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Tony Misfeldt
05-02-2008, 03:16 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). 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 an NPC 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 :censored:), not ROLL players (aka: Munchkins). This is D&D, not craps. Now I'm not saying that you're 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, 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. Complain to the other PCs (in character) that you're talking to the NPC rogue and not smashing him. 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're not verbally taking part in the conversation, but you're 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 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). Therefor I will be running the game in 2nd Edition with most of the optional rules from the books Skills & Powers, Combat & Tactics, and Spells & Magic (which I refer to as Version 2.5). This means we'll be using Character Points (ChP), Magic Points (MP), and Weapon Mastery. However, in order to appeal to all those gamers who've whole heartedly converted to 3rd Ed, I'll be introducing some 3rd Ed character classes to help ease the transition back to the land of THAC0. Also, I'd like to ask that after we make our DM switch we remain using V2.5. I was originally going to allow switching to whatever system you were most comfortable with, but then I realised with D&D Basic, 1st Ed AD&D, 2nd Ed, V2.5, V3.0, V3.5, and next year's V4.0, we'd each have 7 different versions of our characters. It would be just too big of a pain in the butt. So let's just stick with V2.5.

EXPERIENCE: First of all, we're going to be starting off play at higher than first level. Except for wizards and sorcerers, all single classed players will start play at 3rd level, with base XP for their respective class. Wizards and sorcerers will start play at 4th level, also with base XP for their class. All multiclassed demihumans have to start play at 2nd level in each of their respective classes, with base XP in each class. This is done for party balance, as 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.
As for Experience Points, I'll be handing them out quite sparingly. The majority of your XP will be earned through role playing, problem solving, and successful completion of assigned adventures. Combat XP will be given out for the means by which you conquered your foes (spells by spell casters, sneak attacks by rogues, 10XP/HD for fighters, etc). I will not be handing out XP values for monsters slain listed in the Monstrous Mannual (what some players call "Kill Points"). If you want to hand out KP when you DM that's your decision, but I advise against it. It's been my experience that players don't bother with good role playing when it's so much easier to level up by killing a few trolls.

STATS: The stats will not be split up into sub-catagories like in S&P . They will be the standard stats as listed in the 2nd Ed 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. 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.

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 S&P. 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.
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. And if you idea is 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!"

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 TCBHB and the weapon restrictions of TCFHB. The Beast Rider, Berserker, and Savage, kits are available from TCFHB, or any warrior kit from TCBHB. 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 Players Handbook. If you want to add flair to your character you can choose a cleric kit from Warriors & Priests Of The Realms.

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 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. You also have the option of using a druid kit from The Complete Druids Handbook.

FIGHTER: This class is played as written in the Players Handbook. Feel free to use a kit from The Complete Fighters Handbook in order to personalize you character, except obviously for those kits which are now considered barbarian kits.

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 3rd Edition class converted to Version 2.5 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 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, also referred to as "Specialty Priests". 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. They are also one of the reasons why I prefer 2nd Ed to 3rd Ed.

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 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).

SHAMAN: This class is a blend between the shaman class listed in The Complete Barbarians Handbook and Faiths & Avatars. They'll have the hit dice, climbing, leaping, dodging abilities, etc listed in TCBHB, 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 TCBHB.

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 leaping, springing, dodging, and fast movement abilities. Other than that there's no difference from what's printed in The Bard's Handbook.

SORCERER: This class is exactly as written in the 3rd Edition Players Handbook, only converted to V2.5 rules. He gets bonus spells for high CHA, 6 ChP to spend on weapon proficiencies, 8 ChP to spend on non weapon proficiencies, wizards saving throws, hit dice, and THAC0. Sorcerers can also choose kits from The Complete Wizards Handbook.

THIEF: Or ROGUE if you prefer, this class is exactly as written in The 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.

WITCH-DOCTOR: This is a new class. It is a sorcerer who was born and raised in a barbarian society. He levels up as a sorcerer, gets sorcerer ChP for proficiencies, weapon and armour restrictions, spells advancement, THAC0, 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 Witch-Doctor kits.

WIZARD: The wizard classes (that's mages and specialist wizards) are played exactly as written in the 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 witch-doctor class.

CHARACTER POINTS: 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 NWP with a basis in INT, though warriors have the choice to spend them on WP or NWP. 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 you 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 have left, 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 spell level (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 every time he tries to use magic in order to maintain the mental consentration 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, movement rate (though it never falls below MV1), stats, and skill checks. Also he can't move faster than a slow walk, and he must make constant CON checks or stop to rest until he recovers sufficient MP. MP are recovered at a rate of 1 per hour of complete rest (can't do anything more strenuous than riding a slow moving horse). Without sufficient rest he recovers no MP. If the spellcasters MP ever reaches -100%, after every successfully cast spell he must make a successful System Shock Survival roll. If he fails, he falls unconcious and then must roll a successful Save vs Death or die of exhaustion.

GOLD & TREASURE: Everyone will start out with 400 GP (double the maximum for fighters) 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 I personally prefer it if you either pantomime, or at least narrate, The somatic components as well.

I know that's a lot of information, but it's really 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.

