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BigRedRod
6th of July, 2002, 01:12
I know some of you knew I had a new game in the work, well here it is :

So my other PBP Vodalian Special Forces seems to be doing fairly well (as far as i can tell the players are enjoying their jobs as a special forces team for a Country that wouldn't mind expanding it's borders to cover the entire continent)
...
Now i'm making a new PBP, it uses the same Gods and custom rules (in general) a VSF does (although it isn't set in the same area)
You can view those here :
www.online-role-playing.com/forums/forumdisplay.php?s=&forumid=77

Now this game will be using the mech-rules that I created a while back (mainly as a back-drop but you will have the chance to pretty much do anything, so if the other players also wish to then you will be allowed some more heavy interaction with them). I'll re-post the rules in new-resources so that anyone who has an interet can have a glance through them

It's hard to descibe the game without spoiling it, I would like to keep the first section as a bit of a suprise to get the ball-rolling

*I'm looking for 3-5 players
*2nd level characters (1,500exp)
*A backstory that contains a reason as to why they have are in Naies, which is a small village just outside Spiran (which is one of the states on the VACS/FCS border), i'm not looking for an epic story here, you are only second level but I want to know your origin, your hopes, maybe even why you are above average (maybe a famous ancestor or somesuch). But the game begins in this village so you all need to be there for some reason
*using 4d6 drop lowest for stats (I hate point-buy, i'll have a look for an online roller so that you can use that to give me your stats so i know you aren't cheating, AIM doe this well)
*900gp equipment (no more than 1/2 on any one item)
and then choose either :
- +4 ability point to distribute how you will
- a bonus feat (gained at level 1 for any requirements)
*the clearer your character sheet is, the more I will like you :) I'll let you know if I can't deal with your layout though :) make use of italics, underlining and bold it really helps make things clear

I'll have the setting details posted very soon (chances are by the end of the day)

If you want to check I'm not a compulsive liar and have in fact DMed a PBP before you can check it out on this site(It's called Vodalian Special Forces and is under BigRedRod's games)

So post here if you want to play (the more you will be able to pot in the game the better, but 2 or 3 time a week is the lower limit really, not including those bad weeks when everything goes wrong of course :D )

edit : trying to make this more readable

BigRedRod
6th of July, 2002, 02:15
It isnt importnat to read all of this (unless you want to). It only contains info that provides a deeper insight into the land and the empires.

ah time to show of my patheric mastery of graphics :) please dont laugh these pics just shows the general world and the key features,

The Overall area is known as Dagern

At one point it was an desolate island inhabited by a few nomadic tribes, however since the "rebirth" (Sealing) it has changed greatly, large numbers of "civilised" races found themselves in the ruins of cities with no memory of who they were or what had happened. The new arrivals began to settle the lands and Dagern took on it's currnet form due to their hard work

These maps show the country borders and the general terrain
http://www.online-role-playing.com/albums/album02/aag.gif

http://www.online-role-playing.com/albums/album02/aah.gif

i'll now mention each of the important "natural" features of the continent

The Wide Ocean
This the name of the expanse of water that surrounds Dagern. It is a fairly calm ocean and contains quite a large variety of life. It is rumoured that far to the south there is a community of sea elves but they have never been found.

The Edge Desert
This desert has been rather unchanged by the rebirth, however it is no longer an island. There are still a good number of nomadic tribes living their traditional life in the desert. Some of the tribal myths tell of a great city of black stone and metal that sank below the desert long ago,. The desert itself is rather rocky, some of the tribe are no longer nomadic and live in these caves (some travel out to hunt, others fish in the cave pools or harvest cave fungus, some tribes do all of this. The nomads tend to regard the cave-dwellers as traitors to tradition and there are frequent "wars"

The Endless Mountains
As far as anyone can tell these mountains do indeed stretch into infinity. They are occupied by many dangerous creatures but contain rich gem and metal deposits. A dwarvern kingdom is rumoured to exist somewhere in the mountains and indeed Dwarves have emerged from time to time to trade with the countries nearest the mountains. Those that try to find the dwarves tend to lose them in the winding tunnels, the dangers prevent many from attempted to follow dwarven traders.

Lican Mountains
These peaks are very steep and sheer, they have been quarried by each of the neighbouring countries at some point. They contain exstensive iron deposits but little else of value. It is because of this that little coinage is actually minted, most has been claimed from the ruins that arrived with the settlers

Fogo Peaks
Attempts to mine these mountains are usually abandoned quickly. The mountains are heavily volcanic, the pressure build up tends to make tunnels unstable and groups of miners have all been painfully killed by steam vents. Some claim to have dragons flying around the peaks.

Life Stream
The country of Rerl is built mainly around this river, it has plentiful fish stocks and provides water for irrigation, drinking and waste disposal. It is also an important trade route between Rerl and Kvas. The river is wide and flows slowly

Great Vein
This river is much faster flowing that the Life Stream and not as wide. At it's source in the Endless Mountains Rerls main mine is located, the metals and gems are then shipped to the capital downstream

Perigo Jungle
This jungle is largely unexplored, the few reports from groups which have visited the area report several tribes of savage creature that shake the jungle with their battles. As far as anyone can tell there is little reaon to explore the area any further

The Dor Wood
These strange woods contain trees of both wood and crystal. The natural creatures of this forest also seem to have a natural talent for psionics. The crystal flora is something of which the kingdom of Kvas seeks to protect all costs.

