Nate's New Sunday Night Game
Nate's New Sunday Night Game
Running EXP total per character: 9198
This thread is for my new Sunday night game, which will run opposite of Rigon's Sunday game. We will start on 1-23-11. Check here for rules and etc.
As stated in my previous thread, I plan to run this as close to by the book as I can. There are two big reasons I want to play by the book: 1) I want to allow the "organic" development of house rules based upon the situation and the party; and 2) I often find that I want to resort to a predefined rigid set of rules, but in this game I want to experiment with using ambiguities in the rules to create more enjoyable sessions.
To keep the game moving, I ask that discussion on rulings be brief. More detailed and civil discussion can be had here following the game.
Rules for Character Generation:
---Attributes: Per the book roll 3d6 and arrange as desired. If your cumulative bonus from attributes before racial modification is less than 2 you can re-roll the entire attribute set.
---Gold: Roll for random gold.
---Alignments: All alignments allowed subject to the following: 1) No PC v. PC killing, theft, etc. 2) You can use your alignment to justify pleasant and role-play limited discourse amongst the party in order to develop character and back story, and 3) if a single player has a problem with allowing evil alignment, following rules 1 or 2, or breaks rules 1 or 2, evil alignments will be instantly banned and modified to neutral. These rules can be best summarized as follows: Do not use alignment as an excuse to ruin another player's game experience, even if it the character's actions are consistent with his/her alignment. This is my first attempt at allowing open alignments, but I am leery about the consequences of doing so.
---Multi-classing: the two options from the 4th printing.
---Starting HP: Max at first level, thereafter, roll for all hit points.
Critical Hits/Fumbles: No set rule. In the spirit of the rules, heroic actions will yield heroic results. So tell me and describe for me what you are trying to do and rewards may follow.
Encumbrance: Not strictly enforced. Too much number crunching. Be practical. If you really are going to carry out that chest of gold coins that weighs 100 pounds, you better be ready to explain how.
Movement: By the book.
Combat: By the book. Note I am allowing the combat maneuvers from the CKG. See. p. 256.
Stacking: This is where I will not go by the book. Follow 3E stacking rules for magic items, effects, etc.
Pantheons: The core pantheon is mixed. Here are the core gods: Bahamut (LG), Tempus (LN), Oghma (N), Asmodeus (LE), Obad-Hai (N, Magic/Nature), Corellon (CG, another aspect of magic), Cyric (CE, Destruction), Vecna (NE, Death). Don't assume the gods follow every aspect of the main source they come from. Each gods portfolio/domain/etc. is expanded to include other portfolios.
Centuries ago the core gods were at war and nearly destroyed the world. In order to save their followers and thus their "fuel for existence" the gods agreed to no longer directly involve themselves in the affairs of mortals. Cyric of course violates the pact every chance he can. Vecna and Asmodeus "bend the rules" of the pact. Bahamut, Tempus, Corellon trust that the good of man will prevail and always trump evil without direct involvement.
There are other gods present, but for the most part those gods are just other names or aspects of the current gods. For example, in another country/region Tyr exists but is actually Bahamut. Whether the worshipers of Tyr or Bahamut realize this is another matter and often leads to confrontations between the various faiths. Think of this as the various factions of Christianity that argue about whose interpretation of the Bible is correct. Because "good" and "lawful" deities are not directly involved in the affairs of mortals, they let the mortals sort it out even if horrible atrocities are carried out in their name. (Think the crusades and witch hunts.) Cyric and Vecna don't bother to correct their followers understanding because the death and destruction that follows benefits their cause.
The purpose of the above pantheon is to create a core pantheon, but allow players to elect any god they want with the understanding that the god they select will be "aligned" or "matched" with one of the core gods. This has the effect of making it so that I do not have to know 100+ gods and still offer some variety to you the players.
If my plan to proceed by the book as much as possible "blows" let me know and we can modify it as we go.
Got questions about specific rules ask away.
This thread is for my new Sunday night game, which will run opposite of Rigon's Sunday game. We will start on 1-23-11. Check here for rules and etc.
As stated in my previous thread, I plan to run this as close to by the book as I can. There are two big reasons I want to play by the book: 1) I want to allow the "organic" development of house rules based upon the situation and the party; and 2) I often find that I want to resort to a predefined rigid set of rules, but in this game I want to experiment with using ambiguities in the rules to create more enjoyable sessions.
To keep the game moving, I ask that discussion on rulings be brief. More detailed and civil discussion can be had here following the game.
Rules for Character Generation:
---Attributes: Per the book roll 3d6 and arrange as desired. If your cumulative bonus from attributes before racial modification is less than 2 you can re-roll the entire attribute set.
---Gold: Roll for random gold.
---Alignments: All alignments allowed subject to the following: 1) No PC v. PC killing, theft, etc. 2) You can use your alignment to justify pleasant and role-play limited discourse amongst the party in order to develop character and back story, and 3) if a single player has a problem with allowing evil alignment, following rules 1 or 2, or breaks rules 1 or 2, evil alignments will be instantly banned and modified to neutral. These rules can be best summarized as follows: Do not use alignment as an excuse to ruin another player's game experience, even if it the character's actions are consistent with his/her alignment. This is my first attempt at allowing open alignments, but I am leery about the consequences of doing so.
---Multi-classing: the two options from the 4th printing.
---Starting HP: Max at first level, thereafter, roll for all hit points.
Critical Hits/Fumbles: No set rule. In the spirit of the rules, heroic actions will yield heroic results. So tell me and describe for me what you are trying to do and rewards may follow.
Encumbrance: Not strictly enforced. Too much number crunching. Be practical. If you really are going to carry out that chest of gold coins that weighs 100 pounds, you better be ready to explain how.
Movement: By the book.
Combat: By the book. Note I am allowing the combat maneuvers from the CKG. See. p. 256.
Stacking: This is where I will not go by the book. Follow 3E stacking rules for magic items, effects, etc.
Pantheons: The core pantheon is mixed. Here are the core gods: Bahamut (LG), Tempus (LN), Oghma (N), Asmodeus (LE), Obad-Hai (N, Magic/Nature), Corellon (CG, another aspect of magic), Cyric (CE, Destruction), Vecna (NE, Death). Don't assume the gods follow every aspect of the main source they come from. Each gods portfolio/domain/etc. is expanded to include other portfolios.
Centuries ago the core gods were at war and nearly destroyed the world. In order to save their followers and thus their "fuel for existence" the gods agreed to no longer directly involve themselves in the affairs of mortals. Cyric of course violates the pact every chance he can. Vecna and Asmodeus "bend the rules" of the pact. Bahamut, Tempus, Corellon trust that the good of man will prevail and always trump evil without direct involvement.
There are other gods present, but for the most part those gods are just other names or aspects of the current gods. For example, in another country/region Tyr exists but is actually Bahamut. Whether the worshipers of Tyr or Bahamut realize this is another matter and often leads to confrontations between the various faiths. Think of this as the various factions of Christianity that argue about whose interpretation of the Bible is correct. Because "good" and "lawful" deities are not directly involved in the affairs of mortals, they let the mortals sort it out even if horrible atrocities are carried out in their name. (Think the crusades and witch hunts.) Cyric and Vecna don't bother to correct their followers understanding because the death and destruction that follows benefits their cause.
The purpose of the above pantheon is to create a core pantheon, but allow players to elect any god they want with the understanding that the god they select will be "aligned" or "matched" with one of the core gods. This has the effect of making it so that I do not have to know 100+ gods and still offer some variety to you the players.
If my plan to proceed by the book as much as possible "blows" let me know and we can modify it as we go.
Got questions about specific rules ask away.
