E7 Homebrew Campaign needs 2 new players


Recruitment


Right, so all the information is in my profile. Click links, familiarize with setting, etc.

The game is E7 (Epic 7, variation on E6), there are new races (human, traull, lizardfolk, vesh), alterations to existing classes, a homebrew setting, new feats, etc. Feel free to read the original recruitment thread, too.

So, here's the deal: due to attrition and the potentially lethal world, the party needs some new recruits. Their input will help me make my final decision, as it's their adventuring party.

The party members are:
Shane Gifford = Yochtanl Torufo, vesh witch 1
Veltzeh = Palag Torufo, vesh rogue 1
terok = Rsss'tak, lizardfolk cavalier 1
jmberaldo = Djatrix, lizardfolk oracle 1
Stratos = Vess'Sothek, lizardfolk ranger 1
(Djatrix and Vess'Sothek have not posted in a while).

Firstly, one of the player *must* be a divine caster with decent healing abilities. They want a healer in the group.

The second member can be just about anything, honestly. They have a cavalier, an oracle, a witch, a ranger, and a rogue. The ranger and oracle have not posted in a while.


For those who don't feel like searching, these two links are essential:

Original Recruitment

Aerux Campaign Wiki


Intriguing. I haven't the time to think about this now, but perhaps I shall throw out a character soon.


I love your setting. I have a character that I think would be excellent fit for this game, and I would really love to play him, but I have envisioned him as Paladin, so I don't know if that is enough healing power for your party. Also, I would like to play a Traul, since my character is perhaps more Lawful that Good and I do love that "honor-bound Klingon" vibe they have, but I'm afraid that -2 to Charisma would be pretty stiff penalty for a Paladin.

You've written Trauls as very adaptable race. Is there any chance of mutation among them? My character was albino Litorian in Ptolus game, with -2 to Con and +2 to Cha. Is something like that possible?

I am posting as that character right now (I've used him in another game as Crusader), but I am more than prepared to adapt him to your world.


Paladins are not available.

">Unavailable Classes: Bard, Monk, Ninja, Paladin, Samurai, Summoner, and all Prestige Classes."

Also, I'm sorry, but the racial stats are pretty set. You're welcome to play a human raised by traulls, but the Charisma penalty to traulls is manyfold: their culture makes them less personal and compassionate, and their appearance is rather savage.

This is an E7 game, and you're getting a 20 point build, so it should shore up weaknesses.

Dark Archive

Sorry, I missed that. I've seen that the paladins are mentioned in the race description, so I concluded that they can be played. I see that Inquisitor and Cleric are also banned. That leaves only Oracle and Druid as potential healers. Can you tell me something more about the gods of your setting? Especially those worshiped by Trauls. Also, is there a possibility of catfolk-like Trauls, or wolf-like? Something other than super-orc?


Unless there's a typo, inquisitor and cleric are playable...

The traulls, as mentioned in their race description, worship their ancestors and forge spirits. They really don't have and real gods, as such.
Please read the wiki (link above) for information on the setting, gods, etc. link, if you're lazy

As for traulls, imagine them as a mix between orcs and hobgoblins, with the culture of the dwarves, if that helps. It would be feasible to have a traull with facial mutations resembling a wolf or lion face, but I'd recommend taking the Toothy traull racial trait.

I edited the traull entry mention of paladin as a typical favored class. Paladins exist in the world, just as NPCs, often far, far away from Riftview.


Link to Character Generation overview on the wiki

Dark Archive

Okay, consider me extremely interested in playing Traul Inquisitor or Cleric (most probably Inquisitor).

I've noticed this sentence in The Gods of this Age part: "Feel free to create your own religion, philosophy, deity, cult, etc. I'll work with you to flesh out details. Most religions tend to be fledgling in this world, and there are many of them." If this is still allowed, I would like to create a god for my character, and even flesh out a bit his tribe/culture.

How much time do I have to create a character for your approval? I can do a background pretty quickly, but I'll need a few days to do crunch part.


Having read a bit more about the setting, races, etc. I have to say I'd be thrilled to join this campaign; if you'll have me, of course. Before I toss out a character though, I was wondering if you're allowing any archetypes from the various rulebooks that have been released.

Dark Archive

While I am trying to envision my character for this game as a divine caster, I am having more and more trouble to do so. I may end up creating something else entirely - perhaps Fighter or Ranger.


Crunch and fluff, please. The recruitment is open until the players chime in and help me choose the new recruits.

You can create a god, as long as it's not too ridiculous, and I get final say on deity's favored weapon. This is basically the 3.5 cleric of a philosophy, pick two domains thing. I'l; work with you to mesh the fluff with the setting, just try to familiarize yourself with the setting, history, etc.

monjebleu: yes, archetypes are allowed unless otherwise stated. There should be a list of allowed/disallowed materials on the wiki.

Remember, everyone, firearms do exist as an emerging technology.


Traull looks kind of like monstrous dwarves, but they appearance seems extremely varied. Still I'd be eager to play either a traull or a human alchemists of the bomb/support variety.

