since WotC is in need of playtesting, i'll follow on the heels of Denada and give an open offer to people willing to playtest.
as per the module i will be needing a party of 6 to 8 PCs, level 5, to go and get themselves killed in castle ravenloft which i faithfully half-assed a conversion sorta.
a few ground rules:
-as thanks for running the last playtest, Denada gets first pick if he wants in or not.
-all PCs created using standard point buy. none of this rolling dice stuff. blek.
-for now and testing purposes, consumables will use
the recharge mechanic i proposed earlier:
the price you pay isn't necessarily the cost for the one consumeable item, but the overall upkeep of having "one flask of acid" on hand and maintaining that one flask. when you arrive at a town or location where one could potentially restock on the item in question, regain the use of your consumeable item.
i won't be putting a hard cap on the amount you can each have, but it is limited to the items found in the equipment pdf. a hard limit will be put in motion if this is abused.
-starting gold is 200gp.
-we don't track ammunition or food unless i make it absolutely clear that it's required at a given point. the latter probably won't matter too much due to it being a location-based game but ammunition tends to be rediculous, with people having 200 bolts or something crazy on them (yes i've seen this happen in person and joked about it with the player who bought 400 bolts, half of which were cold iron. his end table with the doily is more then meets the eye.)
-once the game gets started for realsies, i recommend using something like the
Orokos dice roller as it can keep a log of the rolls online. signup is free and pretty easy to use.
do you dare enter the realm of the Darklords, or do you prefer to watch the potential chaos from sidelines like a Dark Power/pussy/?
CURRENT PARTY
Level 5
XP : 4800 / 9500 to Level 6
nealneal:
Anton Fyori, Wizard & Scholar
neaden:
Stefan Von Barenheim, Noble Druid
xenogears of bore:
Grul, Scholar & Wizard
peff::
Gunruth Bouldershoulder, Priestly Cleric
leper:
Gervise Steiner, Emo Prophet
denada:
The Beast, Thuggish Skirmisher
sakutian:
Elbus Quickfingers, Knight & Cavalier
you can read my collected ravings at oxybesothertumbr.tumblr.com
-Weather Badge
Posts
@nealneal a few people in the 5th ed thread have mentioned wanting a spot, so i'll see what comes up. remember, the module suggests 6-8 pcs, so crowding shouldn't be too much of a problem.
Race: Human
Class: Wizard (Scholarly Tradition)
Level: 5
Hit Points: 32
Armor Class: 13 (15 with Mage Armor)
Skill Die: 1d6
Initiative: +3
Strength: 9
Dexterity: 16
Constitution: 14
Intelligence: 18
Wisdom: 14
Charisma: 11
Saving Throw: 16
Spell To-Hit: +6
Melee To-Hit: -1
Ranged To-Hit +2
Background: Sage
Skills:
Knowledge (Arcana)
Knowledge (Forbidden Lore)
Knowledge (Nature)
Knowledge (History)
Knowledge (Religion)
Feats:
Find Familiar (Rat)
Energy Substitution (Acid)
Equipment:
Robe (two), Ten Candles, Alchemy Amulet, Teragal: The Lost Symbols of Teras Mala (Knowledge: Arcana Tome), Ink, Ink Pen, Paper (ten sheets), Quarterstaff, Spellbook, Adventurer’s Kit, Climber’s Kit, Tent, Bell (two), Alchemist’s Fire, Potion of Healing, Antitoxin, Belt Pouch (two), 95 gold, 16 silver, and 8 copper.
Cantrips:
Ray of Frost
Mage Armor
Read Magic
Light
Prestidigitation
Level One:
Magic Missile
Burning hands
Sleep
Identify
Comprehend Languages
Detect Magic
Level Two:
Knock
Web
Rope Trick
Level Three:
Haste
Stinking Cloud
Race: Stout Halfling
Class: Druid (Moon)
Level: 5
Hit Points: 38
Armor Class: 13
Initiative: +0
Strength 8
Dexterity 11
Constitution 15
Intelligence 10
Wisdom 16
Charisma 14
Melee To-Hit: -1
Ranged To-Hit: +0
Background: Noble
Skills:
Handle Animal
Persuade
Spot
Bluff
Feats:
Find Familiar (Hawk)
Maximize Spell
Equipment: A Hawk Familiar. Adventurers kit, Shield, Spear, Leather Armor, Fine Clothes, Backpack, Bedroll, Signet Ring, 48 gold
Spells:
Cantrips: Spare From dying, Faerie fire, Guidance
Level 1: Animal Friendship, cure wounds, entangle, fog cloud
Level 2: Bark Skin, Heat Metal, Spike Growth
Level 3: Elemental Mantle, Protection from Energy
Stuff:
Race: Human
Class: Cleric (Reaper)
Level: 5
Hit Points: 33
Armor Class: 17
Skill Die: 1d6
Spell Bonus: +6
Spell Save DC: 16
Initiative: +2
STR 10
DEX 14
CON 13
INT 10
WIS 18
CHA 14
Melee To-Hit:+2
Ranged/Finesse To-Hit: +4
Background: Mad Prophet; Trait - Doomtongue (As Licensed Fool, but with DOOM.)
