Stuff For the Tabletop Game for New Players
Posted: Mon Apr 20, 2015 1:35 am
For the record, this is going to start as a blatant rip-off of Storm of Zehir, which they have not played, and then I'll just roll with whatever they decide to do, so it might take a radically different direction. I kind of like the idea of getting a base that they can slowly upgrade and develop, along with securing trades, exploring so as to find new resource nodes and all that.
Okay, so three players were at the game night (and Descent is loads of fun, but not related to the PC game), and did the test I made (a fairly minor edit of Frank's one, changing some of the class options and making it relevant to the actual campain), and decided what they want to play.
1. Wizard (Necromancer). The results said Wizard, with him specifically choosing the "I create undead" choice, basically I think making a whole Essence-based Necromancer class would be a major undertaking. He said he trusts me to pick a good race, so after the "Hahaha sucker" joke, I figured I'd make him an elf. Because back-up longbow, "constantly searching" and the fact that elves can seriously teach everyone else how to trance (as of PHBII).
2. Wizard, and wants to do "earthy" stuff, so I figure he'll be a Transmutionist with Abjuration as another big part. He wishes to be an Earth Genasi, so I've basically altered the dwarf a bit.
3. Rogue, and chose Fire Genasi, so again, I've just sort of mashed something together.
I'll probably make a couple of spares for if the fourth guy shows up - a Barbarian, Ranger and Warlock or something like that.
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Skills:
I'm trimming skills down a huge amount, and forever remembering how shitty it is that we have an ability score of "resisting stuff" that doesn't do anything, and that basically all "being strong" things are combat rolls that are not appropriate as skills.
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Feats:
I like the idea of the simplified "one decent thing every level" way. So the list I came up with (involving some "stealing from Frank") is as follows:
Meta-Magic does "that rule basically everyone uses", where it doesn't actually use the higher level, you just have to have that higher level available. Merry Christmas.
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New Races:
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Classes can have their own posts I guess.
Okay, so three players were at the game night (and Descent is loads of fun, but not related to the PC game), and did the test I made (a fairly minor edit of Frank's one, changing some of the class options and making it relevant to the actual campain), and decided what they want to play.
1. Wizard (Necromancer). The results said Wizard, with him specifically choosing the "I create undead" choice, basically I think making a whole Essence-based Necromancer class would be a major undertaking. He said he trusts me to pick a good race, so after the "Hahaha sucker" joke, I figured I'd make him an elf. Because back-up longbow, "constantly searching" and the fact that elves can seriously teach everyone else how to trance (as of PHBII).
2. Wizard, and wants to do "earthy" stuff, so I figure he'll be a Transmutionist with Abjuration as another big part. He wishes to be an Earth Genasi, so I've basically altered the dwarf a bit.
3. Rogue, and chose Fire Genasi, so again, I've just sort of mashed something together.
I'll probably make a couple of spares for if the fourth guy shows up - a Barbarian, Ranger and Warlock or something like that.
---
Skills:
I'm trimming skills down a huge amount, and forever remembering how shitty it is that we have an ability score of "resisting stuff" that doesn't do anything, and that basically all "being strong" things are combat rolls that are not appropriate as skills.
