View Full Version : 5th Edition Forgotten Realms Campaign

Tony Misfeldt
07-28-2010, 10:47 PM
I am looking for players and/or DMs to play in a long term D&D campaign set in The Forgotten Realms. The reason I need both players and DMs is because I want to use a rotating DM system. The idea is that everyone, including the DM, creates a character to use in game play. The DM's character joins the group as an NPC earning half XP for combat and spell casting (like an NPC Henchman), which we'll call a DMPC. When the DM tires of running the game, he and one of the players switch places and the campaign continues where it left off, only with the DM's character now a PC earning full XP for combat and spell casting plus XP for role playing and problem solving as well. Meanwhile the player's PC is now a DMPC earning no XP for role playing and problem solving and only half XP for combat and spells. This helps prevent DM burnout and makes sure that all players who want a chance at either side of the DM screen get the chance. Here are some things to be considered before starting . . .

PLAYERS: I like playing with ROLE players (aka: Art Whores), not ROLL players (aka: Munchkins). This is D&D, not craps. Now I'm not saying that you are not allowed to play a blood thirsty barbarian who doesn't believe that there's a problem that exists that can't be overcome through the business end of a battle axe (hell, I'll be playing one myself) I only ask that you don't play him like an axe weilding automaton.
While talking to NPCs, please don't complain to the DM that you're talking to NPCs and not killing them, or go off to a different room to watch TV or play video games, or just sit quietly and doodle waiting for something that you can kill to show up.
Instead, maybe you can complain to the other PCs (in character) that you're talking to the NPC rogue and not smashing him. Or tell the DM you're looking about for traps or ambushes, or that you're using some of your skills to try and determine if the NPC is being honest with you or trying to bluff you. Then you might not be verbally taking part in the conversation, but you're also not just standing there waiting to kill either.

GAME: I am going to be starting things off as DM. I have a few "getting to know you" adventures lined up so that players who've never gamed together before can get to know each other, and for the characters, who also have never met each other, to get to know each other and find a reason to adventure together as well.
However, I am not as enamoured with the new 3rd and 4th Edition rules as everyone else in the gaming community. While I like some of the changes (the simplified combat and saving throw rules for example) others I detest (feats, barbarian rage, cleric domains, and the elimination of Spheres Of Influence, to name a few).
Therefore I will be running the game using a hybrid of 1st, 2nd, 3rd and 4th Edition rules (which I refer to as 5th Edition). This means we'll be using the Comeliness stat from 1st edition. We'll be using the stats from the 2nd edition Players handbook, as well as Character Points (ChP), Skills, Magic Points (MP), and Weapon Mastery from 2nd Edition Skills & Powers book. We'll be using the 3.X Ed d20 system for combat & saving throws. Also, I'd like to ask that after we make our DM switch we remain using 5th Edition D&D.

EXPERIENCE: First of all, we're going to be starting off play at higher than first level. Except for wizards and sorcerers, all player characters will start play at 3rd level, with base XP for each of their respective classes. Wizards and sorcerers will start play at 4th level, also with base XP for their class.
This is done for party balance, as we will be using the 2nd Ed XP system for PC advancement. Wizards and sorcerers require so much more XP to advance at lower levels, and they get so few hit points and spells, this keeps them even with the rest of the group. Also, as other classes advance more quickly than mages, the whole party should all reach 5th level at roughly the same time.
For combat XP, we will be using the Challenge Rating system from D&D 3.X+ Edition's d20 system. For individual character XP awards, we will be using the personal XP awards and individual class award system listed in the 2nd Ed DMG.

STATS: We will be using the stats from 1st & 2nd Edition AD&D. The stats will not be split up into sub-catagories like in Skills & Powers . They will be the standard stats as listed in the 2nd Edition Players Handbook, and will be rolled using 4D6, reroll all 1s, drop the lowest die, and arrange to taste. In addition to STR, DEX, CON, INT, WIS, and CHA, there will be a seventh stat, COMELINESS (COM) or physical beauty (from the 1st Edition book Unearthed Arcana). Also, wizards and sorcerers with high INT and CHA, respectively, will get the same number of bonus spells as priests and clerics with high wisdom.

