Alright ladies and gents. I've decided to do this campaign again, the right way. The way I always intended.
Groundrules:
We will start at level 15. 200,000 starting gold.
Your character absolutely must have a detailed backstory, along with allies, family, friends, contacts, the works. Your character hasn't been living in a cave for his whole life. He has interacted with many people, and has forged bonds and alliances. Reflect that in your bios. Feel free to invent towns, regions, landmarks, and the like. The continent of the game-world is huge, so there's lots of room for customization.
We'll be using AoK's HP system. Full HP for odd levels, half HP for even, adding Con as usual.
Sorcerer's get Eschew Materials as a bonus feat at 1st level, and bonus feats exactly like a Wizard. Sorcerers can take Draconic feats in place of the normal bonus Wizard feats. Wizards, and only Wizards, can take Spell Focus, Improved Spell Focus, Spell Penetration, Greater Spell Penetration, and Augment Summoning as bonus feats in addition to their normal bonus feats.
Vorpal will not decapitate enemies on a natural 20, but will instead double your critical hit damage. So if a weapon would do x3 on a critical, a vorpal version of that weapon would do x6. And the enchantment price equivilant is reduced to +3 instead of +5.
This will be a horror campaign. As such, there might be things and situations that might make some players uncomfortable (see Ain Soph Aur's Adytum of the Conclave thread ;)). If you're a squeamish player, or don't want to be put into some fairly uncomfortable or disturbing situations, then please don't sign up.
All characters must be good. Neutral is acceptable, but they must have a strong leaning toward the goodly side of morality. This will be an important gameplay point, so no exceptions.
-A Neutral Assassin who only kills those he deems corrupt or evil is an excellent example of a good-leaning neutral character.
A +1 level adjustment is the maximum. You cannot buy this level off, so if you choose a race with a +1 adjustment be prepared to be one level lower than the rest of the party.
Each character must start off with one Severe Phobia. It can be anything you like, as long as it's realistic and not something completely random (squirrels, for example). Fire, heights, dragons, undead, death, giants, the dark, magic, water, demons, cramped spaces, and animals are all examples of acceptable phobias. Feel free to run anything you have in mind by me. Having the same phobia as another player is fine.
No custom items. Don't even ask. I'll say no, and tell you to read the rules more carefully next time.
No Legacy items or aritfacts. See above.
No items with a non-enhancement bonus to an ability score. See above.
No Martial Adept classes (Crusader, Swordsage, Warblade, ect). They don't fit with the flavor of this game, so don't ask.
I'm the DM. I reserve the right to mod-kill characters, god-mod characters, or do anything else to your characters that I see fit. Which brings me to another point: I'm the DM. Please don't argue with me about something that doesn't make sense to you. I know what I'm doing. Trust me.
That said, I'm only human, and as a human, I make mistakes. If you see something that looks like a mistake on my part, feel free to point it out. If it is a mistake, I'll correct it. If it's something deliberate, I'll let you know with a cryptic remark.
You will be starting out in 3 seperate groups (and therefore threads) of 3-4 players each. I will be putting you in the groups randomly.
That means I will need 9-12 players, but I can make due with less than that if necessary.
There will be lots of edits to this post, so check back every once in a while.
EDITS:
Classes, races, and alignments are more flexible here. A neutral or even a good Assassin? Sure. A good half-fiend? Why not. There are some set-in-stone class/alignment combos though:
-Monks must be lawful
-Paladins must be lawful good
-Barbarians must be chaotic
-Possibly others I'm forgetting, but I'll edit them in as I think of them.
There are virtually no racial alignment limits, however.
No Unearthed Arcana material. At all.
Please be ready to RP your heart out. Since this is a horror game, your characters' reactions to terrifying situations and moral dilemmas is very important to the mood. Having an aloof character who just shrugs off scary stuff with a tough-guy face is boring. Give your characters some depth, some quirks, some... ahem... character.
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
Oaheim Deathomen, A brooding Sorcerer who is trying to overcome his damned status while at the same time coming to terms with his unique situation (so yeah good inclined but also 'wait i minute, im on loan to a fiend... is there a reason i need to try so hard for goodsauce?')
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
This will be a horror campaign. As such, there might be things and situations that might make some players uncomfortable (see Ain Soph Aur's Adytum of the Conclave thread ;)). If you're a squeamish player, or don't want to be put into some fairly uncomfortable or disturbing situations, then please don't sign up.
Woo, name drop! :>
I have some different character concepts that I'd like to try. But I'd be more interested in filling any niches in the party.
