About Aardvark DM
To emphasize a decent PbP speed, I will set a 24hr hard cap from when your turn was called. If in 24 hours you do not post, you are delaying and will come back into the initiative either when you do post, or before the end of the round, whichever comes first. If you do not post before the end of the round, I will post for you, most likely with an at-will or melee/ranged basic.
I prefer that the character have ALL the information in the profile, and (in the case of 4E) the powers in an easy to read format. For example:
Guiding Strike (AC); melee weapon; one creature
This allows me to DMPC your character in case RL kicks in and you are unable to post for a bit.
20 pt buy
2 traits (one from the AP)
Average starting wealth
HP/lvl are rolled or half, whichever is higher.
Encumbrance, Vision/Light, and Rations will be tracked.
"Bold for quotes"
Italics for thoughts
The following are the ways you can spend your Harrow Points.
Dexterity Rerolls: Spend a Harrow Point to reroll any one Initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result (although if you have additional Haroow Points remaining, you can use them to attempt additional rerolls).
Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge bonus to your Armor Class for one encounter. You can spend up to 3 Harrow Points per encounter to increase your Armor Class in this manner.
Speed Increase: Spend a Harrow Point to increase your base speed by 10 feet for one encounter-you cannot spend multiple Harrow Points to increase your speed multiple times in one encounter.
4E House Rules:
Using Inherent bonus system
No Essentials classes
*A natural 1 on an attack roll, means you grant combat advantage to the target of that attack until the start of your next turn.
*A Human's versatility allows them to give up their choice of one of their racial benefits for an additional +2 to any stat other than where the first bonus was applied.
*A natural 1 on a skill check gets an additional -5, a natural 20 gets an additional +5. This is to compensate for no auto succeed/fail.
*Non-lethal damage is declared for an attack (not a target) BEFORE any attack roll is made.
*Each character will have an "appearance" score, this will be a 4d6 drop the lowest, one time roll. Born ugly is born ugly.
*There are no racial languages see spoiler below.
*Passive Perceptions and Insights will only tell you something is off or doesn't add-up. Only a rolled active use will give details.
*Magic items are only identified by using trained Arcana checks at DC 20+1/2 of the item's level. The same character may not attempt to Identify again until after an extended rest.
These are the races either most common, or easily pass as one of the common ones.
Dwarf (Hill taking Wis or Mountain taking Str as a secondary stat)
Eladrin (True Elves)
Elf (Wood Elves)
Fey-kin* (Human half-fey, see stats below)
Genasi (Only Fire, Earth, Water, and Wind souls. Known as [element] Elf i.e. Fire Elf)
Gnome (Dwarven half-fey)
Goblin (Either a slave, or ex-slave)
Halfling (Elven half-fey)
Half-elf (Whether half-True/Wood/Elemental just for flavor)
Hobgoblin (Either a slave, or ex-slave)
Allowed on a case-by-case basis (good reason/backstory). These will either earn shock and distrust, or even as far as refusal to interact with by NPC's.
All others, not an option.
Languages: Common, Choice of one other
Usable weapons based on proficiency (broken down for convenience)
I don't have a channel divinity written for each one, but will throw one together for any certain diety a divine character follows.
Tara (TARE-uh) - Goddess of Healing, Mercy, Beauty, Family
Kavast (KAV-ust) - God of Honor, Loyalty, Courage, Chivalry
Celeste (seh-LEST) - Goddess of Arcane Knowledge, Wisdom, Secrets, Prophecy
Graf (GRAFF) - God of Thunder, Protection, Foresight, Watchfulness
Relinius (REH-lin-e-us) - God of Luck, Travel, Merchants, Revelry
Jeneigh (JIH-nay) - Goddess of Sun, Light, Retribution, Trust
Zollest (ZAHL-est) - God of Earth, Strength, Agriculture, Metal
Dalia (DAHL-eya) - Goddess of Air, Sky, Archers, Wind
Kem (KEM) - God of Creation, Art, Crafts, Engineering
Ehrinnae (AYR-rin-ay) - Goddess of Animals, Nature, Seasons, Balance
Lariss (luh-RISS) - Goddess of Water, Storms, Rivers, Rain
Emind (EH-minned) - God of Fire, Pranksters, Discord, Vice
Chalyse (SHUH-leece) - Goddess of Justice, Discipline, Lightning, Planning
Harlon (HAR-lun) - God of Moon, Night, Underworld, Undead
Gindalla (gin-DAHL-uh) - Goddess of Death, Disease, Grief, Suffering
Ferith (FAYR-ith) - God of Murder, Thieves, Lies, Killing
Azaul (uh-ZAHL) - God of War, Rage, Destruction, Pain
Bethany (BETH-uh-nee) - Goddess of Hate, Malice, Madness, Panic
These are the major countries/provinces/lands that make up the world, and what they can be compared to
Fersingh= Gaelic Language Fersingen
Now I'm not a history major, so yes there is some discrepancy, but again, this is just what they are loosly based on.
Language is not racial, it is regional and supernatural. Everyone has common (trade tongue), and the language of their country, if they get additional languages, they will be chosen from neighboring countries.
Languages not by region are: Primordial, Supernal, Abyssal, and Draconic. The first 3 can only be taken via feat or if given by race (i.e. Genasi). Draconic can only be chosen by feat, race, or arcane users.
Languages by proximity
General World Knowledge:
Here are a few things that are well known within the game world.
*Most of society distrusts "Free" magic, which are any of those not regulatable by the Church of Celeste. The following classes are not regulated: Ardent, Bard, Battlemind, Psion, Sorcerer, and Warlock.
*Goblins and Hobgoblins have been used as slave races for a long time, Hobgoblins as heavy labor, shock troops, construction, and Goblins as menial labor, errands, household chores. They are both assumed to be someone's slave, unless they have papers of freedom.
*Hewland is the main hub of Celeste's following, and where the Acadamy (her largest known temple) exists. There is also a group called the High Protectors that hunt down and try to either eradicate/cleanse the "Free" magic users.
*There is ALWAYS war in the Mysk Islands (where the campaign will start).
*Commonly accepted races: Dwarf, Eladrin, Elf, Fey-kin, Genasi, Gnome, Goblin, Halfling, Half-elf, Hobgoblin, Human, Minotaur.