Suncrest RPG Game Master Guide

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To play the Suncrest tabletop game, you’ll need a checkered board or a chessboard that will allow you to move your mini-figures freely from grid to grid.

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Possible Classes
Tempest Prophetess/Priest=Cleric/Wizard
Elemental Monk=Wizard/Monk
Windwright Captain=Artificer
Arcane Trickster=Bandit/Sage
Mercenary=Bandit/Barbarian
Nature Warden=Druid/Bandit
Evangelist=Cleric/Bard


Avenger of Blood=Gunslinger+Sage
Ironwood Enchanter/Enchantress=Druid+Gunslinger

Additional God/Goddess and Demigod/Valkyrie based classes
Alexander Sager: Cleric/Warlock=Eldridge Priest
Aiden Sager: Bandit/Monk=Ascetic Bandit
Gracknar: Fighter/Barbarian=Avenging Barbarian
Dean Sager: Paladin/Bandit=Holy Bandit
Kasy Sager: Cleric/Sage=High Prophetess
Andromeda: Cleric/Druid=Archsage
Joshua: Druid/Paladin=Wilderness Knight
Elohim: Cleric/Paladin=Holy Vindicator
Elyn Kornfeld: Fighter/Cleric=War Prophetess
Steven Sager: Sage/Paladin=Military Warder
Mithys, Aphy, Lilly: Paladin/Bard=Devoted Performer
Rose: Cleric/Water Manipulator=Living Water
Ambrosia Yates: Druid/Bard=Nature Whisperer
Zebulon: Barbarian/Bard=War Chanter
Minos: Fighter/Sage=Eldridge Knight
Oberon: Driud Cleric

For Spell Descriptions
In order to level you have to complete an encounter in the morning. Player Characters will have the entire afternoon to explore one nearby village or city. Player Characters have the entire Evening to buy or cast an enchantment. Players can buy or sell equipment. Players have time to collect resources and craft one weapon or piece of armor. At night your players will either have a random encounter or have a dream where they battle Psionic enemies in a dungeon. It is up to the DM how much experience is awarded to player characters or how many levels they gain at night. You will repeat this process until you hit the level max at 40. The Monk class has Action Points that can be traded for critical element damage. A Monk starts out with two brass knuckles. Each brass knuckle does 1D6 damage. Each time a Monk uses a brass knuckle attack, they gain one action point. Since Monks wield two brass knuckles roll 2D6 and add 2 action points to your total Action Points if you roll successfully for armor class. When the Monk obtains fifteen action points they can spend those fifteen Action Points and earn a X3 critical hit with their Astral sign’s element damage. When the Monk obtains 10 action points they can spend those ten Action Points and earn a X2 critical hit with their Astral sign’s weakness element damage. If a Monk has a ranged weapon, they have to spend an action to unequip their brass knuckles and equip their ranged weapon. The Monk has to use an action to unequip their ranged weapon and equip their brass knuckles. Player Characters can fight for dominate party status. If a player wants a better status bonus, all they have to do is challenge another player character to a duel and win. If the challenger wins, the two players switch party ranks. A player can submit to their challenger if they think that the challenger would benefit more from their party rank. Kings/Queens get a bonus D100 when collecting gold after looting an enemy. Princes/Princesses gain an advantage when rolling a D20. Dukes/Duchesses gain an advantage when rolling a D12. Marquesses/Marchionesses gain an advantage when rolling a D10. Earls/Countesses gain an advantage when rolling a D8. Viscounts/Viscountesses gain an advantage when rolling a D6. Barons/Baronesses gain an advantage when rolling a D4. Since there are no additional dice in D&D, there are no ranks or advantages for lower ranked Player Characters. If a party rank is empty, a player character can switch to a lower party rank at the end of an encounter. Other Player characters are automatically promoted when higher ranks are empty. After a duel, both player characters regain the health they lost during the duel. Player characters are only allowed one challenge every twelve hours. Morning starts at 6am. Afternoon starts at 12pm. Evening starts at 6pm. Night starts at 12am. In your campaign, every twelve hours your Player Characters will level up. This means you have to go to d20srd.org, Open a 3.5 D&D Dungeon Mater’s Guide (online PDF/rule book) or Player’s Handbook (online PDF/rule book) to figure out what your Players will learn at 12pm and 6am in your campaign. After any quest your Player Characters decide to go on for patrons at an inn, they will gain a level and receive any rewards you decide to give them. Start at level one, give your characters their level zero spells or cantrips and allow them to choose two base classes. You will alternate between leveling in both base classes. You must pick which class you want to start as and that will determine what skill proficiencies your player characters get. Please reference the 3.5 edition epic classes for guidance on leveling from 40 to 80. I’ll have to do more research on those but I’ll figure something out. To make things easier on yourself treat spells just like you would a melee or ranged attack. Use 5th edition spell slots to determine how many times you can cast a spell until you take a rest. Do not use any stat reducing spells on Player Characters except Fatigue. Remember that Fatigue only lasts six hours or until your Player Characters take a short rest or a long rest. Player Characters are considered Demigods/Valkyries. Player Characters receive a landform cantrip, skyform cantrip, and a waterform cantrip. Landforms include any race or monster without wings or the ability to breath underwater. Skyforms include any race or monster with wings. Waterforms include any race or monster that can breath underwater. Please reference any D&D Monster Manuel (PDFs are available online) if a Player Character wishes to be one. Player Characters that are Ghouls, Vampires, Werewolves, and Sirens will be considered forgiven by Elohim. Ghouls will be able to eat food instead of corpses. Vampires will not die in the sunlight or require a lunium cloak. Werewolves will not be deathly allergic to silver. Sirens will revert to Merfolk.
Barkley the Bull and the Mercenary class were a good combo for RPG Maker. Barkley has no god blood running through his veins. The Rouge and Ranger base classes have been combined. Remember that Bandits still have free will so they can choose whether or not to use the Rouge’s questionable abilities. The new base class is called Bandit. A Bandit gains a level in Ranger and Rouge at the same time. Bandits learn the Shield spell from the wizard spell list. It’s too bad that the Leviathan never learns this spell. Bandits learn the spell Unseen Servant which comes in handy for the entire game. Bandits gain the Detect Secret Doors spell. Bandits learn the Protection from Arrows spell. Bandits gain the spell Supernatural Invisibility as a cantrip. If you do not role to use move silently, then your enemies can hear you approaching them. Bandits learn Touch of Fatigue. Bandits using Supernatural Invisibility become invisible to everyone except characters with demigod or god blood running through their veins. That means that other Player Characters can see them. As a Player Character, your friends are considered a Demigod/Valkyrie and have an elemental power based on an Astral sign. Astrological signs are not used in this game because they originated from Babylon.

