Sign-ups are not open at the moment. I've PMed several people with an invitation to this game and I'm waiting to hear back from them. Any of them who say yes will be automatically signed up. Then we'll see where we stand.
Please do not post in this thread expressing interest in the game if you're not one of the players I PMed. If you are interested and aren't one of the contacted players, send me a PM and I'll put you on the reserve list.
Groundrules:
We will start at level 5. Standard wealth for that level (9,000 gold).
Your character needs to have a backstory along with allies, family, friends, contacts, stuff like that. It doesn't have to be particularly detailed. Childhood, upbringing, training, and notable moments will do. If you want to go into more detail, that's just fine.
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.
No non-standard races, and no races with a level adjustment.
No custom items. Don't even ask. I'll say no, and tell you to read the rules more carefully next time. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
No Legacy items or aritfacts. See above.
No items with a non-enhancement bonus to an ability score. See above.
There will be a limited selection of non-prestige classes to choose from. These are:
-All 3.5 Player's Handbook base classes
-Dread Necromancer
-Dragonfire Adept
-Ninja
-Archivist
-Scout
-Sage
I'll be more lenient with PrC's. Just run it by me and I'll probably approve it.
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.
I'd prefer only people who have D&D experience. This won't be a beginner's game.
I'm a pretty brutal DM. I won't pull my punches. Your enemies want you D-E-A-D dead. They will do anything in their power to make it happen. If that means throwing an entire army at you, then that's exactly what they'll do.
32-point Mamelon Point Buy system for ability scores.
Your character must be of good alignment. That's a very important aspect of 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
So either a Half-Orc Barbarian with either Frenzied Berserker or the one that grants me insane amounts of Str (need to check my books :p) or a Half-Elf Bard/Warchanter.
Alignment will be CG naturally, so any input would be appreciated.
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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 either a Half-Orc Barbarian with either Frenzied Berserker or the one that grants me insane amounts of Str. (need to check my books :p)
I'll make this easier for you and tell that you cannot get into War Hulk without large size or special DM approval. There are ways around this but they are all either extremely cheesy or not available until later in levels.
Also, Miniatures Handbook if you don't believe me.
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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.
So either a Half-Orc Barbarian with either Frenzied Berserker or the one that grants me insane amounts of Str (need to check my books :p) or a Half-Elf Bard/Warchanter.
Alignment will be CG naturally, so any input would be appreciated.
I'd go with the Barbarian into Frenzied Berserker.
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 am awaiting to see the sign ups, would be quite a downer to go through all the character making process only to have the campaign not start because im the only one signed up
So with that said, WHERE IN YUGGOTH IS EVERYONE!?!?!?!?
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Quote from »
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.
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
Yeah, i was kinda hoping you would say yes so i could go for a Half-Golem - Flesh (or maybe Brass) Template for the wonderful Str and Con bonuses (although it makes me an absolute idiot with a total Int of 3), oh well plain is fun too
Also i see Leadership is allowed maybe i should go Bard after all
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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.
Also, I will be creating several custom Prestige Classes (having to do with an order of knights the players might have the option of joining) for 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
Weapon:Masterwork short sword [size=1](+1 to hit) 310gp Weapon: Shuriken [size=1](50) 10gp Head: Watch Lamp [SIZE=1](Create/dispel torchlight on shoulders as a swift action) 500[/SIZE] Face: Neck: Shoulders: Chest:
Torso: Vest of resistance +1 [SIZE=1](+1 resistance bonus to all saves) 1000gp[/SIZE] Arms: Bracers of armor +1 [SIZE=1](+1 armor bonus to AC) 4000gp[/SIZE] Hands: Ring: Ring of protection +1 [SIZE=1](+1 deflection bonus to AC) 2000gp[/SIZE] Ring: Waist: Feet: Boots of landing and agile leaping [SIZE=1](Always land on feet, 2 less falling damage dice; Add Dex mod to Jump checks, stand from prone more easily) 1100gp[/SIZE]
Backpack with waterskin
One day's trail rations
Bedroll
Sack
Flint and steel
Ink and paper
70gp
Class Skills [SIZE=1]Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble[/SIZE]
Skill Points per Level 6+Int bonus
Weapon and Armor Proficiencies All simple weapons plus hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, siangham. No armor or shield proficiencies.
AC Bonus (Ex) Add Wis bonus to AC when unarmored and unencumbered. +1 class bonus to AC at level 5 and +1 for every 5 levels thereafter. Lose the bonuses when immobilized or helpless, wearing any armor, carrying a shield, or carrying a medium or heavy load.
