This is a class that I made for a friend of mine who wanted to play as a caster who used HP instead of spell slots. I really liked the idea, so I drew this up. Tell me what you guys think:
1d10 hit point die
Armor proficiencies: none
Weapon proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
Tool proficiencies: none
Saving throws: INT, CON
Skills: two from: Arcana, Investigation, Nature, Perception, Religion, Insight
Spell list: same as Wizard
Cantrips known: Levels 1-3: 3; Levels 4-8: 4; Levels 9-15: 5; Levels 16-20: 6
Spellcasting: Instead of having spell slots, you must pay HP to cast spells. All costs are irreducible necrotic damage. The costs for each spell level are:
Cantrip: 1 HP
1st: 4 HP
2nd: 10 HP
3rd: 20 HP
4th: 34 HP
5th: 52 HP
6th: 70 HP
7th: 88 HP
8th: 110 HP
9th: 140 HP
At Bloodmage Level 1, you have access to 1st level spells. You gain access to 2nd level spells at Level 3, 3rd at Level 5, 4th at Level 7, 5th at Level 9, 6th at Level 11,
7th at Level 13, 8th at Level 15, and 9th at Level 17.
Learning new spells works in the same way as Wizard. Note that since the techniques between Wizards and Bloodmages are different, you cannot copy spells from a Wizard's
spellbook, and must instead find a Bloodmage's spellbook if you want to learn additional spells.
You are able to cast spells at higher levels by paying that level's HP cost.
Spells cast as a ritual do not have an HP cost.
Your spellcasting modifier is INT. (Spell save DC = 8 + proficiency bonus + INT modifier; Spell attack bonus = proficiency bonus + INT modifier)
Any spell that causes a target to regain HP has half the effect if you cast it on yourself.
If a spell cost brings you to 0 HP, you become unconcious after the spell comes into effect. (You cannot gain HP from a spell cast in this manner)
Here are the features:
Level 1: Once per rest, you may take an action to regain 1d6 HP per Bloodmage level.
Level 2: When you cast a spell (not including cantrips), you may use a bonus action to reduce its HP cost by 1d4-1. This increases to 1d6-1 at Level 10.
Level 3: Choose Magic of Wrath or Magic of Cunning.
Level 4: Ability score increase. Again at levels 8, 12, 16, 19
Level 18: When you are below half health, your spells become empowered. Your spell save DC is increased by 4, and damaging spells deal an extra 1d12 + INT modifier damage.
Level 20: Once per rest, you may target a creature within 15 feet of you. Your next spell's HP cost will come from that creature instead of from you, as long as the spell
is 6th level or lower. The creature's max HP must be greater than or equal to double that spell's HP cost. If the creature would be reduced to 0 HP by this effect,
it is reduced to 1 HP instead.
And the subclasses:
Magic of Wrath:
Level 3: Cantrips do not have an HP cost.
Level 6: Your damaging spells deal extra damage equal to half your INT modifier (rounded up).
Level 10: Once per rest, when you cast a spell, you may target a creature within 15 feet of you. That creature takes 1d12 + INT modifier necrotic damage, which is reduced
from your next spell's HP cost. If that creature is not willing, it must make a CON saving throw; on a failed save, it suffers these effects. On a successful save, it takes
no damage, and your spell's HP cost is not reduced. If the amount of necrotic damage dealt by this ability is reduced or increased, your spell's HP cost is reduced by the
final amount of damage taken by the targeted creature.
Level 14: When you cast a spell, you may use a bonus action to cast an additional spell (not including cantrips) at double its HP cost.
Magic of Cunning:
Level 3: Choose one of the following schools of magic: illusion, divination, transmutation, or abjuration. Choose an additional school at Level 10. When you cast a spell
from your chosen school, if the spell has a duration, you may pay 5 additional HP per spell level to double the duration.
Level 6: Once per rest, when you would take damage from any source other than a spell's HP cost, you may redirect that damage. Reduce the amount of damage taken from the HP
cost of your next spell.
Level 10: When you cast a spell from your chosen schools that has a saving throw, you may double its HP cost to add half your Bloodmage level (rounded up) to the DC.
Level 14: 6th level spells or lower cast from your chosen schools have half the HP cost that they would normally have. This does not halve any additional damage taking
effects you would use. Any reduced HP cost effects are calculated before the HP cost is halved.
