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D20 Future Campaign inspired by Halo
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<blockquote data-quote="Chaldfont" data-source="post: 1877381" data-attributes="member: 1472"><p><strong>Groundpounders -- PCs for 1st Session</strong></p><p></p><p>I'm calling this campaign Groundpounders. I'm going for a Band of Brothers/Aliens/Halo feel. There will be three sessions. In the first, the PCs will be 6th level. They'll jump to 9th and then 12th for the second and third sessions.</p><p></p><p>The PCs are unnamed so that the players can personalize them a bit. Each player will get two PCs: one enlisted marine and one of the specialists. I still need one more specialist, but I haven't thought one up yet. Sniper? Military Intelligence? Heavy Weapons or Mech Jockey?</p><p></p><p>Equipment may change somewhat. For instance: What's in a Confed marine standard kit? (Besides glowsticks anyway, they have to have lots of glowsticks).</p><p></p><p>Enlisted Confed Marine (Strong 2/Fast 2/Tough 2): CR 6; Medium-size human; HD 2d8+6 plus 2d8+6 plus 2d10+6; hp 50; Mas 16; Init +2; Spd 25 ft.; Defense 24, touch 20, flat-footed 22 (+2 Dex, +8 class, +4 combat armor); BAB +4; Grap +6; Atk +6 melee (1d4+3, unarmed strike) or +7 melee (1d4+3/19-20, combat knife); Full Atk +6 melee (1d4+3, unarmed strike) or +7 melee (1d4+3/19-20, combat knife) or +7 ranged (2d8, pistol) or +6 ranged (2d8, assault rifle) or +6 ranged (5d6, shrapnel grenade); SV Fort +7, Ref +4, Will +1; AP TBD; Rep +0; Str 14, Dex 15, Con 16, Int 10, Wis 13, Cha 8.</p><p> Occupation: Confed Marine (bonus class skills: Demolitions, Survival).</p><p> Skills: TBD</p><p> Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Burst Fire, Combat Martial Arts, Endurance, Personal Firearms Proficiency, Quick Reload, Simple Weapons Proficiency, Stealthy.</p><p> Talents: Increased speed, melee smash, second wind.</p><p> Possessions: Combat knife, Confed marine pistol w/ 3 magazines, Confed marine assault rifle w/ 5 magazines, Confed marine combat armor, 3 shrapnel grenades, Confed marine standard kit, demolitions charge.</p><p></p><p>[This is the leader of the two squads. He's a grizzled old veteran and a natural born leader. He's loosely based on Dick Winters from Band of Brothers]</p><p></p><p>Confed Marine Lieutenant (Tough 3/Charismatic 1/Field Officer 1): CR 6: Medium-size human; HD 3d10+9 plus 1d6+3 plus 2d8+6; hp 51; Mas 19; Init +2; Spd 20 ft.; Defense 19, touch 15, flat-footed 17 (+2 Dex, +3 class, +4 combat armor); BAB +4; Grap +4; Atk +5 melee (1d4, combat knife); Full Atk +5 melee (1d4, combat knife) or +7 ranged (2d8, pistol) or +6 ranged (2d8, assault rifle) or +6 ranged (5d6, shrapnel grenade); SV Fort +6, Ref +6, Will +4; AP TBD; Rep +7; Str 10, Dex 14, Con 16, Int 12, Wis 10, Cha 14.</p><p> Occupation: Confed Marine (bonus class skills: Demolitions, Survival).</p><p> Skills: TBD</p><p> Feats: Alertness, Armor Proficiency (light), Armor Proficiency (medium), Endurance, Improved Damage Threshold, Personal Firearms Proficiency, Renown, Simple Weapons Proficiency.</p><p> Talents: Remain conscious, damage reduction 1/-, coordinate, leadership, uncanny survival.</p><p> Possessions: Combat knife, Confed marine pistol w/ 3 magazines, Confed marine assault rifle w/ 5 magazines, Confed marine combat armor, 3 shrapnel grenades, Confed marine standard kit, demolitions charge, binoculars with electro-optics and range finder.