The Emerald Duke |
Erissa is complete, including physical description now. I took the liberty of assuming that Val would be more likely to be around and kicking in this timeline than Khonir, so I changed the backstory to reflect that. If I am wrong I can change it again as needed. Also operating under the assumption that the war proper ended five years ago. Again, can change if need be.
Storyteller Shadow |
RECRUITMENT OPEN FOR ILL MET IN KARTAKASS - A 5E RAVENLOFT CAMPAIGN
6th Level
Stat Generation: 4d6 drop lowest 6 times, if you roll appallingly you can do 27 point buy as per the PHB.
Races: Let's keep it basic, the residents of Ravenloft are a superstitious bunch, they don't like their monsters right up in their faces...
Feats and Variant Humans are both allowed.
Setting: The Domain of Kartakass (for now)
Gear: As a 6th level character.
Background: You can be a Ravenloft Native or a resident of any other world who wandered in through the mists. The campaign is just kicking off so this is a pretty good time to jump on board.
Firearms:
Renaissance Firearms & explosives are available, but rare, and are treated as Martial Ranged Weapons, stats in the DMG p268. Note that when you run out of ammmo it may be some time before you can re-up your supply so be prudent.
I will keep Recruiting open until May 25th. Click on my profile to view the current PCs if you wish.
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Glad to see there is some interest here. I'll accept submissions as late as Midnight tomorrow EST.
Friday I'll tally the submissions and likely by Saturday night, have my selection. I might take two...
CariMac |
I just need to wrap up some stuff for my other games tonight and I can finish off my Iron Gods character and whip up one for Ravenloft as well.
I love how you can just whip a character up. It took me almost a week to get mine figured out, and she's pretty basic. I wish I had so many game systems in my head.
Reverend Rob |
Reverend Rob wrote:Hey, horses are decent combatants until like level 3. I actually once saw a podcast where a horse saved the party from a TPK during an encounter in Kingmaker.Also, the Pioneer trait gives me a horse. I suppose it's a light horse. Combat horse, maybe? Idk, it's free anyway... and it's going to die on the very first session... :P
I've got a thing with horses in games, they don't usually last long, and I don't know why.
Usually someone steals my horse, but one of them died of starvation, a pair of them had to be left behind because they couldn't go through where we were walking, one was eaten by undead which we previously had turned, and another was killed by a barbarian's axe when the DM decided I was doing too much damage with Spirited Charge and a lance.
Given the experience, my druids and paladins tend to exchange their animal companions for any other feature avaliable (even when I played D&D I asked the DM for something else).
Storyteller Shadow |
Recruitment is still OPEN for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Assamite
The catch one of the following two characters has to be played (at least at this time):
Durdona Checheg 8th Generation Childe of El Cid.
OR
Giovanni Dal'este 7th Generation Childe of Lord Bajazet al Nasir.
I am considering allowing Childer of these two Vampires if a PC wants to create a new character from scratch...
Ken Marable |
Here is my submission for 5e Ravenloft:
Krutt Coaltongue, Dwarf pugilist - washed up ex-cop city watch who's too old for this. ;)
Thank you for your consideration!
Also, forgot for fun, random trinket:
1d100 ⇒ 62
Dark Powers |
I'll give a ONE day extension on submission for the Ravenloft campaign to the 26th.
As it seems some submissions are almost but not quire complete. Midnight tomorrow is the new deadline.
Since I am (somewhat} prejudicing those who got a submission in tonight, I will take 2 for this game. It could use a little extra juice.
Spazmodeus |
RECRUITMENT OPEN FOR ILL MET IN KARTAKASS - A 5E RAVENLOFT CAMPAIGN
6th Level
Stat Generation: 4d6 drop lowest 6 times, if you roll appallingly you can do 27 point buy as per the PHB.
Races: Let's keep it basic, the residents of Ravenloft are a superstitious bunch, they don't like their monsters right up in their faces...
Feats and Variant Humans are both allowed.
Setting: The Domain of Kartakass (for now)
Gear: As a 6th level character.
Background: You can be a Ravenloft Native or a resident of any other world who wandered in through the mists. The campaign is just kicking off so this is a pretty good time to jump on board.
Firearms:
Renaissance Firearms & explosives are available, but rare, and are treated as Martial Ranged Weapons, stats in the DMG p268. Note that when you run out of ammmo it may be some time before you can re-up your supply so be prudent.I will keep Recruiting open until May 25th. Click on my profile to view the current PCs if you wish.
