I'd like to invite you to a PbP game set in the Forgotten Realms - the classic realms of the gray box (with a few pathfinder-y additions, of course). The Realms are a great setting for adventure, similar enough to Golarion to be familiar, but different enough to be interesting. I've played in the Realms for almost 20 years, but I don't expect players to have that level of familiarity. Players new to the setting are certainly welcome, as are experienced Realms veterans.
So, we're looking at a game set in the strife-torn nation of Tethyr, circa 1357 DR. With the royal family dead, the nation has fragmented, and multiple factions vie for power. Security and order have broken down and brigands and monsters roam freely. It's a land that is crying out for heroes! While I do plan to add structure to the adventure, and there will eventually be a meta plot, largely this will be a sandbox campaign which will feature a fair bit of dungeon delving, as well as social interaction with varying factions.
There have been a lot of stories and adventures set in the Realms over the years - forget them. There's no spellplague here. No fall of the Gods. Those events may never even happen - this is our game, just as Ed Greenwood would have it be. The Realms have been knocked by some for having a lot of powerful characters who seem to get involved in everyone elses' business and offer a Deus Ex Machina option for stories. Not going to happen here - this is your story, and while powerful Realms characters may make an appearance, they won't be bailing your party out or be getting overly involved in your story.
So, here's what we're looking at in terms of what's in the game, and what's out:
Characters should be generated via a 25 point buy, with two traits and max starting gold. Hit points at first level are max plus any bonuses. At this point, I'm looking primarily for builds and concepts; we can flesh out your backstories after selection has taken place, especially if you're not familiar with the setting. Levelling up is technically going to be via tracked xp on the medium track, but I reserve the right to level you up at certain story points.
I am looking for players who will commit to posting at least once a day on weekdays, and hopefully on weekends as well. I like to run combat on maps shared via google docs; I do also roll initiative for your characters and the baddies. I run combats fairly quickly, so if you haven't posted in what I'd consider a reasonable timeframe (and I'm really rather reasonable) then I will smartly DMPC your character. Mature themes may pop up in the game so please be prepared; I do promise to handle things in a sensitive manner, however. Roleplaying is encouraged, and I really favour interesting interparty dynamics, even including a bit of disagreement and conflict. But at heart, I'd like to see your party grow and become a team, and perhaps a family, as things go on.
One last note: I tried to run a campaign in the Realms last year that ended due to a very painful situation in real life. I've learned a lot from what happened to me, and one thing that I want to encourage in this game is communication between players and myself. If I haven't seen a player post for 48 hours I'll attempt to reach out to them; as well, I'm going to share my real-life contact info with each selected player, in order to keep lines of communication open. I really want this game to go well and be something each of us can look back on as a great experience!
Oh, and a last note, I'm looking for six or so players total; recruitment will be open until sunday, november 11th. Thanks to all who apply!
@ Ross Hearne: I don't want to put a hard limit on alignments, though I have found evil characters can sometimes be disruptive to long term harmony. Still, no solid restrictions on alignment at this point.
@ Critzible: By all means, roll him or her up!
Dotting for a dwarven gun fighter worshiper of Gond.
Gotta do a bit of research though. I have gamed in FG for 15+ years and I am unfamilliar with Lantinites. Dwarves may not work, idk.
Gond however is very familliar. I allowed Gond worshipers in the city when my high level group took over Westgate. Though we were the vampires, well one of us.
I am very interested in playing this. I have, however, only a paltry understanding of the setting. I've read a few of the Drizzt (probably spelled wrong) but that's about it.
That said, I do have an idea for a Synthesist summoner character I've always wanted to play. An Aasimar who isn't so much fusing with a pre-existing creature as calling on the their inheritance using arcane magic to do so. Fused, the Aasimar would go from being a somewhat cheery human to an indomitable warrior with flowing white robes. As they get stronger in power they're able to become more and more angelic.
The idea could also work for a tiefling, which I wouldn't be against using if it would work better with the group you have.
I'd need a level for when they start but I could work something out right now for a level 1 concept.
Id love to write up a dwarf. I've been a huge fan of FR for 10 or so. I've got most of the 3.x stuff and some 2e resources. I'll look at some stuff tomorrow when I get home to narrow my choice down.
I managed to find my old creation for it and altered it to the requirements above. (Didn't really need much changing to be honest.) And when I said I had an idea I meant that it was an idea for a character I never got to play. (DM stopped posting on the forums and unfortunately that was that.)
Mechanically he'll focus on being a heavy hitter on the front lines. Later on, depending on what the group needs or how roleplay with Anon goes, he'll probably take levels of cleric or paladin. The general concept is an Aasimar adventurer who somehow (uncertain how just yet) discovers how to become more angelic and wants to use his powers for good. (rather basic, but I am leaving it purposefully vague so that I can change it too fit the background I'll need help creating.)
