Search found 303 matches
- Fri Nov 04, 2022 9:43 pm
- Forum: Castles & Crusades
- Topic: Players Guide to Aihrde
- Replies: 116
- Views: 4823
Re: Players Guide to Aihrde
Hello all, Not sure if this has been brought up, or if maybe I just missed it. I've gotten and am perusing the 5e Players Guide to Aihrde. It's not just for Aihrde or for 5e! The thing is a gold mine for ideas on ways to integrate 5e-ism's into a C&C game: skills, advantage, feats, ASI's, subcl...
- Wed Nov 02, 2022 2:31 am
- Forum: Castles & Crusades
- Topic: moving through enemy square
- Replies: 10
- Views: 440
Re: moving through enemy square
I'd rule that moving through an enemy's square is certainly possible, but don't expect it to be consequence free. I'd give the monster the ability to do something about it, perhaps an opportunity attack, or perhaps a Strength check to simply block your path and prevent you from doing it. Perhaps you...
- Wed Nov 02, 2022 1:52 am
- Forum: Castles & Crusades
- Topic: Tome of the Unclean
- Replies: 33
- Views: 11824
Re: Tome of the Unclean
Yes ToU covers much of the 1E demons and rather then wade into the debate again I'll leave that up to the reader. It also has lots of interesting new demons and nobility. But most of posts in the Link above pre-date that. KasierKris was on a roll do these all back in 2010... Read this one if you da...
- Mon Dec 10, 2018 4:16 am
- Forum: Castles & Crusades
- Topic: Homebrew Classes/Races/Etc (Compilation)
- Replies: 5
- Views: 4927
The Lawbringer
The Lawbringers are an elite group of warriors, devoted to the principles of law and order above all others. They combine strong training in the use of arms with cultivating spiritual strength. Their goal is to create or maintain law and order in preference to anything else, believing chaotic influe...
- Thu Mar 08, 2018 2:58 am
- Forum: Castles & Crusades
- Topic: Homebrew Classes/Races/Etc (Compilation)
- Replies: 5
- Views: 4927
The Cleric
The Cleric Prime Attribute : Wisdom Attack Bonus: 2/3 level (+2 every 3 levels) Hit Dice : d8 Alignment : Any (must be within 1 step of deity on either law/chaos or good/evil axis) Weapons : As PHB Armour : Any Abilities: Orisons: A cleric can prepare orisons at the beginning of the day. These 0-le...
- Mon Mar 05, 2018 1:31 am
- Forum: Castles & Crusades
- Topic: Homebrew Classes/Races/Etc (Compilation)
- Replies: 5
- Views: 4927
Re: Homebrew Classes/Races/Etc (Compilation)
Optional/House Rules These are intended to be taken a la carte . More to come later. Automatic Success/Failure: Any roll of 20 on the dice that is possible is a success, regardless of CL. Any roll of 1 is a failure. Impossible deeds (such as flying across a 100-foot chasm) are not subject to this r...
- Sun Mar 04, 2018 4:35 am
- Forum: Castles & Crusades
- Topic: Homebrew Classes/Races/Etc (Compilation)
- Replies: 5
- Views: 4927
Re: Homebrew Classes/Races/Etc (Compilation)
These are some additional races that would be considered rarer, some of which are a bit more powerful than the 'standard' races. Catfolk Racial Attributes Acrobatics (Dexterity): Catfolk are exceptionally skilled at climbing, balancing on narrow surfaces and landing on their feet. If they make a suc...
- Sun Mar 04, 2018 4:08 am
- Forum: Castles & Crusades
- Topic: Homebrew Classes/Races/Etc (Compilation)
- Replies: 5
- Views: 4927
Homebrew Classes/Races/Etc (Compilation)
This is mostly a compilation of stuff from other threads, but I hope to add to it soon, with additional material. This time, it's rules forward. I use a slightly different attribute modifier scheme than regular C&C for most of the races, a +2, -2, +1 scheme. A major strength of the race, a major...
- Sun Mar 04, 2018 3:36 am
- Forum: Castles & Crusades
- Topic: Crusader's Companion
- Replies: 38
- Views: 32358
Re: Crusader's Companion
This sure brings back some memories ....
Good to see that the Companion's still out there. And delighted to see that some of my stuff is still in it.
Good to see that the Companion's still out there. And delighted to see that some of my stuff is still in it.