Just checking for gear, is this a low, standard or high magic campaign? Also, average hp after 1st?
Uh oh....post 666!
CariMac |
Shadow. I know you don't review submissions until after the submission window closes. If you have a sec could you, or anyone who is familiar with 5E, take a look at my Ravenloft submission and make sure I'm not missing anything really obvious, I'd really appreciate it.
Storyteller Shadow |
Storyteller Shadow wrote:RECRUITMENT OPEN FOR ILL MET IN KARTAKASS - A 5E RAVENLOFT CAMPAIGN
6th Level
Stat Generation: 4d6 drop lowest 6 times, if you roll appallingly you can do 27 point buy as per the PHB.
Races: Let's keep it basic, the residents of Ravenloft are a superstitious bunch, they don't like their monsters right up in their faces...
Feats and Variant Humans are both allowed.
Setting: The Domain of Kartakass (for now)
Gear: As a 6th level character.
Background: You can be a Ravenloft Native or a resident of any other world who wandered in through the mists. The campaign is just kicking off so this is a pretty good time to jump on board.
Firearms:
Renaissance Firearms & explosives are available, but rare, and are treated as Martial Ranged Weapons, stats in the DMG p268. Note that when you run out of ammmo it may be some time before you can re-up your supply so be prudent.I will keep Recruiting open until May 25th. Click on my profile to view the current PCs if you wish.
Just checking for gear, is this a low, standard or high magic campaign? Also, average hp after 1st?
Uh oh....post 666!
Low, Ravenloft generally is. I'll equip new PCs with DM special Gear as well as the standard gear.
I always do a choice on HP - Roll OR 1/2+1. Player choice.
Storyteller Shadow |
Submissions wrote:Wastelands Map...
Freedom Charter
Game Setting wrote:A brief explanation of the setting as I am envisioning it. Guns are Advanced because we have move 50 years into the future of the Timeline.
The events of IronFang Invasion led to a destructive explosion that wiped out Nirmathas and caused great devastation to the surrounding lands. This explosion in turn freed the Whispering Tyrant from his prison.The burgeoning Kingdom of the Freelands (Kingmaker) recognized the dangers as the Orcs commanded by the Tyrant once again invaded much of Ustalav with what appeared to be the intent of heading even farther east. The new Council journeyed into Numeria seeking weapons with which to combat the evils of the Tyrant now that much of the strength of Lastwall was spent. There they discovered that Firearms could be produced on a mass scale, if the investment was made.
With the aid of the King of Brevoy the furnaces began to churn out firearms and gunpowder on a massive scale. These weapons turned the tide and pushed the invaders back into the Hold and the Gallowspires. This did not of course come without great loss of life and resources and was a long struggle which ended only recently.
Then the creatures came... invaders from Numeria into the Freelands. Another war the young Kingdom could not afford. With the heroes who founded it old beyond their adventuring years, they will need new heroes to aid them and investigate why their neighbors from the north are invading and if they are not, what exactly is taking place.
First of course, they will need to clear out the creatures that have come south looking for trouble...
Guns Everywhere wrote:Guns Everywhere: Guns are commonplace. Early firearms are seen
Next Wednesday I have an overnight for a business trip, I'll be at my hotel by 4 or 5 PM. After I eat, I'll take that night off from updating active campaigns and flesh and sketch for the Magnificent Seven game.
I forsee the Magnificent Seven game going live June 3rd as I have my last D&D table top game until the Fall on the 2nd.
Dark Powers |
Ravenloft Submissions Thus Far
Ken Marable - Mountain Dwarf Pugilist
CariMac - Carella Fletcher
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Interest Expressed:
Spazmodeus.
Storyteller Shadow |
Let's say I was to Recruit for a Forgotten Realms Evil Campaign, not saying I am but I am kicking the idea of running my table top game here on the boards to see how things would play out any preference for Pathfinder vs. 5E?
The game would start circa 1357 in Zhentil Keep with 0th level characters.
Teiidae |
Hey Storyteller would you allow me to reskin this trait for my reptoid gundslinger?
Carefully hidden. The flavour is there for a reptoid to remain hidden.
Storyteller Shadow |
Hey Storyteller would you allow me to reskin this trait for my reptoid gundslinger?
