a few months before I plan to run this game.
Magic House Rules:
SPELLCASTING HOUSE RULES
Schools of Magic: Magic is defined by one of 5 schools, but is no longer restricted by spellcasting class. There are only 5 schools of magic: Chronomancy, Enchantment, Evocation, Necromancy, and Transmutation. Some schools are rolled together, and some spells have changed schools.
Dangerous Magic: Magic is chaotic, and spellcasters run the risk of contracting spellblights (see Spellblights, below). Spellcasters can also defile life and the surrounding land and fuel their magic with life force for greater effect, at great expense (see Defiling Magic, below). Evocation and chronomancy spells are sometimes unpredictable (see Wild Magic, below).
Mages: There is only one spellcasting class now, the Mage, and the Magical Path that you choose defines what kind of spellcaster that you are. Mages have access to all spells from all schools up to 5th level.
Spells from Feats: Thaumaturgy and Detect Evil and Good can only be learned by the Theologian feat. Druidcraft and Detect Poison and Disease can only be learned by the Naturalist feat.
Lost Magic: Mages have access to any spell up to 6th level. Spells of 7th through 9th level are ancient, lost spells only rumored about by high-level mages, and guarded zealously by those few that have managed to learn them. 7Th through 9th level spells are legendary, and are often the focus of legendary quests by mages seeking more arcane power. There are no more summoning spells, as conjuration magic was lost a thousand years ago in this world. Mages can still use their 7th through 9th level spell slots to cast lower level spells.
Unavailable Magic: Any spell not listed in the Spells section (see below) is currently unavailable in this setting. Some spells' levels have been altered.
Rangers: Rangers no longer cast spells, and they will gain replacement class features.
Magic Item Crafting: Players cannot craft magic items. That is the trade of NPCs that craft things.
Magic Feats: Spell Sniper and War Caster are only available to characters with levels in the Mage class. The following feats are unavailable: Elemental Adept, Magic Initiate, Ritual Caster.
SPELLBLIGHTS
In addition to spellblighted regions of the world, casting magic can sometimes inflict spellblights.
Whenever you cast a spell, roll a d20. On a natural roll of 1, you gain a random minor spellblight, no save (spellblights can be found in Ultimate Magic, pages 94-98 or on Paizo's website; these rules come from the Pathfinder system, but translate well to D&D 5th Edition with only minor tweaks). This applies to a roll of a 1 or a 2 on spells from the Necromancy school of magic, and a roll of 1-4 on Necromancy spells that heal hit points or restore life to the dead. Necromancy is a very dangerous practice.
If the target of one of your spells that allows a saving throw rolls a natural 20, you must make a Wisdom saving throw (DC = spell's DC) or you suffer a minor spellblight.
If you are already suffering from a minor spellblight when you acquire another spellblight, there is a 50% chance it will be a major spellblight.
Minor spellblights each last 1d100 hours, while major spellblights last 3d100 hours.
DEFILING MAGIC
You can use life force to fuel your magic. When you cast a spell of 1st level or higher, you can spend a bonus action to enhance it, but you defile the earth and life around you. Doing so kills all plant life in a sphere centered on you (diameter = level of spell x 5 ft), and all living creatures in the affected area (including you) must make a Constitution saving throw (DC = 10 + spell slot level) or suffer 1d6 necrotic damage per level of the spell being cast. This damage ignores resistance and immunity. A successful save negates the effects, but causes the creatures brief yet intense pain.
If there is no plant life in the area, the land itself is instead defiled, such that nothing can grow there again unless it is somehow mended by magical means or carefully tended over the course of many years. You cannot use this ability if there is no undefiled land within the sphere, or less than half the area contains undefiled earth.
When you use this ability, you may double your proficiency bonus for the purpose of calculating all spell effects, including saving throw DCs and spell attack rolls.
Anytime you use defiling magic you have a cumulative 5% chance of contracting a minor spellblight. This percentage chance resets to 0% after you take a long rest.
