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Post by GravityEmblem on Feb 4, 2019 16:50:38 GMT -8
I think I’m good to play; I have a plan for Wrath of Darkeye that should wrap it up within a month. Not the worst experience I’ve had with a D&D game, although far from the best. It was good to try something new, if primarily to discover that DMing’s not really my style.
Anyway, I’m planning on playing a Ranger, specifically a Ferelan, with either a Hobgoblin or Half-Goblin. (The former is a bit better Ability Scorewise, but the latter is more fitting from a roleplaying perspective and has more interesting racial powers.) Of course, with 2e’s strict Ability Score class/kit requirements, I might have to work something else out depending on how the dice fall.
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Post by Daos on Feb 4, 2019 17:07:36 GMT -8
Okay, you've been added to the group, as well.
That's five people. One more can be added, should anyone else be interested.
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Post by Snacs on Feb 4, 2019 17:15:42 GMT -8
Same here, I love the Draconians. I was a big fan of the Kang series. I've written up stats to make all the draconians playable.
Just one hitch--female draconians do not exist yet. Their eggs are hidden and canonically do not get discovered and hatched until the Chaos War (which won't happen for another 24 years in this game). This was done by the Dragonarmies because they wanted to be able to control draconian birth rates, but then the war ended and they didn't care anymore and were happy to let them go extinct (eventually--draconians live a very long time).
Aside from that, though, I like all of your ideas. I added you to the group, so you can post in there now.
Aw shoot, well probably Baaz then(a lot easier to find them after the war since they were more numerous- I just thought it'd be neat to play a Healer than could lick you to heal you ) or Minotaur .
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Post by Margrave on Jan 5, 2020 21:09:28 GMT -8
How does this look? Character: Krixus Ohn-Kalin (played by Margrave) LN Male Minotaur Fighter 4/Thief(Thug) 6 STR 18/64 (+2 to hit/+3 dmg 160 WtAllow, 305 press, OD 13, BB/LG 25%), DEX 17 (+2 React/Missile, -3 AC), CON 16 (+2 HP), INT 12, WIS 8, CHA 7 (-1 react) Age: 21, HT 7', WT 350 lbs, Birthday 05/02/339 HP: 52/52 16+2+5+8+3+6 +12 (CON) THAC0: 17 (+4 with daggers/+6 thrown daggers, +8 with MW Cesti, +3 with horns, +3 with Lasso) Dmg: Dagger (1d4+5/1d3+5); MW Cesti (1d4+8/1d3+8); Horns (1d6+3) #Attacks: 3/2 single handed (dagger); 5/2 two-weapon (dagger); 2 punches/cesti ROF: Dagger (3/1 or 4/1 two-handed); Lasso (1/1) AC: 4 (3 Leather) XP: Fighter4 8,000; Thief6 22,000/40,000 Saves: PPDM 12, RSW 12, PetPoly 11, BW 15, Spells 13 Racial Abilities: man-sized, +6 HP at 1st level, 12" move, track by smell (50%), Natural AC 7, Gore Attack (-5 to hit if used as secondary) Class Abilities: Weapon Specialization, Backstab x3, PP:15+5D=20%, OL:10+10D=20%, F/R Traps 5+85=90%, MS:10+5D+65=80%, HS:5+5D+40=50%, DN:15%, CW:60%, RL:0 Kit Abilities: extra weapon proficiency, may choose non-thief weapons, +1 to hit Special Abilities: +/- 4 on punching chart; +4 to hit and damage; 2 punching attacks; +/- 1 on wrestling chart +1 to hit and damage wrestling F 5 WP: Punching (specialization), Dagger (Specialization), Wrestling (specialization) 3rd - Punching T 3 WP: Punching, long sword, two-weapon style, 4th - punching F 7 NWP: Endurance (16), Blindfighting, Seamanship (17+1), Swimming (18) 3rd - Navigation (12-2) T 4 NWP: Intimidation (18), Tumbling (17), Observation (12), 3rd - Appraising (12) Languages: Common, Ogre, Kothian, thieves' cant Gear: Head – Horned Neck – Bare Torso – Leather armor [15 lbs], 2 belts, 20 dagger sheathes+daggers [20 lbs], backpack [2 lbs] +Backpack: 10 torches [10 lbs], 50' hemp rope [20 lbs], grappling hook [4 lbs], 2 wineskins [12 lbs], 2 large sacks [1 lb], crowbar [4lbs] Hands – 2 Masterwork Cesti [4 lbs] Waist – Girdle, Lasso [3 lbs], 4 dagger