Dexterity:
-Athletics (Balance, Climb, Jump, Tumble)
-Disable Device (including Open Lock)
-Escape Artist
-Ride
-Stealth (Hide and Move Silently)
Intelligence:
-Alchemy (Craft Alchemy, and beating the DC by X lets you increase the Save DC or the damage dice or whatever)
-Appraise
-Craft (one skill to cover all the non-Alchemy)
-Decipher Script
-Lore (Knowledge, and it works like 3.0 Perform, with each rank giving a new category)
-Search
Wisdom:
-Handle Animal
-Heal (for anything other than "stop someone bleeding out, it needs a healer's kit, and works like in the NWN games to restore HP and crap)
-Perception (Spot and Listen)
-Sense Motive
-Survival
Charisma:
-Bluff
-Diplomacy
-Gather Information
-Intimidate
-Perform (3.0 version)
-Use Magic Device
-Athletics (Balance, Climb, Jump, Tumble)
-Disable Device (including Open Lock)
-Escape Artist
-Ride
-Stealth (Hide and Move Silently)
Intelligence:
-Alchemy (Craft Alchemy, and beating the DC by X lets you increase the Save DC or the damage dice or whatever)
-Appraise
-Craft (one skill to cover all the non-Alchemy)
-Decipher Script
-Lore (Knowledge, and it works like 3.0 Perform, with each rank giving a new category)
-Search
Wisdom:
-Handle Animal
-Heal (for anything other than "stop someone bleeding out, it needs a healer's kit, and works like in the NWN games to restore HP and crap)
-Perception (Spot and Listen)
-Sense Motive
-Survival
Charisma:
-Bluff
-Diplomacy
-Gather Information
-Intimidate
-Perform (3.0 version)
-Use Magic Device
Feats:
I like the idea of the simplified "one decent thing every level" way. So the list I came up with (involving some "stealing from Frank") is as follows:
Aberrant Blood: gives like five of the Aberrant Feats from Calamari Cookbook
Apprentice/Mentor
Aura of Courage: as the Paladin class feature
Aura of Fear: 30' radius, Will vs Shaken, Charisma-based
Beckon the Frozen
Broker of the Infernal
Combat Tactician: Short Haft + Stand Still + Cometary Collision + Defensive Sweep
Corpse Crafter: Crafter + Deadly Chill + Retribution + Hardened + Nimble
Craft Golem
Craft Wondrous Item
Draconic Legacy: Heritage + Skin + Resistance + Pact + Lineage
Elemental Immunity
Elemental Spell Mixture: Substitution (+0), Admixture (+4), 3 Thunders (+0), Uttercold (+0)
Evasion
Extend Spell: Extend (+1), Persistent (+6)
Fey Heritage: Heritage + Skin + Presence + Legacy + Nymph's Kiss
Fly-By Attack
Ghost Hunter: any weapon has 50% chance to hit, hear incorporeal normally, armour is Ghost Touch
Horde Breaker: Combat Reflexes + Great Cleave
Infernal Heritage: Tanar'ri or Baatezu Subtype, Resistance = HD rather than Immunity
Landlord
Mage Slayer: no defensive casting, all damage is ongoing, ignore Deflect
Magical Beast Companion (for Animal Companions or Familiars)
Magical Beast Form (for Berserkers with Bear Form, and for Wild Shapers)
Master of Manoeuvres: Improved Grapple/Grab/Trip/Disarm/Bullrush + Defensive Throw
Mounted Archery: Mounted Combat + Mounted Archery + Improved MA + Rapid Shot
Mounted Combat: Mounted Combat + Ride-By-Attack + Trample + Spirited Charge
Natural Spell
Perfect Aim: Precise Shot + Point Blank Shot + Far Shot + Rapid Reload
Perfect Two Weapon Fighting
Polyglot
Powerful Spell: Empower (+2), Maximise (+4), Explosive (+1), Intensify (+7)
Quicken Spell (+4)
Shaped Spell: Sculpt (+0), Widen (+1), Split Ray (+2), Reach (+1), Chain (+3)
Soul Eater: Devour the Soul + Craft of the Soulstealer + Essence Gourmand
Subtle Spell: Still (+0), Silent (+0), Delay (+0)
Tomb-Tainted Soul
Toxin Immunity
Universal Proficiency (all Armour, Weapons, Shields)