Venwood
These enermous forest once covered the entire island, it has been logged to a massive extent by the Venterran Empire. Beneath the wood mithral deposits were also found, these deposits have been fairly extensivly mined and survey groups frequently study the forest for any other valuable resources

Vehlo Forest
This forest is made up almost entirly of evergreen trees. It snows often and is a very dangerous place indeed. The section of the forest in Lyshaven is patrolled non-stop by Soldiers of Light, searching for fiends that have crossed the border. The forest has had a section razed to mark part of the border between Lyshaven and Sclena

Now a little about each country

Venterra
Language : Ventran
People : The Venterran
The Venterran Empire was formed by the people who found themselves on the island which is now Venterra. The population is largely human, although it does have good representation of many other races. The ruins on the island contained many Tomes of Dragoon Lore and the Venterran Empire has some of the most advanced Dragoons. It has a very large army and has been looking to expand it's influence on the mainland. It's first step was an alliance with the City States but this move did not go smoothly and in the end the states divided into two blocks. The other countries see the Empire as an evil power that wishes to conquer Dagern and enslave it's people
The land is still quite heavily forested and fairly flat, although in places there are lone mountains and hilly regions. Towards the south there are scraps of jungle and in some areas the land is a marsh
The Venterran Empire is controlled by the Venterran Emperor (Currently Rjak VI, the postion is hereditory) from his throne in the captial Vuntar (built on and around one of the larger sets of ruins)

Zoltad
Language : Kinth
People : The Zelts
Zoltad is a country with a very strong work ethic. It's people are mainly human and other races are few and far between. The people have a strong work ethic and this has made the country productive and fairly rich. The land i fairly hilly, although near the coast it flattens out a great deal. The sun shines often in Zoltad giving it's farms good yields. Most people live on the flat land by the sea, and so the people are skilled ship-builders and fishermen. There is a lack of ruins in this country, and so knowledge of Dragoons has come from immigrant Mechanists largely, the need for foreign expertise in this country has made the people fairly friendly and accepting (they know that they lack the skills and need help and so everyone does their best to attract skilled allies). The country has an alliance and friendship with a fairly large community of hill giants that live in the endless mountains in the west of the country.
Zoltad is ruled by a King(or Queen), the Royal family clearly has elven blood in it's veins from their appearance. The current Ruler is Queen Androna, a charming woman who is fairly young to be rule but took power when both her parent were lost at sea (during negotiations with Venterra). The capital city of Zoltad is Majenica

Kvas
Language : Elven
People : The Kvan
Kva is comprised of two sections, five hundred years ago the two halves were at war. The first half are Plain-dwellers (mainly Moon elves) and they lived in Kvas outside the Dor Wood, the second lived in the crystal forest and were known as the Forest-Dwellers (again mainly moon elves but with a slightly larger amount of other races). The two groups warred over the power which true elves should use, the plain-dwellers used magic while the forest-dwellers used psionic powers. However a great leader of the Plain-dwellers gave a speech to his troops about using whatever gave an advantage in a given situation and then sent a messanger to ask for peace with the Forest-dwellers. United the Kvan are a terrible force indeed, using psionics and magic in harmony gives them an advantage over most threats. The Kva use few dragoons, the people in general seem not to trust the strange magic that fuels them, still the few that build and use them are highly skilled
The land of Kvas outside the Dor Wood is largely plains with the occasional swamp. It slopes quite heavily and can be quite hilly in regions
Kvas is ruled by a council and a council leader (elected by the council). The current Council Leader is Xian, a gold elven woman. The council are housed in Vorel which is on the edge of the Dor Wood and is built acorss the Life Stream

Rerl
Language : Raik (this is a warped fusion of two other languages. One named Risian that the settlers originally spoke and another that the tribes of the desert speak, speaking Raik gives a 40% chance + intelligence modifier of understanding the tribal language)
People : The Rerl
Rerl is largely built around the rivers that pass through the country. The rest of the land is too arid to farm. The land is very flat and rich however and where there is enough water a good yield of crops can be grown. The land is littered with ruins and this has allowed Rerl to create a large standing Dragoon Military force, although they are not up to the same high standard as the Venterran Dragoons
Rerl is ruled by King Siant II, he has ruled for almost twenty years now and prefers a hands-off method of ruling that is now being questioned (mainly see it as laziness)

Ru-sen
Language : Draconic (this is what the Traders speak, the general population could speak something else)
People : The Ru-sen
Little is known about the geography of this small island. From ships it would seem to be fairly flat, contain several forests, rolling green plain and little else
In the past traders would travel towards Ru-sen and be intercepted by several Ru-sen vessels, limited trading would then take place. The goods traded were usually wonderous (such as a metal which when touched glows for a short period and gems which seem to have small flickering flames inside) but recently the Ru-sen have told traders to stop at Tren ( a small island south of Ru-sen) and that any vesel near to Ru-sen would be destroyed on sight (this is largely blamed on a failed attempt at diplomacy by Venterra, the exact details of which are unknown)
Tren has recently been subject to frantic building in a few short months it ha been transformed into a Ru-sen stronghold and trading centre
Even the race of the Ru-sen is unknown, dark flames cover what their extravagant robes do not

Sclena
Language : Abyssal
People : The Sclen
Sclena is a country ruled by five Vampire Lords, orginally it also included what is now Lyshaven. The people are ruled by fear, going outside in the dark is dangerous, going into a forest at night is suicide. The Vampires don't involve themselves much with direct rulership they simplt demand tribute and take the occasionally meal out of a village. The in-fighting between the Lords keeps any expansion from occuring and keeps the numbers of Vampires down.
There are no cities, The Lords rule from isolated keeps and people tend to live in small villages.
The land is largely covered in an ancient forest although areas have been cleared for farming. Little trade occurs with other countries mainly due to the danger in travelling
The Vampire Lords have a suprising mastery of Dragoons and their creation. Most of the Lords have a small personal guard of Dragoons in case of an uprising. It was loss of control of the personal guard that killed the 3 Lords ruling over what is now Lyshaven (the rebels directly attacked where the dragoons were stroed and destroyed them before they could be used)

