Walking Dad's PbPs
[sblock=PbP]
Pathfinder
Growling Ape in
The Romance of the River Kingdoms OOC
Wilbur in
The Shackled City OOC
4e
Gorim Grimmson in
The Enemy Within OOC
Malkyr Tsul in
Scotley's 4e Swashbuckler OOC Wiki
Adam of Brightcastle in
The Isle of Dread OOC
Galin in
DweomerFall Saga OOC
Teclis in
Clash of Steel OOC
Jalim in
Altaruk, on the Sea of Silt OOC
Galim Grimaxe in
Death's Domain OOC
5e playtest
Elephan Moonsong in
Caves of Chaos OOC
Supers
Frost in
Mutant Apocalypse OOC
Teth Narkil in
The Malazan Book of the Fallen OOC
Other
Olmar in
A Saga of Might OOC
Skulk in
Shared Creative Setting OOC
Living Enworld
Red Dragon Inn
Midias Sunchosen
Adventure: T1
http://www.enworld.org/forum/4821658-post313.html
L4W
The Hanged Man
Riardon d'Caelis
Land Ho! FWBTHW
Land Ho! FWBTHW 2
Vimak Stonecarver
The Invasion of Baskrant
Nathantiel Xiloscient
The Undead Hunter
LEB
[Tavern] Tower's Shard 2011
Varis d'Lyrandar
Scratching the Surface
Deimos Vrago
The Cannith Caper
LPF
The Dunn Wright Inn
Ta-Am-Ath
The Green Faerie
The Venza Guardian
Beggar's Belief
Expansion
[sblock=Pending]
3.5
Honor in
Mellub's Xen'drik Heroes OOC
Tulbar in
Sinister Secret of Whiterock OOC
Cyrus in
Two Kingdoms OOC
Craig in
Night's Plutonian Shore OOC
Romulus in
Monster Madness OOC
Darren in
Into the World OOC
Midias in
The Lost Son OOC
Gregorius in
Masters of the Arcane OOC
Flint in
Into The Depths OOC
Screech in
Yar Gock Goblinoind mini campaign OOC
Derek in
The Raven Marches OOC
Dorn in
A dwarf in time OOC
Raven in
Sons of Gruumsh OOC
Kane in
Fifth Sepulcher OOC
Darius in
Escaping the Labyrinth OOC
Finlil in
The Sunless Citadel OOC
Xenon in
A Dark and Stormy Night OOC
Scavenger in
renau1g's Red Hand of Doom OOC
Targas in
(AE) The Tale of the Crystal Princ OOC
Darius in
The Savage Tide OOC
Girgal Scalefoot in
X5: To the Temple of Death OOC
Glaive in
Who wants to be a Wayfinder? OOC
Pathfinder
Sivan in
Rise of the Runelords AP OOC Old Thread
Kaddok in
Dogville - a bloody dnd game OOC
Aramil in
Creamsteak's Pathfinder Sunless Citadel OOC
Zakok in
Kill Bargle! OOC Old Thread
Sivan in
Rise of the Runelords AP OOC Info
Rorgar in
TRM's Second Darkness OOC
Sivan in
Rise of the Runelords AP OOC
Raven in
Malvoisin's Dungeonaday Playtest OOC
Eldan in
The Forgotten Terror OOC
Bael Tearlani in
Crimson Throne AP OOC
Rorgar in
Aeson's Second Darkness OOC
Devos in
Flames of Littleton OOC
Xenon in
Age of Woe OOC
Brother Darion in
Homebrew OOC
Lamad Leroung in
Red Hand of Doom OOC
Auris D'Leroy in
The Forge of Fury OOC
Fantalass in
WotBS OOC
Dorian Greenleaf in
The Whispering Cairn OOC
Darsuul in
Gandalfs evil game OOC
Hagnim in
Carrion Crown AP (Savage Stampede) OOC
Tusk in
Serpent's Skull OOC
4e
Tyron Duskmeadow in
4e: Lost Temple of Roanorn OOC
Malek in
Feylight and Dragonbreath OOC
Shamash in
Company of the Morning Sun OOC
Terminus in
Fall of Manlich OOC
Vondal in
Secret War OOC
Ripper in
Past Tense OOC
Malek Videl in
Founding of a Guild OOC
Morgran in
Dragons Crowned OOC
Penance in
The Protectors OOC