Spells by School and Level:
CHRONOMANCY (59 spells)
0th-level (8)
frostbite
guidance
light
mending
ray of frost
resistance
thunderclap
true strike
1st-level (8)
expeditious retreat
feather fall
guiding bolt
hex
hunter's mark
identify
thunderwave
zephyr strike
7th-level
fire storm
mordenkainen's sword
8th-level
antimagic field
sunburst
9th-level
invulnerability
meteor swarm
NECROMANCY (54 spells)
0th-level (6)
chill touch
infestation
poison spray*
spare the dying
toll the dead
virtue
1st-level (8)
arms of hadar
cure wounds
false life
healing elixir
healing word
inflict wounds
puppet
ray of sickness
2nd-level (7)
aid
decompose corpse (PRPG)
hold person
lesser restoration
prayer of healing
ray of enfeeblement
restore corpse (PRPG)
3rd-level (10)
animate dead
aura of vitality
feign death
hunger of hadar
life transference
mass healing word
revivify
speak with dead
stinking cloud
vampiric touch
4th-level (3)
aura of life
blight
death ward
5th-level (7)
contagion
danse macabre
enervation
hold monster
mass cure wounds
negative energy flood
raise dead
6th-level (7)
circle of death
create undead
eyebite
harm
heal
magic jar
soul cage
7th-level
finger of death
power word pain
8th-level
abi-dalzim's horrid wilting
feeblemind
9th-level
mass heal
power word kill
TRANSMUTATION (62 spells)
0th-level (5)
blade ward
control flames
gust
mold earth
shape water
1st-level (12)
color spray
divine favor
earth tremor
ensnaring strike
entangle
fog cloud
hail of thorns
grease
jump
longstrider
purify food and drink
searing smite
2nd-level (13)
alter self
barkskin
blindness/deafness
dust devil
enhance ability
enlarge/reduce
gust of wind
heat metal
maximilian's earthen grasp
pyrotechnics
spider climb
spike growth
warding wind
3rd-level (10)
daylight
erupting earth
fly
meld into stone
sleet storm
tidal wave
wall of sand
wall of water
water walk
wind wall
4th-level (7)
control water
elemental bane
fabricate
guardian of nature
polymorph
stone shape
stoneskin
5th-level (4)
maelstrom
transmute rock
wall of stone
wrath of nature
6th-level (5)
bones of the earth
flesh to stone
investiture of flame / ice / stone / wind
move earth
wall of ice
The only other house rules are disallowing the Paladin and spellcasting/magical archetypes from Barbarian, Rogue, and Fighter, and modifying the Ranger to me magic-free, as well as having some different racial and cultural traits for the races to fit the setting. I MIGHT use a simplified carrying capacity system, but might not. Otherwise, I like 5e.
So, I am a player in a group that decided to dig down to the next level, spending tons of time excavating, to root out any evil below. I've run RotRL in the past,
Yeah. About that.
spoilers:
Has the Scribbler even come back to life again? Have the glabrezu and other creatures been summoned yet? If the party digs down at 3rd level, will they find CR 13+ creatures, or an empty level? Other?
This is a tactic I have used in home games, as have friends. We just approximate the size of the ship created based on the keelboat the equipment section (15x50, I believe, is its smallest dimensions).
As such, can a swan boat feather token be created into a too-small space (like activating inside a monster that has swallowed you whole)?
Can a swan boat feather token be activated anywhere (thus creating a battlefield fort for 24 hrs, blocking a castle gate, falling off a cliff onto a horde of enemies below)?
Does a swan boat deal 10d6 falling damage, or 20d6?
If you activate a swan boat in order to fall on top of enemies, do you need to target a single creature (as per dropping objects on people), target a square, or roll randomly to determine ship's facing and have it act as an area effect (Ref for half?)?
I really want to fly over the enemies and drop a ship on them.
The Wasp Nest o Swarming (Ultimate Equipment) is described as fragile, but the text does not say whether it is reusable if the item is retrieved after the 9 minute duration is up.
Additionally, I was reading up on the Snapleaf item, and it seems intended to be a one-use item, but does not state it. There is contention on the forums, but one designer seems to have chimed in to state that it was intended to be a one-use item (considering the specific requirements of the activation, perhaps the price should then be cheaper?).
Okay, so supernatural abilities (Su) do not function like spells in most regards.
As such, when a creature with a supernatural ability targets another creature with that (Su) ability that requires a Will save (like most of the witch's hexes...), if the target makes their save, do they become aware of the hostile force, as they would be with a spell?
I know the target gets this knowledge on a successful save versus spells, and it can be inferred that spell-like abilities would also grant this knowledge, being so similar to spells, but this is not addressed anywhere in the rules or FAQ that I can find.
This is important, as if I'm playing a witch that is say, hiding or invisible, and I target an otherwise unaware creature with a Will save hex, if the creature makes their save and becomes alerted to a hostile presence then I probably would have picked a different tactic.
As written, I believe that the target is *not* alerted to the attempted effect, since it is a supernatural ability.
Thoughts?
Inversely, I'd be okay with the ruling that you are not aware when a supernatural ability is saved against by a target, as it is not a spell.
relevant passages:
From the Magic section, under Saving Throws:
"Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells."
From the Magic section, under Special Abilities:
"Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas."
From the CRB Glossary, under Special Abilities:
"Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities."
So, Tsuto escaped the Glassworks and booked it down the smuggler's tunnel to the coast, where he took a boat back to Thistletop. The party licks their wounds, and talks with NPCs. Shelalu, scouting the area, encountered Bruthazmus and a few goblins arguing with Tsuto, and from their snippets gleaned that they are based in Thistletop, and headed there. Around 4 am, she arrives to tell the party, and convince them to head out the same day. The party convinces the guards (in Sheriff Hemlock's absence; he's in Magnimar) and major NPCs to fortify against possible imminent goblin raid.
Shelalu accompanied the PCs to Thistletop, hoping to get a piece of Bruthazmus.
The party opted to take horses and a few canoes, and lots of climbing gear to Thistletop, scale the cliff, and cut the bridge to the land, avoiding any troops that could attack from the rear. Foresight and god stealth won the day, and they took out the sentries before an alarm could be raised. Long story short, they cleared out the upper level of Thistletop and had no trouble taking out Ripnugget and his lackeys (with extra goblins due to a larger party).
