Monday, November 30, 2015

NEXT equipment

Simple ranged weapons

  • Light rifle (25 gp)
    • 1d8 piercing / range 80-320 / Loading / Ammunition (8 shots, .45 Lhomme) / Two-handed
  • Light shotgun (35 gp)
    • 1d6 piercing / range 50-200 / Loading / Ammunition (7 shots, .60 caliber) / Shotgun / Two-handed
  • Light double shotgun (25 gp)
    • 1d6 piercing / range 50-200 / Ammunition (2 shots, .60 caliber) / Shotgun / Two-handed
Martial ranged weapons
  • Heavy rifle (50 gp)
    • 1d10 piercing / range 100-400 / Loading / Ammunition (8 shots, .30 HCF) / Heavy / Two-handed
  • Black powder rifle (~100gp)
    • 2d6 piercing / range 50-300 / Ammunition (1 shot, .55 caliber) / Heavy / Two-handed / Long Reload
  • Heavy shotgun (50 gp)
    • 1d8 piercing / range 50-200 / Loading / Ammunition (6 shots, .80 caliber) / Shotgun / Heavy / Two-handed
  • Heavy double shotgun (50 gp)
    • 1d8 piercing / range 50-200 / Ammunition (2 shots, .80 caliber) / Shotgun / Heavy / Two-handed
  • Heavy sawn-off double shotgun (75 gp)
    • 1d8 piercing / range 15-50 / Ammunition (2 shots, .80 caliber) / Shotgun / Heavy / Two-handed
  • Standard revolver (75 gp)
    • 1d6 piercing / range 30-120 / Loading / Ammunition (6 shots, .45 Lhomme) / Double Action
  • Black powder revolver (~100 gp)
    • 1d8 piercing / range 30-100 / Loading / Ammunition (6 shots, .50 caliber) / Heavy / Long Reload

Tuesday, November 24, 2015

NEXT rule changes

changelog
11/24 -- original post
11/30 -- double action, loading property, reloading is now a bonus action for everyone


Actions

Throwing an alchemical item, grenade (technically redundant), or similar object as an attack is a Use an Item action (not an untyped action as original). This means that Thief spec rogues can use their Fast Hands ability to throw a grenade as a bonus action.

The same is true of most use of magic items; Thief rogues can use them as a bonus action if they have Fast Hands, though they need UMD to activate most magic items due to class restrictions.

Most light armor can be doffed in one action, and can be donned in one action as well assuming the armor is at hand. This is a Use an Item action (Fast Hands, et cetera).

Ranged attacks are at disadvantage at any time they are within reach of a hostile melee attack (not just within 5ft).


Classes

Multiclassing is not a rule. If you're really unhappy with your class choices, come talk to me and we'll see what we can do. This is primarily due to sorclock and sorcadin, but it's also because you can royally fuck your character with multiclassing and we might not realize how screwed you are until much later on. In general, only sorclock would want to multiclass anyway so I don't see the point in keeping it as an option.

Many classes -- Fighting Style: All fighting styles are available to all classes with the feature. You can now TWF with a paladin (it's pretty decent!) or use a shield as a ranger. Enjoy!

Many classes -- Fighting Style (Protection): In addition to the listed ability, Protection can also be used if the (fighter, paladin, ranger) is within 5 feet of the attacker, even if the target is not (you attempt to intercept the attack at its origin). This ability can be used against any attack that requires an attack roll, including spells and magic items.

Barbarian (Wolf Totem) -- Totem Spirit: If you're wielding a reach weapon that your character is proficient with (and barbarians have all weapon proficiencies), this ability grants its benefits against all enemies within your weapon's reach.

Cleric (Light) -- Corona of Light: Enemies affected by this ability who have light sensitivity suffer the penalties for light sensitivity, even if they are wearing eye protection. The goggles indeed do nothing.

Cleric (Tempest) -- Divine Strike: What the fuck is thunder damage? This does lightning damage. Alternatively, Thunderbolt Strike works with thunder damage. I don't know. What the fuck is thunder damage?

Cleric (War): Does anyone else feel like this class should get Extra Attacks? If you guys think it should, pick whether it should have Extra Attacks, Divine Strike, War God's Blessing, or Guided Strike (pick three).

Druid: Unlike other classes, Druids cannot use firearms at all unless they gain proficiency somehow (to clarify, non-druids simply don't add their proficiency bonus if they attack with a non-proficient weapon). If a druid gains proficiency with firearms (via feat, race, or background), he can use them normally. Druids cannot gain proficiency with any metalworking artisan tools (blacksmithing or engineering), even via feats or backgrounds.

Fighter: The fighter gains two saving throw proficiencies of choice from the following three: Strength, Dexterity, and Constitution. This replaces the fighter's normal saving throw proficiencies.

Fighter (Champion): I'm absolutely open to suggestions for this spec. If you'd like to play a Champion and there's something you'd like to see improved, please let me know. Right now, Champion is just weak compared to Battle Master and serves no practical value in a party over other martial combatants.

