Lobo Lurker
First Post
I'm probing for interest here.
Dragonslayer Game:
PCs are novice dragonslayers. They begin by necessity and continue becuase of charity & treasure.
I see this mainly as a cheap, fun, hack 'n slash with some roleplay as well ('cause that can be fun too... really... no, seriously).
The problem with Rangers (PrC):
The dragons use half-dragon offspring rangers in order to hunt down humans in the region (often with magic weapons). Spies and informants are always on the lookout for rangers & higher level individuals. Those individuals are then kidnapped and no one knows what happens to them afterwards.
Communications: Passing goblin traders offer skuttlebutt for free and often transport news, rumors, mail along thier trade routes. Settlements tend to be about one or two days dragonflights from eachother.
Economy: Initial locations - Silver standard. Simple weapons cost thier gp amount in silver. Martial weapons cost thier gold cost. Exotic weapons cost 2x thier gold cost. Metal armors cost 2x normal cost and are subject to availability. Heavy Armors not available initially.
Adventuring motivation: You're rising in level and ability. People are starting to notice. Soon, the elders feel that the Hunters will come for you soon.
Dragons: 400 years ago the dragons launched a sudden and massive attack on the free races of the world. With the absence of the elves there weren't enough powerful beings in the world to combat this takeover. Entire civilizations were reduced to feudalism and barbarism. With all the large cities and centers of learning destroyed, the dragons sat back and divy'd up the land between themselves. It is uncertain what the dragons have gained from thier near-wholesale destruction of civilization, but it is known that they zealously cull thier human (and goblinoid) herds with strange, dragonblooded offspring forming the core of thier roving hunting band's commanders.
Dwarves: Mightily talented artisans and engineers. Dwarves hide sequestered
in thier massive mountain halls. Such is thier defenses that the dragons have been thus far unable to enslave the dwarves. Dwarves are uncomfortable around magic (both divine and arcane) due ancient cultural mores and thier general inability to weild it.
Elves:
* The fey race of elves has been locked away from creation for over a millenia. Thier ravages were legendary, as were thier works of magic and acts of charity. In the end, thier chaotic ways lead to the destruction of the ancient empires and the free races threw off the yoke of Elvish 'rule'.
* As Humans regard exceptionally intelligent primates, the elves view the other intelligent races.
* Locked away by Gnomish magics, the free peoples exiled the Elves to the shadowlands between the worlds. Good, Evil, Lawful, & Chaotic, Elves universally yearn to return to a time when they were the undisputed masters of all creation. The odd elf may not share this goal but to publicly make such a statement would mean sure death from the evilly alined elves.
Gnomes: The most magically inclined/knowledgeable of all the free races. If you've read A Game of Thrones (A song of Ice & Fire) they're like Maesters.
Gnomish libraries are the center of thier culture. Gnomes don't really worship any gods per se... but they have priests and revere knowledge & magic for it's own sake.
Humans: The most numerous & commonly encountered of the free races. Many
varieties, just like on earth. Some are religious, some aren't. Some are violent, some aren't.
Halflings: I couldn't really think of anything to do with these guys. Haven't decided if they exist or not.
Goblins: short, green, & spindly. Goblins are a numerous race of traders and merchants. A fair number of them maintain a warrior tradition while others focus on arcane arts. Goblins may not be the best spellcasters out there, but they are responsible for many of the enchanted items currently making thier way around the world.
Goblins tend to shun divine magic in favor of arcane magic as, culturally, they view it as a backwards form of magic practiced by thier hopelessly anacronistic orcish brothers.
Orcs: Orcs possess a nomadic warrior culture organized by tribe. Orcs share
an animistic faith lead by shamans. Arcane magic is generally despised by orkish warriors due to superstitions they hold about their goblin brothers. * DM note: almost all orcs possess the elite stat array. * DM note: Orcs are goblinoids.
Trolls: Akin to massive, stupid goblins, Trolls eek out subsistance level existances. Being that they are kinfolk to both Orks and Goblins, either of those races will usually welcome a Troll as a laborer or indentured guardian. Trolls are enourmous, gangly beings with a green to blue skin tone and oversized jaws, hands, and feet.
As far as classes and multiclassing goes; go nuts. No favored classes or multiclassing restrictions (may be superceeded by in-game reasons).
If you have an idea for an advanced class or have an opnion about a AdC or PrC please bring it up. I'm willing to discuss it.
Likewise, if you have an idea for a feat or ability, bring it up. My ears are open.
I'm looking for around 4 players. Please submit character concepts. If I like it, I'll okay it and you can post a character. I'll make my final decision from posted characters.
Dragonslayer Game:
PCs are novice dragonslayers. They begin by necessity and continue becuase of charity & treasure.
I see this mainly as a cheap, fun, hack 'n slash with some roleplay as well ('cause that can be fun too... really... no, seriously).
The problem with Rangers (PrC):
The dragons use half-dragon offspring rangers in order to hunt down humans in the region (often with magic weapons). Spies and informants are always on the lookout for rangers & higher level individuals. Those individuals are then kidnapped and no one knows what happens to them afterwards.
Communications: Passing goblin traders offer skuttlebutt for free and often transport news, rumors, mail along thier trade routes. Settlements tend to be about one or two days dragonflights from eachother.
Economy: Initial locations - Silver standard. Simple weapons cost thier gp amount in silver. Martial weapons cost thier gold cost. Exotic weapons cost 2x thier gold cost. Metal armors cost 2x normal cost and are subject to availability. Heavy Armors not available initially.