- LordSeurek
- Greater Lore Drake
- Posts: 2879
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Re: Nate's New Sunday Night Game
Name: Zaragoth
Race: Halforc
Alignment: Neutral
Patron: Oghma
Class/Level: Cleric 3
Languages: Common, Orc, Goblin
Physicals: male, 6 ft , 192 lbs, black hair, green eyes
Age: 22 years old
EXP: 5909/9001
Ability Scores: (See below for raw rolls plus racial modifications)
STR: 16 (+2) Prime
DEX: 9 (--)
CON: 14 (+1)
INT: 7 (-1)
WIS: 16 (+2) Prime
CHA: 9 (--)
Info:
HP: 23/23
AC: 20 (Full Plate Armor, Expert Med Wooden Shield)
BtH: +1
Atts/Rd: 1
Speed: 25 ft (Right knee shattered when 9 yrs old - never healed properly)
Size: Medium
Weapons:
Expert Wolf Spear: 1d20+4 Damage: 1d8+2
Dagger: 1d20+3 Damage: 1d4+2
Clothing:
Full Plate Armor (AC +8)
Expert Medium Wooden Shield (AC +2)
Normal Helm
Heavy Boots
Leather Gloves
Large Belt Pouch
Special Items/Notes:
Holy Symbol of Oghma
Prayer Beeds
3 Copper Rings (loops) in Left Ear
Strange tattoo on lower back. Zaragoth has no idea as to its meanging or how it got there.
7 vials of holy water
Magic Items:
Scroll of Command
Staff of Striking (11 charges): This oaken staff is the equivalent of a +3 magic weapon.(If weapon vs. armor type adjustment is made, the staff of striking is always treated as the mast favorable weapon type vs. any armor.) It causes 4-9 (d6+3) points of damage when a hit is scored. This expends a charge. If 2 charges are expended, bonus damage is doubled (d6+6); if 3 charges are expended, bonus damage is tripled (d6+9). No more than 3 charges can be expended per strike. The staff can be recharged.
Divine scroll (Command)
Equipment:
Backpack
winter blanket
water canteen
flint and steel
iron kettle
tankard
hemp rope
rations (1 week)
tea leaves (5 lbs)
torch(10)
whetstone
Racial Abilities:
Darkvision: Can see in complete darkness for up to 60 ft.
Enhanced Sense of Smell: Can detect creatures 30 ft (or 60 ft if downwind)
Martial Prowess: +1 AC when not wearing armor
Resitant to Disease: +2 to all saves vs Disease
Clerical Traits:
Spells
Turn Undead
Spells: 4/3/2 (Can Spontaneously cast cure spells)
Typical Spells Selected Per Day:
0: Detect Magic X2, First Aid X2
1: Sound Burst X2, Sanctuary
2: Hold Person, Silence
Coinage:
PP: 0
GP: 500
SP: 6
CP: 6
***Rolls: 16 9 11 13 7 16
Racial: +1 Str, +1 Con, -2 Cha
Str 15 +1(Racial) = 16 (+2)
Dex 9 (---)
Con 13 (+1 Racial) = 14 (+1)
Int 7 (-1)
Wis 16 (+2)
Cha 11 (-2 Racial) = 9 (---)
Race: Halforc
Alignment: Neutral
Patron: Oghma
Class/Level: Cleric 3
Languages: Common, Orc, Goblin
Physicals: male, 6 ft , 192 lbs, black hair, green eyes
Age: 22 years old
EXP: 5909/9001
Ability Scores: (See below for raw rolls plus racial modifications)
STR: 16 (+2) Prime
DEX: 9 (--)
CON: 14 (+1)
INT: 7 (-1)
WIS: 16 (+2) Prime
CHA: 9 (--)
Info:
HP: 23/23
AC: 20 (Full Plate Armor, Expert Med Wooden Shield)
BtH: +1
Atts/Rd: 1
Speed: 25 ft (Right knee shattered when 9 yrs old - never healed properly)
Size: Medium
Weapons:
Expert Wolf Spear: 1d20+4 Damage: 1d8+2
Dagger: 1d20+3 Damage: 1d4+2
Clothing:
Full Plate Armor (AC +8)
Expert Medium Wooden Shield (AC +2)
Normal Helm
Heavy Boots
Leather Gloves
Large Belt Pouch
Special Items/Notes:
Holy Symbol of Oghma
Prayer Beeds
3 Copper Rings (loops) in Left Ear
Strange tattoo on lower back. Zaragoth has no idea as to its meanging or how it got there.
7 vials of holy water
Magic Items:
Scroll of Command
Staff of Striking (11 charges): This oaken staff is the equivalent of a +3 magic weapon.(If weapon vs. armor type adjustment is made, the staff of striking is always treated as the mast favorable weapon type vs. any armor.) It causes 4-9 (d6+3) points of damage when a hit is scored. This expends a charge. If 2 charges are expended, bonus damage is doubled (d6+6); if 3 charges are expended, bonus damage is tripled (d6+9). No more than 3 charges can be expended per strike. The staff can be recharged.
Divine scroll (Command)
Equipment:
Backpack
winter blanket
water canteen
flint and steel
iron kettle
tankard
hemp rope
rations (1 week)
tea leaves (5 lbs)
torch(10)
whetstone
Racial Abilities:
Darkvision: Can see in complete darkness for up to 60 ft.
Enhanced Sense of Smell: Can detect creatures 30 ft (or 60 ft if downwind)
Martial Prowess: +1 AC when not wearing armor
Resitant to Disease: +2 to all saves vs Disease
Clerical Traits:
Spells
Turn Undead
Spells: 4/3/2 (Can Spontaneously cast cure spells)
Typical Spells Selected Per Day:
0: Detect Magic X2, First Aid X2
1: Sound Burst X2, Sanctuary
2: Hold Person, Silence
Coinage:
PP: 0
GP: 500
SP: 6
CP: 6
***Rolls: 16 9 11 13 7 16
Racial: +1 Str, +1 Con, -2 Cha
Str 15 +1(Racial) = 16 (+2)
Dex 9 (---)
Con 13 (+1 Racial) = 14 (+1)
Int 7 (-1)
Wis 16 (+2)
Cha 11 (-2 Racial) = 9 (---)
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
Re: Nate's New Sunday Night Game
I'll go with a ranger if that's OK.
Do you want us to roll up characters on our own or will we be doing it as a group?
Do you want us to roll up characters on our own or will we be doing it as a group?
Re: Nate's New Sunday Night Game
How many players do we have? I want to make a race/class to fill in any gaps. I would like to stay away from creating a magic user because I am not that familiar with the rules yet, but I would also prefer not to play just a fighter (but I will if it is required.)Demiurge wrote:I'll go with a ranger if that's OK.
Do you want us to roll up characters on our own or will we be doing it as a group?
I was thinking maybe a Elven Rogue? If I have to play a fighter, I will likely be choosing the Dwarf as my race.
Re: Nate's New Sunday Night Game
I'm playing a Fighter, but my attendance will be spotty, so having another fighter may be a good idea.
Edit: My PC (Updated AFTER 9/16/2012 session)
Name: Sir Jaster Mcgrey, Honored Knight of Veluna
Race: Human
Alignment: Chaotic Good
Class/Level: Knight-Templar of Tempus (Knight/Cleric) 9/4
Languages: Common
Physicals: male, 5 ft 10 in, 177 lbs, Dirty Blonde hair, Green eyes, 26 years old
EXP: 350,001 (150,001) always add 50,000 to whatever Nate says is current XP total.
