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<blockquote data-quote="garlicnation" data-source="post: 2854484" data-attributes="member: 36467"><p>Ok, I have decided to run my homebrew. It is in FR, but you will be doing a lot of planar travel. Expect to have tough roleplay situations as the story is teh most important part of this thing. The start of the adventure is in Arabel, in corymyr and the city is under attack. Designing a smoothtalker will get you out of some sticky situations, and designing a combat madman wil as well. I recommend both in the party even though most situations will require combat skill. </p><p></p><p>Jdragon: Sorry, I was a bit tired while responding. Psionics are allowed, but anything not in the expanded psionics handbook will need to be posted or emailed to me. Sorry about the change from rolling to point buy. DMG point buy, yes.</p><p></p><p>Posting guidelines: Post once a day and once a weekend if possible. Put your actions out-of-initiative in sblocks. I will post the combat along with rolls after everyone has said what is going on.</p><p></p><p>Wrahn: While RP will be very important and there will be a few plot twists along the way, dont expect much mystery or sleuthing. </p><p></p><p>Shay: Most combat and puzzles will occur outside, because any interesting foe I come up with seems to be large. The only problem with a crafter of things is that you might have some trouble aquiring materials during large portions of the campaign. The master of many forms is great, but if you are in a party with one of those, and a warlock, expect me to be tossing exhausting days at you. You need a nice meatshield for the party, and a master could suffice should we not get a fighter or a barbarian.</p><p></p><p></p><p></p><p>Everyone: Just come up with a charachter that will answer a cry for "Strong group of adventurers needed. If you think you can handle a tough situation, head to the brown mare tavern at 8"</p><p></p><p></p><p>Also, if i did not answer a question, please tell me because overlooking things is easy, and, if you could make your charachter sheet something like </p><p></p><p>(excuse the rollup here. I accidently mixed two or three one day, but it is still a good template)</p><p>[sblock]</p><p>[CODE]</p><p>[B]Name:[/B] Mr t</p><p>[B]Class:[/B] Artificer</p><p>[B]Race:[/B] Warforged</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] TN</p><p>[B]Deity:[/B]later</p><p></p><p>[B]Str:[/B] 10 +0 (10p.) [B]Level:[/B] 10 [B]XP:[/B] 200</p><p>[B]Dex:[/B] 10 +0 (10p.) [B]BAB:[/B] +7 [B]HP:[/B] 8 (6+2)</p><p>[B]Con:[/B] 12 +1 (6p.) [B]Grapple:[/B] -2 [B]Dmg Red:[/B] 0/-</p><p>[B]Int:[/B] 16 +3 (0p.) [B]Speed:[/B] 15' [B]Spell Res:[/B] 0</p><p>[B]Wis:[/B] 8 -1 (13p.) [B]Init:[/B] +1 [B]Spell Save:[/B] 15</p><p>[B]Cha:[/B] 16 +3 (1p.) [B]ACP:[/B] -0 [B]Spell Fail:[/B] n/a</p><p></p><p> [B] Base Armor Sheild Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 0 0 +1 +0 +0 +0 11</p><p>[B]Touch:[/B] 11 [B]Flatfooted:[/B] 10</p><p></p><p> [B] Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 0 +2 2</p><p>[B]Ref:[/B] 0 +1 1</p><p>[B]Will:[/B] 2 +0 2</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Light Crossbow +1 1d8 19-20/x2</p><p></p><p>[B]Languages:[/B] </p><p>Common</p><p>Sidhe</p><p>Dwarven</p><p></p><p>[B]Abilities:[/B]</p><p>Wild Surge</p><p></p><p>[B]Feats:[/B]</p><p>Stunning fist</p><p>Deflect arrows</p><p>Improved disarm</p><p>Power attack</p><p>Cleave</p><p>Greater cleave</p><p>Acrobatic</p><p></p><p>[B]Skill Points:[/B] 20 [B]Max Ranks:[/B] 4/2.0</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Appraise 0 -1 0 -1</p><p>Balance 0 3 0 3</p><p>Bluff 0 -1 0 -1</p><p>Climb 0 3 2 5</p><p>Concentration 15 2 2 19</p><p>Craft 0 -1 0 -1</p><p>Diplomacy 0 -1 0 -1</p><p>Disguise 0 -1 0 -1</p><p>Escape Artist 0 3 0 3</p><p>Forgery 0 -1 0 -1</p><p>Gather Information 0 -1 0 -1</p><p>Heal 0 4 2 6</p><p>Hide 0 3 0 3</p><p>Intimidate 0 -1 0 -1</p><p>Jump 13 3 16 32</p><p>Listen 0 4 2 6</p><p>Move Silently 0 3 0 3</p><p>Ride 0 3 0 3</p><p>Search 0 -1 0 -1</p><p>Sense Motive 0 4 2 6</p><p>Spot 0 4 2 6</p><p>Survival 0 4 2 6</p><p>Swim 0 3 2 5</p><p>Use Rope 0 3 0 3</p><p></p><p></p><p>[B]Equipment: Cost Weight Armor/Shield Bonus[/B]</p><p>Monk's garments N/A N/A</p><p>Unholy symbol, silver 25gp 1lb</p><p>Spell component pouch</p><p>Amulet of Natural armor 8000gp n/a</p><p>Cloak of Resistance +5 25000gp 1lb</p><p>Monk's belt 13000gp 1lb</p><p></p><p>[B]Total Weight:[/B]67lb [B]Money:[/B] 2000(most in a bank somewhere)gp 0sp 0cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 67 133 200 400 1000</p><p></p><p>[B]Age:[/B] 25</p><p>[B]Height:[/B] 5'8"</p><p>[B]Weight:[/B] 185lb</p><p>[B]Eyes:[/B] Brown</p><p>[B]Hair:[/B] None</p><p>[B]Skin:[/B] White[/CODE]</p><p></p><p><strong>Spells Per Day:</strong></p><p><strong>0:</strong> 6</p><p><strong>1st:</strong> 4+1</p><p><strong>2nd:</strong> 4+1</p><p><strong>3rd:</strong> 3+1</p><p><strong>4th:</strong> 3+1</p><p><strong>5th:</strong> 2+1</p><p>[/sblock]</p><p></p><p>Class and racial abilities.