STRENGTH: Warriors with an 18 strength can roll percentile for extraordinary strength (18/01 - 18/100). Only the warrior classes can have extraordinary strength.

DEXTERITY: An 18 DEX gives the character +2 to initiative, +2 to hit with missile weapons, and +4 to defence (AC). The Defence Adjustment is also your characters DEX adjustment to his Save vs Reflex.

CONSTITUTION: Warriors with a CON score of 17 or better get extraordinary constitution adjustments (ie: they gain more than +2 hit points per level). ONLY the warrior classes get this benefit. As a special ability, the Specialty Priests of some of the war deities (Tempus, The Red Knight, Garagos, etc) can also gain extra hit points for extraordinary CON. All other classes only benefit from the System Shock & Reserection Survival scores. Your character's Hit Point adjustment is also your CON adjustment for Saves vs Fortitude (non-warrior classes use the warrior's Hit Point Adjustment for their FORT adjustment ONLY).

INTELLIGENCE: Wizards with high INT scores gain bonus spells just as clerics with high wisdom scores do. Aside from that it's exactly as written in The 2nd Edition Players Handbook.

WISDOM: Clerics, druids, and priests with high WIS scores gain bonus spells, just as it's written in the 2nd Edition Players Handbook. There is no change to the spell resistance, except that it is your character's WIS adjustment to his Save vs Willpower.

CHARISMA: This ability score works exactly as written in the 2nd Edition Players Handbook, except that sorcerers with high CHA scores get bonus spells the same as clerics with high WIS.

COMELINESS: This ability score works almost exactly the same as it does in the 1st Edition book Unearthed Arcana. Charisma can effect comeliness. CHA of 13 - 15 = +1; CHA of 16 - 17 = +2; CHA of 18 = +3; CHA of 19 or higher = +5. If anyone meets a character of extraordinary beauty (generally 16 or better) and their WIS score is too low (usually 1/2 to 2/3 the COM score), they must roll a Save vs Willpower (DC = COM Score) or become fascinated (as if by the 1st level spell Fascinate) by them. Essentially they become infatuated and try to gain the characters attention.

RACES: The basic races of the 2nd Ed Players Handbook will of course be available. They can NOT be customised for extra ChP like it says in Skills & Powers. Humans, elves, half-elves, dwarves, gnomes, and halflings are as they're written in the PHB. However, if you want to make them more exotic you're welcome to use the rules in the Complete Books Of Elves, Dwarves, and Halflings & Gnomes. Also, we will be using the 1st & 2nd Edition definition of halflings, not the 3.x Edition (ie: HALFLINGS ARE HOBBITS, NOT KENDER).

I also have The Complete Book Of Humanoids. If you ask nicely, and have a strong narative for your character (ie: a good back story), you might be able to play a humanoid PC. You need to convincingly explain why a satyr, centaur, or voadkyn would leave their forrest home. Or a wemic his jungle, or a thri-kreen his desert oasis.

If your idea for a humanoid PC is one that's typically evil (orcs, ogres, minotaurs, etc), then you not only have to explain why they left home but also why they aren't evil. Did they put on a Helm Of Opposite Alignment? Come from a backwards universe like in the classic Star Trek episode Mirror, Mirror? Get caught in a wild magic effect? A case of nurture over nature (a kobold raised by halflings; a hobgoblin raised by dwarves; a verbeeg raised by human barbarians; a half ogre who's mother was a paladin, etc)? Was he originally human but was killed on a previous adventure and got reincarnated? Use your imaginations! I MIGHT even allow a humanoid PC that's not in the book (vampyre, maedar, red widow, alu-fiend, etc), but you'll have to be REALLY convincing.

ALIGNMENT: All PC alignments MUST be NON-evil. Good or neutral alignments ONLY. Chaotic Neutral is only allowable if you're going to play it as a free spirit and not try to use it to sneak an evil character into the group. I don't want to see anyone going on a killing spree and then saying "I'm Chaotic Neutral, it was my whim!"

