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You are here: Home --> Forum Home --> Recent posts by Padre J Roulston
Topic: Traveller game interest?
Subject: Traveller game interest?


I have been wanting to play a game of Traveller for a while (preferably the Mongoose edition but I'm open)... However I'm not interested in being the GM...

So I'm curious as to whether there is anyone interested in being a GM in a Traveller game, and if there are other people interested in playing?

Posted on 2014-04-24 at 02:03:58.
Edited on 2014-04-24 at 02:04:16 by Padre J Roulston

Topic: The Duchy of Richmond Q&A
Subject: interest


It doesn't seem like there is much interest in this game. I was looking for a lot more character/player involvement.

Are you's still interested in playing?

Posted on 2014-04-23 at 13:47:41.

Topic: chat game char info & QnA
Subject: ...


I'm up for it... but I can't do it tomorrow. Easter Vigil and all

Posted on 2014-04-19 at 02:29:25.

Topic: Mass Combat?
Subject: ...


Yeah... rather than just play a character, that they have units of varying sizes....

Any mass battle I've run we pull out the old battle system stuff, and mini's and run a big battle...
I didn't know how it would work for PBP.

Posted on 2014-04-18 at 02:09:50.

Topic: Mass Combat?
Subject: Mass Combat?


Just a little curious... has anyone run a mass combat in PBP?

If so how does it work?/ How did you run it?

Posted on 2014-04-17 at 16:01:38.

Topic: Forgotten Realms
Subject: D&D


I thought that the basic D&D it was 20... then everything above that is considered epic level, and has altered rules to account for that...

Posted on 2014-04-14 at 19:35:51.

Topic: Gritty and Realistic D&D variants?
Subject: alternate rules...


I don't know if there are any existing rules like what you are looking for... But something that you could do is run it more like the game Traveller.

Instead of taking hits from HP you take hits to your physical attributes (Str. Dex. Con.) When your attributes are reduced to 0 you are dead.

This makes it more like real life, to signify blood loss, and/or the lack of use of wounded limbs, etc.

Posted on 2014-04-14 at 12:06:45.

Topic: Question 2ed to 3.5
Subject: seen those.


I seen those, but none of them had the feel I was looking for, so I made a new class (with the extensive help of others here at the RDI)

I'm now looking at the shaman, and wizard options, but I think some of the preexisting classes would work with only a little RP, rather than a new class.


Posted on 2014-04-13 at 19:59:56.

Topic: Savage Warrior class
Subject: Finished.


Without a bit of play test it is hard to say for sure, but I would have to say that the Savage Warrior class is done.

Posted on 2014-04-13 at 17:13:47.

Topic: Temporary Leave
Subject: :(


That is rotten luck. I hate it when something like that happens. Hope to see you back soon

Posted on 2014-04-13 at 14:09:12.

Topic: The Duchy of Richmond Q&A
Subject: reminder


Just a quick reminder, You are still only in Mandala, not in Woodstock.

The way I was reading Astrid's post was that you were already in Woodstock.

I apologize if I read it wrong.

Posted on 2014-04-12 at 00:47:30.

Topic: Savage Warrior class
Subject: update...


I have updated the original post again...


Looking at the class abilities now I think having the bonus feats overpowers the character... at least how they were.
I have taken them off the list, but I think it still needs something... thoughts?

Posted on 2014-04-10 at 00:48:08.

Topic: Savage Warrior class
Subject: slight edit.


Added craft DCs and a few minor points to the Totemic weapons and tattoo...

Posted on 2014-04-10 at 00:24:06.

Topic: The Duchy of Richmond Q&A
Subject: Ayrn


So Ayrn is back to the site... but not to the Duchy. However we have a new player to take over Ayrn's character.

KennyZ93 has agreed to take over Sir Anthony and should be posting in the near future.

Posted on 2014-04-09 at 23:26:14.

Topic: Savage Warrior class
Subject: Thoughts?