Ki Power (Su) May channel ki to manifest powers 5/day (#/day equal to half of class level plus Wis bonus). As long as ki pool isn't empty, get +2 bonus to Will saves.
Sudden Strike +3d6 When attacking an opponent that is unable to react, defend himself, or been denied a Dexterity bonus to AC, deal an additional +1d6 damage for every 2 Ninja levels to the attack. Functions like Sneak Attack in every other respect. Cannot be used to deal nonlethal damage. Stacks with Sneak Attack.
Trapfinding (Ex) May use Search to locate traps with a DC higher than 20 and may use Disable Device to disarm the trap. See the rogue class feature in the PHB.
Ghost Step (Su) May spend a ki point to become invisible for 1 round as a swift action.
Poison Use (Ex) Never risk accidentally poisoning self when applying poison to a weapon.
Great Leap (Su) Always make Jump checks as if running and had the Run feat, enabling long jumps without a running start and gaining a +4 bonus to the jump. May be used only if wearing no armor and carrying no more than a light load.
Point Blank Shot Fire into a melee without incurring penalty. [SIZE=1](1st)[/SIZE] Improved Diversion May use Bluff to create a diversion to hide as a move action. Gain a +4 bonus on these Bluff checks. [SIZE=1](Human)[/SIZE] Stealthy +2 to Move Silently and Hide. [SIZE=1](3rd)[/SIZE]
Common
Elvish
Undercommon
Draconic
"I was born in darkness, and I will die in darkness.
If you must pry, I was born into the Shadow Clan of Orden, of the Kelasin family. The family serves as the clan's its ninja and assassins. Those who cannot pass the clan's rigorous training are expelled from the family. My brother Lattier was one of them.
Those who proved to be the most capable of the family were allowed to serve as the shadow bodyguards to Princess Yorin Orden, the head of the clan. I was the eldest and most capable. My service to the princess was absolute. I did whatever she commanded, and served her well. She was my lady and her word was absolute.
However, that sounds worse than it was. Yorin had an excellent sense of humor, and was the most skilled shadow rogue of all of the Orden clan. She trained me further, and I was her faithful devotee.
That was ten years ago. One day, Yorin vanished. Disappeared. Without a trace. I don't know where she went, or what her intentions were. She didn't let anyone know and we searched for her for ages. I was... distraught, to say the least. I immediately set out to find her, but without our princess and clan leader, and without me, the eldest of my family, the Shadow Clan of Orden splintered and eventually scattered.
I do not care. Without my Lady Yorin, I could not return home. I felt shame for losing her. I don't know if she is dead or not... but I feel it in my heart. I know she's out there, somewhere, doing something vitally important. Important enough to not tell me and leave.
I've been looking for her ever since, doing what work I can to help in my search."
I'll be designing a few other PrCs today, and if you play your cards right your characters might be able to join the order of knights who have access to them. So before you design your character, I recommend taking a look at the link I provided in my previous post if you're interested in branching into them at some point.
I'll reveal more about the knightly order during the campaign. All of them have a prerequisite of a few Monk levels due to the nature of the order. I will, however, consider making exceptions to the strict alignment requirements of monks and/or classes that require neutral or chaotic alignments.
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
Name: Atram Height: 5'7" Weight: 120 lbs Eye Color: Brown Hair Color: Black Skintone: Dark Brown Alignment: Neutral Good Deity: Boccob Race: Human Gender: Male (Eunuch) Age: 17 Size: Medium Class/Level: Sorcerer 1/Wizard 3/Ultimate Magus 1
Atram was four when his village was raided by a nearby city-state of Harad. His father was killed, and his mother raped and enslaved along with him. In the cramped and dank conditions of the warship in which they were held captive on the journey back to Harad, his mother took ill and perished. The warriors didn't even bother to remove her body from the cell for two days. That was the last he saw of her.
Now orphaned, Atram was unsuited for work in the rice fields and was sold to a brothel. It was several years in the service of wealthy patrons until the onset of puberty. In order to extend his usefulness, the Mistress of the brothel had him castrated, reverting much of the effects of his entry into adolescence. Now truly bound to a life of prostitution, Atram dreamed of an escape.
At the age of 13, his wish was granted. He discovered his innate power of sorcery just as a patron was reaching climax. Having killed the unfortunate noble, Atram fled. It was not long before guards discovered the lord's charred body in his chambers, and Atram was pursued beyond the walls of Harad for many weeks.