Carefully hidden. The flavour is there for a reptoid to remain hidden.
Sure, let me see what you come up with :-)
Elaris |
OK all done. Here's Spazmodeus' 5e submission.
Forgive me SS, I recycled a previous 5e character for speeds sake, plus I really like the background etc I wrote for this one. She's not from Golarion, but Ravenloft touches all kinds of places so I figured it would be ok :)
If it's ok I took thieve's tools as one of her tool proficiencies. She's not a thief, just likes to go where she wants...
Storyteller Shadow |
OK all done. Here's Spazmodeus' 5e submission.
Forgive me SS, I recycled a previous 5e character for speeds sake, plus I really like the background etc I wrote for this one. She's not from Golarion, but Ravenloft touches all kinds of places so I figured it would be ok :)
If it's ok I took thieve's tools as one of her tool proficiencies. She's not a thief, just likes to go where she wants...
No worries on that front Spaz, I do it ALL the time when I am submitting characters. Sounds good, I don't mind a little off class skill set, makes for a more unique character.
Oh, Background is fine for me. I'll take a PC from ANY known D&D or Pathfinder world.
Storyteller Shadow |
RECRUITMENT OPEN FOR the Magnificent Seven - All Gunslingers Kingmaker into Iron Gods AP
Character Generation
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Pathfinder rules.
1. 25 Point Buy.
2. 2nd Level.
3. Max HP 1st level. Roll or 1/2+1 thereafter.
4. 1000gp starting wealth.
5. 200gp bonus for firearm related costs.
6. Guns Everywhere rules in effect.
6a. Note. That means that all firearms and ammunition costs 10% of the listed price.
7. All 3PP Archtypes welcome.
8. I will allow most races but reserve the right to say no if it's too far out there.
9. Background Skills will be used.
10. Two Traits: The Traits should be chosen from Iron Gods Kingmaker or from the Homebrew Traits I posted for the Wastes and Freedom. One Drawback is allowed if it fits the theme of the character. That Drawback can be used to purchase traits outside of these lists. I created new Drawbacks as well.
10a. Ignore the backgrounds of the Campaign Traits and only take the crunchy bits. (source)
11. I will allow alternate submissions on a case by case basis where the build lends itself towards a Gunslinging concept.
11a. Multi-classing is acceptable but I would like 50-55% of the levels to be Gunslinger or a Archetype/Iteration of that class.
12. Characters can be from wherever they want but I will be staring the game I think in the River Lands.
12a. Note that ALL PCs will know one another having adventured in the Wastes at first level (I will create the synopsis of what took place). The group will be taking a well deserved break in the town of Last Stop (see the map I linked above).
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Note the following change:
Submission Deadline: May 30th
Selections made May 31st or June 1st
Game Begins (Tentative) June 3.
Players: 7
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Due to a PM request, I have extended the deadline for submission by two more days. By midnight EST on the 30th have your Submission ready. I'll grant no further extensions.
Dark Powers |
Ravenloft Recruitment OFFICIALLY CLOSED
Ken Marable - Mountain Dwarf Pugilist
CariMac - Human Witch
Spazmodeus - Half-Elf Female Bard
I will make selections tomorrow. Thank you!
Sapiens |
@Submissions: Alsande is complete, by the by. As soon as his crunch is merged with these.
Hello, my son. I'm sorry that I won't be there to welcome you to the world, but that's the way with us androids. And I'm sorry that you have to be born here, in a lonely ruin. I thought I had time for one last trip. Last mistake I'll ever make. It should be safe, however. I deactivated the guardians.
You will feel weird in my body at first. I remember I did. But it will be your body. It will house your precious soul, my boy, and it will serve you well.
In my bag you'll find some letters for you, and books teaching you about the world. You'll know how to read them, just as you'll know how to move. I hope that they'll help you in this harsh world. And I leave you my gun, which I put together myself using Numerian wrecks. I hope it will keep you safe.
My time is coming, my boy. My soul will leave this body, and yours will take its place. Make me proud, have a brilliant life. With my last act, should you accept it, I would gift you with a name, Alsande. He was a dear friend of mine. Goodbye, my boy.
Alsande's Diary
Day 13
I have finished reading all of Father's books. It looks like there are many secrets hidden in the world. The origin of this gun he left me, for example. It's unknown how most parts work, yet with the understanding of engineering I gained from the texts I managed to make it work. I think that I'll enjoy tinkering. I explored outside of this room today. Apparently, this place was once a temple, holding a powerful magic tome. There is debris blocking the way further, but there also is an exit.
