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RPG Superstar 9 Season Star Voter. 2,080 posts (3,613 including aliases). No reviews. No lists. No wishlists. 10 aliases.




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LINK

I have been kicking combat houserules and stuff around for a long time, but I’ve put my notes all together into an OGL complaint replacement chapter for Chapter 9 in the Player’s Handbook.

A brief overview of the changes:

  • Expanded options for player actions, taking the existing elements of a round and making a larger standardized move-set to fit common situations my games have encountered and that I have heard of.
  • Modified weapon reach rules, giving three bands of reach with weapons and placing more distinction between weapons by making reach a larger part of combat.
  • Additional effects on hit. Instead of weighing a Shove against raw damage, you now try and win advantages in combat to apply an extra effect on a hit to make combat more tactical and dynamic. Combine with expanded options for players, you can also attempt to win defensive effects with new reactions.
  • A streamlined injury tracking system combined with not falling unconscious at 0 hit points to give more dramatic possibilities at low hit points. It also prevents akwardness around being knocked unconscious 4-5 times in an encounter.
  • Somebasic advice for running a combat with zone style maps instead of the default maples and tactical map options.

Feedback appreciated.


My next game is a fantasy police force game, and I have loads of ideas for adventures to go on. The problem I have run into is the police force itself and how a fantasy FBI/non-local law enforcement proxy might work.

I thought maybe it should be a private organization offering investigatory services, which appeals to me because it gives a little noir feel and the players have something to invest their cash into to grow and improve. It could be something as contrived as an adventuring guild or even a tavern with a side business since it is a bad tavern. Then the government would be more of a feudal fiefdom system with a monarch or council where there are competing lords wanting their problems hush-hush.

The other idea is to have it in he frontier, where an organized service with a wide range would be more natural. Something like the Dogs in Dogs in the Vineyard if you know that setting, where the police work to establish order above all else in a chaotic wilderness. The problem with this one is that they will grow out of the range of a regional force like this that is such a community, but I can deal with that when it comes. This would be more of an authoritarian state with a central government.

Any other ideas are more than welcome.


DISCLAIMER, THIS IS INTENDED FOR NPCS IN MY HOME GAME.

I'm not opposed to a full robot player, but I want a consistent way to develop colorful robot NPCs of any reasonable size and shape without creating something from nothing every time.

Robot

Ability Adjustments: +2 CON, -2 CHA

Hit Points: 4

Racial Traits

Type
Robots are constructs with the technological type by default.

Size
Robots come in a wide range of sizes and shapes depending on their purpose. When building a robot character, choose one size from the list below:

  • Tiny - +2 DEX. Tiny robots are designed for support tasks. As adventurers they tend to be paired with a ship or a person as an advanced scout. Tiny robots have a 30ft fly speed, and are only capable of using weapons or interacting with objects as if they had one arm.
  • Small - +2 WIS. Small robots are designed for nuts and bolts independent work for a given task. They go anywhere and do whatever is necessary with little oversight. They typically use treads, wheels, or levitation to move over legs. Small robots cannot have their movement reduced by encumbrance or nonmagical terrain.
  • Medium - +2 INT, -2 WIS, +2 CHA. Medium robots tend to be entirely humanoid in appearance and designed to function in roles that require interaction with thousands of individuals organically, though they tend to be deceived by those who know their AI’s weak points. Medium robots learn two additional languages, and choose a bonus expanded trait.
  • Large - +2 STR. Large robots are designed for construction and war, at least any that might be found traveling through space. Their appearance varies drastically, but their threat tends to be obvious. Large robots add their Constitution modifier to their starting hit points, and gain a +2 racial bonus to perform or defend against combat maneuvers.

Mechanical
Robots receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum. Reductions to a robot’s hit point total cannot be healed with magic or rest, but can be repaired with any ability that can repair a ship or other technological item. When a Robot’s hit point total reaches 0 they are immediately destroyed and cannot be revived unless their AI data can be retrieved and placed into a new body for the cost of 15,000 credits.

A Robot does not eat or breathe, but requires rest like a typical Human to maintain its AI’s function.

Inherent Armor
A Robot can never don armor besides power armor. Instead, a Robot’s EAC and KAC is equal to 10 + their character level. A Robot’s inherent armor supports a number of armor upgrades equal to 1/3 their character level (minimum 1). When wearing power armor, the Robot uses the power armor’s statistics in place of their Inherent Armor.

Standard Senses
A Robot has the hearing and sight of a human by default.

Expanded Traits
A Robot possess expanded traits to reflect its intended purpose. A robot chooses a single expanded trait, unless it is Medium sized then it chooses two.

Infrared Viewer - The Robot gains low-light vision and darkvision up to 60 feet.

Heavy Armor - The Robot gains a +3 racial bonus to KAC and EAC.

Comlink - The Robot gains wireless communication and a number wireless communication appendages equal to their Charisma bonus (minimum 1). These appendages can be used to communicate with individuals discretely, or as a microphone installed in a suitable location or object. A Robot can replace any number of its appendages each day after resting.

Data Link - The Robot can use Diplomacy or Bluff in place of Computer checks to interface with a computer or in place of Piloting checks with a vehicle that possesses the technology to interface with a computer. These checks do not require the use of a kit.

Advanced Attenuation - The Robot gains blindsense out to 30ft.

Surveillance Disc - The Robot can record, store, and playback anything they can sense in a fashion that is understandable to most intelligent creatures. This playback can be done on their body or projected to a computer screen with a Data Link. This ability add video surveillance to a Comlink.

Magnetic Appendages - The Robot is designed for working in any environment. They gain magnetic appendages that can adhere to metal surfaces and support their weight, and can make Engineering checks without and engineering kit.

Radar - The Robot can perceive objects at any distance so long as no physical barrier obscures the object, and determine the distance to that object. To use this instrument, the robot must be stationary.

Cloud Storage - The Robot’s data is saved automatically, and can be reloaded into a new body without retrieving a physical data storage device.

Shielded Internal Compartment - A Tiny Robot possesses 0.5 cubic feet of storage that can be heated or cooled to best preserve the contents. This space doubles for each size larger the Robot is, up to a maximum of 4 cubic feet in a Large Robot. This trait can be selected twice, tripling the storage capacity.

Field Dressing - The Robot can make Medicine checks without a medicine kit, and Medicine is always a class skill for them.

-----

Exclusive Feats
A Robot can choose the following feat.

Upgrade
You have modified your chassis to include additional features.
Prerequisite: You must be a robot.
Benefit: You gain 2 expanded traits from the Robot racial feature of the same name.


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LINK.

