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Rebonack

Dungeon of Doom!

Dungeon of Doom!

Ages ago the amulet of Yendor was hidden deep within the dungeons of doom.  It... isn't really clear what the amulet does, or what's it's for, or why anyone in their right mind would risk their life to get it.  But people still trek down into those doom filled dungeons none the less.

Maybe it's more of the journey rather than the destination.  Truth be told many have made quite the fortune failing to find the amulet.  Either way, this expedition will be just one of many.

Clearly enough, this will be a dungeon crawl.  A rather zany dungeon crawl as you can expect to find with any of Rebo's topics.  It will be based off of a randomly generated NetHack map.  And like NetHack it may very well be rather brutal if the PCs aren't well prepared.  And even if the PCs are prepared.

The PCs will be starting at level four with 5,400 GP to spend.  Who knows how mighty they'll be when, and if, they actually find the amulet.

Expect mostly cramped conditions with largish rooms sprinkled about.  Expect to find NPCs down here to make a quick buck off adventurers.  Expect a tourist to be following the party for some inexplicable reason.

Point-buy Class System

Props to Vael for the inspiration on this one, though suffice to say I've done quite a bit of tweaking.  There are two important areas where the systems differ.  The first is the number of points that a PC gains per level.  This value was determined by averaging the points per level of the four martial classes, the skill monkey, and the monk.  The second change is the addition of Caster Levels.  So on with the show.

Oh, one more thing.  A PC isn't limited to a max on class features per level.  So if you wanted to grab 15 HP or two points of BAB there's nothing stopping you.  Though keep in mind that every point you spend on your strengths will leave your weaknesses that much more glaring.

And yes, I will exploit them if you min/max quite a bit.

The Mechanics (no wrenches involved)

Spoiler:

At first level a Player Character (PC) gains 28 class points (CP).  All of these points must be used.  No stockpiling.  At every level after one the PC gains 21 CPs.  Prices for class features are as follows.

+1 Full Caster Level:  12 CPs
+1 2/3 Caster Level:  8 CPs
+1 Half Caster Level:  4 CPs
+1 Base Attack Bonus:  6 CPs
Bonus Feat:  4 CPs
+1 Base Save:  2 CPs
+1 Hit Point:  1 CP
Equipment Proficiency:  1 CP
+2 Skill Points:  1 CP
+4 Class Skills:  1 CP

At first level a PC gains a free +1 to one Save, four free Hit Points, sixteen free Skill Points, and ten free Class Skills.

A few important things to take note of.  When choosing a CL you can pick from prepared arcane, prepared divine, spontaneous arcane, spontaneous divine, or psionic.  The spell progression from the class in question will be followed to determine spells known and spells per day.

Bonus Feats can be pretty much anything, including what were once class features.  Rage, sneak attack, spell-like abilities and so forth.  If a class feature increases in uses per day based on level these accumulate for 'free'.  However, increasing the power of a class feature (Greater Rage, 2d6 Sneak Attack) requires the expenditure of another feat.

As a general rule of thumb a spell-like ability has a prerequisite of a number of class-levels equal to twice the spell level of the spell in question.  Spell-like abilities can be used once per day, plus and additional time per day for every four levels the PC has.  That's six times per day by level 20 if you hates the maths.




Statistic Generation

Spoiler:

I don't like the point-buy system for stats.  It favors classes that really only need on stellar ability (primary casters) and leaves the more martial classes hurting.  Considering the disparity between these two broad categories of characters to begin with this really isn't necessary.

All abilities start at eight.  Twenty four ability points can be spread between the six stats, up to eighteen on any given ability.  The PC can also be given up to three optional Flaws.  These Flaws can be redeemed as bonus feats or as two additional ability points.



Changes to Races

Since there are no hard and fast classes there are no favored classes, however this doesn't mean this flavoring is removed.  As follows are the changes to these race features.

Spoiler:

>Humans gain an additional six CPs at first level and an additional one at other levels in place of their current racial bonuses.

>Half-Elves gain an additional one CP per level in place of favored class any.  A half-elf also gains a +2 on Search, Spot, and Listen instead of a +1.

>Races with Fighter as favored class pay only five CPs for BAB increases.  This discount is only applied to the first point of BAB purchased per level.