Andrew
06-28-2008, 06:52 PM
Hey Tony,

This is almost my ideal campaign. More roleplaying than mindless hack n' slash, 2nd ed. rules, backstory and character development. I like the limited magic items.

A couple of concerns on my part:

-As far as I'm concerned, the less books/rules the better. I pretty much stick to the PH and call it a day. I am happy to learn whatever rules and systems you have in place, as long as they aren't totally overwhelming.

-I can play every couple of weeks, but every week would be hard for me to commit to.

-I work 70+ hour weeks, so taking over as DM at some point is unlikely. Does that mean I can't play?

-I might be able to bring another player or two if you need 'em.

Let me know if you are still looking for a player or two. Hope the campaign is going well.

Tony Misfeldt
07-09-2008, 08:04 PM
Hey Tony,

This is almost my ideal campaign. More roleplaying than mindless hack n' slash, 2nd ed. rules, backstory and character development. I like the limited magic items.

A couple of concerns on my part:

-As far as I'm concerned, the less books/rules the better. I pretty much stick to the PH and call it a day. I am happy to learn whatever rules and systems you have in place, as long as they aren't totally overwhelming.

-I can play every couple of weeks, but every week would be hard for me to commit to.

-I work 70+ hour weeks, so taking over as DM at some point is unlikely. Does that mean I can't play?

-I might be able to bring another player or two if you need 'em.

Let me know if you are still looking for a player or two. Hope the campaign is going well.

First of all, thank you for replying to my ad. I was beginning to think the whole planet has gone "3.5 Or Nothing". And most of those I have met have all been a bunch of flakes. As for your concerns...

1) Playing once every other week is fine. I just don't want players who are going to show up once every other month. It's just not worth the time and effort to work their characters into the storyline.

2) Everybody doesn't have to take a turn as DM, so being unable to doesnt mean you can't play. It's just the last time I DMed I was stuck behind the DM screen for 5 years. I eventually suffered from DM Burnout and handed the reigns over to one of my other players, who DMed for a few months and then cut off all contact as soon as 3rd Ed came out. I don't want that to happen again, thus the Rotating DM System.

3) If you can bring a couple of additional players? The more the merrier. As I've said before, almost everyone I've met lately has been a total flake. Therefore we haven't even had our first actual gaming session yet. So as long as your friends are able and willing to show up on a regular basis, bring them along.

Tony Misfeldt
08-07-2008, 08:38 PM
Hey Tony,

This is almost my ideal campaign. More roleplaying than mindless hack n' slash, 2nd ed. rules, backstory and character development. I like the limited magic items.

A couple of concerns on my part:

-As far as I'm concerned, the less books/rules the better. I pretty much stick to the PH and call it a day. I am happy to learn whatever rules and systems you have in place, as long as they aren't totally overwhelming.

-I can play every couple of weeks, but every week would be hard for me to commit to.

-I work 70+ hour weeks, so taking over as DM at some point is unlikely. Does that mean I can't play?

-I might be able to bring another player or two if you need 'em.

Let me know if you are still looking for a player or two. Hope the campaign is going well.
You still haven't contacted me. Are you still interested? Or are you just jerking me around? If you are... not cool! If stuff's just got in the way, please have the decency to contact me and let me know.

Tony Misfeldt
08-08-2008, 03:10 PM
I've some questions before accepting anyone into my game...

1) Do you miss the option of having a warrior with extraordinary strength like in 1st & 2nd Ed?

2) Do you miss the option of your fighter being able to take weapon specialization at first level?

3) Do you miss the simplicity of creating barbarians and monks in 1st Ed in comparison to 3.5 Ed?

4) Do you find all the Combat Feats and Attacks Of Opportunity in 3.5 over complicate the combat system?

5) Do you miss the simplicity of only having to roll only one number to hit each time when you had multiple attacks?

6) Do you miss the simplicity of Rates Of Fire for missile weapons?

7) Do you find the whole Feat System to be a bunch of BS?

http://vancouvergamingguild.com/smf/Smileys/default/cool.gif Do you think the idea of Skill Points and Skill Ranks in 3rd Ed were an improvement over 2nd Ed?

9) Do you think that simplifying the Saving Throws into three categories, Will, Reflex, and Fortitude was an improvement over the 1st & 2nd Ed Saving Throw System?

10) Do you prefer the 3rd Ed Armor Class System to 1st & 2nd Ed THAC0 System?

11) Do you think the addition of the Sorcerer Class was an improvement in 3rd Ed?

12) In 2nd Ed, a cleric with an 18 WIS got two bonus 1st level spells, two bonus 2nd level spells, one bonus 3rd level spell, and one bonus 4th level spell. In 3.X Ed, a cleric with an 18 WIS gets one bonus 0 level spell, one bonus 1st level spell, one bonus 2nd level spell, and one bonus third level spell. In my hybrid game we'll be using the 2nd Ed numbers, plus two bonus 0 level spells. Do you prefer my hybrid version or the 3.x version?

13) Were you happy that cleric spells were increased in number and in power, going from level 0 to level 9 instead of level 1 to level 7?

14) Do you miss having divine spells governed by Spheres Of Influence?

15) Do you miss having the option of playing Specialty Priests at first level?

16) Do you like that in 3.X Ed, wizards with high INT scores get bonus spells?