I got to thinking how I would do a Magus in 5e with the great options for gishes available, but I couldn't think of a good way to translate it into a Fighter archetype but it just didn't work. There is a clear desire for something between Bladesinger and Eldritch Knight that really is only met by muliclassing warlock right now - so I made a Magus based on the Warlock structure.

Looking at my first pass, it could be massaged into a Patron but it would be really pushing it. It's more akin to an alternate class from Pathfinder than anything.

It's not perfect and the archetypes (called Elements) are severely lacking, and it needs a spell list (I plan on mixing the wizard with warlock and a little paladin to add rituals and use some appropriate combat spells for the class).


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First and foremost, here is a link to the campaign for review. The party just finished Episode 1 where the Cult of the Dragon attacked the town of Greenest looting what they could with the help of a Blue Dragon. The party fought day and night to capture or kill the leaders of the raid, and minimizing the damage from the surprise attack saving dozens and dozens of citizens that otherwise would have been killed.

The remaining party is a Totem Warrior (Bear) Barbarian named Amber Strakeln, and a Champion Fighter using two weapons. So far they have been aggressively taking on challenges head on and been successful, so keep in mind that the game has a lot of combat. They are currently joined with two NPCs, monks studying under a member of the Harpers named Leosin Erlanthar. Leosin was knocked out and then captured by the cult in the final skirmish of the raid, and the party is currently resting and leveling to 4th level.

Here are the creation rules:

  • You must make a 4th level character using point buy or standard array.
  • Any published source is fair game, same with UAs. I will approve third party, villainous characters, or homebrew character options case by case.
  • Normal starting equipment with an additional 150 gold worth of equipment.
  • This campaign uses milestone leveling.
My Homebrew this Campaign:
Feat Modification (homebrew) - see the feats below:
Dual Wielder (Modified)
You master fighting with two weapons, gaining the following benefits:[list]

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
When you hit a creature with a melee weapon attack using the weapon held in your main hand, your offhand weapon attack deals a bonus +1d10 damage.
Man-at-arms (New)
Your experience on the field of battle has developed a keen sense of danger and opportunity with a variety of weapons. You gain the following benefits:[list]

You gain a +1 bonus to AC while you are not wielding a heavy weapon.
When another creature misses you with an attack, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.
Before you make a melee attack with an unarmed strike or with a weapon that does not have the heavy property, you can choose to take a -4 penalty to the attack roll. If the attack hits, you add +8 to the attack's damage. You must be proficient with the weapon used to make the attack to receive this benefit.
Grappler
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:[list]

You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you.
To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
You can grapple creatures up to two sizes larger than you within your reach.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:[list]

Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons and improvised weapons and your unarmed strikes count as light weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

I'm going to keep this open for submission for a while I'm not sure what response it will get, and I have a few people that may get priority for participating in my other games.

Feel Free to ask any questions you might have.


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I'm inspired by bookrat to post my experiences from my real life Curse of Strahd campaign. We've been playing since the Summer and things are starting to get messy in a pretty wonderful way.

I'll start with the characters that entered the campaign, and their first session. I'll also give some immediate spoilers for the behind the scenes sausage making stuff in spoilers tags. So to be clear: there will be plot spoilers in plain text, the spoilers tags are for GM secrets the players do not know. This thread has a ton of spoilers all over the place, not just in tags.

My Barovia:
The first challenge I had was establishing why Ravenloft is like this and not as defined as it was when I used to play. Reading through the module I got an idea inspired by Cabin in the Woods.

Some long-forgotten cult or something slowly gained power in a scenic valley with little resources. The power takes all the bad stuff across planes and seals them into amber where the cult both learns what magic they can from them and uses them as a place of worship. The symbiotic relationship required continued sacrifice to feed the dark souls trapped inside with what essentially amounts to the Madoka Magica entropy of magic and wishes, but in the open.

Two metallic dragons who were great friends came to the valley; a gold dragon named Malakamasheet, and a silver dragon named Argynvost. They defeated the red dragon and wizard Slaghaaren and reclaimed the valley, and disintegrated his body to ensure he did not return. Argynvost roosted there and Malakamasheet visited regularly.

Slaghaaren was preserved in amber, and began to collect power eventually convincing a loyal follower to bring in otherworldly beings to strike Argynvost. Malakamasheet was paranoid, and durign one trip investigated the temple as this upstart Strahd has begun to prove his martial power to the world in the name of his father, the Bandit King Barov.

Malakamasheet first struck down Strahd who was healed by local gypsies, and then took on the temple where he was caught in a trap and slain - but not before making a promise to a dark power he did not realize was Slaghaaren who arranged the trap to steal the draconic body he needed to bring himself back to life. The two souls in conflict, Malakamasheet and Slaghaaren rage uncontrollably. The hybrid red and gold dragon was eventually stopped by Argynvost who suffered a terrible injury in the fight. Even so, Argynvost used the holy power that guarded the Amber Temple to give the hybrid new life.

Strahd's army moved very quickly after that, and the conflict led to the intro in Curse of Strahd where he killed Argynvost and his paladins and took the Valley for himself eventually gaining the power of a vampire.

In the same timeline, Mother Night, a minor deity along with the Morning Lord in the area, fell in love with Strahd and gave as much of her life as she could to be the catalyst that made him a vampire as revolt threatened to kill him and his kingdom. This exchange gave the dark powers a deific power as a nearly mindless colelction of dark beings and greater gods attempted to seal them permanently somewhere in the planes. The dark powers of Revneloft were strong enough to continue their rituals gaining more and more power removed from time and space.

As such, the ritual was born. The fate of five are foretold, and whatever desire they had was crushed by the pawn Strahd and the difference in power between the fledgling hero and the great hero slain by Strahd got absorbed into the dark powers as their souls got pushed into the plane to be reborn.

Now for the characters and their secrets! We started at level 3 and they are levels 5-7 now.

Hailing from the Forgotten Realms:

Leon Galanodel is a half-elven paladin who has sworn an oath of vengeance after a man-made monster raged through his homeland and killed his wife and child in a botched attempt to guide the creature out of town without causing more harm. The creature was a particularly large and nasty flesh golem. The monster and its creator seemed to have completely vanished without any trace, and he has spend year adventuring to uncover the trail again. Sword and board, new player, likes to tank things and has gotten very good at it.

Leon and Ravenloft:
The subjects of Leon's revenge are in Ravenloft. The golem is in St Markovia's Abby, and Dr. Havengul lives in Barovia serving as a doctor in town.

If Leon dies in Ravenloft he becomes a revenant (from the UA), unless he has gotten his revenge on Havengul or falls in love with another. So far his greatest love seems to be ice cream.