Making their way down, they encountered the yeth hounds first (I added 1, since we have 6 players). The 3 yeth hounds were the most challenging fight they've had at Thistletop so far. Panicking 2 of them and Shelalu. Using random fleeing directions, they eventually funnily toward the tentamort cavern, after non-panicked party-members prevent them from fleeing in other directions. The tentamort nearly kills a party member before being killed a few rounds later. Shelalu, panicked and nowhere safe to flee, dives out of the mouth of the cave into the waters below (hoping to swim around to the canoes; she'll recover, regret her fear, and find her way up through the hermit crab's lair to rejoin them for the fight with Nualia).
The yeth hound fight took a long time, and their baying alerted the entire complex to intruders.
The party healed a bit, explored the other cave, explored inch-by-inch every other room and passage, and came to the hallway with the bed chambers. They encounter Bruthazmus arguing with the 4 goblin women from the harem (1 clutching an infant goblin), and he flips out once the PCs arrive, angered that he wasted time arguing with the women.
That is where next game begins.
So, in my game, I added a hallway that connects Nualia's chamber (via secret door) to the stairs adjacent to D15. I also added 1 rogue level and 1 barbarian level to Bruthazmus (his gear is the same, except he has a greataxe instead of a dire flail, being a ranger).
I did this for a few reasons: my players have a 6-member party (2 rangers with goblin favored enemies) plus Shelalu, I removed the shadows from the crypt in the next level (unnecessary fight), the party completely skipped the Thistletop cliff briar warrens with the druid, and I wanted a memorable goblinoid foe at Thistletop.
Bruthazmus is also, sort of, going to fill the role Orik fills in the adventure as written. He's out to save his own skin, and is not overly committed to helping Nualia. He just wants Thistletop as his own once the dust settles.
So, Bruthazmus plans to: open the door of the room he is in for cover, holding two goblin women up as an improvised shield, and fighting defensively until he gets down the hall to Nualia's room and into the secret passage he knows about. This +8 AC boost increases his survivability. He will skirmish if necessary, before fleeing. I then plan to have him brace against the wall for a few rounds (opposed Str checks) before fleeing down the hallway to the next level to rejoin with Nualia for a final stand. His 40 foot move speed should ensure he gets there without dying.
Nualia, Tsuto, Lyrie, and Orik.
Lyrie and Orik will be in D14. There is no awkward love triangle. Altered motives: Lyrie is noncommittal, interested only in her research. Orik is loyal to Nualia's coin. They are both lovers, but Lyrie is mostly using Orik as a distraction. One of the party rangers has a bounty for Orik. Another member has met him in Riddleport as part of his backstory. Roleplay or combat, depending on how things go.
Tsuto waits in the hallway beyond the trap, taunting the PCs to advance. He is the buffer between Nualia, Bruthazmus (hiding in order to ambush), and Nualia's last yeth hound.
So.
Does everyone think this is a fair alteration? Too deadly?
The party has 80-90% of their daily resources, plowed through the upper levels of Thistletop in a single session, and are comprised of the following members:
Party Members:
1-Oread ranger 3, switch hitter. Comp longbow and greatsword. Goblins are fav enemy.
2-Human bard 3, uses whip to trip. Likes to use grease spell. Support.
3-Tengu warpriest 3 (Sandpoint wary of him after the Late Unpleasantness' having a bird-demon-worshipper-serial-killer). Support and melee; fights with a scythe to great effect..
4-Tiefling blade bound magus 3. Uses the shocking grasp trick a lot. Brother of the tiefling ranger.
5-Tiefling trapper ranger 3. Party drunkard and fill-in rogue. Goblins are fave enemy. Lost a leg to the sinspawn, has peg leg and reduced speed now. Brother of the tiefling magus.
6-Human gunslinger 3. From Alkenstar, via Riddleport. Searching for those responsible for his family's downfall. Will tie-in to Ironnriar later in Magnimar.
7-Shelalu Andosana. As written in the AP. Elf fighter 2/ranger 4. Longbow and a vendetta against Bruthazmus. Will probably enter within 1d6+1 rounds after the hallway trap is sprung.
Hi everyone, I'm designing a board game in my free time, and hope to have a working prototype within the year.
I've been working on a game that, while there are similar games on the market, seems to fill a niche I and others enjoy in tabletop/board gaming that is mostly vacant. I'm not sure if this is by virtue of lack of interest, difficulty to implement, or some other factor.
Summary: The game is a turn-based tabletop miniatures skirmish/strategy game based on the concepts in turn-based strategy tactics video games and turn-based tabletop RPGs. 2-6 players, variable playing field size (2x2 tile square or 3x3 tile square), emergent complexity (a number of basic rules, with strategy & cards modifying play from there), a more fluid initiative order based on an Endurance/Fatigue/Exhaustion mechanic (similar to Star Wars Saga Edition RPG's "condition track), and possibly a diagram-based combat tree* instead of a linear power progression. Victory conditions would vary based on the type of game played (capture the flag, king of the hill, mutual annihilation, gain X Victory Points, etc., etc.).
