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(CSHC) Creamsteak's Home Campaign [OOC]

Creamsteak

Explorer
This is the thread for my home campaign that I'm going to be running on the Enworld boards. This is the Out of Character thread in the Talking the Talk forum. This is where any major out of character or meta discussion for the game can take place.

In the first post in this thread I will give general information for the game and instructions. In the second post I have a list of important and helpful links you may want to use for this game. The third post contains character creation mechanics. Everything after that point is free-for-all where anyone can post questions or discuss any topic at hand.

Basics

This game is played in the Playing the Game forum. In the 2nd post in this thread I have a link to the game thread. That is where all IC stuff will go. Role-playing, combat, discussions, etc.

The first step to complete is getting a character up and running. This requires you to make a character following the guidelines I've set up. If you have any questions, post here. If you have any important opinions post here. When your character is fully set up, we will post it to the Characters, Items, and Monsters thread. That's linked in the post below. That is where I'll post anything I don't mind you looking at (dead NPC stat-blocks, new monsters, magic items, etc).

Once the character sheets are up, I'll start posting to the In-Character thread (also linked below) starting the game off. I intend to start off with a combat so you can learn how play by post combat works, and see what sort of system you like.

Character Template
Here is one example of a character sheet you could use. This one all you need to do is copy the contents to notepad, then fill in the blanks. Then replace all the \ with / to make the formatting work.
Example 1
Code:
[b][b]	Name: 								[\b]
	Gender: 
	Race: 
	Class: 
	Level:
	Alignment: 
	Deity: 



[b]	Ability		Score	Modifier				[\b]
	Strength:	8	-1			
	Dexterity:	8	-1			
	Constitution:	8	-1			
	Inteligence:	8	-1			
	Wisdom:		8	-1			
	Charisma:	8	-1	



[b]	Saves	Base	Mod	Feat	Total				[\b]
	Fort:	0	0	0	0
	Ref:	0	0	0	0
	Will:	0	0	0	0



[b]	Hit Dice: 1dx+0		Hit Points: 1
	Initiative: +0		Speed: 30'
	Armor Class: 10		FF: 10	TH: 10
	Base Attack: +0		Grapple: +0
	Space:	5'		Reach: 5'				[\b]



[b]	Skill			Abil	Ranks	Mod	Misc	Total	[\b]
	Awareness		Wis	0	0	0	0
	*Balance		Dex	0	0	0	0
	Bluff			Cha	0	0	0	0
	*Climb			Str	0	0	0	0
	Concentration		Con	0	0	0	0
	Craft (_________)	Int	0	0	0	0
	Craft (_________)	Int	0	0	0	0
	Craft (_________)	Int	0	0	0	0
	+Decipher Script	Int	0	0	0	0
	Diplomacy		Cha	0	0	0	0
	+Disable Device		Int	0	0	0	0
	Disguise		Cha	0	0	0	0
	*Escape Artist		Dex	0	0	0	0
	Forgery			Int	0	0	0	0
	+Handle Animal		Cha	0	0	0	0
	Heal			Wis	0	0	0	0
	Identify		Int	0	0	0	0
	Intimidate		Cha	0	0	0	0
	*Jump			Str	0	0	0	0
	+Knowledge (_________)	Int	0	0	0	0
	+Knowledge (_________)	Int	0	0	0	0
	+Knowledge (_________)	Int	0	0	0	0
	+Knowledge (_________)	Int	0	0	0	0
	+Open Lock		Dex	0	0	0	0
	Perform	(_________)	Cha	0	0	0	0
	Perform (_________)	Cha	0	0	0	0
	Perform (_________)	Cha	0	0	0	0
	+Profession (_________)	Wis	0	0	0	0
	+Profession (_________)	Wis	0	0	0	0
	+Profession (_________)	Wis	0	0	0	0
	Sense Motive		Wis	0	0	0	0
	+*Sleight of Hand	Dex	0	0	0	0
	+Language (_________)	---	0	0	0	0
	+Language (_________)	---	0	0	0	0
	+Language (_________)	---	0	0	0	0
	+Spellcraft		Int	0	0	0	0
	*Stealth		Dex	0	0	0	0
	Survival		Wis	0	0	0	0
	*Swim			Str	0	0	0	0
	+*Tumble		Dex	0	0	0	0
	+Use Magic Device	Cha	0	0	0	0
	Use Rope 		Dex	0	0	0	0
 
	*Armor Check Penalty Applies. Swim suffers a double penalty.
	+Trained Only[/b]

For another example, here's a monster manual stat-block format for a character.

