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Rafferty "Raff" Evenhand's page

61 posts. Alias of Helaman.



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Grand Lodge

Warlock is a rules-light roleplaying game that aims to emulate the feeling of old-school British tabletop games of wondrous and fantastical adventure. Warlock looks to reproduce the play style of its illustrious predecessors but in a light, quick and simple manner, with a consistent rules set that is easily hackable and adaptable as desired.

Anyone here familiar with it? I bought a truckload of supplements etc and wouldn’t mind some discussion on it, and maybe running something.

Someone posted some house rules I like as well.

Grand Lodge

I'm running The Red Hand of Doom with LARGELY the classes from the 5e video game as a tabletop game (think different archetypes and feats beyond the Open Licensing basic ones) and it SEEMS to be working well.

I'm wondering if anyone else has a had a similar experience.

Here's the link we use if anyone wants to look at the rules.

Solastra.

The big changes to classes came to

Champion fighter: Free Tavern Brawler feat (minus the stat bump), to make a fighter at home bare handed, with makeshift weapons, wrestling and the normal suite of weapons. It's not a big bump but makes this fighter more attractive.

Commander fighter: Free inspiring leader feat if 13+ Cha. Again, bumps it up a notch and plays into the core component of the concept.

This is the only way to get the non Solastra PHB feats, other than a few house rules we are using the Wiki as the PHB for everything else. The Solastra backgrounds are also exclusively used with the option for a bonus skill if the player would normally get a background feature like a weapon or armour proficiency for a player background relevant skill.

No class features etc outside the wiki has shaken things up with our normal default builds that my players tended to show up with and the players are enjoying the novelty.

Grand Lodge

Drop a comment here and head to the game play thread.

Zone combat is abstract and you can move a zone in a round... two on horseback.

Range is laid out in the gameplay thread. "Here" is considered ground zero but it's possible to move to a new zone and fight there... in which case you and your opponent share the same zone and melee there, while party members might only be able to give limited ranged aid.


They're Coming!, the gnome squealed.

An arrow, poorly made if the buzzing of its fletching as it flew overhead was any indication, wildly missed the group as you take cover by the damaged wagon that had been pushed onto its side. Another arrow and a sling stone smacked into the wooden vehicle with a vicious sound of splitting wood.

You'd managed to snatch the gnome from under the noses of his captors yesterday but it had been a race against time to get clear and back to town... a race you have now lost.

Across the field was the rabble of wannabe bandits, poorly armed, poorly armored but they had one quality all of their own. Numbers. They doubled yours. Plus that slime ball of a leader. He might even be competent. He looked like he was able hold this sorry lot together and direct it into something resembling a fighting force.

Hand over the gnome and we'll let you live!, he bellowed from the back of steed, before laughing and making a comment to one of his men Who am I kidding eh? Just kill them...

ATTACK!

And the bandits prepare to storm you...


Zone descriptions
- Here: (Melee range, thrown weapons and spells 30' range or less). Party. Turned over wooden wagon. Players might want to try to use it as cover (+2 AC vs. missiles). Fonkin the Gnome (hiding).
- There: (Missile weapons and spells etc at approximately 60')
- Waaay over There: (Missile weapons and spells etc at approximately 120') Bandits
- Out of range: Bandit leader - mounted.

Neither side has surprise. Tell me what you have prepared and in hand etc before I roll initiative...

Remember everyone gets ONE action a round.

Draw a sword? That's an action.
Move? Action. This moves you to another zone.
Attack? You better believe that's an action.

Taking cover is also an action akin to a move. Once in cover you can act without leaving it and still retain the AC bonus until an enemy shares the same zone.

I resolve in the following order: 1/ Readied Spells 2/ Readied Missile attacks 3/ Readied Melee attacks 4/ Move 5/ Melee attacks 6/ Missile attacks 7/ Spells (or ready a spell)


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This is a continuation of the recruitment and subsequent game for my old Frankenstein-ed version of OSE/OSR rules.

I'll re-direct the players here shortly.

This is closed for now.

Grand Lodge

1 person marked this as a favorite.

Not gonna sugar coat it... I like OSE, BECMI, Lamentations, ACKs etc. I have metaphorically driven around the OSR rule sets, GM binder and such in a Van with heavily tinted windows and a roll of duct tape.

The result is something I'd like to field test. I'm not talking a LotR epic campaign, the game is likely to be something I bought off DriveThru if anything. Some stuff is mine... a lot of it is out and out stolen.

If it goes well? Everyone having fun? We'll see how it goes.

Rather than bore the crap out of people reading said Frankenstein creation, or waste peoples time making characters I'll just throw a few bullet points.

* Standard 7 classes (inc. race as class)
* 3d6 in 7 rolls, allocate 6 of them as you will.
* Fighter is the only class that gets +1 to hit per level... and some other benefits making them stand out combatants.
* The thief/rogue is replaced by 'Expert' like in LotFP (incl. d6 skill system)
* Each class is covered on a single double sided piece of paper/pdf pages.
* Wizards and Elves do function differently (but the spells are the same)
* Each class can be flavoured at level 1 with a Boon (making your Expert a 'bard' or your cleric like a Paladin)
* Stat increases or customised class features at level 3,6 and 9
* Shields will be splintered.

Again, just looking for interest.


Hi all, looking for a 5e Cleric for an on going game. A cleric who is belonging to the lawful order of Forsetta (life/war) would fit great or a priest who is an adventurer/mercenary would be great. For those who are Mystara heads, it's a Viking style culture but after the Christians had civilised it all. Otherwise any culture will do but non Mongolian preferred

27 pt point buy or standard array.

Level 4 characters. No multi class.

Only one stat below 10. No stat higher than 17 (including after feat bonuses), Until level 4.

I'd REALLY prefer no drow.