17) In my Hybrid game, wizards with high INT scores get the same number of bonus spells as clerics with high WIS scores do. Do you prefer my numbers or theirs?

18) In 3.X, Sorcerers with high CHA scores don't get bonus spells. In my Hybrid game they do. Which system would you prefer to play a sorcerer in?

19) Do you think it's silly that druids and rangers are able to be absolutely any alignment in 3.X?

20) Do you think halflings are hobbits and not kender?

21) Do you prefer ROLE playing over ROLL playing?

22) Do you miss the Comeliness stat from 1st Edition?

If you answered "yes" to most of these questions, I'd love to have you in my group. Please send me a personal message or reply to this post.

http://vancouvergamingguild.com/smf/Themes/default/images/icons/modify_inline.gif

Tony Misfeldt
08-08-2008, 03:14 PM
Hey Tony,

This is almost my ideal campaign. More roleplaying than mindless hack n' slash, 2nd ed. rules, backstory and character development. I like the limited magic items.

A couple of concerns on my part:

-As far as I'm concerned, the less books/rules the better. I pretty much stick to the PH and call it a day. I am happy to learn whatever rules and systems you have in place, as long as they aren't totally overwhelming.

-I can play every couple of weeks, but every week would be hard for me to commit to.

-I work 70+ hour weeks, so taking over as DM at some point is unlikely. Does that mean I can't play?

-I might be able to bring another player or two if you need 'em.

Let me know if you are still looking for a player or two. Hope the campaign is going well.

Thank you for finally getting back to me. Now that we're on each others "Friends" list maybe communication between us will run more smoothly. And I have your email addy now so hopefully that'll smooth things out a bit too. Look forward for our f2f meeting.

raven21
09-02-2008, 07:59 AM
its to bad that you are in canada, that is a game that I would love to get in on, but I live in florida.

Tony Misfeldt
01-08-2009, 08:00 PM
It's a whole new year and I'm still looking for players. Anyone who's the least bit interested, please let me know.

Andrew
01-20-2009, 01:05 PM
So, if you are still willing to give it a try, I have two other players who are interested in playing as well. Three ain't bad...

Two of us are going to be in your area tonight (unless you moved!) and would be happy to meet, otherwise I am available most of the week. The third player is on vacation in Japan right now, but will be back in two weeks.

Hope to hear from you.

Matt9
01-20-2009, 08:42 PM
Hi Tony,

I'm one of Andrew's friends that he mentioned. Like him, I also think your campaign sounds spot on. You attack all the right weaknesses of the later editions, and you pick up on many of the highlights that I have also enjoyed in the early editions. Also, your character creation model sounds fair and enjoyable, and I liked your comprehensive knowledge of materials and books; many of which are becoming arcane in this detestably electronic world we live in.

I also like your aversion to flakes, and I admire your dedication to putting this campaign together. The trouble with playing as adults is that there are so many conflicting schedule concerns. Like Andrew, I can commit to playing every couple of weeks and I would like to sneak in the occasional evening game as well. I could also provide a little DM-ing as well (I know how involved it can be), although my interest is 90% as a player.

It would be good to meet, speak in person, and consider some character creation. Andrew and I are together regulairly, although he typically communicates better than I do.

Talk to you soon.

p.s. We should all start tossing characters around, to give you a little material for an opening. I am a fan of fighter characters (I'm not the most subtle person --although paradoxically I much perfer ROLE-playing), and would like to give a questing Viking character a whirl.

Tony Misfeldt
01-21-2009, 06:53 PM
Here are the characters which I have partially created. please feel free to choose one or create your own from scratch.

Class: Witchdoctor Race: Human Alignment: NG Religion: Tempus Level: 4 Sex: Female Age: 18 Homeland: Icewind Dale Clan/Totem: Wolf Ht: 6'4" Wt: 145 lbs Hair: Blonde Eyes: Blue HD: d6 HP: 29 MV: 15 THAC0: 20 AC: 7
STR: 15 DEX: 17 CON: 17 INT: 14 WIS: 9 CHA: 18 COM: 20
Armour: None
Weapons: Spear, Handaxe, Dagger, Sling
Weapon Proficiencies: Spear, Hand Ax, Dagger, Sling
Skills: Spellcraft (10); Read/Write Common (10); Herbalism (10); Astronomy (10); Orienteering (10); Navigation (10); Swimming (11); Dragon Lore (10); Seduction (17); Eating (10); Survival: Arctic (7); Hiding (7); Tracking (7); Animal Lore (8)
Character Traits: Allure, Fast Healer, Precise Memory, Inherent Immunity To Cold
Character Disadvantages: Compulsive Honesty, Deep Sleeper, Severe Phobia To Undead, High Metabolism (ie: Hypoglycemic)
Familiar: Wolf
Spells: (Cantrips) Hairy, Clean, Dry, Firefinger, Bluelight, Flavor; (1st Level)Charm Person, Burning Hands, Detect Magic; (2nd Level) Know Alignment

