[RCFG] Playtest - Page 2





+ Log in or register to post
Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 34

Thread: [RCFG] Playtest

  1. #11
    Some pregens. Note: I didn't have a chance to do equipment yet, but can do so over the next day or so.



    Angbran Iron-Nose, Dwarf Fighter 1

    Str 18 (+3); Int 10; Wis 6 (-1); Dex 10; Con 17 (+2); Cha 12
    Saves: Fort +4; Pcn +0; Prow +5; Reas +0; Refl +1; Will +1
    Hp 6; Shake it Off 18. Base Init +0.
    Speed: 20 ft.
    AC 17; ACP -5
    Battleaxe (Spd S, Dam 1d8, Crit 18-20, Type S)
    Throwing Axes (2) (Spd F, Dam 1d6, Crit 20, Type S, Ranges 10/20/40/50)
    Knife (Spd VF, Dam 1d4, Crit 20, Type S)
    Skills: Bluff 1 (+1), Climb 1 (+4), Craft (Blacksmith) 1 (+1); Heal 1 (+0), Intimidate 1 (+4), Profession (Miner) 2 (+1), Ride 1 (+0), Swim 1 (+4).
    Weapon Skills: Axe Fighting 2, Axe Throwing 2, Siege Weapons 2, Sword Fighting 2, Unarmed Strike 2, Knock Opponent Back 10 ft. 2.
    Special:
    • +2 bonus on any Appraise, Craft, or Profession skill check related to metal, stone, or gems. Always considered Trained on these checks.
    • Darkvision 60 ft.
    • Ignore armour when determining encumbrance.
    • Stonecunning (+2 to Perception saves to locate sloping passageways, sliding walls, and traps involving stone; may gain a Free Reaction to notice if within 20 ft. and not distracted).
    • Earth creatures do not willingly attack dwarved, and do so with a -4 attack penalty if compelled.
    • +2 bonus on saves vs. poisons and mind-affecting enchantments.
    • Cut Through the Rabble: Against 1 HD or less, 1 extra attack at end of round.
    • Skilled at Arms I: Always considered Trained with any non-exotic weapon held in the primary hand.


    Spoiler:
    Scale Mail, Light Steel Shield, Helmet
    2 Throwing Axes, Battleaxe, Knife
    Flint & Steel, Hammer, Pitons (6), Iron Spikes (12), Waterskin, Medium Backpack, Small Belt Pouch, 5 days Iron Rations



    John Greyson, Human Fighter 1

    Str 13; Int 14 (+1); Wis 14 (+1); Dex 16 (+2); Con 15 (+1); Cha 13
    Saves: Fort +2; Pcn +4; Prow +2; Reas +1; Refl +5; Will +1
    Hp 6; Shake it Off 16. Base Init +2.
    Speed: 30 ft.
    AC 17; ACP -1.
    Rapier (Spd F, Dam 1d6, Crit 18-20, Type P; Can Disarm instead of damage on a Critical Hit)
    Main Gauche (Spd VF, Dam 1d4, Crit 19-20, Type P, Can Disarm instead of damage on a Critical Hit)
    Daggers (3) (Spd VF, Dam 1d4, Crit 20, Type S, Ranges 10/20/40/50)
    Bola (Spd N, Dam 1d4, Crit 19-20, Ranges 15/30/60/75; Can Entangle instead of extra damage on a Critical Hit; DC 25 escape, Refl DC 10 or fall)
    Shortbow (20 Arrows) (Spd F, Dam 1d6, Crit 19-20, Type P, Ranges 60/200/400/600)
    Skills: Acrobatics 2 (+4), Bluff 2 (+3), Climb 1 (+3), Diplomacy 1 (+2), Escape Artist 1 (+3), Heal 1 (+2), Intimidate 2 (+2), Linguistics 1 (+2), Ride 1 (+3), Stealth 2 (+4), Swim 1 (+1).
    Weapon Skills: Archery 2, Exotic Weapon (Bola) 2, Fencing 2, Knife Fighting 2, Disarm 2, Parry 2.
    Special:
    • Cut Through the Rabble: Against 1 HD or less, 1 extra attack at end of round.
    • Skilled at Arms I: Always considered Trained with any non-exotic weapon held in the primary hand.
    • +10% to earned XP.