Lyshaven
Language : Abyssal
People : The Lys
Lyshaven broke away from Sclena around 150 years ago, it is fiercly independant and strives to bring to it's freed people the best quality of life possible. Lyshaven has outlawed the worship of Delana (several of the Vampire Lord' worshipped her for the gift of night) and most people worship Horus.
The Lys are rather lacking when it comes to Dragoons, although they are quickly trying to encourage Mechanists to teach with position of power in the government.
The land is green and lush and only mildly hilly in general.
The country is ruled by the Great-Grandson of the leader of the liberators, Alexi, he is named after his Great-Grandfather, the capital city is rapidly growing and built into the Lican Mountains, it is called Umber

FCS: Free City States
Language : Kinth
People : "The Free"
In actual fact the FCS is no longer made up of City states, it is more similar to a group of seven duchies. Each duke meets wit the oter six, once a month to discuss matters such as foreign policy but apart from that the duchies are largely independant
The land is fairly hill and mountainous in the north and the land is uneven throughout the states
The seven states are (and the capital of each state and the name of the Dukes therefore are) :
Unver, Kitel, Holplaz, Tallgrind, Sinst, Gomorrah, and Nexian
The states all pool their troops and dragoons, this gives them a very large army if it wa all located in the same place. Their knowedlge of dragoons is fairly good and Sinst ha a reputation for producing the finest pilots in the world

VACS: Venterran Allied City States
Language : Kinth (and most now speak Ventran)
People : "The Allies"
Again these are not actual city states but are similar to a group of eight Duchies, united by their alliance to te Venterran Empire (which occured almost 225 years ago). The Dukes still meet once a month but now an Empire representative is usually present to share news and give direction. Some people are very unappy about the alliance and several rebel factions have already been crushed with the aid of the Empire
The land is flat with occasional swampy areas and large rocky outcrops, these eight states had fewer ruins than the FCS but now with the Empire's help the allied-states are producing quite a dragoon force
The eight states are :
Ronoway, Helkin, Loklan, Naraone, Hetsen, Phelian, Tristwold and Spiran

Dust
6th of July, 2002, 15:14
I might be interested, but I'd like to have a better definition of what 'mech' rules are (I didn't see anything on them at the VSF forum).
Also: Classes allowed and level of technology (you might have actually posted tech somewhere in VSF, but I haven't seen it yet; my apologies if I'm making you repeat yourself).

BigRedRod
6th of July, 2002, 17:04
VSF doesn't actually use the mech rules
It isn't a future campaign more excaflowne style
to be honest I just copied this post from the ad on the 3ebb :P i should have gone through this to make sure it made sense
my mech rules are in new resources on the 3ebb
http://pub88.ezboard.com/f3ebb85430frm10.showMessage?topicID=948.topic

as for classes:
anything core, I don't use any actual class varients. Monks are fairly rare in the area but by by no means impossible

Dust
6th of July, 2002, 17:32
:?

Wow, that's pretty heavy duty. I won't even pretend to have read that whole thing at 1:27 in the morning (so tired :tired: ). But it looks really interesting. I'll read the rules more carefully as soon as I get a chance.

And sign me up. I might just play a fighter with hopes of someday becoming a pilot :cool: Neat stuff.

By the way, you might what to make the pilot class more inclusive to non-combat classes somehow, maybe by making like a fighter-type mech, a speed (rogue) type mech, and a 'divine' mech for clerics and druids, and an arcane type mech for spellcasters. Then could have different mech pilots for different classes (Combat Pilot, Stealth Pilot, Support Pilot, etc.). Just a thought. Otherwise, I think you're going to end up with lots of fighters, barbarians, rangers and paladins.

BigRedRod
6th of July, 2002, 17:39
Yeah as i wrote them, i found more and more areas that needed adressing so they just kept getting longer :)

It's a fair point
I was thinking of having a magic-focusing upgrade but I thought it may be a little more cheesy that I wanted :)
Although a spellcasting pilot PrC sounds good to me,

I suppose I could make a rogue/stealth one too
I'd just need to think of some powers
Sneak attack advancement, maybe the ability to extend invisibility functions, possibly the ability to use silence on the mech a few times a day

hmmm sounds good
thanks for the input :)

BigRedRod
6th of July, 2002, 18:40
AIM allows dice rolling in chat
So if you have AIM or Trillian we can use this to work out your stats

I just did some rolling with Beid
It is a good idea
So i would advie you all to get AIM or trillian
Trillian has a link on the main page
my AIM name is
UltramanJimBill

Beidamon
6th of July, 2002, 18:53
Ill join, Dwarven wizard future mechanist

Stats are...

18,13,10,11,15,12

Rolled with DM approval ;)

Gee, wizard class.... wonder where that 18 is going.... lol

And those 4 extra points *evil grin*

EDIT: Spellcasting prodegy anyone?

The_Friendly_Fiend
6th of July, 2002, 19:12
If you're human, you have another feat Beidamon, what else can you take? The possibilites are nearly endless.

