Online D&D (Not the MMO): The Show Must Go On!


3.5/d20/OGL

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Some of you may remember back in the distant, distant time of approximately two and a half months ago, I was planning to run a sister campaign to Grimcleaver's popular but, it now seems, short-lived online game. Well, he had been so vocal about wanting to be in on it, that when Grim announced that his computer was down, I decided to hold up my game and try to wait for him to get things fixed so that he could participate.

Well, as it happens, that didn't come about within the previously stated timeframe, and the whole endeaver just kind of faded away. Then, earlier today, I was talking with Sexi Golem on the phone, and he said he was still interested, so I've decided to start the process up again! I think it's been long enough, we can assume that Grim's status is "unavailable" for the foreseable future.

The guidelines are more or less the same as stated on the first thread regarding this subject (Upcoming Game: Saern runs "Saern"). I'd like to run no fewer than four people (don't think that will be a problem). I was inclined to allow as many as ten to join, since the real-time stress of dealing with everyone around a table is non-existant, but then again, this format has its own limitations, and I'm still a little easy about combat situations. So, I think I'll cap it out around six players. If it proves easier than I fear, I may open up more slots at a later date.

Anyone who was previously confirmed on the older thread has priority in this venture, and they can keep their old characters, or make new ones.

Some of the terrain and lore regarding the region of the world of Saern this is set in has changed over the past few months. The first description was largely thrown together ideas at the last minute, and my world-building urges have not been dormant in the interim, so I am currently working on a more comprehensive map/description of the area. Nevertheless, the vast majority of the setup is the same.

In order to keep this simple, I'm disregarding all house rules (save some race-related ones, see below) save the two that are paramount to me: Specialist wizards only have to give up one school, and No Psionics (for reasoning on the later issue, see my fulmination somewhere in the last half of Place Your Rant Here on the subject).

Approved races are a bit wider: Anything from the PHB, plus wood elves, gray elves, aasimars, tieflings, orcs (MM), and kenku (MM3, although the player should expect to be the only one ever seen, as they are fairly unheard of in this region), and, if you're so inclined, the Hellbred (Fiendish Codex II: Tyrants of the Nine Hells).

The only adjustments are as follows:

Half-orcs do not recieve a Charisma penalty.

Half-elves gain +1 skill point/level (x4 at first level), just like a human.

Orcs have the following racial adjustments: +4 Str, -2 Dex, -2 Int. The also do not suffer light sensitivity, and gain a +2 racial bonus on Intimidate checks.

Discussion of the balance or wisdom of these house rules should be placed on another thread of the commentor's creation if so desired, not here.

Approved books include the following:
All core rule books (Duh!)
Monster Manual III (If you're playing a kenku)
Complete: Adventurer, Arcane, Divine, Mage, and Warrior
Frostburn
Fiendish Codex II (But only for the rules regarding Hellbred- I have yet to seriously puruse the other "crunch")
Libis Mortis
Player's Handbook II
Dungeon Master's Guide II
Tome of Magic

Other books may be approved pending my approval (which is pretty easy to get- I trust ya' all!)

Banned material would be:
Frenzied Berserker (Complete Warrior)
Leap Attack (Complete Adventurer)
Anything "Oriental" (Just doesn't fit this part of the world, sorry)
Anything Psionic! (see above)
Favored Souls and Spirit Shamans (Complete Divine)
And a rare few other things that I can't think of, but if I'll let you know if they come up.

I was initially thinking to use the blog system that Grimcleaver was using, but I think I'll try it right here on Paizo, in the Campaign Journals section. I think it should work just fine.

Classes are starting up again for me next week at college, so it may be a little slow getting everything coordinated and off the ground, but I'm looking forward to it.


I would be interested in this. I do alot of play by post, I will go on over to the other thread and see what I can dig up, is there still room?


Saern, have you considered a dedicated PbP site, such as Myth Weavers? The good ones (like MW) have integrated dice rollers, allow you to post images, docs, etc., have an integrated Character Sheet, and so on. They are very well-suited for running an online game. I'd be happy to help orient you if you're interested (but I'm going to Kenya from Jan. 8-18). I'm erian_7 over there as well if you (or anyone reading) wants to look me up.

I've looked at several such sites over the last few years, and so far MW is my favorite. You'll find no shortage of players, too, if you ever have need for more.


May as well pipe up -- if you have room, I'd be interested in joining the party as well.