Everyone gets a bonus feat at level 1. PHB, Xanathars, or UA weapon or skill feats. Check the feat rule updates out when choosing. No variant human.

http://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf or https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf.

Equipment is as per level 1 but start with a healing potion and extra 50gp for additional supplies to customise your character. You can sell starting equipment at FULL price to buy different stuff.

We are at the start of act 3 in a 4-5 act story.

Initial recruitment thread here. Look for house rules. Here..


The Horror Roll20

ROLL FOR INITIATIVE!!!

Hobgobs 1d20 + 1 ⇒ (5) + 1 = 6

Gobs 1d20 + 2 ⇒ (4) + 2 = 6

Varis 1d20 + 2 ⇒ (10) + 2 = 12
Gaeldon 1d20 + 3 ⇒ (14) + 3 = 17
Iocundius 1d20 + 1 ⇒ (11) + 1 = 12
Antal 1d20 + 3 ⇒ (10) + 3 = 13
Kalia 1d20 + 0 ⇒ (3) + 0 = 3
Aelwulf 1d20 + 2 ⇒ (6) + 2 = 8

Party
Gobs
Hobs
Kalia

Party UP!!!

Grand Lodge

Welcome

Time to get Red Box DND (or for you who may remember? The old Erol Otus box DND)

I'm going put you guys up against the darkness. I will NOT be that old killer DM but I'm not planning on pulling punches either... except in one case of a published monster stat block I plan to use but disagree with.

Be smart. Be brave. Be prepared. Be aware that running isn't always a bad idea... and that the hero's don't always win.

Probably not a bad idea to have a back up character concept (don't make them). I'll insert any replacement character ASAP as needed.

You're going to start broke. But not unequipped.

Feel free to take the basic equipment pack from the PHB by class. With one exception. No chainmail. Scale Mail is fine... I think this only impacts our fighter. I will throw chainmail out there later (and other stuff) but want a lower equipment feel. As our fighter has decent Dex, mechanically he won't suffer for my 'artistic license'.

That said? If you want to roll for starting money, there are no restrictions. But if you roll, take the results. As a bonus, have your main weapon for free. Our sorcerer for instance wants an axe ;)

Don't buy stuff to resell later.

Initially I won't track arrows and food/water BUT it's going to be part of the game later.

The game, as advertised, is B5, Horror on the Hill but I'm gonna give it a Dungeon Crawl Classics/Warhammer Fantasy RP feel and depart from the module as written where needed while keeping a lot of it, which was pretty decent.

Levelling will be slow and milestone based.

-----

I'm hoping for a post a day. A post every two days at the outside. Weekends and holidays are at your own discretion.

Of course real life trumps game. Work, and Sickness and/or RL pressures take precedence but do let us know.


"The Fort" is the boundary of the Empire's might and reach into the untamed frontier. It had a name, once, and likely the nobility, scholars and map makers still know it but to everyone in the area and lands around it is simply "The Fort". It sits on the edge of a wide sluggish river, forming a natural barrier between the Empire and the wilds. The mile-wide river is all that separates The Fort from the shadowy bulk known only as 'The Hill,' a land of nameless terrors and ancient legend.

The fog-shrouded crests and densely wooded slopes of The Hill rise 400 feet, looming ominously over the tiny settlement. On clear days, The Hill's rocky cliffs can be seen jutting from its bulky mass, but the view is usually obscured by gouts of steam and smoke that seem to rise from outlets on The Hill itself. This mysterious mountain has long been rumored to shelter bands of vicious monsters. It is said that only the turbid waters of the River have prevented monsters from invading the undergarrisoned fort over the years.

It is a gathering point for reckless traders and devil may care explorers who do business in the lands outside those covered by the dubious protection of the Emperor, or for settlers who hope for a new start and dream of carving out their own futures. Not surprisingly it is also a gathering place for mercenaries and ne'er do wells... as well as self styled warriors of fortune called 'Adventurers'.

The frontier lands hold riches for those with strength enough to grab them and tenacity enough to hold them. Lumber and game are the most obvious. Lands free for those who can tame and till them yield good crops are there for the taking. There are those who recovered forgotten mines or made new ones to gather in tin, copper, iron and other metals. Then there are those who pillage those lands... be it old ruins, tribes of inhuman monsters or, sadly, those new settlements of immigrants.

Events on the edge of the Empire have continued as they always have for the last few years until this spring when many of those settlers abandoned their new lands and fortunes to return to the shelter of The Fort, carrying whatever they can in wagons, handcarts, dragged sledges or even in their bare hands, and every case the survivors are those who bypassed The Hill, ignoring the direct route, in favour of a longer but safer journey.

They come telling stories of monstrous attacks in force and worse, a previously unseen organisation from these monsters and new human allies, warped and made evil mockeries of what they once were. Some now just walking dead. Some living but now corrupted.

It is now late summer... Harvest is coming but it is doubtful there will be food enough for all in the coming winter. Help from the Empire has been requested but when or even if it will arrive is another matter. Times are hard and prices are high... a few - the wiser and wealthier among the refugees - have read the writing on the wall and left on foot, heading back into bosom of the Empires embrace.

It is in this summer that you find yourselves at "The Fort", out of work and light on coin. But as the saying goes, Crisis is just opportunity mixed with danger.

- Mild racist themes: HUMAN GOOD, NON HUMAN BAD, MONSTER EVIL
- Violence: Will be prominent
- Sex Related: Present, but always "off camera"
- Drug and Alcohol use: Yep

Recruiting will close Saturday night US time. Looking for 5 characters. Will run with 4, and if the quality of characters is really high, I may shoe horn in a 6th. We will start next US Monday assuming all is well.

What you need to know...:

Theme Will be dark - think Dungeon Crawl Classics, Lamentations of the Flame princess and the Warhammer game World. Expect a little urban, some wilderness and a fair chunk of dungeon crawl. It's a generic 'Empire'. Warhammer RPG themed to be sure but don't feel married to the setting. Just pick generic religions (War, Light, Fire etc) and feel free to run whatever culture you want. Want to be a Samurai? A Bedouin mystic? An African hunter? Sure. No problem.