Edit: Character sheet so far
Name: Devata Ishtaradhi Height: 5'7" Weight: 120 lbs Eye Color: Indigo, with violet hues Hair Color: Black Skintone: Bronze Alignment: Chaotic Good Deity: Kord Race: Human (Raised by Janni Nomads) Gender: Female Age: 25 Size: Medium Class/Level: Fighter 8/Rogue 2/Swashbuckler 1/Scout 2/Dervish 1/Tempest 1
Skirmish +1d6/+1 AC (Deals 1d6 extra points of damage when moving at least 10 feet and receives a +1 bonus to AC)
Trapfinding
Swashbuckler:
Weapon Finesse
Dervish:
Dervish Dance 1/day (Full round attack while making full movement, as long as each attack is made within a 5 ft. step; +1 to attack & damage rolls with slashing weapons; duration equal to perform (dance) ranks)
Movement Mastery (Can take 10 on Jump, Perform (Dance), and Tumble in conditions normally unable to do so)
Slashing Blades (Treats scimitars as light weapons)
Tempest:
Tempest Defense +1 (+1 bonus to armor class when wielding two weapons)
Common
Devata knows nothing of her origins, and has not seen her parents since she was an infant. The extent of her past, of which she is aware, is that she was left in the desert to die of exposure. Two days passed and death was near, but a wandering janni band encountered the infant, rescued her, and raised her as their own. The truth is that her father was a powerful lord, who took his daughter to an oracle of Boccob, who foresaw that she would be barren. Such an infirmity could not be tolerated in that war-like society, and her inability to bear strong sons was as good as a death sentence. The jann, of the Ishtaradhi tribe, named her 'Devata,' for surely a human child could only gain such resilience through the protection of the gods.
She journeyed with the jann throughout her young life. A tom-girl from the start, she never tired of adventuring or fighting tough, even when she was hopelessly outmatched, and she never let someone tell her anything she didn't want to hear (for good or ill). Her home was the wind, guiding her to new experiences and locales. Friends and teachers came into her life, and left, flowing like water. She met more people than she could remember, and for those among them insightful enough to see it, impressed upon them her tremendous talent and passion even as it began to blossom. Only the tribe itself was permanent, a family to call her own. Following the end of the bitter vendetta between the Ishtaradhi and the Kaorti, Devata was able to obtain wondrous scimitars composed of resin. Ribbon-thin and razor sharp, once they were held in her hands, she knew her heart belonged to the blade. She devoted herself to Kord, and vowed that she would make herself strong, strong enough to prove her parents wrong if she ever met them. A wild defender of the Ishtaradhi from bandits, Devata knew the greatest freedom in battle, though she was taught also in the ways of subtlety and intrigue by the jann. Exploring hundreds of tombs and ruined temples in her journeys, she encountered more undead than treasure.
Devata was commissioned to use her skills for a number of different clients. She spent six months guarding the caravan routes of the mercane high merchant Parsariya. This granted her many connections to the guild conglomerate of the trade city of Qasarat. She served as the personal body guard to the rakshasa mage Kshatra and impressed the arcane courts at Saharam with her elegant ribbon blades. She also defended a pilgrimage of water naga from their dark cousins on their journey to the Noble Fountain, the pool of their birth, where she was given the privilege to drink from their waters.
As she came into womanhood, she fell in love with with a janni, Cyrus. His falchion and her scimitars made the Ishtaradhi feared from the desert sands to the jungle ruins. Their notoriety spread, until word of them reached a Kaorti Cyst. Despising the jann, they captured Cyrus and warped him beyond all recognition. Heartbroken, Devata had to kill Cyrus himself, as the influence of the Kaorti became clear. She swore that if she ever saw a Kaorti again, she would slice off its head before it took another breath. Thus far she has stayed true to her word.
She hardly smiled for months after the event. Still bitter over the loss of her love, the patriarch of the tribe drove her away, stating that the love between a mortal and immortal was forbidden, and thus the gods punished it. Drunken, enraged and bent on self destruction, she fled until she could run no more. Lost and exhausted, she collapsed in an elven settlement, Faltharien, where she earned many friends among the elves. There she met Serena, a bard who, in time, began to heal her heart. Years passed, and Devata found love once again, and she knew that love, too, was like the wind: free and never bound. The bard recounted to her the great epics of centuries past, of many heroes who, like Devata, were infants left to die only to become great in the memory of history. Devata determined that it would not matter either way; she would forge her own destiny, and let the bards make of it what they would. Fate had no hold on her. Finally, Serena convinced her to reunite herself with the Ishtaradhi.
It took some time to track the jann, who had long moved on.
"I never thought you would dare show you face to me again," The patriarch said, and turned her away; "We gave you life, raised you, and this is how you thank us?"
But Serena enchanted him with her song, of the long, bitter sorrow of the elves, softening his heart. Thus Devata was restored with the Ishtaradhi.
The band finally traveled fatefully to the city of her birth, Khetesh. In the twenty years that had passed, the iron grip of tyranny had slowly strangled the life from the people. Her own father, unknowing, had become a beggar on the street, falling far from his previous status. She spared him a coin, but never knew to whom she gave. Her mother had been a victim of the many waves of pestilence in the past years. Angered by the corruption of the city, she convinced the jann to take up arms and supplant the king. Word spread to the people, who joined the nomads in overthrowing their tyrant king. In the end, his true nature was revealed to be that of a devil, and he escaped the final retribution. Nevertheless the city was liberated, and she was known to the people as a bodhisattva. The jann decided to make their home within the city, and Devata was overcome with wanderlust.