Azrael is a red dragonborn sorcerer who is obsessed with becoming a true dragon. Surprising no one, he has the Dragonic Blooded origin and is a swole dude despite only caring about his studies. Evoker and debuffer.

Azrael in Ravenloft:
So if you read the first spoiler, you might have guessed that Azrael is the hybrid creature between an ancient gold dragon and an ancient red dragon. He has to choose a path of good or evil which mostly revolves around how he handles Argynvostholt.

Conrad is a halfling arcane trickster that has the lucky feat. He is obsessed with finding an ancient artifact known as the Hand of Thieves which was directly inspired by the infinity gauntlet. He is a pretty standard sneaky, stabby, cheating, lying rogue with a heart of gold and he keeps hitting on human women.

Conrad in Ravenloft:
So Strahd's father had the hand of thieves, the cursed object was very powerful but came at a cost. While he used it to become a king he broke it into parts and handed them down to his children Strahd, Rahadin, Sergei, Elisabeth (Durst), and to his wife. His wife gave hers to Strahd and he used her love to create the Heart of Darkness, and Strahd has his in the pommel of his sword. Sergei hid his in the gazebo by the pond with restorative properties in Krezk, and Rahadin wears his. Elisabeth marries Gustav Durst who used it to bring himself to Ravenloft in order to access the Amber Temple, bringing the Death House and Old Bonegrinder with him.

From the feywild:

Alka'laure is a eladrin pact of the undying light. He is a child adopted into the Summer Court and doesn't really understand how old he actually is.

Alka'laure in Ravenloft:
Alka'laure is the beacon of Argynvostholt. It's not his patron, he is the light made into humanoid form. The hope of the people left the land and has to be brought back.

From my homebrew setting:

Nadryfa is a half-drow member of a elite "suicide squad" in the now legendary military of Cuona named the Broken Arrows. They dive the deepest into the dangerous jungles, take on missions where anyone else would fail, and take heavy casualties in the name of protecting the land. Nadryfa is the son of two living legends, and is proud of the military tradition he continues bearing disfiguring scars proudly.

Nadryfa in Ravenloft:
Nadryfa has no ties to Ravenloft, but after fighting werewolves capturing humans from other planes to bring to Ravenloft broke the system following a vistani werewolf through the mist.

However, several of the broken arrows are now werewolves themselves and while previously more symbiotic with the land Kiril is screwing it all up and Emil (a broken arrow) has been imprisoned. If he can displace Kiril then Emil won't attack Cuona anymore.

That was more than I thought I'll post more soon.


I may be a broken record for focusing in on this, but it's a problem I have absolutely seen in my games - or at least a problem that makes players I have played with focus down certain paths and not take other options.

Quick preamble about the issue:
Without feats, the various fighting styles have been designed to keep things really balanced between different attack styles. The issue comes with how to boost damage in the game where there are only two attack styles that are able to do so: Sharpshooter and Greatweapon Master.

I have been workshopping a catch-all damage boosting feat with a different flavor that would appeal to a large number of characters. The problem is that it immediately gets criticized as being too good of a feat since it covers about 60% of the weapons in the PHB versus Sharpshooter or Greatweapon Master covering a much smaller pool. I have tried to talk to others about how many feats to break it up into, but it's always a question that gets more difficult to solve.

I would say you can just prune the damage clauses off, but I like the option of extra damage. It makes combat move faster - especially with lower AC targets with a lot of health and encourages trying to get advantage on an attack. It is indeed easier to prune than to make a bunch of new options though.

OK, so my current thought is to just add this blurb to the "Attack Rolls" section of the "Actions in Combat" section of Chapter 9 - Combat in the PHB (on page 194):

POWERFUL ATTACK
Sometimes a player has found themselves in an advantageous position, or against a foe who more stubbornly clings to their life. Before you make an attack roll with an attack you are proficient in, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add a +10 bonus to the attack's damage. Yes, this includes spell attack rolls. The goal for the moment is to let combat move quickly - for both players and NPCs.

However, I dislike cutting a large portion of what makes Greatweapon Master and Sharpshooter flavorful feats; just like I hate that the Grappler misprint limits its use. So I would make the following modifications:

GREATWEAPON MASTER
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • When you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Once per turn, you can force a creature you hit with a melee attack with a heavy weapon that you are proficient with to make a Constitution saving throw. On a failed save, the creature gains the stunned condition until the end of their next turn. The DC for this effect is 8 + your proficiency bonus + your Strength modifier.

SHARPSHOOTER
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover
  • When you make a ranged weapon attack, you can use your bonus action to aim your attacks with pinpoint accuracy. Until the beginning of your next turn you can try to shove a creature with your ranged attacks. If you use the DMG additional actions in combat this would allow actions like Disarm or Mark as well; the intent to to allow for reasonable trick shots that otherwise cannot be attempted.


Master Fencer (Replace Defensive Duelist and Dual Wielder)
Your experiences on the field of battle have made you a versatile and cautious warrior. When unarmed or using weapons without the heavy weapon property you are proficient with, you gain the following benefits:

  • You gain a +1 bonus to AC when you are wielding a melee weapon.
  • When a creature hits you with a melee weapon attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
  • You can draw or stow a reasonable number of one-handed, non-hidden objects as no action on your turn. These objects include drawing enough weapons like darts or daggers to make multiple ranged weapon attacks on your turn, or drawing two weapons or a weapon and shield.
  • When you take the Attack action and attack with a only a single on-handed melee weapon, you can give the weapon the reach weapon property until the start of your next turn as a bonus action.
  • Before you make an attack with an unarmed strike or one-handed weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

-----

The goal here is to have a feat that covers everything not covered by Greatweapon Master and Sharpshooter. It has been massaged a bit on other sites, and I'm bringing it here.

My issue is it has a lot in 1 feat, and the damage is too high 1-20. At low levels it's too much damage, and at high levels it's comprable to Polearm Master and Greatweapon Master in a single feat.

Ideas: Remove line 4, and adjust the damage on line 5. Possibly -5 to roll damage dice twice?


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OK, here are my assumptions as laid out by 5e:

  • Legendary creatures are intended to be encountered alone, though they may call for aid.
  • Lair effects need to match the flavor of the encounter, and serve mostly to "delay" a party for the legendary creature to recover.
  • Legendary actions are used to set up the next turn by the creature
  • Regional effects are deeply rooted and the flavor and represent supernatural and cultural influences of a legendary encounter in the region.