Role-play is needed, it won't just roll from fight to fight.

Magic is a case of "keep it secret, keep it safe... the mob can turn at any moment". Even Clerics. Miracles are welcomed but it's terrible when they are turned to ill. Nominally the practice of magic IS legal to those wizards who belong to sanctioned guilds and schools, and priests who belong to recognised faiths. They are even in demand for their gifts and knowledge but when it comes to those who hire them it's a strange and awkward relationship, fraught with distrust.

Druids - priests of the Old Ways (which still has sway among the people of the frontier in spite of the efforts of the Churches), Sorcerers and Warlocks fall outside of this. They are not hunted AUTOMATICALLY per se, but eyes and suspicion turn their way if they are not careful to conceal their abilities. Technically it is illegal to employ them like one would employ a priest or wizard but this is overlooked if the needs drive the powerful and wealthy. Spell using bards are just treated as sorcerers.

Legally recognised or not, both are liable to be burned at the stake for crimes involving magic or to be lynched by a hysterical mob when things turn unpleasantly "Eldritch".

Final point, I'll be looking for thematic characters, I'll allow for custom backgrounds and altered backgrounds. Between that and the bonus feat at level 1 you guys can be very flavourful. Given it's gonna be a while to hit level 3 if wanna-be Eldritch Knight or Arcane Trickster is your groove, it may be best to take the Magic Initiate feat or UA arcanist feat to get you started. Aspiring Battle masters may want to take the Martial Adept feat. I'll retro your dice to d8 later.

Character Creation:

Either Standard Array - 15, 14, 13, 12, 10, 8 OR 4d4 + 2. You CAN roll first. If you roll crap? Use the standard array.
Level 1 - SLOW milestone levelling. Game will go to 4-5th level before finishing.

Bonus Feat at level 1

NO STAT CAN BE RAISED ABOVE 18! This will be the case for the entire game.

UA skill feats and Weapon feats are avail as is all the stuff from SCAG, XGtE and PHB. No with Warforged and Artificers.

Any Background from WotC materials is fine. Additionally feel free to make some minor changes OR make up your own background as per the PHB rules. That said, point out what you are changing. Make it gritty but avoid being Batman or Wolverine.

http://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf and https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf.

-Race Rules-
All PHB.

Standard Human only.

Assimar can be either DMG or Volos Guide to Monsters version.

Dragonborn have Darkvison 60' and can breathe as a bonus action.

Goliath is approved.

Half Elves can use SCAG rules.

Teifling can be either PHB or Volos Guide to Monsters version.

- No Eberron or Hobgoblin, bugbear, goblin, orc, Kenku, kobold or related PC monsters. Non Drow Elves preferred.

- Class Rules -

Barbarian: Berserker gets one free Frenzy per short rest

Druid: Circle of the Moon druids restricted to CR 1/2 forms until level 4.

Ranger: Can use the UA Ranger

Sorcerer: Eschew Materials. No material components needed for spells up to 1gp value. Can use spell casting focus or material components for spells over 1gp. I will work with sorcerers to throw a free spell or two depending on bloodline but won't post what here. If a sorcerer is accepted then we'll talk.

Warlock: Knows their patron spells for free

* Don't do a background over 3 paragraphs. You should be able to nail it in with two to three and beyond that you may be just wasting time.

** Don't generate any equipment. That's TBA and it takes time and effort beforehand.

Finally, I may engage with you on your submission with feedback or suggestions that may help the tone or storytelling aspects of the game overall.

Combat Rules:

Flanking gives +1 to hit

Crits do max damage plus normal damage dice
When you roll for damage just roll once. If you crit, I'll just assume that the roll is in addition to max weapon damage.

Gain level of exhaustion when hit 0 hp. Failed death saves reset 1 per long rest. One or the other can be restored with a DC20 medicine check and a short rest.


I used to run a fair few games here then hit an long break.

I've recently re-taken up the mantle and am enjoying running an old TSR module. So far so good.

I have enough in the tank to take up a second game.

DM Aumakua is running a game I'm playing in and we were at level 1 for some considerable time before hitting level 2. Surprisingly, I loved it - Previously I was a firm member of the 'all games should start at 3rd' but we've had a ball.

So I'm looking for expressions of interest in a level 1 5e game. Theme is to be determined but it's going to be in the style of TSR dungeon crawl, dungeon crawl classics or Lamentations of the Flame princess. Hell, I may embrace the grim dark and run it in the Warhammer game world,

House rules? There will be some. Normally I'm a bit heavy on the homebrew but I may go a light touch for this.

Anyways... don't post characters. Just seeking expressions of interest and those who can post regularly.


It's lonesome away from your kindred and all,
By the campfire at night where the wild dingos call,
But there's nothing so lonesome, so dull or so drear,
Than to stand in the bar of a pub with no beer.

Now the publican's anxious for the quota to come,
There's a faraway look on the face of the bum,
The maid's gone all cranky and the cook's acting queer,
What a terrible place is a pub with no beer.

The stockman rides up with his dry, dusty throat,
He breasts up to the bar, pulls a wad from his coat,
But the smile on his face quickly turns to a sneer,
When the barman says suddenly: "The pub's got no beer!"

There's a dog on the veranda, for his master he waits,
But the boss is inside, drinking wine with his mates,
He hurries for cover and he cringes in fear.
It's no place for a dog, round a pub with no beer.

Old Billy, the blacksmith, for the first time in his life,
Has gone home cold sober to his darling wife,
He walks in the kitchen; she says: "You're early, me dear"
Then he breaks down and he tells her , that the pub's got no beer

Oh, it's lonesome away from your kindred and all,
By the campfire at night where the wild dingos call,
But there's nothing so lonesome, so dull or so drear,
Than to stand in the bar of a pub with no beer.