Ragnar in
Retaking the Forgehold OOC
Draxius in
Border Epic OOC
Ryash Darkstone in
FR Heathen OOC
Malek Videl in
Rediscovery of the World OOC
Jorje in
Wandering Star OOC
Mykos in
The High Road OOC
Baern Winterchosen in
Touch of Madness OOC
Ziang Yu in
Path of Enlightment 1 OOC
Morgran Deepwell in
The Heroes of Fannen-Dar OOC
Taran Xiloscient in
A Paid Trip to Spellhold OOC (old)
Grayven Glimmershadow in
From the Ruins OOC
Malek in
Risen OOC
Caged Fury in
Fallen: Blood and Sand OOC
Varis Lyrandar in
In the Service of Cyre OOC
Kildrak in
Sins of the Feyborn OOC
Zirok Trank in
The Dustbowl OOC
Bavak in
Baradur's End - Part III OOC
Bha-Ka-Thet in
covaithe's E1: Death's Reach OOC
Ziang Yu in
Path of Enlightenment 2 OOC
Jalaan in
A Season of Bones OOC
Korg Wellspeakerl in
Burning Sands OOC
Garok in
Marauders of the Dune Sea OOC
Erevan Dariel in
Here there be Dragons OOC
Grim in
Bottom's Up OOC
Pelias Blueshadow in
Aelwynn OOC
Denaris in
Adventures in the Nentir Vale OOC
Tarrk Bloodhoof in
Leif's Keep on the Shadowfell OOC
Carric in
Insight's Histhaven OOC
Eric Apeldan in
Airwalkrr's 4e Game OOC
Rodric the Bright in
A Paid trip to Spellhold OOC
Daigon in
Koukonsögur - Saga of the Trollfed Aerie OOC
Aelar in
Against the Giants OOC
Supers
Frost in
M&M Chosen OOC
Hybrid in
The Infamous [M&M] OOC
Xenomorph in
M&M3e (DCA) Young Justice: Home Alone OOC
Arac-Knight in
Fallen Angels OOC
The Visitor in
Insight's Secret Wars OOC
Greyhound in
Emerald City Knights OOC
Other
Marius in
StarWars: Interbellum OOC
Agent Smith in
The Shadows OOC
Gustav Federer in
[WFRP] Down and Out in Altdorf OOC
Chomesh in
Legacy of the Stone Assembly OOC
Zoidberg in
Outrageous Fortune OOC
Tork in
Warrior Queen of Venus! OOC
Thomas in
Ars Magica 5e, Rhine Tribunal, 1220 OOC
Falos in
DARP- The Dalish Curse OOC
Shawn in
Zombies...Day One OOC
Face in
The Silent Partner OOC
John Greyson in
[RCFG] The Eyes of Mellythese OOC
Winston in
Possum's d20 Modern OOC
Raistlin Majere in
Dragons of Autumn Twilight OOC
Prof Hagen von Hacht in
iLos Californios - Destined OOC
Kombat Kraziness
Main
Belkar IC Thread
Reed IC Thread [/sblock]
[sblock=Canceled]
D'ryll in
Spectres OOC
Taran Xiloscient in
A Paid Trip to Spellhold OOC
Borin in
The Marsh Bell OOC
B'n'B Against the Orcs
Recruiting RG IC OCC
[Pathfinder] DarkSun: Dangerous Beginnings
RG IC OCC
Dragonfist:
RG IC OOC
[/sblock]
[sblock=Completed]
Hall of the Dwarven (3.5)
RG IC OCC
Hall of the Dwarven (Pathfinder)
RG IC OCC
Gotham Squires (M&M 2nd)
RG IC OOC
Playtest Base of Operations
Recruiting RG IC OCC
[LPF] The Sunken Temple
Garagos Stoneshield in
Tomb of Horror 3.5 OOC Riddle
Arac-Knight in
Unconventional Heroes Edition.[ICONs] OOC
[/sblock]
Dead:
Tyron in
KotS 4e OOC
My games:
Necessary Evil (M&M 3e)
RG http://www.enworld.org/forum/rogues-gallery/303038-necessary-evil-rg.html IC OOC
Gamma World:
IC OOC
Character Sandbox
[/sblock][sblock=My Houserules][sblock=Races]
Gnomes have Wizard (illusion domain) or Sorcerer (fey ancestry) as favored class.