I am looking to design some fun and interesting fights for lower levels (3-8) that use the principles of high-level legendary creatures to make epic encounters for a more typical party. I'm talking expanding on bandit captains, wights, hags, and anything else that is a good main villain in a lower level campaign. That preamble said, my initial idea is a pair of psychically linked twin monks that use some of the monk class features to devastating effect.

Here's the link.

Let me know what you think.

Curse of Strahd Origins of Thread:
This started because I was attempting to make the Old Bonegrinder location a more epically evil place due to the encounter of three night hags in a coven being recommended as a deadly encounter for level 11 characters.

Not only will regional effects serve as a warning, using legendary actions for coven spells or lair actions to pull dretches from a barrel give clear indication this encounter is horrible when they are together and let's the party run away and learn about taking them down individually. I also tied the Death House to the Bonegrinder and a few other bonus story ideas they can explore to give some lore to my Ravenloft.


Welcome to the game. If you have any questions let me know, make sure to check the Campaign Info tab it will be updated with specific rules and NPC information as it arises.


Introductory post coming soon, but feel free to dot the thread.


Welcome to the game. If you have any questions let me know, make sure to check the Campaign Info tab it will be updated with specific rules and NPC information as it arrises.


Hey guys, putting this up so you can dot the thread. The opening post is pending some background questions I'm asking via PM.


This is coming from my interest check thread on a 5e game, where the crowd was 50/50 split on a OSR module and a one of the 5e adventures.

Details about my game:
  • System - 5e
  • Setting - This game will start in Forgotten Realms. I am not super knowledgable about FR, but there's a great Wiki.
  • Players - I'm looking for 5.
  • Additional resources - I will be posting images for maps, and we will be using theater of the mind.
  • Starting level/resources - level 3, standard equipment
  • Available races/classes/etc. - Anything and everything. Anything not produced by WotC is subject to my approval, while UA/published material is not.
  • Starting ability scores - Standard array or 27 point buy.
  • Alignment restrictions - None, but don't abuse it.
  • Optional rules in play - Multiclassing and Feats (Ch 6, PHB), Action Options (pg 271, DMG), Hitting Cover (pg 272, DMG), & Cleaving through Creatures (pg 272, DMG). I may pick up some variants to meet a situation, like adjudicating spell areas of effect. I might also add some depending on the adventure in question.
  • House Rules - modified feats from the PHB (link)
  • Type of campaign - This will depend on module, but they are open ended and use milestone leveling.
I will transcribe any custom/variant rules into the campaign description when the campaign starts up.

To submit a character:

  • Complete a sheet for a level 3 character. It isn't required to make an alias to do so.
  • Include a character backstory, and make sure to include their current goals and desires.
  • Your adventure preference.

I'd like to close this out within 7 days, so get submissions in quickly.


OK guys, continuing from this thread this is the recruitment thread for running through a classic AD&D 1e/2e or Basic module that is being voting on in this recruitment thread.

Anyone posting that they would like to play, please post a module you would like to run. Please be mindful that you may be selected as a character even if a different module is being run.

These are the requirements to sign up for this game:

  • Post the character concept mechanically (i.e. I want to play a Barbarian/Fighter tank)
  • Post the character concept fluff (background if you know it, and a sentence or two description)
  • Post your preferred adventure (optional)

Don't make a character yet, because I don't know the level you are going to start at! Once we determine the modules and players we'll build the character aliases/sheets and get started.

I know this is a little atypical, but the most famous adventures are all over the map on starting level.

Details about my game:
  • System - 5e
  • Setting - This is going to be a generic setting that is similar to the more famous D&D settings or Golarion. Pantheons/countries/etc. will be borrowed from a variety of sources, and players can choose to add detail as they wish.
  • Players - Probably 6 or more based on my knowledge of OSR modules. I like extra players in PbP anyways to keep the thread moving.
  • Additional resources - I will need to keep maps going, so I will be using google sheets.
  • Starting level/resources - TBD
  • Available races/classes/etc. - Anything and everything. Anything not produced by WotC is subject to my approval, while UA/published material is not.
  • Starting ability scores - Standard array or 27 point buy.
  • Alignment restrictions - None, but don't abuse it.
  • Optional rules in play - Multiclassing and Feats (Ch 6, PHB), Encumbrance (pg 176, PHB), Flanking (pg 251, DMG), Ability Check Proficiency (pg 263, DMG), Action Options (pg 271, DMG), Hitting Cover (pg 272, DMG), & Cleaving through Creatures (pg 272, DMG)
  • House Rules - modified feats from the PHB (link)
  • Type of campaign - Think dungeon crawls and NPC interaction, time to explore and loot bad guys you while earning XP doing it!
I will transcribe any custom/variant rules into the campaign description when the campaign starts up.

With the number of players I want, I'll leave this up for about a week (closing early if things get rolling fast or extending as needed).


I've been kicking around the idea of running a second 5e game on here along with my Curse of Strahd game. Really the only thing holding me back is that I don't know what to run... so I thought I would put my thoughts out there and see what people were interested in.

First, I'm really interested in starting at level 3. Even if I run a module the starting level would be three and I'll adjust from there. I would allow stat array or point buy.

Second, I would allow all content - meaning all WotC published material, all UA material, approved homebrew/3PP, etc. I hold the right to adjust things I feel are too strong, weak, or unfun on the fly for homebrew material.

As to what the game would be I'll give some options:
1) A sandbox, place the players in the world and an adventure spawns from there. Players will be a part of setting up the world around them, and it will be built from the ground up as the game goes on. I'll probably use plot points or some other system to give the players a lot of agency. This would also require input on what type of setting it is - gritty, epic, sword and laser, etc.
2) A Pathfinder module converted to 5e. I would need suggestions on what you would want to play in.
3) A 5e adventure. I have them all, again just vote to see.


Post any lengthy ooc discussion here, or any questions to the DM.

Don't be afraid to send a personal message to me directly either.


It has been 9 months since a nearly dead Emron emerged from the underdark into the world above, finding himself alone and for all intents and purposes exiled to the Sword Coast. Finding refuge and recovering in a temple of Moradin, Emron met Bazim on his unique pilgrimage learning both craft and holy warfare. The two formed a tight alliance, working together with others to help those in need and deliver on the Masonry guild's promises - often escorting shipments between suppliers and the insular dwarvish settlements.

Their party grew and shrank with the changes in business, but for the past 6 months it has always included the enigmatic Balandusk and wily and polished Mythandir. While other hired hands have come and gone, this party of four has been through thick and thin; and consider each other friends along with adventuring business partners.