Fighter (Battle Master) -- Know Your Enemy: The Battle Master may use this ability in combat without studying an opponent (does not use an action) once per short rest. He may only use it on his turn.

Fighter (Battle Master) -- Feinting Attack: You may instead create an opening for an ally, giving the ally advantage on his next attack and adding your superiority die to his damage. If you're armed with a melee reach weapon, the reach of this feint is the reach of your weapon instead of 5ft.

Fighter (Battle Master) -- Rally: You may rally yourself.

Fighter (Eldritch Knight) -- Eldritch Strike: You may instead use this ability to gain advantage on your next attack roll with a spell. You may not use both functions of this ability on the same spell and you must choose which one you want before you roll to hit.

Monk: The monk's starting weapon proficiencies do not include the light rifle/light long gun/light crossbow proficiency. Sorry, monks are already pretty strong dude

Monk -- Unarmored Defense: The monk may wield a melee weapon to get the AC bonus, as outlined in the Weapons section or Dual Wielding feat (although why the hell would you get Dual Wielding as a monk?) without losing his Unarmored Defense bonus. The monk may not attack with any weapon he's using to parry, or he loses the bonus for that round. Because monks are awesome, the AC bonus from this applies to ranged attacks if the monk is wielding a monk weapon. Yes, monks can parry bullets with numchucks.

Monk -- Deflect Missiles: The monk cannot retaliate with a bullet fired at him by spending a ki point. However, you can still catch a fucking bullet in your fingers. Or your teeth. Or with chopsticks.

Monk -- Timeless Body: A monk who obtains this ability also multiplies his natural lifespan by 1d4+2 times. The monk still visibly ages as well, though much slower.

Monk (Open Hand) -- Open Hand Technique: The monk can use this on any unarmed strike he makes if he expends his bonus action and ki point to use Flurry of Blows ahead of time. The monk needs to be in range to make an unarmed attack, declare his attack and that he is going to use Flurry of Blows this turn, spend his ki point and bonus action, and then roll to hit with his first attack.

Monk (Shadow) -- Opportunist: If you are wielding a melee weapon with reach, your range with this ability is equal to your weapon's reach.

Paladin -- Divine Sense: This can detect ongoing profane/evil magic as well, such as Protection From Good. The paladin's uses of Divine Sense recharge after a short rest.

Paladin -- Divine Smite: If you are interested in playing a paladin, please give me a good argument for why you should be able to use this with ranged weapons (you can't normally). I will be receptive. You won't be able to use this with ranged spells even if it works with ranged weapons (due to one particularly abusive interaction).

Paladin -- Improved Divine Smite: If you hit a fiend or undead and you do not spend a spell slot, you deal an extra d8 (2d8 total). If you do spend a spell slot, you deal Xd8 + 2d8 (where X is the spell slot's level) in addition to weapon damage.

Paladin (Devotion) -- Holy Nimbus: Enemies that take damage from this affect who have light sensitivity are subjected to the penalties for light sensitivity, even if they are wearing eye protection.

Paladin (Ancients) -- Undying Sentinel: At level 20, the paladin is functionally immortal and doesn't age as long as he continues to follow his oath. If he retires, he will age, but it will be extremely slow and he still won't suffer age penalties. Unlike the monk, the paladin will not visibly age after level 20 unless he retires or otherwise abandons his oath.

Ranger -- Natural Explorer: You may choose urban terrain and parkour it the fuck up. If you choose urban terrain, it allows you to forage for food in an urban environment as long as you don't mind dumpster diving. You get the normal amount of food from foraging rather than double (other characters cannot do this at all) and the DC is appropriate for the size of the town.

Ranger -- Primeval Awareness: This also allows the ranger to detect his favored enemies, and it tells you the types of creatures you detect (but nothing else).

Ranger -- Land's Stride: This works in urban difficult terrain.

Ranger -- Hide in Plain Sight: Lots of changes. Holy shit this ability is bad.
- You lose the bonus if you move, and get it back if you're stationary for 1 minute or if you roll above 20 on your stealth check.
- In an urban environment, you only need to be wearing appropriate clothes to gain the bonus.
- You lose the bonus if you leave the terrain for which your disguise is appropriate, but not if you move.

Ranger -- Foe Slayer: This applies to all attacks the ranger makes against favored enemies, and applies to both attack and damage rolls (you don't have to choose).

Ranger (Hunter) -- Horde Breaker: If you use a shotgun (loaded with shot), the second attack does not expend ammunition.

Ranger (Hunter) -- Volley: If you use a shotgun (loaded with shot), you only expend one shell while using this attack.

Ranger (Beast Master) -- Ranger's Companion: Lots of buffs.
- If you're mounted on your companion, it follows either the mount rules or the companion rules, whichever is more beneficial to you (or it).
- Your companion's hit points equal your hit points (including feats), but with its CON modifier instead of yours OR its normal maximum hit points, whichever is better.

Ranger (Beast Master) -- Exceptional Training: You can use your bonus action to command your pet to attack. Hoo boy.