Beidamon
6th of July, 2002, 19:35
Yes, but im being a dwarf for the RP aspects

Besides, being a dwarf with 22 int is just to good a opertunity to pass up :)

Beidamon
6th of July, 2002, 21:15
Name: (TBA)
Age: 60
Race: Dwarf
Class: Wizard2
EXP: 1500

Str: 11 +0
Dex: 12 +1
Con: 15 +2
Int: 22 +7
Wis: 10 +0
Cha: 13 +1

HP: 11
BAB: +1
Init: +1
AC: 11 (10 +1 (Dex))

Fort: +2
Ref: +1
Will: +3
(+2 vs spell and spell-like effects, +2 vs poisen)

Racial
Darkvision
Stonecunning
Resistant to poisen
Resistant to spells
+1 to attack vs orcs and goblinoids
+4 dodge bonus to armor vs giants
+2 bonus to appraise checks on stone and metal
+2 bonus to stone and metal craft skills

Equipment
Spellbook
Light Crossbow
20 Crossbow Bolts
Club
6 days trail rations
Waterskin
Bedroll
Backpack
Spell Component Pouch
Adamantite Rock

Money
674 gp

Feats
Spellcasting Prodegy
Scribe Scrolls

Skills
Concentration 5r +1 (Con) = +6
Craft (Mech) 5r +7 (Int) +2 (Racial) = +14
Gather Information 2r +1 (Cha) = +3
Knowledge (Mech) 5r +7 (Int) = +12
Knowledge (Arcane) 5r +7 (Int) = +12
Listen 2r +0 (Wis) = +2
Scry 4r +7 (Int) = +12
Search 2r + 7(Int) = +9
Spellcraft 5r +7 (Int) = +12
Spot 2r +0 (Wis) = +2

Pet (Rock)
Tiny Adamantite Rock
Fire elemental Construct

HP: 40

Str: --
Dex: --
Con: --
Wis: 9
Int: 6
Cha: 5

SR 10
Hardness 20

Special Abilities
Burn (DC 9)
Improved SR (+10)
60 ft. Darkvision
Fire Immunity
Fire subtype
Construction Immunities
Alertness
Improved Evasion
Share Spells
Empathic Link

SponkleofInfini
6th of July, 2002, 22:18
I will sign up, I still need to read the mech stuff but I should definately be in.

BigRedRod
6th of July, 2002, 22:25
ok so thats three of you
Number four might be Lusadi but i'm not sure if she wants to play as I thought the dragoons would be a background and Dust and Beid seem to want to have it operate around them. Which i dont have a problem with as long as the players are doing something they enjoy :)

BigRedRod
7th of July, 2002, 03:39
Ok, now in theory I have simplified the rules a tad. In reality this means i mayt have missed an area wen i was updating. If something makes no sense (like you can't figure out an acronym, numbers don't add up, meaningless sentances etc.) let me know and i'll explain and correct it :)

SponkleofInfini
7th of July, 2002, 20:43
Name: Algerdar
Class: Wizard 2
Race: Gnome
Gender: M
Age: 73
Height/Weight: 3'7/40 lbs
Experience: 1000/3000

Abilities

Str-- 11 [+0] - 13 base -2 Racial
Dex-- 14 [+2] - 14 base
Con-- 18 [+4] - 15 base +2 Racial +1 Toad
Int-- 19 [+4] - 15 base +4 Bonus
Wis- 11 [+0] - 11 base
Cha- 9 [-1] - 9 base

Hit Points: 16
Total: 16
Current: 16
Temporary:

Saves
Fort +4 (0 + Con)
Ref +4 (0 + Dex)
Will +3 (3 + Wis)

Initiative: 2
Base Attack Bonus: 1
Melee: +2 (+1 BAB + 1 Racial)
Ranged: +6 (+1 BAB + 1 Racial + 4 Dex)

AC =13 +0 (Armour) +2 (Dex) +0 (Shield) + (Misc) +1 (Racial)
vs. Touch = 13
Flat Footed = 11
Armour Penalty = 0
Spell Failure = 0%

Languages
Common
Gnome
Draconic
Dwarven
Elven
Orc
Giant
Goblin
Halfling
Celestial

Alignment
NG

Feats
Scribe Scroll
Combat Casting

Special/Racial Abilities
Small: +1 to attack rolls, +1 to AC
Low Light Vision
+2 Racial Bonus to saves against Illusions
+1 attack bonus against Kobolds and Goblinoids
+4 dodge bonus to AC against Giants
+2 racial bonus to Listen checks
+2 racial bonus to Alchemy checks
Can cast: Dancing lights, Ghost Sound, Prestidigitation Once a day each

Skills (2 + Int){x4}
Concentration 8 (4 Ranks + 4 Con)
Knowledge (Arcana) 8 (4 Ranks + 4 Int)
Knowledge (History) 8 (4 Ranks +4 Int)
Spellcraft 8 (4 Ranks + 4 Int)
Alchemy 10 (4 Ranks + 4 Int + 2 Racial)
Listen 2 (+2 Racial)
Speak Language (4 skill points spent - Giant, Goblin, Halfling, Celestial)

Spells Prepared/Per Day - 4/3
0lv:
Read Magic
Detect Magic
Detect Magic
Resistance
1st:
Shield
Lesser Electric Orb
Lesser Electric Orb

Spells Known
All Cantrips
1 lv:
Shield
Lesser Electric Orb
Protection from Evil
Colour Spray

Possesions

Food Stuff
Rations, Trail x 8

Weapons and Armour
Crossbow, Light - 1d8 damage, +6 Ranged, 19-20/x2, 80ft
Bolts (40)

Basics
SpellBook, Wizards (24 pages used)
SpellBook, Wizards (Blank)
Spell Component Pouch
BackPack
Bedroll
Belt Pouch x2
Waterskin
Scroll Organiser
Sunrod x 5

Scrolls
Lesser Cold Orb x4
Shield x 8
Magic Missile x 4
Shocking Grasp x 4
Lesser Fire Orb x 6
Protection from Evil x2

Clothing
Explorers Outfit

Coinage

PP -
GP -
SP -6
CP -

Familiar

Toad - tentacles and two heads
HP: 8
Init: +1
Spd: 5ft
AC: 16 (+5 size, +1 Dex, +1 Natural)

Saves
Fort +0 (0 + Con)
Ref +1 (0 + Dex)
Will +5 (3 + Wis)

str - 1
dex - 12
Con - 11
Int - 6
Wis - 14
cha - 4

Skills

Hide +21, Listen +6, Spot + 6

Abilities Given to Master as level progresses
1st lvl +1 constitution(this is permanent rather than a constant bonus)(M)
10th lvl +2 constitution(M)
18th lvl +3 constitution(M)
These abilites are cumulative


Special
Two Heads
Tentacles
Alertness
Improved Evasion
Share Spells
Empathic Link
touch

Two Heads
The familiar has two elongated necks each ending in an independant head.
(the crawling eye however does not split instead it has 6 eye stalks from its back).
The familiar gains extra attacks as a result of the head (if it previously had a bite attack it
now has two at no penalty to the attack bonus). The familiar is no longed penalised for fighting
with two weapons and gains a +1 bonus to listen, spot and search checks. The two heads may have
different personalities.

