If you want to play in this campaign, please send me a PM and get my approval before posting in this thread. There are 5 character slots available, and as DalkonCledwin was so kind to open a similar campaign, I will prioritize players primarily on the basis of them not playing in the other campaign so as to accommodate as many people as possible. The secondary criterion of priority will be first come, first serve. Note that you can play in both campaigns so long as there are slots available by the time of the deadline (two weeks from 4/19/11).
I still have a lot of details about this campaign to work out. For example, I am yet undecided on the setting. So if you have input on this matter let me know (so far, it's looking like it may be a Ravenloft setting).
Mamelon 32 point buy
Hit points full on odd levels, half on even
Wisdom key ability score for Concentration
Vorpal weapons do not decapitate enemies but instead double the critical hit multiplier of the weapon (enhancement is worth +3).
No non-enhancement bonuses to ability scores.
Sorcerer gets eschew materials as a bonus feat at first level and then bonus feats as wizard
Skill points retroactive for intelligence
Fractional BAB variant
Weapon focus and weapon specialization are fused into one feat, called weapon focus, and the bonus to attack and damage rolls is +1 per five class levels (which means +0 until level five). "Weapon specialization" effectively increases the weapon's size group by one level for the purposes of damage dice used. The greater and epic versions of these feats work as you might expect (for weapon focus, the rate of bonuses changes from every five levels to every four, and then every three; for weapon specialization the damage dice increases to the next bigger size). Weapon specialization has 6th level as a prerequisite instead of 4th. Greater weapon focus has 12th level as a prerequisite instead of 8th. Greater weapon specialization has 14th level as a prerequisite instead of 12th.
Spirited charge quadruples damage for lances instead of tripling. This is a specific exception to the multiplication rules in D&D.
Dire charge is a non-epic feat; with “epic dire charge” you get to apply your spirited charge bonus to each hit.
This is not really a houserule but rather a standard rule that often gets ignored. Normal gestalt rules for prestige classes apply: no prestige classes on both sides in a given level
The Light energy type exists(along with acid, cold, electricity, fire, and sonic). Characters that have any weakness, resistance, or immunity to light energy will be notified to update their character sheet with that information. Spells, items, abilities, etc which describe a light effect and deal untyped damage will instead deal light damage.
Psionics and magic are semi-transparent. Spellcraft and psicraft are separate but give synergy bonuses to one another (+2 per five ranks). If you have spell resistance, you have that power resistance -10, and vice versa. In all other ways they are transparent
The granted powers of the Cleric alignment domains (chaos, good, evil and law) have an additional power. The chaos domain allows you to turn lawful outsiders and rebuke chaotic outsiders a number of times per day equal to 3 + charisma modifier (and so on for the other domains with their appropriate combinations).
You may play a race with level adjustment and use LA buyoff. Furthermore, the levels that your character bought off before the campaign do not count against his or her starting level. This means if you could buy off all of your LA before level 20, then you start as a level 20 character.
Probably a lot of other little things. I encourage you to make use of custom material so long as you run it by me first
I will require activity from you to keep things going. There are no hard limits on how often you must post, but something like at least 24 hours is a rough estimate. Chronically inactive characters may be modded and killed off.
You are responsible for keeping track of your character's bookkeeping to some extent. You need to pull your own weight to play in this game, I am not going to keep tabs on your upkeep for you. What this means is that I will do a basic level of organization required of an average character by a DM. But if you're a necromancer with countless undead hordes (or whatever), the extra work is on you.
Don't make any characters which are broken, cheesy or require a lot of work for the DM (in terms of paperwork, maintenance, and so forth). That means all the usual suspects (leadership, excessive synergies in gestalt, etc) are probably banned. I encourage you to limit the complexity of your characters in terms of min-maxing classes and the like.
I will of course have very little tolerance for cheating and metagaming. And any PvP shenanigans will summon up my DMy wrath.
This is just a suggestion, but you may want to focus on your character's resilience more than damage output. I'm not saying by any means that you can't make a glass cannon if that's what you want to play, it just may not be the most strategical choice for this campaign. Generally people in the party are going to die a lot (something like one player per encounter on average?) so you will need ways to recover from that. Also, I fight pretty dirty, so you will need ways to deal with debilitating effects.
