Forum Index


 
 Forum IndexFAQSearchRegisterLog in

:: The Rise of The Broken Bastion ::

 
Post new topic   Reply to topic     Forum Index -> General
Previous topic :: Next topic  
Author Message
Hart


Offline

Joined: 13 Sep 2012
Posts: 34

PostPosted: Sat 22 Dec - 01:49 (2012)    Post subject: The Rise of The Broken Bastion Reply with quote

    
 
 
Instead of playing bold adventurers who journey into monsters’ lairs to wipe them out and loot their stuff, the players take the role of the monsters, determined to stop pesky heroes from invading their homes. Instead of being “the good guys,” the players get the chance to be “the bad guys.”   
 
Building traps, mining your complex, customizing your lair, running a tribal economy, crafting, defending the lair from other monsters, dealing with NPC adventuring parties/assaults from the nearby town, Raiding nearby town, building your own hordes. Whos going to be the Overlord of the Horde!!  
Welcome to the broken Bastion.   

_________________
-Sure, I could have stayed in the past. I could have even been king. But in my own way, I *am* king.
[grabs the girl close]
-Hail to your king, baby.
[kisses the girl]


Last edited by Hart on Sat 22 Dec - 02:39 (2012); edited 3 times in total
Back to top
MSN
Publicité






PostPosted: Sat 22 Dec - 01:49 (2012)    Post subject: Publicité

PublicitéSupprimer les publicités ?
Back to top
Hart


Offline

Joined: 13 Sep 2012
Posts: 34

PostPosted: Sat 22 Dec - 02:01 (2012)    Post subject: race et class permise. Reply with quote

Goblin Racial Traits
+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Goblinoid: Goblins are humanoids with the goblinoid subtype.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.









Blue Goblin Racial Traits
+2 Intelligence, +2 Dexterity, –2 Strength: Blues are smart and quick, but their small size makes them weak.
Goblinoid: Blues are of the humanoid (goblinoid) subtype.
Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Blues are fast for their size, and have a base speed of 30 feet.
Darkvision: Blues can see in the dark up to 60 feet.
Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with nongoblinoid humanoids, but gains a +1 bonus to Charisma- based skill checks while interacting with goblins.
Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
Keen Senses: Blues receive a +2 racial bonus on Perception skill checks.
Stealthy: Blues receive a +2 racial bonus on Stealth and Ride checks, and blues always treat Stealth as a class skill
Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.



Kobold Racial Traits







+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak.
Reptilian: Kobolds are humanoids with the reptilian subtype.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Weakness: Light sensitivity.
Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Hobgoblin Racial Traits
+2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

Bugbear Racial Traits
+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma: Bugbear are strong, fast and hardy but they are unpleasant to be around.
Goblinoid: Bugbears are humanoids with the goblinoid subtype.
Medium: Bugbears are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Bugbears have a base speed of 30 feet.
Darkvision: Bugbears can see in the dark up to 60 feet.
Scent : Bugbears have the scent ability (Bestiary 304).
Armor: Bugbears have a +2 natural armor bonus.
Sneaky: Bugbears receive a +4 racial bonus on Stealth checks.
Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