She journeyed the following years, sometimes on her own, sometimes accompanied by Serena or others, following the wind.
Devata is tall for a woman, gracile and curvacious, and sculpted with lean muscle. Her eyes are a twilight blue, and smolder menacingly with the color of dusk. Her hair is dark black, gathered in one tail bound by bejeweled rings, or sometimes curling freely around her supple bosom, as the mood strikes her. Her skin is bronze from her time spent in the desert. She wears fine silk garments, embroidered with gold thread in cloud or floral motifs. She wears a dark blue cape over flowing violet robes with elegantly long sleeves. Underneath the robes is a fine gold chain shirt and golden filigree girdle. She wears galena on her eyes, styled with the markings of the falcon, and metallic green eye shadow. The lower half of her face is covered with a sheer, diaphanous veil, and a small sapphire inset in gold adorns her forehead. Hundreds of necklaces of a variety of precious metals and gems adorn her neck, along with a single amulet. Her hands are tattooed with henna symbols of feathers and talons; her fingers adorned with rings of various designs and components (a turquoise scarab, a sapphire star, etc). She often anoints herself with oil and spicy perfume. Her sash, saffron and gold, is tied intricately, and holds the scabbards for two resin scimitars at either hip. Hanging from her left side is also a chain which bears the skulls of those most formidable who she has defeated in battle, which she keeps as souvenirs.
She is passionate and willful; pretty but dangerous as well, as she lets no man forget. Always following her own heart, she encourages others to embrace their own compassion. Her open heart leads her to bond with others easily, and break just as easily when they part, as happens time and time again. Her true wish is to find a love which burns eternal, and her greatest fear is to be abandoned by those in which she puts her trust.
Hey Caex my copy of Heroes of Horror seems to be acting up on my PC because its not showing me the Skill Ranks needed to enter the Fiend-Blooded PrC... any chance you can give me those numbers? Kinda need them to know how to do the progression.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
So I'm considering the Hellfire Warlock option, but it doesn't feel all that interesting. I also don't really want to play a full caster, but I don't really have any good ideas yet for non-casters.
So I'm considering the Hellfire Warlock option, but it doesn't feel all that interesting. I also don't really want to play a full caster, but I don't really have any good ideas yet for non-casters.
General suggestions are welcome.
If he lets you, get the shape soulmeld feat for Strongheart Vest that lets you negate the Hellfire Con Damage Also see if you can convince him to let you play Demonbinder (ask him to scratch the Race prerequisite).
For Melee Characters... Swashbuckler/Rogue/Shadowblade maybe???
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Thanks for saving me and my friend a spot. He should be on in the next day or two. I was thinking about an archivist obsessed with knowledge. Would it be okay to do a joint background with my friend? His concept was going to be a monk/drunken master.
Also Caex, you forgot to include what to use for abilities again. I'm guessing no to the next question, but I'll ask anyways. Will there be retroactive skill points?
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Sig and avi of the Ur-Dragon by Spiderboy4 at High~Light Studios
How about a Tiefling wizard/archmage with a severe phobia for blood?
Or an Aasimar Warmage who freaks out at the undead (actually, I kind of like this one a lot)?
Or, finally, a Dark Whisper Gnome Rogue with a phobia for boredom and entrapment (a combination ADHD and claustrophobia)?
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
Hey Caex my copy of Heroes of Horror seems to be acting up on my PC because its not showing me the Skill Ranks needed to enter the Fiend-Blooded PrC... any chance you can give me those numbers? Kinda need them to know how to do the progression.
Let's see. You need 8 ranks of each of the following: Concentration, Knowledge (the planes), and Knowledge (arcana).
You need the feats Blood Calls to Blood and Eschew Materials.
And you have to be able to cast 2nd level arcane spells without preparation.
If he lets you, get the shape soulmeld feat for Strongheart Vest that lets you negate the Hellfire Con Damage Also see if you can convince him to let you play Demonbinder (ask him to scratch the Race prerequisite).
For Melee Characters... Swashbuckler/Rogue/Shadowblade maybe???
Nooooooo! No Solmelds at all. I don't have the source material for them, and I'd rather not deal with it.
Thanks for saving me and my friend a spot. He should be on in the next day or two. I was thinking about an archivist obsessed with knowledge. Would it be okay to do a joint background with my friend? His concept was going to be a monk/drunken master.
Also Caex, you forgot to include what to use for abilities again. I'm guessing no to the next question, but I'll ask anyways. Will there be retroactive skill points?
Feel free to do a joint background with him.
Please explain what you mean by 'what to use for abilities again'.
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
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
Draconic Knowledge gives you all knowledge skills as class skills.
Or, if you want to play a human, the Able Learner feat makes all skills class skills.