HIT POINTS: Because it's always been my rule that characters who start at 1st level begin play at maximum hit points, you only need to roll two dice for your initial hit points. Example:

Fighter Hit Points = 10 + 2d10 + (3 x CON Bonus)

Priest Hit Points = 8 + 2d8 + (3 x CON Bonus)

Rogue Hit Points = 6 + 2d6 + (3 x CON Bonus)

Wizard Hit Points = 4 + 3d4 + (4 x CON Bonus)

ARCANE MAGIC: Arcane spells are handled with a combination of 1st, 2nd, and 3rd edition rules. The Cantrip Spell List is the one used in the 1st edition book Unearthed Arcana. The spell list for 1st through 9th level spells is that from the 2nd edition Players Handbook, as are the spells descriptions for effects, durations, and areas of effect (ie: Fireball spells have a 30' radius, not 20'). The list of components used in the spells are that from 3rd edition (Verbal, Somatic, Material, and Focal). The spells will be using 3rd ed Saving Throw rules however.

DIVINE MAGIC: Divine spells are once again categorized by Spheres Of Influence. This brings back several spells that were lost in 3rd edition, and therefore gives clerics a larger spell list to choose from. Clerics, priests, and druids with minor access to certain Spheres Of Influence can cast spells from 0 to 4th level, rather than the old 1st to 3rd level. This is because we will be using the 3rd edition descriptions for many of the divine spells (0 to 9th level, 3rd ed Cure Wounds spells, etc).

FEATS: Feats do not exist. Any feat which was a skill in 2nd Edition is now a skill again (example: Blind Fighting). Others that would make useful skills are changed from feats to skills (example: Mounted Combat, Mounted Archery, etc). And other feats simply disappear from existance (example: Cleave, Great Cleave, Improved Great Cleave, etc)

CLERIC DOMAINS: Cleric domains do not exist. Period. End of discussion.

CLASSES: The following are the playable PC classes and what, if any, changes have been made to them.

BARBARIAN: For this class we'll be using a cross between the class listed in The Complete Barbarians Handbook and The Complete Fighters Handbook. He gets the hit dice, special abilities, movement rate, and armour restrictions of The BbHB and the weapon restrictions of The FHB. The Beast Rider, Berserker, and Savage, kits are available from The FHB, or any warrior kit from The BbHB. The Rune Caster kit from The Viking Campaign Sourcebook is also available.

BARD: This class is exactly as written in The Players Handbook. If you want to add some flair to it you can choose a kit from The Complete Bards Handbook.

CLERIC: Clerics are exactly as they are written in The 2nd Edition Players Handbook. If you want to add flair to your character you can choose a cleric kit from Warriors & Priests Of The Realms. There is one minor change I've made to the class. Clerics now also have minor access to the War and Travelers Spheres Of Influence.

CRUSADER: This is a new class from the book Faiths & Avatars. There are no kits for this class, so it will be played as is.

DRUID: This class is to be played as written in the 2nd Edition Players Handbook with the following exceptions. First, the character can be of any partially neutral non-evil alignment. Second, if you're a specialty priest of a specific nature deity then you get the spells and special abilities listed under that deity's entry in whichever book you're using. Or, if you like you can choose a kit from The Complete Druids Handbook.

FIGHTER: This class is played as written in the 2nd Edition Players Handbook. Feel free to use a kit from The Complete Fighters Handbook in order to personalize you character, except obviously for the barbarian kit and those kits which are now considered kits for the barbarian class (berserker, beast rider etc).

HOLY CRUSADER: This is another new class, this one from Warriors & Priests Of The Realms. There are no kits for this class, therefore it will be played as written.

MONK: This is not the monk kit listed in The Complete Priests Handbook, nor the monk class listed in Faiths & Avatars. This class is simply the 1st & 3rd Edition monk classes rewritten and converted into 5th Edition terms.

MYSTIC: This is another class listed in Faiths & Avatars. Personally I think they're pretty useless in an adventuring party, but if you want to play one feel free. They're played as written.

PALADIN: This class is played exactly as written in the 2nd Edition Players Handbook. That means only humans can be paladins. If you want to customize your paladin character please feel free to choose a kit from The Complete Paladins Handbook or an appropriate kit from The Complete Fighters Handbook (the Cavalier, Noble Warrior, Samurai, or Swashbuckler, perhaps).

PRIEST: These are the priest classes listed in the books Faiths & Avatars, Powers & Pantheons, and Demihuman Deities. As they are already specialized classes, there are no kits for them (hense the term "Specialty Priest"). They are played just as they are written.