The performance is made by an elderly lean dry looking man wearing a battered hat. He accompanied his song with relaxed guitar playing.

Its noon at the pub that is queerly named 'The Drowning Dog'. It is also unseasonably warm - perfect drinking weather. Normally a large wooden tankard of cool beer or ale would cost just a few coppers but with the recent ducal order that taxes be paid in beer, even a small cup goes for a silvers, not coppers, and a jug of beer would sell for a gold crown!

Thats if the pub that you are in even has beer at all.

The Drowning Dog? All they have is overpriced wine. Lucky for the customers, the pubs meal of the day is a tasty fish stew that is very good value for its large portion sizes.

The bar is half full, with others sharing your misery at the current situation with the lack of brewed beverages, including a few dwarves. Somewhat of a rarity in Rhoona despite the relative proximity to Rockhome, they are dressed in heavy clothes and leather aprons, and they lay into the fish stew with a vengeance - eating quickly as if they've somewhere to be.


And here we go...

Standby.

Grand Lodge

Hi all

Now actively recruiting adventurers. Game world is Mystara but don't worry too much about established Mystara canon and races. Level 3 kick off with a bonus feat.

Character Generation and House rules below... WARNING: Lotsa house rules. Some potential players like their D&D RAW ;)

Likely running Expert Classic Module The Curse of Xanathon but Castle Amber is a possibility (trying to find some additional resources that elude me). Isle of Dread is an outside possibility.

Looking ideally for Five characters, will run with 6 if there are strong applications or with 4 if there is less interest. Two slots already filled.

Character Generation:

27 pt point buy or standard array.

Only one stat below 10. No stat higher than 17 (including after feat bonuses).

No artificers. All PHB, SCAG and Xanathars classes on the table.

I'd REALLY prefer no drow.

Everyone gets a bonus feat at level 1. PHB, Xanathars, or UA weapon or skill feats. Check the feat rule updates out when choosing.

http://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf or https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf.

Level 3 characters. No Multiclass to start. You can do that later.

Equipment is as per level 1 but start with a healing potion and extra 50gp for additional supplies to customise your character. You can sell starting equipment at FULL price to buy different stuff.

Race Updates:

Aasimar can be DMG or Xanathar Versions.

Dragonborn (will be shoehorned in) can use breath weapon as a Bonus Action.

Dwarves can also add Mining Tools to the list of Tool proficiencies for their race.

Gnomes are gifted craftsmen in their own right. They gain Tool proficiency in either Jewelers Tools, Miners Tools, Smiths Tools or Tinkers Tools as a bonus tool proficiency. Forest Gnomes can add Woodcarvers Tools to the list to choose from, and Rock gnomes can add Alchemist Tools to the list to choose from.

Forest Gnomes add the Wood Elf 'Mask of the Wild' feature. Rock Gnomes can either know the Minor Illusion cantrip or the Mending cantrip. [If this seems like a bit much it's because I believe that unless you're playing a wizard, gnomes are a bit sucky]

Half Elves can be PHB or SCAG Versions.

Humans use standard human but add one skill as a bonus.

Tieflings just use PHB or Xanathar Versions.

Class Updates:

Barbarians can maintain rage as long as they are in combat, or moving directly into combat.

Berserker Barbarians get ONE frenzy per short rest. If they frenzy more than that, THEN they take exhaustion as per the rules. They also ignore exhaustion while in Frenzy. On the flip side? They MUST use reckless attack while in Frenzy.

Clerics are always considered ‘proficient’ for Religion checks for their own religion even if they do not have the skill. Clerics who do have the skill gain advantage for religion checks for their own religion or specific faith.

Druids gain proficiency in Nature skill at level 1 for free. Druids cannot use class features or spells if wearing metal armor. Non metal medium and heavy armor is availability later in the campaign. **Circle of the Moon druids restricted to CR 1/2 forms until level 4.**

Rangers have the Hunters Mark spell known for free in addition to the number of spells known on the class spells known table when they get spell casting.

Ranger characters SHOULD use the better and updated version of the ranger found if considering the two rangers found in the Player Handbook: https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf

Rogues can exchange Thieves Cant for another language and Thieves Tools for another tool proficiency. Not all rogues are criminals.

Thief Archetype rogues can take advantage on out of combat Sleight of Hand checks or checks involving use of thieves tools.

Sorcerers regain sorcery points equal to proficiency bonus after completing a short rest. Regain all of your sorcery points when you finish a long rest. At level 2, they gain THREE metamagic options, and you can swap out 1 metamagic choice for another when you level just like you would swap a spell when levelling.

Warlocks know their Patrons spells (instead of adding them to the spell list of spells that can be learned so that they become bonus spells known) and do not count against the limit of spells known.

Feat Updates:

Charger (PHB pg 165) The Attacker does not provide enemies advantage when defending against attacks if using the charge house rules. Additionally you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Grappler (PHB pg 167). Add: If you have pinned an enemy by restraining them with a second successful grapple, as an Attack Action, you may do 1d4 + Strength modifier damage to the enemy on each successive round that you maintain the grapple.

Healer (PHB pg 167). Add Prerequisite: Proficiency in Medicine. As an action you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's CURRENT number of Hit Dice. The creature can not regain hit points again in this manner until they complete a long rest.

You can instead choose to spend 10 minutes out of combat to tend to a creature, if you do so then you restore maximum hit points, just as if the healer had rolled a '6' on the amount of hit points to restore.

You can expend one use of a healer’s kit to grant an adjacent creature a new saving throw against a poison or disease they are currently suffering from (at the same DC as the initial effect) that takes place during your round, without any potential penalties if they fail the save. Once you do so, you must wait until the creature who is being treated has taken a long rest before attempting on that creature again.

Finally you restore a failed death save when you use this feat.

