| The Savage Storyteller |
This is the Discussion thread for Evernight 3.5e.
The following rules will be used for character creation:
32 Point Buy stats.
Core Books (PHB 3.5, DMG) - no monstrous races
Spell Compedium, Players Handbook 2 and all 7 Complete Books are also available for use.
House rule: Open Lock is considered a subset of Disable Device. Spellcraft is considered a subset of Knowledge(Arcana) for arcane magic and Knowledge(Religion) for divine magic, attempts to identify across magic types, ie. Kn(Arcana) attempting to identify a divine spell, suffer a -5 penalty.
For those of you who wish to have a taste of the savage worlds system, your character may choose 1 Major Hinderance or 2 Minor Hinderances to gain access to a single bonus chosen from the list below.
Minor Hinderances
Anemic - -4 on all saves versus Poisons, Disease and Envornmental Effects (such as extreme cold)
Big Mouth - -5 on all Bluff and Diplomacy checks
Code of Honor - Paladin-like code of ethics (not available to any classes capable of casting divine spells)
Habit(Minor) - Annoying habit gives -2 to all CHA based checks
Impatient - May never delay or ready an action.
Obese - Character is severely overweight +1 Natural Armor, -10' move
speed. May not gain Brawny.
Pacifist(minor) - Will only fight in self defence.
Phobia(minor) - -2 on all attacks, saves and checks when in the presence of your phobia chosen from the following list: (Blood, Darkness, Death, Enclosed Spaces, Heights, Insects, Magic, Rats, Reptiles or Water)
Major Hinerances
Bad Eyes - -4 on all Attacks and visual skill checks concerning a creature or object more than 5' away.
Bad Luck - Automatically fail on all rolls of 2 as well as 1
Elderly - Start 1 age bracket higher(-1 STR DEX and CON, +1 INT WIS and CHA)
Habit(Major) - Heavily addicted, fatigued if deprived of habit for more than 24 hours, Fortitude save every 24 hours thereafter to avoid exhaustion.
Heroic - Cannot say no to a call for help.
Pacifist(Major) - Will not fight any living creature under any circumstance.
Phobia(Major) - -4 on all attacks, saves and checks when in the presence of your phobia chosen from the following list: (Blood, Darkness, Death, Enclosed Spaces, Heights, Insects, Magic, Rats, Reptiles or Water)
Young - -6 Points with which to purchase ability points on creation, count as 1 size category smaller whenever beneficial.
Bonus Abilities
-- Requiremants listed in brackets if needed () --
Arcane Resistance - +2 to armor class and on saves vs magical effects.
Attractive (CHA 15) - +4 on all CHA based checks.
Beastmaster (Animal Companion or Familiar) - Add 2 to your effective level when determining advancement of your animal companion or familiar.
Brawny (STR 13, CON 13) - +4 to STR when determining carrying capacity, +1 Natural Armor.
Common Bond - All assist checks give a +3 bonus instead of a +2.
Danger Sense - +4 bonus on spot and listen checks to detect an ambush/danger.
Dead Shot (DEX 15) - +1 to all ranged attack critical multipliers.
Giant Killer - +4 on attack and damage rolls against larger opponents.
McGyver - +5 on Craft checks to improvise temporary items, +2 on Disable device.
Quick (DEX 13) - Reroll initiative check when rolling 7 or less on a d20(unmodified)
Rapid Recharge - Halve the amount of sleep required each day for the purposes of spell preparation.
Rich - Triple starting funds.
Scholar (INT 15) - Choose 2 Knowledge skills to be class skills and gain +2 on all checks with either.
Tough as Nails (CON 15) - 20% chance to stabilize each round when dying. Gain an additional hit point when healed while dying.
| Mishi |
Ah, awesome. I have a few questions about the setting.
Are we starting as Valusians? If not, then where will the party be from?
Are there any military or guard organisations that would fit a starting character? I'd like to create a heavy-armoured fighter (as I mentioned in the interest thread), and I'm just trying to figure out a good place where he/she would have learned his/her trade, as it were. My initial thoughts were for a guard or a soldier, perhaps. If this wouldn't fit, then I'll think of something else :)
| The Savage Storyteller |
Yes, the group will be starting as Valusians, this meaning that all of the character races except for Gnomes are represented in the area. Gnomes are available as a playable race, however they would never hold a job in Valusia due to overwhelming predjudice. More than anything, this is due to the Great Race Wars in the setting background at the end of which the Gnomes caused the wrath of all the other races at once with the invention of their black powder weaponry.
For a heavily armored fighter, there are 3 major routes available in the setting outside of the standard town guard route.