Feats

Crossbow Expert is removed, and replaced with Firearm Expert:
- You ignore the Loading quality of firearms (you must still reload if your weapon is empty).
- You aren't at disadvantage when within melee range of an enemy while using firearms.
- While using a shotgun (loaded with shot) at 10ft or closer, increase the damage dice by one step (from d4 to d6, d6 to d8, or d8 to d10). You still use the shotgun's bonus dice feature.
- You are proficient when using a firearm as a melee weapon, as long as you are proficient with that firearm. If you are granted an opportunity attack, you can fire your weapon instead of striking with it.

You get the AC bonus from Dual Wielder while wielding two weapons as long as one is a melee weapon. The AC bonus from this feat only applies to melee attacks. You can use Dual Wielder to dual wield any firearm (or a firearm and a one-handed weapon) that can be used one-handed.

The advantage on checks from Dungeon Delver applies to other related investigation and perception checks, such as finding hidden switches, drawers, secret compartments, and other similarly hidden objects. It doesn't apply to questioning type investigations or perception to notice creatures.

Healer increases your Wisdom score by 1, to a maximum of 20.

Inspiring Leader doesn't take 10 minutes, but it can't be done quickly. Estimate an average of 5 minutes, but can take longer or shorter depending on the morale of the characters you're inspiring.

Keen Mind's memory is better than listed; the memory recall is only limited to one month if the player himself forgets. If the player remembers what he intends to recall, anything can be recalled.

Mage Slayer allows you to use the benefits of the feat as long as the spellcaster is within the reach of your weapon. If you are wielding a firearm and have the Firearm Expert feat, you may use the effects of Mage Slayer (including the reaction) on spellcasters within 10 feet as long as at least one of the guns you are wielding is loaded (and always applies within 5ft, since you're armed with a melee weapon).

If you have the Firearm Expert feat and the Mobile feat and fire on an enemy within 10 feet of you, you do not provoke opportunity attacks for the rest of the turn from that enemy, whether you hit or not.

If you have the Mounted Combatant feat, you gain advantage on melee weapon attacks while in a vehicle, as long as the target is an unmounted creature smaller than the vehicle. You may also take attacks intended for the vehicle, even if you're not the one driving.

The Polearm Combatant feat applies to any polearm, including lance, pike, and any other polearm I happen to add to the game. The bonus haft attack must strike a target within 5ft; it does not benefit from the Reach feature of the polearm, and can't be made with a lance.

Sentinel and Mobile feat interactions: Mobile beats Sentinel.

You cannot use an off-hand weapon as a shield for the Shield Master feat.

You must have a free hand to start a grapple with the Tavern Brawler feat.

Firearms

Most crossbows in NEXT are replaced by firearms. There is a larger variety of firearms compared to the crossbow options available. Proficencies are changed in the following manner:

*Light crossbow becomes light rifle (technically, light long gun). This includes pistol caliber rifles (usually .45 Lhomme) and light shotguns (usually .64 caliber).

*Heavy crossbow becomes (all) long guns (including light rifles if the class originally lacked proficiency with light crossbow, although I don't think there are any instances where this is the case). This includes any gun where the forend is supported by the off hand. If both hands are on the grip, or if one hand is free, it is a pistol, even if the gun is fired from the shoulder. This proficiency also applies to all two-handed crossbows (light crossbow does not, it now only applies to light long guns).

*Hand crossbow becomes pistol. This includes some very short shotguns, most revolvers, and some shoulder-fired guns that are intended to be fired with both hands on the grip.

Single action revolvers, bolt action rifles, lever action guns, and pump action shotguns all have the Loading property and take the user's once per turn "use an item" free action to ready a new cartridge to be fired. This generally means only one or two shots per round can be fired, regardless of the user's number of attacks. Self-loading guns do not have this problem and can be fired until the weapon's magazine is expended.

Reloading a gun is an action or a bonus action (character's choice). This applies whether the gun has a swing-out cylinder and is loaded by moon clips, or uses a loading gate and must be loaded (and shells ejected!) one round at a time, or whether it has a feed tube that must be unscrewed and loaded at the muzzle end. It doesn't matter; all reload in one action. Reloading a crossbow is also an action or bonus action (it's pretty time consuming).

For more information on what types of gun are available, see the new equipment post.


Proficiencies

Vehicle (NEW): This is three new proficiencies; Land (for motor vehicles), Water (for all watercraft), and Air (for airships). Animal Handling is the skill used for riding live mounts, whether land, air, or water.

Arcana: This includes knowledge about most "paranormal" type monsters, including undead, elementals, fey, celestials, fiends, et cetera.

Military (NEW): INT-based knowledge proficiency. Details in weapons, military strategies and modern military history. May include some ancient military history, but only relevant to weapons and strategies.


Resting

A short rest is now 8 hours. You don't need to sleep during this time, but you can't take any strenuous activity.