Orc Racial Traits
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
Orc: Orcs are humanoids with the orc subtype.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Ferocity: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Quaggoth Racial Traits                 
+4 Strenght, -2 Dexterity, -2 Charisma: Quaggoth are brutal and are unpleasant to be around.
Quaggoth: Quaggoths are humanoids with the quaggoth subtype.
Medium: Quaggoths are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Quaggoths have a base speed of 30 feet and a climb speed of 30 feet.                        
Climber : Quaggoth have a +8 racial bonus on Climb checks.
Darkvision: Quaggoths can see in the dark up to 60 feet.
Light Blindness : Quaggoths are blinded for the first round then dazzled in areas of bright sunlight or within the radius of a daylight spell.                                                    
Armor: Bugbears have a +1 natural armor bonus.
Fearless: Quaggoths receive a +2 racial bonus on all saving throws against fear effects.
Scent: Quaggoths have the scent ability (Bestiary 304).
Bite: Quaggoths have a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the quaggoths is wielding manufactured weapons.
Claws: Quaggoths have two claw attacks dealing 1d4 damage. These are secondary natural attacks.
Rage (Ex): A quaggoth that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength and –4 AC. The creature cannot end its rage voluntarily.
Languages: Quaggoth begin play speaking Common. Quaggoth with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Slyth Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength. Slyths are wise in the ways of nature and reasonably agile, but their amorphous forms are not especially strong.
Medium: Slyths have no bonuses or penalties due to size.
Normal Speed:A slyth’s base land speed is 30 feet. A slyth in amorphous form (see below) has a swim speed of 30 feet.
Alternate Form (Su): As a standard action, a slyth can change shape, assuming an amorphous form. Any equipment the slyth is wearing or carrying transforms to become part of this new form. Material armor (including natural armor) becomes worthless, though the slyth’s Dexterity bonus, deflection bonus, and any armor bonuses from force effects (for example, from the mage armor spell) still apply. In her amorphous form, she cannot be flanked or stunned and she is immune to critical hits, but she can’t attack or cast spells with verbal, somatic, material, or focus components. (This limitation does not rule out spells that the slyth may have prepared using the metamagic feats Eschew Materials, Silent Spell, and Still Spell.) The slyth loses all other
supernatural abilities while in amorphous form, and her magic items cease functioning. Her amorphous form is nearly fluid and boneless, enabling her to pass through holes or narrow openings as small as 2 inches in diameter. Resuming her normal form is a full-round action that does not provoke an attack of opportunity. A slyth can remain in amorphous form for up to 10 minutes per class level, but after resuming her normal form she cannot change again for as long as she spent in amorphous form.
Water Breathing (Ex): A slyth can breathe underwater indefinitely.
Immunities (Ex): Because of their shapechanging abilities, slyths are immune to polymorphing and receive a +4 racial bonus on saving throws against poison.
Resistances (Ex): A slyth has sonic resistance 5.
Racial Bonuses: A slyth has a +4 racial bonus on Disguise, Escape Artist, and Survival checks.
Languages: Slyth begin play speaking only common. Slyth with high Intelligence scores can choose from the following:
Goblin, Dwarven, Gnome, and Undercommon.

Svirfneblin Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength, –4 Charisma: Svirfneblin are fast and observant but relatively weak and emotionally distant.
Gnome: Svirfneblin are humanoids with the gnome subtype.
Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.
Senses: Svirfneblin have darkvision 120 ft. and low-light vision.
Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.
Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.
Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes.
Stonecunning: Svirfneblin gain stonecunning as dwarves (Core Rulebook 21).
Spell Resistance: Svirfneblin have SR equal to 11 + their class levels.
Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day— blindness/deafness, blur, disguise self; caster level equals the svirfneblin’s class levels.
Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran. Orogs

Half-Ogre Racial Traits
+6 Str, –2 Dex, +2 Con, –2 Int, –2 Cha. Half-ogres are big, brawny creatures without a great deal of intelligence or couth.
Large: As Large creatures, half-ogres have a –1 penalty
to Armor Class and a –1 penalty on all attack rolls. They also have a reach of 10 feet.
Speed: Half-ogre land speed is 30 feet.
Darkvision: Half-ogres have darkvision with a range of 60 feet.
Natural Armor: Half-ogres have +2 natural armor due to their tough, thick skin.
Giant Blood: For all special abilities and effects, a half-ogre is considered a giant. Half-ogres can use giant weapons and magic items with racially specific giant powers as if they were giants.
Automatic Languages: Giant and Common. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Abyssal.
Smart half-ogres (who are rare) may know the languages of their allies or rivals.