There is indeed "still room." I'm effectively start the whole process over, which is why I re-wrote the campaign info above, rather than just ressurecting the old thread. Anyone who had already volunteered for the game on the old thread has priority, but will need to post here to restate their interest. There is no need to look at the old thread, jsut for clarity's sake.

The only other one who is sure to be joining is Sexi Golem 01, which brings our current total to 3. Plenty of space left!

Erian_7, thank you for the direction. I'll look around and see if I feel comfortable with Myth Weavers, in which case I may use it for the campaign.

Oh, and I realize that I didn't repost the type of game I'm planning on running! It's set in the frigid northlands of Aksal, one of the major regions of Saern, my homebrew world. I've got some basic plotlines in mind already, pretty standard D&D campaign stuff, really, but am waiting to see the character to really develop anything more in depth. I've only marginal experience with play-by-post, but if Grimcleaver's example was typical, this will be a roleplay heavy campaign.

And, before I forget, deities for the game will be drawn from the Complete Divine.


You're welcome. You can kick around in some of my games if you want, to see how they're organized. The Help section of the website does a good job of laying out the features.

Good gaming!


Huh. I figured I'd missed this boat. Cool. Sign me up.

I haven't come up with a character concept yet, but give me a few minutes and I'll post one.

EDIT: Okay, got one -- an aasimar spear-fighter/follower of Trithereon. Sound cool?

Dark Archive RPG Superstar 2013 Top 32

Count me in too! Where do I sign up?

Concept: Elven Ranger/Wizard/Arcane Archer (eventually)

On second thought, I might just do a straight-up ranger. No need for other fanciness.


Right here. That brings us to 5, counting Sexi. One more space available!


Oh, and I'd sign up, but I'm stretched in my PbP gaming as it is...perhaps if some of my other games die out.


Questions!

1) What method are we using for generating characters?

2) Are we starting out at 1st level? If so, how does this interact with the level adjustment for plane-touched characters?


Sorry.

1) That depends. I'm open to a consensus of the players. We can either do point buy (probably 28) or roll 4d6, reroll ones, discard the lowest, repeat five more times. I'll open it up to a vote.

2) No, I think I'll start the game at 2nd level, largely for this very reason.

Dark Archive RPG Superstar 2013 Top 32

Saern wrote:
1) That depends. I'm open to a consensus of the players. We can either do point buy (probably 28) or roll 4d6, reroll ones, discard the lowest, repeat five more times.I'll open it up to a vote.

That's my vote.


Saern wrote:
1) That depends. I'm open to a consensus of the players. We can either do point buy (probably 28) or roll 4d6, reroll ones, discard the lowest, repeat five more times. I'll open it up to a vote.

My vote is for point buy (though I've already got numbers rolled as per the above).

Saern wrote:
2) No, I think I'll start the game at 2nd level, largely for this very reason.

So, starting with 900 gp wealth, access to minor magical items?

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Thanis Kartaleon wrote:
2) No, I think I'll start the game at 2nd level, largely for this very reason.
So, starting with 900 gp wealth, access to minor magical items?

Feh. Keep your magic. Give me masterwork. :)


Fatespinner wrote:
Feh. Keep your magic. Give me masterwork. :)

A masterwork weapon isn't going to do much good when you need a spot of healing... but nevertheless I'm going to buy one. ^^

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Thanis Kartaleon wrote:
Fatespinner wrote:
Feh. Keep your magic. Give me masterwork. :)
A masterwork weapon isn't going to do much good when you need a spot of healing... but nevertheless I'm going to buy one. ^^

Actually... how much does +1 armor cost? Studded leather, specifically?


Fatespinner wrote:
Actually... how much does +1 armor cost? Studded leather, specifically?

1,175 gp. Just take any armor and add 1,150 gp to the base cost.


Behold Aftiel! (With 1st-level gear for now)


Yes, anything you can buy with 900gp from the PHB and DMG is approved. Don't blow it all in one place. :) Really, though, in this arctic terrain, it would be smart to take the typical precautions.

Nice, Thanis, I like the character. I don't know if it was your intent or not, but in this northern setting, the spear and the axe are very, very popular weapons, so that fits nicely. I'm also going to be starting the campaign more or less in the city of Northwind, which is ruled largely by a sect of Pelor and Pholtus worshippers, so your deity choice will be interesting if it comes up in conversation.

One question, though: Your weapon. Is that a normal spear or a longspear? I'm assuming it's a longspear so you can use short haft. Or is there a rules reference somewhere that I'm unaware of which allows spears to be interchanged for the purposes of weapon focus and other such feats?

