System: D&D 3.5e
Player Count: 5!
Style of Play: Adventure, Hack & Slash, Roleplay, Puzzle
Allowed Content: All WotC 3.5 material. Run non-core by me.
Character Creation: Level 6 start
Backstory: Not needed but always welcome
Experience: Standard 6th level (15000xp)
Wealth: Standard 6th level (13000gp)
Ability Scores: Rolled 4d6b3 or 32-point buy, your choice. I recommend the point-buy
Hitpoints/Health: Max on 1st hit die, roll or take average rolls after, your choice.
Alignment: No restrictions
Right, so I'll be your DM for this game. We've got to determine what level we'd like to start at, and generally what your preferences are for games. I want to use my Aventyr setting, which is an eternal work in progress. The very short version is that the world focuses more on law vs. chaos than good vs. evil (with bias towards chaos.) It also lacks good and evil outsiders, undead, dragons, and some other stuff present in most games. The whole setting is an analysis of the neglected alignment axis and meant to bring more focus to adventure and wonder in a D&D setting. It has some parallels with the Zendikar MTG setting as that set partially inspired Aventyr.
I have an introduction to the setting here if you'd like further detail.
Introduction
Welcome to a land where adventure is abound and the bold make their names. In this land civilization is but a scratch at the surface of the natural land. Lofty forests dominate the land, while towering spires of rock touch the clouds, roiling swamps flood plains and heaths, rivers carve valleys and twist through the highlands, and vast caverns stretch for miles beneath the rampant undergrowth. Ancient ruins and places of wonder wait just around the corner, for those daring enough to set foot outside of the cities.
Äventyr is an outer plane much like the material plane, but at many points it is heavily influenced by the elemental planes. These bonds materialize as runic nodes, establishing elemental dominance over uncertain areas of the plane, from the size of a house to an area that would put a metropolis to shame. Due to the extreme and varied elemental influences, it is not uncommon to see water standing vertically in the middle of a deep forest, held only by planar energy, or to see great floating chunks of land (earthbergs), or for the nearby terrain to become glassy, charred, and choked with endless fires and smoke; for temperatures to change rapidly and mercilessly, and for the denizens of the plane to be as unpredictable and varied. Äventyr is a primordial wilderness almost untouched by civilization; in the end, Äventyr always swallows up attempts to tame it, where their only legacies are buried, sunken ruins.
The plane is slightly chaos-aligned. The bias is not enough to impose statistical penalties on those with a lawful bent, but Äventyr influences the balance of alignments in a different way. Beings and energies that exemplify the forces of good and evil are resisted by the plane itself, which means that angels, demons, the undead, and the like simply do not exist on the plane. Specifically, outsiders with the good or evil subtypes do not exist on the plane and cannot be summoned successfully, undead and other creatures that are bound and sustained by either positive or negative energy do not regularly exist, and break down quickly if formed. In a rare act of direct action against inhabitants, Äventyr itself banished all of dragonkind from the plane permanently in reaction to their exemplification of the struggle between good and evil, and the impact they had on the plane. Constructs are exceedingly rare on the plane but are able to exist (warforged do not, however). There are no ethereal or shadow planes coexistent with Äventyr, so the related magics, energies, and creatures do not exist or do not work.
Once we talk a bit I'll figure out the specific details of this particular campaign.
As a general rule, I like medium and higher levels over lower. More options and all that. I have absolutely no clue what kind of character I'm going with.
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
Hm... Leaning toward a rogue. Haven't played one of those in a while. I'm not sure what type though. Trying to decide between a smooth-talking con man, a chaotic trickster-type, or a lawful assassin who kills to bring order to the world.
Are the standard class alignment restrictions enforced? As in, could I play a non-evil Assassin?
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 love chaotic campaigns. It lets me play my favourite class. Hexblade here we come. If we have a rogue and a mage so far if the 4th character ends up not a tank I can build this a little more tankie than usual.
I recommend 5-8 or 12-15. This is a totally biased answer though as my last two campaigns started at 8 and 11. How much of this is a roll playing as opposed to combat campaign? I generally try not to power game my characters (my wife does enough of that) but if combat will be a large part I'll try and put a bit more emphasis on that.
How is experience given out? Is there roll playing/problem solving/combat experience or is experience just given out at the end of a session? This wont effect my character in any way. Just curious really.
