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09:49, 26th April 2024 (GMT+0)

RTJ and Houserules.

Posted by ManofduskFor group 0
Manofdusk
GM, 1 post
Passive Perception: 0
Sat 7 Jan 2023
at 11:46
  • msg #1

RTJ and Houserules

 An RTJ should be sent with a rough paragraph describing who the character is and a few lines indicating the character's race, class, and concept.

 Characters start at level 5 with 2000sp and starting equipment.

 You get a feat at level 1.

 Each time you take a feat (including at first level), you also get the ability increase.

 You gain full hp at 1st level then half hp + 1 at each level thereafter unless you have the toughness feat.

 If you have the Toughness feat, you have max hp + 2 at every level.


 Note that this game will be played in a casual format. My schedule no longer allows for me to check in frequently. I will generally post once or twice a week on weekends except on major holidays, barring overtime.
This message was last edited by the GM at 19:57, Fri 24 Feb 2023.
Manofdusk
GM, 2 posts
Passive Perception: 0
Sat 7 Jan 2023
at 11:48
  • msg #2

Coinage

Currency uses a base 100 system. Therefore 1sp = 1gp for costs in the book.

100cp=1sp
100sp=1ep
100ep=1gp
100gp=1pp

Finally, currency has weight. 10 coins (of any denomination) weights 1lb so it is best to keep your currency light.
Manofdusk
GM, 8 posts
Passive Perception: 0
Thu 12 Jan 2023
at 16:35
  • msg #3

The Legacy of Gaius

 Not much is known about Gaius, other than he was once the Dragon King of the Gaian empire and vanished not long before its fall. However, his legacy lives on in two forms:

 The Blood of Gaius

 Often, sorcerors are born with the Blood of Gaius flowing through their veins. This manifests as a sorcerous bloodline with the following benefits:


1st: Spell Leap- You gain proficiency in Athletics as well as access to the Jump and Feather Fall spell. In addition, you gain 2 more benefits:

 1) When you cast Jump or Feather Fall on yourself, you gain the benefit of both spells.

 2) You may cast jump in higher spell slots for additional effect:

1- 3x
2- 7x
3- 12x
4- 19x
5- 28x
6- 39x
7- 52x
8- 67x
9- 84x


6th: Subjective Gravity- The Sorceror now permanently possesses a 5ft, invisible, intangible sphere. This sphere moves with the sorceror without effort on their part and always attempts to remain in the same location relative to the sorceror at all times unless acted upon by an outside force. If dispelled or destroyed, it may be summoned again as a bonus action.

 This sphere acts as the Sorceror's "down" direction. The Sorceror may move the sphere anywhere within 30ft of him, in any direction and even through objects, as a bonus action and will cause the sorceror to begin to fall in that direction. The distance between the sorceror and sphere determine the rate of falling (so placing the orb 30ft away will cause them to "fall" 30ft in that direction each round) and placing the sphere into the sorceror's square will allow them to hover.

14th: Void Sphere- The Sorceror may choose to expend a spell slot to decouple himself from his Subjective gravity sphere. The sphere then becomes a tangible and visible black sphere (that can still be moved as per normal). Any creature (other than the sorceror) that comes into contact with the sphere takes 1d12 force damage per spell slot used to power it. A Void Sphere reverts to its normal state after 1 minute or if concentration is broken.


18th: Second Sphere- The Sorceror gains access to a second Subjective Gravity Sphere, granting 2 benefits:

1) Void Sphere may now be used while benefitting from Subjective Gravity.

2) The Sorceror may choose another target to affect with Subjective gravity. Unwilling targets are allowed a Dexterity Save each round.

-------------------------------------------------

The Children of Gaius

 The Children of Gaius resemble iridescent dragonborn with a base color that ranges from white to silver depending on the light. Their stats are the same as Dragonborn except where noted.