Tentacles
The familiar has an extra two tentacles. They are not developed enough to use tools,
howver if the familiar already had tentacles then it gains extra attacks from these tentacles
rather than the damaage listed here (unless the damage they cause is less than listed in which
case they all improve to this level)

1st lvl : +1 climb bonus (f)
2 attacks at full attack bonus causing 1d3 damage each (f)
5th lvl : +2 climb bonus (f)
7th lvl : 1d4 tentacle damage
8th lvl : +3 climb bonus (f)
16th lvl : 1d6 tentacle damage (f)
Lvl Mod : +1
All of these bonuses are non-cumulative

BigRedRod
7th of July, 2002, 20:57
something I really should have mentioned
There is no common language (I don't like the concept, although many point to Latin as a real world example but it was more a common language the church used and some people spoke rather than a universal language)
Instead each kingdom has a native language (these are listed under the regions, some have the same language, some speak racial languages. This largely depends on from which group of settlers that the country is descended)
The languages are listed under the names of each country
These are :
Ventran (spoken in Venterra and a little in the VACS)
Kinth (spoken in Zoltad, the FCS and the VACS)
Raik (spoken in Rerl)
Abyssal and Draconic are also spoken (draconic is the trade-tongue of the Ru-sen, while Sclena and Lyshaven both speak Abyssal)

Racial Languages do however exist, countries composed mainly of that race tend to speak the racial language. Once again human variety means they have no set racial language, which gives rise to the country languages

The tribes of the edge desert have their own language that seems common to them all, not many know this language as there is little communication between the civilised states and the tribes (except in Rerl, which has a large amount of ex-tribe members in it's population, this led to the formation of the hybrid language Raik)

Bear in mind that you will be starting in the VACS
And it would be nice to have a common language in the party :)

Sorry about that, it was listed in the custom rules that I pointed out but I should have made this point alot clearer as it is very important

And well done to Beid and Sponkle for getting their sheets up so very quickly, please adjust them to fit the lack of a common language :P

Beidamon
8th of July, 2002, 00:51
Yay, the first error posting

you gave yourself +4 dex to range attack bonus, should only be +2 :)

PS. Is it just me or do you always seem to make charecters like mine? lol

BigRedRod
8th of July, 2002, 03:10
ah but he finsihed his sheet
Beid yours is missing languages and spells
get to it :)

besides your characters aren't similar
beid is playing a dwarf wizard with a pet rock and a desire to create dragoons
Sponkle is playing a gnome wizard with a two headed tentacle toad who seems to be a little of a linguist and an alchemist :)

Still well done on spotting the error :)

Beidamon
8th of July, 2002, 05:35
maybe, maybe....

Besides, my rock is much cooler a familiar :)

Its all shiny and adamantite to!

Beidamon
8th of July, 2002, 05:37
He has a extra 2 to reflex save as well ;)

EDIT: I didn't do languages because I was waiting for that, you to post a nice neat list of all the various languages ;) My spells i didnt do because i get 12 first level spells and I would need to look through alot of books hehe

SponkleofInfini
8th of July, 2002, 16:14
thanks for pointing out I made a mistake with my ranged mod, I also discovered I had gipped myself of 3 more spells :)

BigRedRod
8th of July, 2002, 17:10
excuses excuses beid :)
well now there is kind of a nice list
A nicer one will be put together in the custom rules section for this game

:cat:

Still get your shovel and get digging for spells (while you at it remember I don't have the book of eldrich might so try and avoid picking obscene amounts of spells from it as you are gonna have to type them out and send them me)

BigRedRod
8th of July, 2002, 19:24
With any luck i'll be able to talk to Lusadi today to see if she is still interested
And that will be all the players

The rules have come so far since I advertised the game, a bit more tweaking and I shouldnt need to do much in the way of mid-game changes (although if one of you *looks at beid* finds a munchy loophole i will do something about it :) )

Dust
9th of July, 2002, 03:30
Dron Crafter
Gender: Male
Race: Human
Age: 19
Height: 5’9
Weight: 134lbs
Class(es): Rogue2
Alignment: Chaotic good
Patron: Puck
Hair: Brown
Eyes: Blue

Exp: 1500
HP: 14

nat other mods
Str 9 +0 -1
Dex 18` +0 +4
Con 14 +0 +2
Int 18 +0 +4
Wis 11 +0 +0
Cha 15 +0 +2

nat other final
Fort +2 +0 +2
Ref +7 +0 +7
Will +0 +0 +0

nat other final
Melee +0 +0 +0
Ranged +5 +0 +5

Initiative: +4

AC: 16 (Leather Armor), 14 touch, 12 flat footed
Check Penalty: 0
Load: Light (Medium w/ backpack)

Attacks: Quarterstaff +0 to hit, damage 1d6-1/1d6-1, x2
Dagger +0 to hit, damage 1d4-1, 19-20/x2, range: 10ft
Crossbow, Light +0 to hit, damage 1d8, 19-20/x2, range: 80ft

Languages: Kinth, Ventron, Abyssal, Elven, Dwarven

Special Qualities: Sneak attack +1d6, Evasion

Feats: Education, Skill Focus (Craft, Dragoon)