I'm open to suggestions and ideas or anything from both players and the DM.
@ everyone: Thanks for the response so far. I should have noted that all characters will be starting off at 1st level. As well, consider how your character will fit into the situation in Tethyr; I'm hoping at least a few characters will be natives to the region. As well, I would like to see these characters get statted up, even if we aren't doing full backgrounds yet. No need for a full alias at this time, unless you choose to make one.
@Ross - a dwarven gunslinger is fine; it's hard to find resources on Lantan that aren't coloured by later events (such as its being wiped out by the spellplague). Consider it the neo-steampunk part of the setting, dwarves aren't uncommon, and neither are gnomes.
@Edward Sobel - I'd really rather we stuck to the core races, as well as the ARG ones that I noted were acceptable.
@Arazni - that's an interesting concept, but a potential flashpoint for conflict, being a foreigner, of a strange race, and of a foreign God who isn't technically allowed to represent his diety outside of his pantheon's sphere of influence. Perhaps a more mainstream God? Kossuth comes to mind.....
@ Mark - a calishite! The locals are gonna love you ;-)
As another note, I would like to see at least one cleric of a mainstream Tethyrian religion represented (Torm, Tyr, Helm, Ilmater, and Lathander would all be good choices).
@ Bilbo - As much as I like the cavalier, I always feel bad when you have to go into a dungeon (as you will have to do) and all of a sudden, you lose access to one of your primary class abilities. I won't say it's a bad choice, though, as you'll also have plenty of time topside....
The samurai might be a good compromise, as it seems less horse dependant while still giving you that knightly feel if you choose the right order. Paladin is also a good choice, and if you go that way, we'll have to consult together and see which order of paladins you belong to.
I won't be setting out to be lethal in this game, though I do let the dice rolls stand in fairness to all. I definitely want you to feel challenged, and depending on how early encounters go I may ramp up the difficulty somewhat. But everyone's fun is my primary concern.
DM locke. Any comments for the character I proposed or would you prefer I roll up a healer instead?
I have an idea for an Oracle (or cleric if you really want cleric) who would serve one of the main religions if you'd prefer it. I haven't played a straight up healer in a long time and I wouldn't mind trying one.
Here is Etwa Ilumatra:
Female ifrit cleric of Thoth 1
NG Medium outsider (native)
Init +2, Senses darkvision 60 ft., perception +0
AC 12 (+2 Dex)
hp 8 (1d8-1+1 favored)
Fort +1, Ref +2, Will +5 (+2 vs fire and light)
Resist fire 5
Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
channel energy 1d6 (DC 14)
Spell-Like Abilities (CL 1st, concentration +4)
6/day - blast rune (DC 26)
1/day - burning hands (DC 14)
Cleric Spells Prepared (CL 1st, concentration +4)
1st - bless, comprehend languages (D), endure elements
0 - guidance, light, spark
Domains Knowledge, Rune
Str 12, Dex 15, Con 8, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Scorching Weapons
Skills Heal +7, Knowledge (arcana) +4, Knowledge (planes) +4, Knowledge (religion) +4, Sense Motive +7
Magic is Life As long as Etwa is under the effects of any spell, she has a +2 trait bonus on saving throws against death effects. If she is reduced to negative hitpoints while under the effects of any spell, she automatically confirms stabilization checks.
Two-World Magic (spark) Etwa can prepare the spell spark as a 0-level spell.
Languages Common, Ignan, Mulhorandi
-----FEATS AND SPECIAL ABILITIES-----
Blast Rune (Sp) As a standard action, Etwa can create a blast rune on an adjacent square. A creature entering this square takes 1d6 points of elemental energy damage determined when the rune is created. Each rune lasts a number of rounds equal to cleric level.
Channel Energy (Su) Etwa can channel positive energy through her holy symbol, in a 30 ft burst affecting either the living or the undead, and healing 1d6 damage to the living, or inflicting 1d6 damage on the undead. (Will DC 14)
Fire Insight (Racial) Etwa's summon monster and summon nature's ally spells last 2 rounds longer when summoning creatures of the fire subtype.
Lore Keeper (Sp) Etwa can touch a creature to learn about its weaknesses and abilities. With a successful touch attack, she gains information as if she made an appropriate knowledge skill check with a result of 19.
Scorching Weapons (Feat) Etwa has +2 bonus on saving throws vs fire attacks or spells with fire or light descriptors. As a swift action, she can make up to two manufactured metallic weapons deal 1 additional point of fire damage on a successful hit for 1 round.