- Fri Jun 16, 2017 9:01 pm
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part VI: Half-Elves
- Replies: 0
- Views: 3609
Races of the Shattered Lands, part VI: Half-Elves
Half-Elves: Two thousand years ago, Half-Elves were vanishingly rare- the shameful result of an Elf's brief lust for the most part. Such couplings were somewhat more common among the lower-caste Wood Elves than among the High Elves, who usually had means to prevent the conception of offspring if th...
- Tue Jun 13, 2017 1:42 am
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part V: Elves
- Replies: 0
- Views: 3525
Races of the Shattered Lands, part V: Elves
Elves: The Elves were ancient when man first emerged onto the pages of history, though for the most part, they did not dwell or even travel much to the eastern continent of Illyria, where they would have been obliged to battle for supremacy with great Human empires, as well as with the Dwarven Domi...
- Sat May 06, 2017 11:04 pm
- Forum: Castles & Crusades
- Topic: Racial/Size HD?
- Replies: 16
- Views: 10528
Re: Racial/Size HD?
Presumably on body mass and all-around 'toughness'. Assuming that HD represents some combination of stamina and endurance.
So you think that, at least for PCs, that only the first HD should be based on race/size? That makes sense.
So you think that, at least for PCs, that only the first HD should be based on race/size? That makes sense.
- Sat May 06, 2017 2:11 am
- Forum: Castles & Crusades
- Topic: Racial/Size HD?
- Replies: 16
- Views: 10528
Re: Racial/Size HD?
It really is not the monsters that are the issue. It is that most, not all, but most GM's seldom ever run the monsters to their actual potential or halfway intelligently. If they did, it would not be uncommon for mid level parties to be TPK'd by 1 or 2 HD monsters. This from experience. As to the p...
- Fri May 05, 2017 9:27 pm
- Forum: Castles & Crusades
- Topic: Racial/Size HD?
- Replies: 16
- Views: 10528
Re: Racial/Size HD?
Size Modifiers Tiny and Smaller: Tiny creatures have a hit dice of d3. They get a +2 bonus to armour class and +4 bonus to Dexterity checks related to hiding and moving silently. Small: Small creatures have a hit dice of d4. They get a +1 bonus to armour class and a +2 bonus to Dexterity checks rel...
- Fri May 05, 2017 8:48 pm
- Forum: Castles & Crusades
- Topic: Racial/Size HD?
- Replies: 16
- Views: 10528
Re: Racial/Size HD?
I think your proposals would work fine, although it's too fiddly to make it worth it for me. If you really want to give PCs a bonus to hit points based on hit die size, why not give it to the monsters as well? A poor giant with a measly 9 hit points is at least as unfair as a 5th level fighter with...
- Fri May 05, 2017 6:43 pm
- Forum: Castles & Crusades
- Topic: Racial/Size HD?
- Replies: 16
- Views: 10528
Racial/Size HD?
One thing I have been contemplating is having racial/size-based HD. This is what my first thoughts lean towards ... Tiny and Smaller : d3 hp per hit dice Small: d4 hp per hit dice Medium (regular): d6 per hit dice Medium (bigger/tougher): d8 per hit dice Large: d10 per hit dice Huge: d12 per hit dic...
- Wed May 03, 2017 1:40 am
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part IV: Half-Orcs
- Replies: 1
- Views: 3056
Races of the Shattered Lands, part IV: Half-Orcs
Half-Orcs: Before the Shattering, half-orcs were virtually unknown. Orcs certainly existed, but primarily as a minor threat native to bogs and swamps along the southern fringes of Illyria and in the Great Delta of Arcadia. The Shattering and the chaos that resulted from it allowed the Orcs to expan...
- Tue May 02, 2017 1:14 am
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part III: Dwarves
- Replies: 0
- Views: 3608
Races of the Shattered Lands, part III: Dwarves
Dwarves There was a time, long ago in the memories of man, but far fewer generations of the longer-lived races, when the dwarves ruled much of the world. Two millennia ago, the Dwarven Dominions (Dal-Khazad) occupied most of the interior of the vast continent of Illyria, ruling tens of millions of ...
- Mon May 01, 2017 1:23 am
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part II: Gnomes
- Replies: 2
- Views: 3689
Frazzlewark
Very few non-gnomes have ever seen Frazzlewark and while it is known to be somewhere on the west coast of Illyria, nobody can agree as to exactly where. The City of Frazzlewark exists simultaneously as the most fae-like of earthly cities and the most earthly of fae cities. When one enters Frazzlewar...