This looks really neat. Would it be too OP to have a level ~12 ability to share the spell cost with a wounded enemy or ally? For example, roll a 1d4, result takes the HP from the target and the rest is taken from your HP pool.
I just think it'd be cool to have the ability to bring in a teammate who can make an offering to help cast the spell, especially if the bloodmage is weakened.
Since the last thread >>53304203 went unexpectedly well let's try again.
Post inspiration to help give your campaign/creative writing / world building project a jolt in the old brain juice.
>>53361519
Can anyone recommend any good videos/podcasts about world-building?
Found this kinda cool to faff about with too
What are some things you dislike intensely in players?
>the idea that, in a system with alignments, evil characters are incapable of having friends and have to try and fuck everyone over at the first opportunity no matter the situation
>anyone who ignored encumbrance in a system with encumbrance
>players who paint every situation as two extremes with no possible middle ground solution
>>53361125
>BBEG wants to talk to the party
>that player that responds with "fuck you shitheel" and immediately attacks
>>53361179
>that DM who wants me to listen to his self insert monologue audiobook via his BBEG
Hate that shit.
>>53361209
> players who don't want the DM to have fun
How is the lore in D&D 4?
What is points of light?
Points of light was a default setting I've never heard anyone seriously mention.
4th edition Lore was minimal and designed to stay out of the way of the DM unless wanted. Their lore was designed to be used or ignored as desired by DMs or players. It was there to give ideas.
Dragonborn had an old fallen empire.
Teiflings did too. They might have ruined each other.
Each monster also had lore players could roll to see if they knew. Some of it was absolute garbage. The infamous "Bear Lore".
"Points of Light" was the default tone from the DMs Guide. It basically said towns and cities are not default, any that exist are exceptions and not the rule, and large cities are invariably set upon by the various dark forces of the setting. Settlements and cities are the Points of Light. Players move between and beyond them into the uncharted.
It was more a tone than a setting as the whole point was that any module (or more likely your GMs created towns and NPCs) could be used under this base tone and setting.
"Points of Light" is the described "style" of the default game world; other terms I've seen used for it include World of Adventure.
Essentially, it makes the core assumption that most of the world is an unsafe place ("darkness"). Civilization is either few and far between, with dangerous wilderness spanning most of the world, or it's heavily corrupt and subverted by real and magical evils. The basic point is, your players are IT when it comes down to adventuring material. There's no Big Names who will take care of the problems for you, the cavalry is a remote prospect if it exists at all: if anybody's going to save anything, it's got to be you guys, or else it's not going to be anyone.
As for the lore, if you can kick the nearest grognard in the balls, it really isn't that bad. Honestly, I thought it was some of the best lore of any generic D&D edition.
Rather than the somewhat sterile Great Wheel, for example, you had the very flexible World Axis; a planar setup that actually feels like something a real-world mythology would cook up.
Also, as >>53360115 said, fluff is kept minimalistic; the books all encourage you to take what suggestions they make and use, change or discard them as you see fit.
>>53360011
It fucking accident, just like Saints Row 2. But it isn't real now, anyway because it was technically Elminster's fucking dreams.
The good parts of it are that Tharizdun is now associated with the Creation of the Abyss, which is fine as he and Demons have the same end-term goal, also extending him to being the reason the Sharn Exist, as his attempt to blow everything up, worked in a parralel world, which is pretty much a callback to one of his origins, stating he's from Voidharrow. And a number of planes deities that weren't stated in 3.5 got their hayday.
The bad parts about it is that it had-the most awful fucking expansion on the Far Realm, over saturated the shit out of it to a "babby's lovecraft tier level of making cosmic horror just another flavour of enemy, which already was a thing, but they simply overdid it opposed to what was going on with it in 2e-3.5". The spellplague and everything that followed that mess, they fucked up vampires and shafted them to fat-fuck Orcus, but it's not like they could've known about Kanchelsis, obscured in canon, and in publishing to singular mention in 3.5 in Hordes of the Abyss, which you'd have to then have played a 1e Module to know who Vlad Tolenkov was, the guy shagging Lloth who is his high priest, and is the reason why Drow like vampires so much, which they then wrote up a Web Enhancement for his layer mentioned in Hordes of the Abyss, but then they got the memo they fucked up and accidentally rewrote him as a tryhard vampire demigod, and then released the fix in Dragon magazine, but then there was subtext anyhow in the Vampire Lord Template which showed Fat Fuck Orcus was subverting his right Over vampires (Not like Kanchelsis paid attention anyway) and this was finalized in 4e with the 4e Vampire Lord ritual being a Ritual to the guy, doing away with the known Demiplane of Dread Age category, salient abilities and other tidbits of fluff that was still canon by then.