Dark Archive

Long time ago, there was a warrior-smith called Agresh. He was deadly in battle and skilful behind the anvil. His blades were coveted by the blademasters of traull race - even more because he did not sell them; the only way for a blademaster to get one of his blades was to prove himself in combat against Agresh himself.

As the time passed, the warrior-smith became more and more secluded, seeking a perfect shape of the blade. One day, he noticed an insect stalking its prey: It was a mantis. Agresh realized that he was seeing the deadliest killer of them all - cold, calculating, patient, unerring. In time, he became obsessed with the mantis. He created the first blades with the edge on the inside curve, such as kukri and falcata, and he was the one who invented weapon spikes. But he was not satisfied.

He withdrew into mountains, and built a smithy there, deep in the caves where eternal darkness dwells. And the darkness spoke to him. Centuries later, a text by one of his disciples was found, depicting a giant being, its shape hidden by darkness, whispering to master-smith from time to time.

Okay, so this is essentially the idea I have: A Mantis god, worshiped by an order of warrior-smiths with a samurai mentality. They are armed with gently curved blades, like katanas, but with an edge on the inside curve.

I was thinking of an exotic weapon for my character - a two-handed version of falcata, with damage upgraded to 1d10 and other things remaining the same.

I will make him a fighter, possibly with some archetype, and leave the cleric to someone else - if that's fine with you.


You're welcome to re-skin current exotic weapons to match the description if they stay the same mechanically, or just wield a falcata 2-handed with the same statistics.

I like the idea of the mysterious Mantis god, and its flavore fits well within the traull society. Effectively, it'd be viewd as a forge spirit by its adherents.


<<bump>>

Dark Archive

Lot of stuff at work right now. I'm gonna try to do something with the character tomorrow.


Hey, this is Yochtanl, the witch of the party. I'm just posting to say how much fun it's been so far in this PbP. F&F's narratives are great at painting the scenes, and his encounters have been very unique.


I have been wanting to try out E6/E7. I'll take a look at your campaign information to see if anything catches my eye.


Fate and Fortune wrote:
Unless there's a typo, inquisitor and cleric are playable...

I think nightflier was confused by this:

Original Recruitment Thread wrote:

CLASSES

At character creation, only the following classes are available to players: Barbarian, Cavalier, Druid, Fighter, Oracle, Ranger, Rogue, Sorcerer, and Witch. As the world is explored, other classes will become available (some classes require more civilized training, are very rare, or are regionalized)

Are we to assume that the class options listed on the wiki take precedence over the original recruitment thread? I see Inquisitor in the "Available Classes" list, but Cleric (and Witch) are not listed as available or unavailable. There is already a witch in the party, so I assume that's fine; based on what you said above, cleric is also okay?

I've looked at the existing characters, and read up a little bit of the gameplay thread, though 650 posts is a bit much for today. :-) Here's my simple synopsis; I just want to make sure I'm on the right track.

Synopsis:
What I see so far is that the group, by the end, is made of tribal people, with two representatives of one tribe of vesh, which was destroyed by slavers, and three exiled members of a tribe of lizardfolk. The party was on the way to some sort of ruin, but was defeated on the way there, and retreated back to town to regroup. I assume this is the context in which a new character would join, and that the new character would ideally have their own motivation for wanting to explore the ruin.

From the perspective of the GM and the rest of the party, is sticking with the tribal theme more desirable, or shaking things up with a more civilized character?


Gordon, you are correct with your synopsis, I am the lone surviving member of the Lizardfolk, at least from a player perspective.

We are taking a month long break (in game only) while we meet a couple of new adventurers....I think we are okay with other types of players as long as they play well with us "less civilized" characters....


The other players want a divine caster with "decent" healing. Does a druid count, or are you looking for someone who can spontaneously cast cure spells and/or channel? Say, a lizardfolk saurian shaman? I normally think dinosaurs, and especially dinosaur companions, are cheesy in fantasy RPGs, but this setting begs for it.


Honestly, I had forgotten I put that restriction on initial character classes. I just didn't want a flood of bizarre characters in a border town, thereby breaking verisimilitude.

Since the festival season is fast approaching in Riftview, when merchants gather and people bring in the harvest, it makes sense that other character classes will be more common now.

So, if my players decide to make a new character if they die, or trade in for something they like better now that we're pausing to recruit, or multiclass, that's fine.

A mix of civilized/less civilized is fine. My real life group that played in this setting had a dandy gentleman from Nar, a vesh cleric of the Rainbow Serpent, a traull magus who was rather civilized, a human shepherd-turned-ranger, a human rogue from Calistar, trying to lay low in the frontier, and a vesh druid and axe beak companion. comedy often followed the interactions of the vesh and the Narlander.

Druid is fine for a healer. We had a druid in this group, previously, but the player disappeared. Saurian Shaman is fine by me.


Alright, will post a build/backstory tonight or tomorrow.


Here's a build. Backstory after sleep.


How'd you get Wis to AC?


I think it is the feat intuitive defense...


Yup, Intuitive Defense. Is it supposed to have an additional prerequisite?