PSIONICIST:This class works exactly as written in The Complete Psionics Handbook. As this class is already quite specialized, there are no kits for this class.

RANGER: This class is exactly as written in the 2nd Edition Players Handbook. If you want to add some flair to the character you can choose a kit from The Complete Rangers Handbook, or perhaps an appropriate kit from The Complete Fighters Handbook (Outlaw or Wilderness Warrior for example).

SKALD: This is the barbarian version of a bard. Skalds are exactly as written in The Complete Bards Handbook with the following exceptions. They get d8 hit dice instead of d6. They also get the shaman's climbing, leaping, springing, dodging, and fast movement abilities. Other than that there's no difference from what's printed in The Complete Bard's Handbook.

SHAMAN: This class is a blend between the shaman class listed in The Complete Barbarians Handbook and in Faiths & Avatars. They'll have the hit dice, climbing, leaping, dodging abilities, etc listed in Th BbHB, as well as the spell casting ability. Plus they'll have the spirit guide listed in F & A. You can also customize your shaman by choosing a shaman kit from The BbHB.

SORCERER: This class is exactly as written in the 3rd Edition Players Handbook. He gets bonus spells for high CHA, 6 ChP to spend on weapon proficiencies, 8 ChP to spend on skills, sorcerer's saving throws, etc. Sorcerers can also choose kits from The Complete Wizards Handbook if you so wish (with the obvious exception of the kits now covered by the Witchdoctor class).

THIEF: Or ROGUE if you prefer, this class is exactly as written in the The 2nd Edition Players Handbook. If you want to personalize your character you can always choose a kit from The Complete Thiefs Handbook. Even assassins are allowed, as long as they're neutral and not evil. Your Thief Skills will be handled under 2nd Edition (percentile dice) rules, not 3.X Edition d20 rules.

WITCHDOCTOR: This is a new class of my own design. It is a sorcerer who was born and raised in a barbarian society. He levels up as a sorcerer, gets sorcerer ChP for skills & proficiencies, weapon and armour restrictions, spell advancement, etc. Plus, he gets a shaman's movement rate, climbing, leaping, and dodging abilities. He also gets D6 hit dice rather than D4. The trade off is he gets no bonus spells for high CHA. As this is a new class, there are no Witchdoctor kits.

WIZARD: The wizard classes (that's mages and specialist wizards) are played exactly as written in the 2nd Edition Players Handbook, except for the following exception: They get bonus spells for high INT. If you want to customize the class you will have to choose a kit from The Complete Wizards Handbook. Any kit is available except for the ones replaced by the barbarian witchdoctor class.

COMBAT: We will be using the 3.X Edition d20 combat system for this game (ie: NO THAC0!). So the total number you roll on a d20 is the Armour Class that you hit. We will also be using 3.X+ Edition rules for Saving Throws. That means Willpower, Reflex, and Fortitude rather than Death, Wands, Magic, Breath Weapon, etc.

SKILLS: We will be using the skill systen from 2nd Edition Skills & Powers. That means no Difficulty Checks for skills, just skill checks (ie: you want to roll low for skills, but high for combat).

HIT DICE: We will be using 3.X+ Edition rules for hit dice. This means you roll your hit points every level, and you continue gaining your CON bonus even after 9th or 10th level (whatever the cut off level was in 1st & 2nd Edition).

CHARACTER POINTS: During character creation, all characters will be awarded 5 ChP per level above first in addition to their base ChP for first level, to be spent however the player sees fit. They'll also get one bonus ChP per language slot from INT. These can only be spent on Skills with a basis in INT, though warriors have the option to spend them on either Weapon Proficiencies or Skills if they choose.
You may also choose a number of minor hindrances upon character creation for extra ChP, to be spent however you wish.
After game play begins you'll recieve an additional 3 - 5 ChP per level achieved (Minimum of 3, the extra 2 are given out as a reward for excellent role playing). Once per level you can also trade some of your treasure for ChP. 1/3 of your treasure = 1 ChP. Note that this is total treasure, not just liquid assets. If you have 3000 GP, you spend 2000 GP on a high quality war horse, and then decide to trade 2/3 of your treasure in exchange for 2 ChP, you don't lose 2/3 of the gold, you lose the war horse.

