Dungeons and Dragons Megathread

Starting HP is 6+Con Modifier, with every level thereafter offering 4+Con Modifier. It's not *terrible* if you have at least Con 14 (which you do), but it does mean you're rather fragile without the expense of a Feat or magical protection.

Do they maybe get stealth as a starting skill choice? I could expend a background for it but I really want to get the entertainer background for musical reasons. Elistraee loves music afterall :)

Also does Extra Attack stack?
 
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I'm hoping this is the right thread, but if it should go elsewhere, just say so.

I'm a DM for a group that does both Pathfinder and AD&D 2e. For the Pathfinder game, I've been thinking about resurrecting a homebrew setting I made back in 3rd edition many years ago. And I'm wanting to get some opinions.

The basic concept of the setting is to turn things on their head a bit. The alignments and cultures of the various races are radically different from standard. My Orcs are LG classical Greeks, with a hoplite fighting style being common for orc and half orc fighters. My goblins are CG steampunk-ish inventors and alchemists. Good at heart, but also nuttier than a bag of squirrels. Ogres are NG cheerful country bumpkins, pretty peaceful unless someone starts trouble. Hobgoblins fill the usual "LG Paladin/Crusader roll, with their lands being studded with great fortress-monestaries and beautiful cathedrals. Conversely, my Elves are non-playable and always mid-high level. They are more like the classic "fae courts". Interacting with elves is almost always a bad idea. Dwarves are militaristic racial supremacists. Gnomes are malicious illusionists, and their deceptions are the cause of many wars among the other races. Halflings are pretty much all the negative stereotypes of gypsies, with a racial love for poison tossed into the mix.

Humans like always are the "balanced" race between good and evil, but even they get switched around. The largest human kingdom is a benevolent magocracy ruled by an ancient necromancer. Everyone eventually becomes undead. Either as "noble" (sapient) undead, a privilege earned by service to the state, church, or by paying off a necromancer to turn you early, or as "servitor" (mindless) undead, to labor in the fields, mines, etc... The massive labor force and the reversed necromancy also pumping life energy into the soil makes this kingdom incredibly prosperous, and the undead servitors are "paying back the debt they incurred in life".

Now originally, the state religion was Evening Glory (eternal love, beauty, immortality through undeath), from Libris Mortis, but that isn't in Pathfinder, so I may just create a similar deity for the new version.

I'm just sort of posting it here for opinions, suggestions, etc... while I work on converting major NPCs, setting up a campaign based on a dwarven invasion. (Heroes sent to find ancient weapons/magic to battle the dwarves giant war golems)
 
Do they maybe get stealth as a starting skill choice? I could expend a background for it but I really want to get the entertainer background for musical reasons. Elistraee loves music afterall :)
I do not believe so, no. That said 5E works under a duplicate system wherein if you have a Background skill that is already represented in your Racial or Class skills you can swap it out with any remaining skill (of the same type: No swapping a duplicate tool proficiency with Athletics, for example) of your choosing.

Also does Extra Attack stack?
It does not. Fighter's 11th level attack increase is the only way to get a third Extra Attack using a single Attack action.
 
What skills do Bladesingers have when they start then? I'm almost done building up my first one *SQUEE*
 
Which is great for me. Now then..i have 17 ac in total and still havent picked my spells.

Can I assume that as a drow i get to have 3 cantrips auto + Eldritch Knight at lvl 3?

I have multiclasses as nuch as possibke with fighter because I like the conceot of bladesinging (as I understand it anyways). Pkis i havent seen a table chart for blade singer like because i dont have scag only the rulebook.

I just hope she does well mechanically. Im not seeing alot of dmg output for her due to my fear of just about anything cacking hwr 17 ac. Shes lvl 7 and has 20 dex and 18 int.

Ill let you all know what happens.

Also thank you all for your help :D
 
As a note ASI in 5E are only every four full levels of a class, with Rogue (a bonus one at 10th Rogue Level) and Fighter (bonus ones at 10th and 14th Fighter level) the exception. If you're Dex 20 and Int 18 at Level 7, even with your rolling, you'd have to be 6 Levels of Eldritch Knight and one of Wizard (Bladesinger not unlocking until your next level).
 
Which is great for me. Now then..i have 17 ac in total and still havent picked my spells.

Can I assume that as a drow i get to have 3 cantrips auto + Eldritch Knight at lvl 3?

I have multiclasses as nuch as possibke with fighter because I like the conceot of bladesinging (as I understand it anyways). Pkis i havent seen a table chart for blade singer like because i dont have scag only the rulebook.