>Races with Wizard as favored class pay only eleven CPs for Arcane prepared CL increases.  This discount is only applied to the first point of CL purchased per level.

> Races with Sorcerer as favored class pay only eleven CPs for Arcane spontaneous CL increases.  This discount is only applied to the first point of CL purchased per level.

>Races with Bard as favored class inspire greatness bardic ability grants half again as much of a moral bonus.

>Races with Barbarian as favored class gain half again as much of a moral bonus to constitution and strength when raging.

>Races with Rogue as favored class deal an additional one damage per sneak attack die.

>Races with Psion as favored class pay only eleven CPs for Psionic CL increases.  This discount is only applied to the first point of CL purchased per level.

>Races with Paladin as favored class deal and additional point of damage per two character levels when using Smite Evil.

>Hobgoblins have the following racial characteristics
+2 Constitution, +2 Dexterity
Medium size
A hobgoblin's base land speed is 30
Darkvision out to 60 feet
A hobgoblin gains a +4 racial bonus on Move Silently
Never Yield (Ex):  A hobgoblin takes a -6 penalty to AC against attacks of opportunity.  Additionally, a hobgoblin may not use the withdraw action in combat and may not use Tumble to avoid attacks of opportunity.
Defensive Line (Ex):  A hobgoblin gains an additional dodge bonus to AC equal to his Intelligence modifier (to a minimum of one) on any feat or ability that normally grants a dodge bonus to AC.  However, he does not gain any benefit from this ability if he has moved more than 30 feet since his last turn.
Favored Class:  Fighter
Level Adjustment: +0


>Half-Orcs have the following racial characteristics
+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
Medium size
A half-orc's base land speed is 30
Darkvision out to 60 feet
A half-orc gains a +4 racial bonus on Intimidate and Survival
+2 racial bonus on Will saves
+2 racial bonus on saves against mind affecting effects
+2 racial bonus on saves against disease
Orc Blood:  For all effects related to race half-orcs are considered orcs
Favored Class: Barbarian

>Orcs have the following racial characteristics
+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma, -2 wisdom
Medium size
An orc's base land speed is 30
Darkvision out to 60 feet
An orc gains a +4 racial bonus on Intimidate and Survival
An orc gains a +2 racial bonus on Spot and Listen
+2 racial bonus on Will saves
+2 racial bonus on saves against mind affecting effects
+2 racial bonus on saves against disease
Weapon Familiarity: An orc treats orc double axes as a martial rather than an exotic weapon.
Light Sensitivity (Ex):  An orc is dazzled in bright sunlight or within the radius of a Daylight spell.
Favored Class: Barbarian

>Goblins have the following racial characteristics.
-2 Strength, -2 Charisma, +2 Dexterity
Small size
A goblin's base land speed is 30 feet
Darkvision out to 60 feet
+4 Racial bonus on Ride and Move Silently
+1 racial bonus on attack rolls made while mounted
+2 racial bonus on damage rolls made while mounted
Mounted Combat as a bonus feat
Favored Class: Rogue

>Kobolds have the following racial characteristics.
-4 Strength, -2 Constitution, +2 Dexterity
Small size
A kobold's base land speed is 30 feet
Dark vision out to 60 feet
+2 racial bonus on Craft (trap), Profession (miner), and Search
+1 natural armor bonus
Light Sensitivity (Ex):  A kobold is dazzled in bright sunlight or within the radius of a Daylight spell.
Slight Build (Ex):  A kobold is considered one size category smaller than he actually is when beneficial.
Kobolds are proficient with light, medium, and heavy picks.
Favored Class: Sorcerer

>Half-giants have the following racial characteristics.
Humanoid type rather than Giant
-2 Dexterity, +2 Strength
Medium size
Base speed 30 feet
Low-light vision
Powerful Build (Ex): A half-giant is considered large size when it would be beneficial.
Giant Blood:  For all effects related to race half-giants are considered giants
Favored Class:  Fighter

>Gnoll
Strength +2, Constitution +2, Intelligence -2, Charisma -2.
Size Medium.
A gnoll’s base land speed is 40 feet.
Low light vision.
Scent (Ex): A gnoll can recognize familiar scents like a human might recognize familiar voices.
A gnoll has a +4 racial bonus on Survival
Favored Class: Ranger.