So when Balandusk became almost obsessed with a mission that would sidetrack the party from the caravan for a few days, everyone supported him to one degree or another. He didn't speak of his past often, but you have all heard the dreadful cry of "Werewolves in the mist!" again and again by farmers, merchants, and adventurers alike. The hamlets east of Daggerford have fallen prey to a pack of werewolves that spills out of the Misty Forest on nights of the full moon, cloaked in crawling mist that seems to follow them wherever they go. The beasts spread death and mayhem, slaughtering adults and stealing children before retreating back into the woods. Others have tried to combat the werewolf menace, with little success. Now an open call for adventurers from the various factions of Waterdeep is offering substantial rewards for the work.

It's been nearly a full day of travel off road to reach the forest were a small army has pinned the wolves. A mist has formed around the conifers, making the eradication effort nearly impossible and forcing the nobles giving the orders to lay siege. Approaching the camp, the party is greeted by several armed guardsmen who ushers you all to a human man who welcomes them warmly.

Excellent! I assume you are here for tonight's hunt? We expect it to be the final blow against this foul herd. My name is Zelraun Roaringhorn, and I am serving as a quartermaster of sorts. If you just fill in the registry, we can guarantee payment sent to wherever you wish should you not survive; but let us hope to avoid that nastiness! Please each of you take one of these scrolls to identify yourself as a hunter - keep it safe, one of these scrolls of remove curse they can be applied to the wound to prevent lycanthropy or used as usual, and please select a few weapons from this wagon here - they are all silvered of course!

With a sweeping gesture, the scrolls are piled on a table outside a wagon of considerable size with a posted guard.

Remove Curse Scroll:
This unique scroll is written on bandages, allowing the magic to be applied directly to a wound or read aloud by a mage like a typical spell scroll. Applying the magical bandage is an action.

Silvered Weapon Selection:
The wagon contains silvered weapons. You may take 3 simple weapons of your choice.

A set of ammunition listed on the adventure gear table (such as 20 arrows). You may also choose 10 silvered darts in place of one weapon.


Urrnir:
Urrnir will be folded in ASAP. He i aware of his introduction already.

Get gaming! Have fun, be respectful.


Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

Allowed Character Sources - PHB, DMG (races/villainous options), SCAG, EEPG, and Unearthed Arcana. Any other source may be allowed with my review and approval. Characters start at 1st level, and use either the stat array or point buy. You cannot roll for gold to purchase starting equipment, but you can sell equipment for 1/2 price and buy additional equipment with any gold you have.

Character Creation Guidelines - Any PHB, SCAG, or CoS background. Also include all of the following with your alias' profile:

  • A written character background appropriate for a 1st level character.
  • All common race choices (dwarf, elf, gnome, halfling, and human) will begin the game adventuring together along the Sword Coast of Faerun. You have been traveling together for between 6 months and a year.
  • All uncommon race choices can either be with the adventuring band, or from any other plane/world/etc. You would be folded in with the main group separately.

Player Expectations - I am looking players who understand several simple and fundamental things about DnD or roleplaying games in general. If you do not agree with my view on these issues, this is not the game for you.

  • Don't be a jerk.
  • Don't stall the game because your character needs special attention.
  • Try to interact with your fellow players as much as possible. It will keep people involved and increase participation.

I'll be taking 4-5 players, recruitment ends at midnight CST between 4/21 and 4/22. Thanks and good luck to everybody that submits!

Custom rules being added ASAP - internet permitting.


I've really been diggin a Sorceror 5/Warlock 5/Sorlock X build that is mostly a blasting build but uses a Warlock's tome for utility the sorceror doesn't have on top of spamming metamagic eldritch blasts.

I previously made a barbarian tank that multiclassed fighter using sentinel and reach weapons combined with resistance to everything and some maneuvers to give a 15ft circle that was basically impassible. It was fun effectively preventing damage from reaching the rest of the party and pinning large creatures into advantageous positions for other party members.


Roguish Archetype: Ace
Not everyone gets by on skill and guile alone, there is a healthy amount of luck required to be an adventurer. An ace has somehow gotten more than their fare share, and are able to influence their already impressive skills further with a little twist of fate.

Skill Superiority
When you choose this archetype at 3rd level, you learn advantages that are fueled by special dice called superiority dice.
Advantages. You learn three advantages of your choice, which are detailed under "Advantages" below. Many advantages enhance an ability check in some way. You can use only one advantage per round.
You learn two additional advantages of your choice at 9th, 13th, and 17th level. Each time you learn new advantages, you can also replace one advantage you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th level.
Using Superiority Dice. You can expend a superiority dice to add it to an ability check.

Swallowed Pride
At 3rd level, whenever you roll a 1 on an ability check you regain 1 superiority die.

Explosive action
At 9th level, whenever you roll the maximum result on a sneak attack or superiority die you can roll another die of the same type and add it to the result. Only one additional die may be added to a single roll. You can add one additional die to the roll at 19th level.

Improved Skill Superiority
At 13th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.

Relentless
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Advantages
The advantages are presented in alphabetical order.
Beginner’s Luck. When you attempt a check with gaming set or a Dexterity (Sleight of Hand) check, you can expend one superiority die and add it to the roll. Roll the superiority die again, and subtract it from the opposed check or DC of the subject.
Eidetic Memory. When making an Intelligence check to recall lore you might know, you can expend one superiority die and add it to the roll to treat a roll of 9 or under as rolling a 10.
Endurance. By expending a superiority die, you can ignore half the rolled value of the die levels of exhaustion until you finish a long rest.
Flouette. When you take the attack action to shove a creature, you can expend one superiority die and use a Charisma check and add the superiority die and your proficiency bonus to the roll instead of rolling Strength (Athletics). You may also use this ability to perform a small feat of Dexterity or Strength, such as pulling a tablecloth from a table and leaving the dishes in place.
Honeyed Words. By expending one superiority die, you can deceive or persuade a number of creatures equal to the die roll without making a check. If seeking an audience with an influential creature, you can expend one superiority die to find out how.
Incite. By expending one superiority die, you can draw the attention of any creature who can see and hear you in a boorish display for as many minutes as the result rolled on the die. You cannot perform any other action, but any creature attempting any draw the attention of the crowd has disadvantage on their ability checks and any creature trying to avoid the attention of the crowd has advantage on their ability checks. This effect ends immediately if anything harmful happens to a creature watching your display.
Just a Rat. When you fail a Dexterity (Stealth) check, you can expend one superiority die to reroll the Dexterity (Stealth) check with disadvantage add the superiority die to the roll.
Medicate. By expending one superiority die you can drink or administer a potion as if interacting with an object during your movement or action.
Monster Whisperer. When you attempt a Wisdom (Handle Animal) check, you can expend one superiority die and add it to the roll to attempt the check on any creature with an Intelligence score of 7 or less contested with a Charisma saving throw. If you succeed on the check, the creature refuses to attack you unless coerced or attacked by you.
Paranoia. You can expend one superiority die to use the bonus action granted by your Cunning Action as a reaction. If you are surprised, you can expend a die this way when you roll initiative to no longer be surprised at the start of the encounter.
Parkour. When you move across any obstacle requiring a Strength (Athletics) or Dexterity (Acrobatics) check, you can do so without a decreasing your speed so long as you end one round worth of movement on stable terrain. You can expend one superiority die to ignore difficult terrain for as many rounds as rolled on the die.
Rodeo Grip. When you take the attack action to attempt a grapple, you can expend one superiority die to add it to the roll and ignore size restrictions for the check. If the subject is larger than you, you gain the grappled condition instead of the subject as you climb onto their back. The subject’s speed is halved, and all checks made by the subject against you have disadvantage while all checks you make against the subject have advantage. If the subject is your size or smaller, you gain the grappled condition and the subject gains the restrained condition.
Sleuth. You may make Intelligence (Investigation) and Wisdom (Perception) checks with either ability check. You can expend one superiority die to make one discovery within 30 feet that would normally require an ability check, such as the location of a secret door, hidden message in a text, how a corpse died, or the weak point of a structure that would allow it to collapse.