Diagram-based Combat Tree?:
*Currently, creatures have 6 abilities on their stat card, tiered into groups of 2. Each tier costs a few more points for warband construction, but unlocks the color-coded abilities of that tier. Sort of like a level 1 warrior vs a level 2 warrior.
Anyway. I was inspired by Spellbound Kingdom's combat tree charts (p 14), and a couple days ago I came across this similar system of Damage Trees in Arena Rex. I am tempted to abandon my traditional, linear progression, for something more like these visual flow-charts (inspired by, but not copied outright!).
This Article (and other articles on that blog) has been a great inspiration in regard to design goals and pitfalls. I feel that what applies to turn-based video games often also applies to turn-based board games.
Similar Games that Warrant Mention:
Descent has set precedent for an ungodly number of plastic miniatures, so that gives me hope for including a lot of 3D minis instead of just 2D tokens. Descent (and games like it) is a cooperative game, mostly, and is more evocative of D&D than what I'm striving for. I am not trying to create a dungeon-delve quest game, but more of a skirmish combat game.
Super Dungeon Explore has a fun, 8 bit RPG feel to it, and I love their boards, but it is basically just a cooperative dungeon crawl hack-n-slash.
Krosmaster: Arena, oddly, is the closest game I've found to what I'm striving to create, but it is aesthetically too cartoony and mechanically too simple.
Still with me? Cool.
So, here are the things that I would really like feedback on:
4 (current) Questions):
Let's assume a character/creature/unit/whatever follows a pretty standard model for how they interact with the game (Action Points, Health Points, Defense, Melee Attack, Ranged Attack, Cost, whatever else is needed), and they have a limited number of abilities (6 or less), and most of them are deterministic (i.e., if condition X is met, effect Y happens, no dice rolls), and a player's cards can modify the battle (ongoing effects like equipment, temporary effects like bad luck or morale boost, instant effects like dodge attack or healing tonic, meta-effects like increasing AP, range, or the like, etc.).
1. Do you all feel that I can have both variability via dice rolls and a lot of deterministic abilities (some things rely on luck, other things just happen, granting options), or is it "better" to do away with the dice as a random element? [There are currently a few instances where a creature rolls 2d6+X vs Target Number.]
2. On the other end, what about adding more dice, as in small dice pools (no more than 5-6 per side)? Like, 4 attack dice vs 3 defense, players count successes, and tally net effect. It serves to keep opponents engaged in play, but also increases player math and time needed to resolve conflicts.
3. Further, what do you guys think about having a fatigue/exhaustion mechanic? Either in tandem with, or in place of a Hit Point mechanic? For example: Alert, Fatigued, Exhausted, Staggered, Helpless. There would be a little meter on each stat card, and a token could be placed on it. It could be the same for every unit, or each unit could have more tick-boxes within each section (the idea I like the most), thus combining HP with Fatigue. The further down the track you are, the more penalties you take.
--> For example, Fatigued may mean you cannot retaliate or use interrupt abilities and have to spend AP to remove the condition, Exhausted means the same as Fatigued, but you have to spend your turn to remove the condition, Staggered means you cannot do anything more than Move, and you cannot remove your condition without external means, and Helpless means you cannot act until the condition is somehow removed.
Does that seem simple enough to implement?
4. Does the game seem to give both attacking and defending players reason to be engaged, give them meaningful resource management and decisions, etc.?
Finally, for those of you still with me...
Components of Game would likely include...:
Modular 8x8 geomorph tiles (similar to Dungeon Tiles and these geomorphic tiles, double-sided tiles with a 1" grid depicting various terrain. A few different varieties of terrain tokens (walls/fences, trees, higher ground, etc.). Around 80 plastic miniatures (or 2D stand up tokens with artwork, depending on costs), dice, around 200-300 cards (2-3 decks), a number of playing card-thickness 3.5x5.5 character/unit stat cards, a number of wound tokens, a number of miscellaneous tokens, 1 rules book less than 25 pages long.
First-please do not devolve into cyclical arguments (especially about Vital Strike and Channel Smite). Present advice/arguments, then leave it for me to mull over.
Second-I have a lot of 3.x/Pathfinder experience as DM & player, I am just short on time and usually stay away from playing paladin-types. I'll be playing in an all-evil short campaign (maybe 5-10 sessions), and we *might* level up once or twice.
Third- Campaign considerations: 9th level, 25 point buy, 60,000 gp starting wralth (no more than half wealth on 1 item (no exceptions), no pregame crafting, combat-heavy mostly against angels/archons and their ilk. Advanced Race Guide races (no custom races) & Expanded Psionics races only.
Fourth-Build considerations- I want to single class antipaladin (ranger 1/hateful rager 2/antipaladin 6 was my first scrapped idea). I will either play a demon-spawned tiefling with the Oversized Limbs alternate racial trait from Bastards of Erebus, or maybe a half-giant with a permanent enlarge person spell. I will be primarily melee. I am thinking large (or huge) greatsword as my weapon (+1 good outsider bane conductive, using fiendish boon to grant unholy and something else).