Weapon Finesse: can use Dex rather than Str for attacks, can use Int rather than Str for damage, does not have to use both
Whirlwind Attack
Wild Empathy
Wings
Zen Archery
Apprentice/Mentor
Aura of Courage: as the Paladin class feature
Aura of Fear: 30' radius, Will vs Shaken, Charisma-based
Beckon the Frozen
Broker of the Infernal
Combat Tactician: Short Haft + Stand Still + Cometary Collision + Defensive Sweep
Corpse Crafter: Crafter + Deadly Chill + Retribution + Hardened + Nimble
Craft Golem
Craft Wondrous Item
Draconic Legacy: Heritage + Skin + Resistance + Pact + Lineage
Elemental Immunity
Elemental Spell Mixture: Substitution (+0), Admixture (+4), 3 Thunders (+0), Uttercold (+0)
Evasion
Extend Spell: Extend (+1), Persistent (+6)
Fey Heritage: Heritage + Skin + Presence + Legacy + Nymph's Kiss
Fly-By Attack
Ghost Hunter: any weapon has 50% chance to hit, hear incorporeal normally, armour is Ghost Touch
Horde Breaker: Combat Reflexes + Great Cleave
Infernal Heritage: Tanar'ri or Baatezu Subtype, Resistance = HD rather than Immunity
Landlord
Mage Slayer: no defensive casting, all damage is ongoing, ignore Deflect
Magical Beast Companion (for Animal Companions or Familiars)
Magical Beast Form (for Berserkers with Bear Form, and for Wild Shapers)
Master of Manoeuvres: Improved Grapple/Grab/Trip/Disarm/Bullrush + Defensive Throw
Mounted Archery: Mounted Combat + Mounted Archery + Improved MA + Rapid Shot
Mounted Combat: Mounted Combat + Ride-By-Attack + Trample + Spirited Charge
Natural Spell
Perfect Aim: Precise Shot + Point Blank Shot + Far Shot + Rapid Reload
Perfect Two Weapon Fighting
Polyglot
Powerful Spell: Empower (+2), Maximise (+4), Explosive (+1), Intensify (+7)
Quicken Spell (+4)
Shaped Spell: Sculpt (+0), Widen (+1), Split Ray (+2), Reach (+1), Chain (+3)
Soul Eater: Devour the Soul + Craft of the Soulstealer + Essence Gourmand
Subtle Spell: Still (+0), Silent (+0), Delay (+0)
Tomb-Tainted Soul
Toxin Immunity
Universal Proficiency (all Armour, Weapons, Shields)
Weapon Finesse: can use Dex rather than Str for attacks, can use Int rather than Str for damage, does not have to use both
Whirlwind Attack
Wild Empathy
Wings
Zen Archery
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New Races:
EARTH GENASI
Hailing from the Elemental Plane of Earth, you are partly made of dirt and stone. Your skin is hard and cool to the touch, possibly smooth like obsidian, possibly rough like gravel. Your hair more closely resembles a vein of ore that has been chiselled into shape, and should you be cut, grey blood will ooze out slowly. Broad shouldered and sturdy, you are a hard case, but you pay for your resiliency by moving more slowly than others. Even though your parents were humanoid – often dwarfs or halflings – you still carry a strong form of elemental lineage, and this leads to a certain amount of discrimination against you.
Type: Humanoid [Earth, Extra-Planar]
Size: Medium
Movement Speed: 20' (Burrow 20')
Languages: Common and either Dwarven, Undercommon or Terran
Vision: Regular, Low-Light Vision, Darkvision out to 60'
Ability Scores: +2 Constitution, -2 Dexterity. You are tough and hard to poison, but slow-moving.
Hard Rock: you have an innate Natural Armour bonus of +1 to your Armour Class, as well as Damage Reduction 5/Adamantium.
Stone Telling: the earth itself can sort of speak to you, or perhaps you're just good at reading it and noticing things about it. You gain a +4 Bonus on Appraise checks made in regards to gems, metals and ore, and on Survival and Perception checks made while underground.
Earth Genasi weigh one and a half times as much as humans of equal size.