>Dragonborn have the following racial characteristics
+2 Constitution, -2 Dexterity (Heart) OR +2 Wisdom, -2 Dexterity (Eye) OR +2 Strength, -2 Constitution (Wings)
Medium size
A dragonborn's base land speed is 30
+1 racial bonus to hit against dragons and dragon-blooded creatures
+4 dodge bonus to AC against dragons and dragon-blooded creatures
+1 Natural Armor
Two claw attacks (1d4) and a bite attack (1d6)
Aspect of the Dragon:  A dragonborn may pick one of three aspects, heart, eye, and wings.  Once this choice is made it can not be changed.  Each aspect provides different benefits.
Dragon's Heart:  You gain a breath weapon usable once every 1d4 rounds.  This breath weapon takes the form of a line five feet long per HD you have (maximum 60 feet at level 12).  This breath-weapon appears as a shimmering line that flashes with metallic hues.  At first level it deals 1d8 damage, plus and additional 1d8 damage every odd level (to a maximum of 6d8 at level 11).  Whenever you use this breath weapon you may choose which of the four cardinal energy types (Fire, Electricity, Acid, Cold) it deals.  An opponent may attempt a reflex saving throw (DC 10 + 1/2 your HD + your Constitution modifier) for half damage.
-In addition you may choose to gain an energy resistance 5 against one energy type every odd level up to level eleven.  You may choose the same energy type more than once.  The benefit of this ability stacks with itself.  If you gain energy resistance 30 to one energy type you gain immunity instead.
Dragon's Eye:  At first level you gain a +2 racial bonus to spot, low-light vision, and dark-vision out to 30 feet.  In addition you gain a +2 racial bonus on saves against sleep and paralysis.  
-At level six your racial bonus to spot increases to +4, your dark vision increases to 60 feet, and you gain blindsense out to 60 feet.  In addition your racial saves against sleep and paralysis improve to +4.  
-At level twelve your dark vision increases to 120 feet, you low-light vision doubles in its effectiveness (you can see four times as well as a human in shadowy illumination), your racial bonus to spot increases to +8, and your blind sense increases to 60 feet.
Dragon's Wings:  At level 1 you gain a +10 racial bonus to jump.  Additionally you may use your wings to glide (You travel 20 feet forward for every ten feet you go down).  
-At level six you may use your wings to fly at twice your base land speed with average maneuverability for a number of rounds per day equal to your constitution score.  You may not fly with a medium or heavy load.  
-At level 12 you may fly with equal ease as walking and can remain aloft with up to a medium load.
Favored class: Fighter



Changes to Classes

Spoiler:

'Wait, what classes?' you must be asking.  Well, this is a change to the sorcerer spell progression.  Or more specifically spontaneous casting in general.  A spontaneous caster gains an additional number of spells known for each spell level equal to one half their charisma modifier.

Also of note, a prepared divine caster can spontaneously cast only spells from their domain list.  Up to two domains, of course, can be purchased with feats.  Divine prepared casters must also keep a prayer book, much like a wizard's spell book.  Yes, this means no drawing from the entire spell list.

Life is rough sometimes.



All Important Change to Charisma!

Spoiler:

Normally Cha is a dump stat since it's only used for a few skills if you don't have a class ability that centers on it.  But no more!  Cha can influence your luck.  Basically, you're so awesome that the universe doesn't want you to fail!  A number of times per day equal to your Cha modifier I'll tweak your rolls with an extra d6 bonus if you just barely failed at something important.  Or, alternately, if a monster just barely managed to hit you.

You won't know if your good luck saved you, but that's really the way it should be, isn't it?  Keep in mind that having a negative Cha modifier means I can do just the opposite, penalize you with a d6 roll if you almost fail at something.  Expect such things to happen at the worst possible times.



Changes to Armor

Let's face it.  Aside from a few specific suits of armor most of it sucks.  End of discussion.  I have, quite happily, fixed that little problem.