1. I need a cheap and reliable way to fly.
2. I need feedback on goid potions/wands/scrolls for quick buffs.
3. Feat advice is welcomed- I am thinking Power Attack, Extra Lay on Hands(Touch of Corruption)-possibly multiple times due to conductive weapon, Weapon Focus (greatsword), and whatever else. I had considered Vital Strike, but am on the fence.
4. Can an antipaladin take Oath of Vengeance?
5. Magic item advice. I want to boost Cha & Str, have a competitive AC, & be able to fly as needed. I am pretty dead set on my +1 conductive good outsider bane greatsword (large or huge).
6. Is there a trait that grants UMD as a class skill? Is it a worthwhile investment at 9th level?
I got my poster in the mail today, and while the art looks great...I was disappointed to find the poster was mailed folded, and the art is not only creased, but worn white along the folds.
Was this a packaging oversight or intentional? Every other poster I've ordered from companies online arrives in either a tube or a long box with the poster rolled up.
Why folded?
I have no desire to hang this up now, and it will just remain a curiosity in a box. :(
I was very pleased with the Thornkeep book, and will hopefully have the t-shirt soon.
Right, so all the information is in my profile. Click links, familiarize with setting, etc.
The game is E7 (Epic 7, variation on E6), there are new races (human, traull, lizardfolk, vesh), alterations to existing classes, a homebrew setting, new feats, etc. Feel free to read the original recruitment thread, too.
So, here's the deal: due to attrition and the potentially lethal world, the party needs some new recruits. Their input will help me make my final decision, as it's their adventuring party.
The party members are:
Shane Gifford = Yochtanl Torufo, vesh witch 1
Veltzeh = Palag Torufo, vesh rogue 1
terok = Rsss'tak, lizardfolk cavalier 1
jmberaldo = Djatrix, lizardfolk oracle 1
Stratos = Vess'Sothek, lizardfolk ranger 1
(Djatrix and Vess'Sothek have not posted in a while).
Firstly, one of the player *must* be a divine caster with decent healing abilities. They want a healer in the group.
The second member can be just about anything, honestly. They have a cavalier, an oracle, a witch, a ranger, and a rogue. The ranger and oracle have not posted in a while.
Just wondering what uncommon/unusual applications of spells you've all found.
For example, while decompose corpse and restore corse seem to be tailored for creating skeletons and zombies, they can also be used to create edible game in the wild and to restore a victim to the time of death for forensic inquiry.
Prestidigitation has lots of fun applications, like creating a 3D hologram-like map for strategic planning.
I'm living in Hayes, VA until summer and was wondering if there are any gamers out there interested in starting up a group or adding another player. I'm willing to be a player in just about any campaign, or run Legacy of Fire.
I have to ask, because I only recently was brought into the loop about the developers chiming in on the boards.
And I've not seen any arguments citing page 297 of the Bestiary, or the difference between creature type Traits and racial Traits.
Whether it was an innocent oversight, a ret-con, or a holdover from a previous playtest version, the rules in multiple places support creatures/players with the Outsider type as being proficient with simple and martial weapons. This is coming from a DM perspective, not a player perspective.
I finally found the bit of text that made me think that the "Outsiders without racial HD do not get weapon proficiencies" is a more recent trend in thought from the original design intent.
On page 297 of the Bestiary, Section 2: Add Class Levels, last two sentences of paragraph 2 reads as follows: "If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack. This functions just like adding class levels to a character without racial Hit Dice."
I interpret this plainly: A. simple/martial weapon proficiency is a class feature granted to Outsiders that stacks with levels in a class, and B. (inversely stated) adding class levels to a character without racial Hit Dice is just like adding class levels to a creature with racial Hit Dice. Either way, weapon proficiencies granted by creature type stack with class levels, unless errata changes either this passage, the text of the Outsider type, or the individual races' descriptions. I would prefer systemic change if the Devs truly feel this is a balance issue.
And most telling as to the design's original intent, is the Outsider text on page 309 of the Bestiary. Weapon/armor proficiencies are listed under Traits, not above the traits section where the rules for HD-based statistics are derived. The Traits clearly do not get negated by taking class levels, regardless of Hit Dice (or lack thereof). These creature type traits are not replaced by their racial traits. Their racial traits are in addition to their Outsider traits, just like any other Outsider's individual racial traits are in addition to their Outsider traits.
Also, as mentioned on the boards elsewhere, Humanoids have an exception written into their type, very explicitly, whereas Outsiders do not:
"Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. ... Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type." (page 308 of the Bestiary)
This came up in a PbP recruitment thread I started, and a player enlightened me to this whole other way of looking at 0HD Outsider races. They seem to be the only exemption, and an odd one at that.
"Okay folks, this is where you'll be spending your downtime between matches. We make every effort to take care of our stars, and perks get better the better the ratings."
"You'll find a comfortable common room, with lounge, wet bar, and butler service, as well as a gym, training rooms, spacious lavatories, a sauna, sound booths, dressing rooms, and most other accommodations you can think of."