Skill ranks mod
Knowledge (dragoon) 5 Int
Craft (dragoon) 5 Int
Appraise 5 Int
Disable Device 5 Int
Disguise 5 Cha
Search 5 Int
Use Magic Device 5 Cha
Hide 5 Dex
Move Silently 5 Dex
Swim 5 Str
Tumble 5 Dex
Climb 3 Str
Bluff 4 Cha
Diplomacy 3 Cha

Total Skill Bonuses:
Knowledge (dragoon) 9
Craft (dragoon) 12
Appraise 9
Disable Device 9
Disguise 7
Search 9
Use Magic Device 7
Hide 9
Move Silently 9
Swim 4
Tumble 9
Climb 2
Bluff 6
Diplomacy 5


Weapons/Armor: Quarterstaff, Dagger, Crossbow (light), Leather armor

GP: 31
Equipment:
Bolts (10)
Backpack
Flint and steel
Flask
Lantern, hooded
Oil
Rations, trail (x2)
Potion belt
Bedroll
Caltrops
Pouch, belt
MW Thief’s tools
MW Artisan’s tools
Artisan’s outfit
Traveler’s outfit
Potion of Spider Climb
Potion of Alter self
Potion of Cure Light Wounds (x2)
Potion of Vision

Appearance:
A wiry young man, rather scruffy looking but with a charismatic grin and a sharp eye. He wears his hair medium length and messy. Currently he is wearing an old brown cloak with a blue long sleeved shirt beneath it, light brown pants and dark brown boots.

Dust
9th of July, 2002, 03:32
Do you want the background here too, or somewhere else? In other words is it a (spooky, count Chokula voice) *secret* (end of spooky, count Chokula voice), or not?

BigRedRod
9th of July, 2002, 04:07
I'd rather it wa secret for now
you can PM me your backgrounds
but you will be able to post them after a bit when you get to know each other a little better

BigRedRod
9th of July, 2002, 04:54
Lusadi confirms she wants to play
I think i'll have my hands full with four of you so thats it
Just polish off your sheet

And dust could you clear yours up a little for me? (mainly just putting your final skill bonuses next to your skills rather than just ranks and modifier)

Dust
9th of July, 2002, 05:46
Done. I added 'Total Skill Bonuses' underneath the first skill table with ranks and mods.

And I'll get my background to you shortly. Although I'm not sure the PM on this site can handle it. Seems to me it'll be too big.

Dust
9th of July, 2002, 06:06
Yep, too long by about double.
Well, what now? E-mail, perchance?

BigRedRod
9th of July, 2002, 16:50
yup
bigredrodthepirate@hotmail.com

and thanks for sorting out your skills for me :)

Dust
10th of July, 2002, 04:04
Cool. It's sent.

BigRedRod
10th of July, 2002, 05:25
Nice plot
meshes pretty well with the opening :)


Sponkle if you could get your background sent to me (bigredrodthepirate@hotmail.com) that would be great

Beid finish your sheet and get your background to me

And i've just asked Lusadi to get hers posted , so i'm not telling you guys to do stuff and ignoring the other player :)

Although saying that I need to get the mech rule finished :). Although the basics are gonna stay the same with just the possibilty of changing mechs from partial creatures to more of a template. Just looking at any hidden complications.

SponkleofInfini
10th of July, 2002, 12:32
It may take me a while to get the background to you BigRed, I have Battle Royal and my own campaign to work on aswell as other commitments. Sorry I will try to get it to you by next week.

BigRedRod
10th of July, 2002, 18:35
ok as long as you know it needs doing :)
Just mail it to me as soon as you can

BigRedRod
12th of July, 2002, 00:53
Ok Lusadi is being replaced with Dakkon
Lusadi says she doesnt have the free time, which is all well and good, at least the game didn't get started and there was someone else wanting to play
So let's wait for him to appear :)

BigRedRod
16th of July, 2002, 19:44
c'mon people I want to get this game started, the rules are essentially finished I just need to type out the last few things and they are complete
Finish your sheets if you need to
Give me an idea of your characters past so i can try and weave in some of the plot
I don't need a novel, just a paragraph or two

The_Friendly_Fiend
17th of July, 2002, 19:53
A few notes about your characters.

Beidamon, your rock, how big is it? At tiny it's around 1-2 feet in diameter. If it's 6 inches or smaller then it's Fine. Between 6 inches and 1 foot, it's diminutive.

Sponkle, your Reflex saving throw is off. It should be +2, +0 base, +2 Dex, +0 other.

Skill points are off by 2 points, I think. Total skill points are equal to 2+Int five times. Total comes out to be (2 + 4) * 5 for 30 skill points. You've got 20 ranks spent on class skills and another 8 points in languages. That leaves 2 points floating!

Spells per day are off by one. They should read 4/3 as in 4 zero level and 3 1st level spells. 2 1st level spells for being 2nd level and one more for your 19 INT!


Dust, you made a mistake in your Knowledge Dragoon skill. Knowledge is a cross-class skill for Rogues unless you take the Education Feat. Education makes all knowledge skills class skills for the character. As such, you should be resticted to 2.5 ranks in your knowledge skill at the cost of those five ranks. You also have some floating skill points left over, five to be exact.

One other thing to keep in mind, a medium load reduces your max dex bonus for AC. You're skating on that light/medium load. A light load for you is up to 30 pounds. Here's a breakdown of your equiped items (at least what I think you're carrying during combat).

Leather armor - 15 pounds
Staff - 4 pounds
Dagger - 1 pound
Lt. Crossbow - 6 pounds
10 bolts - 1 pound
Clothes/boots/cloak - 5 pounds

Total weight 32 pounds, you're over your limit! Your AC drops by one point! Maybe if you're super nice, BigRedRod will let you adjust your stats. With your backpack you're up to 55.5 pounds or so. At 60 pounds you're into heavy.

