Author Topic: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.  (Read 14915 times)

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Prak, the Mad

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[Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« on: December 22, 2008, 02:04:40 AM »
Alright, I've got a game worked up involving a Mad Chirurgeon, and since it's hell trying to get my RL group together, I figured I'd do up an online game.

I would prefer 4 people, but I might be willing to take more. I will allow anything from the Tome Pdf 0.6 Build 23, or waiting to be included:
[spoiler]
Flurry of Blows
Intelligent Fighter
Improved Natural Weapons (AKA Eleven Testicles)
Master of Submissions
Spell Focus
Bottomless Magic
Timeless Magic
Stealth Magic
Elemental Mastery
Mountaineer
Super Jump
Mystic
Architect
Delver
World Traveller
Historian
Local Color
Environmentalist
Feral Spirit
Regal
Undead Hunter
Profound Presense
Cosmologist
Scholar
Multi-Weapon Fighting
Jack of all Trades
Ghostly Visage
Trickery
Banter
Coward
Cerebral Assassin
Deific Attention
Ki Shot
Lifecrafter
Mental Weaponry
Painmonger
Sky Scraper
Spirit Pressure
Evocation Focus
Necromancy Focus
Conjuration Focus
[/spoiler]

I can allow other sources on a case by case basis, just ask.

I'm thinking 1st, maybe second level.

Do a standard character app with name, class, description, and some background.

Some particularly obscure rules (prcs, feats, spells) will be rewards that must be earned through exploration and roleplay, I have several I plan to include, and if someone has something specific they'd like to pick up at some point, they can let me know I'll work it in to the best of my abilities.

Lastly, there will be several references and influences for many parts of this game and I will give rewards for people who get the reference. People can pm with guesses and if multiple people guess correctly, I will give multiple prizes.

Assuming we have a group together by christmas, there will be a short RP thread to "celebrate" involving presents for players.

any questions?
« Last Edit: December 22, 2008, 02:08:24 AM by Prak, the Mad »

Kaelik

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #1 on: December 22, 2008, 02:24:39 AM »
I'm good. Got a Summoner I want to play, he's probably going to aiming for one of the Evil Bastard who binds demons PrCs. Can't remember which one is which off the top of my head.

Things I'll definitely want to pick up from RP at some point:

1) Becoming a Master of the Black Tower, or the other one. I'll look at it, but I think they are both organization linked.
2) Demon True names. I'll need a lot of them.

Prak, the Mad

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #2 on: December 22, 2008, 02:32:16 AM »
Ok, cool. I have no problem with evil pcs, so long as they can work with a team. I'll take a look at the PrCs and work up a way to introduce the organizations and some demon true names.

so, summoner, that's a, what, martial class? I mean, I know it's a caster but the role it fulfills is martial, isn't it?

Judging Eagle

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #3 on: December 22, 2008, 06:09:37 AM »
Hmm....

Giving Painmonger and Intelligent fighter a try would be. Interesting. Hmm, and Mental Weaponry. Lulz, ok, so I want to test out two feats that I came up with. Sue me.

I guess the character would be classified as a "rogue". A light fighter. I'm thinking that Ghost Step (move silently) and the Hide-based skill feats would both be "necessary."
« Last Edit: December 22, 2008, 07:37:51 AM by Judging Eagle »
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Prak, the Mad

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #4 on: December 22, 2008, 07:49:58 AM »
sounds good, JE. So we've got a "rogue" and a "martialist". Need two more people, preferably a Blaster and a Healer, but it's negotiable.

Tshern

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #5 on: December 22, 2008, 08:36:25 AM »
Too bad I am not Tome-savvy enough. I'll be keeping my eye on this though as I expect awesomeness.

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Prak, the Mad

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #6 on: December 22, 2008, 08:46:34 AM »
If you would like to play Tshern, I do have a Tome Primer worked up (mostly) that I could email to you or the like. It hits the high points of what's different.

