So as of right now, these are the five players we're starting with:
Jozan1, Chessicfayth, Nimu, Schnozzle and Philosopher.
If any of you cannot commit to starting and moving along with the game, this would be a wonderful time to let me know as there are others waiting to play. Just confirm commitment here so I know you're good and don't have to chase alternates.
Character build info dump as soon as I finish dinner.
So this is the start of the infodump, bit of a doozy. First off this is the world map. The world is called Jaamara and is in essence the entirety of the material plane. I have individual maps of continents with detailed write ups and such, but I'll hold off on those to avoid cluttering the thread initially. So boom, map, with names.
Here is a long (8 goddamn pages) list of the "playable" races. The only exception is the Dark Elf (Drow) who I will not allow for player characters and is merely there for backstory/relationship with elvenkind. Keep in mind that while playing an Or-Ungo is allowed, the reaction of npcs will not be entirely friendly.
There are some changes even to the core races (gnomes lose their goblinoid combat bonus for example) to better suit the game world. Just something to point out.
Anyone seeking to play a race/variant outside of this will have to speak with me via pm/chat to figure out logistics. The game is already going to be huge and complicated, I don't really want to have to remember you're a three armed cricket/dragon hybrid that breathes helium.
Though amongst the youngest races on the plane, Humans have become one of its most successful, with their business sense, population numbers and lack of restrictive ancient customs providing them many advantages in both business and warfare. Their adaptability and willingness to learn new things has led many of them to the highest position in their chosen field, as well as a combination of respect and enmity from those they’ve surpassed in their short time on Jaamara.
The most adventurous of the common races, their lust of exploration and tendency to settle and industrialisation has led to their dominance on both the continents of Cordova and Caledon, as well as a formidable presence on Arrowhead Island. Of the civilised races, Humans are the ones who have made the most progress in exploring and mapping Jenoa, and the majority of the settlements there bear their touch.
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in)
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic) Humans mingle with all kinds of other folk and thus can learn any language found in an area.
Favored Class: Any.
Though similar physically, the human lands of Jaamara are very different culturally, and humans from the major civilisations can sometimes possess very different skills as a result of their upbringings. Cordova: Humans from Cordova have a natural inclination towards the art of deal, bargaining and haggling since before they even truly have a grasp on language. Many an adventurer has been outwitted by a Cordovan merchant and their reputation often precedes them as cunning negotiators in any trade. These Humans have a +2 racial bonus to Appraise, Diplomacy and Gather Information but do not get the 4 extra skill points at 1st level or the 1 extra skill point at each additional level. Caledon: Humans from the proud Kingdom of Caledon often grow up admiring the icons of their chivalrous knights and many emulate or at least dream of that life in their youth. Though few receive the training or equipment required, Caledonians are still known to be honourable and trustworthy through Jaamara. These Humans get a +2 racial bonus to Knowledge (Nobility and Royalty), Ride and Sense Motive but do not get the 4 extra skill points at 1st level or the 1 extra skill point at each additional level. Arrowhead Island: Though very few are born and raised in the settlements on Arrowhead Island, the island seems to draw a certain class of person to its shores. Known for their pirate crews, thieves and conmen, the humans of Arrowhead are known for their pickpockets, deceptions and thug-like behavior. These Humans get a +2 racial bonus to Bluff, Intimidate and Sleight of Hand but do not get the 4 extra skill points at 1st level or the 1 extra skill point at each additional level. Jenoa: Though small in numbers, the Humans attempting to colonise Jenoa are hardy and strong headed, capable of thriving alone where others are not in the wilds of the unknown continent. They are explorers and pioneers, known for their stubbornness when faced with a challenge. These humans have a +2 racial bonus to Heal, Knowledge (Geography) and Survival but do not get the 4 extra skill points at 1st level or the 1 extra skill point at each additional level.
One of the first (though they do consider themselves the original) civilised races to appear on Jaamara, the Dwarves are a race in decline, clinging to tradition, grudges and the memories of past glories. While they once ruled many of the lands both above and below ground, they reside now mainly in the mountain kingdoms, with those few dwarves living amongst other races in their cities considered an anomaly. Their distrust of arcane magic leaves them with few users amongst their race, though they count an above average number of divine magic wielders amongst their numbers. Still, their crafting prowess and hardiness in battle have preserved their race’s relevance, and they still wield power politically and economically due to their great treasure reserves.