Also, I'm surprised at your armor choice. My guess would be that you plan on changing to a lighter, less inhibiting armor when the funds become available?

And to everyone else, come on and vote on the stat generation method!

Silver Crusade

Saern wrote:


One question, though: Your weapon. Is that a normal spear or a longspear? I'm assuming it's a longspear so you can use short haft. Or is there a rules reference somewhere that I'm unaware of which allows spears to be interchanged for the purposes of weapon focus and other such feats?

Dont know if this counts but in Bow and Blade, a Green Ronin Product there is a set of rules for interchanging your hand for either a far reach or a double reach. It pretty much gives you a versatility with long spears. Its not one of the books listed but it is a pretty nice rule. If you needs stats just email me @ Zealot701@hotmail.com

Dark Archive RPG Superstar 2013 Top 32

Ethras Arafil is ready to go.

If we end up using point-buy, I can revise it without much trouble. I got some freaking AWESOME rolls though. ;)

Oh, since I don't have a PHB in front of me, could someone check to see how much of my 900 gp is left over after all the stuff that's listed in the 'Combat Gear' and 'Possessions' sections is taken into account?


18gp and 3sp (combining "warm clothes" and a "wool cloak" into "cold weather outfit" from PHB 129)


I'll put in a vote alongside Fatespinner, for rolling stats. I trust the folk around here to keep the game fun even if everyone isn't starting out with exactly the same level of power. I've got the mechanical aspect of Lythdrae up, and will be wrapping up her backstory as soon as I can figure out how she fits into the setting.

Edit: Hmm... Looks like I may have to revise myself into a spellcasting role, at this rate.


I am going to put my vote up for rolling as well! Going to work on the crunch tonight while I am waiting TV with the wife.

EDIT: The question from dundjinnmasta is from me, I recieved I forgot to identify myself.


Well, there's 3 votes out of 5 players for rolling, so that's the medium we'll be using.


Heres the rolls for Daemen Greensails Human Bard

str-11 dex-15 con-15 int-15 wis-7 cha-16
Tried to put the link up to invisible castle but couldn't get it to work.

Character sheet workup to follow.


So, at the moment, we have an aasimar fighter, a tiefling swashbuckler, a high elf ranger, and a human bard. I think Arcmagik is planning some sort of caster. Still a spot left open if anyone is interested. I'll try and get the camapaign info posted tomorrow or Friday so that you can all start working on backstories.


Sexi Golem 01 wrote:

Heres the rolls for Daemen Greensails Human Bard

str-11 dex-15 con-15 int-15 wis-7 cha-16
Tried to put the link up to invisible castle but couldn't get it to work.

Character sheet workup to follow.

Found the link for you. Daeman Greensails' ability scores reside here


Saern wrote:
One question, though: Your weapon. Is that a normal spear or a longspear?

Originally it was meant to be a spear, but then I changed my mind and decided to go longspear, but I forgot to change the stats at that point.

Saern wrote:
Also, I'm surprised at your armor choice. My guess would be that you plan on changing to a lighter, less inhibiting armor when the funds become available?

Yes. Like now, for instance. :-)


New Question:

Would there be anything wrong with having slaadi ancestry for my aasimar?

Grand Lodge

If there is still room, I'd love to join up. I'll probably play a human cleric; depending on my stat rolls, I might go for a wizard - mystic theurge combo.

The Exchange

I'm probably a bit late (curse you Vatnisse) but if you need a stand in I will be interested.


Alright, I shall reveal myself to the world! I am statting up a Human Sorcerer/Wizard whom tentatively will become an Ultimate Magus in the future, if the game makes it that high. (Not that I am saying it won't, just I know how pbp works sometimes.)


Arerath has started coming together now. Still not finished mechanic-wise and I still will need the background/description.

Arerath Character Sheet

Arerath's Picture

Erm... yes that is a picture from Harry Potter... Sorcerer/Wizard pictures are hard to come by...


Ok, I already sent an e-mail back to you, Arcmagik, asking if you were going ultimate magus, but this answers the question for me! :)

Thanis: Slaadi ancestry... I think that would be more appropriate for the Chaond in MM2. They are specifically the descendants of slaadi. Looking at it, it seems they have the following abilities: +4 Dex (wow!), +2 Con, -2 Cha; +2 Escape Artist and Tumble; Acid, Cold, and Sonic resistance 5; Can use shatter as a spell-like ability once per day (CL equals character level); Racial type Outsider (Native). Still just a +1 LA. (By the way, this means it's approved if you want to change your character to this).