</p><p>[sblock]</p><p><strong>Racial features:</strong></p><p>Luminous Sigils (Su): The sigils that orbit an illumian’s head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (standard action), but they don't receive the sigils benefits and can’t use any special abilities granted by illuminan words while they’re doused. Restoring the sigils to visibility is a free action.</p><p></p><p>Glyphic resonance (ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells. This group includes all spells whose names contain the world glyph, rune, sigil, or symbol. When an illuminan encounters such magic, one of two things happens. If the illumines caster level is lower than the caster level of the spell, he takes a -4 penalty to the saving throw. If the illumians caster level is higher, he is immune to the effect.</p><p></p><p>Power sigil Aesh: +2 bonus on strength chechs and strength-based skill checks</p><p>Power sigil Hoon:+2 bonus on wisdon checks, constitution checks, and Wisdon or constitution-based skill checks.</p><p></p><p>Illumian word “Aeshoon”: twice per day, the illumian can spend a turn or rebuke attempt as a swift action to gain a bonus on weapon damage rolls equal to her Wisdom bonus. This effect lasts until the beginning of her next turn, and it applies only to weapons with which she has selected the weapon focus feat.</p><p></p><p>Final utterance: UP TO THE DM</p><p></p><p>+2 racial bonus on saves against spells with the shadow descriptor: the illumines magical heritage is tied to the plane of shadow.</p><p></p><p><strong>Class features:</strong></p><p>Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.</p><p></p><p>Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.</p><p></p><p>Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.</p><p></p><p>Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.</p><p></p><p>Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.</p><p></p><p>Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.</p><p></p><p>Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.</p><p></p><p>Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.</p><p></p><p>Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).</p><p></p><p>A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.</p><p>[/sblock]</p><p></p><p>Edit: I will take 6 players tops. Cant handle more than that atm.</p></blockquote><p></p>
[QUOTE="garlicnation, post: 2854484, member: 36467"] Ok, I have decided to run my homebrew. It is in FR, but you will be doing a lot of planar travel. Expect to have tough roleplay situations as the story is teh most important part of this thing. The start of the adventure is in Arabel, in corymyr and the city is under attack. Designing a smoothtalker will get you out of some sticky situations, and designing a combat madman wil as well. I recommend both in the party even though most situations will require combat skill. Jdragon: Sorry, I was a bit tired while responding. Psionics are allowed, but anything not in the expanded psionics handbook will need to be posted or emailed to me. Sorry about the change from rolling to point buy. DMG point buy, yes. Posting guidelines: Post once a day and once a weekend if possible. Put your actions out-of-initiative in sblocks. I will post the combat along with rolls after everyone has said what is going on. Wrahn: While RP will be very important and there will be a few plot twists along the way, dont expect much mystery or sleuthing. Shay: Most combat and puzzles will occur outside, because any interesting foe I come up with seems to be large. The only problem with a crafter of things is that you might have some trouble aquiring materials during large portions of the campaign. The master of many forms is great, but if you are in a party with one of those, and a warlock, expect