Dwarven cities provoke a great sense of awe, having been built in the golden years of their empire millennia before the current age. The mountain regions of Caledon and Cordova hide great Dwarven kingdoms, and their mining towns are often located above many a valuable mineral vein. There are rumours too of a lost Dwarven kingdom on the island of Jenoa, formed by adventurous Dwarves ages before, though no contact has been made with the continent since then.
+2 Constitution, –2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions.
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
+2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.
+1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
+2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Dwarves are familiar with the languages of their enemies and of their subterranean allies.
Favored Class: Fighter. Spellcasters amongst the Dwarves tend to be Divine Magic Users.
Unlike Humans, Dwarves tend to remain similar culturally even on different continents. However, there is a variety of Dwarf from that chooses to live deep within their mines that bears slight differences. Deep Dwarf: Obsessed with finding treasure and digging deeper into the core of Jaamara, Deep Dwarves are even tougher than their resilient cousins in the mountains and above ground. Rarely seen above ground, these Dwarves only seem truly comfortable in their subterranean home, often appearing disoriented while on the surface. These Dwarves have their racial bonus to saving throws against spells and spell-like effects as well as against poison increased to +3 and their darkvision is extended to 90ft. Additionally, they are far more sensitive to light, taking a -1 to attack rolls, initiative, search and spot checks while in natural or magical bright light.
Set apart from the other major races by their millennia long lifespans, Elves have always taken a farsighted and patient approach to life in Jaamara. From the shining cities on their home continent of Évainlewyn to hidden forest kingdoms throughout the plane, their influence is felt in the cities and kingdoms of all the races, their mastery of the arcane arts and collections of ancient knowledge leading to them being commonly thought as council to powerful rulers. While not as ubiquitous as Humans, Elves can be found in almost all the civilised lands of the plane.
Long sharing their homeland with the many varieties of Metallic Dragons that live in the peaks of mountains and more remote areas of the Moonlit Isle, it is a fair bet that some of their magical aptitude has come from learning beside these powerful creatures. So protective of their secrets are the elves that few not of their race ever find hospitality on Évainlewyn, with those seeking entrance without permission are often denied forcefully. Though the armies of the Elves have not gone to war centuries, tales of fierce mages mounted on dragons still inspire awe in those who hear them.
+2 Dexterity, –2 Constitution: Elves are graceful but frail. An elf’s grace makes her naturally better at stealth and archery.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
+2 racial bonus on Listen, Search, and Spot checks. An elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. An elf’s senses are so keen that she practically has a sixth sense about hidden portals.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
Favored Class: Wizard. Martial characters tend to be drawn to the Ranger class.
Though many Elves exhibit similar talents, there are a few that differ from the majority. Moonlit Elf: Though rare, there are Elves within the continent of Évainlewyn who claim to be descended from an ancient bloodline of draconic origin. Paler than their brethren, they mainly dwell within the cities of Évainlewyn, and those encountered outside Elven lands are often there temporarily, whether recovering ancient knowledge or some other mysterious purpose. Though their heritage may be questioned, none can doubt their aptitude for magic. These Elves get +2 Intelligence and -2 Strength in addition to standard Elf traits. Forest Elf: More at home in a forest than the magnificent cities of their peers, these elves have adapted to life in the wilds, dwelling in tree villages or often roaming in tribes. While less inclined towards magic than the elves of Évainlewyn, they are no less dangerous, and their skill as hunters and trappers in unparalleled. These elves get -2 Intelligence but do not take the standard -2 Constitution. The +2 Dexterity is unchanged. Half-Elves: The beauty of Elves is not lost on Human eyes, and often where settlements meet there is interbreeding. The result is a race without history, not quite Elf but not quite human, they often embrace their role as a middle-man, and many diplomats to the Isle of Évainlewyn are Half-Elves. They count as both a Human and an Elf for all purposes decided by race. Half-Elves retain the immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects of their elven parents, but their bonus to Listen, Search and Spot checks is only +1, and they receive no ability to detect concealed doors. Their diplomatic nature provides a +2 racial bonus to Diplomacy, Gather Information and Sense Motive.