STR: 18 (+3)
p DEX: 17(+2)
CON: 11 (+0)
INT: 08 (-1)
p WIS: 10(+0)
p CHA: 17 (+2)
HP: 58
AC: 28: +3 Full Plate and +3 Large Steel Shield (Masterwork)
BtH: +8
Atts/Rd: 1
Speed: 30 ft
Size: Medium
Weapons:
Long Sword Dragonslayer versus Silver. +2/+4.
+2 Flaming Sword (adds 1d6 Fire, +2d6 versus Cold-based Creatures
+2 Bastard Sword of Giant Slaying
+3 Long Spear
Large Mace (Masterwork) +1 1d10
Bastard Sword (Masterwork) 1D10 (1d12 if used 2-handed)
Dagger (Masterwork) (+0/1d4/10 ft)
Double HVY Crossbow, shoots half distance
Pole Arm, Bardiche (Masterwork) 2d4
Quiver of Bolts x12 (Masterwork)
Hvy Lance (Masterwork) x3
Magic Items:
Ring of Free Action
*Ring of Sustenance (not currently wearing)
Ring of Mind Shielding.
Wand of fear - 44charges
Potion of Heal x3
Potion of Haste
Potion of Storm Giant STR
Potion of Death Ward from Fulgrim. (USED)
Potion of Cure Serious
Potion of Cure Critical
Potion of Red Dragon Control (Carrying, do not "own)
Potion of Lesser Restoration x2 (400 GP each)
Scroll of Remove Curse (500 GP)
Potions of Neutralize Poison x2 (600 GP each)
Wand of Cure Light Wounds (50 charges)
Scroll of Command
Scroll of Protection Versus Alignment
Scroll True Seeing, Resist Fire, Neutralize Poison
Scroll of Dispel Magic, Flamestrike, Tongues
Book of Infinite Spells, Page 4, Meteor Swarm, use 1/day, 20% chance for page to turn.
Gems: 4 Black Tourmalines and 1 Violet Garnet.
Racial Traits:
Select 3 Primes.
Misc. Equipment
Star Badge, symbol of my Knighthood.
Backpack
-50 ft rope
-Tinder box
-Mortar & Pestle
-Pitons
Large Belt Pouch
-Flint & Steel
-Whetstone
Waterskin
Hammer (work)
Mirror, metal.
Pick
Axe (for wood, etc...)
Crowbar
Shovel
Grappling Hook
1 LBS Wax
Holy Water x6
Holy Symbol, Silver (Continual Flame at level 8th level)
Flasks of Oil x6
Small Tent
Bedroll
Rations x7
Orisons:
Detect Magicx2
Endure Elementsx2
First:
Bless
Protection from Evil
Shield of Faith
Second:
Hold Person
Silence-
Galtan, Heavy Warhorse (Awakened) Int: 9, Language is Common.
SIZE: Large
HD: 6 (d10) 35 HP
MOVE: 50 ft.
AC: 14 (Chain Barding, AC 20)
ATTACKS: 2 hooves(1d6+3),
bite (1d4+2)
SAVES: P
INT: Animal
ALIGN: Neutral
TYPE: Animal
Heavy War Horse
These animals are bred for strength and endurance, and trained for warfare.
They are typically used by mounted cavalry in heavy armor. A heavy warhorse
can fight while carrying a rider, but the rider cannot attack at the same time.
A light load for a heavy warhorse is up to 300 pounds; a medium load, up
to 600 pounds; a heavy load, up to 900 pounds. A heavy warhorse can drag
4,500 pounds.
Treasure:
PP: 1,780
GP: 207
SP: 8
CP: 4
Gems:
Jade Collar 750 GP
Jade Gemstone Stud 5,000 GP
Silver with Gemstone Ankle Chain 1,250 GP
Bone with Jewels Pendent 1,000 GP
Jade and Silver Armband 1,250 GP
Jade Waistchain 750 GP
Ivory and Silver Necklace 750 GP
Wood Belt 50 GP
Platinum with Mithril Ankle Chain 20,000 GP
Silver Button 250 GP
Jade with gemstone Pendent 5,000 GP
Wood with Gold inlay choker 250 GP
Silver with Gold Braclet 500 GP
Wood with Silver inlay Torque 100 GP
Jade with Gemstone Locket 5,000 GP
Gold Button 1,000 GP
Platinum STUD 10,000 GP
Gold Earings 1,000 GP
Wood with Silver Inlay Buckle
Jade with Ivory Broach 100 GP
Stone with gemstone waist chain 500 GP
Wood Stud 50 GP
Jade with platinum earrings 2,000 GP
Silver Necklace 250 GP
Gold Choker 1,000 GP
The sword Fragrach, the Answerer.
Justice will require courage
Demons, Devils, Fiends will rage
But only by trailing the Fallen
Will heroes avenge the forgotten
Blood of the innocent is the price
For the cost of avarice
Cloud Giant loot:
Coins:
6gp
Gems: amethyst worth 5 gp, bloodstone worth 50 gp, blue sapphire worth 5,000 gp, jade worth 2,500 gp, star ruby worth 2,500 gp, white agate worth 50 gp
Total value of gems: 10,105 gp.
Total value of coins and gems:~ 10,111 gp
Sold accumulated stuff for 214,000 GP. Banked with Church for future Raises, etc... -1 Raise Dead for Beckett, cost 3,000. 2 more Raise Deads for Jaster and Sophia, -6,000 GP.
Edit: My PC (Updated AFTER 9/16/2012 session)
Name: Sir Jaster Mcgrey, Honored Knight of Veluna
Race: Human
Alignment: Chaotic Good
Class/Level: Knight-Templar of Tempus (Knight/Cleric) 9/4
Languages: Common
Physicals: male, 5 ft 10 in, 177 lbs, Dirty Blonde hair, Green eyes, 26 years old
EXP: 350,001 (150,001) always add 50,000 to whatever Nate says is current XP total.
STR: 18 (+3)
p DEX: 17(+2)
CON: 11 (+0)
INT: 08 (-1)
p WIS: 10(+0)
p CHA: 17 (+2)
HP: 58
AC: 28: +3 Full Plate and +3 Large Steel Shield (Masterwork)
BtH: +8
Atts/Rd: 1
Speed: 30 ft
Size: Medium
Weapons:
Long Sword Dragonslayer versus Silver. +2/+4.
+2 Flaming Sword (adds 1d6 Fire, +2d6 versus Cold-based Creatures
+2 Bastard Sword of Giant Slaying
+3 Long Spear
Large Mace (Masterwork) +1 1d10
Bastard Sword (Masterwork) 1D10 (1d12 if used 2-handed)
Dagger (Masterwork) (+0/1d4/10 ft)
Double HVY Crossbow, shoots half distance
Pole Arm, Bardiche (Masterwork) 2d4
Quiver of Bolts x12 (Masterwork)
Hvy Lance (Masterwork) x3
Magic Items:
Ring of Free Action
*Ring of Sustenance (not currently wearing)
Ring of Mind Shielding.
Wand of fear - 44charges
Potion of Heal x3
Potion of Haste
Potion of Storm Giant STR
Potion of Death Ward from Fulgrim. (USED)
Potion of Cure Serious
Potion of Cure Critical
Potion of Red Dragon Control (Carrying, do not "own)
Potion of Lesser Restoration x2 (400 GP each)
Scroll of Remove Curse (500 GP)
Potions of Neutralize Poison x2 (600 GP each)
Wand of Cure Light Wounds (50 charges)
Scroll of Command
Scroll of Protection Versus Alignment
Scroll True Seeing, Resist Fire, Neutralize Poison
Scroll of Dispel Magic, Flamestrike, Tongues
Book of Infinite Spells, Page 4, Meteor Swarm, use 1/day, 20% chance for page to turn.