Judging Eagle

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #7 on: December 22, 2008, 06:55:04 PM »
You hardly need to be "tome-savy" to be decent in a Tome game.

That's why I loved being able to introduce the material to my gaming group. I didn't have to show them a million things going in all directions the way that Sztanzy or Otto or whoever-the-fuck on the WoTC boards, or where ever had made up with no universal design goal. With Frank and K, there was a clearly stated goal "make PC classes actually obey the current standing rules on what a PC should be able to do", and they did that.

I just said "these new classes can fight monsters of their own CR, and win about 50% of the time, no matter what you guys decide to pick for special abilities"

I mean, I've had a monk who solo'ed a Catoblepas, and Barbarians who've taken on grappling elementals without outside party help; I've had groups of 4 level 5 or 6 PCs take on a Hamatula (Barbed Devil).

You just look at the classes, pick one that you like, and start choosing feats that fit a defined idea. It's rather hard to fail in making a decent Tome character. Optimizing them means you have to look at maybe 6 pages of feats total.

Just in case you feel disheartened about not being able to play a Tome game. Also, most of the crazy stuff that shows up won't show up yet since we're very low level, so you'd have months and months to take your time to read and digest the different Tomes.

I'd actually like to see this Tome Primer, it sounds interesting.

And yes, Summoner fulfils a martial role. At level 1 he'll have to be careful with his 24-hour summoned monster, at level 4 he by level 6 he'll have a Celestial Bison running around to trot it's little hooves around and gore enemies to death.
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Cynic

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #8 on: December 22, 2008, 07:26:51 PM »
Tshern, I'm barely Tome-savvy but it's easy to play and damned fun.

Prak, I'd be game. Would a marshal be okay? I'm thinking an ex-commander of an army who was exiled for losing a battle.


Judging Eagle

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #9 on: December 22, 2008, 10:28:53 PM »
So, that's our healing role solidly covered. Thshern can be whatever he wants imo. Blaster isn't really necessary.

However a plain old wizard using the list of "spells that fucking kill people" does pretty well with Tome characters.
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Prak, the Mad

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #10 on: December 22, 2008, 11:11:18 PM »
Ok, I'll need emails, I can invite you guys to a yahoo group and start using that as a repository for game files, such as the tome primer. It's not finished (left off somewhere around Languages), but it's pretty good, I think, at pointing out the major changes.

Cynic, never seen a martial in play, but it's a healer? Give me a real brief overview of the class so I know what we're looking at, but other than that, sounds good.

And yeah, a wizard would be nice, but it's not necessary, last person that joins can play whatever they want.

and like I said, I might be willing to allow an extra person or two.

Judging Eagle

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #11 on: December 22, 2008, 11:41:59 PM »
Really, it's a beatstick that can buff party members, or heal. I'll probably grab UMD, and Kaelik's summoner can add any Conjuration spell to his spell's known every so often. Most of the healing spells are Conjuration. So healing is well covered.

Easy, Simple Classes (need cleric architype)

Quote from: FrankTrollman
The primary difficulty of "healing" and "buffing" is that both of these abilities are inherently defined as combat equivalent actions which there is no reason to do in combat. A buff is ideally equivalent to an attack (i.e.: your next 3 attacks are each 33% better so overall it's just like you attacked once on each of the four rounds of combat). A heal is ideally equivalent to an attack as well (in that you spent an action to negate an enemy action).

But of course no power on Earth can stop a heal from going off after the battle (where indeed it will often do the most good). And it is a rare circumstance where a man can't use a buff before combat even starts. The traditional D&D 3rd edition methodology has been to retaliate by making heal and buff actions exceedingly worthless. The idea is that if these actions aren't good then the turn advantage you get isn't a massively important deal.

And that hasn't been an ennormously effective strategy. What actually happens is that people pick up a crap tonne of different buffs that all stack and they layer them on like makeup on a chickenhead before they even leave the house. And then they grab a wand of cure light wounds and they completely wipe away the effects of any combat after they win - the Wealth By levels guidelines even say that they are supposed to be reimbursed for their expenditures of charges.

