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Game: In Service of the Grand Necromancer.

Posted by PsynisterFor group 0
Psynister
GM, 28 posts
Sat 13 Jan 2018
at 21:25
  • msg #1

In Service of the Grand Necromancer

Info from that game, which I closed, but a cool concept I'd like to do at some point.
Psynister
GM, 29 posts
Sat 13 Jan 2018
at 21:26
  • msg #2

Character Creation

Character Creation


1. Starting level is 3.

2. Multiclassing is allowed from the start.

3. For ability scores, we're using the standard array: 15, 14, 13, 12, 10, 8

4. All PHB races, and all classes except for monks are allowed. You're also Undead, which means you have no need for food, drink, sleep, or oxygen. You still get all of the benefits of whatever race you were before you died.

5. Hit Points will be maxed for levels 1 & 2. From there you roll and take either the roll or the average for your hit die, whichever is higher. At first level you will add your Constitution Score to your HP, rather than your Constitution modifier. So if you have Con 14 (+2), rather than adding the +2 to your starting hit die, you add 14 instead. This is a representation of your extra fortitude for being undead. All levels after first will use modifier as usual.

6. You start with the weapons and armor given by your class and background, and nothing else, not even gold. You can choose either one weapon or one piece of armor that you start with to be enchanted by your master to be a +1 Weapon or +1 Armor.

7. Alignments must be some form of Neutral. All five variations of it, including Neutral Good. Your alignment is there to give you direction in how you're going to carry out the master's plans. The Arch-Necromancer himself is True Neutral.

8. Everyone starts with 1 Feat. This feat should improve the flavor and variety of your character, representing the knowledge and experience of your past life. Make it something interesting.

9. Tracking Ammo sucks, so you have an infinite supply of normal ammo for any ranged weapon you use. Magical ammo will be tracked as normal, when/if you obtain such. Not applicable to thrown weapons.

Allowed Sources
Pretty much all of the official Wizards material is "allowed" as long as I have the book, and unless it's brand new you can safely assume I have it.

THIS GAME IS NOT FIRST-COME, FIRST-PLAY. All applications will be considered.

Important Note:
Remember that we're here to have fun and tell a story together. If your character is optimized to the teeth such that you're the only one who needs to take actions in order to win, you're probably ruining the experience for everyone else. Everyone should have a chance to shine.

RNG gods bless/curse whomever they will, I'm not talking about RNG, I'm talking excessive min/maxing. I'd much rather have a group full of Half-Orc Wizards with 11 Intelligence that just have fun with the game, than a group of min/max Variant Human Paladin/Sorcerers that could individually wreck every encounter solo. You feel me?
This message was last edited by the GM at 18:50, Fri 17 May 2019.
Psynister
GM, 59 posts
Fri 17 May 2019
at 18:53
  • msg #3

Character Creation

Other things of note:

Minor magical abilities that aren't in the books as spells. This concept might be covered by the free feat, or it might replace the free feat.

Ability to destroy items to utilize their essence or value. It removes the importance of most looting and carrying crap around.
- Normal items would just add to group funds, or provide healing or THP
- Magical items grant experience, or restore spell slots

Weapons and armor gain magical properties as you level, and as you absorb other magic items.
Psynister
GM, 79 posts
Dungeon Master
Jason
Thu 14 Apr 2022
at 17:06
  • msg #4

In Service of the Grand Necromancer

The curse provides your choice of ability? Random ability?

Second Wind: bonus action, heals 1d10+Character level, 1/short rest
Necrotic Cantrips: Chill Touch & Toll the Dead

come up with other options here soon, if I'm going to make it different
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