Totemic Weapon Creation: During character creation (pending DM approval) the player selects a weapon from the Savage Warrior weapon proficiencies, and a Totem for the tribe to specialise in. The Savage Warrior gains a +1 proficiency bonus to all attack and damage rolls with the selected weapon.
When the Savage Warrior crafts a masterwork version of this weapon he imparts the spirit of the tribe’s totem into the weapon granting it an enhancement bonus or ability. Though not magical in itself it is treated as magical for the purpose of overcoming damage reduction.
The crafted weapons only hold their enhancement bonus for the Savage Warrior. If the warrior sells or loses possession of the weapon it will lose its powers. (Another character can carry the weapons for the Savage so long as they don’t try to use them they will maintain their enhancement) If it loses its powers it becomes a mundane weapon (losing its masterwork quality).
To make any Totemic Weapons a Craft: Tribal will need to be made. At a DC of 20.
At level 1 the materials used to craft the weapon become hardened to the point of steel, negating penalties for using bone/stone weapons. (+2 competence bonus to craft)
At level 3 A +1 enhancement bonus to attack and damage can be crafted.
At level 6 A +2 enhancement bonus to attack and damage can be crafted. (+4 competence bonus to craft)
At level 10 A +3 enhancement bonus to attack and damage can be crafted. The acid, flaming, frost, or shocking feature can be added to the weapon as well as the enhancement bonus.
At level 15 A +4 enhancement bonus to attack and damage can be crafted. The acid, flaming, frost, or shocking feature can be added to the weapon as well as the enhancement bonus. (+6 competence bonus to craft)
At level 20 A +5 enhancement bonus to attack and damage can be crafted. The corrosive burst, flaming burst, icy burst, or shocking burst feature can be added to the weapon as well as the enhancement bonus. (+8 competence bonus to craft)

Totemic Tattoo: Starting at level 2 the Savage Warrior is able to impart the tribe’s totem spirit into his very skin by using tattoos, paint, and/or scaring. The totem spirit then protects the Savage Warrior and allows him to shrug off some damage. If paint is used instead of tattoos or scaring the benefits only last while the paint is in place.
To mark the tattoos a Craft: Tribal check needs to be made against DC 20. (DC 18 if you are tattooing another character) Only a member of the tribe can inscribe tattoos.
At level 2 and every 4 levels there after the tattoos impart a +1 Natural Armour Bonus to a maximum of +5 at level 18
At level 4 the Savage Warrior gains damage reduction 1/- This increases at level 8 and every 4 levels thereafter to a maximum of 5/- at level 20.


Posted on 2014-04-09 at 22:50:49.
Edited on 2014-04-10 at 00:22:59 by Padre J Roulston

Topic: Savage Warrior class
Subject: .


but at level 20 you had a +10 craft bonus.

Posted on 2014-04-09 at 18:53:47.

Topic: Savage Warrior class
Subject: .


And with that crafting bonus not including any ranks in craft... you would be able to take 10 to craft at a fairly low level.


Posted on 2014-04-09 at 18:31:21.

Topic: Savage Warrior class
Subject: Heritage weapon.


I think that progression would be to overpowered... But I like the fact that at higher levels the weapon could take on different materials properties.



Posted on 2014-04-09 at 18:28:04.

Topic: Savage Warrior class
Subject: edit


Updated the link and class... Added damage reduction and removed a few things.

Posted on 2014-04-09 at 15:33:22.

Topic: Savage Warrior class
Subject: crafting


The reason I put the crafting ability in is because if they are sticking to their tribal/primitive heritage, they would continue to use bone/stone weapons, and unless they specifically get their weapons magiced then they will be at a significant disadvantage at the higher levels for combat.

Posted on 2014-04-09 at 13:56:58.

Topic: Savage Warrior class
Subject: .


That does make sense

Posted on 2014-04-09 at 13:44:49.

Topic: Savage Warrior class
Subject: barbarian


I just really want to stay away from the barbarian... or more specifically the rage ability.
I want the combat to be oriented by discipline, over rage.

To help balance it though do you think dropping the HD to say... 2d4 would work?

I originally put it at d10 because they are going to be a hardy group... and I think that d8 doesn't really fit...
2d4 would then allow the minimum to still be more than a ranger... but the maximum would be less than the fighter.
Or perhaps d8+1?

Posted on 2014-04-09 at 13:33:29.

Topic: Savage Warrior class
Subject: ...


It is in part something I have always wanted to do... and in part something I'm working together for Grugg's game.

I've looked through a number of the other classes from other books as well. But none of them really fit with the concept I have.
I think that the biggest reason is that they are designed Medieval Fantasy... where my concept is... almost prehistoric...

Posted on 2014-04-09 at 13:24:29.

Topic: Savage Warrior class
Subject: Overpowered. :/


I've been worried about it being overpowered.... But I wanted to stay away from the pre existing classes as much as possible. They just didn't fit with the idea I have. (The 2ed savage warrior kit fits perfectly )

The biggest thing with the armour is the idea that the 'Savage Warrior' is so primitive that they are before armour. To use some movie references... 10000 BC, (the Egal didn't even have shields), Apocalipto (the 'armour' the Jaguar warriors had wasn't so much armour as a mantle signifying position.)

Unless something has changed Rangers don't get bonus feats? (using 3.5) What difference is there in the feat list?

Posted on 2014-04-09 at 13:13:07.

Topic: Savage Warrior class
Subject: ...


That was just me The 2ed Savage Warrior Kit does allow bows (not x bows)... I just think that it adds more flavour to not have them.

Posted on 2014-04-09 at 02:12:02.

 


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