If I can think of any more mistakes I'll post them.

BigRedRod
17th of July, 2002, 20:53
Beid, I think we agreed your rock was just short of fist size
so to me that says fine
I get the feeling I told you it wa tiny though, o that may be my fault :)

Dust
18th of July, 2002, 08:34
Gave myself the Education feat to fix the Knowledge problem.

Fixed the skill point thing. I forgot about the 1 extra at every level for humans.

As for weight, I fight naked, dagnabit! :nod:
And I'll do it, by Krike, if you don't let those two pounds slide (please :nervous: )

The_Friendly_Fiend
18th of July, 2002, 11:35
Dust, that's fine you fighting naked and all. Just be careful nothing important gets cut off accidentally! :evil: And hope that Sponkle doesn't copy you, a 9 Charisma is boardering on need to use the ugly stick. :ditsy:

SponkleofInfini
18th of July, 2002, 11:41
Thanks for pointing out my save and skill points.
As for spells per day, wizards don't get a bonus to their spells per day for a high intelligence, but rather get more spells known.

The_Friendly_Fiend
18th of July, 2002, 17:08
Unless they edited the PHB again, wizards do get additional spells for having a high intelligence. Page 9 and 54 in the PHB says that wizards get a number of bonus spells for having a high intelligence, just like a sorcerer or any spellcasting class for that matter.

SponkleofInfini
18th of July, 2002, 19:52
FF maybe you should look at p54 a little more thouroughly, it says
"For each point of intelligence bonus the wizard has (Table 1-1: Ability Modifiers and Bonus Spells, page 8), the Spellbook holds one additional spell."

Thats an extra spell added to your spellbook not spells per day.

The_Friendly_Fiend
18th of July, 2002, 20:17
Try reading from page 53 and then go onto page 54. The sub-section "Spells" says that "A wizard's bonus spells are based on Intelligence (see Table 1-1: Ability Modifiers and Bonus Spells, page 8)."

If want, from the OGL:

Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier.

Look at the bold print stuff I highlighted. I will now say to you, your mage is missing some spells that he can memorize. I'm sure the DM and Beidamon will confirm this.

*Edit: The bonus spells in your spellbook are only added at your wizard's 1st level. If you level up, you're still only getting two free spells. the rest you're going to have to scribe and master using your spellcraft.

BigRedRod
19th of July, 2002, 03:51
Wizards get bonus spells based on int, you get these added to your spells per day, they also get some extra ones in their spellbook at 1st level
Thanks for the background Sponkle

Just waiting on Beid and Dakkon now
Haven't seen either online in a fair bit

I should have the close-up of the VACS and FCS posted soonish with some more info on the states

BigRedRod
19th of July, 2002, 06:48
Damn
Dakkon just dropped out
Space #4 just reopened
But i'll close it soon if no one jumps in

Dust
19th of July, 2002, 09:51
You might want to post a new thread advertising that there's a spot open. I don't think anybody but the players are checking this one any more.

SponkleofInfini
19th of July, 2002, 17:42
FF no one was arguing whether or not mages got bonus spells from Intelligence because they do.

You were saying I got more spells per day for having a high intelligence, now are you following I don't want to lose you now.

I am saying Wizards get to add additional spells to their spellbooks for a high intelligence.

Just to clarify for the slower individuals they get more spells to add to their spellbooks for a high intelligence not more spells per day.

It says it in plain english (or in the language of your native country whatever that may be) that Wizards add bonus spells to their spellbook for high intelligence scores, and don't increase the amount of spell they may prepare per day.

The_Friendly_Fiend
19th of July, 2002, 18:07
Uh, I'm about to give up simply because I don't really care since I'm not playing in BRR's new game. I figure one BRR game is enough for now. So, Beidamon, BigRedRod do you want to keep arguing against Sponkle? He's obviously stuck on the wizard's initial spells in the spellbook, which I have never disagreed with. But unless they (WOTC) changed it, a wizard like the other classes will be able to cast additional spells per day for having a high intelligence.

See my above post for the page number and sections of the PHB for my reasoning. And if you need more examples Sponkle, read some of the mage NPCs.

Elaith "The Serpent" Craulnober is a fighter3/Wizard 9 in the FRCS (Page 182). For his spells per day it lists: 4/5/5/4/2/1. He has an Intelligence of 16. A normal 9th level wizard has for spells per day: 4/4/4/3/2/1. An Intelligence of 16 grants added spells per day of: -/1/1/1/----. You can see that Elaith's spells per day are increased by his intelligence. His first, second and third level spells are all increased by one.

With my example and the stuff I wrote above, I now rest my case! He shoots! He Scores! Game, Set, Match! :P

Or do you still need help? If so I'll requote myself quoting the PHB. On page 53 and continuing on page 54. The sub-section "Spells" says that "A wizard's bonus spells are based on Intelligence (see Table 1-1: Ability Modifiers and Bonus Spells, page 8)."

Do you see the part that says bonus spells? These are bonus spells that a wizard can cast per day.

When you level up and get your spells added to your spellbook, you only get two. There's no bonus spells added to your spellbook after 1st level. Even the book example says that Mialee when leveling up from level four to level five gains two new spells. Mialee's Intelligence at that point is a 16. She doesn't get another 1st, 2nd, and 3rd level spell in her book, but does have the ability to cast one of each level of those spells per day on top of the normal spells per day 4/3/2/1. Her spells per day become 4/4/3/2.

But if you refuse to play it this way, I feel sorry for your players. I'm also sure that BRR would shrug it off if you want to play it this way in his game. What does it hurt other than your challenges? And if you took the time to look, I'm sure that Beidamon's character has his bonus spells per day recorded.