Day 15
Unlike alchemy, the creation of black powered is inherently non-magic, not any more than a stew is. The reagents bind themselves by acting synergically, not according to magical properties note: I still can't manage to make a proper alchemist's fire or sympathy. Just as sugar can liquefy and coalesce into caramel, so saltpeter and sulfur merge into a substance with different properties.
On a related note, the way forward is now open. Also, I have scorched off my eyebrows and part of my hair. I shall measure their growth, but according to Father's note it should be somewhat slow
Day 18
Got the tome, but it's in a language I can't understand, not even with Father's books. As food is starting to grow scarce, I believe it to be time to head for a town, to ask for help with the translation and resupply.
Day 471
Whatever metal makes up the walls of this particular NUmerian ruin is exceptionally good at heat dissipation. As I ducked behind a plate of it to avoid Herbert's fireballs, it hardly warmed up. Should I find a way to work it, it could be used to make heat-proofing armor. note: how to cut a metal that is impervious to heat? Acid? Diamond blades?
On a related note, Herbert is dead. He was so busy trying to blast me away that he didn't notice me sneaking inside a maintenance access. One good hit with Father's gun was all he took.
Teiidae |
LE Medium Humanoid (Reptilian, Shapechanger)
Init: +2 Senses: Low light vision, Perception +4
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DEFENSE
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AC 16 touch 12 flat-footed 14 (+4 Armour, +2 Dex, +0 Shield, Natural Armour +0, Misc +0)
hp 16(2d10)
Fort +3, Ref +3, Will 0
Resistances:
+2 racial saving throw bonus against mind-affecting effects and poison, +2 trait bonus to saving throws versus divination effects.
------------------------------
OFFENSE
------------------------------
Speed
.30ft base land speed
Melee
.Masterwork bayonet +4(1d6+1/x2)
Ranged
.Mastwork double barrel shotgun +5(1d8+2/x2) 175 Metal cartridges bullets and 30 Metal cartridges pellets.
.Double tap +1(2d8+2/x2) or (4d8+2/x2) 20ft, 175 Metal cartridges bullets and 30 Metal cartridges pellets.
------------------------------
STATISTICS
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Str: 12 Dex: 14 Con: 14 Int: 17 Wis: 8 Cha: 10
Base Atk +2; CMB +3 CMD 15
Traits
..Stargazer: You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.
..To the Ends of the Earth – Your adventurer is used to surviving in harsh environments.
Benefit – The PC can survive 3 days plus a number of hours equal to his Constitution score before taking non-lethal damage from lack of water. The PC can also endure heat – add double your Constitution score to your hit points when sustaining damage in a hot environment before being forced to make a Fortitude saving throw.
..Covert agent: You're a secret agent, you have a talent for blending into local governments, toppling them when the time is right for invasion. Not even tinfoil can protect others your guise. +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Drawback
..Lyin’ Eyes - Lies just don’t come easy to this adventurer. That sounds all good and noble, but often causes problems when dealing with more nefarious types.
Penalty - -2 on Bluff checks.
Feats
..Technologist
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Skills
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Class skills=ranked skills
..Acrobatic +7 (Ability +2, Ranked +2, Class +3)
..Bluff +5 (Ability +0, Ranked +2, Class +3)
..Climb +5 (Ability +0, Ranked +2, Class +3)
..Disable device +8 (Ability +2, Ranked +2, Class +3, +1 misc )
..Heal -1 (Ability -1)
..Intimidate +4 (Ability +0, Ranked +1, Class +3)
..Knowledge Local +8 (Ability +3, Ranked +2, Class +3)
..Perception +4 (Ability -1, Ranked +2, Class +3)
..Survival +4 (Ability -1, Ranked +2, Class +3)
..Swim +0 (Ability +0 )
Background skills
..Craft Mechanics +8 (Ability +3, Ranked +1, Class +3)
..Knowledge Engineering +8 (Ability +3, Ranked +2, Class +3)
..Linguistics +7 (Ability +3, Ranked +1, Class +3)
..Knowledge Geography +10 (Ability +3, Ranked +1, Class +3, +3 Trait)
Armour Check Penalty: -2 to certain skills:
Acrobatics
Climb
Disable Device
Escape Artist
Fly
Stealth
Swim
Non-Standard Skill Bonuses
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GEAR/POSSESSIONS
------------------------------
Combat Gear:Masterwork Double-Barrel Shotgun, Masterwork Bayonet, Masterwork Chainshirt, 175 preloaded metal cartridge (bullets), 30 preloaded metal cartridge (pellets)
Worn Gear: Weathered brown duster, Tarnished marshal badge.