Half-Elves choose one skill at first level. This skill is always considered a Class Skill.
Half-Orcs are -2 Int
or Cha. You are also proficient with the falchion.[/sblock][sblock=Classes]
Barbarian: Use
Berserker Strength. But let the ability activated at half HP (rounded down).
Bard: Use the
marshal.
Cleric: Use
spontanous casting for the cleric. Let the cleric retain his abilty to convert spells to cure/inflict. There is no Healing Domain. Make turn undead a per encounter ability.
Druid: Use
spontanous casting for the druid. Instead of an animal companion, he can choose one druid domain (druid domains: air, animal, earth, fire, plant, water, and weather). Use the
Aspect of Nature wildshape variant.
Fighter: Add the Bulwark of Defense (3rd), Armor Mastery(5th + 9th), Vigilant Defender (5th), (Improved) Shield Ally (7th + 13th) and Impetuous Endurance (17th) abilities from the
knight class. Add profession as a class skill.
Monk: Use the
defender .
Or, if you want to keep the "classic" monk:
Add new light armor:
Robe +0 AC -Max Dex -ACP 5%SF 30 ft.
Special: This armor counts as unarmored for monk-ability purpose.
Add to improved unarmed damage:
For melee weapons you can use in flurries, you can choose to deal unarmed or standard weapon damage.
Paladin: Make turn undead and smite per encounter abilities. Add a special effect (like:"blinding" = When you smite someone, roll
1d20 + 1/2 paladin level + Cha modifer. If you beat the enemies
Fortitude Score: 11 + enemy’s Fortitude save modifier, he is blinded for 1d4 rounds. Undead are
not immune to this!) for every time the character get an additional use. Erase the spellcasting ability and the mount. Add Knight's Challenge abilty from the
knight as a supernatural ability.
Ranger: Give fighter feats instead off spellcasting (one feat per spell level). No animal companion.[sblock=ranger styles]2 ranged hunt
4 precise shot
6 manyshot
11 g. manyshot
2 twf
4 tw charge
6 itwf
11 gtwf
2 mounted combat
4 mounted hunt
6 trample
11 Ride by Attack
2 mounted archery
4 mounted hunt
6 ranged hunt
11 Ride by attack[/sblock]
Use [sblock=this]The Hunt
Each round, the ranger moves 10 feet or more away from his old place by himself, he inflict 1d6 percision damage (creatures immune to critical hits are also immune to this damage). He adds 1d6 at level 5, 10, 15 and 20.[/sblock] instead of favored enemy. He can use this ability up to 30 ft away.
Rogue: No changes. Can use UA variants.
Sorcerer: Use the warlock, if you have Complete Arcane. If not, use the
battle sorcerer (adding bluff to skill list and give a 30 ft ranged touch attack ("Arcane Blast") (1/2 caster level/d6 untyped damage) instead of the familiar)
Wizard: Use Sorcerer casting for the wizard. Give him one
wizard domain instead of the familiar.[/sblock][sblock=Skills]
Use the easy skill mechanic (
here )
Use this
Skill List for now. Changes coming soon![/sblock][sblock=Feats]
New Feats:
Acrobatic Bluff (General)
You can use your Acrobatics skill instead of your Bluff skill to feint and trick in combat . Your opponent opposes the attempt with Sense Motive or Acrobatics (whichever is better).
All-out Attack (General, Fighter)
Prerequisite: Base attack bonus +1.
With an all-out attack, you ignore defense in favor of accuracy. Subtract a number up to 5 from your AC bonus and add the same number to your melee attack roll. You cannot more than double your attack bonus. The changes to attack and AC are declared before you make the attack roll and last until your next action.
