Yes, you are in time for a place!
I’ll send you the files mentioned above as soon as I get home.
The party could do with a Warrior type (Fighter, Ranger, Ocean Barbarian etc)…
Yes, you are in time for a place!
I’ll send you the files mentioned above as soon as I get home.
The party could do with a Warrior type (Fighter, Ranger, Ocean Barbarian etc)…
Cool, It’s been quite a while for me since 1st edition, so I’ll take a look at them to refresh and come up with a plan.
Fighters and Rangers (you could also have a second Paladin if you like!) are 99% as per Players Handbook. (The main difference is Weapon Specialisation, which is a useful bonus to any Warrior.)
Ocean Barbarians and Warrior Monks are two classes of my own design - ldo et me know if you want a description.
I don’t think I could handle two SDMB campaigns at once in addition to my two PnP campaigns, but I will read this one with interest. In fact, I’m posting just to subscribe to this thread.
Ocean Barbarian sounds intriging( Do I get to talk like a pirate? )
I will try to work up the character tonight to send to you for approval then. I am sure of two things, 18 Wis and 15 Cha (if still required). Will a 16 con get me +2HP/Lvl?
What stats play into skills rolls?
What do Spellcraft, First Aid & Herbalism do?
I’ll send you some details.
The character is based more on a Viking.
(According to an a Hollywood film I saw, Vikings all speak like Kirk Douglas or Tony Curtis. :rolleyes: )
I look forward to seeing the character.
A Druid needs both 15 Wis and Cha (see ‘Character generation - minimum requirements’.)
Yes, 16 con gives a 2 hit points / level bonus.
I’m simplifying non-weapon proficiency rolls - they always work!
(As we’re not face-to-face, the less die rolls the better.)
Spellcraft identifies what spell someone (that you can see) is about to cast that round.
First Aid allows you to cure 2 hit points of damage on someone in front of you. (They must have been injured either this combat round or the round before.)
You can only cure someone once per combat this way, and cannot treat yourself.
You can give a poisoned character a 10% bonus on their save, and also diagnose a disease (though you can’t cure either of these conditions with First Aid.)
Herbalism gives a bonus of 1 extra hit point to First Aid.
You can also forage for herbs and fungi; then use them for First Aid, feeding animals, cooking or selling in town.
(N.B. Unlike Middle Earth, I’m not going in to any detail on herbs.)
Spectators are most welcome.
And there is no admission fee!
Do Druids still get ID Plant & Animal at 3rd level? How about the Shape Changing at 7th?
Viking is very interesting, I’m having some background ideas already(I love writing character histories)
Yes and Yes.
I think a cleric would be a good change of pace. I will take a look at the files and email you my thoughts. Thanks!
FluidDruid asked about the Riding Non-Weapon Proficiency (NWP), which probably affects most of you. So here are the details.
In the game, there are three main categories of horse: wild, tame and battle-trained. (There are of course also different sizes and breeds - from fast ponies to strong carthorses.)
Wild horses can only be approached with Speak with Animals * (spell) or Animal Training (NWP).
Tame animals can be bought and ridden. They are fine just riding about, but will be spooked by fire, loud noises or combat.
Battle-trained horses (expensive!) will not only ride into combat, but some will fight as well.
Next up, the rider’s ability:
Without any Riding Skill, a character can only cling onto the back of a tame or battle-trained horse. (They cannot get a battle-trained horse to fight.)
They cannot fight or cast on horseback.
They take time to mount and dismount (their horse must be stationary).
Horse Riding is a General NWP. So anyone can get it - it costs 1 ‘slot’. (Paladins get it as one of their initial (bonus) slots.)
With this ability:
a rider can swiftly mount and dismount (their tame or battle-trained horse must be stationary).
They can guide their mount with their knees, and get a battle-trained horse to attack (so the rider can attack too).
They can cast, as long as the mount is not galloping.
Advanced Horse Riding is classified as Warrior and Scout, costing these classes 2 ‘slots’. (3 slots for Casters and Healers.)
With this the rider can do everything as in Horse Riding, with some extras:
A rider can swiftly mount and dismount and strike a blow as well.
A rider can urge his mount to extra speed for a short while (but must let it rest later).
A rider can drop down, hang alondgside and thus use his horse as a shield (+20% to Armour Class, although in this case the horse will be hit instead :eek: ).
The rider has a rapport with horses, can identify their afflictions and determine the quality of any horse (e.g. on sale).
*I will be using What Exit?'s useful notation in the game thread.
Blue e.g. Sleep means a spell and Green e.g. Can I climb a tree? means a comment for the DM.
So far the party (and likely characters) consists of:
What Exit? Druid (Human)
**Paladud ** Paladin (Human)
Fluiddruid Fighter (Lizardman)
Malacandra Illusionist / Thief (Gnome)
NAF1138 Cleric (Human or Dwarf)
Wolfman Ocean Barbarian (Human)
This is well-balanced and with a variety of abilities.
There is still room for one or two more players, but we can certainly run with just you six. (I can easily bring new characters into the adventure later.)
I have character descriptions from Malacandra and Fluiddruid so far. (There’s no rush to send more - feel free to ask me questions and confer amongst yourselves! I have great admiration for the speedy way that What Exit? released the full character descriptions!)
I know where each of you will start from in the adventure and how to bring you all together.
One thing to agree on is your alignment (e.g. Lawful Neutral). There are limited choices, which I will discuss with each of you. For example, everyone knows that Paladins are always Lawful Good (it’s part of their charm!)
I will send Wolfman a little background on Ocean Barbarians, so he can build it into his own story.
Are those my best options for Cleric? If so, I would rather go human, only because Gwaelur is a Dwarf. If there is a third option that is good for Cleric’s I will take that, since playing a human seems kind of less fantastic.
Hey, if you’ve still a slot or two open, send me whatever documents are involved. I love a good game… and what’s more, I love a good game that I don’t have to GM!
Yes, see ‘Character Classes - permitted classes by race’.
Dwarves are limited to level 7 as well (Cleric is more a two class option for them).
Interesting. I think I will go with the human anyway. I am going to have questions galore I think, but they will have to wait for 4-5 hours before I can send them. I will email the ones that I don’t think everyone needs to be bothered with (i.e. most of them).
Thanks for starting this up!
Do we ever get more than the 4 Non Weapon Proficiencies and two bonus ones?
Is there any trade off allowed of Weapon to Non-weapon.
What spells am I allowed to choose from? PH, UA, others?
I am nearly done and that is my main outstanding issues.