Red Knights: Holy order of Fighters, Paladins and Rangers dedicated to the primary god of the local pantheon, Solace. Clerics, even those of Solace cannot join this order. They are identifiable by their red tinged skin, caused by the blessing of their god. Primarily a LG group.
The Slayers: Hunters of all things evil, they believe the common folk and nobility to be blind to the dangers of evil. Their one and only mission is to hunt down and annihilate evildoers everywhere, regardless of who or what they may. Mostly made up of Rogues and Rangers with many Fighters and Clerics counted in their ranks. The Slayers have a tendancy towards CG as a group.
The Royal Musketeers: Heavily armed and armored, the Royal Musketeers are an archer's worst nightmare. Fighters, Rangers and stragely, Wizards, are all common in this group of fighters. Especially feared among them are the Orcish Cannoneers, a squad mostly comprised of Half-orcs trained in the use of oversized muskets capable of punching through all but the heaviest of armor and shields. The Musketeers are almost universally LN.
| The Savage Storyteller |
The closest a rogue could get to an organisation is either the Slayers or a thieve's gang. Also AWED, the point of taking a hinderance is so that you can select one of the bonuses from the list. You dont have to if you don't want to, but it would probably be in your interest to do so.
| The Savage Storyteller |
As there were only 6 players who signed up, I shall be running a single group of 6.
As to your choice of class, We have a fighter, a monk, a wizard and a rogue so my suggestion would be for a cleric of some sort. If you have a hard time playing spellcasters, Favored Soul is another healing class but is much easier to play.
| AWED |
Also AWED, the point of taking a hinderance is so that you can select one of the bonuses from the list. You dont have to if you don't want to, but it would probably be in your interest to do so.
Oh, Ops, guess i forgot to read the whole thing, well the bonus is added. Thanks for reminding me.
| The Savage Storyteller |
This Wolvenone I will have more up later. Hey can I get a mod. on a hinderance namely one eye in stead of bad eyes?
You do realise that having a missing eye intead of bad eyes makes the hinderance non-reversible instead of instead of just difficult to mitigate. However if this is your wish, I have no problem with it.
One-Eye - -4 to all attacks and sight related checks requiring depth perception. -2 AC whenever flanked.
This means you no longer have penalties on any reading related checks btw when compared to bad eyes.
| The Savage Storyteller |
Charactrs as they stand:
Wolven One - Shale - Rogue(stats done)
Mishi - Ranah Tiandar - Fighter(Essentially complete)
Rickyflame - Ebenezer the Mad - Monk(Needs to follow house rule rather than SW rules for Edges/Hinderences)
Magnus Magnusson - Nothing as of yet
AWED - Alexander Dakota - Wizard (complete)
As we have not heard back from The Confessor since his one and only post, we shall be running with 5 players.
| Ranah Tiandar |
Ranah reporting in.
I think I've gotten everything for the character sheet now.
If any of the equipment I've got listed isn't ok, then let me know and I'll take it out - I put most of the extra gold into starting equipment, rather than keeping it as coinage. I also changed her skills a little.
Is there any more information you can provide on Solace before we start? Just to help with playing a worshipper of him. :)
| The Savage Storyteller |
Right, everyone seems to be in order, I will be posting the Campaign thread itself in the morning. I have just come off a 17 hour stint at work and am too tired to type that much right now.
Also just to clarify for you folks that took Arcane Resistance, the AC bonus only applies to magical attacks (Ray spells for example)
| Mishi |
Just a couple of questions about the Red Knights and Solace:
What duties do the Red Knights require of members and apprentices (if they have an apprentice level)? I take it that there's leeway for members to carry out other jobs and such?
What does Solace represent? (The sun, I guess, but is there anything else to his portfolio?)
When do his worshippers typically pray to him?
Think that's all I have for now. If I think of more, I'll post 'em up :)
| The Savage Storyteller |
Red Knights are the Valusian equivalents of paladins, with Red Knights Errant (mostly fighters) filling an equivalent role if without the full holy abilities of a paladin.
Solace is a sun goddess as you surmised, and does not really have a portfolio outside of being 'the light bringer' as this is actually a monotheistic world (only 1 god). Her worshippers generally pray to he in the morning and particularly devout ones also pray at midday and/or dusk as well.
If a cleric worships an ideal that is generally chaotic or evil, they are considered to be non-worshippers of Solace and are typically hunted as heretics.
| The Savage Storyteller |
I am looking to grab a SW: Evernight players guide for us to use in pdf format, that should do the trick.
Savage worlds is unique in that the core book is, just that, A core book. All of the setting related material is actually in the setting books themselves. All that really changes to make an Evernight character differnt from say, a Necessary Evil character, are the equipment lists (Fantasy / Modern / Sci-fi) and the flavor specific hinderances and edges.