"Feel free to work with wardrobe if you're in need of some flair. You know, colorful outfits masks, stylized helmets, tattoos, banners, and the like."
"The Announcer will handle most of your needs once the show is underway, but I'll pop in from time to time to see how things are going."
Welcome, gladiators, to your chance at freedom from The Dungeon Arena!
It doesn't matter whether you were born here, forced here, or entered on contract, your fates are all entwined now...
You may train your abilities in any class listed as allowed up to level 5, and start with 12,000 gp in starting wealth. Do not get too attached to your character.
You will fight increasingly difficult battles, with brief respites to recoup and plan your strategies. Once you win a total of 15 team matches, you will have a chance to battle the current Champion for your ticket to freedom. Each match will have different objectives and rules.
If you should fall, your team may replace you with a new gladiator equal to your current level -1. You will level up every 3 successful battles.
Allowed Classes: Antipaladin, Barbarian, Cavalier, Fighter, Monk, Ninja, Paladin, Ranger, Rogue, Samurai (As usual, variant classes do not stack with core classes. Alignment is relatively trivial.)
Other character generation rules:
-Max HP per level
-No traits.
-No middle/old age categories.
-No templates.
-No racial variants/favored class options from the APG.
-No Prestige Classes
-Mounts/Companions/Pets must have full stats on your profile.
-No Item Creation feats or Craft skill usage.
-No spellcasting. Any classes with spellcasting, such as ranger, must use a class archetype that replaces it.
-Allowed Books: Core Rule book, Advanced Player's Guide, Ultimate Combat
-You can purchase any item up to 12,000 gp. Including trained animals, mounts, and hirelings (Any such creature must have full stats on your profile, and hirelings cost 10x the listed price, per match. You cannot hire spellcasters, as the game's producers are evil fiends who want to see you all die to boost ratings.).
-No Attacks of Opportunity. Abilities and feats such as Combat Reflexes, therefore, no longer exist, or will need to be modified on a case-by-case basis.
-Clever use of terrain, equipment, skills, unorthodox tactics, etc., will be rewarded, not punished, as long as it's viable and not outright silly.
-I'm not hand-holding; you need to be able to build a character by the rules without too many screw-ups. Check your HP, skills, favored class bonuses (either +1 skill rank or +1 HP per level), keep track of ammunition and consumables, get your saves, BAB, CMB/CMD correct, etc.
Deadline for Submissions:
I will be accepting submissions until 10pm, January 5th, EST. I am looking for 6-8 gladiators.
Flavor and personality is nice, but crunch is what will get you through this alive. PvP is possible, but will not win you any allies. Alignment is trivial, as you're all trying to just survive.
Each match will have strange foes, daunting terrain, and will be a veritable death trap for both sides. Rules will be outlined at the start of each match, as well as a map and general terrain details.
Not a huge deal, so take your time, or if there are community members able to help, that'd be great. A pbp-character's icon is now a blue question mark box, and has been for 2 days... What do I do.
I'm posting with this profile to see if it shows up that way to others.
When I go into my account settings and click "edit" on the profile, the icon appears normally. Also, all of my other profile icons work fine.
Welcome to Riftview, travelers. When you approached the city from the south, you noticed a number of orchards and grain farms, and a number of humans, traulls, and kobolds working in them. You received a few odd looks, but most paid you little heed. When you got to the town’s gates, a half-dozen farmers were bringing their produce to town on ox-pulled wagon or with the help of kobold porters. The twin, three-story towers that frame the road into Riftview are likely the largest fortifications you all have seen, and they are topped with wooden structures and green and black flags, archers stand atop each tower. Banners of green and black depict the Calistari Lion and the Dragon of Drakkenfeyr. When you reach the gates, large wooden structures left open but tethered to draft horses in the even of emergency, you are approached by the guards, well-armed humans and traulls wearing breasplates. While a bit impersonal, they are more worried that you are here for trouble, being heavily-armed warriors from the wilds. They ask you a number of questions, and after being convinced you’re not here to cause trouble, they let you in. They are happy to answer basic questions about the town’s amenities, but only skim over the important people in town. He says to stop by the Garrison if you’re looking for work, or the Wicker Warrior if you’re looking for a room—or to prove yourselves.
The massive and garish Wicker Warrior’s exterior stands in contrast to the rest of the town’s sandy color. The Duergar foundation stones depict warriors battling, and are painted in vibrant hues. The windows, of many different shapes and sizes, are a combination of wavy clear glass and stained glass, likely imported from far away. The wooden, brick, and stone walls seem to have little rhyme or reason, the architect just adding materials at whim, or where they fit best, but the over all effect is like a patchwork collage or quilt. Painted signs in many languages, and even more colors, hang all over the front of the tavern, promising good food, good drinks, and advertising the Weekly Wicker War. The most prominent feature, though, is the rich azure-painted wicker effigy, some 12 feet tall, that looms above the first floor entrance. Its face resembles a widely-smiling troll, and it is equipped with a wicker helmet, shield, and sword. On the door itself, in multiple languages and in bold yellow script is the warning: NO FIRE MAGIC!