I just hope she does well mechanically. Im not seeing alot of dmg output for her due to my fear of just about anything cacking hwr 17 ac. Shes lvl 7 and has 20 dex and 18 int.

Ill let you all know what happens.

Also thank you all for your help :D
As a Drow You get Dancing Lights Cantrip at 1st level, Faerie Fire 1/Long Rest at 3rd level, and Darkness 1/long rest at 5th level. Don't know where you're getting 3 auto cantrips. Wizards such as the bladesinger do get 3 Cantrips as Bladesingers.

Don't you have the books? Bladesinger is a Wizard Tradition, so the majority of the classes progression and other stuff is in the 5e Player's Handbook.
 
As a note ASI in 5E are only every four full levels of a class, with Rogue (a bonus one at 10th Rogue Level) and Fighter (bonus ones at 10th and 14th Fighter level) the exception. If you're Dex 20 and Int 18 at Level 7, even with your rolling, you'd have to be 6 Levels of Eldritch Knight and one of Wizard (Bladesinger not unlocking until your next level).
Fighters and Rogues get an ASI at 6 dude
 
I'm still in all my current games, but I get the feeling once they end, I'm gonna be burned out for awhile, and live vicariously through books/APs/etc.

*Before* this I had such a good streak of games!
 
I have PHB and thats it. Hence why I needed information on bladesingers. Its a class i really really want to olay bit I dont want buy that book for it.

I hear that book has very little content. An all o want is blade singers.

Right but I mean i autamtically know those drow cantrips at thise levels right? Plus i get more cantrips from wizard. An ED.
 
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Humans like always are the "balanced" race between good and evil, but even they get switched around. The largest human kingdom is a benevolent magocracy ruled by an ancient necromancer. Everyone eventually becomes undead. Either as "noble" (sapient) undead, a privilege earned by service to the state, church, or by paying off a necromancer to turn you early, or as "servitor" (mindless) undead, to labor in the fields, mines, etc... The massive labor force and the reversed necromancy also pumping life energy into the soil makes this kingdom incredibly prosperous, and the undead servitors are "paying back the debt they incurred in life".

Now originally, the state religion was Evening Glory (eternal love, beauty, immortality through undeath), from Libris Mortis, but that isn't in Pathfinder, so I may just create a similar deity for the new version.

Hmm. Since you're pulling from Libris Mortis, I'm assuming that undead default to Necropolitans.

What about the others? Are there spawning undead who offer an end-run around the state's version, in exchange for a teeny-tiny term of service? Even if there aren't, there's always the nasty-but-practical solution of getting a sample of Ghoul Fever and succumbing to it voluntarily.

Are there plans for incorporeal undead in general? If Team Human can drop a spectre into a dwarven city and the dwarves don't have some very specific defenses, then that's not only the end of that dwarven city, but you now have a horde of spectres tied to your gen-one spectre (via that spectre making spawn and ordering their spawn to spawn recursively for a fixed amount of time, then report back and transfer their loyalty directly to gen-one).

Even without those shenenigans, there are a lot of really horrifying options around wights and vampire spawn and so forth. One wight in your forces means that any enemy casualties you capture alive are now new recruits with unshakable (barring magical compulsion) loyalty. Vampires turn with their memories intact; one full-blooded vampire can perform perfect interrogations which leave you with a really good double-agent if people aren't testing for vampire impersonators.

You may want to tweak the rules to make spawning undead less of an effective tactic, because as it stands, it's not really something that the other races can effectively stand against if the Necrotic Juggernaut decides to really start rolling. The problem is that while the other races have a whole peasant -> expert -> warrior soceity base to maintain, the necrotic version can directly convert any humanoid into a deadly and unerringly loyal weapon. And no matter how good your hoplite legions and war machines are, when the people who are growing the food to feed your soldiers and forge engineers can have a single spawning undead dropped on them and turn them against you, you're not going to win fights in the long term unless you can protect your entire population base.
 
My Orcs are LG classical Greeks, with a hoplite fighting style being common for orc and half orc fighters.
So shield-walls with rank formation, using Reach weapons to get two lines attacking at once? The Int penalty seems to be in the way of that, but the method of fighting is actually very simple. Just needs good cooperation. Wisdom covers common-sense tactics for a reason. Maybe move the extra point of Dex to Str, so it's 18/10 on Str/Dex.