Anything specific I should know about the setting? High/low magic? High/low treasure? Harder CR than standard? How do you handle death? Is there save vs death for taking a certain amount/% of damage in one hit?
I'm sure I'll think of more
In case any of you would like to give some advice I posted a thread in other games about my new campaign. Would appreciate any help.
Hm... Leaning toward a rogue. Haven't played one of those in a while. I'm not sure what type though. Trying to decide between a smooth-talking con man, a chaotic trickster-type, or a lawful assassin who kills to bring order to the world.
Are the standard class alignment restrictions enforced? As in, could I play a non-evil Assassin?
No alignment restrictions except for Paladin, though you can use the UA variants for that class (or talk to me about the Dragon Mag variants if you're hellbent on playing a NG or CN Paladin for example)
How much of this is a roll playing as opposed to combat campaign?
With online games I tend to be a bit closer to roll-playing. Normally I like to describe my style as "lots of rollplaying AND roleplaying, not sacrificing one for the other. I still try to put a lot of description into everything and I encourage the players to describe their actions with as much detail as they'd like and roleplay whenever they'd like.
How is experience given out? Is there roll playing/problem solving/combat experience or is experience just given out at the end of a session? This wont effect my character in any way. Just curious really.
I think I'll do normal experience this time around. I often just level up the party every once in a while but the setting can be pretty fast and loose with encounter structure.
Anything specific I should know about the setting? High/low magic? High/low treasure? Harder CR than standard? How do you handle death? Is there save vs death for taking a certain amount/% of damage in one hit?
Setting is higher magic; it isn't like a few wizards dominate, but it means that magic is prolific and it is a common skill. No magitech though. Treasure is on the lower side, this reminds me! Civilization is very scattered and uncommon throughout the plane, societies have a hard time sustaining large numbers. This means that 'magic marts' are pretty unheard of. There are people that can craft items, but people don't have stockpiles lying around. There could be a fair bit of stuff in ruins for example, but most items will be found on living beings (who are usually not too fond of having them taken from them). My CR tends to be a bit higher than normal because I make a lot of monsters with templates and class levels, using non-associated classes (+1CR per two levels) frequently. That means that ogres are more likely to have levels in spellcasting classes, etc. You die at -10 as normal and you're able to be revived with spells. I don't do massive damage rules.
So would we like to start at level 6? 7? 8? that seems like a good range. I prefer starting campaigns on the lower side of that scale but if you wanted I could start at 8 or something.
How widespread is the developed world? As in, are there large cities, kingdoms, or just small outposts of civilization? Is there a lot of travel/trade/cultural differences between different races and/or different groups in different places?
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
To further expand upon that point, anything larger than a city-state is very rare. Usually consolidation of power beyond town or cities is made as pacts between authorities of individual settlements rather than overarching nations. For the most part the 'small outposts' idea is by far the most common (and the vast majority of the land in any given area is completely untamed), with some larger settlements being successful, and the rare joining of city-states.
Travel and trade are essential to communities; even the most lawful of societies still employ a great many traders and explorers. The land can shift rapidly and it is not easy for any one place to supply all of what they need or want themselves. Many races tend to be 'clustered' in large areas and are less prolific outside of those homelands, but there are many races on the plane and there is always diversity among them. Completely xenophobic societies tend to be short lived or stunted in growth
The planar 'struggle' between law and chaos is most clearly manifested in the plight of civilized peoples. There are those who try to band together and conquer their immediate surrounds in an attempt for permanency and stability, where others form hunter-gatherer tribes or nomadic societies that attempt to live in acceptance of the unpredictable wilds of Aventyr. Lawful societies defend their territories, and chaotic societies take what they can from their current societies. Those with a good bent try to cooperate more often while evil ones stamp out dissent (lawful) or pillage whatever they come across (evil), but regardless of their notions of good and evil, lawful and chaotic peoples are rarely able to coexist peacefully for very long.