Skills:
Forbidden Lore
Bluff
Persuade
Slight of Hand
Heal
Feats:
Shield Bash - use Reaction to give adjacent attacker disadvantage
Distant Spell - -1/day, touch spell becomes 30' range.
Equipment:
Studded Leather Armor, 2x Shield, Holy Water, Awesome leather hat, Black clothes, adventurer's kit, healer's kit, holy symbol (silver)
Proficient with some weapons I won't bother listing, armor & shields.
Channel Divinity: 3/day
As an action, you can expend a use of your channel divinity to rebuke an undead creature. Choose an undead creature within 25 feet of you. That creature must make a Wisdom saving throw (DC 16). On a failed save, the creature is charmed by you for 1 hour. While charmed by you, the creature must obey your verbal commands. You cannot charm an undead creature whose Hit Dice are greater than your cleric level.
Restore Undeath
One Undead Creature in 25' gains 2d10 hitpoints.
Slay the Living
Each living creature in 25' makes a Constitution save (DC 16) or takes 3d8 necrotic damage, half on a successful save.
Spells:
(Chill Touch)-5', 2d8 necrotic, cannot regain HP SoNT, Con save (16) negates.
Lance of Faith-50', 2d8 radiant, Dex save (16) negates
Level 1: [3]
(Inflict Wounds) - SWIFT, one creature in 25' 4d8damage/half on save. 2d8+4 healed on undead. +1d8 damage or +2d8 healing every spell level above 1st.
Cause Fear Chosen creatures in 10' radius. Wisdom save (DC 16) or be frightened. May spend action on their turn to make another save to end spell.
Cure Wounds - SWIFT, one creature in 25' 1d8+4 healing; 4d8 damage on undead. +1d8 damage or +2d8 healing every spell level above 1st.
Command - 50', one creature that can hear. 29 max hp & below performs one single-word command. 30 max hp & above Wisdom saving throw (16) successful save negates.
Level 2: [2]
(Darkness) - 15' radius magical darkness. dispells magical light of equal/lower level.
Lesser Restoration Neutralize Poison, Cure Disease, Remove Paralysis
Level 3: [1]
(Speak With Dead) touch, 6d8damage/half on miss. 3d8+8 healed on undead.
Dispel Magic 100', one creature, object, or magical effect 2nd level or lower: ends. Higher level effects require magic attack (+6) at DC 10+spell level.
Daylight object, touch, 1hr. Bright 120', Dim 240', Dispels Darkness of equal/lower level.
and yeah, for hp take full HD at level 1 then the given value rather then rolling. your 32 is indeed correct.
as for arrows, you have as many as the plot & game demands. if you want to keep track of them, be my guest, just note that i won't.
Race: Human
Class: Wizard (Scholarly Tradition)
Level: 5
Hit Points: 33
Armor Class: 13 (15 with Mage Armor)
Skill Die: 1d6
Initiative: +3
Strength: 9
Dexterity: 17
Constitution: 16
Intelligence: 18
Wisdom: 9
Charisma: 9
Saving Throw: 16
Spell To-Hit: +6
Melee To-Hit: -1
Ranged To-Hit +3
Background: Custom (Salt of the Earth Trait)
Skills:
Track
Search
Knowledge: Dungeoneering
Heal
Feats:
Distant Spell
Maximize Spell
Equipment: Loincloth, Fur Mantle, Quarterstaff, Light Crossbow, 25 bolts, Waterskin, Backpack, Adventurer's Kit, Spellbook, Bedroll, 10 days rations, 86 GP, 8 Silver
Cantrips:
Ray of Frost
Mage Armor
Read Magic
Shocking Grasp
Level One:
Magic Missile
Burning hands
Sleep
Charm Person
Color Spray
Detect Magic
Level Two:
Invisibility
Scorching Ray
Web
Level Three:
Hold Person
Fly
Stats:
Race: Mountain Dwarf
Class: Cleric (Protection)
Level: 5
Hit Points: 39
Armor Class: 18
Skill Die: 1d6
Initiative: +0
Strength: 16
Dexterity: 10
Constitution: 14
Intelligence: 10
Wisdom: 18
Charisma: 8
Melee Hit: +5
Spell Hit: +6
Spell DC: 16
Priest (Temple Services trait)
Skills:
Knowledge (Religion)
Knowledge (Dungeoneering)
Sense Motive
Spot
Feats:
Toughness
Hold the Line
Equipment:
Chainmail, Warhammer, Shield, Adventurer's Kit, Holy Symbol, Tome (Religion), Flash of Holy Water, 36gp
Divine Shelter
Restore Health
Turn Undead
Cantrips:
Resistance
Lance of Faith
Level One:
CLW
Command
Bless
Sanctuary (D)
Level Two:
Lesser Restoration
Hold Person
Aid (D)
Level Three:
Prayer
Dispel Magic (D)
Note that this was not because I had so many great ideas I couldn't pick one, but because I spent a bunch of time trying to shoehorn something cool into the system.