Mage Slayer (PHB pg169) Any attacks made as a reaction to casting spells count as opportunity attacks.

Magic Initiate (PHB pg169) This day is just a clarification given by Jeremy Crawford: “If you aren't a spellcaster when you take the Magic Initiate feat, you become a spellcaster. But the feat doesn't turn you into a bard, cleric, druid, sorcerer, warlock, or wizard. You'll need to multiclass for that sort of transformation.”

Martial Adept (PHB pg169) Number of combat superiority dice is increased to ‘2’.

Mounted Combatant (PHB pg169) If you move more than half your mount’s move in a turn, and you hit your attack’s damage is doubled (as if it were a critical hit) for your first attack.

You do not incur opportunity attacks from unmounted foes.

You have advantage on melee attack rolls against any creature that is smaller than your mount.

You can force an attack targeted at your mount to target you instead.

If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

If you are wearing light armor or less, you may mount or dismount the horse as an item interaction (no time). If you are wearing medium armor, you may use a bonus action to mount or dismount.'

Polearm Master (PHB pg169) includes spear to the approved list of weapons. Quarterstaves and spears must be used by both hands to use the feat benefits. If you use a glaive or halberd, you can instead inflict 1d4 piercing damage (using the spike on the tip of the weapon) instead of bludgeoning damage.

Savage Attacker (PHB pg169) In addition to re-rolling a damage die, when you score a critical hit, you may also double your static damage modifiers in addition to the normal rules for critical hits.

Sharpshooter (PHB pg170) The attacker may only choose one of the three bullet points as an option on each attack.

Shield Master (PHB pg 170) Bonus action may be used to either attack with shield for 1d4 damage or shove foe 5 feet away. Unless the attacker has Two Weapon Fighting Fighting Style, they do not apply Strength bonus to damage. Shields count as a proficient weapon.

Combat Updates:

* Combat maneuvers are in play

Use the rules in the DMG to try different uses for your attack action. Also a new maneuver: CHARGE!

- Charge

As part of a Dash action, you can choose to charge a target and make a single attack as a bonus action during your Dash (This can be an attack with a weapon or a bull rush but nothing else). The charge must be in a straight line and you must at least move 15 feet. You cannot charge through any obstacle (person, objects, even friendlies) or through hindering or difficult terrain.

The attack at the end of the charge has advantage.

However, until your next turn, anyone attacking you has advantage to their attacks against you.

Note that this is different from the ‘Charger’ feat bonus. Someone with that feat can use whatever option they qualify for and are not locked into just using the feat bonus.

* Crits Rock

Crits are Max damage then roll the dice again.

When you roll for damage just roll once. If you crit, I'll just assume that the roll is in addition to max weapon damage.

* Fumbles suck.

When you roll a 1 on attack, you automatically miss plus choose either to take disadvantage on your next attack or damage your weapon (-1 to damage). Damage can be repaired by the mending spell (Note I said spell, see below) or a weaponsmith etc. Fighters of level 3 and above never suffer from fumbles. They simply miss.

* Dying is bad

Hitting 0 HPs makes you exhausted/fatigued.

Each time you go down, you generate a level of exhaustion. Consider this to be an injury of sorts.

A failed death save takes a long rest to reset (per failed save). See above.

* Armor and shields canceling crits!

On receiving a crit BUT before taking damage (in this case recording the damage), a character may opt to remove 2 AC provided by the armor or shield to cancel the critical hit if they are proficient with the armor or shield. If this is done, the player makes a note on their character sheet and reduces their armor class (and notes the change in armor class benefit granted by the armor or shield). Damage is rolled as if the critical was just a normal hit.

If a hit would reduce a character to '0' hit points the character may also choose to remove 2 AC provided by the armor (not shield) to a) not suffer exhaustion/fatigue and b) to gain advantage on their first death save, with the armor absorbing the worst of the blow. This may result in armor losing multiple AC points in certain situations such as a crit. The benefit is only applied for the actual attack that drops hit points to zero and not to attacks that may follow while the wearer is unconscious.

Not all attacks may allow for armor to provide benefits in this way. Armor is no use again poison, and normal armor will not give protection from the life draining energy from an insubstantial foe (though magical armor might). The DM will have to work with you to make decisions on the fly for unusual cases.

Magic armour simply adds its bonus to the total AC points that can be lost. Damage to these bonuses (and only the bonuses) are restored after a long rest.

If a piece of armor or shield is reduced to granting 0 AC benefit it is considered useless and counts as destroyed (though its encumbrance remains). Repairs to both normal and magic armour require the attention of an armor smith or from a spell caster with the ‘Mending’ spell (Not Cantrip, see below).

Mage armour does not provide any of the above benefits.

* Non Lethal Damage

Attackers may choose to try to take their foes alive and without them suffering a serious injury but it’s not easy. In combat and with weapons you are generally trying to maim or kill your enemy.

Attackers can ‘pull their punch’ so to speak and choose to take disadvantage on their attack. If they do so they will not kill/maim their enemy if their attack reduces their foe to ‘0’ hit points. The downed enemy is considered stable and does not need to make death saving throws.

Unarmed strikes (that do not use claws, spikes etc) as well as weapon attacks like saps will not kill or maim the creature attacked and so do not require the attacker to pull their punch... most of the time. Accidents happen. If the attacker chooses not to pull their punch by taking disadvantage and still crits, then the damage is considered lethal.

This replaces the rule found on page 198 of the Players Handbook.

* Reach Weapons work just fine

When using a weapon with the ‘Reach’ property and a spell or feature allows you or requires you to make a weapon attack but specifies a 5 foot range, extend that range to 10 feet with any reach weapon. Examples include Booming Blade, Green Flame Blade, Opportunity Attacks (including that of the Mage Slayer feat).

* New Conditions

- Bloodied. No penalty BUT at this point its now obvious you are wounded. Some creatures may target you as a result.