Gems: 4 Black Tourmalines and 1 Violet Garnet.
Racial Traits:
Select 3 Primes.
Misc. Equipment
Star Badge, symbol of my Knighthood.
Backpack
-50 ft rope
-Tinder box
-Mortar & Pestle
-Pitons
Large Belt Pouch
-Flint & Steel
-Whetstone
Waterskin
Hammer (work)
Mirror, metal.
Pick
Axe (for wood, etc...)
Crowbar
Shovel
Grappling Hook
1 LBS Wax
Holy Water x6
Holy Symbol, Silver (Continual Flame at level 8th level)
Flasks of Oil x6
Small Tent
Bedroll
Rations x7
Orisons:
Detect Magicx2
Endure Elementsx2
First:
Bless
Protection from Evil
Shield of Faith
Second:
Hold Person
Silence-
Galtan, Heavy Warhorse (Awakened) Int: 9, Language is Common.
SIZE: Large
HD: 6 (d10) 35 HP
MOVE: 50 ft.
AC: 14 (Chain Barding, AC 20)
ATTACKS: 2 hooves(1d6+3),
bite (1d4+2)
SAVES: P
INT: Animal
ALIGN: Neutral
TYPE: Animal
Heavy War Horse
These animals are bred for strength and endurance, and trained for warfare.
They are typically used by mounted cavalry in heavy armor. A heavy warhorse
can fight while carrying a rider, but the rider cannot attack at the same time.
A light load for a heavy warhorse is up to 300 pounds; a medium load, up
to 600 pounds; a heavy load, up to 900 pounds. A heavy warhorse can drag
4,500 pounds.
Treasure:
PP: 1,780
GP: 207
SP: 8
CP: 4
Gems:
Jade Collar 750 GP
Jade Gemstone Stud 5,000 GP
Silver with Gemstone Ankle Chain 1,250 GP
Bone with Jewels Pendent 1,000 GP
Jade and Silver Armband 1,250 GP
Jade Waistchain 750 GP
Ivory and Silver Necklace 750 GP
Wood Belt 50 GP
Platinum with Mithril Ankle Chain 20,000 GP
Silver Button 250 GP
Jade with gemstone Pendent 5,000 GP
Wood with Gold inlay choker 250 GP
Silver with Gold Braclet 500 GP
Wood with Silver inlay Torque 100 GP
Jade with Gemstone Locket 5,000 GP
Gold Button 1,000 GP
Platinum STUD 10,000 GP
Gold Earings 1,000 GP
Wood with Silver Inlay Buckle
Jade with Ivory Broach 100 GP
Stone with gemstone waist chain 500 GP
Wood Stud 50 GP
Jade with platinum earrings 2,000 GP
Silver Necklace 250 GP
Gold Choker 1,000 GP
The sword Fragrach, the Answerer.
Justice will require courage
Demons, Devils, Fiends will rage
But only by trailing the Fallen
Will heroes avenge the forgotten
Blood of the innocent is the price
For the cost of avarice
Cloud Giant loot:
Coins:
6gp
Gems: amethyst worth 5 gp, bloodstone worth 50 gp, blue sapphire worth 5,000 gp, jade worth 2,500 gp, star ruby worth 2,500 gp, white agate worth 50 gp
Total value of gems: 10,105 gp.
Total value of coins and gems:~ 10,111 gp
Sold accumulated stuff for 214,000 GP. Banked with Church for future Raises, etc... -1 Raise Dead for Beckett, cost 3,000. 2 more Raise Deads for Jaster and Sophia, -6,000 GP.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Nate's New Sunday Night Game
Man, I wish I could talk my wife into letting play another night. I'd really like to join.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Nate's New Sunday Night Game
Name: Lorimar the Undying
Race: Grey Elf
Alignment: chaotic Good
Class Mage/Rogue Level: 6/6
Languages: Common, Elf, Dwarf, Gnome, Goblin, halfling, Orc, Giant, Drow, Draconic
Physicals: male, 5 ft 6 in, 140 lbs,
EXP: 90,000
STR: 12 (+0)
DEX: 18 (+3) now 22 (+5 bonus) +2 initiative +10' movement
CON: 13 (+1)
INT: 16 (+2)
WIS: 11 (+0)
CHA: 10 (+0)
HP: 36
AC: 25 10+5+6+3+1
BtH: +2
Atts/Rd: 1
Speed: 40 ft
Size: Medium
elven chain, padded leather helm, (small shield)
Weapons:
Composite Shortbow +0+1+3 1d8
broadsword +0 +0 2d4
dagger +1 +0 1d4
short sword +1 1d6
Racial Traits:
elven vision
resist sleep/charm +10
spot hidden doors NP +2
Rogue Abilities:
Climb (P) +5
Decipher(P) +2
Hide(P) +5
Listen(NP) +2 +0
Move Silently(P) +2 +5
Open Lock(P) +5
Pick Pocket(P) +5
Traps(P) +2 +2
Spellbook 5 5 4 2
0:
Light
Ghost Sound
Endure Elements
Detect Magic
Mage Hand
1:
Charm Person
Sleep
Identify
Prot. Evil
MM
2:
Web
Invisibility
pyrotechnics
knock
mirror image
darkness 15'
rope trick
3
Dispel Magic
Fireball
Fly
hold person
invisibility 10'
slow
gust of wind
gaseous form
MAGIC ITEMS:
ring protection +1
+3 sylvan short bow
ring of spell storing (10): fly, slow, dispel magic, prot evil
scroll invisibility
2 scroll pyrotechnics
cloak of arachnid-spider climb, web spell, move through web, resist spider poison
scroll protection from alignment
arcane scroll-otyugh-friends, -mag miss, -knock, mirror image, web, slow, mnemonic enhancer
scroll-misdirection
scroll-fog cloud
scroll-poly other, mag mouth, charm monster-
spell book-thrommel-ask Nwelte for spell list ???
magic ink (scribe spells)
wand of fire 50 (9d6)
bracers +3
Instant Fortress-95 hp door side
100 hp other sides
+4 gauntlets of dexterity
ring of invisibility
Golden Skull (destroyed):
Know alignment
Detect Lie
Poison
Potions:
save or die needle
cmw 2
clw 4
csw 0
heal 3
holy water-
remove deafness
neut poison 3
Misc. Equipment
2 Quivers
40 arrows
Backpack
50 ft silk rope
grappling hook
Tinder box (10 fires)
chalk
mirror
bird whistle
miniature bullseye lantern
5 bags of flour
5 bags of caltrops-
Rogue tools
Pitons
bedroll
bandages
Flint & Steel
fletching kit
Whetstone
Razor
Waterskin
2 holy waters
2 lock picks
parchment
ink & quills
Treasure:
PP: 2005
GP: 2000
SP: 156
CP: 143
Gems:
jewelled dagger
verbobonc wizard guild membership
drider spell book
all 1st level spells
magic mouth
levitate
detect thoughts
acid arrow
gaseous form
explosive runes
suggestion
ice storm
dimension door
falrineth spellbook
First level: burning hands, charm person,
hold portal, jump
Second level: darkness, 15' radius, mirror
image, Tasha's uncontrollable hideous
laughter*
Third level: hold person, invisibility 10'
radius, lightning bolt
Fourth level: dimension door, minor globe
of invulnerability
Fifth level: wall of force (from level gain due
to familiar)
Court Wizard Spellbook
gust of wind
suggestion
pyrotechnics
acid arrow
shatter
non detection
remove curse
wall of iron
Thrommel spell book ???