MAGIC POINTS: All spell casters have Magic Points equal to their number of Hit Points. For every spell cast, you spend one MP per level of spell cast (1st = 1, 2nd = 2, 3rd = 3, etc, all the way up to 9th level spells = 9 MP).

From 0 MP to -50% a spellcaster is fatigued and must successfully check vs WIS in order to maintain the mental concentration needed to cast the spell. He also suffers a -3 penalty to all skill checks, his movement rate, his AC, his saving throws, and his attack rolls.
Once his MP has dropped below -50%, he's exhausted. He suffers a -6 penalty to attacks, AC, saving throws, and skill checks. Also his movement rate is dropped to half, he can't move faster than a slow walk, he must make constant CON checks (once per turn) or stop to rest, and all of his stats are at one half until he recovers sufficient MP. MP are recovered at a rate of 8 per day of complete rest (a full uninterupted 8 hours sleep). Without sufficient rest he recovers no MP.
If the spellcasters' MP ever reaches -100%, after every spell successfully cast, he must roll a successful Save vs Fortitude or collapse from the strain of spell casting. He must then roll a successful System Shock Survival check. If he succeeds, he will recover conciousness after he has regained all of his spent MP. If he fails, he dies.

GOLD & TREASURE: Everyone will start out with 400 GP to purchase weapons, armour and equipment with. Spend it as freely or as sparingly as you like. Any left over will be considered booty from a previous adventure. Some of you might be under the impression that because your character is starting out above first level that you automatically get a bunch of magic items. I had a player once who was constantly trying to use the Magic Item Charts in the DMG as an equipment shopping list for his characters. This type of behavior will NOT be tolerated. If asked nicely I MIGHT agree to your character having ONE relatively minor magic item, or possibly a one shot item like a scroll or a potion. But that's only IF I'm feeling generous.

SPELL CASTING: I will be using the material component rule in my campaign. If your mage doesn't have 1000 GP worth of diamond dust, he can't cast Stone Skin. I also have a Vocal Component Rule. That means you have to come up with a vocal component for your spells and actually say them, preferably in character, while you're casting your spells. You can use any source you like for your spells vocal components. Anagrams of the spells names, rhyming couplets, saying the spell names backwards, made up jibberish, borrow the words from Harry Potter and other literary sources, whatever. And bonus points to you if you either pantomime, or at least narrate, the somatic components as well (but that last part isn't a rule, it's just good role playing).

DM'S NOTE: I know that's a lot of information, but it's really more of a list of what you CAN do, more than what you CAN'T. Anyway, I hope this campaign sounds like something some of you'll enjoy playing and I look forward to hearing from you.

PS: Please, no flakey people. If you say you want to join the group, please show up on game night. If I phone you, answer the phone. If I leave a message, return the call. If I email you, reply to the email. I've met tons of people who've said they wanted to play only to never hear from them ever again. It pisses me off. Please don't waste my time like that, you either want to play or you don't. If you don't, then don't say you do.

---------- Post added at 10:47 PM ---------- Previous post was at 10:45 PM ----------



18+ ...................... +5
17 ....................... +4
16 ....................... +3
15 ....................... +2
14 ....................... +1
8-13 ..................... +0
7 ........................ -1
6 ........................ -2
5 ........................ -3
4 ........................ -4
3 or less ................ -5


Skills are bought with Character Points (ChP). The average cost of skills range from 2 to 4 ChP (though the occassional skill will be 5 or even 7 ChP). Every skill has a base chance of success ranging from 3 to 9. The chance of success is then adjusted according to its key stats (INT, WIS, etc) by the amounts listed above. As you level up you can improve your chance of success by spending ChP on the skill. For example, Healing has a cost of 4 ChP, a base chance of success of 7, and its key stats are WIS and CHA. If the cleric has a WIS and CHA of 18, his base chance of success will be 17 (7 + 5 + 5 = 7). Thus in order to successfully use the Healing Skill, you'd have to roll a 17 or less on a d20.

CRITICAL HITS: Any attack roll of 18 or better is a critical hit, so long as it hits by a margin of 5. Thus if you need to roll a natural 18 just to hit, you won't get a critical hit even with a natural 20. If you only need a natural 13 to hit, then a natural 18 or better is a critical hit.