----------------
Regarding the dieties of Aventyr, all the major gods are avatars of the four elements in various manifestations. It is still unfinished work for me, but I have the basics of the structure of the top laid out. Aventyr itself is the overgod of the plane. The plane is a deistic force, which is how it can lash out at the good/evil axis. Aventyr embodies the four elements (earth, water, fire, air) and is neutral/chaotic neutral. The four major deities below Aventyr are the deities of the four elements in their pure forms, and below them there are six for the combinations of two different elements in an otherwise pure form. Below that, the structure breaks down into spirit gods and animistic gods. Spirit gods are formed from Incarnum, the collective spirit of living beings in a form of magic that is usable by those with the appropriate skill. The united spirit energies of (dead) nations, collectives of people, etc. as well as exceptionally powerful spirits such as great heroes that died on Aventyr can turn into gods, gaining some power and influence over the incarnum and elemental energies in the plane. Animistic gods are the Incarnum energies of a given area manifesting as a deity. There are an uncountable number of these beings, always specific to the area that fuels the deity. Invoking local deities can give an individual greater influence over their immediate surroundings. The only other hard rule of the deities of Aventyr is that they always have at least one of the four elements in their agenda.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I've done a lot of PBeM and forum RPG'ing in the past, but nothing with any specific type of stats, mostly just games that focused on writing style and story, but I am very curious in getting involved. I haven't played Dungeon's and Dragons since High School (for reference, I am 29), but I think I'd be interest in playing a Rogue style character, or possibly a Sorcerer, or a mixture of the two.
Although all of that said, I may need help trying to figure out what the process is for both applying to play, and generating a character on here, lol.
EDIT: Though if this game is already at its limit for players, I can probably find something else. I just spend so much time on the forums as is, it'd be nice to get back into some sort of writing situation on here.
EDIT EDIT: I am extremely flexible as far as my class goes. Rogue tends to be my favorite and my go-to class, however I can play a more tank-like class if necessary (read: if there isn't one already.)
We can easily accept another player. d20srd has the lion's share of the core rules for playing the 3.5 edition of D&D. I usually use Myth-Weavers for their character sheet service, though you can just post a text version in this thread if you don't want to register there or use another similar website.
Looking like ~6th level for the start based on responses. I probably have the most experience starting campaigns at that level, so all the better
I want to add that if you're not much for setting and backstory to not worry too much about the setting. It isn't like if you don't familiarize yourself with it that you're not going to be able to play the game. I just like doing these things in my significant spare time. On the flip side if you want to write your character into the setting,, just ask me about it and we can work out your backstory
Right off the bat, normal deities like Llolth don't have any influence on the plane. Also in the Size entry it wants the Tiny -> Colossal kind of size, not relative body type. It is interpreting Slender as Small like a halfling and calculating the appropriate stats already, heheh.
Perfect, so... As far as classes go? Yay or nay on Rogue/Sorcerer? I already have a name and a general idea of who he is and what he is, except I may play around with his gender and make him a her, I haven't hammered that particular part out just yet lol.
Rogue and sorcerer are both completely fine, of course. Pretty much anything from the core rules except Leadership and undead/draconic/good-evil-outsider things are fine.
Okay. I didn't want to underbalance the party in one way or another, I just don't have a lot of experience with other classes beyond maybe a Barbarian (which I considered, and would be willing to play if we needed more balance.) And actually as I think about it the idea of playing a Barbarian/Rogue really appeals to me. Would anyone have issue if I went with that instead?
I wouldn't worry too much about party balance, as I'm flexible enough to change the baseline difficulty level to suit the party. I'm reasonably confident in my ability to do that (though nothing is perfect). You could have a party of all one class if you were so inclined, really.
Ok, and so is a deity just useless then? Or what Deities will work? =/ I may just keep her to keep with the bio.
We could make a similar deity, as in a CE spirit deity that exemplifies the drow race in Aventyr. We just got to figure out the agenda. Elf, Chaos, Evil, an element... (Earth, for the underground race?) anything else? Deities don't do much of anything in D&D to start with unless you're a cleric.
EDIT: I took Lolth, reduced her divinity rank, added the Earth domain, changed the name and symbol, and viola!
Shalhakki
Minor Spirit Deity
Symbol: Black Spider
Alignment: Chaotic evil
Worshipers: Drow
Cleric Alignments: CE, CN, NE
Domains: Chaos, Destruction, Evil, Trickery, Drow, Spider, Earth
Favored Weapon: Whip
I quite enjoyed the one time I played with a dusk blade in my party. I wouldn't mind playing with one again.
It sounds like we really don't have a tank as well. A cleric could fill both those roles. If we don't end up with an evil-paladin or cleric would anyone consider a ranger for it's limited healing? If necessary I can switch.
Right now we have a very rogue/arcane happy party. No pure tank, no non-arcane range, no healer. One golem and we are in trouble.
I agree with Level 6 as a starting point since that seems to be general consensus. I reckon I'll be a fighter as I have never actually played a character in a campaign before, only ever DMd.
I quite enjoyed the one time I played with a dusk blade in my party. I wouldn't mind playing with one again.
It sounds like we really don't have a tank as well. A cleric could fill both those roles. If we don't end up with an evil-paladin or cleric would anyone consider a ranger for it's limited healing? If necessary I can switch.
Right now we have a very rogue/arcane happy party. No pure tank, no non-arcane range, no healer. One golem and we are in trouble.
Remember that the traditional party roles aren't hard and fast rules. You just have to work together and play to your strengths and weaknesses.
Also there is a 99% of never encountering a golem in Aventyr. As far as precision-immune foes go, elementals and plants would be the most common of them.
I agree with Level 6 as a starting point since that seems to be general consensus. I reckon I'll be a fighter as I have never actually played a character in a campaign before, only ever DMd.
Alright, I've decided. I'm going Rogue/Swashbuckler/Assassin. Bit of a combination of all three of my original character ideas. Charming and jovial and always in search of something interesting to do. Moonlights as a freedom-fighting vigilante.
Placeholder for character sheet.
Question: Is it Mamelon point-buy or standard point-buy? And what do our ability scores start at? I've commonly seen 10 and 8, just wondering what yours is.
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
Ah, there is one thing I want to do as an experiment with the setting. All classes get +2 skill points per level (including the x4 at level 1), and survival and heal are class skills for everyone.
I think I'll be a half-orc. My character struggled with a chaotic world and eventually learned to tolerate it by adopting discipline. He rarely says much and when he does it's very subdued and precise.
I quite enjoyed the one time I played with a dusk blade in my party. I wouldn't mind playing with one again.
It sounds like we really don't have a tank as well. A cleric could fill both those roles. If we don't end up with an evil-paladin or cleric would anyone consider a ranger for it's limited healing? If necessary I can switch.
Right now we have a very rogue/arcane happy party. No pure tank, no non-arcane range, no healer. One golem and we are in trouble.
I am playing a Barbarian actually so I could fill the tank role.
Player Count: 5!
Style of Play: Adventure, Hack & Slash, Roleplay, Puzzle
Allowed Content: All WotC 3.5 material. Run non-core by me.
Character Creation: Level 6 start
Backstory: Not needed but always welcome
Experience: Standard 6th level (15000xp)
Wealth: Standard 6th level (13000gp)
Ability Scores: Rolled 4d6b3 or 32-point buy, your choice. I recommend the point-buy
Hitpoints/Health: Max on 1st hit die, roll or take average rolls after, your choice.
Alignment: No restrictions
ChefStiX
Caex Kothar
Mattsadface
ScottTripp89draftguy2Right, so I'll be your DM for this game. We've got to determine what level we'd like to start at, and generally what your preferences are for games. I want to use my Aventyr setting, which is an eternal work in progress. The very short version is that the world focuses more on law vs. chaos than good vs. evil (with bias towards chaos.) It also lacks good and evil outsiders, undead, dragons, and some other stuff present in most games. The whole setting is an analysis of the neglected alignment axis and meant to bring more focus to adventure and wonder in a D&D setting. It has some parallels with the Zendikar MTG setting as that set partially inspired Aventyr.
I have an introduction to the setting here if you'd like further detail.
Welcome to a land where adventure is abound and the bold make their names. In this land civilization is but a scratch at the surface of the natural land. Lofty forests dominate the land, while towering spires of rock touch the clouds, roiling swamps flood plains and heaths, rivers carve valleys and twist through the highlands, and vast caverns stretch for miles beneath the rampant undergrowth. Ancient ruins and places of wonder wait just around the corner, for those daring enough to set foot outside of the cities.