Race: Grey Elf
Alignment: chaotic Good
Class Mage/Rogue Level: 6/6
Languages: Common, Elf, Dwarf, Gnome, Goblin, halfling, Orc, Giant, Drow, Draconic
Physicals: male, 5 ft 6 in, 140 lbs,
EXP: 90,000
STR: 12 (+0)
DEX: 18 (+3) now 22 (+5 bonus) +2 initiative +10' movement
CON: 13 (+1)
INT: 16 (+2)
WIS: 11 (+0)
CHA: 10 (+0)
HP: 36
AC: 25 10+5+6+3+1
BtH: +2
Atts/Rd: 1
Speed: 40 ft
Size: Medium
elven chain, padded leather helm, (small shield)
Weapons:
Composite Shortbow +0+1+3 1d8
broadsword +0 +0 2d4
dagger +1 +0 1d4
short sword +1 1d6
Racial Traits:
elven vision
resist sleep/charm +10
spot hidden doors NP +2
Rogue Abilities:
Climb (P) +5
Decipher(P) +2
Hide(P) +5
Listen(NP) +2 +0
Move Silently(P) +2 +5
Open Lock(P) +5
Pick Pocket(P) +5
Traps(P) +2 +2
Spellbook 5 5 4 2
0:
Light
Ghost Sound
Endure Elements
Detect Magic
Mage Hand
1:
Charm Person
Sleep
Identify
Prot. Evil
MM
2:
Web
Invisibility
pyrotechnics
knock
mirror image
darkness 15'
rope trick
3
Dispel Magic
Fireball
Fly
hold person
invisibility 10'
slow
gust of wind
gaseous form
MAGIC ITEMS:
ring protection +1
+3 sylvan short bow
ring of spell storing (10): fly, slow, dispel magic, prot evil
scroll invisibility
2 scroll pyrotechnics
cloak of arachnid-spider climb, web spell, move through web, resist spider poison
scroll protection from alignment
arcane scroll-otyugh-friends, -mag miss, -knock, mirror image, web, slow, mnemonic enhancer
scroll-misdirection
scroll-fog cloud
scroll-poly other, mag mouth, charm monster-
spell book-thrommel-ask Nwelte for spell list ???
magic ink (scribe spells)
wand of fire 50 (9d6)
bracers +3
Instant Fortress-95 hp door side
100 hp other sides
+4 gauntlets of dexterity
ring of invisibility
Golden Skull (destroyed):
Know alignment
Detect Lie
Poison
Potions:
save or die needle
cmw 2
clw 4
csw 0
heal 3
holy water-
remove deafness
neut poison 3
Misc. Equipment
2 Quivers
40 arrows
Backpack
50 ft silk rope
grappling hook
Tinder box (10 fires)
chalk
mirror
bird whistle
miniature bullseye lantern
5 bags of flour
5 bags of caltrops-
Rogue tools
Pitons
bedroll
bandages
Flint & Steel
fletching kit
Whetstone
Razor
Waterskin
2 holy waters
2 lock picks
parchment
ink & quills
Treasure:
PP: 2005
GP: 2000
SP: 156
CP: 143
Gems:
jewelled dagger
verbobonc wizard guild membership
drider spell book
all 1st level spells
magic mouth
levitate
detect thoughts
acid arrow
gaseous form
explosive runes
suggestion
ice storm
dimension door
falrineth spellbook
First level: burning hands, charm person,
hold portal, jump
Second level: darkness, 15' radius, mirror
image, Tasha's uncontrollable hideous
laughter*
Third level: hold person, invisibility 10'
radius, lightning bolt
Fourth level: dimension door, minor globe
of invulnerability
Fifth level: wall of force (from level gain due
to familiar)
Court Wizard Spellbook
gust of wind
suggestion
pyrotechnics
acid arrow
shatter
non detection
remove curse
wall of iron
Thrommel spell book ???
Re: Nate's New Sunday Night Game
I think the FR pantheon is too large. I want to narrow the gods down to about 5-10. Are there specific gods you are interested in?LordSeurek wrote: can I choose an FR pantheon, or do you have a list to choose from? Do you allow domain powers/spells?
L.S.
Domain powers/spells - Not at this time. The only way I would do this is if we all had access to the same material or it came from Of Gods and Monsters (however, I think the powers of oGaM are too powerful).
Unless you think you are going to mysteriously roll all 18s then I trust you to roll on your own. I am purposefully restricting character gen to 3d6 because I want this game to be raw and hard. I want each character (if the dice so will it) to have a weakness (as if non-primes are not weaknesses enough).Demiurge wrote: Do you want us to roll up characters on our own or will we be doing it as a group?
Additionally, I think most players will want to start gaming immediately as opposed to spending a session rolling characters. Anyways, as players in my other groups will tell you, I am fond of killing PCs but generous on the reincarnation table.
So far 5 if I am counting right. You, L.S., Dem, Tree (on occasion), and Aramis. Classes have not been set in stone, but the following interests have been expressed:scp wrote: How many players do we have?
L.S. Cleric
Dem. Ranger
Tree Fighter
Scp Rogue
Aramis (if I had to guess I would say a cowardly mage or a barbarian with a poor batting average )
SCP - I would say play whatever you want. I can always adapt the game to the party configuration.
Re: Nate's New Sunday Night Game
nwelte1 wrote: Excellent! Rogue it is!
SCP - I would say play whatever you want. I can always adapt the game to the party configuration.
- LordSeurek
- Greater Lore Drake
- Posts: 2879
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Re: Nate's New Sunday Night Game
Yeah, there is quite the selection of gods/goddesses in Faerun. I just thru that one out there as it the one I know the most about. I am cool going with whatever pantheon you wanna go with. Its up to you what list you wanna go with. If I don't have the pantheons you give, I'll try and search it out.nwelte1 wrote:
I think the FR pantheon is too large. I want to narrow the gods down to about 5-10. Are there specific gods you are interested in?
Domain powers/spells - Not at this time. The only way I would do this is if we all had access to the same material or it came from Of Gods and Monsters (however, I think the powers of oGaM are too powerful).
I can give a list of 5-10 gods/goddesses from FR if you wanted one narrowed down based on alignment and race, just let me know and I could just pick one of them.
As for domain powers, I allow it in my FR game, and Martin did as well, but I know Josh and Donny didn't, so if you want it more 'by the book', then I say leave it out, up to you. There are many sources of info out there that gives domains and powers. Based on the gods/goddesses you/I/whomever decide on, I can do up their associated domains (and the extra spell per level).
Assuming we are start at 1st, its one extra spell.
Anywho, its all up to you. If you wanna go with OGAM, I haven't looked at it yet, but I have picked it up so will do so if yo go that route.
Not sure what you meant by 'we all had the same material'. If yo mean, you and everyone else would need the source books that domains and powers came from, I could copy and paste it from the handbooks I have bought (in pdf) and circulate if you don't have said source.
L.S.
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
Re: Nate's New Sunday Night Game
Omote posted a link to his new clerical domain rules he came up with in the C&C rules forum, meaning the open one we can all post too. He made it to be easy to adapt to a variety of pantheons.
As for what deities to use, I am familiar with a lot of pantheons. I personally prefer to use the Norse gods, but what we can do is we each nominate 2 to 3 gods, citing here they are located (meaning what RPG book, or give link if on line) and Nate can create our pantheon from there.
Since I am OK with Faerun I'll nominate from it. Oghma and the god of war, Tempus. For my third I will go with Chauntea.
Order of the Phoenix
An order for Knightly warriors.
You join the Order via sponsorhship or invitation and approval of the council. Edit: OR are born into it.