A long rest is 72 hours. At least 24 hours of this time must be continuous. The remainder must be used in periods that must exceed at least 8 hours. These 8 hour rest periods may not be used as short rests. In practice what this actually means is that you must take at least one day off to rest and recuperate, and may work normally and do normal stuff but not stress yourselves to get the benefit of a long rest. The "one day off" can be taken at any time. For resting purposes, any recreation that doesn't require too much strenuous activity can be counted for a long rest. If you want to take the day off and go to an amusement park, you can do that. If you want to pick up a hooker (or spend time with gf or something), you can do that. If you want to go the bar, get wasted, and then sleep it off, all the time counts (unless you make Investigation checks or something while you're at the bar). You can still make Knowledge type checks or even artisan checks as long as you don't make money or stress yourself. For instance, just hanging out with your band and jamming, or making some kind of art that is not a commission (it's something you want to make, not something you're doing for work), or cooking for your friends, team, significant other, or whatever. You can even make "improvements" on your weapons if they have no mechanical value, like improving the trigger or sights or whatever (there's no masterwork quality), if that's what you find relaxing.


Weapons

An off-hand melee weapon that is carried but not used to attack provides a +1 bonus to Armor Class against melee weapons only. This bonus is mutually exclusive with carrying a shield of any kind. If the character is using two melee weapons, either weapon may be used to attack, as long as one is held for parrying. Using TWF of any kind for bonus attacks forfeits the bonus to AC, even if the character holds two weapons, but uses one weapon and an unarmed strike such as a kick or headbutt. A character with multiple attacks via the Extra Attacks feature may interchange any attacks he wishes (including unarmed strikes), as long as he doesn't use his bonus action to make an extra TWF attack. This AC bonus is replaced by the bonus from the Dual Wielder feat.

Simple weapon proficiency includes light rifles. Martial weapon proficiency includes all firearms.

Loading property: This feature is a bit different. A gun with the Loading property has a manual action that must be cycled every time the gun is fired. This includes single action only revolvers, bolt action rifles, pump action shotguns, and lever action rifles or shotguns. The exact mechanic isn't important. Working the action on a firearm uses the user's free object interaction. This means that the user can fire a Loading firearm twice in a round (if he has the Extra Attacks ability) but will only be able to fire it once on the next round, and only after cycling the action with his free object interaction. A character doesn't necessarily need one hand free to work the action on a gun; if it's a two-handed gun, then both hands are needed but a one-handed gun does not.

A character can cycle the action on up to two firearms by using the Use an Object action (or bonus action if a Thief rogue, if desired), and these firearms don't have to be wielded, but the action must be available (for instance, cocking the hammer on a holstered revolver).

Most semiautomatic firearms must also be "cocked" prior to use.

DA property: The firearm can be operated without being cocked, but imposes disadvantage on the attack roll. If the firearm does not also have the Loading property, the firearm becomes cocked after the first shot and does not need to be readied again.

Sunday, November 22, 2015

NEXT fantasy races

Dwarf
Fantasy traditionalists. Not much different than typical D&D dwarves. Very slow to adapt to new ideas, including technology. Stubborn, direct, and extremely loyal, especially to family. Dwarves love money and are hardworking and motivated in whatever they end up doing.

Dwarves live a little bit less long, around 200-250 years.

Elf-dwarf racism isn't as strong as typical high fantasy, though romantic pairings are still pretty rare (probably mostly due to the respective natural attraction/revulsion to facial hair). It's pretty common to see elf-dwarf friendships in modern cities. More rural dwarves are more likely to be racist against everyone, elves included.

Dwarves are roughly as prolific as humans but tend to be concentrated around some specific geographical area. The equivalent in a city would be a Chinatown or something similar (call it dwarftown or something). The overall real-world racial equivalent to dwarves would probably be Asians, especially Japanese (though much more prolific).

Dwarves don't have a real racial language. Their native language mirrors that of whatever region they happen to live in (many regional languages have roots in the local dwarven languages from ancient times though). Dwarves get their regional language for free instead of Dwarven.

The dominant religion for dwarves is the Trinity. Virtually all dwarves follow Trinity traditions even if they are not devout.

Hill dwarf subrace are usually rural dwarves
Mountain dwarf subrace are usually city dwarves
eg. ignore fluff on subraces

Half dwarf-humans are called "hobbits" (but we'll probably call them halflings)
Half dwarf-elves are called "gnomes"


Elf

Elves are long-lived, and like the dwarves are pretty set in whatever was cool 100 years ago. They're much more like Tolkien elves culturally than like D&D elves, meaning that they tend to not understand what the fuck those silly short-lived races are doing. A large number of elves are old enough to have seen real spellcasting in their lifetime. Elves are extremely slow to adapt to technology and tend to dislike things like aircraft, cars, or trains.

Elves love art and individual expression.

Elves form the majority of natives from Paolo, but the continent has become such a huge melting pot that people descended from immigrants vastly outnumber the elves there. Likewise, elves are everywhere in the western hemisphere. They're a bit less common elsewhere in the world. The real-world equivalent to elves would probably be some weird cross between Latin Americans and Native Americans.