My goblins are CG steampunk-ish inventors and alchemists. Good at heart, but also nuttier than a bag of squirrels.
...-2 Wis, +2 Int over the current setup. Maybe shift some of the Charisma penalty over to Wisdom. Most, if not all, of the brainy classes have a strong Will save, after all, so some Wisdom penalty lets them work with Int and Cha based classes without being screwed in the Will saves.

Ogres are NG cheerful country bumpkins, pretty peaceful unless someone starts trouble.
Huh. Trying to think of a decent class/archetype setup to use as a good example that isn't just Barbarian or a derivative, but it's kinda hard... Maybe a melee-Bard? That'd be a good healer pick.

Hobgoblins fill the usual "LG Paladin/Crusader roll, with their lands being studded with great fortress-monestaries and beautiful cathedrals.
Well, if they're going to be Paladin, Monk and Cleric types, they need to do something about that Wisdom score. Maybe trade some Dexterity for some Wisdom? That Constitution score is a bit less needed with classes housing abundant self-healing, as well.

Conversely, my Elves are non-playable and always mid-high level. They are more like the classic "fae courts". Interacting with elves is almost always a bad idea.
Super-high-Intelligence Wizards with decent Wisdom probably make deals with them to work out how to more safely make deals with them for when they actually need deals with them. Because the Fae Courts have ironclad rules, they just never bother telling the mere mortals what those rules are. What about Drow? Are you using those?

Dwarves are militaristic racial supremacists.
...do they keep the mountain-fortress-cities? It makes infiltration nigh-impossible, sieges have to deal with a city made entirely of fortifications, and cities with absurdly overscale architecture help justify their feelings of superiority. After all, you don't see any other races with cities able to comfortably house ten million people after wasting half the space on grand displays of how much better Dwarven Construction is than anyone else's. Add in a touch of covering up the fact that most of the place is largely unfinished to conserve resources because it turns out the mountain-cities make food and water significantly more complicated and you can have an epic campaign backdrop with a barely-hidden major problem.

Gnomes are malicious illusionists, and their deceptions are the cause of many wars among the other races.
...Shadow Illusion makes this so much more threatening. I strongly recommend making sure they have cultural aspects that make the more extreme uses of illusion magic less problematic. Being responsible for some wars is fine, having the capability to casually dissolve nations by causing civil wars is not fine for a stable setting.

Halflings are pretty much all the negative stereotypes of gypsies, with a racial love for poison tossed into the mix.
Oh, god, Alchemists. Dear god do I hate the design of that class... It literally has three separate sets of class features with next to no overlap in their function. At least Goblin alchemists have good options for bomb improvement that make the setup liable to actually be focused. Seriously, where are the bomb-improving Extracts? Other than Alchemists for poison(Fuck bombs and the yet-another-Vancian-system Extracts), the next likely classes are Rangers/Druids, Rogues(Vivisectionist Alchemist trades the annoying bombs for Sneak Attack to help cover that touch) and Mediums/Spiritualists. This covers a nicely sized range of potential abilities for antagonist characters.

Humans like always are the "balanced" race between good and evil, but even they get switched around. The largest human kingdom is a benevolent magocracy ruled by an ancient necromancer. Everyone eventually becomes undead. Either as "noble" (sapient) undead, a privilege earned by service to the state, church, or by paying off a necromancer to turn you early, or as "servitor" (mindless) undead, to labor in the fields, mines, etc... The massive labor force and the reversed necromancy also pumping life energy into the soil makes this kingdom incredibly prosperous, and the undead servitors are "paying back the debt they incurred in life".

Now originally, the state religion was Evening Glory (eternal love, beauty, immortality through undeath), from Libris Mortis, but that isn't in Pathfinder, so I may just create a similar deity for the new version.
Oh, look, a friendly, positive, necromantic empire! The issue with Spawn-making and incorporeal Undead is mitigated by the various control prevention and incorporeality blockers. Vampires have a variety of weaknesses, but the most important is a DC 25 Will save to operate within 5 ft. of a strongly presented Holy Symbol or any mirror. So expect doors of undead-hating areas to have holy symbols and mirrors on doorways. Plenty of PF Spawn abilities have workarounds of one sort or another, or at least a time to burn the corpse to prevent Spawn creation. Usually 1d4 days for time to deal with the body. So a lot of the problems with Spawn can be countered by funerary rites that work around the issue.

Also, the note about paying back the debts they got in life could be used with intelligent Spawn to literally pay off outstanding debts at the time of death before you get to be free-willed in Undeath. Utterly sucks for heavy debtors who got the chance to become "noble" Undead, but useful for keeping the economy stable.