Somehow, he evaded his bounty. Rarely staying in one place, he survived by doing cheap tricks on the streets and, occasionally, robbing an unsuspecting aristocrat. Eventually he made enough of a nuisance of himself that the wizards at the Academy of Kshaatri arrested him. The prosecution planned to charge him with the misuse of magic, the penalty for which is hanging. However, discovering his prodigal talent for magic, and that he was a eunuch, the charges were dropped. Atram was an ideal candidate for serving in the royal courts of Kshaatri as a diviner, a position which allowed the Academy to keep a close eye on the tides of politics in the city. Having been robbed of his manhood would ensure that he could get close to, and influence, the Queen. He trained in the arts of wizardry for several years, where his teachers diverted his energies away from his destructive tendencies.
However, it was an ill-fated move for the Academy. Being ignorant of Atram's full history, they did not realize that he had been responsible for killing the son of the Queen, a fact which was soon recognized when he entered the intrigue of the court. Deemed an assassin, the palace was in uproar and sent soldiers to raze the Academy to the ground. Once again Atram barely escaped using his quick wit.
Now on the run for a second time, Atram realized he would have to make a fresh start in a new land.
Settling on the new continent, Atram has mostly rid himself of his old enemies - namely: the whorehouse at Harad, the high profile aristocrats whom he robbed, the royal family of Kshaatri, the few surviving members of the Mage Academy... However, his flamboyant and eccentric nature has antagonized no few individuals on his journey. Like that time he "accidentally" blew up a merchant's ship after the woman commented on him being flat-chested (though, in all fairness, she was a slave-trader). Owing to the tongues spoken by prostitutes in his childhood, his person was once asked to leave the premises of a Library of Boccob, which sparked a feud between him and the high priest of that temple. Not to mention countless other individuals of little power who made the mistake of trying his cattiness. Nevertheless, Atram is on friendly terms with some of the other people he has come across. The famous swordsman of Batra, having delusionally mistaken him for a woman, still pursues his hand in marriage. A fellow diviner at Sassinam considers him the most promising student of that school in centuries, and with his extensive network of contacts has maneuvered Atram out of two hangings, a burning at the stake, four public floggings, hundreds of years of indentured labor, as well as countless fines and prison sentences. Additionally, Atram has much esteem to the followers of Corellon Larethian, after he successfully freed an entire troop of elven priestesses from a life of sexual slavery to a hobgoblin baron. Indeed, it seems Atram's early experiences lead him towards sometimes reckless good deeds against slavery.
Changed my mind. I'll be a dragonfire adept, if you still want me to play
Of course.
Any problems with a dragonborn? And what about flaws?
Dragonborn is kinda iffy. Your character would have to be dedicated to the Dragonfall War, as per Races of the Dragon, and this campaign has little, if anything, to do with that.
And I'm gonna go with no flaws.
Also, just for fun, when/if we get to level 9, will you allow the Landlord feat?
About that... Somehow, I think that by level 9, you probably won't need to take the Landlord feat.
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
CG fighter or ranger focusing on archery style. A grizzled and scary guy, veteran of a war some years ago and generally not a good idea to piss him off. If ranger, I guess he doesn't like undead and devils too much. Also, a womanizer.
NG ultimate magus, wizard specialist as diviner with evocation prohibited (thus sorcerer gets all the blasty spells). The character's internal struggle is between chaos (early years as a sorcerer running amok and destroying stuff) and law (forcibly trained as a wizard where his talents are put to better use than evocation by the academy's standards).
I would go with the Magus based solely on the fact that I dont want to have a party where suddenly die due to lack of blasting, I am Barbarian I handle the smacking
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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.
Dragonwrought Kobold is okay. But I'm not sure what the "desert" part is.
@ASA: I like the fighter/ranger idea. There will be a lot of combat early on, and a diviner would be pretty vulnerable. Also, I can think of at least one situation early on that a womanizer would have pleny of opportunity for womanizing.
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
@ASA: I like the fighter/ranger idea. There will be a lot of combat early on, and a diviner would be pretty vulnerable. Also, I can think of at least one situation early on that a womanizer would have pleny of opportunity for womanizing.
Yeah, any caster will probably be pretty vulnerable at that level. Kinda comes with the territory. Maybe I'll do abjurer with conjuration and evocation shuffled on the sorcerer. Or maybe illusion and enchantment. I do heart abjuration.
While I was exercising I came up with an awesome twist on the magus, so I'm leaning towards that now.