The elf native language is Vegan (that's vay-gun, not vee-gun). There are a number of old elven tribal languages (collective equivalents of D&D Elven, Sylvan, and/or Druidic) but they are not used except in elven tribal communities. The likelihood of elves speaking "Elven" is probably about 1 in 5 or so, but it gets a lot more likely if an elf is older. Elves can pick either Elven or Vegan as their free language (Vegan is the campaign language, so keep that in mind).

-High elf subrace is fairly common (most elves), but unless they are PCs they do not get the wizard cantrip (but get some NPC "magically gifted" trait instead). PCs get all normal racial features.
-Wood elf subrace is uncommon outside of Paolo, and tend to live in tribal communities called "refuges." Some modern elves descended from wood elves exist but NPCs tend to not have the special racial traits unless trained. PCs obviously have all racial traits.
-Drow elf subrace is just subterranean elves and have nothing to do with Lolth, they're pretty rare, though more "surface drow" are becoming common since science can solve some of their problems there. Most are from mixed elf-dwarf communities and tend to be less conservative than typical elves or dwarves. Most of dwarven acceptance of things like trains and guns probably comes from drow. Sunglasses exist; you can buy off the light sensitivity with cash as long as you have them on. Note that the hand crossbow proficiency is replaced with pistols (hand crossbows are archaic technology).

The dominant elf religion is druidism/shamanism (basically a Shinto-type belief, with some D&D druid splash).

Half elf-humans are called "velves" (singular velf)
Half elf-dwarves are called "gnomes"


Hobbit / Halfling

Not much to say about halflings other than they are much less nomadic than typical D&D halflings. Again, much more like Tolkien hobbits. Also fuck that lawful good fluff. Seriously?

Not much to say about subraces either.

The native language of hobbits is regional, again. They're half dwarf-vumans.

Hobbit children with most races tend to be the race of the mother, with some traits of the father.
Half hobbit-elves are always hobbits (sometimes with more pointy ears, but not super distinct like an elf's).

"Half-dwarf" is a racial slur towards hobbits (and gnomes).


(V) Human

"Human" is the general term for any non-monster humanoid. The "human" race are called "vumans" (that's "voo-mans" or "vew-mans"). They're boring. Humans tend to be much more adaptive and forward-thinking due to their short lifespans, but this is a trait of hobbits and gnomes just as much, so whatever. They get a feat, so they're the best race. Just pick them.

As you might have guessed, the variant human subrace is the norm, and by that I mean NPCs don't get an actual feat (but probably get some other NPC trait). PCs can still pick normal or variant, but they're still considered vuman in the setting and there's no physical differences other than the obvious from having different physical stats.

Vuman native language is whatever their regional language is, so vumans technically get 2 languages of choice. hax

Half vuman-elves are called velves (singular velf) or more commonly by vumans, "velfs"
Half vuman-dwarves are called hobbits
Half vuman-orcs are usually called orcs (they are still half-orcs genetically and statwise)


Dragonborn

They're the blessed of the meddling Dragonwright gods or descendants of actual dragons (typically 1/8 dragon or so). Most are assumed to be dragon-descended. Dragonborn are highly encouraged by their families to find partners of their own species, as dragonborn are very rare and always considered exotic. Most dragonborn families travel a lot; partially due to racism, partly due to the fact that most dragonborn are professional soldiers, and partly due to find other groups of dragonborn. Companies of mercenary dragonborn are a thing, and hella dangerous. A dragonborn that doesn't follow a combat arms profession is pretty rare.

Dragonborn have much longer lifespans (typically in the 200 year range).

Dragonborn racial languages include Draconic, plus whatever its family spoke. This doesn't have to be the same as their regional language.

Half-dragonborn children tend to depend on how diluted the original dragon blood is.
Some children of two dragonborn parents are non-dragonborn, particularly if both parents' dragon blood is thin.

NPC dragonborn don't always have a breath weapon (again, thin blood etc). PCs always do, of course.


Gnome

The innovators of the world. The longevity of elves and the productivity of dwarves come together to form the ur-race, at least from a cultural perspective. Most gnomes don't get along with their parents or family communities, and tend to move to places where they can more freely express themselves (not that stodgy elven "artistic expression" where only certain things are "real art.") Gnomes are super rare and usually misaken for hobbits. Most gnomes lie about their age after they're past about 70 or so unless they work in the scientific or engineering community.

-Forest gnome NPCs don't have the illusion racial (replaced with NPC magical aptitude).
-Rock gnomes... if you want to play one, let me know and we'll talk about Artificer's Lore. It will probably get you more than just a benefit on History checks. Likewise, you can produce more than the devices listed with Tinker, but anything produced must be similarly useless.

Gnome children tend to be the race of the mother.
Half gnome-elves are almost always gnomes.

Like hobbits, "half-dwarf" is a racial slur against gnomes. Again, most people can't tell the difference between gnomes and hobbits unless the gnome is shooting magic sparks out of his fingers or something.


