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Welcome to the Elemental Evil! Specifically A terrible threat gathers in the North. Throughout this region of the Forgotten Realms, savage marauders bring destruction. Monsters are on the prowl, preying on flocks, rampaging through croplands, and attacking homesteads and travelers. In settlements, discord and suspicion grow. Sinister strangers lurk in the shadows, whispering about how everything is soon to change. The rise of Elemental Evil in Faerūn begins in the Dessarin Valley, a lightly settled region of caravan towns, isolated homesteads, and uninhabited wilderness just a weeks journey from Waterdeep. Residents in places such as Red Larch or Triboar boast that their humble settlements are the Gateway to the North. Through these lands pass hundreds of caravans and keelboats each year, linking the great ports of Waterdeep and Neverwinter with places such as Everlund, Mirabar, or Silverymoon. The steady caravan traffic breathes life into the towns of this area, supporting businesses in the settlements along the Long Road. Inns cater to travelers anxious to sleep safely within sturdy walls and enjoy good food by a warm fire instead of camping by the side of the road. Minor issues are nothing unusual in the Dessarin Valley, from bands of savage humanoids from the Sword Mountains or the Evermoors, to bandits gathering in the lonelier parts of the vale to waylay caravans traveling the Long Road or the Kheldell Path. But six months ago, an insidious new threat began to grow in the area, unsuspected by the locals or any passing adventurers. Red Larch has been an important stop on the Long Road for two centuries now. Named for a distinctive stand of red larch trees that were cut down when the hamlet was founded, Red Larch is a prosperous community facing dark times. The heart of the Sumber Hills has become far more dangerous, with monsters lurking seemingly everywhere. Banditry is on the rise, and the weather seems to be getting more severe and more unpredictable. The townsfolk fear that dangerous times are at hand, but no one seems to know what to do about it. You are recently arrived to Red Larch, you each have your own reasons why you adventure, and through luck or happenstance you have come together for your first real adventure. Perhaps you know each other, or perhaps you have passed only a few words with each other before coming out this way. Whatever the case may be you have heard rumors of strange goings on in the area and have come to get to the bottom of it. ---- Okay this will be a DnD 5e game, starting at 1st level with the usual point buy character creation. The game may go as far as 15th level. I am thinking of using a houserule for Champion fighter, if anyone actually goes that path, though it won't come up until 3rd level. Should probably be on IRC fairly often, opened a channel at #PotA for the game. Would like fairly frequent posts, one a day would be nice, though perhaps not always possible. But the faster the better. Ryuujin posted:Okay again thinking about ways to improve the Champion archetype of the Fighter, and while I like the idea pd0t, I believe it was, had about Fighters/Rogues/Barbarians/Rangers grabbing two archetypes from a specific list of classes when they grab their archetype, I have another idea. Maybe making Parry and Shield Bash, and some other options, dependent on what Fighting Styles the character has. Also tempted to add Feats like P.d0t mentions in the Next thread. P.d0t posted:That's my point, though; over the life of the typical campaign, they get ONE more ASI as compared to other classes (and on a class that natively needs to bump more ability scores to keep up). That just isn't enough. So thinking I might let all Fighters pick a feat when they gain a Fighting Style or an Archetype. The feat needs to fit their background, archetype or fighting style. It is a little open to interpretation but the above list would be some good suggestions. Also looking to try out AlphaDog's? Leader Archetype. AlphaDog? posted:When you choose this archetype at third level, gain a number of grunts equal to your proficiency bonus. This number increases with your Proficiency bonus. See "Grunts", below. Ryuujin fucked around with this message at 07:13 on Apr 6, 2015 |
# ¿ Apr 6, 2015 06:24 |
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# ¿ Apr 29, 2024 06:31 |
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Okay there was some questions about the Fighter houserules so I will go in more detail. Also I am allowing the Spellless Ranger variant and Favored Soul Sorcerer Origin if you want to try them out. ---- Fighters Okay first and foremost all Fighters gain a Feat at 1st level, and any other level where they gain a Fighting Style through the fighter class. No they don't get more feats by multiclassing Paladin or Ranger. The Feat they get should reflect the Fighting Style, or possibly their Background or future Archetype. Second all Fighters gain another Feat at 3rd level when they select an Archetype. The Feat they get should reflect the Archetype, or possibly their Background or Fighting Style. Third a new Archetype and Fighting Style are open to Fighters. The Leader Archetype, and the Leader Fighting Style, the Fighting Style does little if you aren't a Leader Archetype though. Fourth