We need healing, so again if Caex will heart me some warlock use i will make a Disciple and Provide healing, besides tell how blasting you in the face with an eldritch blast in order to heal you is NOT fun?
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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.
Yeah, any caster will probably be pretty vulnerable at that level. Kinda comes with the territory. Maybe I'll do abjurer with conjuration and evocation shuffled on the sorcerer. Or maybe illusion and enchantment. I do heart abjuration.
While I was exercising I came up with an awesome twist on the magus, so I'm leaning towards that now.
If you're going with the mage, I should probably mention that Jen's custom class Sage is allowed.
We need healing, so again if Caex will heart me some warlock use i will make a Disciple and Provide healing, besides tell how blasting you in the face with an eldritch blast in order to heal you is NOT fun?
You don't need an actual healer, really. There are cheap magic items that you can buy. Wands and such.
And sorry Sep, but the closest you guys get to Warlock is Dragonfire Adept.
-4 Strength, +2 Dexterity, -2 Wisdom.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A desert kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A desert kobold character has a +2 racial bonus on Craft (trapmaking), Search, and Survival checks.
Racial Feats: A desert kobold character gains feats according to its character class.
+1 natural armor bonus.
Special Qualities: Heat Endurance.
Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Favored Class: Rogue.
Level adjustment +0.
Heat Endurance: Members of desert races gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
(compared to regular kobold: +2 con, -2 wisdom, loses bonus to Profession (miner), gains bonus to Survival, loses light sensitivity, gains heat endurance. Favored class changed to rogue)
Ehhh. Sorry, but I'm gonna say no to anything from UA. Dragonwrought Kobold is fine though.
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
Sigh then barbarian it is, DFA doesn't provide enough for me to want it, sigh.... no chance of incarnum either right?
Yep, sorry no incarnum.
You could always go Barbarian -> Monk -> Diamond Knight, if you don't want to go with a straight-up beater.
Your characters are most likely going to recieve an offer to join them at some point, so you'll be able to access that PrC and get all the benefits of being a part of a very influential and powerful organization. Plus, they have some really nifty magic items they give out to all Knights. Your character's advancement in the ranks could be an entire subplot.
And now, for some history. I forgot where I put my notes, so right now it'll be very general. Once I find them, I'll edit in proper names and all that.
The continent is divided into city-states and fiefdoms, kind of like ancient Greece mixed with Medieval Europe. No centeralized government. The only thing consistent between the city-states is the currency. Obviously it's more efficient if everyone can spend their money everywhere.
Recently, one of the medium-sized cities has put out a call for mercs and adventurers. They say they are under siege by a large horde of goblins. The city is coastal and northern, with the harbor set inside a deep fjord to prevent naval bombardment. With the flanks of the city surrounded by goblins, the only way for reinforcements to arrive are though the harbor.
You managed to find a captain running supplies to the city, and convinced him to take you with him. Little did you know that other mercs had the same thought. You've all been on the ship for nearly two weeks together. You had never met each other before, but have nothing to do but talk and get to know each other for two weeks.
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
Please do not post in this thread expressing interest in the game if you're not one of the players I PMed. If you are interested and aren't one of the contacted players, send me a PM and I'll put you on the reserve list.
Groundrules:
We will start at level 5. Standard wealth for that level (9,000 gold).
Your character needs to have a backstory along with allies, family, friends, contacts, stuff like that. It doesn't have to be particularly detailed. Childhood, upbringing, training, and notable moments will do. If you want to go into more detail, that's just fine.
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.
No non-standard races, and no races with a level adjustment.
No custom items. Don't even ask. I'll say no, and tell you to read the rules more carefully next time. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
No Legacy items or aritfacts. See above.
No items with a non-enhancement bonus to an ability score. See above.
There will be a limited selection of non-prestige classes to choose from. These are:
-All 3.5 Player's Handbook base classes
-Dread Necromancer
-Dragonfire Adept
-Ninja
-Archivist
-Scout
-Sage
I'll be more lenient with PrC's. Just run it by me and I'll probably approve it.
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.
I'd prefer only people who have D&D experience. This won't be a beginner's game.
I'm a pretty brutal DM. I won't pull my punches. Your enemies want you D-E-A-D dead. They will do anything in their power to make it happen. If that means throwing an entire army at you, then that's exactly what they'll do.
32-point Mamelon Point Buy system for ability scores.
Your character must be of good alignment. That's a very important aspect of this game.