Hmmmm this feats have a fluff problem you see it wouldnt do to have a Draconic Heritage (i mean my phobia is fear of reflective surfaces like mirrors or stuff like that... it reminds Oaheim he is cursed and hideous and well gets him pretty mad..) hmmm i think i will instead make him a True Necromancer... Sorcerer/Cleric/True Necromancer who is considering Undeath as a mean to escape his eternal timeshare in Asmodeus Layer of Hell? (gotta love the fact that i can cast Good AND Evil spells without restriction :D)
Is this idea Acceptable?
Edit: Able Learner does NOT make all skills class skills, it just makes all skills cost 1 point per upgrade (so cross class skills cost 1 point instead of 2), the feat itself states that the limit as to ranks is not changed.
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Hmmmm this feats have a fluff problem you see it wouldnt do to have a Draconic Heritage (i mean my phobia is fear of reflective surfaces like mirrors or stuff like that... it reminds Oaheim he is cursed and hideous and well gets him pretty mad..) hmmm i think i will instead make him a True Necromancer... Sorcerer/Cleric/True Necromancer who is considering Undeath as a mean to escape his eternal timeshare in Asmodeus Layer of Hell? (gotta love the fact that i can cast Good AND Evil spells without restriction :D)
Is this idea Acceptable?
Edit: Able Learner does NOT make all skills class skills, it just makes all skills cost 1 point per upgrade (so cross class skills cost 1 point instead of 2), the feat itself states that the limit as to ranks is not changed.
That seems like a pretty good concept. Though I don't see how becoming an undead would stop Asmodeus from collecting your 'timeshare' from you.
I must have misread Able Learner... Damn my non-attention-paying nature.
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
Well if my soul is entrapped in a Phylactery then i cant be sent to hell and i cant be sent there then Big A cant collect... basically i dont wanna ever move on... i wanna stay in the material plane FOREVER!!!!!
Now i just need to get my Libris Mortis book... then i can get the Domains of Undeath and some other cool one that grants me buddy building powers GoGoGadget Corpsecrafter!
hmmm it will be funny to try and explain why a CN/CG character uses so much E-V-I-L!!!! stuff "I cant help it, i was born this way"
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Well, with Sep's intention being for a necromancer, I think I'll end up playing the gnome.
I should have a character created, minus items, in a few hours.
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
Question Caex, would you consider striking the Domain Prerequisite in True Necromancer if i instead take the Deathbound and Undeath Domains? These domains (apart from being much better :p) fit the aim of my character better, i mean he is aiming for Undeath and the process and all that (in other words he will be Worshiping Afflux because it seems like the only sure way to escape his accursed fate, he has hope of redemption by way of goodsauce but he is having a back up plan :p).
In the meantime... im so going to ramp up the Necromancy DC
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I just feel sad Rapid Summoning isn't available here, as it makes my job of filling the battlefield with 20+ critters harder.
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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.
I just feel sad Rapid Summoning isn't available here, as it makes my job of filling the battlefield with 20+ critters harder.
Sorry, but no Malconvoker. And paranoid and sadistic are two traits that aren't smiled upon. Remember, you have to be a good-aligned character. Paranoid/good is possible, but sadistic/good is a no-no.
And please please please, no brokenness, cheezyness, optimization, ect. This is a primarily RPing game. Less combat and more character-centered story. That's not to say there won't be any combat, but RPing will take center stage in this game.
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
Here is my character, so far.
If anything is in doubt, I would be happy to provide source material.
I still need to spend the rest of his gold and write up his bio.
However, other than that, he's done.
The bio will take some time, so don't expect it today.
Maybe Saturday or Sunday.
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
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Groundrules:
We will start at level 15. 200,000 starting gold.
Your character absolutely must have a detailed backstory, along with allies, family, friends, contacts, the works. Your character hasn't been living in a cave for his whole life. He has interacted with many people, and has forged bonds and alliances. Reflect that in your bios. Feel free to invent towns, regions, landmarks, and the like. The continent of the game-world is huge, so there's lots of room for customization.
We'll be using AoK's HP system. Full HP for odd levels, half HP for even, adding Con as usual.
Sorcerer's get Eschew Materials as a bonus feat at 1st level, and bonus feats exactly like a Wizard. Sorcerers can take Draconic feats in place of the normal bonus Wizard feats. Wizards, and only Wizards, can take Spell Focus, Improved Spell Focus, Spell Penetration, Greater Spell Penetration, and Augment Summoning as bonus feats in addition to their normal bonus feats.
Vorpal will not decapitate enemies on a natural 20, but will instead double your critical hit damage. So if a weapon would do x3 on a critical, a vorpal version of that weapon would do x6. And the enchantment price equivilant is reduced to +3 instead of +5.
This will be a horror campaign. As such, there might be things and situations that might make some players uncomfortable (see Ain Soph Aur's Adytum of the Conclave thread ;)). If you're a squeamish player, or don't want to be put into some fairly uncomfortable or disturbing situations, then please don't sign up.