- Mon May 01, 2017 1:06 am
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part II: Gnomes
- Replies: 2
- Views: 3689
Races of the Shattered Lands, part II: Gnomes
Gnomes The Shattering happened approximately 1500 years ago. Six months before the Shattering happened, every gnome in the world disappeared. About three hundred years ago, gnomes started returning to the world, though they remain a relatively rare race, with probably fewer than half a million gnom...
- Wed Apr 26, 2017 4:18 am
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part I: Halflings
- Replies: 3
- Views: 3748
Re: Races of the Shattered Lands, part I: Halflings
NICE !!!! I like the 'luck, +1 to saving rolls' - I may have to steal it from you and add it to my home brew racial class Cool write ups and history. Where can I sign up to be a Chain Breaker, or a big folk friend of them Well, the lucky bonus to saving throws is right out of the Pathfinder RPG wri...
- Mon Apr 24, 2017 3:15 am
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part I: Halflings
- Replies: 3
- Views: 3748
The Chainbreakers
Most halflings, given the option, would prefer to live comfortable and quiet lives in their communities, working hard to earn the creature comforts they love so much. For many halfling communities, theirs is a life of security under the protection of relatively benevolent higher authorities- most pa...
- Mon Apr 24, 2017 2:50 am
- Forum: Castles & Crusades
- Topic: Races of the Shattered Lands, part I: Halflings
- Replies: 3
- Views: 3748
Races of the Shattered Lands, part I: Halflings
Trying to get back into the swing of things here! This is a slightly modified take on halflings for my particular campaign world, The Shattered Lands. Halflings: In the days before the Shattering, 'halfling' was practically synonymous with 'slave' in most of the known world. Small but hardy, halflin...
- Sun Apr 23, 2017 3:27 am
- Forum: Castles & Crusades
- Topic: Divine Intervention
- Replies: 15
- Views: 9783
Re: Divine Intervention
In 5E DnD, Clerics have the ability to potentially call upon divine intervention once per week, with the chance of success set at equal to their cleric level. On success, it's suggested that any cleric or cleric domain spell would be appropriate. If you fail to use it, you can try again after a lon...
- Sun Apr 23, 2017 3:16 am
- Forum: Open Discussion
- Topic: Music! What's new and good?
- Replies: 8
- Views: 7833
Music! What's new and good?
I'm just curious as to what (especially more recently released) music people are listening to here. Me, I'm really enjoying the new Mastodon album. It also has a cover that's just begging to inspire a fantasy adventure. It's a few years old now, but I really, really liked Meliora by Ghost. The singl...
- Sun Apr 23, 2017 3:05 am
- Forum: Castles & Crusades
- Topic: Divine Intervention
- Replies: 15
- Views: 9783
Re: Divine Intervention
It's also worth nothing that there's a non-zero possibility that an evil cleric or zealous follower of an evil deity may invoke the same thing. Evil deities may want to preserve their more valuable servants too.
- Sun Apr 23, 2017 2:58 am
- Forum: Castles & Crusades
- Topic: Divine Intervention
- Replies: 15
- Views: 9783
Re: Divine Intervention
If I were running it, I think I'd take the "any clerical or clerical domain" spell as being a baseline more than a literal rule. The actual effect would be up to the CK/GM, but should be dramatic enough to save their bacon. Given that there's a fairly low chance of success and probably a r...
- Sun Apr 23, 2017 2:46 am
- Forum: Castles & Crusades
- Topic: Divine Intervention
- Replies: 15
- Views: 9783
Re: Divine Intervention
In 5E DnD, Clerics have the ability to potentially call upon divine intervention once per week, with the chance of success set at equal to their cleric level. On success, it's suggested that any cleric or cleric domain spell would be appropriate. If you fail to use it, you can try again after a lon...
- Sun Apr 23, 2017 2:45 am
- Forum: Castles & Crusades
- Topic: Favorite Monsters
- Replies: 17
- Views: 10061
Re: Favorite Monsters
It may come as a surprise to people who look at my posts in Ye Olde Past, but I'm really fond of demons and devils. Most especially devils. :D Especially pit fiends. Specific Monsters I Adore: Rust Monsters: They're a little goofy and very, very troublesome for adventurers. I usually play them as be...
- Sun Apr 23, 2017 2:28 am
- Forum: Castles & Crusades
- Topic: Divine Intervention
- Replies: 15
- Views: 9783
Divine Intervention
In 5E DnD, Clerics have the ability to potentially call upon divine intervention once per week, with the chance of success set at equal to their cleric level. On success, it's suggested that any cleric or cleric domain spell would be appropriate. If you fail to use it, you can try again after a long...