Dark Elf (Drow): Only begrudgingly acknowledged, there are Elves who long ago rejected the peaceful ways of their kin and have embraced a more sinister calling. Banished from their homeland, these dark-skinned Elves live on the outskirts, only seen during their raids on towns and villages they come across. There are whispers that they serve power Chromatic Dragons, bringing slaves and treasures to their patrons in exchange for favour.
A curious race found throughout many of Jaamara’s continents, Halflings often embrace their born role as tricksters and thieves. Many jokes, pranks or otherwise mischievous acts are attributed to the “little folk” but their good nature and seemingly natural luck often keeps them from getting into any real trouble from their hijinks. Halflings have found success as travellers, moving from town to town amusing the locals for tips and then moving on before one too many townsfolk find their coin purses mysteriously “misplaced”.
Despite their reputations, Halflings are almost always welcome on the Human continents, and they can almost always be found lurking around Human cities. Though the call of a nomadic life is often too strong for them to resist, some do settle down and take up honest work, though their stature often relegates them to less physical tasks.
+2 Dexterity, –2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
Small: As a Small creature, a Halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.
+1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
+2 morale bonus on saving throws against fear. This bonus stacks with the Halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with a thrown weapon and slings: Throwing and slinging stones is a universal sport among Halflings, and they develop especially good aim.
+2 racial bonus on Listen checks: Halflings have keen ears.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Smart Halflings learn the languages of their friends and enemies.
Favored Class: Rogue.
Though primarily travellers, Halflings remain similar culturally and physically no matter where they may currently be roaming. One exception exists however, on the continent of Caledon. Caledon: Raised with an understanding of honour, and less of an inclination towards wandering and trickery, some Halflings in Caledon embrace their home’s morals and find themselves living for others more than themselves. Settlers as opposed to travellers, they lean more towards practiced skill than luck in their efforts, and their lands are known as peaceful hamlets where can find good natured help in addition to the usual helping of Halfling wit. These Halflings receive a Bonus Feat at 1st level but do not get the +1 racial bonus on all saving throws.
The Orcs of Jaamara are a divided race, split ages ago by “religious” schism and giving in to their feral instincts. Originating from the Steamlands (Malahatag in the original orcish), Orcs have always had trouble integrating with other races regardless of their intentions. Even the most peaceful Orc is judged by the actions of his wild, barbaric kin, and many races harbour long grudges over past transgressions. The split in the species is even more defined by their interactions with the other cultures of Jaamara.
The more peaceful and civilised branch of the Orc race, their more passive nature led them to be encountered by other races long after their relatives the Or-Ungo, leading to their common designation as “half” orcs, as they were half as likely to try to kill you as their raiding brethren. Following the path of self-control laid down by their deity Kull, the Or-Kull struggle against their natural rage and violent tendencies, though it is never truly conquered, merely lying supressed under a layer of calm precision.
Known for their strength and martial ability, the Or-Kull make up 99% of all Orcs encountered in the cities and towns of other races. Though still viewed with caution, Or-Kull culture views control and dedication as paramount, and they count a large number of monks and clerics amongst their number. From their few beleaguered settlements on Malahatag to their monastery outposts on the other continents, the Or-Kull seek to gain respect as a civilised race, and though their blood feud with the Or-Ungo rages eternally, they still try to redeem their wild brethren, no matter how unlikely.
+2 Strength, –2 Intelligence, –2 Charisma: Half-orcs are strong, but their orcish blood makes them dull and crude.
Medium: As Medium- creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc. Half-orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Monk. The way of Kull demands a dedication to body and mind to overpower the rage within the Or-Kull. Spellcasters among them tend to be Clerics of Kull.