    Spoiler:
    Studded Leather, Helmet.
    Rapier, Main Gauche, Daggers (3), Bola, Shortbow, Quiver of 20 Arrows.
    Grappling Hook, 50 ft. Silk Rope, Waterskin, Large Belt Pouch, Medium Backpack, 5 Days Standard Rations.
    15 gp, 8 sp



    Palamon Unster, Human Sorcerer 1

    Str 8; Int 12; Wis 13; Dex 14 (+1); Con 11; Cha 15 (+1)
    Saves: Fort +0; Pcn +3; Prow +0; Reas +4; Refl +1; Will +3.
    Hp 6; Shake it Off 12. Base Init +1.
    Spells (Save DC 11): 1 0-lvl spell per day. Spell source: Eldritch Horror. Spells: Arcane Mark, Summon Horror I.
    Speed: 30 ft.
    AC 14; ACP -1
    Daggers (5) (Spd VF, Dam 1d4, Crit 20, Type S, Ranges 10/20/40/50)
    Shortspear (Spd F, Dam 1d8, Crit 19-20, Ranges 20/40/60/100)
    Skills: Arcana 2 (+2), Appraise 1 (+1), Concentration 2 (+2), Craft (Glassblowing) 1 (+2), Diplomacy 2 (+3), Heal 1 (+1), Intimidate 2 (+3), Knowledge (History) 1 (+1), Knowledge (Fey Lore) 2 (+2), Linguistics 2 (+2), Swim 1 (+1), Wilderness Lore 1 (+1).
    Weapon Skills: Knife Fighting 1, Knife Throwing 2, Spear Throwing 1.
    Special:
    • Familiar (Toad, 3 hp, adds +3 hp to master; share spells; empathic link)
    • +10% to earned XP


    Spoiler:
    Armoured Cloak, Iron Sleeves, Helmet.
    Daggers (5), Shortspear.
    Spell Component Pouch, Small Steel Mirror, Oil Flasks (3), Torches (8), Waterskin, Iron Shears, Tongs, Small Belt Pouches (2).
    35 gp, 16 sp.
    Last edited by Raven Crowking; Sunday, 26th June, 2011 at 04:51 AM.
    No longer associated with this site

 

  • #12
    With those stats I should have gone probably rogue
    This will be a very interesting game
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

  • #13
    Registered User
    Scout (Lvl 6)



    Join Date
    Feb 2002
    Location
    Jacksonville, FL
    Posts
    3,326
    Reviews
    Read 0 Reviews

    Ignore rangerjohn
    With those skills, you practically are a rogue. Well except for the important ones traps and locks.
    rangerjohn

  • #14
    Yes, he seems very much like a swashbuckling fighter. Looks clearly different from the other fighter, which is great!
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


    My Houserules

    I am SpiderClan

  • #15
    That was the idea.

    If you enjoy (and survive) this playtest, we can advance everyone, and try it at 2nd level, where your fighter options increase. At 3rd level, you should be both clearly a fighter, and clearly different from each other.

    EDIT: Actually, belay that. This game is designed to work without everyone having to "level in lockstep", so I'll just pass out XP normally, you can then squander treasure at the rate of 1 gp = 1 xp if you so desire, and I'll run the next scenario at whatever level you happen to be. Humans get +10% to earned xp, rounded up, and +10% to xp for squandering treasure, rounded down.


    RC
    Last edited by Raven Crowking; Tuesday, 21st June, 2011 at 01:21 AM.
    No longer associated with this site

  • #16
    Registered User
    Defender (Lvl 8)

    Redbadge's Avatar

    Join Date
    Mar 2008
    Location
    Destin, FL
    Posts
    608
    Reviews
    Read 0 Reviews
    ZEITGEIST

    Ignore Redbadge
    So I'm playing the sorcerer, yes?

  • #17
    Yes.
    No longer associated with this site

  • #18
    Registered User
    Defender (Lvl 8)

    Redbadge's Avatar

    Join Date
    Mar 2008
    Location
    Destin, FL
    Posts
    608
    Reviews
    Read 0 Reviews
    ZEITGEIST

    Ignore Redbadge
    Which of these rules is accurate?