In other words, this is a high-powered, challenging and perilous campaign. Make a character strong enough to be suited to that campaign.
out of curiousity, do you object to the race known as the True Kender, assuming that this is set in Ravenloft, and that the character comes from the Ravenloft domain known as "Sithicus"?
Private Mod Note
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Rollback Post to RevisionRollBack
"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
oh... about that... it has actually been established. That Kender CAN in fact experience Fear. If said Fear is strong enough. In point of fact, there is an entire sub race of Kender who has been magically cursed by a Dragon Overlord so that they constantly feel fear.
Tasslehoff, one of the main characters of the main stories of the Dragonlance series felt fear on a number of different occassions, for example when encountering the guy who would become the Lord of Sithicus itself (he was more terrified in that instance than he ever admitted of being during his encounter with the cursed wizard tower).
EDIT: but I have to admit, a True Kender probably isn't the best fit for Ravenloft or a similar campaign. I will find something else to play.
EDIT2: Actually I think I came up with a way to make a Kender work. I will PM you the details.
So I'm assuming that PM counts as approval to post? If I'm mistaken, I'll delete this until you've got the final list of players.
I've got a pretty long list of previous character concepts that I'm interested in using. I've got to narrow it down:
Caex Kothar- Half-Red Dragon Sorcerer
Kaegro- Half-Green Dragon Lich Necromancer
Ventas- Human Storm Mage
Reiuen- Drow Swordsage
Malaketh- Minotaur Spellfire Wielder
Michael- Human Saint Paladin
Aldrick- Human Spellsword
What is your stance on Legacy Items? I've got one character concept that would be greatly enhanced, both flavorfully and mechanically, by the use of a Legacy Weapon.
Also, will we have time during the game to craft items or develop epic spells or other such time-consuming activities? That will probably influence my character choice more than anything else. With a single epic spell, I can turn one of my characters into the D&D equivalent of Voldemort.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
If you're interested in playing an epic gestalt game and not one of the five, I recommend you check out DalkonCledwin's thread. Otherwise you will have a stand-in slot in case one of the people decides to drop or defect to the other campaign.
@Caex: Legacy items are fine by me.
If you need time to develop things for your character between levels I will be sure to accommodate you. I recommend you coordinate with other players so that everyone does something useful in these periods. 'Course there wont be much RP involved, we'll just skip it over I think.
Okay, so I can either go overpowered necromancer or Swordsage grandmaster of Diamond Mind.
There's an epic spell that lets a lich split his phylactery into multiple items, which makes him effectively unkillable and the Spellcraft DC is only 41. There's another one that kills a creature, has an insanely high save DC to survive, is relatively simple to cast (Spellcraft 50 or so), and lets the caster control or possess the body.
Hm after thinking about it, I guess I'll go with the Swordsage for simplicity's sake. Necromancers are pretty tough to bookkeep once you start getting more powerful and numerous undead minions.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Don't make any characters which are broken, cheesy or require a lot of work for the DM (in terms of paperwork, maintenance, and so forth). That means all the usual suspects (leadership, excessive synergies in gestalt, etc) are probably banned.
I'm assuming epic spells are okay, because they're meant to be powerful. I know my character is going to be using them.
For example, the phylactery-splitting spell that a lich can cast to create more than one phylactery and become extremely difficult to kill. That spell is absolutely bonkers for a PC lich, because you can cast it multiple times and end up with hundreds of phylacteries in just a few easy castings.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Can I take the Ringsword from the Arms and Equipment Guide (+3 longsword that lets you use an extra ring) and increase its enhancement bonus and give it enchantments?
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Mostly I just want to make it a Skillful weapon to give my character some ability to stand up in melee if necessary. Speaking of which, here's my character:
Only thing left is the bio. Which I have mostly done from the previous incarnation of Caex. A few changes here and there and it should be finished pretty quickly. Which is mighty convenient for me.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I've been ruminating on how mediocre the ranger class is and I'm thinking about giving a set of boosts to the favored enemy ability. Will edit those into houserules.
Enlightened Fists can be pretty powerful, especially if you have the Arcane Strike feat and high-level spells.