I'm reading some more of your gameplay thread. Seems like Powerful Build Lizardfolk is a popular choice...

Fate and Fortune:
I was thinking of being a traveller from the jungles near Mahlaohuatlo; an itinerant druid, who has come north seeking to appease his wanderlust, and perhaps do some good by helping to heal the ecological damage cause by the Rift. I don't know what you have planned about the history of the lizardman cook at the Wicker Warrior, but a possible tie-in there might work; maybe he is my uncle or something. That would partly explain why there are so many huge lizardfolk running around!

The world-walker archetype also fits my concept pretty well. It conflicts with saurian shaman on the replacement ability for venom immunity; level 7 seems like a long-way off, and I'm not sure my character will still be alive by then. Would you be okay with me taking both archetypes, and just using one replacement ability or the other? If not I'll just stick with Saurian Shaman crunch, and use the world-walker fluff.

Edit: Any time I dump a stat as hard as I dumped Charisma in this build, I feel like I need to make it an interesting part of the character. I hope my physical description addresses that.


I missed that. cool.

Having you be Djagu's nephew would work fine. I'll fill you in on some background info you'll need in a day or two.


I don't believe in trying to sneak things past the GM, so I wanted to lay out the plan for this build, and make sure you agree with it. Other players can look too; it sounds like it's up to you who you actually want to join your party.

Build plans:
Saurian Shaman gives +2 druid level for wild shaping into dinosaurs at level 6 (and -2 for any other wild shape). I interpret that to mean that at level 6 I would be able to wild shape into a diminutive-huge dinosaur, as Beast Shape III. I am clearly a melee druid, and for raw melee power, dinosaurs are some of the best animals. Consider Allosaurus, a huge dinosaur. 50 ft. move, +6 str, -4 dex (but I get my AC from Wis), +6 natural armor, 3 natural attacks, pounce, grab, and rake. As I understand it, the +6 natural armor will stack with the 6 natural armor that I already will have as a lizardfolk at that point, for a total of 24 (+4 wis, +12 natural, -2 size). All this is before any other combat buffs.

Furthermore, the Powerful Build trait says "The benefits of this trait stack with the effects of powers, abilities, and spells that change your size category." If that includes wild shape, then my huge allosaurus form would be grappling (with grab and rake) as though it were gargantuan.

Of course, allosaurus is not always the right form for the circumstance; small spaces make it useless, it can't fly, etc. I don't consider this to be an all-powerful build, but, by getting the level 8 version of wild shape, it gives me access to something that isn't normally possible in an E7 world, and I thought I should run that by you.

Grand Lodge

Are any slots open? I am a huge fan of E7.


Powerful Build would not stack with wild shape, as it's not just changing your size category. It's changing your form entirely.

Can you copy/paste the relevant natural armor text to save me time? If the natural armor bonus is an increase then it stacks, but if it's just a higher bonus, then you only take the better of the two bonuses.

I don't see anything wrong with the +2 druid level for wild shaping in an E7 world. There are other abilities that are similar, and I've crafted feats that allow access to higher abilities/class features. I'm taking the "lean upward" approach.


Is there still a slot available? I have an inquisitor build and bckstory which I can present. Could help offset the ranger with tracking.


There is. We've had one serious applicant so far.


Fate and Fortune wrote:
Can you copy/paste the relevant natural armor text to save me time? If the natural armor bonus is an increase then it stacks, but if it's just a higher bonus, then you only take the better of the two bonuses.
Beast Shape III wrote:
If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.

So that looks like the lizardfolk natural armor and the beast shape natural armor do not stack. I'm cool with that.


How do you want us to get the character info to you? Post?


Post is fine, yeah.

I just want at least a brief background story and the mechanics, to make sure you know how to run the numbers. Feel free to elaborate more on your background, just ok major story world-ins with me first.

Grand Lodge

I'm a fan of E7 but think I'll bow out of applying further. Thanks for your time. Luck to the other applicants.


Now that posting finally works for me again, I can say something...

I think "less civilised" new characters would work best, but as terok said before, as long as they will accept working with our current characters, any kind of characters would work out just fine.

Ka'itsssu'ekh looks pretty good to me! Am I correct in assuming that his stupid demeanour is just what he looks like to others, and in reality he's smarter? At least his stats would indicate that.

I think he's going to need a shorter nickname, heh.


Kai't or Ekh, perhaps?


Ka'i, or whatever else, is fine.

Correct, Ka'i is actually reasonably intelligent, especially for a lizardman. Looking and sounding stupid, plus his resulting poor socialization, is the reason for his abysmal charisma score; no one takes him seriously, and he's given up trying to change that.


Apologies for the apostrophe misplacement.


Just all the more proof he needs a nickname. :-)


Ka'i, sorry for getting your hopes up, but I'm not going to be able to afford to replace my computer for longer than expected. I'm going to have to cancel this campaign. Hope you understand.


No worries, life happens. If you want to start it up again, let me know.

Community / Forums / Online Campaigns / Recruitment / E7 Homebrew Campaign needs 2 new players All Messageboards

Want to post a reply? Sign in.