Confirmed Players-
1) Sepiriel-
Haldi
2) Alacar Leoricar-
Ryttare
3) Halinn-
Kosj Frahraekixen
4) Ain Soph Aur-
Atram
5) Yukora-
Hawk
EDIT: If you're on the "confirmed players" list, feel free to post in this thread.
Leadership is not allowed. Too much trouble/game breakery.
I'll probably edit this post with updates as I think of them, so check back here often. I'll also post again with a brief intro and small background.
{Magic: The RPG}
So either a Half-Orc Barbarian with either Frenzied Berserker or the one that grants me insane amounts of Str (need to check my books :p) or a Half-Elf Bard/Warchanter.
Alignment will be CG naturally, so any input would be appreciated.
I'll make this easier for you and tell that you cannot get into War Hulk without large size or special DM approval. There are ways around this but they are all either extremely cheesy or not available until later in levels.
Also, Miniatures Handbook if you don't believe me.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I'd go with the Barbarian into Frenzied Berserker.
Rage will come in handy in several situations.
{Magic: The RPG}
So with that said, WHERE IN YUGGOTH IS EVERYONE!?!?!?!?
Other than that, I haven't heard from any of the other potential players besides Halinn and you.
{Magic: The RPG}
Also, remember the SRD. It's really helpful.
{Magic: The RPG}
Also i see Leadership is allowed maybe i should go Bard after all
Leadership has now been disallowed.
Also, I will be creating several custom Prestige Classes (having to do with an order of knights the players might have the option of joining) for this game.
You can see them here.
{Magic: The RPG}
Age: 32
Height: 5' 5"
Weight: 120 lbs.
Eye Color: Brown
Hair Color: Black
Skintone: Fair, slightly tanned
Alignment: Neutral Good
Deity: Shar
Race: [SIZE=1][SIZE=2]Human
[/SIZE][SIZE=2] Gender: [/SIZE][SIZE=2]Female[/SIZE]
[/SIZE] Size: Medium
Class and Level: Ninja 5
DEX 18 (+4) [SIZE=1](17 base+1 level)[/SIZE]
CON 16 (+3)
INT 16 (+3)
WIS 17 (+3)
CHA 12 (+1)
AC: 20 [SIZE=1](10+4 Dex+3 Wis+1 Class+1 deflection+1 armor)[/SIZE]
Flat-Footed: 16
Touch: 19
Speed: 30'
Initiative: +4 Dex
Reflex: +9 [SIZE=1](4 base+4 Dex+1 resistance)[/SIZE]
Will: +7 [SIZE=1](1 base+3 Wis+2 Ki+1 resistance)[/SIZE]
Ki: 5/day
Melee Attack/Grapple Bonus: +4 [SIZE=1](+3 BAB+1 Str)[/SIZE]
Ranged Attack Bonus: +7 [SIZE=1](+3 BAB+4 Dex)[/SIZE]
Attack: Masterwork short sword
Attack Bonus: +5
Damage: 1d6+1
Range: Melee
Type: Slashing
Crit: 19-20/x2
Weight: 2 lb.
Attack: Shuriken
Attack Bonus: +7
Damage: 1d2+1
Range: 10'
Type: Piercing
Crit: x2
Weight: .5 lb.