- Flanked. If you are flanked, attackers get +1 to hit.

- On your Heels. If rising from prone after being shoved OR picking up a dropped item or weapon after being disarmed and any attackers are still within 5 feet of you, you are on your heels. Your attacks are at disadvantage for the round and you lose your reaction for the round. Spells cast or that come from a picked up item allow the defenders advantage on their saving throws if there is no attack roll.

Spell Updates:

Blade Ward: This spell can ALSO be cast as a reaction to a single attack if it is not already in effect. Once the ward has granted you resistance against the damage from a single non magical weapons attack, the spell ends.

The spell works against non magical physical attacks such as arrow traps, falling rocks, claws (I still count this as a weapon), fangs etc. but will not prevent damage from falling from a height, being swept away etc. It will only work on physical attacks (bludgeoning, piecing or slashing) and not against ‘attacks’ that use fire, acid and so on.

Barkskin: There's the general rule that states you only use one AC "rule". Unarmored defense, mage armor, regular armors, etc all state what your AC is with penalties, etc. The specific rule is when you look at one of these and it reads slightly differently you then use that specific value. However, this spell is giving a THIRD rule. It's basically stating that, however you calculate your AC, if said value is less than 16 it = 16. Done.

Enhance Ability: You also temporary gain +2 to the affected attribute for the duration of the spell, to a maximum of 18.

Haste: Also provides a + 2 initiative modifier.

Healing Spirit: Spell ends after rounds equal to the spell slot used. Creatures may only benefit from it once per round.

Identify: Without the identify spell,or appropriate ability you are unable to identify a magic item. Without identifying the item you might only be able to attune to an items basic functions. For example a +1 flame tongue would work as a +1 sword but you can't activate the flame function.

Lesser Restoration: This spell can be cast to restore 1 level of fatigue.

Mage Armor: While the spell provides AC, it does not provide the other benefits of armor provided by the house rules (ie it will not stop critical hits).

Mending: In it’s cantrip form the spell will not repair damaged weapons, shields and armor however the caster can choose to use a higher level spell slot to empower the cantrip into a full spell. For each level of the spell it restores 1 level of benefit (either a hit or damage penalty or a point of armor class)

Fully broken mundane weapons and armor require an extra level just to move them from broken to damaged but can be repaired. Magical items or those made from rare materials also require an extra level. Once broken, a magical item can be repaired to fully functional albeit mundane condition, but the magic is lost.

A set of chain mail with -2 AC needs a level 2 spell slot and a broken shield needs a level 3 spell slot (restoring the condition from broken, then to restore 2 AC). A chipped sword (-1 damage) requires just a level 1 spell slot.

The DM may rule some items, for example a Cloak of Elvenkind, the players find is damaged. In this case the GM may rule either a level 1 or possibly a level 2 spell slot is needed to restore the item.

The component cost is 10gp times the spell slot used. If the item is magical or made of special materials then the cost is 100 times the spell slot used. The critical material component is a small amount of material that is the same as the item to be repaired. In some cases it may be a quest in itself to either find the rare material needed or someone who can do the repair.

If you know the cantrip, you know the spell.

Sleep: This spell now allows the target(s) a (Wisdom) saving throw to avoid its effects.

I generally post once or twice a day, and am in a job that allows me time to read/post frequently.

Grand Lodge

1 person marked this as a favorite.

Hi all

I've DMed a fair amount of PbP PFS a whiles back then hit a slump for a few years.

Since then 5e became my poison and life has picked up some.

I'm kicking the tires for another game.

I am partial to running the old TSR expert level games.

There will be SOME house ruling, and likely an Obsidian Portal/Trello (I use it to help players track NPCs etc).

No need to create characters - in fact, don't - but just tell me a bit about your PbP experience here, and what you would find fun in an adventure.

Grand Lodge

It only lasts for 2 rounds and then I need to spend another arcane point (Eldritch pool) to then redo it again... seems very sucky given you also need to pay a point for spell strike

Grand Lodge

Hi guys

Throwing together a level 6 character to plug into chapter 2 of RotRL. I’ve set my heart on an Eldritch Scion and have built my character to be high Str and Cha (you don’t specifically need a high dex build for the class).

In my build I’ve noticed I get a swashbuckler combat feat at 4. This is a nice welcome.

But

The swashbuckler has the option to take the mysterious avenger. Sure, I lose nimble but i’m Ok on that for now...

What I gain is 3 more saves with Cha bonus, and the opportunity to also add it to AC. I also get a move action to study an opponent for a bonus + 1 to hit and damage over and above what I get already...

Unfortunately this comes at the cost of my swashbuckler bonus feat :(

Debate over the Eldritch scion aside or why I am taking only 1 level of magus initially, what’s your thoughts on the Mysterious Avenger vs vanilla swashbuckler?

I won’t be taking anymore levels of swashbuckler. It’s magus for the rest of the way...

Oh, and is there any way I can get something like the half Elf multitalented without being a half elf?

Grand Lodge

I largely have the character made and now I am left wondering if I should invest in the extra traits feat at level one in lieu of buying arcane strike... am interested in your feedback

Drawback - Vain Glory

Traits - Reactionary (cause bard song needs to go first), River Rat (because knowing how to swim is going to be a good idea) and expert explorer (adding +1 to dungeoneering is useful and it gives me survival to add to my class skills)

If I do go extra traits what should I be picking?

Grand Lodge

It's been a whiles since I played and even longer since I've been given cart-blanche to create a new character.... Lotsa lotsa options! Lotta new classes. I'm going to be in a 6 characters group playing Ruins of Azlant and bard seems like a potentially useful character... But I wonder if there are better support choices.

I enjoy melee as well so even if I do go bard should I be doing the arcane duellist as a matter of course or the archeologist (which on the surface doesn't interest me a lot) or is the vanilla bard still something that is going to deliver to myself and the group?