So what we're looking at is a character whose design goals are:
  • Buffs other party members (self buffs are just like having normal abilities except more addition is involved).
  • Heals Allies.
  • Is actually useful in combat.
  • Simple to explain.
  • Easy to Use.


So let's go.

Marshall[/size]
"The Jarls of Niefelheim think to banish our summers to a land of darkness. If they succeed there will be no second chances, no future generations. We will stop them here. For if our children's children are to even exist, they must remember our bravery on this day!"

The Marshall is a leader of men. Whether a member of a squad of Halfling special forces or the head of a rampaging horde of Bugbears, the Marshall's true home is the battlefield.

Alignment: Leaders arise on every aspect of the wheel. From the hordes of the Orcs to the formations of the Dwarves, there is almost always a charismatic leader at the head of any serious army. Serious armies are often employed by the forces of Law, as the forces of Chaos are often wont to be embodied by individuals pillaging without reference one to another. But the forces of Chaos have their share of tyrants as well.

Races: Almost all Marshalls are humanoids. There are few races of Giants or Magical Beasts that form warbands sufficient to warrant military leadership.

Attributes: Charisma is oof prime importance to a Marshall. Other than that, a Marshall spends a lot of time yelling in plain view of enemies, so Constitution is of perhaps greater importance for them than it is to many other classes.

Starting Gold: 6d6x10 gp (210 gold)

Starting Age: As Paladin.

Hit Die: d12
Class Skills: The Marshall's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [Any] (Int), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skills/Level: 4 + Intelligence Bonus
BAB: Good (as Fighter), Saves: Fort: Good; Reflex: Good; Will: Good

Level, Benefit
1 Battle Shout, Heal Injuries, Inspire Bravery
2 Untiring, Magic Circle
3 Dispelling Glare, War Shout
4 Bolster Allies, Inspire Heroism
5 Aura of Healing, Project Voice
6 Leadership, Restoration
7 Heal, Terrible Shout
8 Inspire Foolishness, Delaying Shout
9 Inspire the Masses, Revive the Dead
10 Mass Heal, Command Enemies
11 Massive Presence, Inspire Greater Heroism
12 Convert Opponents.

All of the following are Class Features of the Marshall class:
Weapon and Armor Proficiency: Marshalls are proficient with all simple and Marshall weapons, as well as any Exotic Weapons appropriate to their race, religion, or culture. Marshalls are proficient with light, Medium, and Heavy armor as well as Shields and Tower Shields.

Battle Shout (Ex): With a Swift Action, a Marshall may scream super loud and work up his allies for battle. All allies within short range gain a Morale Bonus to attack and damage rolls for 10 rounds. This bonus is half the Marshall's class level (rounded up) or the Marshall's Charisma modifier, whichever is less. Allies must be able to see and hear the Marshall for this bonus to take effect.

Heal Injuries (Sp): The blood of an army is the life of its men, and soldiers who cannot fight are less than worthless. With a one minute ritual, a Marshall can heal a number of characters equal to his class level of a number of hit points of damage equal to his ranks in the Heal skill. This action may be taken a number of times per day equal to 3 + the Marshall's Charisma Modifier (if any), and all affected characters must be within close range of the Marshall or the entire period.

Inspire Bravery (Ex): A Marshall's mere presence is a boon to the morale of his compatriots. All allies within short range of a Marshall may add the Marshall's Charisma modifier to their saves against [Fear] effects.

Untiring (Ex): A 2nd level Marshall need not ever sleep and is immune to any effects which cause fatigue, exhaustion, or sleep.

Magic Circle (Su): A 2nd level Marshall radiates a magic circle against an alignment of his choice at all times. He can end, resume, or change the alignment of his circle as a Swift action.

Dispelling Glare (Su): A 3rd level Marshall can attempt to destroy a magical effect by staring at it really hard. As a Swift Action, the Marshall may attempt to dispel a single magical effect or suppress a single magical item within medium range and line of sight. The dispelling effect and DC is as per dispel magic, and the Marshall's check is a d20 + Marshall Level.