Class: Barbarian Race: Human Alignment: CG Religion: Tempus Level: 3 Sex: Male Age: 18 Homeland: Icewind Dale Clan/Totem: Bear Kit: Berserker Ht: 7' Wt: 300 lbs Hair: Red Eyes: Green HD: d12 HP: 41 MV: 15 THAC0: 16 AC: 4
STR: 18/98 DEX: 16 CON: 18 INT:7 WIS: 7 CHA: 15 COM:17
Armour: Yeti Hide Armour
Weapons: Great Axe, Dagger, Spear, Sling
Weapon Proficiencies: Great Ax (Specialized); Spear; Dagger; Sling
Skills: Survival Arctic (7); Hiding (7); Tracking (8); Animal Lore (8); Endurance (5); Running (13); Hunting (8); Fishing (8); Swimming (14)
Character Traits: Lucky, Inherent Immunity To Cold, Fast Healer
Character Disadvantages: Bad Tempered, Jealousy, Compulsive Honesty, Considered Size L Creature
Kit Benefits: +3 reaction bonus from NPCs from societies that also have berserkers; When berserk gains +1 to hit, +3 to damage and +5 to hit points; When berserk immune to the spells Charm Person, Friends, Hypnotism, Sleep, Irritation, Ray Of Enfeeblement, Scare, Geas, Command, Charm Person Or Mammal, Enthrall, Cloak Of Bravery, and Symbol; When berserk gains a +4 to save against the spells Blindness, Tasha's Uncontollable Hideous Laughter, Hold Person, Charm Monster, Confusion, and Hold Animal; When berserk the Emotion spell has no effect, unless caster chooses fear effect which prematurely snaps him out of his berserker rage if he fails to save vs spells; When berserk if he fails to save vs spells against Charm Monster he'll simply see the caster as one of his allies; Any effects of a Finger Of Death spell wait until he comes out of his berserker rage to take effect, regardless of whether or not he made his saving throw; While berserk he is immune to the KO results from punching, wrestling, and martial arts, and only takes half damage from bare handed attacks.
Kit Hindrances: Receives -3 penalty to reactions from NPCs from societies that don't have berserkers; When berserk the DM keeps track of all damage sustained during battle (the berserker feels no pain and thus can't keep track of how close he is to death); When berserk he cannot use ranged weapons, he kills only in hand-to-hand combat; While berserk he must fight each opponent until that opponent is down, then move on to the next closest enemy and attack him, and must keep fighting until all enemies are down; While berserk he cannot take cover from missile fire; While berserk if another character does something that might be construed as an attack (knock him out of the way of an attack for example) he must make a WIS check, failure means he now thinks his friend is his enemy until he comes out of his berserker rage; While berserk he is temporarily unaffected by the priest spells Bless, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Heal, Regenerate (and Wither); Taunt is always successful and will cause the berserker to abandon his current opponent and rush to attack the taunter; When the berserker comes out of his berserker rage he immediately loses his +5 hit points (which could bring him down to below 0 hit points); He collapses in exhaustion (as if hit by Ray Of Enfeeblement spell) for one round/round he was berserk; He suffers the effects of any spells that wait until he's returned to normal to take effect (like Finger Of Death); And only then can healing magics affect him.

Class: Barbarian Race: Human Alignment: CN (with good tendencies) Religion: Tempus Level: 3 Sex: Male Age: 18 Homeland: Icewind Dale Clan/Totem: Tiger Kit: Beast Rider Ht: 6'6" Wt: 265 lbs Hair: Blonde Eyes: Blue HD: d12 HP: 39 MV: 15 THAC0: 16 AC: -1
STR: 18/62 DEX: 18 CON: 16 INT: 12 WIS: 10 CHA: 13 COM: 19
Armour: Yeti Hide Armour, Medium Shield, Dex Bonus, Shield Proficiency
Weapons: Composite Short Bow, Bastard Sword, Dagger
Mount: Smilodon
Weapon Proficiencies: Composite Shortbow (Specialized); Bastard Sword (Specialized); Dagger; Shield Proficiency; Shield + Weapon Style (Specialized)
Skills: Survival: Arctic (6); Hiding (6); Tracking (10); Animal Lore: Arctic (10); Endurance (10); Animal Training (5); Hunting (10); Riding Land Based (13); Fire Building (10); Animal Rending (13)
Character Traits: Alertness, Fast Healer
Character Disadvantages: Compulsive Gambler, Jealousy, Shovanist Attitude, Moderate Alcoholic
Kit Benefits: Gains +5 positive reaction adjustment whenever dealing with totem animal (in this case, cats) and can even persuade attacking animals of this sort to leave him and his companions alone; Begins play with bonded mount of totem animal; Has telepathic bond with mount as long as they're in contact or within sight of each other; When not within sight of each other, each will know the others emotional state, whether or not the other is hurt, the direction to travel to find their friend, and the aproximate distance.
Kit Hindrances: Suffers a -3 reaction penalty from NPCs from cultures that don't have beast riders; Should the beast rider's mount ever die, he immediately takes 2d6 points of damage and make a save vs spells or behaves as if hit with a Feeblemind spell for the next 2d6 hours. Even if he makes the saving throw the player should roleplay his reactions-he just felt the death of his dearest friend after all.