Spoiler:

Light Armor |Price |Bonus |Max Dex |Check |Spell Fail |Mass |
Padded |5 |+1 |7 |0 |5% |10 |
Leather |10 |+2 |6 |0 |10% |15 |
Stud Leather |25 |+3 |5 |-1 |15% |20 |
Chain Shirt |50 |+4 |4 |-2 |20% |25 |
Medium Armor |
Hide |25 |+3 |6 |-3 |20% |20 |
Scale Mail |50 |+4 |5 |-4 |25% |30 |
Breastplate |150 |+5 |4 |-4 |25% |30 |
Chain Mail |200 |+6 |3 |-5 |30% |40 |
Heavy Armor |
Splint Mail |250 |+7 |3 |-4 |25% |35 |
Banded Mail |500 |+8 |2 |-5 |30% |45 |
Half-Plate |750 |+9 |1 |-6 |35% |50 |
Full-Plate |1000 |+10 |0 |-7 |40% |50 |
Shields |
Lit Wood |3 |+1 |-- |-1 |5% |2 |
Lit Steel |9 |+1 |-- |-1 |5% |3 |
Hvy Wood |7 |+2 |-- |-2 |15% |5 |
Hvy Steel |20 |+2 |-- |-2 |15% |7 |
Tower |30 |+4 |4 |-4 |30% |12 |
Archer's* |40 |+8 |2 |-8 |50% |25 |
*May be wielded two-handed for shield bonus or 'planted' as a full round action to use as total cover.



Giant Feat List of DOOM!

There are a number of new feats rolling around.  It's rather important that they be discussed.  Some of them are utterly new, others are adapted from existing class features.

Spoiler:

Augmented Healing
Prerequisite: Endurance
Effect:  You heal HP every hour as though you rested for a night.

Fast Healing
Prerequisite:  Endurance, Augmented Healing
Effect:  You gain fast healing 1
Special:  This feat can be taken up to five times.  Its effect stacks.

Combat Expertise, Improved
Prerequisites:  Intelligence of 13 or more, Combat Expertise, BAB of 6 or higher.
Effect:  When you attack an opponent you gain a dodge bonus to AC until your next turn for each point you beat the opponent's AC by, up to your BAB.  This feat is not limited to 5 points.
Special: You gain two points of extra AC per point you beat the opponent's AC by if wielding a shield.
Normal:  The amount of BAB sacrificed must be declared before making an attack.  Only up to five BAB may be sacrificed.

Damage Reduction -
Prerequisite: None, really.
Effect: You gain DR 1/-
Special:  This feat can be taken up to five times.  Its effect stacks.

Damage Reduction Material
Prerequisite: None, really.
Effect: You gain DR 2 that is broken by some special material (cold iron, silver, or adamantine).
Special:  This feat can be taken up to five times.  Its effect stacks.

Damage Reduction Damage Type
Prerequisite: None, really.
Effect: You gain DR 3 that is broken by some damage type (Slashing, piercing, bludgeoning, or magic).
Special:  This feat can be taken up to five times.  Its effect stacks.

Power Attack, Improved
Prerequisites: Strength 13 or higher, Power Attack, BAB of six or higher
Effect: When you attack an opponent you deal an additional point of damage for each point you beat the opponent's AC by, up to your BAB.  This feat is not limited to 5 points.
Special:  You deal two points of extra damage if wielding a two handed weapon.  This feat does not apply to light weapons.
Normal:  The amount of BAB sacrificed must be declared before making an attack.  Only up to five BAB may be sacrificed.




Some feats approximate class features.  Below a few examples are provided.

Spoiler:

Bardic Music
Perquisite: One or more ranks in Perform
Effect:  You may use a Bardic Music effect you know a number of times per day equal to your class level plus your Charisma modifier.

Rage
Effect:  You gain the ability to Rage a number of times per day equal to one plus one fourth your class level, round down.

Greater Rage
Prerequisites: Rage, Character level 11 or higher.
Effect:  You gain the ability to Rage Greatly a number of times per day equal to one plus one fourth your class level, round down.

Sneak Attack!
Effect:  You gain 1d6 Sneak Attack! damage.
Special:  This feat may be taken multiple times.  Its effect stacks.  This feat may only be taken a number of times equal to half your class level, rounded up.



Some feats can take the form of spell-like abilities.  Some will end up as (Ex) or (Su) class features, but that's determined on an individual basis.  Normally a spell-like ability can be used a number of times per day equal to one plus one fourth the PC's class level, rounded down.  Some can be used unlimitedly, but that is once again determined on an individual basis.