The chaond looks like a misshapen, burtish humanoid with a gravelly, croaking voice, so expect to be mistaken for some type of orc or bugbear by some people if you go this route. :) The other distinguishing feature is that their eyes slowly shift color.

Sorry Aubrey, Vattnisse posted first, so he get's the spot. If another one opens up, I'll post here to let you know.

Welcome aboard, Vattnisse! A cleric will be a welcome addition to the party (they always are).

Okay, campaign info coming later.

The Exchange

No probs.

Grand Lodge

Swee-eeet!

I'll get right to it on the PC. I'm not exactly a computer whiz, so how do I post the character sheet on the World Project?


Someone wanna come up with a name that doesn't start with an A?

Your party's troupe name? "We are Aaaaa!" Well I think I see a Greensails in there somewhere.

"We are Gaaaa!"


The Jade wrote:

Someone wanna come up with a name that doesn't start with an A?

Your party's troupe name? "We are Aaaaa!" Well I think I see a Greensails in there somewhere.

"We are Gaaaa!"

Hey! I'm a L. We are Glaaa!

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The Jade wrote:
Someone wanna come up with a name that doesn't start with an A?

Only my LAST name starts with A. So maybe we're "Glaaaaae!"

Grand Lodge

And now I'm up as well - here is Hrothgar Isfisker.

That gives us an "H" as well - that makes our campaign log The wild and wooly adventures of the Knights who say GLAAAAH!.


Well, that's certainly... interesting....

Anyway, here's the campaign info! Behold, and prepare for information overload! Oh, and I'm still working on getting a "nice" map drawn, one that people can actually understand. Not sure how I'll post it yet. If I go over to Myth Weavers for this, I think they have a function for it, but if I don't, I can just send it as an e-mail attachment.

The eastern end of the continent of Saern terminates in a massive, northward-jutting arm of the continent. This landmass is known as Aksal. The southern reaches connect with the Sundered Wastes and Arionor, but are themselves a vast, untamed wilderness of mountains and forests; beasts, orcs, and dragons. The north isn’t that different, just colder. This land at the top of the world is often referred to as Thirgard.

History
For thousands of years, giants ruled Aksal, as they ruled many areas of Saern before the rise of humans. Unlike other regions of the continent, however, there has never been a strong elven presence in Aksal, and thus the giants reigned unopposed. Men came much later to this frigid land than they did to other regions of Saern, arriving around 1,500 years ago. With dwarven allies from Mohr Khalsad, they succeeded in finally breaking the might of the frost giant kingdom, Thrymhiem, which dominated the land. Human cities and kingdoms began to form. The humans corrupted the frost giant’s name for the land, and it is called Thirgard to this day.

Geography
Northern Aksal is a wide land dominated by many converging mountain ranges. Between them sprawl hundreds of miles of taiga, tundra, and glaciers.

Mountains: Four mountain ranges dominate the central regions of Thirgard, all of which converge in the land’s center. The southwestern range is the Jarl’s Crown Mountains, which flow into the northwestern Wyrmfangs to create a westward-facing crescent. In these peaks, frost giants still reign unchallenged. The eastern mountain range is the Kiesk, which, combined with the Jarl’s Crown range, form a natural boundary for the Areviek Empire. Halfway along their length, the Kiesk peaks split, and the Wall of the Gods shoots northward. The local legends claim that these impassable peaks are literally the edge of the world, and to cross them is to enter the land of the gods.

Taiga: The Jarl’s Crown range forms the eastern half of Thirgard’s southern edge. The western half is dominated by the Kovu Forest, Saern’s largest taiga. This forest is the south border of the Areviek Empire, and is mainly inhabited by bands of gypsy halflings. The second great taiga of Thirgard is the Galmir Forest, at the juncture of the Wyrmfang and Jarl’s Crown Mountains. This is part of the boundary between Fjaldak and Chantul.
The third and final great forest of Thirgard is the Fyrges Woods, south and west of Northwind. Frost giant raiders often walk through the land shaded by these trees.