This is a first swag at it, so any feedback is welcome.


LINK

So this one started in a rough place, but I tried massaging it a bit and I like where it ended up for the most part. I think it's fine early on, but I have concerns that the explosive action/fate dice scaling is not where I need it to be.

What I have done so far has shown a rogue-like class with more exceptional skill utility, and who consistently hits more often but for less damage than the Unchained Rogue. Crits also mean a lot for class abilities, but no much for damage.

I've been trying to abuse explosive dice, and the swingy-ness of the damage means average damage is rock bottom with a few strong lucky hits that might be as strong as a rogue or monk.

For example, using an Estoc at 18th level has a maximum damage output of 64 damage but there is a less than 1% chance to deal more than 15 damage from a single attack. With critical hits the math gets a bit wonkier because it does't scale linearly meaning the rerolled weapon attack damage is even less likely to land over 15.

Dumping 7 fate dice at that level deals on average 25 damage still, but has a less than 1% change to deal over 35 with a cap in the 300s that would be less likely than winning the lottery by a significant margin.

So I think that extreme rarity balances it out well, and the nature of fate die mean you spend them frequently on any roll in and out of combat since they refresh by rolling dice. Anyways, feedback is appreciated!


***Link to Google Doc, feel free to comment***

This class has been another passion project of mine along with the idea of a martial with access to polymorph spells. I really liked the feedback I got last time and made what I feel is a much, much stronger class because of it. This one is a bit stranger. There are two key themes to being an explorer in a high-magic world: you can travel it in a way that no one else can, and you have full faith in the gear in your pack.

One major part is becoming something like a Horizon Walker, and then pushing beyond the boundaries of mere terrain into a bizarre hyperspace travel inspired a bit by Scott Pilgrim and a bit by The Wheel of Time.

The other major part is using some feats I really like and never, ever see used. Improvised weapons are a lot of fun in my mind, and with inspirations in ranging from Shovel Knight to Dungeon Meshi there are a number of sources that really lean on what fun using just the basic equipment can be in fantasy. I focused on equipment tricks because there is a lot of versatility and promise in the concept that never really delivers. Giving some interesting options in and out of combat should be possible without breaking anything with these feats by controlling the additional prerequisites for their use.

But enough rambling, let me know what you think!


So the idea is making one character controlling two powerful draconic forms at once via Form of the Dragon and getting some really solid combat ability beyond the cool factor.

The basic chassis would be Fighter 4/Wizard 5/Eldritch Knight 10 with the fighter taking natural weapons for weapon training and focus on transmutation as a wizard to eventually get to the actual concept by level 16 - same time as athe Magus. Obviously before then you enjoy several lesser forms - but eye on the titular prize. It also means that you can choose some neat tricks with Advance weapon Training through feats.

So you take STR>CON=DEX>INT=WIS>>>>CHA for something like 16/14/14/12/12/7 before racial choice with the idea that your spellcasting relies on spells without a DC and on mental stat boosting items to get to those 8th level spells.

So that's one dragon, the capstone essentially the Form of the Dragon III casting at level 19 for a fun, big, splashy effect in battle. But what about the other dragon?

For that we look at nature soul-> animal ally-> boon companion to get our second dragon by sharing the spell. Let's look at our best choices:

Camel (str 20) gets the job done even as a base form with multiattack. I personally love this companion and have fond memories with it.

Wolf (str 21) probably the obvious choice for 90% of campaigns. Good bite, the bite trips, it's a solid choice.

Small cat (str 16) wait... this is obviously a weaker choice, why this over something like a horse? It's because it is medium sized. The large companions above take -4 str when they polymorph so small cat at 16 STR has the same strength when polymorphed as a 20 str large creature. Magic!

The main issue is that there is no point in doing this at a character less than level 9, but if you want to make a silly fighter for a high level campaign (maybe you died in book 3?) this would be something fun to play with.


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Shapeless
Understanding only an instinctive use of magic, some warriors go beyond drawing on the power of creatures inhabiting the world and become true monsters taking the form and ability of anything they may know.
Role: Shapeless are obvious choices on a battlefield where they can change their form to the deadliest creatures imaginable, but they also can use small and nimble forms to be excellent scouts and spies.
Alignment: Any.
Hit Die: d12.
Starting Wealth: 3d6 x 10 gp (average 175gp).

Class Skills
The shapeless’ class skills are Acrobatics (Dex), Climb (Str), Fly (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (local), Knowledge (nature) (Int), Knowledge (planes), Knowledge (religion), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.

BAB: Full progression
Good saves: Fortitude, Reflex

Class Features

The following are class features of the shapeless.

Weapon and Armor Proficiency: A shapeless is proficient with all simple and martial weapons and with all armor (heavy, light, and medium).

Change Shape (Su): At 1st level, a shapeless can change their form a number of times per day equal to 4 + his Constitution modifier. At each level after 1st, he can change his shape 2 additional times per day. Temporary increases to Constitution (such as those gained from a barbarian rage or spells like bear’s endurance) don’t increase the total number of times a shapeless can change shape per day. The number of times a shapeless may change shape is renewed after resting for 8 hours, although these hours need not be consecutive.
This ability functions like any transmutation (polymorph) spell the shapeless is capable of using, except as noted here. The maximum level of spell the shapeless is capable of using is given on Table: Shapeless. To choose a spell, the shapeless must have a Constitution score equal to at least 10 + the spell level. The caster level of these spells is equal to the shapeless’ class level. Changing shape (to another form or back) is a swift action and doesn’t provoke an attack of opportunity. The form must be that of a creature the shapeless is familiar with. A shapeless must only target himself with this ability. This ability counts as wild shape as the druid ability.