Class: Barbarian Race: Human Alignment: NG Religion: Tempus Level: 3 Sex: Male Age: 18 Homeland: The High Forest Clan/Totem: The Sky Ponies Kit: Wizard Slayer Ht: 7'6" Wt: 430 lbs Hair: Black Eyes: Brown HD: d12 HP: 28 MV: 15 THAC0: 15 AC: 3
STR: 18/100 DEX:14 CON: 14 INT: 12 WIS: 9 CHA: 9 COM: 18
Armour: Hide Armour, Medium Shield, Shield Proficiency
Weapons: Composite Long Bow, Battle Axe, Dagger
Weapon Proficiencies: Battle Axe (Specialized); Composite Long Bow (Specialized); Dagger; Shield + Weapon Style (Specialized)
Skills: Survival: Arctic (6); Hiding (6); Tracking (10); Animal Lore (10); Endurance (5); Running (5); Hunting (10); Swimming (14); Fishing (6); Fire Building (10)
Character Traits: Alertness, Empathy, Fast Healer, Precise Memory
Character Disadvantages: Fanatic, Bad Tempered, Jealosy, Phobia: Enclosed Spaces, Deep Sleeper, Considered Size L Creature
Kit Benefits: Receives a quiver of 3d4 Spirit Arrows as a gift from his tribe; Permanent Protection From Evil aura of 1' radius; Know Alignment by touch (saving throw is allowed); 5 percent chance per level to Detect Illusion (maximum of 75 percent); 25 percent chance to detect magic at 1st level, another 5 percent for every level above 1st (90 percent maximum) and if successful the wizard slayer has a 50 percent chance to determine the general bent of the spellcaster who cast the spell (good or evil); At 5th level can attack creatures that can only be hit by a +1 magic weapon or better, +2 at 6th level, +3 at 8th level, +4 at 10th level, and +5 at 12th level; If a wizard slayer destroys a magic item he gets 150 percent of the items XP value; He gets double XP for killing an evil wizard or priest.
Kit Hindrances: *With the exception of Spirit Arrows, wizard slayers can't use magic items of any kind; If a wizard slayer allows a wizard to cast a spell on him, he loses all of his special benifits for 24 hours or until an Atonement spell is cast on him by a shaman from his tribe; In combat situations he must seek out an evil wizard or priest in preference to all other potensial opponents.
(* House Rule: Magic items are allowed if they're designed for battling spellcasters, such as a Battle Axe +1/+2 vs Wizards, an Arrow Of Wizard Slaying, or a Ring Of Spell Turning. They must first be blessed by the tribe's shaman in a special ritual designed for such eventualities.)

Class: Specialty Priest Race: Half Elf Alignment: CG Religion: Sharess Level: 3 Sex: Female Age: 21 Homeland: Waterdeep Kit: Sensate Ht: Unknown Wt: Unknown Hair: Unknown Eyes: Unknown HD: d8 HP: 20 MV: 12 THAC0: 20 AC: 1 (-1)
STR: 13 DEX: 19 CON:13 INT: 13 WIS: 17 CHA: 19 COM: 25
Armour: Chainmail (Shirt, Skirt, & Loincloth), Dex Bonus, and Swordsmanship
Weapons: Scimitar, Dirk
Weapon Proficiencies: Scimitar (Expertise); Dirk; One Weapon Style (Double Specialized)
Skills: Singing (10); Poetry (16); Play Flute (12); Dancing (21); Religion: Faerun (10); Religion: Mulhorand (10); Healing (14); Herbalism (10); Diognostics (14); Anatomy (17); Seduction (17); Lore: Kama Sutra (17); Dragon Lore (17); Read/Write Common (10)
Character Traits: Allure, Ambidexterity, Double Jointed, Fast Healer, Keen Sense Of Touch, Precise Memory, Inherent Immunity To Cold
Character Disadvantages: Severe Compulsive Gambler, Moderate Alcoholic, Moderate Drug Addict, Moderate Adrenaline Addict, Bisexual, Severe Nymphomaniac, Masachist, Hypoglycemic, Megalomaniac, Religious Fanatic
Special Abilities: Can cast Suggestion in noncombat situations up to 3 times/day; Recieves +4 attack bonus and +2 damage bonus when battling snake-like monsters (yuan-ti, hydras, evil nagas, etc); At 3rd level can cast Find Familiar, if successful the familiar is always a feline of some kind; At 5th level can Charm Person or Alter self once/day; At 7th level can speak with felines of all sorts at will; At 7th level can summon great cat 3 times/tenday to fight on her behalf; At 10th level able to Charm Monster or Intensify Sensation once/day; At 13th level can cast Memory Wrack once/day; At 15th level can undo the curse of a Girdle Of Masculinity/Femininity by touch.
Spheres Of Influence: (Major) All, Chaos, Charm, Combat, Healing, Guardian, Protection (Minor) Animal, Creation, Elemental: Water, Necromantic, Travelers