The Warrior’s interior is chaotic, yet inviting. The straw-strewn floor, dim lighting, and the smells of ale and rich foods are the first thing you notice. As your eyes quickly adjust to the lighting, you see that the entrance steps down into a grotto-like common room, filled with tables, benches, chairs, three bar counters, and an array of open-topped barrels. The central focus of the establishment is, however, what all the chaotic furnishings surround: the Wicker Arena. About twenty feet wide by twenty-five feet long, this rectangular depression in the center of the room affords all in the tavern a good view of whatever is inside. Currently, it is full of extra tables and a handful of patrons playing cards, but as the signs outside promise, it will become a spectacle of battle in a few days. Stairs in the back of the building lead upward, likely to the rooms above.
While the building is set up to accommodate a crowd of around a hundred souls, it is easy to imagine it filled with many times that if the furniture was rearranged. Currently, at this early hour, it is nearly abandoned. A human boy of about 15 sweeps and wipes down tables, and a heavily tattooed older human man cleans glasses and rearranges bottles behind the largest bar, left of the entrance. A mix of humans and traulls are playing cards, 8 in total, in the arena space, and by the looks of them they are mercenaries or militia. It’s hard to tell. An elderly human couple sit at a table to the right of the entrance, eating some sort of stew and having quiet, pleasant conversation. Three kobolds, miners or laborers of some sort, accompany a middle-aged female traull at a table in the rear. She is busy scribbling in ledgers, and having the kobolds move a bunch of stones around, doing complicated mathematics or the like. It looks like they’ve already finished their meals, and the boy brings them ale and water at one point. Finally, a trio of merchants, a vesh and two humans, sit at the bar with the bartender and seem to be taking a long time looking over the simple menu, while arguing over which wine to order first. The only other denizen of the tavern is a lazy old bloodhound that is curled up in a leather armchair near the card players. He occasionally gets up to drink some water from a bowl near the bar or trot outside the front door to do his business. He is likely a resident of the bar, and not the pet of one of the gamblers.
The tattooed man welcomes you all warmly when you first come in, but asks you frankly if you have the coin to pay. When you prove that you do, his disposition remains cheerful, jolly even. He says to take a seat wherever you like, but it’s a good idea to keep clear of the game in the center, as they tend to be hot-blooded and don’t like the swampfolk much. He introduces himself as Shaygen, and says that the lad, Carther, will take care of you while he sets up, but if you have any questions, feel free to ask him.
This is time for you all to get to know each other in-character, and get a feel for your personalities and goals. I'll be posting regularly in a few days, but will be absent for a day or two. No combat until then.
Okay, everyone, this is for OOC discussions. As long as all 5 of you (Yochtanl, Palag, Rsss'tak, Djatrix, and Vess'Sothek) get your character sheets finished, you'll comprise the core of group A, with possible additions in the future (1-2 players, max).
I want to run a play-by-post sandbox game set in a homebrew world with variant player races. All house rules/changes will be detailed on this thread or on my profile.
For now, I'm gauging interest, and will keep discussion open for a week or two.
20-pt buy, 1st level, only the four races detailed here to start.
Setting Overview:
Welcome to the world of Aerux, adventurers.
Aerux is an ancient world undergoing an age of transformation, exploration, and enlightenment after millennia of dark ages following a global cataclysm. Over a thousand years ago, the gods warred against each other, and the resultant battle spilled into the heavens of Aerux. When the sky god, Rannos, fell to the planet below, an unimaginable cataclysm rent the surface of Aerux and the cavernous underworld below. Eldritch energies from the planet and the dying god intermingled and tore a rift to the Astral Plane. While the remaining gods continued their war in the heavens, powerful mages of a forgotten race worked to contain the destruction wrought on their world.
None of the sages are sure exactly what happened, but the region known as the Rift, the floating islands of the world, the strange quality of the upper stratosphere, and the diminishing of magic—both arcane and divine—in the world, is physical evidence of these events. Civilizations from before the cataclysm, such as the mysterious Duergar, the evil Yuan-ti, the nearly-forgotten Elven empire, the human empires of Yr’ath and Sendast, the Cyclopean God-Kings, the enigmatic Praethians, and countless other races, tribes, and cultures have mostly vanished from the collective memories of the inheritors of the world.
Today, the Vesh build monastery-ziggurats deep in jungle-choked regions of the world, worshipping a feathered serpent god and travel vast, lightning-blasted plains atride dinosaurs and giant birds, the nature-worshipping Khaass’solek (known as lizardfolk to the other races) continue healing the world around them and fight against aberrations that would further destroy the world, while the small and elusive Tengu travel far and wide on dinosaur mounts. The alien Gith with their airships, who were thrust into the world of Aerux from their astral homes, are still adapting to their new home, and have forged tenebrous connections with the Astral Plane, allowing limited travel back and forth, yet their population is meager. The ancient Traull dwell in their mountain homes and the ruins of the vanished Duergar, and are masters of crafting and warfare. The fecund and rather obnoxious race of kobolds have spread far and wide since the cataclysm, and every race knows that in ages past they were reviled and excluded; now the kobolds fill the niche of miners, workers, merchants, simple crafters, and various undesirable professions in civilized lands. However, despite the success of these races in this age, it cannot be denied that it is the age of Humanity. Humans have adapted and spread, fusing science and magic into alchemy, building miracles of engineering, and unifying trade and peace between most of the civilized races.