Glaciers: Two vast regions, the northernmost of the northernmost lands, are dominated by immense ice flats. The smaller is Wytelund, the only remaining kingdom of frost giants recognized as such by humans. This barren land is cut through the center by the Wyrmfang Mountains, which draw their name from the white dragons that lair within. The second great expanse of ice is the Shining Wastes, considered by many locals to be a virtually infinite expanse of barren ice and mountains. This land is inhabited only by polar bears, seals, penguins, and nomadic halflings that bear the cold with thick furs and use teams of dogs to pull sleds across the blindingly bright ice. In this land, the sun alternates in half year cycles between never setting and never rising.

Kingdoms
The largest kingdom of Thirgard is Areviek, an isolated empire known for its colorful architecture and distinct alcohol, vodka. On the other side of the Jarl’s Crown Mountains lie three human kingdoms. Thror is the southernmost, and is a close ally of the city of Northwind. To the north, between the Nasir and Boral Rivers, lies rugged Chantul, whose tribal people are always on guard against the native trolls, and their northern neighbors. Those neighbors are the men of Fjaldak, a proud, sea-faring people whose raids in longships are feared across Thirgard and even farther regions of Saern.

North of Fjaldak is the inhospitable land of Wytelund, named for the glacier that covers most of its territory. The traditional rule by frost giants has recently come to an end here: a small family of white dragons has conquered Wytelund. Ruled by a matriarch known commonly as the Ice Queen, these dragons have unknown intentions, but many fear they may be preparing to attack the rest of Thirgard in the future.

There are four city-states in Thirgard, as well. The most prominent is Northwind, the port city that links Thirgard with the rest of Saern, and is warded against a magical blizzard by a potent artifact. The next in importance is the dwarven thanedom of Gun Tharok, which mines the northern lands for their parent kingdom, Mohr Khalsad. They also trade heavily with the human nations all around them. Further removed is the orcish city of Thalgrom, whose warchief wishes to claim the loyalties of all orcs in Thirgard. Finally, somewhere in the harsh Shining Wastes, is a near-mythical city known as Maldonne. Other than rumors of castles made from ice and wondrous beasts that serve its rulers, nothing is known of this place by humans. It is thought that the dwarves of Gun Tharok know more about Maldonne, but if so, they share their knowledge with no one.

Races
Humans are the dominant race of Thirgard, as is true in all of Saern. The local people are known as the Ak. They are tall and muscular, typically displaying blonde hair and blue eyes. The Ak tend towards a tribal mentality, and are fond of feasting and fighting. They are so enamored of axes that many scholars believe the word “axe” came from the name “Ak.”

Halflings wander the wilderness of Thirgard in their gypsy bands, enjoying the solitude and the freedom they find in this frontier. They serve as the primary traders and news bearers for many small villages in the region.

Dwarves are also common in Thirgard, either from Mohr Khalsad or Gun Tharok. The land is rich in mineral resources, and the dwarves are always looking for the next vein of ore. The frigid, harsh land also seems to appeal to the lifestyle and mindset of the dwarves.

Gnomes are commonly found anywhere dwarves are. They also feature heavily in local folklore, almost a fey spirits of capricious will. Some speculate that these secretive gnomes are actually exiles or scouts from Maldonne, and that the city is really a powerful gnomish land. These stories remain unproven.

Orcs and half-orcs are very common in this harsh land, more so than in almost any other region of Saern. Though most encounters with orcs result in battle, in such a harsh land, trade agreements and even peace treaties between humans and orcs aren’t that uncommon. Both races will grudgingly accept the other’s presence and help if offered.

Elves are a rarity in Thirgard. There are a few wood elf villages buried within the taigas of the region, but overall, they are reclusive and do not interact with the other races much. Elves from other regions of Saern are rare, but no unheard of. Their ships sail into Northwind with a slow frequency, and many are so captivated by the wild beauty of Thirgard that they decided to spend several years exploring it. However, the harsh land is not kind to frail elves, and most eventually leave.

Religion
Pelor is a very common focus of worship in Aksal; perhaps nowhere else in Saern is the importance of the sun realized than here. Pholtus is also a popular deity amongst the more “civilized” peoples of Thirgard, such as in Areviek. Kord, Erythnul, and Gruumsh are often prayed to by the warrior people of the Ak and their orcish and giant neighbors, and the giants also venerate Thrym and the demon Kostchtchie. Telchur has obvious appeal in Thirgard’s eternal winter, as do Procan and Osprem to the many sea-farers. As in all of Saern, halflings are more likely to worship Brandobaris than any other deity of their pantheon.


But I'm not done! I will be starting you all just outside of the city of Northwind, so here's even more detail about said locale.