Draconic Ancestry: 15' Cone of Force (Str Save)

Deep Lungs: The Children of Gaius add their level to their constitution score to determine how long they can hold their breath.
This message was last edited by the GM at 17:11, Thu 12 Jan 2023.
Manofdusk
GM, 9 posts
Passive Perception: 0
Sun 22 Jan 2023
at 05:51
  • msg #4

Goblins

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Goblin Anytool. You are able to repurpose scraps of bone, metal, leather, and stone into a functional tool of nearly any type. You receive 1/2 of your proficiency modifier (minimum of +1) to any tool check and do not actually require a set of tools to make a check.

Reckless Identification: You can use any magic item, even if you do not know what it does or how to activate it, if you shake it hard enough. When attempting to use a magic item that you do not know how to or otherwise could not use, you may make a DC 20 roll using Proficiency + Wisdom. If successful, the item activates. If you could then use the item, you no longer need to use this ability to do so but, if you could not, then you must continue to make checks to use the item until the DC reaches 0. Once identified, the DC of the check reduces by 2 for each successful activation.
This message was last edited by the GM at 05:59, Sun 22 Jan 2023.
Manofdusk
GM, 10 posts
Passive Perception: 0
Sun 22 Jan 2023
at 05:55
  • msg #5

Trollkin

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Trollkin reach adulthood at age 20 and live up to 120 years.

Size. Trollkin are between 5 and 6 feet tall and weigh between 180 and 280 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Limited Regeneration. You may spend a single Hit Dice as a bonus action to recover hit points as if you had taken a short rest.

Enduring. You may reduce your exhaustion level by 1 on a short rest.
This message was last edited by the GM at 06:24, Sun 22 Jan 2023.
Manofdusk
GM, 12 posts
Passive Perception: 0
Wed 25 Jan 2023
at 16:36
  • msg #6

Demons, Celestials, and Curses

 The standard fiendish and celestial races do not exist (and neither do Aasimar or Tiefling). If a mortal pursues dark ends or fel magicks, they will accumulate curses (eventually becoming a demon). Likewise, a being that envelops themselves in oaths will eventually become a celestial (or other type of outsider).
This message was last edited by the GM at 17:55, Thu 09 Feb 2023.
Manofdusk
GM, 16 posts
Passive Perception: 0
Thu 26 Jan 2023
at 18:45
  • msg #7

Blessings and Banes

 Each deity bestows blessings and banes. Some banes are curses, others trials, and others oaths. In order to obtain the blessing of a deity, you must take on a bane. You may take on the banes (and thus blessings) of multiple deities and the effects will stack.


Umbrala deals in curses. If you take on a curse, will get a boon. It is how she turns people into monsters over time.

 Diunon will challenge those who seek his blessing with a hero's trial. Complete the trial and the relic you get is the blessing.

 Naruth deals in oaths. Oaths are bound by curses (and so have an immediate effect if broken). Make (and keep) the oath to get his blessing.

 Eirideth blesses those who go to great lengths to hide or uncover something. The act of creating or uncovering the mystery is the trial and the keeping or uncovering of the secret is the blessing.

 Udest's is, by far, the easiest to obtain. Outright reject the gods and perform a feat worth having your story told.
This message was last edited by the GM at 02:50, Fri 27 Jan 2023.
Ominous Presence
GM, 1 post
Fri 27 Jan 2023
at 04:19
  • msg #8

Blessings and Banes




Manofdusk
GM, 18 posts
Passive Perception: 0
Sun 29 Jan 2023
at 05:24
  • msg #9

Blessings and Banes

 All healing magic (unless it conjures something that causes healing) is considered a Necromancy effect (as it is manipulating life energy). This is referred to as "White Necromancy".

 Also, most abilities that deal Radiant damage are also necromancy effects (unless they conjure something). They are considered "Grey Necromancy". Radiant damage, instead of specifically targeting undead and fiends, targets the bearers of Curses. Anyone who bears curses have the specific extra effects caused by Radiant damage.
This message was last edited by the GM at 05:30, Sun 29 Jan 2023.
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