</p><p></p><p>[I just wanted to give some guy a katana and tempt the player to go crazy with melee combat]</p><p></p><p>Confed Marine Sergeant (Strong 3/Soldier 3): CR 6; Medium-size human; HD 3d8+9 plus 3d10+9; hp 51; Mas 16; Init +2; Spd 20 ft.; Defense 20, touch 16, flat-footed 18 (+2 Dex, +4 class, +4 combat armor); BAB +5; Grap +8; Atk +9 melee (1d4+5/19-20, combat knife) or +10 melee (2d6+8/19-20, katana); Full Atk +9 melee (1d4+5/19-20, combat knife) or +10 melee (2d6+8/19-20, katana) or +8 ranged (2d8, pistol) or +7 ranged (2d8, assault rifle) or +7 ranged (5d6, shrapnel grenade); SV Fort +7, Ref +5, Will +3; AP TBD; Rep +0; Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8.</p><p> Occupation: Confed Marine (bonus class skills: Demolitions, Survival).</p><p> Skills: TBD</p><p> Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Burst Fire, Cleave, Exotic Weapons Proficiency (katana), Personal Firearms Proficiency, Power Attack, Weapon Focus (katana), Weapon Specialization (katana).</p><p> Talents: Improved melee smash.</p><p> Possessions: Combat knife, Confed marine pistol w/ 3 magazines, Confed marine assault rifle w/ 5 magazines, Confed marine combat armor, 3 shrapnel grenades, Confed marine standard kit, demolitions charge, mastercraft katana.</p><p></p><p>Confed Marine Medic (Dedicated 3/Field Medic 3): CR 6; Medium-size human; HD 3d6+6 plus 3d8+6; hp 42; Mas 14; Init +2, Spd 20 ft.; Defense 20, touch 16, flat-footed 18 (+2 Dex, +4 class, +4 combat armor); BAB +3; Grap +3; Atk +4 melee (1d4/19-20, combat knife); Full Atk +4 melee (1d4/19-20, combat knife) or +6 ranged (2d8, pistol) or +5 ranged (2d8, assault rifle) or +5 ranged (5d6, ranged); SV Fort +7, Ref +4, Will +7; AP TBD; Rep +2; Str 11, Dex 15, Con 14, Int 12, Wis 16, Cha 8.</p><p> Occupation: Confed Marine (bonus class skills: Demolitions, Survival).</p><p> Skills: Treat Injury +15, TBD</p><p> Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Dodge, Heroic Surge, Personal Firearms Proficiency, Run, Simple Weapons Proficiency, Surgery.</p><p> Talents: Healing knack, healing touch 1, medical specialist +1, expert healer.</p><p> Possessions: Combat knife, Confed marine pistol w/ 3 magazines, Confed marine assault rifle w/ 5 magazines, Confed marine combat armor, 3 shrapnel grenades, Confed marine standard kit, demolitions charge, medical stuff.</p></blockquote><p></p>
[QUOTE="Chaldfont, post: 1877381, member: 1472"] [b]Groundpounders -- PCs for 1st Session[/b] I'm calling this campaign Groundpounders. I'm going for a Band of Brothers/Aliens/Halo feel. There will be three sessions. In the first, the PCs will be 6th level. They'll jump to 9th and then 12th for the second and third sessions. The PCs are unnamed so that the players can personalize them a bit. Each player will get two PCs: one enlisted marine and one of the specialists. I still need one more specialist, but I haven't thought one up yet. Sniper? Military Intelligence? Heavy Weapons or Mech Jockey? Equipment may change somewhat. For instance: What's in a Confed marine standard kit? (Besides glowsticks anyway, they have to have lots of glowsticks). Enlisted Confed Marine (Strong 2/Fast 2/Tough 2): CR 6; Medium-size human; HD 2d8+6 plus 2d8+6 plus 2d10+6; hp 50; Mas 16; Init +2; Spd 25 ft.; Defense 24, touch 20, flat-footed 22 (+2 Dex, +8 class, +4 combat armor); BAB +4; Grap +6; Atk +6 melee (1d4+3, unarmed strike) or +7 melee (1d4+3/19-20, combat knife); Full Atk +6 melee (1d4+3, unarmed strike) or +7 melee (1d4+3/19-20, combat knife) or +7 ranged (2d8, pistol) or +6 ranged (2d8, assault rifle) or +6 ranged (5d6, shrapnel grenade); SV Fort +7, Ref +4, Will +1; AP TBD; Rep +0; Str 14, Dex 15, Con 16, Int 10, Wis 13, Cha 8. Occupation: Confed Marine (bonus class skills: Demolitions, Survival). Skills: TBD Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Burst Fire, Combat Martial Arts, Endurance, Personal Firearms Proficiency, Quick Reload, Simple Weapons Proficiency, Stealthy. Talents: Increased speed, melee smash, second wind. Possessions: Combat