Anyone know what kind of ranged weapons are used in Mulhorandi?
Edit: Just saw the response. Will look at Kossoth.
DM Locke wrote:
Sigh... Mainstream deities are so boring. :P
I changed out Etwa's quarterstaff for a scimitar, and I forgot to spend money on other equipment yet, but this is an interesting concept for a character and I'm feeling attached to her. Ah well. I suppose I can make a cleric of Lathander. I once had a paladin of Lathander.
Hey Gandal, thanks for the kind words. Sorry you don't have time to play, but I know how time-consuming even a single PbP can be. BTW, players from my old campaign get first consideration here.
@ Bilbo - remember, no golden horde situation has happened yet and may never happen. For a samurai, you could still do a Kara-Tur expat (there for any number of reasons) or we could re-flavour the class into something more regional.
@ Arzani - that fits into the setting; there's no reason you only have to submit one character either :-)
@ Marko - apologies for not responding earlier. Go ahead and put Anon forward, and feel free to submit other characters as well.
No problem. Sorry for asking so often. I've had threads go by so fast that DM's miss my submissions completely and I try to make a point of at least being noticed. XD
Anon will be my first submission then and I'll work on a second right now! I'll need some help with the settings, but I already have a few general ideas for the character's background. Would you like it if I wait and see if I get chosen before asking about the background?
And what is your opinion about an Oracle taking the Exalted of the Society trait if he has channeling?
Here is Davina Leantes, aasimar cleric of Siamorphe.
Female aasimar cleric of Siamorphe 1
LG medium outsider (native) and humanoid (human)
Init +2; Senses perception +4
Aura law (powerful)
AC 13 (+3 armor, -1 Dex, +1 shield)
hp 10 (1d8+2)
Fort +4; Ref -1; Will +6 (+2 vs evil effects, energy drain, negative energy and necromancy, +4 vs death attacks)
Resist negative energy 5
Speed 30 ft.
Melee mwk light mace +2 (1d6+1, crit. 20/x2)
7/day channel energy 1d6 (DC 15)
Spell-Like Abilities (CL 1st, concentration +5)
at will - light (halo)
7/day - inspiring word, calming touch
1/day - lesser age resistance
Cleric Spells Prepared (CL 1st, concentration +5)
1st - bless (D), command, inflict light wounds
0 - guidance, stabilize, virtue
Domains Community, Nobility
Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 18
Base Atk +0; CMB +1; CMD 10
Feats Angelic Blood
Skills Diplomacy +8, Heal +8, Knowledge (nobility) +4; Armor Check Penalty -1
Lover of the Law: Davina has +1 trait bonus on saves vs charm and compulsion spells, and may make a new save with an additional +1 bonus if compelled to act against the law.
Rich Parents: Davina begins play with 900 gp worth of equipment.
Gear celestial lamp, masterwork light mace, masterwork light steel shield, studded leather armor, silver chalice holy symbol, noble's outfit, 15 gp, 5 sp.
-----FEATS AND SPECIAL ABILITIES-----
Angelic Blood (Feat) Davina has +2 on saving throws against evil effects and on Constitution checks to stabilize when reduced to negative hit points. Each time she takes bleed or blood drain damage, each undead creature or creature with the evil subtype adjacent to her also takes 1 point of damage.
Aura (Ex) Davina has a particularly powerful lawful neutral aura.
Calming Touch (Sp) Davina can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage +1 per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). Davina can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Channel Energy (Su) Davina can channel positive energy through her holy symbol, in a 30 ft burst affecting either the living or the undead, and healing 1d6 damage to the living, or inflicting 1d6 damage on the undead. (Will DC 15)
Deathless Spirit (Racial) Davina has resistance 5 against negative energy damage. She does not lose hitpoints when she gains a negative level and she has +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Halo (Racial) Davina can manifest a halo, creating light centered on her head at will as a spell-like ability. When using her halo, she has +2 to Intimidate checks vs evil creatures, and on saving throws against blindness or dazzle effects.
Inspiring Word (Sp) As a standard action, Davina can speak an inspiring word to a creature within 30 feet. That creature receives +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 her cleric level. Davina can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Immortal Spark (Racial) Davina has a +2 bonus to Knowledge (history) and saving throws against death attacks. She can use lesser age resistance as a spell-like ability once per day.
Scion of Humanity (Racial) Davina counts as both an outsider and a human, and can pass for human without using the disguise skill.
Like Etwa, I used alternate racial traits from the Advanced Race Guide (available on the online PRD)
If we're using the regional bonus feats, since Davina is from Tethyr, she'll take Luck of Heroes. Again, I'm not sure what ranged weapons are popular in Tethyr, but I think she will be melee/support focused anyway.