EDIT:
Titles:
First level: Knight of Ash
3rd level: Knight of Fire
5th Level: Knight of the Blue Flame
8th Level: Knight of the White Flame
10th Level: Knight of the Invisible Flame
Knights in charge of Chapter Houses: Captain of the Vigilant Flame of "City name"
Overall Commander of Chapter houses in a given Kingdom/City State/etc...: Fire Lord of "insert name"
Overall leader of the Order of the Phoenix: The Eternal Flame
Privledges of the Knights:
As is common of most Knightly orders each Chapter House or Landed Knight of the order will always provide housing and food for up to a month, both for the Knight and his mount. Edit: To stay longer the Knight must perform some type of helpful service, daily, to the order. Either working as an apprentice in the Smithy, training mounts, etc...
The Chapter Houses, and homes of richer landed members, offer libraries from which to research and learn Coats of Arms and Heraldry of many lands, especially those in which members of the Order live. There is also a list of Chapter Houses and landed members homes, so that a Knight can plan out ahead a time his itinerary, as well as send messages ahead as courteous "warnings" that a guest is coming.
These libraries also contain treatise' on engineering, armor and weapon making, leadership, tactics, even how to combat magic on the battlefield, etc...
Edit: Spending a month studying any one topic in these libraries can allow the character to have that Knowledge skill. CK call, as usual. Crafting can be learned to, but will require more time, and actually constructing items under a Master. Refer to armor and weapon crafting below for a basic guideline.
Other benefits, every Chapter House and home of a Landed noble has, its own Blacksmithing Shop, allowing for crafting of weapons and armor for the Knight and his mount. This allows Knights of the Order to make themselves armor and weapons, if they know how, for half of the listed book price, including, if they are skilled enough to do so, expertly made items. The expert portion will only double the price, but the length of time will be the same, which is one additonal week for each plus to be put on a weapon (+1 to hit and damage would be two extra weeks). For Expert Armor it will require and extra month of crafting, Crafting Full Plate armor typically takes 3 months of dedicated time, so expert would require 4 months. Plate Mail takes a month, so expert would take two months. Full Chain takes 6 weeks when done by one laborer, two laborers would cut it to 3 weeks, 3 laborers to two weeks. Expert would add a month, period, due to the meticulous care and attention to detail needed for EVERY link of chain. In fact, if it is done by only one laborer Expert chain will take 3 months. Similiar for a Chain Shirt, but its base is time is two weeks.
In fact all times assume one highly skilled person doing all labor, times can be adjusted due to additionally highly skilled craftsmen or Journey Man Apprentices.
IF a Knight does not have the ability, or the time, to make their own weapons and armor, they may buy it from the Chapter houses at 20% off typical base prices, then use the Expert multiplier when purchasing expert items.
Enameling or etching coats of arms, holy symbols, and other designs can up the price considerably, up to tripling its base cost. Use of silver and gold plating or inlay will increase things even more. Setting of gemstones will increase prices even more.
Most Knights of the Order of the Phoenix who were born to the order, meaning their mother or father was/is a member of the Order, would have been trained/apprenticed in these smithies learning to do many of these smithing processes and techniques. General knowledge will have been taught to them by the time they were 16. Most Knights are Knighted and indoctrinated as full members of the order at age 18, when born to the order.
Knights who never learned to do this work can apprentice themselves at any time to learn them. However it will take a 3 year intensive course to learn everything. 1 year to learn all armors, 1 year to learn all knightly weapons, and one year to learn enameling, gem setting, etching, and inlay.
To be able to do expert and high quality artisan work a Knight must hav WIS as a Prime. Otherwise they are only capable of highly serviceable and "nice" looking work. No expert quality, or high end art work (meaning in lay, enameling, etching, etc...)
Also realize that true masters of expert work also make their own steel, and their own molds with which to caste the steel, which is a large part of why it takes so much longer. To make truly expert weapons and armor you have to know how well they were caste in the first place.
The order often has business "partnerships", in particular with high end clothes makers, jewelers, goldsmiths, silversmiths, saddle makers, etc... Typically these partnerships allow Order members to get 10 to 30% discounts off of items and custom made work. Other partnerhsips with other businesses may also exist, but you must inquire with the local Chapter House to find out what, or look for businesses displaying the Order of the Phoenix's Coat of Arms.
The biggest benefit to a Knight of the Order is when they do a Call to Arms. Their call is always responded to as fast as possible. This means that 20 will answer the call every month, even more if the gods are with you (IE the CK allows it).
Another benefit of the order, which can be a huge one, is for politically active Knights. Members will always back each other, even across national boundaries, as long as they are not to counter purposes of the political activities of other members. Even when they are up to plans counter to one another they will work out how to minimize the effects between them.
Expected behaviour of Knights:
They will fulfill the Virtues and Code of Conduct as laid out in the PH. With stronger emphasis on Honor, Largesse, and Loyalty. A knight still would never want to be found out to have done anything counter to any of the codes. Expulsion is almost assured in such cases. Atonemnet and being reinstituted into the order are theoretically possible, but has never been done.
As for what deities to use, I am familiar with a lot of pantheons. I personally prefer to use the Norse gods, but what we can do is we each nominate 2 to 3 gods, citing here they are located (meaning what RPG book, or give link if on line) and Nate can create our pantheon from there.
Since I am OK with Faerun I'll nominate from it. Oghma and the god of war, Tempus. For my third I will go with Chauntea.
Order of the Phoenix
An order for Knightly warriors.
You join the Order via sponsorhship or invitation and approval of the council. Edit: OR are born into it.
EDIT:
Titles:
First level: Knight of Ash
3rd level: Knight of Fire
5th Level: Knight of the Blue Flame
8th Level: Knight of the White Flame
10th Level: Knight of the Invisible Flame
Knights in charge of Chapter Houses: Captain of the Vigilant Flame of "City name"
Overall Commander of Chapter houses in a given Kingdom/City State/etc...: Fire Lord of "insert name"
Overall leader of the Order of the Phoenix: The Eternal Flame
Privledges of the Knights:
As is common of most Knightly orders each Chapter House or Landed Knight of the order will always provide housing and food for up to a month, both for the Knight and his mount. Edit: To stay longer the Knight must perform some type of helpful service, daily, to the order. Either working as an apprentice in the Smithy, training mounts, etc...
The Chapter Houses, and homes of richer landed members, offer libraries from which to research and learn Coats of Arms and Heraldry of many lands, especially those in which members of the Order live. There is also a list of Chapter Houses and landed members homes, so that a Knight can plan out ahead a time his itinerary, as well as send messages ahead as courteous "warnings" that a guest is coming.
These libraries also contain treatise' on engineering, armor and weapon making, leadership, tactics, even how to combat magic on the battlefield, etc...
Edit: Spending a month studying any one topic in these libraries can allow the character to have that Knowledge skill. CK call, as usual. Crafting can be learned to, but will require more time, and actually constructing items under a Master. Refer to armor and weapon crafting below for a basic guideline.
Other benefits, every Chapter House and home of a Landed noble has, its own Blacksmithing Shop, allowing for crafting of weapons and armor for the Knight and his mount. This allows Knights of the Order to make themselves armor and weapons, if they know how, for half of the listed book price, including, if they are skilled enough to do so, expertly made items. The expert portion will only double the price, but the length of time will be the same, which is one additonal week for each plus to be put on a weapon (+1 to hit and damage would be two extra weeks). For Expert Armor it will require and extra month of crafting, Crafting Full Plate armor typically takes 3 months of dedicated time, so expert would require 4 months. Plate Mail takes a month, so expert would take two months. Full Chain takes 6 weeks when done by one laborer, two laborers would cut it to 3 weeks, 3 laborers to two weeks. Expert would add a month, period, due to the meticulous care and attention to detail needed for EVERY link of chain. In fact, if it is done by only one laborer Expert chain will take 3 months. Similiar for a Chain Shirt, but its base is time is two weeks.