me to be tossing exhausting days at you. You need a nice meatshield for the party, and a master could suffice should we not get a fighter or a barbarian. Everyone: Just come up with a charachter that will answer a cry for "Strong group of adventurers needed. If you think you can handle a tough situation, head to the brown mare tavern at 8" Also, if i did not answer a question, please tell me because overlooking things is easy, and, if you could make your charachter sheet something like (excuse the rollup here. I accidently mixed two or three one day, but it is still a good template) [sblock] [CODE] [B]Name:[/B] Mr t [B]Class:[/B] Artificer [B]Race:[/B] Warforged [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] TN [B]Deity:[/B]later [B]Str:[/B] 10 +0 (10p.) [B]Level:[/B] 10 [B]XP:[/B] 200 [B]Dex:[/B] 10 +0 (10p.) [B]BAB:[/B] +7 [B]HP:[/B] 8 (6+2) [B]Con:[/B] 12 +1 (6p.) [B]Grapple:[/B] -2 [B]Dmg Red:[/B] 0/- [B]Int:[/B] 16 +3 (0p.) [B]Speed:[/B] 15' [B]Spell Res:[/B] 0 [B]Wis:[/B] 8 -1 (13p.) [B]Init:[/B] +1 [B]Spell Save:[/B] 15 [B]Cha:[/B] 16 +3 (1p.) [B]ACP:[/B] -0 [B]Spell Fail:[/B] n/a [B] Base Armor Sheild Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 0 0 +1 +0 +0 +0 11 [B]Touch:[/B] 11 [B]Flatfooted:[/B] 10 [B] Base Mod Misc Total[/B] [B]Fort:[/B] 0 +2 2 [B]Ref:[/B] 0 +1 1 [B]Will:[/B] 2 +0 2 [B]Weapon Attack Damage Critical[/B] Light Crossbow +1 1d8 19-20/x2 [B]Languages:[/B] Common Sidhe Dwarven [B]Abilities:[/B] Wild Surge [B]Feats:[/B] Stunning fist Deflect arrows Improved disarm Power attack Cleave Greater cleave Acrobatic [B]Skill Points:[/B] 20 [B]Max Ranks:[/B] 4/2.0 [B]Skills Ranks Mod Misc Total[/B] Appraise 0 -1 0 -1 Balance 0 3 0 3 Bluff 0 -1 0 -1 Climb 0 3 2 5 Concentration 15 2 2 19 Craft 0 -1 0 -1 Diplomacy 0 -1 0 -1 Disguise 0 -1 0 -1 Escape Artist 0 3 0 3 Forgery 0 -1 0 -1 Gather Information 0 -1 0 -1 Heal 0 4 2 6 Hide 0 3 0 3 Intimidate 0 -1 0 -1 Jump 13 3 16 32 Listen 0 4 2 6 Move Silently 0 3 0 3 Ride 0 3 0 3 Search 0 -1 0 -1 Sense Motive 0 4 2 6 Spot 0 4 2 6 Survival 0 4 2 6 Swim 0 3 2 5 Use Rope 0 3 0 3 [B]Equipment: Cost Weight Armor/Shield Bonus[/B] Monk's garments N/A N/A Unholy symbol, silver 25gp 1lb Spell component pouch Amulet of Natural armor 8000gp n/a Cloak of Resistance +5 25000gp 1lb Monk's belt 13000gp 1lb [B]Total Weight:[/B]67lb [B]Money:[/B] 2000(most in a bank somewhere)gp 0sp 0cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 67 133 200 400 1000 [B]Age:[/B] 25 [B]Height:[/B] 5'8" [B]Weight:[/B] 185lb [B]Eyes:[/B] Brown [B]Hair:[/B] None [B]Skin:[/B] White[/CODE] [B]Spells Per Day:[/B] [B]0:[/B] 6 [B]1st:[/B] 4+1 [b]2nd:[/b] 4+1 [b]3rd:[/b] 3+1 [b]4th:[/b] 3+1 [b]5th:[/b] 2+1 [/sblock] Class and racial abilities. [sblock] [b]Racial features:[/b] Luminous Sigils (Su): The sigils that orbit an illumian’s head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (standard action), but they don't receive the sigils benefits and can’t use any special abilities granted by illuminan words while they’re doused. Restoring the sigils to visibility is a free action. Glyphic resonance (ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells. This group includes all spells whose names contain the world glyph, rune, sigil, or symbol. When an illuminan encounters such magic, one of two things happens. If the illumines caster level is lower than the caster level of the spell, he takes a -4 penalty to the saving throw. If the illumians caster level is higher, he is immune to the effect. Power sigil Aesh: +2 bonus on strength chechs and strength-based skill checks Power sigil Hoon:+2 bonus on wisdon checks, constitution checks, and Wisdon or constitution-based skill checks. Illumian word “Aeshoon”: twice per day, the illumian can spend a turn or rebuke attempt as a swift action to gain a bonus on weapon damage rolls equal to her Wisdom bonus. This effect lasts until the beginning of her next turn, and it applies only to weapons with which she has selected the weapon focus feat. Final utterance: UP TO THE DM +2 racial bonus on saves against spells with the shadow descriptor: the illumines magical heritage is tied to the plane of shadow. [b]Class features:[/b] Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses. Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. [/sblock] Edit: I will take 6 players tops. Cant handle more than that atm. [/QUOTE]
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