Or-Ungo (True Orcs):
As dangerous as their jungle home on the continent of Malahatag, the Or-Ungo are orcs who have embraced their rage and the wildness that burns in their blood. Feral warriors and ferocious hunters, they constantly war with their Or-Kull kin at the behest of their mad Gods, the conjoined brothers Grungo & Pungo. Driven by a lust for battle and insatiable fury, the Or-Ungo are responsible for the orcs’ poor reputation throughout Jaamara, very few achieve peaceful contact with an Or-Ungo tribe, and those that do often find their hosts have only allowed them to live in order to find out where they’ve come from, with plans of raiding their homeland soon after.
Almost never seen amongst the civilised races, the Or-Ungo are subject to rampant discrimination and hatred when one manages enough self-control to visit another city without attempting to kill whoever they see. Ironically, their self-imposed isolation on Malahatag has led to them being perhaps the most familiar with the lost continent of Jenoa, as its wild expanses and ferocious wildlife are subject to great hunts by the Or-Ungo. A solo hunting expedition to the lost continent is consider a rite of manhood amongst the tribes, and many of their greatest warriors have the scars to back up their boasts of slaying the monsters that live there.
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
A True Orc’s base land speed is 30 feet.
Darkvision: True Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and True Orcs can function just fine with no light at all.
Light Sensitivity: True Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common, Orc. Bonus Languages:
Dwarven, Giant, Gnoll, Goblin, Undercommon.
Favored Class: Barbarian. Spellcasters tend to be Druids or Clerics of Grungo & Pungo
A mischievous race, known for their tinkering and illusions, Gnomes are the least influential of the major races, though that appears to be more due to disinterest on their part. Few gnomes feel the call of adventure, preferring their labs and card games to the unwelcoming darkness of caves and dungeons. Their casual nature leads to their ability to act largely unnoticed as a race, and Gnomes are nearly ubiquitous throughout the Human settlements on Jaamara.
Gnomes are often mistaken for Halflings, and the similarities are striking, though they use their talents in a much more benign way. While capable tricksters, they rarely act maliciously, instead seeking to bring joy and laughter to those they interact with rather than fooling others for profit. Consummate inventers, Gnomes often are drawn to crafting in a different sense. Many recent inventions are result of Gnome experimentation, and many an adventurer has “tested” a new contraption to mixed results at a gnome tinkerer’s request. Strangely hardy, gnomes have a peculiar habit of overestimating the other races, and a contraption that is often merely dangerous to a Gnome is occasionally fatal to their unwitting “testers”.
+2 Constitution, –2 Strength: Like dwarves, gnomes are tough, but they are small and therefore not as strong as larger humanoids.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions: Gnomes are innately familiar with illusions of all kinds.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. Their innate familiarity with these effects makes their illusions more difficult to see through. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
+2 racial bonus on Listen checks: Gnomes have keen ears.
+2 racial bonus on Craft (alchemy) checks: A gnome’s sensitive nose allows him to monitor alchemical processes by smell.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another, and they learn the languages of their enemies (kobolds, giants, goblins, and orcs) as well.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Favored Class: Wizard (Illusionist).
Posted on 2014-04-08 at 01:26:41.
Edited on 2014-04-08 at 01:37:38 by Grugg
Gods and divinity is slightly different from standard D&D campaign worlds. Gods are separate from reality, rarely if ever directly affecting the world. They still grant divine spells and all that jazz, but you're not going to see avatars striding around fighting for justice.
Also different is "racial pantheons". While the majority of Jaamara worships the common pantheon, some of the older or more separate races commonly revere their own set. While anyone can worship the common pantheon (a dwarf can be a cleric of Arfar) you need to be the assigned race to worship the racial pantheon (a gnome cleric of The Ancestors can exist, but will receive no spells/abilities, essentially like a fallen character).
Any character seeking domains outside of the core set (for simplicity I restricted the deities to core domains) is free to speak to me about its availability through their deity of choice. Try to have it make sense at least.