Ammo: 50
Weapon: Shuriken [size=1](50) 10gp
Head: Watch Lamp [SIZE=1](Create/dispel torchlight on shoulders as a swift action) 500[/SIZE]
Face:
Neck:
Shoulders:
Chest:
Torso: Vest of resistance +1 [SIZE=1](+1 resistance bonus to all saves) 1000gp[/SIZE]
Arms: Bracers of armor +1 [SIZE=1](+1 armor bonus to AC) 4000gp[/SIZE]
Hands:
Ring: Ring of protection +1 [SIZE=1](+1 deflection bonus to AC) 2000gp[/SIZE]
Ring:
Waist:
Feet: Boots of landing and agile leaping [SIZE=1](Always land on feet, 2 less falling damage dice; Add Dex mod to Jump checks, stand from prone more easily) 1100gp[/SIZE]
One day's trail rations
Bedroll
Sack
Flint and steel
Ink and paper
70gp
Ninja
[/SIZE]
Bluff 6 [SIZE=1]5 ranks+1 Cha[/SIZE]
Climb 3 [SIZE=1]2 ranks+1 Str
[/SIZE]Diplomacy 3 [SIZE=1]+1 Cha+2 synergy[/SIZE]
Disguise 8 [SIZE=1]5 ranks+1 Cha+2 synergy[/SIZE]
Escape Artist 6 [SIZE=1]2 ranks+4 Dex[/SIZE]
Gather Information 6 [SIZE=1]5 ranks+1 Cha[/SIZE]
Hide 14 [SIZE=1]8 ranks+4 Dex+2 feat[/SIZE]
Intimidate 3 [SIZE=1]+1 Cha+2 synergy[/SIZE]
Jump 16 [SIZE=1]5 ranks+1 Str+4 class+2 synergy+4 Dex (boots)[/SIZE]
Listen 11 [SIZE=1]8 ranks+3 Wis[/SIZE]
Move Silently 14 [SIZE=1]8 ranks+4 Dex+2 feat[/SIZE]
Search 11 [SIZE=1]8 ranks+3 Int[/SIZE]
Sense Motive 5 [SIZE=1]2 ranks+3 Wis[/SIZE]
Sleight of Hand 9 [SIZE=1]3 ranks+4 Dex+2 synergy[/SIZE]
Spot 9 [SIZE=1]6 ranks+3 Wis[/SIZE]
Tumble 14 [SIZE=1]8 ranks+4 Dex+2 synergy[/SIZE]
Improved Diversion May use Bluff to create a diversion to hide as a move action. Gain a +4 bonus on these Bluff checks. [SIZE=1](Human)[/SIZE]
Stealthy +2 to Move Silently and Hide. [SIZE=1](3rd)[/SIZE]
Elvish
Undercommon
Draconic
If you must pry, I was born into the Shadow Clan of Orden, of the Kelasin family. The family serves as the clan's its ninja and assassins. Those who cannot pass the clan's rigorous training are expelled from the family. My brother Lattier was one of them.
Those who proved to be the most capable of the family were allowed to serve as the shadow bodyguards to Princess Yorin Orden, the head of the clan. I was the eldest and most capable. My service to the princess was absolute. I did whatever she commanded, and served her well. She was my lady and her word was absolute.
However, that sounds worse than it was. Yorin had an excellent sense of humor, and was the most skilled shadow rogue of all of the Orden clan. She trained me further, and I was her faithful devotee.
That was ten years ago. One day, Yorin vanished. Disappeared. Without a trace. I don't know where she went, or what her intentions were. She didn't let anyone know and we searched for her for ages. I was... distraught, to say the least. I immediately set out to find her, but without our princess and clan leader, and without me, the eldest of my family, the Shadow Clan of Orden splintered and eventually scattered.
I do not care. Without my Lady Yorin, I could not return home. I felt shame for losing her. I don't know if she is dead or not... but I feel it in my heart. I know she's out there, somewhere, doing something vitally important. Important enough to not tell me and leave.
I've been looking for her ever since, doing what work I can to help in my search."
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
I'll be designing a few other PrCs today, and if you play your cards right your characters might be able to join the order of knights who have access to them. So before you design your character, I recommend taking a look at the link I provided in my previous post if you're interested in branching into them at some point.
I'll reveal more about the knightly order during the campaign. All of them have a prerequisite of a few Monk levels due to the nature of the order. I will, however, consider making exceptions to the strict alignment requirements of monks and/or classes that require neutral or chaotic alignments.
{Magic: The RPG}
Name: Atram
Height: 5'7"
Weight: 120 lbs
Eye Color: Brown
Hair Color: Black
Skintone: Dark Brown
Alignment: Neutral Good
Deity: Boccob
Race: Human
Gender: Male (Eunuch)
Age: 17
Size: Medium
Class/Level: Sorcerer 1/Wizard 3/Ultimate Magus 1
Strength: 10 (+0) [10]
Dexterity: 16 (+3) [10 + 6 point buy]
Constitution: 16 (+3) [10 + 6 point buy]
Intelligence: 19 (+4) [10 + 8 point buy + 1 level]
Wisdom: 10 (+0) [10]
Charisma: 18 (+4) [10 + 8 point buy]
HP: 31/31
AC: 16 [10 + 3 dex + 1 enhancement + 1 natural]
Touch: 14
Flat-Footed: 12
Speed: 30 ft.