Level 5 Human Barbarian, Thug, Skirmisher
Str 18, Dex 16, Con 16, Int 10, Wis 11, Cha 10
AC 16; HP 43; Speed 40 feet
Class Features: +2 to weapon attacks, Martial Damage Dice (3d6), Rage (3/day, +4 damage), Iron Hide, Reckless Attack, Feral Instinct, Relentless Rage
Skills (1d6): Gather Rumors, Intimidate, Spot, Use Rope
Feats: Charge, Shift
Equipment: Silvered Glaive (+6, 1d12+4 damage), Spear x2 (+6, 1d6+4), Potion of Healing, Adventurer's Kit, Belt Pouch x2, Grappling Hook, 25gp
give me until then to read it over and see what the damage is before i ask everyone to remake.
also: we now have 6 people! i'll give until tomorrow for the first round of signups to finish, if only to see if we reach 8, then we start.
Race: Human
Class: Wizard (Scholarly Tradition)
Level: 5
Hit Points: 32
Armor Class: 13 (15 with Mage Armor)
Initiative: +3
Strength: 9
Dexterity: 16
Constitution: 14
Intelligence: 18
Wisdom: 13
Charisma: 11
Saving Throw: 16
Spell To-Hit: +6
Melee To-Hit: -1
Ranged To-Hit +3
Background: Sage
Skills:
Recall Lore: Magical
Recall Lore: Nature
Search
Persuasion
Languages:
Common
Dwarvish
Elvish
Halfling
Feats:
Herbalist
Find Familiar (Rat)
Cantrips:
Ray of Frost
Mage Armor
Read Magic
Light
Prestidigitation
Level One:
Burning Hands
Magic Missile
Animal Messenger
Sleep
Identify
Comprehend Languages
Level Two:
Knock
Web
Rope Trick
Acid Arrow
Level Three:
Haste
Stinking Cloud
Equipment:
Robe (two), Ten Candles, Alchemy Amulet,Teragal: The Lost Symbols of Teras Mala(Recall Lore: Magical Tome), Ink, Ink Pen, Paper (ten sheets), Quarterstaff, Spellbook, Adventurer’s Kit, Climber’s Kit, Tent, Bell (two), Alchemist’s Fire, Potion of Healing, Antitoxin, Belt Pouch (two), 95 gold, 16 silver, and 8 copper.
Now, stick with barbarian, or ...
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
@Sakutian sure, since we're updating and the module is technically supposed to be for 6-8 players.
Race: Halfling (Stout)
Class: Paladin (Oath of the Cavalier)
Level: 5
Hit Points: 39
Armor Class: 16
Skill Dice: 1d6
Initiative: +5
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 16 (+3)
Saving Throw:
Spell to-Hit: +2
Melee to Hit: +2
Ranged To-Hit: +1
Background: Knight
Skills:
Listen
Persuade
Recall Lore (Religious)
Ride
Feats:
Improved Initiative
Superior Footwork
Equipment:
Adventurer’s Kit, Backpack, Bedroll, Belt Pouch, Hempen Rope 50 ft., Holy Symbol, Studded Leather Armor, Shield, Short Sword, Fine Clothes, 131 gold.
Level One: Bless, Protection From Evil, Cure Wounds
Level Two: Aid
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
@nealneal seems like you still have one more spell you can learn of level 1 or 2. scholarly tradition lets you start with four level 1 spells instead of the normal three
at PC level 4 it seems the natural learning progression would be Rope Trick and... something else. so you get another level 1 or 2 spell. happy wizard christmas!
@Sakutian quickly went over the numbers and it all seems to check out.
@Peff as Sakutian, looks good.