[sblock=Example 2]
Gray the Nomad
Chaotic Neutral Male Half-Orc Druid 1
Hit Dice: 1d8+2 (10 hp)
Initiative: +3 (Dex)
Speed: 20 ft. (medium load)
Armor Class: 17 (+3 Dex, +3 Armor, +2 Shield)
Base Attack/Grapple: +0/+3
Attack: Shortspear +3 (1d6+3/x2) melee or shortspear +3 (1d6+3/x2) ranged
Full Attack: Shortspear +3 (1d6+3/x2) melee or shortspear +3 (1d6+3/x2) ranged
Special Attacks: None
Special Qualities: Animal companion, darkvision (60 ft.), nature sense, orc blood, wild empathy
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 6
Skills & Feats: Concentration +3 [1 ranks], Handle Animal +1 [3 ranks], Heal +3 [1
ranks], Knowledge (nature) +3 [1 ranks], Listen +5 [3 ranks], Ride +3 [1 ranks], Spellcraft
+1 [1 ranks], Spot +3 [1 ranks], Survival +7 [3 ranks], Swim + 4 [1 ranks]; Improved
Unarmed Strike.
__________________________________________________
Alignment: Chaotic Neutral
Languages: Common, Druidic, Orcish

Druid Spells: 0th - Virtue x3; 1st - Magic Fang, Produce Flame

Equipment (69 lb.)
Backpack (2 gp/2 lb.)
Bedroll (0.1 gp/5 lb.)
Belt pouch (1 gp/0.5 lb.)
Heavy wooden shield* (9 gp/10 lb.)
Hide armor (15 gp/25 lb.)
Holly and mistletoe (0 gp/0 lb.)
Sack (0.1 gp/0.5 lb.)
Shortspear (1 gp/3 lb.)
Spade (2 gp/8 lb.)
Spell component pouch (5 gp/2 lb.)
Trail Ration (3 gp/6 lb.)
Waterskin (1 gp/4 lb.)
Winter blanket (0.5 gp/3 lb.)
Gold coin (1 gp)

* Father's wooden shield

Description
Name: Gray (or Grey)
Gender: Male
Age: 23 years
Height: 6'3"
Weight: 235 lb. (304 lb. with gear)
Skin: Light gray pigmentation, only faint green
Hair: Long wavy gray and black, partially bald
Eyes: Deep gray-blue
Teeth: Dull white with slight jaggedness

Animal Companion
Sandhair
Horse, Heavy - Large Animal; Hit Dice: 3d8+6 (19 hp); Initiative: +1; Speed: 50 ft.
(10 squares); Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12; Base
Attack/Grapple: +2/+9; Attack: Hoof –1 melee (1d6+1*); Full Attack: 2 hooves –1 melee
(1d6+1*); Space/Reach: 10 ft./5 ft.; Special Attacks: None; Special Qualities: Link, low
-light vision, scent, share spells; Saves: Fort +5, Ref +4, Will +2; Abilities: Str 16, Dex 13,
Con 15, Int 2, Wis 12, Cha 6; Skills: Listen +4, Spot +4; Feats: Athletic, Endurance.

Tricks: Come, Defend, Down, Guard, Heel, Stay, Work.

Related Gear: Feed (0.3 gp/60 lb.), Pack saddle (5 gp/15 lb.), saddlebags (4 gp/8 lb.).
[/sblock]

The third and probably easiest option is to fill out character sheet in a word or excel file, and then port save it as an attachment to the board.

There are a LOT of examples of character stat-blocks in the pbp boards around here. While I prefer to write all my characters up as a monster stat-block, that's definitely not the most common.
 
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Creamsteak

Explorer
Character Creation
Characters for this game will be created at 1st level. If the average party level exceeds 1st level, characters will start at the average party level rounded down. Characters will be created using the following mechanics.


Ability Scores:
32 Point Buy.



Hit Dice
Maximize 1st.
Average on all others.
(d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5)



Races
Aasimar*, Dwarf, Gray Elf, Goliath*, Halfling, Human, Tiefling*.