Velf / Half-Elf

For most people, a velf is indistinguishable from an elf (most elves can tell the difference). The main way to tell a velf and an elf apart is usually attire and demeanor. Velves tend to be much more human-like and progressive, though this is not a hard rule and many embrace elven traditions and culture. Velves are not naturally charismatic, unlike core D&D, because that shit makes no damn sense. They tend to mirror the culture they grew up with.

RACIAL STAT CHANGE: Velf Dexterity is increased by 2 (instead of Charisma) and they can choose two other stats to increase by 1 (as normal).

Velves can pick one of Elven or Vegan plus their regional language (fuck common) and another one of choice (as usual). All other racial traits are the same.

Half-elf is a racial slur, and a much more vulgar one than half-dwarf is for hobbits.


Orc and Half-Orc

Half-orcs are a problem. Orcs are not considered human by most people; Orcish slavery is legal in a lot of countries and orcs are generally not considered citizens. Only vumans, ogres, and orcs can breed with orcs, and the result of orc-human copulation is a half-orc. Half-orcs are a tricky subject, because their skin color is still green or grey even if they were raised in a good Vuman home with good Vuman "parents" (they tend to be bastards of Vuman men and Orc slave women, though the inverse is sometimes true). Unlike the other half-breed races, "half-orc" is more of a compliment to someone of perceived orcish blood, and frequently claimed by half-orcs ("I'm only a half-orc, jerk"). Most people just call half-orcs orcs, because they're all the same thing to them.

Even in countries where slavery isn't legal (most countries in Paolo), people of orcish blood are discriminated against harshly.

Worship of Gruumsh is not really common among half-orcs; most civilized ones worship the Trinity. It's still possible for a half-orc to be raised by orcs (in an orc tribe), in which case Gruumsh worship would be very likely, but that's pretty uncommon since tribal orcs don't tend to breed with vumans.

A huge number of half-orcs are illegitimate slum kids that either die on the streets or grow up to be thugs. In case it wasn't obvious, the real-world parallel for orcs are Africans.

Half-orcs get their regional language plus one of choice (instead of Orcish). You can still pick Orcish if you want but it won't really be useful.

Children of half-orcs and vumans are usually vumans, often with a bit darker skin color than the vuman parent.

"Green" and "Greenskin" are racial slurs.

If a player wants to play an orc (and Savage Attacks is a really good martial racial), it is probably a good idea to be visibly armed most of the time as the extra attention from the cops is probably worth deterring harassment from normal folks. Additionally, if the orc PC is then disarmed for whatever reason, it might be a red herring for the half-orc's actual capabilities.


Tiefling and Aasimar

Just a quick aside. Tieflings and Aasimar tend to be the children of "saints," that is, people touched with the gift of divine power (clerics and paladins). Although warlocks use an arcane power source, they are also capable of producing tiefling offspring, typically via some unholy ritual -- assuming they use a non-fey pact. Most clerics and paladins don't produce aasimar kids, so one is usually something special. Non-spellcasters can still produce tiefling offspring through similar methods as the warlock; draw a circle, have a bunch of participants, spoil a virgin, chant the name of Jesus a bunch, et cetera.

Tieflings tend to be viewed in the traditional D&D manner -- meaning, as freaking demon children, because they are. Aasimar tend to be viewed as blessed, though they can still be alienated due to being different-looking.

Alignment leanings for both are non-existent, although parental influence can play a large part.

Aasimar are pretty nonexistent; tieflings are still rare, but more common since they are a bit easier to induce through prayers to dark gods. Praying to the gods to bless a child and having the gods actually answer will usually result in a cleric or paladin (a "saint") rather than an aasimar. On top of that, the gods don't usually answer or will simply give a healthy child.

NPC tieflings may have NPC magical aptitude rather than their racial spell-like abilities but NPC tieflings may actually have spell-like powers.

As always, there's no common language, so tieflings speak their regional language plus Infernal.

Tieflings can come from any racial heritage. Partial dwarven tieflings tend to be shorter, but much taller than dwarves (in the 4-5 foot range). Partial elven tieflings have elven ears. Obviously, gnome tieflings have both traits. This does not affect their statistics (eg. land speed).

Monday, January 26, 2015

White dragon fight (like nick will actually read this)

Suggestions are welcome ofc

THE TEAM

Alain, CLR6/PAL3
Immune to fear
+4 Ref
AC 22
ring of protection +1, scroll RE(mass) CL7
Amulet of teamwork (+2 flanking damage, +3 aid another, single use +5 insight to AC)
Healing belt (4d6 hp, 1 charge)
+1 bastard sword (+8 attack, d10+3, crit 19-20)
Spell DC 10 + 3 + SL

Jarn, SOR5
Immune to frightful presence
+1 Ref
AC 18
1 scroll SM2, 1 scroll SM3, cloak of comfort +1
Arcanist's gloves (2/day +2CL on level 1 spell)
Spell DC probably irrelevant (10 + 4 + SL)

JC, BRD6/WIZ1
+6 Will, +5 Ref
AC 11 or 14 (with mage armor)
1 scroll SM2, 1 scroll SM3, cloak of charisma +2
Metamagic rod of piercing spell (+6 spell penetration, 3x/day)
Spell DC probably irrelevant (10 + 5 + SL bard, 10 + 3 + SL wiz)
UMD +16/+20 with scrolls/+2 aid another