If you do go Enlightened Fist, I'd go with Wizard instead of Sorcerer. Wizards are much more flexible than Sorcerers, and my character pretty much has the specialized spellcasting nailed down. Mostly Evocation and Abjuration, with limited Clerical utility spells on the Sage side.
We will probably need someone who can cast a wide variety of useful utility and combat-trick spells. Enlightened Fist gives you plenty of offensive potential, so you probably wouldn't need to use damage-dealing spells, which frees up quite a bit of room.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
In addition to the existing favored enemy bonuses you get the following:
+2 insight bonus to attack rolls on creatures of the chosen type per bonus interval
Threat range of weapons used against creatures of the chosen type increases by 2 per bonus interval. Note this doesn't stack with other effects that increase the threat range of weapons (including improved critical and keen weapons)
Weapons used against creatures of the chosen type have their critical hit multiplier increased by 1 per bonus interval
+2 caster level bonus when casting ranger spells against creatures of the chosen type per bonus interval
The DC for ranger spells when used against creatures of the chosen type increases by 1 per bonus interval
+2 insight bonus to AC against attacks made by creatures of the chosen type per bonus interval
+1 insight bonus to saving throws against special attacks, spells, etc made by creatures of the chosen type per bonus interval
Well, I'd say favored enemy (evil) is far too broad.
But yes, it's strong.
Keep in mind that there's a custom feat ("Intensified Critical") floating around these fora somewhere that fighters can choose which has some of those same threat range and critical multiplier bonuses.
Note that Favored Enemy (Arcanists) Applies to anything with arcane caster level, I.E: Anything with spell-like abilities of spells on any arcane caster's list, and/or arcane spells. Which pretty much means anything, ever.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Starting gold is 760,000 gp.
If you want to play in this campaign, please send me a PM and get my approval before posting in this thread. There are 5 character slots available, and as DalkonCledwin was so kind to open a similar campaign, I will prioritize players primarily on the basis of them not playing in the other campaign so as to accommodate as many people as possible. The secondary criterion of priority will be first come, first serve. Note that you can play in both campaigns so long as there are slots available by the time of the deadline (two weeks from 4/19/11).
I still have a lot of details about this campaign to work out. For example, I am yet undecided on the setting. So if you have input on this matter let me know (so far, it's looking like it may be a Ravenloft setting).
I will require activity from you to keep things going. There are no hard limits on how often you must post, but something like at least 24 hours is a rough estimate. Chronically inactive characters may be modded and killed off.
You are responsible for keeping track of your character's bookkeeping to some extent. You need to pull your own weight to play in this game, I am not going to keep tabs on your upkeep for you. What this means is that I will do a basic level of organization required of an average character by a DM. But if you're a necromancer with countless undead hordes (or whatever), the extra work is on you.
Don't make any characters which are broken, cheesy or require a lot of work for the DM (in terms of paperwork, maintenance, and so forth). That means all the usual suspects (leadership, excessive synergies in gestalt, etc) are probably banned. I encourage you to limit the complexity of your characters in terms of min-maxing classes and the like.
I will of course have very little tolerance for cheating and metagaming. And any PvP shenanigans will summon up my DMy wrath.
This is just a suggestion, but you may want to focus on your character's resilience more than damage output. I'm not saying by any means that you can't make a glass cannon if that's what you want to play, it just may not be the most strategical choice for this campaign. Generally people in the party are going to die a lot (something like one player per encounter on average?) so you will need ways to recover from that. Also, I fight pretty dirty, so you will need ways to deal with debilitating effects.
In other words, this is a high-powered, challenging and perilous campaign. Make a character strong enough to be suited to that campaign.
I believe that's all for now.
Dramatis Personae:
1.
2.
3.
4.
5.
Because if not, I may have to PM you some back story explaining it. Most people I know, are not particularly fond of Kender.
Though I confess it should be interesting to see how a character who doesn't experience fear deals with a horror setting.
Tasslehoff, one of the main characters of the main stories of the Dragonlance series felt fear on a number of different occassions, for example when encountering the guy who would become the Lord of Sithicus itself (he was more terrified in that instance than he ever admitted of being during his encounter with the cursed wizard tower).