*Aasimar, Goliaths, and Tieflings are modified.
[sblock=Aasimar]Aasimar as Characters
-2 Constitution, +2 Wisdom, +2 Charisma.
Medium size.
An aasimar’s base land speed is 30 feet.
Racial Skills: Aasimars have a +2 racial bonus on Awareness checks.
Racial Feats: An aasimar gains feats according to its class levels.
Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
Favored Class: Paladin.
No level adjustment.
[/sblock]
[sblock=Goliath]Goliaths as Characters
+2 Strength, -2 Dexterity, -2 Charisma.
Medium size.
A goliath’s base land speed is 30 feet.
Goliath Grip: A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Racial Skills: Goliaths have a +2 racial bonus on Climb and Sense Motive checks.
Racial Feats: A goliath gains feats according to its class levels.
Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnoll, Goblin, Terran, Undercommon.
Favored Class: Barbarian.
No level adjustment.
[/sblock]
[sblock=Tiefling]Tieflings as Characters
+2 Dexterity, -2 Constitution, +2 Intelligence.
Medium size.
A tiefling’s base land speed is 30 feet.
Racial Skills: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Racial Feats: A tiefling gains feats according to its class levels.
Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
Favored Class: Rogue.
No level adjustment.
[/sblock]


Classes
Barbarian, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Spellthief, Swordsage, Warlock, Wizard.

[sblock=Barbarians]Barbarians gain Diehard as a bonus feat at 1st level even if he does not have the normal prerequisites for that feat. In addition, a barbarian's death threshold increases by 1 per barbarian level. (Ex: A 5th level barbarian would die at -15.)[/sblock]
[sblock=Clerics]Clerics lose their ability to spontaneously cast cure/cause wounds spells and their bonus domain spells per day. Instead, Clerics can spontaneously cast spells from their domains. All Clerics of good deities can select the Healing domain. All Clerics of evil deities can select the Destruction domain. In addition, once per day, clerics have the supernatural ability to smite with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per cleric level. Cleric and Paladin levels stack for the purpose of this smite.[/sblock]
[sblock=Druids]Druids will use the Wild Shape Variant: Aspect of Nature from Unearthed Arcanna.

Druids lose their ability to spontaneously cast summoning spells. Instead, each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Healing, Plant, Sun, Water, and Weather. Druids can spontaneously cast spells from their chosen domain. The druid also gains the domain's granted power, except as noted below.

* Druids who select the Animal domain or the Plant domain gain Skill Focus (Knowledge [nature]).
* A druid who chooses the Sun domain gains the ability to turn undead 1/day as a cleric of her druid level.
* Druids who select the Weather domain gain Skill Focus (Survival).
[/sblock]
[sblock=Fighter]Fighters can change their favored weapon as a full round action. This means that a fighters weapon focus, improved critical, weapon specialization, and similar feats can all be changed in one full round action.[/sblock]
[sblock=Paladin]The four alignment based Paladin variants are available. The paladins Smite ability is not alignment restricted. Instead of turning/rebuking undead, Paladins turn/rebuke outsiders. Good paladins turn neutral and evil outsiders, and rebuke good outsiders. Evil paladins turn good and neutral outsiders, and rebuke evil outsiders. Paladins get the ability to turn/rebuke outsiders at 1st level a number of times equal to their charisma modifier. Paladins turn/rebuke as a cleric of their paladin level.[/sblock]
[sblock=Ranger]Rangers can switch their combat styles as a full round action.[/sblock]
[sblock=Rogue]Rogues can trade their sneak attack for fighter bonus feats at levels other than 1st.[/sblock]
[sblock=Spellthief]Unaltered.[/sblock]
[sblock=Swordsage]Unaltered.[/sblock]
[sblock=Warlock]Unaltered.[/sblock]
[sblock=Wizard]Wizards cannot specialize (become evokers/enchanters/necromancers/etc.) However, all wizards get to pick one domain from the list below. Wizards can spontaneously cast spells from their domain in place of other prepared spells. The wizard automatically adds each new domain spell to his list of known spells as soon as he becomes able to cast it. These spells do not count against his two new spells known per wizard level.

ABJURATION DOMAIN
0 - resistance;
1st - shield;
2nd - resist energy;
3rd - dispel magic;
4th - remove curse;
5th - mage's private sanctum;
6th - greater dispel magic;
7th - banishment;
8th - mind blank;
9th - prismatic sphere.