How do you roll your characters stats?
Depends on the game and what the DM would like to do.
If it's an old-school game, 3d6 in order is the way to go. If it's 2nd edition or something later and we'd like to try a random element, we roll 4d6 drop lowest and arrange as desired. Point buy is usually not supported by any of us.
Personally, when I run stuff, I prefer 3d6 in order. Most of the stuff I run are fairly old-school anyway.
Rolled 2, 6, 14, 18, 17, 17 = 74 (6d20)
>>53359632
perfect
What system would you advise to use for racing?
Doesn't need to be overly realistic, but bullshitting stuff like in FATE doesn't look appealing to me either.
Redline is so rad
>>53359529
PitchCar
>>53359529
>I don't like your nice things
Good evening and welcome everyone to /tg/, the board where everything's made up and the experience points don't matter!
That's right, the experience points are like my waistline, it varies with my cocaine usage!
Tonight we'll be playing a game called Scenes from a Hat.
The Bard's last words.
>>53359317
"Agh! You ruptured my organ!"
>>53359317
I roll to seduce the Dragon.
Elf thread
any kind of elves: High elves, treefucker elves, elves in space
Dark elves are recommended though
Yeah, we didn't have enough elf threads this weekend. What we especially need is an elf thread about nothing, this will ensure quality.
>>53358110
yes
>>53358143
Also please stop obsessing over fan art so much.
This son of a bitch joins your group one night, and turns your current campaign into a shadow game.
If your character dies, so do you, but you get one (1) special ability to affect the outcome. A couple rerolls, seeing what an NPC sees, making one combat encounter into something else such as a card game or another thing that would you give a better chance, things like that. Your choice. Of course, if you win, he takes the penalty, be it the shadow realm, trapped into his ring or your dice or whatever unusual punishment your setting would allow.
There is no DM, for the duration of the shadow game the world will proceed as it would if it were real and each side has an objective to fulfill in order to win. You don't know what his objective is, but he is incredibly fond of fucking with your group in increasingly murderific ways and has his three time manipulation hourglasses to freeze or rewing time three times before the end.
How do you play the game, and what's your win condition?
>>53356313
i'm a slime, and my group's quest is to protect our slime town from the incoming adventurer guild that's going to wipe us out to train their newbies.
win condition: town head survives/ 50% population survives
how to win: believe in the heart of the dice(?) and bend rules because yugi could bend rules too
>>53356313
I'm the GM. Am I now All NPCs or did Bakura just replace me or what, what's up here? Do I count as part of the group? Do I get to make a character or just replace somebody in my setting?
>>53356510
You get up to three existing characters, with one being your "main" character. Since you're the DM feel free to get the king or guard captain or anything of the sort, any important NPC you introduced or mentioned. Any characters that didn't exist before the shadow game started are NPCs unless you specificaly choose to control them. The cities are full of life and people, but unless you picked them individually they came alive because of the shadows and are out of control.
Yes, you're part of the group, it's the entire group vs ancient egyptian dickhead thief.
Also, you're at risk for every character you control. You won't die instantly if one dies and you have others, but it'll feel like a third of your soul/life energy burning away.
Bakura's got his own three characters, as I said no DM, but everyone gets one mechanic manipulation counter. Bakura has time/turn manipulation like in his shadow RPG.
https://www.warhammer-community.com/2017/05/21/warhammer-40000-faction-focus-tyranids/
Are the bugs back in town?
>>53355805
>Are the bugs back in town?
They are in the transport thread apparently.