Northwind
Northwind is a city of southerners, men from Arionor (the people of which are known as Ariol). They are smaller in build than the Ak, and have more developed notions of government and trade than the Ak (but don’t tell the Ak that). Northwind is the only trading port in Aksal as far as the rest of the world is concerned. Considering the richness of the land in natural resources, Northwind is an immensely busy city. Its harbor is eternally filled with the ships of all nations and races. Southern merchants and Ak trappers, traders, and craftsmen are the lifeblood of the city.

Southerners also consider Northwind as the edge of the world, so many people running from their past also arrive on its shores, looking to start a new life. Refugees of war, escaped criminals, adventure seekers, and disillusioned vagabonds are all common on the streets of Northwind.

Among all this are the simple Ariol and Ak citizens of the city, who are slowly blending cultures as the years roll on.

History
Northwind was originally settled by refugees from a southern war over three centuries ago. When necromancers from Ash Telsai unleashed undead horror on Arionor, one cleric of Pelor gathered as many as he could and left by ship to start another life on distant shores. The colony they founded was called Northwind.

However, the frost giants native to their landing site were not interested in trading or sharing space, resulting in war. Despite this, the humans managed to build up a thriving community and eke out an existence. Trade began as the Ariol settlers harvested lumber and traded for dwarven ore, all to be shipped back south. Northwind grew and prospered.

The frost giants weren’t finished, however. Deep within a fortress in the Jarl’s Crown Mountains, they wove a mighty spell calling down the anger of Thrym on the impudent humans. A magical, fierce blizzard enveloped Northwind, blotting the sun and threatening the life of all within its walls.

Another cleric of Pelor, Arolan by name, rose to the occasion, venturing forth on a holy quest to save his home. His god instructed him how to find the components for and build a mighty artifact that would save Northwind. Soon, Arolan returned with The Sun: a ball of brilliant, holy light, which countered the destructive magic of the giants’ spell. With The Sun, Northwind was safe from the magical blizzard. A tower of marble, gilded in gold, was built in the center of the city, and The Sun placed within.

To this day, its light causes the tower to glow radiantly, day and night, and a beam of its energy shoots high into the sky from the tower. For this reason, the monument is known as the Pillar of Light, and serves as a temple for all good deities. The priests of Pelor maintain it, and run an organization of the same name. This guild, the Pillar of Light, act as agents of good across all of Thirgard.

But Thrym’s wrath has not ended. The spell is still maintained within some unknown fortress in the Jarl’s Crown, and the radius of the blizzard is larger than the radius of The Sun’s power. The result is a band, several miles wide, of raging blizzard that encircles the city of Northwind at all time.

In the two centuries since then, Northwind has survived many threats and become a beacon, literally and figuratively, in Thirgard. It is considered by many to be the jewel in the crown of such a beautiful, harsh land.

------------------------

NOW I'm done. :)

Dark Archive RPG Superstar 2013 Top 32

I upgraded my character page with a brief backstory. It's not much, but it gives me something to work off of. I tried to be as generic as possible since I don't know what the names of all the forests in the southern lands are.


Well, the closest high elven kingdom would be Nysil, approximately 1,000 miles to the south. The Nysil elves have long, silvery hair (which, coincidently, so do you!) and revere the stars and moon as the incarnation of their gods and ancestors, and are quasi-nocturnal. They also have a long history of battling demons. Also, I've taken a cue from the drow and developed the premise that all Saernic elven civilizations are nominally matriarchal, though males aren't really inhibited in any society other than with the drow. Just FYI.


Hm. I'd rather stick with aasimar (though that Dex bonus on the chaond is indeed nifty (and correct according to the 3.5 update booklet)) - but I want to explore a non-standard ancestry. Well, if slaad-blood is out... What about Lillend? Some iridescent scales on my legs, vaguely claw-like feet, feathered hair and tail?

Dark Archive RPG Superstar 2013 Top 32

Saern wrote:
They also have a long history of battling demons.

Would it make more sense to take evil outsiders as my favored enemy then and alter the story so that the creature in question was a quasit or something along those lines? Or would that be over the top?

Grand Lodge

I've put up a little backstory as well. Let me know if any of it (clan servitude to giants; walking to Northwind) doesn't fit.

I should get along famously with Thanis' character, no matter how weird he might look - perhaps we met on the road? I sorta envision that I've been travelling for several years; plenty of time to encounter all sorts of interesting fellows.


Hey Saern is there still room? If there is how do you feel about warblades from Tome of Battle?

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