    (PG 70) Limitations: A sorcerer can cast spells in armor,
    but must make a Concentration check as a Reaction to
    do so (DC 10 + spell level + Armour Check Penalty). If
    this check fails, the spell is lost without effect.

    (PG 71) If a sorcerer is wearing armor when casting a
    spell, he or she must succeed in a Concentration
    skill check (DC 15 + spell level + Armour Check
    Penalty) or the spell is lost without effect.

  • #19
    DC 10. The other text should have been fixed, and will be in the future.
    No longer associated with this site

  • #20
    Arcane Mark
    Transmutation
    Class and Level: Conjurer 0, Diviner 0, Enchanter 0,
    Necromancer 0, Sorcerer (Eldritch Horror) 0, Transmuter 0,
    Wizard 0
    Casting Time: Reaction
    Components: S
    Range: Touch
    Target: Creature or object touched
    Duration: Permanent
    Save: None

    This spell allows the caster to inscribe a mark upon any
    object or creature. This mark can be created so as to be
    either visible or invisible, as the caster desires at the time it
    is inscribed. It can be up to 1 square foot in area (if the
    surface is large enough to allow this), and consist of up to six
    characters. An arcane mark can be inscribed on any surface
    without harm to the object or being it is inscribed upon.

    So long as a creature or object bears an arcane
    mark, the creator of that mark may target that creature or
    object with touch spells as though they were ranged touch
    spells with a range of 10 feet per Caster Level. Moreover,
    an area that contains a caster’s arcane mark always qualifies
    as “very familiar” when scrying, teleporting, etc.


    Summon Horror I
    Conjuration [Evil, Extraplanar]
    Class and Level: Sorcerer (Eldritch Horror) 0
    Casting Time: Action +4
    Components: V, S, XP
    Range: 30 feet
    Target: Summoned creatures
    Duration: 2 rounds plus 1 round per Caster Level
    Save: None

    By casting this spell, the sorcerer conjures up an elder horror
    to fight in combat or to perform other services. The horror
    appears from thin air instantaneously, and requires
    Reactions from the caster to be directed, magically
    understanding any simple directions the caster gives it.

    At the end of the spell’s duration, roll 1d6. On a
    roll of “1”, the horror remains on the material plane, and
    leaves the caster, seeking to follow its own agenda. On a
    roll of “6”, the horror attacks the caster, seeking to drag him
    back into the realms of the eldritch horrors. Otherwise, the
    horror disappears back into thin air.

    Each type of horror requires its own specific
    casting of the spell, which must be learned in order to
    summon that horror.

    When this spell is gained, the caster learns how to
    summon one of the following horrors. Thereafter, he learns
    to summon another horror automatically with every second
    sorcerer level gained, until he knows how to summon all the
    listed horrors for this spell. This spell summons a type of
    horror, not a specific individual, so it remains effective for
    future castings even if the summoned horror is slain.

    The horrors that can be summoned are:
    Camazhee, Choking Horror, Cold Flyer, Dagonite, Hooked
    Horror, Tentacled Horror (Larval), and Wormling.

    Statistics can be found in The Big Book of
    Monsters.

    XP Cost: 100 xp.
    No longer associated with this site

  • + Log in or register to post
    Page 2 of 4 FirstFirst 1234 LastLast

    Similar Threads

    1. [RCFG] RCFG Playtest Document Available
      By Raven Crowking in forum RPGs & Tabletop Gaming Discussion
      Replies: 29
      Last Post: Thursday, 16th June, 2011, 09:53 PM
    2. [RCFG] RCFG Ongoing Development!
      By Raven Crowking in forum RPGs & Tabletop Gaming Discussion
      Replies: 253
      Last Post: Thursday, 16th June, 2011, 08:03 PM
    3. *Yoink* from RCFG...
      By Primitive Screwhead in forum D&D and Pathfinder Rules & Discussion
      Replies: 6
      Last Post: Monday, 19th July, 2010, 08:02 PM
    4. [RCFG] Psionics
      By Raven Crowking in forum RPGs & Tabletop Gaming Discussion
      Replies: 17
      Last Post: Monday, 29th March, 2010, 05:24 PM
    5. Help - Artwork for RCFG
      By Raven Crowking in forum Miscellaneous Geek Talk & Media Lounge
      Replies: 4
      Last Post: Friday, 1st May, 2009, 01:10 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •