Starting level 1. I'll be giving out weapons and armor to everyone, so don't worry about that. You get 300 gold to spend on other items.
Your character needs to have a basic backstory. As a level one character, he's new to the whole "adventurer" thing, so it doesn't have to be particularly detailed.
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. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
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. I'll try to only do that when absolutely necessary, and even then sparingly.
32-point Mamelon Point Buy system for ability scores.
I'll be adding in some background info regarding the world, so you can hold off on background until I post it.
Anything I forgot, please bring it up.
Each character saw this notice go up in just about every tavern and inn.
Calling all adventurers!
You are formally invited to join me on the Emerald Isles for an exciting opportunity. A contest of cunning, bravery, and ingenuity. The winner(s) of this contest will recieve a fabulous reward: Lordship over the Eraithian territory of Harmondale! Such a reward comes with many benefits, but also many responsibilities. The contest starts on January the 1st. I hope to see you there!
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 worry. It'll be very free-form for a D&D game. Basically I'm going to drop you into the start of the game, and it's up to you guys how to handle it. Conceivably, you could get up to level 3 or 4 before you get into any kind of fight. And you can always run if you stumble into something that wants to stab you.
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
Cool stuff. If it is freeform, I'm hovering between the three ToB classes and Factotum (non-Font). Also ranger because I have a weakness for skilled warriors and Track is supercoolbeas.
I've seen the devestation a Factorum can cause. As long as you can keep the crazy stuff that class can do in check, I'm fine with that. I do love rangers though. Rangers are just awesome.
Best part about it is that it'll be totally up to you guys how to proceed after the prologue. Your classes might influence how the game moves forward, but only because it'll influence how you guys choose to move it forward. After you see the intro information (which I will be posting soon), you'll see what I'm talking about. And hopefully be excited about it.
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 that's why I emphasised non-Font, heheh. I like it as a versatile INT-based skill-monkey that can do melee. I aim to make useful and unique martial characters, not insane ones.
Time for a bit o' history. Warning: Wall of text incoming.
Twenty-two years ago, seizing an opportunity to strike at their enemies, the Necromancers of the kingdom of Deyja assassinated the king of the human kingdom of Eraithia, Nicholas. But that was just the beginning of the plan. The ruler of Deyja, the lich Finneas Vilmar, reanimated Nicholas into a powerful deathknight, meaning to use Nicholas' tactical brilliance and leadership skills to lead an army against Eraithia.
Unfortunately for Vilmar, Nicholas wasn't interested in becoming a weapon. He killed Vilmar and took control of all of Deyja. Nicholas then made a secret alliance with the Warlocks of Nihion and the mysterious Devils of Eonfol.
Deyja launched the first attack of what would be called the Timber Wars. Instead of marching south to Eraithia, Deyja's forces struck north, at the sometimes-allies of the humans, the elven kingdom of Alvlee. The devestating first battle resulted in a full route for Alvlee, and Deyja marched north with their undead army. They met heavy resistance and were eventually pushed back, but not before gaining many thousands of new bodies to reanimate as undead for their legions. The notoriously anti-human elven kingdom of Tularea agrees to remain neutral in exchange for peace with Deyja and its allies.
At the same time, the Warlocks of Nihion attacked the traditional enemies of the necromancers, the Wizards of Bracaida. Bracaida's forces were taken by surprise, and suffered crushing defeats on several fronts.
The Devils of Eonfol attacked Eraithia itself. Their infernal armies fought the humans to a standstill.
This fighting went on for two years. Until Nicholas' daughter, now the queen of Eraithia, came from the continent of Eroth with her husband Roland and a fleet of ships. Unfortunately for Catherine, two of Eraithia's territories, Krewlod and Taltia, decided that the war was a perfect time to become independent nations. Their leaders began assaulting the western and southwestern edges of Eraithia, looking to grab as much territory as possible.
Catherine, forced to move her army in the opposite direction of the Devil threat, won several victories against Taltia and Krewlod. She asked the Dwarves of the Iron City in the Barrows for aid, and they attacked the Devils and temporarily pushed them back. Unfortunately for Eraithia, the Devils pushed back, and the Dwarves were routed. With little opposition, the Devils marched on Eraithia, winning several important battles and cutting deep into human territory.
Catherine is forced to make a deal with Taltia and Krewlod. In exchange for officially acknowledging their independence, Krewlod and Taltia would help Eraithia win the war. Krewlod and Taltia send forces to Bracaida to help the Wizards reclaim their lands. The Warlocks were routed, and fled Bracaida.
Meanwhile, Deyja had been steadily increasing in power and Alvlee was forced to surrender unconditionally. Deyja's armies, grown exponentially due to necromancy, go south and begin crushing Eraithian armies. The war might have ended there, if not for Nicholas' brutal leadership coming back to haunt him. A splinter faction of necromancers, lead by the lich Sandro and unhappy with Nicholas' iron-fisted approach to ruling, allied themselves with Catherine. They attacked the Devils and managed to route their armies back to Eonfol.
Deyja was left to fight the combined might of Krewlod, Taltia, Bracaida, Eraithia, and Sandro's necromancers. While the humans were distracted, however, the Warlocks and Devils came up with a plan to end the war and decapitate the leadership of Eraithia. They planned a sneak attack on Steadwick, the capital of Eraithia. If they could wipe it out and kill Catherine, the war would be over. Without Catherine's expert leadership and tactical ability, Eraithia would crumble.
But the Warlocks were betrayed. When the Warlocks attacked Steadwick, the Devils didn't join in the battle. Instead, they used the distraction of the battle to kidnap Catherine's husband Roland. Catherine herself was personally leading her soldiers against her reanimated father and wasn't in the capitol when it was attacked. The Devils fled back to Eonfol, leaving the Warlocks to fight on their own. Outnumbered and trapped behind enemy lines, the Nihion armies were forced to surrender.
Deyja's undead legions were crushed by the combined power of the Wizards and the humans. In the final battle, Sandro dueled Nicholas for control of the kingdom of Deyja. Though Nicholas managed to grievously wound Sandro, the lich won in the end, and the ten-year nightmare that was the Timber Wars was over.
Twelve years after the end of the Timber Wars, Deyja has been divided into three seperate kingdoms. Nimbus, leader of the Necromancer's Guild, had a public disagreement with Sandro over allying himself with Eraithia and carved out a chunk of Deyja. He took a large portion of Deyja's necromancers, and for now they've been content to keep to themselves.
Lord Haart, Nicholas' second-in-command before Sandro assassinated the undead king, vowed vengeance and took the more militant branch of Deyja's undead with him, promising to continue the war with Eraithia and Sandro. Rumors say that Catherine has secretly been encouraging this division, ensuring a fractured Deyja that cannot pose a threat to anyone.
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
Halflings and gnomes are more-or-less extinct. If you look at the world map I posted, that whole red volcanic area? That was the homeland of the small folk. Fifty years ago, the Devils came smashing into that area and wiped everything out when they terraformed it from a nice peaceful countryside to a volcanic hell.
As for variant races... Probably no. But if you want to run them by me on the off chance I might say yes, go ahead.
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
Bard 3/Marshal 1/Warblade X subbing IC for Eberron bonus feat
Bard 1/Marshal 1/Warblade X
I could stick a level of (City Brawler) Lion Totem Barbarian and/or Monk so I can really get my charge on.
The character is basically a leader-type melee character, a warrior-poet with a vaguely viking feel. For sanity's sake, I'm going to assume partial BaB/saves so trying to play a charismatic warrior isn't unduly punished X(
Bard 3/Marshal 1/Warblade X subbing IC for Eberron bonus feat
Bard 1/Marshal 1/Warblade X
I could stick a level of (City Brawler) Lion Totem Barbarian and/or Monk so I can really get my charge on.
The character is basically a leader-type melee character, a warrior-poet with a vaguely viking feel. For sanity's sake, I'm going to assume partial BaB/saves so trying to play a charismatic warrior isn't unduly punished X(
Sorry, no Eberron stuff. I have absolutely no source books from Eberron, so it's out.
Lion Totem Barbarian is from Unearthed Arcana, which is also out.
If so i could go with my standard VoP Incarnate/Crusader Human (Neishu: Origins? :rofl:)
BoED is alright. Don't have Magic of Incarnum, so sorry but that's a no.
Oh hey, it's more info!
Each character saw this notice, which went up in just about every tavern and inn.
Calling all adventurers!
You are formally invited to join me on the Emerald Isles for an exciting opportunity. A contest of cunning, bravery, and ingenuity. The winner(s) of this contest will recieve a fabulous reward: Lordship over the Eraithian territory of Harmondale! Such a reward comes with many benefits, but also many responsibilities. The contest starts on January the 1st. I hope to see you there!
Signed,
Lord Markam, Duke of the Western Lowlands
Oh, and your characters will start off the game knowing each other and working together, so you guys might want to figure out how that happened. A few suggestions:
-They decided to form their own adventuring party together before the notice went up.
-They met on the boat to the Emerald Isles and agreed to work together to increase their chances of winning.
-They all saw the same notice in the same inn and teamed up.
-They grew up together and have been friends their whole lives.
It's up to you guys to discuss it and figure it out. You don't have to use those suggestions. Feel free to make up your own if you want.
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 not allowing Magic of Incarnum makes VoP less appealing (read: I cant abuse two features that synergize so well together), ill have to go back to the drawing board.
Not allowing Eberron stuff will hurt Giga i think since he was planning (thinking?) to run an Artificer....
Hmmm.... wait let me think... VoP Monk plus ToB multiclass.... it could work i guess... but a plain Monk/ToB would be better since i would be able to get enchanted handwraps later on with the ToB enchanments.... ugh decisions....
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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'm talking about the Lion Totem from Complete Champion, not the Unearthed Arcana lion totem.
Ah, I see. Fair enough.
Partial BaB/Saves are for any character that multiclasses, to avoid ridiculously low BaB, and incredibly lopsided saves. It just makes sense.
But how does it work for non-gestalt classes?
I'm assuming it would work something like this:
A Wizard 4/Bard 1/Fighter 10 would do partial for 4 wizard and 4 fighter and then partial for 1 bard and 1 fighter, leaving 5 levels of pure fighter BAB and 5 partial?
Crap, there was something important I was going to say regarding multiclassing but now I can't think of it.
I'm finding I have no preferences for what class to play this game. I think I'll take requests from my fellow players.
Looks like the party is going to be light on magic, if you're looking to patch up any weaknesses. There are two or three spellcasting classes that would fit in with the character idea you PM'd me about.
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
A Wizard 4/Bard 1/Fighter 10 would do partial for 4 wizard and 4 fighter and then partial for 1 bard and 1 fighter, leaving 5 levels of pure fighter BAB and 5 partial?
Crap, there was something important I was going to say regarding multiclassing but now I can't think of it.
No multiclassing penalty to XP?
The example would have a BaB of 12 (or 12.75 to be exact.) The idea is that good BaB classes increase by +1 each level, average increase by +0.75 every level, and poor increases by +0.5 each level. So a rogue 1/cleric 1/bard 1/druid 1 would have a base attack bonus of +3 instead of +0. With partial saves, good saves increase by +0.5 each level, and poor saves increase by +0.33 each level, with the +2 (2.5) bump at the first level. The actual values of a first level character's base saves is +2.5 for good saves and +0.33 for bad saves.
Alignment restrictions? (specifically for Monk, Barbarian, and Bard).
That's standard for my campaigns, so long as you can come up with a good in-game reason for a character to have more than two different classes.
Also, there are no favored classes. Favored classes are stupid.
The example would have a BaB of 12 (or 12.75 to be exact.) The idea is that good BaB classes increase by +1 each level, average increase by +0.75 every level, and poor increases by +0.5 each level. So a rogue 1/cleric 1/bard 1/druid 1 would have a base attack bonus of +3 instead of +0. With partial saves, good saves increase by +0.5 each level, and poor saves increase by +0.33 each level, with the +2 (2.5) bump at the first level. The actual values of a first level character's base saves is +2.5 for good saves and +0.33 for bad saves.
Alright, that seems fine to me.
Alignment restrictions? (specifically for Monk, Barbarian, and Bard).
Hm. Usually I don't impose a ton of restrictions based on race or class. Good Assassins or Dread Necros are alright with me. Basically, use common sense when deciding a class/alignment combo that isn't usually allowed.
A good Assassin, for example, might only target evil rulers.
As long as you can give me a good reason why a Barbarian is lawful or a monk is chaotic, I'll probably be alright with it. But run it by me first so I can approve it.
Oh, I remember the multiclassing thing. It actually has to do with Prestige Classes rather than multiclassing. You can't take a Prestige Class until you've recieved advanced class training. Basically, for every base class, there's a trainer. For whatever base class you have, you can't take a related PrC until you've spoken with the advanced trainer and completed his or her training (usually in the form of a specific quest or test of skill).
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
Oh, I remember the multiclassing thing. It actually has to do with Prestige Classes rather than multiclassing. You can't take a Prestige Class until you've recieved advanced class training. Basically, for every base class, there's a trainer. For whatever base class you have, you can't take a related PrC until you've spoken with the advanced trainer and completed his or her training (usually in the form of a specific quest or test of skill).
That... is really cool. I like this idea (and I might have to steal it for my campaigns in the future :tongue:).
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
Starting level 1. I'll be giving out weapons and armor to everyone, so don't worry about that. You get 300 gold to spend on other items.
Your character needs to have a basic backstory. As a level one character, he's new to the whole "adventurer" thing, so it doesn't have to be particularly detailed.
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. By custom items, I mean items with unique abilities or items that can't be created by using the standard item-creation rules.
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. I'll try to only do that when absolutely necessary, and even then sparingly.
32-point Mamelon Point Buy system for ability scores.
No flaws.
No Unearthed Arcana.
Players-
KoolKoal- Disell
GigaGuess- Erik
Sepiriel- Cale
Talore- Tiran
I'll be adding in some background info regarding the world, so you can hold off on background until I post it.
Anything I forgot, please bring it up.
Each character saw this notice go up in just about every tavern and inn.
You are formally invited to join me on the Emerald Isles for an exciting opportunity. A contest of cunning, bravery, and ingenuity. The winner(s) of this contest will recieve a fabulous reward: Lordship over the Eraithian territory of Harmondale! Such a reward comes with many benefits, but also many responsibilities. The contest starts on January the 1st. I hope to see you there!
Signed,
Lord Markam, Duke of the Western Lowlands
{Magic: The RPG}
Tome of Battle is alright.
{Magic: The RPG}
Best part about it is that it'll be totally up to you guys how to proceed after the prologue. Your classes might influence how the game moves forward, but only because it'll influence how you guys choose to move it forward. After you see the intro information (which I will be posting soon), you'll see what I'm talking about. And hopefully be excited about it.
{Magic: The RPG}
Twenty-two years ago, seizing an opportunity to strike at their enemies, the Necromancers of the kingdom of Deyja assassinated the king of the human kingdom of Eraithia, Nicholas. But that was just the beginning of the plan. The ruler of Deyja, the lich Finneas Vilmar, reanimated Nicholas into a powerful deathknight, meaning to use Nicholas' tactical brilliance and leadership skills to lead an army against Eraithia.
Unfortunately for Vilmar, Nicholas wasn't interested in becoming a weapon. He killed Vilmar and took control of all of Deyja. Nicholas then made a secret alliance with the Warlocks of Nihion and the mysterious Devils of Eonfol.
Deyja launched the first attack of what would be called the Timber Wars. Instead of marching south to Eraithia, Deyja's forces struck north, at the sometimes-allies of the humans, the elven kingdom of Alvlee. The devestating first battle resulted in a full route for Alvlee, and Deyja marched north with their undead army. They met heavy resistance and were eventually pushed back, but not before gaining many thousands of new bodies to reanimate as undead for their legions. The notoriously anti-human elven kingdom of Tularea agrees to remain neutral in exchange for peace with Deyja and its allies.
At the same time, the Warlocks of Nihion attacked the traditional enemies of the necromancers, the Wizards of Bracaida. Bracaida's forces were taken by surprise, and suffered crushing defeats on several fronts.
The Devils of Eonfol attacked Eraithia itself. Their infernal armies fought the humans to a standstill.
This fighting went on for two years. Until Nicholas' daughter, now the queen of Eraithia, came from the continent of Eroth with her husband Roland and a fleet of ships. Unfortunately for Catherine, two of Eraithia's territories, Krewlod and Taltia, decided that the war was a perfect time to become independent nations. Their leaders began assaulting the western and southwestern edges of Eraithia, looking to grab as much territory as possible.
Catherine, forced to move her army in the opposite direction of the Devil threat, won several victories against Taltia and Krewlod. She asked the Dwarves of the Iron City in the Barrows for aid, and they attacked the Devils and temporarily pushed them back. Unfortunately for Eraithia, the Devils pushed back, and the Dwarves were routed. With little opposition, the Devils marched on Eraithia, winning several important battles and cutting deep into human territory.
Catherine is forced to make a deal with Taltia and Krewlod. In exchange for officially acknowledging their independence, Krewlod and Taltia would help Eraithia win the war. Krewlod and Taltia send forces to Bracaida to help the Wizards reclaim their lands. The Warlocks were routed, and fled Bracaida.
Meanwhile, Deyja had been steadily increasing in power and Alvlee was forced to surrender unconditionally. Deyja's armies, grown exponentially due to necromancy, go south and begin crushing Eraithian armies. The war might have ended there, if not for Nicholas' brutal leadership coming back to haunt him. A splinter faction of necromancers, lead by the lich Sandro and unhappy with Nicholas' iron-fisted approach to ruling, allied themselves with Catherine. They attacked the Devils and managed to route their armies back to Eonfol.
Deyja was left to fight the combined might of Krewlod, Taltia, Bracaida, Eraithia, and Sandro's necromancers. While the humans were distracted, however, the Warlocks and Devils came up with a plan to end the war and decapitate the leadership of Eraithia. They planned a sneak attack on Steadwick, the capital of Eraithia. If they could wipe it out and kill Catherine, the war would be over. Without Catherine's expert leadership and tactical ability, Eraithia would crumble.
But the Warlocks were betrayed. When the Warlocks attacked Steadwick, the Devils didn't join in the battle. Instead, they used the distraction of the battle to kidnap Catherine's husband Roland. Catherine herself was personally leading her soldiers against her reanimated father and wasn't in the capitol when it was attacked. The Devils fled back to Eonfol, leaving the Warlocks to fight on their own. Outnumbered and trapped behind enemy lines, the Nihion armies were forced to surrender.
Deyja's undead legions were crushed by the combined power of the Wizards and the humans. In the final battle, Sandro dueled Nicholas for control of the kingdom of Deyja. Though Nicholas managed to grievously wound Sandro, the lich won in the end, and the ten-year nightmare that was the Timber Wars was over.
Twelve years after the end of the Timber Wars, Deyja has been divided into three seperate kingdoms. Nimbus, leader of the Necromancer's Guild, had a public disagreement with Sandro over allying himself with Eraithia and carved out a chunk of Deyja. He took a large portion of Deyja's necromancers, and for now they've been content to keep to themselves.
Lord Haart, Nicholas' second-in-command before Sandro assassinated the undead king, vowed vengeance and took the more militant branch of Deyja's undead with him, promising to continue the war with Eraithia and Sandro. Rumors say that Catherine has secretly been encouraging this division, ensuring a fractured Deyja that cannot pose a threat to anyone.
Oh hey look, it's a convenient map of the world!
{Magic: The RPG}
Halflings and gnomes are more-or-less extinct. If you look at the world map I posted, that whole red volcanic area? That was the homeland of the small folk. Fifty years ago, the Devils came smashing into that area and wiped everything out when they terraformed it from a nice peaceful countryside to a volcanic hell.
As for variant races... Probably no. But if you want to run them by me on the off chance I might say yes, go ahead.
{Magic: The RPG}
Possible routes
Bard 3/Marshal 1/Warblade X subbing IC for Eberron bonus feat
Bard 1/Marshal 1/Warblade X
I could stick a level of (City Brawler) Lion Totem Barbarian and/or Monk so I can really get my charge on.
The character is basically a leader-type melee character, a warrior-poet with a vaguely viking feel. For sanity's sake, I'm going to assume partial BaB/saves so trying to play a charismatic warrior isn't unduly punished X(
The creator of Maro's Magic 8-Ball!
If so i could go with my standard VoP Incarnate/Crusader Human (Neishu: Origins? :rofl:)
Sorry, no Eberron stuff. I have absolutely no source books from Eberron, so it's out.