Initiative: +3
Base Attack Bonus: +1
Total Attack Bonus: +1
Grapple: +0
Ranged Attack Bonus: +4
Weapon: Morningstar
Special Properties: None
Attack: +1
Damage: 1d8 piercing and bludgeoning
Critical: x2
Cost: 8 gp
Weapon: Light Crossbow
Special Properties: None
Attack: +4
Damage: 1d8 piercing
Critical: 19-20/x2
Ammunition: 100
Cost: 45 gp
Weapon: Longspear
Special Properties: Reach
Attack: +1
Damage: 1d8 piercing
Critical: x3
Cost: 5 gp
FORT: 5 [1 + 3 con + 1 enhancement]
REF: 7 [1 + 3 dex + 2 familiar + 1 enhancement]
WILL: 8 [7 + 0 wis + 1 enhancement]
Bracers of Armor +1 (1,000 gp)
Amulet of Natural Armor +1 (2,000 gp)
Wand of Cure Moderate Wounds (4,500 gp)
Cloak of Resistance +1 (1,000 gp)
442 gp
Bluff: 8 [4 ranks + 4 cha]
Concentration: 11 [8 ranks + 3 con]
Decipher Script: 12 [8 ranks + 4 int]
Knowledge (Arcana): 12 [8 ranks + 4 int]
Listen: 4 [4 ranks + 0 wis]
Search: 8 [4 ranks + 4 int]
Spellcraft: 15 [8 ranks + 4 int + 3 feat]
Spot: 4 [4 ranks + 0 wis]
Eschew Materials [Sorcerer Bonus Feat]
Scribe Scroll [Wizard Bonus Feat]
Skill Focus (Spellcraft) [Human Bonus Feat]
Spell Focus (Evocation) [First Level]
Quicken Spell [Third Level]
Sorcerer:
Sorcerer Spells
Caster Level: 3
Spell DC: Spell Level + 4 + 1 for evocation
Spells Known (Per Day):
0 (6): Detect Magic, Mage Hand, Message, Prestidigitation, Read Magic
1 (5): Burning Hands, Magic Missile
Wizard Spells
Caster Level: 4
Spell DC: Spell Level + 4 + 1 for divination
Spells Prepared (Per Day)(Known):
0 (5)(All): Detect Magic (2), Open/Close, Read Magic (2)
1 (4)(11): Charm Person, Detect Secret Doors, Protection from Evil, Summon Monster I
2 (3)(2): Invisibility (2), Locate Object
Common
Draconic
Celestial
Elven
Dwarven
Atram was four when his village was raided by a nearby city-state of Harad. His father was killed, and his mother raped and enslaved along with him. In the cramped and dank conditions of the warship in which they were held captive on the journey back to Harad, his mother took ill and perished. The warriors didn't even bother to remove her body from the cell for two days. That was the last he saw of her.
Now orphaned, Atram was unsuited for work in the rice fields and was sold to a brothel. It was several years in the service of wealthy patrons until the onset of puberty. In order to extend his usefulness, the Mistress of the brothel had him castrated, reverting much of the effects of his entry into adolescence. Now truly bound to a life of prostitution, Atram dreamed of an escape.
At the age of 13, his wish was granted. He discovered his innate power of sorcery just as a patron was reaching climax. Having killed the unfortunate noble, Atram fled. It was not long before guards discovered the lord's charred body in his chambers, and Atram was pursued beyond the walls of Harad for many weeks.
Somehow, he evaded his bounty. Rarely staying in one place, he survived by doing cheap tricks on the streets and, occasionally, robbing an unsuspecting aristocrat. Eventually he made enough of a nuisance of himself that the wizards at the Academy of Kshaatri arrested him. The prosecution planned to charge him with the misuse of magic, the penalty for which is hanging. However, discovering his prodigal talent for magic, and that he was a eunuch, the charges were dropped. Atram was an ideal candidate for serving in the royal courts of Kshaatri as a diviner, a position which allowed the Academy to keep a close eye on the tides of politics in the city. Having been robbed of his manhood would ensure that he could get close to, and influence, the Queen. He trained in the arts of wizardry for several years, where his teachers diverted his energies away from his destructive tendencies.
However, it was an ill-fated move for the Academy. Being ignorant of Atram's full history, they did not realize that he had been responsible for killing the son of the Queen, a fact which was soon recognized when he entered the intrigue of the court. Deemed an assassin, the palace was in uproar and sent soldiers to raze the Academy to the ground. Once again Atram barely escaped using his quick wit.
Now on the run for a second time, Atram realized he would have to make a fresh start in a new land.