All characters must be good. Neutral is acceptable, but they must have a strong leaning toward the goodly side of morality. This will be an important gameplay point, so no exceptions.
-A Neutral Assassin who only kills those he deems corrupt or evil is an excellent example of a good-leaning neutral character.
A +1 level adjustment is the maximum. You cannot buy this level off, so if you choose a race with a +1 adjustment be prepared to be one level lower than the rest of the party.
Each character must start off with one Severe Phobia. It can be anything you like, as long as it's realistic and not something completely random (squirrels, for example). Fire, heights, dragons, undead, death, giants, the dark, magic, water, demons, cramped spaces, and animals are all examples of acceptable phobias. Feel free to run anything you have in mind by me. Having the same phobia as another player is fine.
No custom items. Don't even ask. I'll say no, and tell you to read the rules more carefully next time.
No Legacy items or aritfacts. See above.
No items with a non-enhancement bonus to an ability score. See above.
No Martial Adept classes (Crusader, Swordsage, Warblade, ect). They don't fit with the flavor of this game, so don't ask.
I'm the DM. I reserve the right to mod-kill characters, god-mod characters, or do anything else to your characters that I see fit. Which brings me to another point: I'm the DM. Please don't argue with me about something that doesn't make sense to you. I know what I'm doing. Trust me.
That said, I'm only human, and as a human, I make mistakes. If you see something that looks like a mistake on my part, feel free to point it out. If it is a mistake, I'll correct it. If it's something deliberate, I'll let you know with a cryptic remark.
You will be starting out in 3 seperate groups (and therefore threads) of 3-4 players each. I will be putting you in the groups randomly.
That means I will need 9-12 players, but I can make due with less than that if necessary.
SIGN-UPS CLOSED
1. Krashbot
2. Kirby- Artemis
3. Shadowy1- Ulrich
4. Yukora- Rizonyl
5. Sepiriel- Oaheim
6. Amadi- Belenus
7. Ain Soph Aur- Devata
8. Koolkoal- Veyllim
9. Keifru- Sasha
10. Sceluk- Qorwon
11. Jeffery Blackthorn- Saim
12. HoodedStranger- Draven
There will be lots of edits to this post, so check back every once in a while.
EDITS:
Classes, races, and alignments are more flexible here. A neutral or even a good Assassin? Sure. A good half-fiend? Why not. There are some set-in-stone class/alignment combos though:
-Monks must be lawful
-Paladins must be lawful good
-Barbarians must be chaotic
-Possibly others I'm forgetting, but I'll edit them in as I think of them.
There are virtually no racial alignment limits, however.
No Unearthed Arcana material. At all.
Please be ready to RP your heart out. Since this is a horror game, your characters' reactions to terrifying situations and moral dilemmas is very important to the mood. Having an aloof character who just shrugs off scary stuff with a tough-guy face is boring. Give your characters some depth, some quirks, some... ahem... character.
No Leadership feat.
Retroactive skill points.
No Soulmelds.
Mamelon 32 Point-Buy for ability scores.
{Magic: The RPG}
Also, no idea what I'll be playing, but whatever it is, it'll go in this post.
Working on the character here.
Basic Info:
Player Name: Krashbot
Character Name: (TBA)
Character Level: 15
Class: Warlock 3 / Favored Soul 4 / Eldritch Disciple 5 / Hellfire Warlock 3
Race: Human
Alignment: Chaotic Neutral
Deity: (TBA)
Size: Medium
Age: 27
Gender: Male
Height: 5' 11"
Weight: (TBA)
Eyes: (TBA)
Hair: (TBA)
Skin: (TBA)
Ability Scores:
Original Point Buy: 10, 18, 16, 12, 16, 17
Str: 10 (0) [ ]
Dex: 20 (+5) [ ]
Con: 16 (+3) [ ]
Int: 12 (+1) [ ]
Wis: 16 (+3) [ ]
Cha: 18 (+4) [ ]
Combat Info:
(Still to come)
Saves
Fort: ?? (10 base + ?? con + ??)
Ref: ?? (7 base + ?? dex + ??)
Will: ?? (14 base + ?? wis + ??)
Skills:
(still to come)
Feats:
Level 1: Spell Penetration, Weapon Focus (Eldritch Blast)(Human)
Level 3: Ability Focus (Eldritch Blast)
Level 6: Maximized Spell-Like Ability (Eldritch Blast)
Level 9: ??
Level 12: Quicken Spell-Like Ability (Eldritch Blast)
Level 15: ??
This barely counts as a start, but I'll fill more in later.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
This.
By the way, I've already created one character for you guys to play with. This is gonna be fun.
EDIT: What the... erm... hell is a Hellbred?
{Magic: The RPG}
Edit:
I have edited my first post with a basic sketch, its still missing a lot but i will finish that later.
