[RCFG] Playtest

Raven Crowking

First Post
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.

[sblock]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[/sblock]


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.

[sblock]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[/sblock]


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

[sblock]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.[/sblock]
 
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Raven Crowking

First Post
That was the idea. :D

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
 
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Redbadge

Explorer
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.
 


Raven Crowking

First Post
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.
 

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