FIRE GENASI
Hailing from the Elemental Plane of Fire, you are partly made of cinders and ash. Your skin is naturally a deep red, but constantly develops a dark grey coating, and is warm to the touch. Your hair more closely resembles a mass of smoke or fire, and should you be cut, it would seem like magma is seeping from your skin, along with a spray of sparks. Fire Genasi are known for being impulsive and not thinking things through, but are also known for commanding awe from those around them, caring a great deal and convincing others to do the same. Even though your parents were humanoid – often elves or humans – you still carry a strong form of elemental lineage, and this leads to a certain amount of discrimination against you until you win people over with your charm.
Type: Humanoid [Extra-Planar, Fire]
Size: Medium
Movement Speed: 30'
Languages: Common, Ignan
Vision: Regular, Low-Light Vision, Darkvision out to 60'
Ability Scores: +2 Charisma, -2 Wisdom. You are passionate about things, but seldom use common sense, just going with what seems like the best idea at the time.
Fire Subtype: you burn with a fierce heat that is most at-home near similar heat. You are completely immune to Fire damage and all other [Fire] effects, as well as to heat-based fatigue, however Cold deals +50% damage to you.
Smoke Affinity: you can see through and breathe smoke as though it were fresh air, you're that at home in it. Furthermore, if you would ever have Concealment in smoke, you instead have Full Concealment – your body just blends in completely.
Hailing from the Elemental Plane of Earth, you are partly made of dirt and stone. Your skin is hard and cool to the touch, possibly smooth like obsidian, possibly rough like gravel. Your hair more closely resembles a vein of ore that has been chiselled into shape, and should you be cut, grey blood will ooze out slowly. Broad shouldered and sturdy, you are a hard case, but you pay for your resiliency by moving more slowly than others. Even though your parents were humanoid – often dwarfs or halflings – you still carry a strong form of elemental lineage, and this leads to a certain amount of discrimination against you.
Type: Humanoid [Earth, Extra-Planar]
Size: Medium
Movement Speed: 20' (Burrow 20')
Languages: Common and either Dwarven, Undercommon or Terran
Vision: Regular, Low-Light Vision, Darkvision out to 60'
Ability Scores: +2 Constitution, -2 Dexterity. You are tough and hard to poison, but slow-moving.
Hard Rock: you have an innate Natural Armour bonus of +1 to your Armour Class, as well as Damage Reduction 5/Adamantium.
Stone Telling: the earth itself can sort of speak to you, or perhaps you're just good at reading it and noticing things about it. You gain a +4 Bonus on Appraise checks made in regards to gems, metals and ore, and on Survival and Perception checks made while underground.
Earth Genasi weigh one and a half times as much as humans of equal size.
FIRE GENASI
Hailing from the Elemental Plane of Fire, you are partly made of cinders and ash. Your skin is naturally a deep red, but constantly develops a dark grey coating, and is warm to the touch. Your hair more closely resembles a mass of smoke or fire, and should you be cut, it would seem like magma is seeping from your skin, along with a spray of sparks. Fire Genasi are known for being impulsive and not thinking things through, but are also known for commanding awe from those around them, caring a great deal and convincing others to do the same. Even though your parents were humanoid – often elves or humans – you still carry a strong form of elemental lineage, and this leads to a certain amount of discrimination against you until you win people over with your charm.
Type: Humanoid [Extra-Planar, Fire]
Size: Medium
Movement Speed: 30'
Languages: Common, Ignan
Vision: Regular, Low-Light Vision, Darkvision out to 60'
Ability Scores: +2 Charisma, -2 Wisdom. You are passionate about things, but seldom use common sense, just going with what seems like the best idea at the time.
Fire Subtype: you burn with a fierce heat that is most at-home near similar heat. You are completely immune to Fire damage and all other [Fire] effects, as well as to heat-based fatigue, however Cold deals +50% damage to you.
Smoke Affinity: you can see through and breathe smoke as though it were fresh air, you're that at home in it. Furthermore, if you would ever have Concealment in smoke, you instead have Full Concealment – your body just blends in completely.
Classes can have their own posts I guess.