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I'm planning to run The Sunless Citadel, The Forge of Fury, and Red Hand of Doom (converted to Pathfinder) as a campaign, all set in the Shaar of the Forgotten Realms, 1279 DR. The game will be a PBEM (NOT PBP) based out of Yahoo Groups, with a support website for things like character portraits and a collected archive of the story.
- Players with a strong grasp of writing, as I collect all the posts into a story for everyone.
- Dependability. If you can't show up to post regularly, please don't apply.
- Players who are "engines" - they keep the game running by always pushing forward with actionable posts.
- Character concepts, NOT builds. Just a race, class, description and background (no more than 5 paragraphs, please). (The quality of the writing will be what sells your character, so don't sell it short!)
- 3-5 players. I have one spot reserved for an old player (an elf magus). I'm looking to keep the party size to 6 players.
- A RP-heavy game.
- Dedication. I've never given up on a game yet, and I don't plan to.
- 3pp allowed, pending review. No custom races beyond these offerings: Loxo, thri-kreen, wemics, and zebra-centaurs (see below). Note that some options will be reserved for certain races for flavor reasons, such as psionic classes for the thri-kreen, gungineers for gnomes, and legendary rogues for halflings.
- Once you pick a favored class bonus, it's what you get for the entire campaign.
- Anything that can be Unchained, should be.
- No evil alignments. Also, no evil alignments masquerading as chaotic or neutral alignments. This is a game for heroes.
- Gunslingers must have some connection to the church of Oghma (unlike gnomish gungineers). Emerging guns.
- No traits meant for APs.
- All races age at the same rate until maturity, whereupon the longer-lived races age more slowly.
New races: (I'm open to comments about these races.)
Centaur (13 RP)
+2 Constitution, +2 Wisdom, –2 Charisma: Centaurs are hardy and sensible, but lack social graces. (0 RP)
Centaurs: Centaurs are monstrous humanoids. (1 RP (-2 RP - no low-light vision or darkvision))
Large: Centaurs take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A centaur takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)
Fast Speed: Centaurs have a base speed of 40 feet. (0 RP (Quadruped))
Quadruped: Centaurs have a +4 racial bonus to CMD against trip attempts. Centaurs use weapons and humanoid armor (not barding) as if they were Medium (instead of Large). (2 RP)
Hooves: Centaurs have a hoof attack (1d6, x2, B). It is a secondary natural attack.(1 RP)
Desert runner: Centaurs receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (2 rp)
Languages: Centaurs begin play speaking Common. Centaurs with high Intelligence scores can choose from the following languages: Shartaan, Dwarven (Dethek), Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
A typical centaur stands 7 to 8 feet tall from front hoof to crown and measures 6 to 8 feet long from chest to tail, and weighing in at nearly 1,000 pounds. The horse portion of a centaur's body resembles a zebra - a trait that distinguishes him from the centaurs elsewhere in Faerûn - and his face is decidedly fey in appearance, with swept-back, angular features and somewhat pointed ears. He has golden bronze skin, light brown, black, or golden hair, and eyes in any of a wide variety of shades. Shaaryan centaurs prefer to wear their hair long, though they usually tie it back and weave decorative tokens into it. The number and kind of decorations a centaur wears indicate his rank in the tribe, though such distinctions are usually lost on outsiders.
Loxo (15 RP)
+4 Str, –2 Dexterity, -2 Intelligence: Loxo are powerful, but lack finesse and forethought. (2 RP)
Loxo: Loxo are monstrous humanoids with the giant subtype. (1 RP (-2 RP - no low-light vision or darkvision)) Loxo may take the Trample feat, and apply it to themselves as though they had hooves, ignoring prerequisites.
Large: Loxo take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A loxo takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)
Normal Speed: Loxo have a base speed of 30 feet. (0 RP)
Two trunks: Loxo have long, flexible trunks that can be used to carry objects. They cannot wield weapons with their trunks, but they can retrieve small, stowed objects carried on their persons as a swift action. They can maintain a grapple with their trunks and still make attacks with their hands.(5 RP)
Languages: Loxo begin play speaking Loxo and Common. Loxo with high Intelligence scores can choose from the following languages: Shaartan, Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Loxos appear as large humanoid elephants with two trunks and bluish-gray skin. They roam the Shaar in hunter-gatherer groups.
Thri-kreen (13 RP)
+4 Dexterity, -2 Intelligence, –2 Wisdom, -2 Charisma: Thri-kreen are deft, but are unused to thinking outside the box or relating to other races. (1 RP)
Thri-kreen: Thri-kreen are humanoids (thri-kreen). (0 RP)
Medium: Thri-kreen have no bonuses or penalties due to their size.(0 RP)
Normal Speed: Thri-kreen have a base speed of 30 feet. (0 RP)
Multi-armed: Thri-kreen possess four arms. They can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. (8 RP)
Darkvision: Thri-kreen can see in the dark up to 60 feet. (2 RP)
Alien mind: Thri-kreen gain a +2 to all Will saves. (2 RP)
Languages: Thri-kreen begin play speaking Common and Thri-kreen. Those with high Intelligence scores can choose from the following languages: Undercommon, Shaartan, Dwarven (Dethek), Gnoll, Gnome, Goblin, Halfling, and Orc.
Thri-kreen are insectoid humanoids with six limbs: two for walking and four to use as arms. Their heads have compound eyes and antennae. They primarily fight with two types of weapons: the gythka, a two-headed spear (treat as spear with the double quality replacing brace), and the chatkcha, a triangular crystalline throwing wedge (treat as chakram).
Wemic (15 RP)
+2 Strength, +2 Charisma, –2 Wisdom: Wemics are strong and sociable, but often lack patience. (0 RP)
Wemics: Wemics are monstrous humanoids with the catfolk subtype. (3 RP) A wemic may take Catfolk alternate racial traits, alternate favored class bonuses, and feats.
Large: Wemics take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A wemic takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)
Normal Speed: Wemics have a base speed of 30 feet. (0 RP (Slow+Quadruped))
Quadruped: Wemics have a +4 racial bonus to CMD against trip attempts. (2 RP)
Low-Light Vision: In dim light, wemics can see twice as far as humans. (-1 RP (monstrous humanoid with no darkvision))
Natural Hunter: Wemics receive a +2 racial bonus on Perception and Survival checks. (4 RP)
Languages: Wemics begin play speaking Common and Catfolk. Wemics with high Intelligence scores can choose from the following languages: Shaartan, Dwarven (Dethek), Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Wemics are a proud and noble people who may be the most skillful hunters in all Faerûn. From head to rump, wemics are 10 to 12 feet long, and they stand 6 to 7 feet tall from their front paws to the tops of their heads. They weigh around 600 pounds. Dusky golden fur covers them from head to tail. Their tails feature a brush of black hair, and the males have a long black mane. Wemics’ faces are a mixture of humanoid and leonine, and their golden eyes have the slitted pupils of a cat. Their ears are set high on their heads. All six of their limbs end in claws, but the ones on their hands and their front paws are retractable. Most wemics die in dangerous hunts on the savanna long before age can take them.
OK, that's all I can think of to add for now. Feel free to ask questions!