Generally speaking, a PC must have a level equal to twice the spell level in order to take it as a spell-like ability.  Caster level is equal to character level.  Saves are equal to ten plus one half your character level plus your charisma modifier.  Below are a few examples.

Spoiler:

Feather Fall
Prerequisite: Character level 2 or higher, Charisma of 11 or higher
Effect:  As an immediate action you may use Feather Fall on yourself as a (Su) ability.  This feat is usable at will.

Fireball
Prerequisite:  Character level 6 or higher, Charisma of 13 or higher
Effect:  You may use Fireball as a spell-like ability a number of times per day equal to one plus one fourth your character level rounded down.

Extra Magic
Prerequisite: One or more spell-like abilities with limited uses per day
Effect:  When you take this feat choose one of your spell-like abilities.  You may now use that ability twice as many times per day as you would otherwise.
Special:  This feat can be taken multiple times.  Its effect stacks.  Remember that two doublings equals a tripling, not a quadrupling.  It may also be taken with a different spell-like ability.

DeBunny

*is curious*
Could you extrapolate on these "Flaws"?
Uberblah

Well it all sounds good, but I only scanned everything. I think I'm still in if your still offering help on creating a character.
Vael

Flaws are listed here.
You can search for a more complete (but more questionable) list of flaws here. (Just select 'flaws' under the feat type and search). You'd probably need some of those approved before using them, in my opinion.

I'm interested, and I'm willing to help anyone make a character.
DeBunny

Hm, didn't know SRD had those.

So Core rules except as noted above?
Just seeing if I interpreted all that correctly.
Vael

The SRD lists a lot of things from Unearthed Arcana. It makes me happy. ^-^

Currently I'm thinking I'll go with Human, and either a wizardish type, or a meleer.
Uberblah

Oooh... A human hermit sorcerer sounds fun...
Draken Frosthand

I will get a goblin, I think...
DeBunny

I think a koblold psion looks kinda fun....
Hehe.

Maybe I'll come up with a sane character idea, maybe not.
Vael

Oo
We have three people looking at arcane casters. Now that doesn't have to be bad, but...

Rebo, will we be doomed without a balanced party?
Draken Frosthand

We will all be doomed anyway.
Uberblah

Hence why it's called Dungeon of DOOM!
Vael

>.<
Okay, well since people want arcane casters, I'll likely build a tank.
*goes to tank out a tank*
DeBunny

....maybe I'll make a bard kobold instead....
Yes.
That is what I'll do.
*sets to work*
Draken Frosthand

I am currently thinking of a Goblin with Animal COmpanion and Eldritch Blast.

I think of the rest yet.

And I will call him, "Spizzle, the Fel Rider".
Artemis

I think I might play...gonna need a little help with the mechanics though.
Terumitsu

Hmm.. Well now, this sounds like something fun here..
A half elf here with either a druid or a sorcerer... Might as well start drawing the stuff up for both then.. Though I think I lean more to the arcane bit here.
Kyrian

Sounds like fun. Will need help with character building though.
Vael

Ah! So many peoples. >.<

And uh...
*has started building a tank*
*...is frankly waaaaaaaaaaaaaaaaaaa *gasp* aaaay more powerful than a normal fighter*
Are we meant to be so ridiculously uber? >>
Draken Frosthand

It's Rebonack, he deals with uber people all the time.
Vael

Yes, but I'm talking about, like...
Just as an example, I built a sorcerer.
This sorcerer had all the normal stats of a sorcerer (Hp, skill points, BAB, saves, blaaah) Except for his caster level.
His caster level was 6.
He was level four.
Terumitsu

Caster level cannot exceed the player level I thought. Depends on if that rule is still valid or not.. I didn't see a change to it but I might have missed it.
Vael

Re: Dungeon of Doom!

Rebonack wrote:
Oh, one more thing.  A PC isn't limited to a max on class features per level.  So if you wanted to grab 15 HP or two points of BAB there's nothing stopping you.  Though keep in mind that every point you spend on your strengths will leave your weaknesses that much more glaring.

The flaw with the "glaring weaknesses" idea is that, in comparison to a normal caster, this one doesn't have any.
He just has extra caster levels.
Terumitsu

Ah.. See I missed something...