Interested in any and all feedback- thx

Grand Lodge

The new app is good and I'm enjoying it a lot.

Chapter 3 seems to be bugged with the Here comes the flood scenario. The monster is meant to count NPCs eaten as its score but instead its counting ALL cards eaten as part of its score... meaning that the player who only gets points for rescuing followers can never hope to beat the monsters final score.

Grand Lodge

Are there any monsters who inflict slow healing wounds/healing resistance to the wounds it inflicts, if so how does it work and what would be the CR bonus for adding that template/ability?

Grand Lodge

I am thinking a single Yeth Hound (at night) may be a suitable foe. Its CR3. How will this stack up?

Grand Lodge

So far so good. I started with 6 with 2 no shows, then 8 with an additional no show, now its gonna be 10.

Am I managing? So far so good... I am blessed with one player who has seeming narcolepsy so it's not quite as an intensive as it seems.

I am adding a 6th villain of Harrowstone.

'Mother Comfort' from the Undead unleashed book - a variant Allip. I'm going to put her in the same room as the straight jacket in a box... which if you read up on her is rather ironic.

Grand Lodge

2 people marked this as a favorite.

Thought some may like this.

Carrion Crown intro

Grand Lodge

1 person marked this as a favorite.

Hi - making up some details on a potential copy of the Umbral Leaves... and want to make it a sort of spell book (yeah, technically not needed for clerics).

Any suggestion on spells, mostly clerical but any arcane as well, that I can pop in the book?

Grand Lodge

I am not saying all knowledges play out as being the result of 'formal' education but I'm just working on something for back story for a campaign and it got me wondering, if my character had x ranks? Would they have their bachelors? or we base it on the overall bonus? Not everyone has 18 int (especially NPCs).

Just trying to get your feel

Grand Lodge

Hi - I remember reading somewhere that Know: Local can be used to gather information but I can't find any rule for that anywhere...

Grand Lodge 1/5

I've gotten about 20 or so PFS character. Some chronicles I can find, scanned into my skydrive. Others? Can't find a blessed thing :(

What can I do for these old characters with missing chronicles? Some have been unplayed for 2-3 years.

Grand Lodge

He has the Destruction, Good, Law, Nobility domains and I suppose his inquisitors can pick conversion but are there any other ones that his inquisitors are allowed to pick from in any of the published books/supplements? It may be that the gods in the the other supplements (Dragon Empire etc) don't get access to inquisitions.

Grand Lodge

Take 10 wrote:
When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Instead of rolling 1d20 for the check, calculate the result as if the die had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Would it be possible to take 10 when trying diplomacy? Or Bluffing a mark? Or even when trying to intimidate someone?

There is no combat involved at this point so would Take 10 apply?

Grand Lodge 1/5

These are the Blackros games.

#0-05 Mists of Mwangi
#35 Voice in the Void
#2-11 The Penumbral Accords
#3-07 Echoes of the Overwatched
#4-09 The Blakros Matrimony
#5-03 The Hellknight's Feast
#5-14 Day of the Demon (tangential)
#5-23 Cairn of Shadows
#6-02 The Silver Mount Collection

Is there a list for Aspis Consortium themed games?

Grand Lodge 1/5

I can't find the link to download these.

Can some one shoot me the link? I have used the link to get 10 about 2 years ago. These numbers have been handed out already. Do I need to go to my Venture captain for a new lot of 10? Or can I use the link to get a new lot of 10?

Grand Lodge 1/5

Hi

I have a bunch of friends who are green to PF who want to give PbP a go.

I could try to run them through an AP but I think, realistically, I am better at trying to run them through PFS modules.

I REALLY liked the First Steps series. Is the first one still PFS legal?

I was thinking First Steps part 1 - then the recent evergreen, The Confirmation... then have them pick a faction at that point.

Do you have any suggestions about which should be run and in which order?


Here is where the action takes place...

You enter a room where a cold carrion breeze blows, chilling the skin and making the hairs on the back of your neck bristle. Against the far wall an ornate coffin lies on an altar of black marble. Your torch gutters and flickers from the moving air and grim shadows cast by their light dance around you and illuminating the room in bursts of light.

You realise that in spite of the breeze there are no windows in the room...


AC15, touch 13, FF13, HP 35/[35], Fort:+4 ;Ref:+8 ;Will+3, Init +3, Perc +7 (+8 vs traps), Sen Mot +5 Bombs 5/[7] "Mr Black" Male Ustalav Human Alchemist (Chirurgeon/Cyrptbreaker)/3-Swashbuckler (Inspired Blade)/1

Here is where you go to discuss stuff out of game like "who wants Pizza on Saturday?" or "What do you think of the latest Star wars Movie"

Just type 'Dot' for now.


This is for my players to learn how to interact with the Paizo forums.

New Players.

Write 'Dot' in both the discussion and gameplay threads.

Grand Lodge

Looking to buy another plug in for herolab and don't know what book they are found in.

Thanks in advance.

Grand Lodge

Assuming we dont have a paladin in the party (we have an antipaladin though) what items or tactics can we take to be immune to dragon fear without needing to fail a save first? (which can be handled later by a potion of remove fear but it requires that failed save which could prove fatal)

Thanking you in advance for advice.


3 people marked this as a favorite.

It's lonesome away from your kindred and all,
By the campfire at night where the wild dingos call,
But there's nothing so lonesome, so dull or so drear,
Than to stand in the bar of a pub with no beer.

Now the publican's anxious for the quota to come,
There's a faraway look on the face of the bum,
The maid's gone all cranky and the cook's acting queer,
What a terrible place is a pub with no beer.

The stockman rides up with his dry, dusty throat,
He breasts up to the bar, pulls a wad from his coat,
But the smile on his face quickly turns to a sneer,
When the barman says suddenly: "The pub's got no beer!"