Kaeli, FTR6/ROG3
Immune to frightful presence
+7 Ref
AC 20 (with dodge)
Sneak Attack 2d6
potion of barkskin CL3, potion of blur CL3
+2 longsword (+11 attack, d8+4, crit 19-20)
+1 small longsword (+10 attack, d6+2, crit 19-20)
mwk composite longbow +2 (+11 attack, d8+2)
dragonbane arrow (+2 hit, +3+2d6 damage vs. dragon)
Amulet of tears (12 temphp, 3 charges)
Tumble +14

Lucas, SOR4
Immune to frightful presence
approximately +3 Ref
Has Precise Shot
many scrolls Ray of Enfeeblement CL2
Metamagic rod empower spell (1.5 spell dice, 3x/day)

Roderick, ROG5
Approximately +2 Will, +7 Ref (maybe give him cloak of comfort)
AC unknown
Has Precise Shot, Sneak Attack 3d6
+2 composite shortbow (+8 attack, d6)
dragonbane arrow (+2 hit, +2+2d6 damage vs. dragon)

Prince Wilhelm Reichelt II FAM6
Will +7, Ref +7
AC no getting hit bad bird

THE ENEMY

White Dragon (young adult)
15 HD (142 HP)
AC 23 (-1 size, +14 natural)
STR 19, CON 17, all other stats 10ish
Fort +12, Ref +9, Will +9
+15 BAB
bite 10ft reach, 2d6+4
claw d8 +2
wing d6 +2
tail d8 +6
full attack: bite +18, claw +13 claw +13 wing +13 wing +13 tail +13
increase secondary attacks to +15 if he has multiattack REALLY LIKELY
+23 on grapple (don't try)
Frightful presence: Will DC17; is a fear save so morale bonus applies. Failure means shaken for 4d6 rounds for the 5HD people. For the 4HD people, failure means fleeing.
Breath weapon: DC20 for 5d6 cold. 40 foot cone.
60 ft land speed, 200 ft fly speed. Poor maneuverability.

THE STRATEGY

Start of day
Alain: Shield Other >> Kaeli
Jarn: Mage Armor >> Jarn
Kaeli: oil GMW >> Kaeli's longsword
Roderick: oil GMW >> Roderick's shortbow
Not really necessary for Jarn to use mage armor on JC or familiar

Before combat
As many as possible, in order:

R1
  • Alain: scroll of RE(mass) CL7 >> all party members (7 total)
  • Kaeli: potion of Barkskin >> Kaeli (AC becomes 22)
  • Jarn: Invisibility >> Lucas
  • JC: potion of Owl's Wisdom >> JC
R2: If there is a second pre-fight round and the dragon is very far away, it should be delayed until the dragon is approximately 1000 feet away
  • Alain: Antidragon Aura >> Alain, Kaeli, Roderick (3 total)
  • Kaeli: potion of Blur >> Kaeli
  • Jarn: Invisibility >> Roderick
  • JC: Inspirational Boost >> JC
  • JC: Inspire Courage >> allies, continuous
R3
  • Alain: Interfaith Blessing >> party
  • Jarn or JC: Invisibility >> JC
  • Everyone invisible should leave a small marker item off of their person, and then pick it up so that they can be targeted during this part and their general position can be known while scattered.
  • Everyone >> scatter ~55ft from Kaeli
After R3
  • Kaeli can fire normal arrows if desired, starting the combat
  • JC should refocus ASAP if possible to get to the top of the initiative order
  • JC can use Ghost Sound to taunt the dragon in loud Kaeli/Dragon hybrid voice, speaking taunts in Draconic
  • Roderick does not attack at this point


Dragon closes to 100ft, actual combat begins
Party members should continue buffing if they aren't done yet.
If anyone is not invisible, they scatter anyway and we do without
If Antidragon Aura is not up yet, Roderick scatters, he will have to do without
Interfaith Blessing and singing are big AoE global "allies" spells so they will hit people regardless