The Seafarer, The Wild Wave
The god of the ocean, storms and travel, Arfar is a Chaotic Neutral deity commonly worshipped by sailors, merchants, fishermen and anyone who makes their living on the water. His symbol is a trident superimposed on a crashing wave, his favoured weapon is the Trident and his domains are Chaos, Protection, Travel and Water. Atyrax
The Tyrant, The Iron Grip
The god of tyranny, war and being coveting the belongings of others, Atyrax is a Lawful Evil deity commonly worshipped by dictators, corrupt politicians, warlords and anyone who seeks to control others. His symbol is a clenched iron fist, his favoured weapon is the whip and his domains are Evil, Destruction, Law and War. Boltan
The Stonebrother, The Solid Rock
The god of earth, construction and mining, Boltan is a Lawful Neutral deity commonly worshipped by miners, architects builders and anyone who seeks protection in solid stone. His symbol is a perfectly cut shining gemstone, his favoured weapon is the mace and his domains are Earth, Law, Protection and Strength. Chrotus
The Eternal, The Unfathomable Force
The god of time, space and all the forces in the multiverse, Chrotus is a Neutral deity commonly worshipped by philosophers, inventers and anyone who contemplates the infinite. Its symbol is an hourglass on its side with the sand evenly divided, its favoured weapon is the quarterstaff and its domains are Chaos, Evil, Good, Law and Sun. Cutemp
The Martyr, The Forever Dedicated
The god of protection, sacrifice and service to a higher cause, Cutemp is a Lawful Good deity commonly worshipped by guards, combat medics and anyone who martyrs themselves for a cause. His symbol is a plate helm split in two, his favoured weapon is the tower shield and his domains are Good, Healing, Law and Protection. Discq
The Trickster, The Invisible Hand
The god of music, thievery and luck, Discq is a Chaotic Neutral deity commonly worshipped by thieves, gamblers, musicians and anyone who throws caution to the wind. His symbol is a loaded die, his favoured weapon is the rapier and his domains are Chaos, Luck, and Trickery. Gian
The Earthmother, The Verdant Green
The god of nature, animals and healing, Gian is a Neutral Good deity commonly worshipped by farmers, doctors, woodsmen and anyone who protects the beauty of nature. Her symbol is a tree with deep, strong roots, her favoured weapon is the longbow and her domains are Animal, Good, Healing and Plant. Gob
The Murderer, The Biting Pain
The god of torture, lies and coldblooded murder, Gob is a Neutral Evil deity commonly worshipped by killers, interrogators, conmen and anyone who seeks to manipulate or blackmail others. His symbol is a skull with a dagger imbedded in the temple, his favoured weapon is the dagger and his domains are Evil, Death, and Trickery. Krusk
The Brutal, The Bloody Swathe
The god of battle, slaughters and ambushes, Krusk is a Neutral Evil deity commonly worshipped by highwaymen, uncaring generals and anyone who revels in an unfair fight. His symbol is a tattered red flag, his favoured weapon is the greatsword and his domains are Evil, Destruction, Strength and War. Marcana
The Practiced, The Arcane Scion
The god of magic, secrets and alchemy, Marcana is a Neutral deity commonly worshipped by magic users, alchemists, archivists and anyone who seeks victory through superior intellect. His symbol is a hand with an unblinking eye on the palm, his favoured weapon is spellcraft and his domains are Knowledge, Magic, and Plant. Mekartho
The Constant, The Unbending Rule
The god of currency, law and consistency, Mekartho is a Lawful Neutral deity commonly worshipped by politicians, bankers, judges and anyone who respects the status quo. His symbol is a balanced scale, his favoured weapon is the longsword and his domains are Destruction, Law, Protection and Strength. Noctus
The Reaper, The Empty Sorrow
The god of death, quiet and sadness, Noctus is a Lawful Evil deity commonly worshipped by morticians, assassins, the diseased and anyone who has lost all hope. Her symbol is a scythe made entirely of bone, her favoured weapon is the scythe and her domains are Evil, Death, and Trickery. Ragnus
The Crusader, The Shining Knight
The god of justice, honour and truth, Ragnu s is a Lawful Good deity commonly worshipped by crusaders, lawkeepers and anyone who seeks to banish evil and disorder. His symbol is a winged sword, his favoured weapon is the longsword and his domains are Good, Law and War. Sartyria