War shout (Ex): At 3rd level, a Marshall's Battle Shout effects all allies within Long Range. The allies must still be able to hear and see the Marshall as normal.

Bolster Allies (Ex): With a Swift action, a 4th level Marshall may assist all allies within short range of himself. These allies may each reroll one die roll made before the Marshall's next turn. They must be able to see and hear the Marshall when the reroll is called for.

Inspire Heroism (Ex): The allies of a 4th level Marshall are capable of heroic, even improbable feats so long as they can see and hear the Marshall. All allies within Short Range of the Marshall gain a +1 Luck bonus on attack rolls, skill and ability checks, and saves.

Aura of Healing (Su): A 5th level Marshall can activate an Aura of Healing as a Swift Action. This aura lasts for 10 rounds and may be activated a number of times per day equal to the Marshall's Charisma modifier. All allies within short range heal a number of hit points equal to the Marshall's ranks in Heal during the Marshall's turn while the aura is in effect.

Project Voice (Ex): The voice of a 5th level Marshall carries super far. In anything approaching normal conditions, the Marshall can project his voice out for a mile. The Marshall can automatically dispel a silence or similar effect as a Swift action.

Leadership: At 6th level, a Marshall gains a Leadership feat that he qualifies for as an additional feat.

Restoration (Sp): A 6th level Marshall canh cast restoration as a spell-like abilty at will.

Heal (Sp): A 7th level Marshall may use heal as a spell-like ability with a caster level equal to his Character Level. This may be used a number of times per day equal to his Charisma modifier.

Terrible Shout (Ex):frightened for 10 rounds. This is a [Fear] effect and only affects creatures with an Intelligence score. Creatures who succeed in their save are unaffected for the next 24 hours.

Inspire Foolishness (Ex): People do dumb stuff for an 8th level Marshall. All allies within Short Range of a Marshall are immune to Fear so long as they can see and hear the Marshall.

Delaying Glare (Ex):slowed for 10 rounds. Enemies must be able to see the Marshall, but they need not hear him.

Inspire the Masses (Ex): The Inspiration abiilties of a 9th level Marshall extend to Long range, provided that the allies can still see and hear the Marshall.

Revive the Dead (Sp): A 9th level Marshall can refill the ranks of his army by returning the fallen to life. With a 10 minute ritual, the Marshall can return a dead creature back to life so long as it dies within a number of days equal to the Marshall's ranks in the Heal skill. The newly alive awaken with a number of hit points as if they had had zero and then rested for 1 day (usually 2 hit points per hit die). The Marshall may do this a number of times per day equal to his Charisma modifier. This abiilty does not affect a character's level, nor does it restore removed body parts.

Mass Heal (Sp): A 10th level Marshall can cast mass heal as a spell-like ability a number of times per day equal to his Charisma modifier.

Command Enemies (Ex): With a standard action, a Marshall can issue commands to opponents as the spell greater command

Massive Presence (Su): An 11th level Marshall can grow one size category and emit light as a bonfire at will. In addition to making the Marshall stronger and more powerful as normal, the Marshall is of course much easier to see. This effect may be begun or ended as a Swift Action.

Inspire Greater Heroism (Ex): At 11th level, the Luck bonus provided by Inspire Heroism increases to +2. It still affects all allies who can see and hear him within Long Range (because of the Inspire the Masses ability).

Convert Opponents (Ex):charm monster. This ability may be used at will.

-----------

That's a character who will be vaguely effective in combat at best, and spend a lot of time shouting in a relatively simple way to boost allies or heal them. The character's out-of-combat healing is just large enough to be functionally limitless but just small enough that it can't actually push you into abusive lava-swimming territory.

Edit: Oops, left the "Heal" skill off their list - that's actually pretty important.