sheathes+daggers [4 lbs], Large Belt Pouch [1 lb], 14 Days Dry Rations [14 lbs], Flint&Steel, Thieves tools [1lb], 5 flasks of oil [5 lbs], hooded lantern [2 lbs], Chalk +purse: Coin (167 Steel, 34 SP, 7 CP) [4.2 lbs] Feet – Leather Riding Boots Encumbrance: 121.2 lbs (No Encumbrance, MV 12") Stowed Gear: None History A b@stard who constantly had to fight and overcome prejudices not only from those outside his race but also his fellow minotaurs. Considered a lowly slave, not worthy of station, Krixus was worked in the slave mines. They worked him hard in the mines, but it only made him stronger in body and spirit. Seeing that Krixus would endure, the minotaur handlers gave Krixus the opportunity to die a warrior's death in the arena. Thrown to the pits, the leaders of Mithas believed that Krixus would die as the nameless and inferior warrior they believed him to be. Krixus was forced to battle without weapons against man and beast alike. The battles in the pits brought glory and honor to Krixus, and soon he became a crowd favorite. Captain Bloodbeard of the Fury - a privateering vessel on leave - saw an opportunity when watching Krixus. The charismatic smuggler used his leadership and influence to get the crowd behind Krixus to enable him a chance to fight in the Circus - whose prize for the champion was his freedom. Krixus battled his way up through the ranks and emerged from the Circus victorious and was awarded the Rudis of Freedom and his horns were graced with the golden bands of his station. His slave brand was altered and Krixus was freed. Bloodbeard offered Krixus' an opportunity to get away and in return bound Krixus to act as his bosun, for the crew's loyalty was to coin and conquest. Krixus learned from the pirate and his crew. The Fury was a scourge in the Bloodsea, and Krixus was a constant companion to Bloodbeard. A storm sunk the Fury, and his enduring spirit saved him a third time as he used some of the flotsam of the ship as a raft and swam to Southern Ergoth to Zhea Harbor near Daltigoth. Traits: Intimidating, Spartan, Driven, Cunning, Honorable Description: A horned hulk of 7' stands before you. It is difficult to understand how this creature may be considered a runt by minotaur standards. His two-toned horns are chipped and scratched and his roan coat has silvery white scars all over his massive frame, arms and legs. A wicked scratch of some clawed beast left it's mark on the snout and face of the minotar. Various earrings and a nose ring give away his ties to sailing the Blood Sea. Twin belts festooned with daggers cross the well worn boiled leather breast plate. More daggers are in sheathes at the broad girdle at the beast's waists. A lariat of rope is coiled on a leather loop at the creature's side. Finely tooled gauntlets with spikes and studs cover the rippling forearms of the Kothian brute. The black bovine eyes consider you and you wonder if it is because their is an unusual cunning intellect behind them or if it is considering which part of you to eat first. Although shunned by his kind, Krixus is still bound to the Kothian code of honor and glory.
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Post by Justin Tyme on Apr 9, 2020 11:15:27 GMT -8
To help ensure a cleric...I will do the alt method.
Here are rolls:
Dpzv04Kk1d61d61d61d61d61d61d6
Is it still the 25000 xp or is there more?
Also, looking at the domains, are you using 3.5 rules? Are there spheres from 2nd ed?1d6·1d6·1d6·1d6·1d6·1d6·1d6
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Post by Daos on Apr 9, 2020 12:04:19 GMT -8
I'll bump up the starter XP to 30,000. Yes, there are spheres. Your domain determines the special ability I'll grant you, in addition to what you normally get, to make your cleric stand out a bit more. For instance, if it's Healing, maybe I'll give you something like Lay on Hands. If it's Fire, then maybe you'll get resistance to fire or a boost to fire damage. That sort of thing. I've added you to the group, so you can continue this in the Character Creation thread here.