I am making major changes to the Champion Archetype. It keeps pretty much all of its features, but they are expanded. Some suggestions for the various Archetypes and Fighting Styles: Champion: Athlete, Charger, Grappler, Tavern Brawler Battle Master: Actor, Inspiring Leader, Skilled, Lucky Eldritch Knight: Mage Slayer, Magic Initiate, Spell Sniper, War Caster Leader: Alert, Dungeon Delver, Healer, Inspiring Leader, Keen Mind Archery: Crossbow Expert, Sharpshooter Defense/Protection: Shield Master, Sentinel Two-Weapon Fighting: Dual Wielder Great Weapon Fighting: Great Weapon Master, Polearm Master, Savage Attacker [Any]: Defensive Duelist, Tough Improved Champion Fighter 3rd Level Improved Critical+mproved Damage Keep the Expanded Crit Range at 3rd and 15th level. But add an increase to damage, like the Gladiator's Brute feature. At 3rd, and again at 15th level, the Improved Champion gets an extra weapon's worth of damage on each Melee attack. A 1d8 weapon does 2d8 at 3rd level and 3d8 at 15h, while a 2d6 weapon does 4d6 at 3rd and 6d6 at 15th. This makes them the best at melee damage, kind of, and synergises with their own expanded crit feature that otherwise was fairly anemic. 7th Remarkable Athlete+Remarkable Strength Keep Remarkable Athlete as is except for the part of using half proficiency on non proficient Str checks. This is because Remarkable Strength grants you Proficiency and Expertise in all Strength Checks, including Athletics where you can pick a new skill if you already had proficiency in Athletics, also grants Expertise in Str saves, and in Str attacks. Something that no Expertise feature currently grants. This is an expansion of the Gladiator clearly having Expertise in Athletics, and a Fighter being worse at Athletics than a Bard or Rogue. It also helps with being accurate and hard to stop with Str saves. 10th Additional Fighting Style+Improved Fighting Styles Okay keep the second Fighting Style, and with the other changes to Fighter means yet another themed Feat. Improved Fighting Style grants something a little extra to each of your Fighting Styles. [*]Two-Weapon Fighting: If you are wielding a weapon in each hand, you can make 2 attacks with the offhand weapon as a Bonus Action [*]Great Weapon Fighting: Brutal 3, reroll all weapon dice that show up as a 1,2 or 3 until they show a 4 or higher when wielding a two-handed or versatile weapon two-handed. A Critical Hit with such a weapon in two hands stuns until the ends of your next turn. [*]Protection: Gain a Shield Bash attack when wielding a shield. Shield deals 1d4 bludgeoning damage as base, before other Champion features adjust it, and hitting with the Shield Bash forces a Str save DC 8+your Str Mod+Proficiency (do not double proficiency here.) Failure on the Save knocks the target prone. You can make a Shield Bash as a Bonus Action, and/or you can use it in place of any of your normal melee attacks with the Attack Action. A Critical Hit with the Shield Bash causes the Dazed condition, until the end of your next turn. [*]Archery: Your Improved Crit Range is doubled with Ranged Weapon Attacks. Critical hits with Ranged Weapon Attacks now inflict Restrained condition, until they use an Action to remove the arrow, or succeed on a Str save DC 8+your Dex Mod+Proficiency. Reminder that neither Improved Damage nor Remarkable Strength are used with Crossbow or Bow attacks. [*]Dueling: Dueling Bonus damage is now increased to +2+Proficiency. Can now make an extra attack with a Bonus Action. Critical Hits under the same conditions that the Dueling Bonus damage is granted now inflict a Bleed. Each round until they succeed on a Con save DC 8+your Str/Dex Mod+Proficiency (do not double proficiency here), or receive a Medicine check beating that same DC, they bleed for an amount of damage equal to your Dueling Bonus Damage. [*]Defense: When wielding a Melee weapon, or shield, can use your Reaction to add your Proficiency to AC against one attack against you made by a creature that you can see. You are immune to critical hits. When a creature would crit against you it is instead a normal hit, and no extra features that trigger off a critical hit are triggered. [*]Leader: If you somehow gain the Leader Fighting Style, which is less useful without the Leader Archetype, all numerical bonuses are doubled. AlphaDog? posted:When you choose this archetype at third level, gain a number of grunts equal to your proficiency bonus. This number increases with your Proficiency bonus. See "Grunts", below. Ryuujin fucked around with this message at 16:36 on Apr 7, 2015 |
# ¿ Apr 7, 2015 01:37 |
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Okay if we are going to end up with a bunch of people dipping fighter for a feat I think I will have to make a change to the houserules. Fighter's no longer gain a feat when they get a Fighting Style. Also instead of gaining a feat when they pick their Archetype they straight up get a feat every time they pick up a fighter Archetype feature. So 3rd, 7th, 10th, 15th, and 18th Fighter levels. This will grant a straight fighter more feats in the long run. So that the already submitted Fighters don't have to pick a feat to drop I am instead giving everyone a single free feat at 1st level. For the Fighters this changes nothing at 1st level, for the others this means you get a new feat.