Now I have a sudden urge to make a glass cannon... Well anyway.. Off to mess with stats...
Vael

Anyways, being relatively nice with the system, here is a tank.
Doomed Tank Man.
I'm not sure if this is the character I'll use or not...
Rebonack

Edits of DOOM!

-CPs at first level reduced to 28.
-Cps at other levels reduced to 21.
-Humans get 6 and 1 extra CP rather than 8 and 2.

Still considering limiting BAB, but it's so shiny...
Terumitsu

Handy to know.. Was going to turn in soon but glad I was up to see that bit..

As now I have something to keep me awake for a while.. Hurra for being obsessive over character creations..
Rebonack

I'm pleasantly surprised to see so much interest in this.  Waaay more interest than I was expecting.

Yay!

Anywho, as I said I would be more than happy to help with characters.  And yes, these characters will tend to lean toward being a bit more powerful than the standard base classes simply because they're flexible and because you don't need to waste points on features you neither need nor want.  Like, say, a monk's slow fall or a paladin's remove disease.

With the recent changes to points gained each level full casters are left slightly less squishy than their CORE counterparts, but aside from first level no multi CL grabbing shenanigans is an option.

Multi-BAB is still a possibility, as well as lots of nifty class features, but that was sort of the idea.  Give non-casters a bit of a leg-up.

If anyone wants help with building a character IM or PM with your basic idea and I'll give you a hand.  Simply saying 'I'll need help' won't get you much help since I rather unfortunately lack a super space-brain capable of ESP with which to divine your character concept.

Edit of DOOM!

The point discount on BAB and CL for favored classes now only applies to the FIRST point of BAB or CL purchased per level.  Thus, a hobgoblin purchasing two points of BAB at level one (or two, or three) would pay 11 class points as opposed to 10.
DeBunny

Hm, I seem to have forgotten how I managed to understand all of this yesterday. >.<

When it says +4 class skills for 1 CP, does that mean I get four of those abilities you normally get for levelling up in a class?

Nevermind....I have been enlightened.
Rebonack

Edit of DOOM!

Added in the first part of the Giant Feat List of DOOM!

Had some fun with formatting.
Miatog

There is of course one thing, that any self respecting tourist can not be without. This is, of course, luggage. I am here, to provide The Luggage.
Terumitsu

And now for the token Pompus caster. Always useful as long as you don't make him angry at you.. Or something like that..

Oh yeah.. Doom Spells also included.
Rebonack

Once I get one more bio posted in here I'll start the Three Day Countdown for beginning.

Let's see those character sheets people!
Kyrian

http://www.thetangledweb.net/addo...r&page=view_char&cid=6267

Still need to do equipment. >.<
Draken Frosthand

Spizzle, the Fel Rider

Dunno if it is complete, unfortunately.
Rebonack

Looking good thus far.

Just to point out Draken, your little buddy's speed should be 20 due to his load/armor.  Not that it matters much since he'll be riding on the wolf.  Also of note, the Rogue favored class makes the sneak attack deal 1d6+1 damage.  It doesn't add another die.

And it doesn't apply to Eldritch Blast.

Kyrian, you need to add in your character's speed still, which is dependent on his equipment.

The game will be starting some time on Friday people.  Let's get moving!
Draken Frosthand

Oh, right. I will change these.

Eventually.

You think there is anything else that should be changed?
DeBunny

Deekin

He'll probably eat rats.  >.>
Uberblah

Grammald Leafweaver

I hope this is finally right.
Kyrian

Rebo, the hammer is masterwork now, if you can make sure I did it correctly, it'd be greatly appreciated.
Rebonack

Draken, the max dex for the breastplate is +4.  You're confusing the poor character sheet.

Otherwise they're looking fine.
Draken Frosthand

*Headdesk*

Right, Let me fix everything.

Edit: Ok, dozens of changes have been made.

How much should a Mithril Chainmail for a small creature weight?
Rebonack

One quarter as much as normal.

Stats for Puff for my own easy reference.
Rebonack

Edited a minor mistake regarding number of spell-like ability uses per day.  Should be one plus one more for every four character levels a PC has.

And the thread is moving again!  Weee!

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