Äventyr is an outer plane much like the material plane, but at many points it is heavily influenced by the elemental planes. These bonds materialize as runic nodes, establishing elemental dominance over uncertain areas of the plane, from the size of a house to an area that would put a metropolis to shame. Due to the extreme and varied elemental influences, it is not uncommon to see water standing vertically in the middle of a deep forest, held only by planar energy, or to see great floating chunks of land (earthbergs), or for the nearby terrain to become glassy, charred, and choked with endless fires and smoke; for temperatures to change rapidly and mercilessly, and for the denizens of the plane to be as unpredictable and varied. Äventyr is a primordial wilderness almost untouched by civilization; in the end, Äventyr always swallows up attempts to tame it, where their only legacies are buried, sunken ruins.
The plane is slightly chaos-aligned. The bias is not enough to impose statistical penalties on those with a lawful bent, but Äventyr influences the balance of alignments in a different way. Beings and energies that exemplify the forces of good and evil are resisted by the plane itself, which means that angels, demons, the undead, and the like simply do not exist on the plane. Specifically, outsiders with the good or evil subtypes do not exist on the plane and cannot be summoned successfully, undead and other creatures that are bound and sustained by either positive or negative energy do not regularly exist, and break down quickly if formed. In a rare act of direct action against inhabitants, Äventyr itself banished all of dragonkind from the plane permanently in reaction to their exemplification of the struggle between good and evil, and the impact they had on the plane. Constructs are exceedingly rare on the plane but are able to exist (warforged do not, however). There are no ethereal or shadow planes coexistent with Äventyr, so the related magics, energies, and creatures do not exist or do not work.
Once we talk a bit I'll figure out the specific details of this particular campaign.
{Magic: The RPG}
Are the standard class alignment restrictions enforced? As in, could I play a non-evil Assassin?
{Magic: The RPG}
I recommend 5-8 or 12-15. This is a totally biased answer though as my last two campaigns started at 8 and 11. How much of this is a roll playing as opposed to combat campaign? I generally try not to power game my characters (my wife does enough of that) but if combat will be a large part I'll try and put a bit more emphasis on that.
How is experience given out? Is there roll playing/problem solving/combat experience or is experience just given out at the end of a session? This wont effect my character in any way. Just curious really.
Anything specific I should know about the setting? High/low magic? High/low treasure? Harder CR than standard? How do you handle death? Is there save vs death for taking a certain amount/% of damage in one hit?
I'm sure I'll think of more
In case any of you would like to give some advice I posted a thread in other games about my new campaign. Would appreciate any help.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
No alignment restrictions except for Paladin, though you can use the UA variants for that class (or talk to me about the Dragon Mag variants if you're hellbent on playing a NG or CN Paladin for example)
With online games I tend to be a bit closer to roll-playing. Normally I like to describe my style as "lots of rollplaying AND roleplaying, not sacrificing one for the other. I still try to put a lot of description into everything and I encourage the players to describe their actions with as much detail as they'd like and roleplay whenever they'd like.
I think I'll do normal experience this time around. I often just level up the party every once in a while but the setting can be pretty fast and loose with encounter structure.
Setting is higher magic; it isn't like a few wizards dominate, but it means that magic is prolific and it is a common skill. No magitech though. Treasure is on the lower side, this reminds me! Civilization is very scattered and uncommon throughout the plane, societies have a hard time sustaining large numbers. This means that 'magic marts' are pretty unheard of. There are people that can craft items, but people don't have stockpiles lying around. There could be a fair bit of stuff in ruins for example, but most items will be found on living beings (who are usually not too fond of having them taken from them). My CR tends to be a bit higher than normal because I make a lot of monsters with templates and class levels, using non-associated classes (+1CR per two levels) frequently. That means that ogres are more likely to have levels in spellcasting classes, etc. You die at -10 as normal and you're able to be revived with spells. I don't do massive damage rules.
So would we like to start at level 6? 7? 8? that seems like a good range. I prefer starting campaigns on the lower side of that scale but if you wanted I could start at 8 or something.
How widespread is the developed world? As in, are there large cities, kingdoms, or just small outposts of civilization? Is there a lot of travel/trade/cultural differences between different races and/or different groups in different places?
That sort of stuff.
EDIT: Nath'd.