The Uncontrollable, The Spitting Flame
The god of fire, change and loss, Sartyria is a Chaotic Evil deity commonly worshipped by pyromaniacs, rebels and anyone who takes without giving. Her symbol is a roaring wildfire, her favoured weapon is the scimitar and her domains are Chaos, Destruction and Fire. Setus
The Light, The Warmest Glow
The god of purity, life and the sun, Setus is a Neutral Good deity commonly worshipped by healers, witchhunters and anyone who seeks light and goodness in their life. His symbol is the sun shining unobstructed, his favoured weapon is the warhammer and his domains are Good, Healing, Protection and Sun. Sleemorox
The Maddening, The Forbidden One
The god of insanity, aberrations and forbidden knowledge, Sleemorox is a Chaotic Evil deity commonly worshipped by the insane. Its symbol is a tangled mass of tentacles, his favoured weapon is the unarmed strike and his domains are random, with his clerics gaining access to two new domains each day. Whismrous
The Gale, The Whispering Wind
The god of freedom, exploration and the wind, Whismrous is a Chaotic Good deity commonly worshipped by explorers, freed slaves and anyone who seeks the unexplored parts of the world. His symbol is a silver lined cloud, his favoured weapon is the short sword and his domains are Air, Chaos, Good and Travel. Veslian
The Lover, The Perfect Sight
The god of love, peace and beauty, Veslian is a Chaotic Good deity commonly worshipped by pacifists, lovers, gardeners and anyone who find beauty in the strangest places. His symbol is a rose, he has no favoured weapon and his domains are Good, Luck, Plant and Protection.
Elf Pantheon:The Golden Mind
The elven god of magic, knowledge and nobility, the Golden Mind is a Lawful Good deity commonly worshipped by elves with an interest in magic or those amongst the ruling class. His symbol is a golden tome of mysterious symbols, his favoured weapon is the quarterstaff and his domains are Good, Knowledge, Law and Magic. The Silver Tongue
The elven god of deception, stealth and wit, the Silver Tongue is a Chaotic Good deity commonly worshipped by elves that favour trickery and glibness, or those that prefer to act behind the scenes. Her symbol is a pair of silvered knitting needles, her favoured weapon is the dagger and her domains are Chaos, Good, Luck, and Trickery. The Bronze Body
The elven god of martial prowess, crafting and honour, the Bronze Body is a Neutral Good deity commonly associated by elven warriors, smiths and generals. His symbol is a bronzed fang, his favoured weapon is the battleaxe and his domains are Good, Protection, Strength and War. The Red Hand
The elven god of dominance, slavery and war, the Red Hand is a Lawful Evil deity commonly worshipped by elves that seek to rule over all creation. His symbol is a blood red handprint, his favoured weapon is the spear and his domains are Evil, Destruction, Law and War. The Green Eye
The elven god of death, disease and darkness, the Green Eye is a Neutral Evil deity commonly worshipped by elves who deal in death and plague, hiding their activities under cover of night. His symbol is a reptilian green eye, his favoured weapon is the dart and his domains are Animal, Evil, Death and Trickery. The White Veil
The elven god of necromancy, lies and the cold, the White Veil is a Chaotic Evil deity commonly worshipped by elven necromancers, grave robbers, nomads and any elf who shuns his kin. His symbol is a bone white elven mask contorted into a scream, his favoured weapon is the pick and his domains are Chaos, Evil, Death and Magic.
Dwarf Pantheon:The Ancestors are the great dwarves that have passed into legend, their feats and deeds recorded for eternity in dwarven history. Referred to by their titles (e.g. The Smith, The Warrior, The Librarian, The Architect, etc) each is called upon by a Dwarf when their guidance is needed most. Their symbol is the dwarven rune for “Ancestor”, their favoured weapon is the warhammer and their clerics may choose any two domains.
Orc Pantheon:Grungo & Pungo
The orcish conjoined twin brother gods of rage, destruction and strength as well as randomness, wildlife and desire (respectively), Grungo & Pungo are Chaotic Evil deities commonly worshipped by Or-Ungo and several monstrous creatures. Their symbol is a pair of frogs linked at the hips, twisting in an attempt to attack one another, their favoured weapons are the greataxe and club and their domains are Animal, Chaos, Evil, Destruction, Strength, Trickery and War.