Elusive Target (General)
Prerequisite: Dodge feat.
You are expert at dodging and weaving around your foes, making you an elusive target while you're engaged in a melee. When you are fighting in melee combat, others attempting to target you with ranged attacks are at a -8 penalty rather than the usual -4 penalty for shooting into melee combat.
Extra Smite (General)
Prerequisite: Ability to smite.
Each time you take this feat, you can use your ability to smite one more time per encounter than normal.
Special: You can gain Extra Smite multiple times. Its effects stack. Each time you take the feat, you can use your smite ability one additional time per day.
Finishing Blow (General, Fighter)
Prerequisite: Base attack bonus +1.
You can perform a coup de grace as a standard, rather than a full-round, action.
Improved Demoralize (General)
Prerequisites: Cha 13, Intimidate 1 rank.
You can make an Intimidate check to demoralize an opponent in combat as a move action rather than a standard action.
Prone Fighting (General)
You suffer no penalties on your attack rolls for being prone, and opponents do not gain any bonus to hit you with melee attacks while you are prone. Opponents making ranged attacks against you still have -4 on their attack rolls. You can crawl at half your speed rather than the usual 5-feet per move action.
Ride-By Attack (General, Fighter)
Prerequisites: Ride 1 rank, Mounted Combat.
When you are mounted, you can move both before and after you take a standard action, provided your total distance isn't greater than your mount's movement speed.
Two-Weapon Charge (General, Fighter)
Prerequisites: Two-Weapon Fighting, base attack bonus +6.
You can attack with both hands as part of the charge action.
Unbalance Opponent (General, Fighter)
Prerequisites: Dex 13, Dodge
You are skilled at keeping opponents off balance. Choose the target of your Dodge feat normally. That opponent's Strength does not apply to melee attack rolls to hit you, but does still apply to damage.
Changed Feats:
Extra Turning (General)
Prerequisite: Ability to turn or rebuke creatures.
Each time you take this feat, you can use your ability to turn or rebuke creatures one more time per encounter than normal.
Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking ability one additional times per day.
some feats taken from various ogl products, for fair use only
Hunt Feats:
Mounted Hunt (General)
Prerequisite: Mounted Combat feat, The Hunt ability.
You can use the The Hunt ability while mounted. Only one attack each round gets the damage bonus.
Ranged Hunt (General)
Prerequisite: Point Blank Shot feat, The Hunt ability.
The range you can use your “The Hunt” ability increases by 30 ft.
Special: A character may gain this feat multiple times. Its effects stack. [/sblock][sblock=Spells]coming soon[/sblock][sblock=Domains&Ancestries]Changed Domain powers
Elemental:
Air
Gain electricity resistance 5.
Earth
Gain acid resistance 5.
Fire
Gain fire resistance 5.
Water
Gain cold resistance 5.
Plant
You can use goodberry once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
Weather
You do not receive penalties on Spot & Search check due to natural weather.
Survival is a Cleric class-skill for you.
Receive a +2 bonus on all weather-related Survival checks.
[/sblock][sblock=Hit Points, Dying]Use the new death and dying rule
[sblock]Try It Now!
If you want to try out a version of this system in your current game, try the following house rule. It’s not quite the 4th Edition system, but it should give you an idea of how it’ll feel.
1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).
2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the character’s total hit points, so it should be reasonable. If it feels too small, increase it to one-third full normal hit points and try again.
3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.
4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)
5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.[/sblock]
Streamlined HP. Good BaB Classes use d10, medium d8, poor d6. Barbarians gain 1 bonus HP each level.
Characters of level 1 and 2 start with more HP:
max HD + (3x Con mod) + 6
If your 2nd/3rd class uses d8 add 1 HP, if it uses a d10 add 2 HP.
Let your players regain all hit points after an 8 hours rest (why not, the wizard regained all his spells, too)[/sblock][sblock=Mechanics]Don't roll saves, but roll against them (
here)
[/sblock][/sblock]
Invisible Castle
CoyoteCode Dice Roller v. 2.0
The Hypertext d20 SRD
Pathfinder SRD (Pathfinder_OGC)
The Modern Path
Super Hero SRD
My Houserules