-Frank   

It's only 12 levels, but that should be more than enough for now.
« Last Edit: December 22, 2008, 11:48:42 PM by Judging Eagle »
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Calibron

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #12 on: December 23, 2008, 04:54:00 AM »
If there's still room I'd like to play.  I've got this concept of the eldest son of an infernal ranching family that lost their claim due to some obscure Baatezu law, and now has to forge a new life for himself on *plane where the game is taking place*.  I was going to make him a Tiefling Fighter, and maybe throw in Fiendish Brute in their at some point.  What system of attribute generation are we using, 32 point buy?

I'd also like to submit the feats I made for use in the game.

Prak, the Mad

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #13 on: December 23, 2008, 05:31:50 AM »
Yeah, there's still room. Use Invisible castle to roll stats, 5d6 drop the two lowest, reroll ones and twos.


and no I don't know how feasible that is on IC... But yes, I'm being very generous with stats.

edit: ok, the coding for stat generation is 5d6.minroll(3).takeHighest(3) on the roll stats page.
« Last Edit: December 23, 2008, 05:41:29 AM by Prak, the Mad »

Judging Eagle

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #14 on: December 23, 2008, 06:06:32 AM »
Yeah, there's still room. Use Invisible castle to roll stats, 5d6 drop the two lowest, reroll ones and twos.

and no I don't know how feasible that is on IC... But yes, I'm being very generous with stats.

edit: ok, the coding for stat generation is 5d6.minroll(3).takeHighest(3) on the roll stats page.

Uh... can I make a character with like, all 9's?

No, I'm being completely serious. I want him to be a ... well, he's a peasant, and middle-aged. He's never really been able to eat enough to never be completely unhungry so he's both weak and stupid.

He never got himself no education so he's going to have "humanoid" hit dice (at best), and he's got a wife and 3.8 kids back home. He's adventuring to try to get money during the (wet season/winter/dry season/other non-growing season). He found some dying adventurer's gear, and now he's off to uh... make some dough to save the farm. Maybe help little Sarah get cured by the local temple, and make sure that at least one of his children gets themselves a proper education as a fighter or a cleric or a wizard. Of course, that takes money, and non-starvation level amounts of food, but a dad's gotta do what a dad's gotta do.

So, a humanoid, with some armour and a heavy mace, and mebe a sheild.

If he lives long enough, maybe he'll get levels in a real class.

That's actually immediately more of a detailed backstory than most players at my table come up with. Then I have one player who could give me pages and pages of well written stuff for their character (and since I tend to run pretty open-ended character-motivation driven games, they're the only player who really gives me stuff to work with).

Not sure what to call him though.
Name kept out of inertia. Thirteen years and counting.

Prak, the Mad

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #15 on: December 23, 2008, 06:15:15 AM »
huh. Um, give me a write up and let me take a look, JE, and let me see what I think of his durability. However... I'm inclined to allow it, but we'll see.

Calibron, those feats are good to go.

woodenbandman

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #16 on: December 23, 2008, 11:44:43 AM »
This game is relevant to my interests. If it's possible, I'd like that tome primer, via PM. thanks

Calibron

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #17 on: December 23, 2008, 11:52:54 AM »
Cool here're my guy's stats, and here's his character sheet.

Since this is level 1 I'm guessing when it comes to equipment we can have any kind of armor and shields that aren't made out of weird materials except for Full Plate, and any random assortment of non-magical adventuring junk that isn't very expensive.  'zat about right?

Kaelik

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #18 on: December 23, 2008, 12:55:20 PM »
1) Lets do second level.

2) items? Races of War armors? Book of Gears items? 8 Item limit? Make up our own items since Book of Gears items don't have much?

woodenbandman

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Re: [Tome 3.5 D&D]Recruiting for a (Frank and K) Tome D&D game.
« Reply #19 on: December 23, 2008, 01:51:39 PM »
Okay, I'm officially applying for a spot here, please don't hate for this character:



Also, are we really gonna roll stats? if so, how many roll sets do we get? Statline, as well as full character sheet: http://www.myth-weavers.com/sheets/view.php?id=98730 2nd level, btw.