Hellbred is a race from Fiend Folio II
I have some different character concepts that I'd like to try. But I'd be more interested in filling any niches in the party.
Edit: Character sheet so far
Name: Devata Ishtaradhi
Height: 5'7"
Weight: 120 lbs
Eye Color: Indigo, with violet hues
Hair Color: Black
Skintone: Bronze
Alignment: Chaotic Good
Deity: Kord
Race: Human (Raised by Janni Nomads)
Gender: Female
Age: 25
Size: Medium
Class/Level: Fighter 8/Rogue 2/Swashbuckler 1/Scout 2/Dervish 1/Tempest 1
Strength: 22 (+6) [10 + 8 point buy + 4 enhancement]
Dexterity: 24 (+7) [10 + 8 point buy + 6 enhancement]
Constitution: 22 (+6) [10 + 8 point buy + 4 enhancement]
Intelligence: 13 (+1) [10 + 1 point buy + 2 level]
Wisdom: 12 (+1) [10 + 1 point buy + 1 level]
Charisma: 10 (+0) [10]
HP: 193
AC: 25 [10 + 7 dex + 4 armor bonus + 3 enhancement + 1 tempest defense] [+1 skirmish + 1 dodge + 4 mobility]
Touch: 18
Flat-Footed: 18
Speed: 30 ft.
Initiative: +7
Base Attack Bonus: +14/+9/+4
Total Attack Bonus: +20/+15/+10; +21/+16/+11 with light weapons
Two Weapon Fighting: +19/+19/+14/+8/+19 (off hand)/+14 (off hand)
Grapple: +20
Ranged Attack Bonus: +21/+16/+11
Weapon: Perduellion
Special Properties: Vorpal Ribbon Scimitar of Speed
Attack: +22/+22/+17/+12; or +21/+21/+16/+10/+21 (off hand)/+16 (off hand)/+8 (off hand)
Damage: 1d6 slashing + 2 weapon specialization + 6 str + 1d6 skirmish + 1d6 sneak attack
Critical: 15-20/x8
Cost: 72,690 gp
Weapon: Deliverance
Special Properties: Vorpal Ribbon Scimitar of Ghost Touch
Attack: +22/+17/+12; or +21 (main hand)/+21 (main hand)/+16 (main hand)/+10 (main hand)/+21/+16/+8
Damage: 1d6 slashing + 2 weapon specialization + 6 str + 1d6 skirmish + 1d6 sneak attack
Critical: 15-20/x8
Cost: 32,690 gp
Armor: Celestial Armor
Special Properties: Light chain shirt (Fly 1/day)
Type: Light
AC Bonus: +7
Maximum Dex Bonus: 8
Armor Check Penalty: -2
Arcane Spell Failure: 15%
Weight: 20 lb
Speed: 30 feet
Cost: 12,550 gp
FORT: 15 [9 + 6 con]
REF: 15 [8 + 7 dex]
WILL: 6 [5 + 1 wis]
Courier Outfit (Silk Robes)
Cosmetics, jewelry and accessories (cost: ~500 gp)
Belt of Giant's Strength +4 (cost: 16,000 gp)
Gloves of Dexterity +6 (cost: 36,000 gp)
Amulet of Health +4 (cost: 16,000 gp)
Boots of Speed (cost: 12,000 gp)
Climb: 11 [5 ranks + 6 str]
Disable Device: 8 [7 ranks + 1 int]
Gather Information: 7 [7 ranks]
Handle Animal: 3 [3 ranks]
Hide: 11 [4 ranks + 7 dex]
Intimidate: 11 [11 ranks]
Jump: 11 [5 ranks + 6 str]
Listen: 8 [7 ranks + 1 wis]
Move Silently: 11 [4 ranks + 7 dex]
Perform (Dance): 9 [9 ranks]
Ride: 12 [5 ranks + 7 dex]
Search: 8 [7 ranks + 1 int]
Sense Motive: 9 [8 + 1 wis]
Spot: 8 [7 ranks + 1 wis]
Swim: 17 [11 ranks + 6 strength]
Tumble: 10 [3 ranks + 7 dex]
Exotic Weapon Proficiency (Ribbon Scimitar) [First Level]
Power Attack (Human)
Weapon Focus (Scimitar) [Fighter bonus feat level 1]
Two Weapon Fighting [Fighter bonus feat level 2]
Dodge [Level 3]
Weapon Specialization (Scimitar) [Fighter Bonus feat level 4]
Mobility [Level 6]
Improved Two Weapon Fighting [Fighter Bonus feat level 6]
Improved Critical (Scimitar) [Fighter Bonus Feat level 8]
Combat Expertise [Level 9]
Weapon Finesse [Swashbuckler level 1]
Spring Attack [Level 12]
Greater Two Weapon Fighting [Level 15]
Fighter:
Common
Devata knows nothing of her origins, and has not seen her parents since she was an infant. The extent of her past, of which she is aware, is that she was left in the desert to die of exposure. Two days passed and death was near, but a wandering janni band encountered the infant, rescued her, and raised her as their own. The truth is that her father was a powerful lord, who took his daughter to an oracle of Boccob, who foresaw that she would be barren. Such an infirmity could not be tolerated in that war-like society, and her inability to bear strong sons was as good as a death sentence. The jann, of the Ishtaradhi tribe, named her 'Devata,' for surely a human child could only gain such resilience through the protection of the gods.