In fact all times assume one highly skilled person doing all labor, times can be adjusted due to additionally highly skilled craftsmen or Journey Man Apprentices.
IF a Knight does not have the ability, or the time, to make their own weapons and armor, they may buy it from the Chapter houses at 20% off typical base prices, then use the Expert multiplier when purchasing expert items.
Enameling or etching coats of arms, holy symbols, and other designs can up the price considerably, up to tripling its base cost. Use of silver and gold plating or inlay will increase things even more. Setting of gemstones will increase prices even more.
Most Knights of the Order of the Phoenix who were born to the order, meaning their mother or father was/is a member of the Order, would have been trained/apprenticed in these smithies learning to do many of these smithing processes and techniques. General knowledge will have been taught to them by the time they were 16. Most Knights are Knighted and indoctrinated as full members of the order at age 18, when born to the order.
Knights who never learned to do this work can apprentice themselves at any time to learn them. However it will take a 3 year intensive course to learn everything. 1 year to learn all armors, 1 year to learn all knightly weapons, and one year to learn enameling, gem setting, etching, and inlay.
To be able to do expert and high quality artisan work a Knight must hav WIS as a Prime. Otherwise they are only capable of highly serviceable and "nice" looking work. No expert quality, or high end art work (meaning in lay, enameling, etching, etc...)
Also realize that true masters of expert work also make their own steel, and their own molds with which to caste the steel, which is a large part of why it takes so much longer. To make truly expert weapons and armor you have to know how well they were caste in the first place.
The order often has business "partnerships", in particular with high end clothes makers, jewelers, goldsmiths, silversmiths, saddle makers, etc... Typically these partnerships allow Order members to get 10 to 30% discounts off of items and custom made work. Other partnerhsips with other businesses may also exist, but you must inquire with the local Chapter House to find out what, or look for businesses displaying the Order of the Phoenix's Coat of Arms.
The biggest benefit to a Knight of the Order is when they do a Call to Arms. Their call is always responded to as fast as possible. This means that 20 will answer the call every month, even more if the gods are with you (IE the CK allows it).
Another benefit of the order, which can be a huge one, is for politically active Knights. Members will always back each other, even across national boundaries, as long as they are not to counter purposes of the political activities of other members. Even when they are up to plans counter to one another they will work out how to minimize the effects between them.
Expected behaviour of Knights:
They will fulfill the Virtues and Code of Conduct as laid out in the PH. With stronger emphasis on Honor, Largesse, and Loyalty. A knight still would never want to be found out to have done anything counter to any of the codes. Expulsion is almost assured in such cases. Atonemnet and being reinstituted into the order are theoretically possible, but has never been done.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- LordSeurek
- Greater Lore Drake
- Posts: 2879
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Re: Nate's New Sunday Night Game
Sent you a PM Nate.
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
Re: Nate's New Sunday Night Game
Ok, I'm in. As long as I don't have any other activities to cut short. So, a few questions;
1: What kind of multiclass rules are you allowing?
2: Can I play a half-dragon?
R-
1: What kind of multiclass rules are you allowing?
2: Can I play a half-dragon?
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Nate's New Sunday Night Game
1: Gygaxian I hope!Rigon wrote:Ok, I'm in. As long as I don't have any other activities to cut short. So, a few questions;
1: What kind of multiclass rules are you allowing?
2: Can I play a half-dragon?
R-
2: That will fit in well with my centaur character
- LordSeurek
- Greater Lore Drake
- Posts: 2879
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Re: Nate's New Sunday Night Game
Just looked it over. I likeTreebore wrote:Omote posted a link to his new clerical domain rules he came up with in the C&C rules forum, meaning the open one we can all post too. He made it to be easy to adapt to a variety of pantheons.
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
Re: Nate's New Sunday Night Game
Its good to know my Wemic Fighter will always have food available "on the hoof".Aramis wrote:Rigon wrote:2: That will fit in well with my centaur character
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- LordSeurek
- Greater Lore Drake
- Posts: 2879
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Re: Nate's New Sunday Night Game
Nate. I used Omotes' 3d6 attribute matrix that's here: http://sites.google.com/site/advancedca ... expansions
That cool or should I just do 1 3d6 run?
L.S.
I can post the matrix here or PM.
That cool or should I just do 1 3d6 run?
L.S.
I can post the matrix here or PM.
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
Re: Nate's New Sunday Night Game
If Nate allows multiclassing, I'm leaning toward a barbarian/druid.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Nate's New Sunday Night Game
I think maybe I missed roll-call? If so, cool, I'll join in next time.
Otherwise thinking of doing an archery specialized fighter.
Otherwise thinking of doing an archery specialized fighter.
My C&C stuff: www.rpggrognard.com
Re: Nate's New Sunday Night Game
The more I look at the classes, the more I think I'm gonna go with just a single-classed barbarian.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Nate's New Sunday Night Game
After more consideration, I've decided to go with a half-elf druid.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Nate's New Sunday Night Game
Aergraith wrote:I think maybe I missed roll-call? If so, cool, I'll join in next time.
Otherwise thinking of doing an archery specialized fighter.
No, you haven't missed anything, get your PC ready.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Nate's New Sunday Night Game
+1Treebore wrote:Aergraith wrote:I think maybe I missed roll-call? If so, cool, I'll join in next time.
Otherwise thinking of doing an archery specialized fighter.
No, you haven't missed anything, get your PC ready.
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Nate's New Sunday Night Game
So, it looks as if I'll be the first one to post my character. Say hello to Ja'Heim.