In the far corners of the world remain unexplored lands, lost ruins of empires long forgotten, the powerful magic of a mythical bygone age, strange monsters, stranger peoples, and the completely unknown in the magic-barren blighted lands in the center of the Worldwound. Treasures, forgotten lore, powerful magics, skilled foes, untapped resources, and unimaginable glory await in the strange landscapes of Aerux…
So, post-post-apocalyptic, emergent firearms, limited flying ships, strange locations, tons of forgotten ruins, uncharted lands, new-yet-familiar races (with some obvious creativity-theft), and a huge, huge sandbox to go play in. :)
Character Generation:
GENERATING ABILITY SCORES
Use the High Fantasy point-buy (20 pts) as per the Pathfinder Core Rule Book (p 15-16).
RACES
The following races are available at character creation: humans, lizardfolk, traulls, and vesh. These races will be detailed further below. Other playable races will become available as the world is explored more.
TRAITS
Humans may begin play with 3 traits. Other races may begin play with 2 traits. Traits will be detailed further below.
ALIGNMENT
Alignment is not used. You should replace any character design focused on alignment with one focused on other elements of your character, such as your history, personal beliefs, affiliations, and so on. Spells and effects such as detect evil no longer function.
CLASSES
At character creation, only the following classes are available to players: Barbarian, Cavalier, Druid, Fighter, Oracle, Ranger, Rogue, Sorcerer, and Witch. As the world is explored, other classes will become available (some classes require more civilized training, are very rare, or are regionalized).
Changes to class features, if applicable, will be detailed further below.
FEATS
Feats in the Core Rulebook, Advanced Player’s Guide, Ultimate Magic, Bestiary 1 & 2, and Gunslinger Round 2 Playtest are available, with some exceptions. Feats from Ultimate Combat will be included when the book comes out, after I review them. Feats from other sources may be allowed on a case-by-case basis.
New feats, modified feats, excluded feats, epic feats, and rules for gaining feats beyond 7th level will be detailed further below.
COMBAT MANEUVERS
The following combat maneuver has been altered:
Bull Rush: Replace the first sentence with, “You can make a bull rush in place of a melee attack or as part of a charge, in place of the melee attack.”
EQUIPMENT and STARTING WEALTH
All the equipment in the Core Rulebook, Advanced Player’s Guide, and Gunslinger Round 2 Playtest are available to characters, with a few exceptions. Changes to existing equipment and new equipment will be detailed further below.
Characters beginning at 1st level use average wealth for character creation. Characters gain one suit of clothing at character creation for free.
Encumbrance/carrying capacity will be tracked, so keep track. Coins have weight, too.
MAGIC & MAGIC ITEMS
Magic is varied and powerful, but relatively rare in the world. Magic items are not sold on the open market regularly. They are made by individual artificers, alchemists, and mages, are things of legend to be discovered in forgotten tombs, renowned weapons with names and history wielded by the most famous NPCs, or forged by supernatural creatures as payment for some dangerous quest or favor.
Potions, scrolls, and alchemicals tend to be fairly common, however.
Hey everyone, I'm looking to either join a group as a player or recruit players for an E7 sandbox Pathfinder game.
My regular game group has fallen apart (again) due to life/work conflicts, and while I love my current PbP games, it's not enough for my addiction. :)
I can game Tuesday-Saturday evenings after 6 pm (not every day, obviously), and if I run a game I can work around player schedules within those timeframes.
Hey everyone, I'm new to PbP, but have been playing 3.x for about 10 years now (and other games before that). I've been running/playing Pathfinder the last year, and am looking for a group online that better suits my schedule. Also, I rarely get to be a player, and I'd love to have the chance again. :)
I can commit to posting weekday evenings and Sun & Mon throughout the day/evening. I'm in the US, central time zone.
Anyway, I'm looking to play some sort of eccentric, sketchy mage-type. I'm considering either a witch, rogue/wizard or rogue/magus, guttermage (0one Games' The Great City Player's Guide), or something with similar flavor. I'd love to play a tiefling (would make a great sketchy, roguish mage, imo), but otherwise would be happy with a human or elf. I'm thinking some sort of drifter-scavenger-explorer.
The Wizard has the ability to have energy resitance 5 at 1st level, and increase it over time, so why not reinforce the fighter concept and allow him to benefit from incremental DR at lower levels, and slightly better DR at higher levels?
"If successful, the next melee attack you make against the target
does not allow him to use his Dexterity bonus to AC (if any).
This attack must be made on or before your next turn."
If your opponent moves away from you (is no longer adjacent) and you move up and hit him on or before your next turn, do you still deny your target his/her Dex bonus to AC?
On a similar note, why not just allow the Feint check to be made in conjunction with an attack so that it makes sense. Otherwise, you have foes running away every time you feint them, and that's not a feint, that's intimidation...lol.