knife, Confed marine pistol w/ 3 magazines, Confed marine assault rifle w/ 5 magazines, Confed marine combat armor, 3 shrapnel grenades, Confed marine standard kit, demolitions charge. [This is the leader of the two squads. He's a grizzled old veteran and a natural born leader. He's loosely based on Dick Winters from Band of Brothers] Confed Marine Lieutenant (Tough 3/Charismatic 1/Field Officer 1): CR 6: Medium-size human; HD 3d10+9 plus 1d6+3 plus 2d8+6; hp 51; Mas 19; Init +2; Spd 20 ft.; Defense 19, touch 15, flat-footed 17 (+2 Dex, +3 class, +4 combat armor); BAB +4; Grap +4; Atk +5 melee (1d4, combat knife); Full Atk +5 melee (1d4, combat knife) or +7 ranged (2d8, pistol) or +6 ranged (2d8, assault rifle) or +6 ranged (5d6, shrapnel grenade); SV Fort +6, Ref +6, Will +4; AP TBD; Rep +7; Str 10, Dex 14, Con 16, Int 12, Wis 10, Cha 14. Occupation: Confed Marine (bonus class skills: Demolitions, Survival). Skills: TBD Feats: Alertness, Armor Proficiency (light), Armor Proficiency (medium), Endurance, Improved Damage Threshold, Personal Firearms Proficiency, Renown, Simple Weapons Proficiency. Talents: Remain conscious, damage reduction 1/-, coordinate, leadership, uncanny survival. Possessions: Combat knife, Confed marine pistol w/ 3 magazines, Confed marine assault rifle w/ 5 magazines, Confed marine combat armor, 3 shrapnel grenades, Confed marine standard kit, demolitions charge, binoculars with electro-optics and range finder. [I just wanted to give some guy a katana and tempt the player to go crazy with melee combat] Confed Marine Sergeant (Strong 3/Soldier 3): CR 6; Medium-size human; HD 3d8+9 plus 3d10+9; hp 51; Mas 16; Init +2; Spd 20 ft.; Defense 20, touch 16, flat-footed 18 (+2 Dex, +4 class, +4 combat armor); BAB +5; Grap +8; Atk +9 melee (1d4+5/19-20, combat knife) or +10 melee (2d6+8/19-20, katana); Full Atk +9 melee (1d4+5/19-20, combat knife) or +10 melee (2d6+8/19-20, katana) or +8 ranged (2d8, pistol) or +7 ranged (2d8, assault rifle) or +7 ranged (5d6, shrapnel grenade); SV Fort +7, Ref +5, Will +3; AP TBD; Rep +0; Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8. Occupation: Confed Marine (bonus class skills: Demolitions, Survival). Skills: TBD Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Burst Fire, Cleave, Exotic Weapons Proficiency (katana), Personal Firearms Proficiency, Power Attack, Weapon Focus (katana), Weapon Specialization (katana). Talents: Improved melee smash. Possessions: Combat knife, Confed marine pistol w/ 3 magazines, Confed marine assault rifle w/ 5 magazines, Confed marine combat armor, 3 shrapnel grenades, Confed marine standard kit, demolitions charge, mastercraft katana. Confed Marine Medic (Dedicated 3/Field Medic 3): CR 6; Medium-size human; HD 3d6+6 plus 3d8+6; hp 42; Mas 14; Init +2, Spd 20 ft.; Defense 20, touch 16, flat-footed 18 (+2 Dex, +4 class, +4 combat armor); BAB +3; Grap +3; Atk +4 melee (1d4/19-20, combat knife); Full Atk +4 melee (1d4/19-20, combat knife) or +6 ranged (2d8, pistol) or +5 ranged (2d8, assault rifle) or +5 ranged (5d6, ranged); SV Fort +7, Ref +4, Will +7; AP TBD; Rep +2; Str 11, Dex 15, Con 14, Int 12, Wis 16, Cha 8. Occupation: Confed Marine (bonus class skills: Demolitions, Survival). Skills: Treat Injury +15, TBD Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Dodge, Heroic Surge, Personal Firearms Proficiency, Run, Simple Weapons Proficiency, Surgery. Talents: Healing knack, healing touch 1, medical specialist +1, expert healer. Possessions: Combat knife, Confed marine pistol w/ 3 magazines, Confed marine assault rifle w/ 5 magazines, Confed marine combat armor, 3 shrapnel grenades, Confed marine standard kit, demolitions charge, medical stuff. [/QUOTE]
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