Use these Astral signs to determine which elemental attacks, proficiencies, spells and enchantments your Player Characters will learn as they level up. Reference the 3.5 edition Wizard spell list for spells. Reference the 3.5 edition Dungeon Master’s guide for enchantments. Electricity users learn Shocking Grasp at level one. Water users learn Ray of Frost at level one. Fire users learn Burning Hands at level one. Earth users learn Shout at level one.
January=Fire. February=Electricity. March=Water. April=Earth. May=Electricity. June=Earth. July=Earth. August=Fire. September=Electricity. October=Water. November=Fire. December=Water.

Player Characters are only allowed to have one nonplayer companion at a time. Bandits never learn any of the watered down Druid spells. You are allowed to play a Bandit/Druid. It’s called a Nature Warden. My favorite race in dungeons and dragons is the Half Celestial/Elf. Elves get any single cantrip they want. Elves gain proficiency with longbows and shortbows. Elves gain proficiency in enchanting. Dwarves gain proficiency with crafting. Nephrians, Ethonians, Anerthians, Vendrocians, Nukrillians, Ilypsoians, Zilvarians, and Zabbarians all(immortal humans) gain an extra proficiency of their choice including the 3.5 edition proficiencies they start with. Please Reference race abilities, skill proficiencies and backgrounds from d20srd.org. Sages are Wizards or Sorcerers. Giving Bandits animal companions on top of similar Druid or Sage spells would make them super overpowered and confusing for the game master to balance enemies so I’m eliminating the source of confusion by limiting everyone to one nonplayer companion. While testing out the Nature Warden, I forgot to keep track of everyone’s health. It was fun to have so many animal companions on the board but it was still too overpowered and confusing. All of my classes are overpowered so the Bandit class should still be balanced. Wizards can stack wish spells so if you want all your stats to be nineteen, then pick a half wizard class. You are not allowed to have a twenty ability score. Notice that the Wizard/Bandit(Arcane Trickster) class will be a pretty awesome class just like the Nature Warden(Druid/Bandit). It will be an overpowered class but I want to play it before I change the rules. Just think about it. A Bandit with illusion spells and wish spells? Enough said. No one is allowed to start the game with a Gunslinger. You have to level up far enough in crafting to make guns and then level up far enough in the Windwright Captain(Artificer) class to enchant those guns. If you’re the kind of person that does what people say not to do, you’re going to hear about your overpowered class from the game master or the other player characters. I will figure out how to balance the game after I reach level forty and beyond… If anyone ever gets that far. Players will be able to stack the maximum amount of wish spells specified in the dungeons and dragons 3.5 edition wizard spell list. To obtain two guns, stack the same amount of wish spells to craft them as you would a single gun but you have to learn a wish spell as a half wizard first.
All Prestige Classes – D&D Wiki (dandwiki.com)
Pathfinder mechanics are also open source. I got some class names from them.

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