{Magic: The RPG}
Travel and trade are essential to communities; even the most lawful of societies still employ a great many traders and explorers. The land can shift rapidly and it is not easy for any one place to supply all of what they need or want themselves. Many races tend to be 'clustered' in large areas and are less prolific outside of those homelands, but there are many races on the plane and there is always diversity among them. Completely xenophobic societies tend to be short lived or stunted in growth
The planar 'struggle' between law and chaos is most clearly manifested in the plight of civilized peoples. There are those who try to band together and conquer their immediate surrounds in an attempt for permanency and stability, where others form hunter-gatherer tribes or nomadic societies that attempt to live in acceptance of the unpredictable wilds of Aventyr. Lawful societies defend their territories, and chaotic societies take what they can from their current societies. Those with a good bent try to cooperate more often while evil ones stamp out dissent (lawful) or pillage whatever they come across (evil), but regardless of their notions of good and evil, lawful and chaotic peoples are rarely able to coexist peacefully for very long.
----------------
Regarding the dieties of Aventyr, all the major gods are avatars of the four elements in various manifestations. It is still unfinished work for me, but I have the basics of the structure of the top laid out. Aventyr itself is the overgod of the plane. The plane is a deistic force, which is how it can lash out at the good/evil axis. Aventyr embodies the four elements (earth, water, fire, air) and is neutral/chaotic neutral. The four major deities below Aventyr are the deities of the four elements in their pure forms, and below them there are six for the combinations of two different elements in an otherwise pure form. Below that, the structure breaks down into spirit gods and animistic gods. Spirit gods are formed from Incarnum, the collective spirit of living beings in a form of magic that is usable by those with the appropriate skill. The united spirit energies of (dead) nations, collectives of people, etc. as well as exceptionally powerful spirits such as great heroes that died on Aventyr can turn into gods, gaining some power and influence over the incarnum and elemental energies in the plane. Animistic gods are the Incarnum energies of a given area manifesting as a deity. There are an uncountable number of these beings, always specific to the area that fuels the deity. Invoking local deities can give an individual greater influence over their immediate surroundings. The only other hard rule of the deities of Aventyr is that they always have at least one of the four elements in their agenda.
My vote goes for level 6 or 7, for the record.
{Magic: The RPG}
Although all of that said, I may need help trying to figure out what the process is for both applying to play, and generating a character on here, lol.
EDIT: Though if this game is already at its limit for players, I can probably find something else. I just spend so much time on the forums as is, it'd be nice to get back into some sort of writing situation on here.
EDIT EDIT: I am extremely flexible as far as my class goes. Rogue tends to be my favorite and my go-to class, however I can play a more tank-like class if necessary (read: if there isn't one already.)
Looking like ~6th level for the start based on responses. I probably have the most experience starting campaigns at that level, so all the better
I want to add that if you're not much for setting and backstory to not worry too much about the setting. It isn't like if you don't familiarize yourself with it that you're not going to be able to play the game. I just like doing these things in my significant spare time. On the flip side if you want to write your character into the setting,, just ask me about it and we can work out your backstory
Yes Tripp89, medium.
We could make a similar deity, as in a CE spirit deity that exemplifies the drow race in Aventyr. We just got to figure out the agenda. Elf, Chaos, Evil, an element... (Earth, for the underground race?) anything else? Deities don't do much of anything in D&D to start with unless you're a cleric.
EDIT: I took Lolth, reduced her divinity rank, added the Earth domain, changed the name and symbol, and viola!
Shalhakki
Minor Spirit Deity
Symbol: Black Spider
Alignment: Chaotic evil
Worshipers: Drow
Cleric Alignments: CE, CN, NE
Domains: Chaos, Destruction, Evil, Trickery, Drow, Spider, Earth
Favored Weapon: Whip
I would love a little setting. I will probably end up writing up some kind of back story and would love a little info to go on.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
It sounds like we really don't have a tank as well. A cleric could fill both those roles. If we don't end up with an evil-paladin or cleric would anyone consider a ranger for it's limited healing? If necessary I can switch.
Right now we have a very rogue/arcane happy party. No pure tank, no non-arcane range, no healer. One golem and we are in trouble.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
I am the fourth member right?
Remember that the traditional party roles aren't hard and fast rules. You just have to work together and play to your strengths and weaknesses.
Also there is a 99% of never encountering a golem in Aventyr. As far as precision-immune foes go, elementals and plants would be the most common of them.
Fifth, we added another player
Placeholder for character sheet.
Question: Is it Mamelon point-buy or standard point-buy? And what do our ability scores start at? I've commonly seen 10 and 8, just wondering what yours is.
{Magic: The RPG}
I am playing a Barbarian actually so I could fill the tank role.