ANTIMAGIC DOMAIN
0 - detect magic;
1st - protection from chaos/evil/good/law;
2nd - obscure object;
3rd - dispel magic;
4th - lesser globe of invulnerability;
5th - break enchantment;
6th - antimagic field;
7th - spell turning;
8th - protection from spells;
9th - mage's disjunction.

BATTLE DOMAIN
0 - daze;
1st - true strike;
2nd - protection from arrows;
3rd - greater magic weapon;
4th - fire shield;
5th - interposing hand;
6th - transformation;
7th - power word blind;
8th - moment of prescience;
9th - time stop.

COLD DOMAIN
0 - ray of frost;
1st - chill touch;
2nd - chill metal (as 2nd-level druid spell);
3rd - sleet storm;
4th - wall of ice;
5th - cone of cold;
6th - freezing sphere;
7th - delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage);
8th - polar ray;
9th - comet swarm (as meteor swarm, but deals cold damage instead of fire damage).

CONJURATION DOMAIN
0 - acid splash;
1st - mage armor;
2nd - web;
3rd - stinking cloud;
4th - summon monster IV;
5th - wall of stone;
6th - acid fog;
7th - summon monster VII;
8th - maze;
9th - gate.

DIVINATION DOMAIN
0 - detect magic;
1st - detect secret doors;
2nd - see invisibility;
3rd - arcane sight;
4th - arcane eye;
5th - prying eyes;
6th - true seeing;
7th - greater arcane sight;
8th - discern location;
9th - foresight.

ENCHANTMENT DOMAIN
0 - daze;
1st - charm person;
2nd - hideous laughter;
3rd - suggestion;
4th - confusion;
5th - hold monster;
6th - greater heroism;
7th - insanity;
8th - mass charm monster;
9th - dominate monster.

EVOCATION DOMAIN
0 - light;
1st - magic missile;
2nd - flaming sphere;
3rd - lightning bolt;
4th - shout;
5th - wall of force;
6th - forceful hand;
7th - mage's sword;
8th - telekinetic sphere;
9th - crushing hand.

FIRE DOMAIN
0 - flare;
1st - burning hands;
2nd - scorching ray;
3rd - fireball;
4th - wall of fire;
5th - cone of fire (as cone of cold, but deals fire damage instead of cold damage);
6th - summon monster VI (fire creatures only);
7th - delayed blast fireball;
8th - incendiary cloud;
9th - meteor swarm.

ILLUSION DOMAIN
0 - ghost sound;
1st - disguise self;
2nd - invisibility;
3rd - major image;
4th - phantasmal killer;
5th - shadow evocation;
6th - mislead;
7th - mass invisibility;
8th - scintillating pattern;
9th - shades.

NECROMANCY DOMAIN
0 - disrupt undead;
1st - ray of enfeeblement;
2nd - false life;
3rd - vampiric touch;
4th - fear;
5th - waves of fatigue;
6th - circle of death;
7th - control undead;
8th - horrid wilting;
9th - energy drain.

STORM DOMAIN
0 - ray of frost;
1st - obscuring mist (as 1st-level cleric spell);
2nd - gust of wind;
3rd - lightning bolt;
4th - ice storm;
5th - control winds (as 5th-level druid spell);
6th - chain lightning;
7th - control weather;
8th - whirlwind (as 8th-level druid spell);
9th - storm of vengeance (as 9th-level cleric spell).

TRANSMUTATION DOMAIN
0 - mage hand;
1st - expeditious retreat;
2nd - levitate;
3rd - haste;
4th - polymorph;
5th - baleful polymorph;
6th - disintegrate;
7th - reverse gravity;
8th - iron body;
9th - shapechange.
[/sblock]


Skills
Appraise and Search are now one skill. (Identify)
Diplomacy and Gather Information are now one skill. (Diplomacy)
Handle Animal and Ride are now one skill. (Handle Animal)
Hide and Move Silently are now one skill. (Stealth)
Listen and Spot are now one skill. (Awareness)

The synergy bonus from Handle Animal to Ride does not exist.



Feats
All non-core feats are by approval. The following feats no-longer exist: Alertness, Animal Affinity, Stealthy.



Prestige Classes
All prestige classes are by approval.



Wealth
Barbarian - 100
Cleric - 125
Druid - 50
Fighter - 150
Paladin - 150
Ranger - 150
Rogue - 125
Spellthief - 125
Swordsage - 125
Warlock - 75
Wizard - 75
 
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