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# ¿ Apr 7, 2015 21:39 |
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The Fighter and Grunts only take the damage once from an AoE. Also I guess about a week from now. Or until I get enough submissions that I feel like I should start it.
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# ¿ Apr 9, 2015 06:47 |
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Okay I got 7 completed submissions, and I really shouldn't but I will take those 7. For now. If people don't post or do anything super stupid like rolling half a dozen times for the same thing to only take the result that finally looks like it succeeds, or something, people might drop. And as such for those who wanted to make a character but didn't finish before this, feel free to make a character, and you will have first shot should someone drop. Players Lars "Longshanks" Borikfikod Human spellless Ranger played by A Darker Porpoise Darys Stoneback Mountain Dwarf Fighter played by Trast Khidash Lodi Human Cleric of Lathander played by Dr. Doji Suave Quilian Nailos Wood Elf Ranger played by Lothire Sereia Arlingfeld Half-Elf Paladin played by P.d0t Ursa Manuel Genasi Sorcerer played by Monk E Game Thread
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# ¿ Apr 11, 2015 23:37 |
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Waador posted:Need to do some fact-finding before figuring out my plan for the next few levels, so a few questions... quote:[Warlock 1] - Telepathy (Great Old One) - Does communicating with a creature via telepathy reveal your position? Or can you successfully be hidden from a creature and still communicate with it via telepathy? quote:Illusions and stealth... quote:[Invocation] - Silent Image - Do invocations require the same base actions as the spell? The spell is verbal, somatic, and material, but not sure if invocations use the same. If they do, does using this spell break stealth? [This is somewhat less than relevant, as with cunning action it would be simple enough to cast and then immediately re-hide, but I am curious as it might determine the progression order of rogue and warlock.] quote:Other... quote:[Cantrip] - Message - Would you say this can't be heard by anyone other than the recipient? Or would it break stealth if used near an enemy? quote:[Stealth] - Attack rolls against opponents who are not aware of the hidden creature are made with advantage. Is the same true with skill checks to assault a creature? An example would be an athletics check to grapple it, or a similar 'physical' check that would benefit from them not seeing you coming.
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# ¿ Apr 17, 2015 21:06 |
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That wasn't a trap that you triggered. Had you come across a trap with a DC of 20 or less I would have let you know.
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# ¿ Apr 22, 2015 20:17 |
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Well maybe you can level up in your free time?
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# ¿ May 25, 2015 18:03 |
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Yes and yes. Should have been in an actual post.
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# ¿ Jun 10, 2015 08:06 |
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You need a long rest to actually level.
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# ¿ Aug 13, 2015 17:55 |
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I think the wording is that you only ever get 1 use of it, but I am not entirely sure. But I will let you use your spellslots to cast it, at least for now and with Healing Word. I reserve the right to change it later though if I feel it is broken.
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# ¿ Aug 14, 2015 23:02 |
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Okay going to do a roll call. Who is still in?
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# ¿ Sep 17, 2015 07:32 |
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# ¿ Apr 29, 2024 06:31 |
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Okay time to respond to some stuff. I am sad to hear A Darker Porpoise is thinking of leaving. If that is what you want to do then that is fine, but if what I have to say doesn't turn you off you are free to stay. I am going to try and keep the game going. I would like it if people maybe toned down the poison use, I think I am going to rule that hitting with a poisoned weapon uses up the poison and it needs to be reapplied with an action, or maybe a Thief Quick Hands bonus action? I am just going to move past the tower, at most you are going to either leave in peace or kill everyone and at the moment I don't want to stall here. I will instead fast forward to you arriving at the Stone Monk Monastery place. If Dr. Doji Suave wants to bring Khidash back I am sure P.d0t would like to go back toward a less healy build. I was thinking of removing the Deck of Many Things because no one has used it and I worry about Four's plans for it. But uh apparently his plan is to take the face of Thurl, lead this cult, and force them to draw from the Deck then kill anyone who gets something good and steal whatever they got. . . . Yeah apparently the whole reason he is doing this secret assassination thing is because of the Deck. When it comes to whether the game is a sandbox game or not . . . well the game makes it seem like you have some freedom, and early on in the 1-3 stuff you could more or less do them in any order. And you could theoretically do the other stuff in any order, except these keeps kind of assume certain levels and expect you to gain a level after each keep or so. I mean you DID do the water keep before the air keep so there is that. So yes you could do them in different orders, it just might be dangerous. Not that you care because you are breaking everything over your knees.
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# ¿ Oct 10, 2015 03:25 |