Instinctive Empathy (Ex): This ability functions like the wild empathy druid ability, except the shapeless may improve the attitude of any creature he is capable of taking the form of using change shape.

Instinctive Flexibility (Ex): At 2nd level, a shapeless can gain the benefit of a monster or combat feat he doesn’t possess while changing form using change shape. This effect lasts for as long as the shapeless assumes the form chosen with change shape. The shapeless must meet all the feat’s prerequisites.
The shapeless may use change shape again to maintain the same form before the duration expires in order to replace the previous feat with another choice as a free action that does not extend the Change Shape duration.
If a feat has a daily use limitation (such as Stunning Fist), any use of that feat while using this ability counts towards that feat’s daily limit.
At 7th level, a shapeless can use this ability to gain the benefit of two monster or combat feats at the same time. He may use one of these feats to meet the prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another’s perquisite without also replacing those feats that require it.
At 13th level, a shapeless can use this ability to gain the benefit of three combat feats at the same time. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet the prerequisite of the third feat.
At 19th level, a shapeless can use this ability to gain the benefit of a number of feats equal to his Constitution modifier (minimum 4).

Uncanny Dodge (Ex): At 3rd level, a shapeless can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A shapeless with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a shapeless already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead

Evasion (Ex): At 5th level or higher, a shapeless can avoid damage from many area-effect attacks. If a shapeless makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless shapeless does not gain the benefit of evasion.
Multiattack: At 6th level, a shapeless gains multiattack as a bonus feat whenever he changes form using change shape into a form with three or more natural attacks. If the form does not have the requisite three or more natural attacks, the shapeless instead can make one additional attack with a natural or manufactured weapon at a -5 penalty.

Wild Animal (Ex or Su): At 7th level, the shapeless becomes more animalistic. While using change shape, a shapeless who fails a saving throw against a mind-affecting effect can attempt a new saving throw at the beginning of his next turn with a +4 circumstance bonus. If the second save succeeds, that effect ends and he instead changes shape back to his normal form.
In addition, whenever a shapeless uses his change shape ability he may spend an additional use of the ability to bolster the ability. If the ability grants a bonus to an ability score, the bonus increases by 2. If it grants a bonus to more than one ability score, only one of the ability scores gains this bonus. Increase all movement speeds of a bolstered form by 10ft.

A Thousand Faces (Su): At 9th level, a shapeless gains the ability to change his appearance at well, as if using the alter self spell, but only while in his normal form. A shapeless may bolster disguise check bonuses in this form to +20 by spending one use of his change shape ability as an immediate action. This bolster lasts for 1 minute.

Improved Uncanny Dodge (Ex): At 11th level, a shapeless can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the shapeless by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has shapeless levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.

Mark of the Beast (Su): At 13th level, a shapeless can target others with his change shape ability. A shapeless can expend 1 use of his change shape ability to change the form of any willing creature he can touch. This use of the ability cannot be bolstered by Wild Animal.

Improved Evasion (Ex): At 15th level, a shapeless’ evasion ability improves. He still takes no damage on successful Reflex saving throw against attacks, but henceforth he only takes half damage on a failed save. A helpless shapeless does not gain the benefit of improved evasion.

Aberrant size (Su): Starting at 17th level, a shapeless may alter his size by one category as if under the effect of enlarge person or reduce person at will. When bolstering his change shape using wild animal, he may change the size category of his altered form as if under the effect of these spells.

Formless (Sp): At 19th level, a shapeless may expend one use of change shape to become ethereal or gaseous. While ethereal this ability functions like etherealness. While gaseous this ability functions as gaseous form, but this ability changes the spell’s damage reduction to DR 10/- and he can still attack in that form as well as gaining a fly speed of 60ft. He may only target himself with this ability. He may use this ability while in any form.

Master polymorph (Su): At 20th level, a shapeless can use all of his class abilities without expending any uses of his change shape ability and can change shape as a free action at will, as well as gaining the ability to change shape as an immediate action in combat. There is no duration limit to the form chosen using Change Shape. Whenever he uses his wild animal ability to bolster his change shape, the bonus increases to 4 instead of 2 and movement speeds increase by 30ft.

Alpha (Archetype)

For some shapeless the bond is formed with nature itself, and their abilities reflect those changes.

Class Skills: An alpha’s class skills are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str)

Weapon and Armor Proficiency: An alpha is prohibited from wearing metal armor. An alpha who wears prohibited armor is unable to use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter. This ability modifies the shapeless weapon and armor proficiencies.

Animal Companion (Ex): An alpha forms a bond with an animal companion. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). An alpha’s effective druid level is equal to his alpha level. If a character receives an animal companion from more than one source, his druid level stack for determining the animal companion’s statistics and abilities. This ability replaces wild animal, mark of the beast, and formless.

Speak with Animals (Ex): An alpha may speak with animals as per the spell, and may use Charisma based skills on animals and vermin even with intelligence scores below 3. This ability replaces instinctive empathy.

Wild Shape (Su): At 1st level, an alpha gains the ability to use wild shape as a druid of his level + 3. An alpha does not need to return to his original form to change forms again, and using wild shape takes a swift action. At 9th level, when an alpha changes shape they may change their animal companion to the same shape. This ability replaces change shape.

A Thousand Faces (Su): This ability no longer can be bolstered.

Aberrant Size (Su): This ability no longer requires the use of wild animal, an alpha may change size at will, or when he uses wild shape.

Pack Shape (Su): At 20th level, an alpha may create up to 1d6 copies of his animal companion when using wild shape. When using wild shape the alpha gains an aura that strengthens his pack. Each ally within 30ft gains DR10/-, a +6 inherent bonus to all physical ability scores, and increases all movement speed by 30ft. This ability replaces master polymorph.


I've had this conversation enough that I'm putting this thread together to show the advantages of the 5e fighter if you converted from 5e to Pathfinder.

Fighter (Champion)

Alignment: Any

Hit Die: d10

BAB: Full

Good Saving Throws: Fortitude

Class Skills: Acrobatics (Dex), Craft (Int), Climb (Str), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (History), Knowledge(local), Knowledge (Nobility), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier

Weapon and Armor Proficiencies: A fighter is proficient in all weapons (exotic, martial, and simple), armor (heavy, light, and medium), and shields (including tower shields).