Class Allowed             book                     race allowed                                 class description
Fighter                                                       Quaggoth, Orc, hobgoblin
barbarian                                                    bugbear, quaggoth, half-ogre
favored soul                   CD                       Slyth, Hobgoblin, Svirfneblin      spontaneous divine caster
psychic warrior              XPH                     blue goblin, half ogre                       psionic barbarian
Wilder                           XPH                     Blue goblin, Kobold                       wild psionic manifester
ranger                                                        Bugbear, Orc, Hobgoblin
rogue                                                         Svirfneblin, Goblin
scout                             Cad                      goblin, Svirfneblin,                      spring attack addict
sorcerer                                                      Kobold, Goblin
spirit shaman                   CD                      hobgoblin, Slyth                           druiddish caster
warlock                          Car                      Blue goblin, Goblin                  magic archer without arrow
dragon shaman               PH2                     Bugbear, Quaggoth                       aura booster, melee
dragonfire adept              DM                     Kobold, Blue Goblin                    breath weapon blaster




  • Je peux printer les class entierre sur demande.
  • Les class qui on un prérequis d'alignement ou de divinité ou code de conduite ne sont pas   contextuellement profitable pour cette campagne et donc pas permise. merci


_________________
-Sure, I could have stayed in the past. I could have even been king. But in my own way, I *am* king.
[grabs the girl close]
-Hail to your king, baby.
[kisses the girl]


Back to top
MSN
Hart


Offline

Joined: 13 Sep 2012
Posts: 34

PostPosted: Sat 22 Dec - 03:36 (2012)    Post subject: level, ability score, power gaming, sujestion. Reply with quote

on comence lv 1. on devrais passé au lv 2 a la fin de la premiere game.

pour les stats: on brasse 3d6 2 fois, c tout. pas de 18 gratos nada.... penser goblin... ?! 18 !!!! je vous challenge de seulement brasser 2d6 histoire de pimenter le tout. le systeme de hero point est utiliser, ne vous en faite pas vous aller avoir au minimum 15 partout apres un tit bout.

c'est une game qui est plus axé sur la stratégie que le powergaming. il nest pas nécésaise detre un tank. mes NPC sont prégénéré de la 3.5 édition.

la game devrais etre dans environ 1 ans ( apres la game de matt et celle de burn) donc dans longtemp mais jaimerais vraiment que vous me postier un petit message pour savoir si le concept vous intéresse.

_________________
-Sure, I could have stayed in the past. I could have even been king. But in my own way, I *am* king.
[grabs the girl close]
-Hail to your king, baby.
[kisses the girl]


Back to top
MSN
Burn


Offline

Joined: 12 Sep 2012
Posts: 64
Localisation: St-Etienne de Beauharnois

PostPosted: Sat 22 Dec - 16:23 (2012)    Post subject: The Rise of The Broken Bastion Reply with quote

Super la liste, ya juste Svirfneblin qui fitte pas pantoute...c'est une race de gnome, donc pas monstrueuse dutout et en plus c'est good.

Pis je comprend pas les restrictions de classe par rapport aux races??? Moi je veux faire un orc Druid...de 1 t'a pas mis druid ( Fouille moi pourquoi ) et de deux Orc peut pas faire de druid?

Je cherche le lien...( Même si j'ai vu que t'a mis Spirit Shaman pour compenser, mais qui n'arrive pas à la cheville du druid )

Et comment on fait pour faire un multiclasse ( étant donner que chaque race a juste une ou deux classe de permise )??

Concept super bon mais beaucoup trop de restriction de base.
_________________
La ou on va on n'a pas besoin...de route.


Back to top
Contenu Sponsorisé






PostPosted: Today at 04:16 (2017)    Post subject: The Rise of The Broken Bastion

Back to top
Display posts from previous:   
Post new topic   Reply to topic     Forum Index -> General All times are GMT - 4 Hours
Page 1 of 1

 
Jump to:  

Index | Administration Panel | Create a forum | Free support forum | Free forums directory | Report a violation | Conditions générales d'utilisation
Flowers of Evil © theme by larme d'ange 2006
Powered by phpBB © 2001, 2005 phpBB Group