Class: Specialty Priest Race: Elf Alignment: CG Religion: Zandilar The Dancer (aka Sharess) Level: 3 Sex: Male Age: 111 Homeland: Waterdeep Kit: Sensate Ht: Unknown Wt: Unknown Hair: Unknown Eyes: Unknown HD: d8 HP: 19 MV: 12 THAC0: 20 AC: 2 (-2)
STR: 13 DEX: 17 CON: 14 INT: 15 WIS: 16 CHA: 19 COM: 24
Armour: Chainmail (Shirt, Skirt, & Loincloth), Swordsmanship, Bladesong Proficiency, DEX Bonus
Weapons: Scimitar, Dagger, 2 Knives
Weapon Proficiencies: Scimitar (Expertise); Knife; Dagger; One Weapon Style (Double Specialized); Blade Song (Specialized)
Skills: Singing (13); Painting (15): Play Lyre (12); Dancing (15); Religion: Faerun (10); Religion: Mulhorand (10); Healing (13); Herbalism (11); Diagnostics (13); Anatomy (11); Seduction (17); Lore: Kama Sutra (12); Dragon Lore (12); Foraging (10)
Character Traits: Allure, Allertness, Double Jointed
Character Disadvantages: Moderate Drug Addict, Moderate Alcoholic, Fanatic, Deep Sleeper, Severe Compulsive Gambler
Special Abilities: Cast Suggestion in noncombat situations up to 3 times/day; Receives a +4 bonus to attack rolls and +2 bonus to damage rolls vs snake-like monsters (yuan-ti, hydras, evil nagas, etc); at 3rd level can cast Find Familiar, if successful always attracts a feline familiar of some sort; At 5th level able to Charm Person or Alter Self once/day; At 7th level can speak with felines of all sorts at will; At 7th level cab summon great cat 3 times/tenday to fight for him; At 10th level able to Charm Monster or Intensify Sensation once/day; At 13th level able to cast Memeory Wrack once/day; At 15th level able to undo curse of Girdle Of Masculinity/Femininity by touch.
Spheres Of Influence: (Major) All, Chaos, Charm, Combat, Healing, Guardian, Protection (Minor) Animal, Creation, Elemental: Water, Necromantic, Travelers

Class: Cleric Race: Human Alignment: NG Religion: Chauntea Level: 3 Sex: Male Age: 23 Homeland: Waterdeep Kit: Lifewarden Ht: Unknown Wt: Unknown Hair: Unknown Eyes: Unknown HD: d8 HP: 19 MV: 12 THAC0: 20 AC: 8
STR: 11 DEX: 13 CON: 12 INT: 15 WIS: 18 CHA: 12 COM: 16
Armour: Leather
Weapons: Quarterstaff, Club, Sling, Slingstones
Weapon Proficiencies: Club (Expertise); Quarterstaff (Expertise); Sling
Skills: Religion: Faerun (11); Agriculture (10); Healing (14); Herbalism (13); Diagnostics (14); Anatomy (14); Dragon Lore (16); Read/Write Common (10); Spellcraft (9)
Character Traits: None
Character Disadvantages: Fanatic about healing the sick & injured, Deep Sleeper
Kit Benefits: Has 10 percent chance/level to diagnose a disease or identify a poison; Can brew an antidote to any poison that has been properly identified (this requires the proper ingredients and equipment of course); At 9th level can brew any potion, elixer, that deals with healing or plants (creation cost is halved and chance of success increases by 2 percent/level above 9th); Curative spells always yield maximum healing results, thus a Cure Light Wounds cast at 3rd level always heals 11 hit points every time.
Kit Hindrances: Can only wear leather or hide armour for protection; Cannot use shields, not even wooden ones; Limited to clubs, staves, and * slings with sling stones as weapons; Cannot cast any spells from the Combat Sphere; When choosing his spells for the day, at least half must come from the Healing and Necromanti Spheres.
(* I added slings to the list as they're made of leather and Life Wardens are restricted to using sling stones and not sling bullets)
Sheres Of Influence: (Major) All, Astral, Charm, Creation, Divination, Guardian, Healing, Necromantic, Protection, Sun (Minor) Elemental

Class: Specialty Priest Race: Drow Alignment: LG Religion: Eilistrae Level: 3 Sex: Female Age: 84 Homeland: The Promenade in Skullport Kit: Sword Dancer Ht: Unknown Wt: Unknown Hair: White Eyes: Amber HD: d8 HP: 19 MV: 12 THAC0: 20 AC: 1 (-1)
STR: 13 DEX: 19 CON: 14 INT: 14 WIS: 18 CHA: 14 COM: 20
Armour: Drow Chainmail, Dex Bonus, Bladesong Proficiency
Weapons: Longsword, Shortsword, 2 Daggers, Longbow, Drow Hand Crossbow
Weapon Proficiencies: Broadgroup Blades; Drow Hand Crossbow; Longbow; Longsword (Expertise); Shortsword (Expertise); Bladesong (Specialized); Two Weapon Fighting Style (Specialized)
Skills: Dance (17); Play Flute (10); Sing (10); Read/Write Common (10); Read/Write Drow (10); Local History (10); Healing (11); Herbalism (12); Diagnostics (12); Anatomy (8); Religion: Drow (11); Religion: Elven (11); Dragon Lore (8)
Character Traits:Ambidextrous, Allure
Character Disadvantages: Religious Fanatic, Compulsive Honesty
Special Abilities: Can cast Eilistraee's Moonfire once/day/level; At 5th level can cast Magic Missile (4 missiles per spell) or temporarily enchant an edged slashing weapon with +3 to attack but not to damage. Can either cast Magic Missile twice/day, enchant a weapon twice/day, or use each ability once/day; At 7th level can cast Enchanted Weapon on any bladed weapon 3 times/day by touch; At 10th level can cast Spell Turning once/day; At 13th level can cast Commune or True Seeing once/day; At 15th level can cast Stone Tell or Plane Shift once/day.
Spheres Of Influence: (Major) All, Combat, Creation, Elemental, Guardian, Healing, Necromantic, Protection, Sun, Wards (Minor) Animal, Charm, Divination, Summoning, Travelers, Weather