CRITICAL EFFECTS: When hit by a critical hit, you must roll a Saving Throw vs Reflex. If successful, you only take double damage. If not, the DM rolls on the appropriate critical effects chart. Which di(c)e are rolled depends on the size of the weapon vs the size of the target.


Weapon Size < Target Size ................... Minor .............. 1d6

Weapon Size = Target Size .................... Major .............. 2d4

Weapon Size > Target Size ................... Severe ............. 2d6

*Weapon 2X Larger Than Target ............ Mortal ............. 2d8

(*Does triple damage, regardless if the target makes its saving throw.)

HOUSE RULE: Critical effect rolls are adjusted by any To Hit adjustments due to strength, magic, weapon specialization, etc. For example, a paladin with 18/100 STR wielding a longsword against a drow elf makes a critical hit. The drow fails his saving throw, and the DM rolls 2d4+3 on the critical effects chart.


Minor Bleeding: Minor bleeding causes you to lose 1d2 hit points every turn (10 rounds). Anybody can stop minor bleeding by applying a bandage. This takes 1d6 rounds. Any magical healing at all will immediately stop the bleeding. The bleeding can also stop spontaneously if you successfully make a saving throw vs fortitude.

MAJOR BLEEDING: Major bleeding causes 1d2 points of damage per round until the wound is magically healed or bound. Left untreated major bleeding can easily cause a character's death. Major bleeding can be stopped by a cure light wounds spell, the healing of 5 hit points by any other magical means, or by successful use of the healing skill.

SEVERE BLEEDING: Severe bleeding causes the victim to lose 10-60 percent (1d6 X 10) of his original hit point total every round. Needless to say, severe bleeding is extremely lethal. A cure light wounds spell (or 5 points of healing) reduces severe bleeding to major bleeding; a cure serious wounds spell (or 10 points of healing) reduces it to minor bleeding; and a cure critical or heal spell stops it altogether. A successful use of the healing proficiency with a -4 penalty reduces severe bleeding to major bleeding. Note that once a character is reduced to 0 hit points, he only loses 1 hit point per round.


Proficiency Cost: All warrior classes pay 2 Character Points (ChP) per weapon proficiency. All other classes pay 3 ChP per weapon proficiency.

Non-Proficiency: Exactly as it states in the 2nd Edition Players Handbook. All warrior classes get a -2 penalty on all attack rolls. All rogue and priest classes get a -4 penalty to their attack rolls. All wizard and sorcerer classes get a -5 penalty to their attack rolls.

Familiarity: Familiarity is where a character is using a weapon they're not proficient in but is very similar to a weapon that they are proficient in. A scimitar to a longsword, a knife to a dagger, a bastard sword to a greatsword, etc. Familiarity gives the character less of a penalty when using such a weapon. Warriors get only a -1 penalty. Rogues and priests get only a -2 penalty. Wizards and sorcerers get a -3 penalty.

Proficiency: Just as it says in The 2nd Edition Players Handbook, weapon proficiency eliminates all attack penalties.

Expertise: For the cost of one weapon proficiency, a character can upgrade their proficiency to weapon expertise. Expertise gives the character the increased number of attacks/ROF of weapon specialization, but no bonuses to attack or damage. Unlike weapon specialization, all classes can take weapon expertise. You are allowed to take Weapon Expertise in multiple weapons (long sword & short sword for example)

Specialization: Only single classed fighters and barbarians can become weapon specialists. Specialists in melee weapons gain +1 to hit and +2 to damage on all attacks. Specialists in ranged weapons gain a +1 bonus to hit at all ranges before adjustments for distance are made, and +2 to damage at point blank range only.
House Rule: Classes that are normally forbidden to specialize can upgrade to weapon specialization at higher levels with weapons in which they have already taken Weapon Expertise. You are allowed to take Weapon Specialization in more than one weapon if you so choose (composite longbow & longsword for example).

Mastery: At a minimum of 5th level, a character can upgrade his proficiency from specialization to weapon mastery (characters must have used their weapon as a specialist for 4 levels to be eligible to become a master). Mastery increases the character's bonuses to +3 to hit and +3 to damage with melee weapons. With ranged weapons the character gains an additional +1 to hit at short range and farther before adjustments for distance for a total of +2, and at point blank range their bonuses increase to +3 to hit and +3 to damage. Unlike with Expertise & Specialization, you can only achieve Weapon Mastory or better in ONE weapon (longsword OR shortsword, NEVER both).