Fighter Training (Ex)

At 1st level, a fighter is capable of tremendous feats of combat prowess:

  • A fighter may use their Dexterity modifier with a light weapon or a weapon with the finesse special weapon property as if possessing the Weapon Finesse feat. When using a light weapon or a weapon with the finesse property, they may add their Dexterity modifier instead of their Strength modifier to the damage roll. If an effect would modify their Strength modifier to the damage roll modifies their Dexterity modifier as well.
  • A fighter may throw weapons at his full normal rate of attacks (much like a character with a bow) as if possessing the Quick Draw feat. In addition, the fighter may use their Strength modifier instead of their Dexterity modifier when making an attack with a thrown weapon. A fighter may draw a hidden weapon as if it was not hidden.
  • A fighter does not risk attacks of opportunity when making unarmed attacks or performing combat maneuvers. They also avoid attacks of opportunity when moving within a creature's threatened area as long as they do not leave it. A fighter is considered as having Dex 13, Int 13, Str 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of combat feats.
  • A fighter may add their Dexterity modifier to the damage rolls of ranged attacks.

A character that takes their first level of fighter at any point other than character creation may only choose one benefit from the list, and does not gain the ability to wear heavy armor or gain proficiency in exotic weapons.

Fighter Background

At first level, a fighter chooses two skills to add to their class skill list. Once selected, these class skills can't be changed. A fighter also gains Additional Traits as a bonus feat.

Fighter Combat Style Feat (Ex)

At 1st level, a fighter must select one combat style to pursue like a ranger. This expertise manifests in the form of bonus feats gained at 1st, 6th, and 10th level. At these levels the fighter gains all feats available from the combat style at that level. Once a fighter selects a ranger combat style, it cannot be changed.
A fighter chooses a second combat style at 10th level, gaining all feats available to that combat style.

Second Wind (Ex)

Beginning at 1st level, fighters have a limited well of stamina to draw on to protect themselves from harm. With one use of this ability, a fighter can heal 1d10 + their fighter level of damage. Using this ability is a swift action. A fighter must wait 1 hour before using this ability again.

Action Surge (Ex)

Starting at 2nd level, a fighter can push themselves beyond their normal limits for a moment. Once per day on their turn, they can take one additional standard action in a turn. Starting at 17th level, they can use this ability twice per day.

Improved Critical (Ex)

At 3rd level, any weapon that threatens a critical hit on a roll of a 20 now threatens on a roll of 19-20.

Ability Score Improvement (Ex)

Starting at 4th level, and at every two levels thereafter, a fighter may increase one ability score by +1. This is a typeless, nonmagical bonus that cannot be changed once made.

Press Advantage (Ex)
Starting at 5th level, a fighter can take the full attack action as a standard action instead of a full round action.

Remarkable Athlete (Ex)

Starting at 7th level, a fighter can add half their level to any Strength, Dexterity, or Constitution check or any untrained skill using those ability scores. In addition the fighter always adds their fighter level to all Acrobatics, Swim, and Climb checks instead of half their level even if they have ranks in those skills.

Indomitable (Ex)

Beginning at 9th level, the fighter may reroll a failed saving throw once per day. They must use the result of the new roll even if it is lower than the first roll. The fighter gains an additional use of this ability at 13th level and a third use per day at 17th level.

Superior Critical (Ex)

At 15th level, all weapons a fighter holds is considered to have a critical threat range of 18-20.

Survivor (Ex)

At 18th level, a fighter is capable of living through any hardship. They gain the fast healing equal to 5 + their Constitution modifier. If a fighter falls unconscious, they lose this ability until they are conscious again.

-----

I'm leaving this as OGL only at the moment.

Doc for Edits, Archetypes (Eldritch Knight/Battle Master)


It has been one day since setting sail from Meeros, sailing due south into the open sea. Trimostones, the elderly merchant and explorer who commissioned this trip, has still not revealed the final destination nor anything about the trade mission itself; he has just gathered a group of loyal crew and bodyguards to aid him in his enterprise.

The weather has been abnormally good, and schools of small blue dolphins leap from the sea alongside the Axenya. Axeneya herself is carved into the front of the vessel and seems to be smiling at the steady horizon. Trimostones turns to the group and says, This is a good sign! Dolphins are the sons and daughters of the goddess Axeneya and this shows she is with us. He is wracked with a severe coughing fit holding up a hand to deny help when it is offered, I suppose it is time to reveal the final destination... it's Iaxos.

There is a silence that falls on the crew and party, Iaxos is infamous in Meeros for being the home of cannibals and demons; and for being the source of a curse that haunts the royal lineage. It's a tale that most have heard at one point or another, but has fallen into obscurity with the passage of time.

The stories you have heard are partially true, Trimostones continues, The inhabitants of the island are the descendants of the rebellion against Mad King Akretes. They are savages now, but once they were civilised. For reasons important to myself and my family, I must travel to Iaxos and its temple to Sariniya, braving these savage lands. The crew may remain with the ship but you, my hired companions, will act as my escort.

This announcement causes a loud murmur around the crew, who are now spinning themselves up by telling more and more fantastic tales they once heard about the island of Iaxos. As the day turns to dusk, the mood of the voyage has fallen dramatically from its peak earlier in the day. The crew remains huddled in cliques talking quietly and shooting looks at the party and Trimostones. Trimstones seems to pay no heed to the crew's behavior, and is currently standing looking at the sunset, but you all feel like if the situation continues to sour there could be trouble.


Ok, we have our first group:

Gaming Ranger as Anathaym (pronounced AN-uh-thaim)
scranford as Kara (phonetic, CAR-uh)
cirle as Mju (pronounced like Mew)
sable as Zamothis (pronounced Zam-OH-this, where "this" is like in "thistle")


Ok, we have our first group:

Gaming Ranger as Anathaym (pronounced AN-uh-thaim)
scranford as Kara (phonetic, CAR-uh)
cirle as Mju (pronounced like Mew)
sable as Zamothis (pronounced Zam-OH-this, where "this" is like in "thistle")


I love this system and wanted to see if there was any interest in running the short introductory adventure here.

Sariniya's Curse is a free pdf using the free Essentials rules on the Design Mechanism's website. It is an adventure based on the classic movie The Golden Voyage of Sinbad where pre-made characters are bringing the merchant Trimostones to an isolated jungle island to cure his bloodline of a curse placed on it.

The adventure is short and sweet, and matches the dangerous but heroic nature of the game. Hopefully you guys would like to give it a try and we can hit the ground running.

This thread is just gauging interest, I'll make a separate recruitment post with details around the plot and pre-made characters if at least 4 people are interested.