R-
Name: Ja’Heim, Initiate of Obad-Hai
Race: Half-Elf (Human Lineage)
Alignment: Neutral Good
Class/Level: Druid 1
Languages: Common, Elf, Dwarf, Goblin, Orc, Druidic
Physicals: male, 5 ft 8 in, 150 lbs, dark brown hair, hazel eyes, 23 years old
EXP: 0/2001
STR: 12 (+0)
DEX: 15 (+1)
CONp: 13 (+1)
INT: 10 (+0)
WISp: 16 (+2)
CHA: 10 (+0)
(+2 Dex/Cha Checks)
(+2 to charm/sleep)
HP: 9
AC: 16 (Dex, Cuir Bouille, Sm Wood Shield)
BtH: +0
Atts/Rd: 1
Speed: 30 ft
Size: Medium
Weapons:
Composite Shortbow (+1/1d8/70 ft)
Scythe (+0/2d4)
Scimitar (+0/1d6)
Dagger (+0/1d4/10 ft)
Magic Items:
Racial Traits:
Empathy (+2 Cha Checks)
Move Silently (Dex)
Spot Hidden Doors (Wis; +1 if searching)
ACM: Dex (+2 Dex Checks)
Spell Resistance (+2 sleep/charm)
Druid Abilities:
Bonus Language (Druidic)
Nature Lore (Wis)
Spells (3/1+1)
(2nd)Resist Elements (+2 to saves vs Fire, Water, Earth, Air, Cold, & Lightning)
(3rd)Woodland Stride
(6th)Totem Shape: (1/day, heal 1d4 hp)
Misc. Equipment
Quiver, Score
-20 arrows
Backpack
-50 ft silk rope
-Tinder box (10 fires)
-Cord 50 ft
-Fishing gear
-Mortar & Pestle
-Pitons
Large Belt Pouch
-Flint & Steel
-Whetstone
-Razor
Waterskin
Treasure:
PP:
GP: 1
SP: 10
CP: 10
Gems:
R-
Name: Ja’Heim, Initiate of Obad-Hai
Race: Half-Elf (Human Lineage)
Alignment: Neutral Good
Class/Level: Druid 1
Languages: Common, Elf, Dwarf, Goblin, Orc, Druidic
Physicals: male, 5 ft 8 in, 150 lbs, dark brown hair, hazel eyes, 23 years old
EXP: 0/2001
STR: 12 (+0)
DEX: 15 (+1)
CONp: 13 (+1)
INT: 10 (+0)
WISp: 16 (+2)
CHA: 10 (+0)
(+2 Dex/Cha Checks)
(+2 to charm/sleep)
HP: 9
AC: 16 (Dex, Cuir Bouille, Sm Wood Shield)
BtH: +0
Atts/Rd: 1
Speed: 30 ft
Size: Medium
Weapons:
Composite Shortbow (+1/1d8/70 ft)
Scythe (+0/2d4)
Scimitar (+0/1d6)
Dagger (+0/1d4/10 ft)
Magic Items:
Racial Traits:
Empathy (+2 Cha Checks)
Move Silently (Dex)
Spot Hidden Doors (Wis; +1 if searching)
ACM: Dex (+2 Dex Checks)
Spell Resistance (+2 sleep/charm)
Druid Abilities:
Bonus Language (Druidic)
Nature Lore (Wis)
Spells (3/1+1)
(2nd)Resist Elements (+2 to saves vs Fire, Water, Earth, Air, Cold, & Lightning)
(3rd)Woodland Stride
(6th)Totem Shape: (1/day, heal 1d4 hp)
Misc. Equipment
Quiver, Score
-20 arrows
Backpack
-50 ft silk rope
-Tinder box (10 fires)
-Cord 50 ft
-Fishing gear
-Mortar & Pestle
-Pitons
Large Belt Pouch
-Flint & Steel
-Whetstone
-Razor
Waterskin
Treasure:
PP:
GP: 1
SP: 10
CP: 10
Gems:
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Nate's New Sunday Night Game
Where we are going, the more help the better. In fact we might want to get a full complement of torch bearers, link boys, 11' pole wielders and stretcher bearers.Rigon wrote:+1Treebore wrote:Aergraith wrote:I think maybe I missed roll-call? If so, cool, I'll join in next time.
Otherwise thinking of doing an archery specialized fighter.
No, you haven't missed anything, get your PC ready.
R-
Given the party make up as set out here, I am thinking I had better go with an elven mage/rogue. Which will be quite a change for me, as some of you can attest. Really stretching myself! But we do need a mage of some kind, and a bit more scouting couldn't hurt (I'll leave the trap finding and lock opening to the "expert" SCP. I am a mere dabbler in such dark arts).
Should be fun
- LordSeurek
- Greater Lore Drake
- Posts: 2879
- Joined: Wed Jul 11, 2007 7:00 am
- Location: Menzoberranzan
Re: Nate's New Sunday Night Game
As soon as Nate chimes in on the cleric stuff, I'll post my PC.Rigon wrote:So, it looks as if I'll be the first one to post my character. Say hello to Ja'Heim.
L.S.
My House Rules : http://www.trolllord.com/forums/viewtop ... 23&t=10497
Re: Nate's New Sunday Night Game
Wow... you guys are way ahead of me on character creation. I better get on it!
-
- Greater Lore Drake
- Posts: 2732
- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Re: Nate's New Sunday Night Game
Fulgrim, LG Human Fighter 9 (upd. Apr 2016)
P STR: 18/+3 (base 12/0)
P DEX 16/+2
CON 11/0
INT 10/0
WIS 6/-1
P CHA 10/0
Primary Weapons
Shortbow +2 (Sentient, LG, Arcane Resistance as Dwarf)
Frostbrand +3 (x2 vs. fire-based, absorb 10 fire damage/rd)
Other Weapons
Crossbow of Speed +1 w/ Magic Bolts
Scather +2 (Longsword of Answering)
Dagger
Magic
Ring of Protection +1, Ring of Freedom of Movement (worn), Ring of Invisibility (worn)
Iron Horn of Valhalla
Gauntlets of Ogre Strength (worn)
Potions of Protection vs. Evil, Aid, Pass w/o Trace, Waterbreathing, Heal, Cure Serious x3, Restoration
Boots of Levitation (worn)
Rope of Entangling (on belt)
Deck of Many Things
7 +2 Arrows
Good Luck Stone
Bag of Holding (150#)
Gear
7 normal bolts
2 quivers of arrows
Backpack, Large Sack, Large Belt Pack
Grappling Hook, Rope
Manacles
Terry Cloth
Tinder Box
5 Spikes
Signet Ring
Hooded Lantern
Doublet, shoes, gloves, belt
Wineskin, Canteen
Symbol of St. Cuthbert (Wooden)
5 Bandages
Sack of 25 marbles
Wolfsbane
Money
P: 760
G: 1816
S: 1172
C: 37
Mounts
2 Horses w/saddles in Hommlet
Lands
Farmland near ToEE
P STR: 18/+3 (base 12/0)
P DEX 16/+2
CON 11/0
INT 10/0
WIS 6/-1
P CHA 10/0
Primary Weapons
Shortbow +2 (Sentient, LG, Arcane Resistance as Dwarf)
Frostbrand +3 (x2 vs. fire-based, absorb 10 fire damage/rd)
Other Weapons
Crossbow of Speed +1 w/ Magic Bolts
Scather +2 (Longsword of Answering)
Dagger
Magic
Ring of Protection +1, Ring of Freedom of Movement (worn), Ring of Invisibility (worn)
Iron Horn of Valhalla
Gauntlets of Ogre Strength (worn)
Potions of Protection vs. Evil, Aid, Pass w/o Trace, Waterbreathing, Heal, Cure Serious x3, Restoration
Boots of Levitation (worn)
Rope of Entangling (on belt)
Deck of Many Things
7 +2 Arrows
Good Luck Stone
Bag of Holding (150#)
Gear
7 normal bolts
2 quivers of arrows
Backpack, Large Sack, Large Belt Pack
Grappling Hook, Rope
Manacles
Terry Cloth
Tinder Box
5 Spikes
Signet Ring
Hooded Lantern
Doublet, shoes, gloves, belt
Wineskin, Canteen
Symbol of St. Cuthbert (Wooden)
5 Bandages
Sack of 25 marbles
Wolfsbane
Money
P: 760
G: 1816
S: 1172
C: 37
Mounts
2 Horses w/saddles in Hommlet
Lands
Farmland near ToEE
My C&C stuff: www.rpggrognard.com
Re: Nate's New Sunday Night Game
I've been playing/running C&C since it first came out in 2004. Character creation, especially for first level PCs, is fairly easy for me. It took me longer to pick out a class, than to create the character.scp wrote:Wow... you guys are way ahead of me on character creation. I better get on it!
Plus, I had a 1st level druid aready made up for another game that never started, so modified it to fit into Nate's specifics and he was ready to go.
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Nate's New Sunday Night Game
I posted about the pantheon in the first post.
2. No. I like the persistence.
1: Either Multi-classing or Class and a half as set forth in the PHB 4th printing.Rigon wrote: 1: What kind of multiclass rules are you allowing?
2: Can I play a half-dragon?
R-
2. No. I like the persistence.
Stick with 6 rolls of 3d6.LordSeurek wrote:Nate. I used Omotes' 3d6 attribute matrix that's here: http://sites.google.com/site/advancedca ... expansions
That cool or should I just do 1 3d6 run?
L.S.
I can post the matrix here or PM.
Hop in.Aergraith wrote:I think maybe I missed roll-call? If so, cool, I'll join in next time.
Otherwise thinking of doing an archery specialized fighter.