I'm just sort of posting it here for opinions, suggestions, etc... while I work on converting major NPCs, setting up a campaign based on a dwarven invasion. (Heroes sent to find ancient weapons/magic to battle the dwarves giant war golems)
Well, a general suggestion is to shift around racial score penalties, because a lot of Charisma penalties are tossed at monster races because of "they be ugly and rude by our demihuman standards." If they're the ones who define the civilized norm, then the Charisma penalties would presumably be differently placed.
 
Hmm. Since you're pulling from Libris Mortis, I'm assuming that undead default to Necropolitans.

What about the others? Are there spawning undead who offer an end-run around the state's version, in exchange for a teeny-tiny term of service? Even if there aren't, there's always the nasty-but-practical solution of getting a sample of Ghoul Fever and succumbing to it voluntarily.

Are there plans for incorporeal undead in general? If Team Human can drop a spectre into a dwarven city and the dwarves don't have some very specific defenses, then that's not only the end of that dwarven city, but you now have a horde of spectres tied to your gen-one spectre (via that spectre making spawn and ordering their spawn to spawn recursively for a fixed amount of time, then report back and transfer their loyalty directly to gen-one).

Even without those shenenigans, there are a lot of really horrifying options around wights and vampire spawn and so forth. One wight in your forces means that any enemy casualties you capture alive are now new recruits with unshakable (barring magical compulsion) loyalty. Vampires turn with their memories intact; one full-blooded vampire can perform perfect interrogations which leave you with a really good double-agent if people aren't testing for vampire impersonators.

You may want to tweak the rules to make spawning undead less of an effective tactic, because as it stands, it's not really something that the other races can effectively stand against if the Necrotic Juggernaut decides to really start rolling. The problem is that while the other races have a whole peasant -> expert -> warrior soceity base to maintain, the necrotic version can directly convert any humanoid into a deadly and unerringly loyal weapon. And no matter how good your hoplite legions and war machines are, when the people who are growing the food to feed your soldiers and forge engineers can have a single spawning undead dropped on them and turn them against you, you're not going to win fights in the long term unless you can protect your entire population base.
Essentialy, that's why it's the largest empire in the setting. It conquered huge amounts of territory before countermeasures were created. In the original version, I had the dwarves actually breed gorgons to use their blood in building to keep incorporals out per the old rules, and an alchemical gas had been discovered a few centuries before the time of the campaign that can give spawn a will save to break free, which slowed the expansion and caused the goblins and orcs to have a number of undead among them as well, Dwarves tend to destroy themselves once freed due to becoming "impure". It's now a common issue item in most armies. The elves just use modified Repulsion/Forbiddance spells, so only undead with extremely high will saves can even approach their areas. The Hobs of course just spam consecration effects on their everything. Gnomes, like the elves are more fae than mortal, they mainly live in the plain of shadow themselves. Not easy to invade.
 
So prologue time before sending my party (understrength because someone is out for almost three months) off to an AP.

Decided to play up the Impending Doom thing with a former party member of a more experienced group that splintered due to life issues (not all adventurers ride it out to "level 20 or death" afterall). Well-intentioned extremist. Party decided he was fucking nuts and tried to backstab him -literally-. Now he's pretty pissed off despite not wanting to hurt his former party member. Kids just don't appreciate doing what needs to be done.

Of course, they were visiting a former associate of him before who was staying at a manor owned by Giulio Fornicate. Halfling wine specialist extraordinaire. Yes I stereotyped him (badly) as an Italian.
 
So prologue time before sending my party (understrength because someone is out for almost three months) off to an AP.

Decided to play up the Impending Doom thing with a former party member of a more experienced group that splintered due to life issues (not all adventurers ride it out to "level 20 or death" afterall). Well-intentioned extremist. Party decided he was fucking nuts and tried to backstab him -literally-. Now he's pretty pissed off despite not wanting to hurt his former party member. Kids just don't appreciate doing what needs to be done.

Of course, they were visiting a former associate of him before who was staying at a manor owned by Giulio Fornicate. Halfling wine specialist extraordinaire. Yes I stereotyped him (badly) as an Italian.
Ummmm..... interesting surname on that halfling
 
I'm about to give Starfinder a go this weekend; it's a quick one shot that may or may not lead into a longer campaign. I think we're going into it at level 8.

Is there anything I should know about the system before playing it? It looks really difficult to die compared to Pathfinder (my character has pretty much double the health of my similarly levelled PF character), but I don't know if enemies just do a load more damage here.
 
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