Class: Paladin Race: Human Alignment: LG Religion: Sune Firehair Level: 3 Sex: Male Age: 27 Homeland: Waterdeep Kit: Medician Ht: 6'6" Wt: 275 lbs HD: d10 HP: 23 MV: 12 THAC0: 15 AC: 1
STR:18/100 DEX:12 CON: 12 INT: 14 WIS: 14 CHA: 17 COM: 19
Armour: Banded Mail Armour, Medium Shield, Shield Proficiency
Weapons: Longsword, Composite Longbow, Heavy Lance, Dagger
Weapon Proficiencies: Longsword; Composite Longbow; Heavy Lance; Shield Proficiency; Weapon + Shield Style Specialization
Skills: Healing (11); Diagnostics (14); Herbalism (8); Anatomy (9); Read/Write Common (10); Dragon Lore (10)
Character Traits: None As Of Yet
Character Disadvantages: None As Of Yet
Kit Benefits: Recieves +4 bonus to all diagnostics skill checks; Recieves a +1 bonus to all healing skill checks, which when successful yield 1d4 hit points instead of the usual 1d3; People under a medician's care gain an additional +1 hit point/day; If a medician treats a poisoned character within 5 rounds of their being poisoned, they get a +4 bonus to their save vs poison.
Kit Hindraces: All skills must be healing related; Can only have 2 non healing related skills; Must devote all ChP after 1st level to improving healing related skills, only after their maxed out can he put ChP towards the other skills; Can only learn 3 weapon proficiencies during entire adventuring career, one sword, one lance, and one of players choice; Must take time out from adventuring once per year to spend 1d4+1 weeks studying healing and religion in a LG hospital, church, library, college, or other institute of learning. Failure to do so results in a loss of all kit benefits, as well as his disease immunity, ability to heal by laying on hands, and his ability to Cure Disease until such time as he spends those 2-5 weeks studying.

Class: Thief/Sorcerer Race: Half Elf Alignment: CN (NG/NE) Religion: Hoar/Loviatar Level: 3/3 Age: 27 Homeland: Faerun Kit: None Ht: Unknown Wt: Unknown HD: d3 + d2 HP: 12 THACO: 19 AC: 5 (3)
STR: 12 DEX: 16 CON: 13 INT: 11 WIS: 10 CHA: 14 COM: 13
Armour: Black Studded Leather & Swordsmanship
Weapons: Shortsword, Dagger, 2 Knives, Shortbow
Weapon Proficiencies: Tight Group Short Blades; Short Sword (Expertise); Short Bow
Skills: Read/Write Common (10); Cryptography (8); Information Gathering (8); Observation (12); Blind Fighting (NA); Orienteering (9); Navigation (8)
Character Traits: None
Character Disadvantages: Multiple Personalities (one NG the other NE), NG Personality is a Fanatic about tracking down and punishing sexual predators, NE Personality is a Serial Rapist.
(NOTE: The NG personality is the rogue, he's unaware that he has any spellcasting abilities or that he has multiple personalities. The NE personality is the sorcerer, and is the rogue's nemesis.)
Spells: (Cantrips) Unlock, Hairy, Firefinger, Clean, Dry; (1st Level) Change Self, Charm Person, Shocking Grasp

Class: Shaman Race: Amazon Alignment: NG Religion: The Red Knight Level: 3 Age: 23 Homeland: The Serpent Hills Clan/Totem: Serpent Kit: Medicine Woman Ht: Unknown Wt: Unknown Hair: Unknown Eyes: Unknown HD: d10 HP: 22 THAC0: 20 AC: 5
STR: 14 DEX: 15 CON: 10 INT: 11 WIS: 15 CHA: 13 COM:16
Armour: Studded Leather, Dex Bonus, Medium Shield, Shield Proficiency
Weapons: Great Axe, 2 Hand Axes, Battle Axe, Sling, Sling Stones
Weapon Proficiencies: Tightgroup Axes; Battle Axe (Expertise); Club; Sling; Shield Proficiency; Shield + Weapon Style Specialization
Skills: Hiding (7); Tracking (9); Animal Lore: Reptiles (7); Survival: Temperate Hills (8); Healing (12); Diagnostics (12); Anatomy (10); Herbalism (8); Foraging (5); Religion: Faerun (8); Spellcraft (7); Dragon Lore (7)
Character Traits: None
Character Disadvantages: Compulsive Honesty, Religious Fanatic, Shovanist
Spheres Of Influence: (Major) All, Animal, Combat, Divination, Healing, Necromantic, Plant (Minor) Charm, Elemental, Guardian, Protection, Sun, Weather
Kit Benefits: Destroy Disease by transforming it into a physical entity once/5 levels. Places her hands on victim then saves vs death magic. If save succeeds victim recovers. Disease manifests as a black blob w/1d4+1 hit points and AC 10. If reduced to 0 hit points in 2 rounds it disappears. If not medicine woman suffers from disease/poison that victim had. Can't use this ability on herself; Once/ month can create Medicine Belt. Takes 24 hours to forage for ingredients. Another 24 hours to make the belt. Medicine Belt will have one of following properties
1) -1 bonus to AC
2) -2 bonus to AC
3) Wearer gains a +2 bonus on saving throws vs spells
4) Wearer heals at twice the normal rate (applies only to natural healing)
5) Wearer is immune to all natural diseases and poisons
6) +1 bonus to all saving throws
Kit Hindrances: No turning undead; Whenever she encounters the corpse of a human, demihuman, or humanoid-including those that he or his companions have killed-she must administer last rights. The alignment of the corpse is irrelevant, she believes that all spirits get a second chance in the afterlife. Last rites consists of placing some food by the corpse, a brief prayer, and a helpful piece of advice. If she fails to perform last rites for all corpses he encounters in a given day he may not cast spells for the following 24 hours. If faced with an inordinate number of corpses-on a battlefield for example-she fulfills her obligations by performing rites for a select few (the highest ranking officers for instance). She isn't obligated to perform last rites for skeletal remains or undead.