Other gear/Inventory Journal, Canteen full of water, 10 day trail rations, Gunsmith's kit.
Carrying Capacity
Light lb. Medium lb. Heavy lb.
Current Load Carried lb.
Coins Gp:16 Sp:05 Cp:00
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SPECIAL ABILITIES
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[spoiler=Special Abilities]
Low-Light Vision: Reptoids can see twice as far as humans in dim light.
Scales: When in its natural form, a Reptoid has a +1 natural armor bonus.
Cold-Blooded (Ex): Reptoids receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Natural Weapons (Ex): When in its natural form, a Reptoid has a bite attack and two claw attacks that deal 1d3 points of damage each.
Change Shape (Su): A Reptoid can assume the appearance of a specific single Medium humanoid. The Reptoid always takes this specific form when it uses this ability. The Reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the Reptoid does not adjust its ability scores. A Reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.
Mental Potency (Ex): A Reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1. For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). This ability stacks with the mesmerist’s ability of the same name.
Grit (Ex):
A mechanist uses her smarts to get by. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Intelligence. In addition, all deeds that use Wisdom to determine effects use Intelligence.
Mechanical Aptitude (Ex):
At 1st level, the mechanist adds Disable Device to her list of class skills. In addition, the mechanist gains the trapfinding ability, with her effective rogue level equal to her mechanist level. This means she can disable magical traps, and she gains a bonus equal to half her mechanist class levels (minimum +1) to Perception checks to notice traps and to Disable Device checks.
Engineering Knowledge Is Power (Ex):
At 1st level, if the mechanist has one rank in Knowledge (engineering), she can spend a swift action to increase the damage done by her firearms by +1 for one round. For every 5 ranks of Knowledge (engineering) the mechanist possess, this bonus increase by +1, to a maximum of +5 at 20 ranks. By spending a grit point as a part of the swift action, she may double this bonus for one round.
Deeds:
Techslingers have access to all gunslinger deeds, except as noted below for new deeds that replace standard gunslinger deeds.
Covet Charge (Ex) At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
Reliable (Ex) At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
Gun Training (Ex):
Starting at 1st level, a gunslinger can select one specific type of firearm: Double barrel shotgun.
Going to make his appearance and backstory soon.
william Nightmoon |
Let's say I was to Recruit for a Forgotten Realms Evil Campaign, not saying I am but I am kicking the idea of running my table top game here on the boards to see how things would play out any preference for Pathfinder vs. 5E?
The game would start circa 1357 in Zhentil Keep with 0th level characters.
Pathfinder, sorry, I just find 5E far too focused in combat. I have no fun wit just combat games, and I like having a difference between healing and light damage.
And being a Massive Drzzt fan, I will make you proud... Heheh...
Dark Powers |
Ravenloft Selections:
CariMac - Human Witch
Spazmodeus - Half-Elf Female Bard
Spaz and Cari, please report to the Discussion thread.
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Sorry Ken, I set you a PM regarding this. Feel free to PM me back.
Storyteller Shadow |
Quick question: savage tech barbarians get "Crack Shot" at lvl 5 which gives them dex to damage with guns when raging. Would that still wait til lvl 5 or should I take that now since it's functionally similar to "Gun Training"?
I'll have to delve into this one. Once Recruitment is closed this will be a loose end I'll tie up.
Storyteller Shadow |
Storyteller Shadow wrote:Let's say I was to Recruit for a Forgotten Realms Evil Campaign, not saying I am but I am kicking the idea of running my table top game here on the boards to see how things would play out any preference for Pathfinder vs. 5E?
The game would start circa 1357 in Zhentil Keep with 0th level characters.
Pathfinder, sorry, I just find 5E far too focused in combat. I have no fun wit just combat games, and I like having a difference between healing and light damage.
And being a Massive Drzzt fan, I will make you proud... Heheh...
NO game I run will ever JUST be a combat game so not to worry there.