The orcish god of balance, control and temperance, Kull is a Lawful Neutral deity commonly worshipped by the Or-Kull and a few monastic orders amongst other races. His symbol is a white circle split evenly by a straight black line, his favoured weapon is the kama and his domains are Knowledge, Law, Protection and Strength .
Posted on 2014-04-08 at 01:26:54.
Edited on 2014-04-08 at 01:47:34 by Grugg
So as previously stated, this is 3.5e D&D anything outside 3.5 (updated 2e, un-updated 3.0 material) should be run by me before use. As well, any class variants or classes from outside the core set would probably warrant a request first.
Starting level is 4.
Max HP each level.
Starting gold is 6000gp.
34 Point Buy Calculator(Frak your measily 32pts, DMG!) (PS Point Buy is on page 169 of the 3.5e Dungeon Master's Guide, for reference)
A physical description and backstory are necessary, but don't feel you need to write me a novel.
Evil Alignments, though technically available, are something I'd like to discuss with you before playing. I find they derail games if not done with care, so I'd like to know your intent and whatnot.
Everything in the core set is allowed, anything in the "complete" series or Players Handbook 2 is conditionally allowed. Psionics are allowed. Flaws are allowed with a review.
As a general rule:
If it's core, go for it.
If it's "complete" series, Psionics or PHB2, go for it but reference it so I know where to look.
If it's something else, ask first.
I'm open to a lot of concepts, and I'm confident in my ability to DM for all "power levels", so don't hesitate to ask if you want something. We'll work something out.
Also a quick note on backstory. In a campaign where you can do anything, it makes cohesiveness difficult without a central motivation. To that end, all of the characters are going to be part of a group.
What I mean by that is, you're going to be a party/team/company/family before the game starts, so I don't have to wrangle you all up and tether you together. You can work out amongst yourself how you want it to work, what you want to be called, etc, etc, but you need something. I might even give a little bonus for a well crafted group or something.
This is not meant to restrict anyone, its meant to help the group have a central motivation shared by all. Maybe your character is obsessed with vengeance following the slaughtering of his family, but he's also part of "Bob's BBQ Brigade", and while they're not his first family, they're maybe his new one, and that should be weighed into decisions.
Any questions, or anything I forgot, feel free to ask. Otherwise discuss amongst yourselves and get to planning. We go as soon as I get the 5 characters all together.
Posted on 2014-04-08 at 01:27:09.
Edited on 2014-04-08 at 02:43:06 by Grugg
In case anyone needs something backstory/idea wise that needs a more indepth view of a specific continent, feel free to PM me, I don't want to clutter up the thread but I've got files and files for the dumping.
They'll all be in the Q&A when that goes up, as well.
Also 3/5 already stuck in. I am excited. Are you excited? OF COURSE YOU ARE THIS IS CANDYLAND!*
*This is not Candyland, what, do you want to get sued?
I like the idea of the group being an adventuring party of some sort before hand. Or maybe two or three of our group is an established group, with the last two or three just being recent hire ons/tag alongs for whatever reason. I feel my character wouldn't of been with them from the start if we go this route, so I'd probably be a more recent addition.
I will await other thoughts on the matter, as I shall require a bit of rest. I would however like to say that my favourite adventuring parties are usually those that don't call themselves adventurers. That said, I shant hold it against anyone if we become an exploratory team, on a mission for Ungan gold in jungles teeming with half-crazed green tusked men!
Put me in the backup crew, please! =D
I have never participated in a play by post game before, but I would consider myself creative and literate, and therefore an optimal candidate in the future. I'll be watching. In an excited-not-creepy-at-all kind of way. =p
I think it would be neat if you guys went the route of family (siblings/cousins) and if you have 1-2 "other" races they could be friends/servants/advisors. They're bound together by blood or feudal bonds.
Could be interesting role-playing! Maybe out to restore honour or expand the power-base of their house? (Game of Thrones meets Dragonlance)
Alternatively, an entire group bound together by a single religion/diety could be an interesting group.
My first thought was a sort of citizen's patrol. A fancy name for a group of expendable people to be thrown out on scouting parties and goblin crushing duties, because nobody will miss us if we die, as opposed to the well trained city guard.