Round 1
  • Conviction is spent to make dragon roll twice on initiative
  • JC, Roderick, Prince Wilhelm Reichelt II make will saves against frightful presence
  • JC makes a rally check to clear Shaken from Roderick if he fails, otherwise uses scroll of SM2 to summon medium fiendish monstrous spider
  • If Kaeli is fully buffed, shoot one antidragon arrow, drop bow, ready melee weapons. If not, do the next buff in line and draw melee weapons. She uses one amulet of tears charge here, and refreshes it if it is breached
  • Dragon uses Flyby Attack and strafes Kaeli with breath weapon
  • Lucas and Roderick get cover (60ft of Kaeli or closer) and hang out
  • Jarn reads scroll of SM3 to summon bison (55ft from Kaeli, awayish from himself)
  • Alain begins casting SM3 to summon a bison
  • turns need to be in this order, people should delay at this point to get them in this position: JC >> Dragon >> Jarn >> Roderick >> Alain (Kaeli and Lucas' turn orders don't matter)
Round 2
  • JC readies Downdraft
  • Kaeli waits until last initiative
  • Dragon power dives Kaeli, JC Downdrafts him out of the dive using rod (UMD needs a 2, penetration can't fail)
  • If present, Spider closes as much as possible (to within 15ft but this is unlikely) and webs the dragon (+6 to hit before range increments, likely +4, needing 5 to hit)
  • Familiar takes rod to Jarn (which is why he's not invisible) and takes cover behind Jarn
  • Roderick moves to within 30ft or closer of dragon, begins firing with antidragon arrows
  • Lucas moves to within 30ft or closer of dragon, begins using Ray of Enfeeblement scrolls without rod (needs a 14 to penetrate, 5 to hit or less depending on Weapon Focus and Interfaith Blessing)
  • Jarn moves to within 35ft or closer, begins firing Ray of Enfeeblement using all possible buffs (needs a 5, a 3 or less to penetrate, accuracy +2 if entangled, as much as +2 from interfaith blessing)
  • Jarn's bison charges and attacks dragon, provoking AOO unless dragon is prone
  • Alain finishes SM3, moves towards dragon, casts Elation (or other buffs if they're not up)
  • If all of Alain's buffs aren't up, Alain moves up and continues the buffs he missed
  • Alain may use conviction here to get another spell out (Invest Light Protection on himself, or get up to speed on any buffs he's missed)
  • Alain's bison charges and attacks dragon, provoking AOO if not already used unless dragon is prone
  • Kaeli full attacks with all melee weapons, benefiting from flanking if at all possible
Round 3
  • Ranged characters should spread out so that they cannot be simultaneously hit by a breath weapon (getting closer to the dragon, approx 25ft is better in this case)
  • Melee characters should use 5ft steps to better box in the dragon and provide cover for allies
  • If spider is not present, JC summons it unless the dragon is already enfeebled below 13 STR (6 or more damage)
  • Otherwise, JC hastes everyone near the melee in the following order: Kaeli, Alain, Bisons, Roderick, Spider(s)
  • Spider moves closer and webs, if present and dragon not entangled. If already entangled, moves closer and does nothing
  • Familiar returns to JC (without rod)
  • Dragon full attacks or attempts to break entangle; if he's prone, he will stand up (yay AOOs)
  • Roderick uses any method to maintain sneak attack and maximum DPS
  • Bisons (all) begin full attacking
  • Lucas continues to enfeeble unless dragon is enfeebled, then he begins empowered Scorching Ray blasting (needs at least a 12 to land)
  • Jarn continues Ray of Enfeeblement until he is out of rod/glove charges, even if ray has stuck, unless max damage was rolled or he scores a crit; he should cast Suds on Kaeli in this case to give her +10 on escape artist checks
  • Alain moves to within 10ft, draws weapon and casts a spell, depending on his positioning: Baneblade on Kaeli's longsword (if adjacent to Kaeli), Invest Light Protection on self (if not already cast), Local Tremor (if unable to Baneblade Kaeli)
  • Alain may burn conviction here to do more with his actions
  • Alain cannot move closer than 10ft due to the threat of AOO
  • Kaeli continues full attacking
Round 4
  • JC is done at this point unless he has some kind of an attack wand; if he has one, he uses it here (probably Blinding Spittle)
  • If JC has an attack wand, Familiar aids his UMD check (to +18, succeed on 2)
  • Spider shoots web if broken, move close and aid in flanking
  • This is the 1st round where Dragon could have breath weapon available; his actions will largely depend on the situation, he could be prone or blinded, so adaptation may be necessary
  • Jarn and his bison delay to take his turn after Alain (due to amulet of teamwork)
  • Lucas and Roderick continue gameplans
  • Alain 5ft steps into melee and either spams tremor, full attacks, casts more buffs, or heals himself, as appropriate for the situation
  • Alain should spend conviction here if he hasn't already exhausted his supply
  • Jarn and Bisons continue gameplan
  • Kaeli continues full attacking
Round 5+
  • Everyone continues gameplan
Conviction and YOU!

All of Alain's conviction should be spent on extra standards; he has not enough actions and lots to do
At least 3 points of Kaeli's conviction should be spent on double rolling bite attack rolls as a critical puts the team at a very huge life disadvantage
2 points of JC's conviction should be spent double rolling his and dragon's initiative totals, as he must spend a full round refocusing on round 1 if he doesn't go before the dragon
1 point of conviction can be spent to double roll the dragon's Reflex save on Downdraft as a failure makes him prone, preventing AOOs on charging bisons
1 point of conviction can be spent to double roll Jarn's first and/or second ray attack roll, as these are the most likely to penetrate and will deal the most strength damage

Extra conviction should be:
donated to Alain for more standards
Roderick extra moves (to stealth before full attack)
roll twice Kaeli's first and haste mainhand attacks if not enough is available
OR
roll twice Lucas spell penetration checks (not as desirable due to high waste chance)