EDIT: but I have to admit, a True Kender probably isn't the best fit for Ravenloft or a similar campaign. I will find something else to play.
EDIT2: Actually I think I came up with a way to make a Kender work. I will PM you the details.
I've got a pretty long list of previous character concepts that I'm interested in using. I've got to narrow it down:
Caex Kothar- Half-Red Dragon Sorcerer
Kaegro- Half-Green Dragon Lich Necromancer
Ventas- Human Storm Mage
Reiuen- Drow Swordsage
Malaketh- Minotaur Spellfire Wielder
Michael- Human Saint Paladin
Aldrick- Human Spellsword
What is your stance on Legacy Items? I've got one character concept that would be greatly enhanced, both flavorfully and mechanically, by the use of a Legacy Weapon.
Also, will we have time during the game to craft items or develop epic spells or other such time-consuming activities? That will probably influence my character choice more than anything else. With a single epic spell, I can turn one of my characters into the D&D equivalent of Voldemort.
{Magic: The RPG}
If you're interested in playing an epic gestalt game and not one of the five, I recommend you check out DalkonCledwin's thread. Otherwise you will have a stand-in slot in case one of the people decides to drop or defect to the other campaign.
@Caex: Legacy items are fine by me.
If you need time to develop things for your character between levels I will be sure to accommodate you. I recommend you coordinate with other players so that everyone does something useful in these periods. 'Course there wont be much RP involved, we'll just skip it over I think.
There's an epic spell that lets a lich split his phylactery into multiple items, which makes him effectively unkillable and the Spellcraft DC is only 41. There's another one that kills a creature, has an insanely high save DC to survive, is relatively simple to cast (Spellcraft 50 or so), and lets the caster control or possess the body.
Hm after thinking about it, I guess I'll go with the Swordsage for simplicity's sake. Necromancers are pretty tough to bookkeep once you start getting more powerful and numerous undead minions.
{Magic: The RPG}
Kronin Nimblestep the Kender, Rogue (1) / Scout (19) || Fighter (20)Hope he meets with approval?Preliminary Remake of the Above Character
I'm assuming epic spells are okay, because they're meant to be powerful. I know my character is going to be using them.
For example, the phylactery-splitting spell that a lich can cast to create more than one phylactery and become extremely difficult to kill. That spell is absolutely bonkers for a PC lich, because you can cast it multiple times and end up with hundreds of phylacteries in just a few easy castings.
{Magic: The RPG}
@Halinn: Caex quotes me correctly.
Epic spells are epic. This tautology brought to you by: you're gonna die if you're not sufficiently epic™.
Both epic spells and monster classes (and anything else questionable or custom) need to be approved by me beforehand.
Can I take the Ringsword from the Arms and Equipment Guide (+3 longsword that lets you use an extra ring) and increase its enhancement bonus and give it enchantments?
Also, is Sage an acceptable class to have?
{Magic: The RPG}
Sage is fine.
Caex Kothar
Only thing left is the bio. Which I have mostly done from the previous incarnation of Caex. A few changes here and there and it should be finished pretty quickly. Which is mighty convenient for me.
{Magic: The RPG}
I've been ruminating on how mediocre the ranger class is and I'm thinking about giving a set of boosts to the favored enemy ability. Will edit those into houserules.
If you do go Enlightened Fist, I'd go with Wizard instead of Sorcerer. Wizards are much more flexible than Sorcerers, and my character pretty much has the specialized spellcasting nailed down. Mostly Evocation and Abjuration, with limited Clerical utility spells on the Sage side.
We will probably need someone who can cast a wide variety of useful utility and combat-trick spells. Enlightened Fist gives you plenty of offensive potential, so you probably wouldn't need to use damage-dealing spells, which frees up quite a bit of room.
{Magic: The RPG}
@sceluk: I don't enforce alignment restrictions on classes.
In addition to the existing favored enemy bonuses you get the following:
But yes, it's strong.
Keep in mind that there's a custom feat ("Intensified Critical") floating around these fora somewhere that fighters can choose which has some of those same threat range and critical multiplier bonuses.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Well anyway, try not to break things. That's one of the rules.
I remember you mentioning it in a Caex thread. Otherwise, no, I'm not.