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Post by Justin Tyme on Apr 9, 2020 13:32:06 GMT -8
I'll bump up the starter XP to 30,000. Yes, there are spheres. Your domain determines the special ability I'll grant you, in addition to what you normally get, to make your cleric stand out a bit more. For instance, if it's Healing, maybe I'll give you something like Lay on Hands. If it's Fire, then maybe you'll get resistance to fire or a boost to fire damage. That sort of thing. I've added you to the group, so you can continue this in the Character Creation thread here. Thanks - just to check, I am thinking of making a dwarf fighter turned cleric after getting 'killed' in battle, seeing the image of his Deity and then converting to further his deity's cause after that. 1) What I want to make sure is that say he picks Reorx, could he still use axes and other traditional dwarven weapons? 2) Also what spheres would he have? I am wondering if healing is part of that or does only Mishakal have that? 3) Also, in terms of domains, what would be the powers be for Earth, Forge, Luck, and Strength? 4) Starting gold/items? I saw something in there about 'masterwork items', too. 5) Would he be a specialty priest and use the druid XP or the standard cleric XP/level chart? 6) Exceptional strength: ZWM1UKz11d100Nuts - one point off of next tier. Stats I am thinking: STR: 8+2+2+6 = 18/75 DEX: 8 CON: 8 +1 (Dwarf) +2 = 11 INT: 8+1 = 9 WIS: 8 + 4 + 6 = 18 CHA: 8-1 (dwarf) = 7 At least Lvl 2 Fighter/Level 6 Cleric 1d100
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Post by Daos on Apr 9, 2020 14:50:37 GMT -8
So he'll be dual-classed? Make sure his STR is 15 or higher and his WIS 17 or higher then.
1) No, according to the PHB, "He gains the abilities, and must abide by all of the restrictions of the new class." So once he switches over to cleric, he can only use bludgeoning weapons. The one exception: If he follows a god with the War domain (like Kiri-Jolith or Sargonnas), I'd consider letting him have one non-bludgeoning weapon as his special ability (a sword for Kiri-Jolith and an axe for Sargonnas, as that is their favored weapons). 2) Standard spheres for a cleric. So that's major access to everything but Plant, Animal, Weather and Elemental, and Minor Access to Elemental. 3) Depends on how you build him and what sort of personality and backstory he has. Also, if he gains enough favor from his deity, he may gain more or the ability may grow stronger. These are just some examples off the top of my head: --Earth: Barkskin three times a day, major access to Earth Elemental sphere, Turn/Control earth elementals --Forge: Ability to identify forged magical items, Bonuses to forging proficiencies, the ability to temporarily imbue mundane weapons with a magical bonus --Luck: Reroll once a day, bonus to gaming proficiency, change someone's luck once a day (e.g., make an enemy roll a 1, or make an ally roll a 20) --Strength: Cast Strength once a day, immunity to strength draining or enfeeblement, incite berserker rage 4) Ah, right. I changed that when we re-recruited recently. Let me pull up the new version here: "The new PCs will begin with 900 STP (steel pieces). Magical items aren't for sale, but masterwork weapons and armor cost 300 STP plus their normal price." 5) He'd use the standard cleric XP chart.
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Post by Daos on Nov 6, 2020 20:30:21 GMT -8
Reopening this game to new players, if anyone is interested. I've updated the pitch and 16 questions below: This is a 2nd Edition AD&D game set in the world of Dragonlance, on the continent of Ansalon. It takes place ten years after the War of the Lance, in 360 AC, focused entirely on the island of Southern Ergoth. Once, the Ergoth Empire was the largest human empire in Ansalon. But that all changed when the gods, angry at man's hubris, threw a fiery mountain into the city of Istar, shattering the continent in the process. Ergoth was not only suddenly cut off from the mainland, it was split into two large islands. Northern Ergoth, where what remains of the Empire resides to this day, and Southern Ergoth, which was all but abandoned and later claimed by ogres. Meanwhile, the Kagonesti (Wild Elves) made a home for themselves in the southern forests of the island. But during the War of the Lance, the Silvanesti (Grey Elves) and Qualinesti (High Elves) lost their homelands and were forced to seek refuge in Southern Ergoth. Now all three elves share the land, and not without complications. In addition, the Solamnics (of the human kingdom, Solamnia) man an outpost on the island, to watch over and protect the final resting place of Huma Dragonbane, one of the most revered and famous Knights of Solamnia, and the birthplace of the legendary Dragonlances. With all of these factions, many of them opposed to each other, suffice to say Southern Ergoth is something of a chaotic place right now, even after the war has ended. The basic idea is this: The party is free to go wherever they want on Southern Ergoth and do whatever they want. It's expected, however, that they align themselves with various factions. Helping one faction sometimes comes at the cost of hurting another. The more positive reputation you build with a faction, the more welcome you are in that faction's territory (and vice versa, the more negative reputation you build, the less welcome you are). I'm looking for 2-3 new PCs to join the current group. The current group makeup is as follows: Female Kagonesti Beastfriend 7 Male Sivak Spy Human Knight of the Sword 6 Here are the 16: 1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?2nd Edition Advanced Dungeons and Dragons (heavily house-ruled). 