*Edit - I will double check the errata and phb clarifications as I have the 1st printing of the phb, but I think I'm right on this.

*edit 2 - Nope, there is no errata on this. The only change is in the premade gnome character. Minor Illusion spell became Silent Image instead. I'll hunt around a little more but I know I'm right.

BigRedRod
19th of July, 2002, 18:37
good idea dust, there are a few too many posts here to attract further attention

Your right TFF but you are being a bit nasty there
A high int gives a wizard more starting spells and more spells per day.

SponkleofInfini
19th of July, 2002, 22:28
FF I admit defeat, sorry, I checked out the DMG NPC wizards and see you are right, and your example.

The_Friendly_Fiend
20th of July, 2002, 01:09
Sorry if it came across a bit rough, but when I list proof, plus examples and other player characters are designed in the same way, I don't like it when my view is opposed without support. On the bright side, Sponkle's mage will have a few more spells to cast which is a good thing, right? :)

SuperJosh
20th of July, 2002, 07:00
BRR, I am interested in joining if you still need a player. What class do you need? When you let me know if I am in, and what class you need I can have a character made up by the next day. Thanks

BigRedRod
20th of July, 2002, 07:24
ah
that was quick
You're in :)
Pick any class, I'm not forcing you to play anything :)

Got any IM progs?
AIM is useful for stat generation
anyhow welcome aboard

The_Friendly_Fiend
20th of July, 2002, 11:00
Super Josh, are you trying to prove something with that sig? :)

BigRedRod
20th of July, 2002, 20:21
bloody hell that was quick Josh :)
Right so looks like we have a fighter on the way
Nice stats too

BigRedRod
20th of July, 2002, 20:23
i'll get a forum next time I see LeeCHeSSS online
nd then hopefully we can start having some fun :)

SuperJosh
21st of July, 2002, 07:23
Roth is above average height for a human. He has long black hair that he keeps pulled back in a ponytail, brown eyes and a dark complextion. He usually only shaves every 3 or 4 days, so there is usually a scraggly beard on his face. He was last seen in the company of a ill tempered mutt named Sy that appears to be half wolf, half wild dog.

Name:Rothylt
Class: Fighter
Race: Human
Align: CG
Lvl: 2
Gender/Age: Male/20
Height/Weight: 6"0"/162 Lbs
Eyes/Hair: Brown/Black

Str:18
Dex: 14
Con: 16
Int: 13
Wis: 14
Cha: 10

HP: 23
AC: 17
Init: +2
BAB: +2
Speed: 30 (20 with armor)

Saves
Fort: 6= 3+con
Ref: 2=0+dex
Will: 2=0+wis

Melee: 6=2+Str
Ranged: 4=2+dex

Falchion (MW)
Total Attack Bonus: 8=melee+1(MW)+1(Weapon Focus)
Damage/Crit: 2d4+6/18-20*3

LongBow
TAB: 4=ranged
Damage/Crit: 1d8/*3
Arrows: 20

Dagger
TAB: 6=melee
Damage/Crit: 1d4+4/19-20*2

Skills
Handle Animal: 5=5 ranks
Intimidate: 2.5=2.5 ranks
Ride: 7=5 ranks+dex
Swim: 9=5 ranks+str

Feats
Weapon Focus (Falchion)
Combat Reflexes
Expertise
Power Attack

Gear
Backpack
bedroll
Rations (8 days)
Water Skin
Travelers outfit
Belt with 2 pouches
1 potion Cure Light Wounds
MW Falchion
Breastplate
LongBow, and 20 arrows
Dagger
Soap
Whetstone
Dog (Sy)

Money
GP: 34
SP: 2

Languages
Kinth
Abyssal
Draconic

Attack Dog
(Riding Dog trained for war as per MM)
Name: Sy
HP: 17
Init: +2
Speed: 40
AC: 16
Attack: Bite +3
Damage: 1d6+3
Special Attack: Trip
Special Quality: Scent
Str: 15
Dex: 15
Con: 15
Int: 2
Wis: 12
Con: 15
Saves: Fort: 5, Ref: 5, Will: 1
Skills: Listen: +5, Spot: +5, Swim: +5, Wilderness Lore: +1 (+4 if tracking by Scent)

SuperJosh
21st of July, 2002, 07:33
I was pleasantly surprised my rolls for my stats also. The last time I used irony.com I got horrible rolls. I goes this makes up for it.:) If the attack dog is a problem let me know and I will kill it, and use the money for something else. I paid 150 as per a riding dog in the PHB, then used the Riding Dog stats in the MM. In the MM it said that a riding dog that was trained as an war dog recieved the trip feat as per a wolf.

I will email you the background for my character monday as I have guests on the way here, and will be out of town tomorrow.

BigRedRod
21st of July, 2002, 18:58
The dog is fine I can work something with that :)

No doubt TFF will be along to point out your mistakes

LeeCHeSSS was refusing to give me a forum as i was making him go through my new reviews and correct them
I'm out all today
So i'll do it tomorrow

BigRedRod
22nd of July, 2002, 04:44
ok popped on saw LeeCHeSSS was on
so we have a forum
Go dump your updated sheets in there and await the game start :)

The_Friendly_Fiend
22nd of July, 2002, 04:52
Only one mistake I can see off the top of my head, the Falchion I think is a two-handed weapon so the damage rating would be 1.5 times strength bonus. With an 18 Strength that's a +6 damage!

BigRedRod
22nd of July, 2002, 04:53
the forum name is Dagern Travels
Post your characters in the character sub-forum
with the following title form
Your character's name -> Your username

e.g.
Rael -> BigRedRod

SuperJosh
22nd of July, 2002, 13:02
All right, fixed my error (finally a mistake that is in my favor!). And posted my character in the appropriate forum. Let me know if I screwed anything else up.:)