Code:
[b]Ruleset(s)[/b]: Grim Tales
[b]Starting Level[/b]: 5th? (I'll notify upon level gain)
[b]Starting Wealth[/b]: 1500gp (yes, I'm aware this is a pittance; you're poor)
[b]Char-Generation[/b]: 28 pt. buy
PCs should be human unless they can come up with a
plausible reason to be another race.
[b]Massive Damage[/b]: 10 + Con modifier + 1/2 armor or natural armor
[b]Spell Burn Die[/b]: D6; attribute modifier applies to caster level checks
[b]Would-be[/b] Int - Max spell level determination
[b]Spellcasters[/b]: Wis - Burn Resistance
Cha - DC determination
Adventuring motivation: You're rising in level and ability. People are starting to notice. Soon, the elders feel that the Hunters will come for you soon.
Dragons: 400 years ago the dragons launched a sudden and massive attack on the free races of the world. With the absence of the elves there weren't enough powerful beings in the world to combat this takeover. Entire civilizations were reduced to feudalism and barbarism. With all the large cities and centers of learning destroyed, the dragons sat back and divy'd up the land between themselves. It is uncertain what the dragons have gained from thier near-wholesale destruction of civilization, but it is known that they zealously cull thier human (and goblinoid) herds with strange, dragonblooded offspring forming the core of thier roving hunting band's commanders.
Dwarves: Mightily talented artisans and engineers. Dwarves hide sequestered
in thier massive mountain halls. Such is thier defenses that the dragons have been thus far unable to enslave the dwarves. Dwarves are uncomfortable around magic (both divine and arcane) due ancient cultural mores and thier general inability to weild it.
Code:
[[b]RACIAL TRAITS[/b]] Master Craftsmen (+2 to all crafting checks, select
any crafting skill and gain 4 ranks in it at level 1). +2 save vs.
Poison, +2 save vs. Disease, +2 save vs. Magic, +4 on saves vs.
Death from massive damage, +2 Str/-2 Dex, lowlight vision
Elves:
* The fey race of elves has been locked away from creation for over a millenia. Thier ravages were legendary, as were thier works of magic and acts of charity. In the end, thier chaotic ways lead to the destruction of the ancient empires and the free races threw off the yoke of Elvish 'rule'.
* As Humans regard exceptionally intelligent primates, the elves view the other intelligent races.
* Locked away by Gnomish magics, the free peoples exiled the Elves to the shadowlands between the worlds. Good, Evil, Lawful, & Chaotic, Elves universally yearn to return to a time when they were the undisputed masters of all creation. The odd elf may not share this goal but to publicly make such a statement would mean sure death from the evilly alined elves.
Gnomes: The most magically inclined/knowledgeable of all the free races. If you've read A Game of Thrones (A song of Ice & Fire) they're like Maesters.
Gnomish libraries are the center of thier culture. Gnomes don't really worship any gods per se... but they have priests and revere knowledge & magic for it's own sake.
Code:
[[b]RACIAL TRAITS[/b]] +2 Int/-2 Str, size small, lowlight vision, +2 to all
Caster Level Checks, Education (pick any two knowledges, gain 4 ranks
in each at first level).
Humans: The most numerous & commonly encountered of the free races. Many
varieties, just like on earth. Some are religious, some aren't. Some are violent, some aren't.
Halflings: I couldn't really think of anything to do with these guys. Haven't decided if they exist or not.
Goblins: short, green, & spindly. Goblins are a numerous race of traders and merchants. A fair number of them maintain a warrior tradition while others focus on arcane arts. Goblins may not be the best spellcasters out there, but they are responsible for many of the enchanted items currently making thier way around the world.
Goblins tend to shun divine magic in favor of arcane magic as, culturally, they view it as a backwards form of magic practiced by thier hopelessly anacronistic orcish brothers.
Code:
[[b]TRAITS[/b]] Small, +2 Dex/-2 Str, +4 racial bonus to sneak checks,
Darkvision 60', +2 Bluff/Diplomacy/Sense Motive checks
Orcs: Orcs possess a nomadic warrior culture organized by tribe. Orcs share
an animistic faith lead by shamans. Arcane magic is generally despised by orkish warriors due to superstitions they hold about their goblin brothers. * DM note: almost all orcs possess the elite stat array. * DM note: Orcs are goblinoids.
Code:
[[b]TRAITS[/b]] Medium; +2 Con/-2 Int/-2 Cha; +2 Intimidate checks;
+1 competance bonus to Attack rolls & AC due to extensive,
lifelong training, Martial Weapon Proficiency feat at level one,
Darkvision 60'
Trolls: Akin to massive, stupid goblins, Trolls eek out subsistance level existances. Being that they are kinfolk to both Orks and Goblins, either of those races will usually welcome a Troll as a laborer or indentured guardian. Trolls are enourmous, gangly beings with a green to blue skin tone and oversized jaws, hands, and feet.
Code:
[[b]TRAITS[/b]] Fast Healing 3, Medium size, +6 Str/+4 Dex/+4 Con, -4 Int/
-2 Wis/-4 Cha; +4 racial bonus to listen checks, Darkvision 60',
Powerful build, Bite 1d6, (2) Claws 1d6, +3 natural armor,
3d8 monstrous humanoid hit dice ([i]ECL +3? +3 racial hit dice[/i])
As far as classes and multiclassing goes; go nuts. No favored classes or multiclassing restrictions (may be superceeded by in-game reasons).
If you have an idea for an advanced class or have an opnion about a AdC or PrC please bring it up. I'm willing to discuss it.
Likewise, if you have an idea for a feat or ability, bring it up. My ears are open.
I'm looking for around 4 players. Please submit character concepts. If I like it, I'll okay it and you can post a character. I'll make my final decision from posted characters.
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