Settling on the new continent, Atram has mostly rid himself of his old enemies - namely: the whorehouse at Harad, the high profile aristocrats whom he robbed, the royal family of Kshaatri, the few surviving members of the Mage Academy... However, his flamboyant and eccentric nature has antagonized no few individuals on his journey. Like that time he "accidentally" blew up a merchant's ship after the woman commented on him being flat-chested (though, in all fairness, she was a slave-trader). Owing to the tongues spoken by prostitutes in his childhood, his person was once asked to leave the premises of a Library of Boccob, which sparked a feud between him and the high priest of that temple. Not to mention countless other individuals of little power who made the mistake of trying his cattiness. Nevertheless, Atram is on friendly terms with some of the other people he has come across. The famous swordsman of Batra, having delusionally mistaken him for a woman, still pursues his hand in marriage. A fellow diviner at Sassinam considers him the most promising student of that school in centuries, and with his extensive network of contacts has maneuvered Atram out of two hangings, a burning at the stake, four public floggings, hundreds of years of indentured labor, as well as countless fines and prison sentences. Additionally, Atram has much esteem to the followers of Corellon Larethian, after he successfully freed an entire troop of elven priestesses from a life of sexual slavery to a hobgoblin baron. Indeed, it seems Atram's early experiences lead him towards sometimes reckless good deeds against slavery.
Aw, I love you, too, Halinn. ;):p
Of course.
Dragonborn is kinda iffy. Your character would have to be dedicated to the Dragonfall War, as per Races of the Dragon, and this campaign has little, if anything, to do with that.
And I'm gonna go with no flaws.
About that... Somehow, I think that by level 9, you probably won't need to take the Landlord feat.
{Magic: The RPG}
CG fighter or ranger focusing on archery style. A grizzled and scary guy, veteran of a war some years ago and generally not a good idea to piss him off. If ranger, I guess he doesn't like undead and devils too much. Also, a womanizer.
NG ultimate magus, wizard specialist as diviner with evocation prohibited (thus sorcerer gets all the blasty spells). The character's internal struggle is between chaos (early years as a sorcerer running amok and destroying stuff) and law (forcibly trained as a wizard where his talents are put to better use than evocation by the academy's standards).
@ASA: I like the fighter/ranger idea. There will be a lot of combat early on, and a diviner would be pretty vulnerable. Also, I can think of at least one situation early on that a womanizer would have pleny of opportunity for womanizing.
{Magic: The RPG}
If Caex allows the use of Warlock and Weapon groups i can bring back my Eldritch Disciple and handle some of the Healing/Smacking
Yeah, any caster will probably be pretty vulnerable at that level. Kinda comes with the territory. Maybe I'll do abjurer with conjuration and evocation shuffled on the sorcerer. Or maybe illusion and enchantment. I do heart abjuration.
While I was exercising I came up with an awesome twist on the magus, so I'm leaning towards that now.
If you're going with the mage, I should probably mention that Jen's custom class Sage is allowed.
See it here.
You don't need an actual healer, really. There are cheap magic items that you can buy. Wands and such.
And sorry Sep, but the closest you guys get to Warlock is Dragonfire Adept.
Ehhh. Sorry, but I'm gonna say no to anything from UA. Dragonwrought Kobold is fine though.
{Magic: The RPG}
<3 <3 <3
I'll have to think about it!
Edit: Put up a bio. May change just about anything about the character sheet at this point.
Yep, sorry no incarnum.
You could always go Barbarian -> Monk -> Diamond Knight, if you don't want to go with a straight-up beater.
Your characters are most likely going to recieve an offer to join them at some point, so you'll be able to access that PrC and get all the benefits of being a part of a very influential and powerful organization. Plus, they have some really nifty magic items they give out to all Knights. Your character's advancement in the ranks could be an entire subplot.
And now, for some history. I forgot where I put my notes, so right now it'll be very general. Once I find them, I'll edit in proper names and all that.
The continent is divided into city-states and fiefdoms, kind of like ancient Greece mixed with Medieval Europe. No centeralized government. The only thing consistent between the city-states is the currency. Obviously it's more efficient if everyone can spend their money everywhere.
Recently, one of the medium-sized cities has put out a call for mercs and adventurers. They say they are under siege by a large horde of goblins. The city is coastal and northern, with the harbor set inside a deep fjord to prevent naval bombardment. With the flanks of the city surrounded by goblins, the only way for reinforcements to arrive are though the harbor.
You managed to find a captain running supplies to the city, and convinced him to take you with him. Little did you know that other mercs had the same thought. You've all been on the ship for nearly two weeks together. You had never met each other before, but have nothing to do but talk and get to know each other for two weeks.
{Magic: The RPG}