High Mastery: At a minimum of 9th level, if the player wishes to spend the ChP, he can upgrade from weapon mastery to high mastery (he must have weapon mastery for 4 levels to be eligible to achieve high mastery). High mastery has the following benefits. First, high masters get a +3 bonus to their initiative rolls. Second, they get a +2 to their chance at a critical hit. Thus they get a critical hit on a roll of a natural 16 or better instead of 18 or better. They still have to hit by a margin of 5 however. So if you need a natural 16 just to hit, you won't score a critical hit even with a natural 20. If you only need a natural 11 to hit, then any roll of a 16 or better is a critical. And finally, high mastery in a ranged weapon gives the character a new attack range, Extreme Range. Extreme range is double the length of long range with a -10 penalty for distance before adjustments for DEX, race, etc.

Grand Mastery: At a minimum of 13th level, if the player wishes to spend the ChP, he can upgrade to grand mastery (he must be a high master for 4 levels in order to be eligible to become a grand master). Grand mastery gives the character 1 extra attack per round. And whatever weapon the character has grand mastery in will do damage with the next largest di(c)e when he wields it. Thus a longsword will do 1d10/1d20, a greatsword will do 1d12/3d8, a scimitar will do 1d10/1d10, a greataxe will do 1d20/1d20, etc.


Nonproficiency, Familiarity, and Proficient

WARRIORS (Barbarians, Fighers, Paladins, and Rangers)

Level 1-6: 1/Round; Level 7-12: 3/2 Rounds; Level 13+: 2/Round.

ROGUES (Bards, Skalds, and Thieves)

Level 1-7: 1/Round; Level 8-14: 3/2 Rounds; Level 15+: 2/Round

PRIESTS (Clerics, Crusaders, Druids, Holy Crusaders, Monks, Mystics, Shaman, and Specialty Priests)

Level 1-7: 1/Round; Level 8-14: 3/2 Rounds; Level 15+: 2/Round

ARCANE (Sorcerers, Witchdoctors, and Wizards)

Level 1-11: 1/Round; Level 12+: 2/3 Rounds

Weapon Expertise, Specialization, Mastery, and Two Weapon Fighting Style


Level 1-6: 3/2 Rounds; Level 7-12: 2/Round; Level 13+: 5/2 Rounds


Level 1-7: 3/2 Rounds; Level 8-14: 2/Round; Level 15+: 5/2 Rounds


Level 1-7: 3/2 Rounds; Level 8-14: 2/Round; Level 15+: 5/2 Rounds


Level 1-11: 3/2 Rounds; Level 12+: 2/Round

Combining Two Weapon Fighting Style with Weapon Expertise, Specialization, and Mastery


Level 1-6: 2/Round; Level 7-12: 5/2 Rounds; Level 13+: 3/Round


Level 1-7: 2/Round; Level 8-14: 5/2 Rounds; Level 15+: 3/Round


Level 1-7: 2/Round; Level 8-14: 5/2 Rounds; Level 15+: 3/Round


Level 1-11: 2/Round; Level 12+: 5/2 Rounds
---------- Post added at 09:36 PM ---------- Previous post was at 08:

Tony Misfeldt
01-22-2011, 01:42 PM
I'm bumping this thread, 'cause I'm the DM and I'm awesome!

01-22-2011, 03:25 PM
Good on ya.

Tony Misfeldt
01-23-2011, 09:17 AM
Good on ya.

Obviously not a wrestling fan (I was spoofing The Miz).

---------- Post added at 10:17 AM ---------- Previous post was at 10:08 AM ----------

BTW, I thought I should mention that I have moved since I originally posted this thread. I now live in the Metrotown area of Burnaby, about a 10 minute walk from the Metrotown Skytrain station. So if this looks like the kind of game you'd enjoy, and my new address is more convenient for you, please send me a PM or post on this thread.

Thank you.

01-23-2011, 03:43 PM
Just out of curiosity, how many players (other than yourself) have expressed an interest in playing.