She journeyed with the jann throughout her young life. A tom-girl from the start, she never tired of adventuring or fighting tough, even when she was hopelessly outmatched, and she never let someone tell her anything she didn't want to hear (for good or ill). Her home was the wind, guiding her to new experiences and locales. Friends and teachers came into her life, and left, flowing like water. She met more people than she could remember, and for those among them insightful enough to see it, impressed upon them her tremendous talent and passion even as it began to blossom. Only the tribe itself was permanent, a family to call her own. Following the end of the bitter vendetta between the Ishtaradhi and the Kaorti, Devata was able to obtain wondrous scimitars composed of resin. Ribbon-thin and razor sharp, once they were held in her hands, she knew her heart belonged to the blade. She devoted herself to Kord, and vowed that she would make herself strong, strong enough to prove her parents wrong if she ever met them. A wild defender of the Ishtaradhi from bandits, Devata knew the greatest freedom in battle, though she was taught also in the ways of subtlety and intrigue by the jann. Exploring hundreds of tombs and ruined temples in her journeys, she encountered more undead than treasure.
Devata was commissioned to use her skills for a number of different clients. She spent six months guarding the caravan routes of the mercane high merchant Parsariya. This granted her many connections to the guild conglomerate of the trade city of Qasarat. She served as the personal body guard to the rakshasa mage Kshatra and impressed the arcane courts at Saharam with her elegant ribbon blades. She also defended a pilgrimage of water naga from their dark cousins on their journey to the Noble Fountain, the pool of their birth, where she was given the privilege to drink from their waters.
As she came into womanhood, she fell in love with with a janni, Cyrus. His falchion and her scimitars made the Ishtaradhi feared from the desert sands to the jungle ruins. Their notoriety spread, until word of them reached a Kaorti Cyst. Despising the jann, they captured Cyrus and warped him beyond all recognition. Heartbroken, Devata had to kill Cyrus himself, as the influence of the Kaorti became clear. She swore that if she ever saw a Kaorti again, she would slice off its head before it took another breath. Thus far she has stayed true to her word.
She hardly smiled for months after the event. Still bitter over the loss of her love, the patriarch of the tribe drove her away, stating that the love between a mortal and immortal was forbidden, and thus the gods punished it. Drunken, enraged and bent on self destruction, she fled until she could run no more. Lost and exhausted, she collapsed in an elven settlement, Faltharien, where she earned many friends among the elves. There she met Serena, a bard who, in time, began to heal her heart. Years passed, and Devata found love once again, and she knew that love, too, was like the wind: free and never bound. The bard recounted to her the great epics of centuries past, of many heroes who, like Devata, were infants left to die only to become great in the memory of history. Devata determined that it would not matter either way; she would forge her own destiny, and let the bards make of it what they would. Fate had no hold on her. Finally, Serena convinced her to reunite herself with the Ishtaradhi.
It took some time to track the jann, who had long moved on.
"I never thought you would dare show you face to me again," The patriarch said, and turned her away; "We gave you life, raised you, and this is how you thank us?"
But Serena enchanted him with her song, of the long, bitter sorrow of the elves, softening his heart. Thus Devata was restored with the Ishtaradhi.
The band finally traveled fatefully to the city of her birth, Khetesh. In the twenty years that had passed, the iron grip of tyranny had slowly strangled the life from the people. Her own father, unknowing, had become a beggar on the street, falling far from his previous status. She spared him a coin, but never knew to whom she gave. Her mother had been a victim of the many waves of pestilence in the past years. Angered by the corruption of the city, she convinced the jann to take up arms and supplant the king. Word spread to the people, who joined the nomads in overthrowing their tyrant king. In the end, his true nature was revealed to be that of a devil, and he escaped the final retribution. Nevertheless the city was liberated, and she was known to the people as a bodhisattva. The jann decided to make their home within the city, and Devata was overcome with wanderlust.
She journeyed the following years, sometimes on her own, sometimes accompanied by Serena or others, following the wind.