Lion Totem Barbarian is from Unearthed Arcana, which is also out.
And aren't partial BaB/saves only for gestalt?
BoED is alright. Don't have Magic of Incarnum, so sorry but that's a no.
Oh hey, it's more info!
Each character saw this notice, which went up in just about every tavern and inn.
You are formally invited to join me on the Emerald Isles for an exciting opportunity. A contest of cunning, bravery, and ingenuity. The winner(s) of this contest will recieve a fabulous reward: Lordship over the Eraithian territory of Harmondale! Such a reward comes with many benefits, but also many responsibilities. The contest starts on January the 1st. I hope to see you there!
Signed,
Lord Markam, Duke of the Western Lowlands
Oh, and your characters will start off the game knowing each other and working together, so you guys might want to figure out how that happened. A few suggestions:
-They decided to form their own adventuring party together before the notice went up.
-They met on the boat to the Emerald Isles and agreed to work together to increase their chances of winning.
-They all saw the same notice in the same inn and teamed up.
-They grew up together and have been friends their whole lives.
It's up to you guys to discuss it and figure it out. You don't have to use those suggestions. Feel free to make up your own if you want.
{Magic: The RPG}
Not allowing Eberron stuff will hurt Giga i think since he was planning (thinking?) to run an Artificer....
Hmmm.... wait let me think... VoP Monk plus ToB multiclass.... it could work i guess... but a plain Monk/ToB would be better since i would be able to get enchanted handwraps later on with the ToB enchanments.... ugh decisions....
I'm talking about the Lion Totem from Complete Champion, not the Unearthed Arcana lion totem.
Partial BaB/Saves are for any character that multiclasses, to avoid ridiculously low BaB, and incredibly lopsided saves. It just makes sense.
But how does it work for non-gestalt classes?
I'm assuming it would work something like this:
A Wizard 4/Bard 1/Fighter 10 would do partial for 4 wizard and 4 fighter and then partial for 1 bard and 1 fighter, leaving 5 levels of pure fighter BAB and 5 partial?
Crap, there was something important I was going to say regarding multiclassing but now I can't think of it.
Looks like the party is going to be light on magic, if you're looking to patch up any weaknesses. There are two or three spellcasting classes that would fit in with the character idea you PM'd me about.
{Magic: The RPG}
No multiclassing penalty to XP?
The example would have a BaB of 12 (or 12.75 to be exact.) The idea is that good BaB classes increase by +1 each level, average increase by +0.75 every level, and poor increases by +0.5 each level. So a rogue 1/cleric 1/bard 1/druid 1 would have a base attack bonus of +3 instead of +0. With partial saves, good saves increase by +0.5 each level, and poor saves increase by +0.33 each level, with the +2 (2.5) bump at the first level. The actual values of a first level character's base saves is +2.5 for good saves and +0.33 for bad saves.
Alignment restrictions? (specifically for Monk, Barbarian, and Bard).
That's standard for my campaigns, so long as you can come up with a good in-game reason for a character to have more than two different classes.
Also, there are no favored classes. Favored classes are stupid.
Alright, that seems fine to me.
Hm. Usually I don't impose a ton of restrictions based on race or class. Good Assassins or Dread Necros are alright with me. Basically, use common sense when deciding a class/alignment combo that isn't usually allowed.
A good Assassin, for example, might only target evil rulers.
As long as you can give me a good reason why a Barbarian is lawful or a monk is chaotic, I'll probably be alright with it. But run it by me first so I can approve it.
Oh, I remember the multiclassing thing. It actually has to do with Prestige Classes rather than multiclassing. You can't take a Prestige Class until you've recieved advanced class training. Basically, for every base class, there's a trainer. For whatever base class you have, you can't take a related PrC until you've spoken with the advanced trainer and completed his or her training (usually in the form of a specific quest or test of skill).
{Magic: The RPG}
That... is really cool. I like this idea (and I might have to steal it for my campaigns in the future :tongue:).
The creator of Maro's Magic 8-Ball!
{Magic: The RPG}
The creator of Maro's Magic 8-Ball!
http://www.myth-weavers.com/sheetview.php?sheetid=396829
Also needs fluffy things
The creator of Maro's Magic 8-Ball!