Well, that's all of them. Of course, you're all welcome to come up with your own characters completely from scratch. These are just to save you some time.

Tony Misfeldt
02-13-2009, 12:49 AM
Still looking for players. Don't be shy, post here or call/text me at 604-209-6015.

Tony Misfeldt
03-05-2009, 12:54 AM
I've just made some adjustments to my innitial post. I added the Skald class to the list of availabe classes (so it's no longer a bard kit). I made some adjustments to the Magic Point rule, making the point cost for the spells a little less (cost equals spell level, not level needed to cast it) as well as adjusting the results of overcasting. So take a look and let me know if you wanna play. Call me at 604-209-6015, or send me a PM on this site, or post on this thread.

Sneaksta
03-05-2009, 01:48 AM
I have read all of ye thread here, and my only Lament is that i live in almost the middle of bumfuk Nebraski..... I f you can come up with a 75$ pcfrom the newspaper that is able to hit the internet, and willing to chat or video it in, i would be like to play a bunch of sessions...

just a thought


Sneaky 1 4 Live forever

Tony Misfeldt
03-05-2009, 03:24 AM
SKILL ADJUSTMENTS FROM STATS

STAT_______ ADJUSTMENT

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

Skills are bought with Character Points (ChP). The cost of skills range from 2 to 4 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. 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 Death (or 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 VS TARGET SIZE _____SEVERETY _____DI(C)E

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.

BLEEDING

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 make a saving throw vs death (or 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.

Tony Misfeldt
03-06-2009, 10:37 AM
WEAPON PROFICIENCY AND MASTERY

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 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 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.

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.

Mastery: At 5th level, a character can upgrade his proficiency from specialization to weapon mastery. 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.

High Mastery: At 9th level, if the player wishes to spend the ChP, he can upgrade from weapon mastery to 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 13th level, if the player wishes to spend the ChP, he can upgrade to grand mastery. 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.

InMediaRes
03-06-2009, 03:04 PM
Hey Tony, I have to say I'm not really familiar with the whole forgotten realms universe. I've always gone the homebrew route, so I don't know how well I'd be able to DM, but it sounds like fun. Any plans for when this game will start? Also I live around Toronto, and an earlier post said you don't always have access to a computer. If an internet game isn't an option I can't really travel to the west coast :(
Otherwise sounds like a good time.

Tony Misfeldt
03-07-2009, 02:26 AM
Hey Tony, I have to say I'm not really familiar with the whole forgotten realms universe. I've always gone the homebrew route, so I don't know how well I'd be able to DM, but it sounds like fun. Any plans for when this game will start? Also I live around Toronto, and an earlier post said you don't always have access to a computer. If an internet game isn't an option I can't really travel to the west coast :(
Otherwise sounds like a good time.

Sorry, it's strictly table top. Kinda wish I could make it an internet game, I might get more positive responses. I get a lot of posts like yours saying "Damn! If I lived in the Vancouver area this would be my perfect game!" Maybe in the future it will be, but until then I need peopl who live in The Lower Mainland that are interested and can be counted on to actually show up.

InMediaRes
03-07-2009, 11:39 PM
Should you decide to add the internet to your tabletop send me a PM. I'd be down.

Tony Misfeldt
03-08-2009, 08:16 PM
I've made more adjustments to my selection of partial characters. I've added the special benefits and hindrances for each kit, as well of the special abilities of the specialty priests. Take another look and see if you'd like to play any of those characters, or simlar characters of your own creation and call me at 604-209-6015.

Tony Misfeldt
03-12-2009, 03:29 PM
NUMBER OF ATTACKS/ROUND BY CLASS

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, Cruaders, 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

WARRIORS

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

ROGUES

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

PRIESTS

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

ARCANE

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

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

WARRIORS

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

ROGUES

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

PRIESTS

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

ARCANE

Level 1-11: 2/Round; Level 12+: 5/2 Rounds