>>53355805
warriors are still 3W toughness 4, i was expecting more wounds/higher toughness
guess who aren't gonna be field again ?
the synapse rule seems like they get away with instinctive behaviour, which is good
>swarmy still in
Fuck year
https://www.warhammer-community.com/2017/05/21/new-warhammer-40000-transports-may21gw-homepage-post-4/
>>53354928
>So guys, what unit's statline do we put up do demonstrate how transports have changed overall
>it'll need to be something ubiquitous, something most players either own or have fought against multiple times
>A Rhino?
>A Trukk?
>No you idiots, obviously a Harlequin Starweaver! Everyone is familiar with the starweaver's iconic statline!
>ALL TRANSPORTS ARE NOW ASSAULT TRANSPORTS
PRAISE THE LORD OF MANKIND
>T5
Favorite shotgun scenario?
http://fairfieldproject.wikidot.com/schrodinger-s-dilemma
>>53354911
Jesus. How does this count as a shotgun scenario? It's huge, detailed, and thought out.
>>53356008
Yeah, I'm kinda confused about how it comes in under the word count, but I really enjoyed it. I used the "trap set by Alziz" option.
>>53356643
It's the winner of the 2005 contest so I guess the rules are more like guidelines.
I had a shotgun scenario I liked that I wanted to run someday but I can't remember the damn title.
We all know the purpose of genestealer cults, and how they operate: To weaken, or help take down a planet for theirTyranid progenitor.
But, I have a question for you /tg/: say through a random mutation, or via fending off the Tyranid assault, or some other method, how would a fully subverted civilization operate?
For example: Lets just say, for the purposes of this thread, a world controlled by a Gene cult in 40k gets teleported through the warp, into a clean slate of a galaxy, that has none of the 40k factions, but plays by the same rules.
What than?
>>53354321
They keep expanding until a hive fleet sense them, and moves towards them
What else should they do?
>>53354352
Well, in this case, lets assume the hive fleet NEVER comes. Or, if it does, it cannot influence the Genestealers, nor the cult.
As a entirely independent faction, how do the Genestealers evolve, both as a culture, and as a race?
Better idea. A Genestealer cult infects an Imperial world where the humans have a unique mutation that somewhat inhibits the call of the Shadow in the Warp. It doesn't block it, but it lessens the effect. Let's call this planet [Planet Example].
Now, Cadia explodes. The Eye of Terror spills across the galaxy and the [Planet Example] is completely swallowed whole by the Warp.
An hour later, the [Planet Example] reemerges from the Warp. But 3600 years have passed on the planet. The effects of the Warp have altered the passage of time, and by now, the genetic mutation on the [Planet Example] has radically "infected" the Genestealer infection itself.
Normally such mistakes would be corrected by the Hivemind itself, but this time, the Warp prevented anything like it.
This Genestealer civilization has had 3600 years to develop itself. Thread go.
Some interesting pointers.
>is there an imperial resistance that fights an endless guerilla war like in the Terminator future scenes?
>has the Warp affected the Genestealer civilization? given how Genestealer cults are prone to intermingle with Chaos Cults, you can imagine a civil war among Genestealers over whether or not to worship Chaos, or which Chaos god to worship
Finished reading this book today, and I'm wondering if anyone else has read it. I quite liked it, especially the parts of it that depicted the beginning of the Phoenix Lords in the ruins of the eldar empire imedeately after the fall. I fucking wish that GW would focus more on the eldar lorewise, especially their past, instead of the constant Imperium wank.
>>53353647
Also, UPDATED FUCKING PHOENIX LORD AND ASPECT WARRIOR SCULPTS FUCKING WHEN?
>>53353647
I didn't even know it was out. The Asurman one was okay but not great, but I hate abandoning a series once I've started it, so I'll end up getting this one sooner rather than later.
>>53353692
Probably never. I have a sneaking suspicion that the Eldar and Dark Eldar are going to be merged into a single Ynnari army in time, with old units like the Aspect Warriors that GW is too lazy to update phased out of the lore.
>>53353647
Maugan Re is next.
You hyped?
A moderately large fleet of Daleks enters the grimdark galaxy of WH40k.
How big a threat would they be to the other factions?
>>53353062
Game ender.
They have time travel.
>>53353516
/thread
Time travel beats everything.
The Daleks are an equal match to Time Lords.
A single Time Lord could end the entire 40k setting if only he gave a fuck.
A bunch of Daleks would have little trouble.