2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (e.g. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?The game is set in Dragonlance, during the Age of Despair in the year 360 AC. 3. How many Players are you looking for? Will you be taking alternates, and if so, how many?I'm looking for 2-3 players. 4. How fast or slow of a pacing do you want to set? Some games require that players post once a day, every three days, or once a week.I prefer players who can post at least once a day, if possible. 5. What is the characters' starting status (i.e. experience level)?The new PCs will begin with 32,000 XP. 6. How much gold or other starting funds will the characters begin with?The new PCs will begin with 900 STP (steel pieces). Magical items aren't for sale, but masterwork weapons and armor cost 300 STP plus their normal price. 7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?Any classes are allowed, except for Sorcerer and Mystic, which don't exist yet (and there are no 2E versions of them anyway). If you want a kit, let me know. I allow many of them. 8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?Check out the Character Creation thread here. In the very first post, it describes which races are playable and which are barred. Keep in mind that if you choose to play a more exotic race, you'll need to come up with a good justification in your backstory. 9. By what method should Players generate their attributes/ability scores and Hit Points?You can use Method V (4d6, drop the lowest). 10. Does your game use alignment? What are your restrictions, if so?You can play any alignment, just don't be a jerk to the other players. 11. Do you allow multi-classing, or have any particular rules in regards to it?Yes, all races can either multi-class or dual-class, if they have the stats for it. 12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?Players can make their own rolls using the forum's dice roller, although the DM may make rolls for them from time to time for the sake of expediency. 13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.Hoo-boy, there sure are. Find them here. 14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?Yes, I'd like an appearance, personality and history. The history should include their early life, how they learned their current skill set, and what their current agenda is. 15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?More or less a combination of them all, but being a Dragonlance game there will be more emphasis on roleplaying. 16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?See the link posted in #13. Let me know if you have any questions.
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Post by GravityEmblem on Nov 7, 2020 6:42:54 GMT -8
Well, with that few players, how can I not join? I probably won't bring back Grognak, though; I always found him rather hard to play. But hey, since I'm already in the thread group, you don't have to spend time adding me in!
I'm planning on playing a Qualinesti Wizard with a very odd form of laziness-she abhors work, but views spending years learning magic to eliminate the work to be less effort spent. I'll go roll in PG Character Creation!
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Post by Daos on Nov 7, 2020 13:35:32 GMT -8
That's probably for the best. Grognak's fallen pretty behind in XP, and it would be difficult to explain how he wound up so far southwest anyway.
Now then, if I can find at least one more person here, I don't need to worry about trying to recruit off-site. I'll give it another week, and see if there are any more bites.
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Post by Zero Prime on Nov 7, 2020 13:52:25 GMT -8
Was 2e the PHB with the blue cover and the long bearded wizard on it? It's probably been over 30 years since I played the system, but based on how much I enjoy Tyranny, I could probably come up with something. Fighter or Ranger would likely be the easiest and least complicated to pick up again.
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Post by GravityEmblem on Nov 7, 2020 13:54:53 GMT -8
Was 2e the PHB with the blue cover and the long bearded wizard on it? It's probably been over 30 years since I played the system, but based on how much I enjoy Tyranny, I could probably come up with something. Fighter or Ranger would likely be the easiest and least complicated to pick up again. Yeah, that's probably the worst thing you could say on that site, since Daos is a 2E fanboy is most familiar with 2E, and a majority of the games on here are in 2E.
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Post by Daos on Nov 7, 2020 14:02:26 GMT -8
That was the 1E PHB, I think. The 2E PHB had the guy with the winged helmet on horseback, riding into battle with a sword drawn: Or a barbarian smashing through a door, if you had the revised version. But if you think you might be interested, you're more than welcome to join. Just keep in mind, that while this game takes place in the same setting as Tyranny of Dragons, there is a 70 year difference between the two. That's because most of the games on this site are run by me, and 2E is all I know. I'm still learning 5E. It will eventually replace my 2E games, probably, given enough time.
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Post by Zero Prime on Nov 7, 2020 15:49:46 GMT -8
I'll try to keep the two timelines seperate, though being unfamiliar with Dragonlance that shouldn't be too hard!
I'm quite anxious about statistics, only because there aren't any ASI's every few levels to top up low ones, or improve on your primary stats, so that is scary! Plus I know my luck with dice, heh!
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