Devata is tall for a woman, gracile and curvacious, and sculpted with lean muscle. Her eyes are a twilight blue, and smolder menacingly with the color of dusk. Her hair is dark black, gathered in one tail bound by bejeweled rings, or sometimes curling freely around her supple bosom, as the mood strikes her. Her skin is bronze from her time spent in the desert. She wears fine silk garments, embroidered with gold thread in cloud or floral motifs. She wears a dark blue cape over flowing violet robes with elegantly long sleeves. Underneath the robes is a fine gold chain shirt and golden filigree girdle. She wears galena on her eyes, styled with the markings of the falcon, and metallic green eye shadow. The lower half of her face is covered with a sheer, diaphanous veil, and a small sapphire inset in gold adorns her forehead. Hundreds of necklaces of a variety of precious metals and gems adorn her neck, along with a single amulet. Her hands are tattooed with henna symbols of feathers and talons; her fingers adorned with rings of various designs and components (a turquoise scarab, a sapphire star, etc). She often anoints herself with oil and spicy perfume. Her sash, saffron and gold, is tied intricately, and holds the scabbards for two resin scimitars at either hip. Hanging from her left side is also a chain which bears the skulls of those most formidable who she has defeated in battle, which she keeps as souvenirs.
She is passionate and willful; pretty but dangerous as well, as she lets no man forget. Always following her own heart, she encourages others to embrace their own compassion. Her open heart leads her to bond with others easily, and break just as easily when they part, as happens time and time again. Her true wish is to find a love which burns eternal, and her greatest fear is to be abandoned by those in which she puts her trust.
General suggestions are welcome.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
If he lets you, get the shape soulmeld feat for Strongheart Vest that lets you negate the Hellfire Con Damage Also see if you can convince him to let you play Demonbinder (ask him to scratch the Race prerequisite).
For Melee Characters... Swashbuckler/Rogue/Shadowblade maybe???
Also Caex, you forgot to include what to use for abilities again. I'm guessing no to the next question, but I'll ask anyways. Will there be retroactive skill points?
Sig and avi of the Ur-Dragon by Spiderboy4 at High~Light Studios
No martial adepts, eh?
How about a Tiefling wizard/archmage with a severe phobia for blood?
Or an Aasimar Warmage who freaks out at the undead (actually, I kind of like this one a lot)?
Or, finally, a Dark Whisper Gnome Rogue with a phobia for boredom and entrapment (a combination ADHD and claustrophobia)?
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Sorry, no leadership. I learned my lesson last time.
Let's see. You need 8 ranks of each of the following: Concentration, Knowledge (the planes), and Knowledge (arcana).
You need the feats Blood Calls to Blood and Eschew Materials.
And you have to be able to cast 2nd level arcane spells without preparation.
Nooooooo! No Solmelds at all. I don't have the source material for them, and I'd rather not deal with it.
Feel free to do a joint background with him.
Please explain what you mean by 'what to use for abilities again'.
And yes, retroactive skillpoints.
EDIT: Mamelon Point Buy.
{Magic: The RPG}
Also damn... either i find a feat that makes all knowledge skills class skill or i find some other concept because Sorcerers dont get Know(planes)
Mamelon Point-buy.
Draconic Knowledge gives you all knowledge skills as class skills.
Or, if you want to play a human, the Able Learner feat makes all skills class skills.
{Magic: The RPG}
Hmmmm this feats have a fluff problem you see it wouldnt do to have a Draconic Heritage (i mean my phobia is fear of reflective surfaces like mirrors or stuff like that... it reminds Oaheim he is cursed and hideous and well gets him pretty mad..) hmmm i think i will instead make him a True Necromancer... Sorcerer/Cleric/True Necromancer who is considering Undeath as a mean to escape his eternal timeshare in Asmodeus Layer of Hell? (gotta love the fact that i can cast Good AND Evil spells without restriction :D)
Is this idea Acceptable?
Edit: Able Learner does NOT make all skills class skills, it just makes all skills cost 1 point per upgrade (so cross class skills cost 1 point instead of 2), the feat itself states that the limit as to ranks is not changed.
That seems like a pretty good concept. Though I don't see how becoming an undead would stop Asmodeus from collecting your 'timeshare' from you.
I must have misread Able Learner... Damn my non-attention-paying nature.
{Magic: The RPG}
Now i just need to get my Libris Mortis book... then i can get the Domains of Undeath and some other cool one that grants me buddy building powers GoGoGadget Corpsecrafter!
hmmm it will be funny to try and explain why a CN/CG character uses so much E-V-I-L!!!! stuff "I cant help it, i was born this way"
I should have a character created, minus items, in a few hours.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
In the meantime... im so going to ramp up the Necromancy DC
Malconvoker. A paranoid, sadistic malconvoker.
I just feel sad Rapid Summoning isn't available here, as it makes my job of filling the battlefield with 20+ critters harder.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Sorry, but no Malconvoker. And paranoid and sadistic are two traits that aren't smiled upon. Remember, you have to be a good-aligned character. Paranoid/good is possible, but sadistic/good is a no-no.
And please please please, no brokenness, cheezyness, optimization, ect. This is a primarily RPing game. Less combat and more character-centered story. That's not to say there won't be any combat, but RPing will take center stage in this game.
{Magic: The RPG}
If anything is in doubt, I would be happy to provide source material.
I still need to spend the rest of his gold and write up his bio.
However, other than that, he's done.
The bio will take some time, so don't expect it today.
Maybe Saturday or Sunday.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.