There's a dog on the veranda, for his master he waits,
But the boss is inside, drinking wine with his mates,
He hurries for cover and he cringes in fear.
It's no place for a dog, round a pub with no beer.

Old Billy, the blacksmith, for the first time in his life,
Has gone home cold sober to his darling wife,
He walks in the kitchen; she says: "You're early, me dear"
Then he breaks down and he tells her , that the pub's got no beer

Oh, it's lonesome away from your kindred and all,
By the campfire at night where the wild dingos call,
But there's nothing so lonesome, so dull or so drear,
Than to stand in the bar of a pub with no beer.


Discussion thread open


Something is rotten is Rhoona…

A bizarre series of proclamations coming out of the Ducal palace casts a pall over the city – taxes must be paid in beer, horses ridden by civilians must be ridden backwards. Soon the entire town is in an uproar.

Whereas: Stephen, Duke of Rhoona has been acting in a dangerously unstable manner;
And Whereas: The Duchy of Rhoona is ready to fall before the Forces of Evil;
It is hereby decreed that a valiant and courageous party of adventurers must learn the secret of the Duke’s insanity and free the city from the yoke of chaos.

--------------------------------------------------------------------------- --------------------------------------------------------------------------- ---------------------------------------------------------------

The game would be set in Mystara, the original D&D setting, but using 5th Ed rules.

Best case I'd be looking for 5-6 players - I know all too well that players drop out and so this keeps the game flowing. The game can be tough in parts and I am one for having a bit of a challenge as well so some combats and situations will be tough.

I've run many PFS games as PbP and have a long running Carrion Crown PbP campaign, so I've done this sort of thing before.

I've tried running a TSR module: Cult of the Reptile Cult as 5th Ed about a year back but it imploded when the characters ran many different directions and turned a little Murder Hobo-ey so I am having another crack at 5th Ed and TSR modules now. The game does tend to be a bit of a railroad but I can allow some sand box approaches.

I expect the standard post a day, with considerations for work and real life though ideally I'd like two a day. I am on Australian Eastern time but tend to work into the Morning US hours or am on at the end of the US working day.

I'd use theater of the mind for some combats and roll20 for others. I have a Obsidian portal site for notes, journal etc.


Hi All

I've a yen for running a classic expert D&D game using 5E characters - I'm considering Curse of Xanathon (X3). It does tend to be a little rail roady but many of the D&D modules of that era were. I'd like to keep it on the tracks if I could but a little sandbox play should be fine. The game would be set in Mystara, the original D&D setting.

No need to post characters as yet but I'm thinking standard array (15,14,13,12,10 and 8) with level 3 characters (ie experienced adventurers). Variant humans are fine as are Aasimar from the DMG and Goliath from the Elemental Evil supplement, though they can be re-skinned part ogres or variant half orcs if you wish.

I'd allow one skill modification of Backgrounds and allow you to pick your own traits, bonds, flaws etc. I will be adding an additional bond to all characters, namely 'Band of Brothers' - You know each other, have adventured together before and trust each other.

Hitpoints would be max for level 1 and the PHB standard hitpoints after that. We can see about rolling if you level.

Best case I'd be looking for 5-6 players - I know all too well that players drop out and so this keeps the game flowing.

I've run many PFS games as PbP and have a long running Carrion Crown PbP campaign, so I've done this sort of thing before.

I've tried running a TSR module: Cult of the Reptile Cult as 5th Ed about a year back but it imploded when the characters ran many different directions and turned a little Murder Hobo-ey so I am having another crack at 5th Ed and TSR modules now.

I expect the standard post a day, with considerations for work and real life though ideally I'd like two a day. I am on Australian Eastern time but tend to work into the Morning US hours or am on at the end of the US working day.

I'd use theater of the mind for some combats and roll20 for others. I have a Obsidian portal site for notes, journal etc.

Anyways post your interest.

Grand Lodge

Once in a while there comes along a kickstarter that takes off and offers a lot of value for your pledge. Reaper Bones was one such.

The latest Zombicide seems to be another that has taken off.

https://www.kickstarter.com/projects/coolminiornot/zombicide-black-plague/d escription

I've played the original and found it to be a good game but this version adds some some good rule changes that help the game flow well.

Zombie apocalypse has rarely been played out in a fantasy setting but I think they've nailed it here

Grand Lodge

Adamantine

Maybe this is something we all think from 3.something era.
However, Adamantine makes it easier to destroy things, ignoring hardness, not to bypass damage reduction.

It’s counted as having a +1 enchantment bonus (to hit only), which does not count as magic bonus to add an enchantment bonus to your weapon. Meaning if you want to add flaming, you would still need to enchant is to +1, right?

Adamantine can, however bypass magic DR, even without enchant because it is somewhat considered ‘magic metal’.

does it allow you, however to bypass specific DR reduction?

DR/Cold Iron means that only Cold Iron bypasses it.
DR/Silver Means only that Silver Bypasses it.
DR/Good Means only that a Good weapon bypasses it.
DR/Slashing Means only a slashing weapon bypasses it.

I may be wrong about it, and I appreciate any input from you guys.

Grand Lodge

I used to run a pbp that has been taken over by another GM.

The GM has supposedly removed my name and aliases from the campaign thread in the game but its still appearing in my camapigns section.

http://paizo.com/campaigns/CarrionCrown9tbnk

Hoping you can help.

Grand Lodge

The bestiary gives a fighter 2 stats as human and hybrid form but no wolf (animal) form.

Can any one tell me what the stats for the animal form would be?

Grand Lodge

Limited spells is part of their cons to balance the pros but there is a lot of flavour in those domain spells.

Has anyone tried giving them domain bonus spells? Maybe even a lower powered house rule that the domain spells are added to the list of spells the can choose to learn? Even giving the a choice of domain ability OR domain spells?

It would make the class just a bit more nuanced depending on their god.

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