I gave her the trait Lover of the Law, normally associated with the worship of Abadar, and the Community domain to replace Planning, if that's permitted.
Another question: Can she be middle-aged? It seems fitting. I can see her meditating every day and casting lesser age resistance. :) I'm assuming since the adulthood age of aasimar is 60 years old, and middle age is a little over twice that for most races, she would be about 130 years old.
DM Locke wrote:
@ Mark - a calishite! The locals are gonna love you ;-)
Heh - they'll love me even more when they find out that the basis of the build will be a Sorcerer with the Imperious bloodline from ARG :P
I'm tinkering away and will throw up the details once I've hashed out most of the wrinkles.
The character I will be submitting is one of old. Started in the Realms ended in Ravenloft. Got the killing blow on the Flesh Golem lord. Of course he didn't stay dead, but we did escape his land.
Naturally I won't include all that into his backstory. We were not first level when we played that game. Who is to say that this isn't his backstory for that game.
@ Marko - technically, the traits and options from non-core materials and sources not listed really aren't something I want in the game. Having said that, I have no real problem with that trait adding a channeling use per day, so it's okay for you to use it (though, the name wouldn't make any sense in this setting)
@ Arazni - luck of heroes is a good feat, but remember it's not a bonus feat, it's one of your starting choices. Middle aged is fine as well.
Arazni, you may be getting it confused with the Regional Feats. Though they were cool, they were not overly good, unless you were really specializing. Typically in a homebrew game creating a specialized character is a mistake. Simply because DMs don't write up player guides.
Barrelhouse is a recycled alias slot. Meaing I deleted the infromation on a character that was not excepted.
Backstory, appearance, and motivations to follow soon.
Here's the build of my submission. An oread monk tetori. The basic idea is that he's a bounty hunter, therefore his basic method of attack is grappling, pinning, and tying up his quarry. Though he's not opposed to doing damage. They're just usually worth more undamaged.
I need to do more background, but I'm new to the Forgotten Realms, so it'll take a bit longer.
Mark me down as interested!
Unfortunately, I know very little about Forgotten Realms, but would be happy to read up and learn if someone could point me to an online source for doing so (I have no access to the books, and am traveling at the moment will be unable to acquire any). Here is the basic crunch of my character concept, a Ninja Face that will emphasize Ki usage and try to deliver powerful blows with a katana.
Half-Elf Ninja 1
Init: +3, Senses: Perception +6
Languages (1): Common Deity:
AC , Touch 13, Flat-footed 10, CMD 1
HP 10 (1d8+1+1 favored class)
Fort: +1, Ref: +4, Will: +0
Spell Resistance: NA
Speed: 30ft (6 Squares)
Melee: Katana, Daggers, Garrot
Ranged: Shortbow, Daggers
Space: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: +3
Abilities: Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 10 (0), Cha 16 (+3)
Feats (2): Skill Focus (Stealth), Combat Reflexes
Skills (8): +6 Acrobatics (1 rank), +7 Bluff (1 rank), +7 Diplomacy (1 rank), +4 Craft (alchemy), +6 Disable Device (1 rank), +6 Perception (1 rank), +9 Stealth (1 rank), Sleight of Hand +6 (1 rank), +7 Use Magic Device (1 rank).
Class Skills: The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft(Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate(Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis),Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantmentspells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack: The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
I will update (add equipment, etc.) as I add on to the character, but first I wanted to ask (I didn't see anywhere in the thread), are we using traits for this character creation? If so, how many? Sorry if this has been answered and I simply missed it.
Hi there garabbott,
It's hard to find good resources on the web for the classic realms - most will be full of info from the novels and subsequent editions, which will not be germane to our campaign. If you want to pm me with your email address, I can send you a pdf which will give you plenty of info about the realms.
And yes, two traits for everyone, though any from non-core sources (including Golarion specific traits from the companion line of books, for example) I would ask that you run them by me - chances are good they'll be fine.
@ everyone - Thanks for all submissions so far, please remember you can have more than one. At this point, we just need a name, concept and stats - backgrounds can be worked out later, unless you already have a solid idea of what you want, which we can work with. Remember, too, that a party can really do well with some good old stalwarts - a fighter, a cleric, the usual suspects. When looking at filling this party I'll be looking for people to fill the traditional roles first, and I'll definitely be considering combat-worthiness against a wide variety of opposition.
@ Harark - fit will really depend on the type of character you envision this oracle as being. I would put him or her forward, along with other characters you may be interested in playing.
@ Ariael - excellent - I look forward to seeing this Magus. Making him a Tethyr native is great, too - though keep his ties to any political bodies and/or leaders nebulous at this point, I've not yet decided on the status and leadership structure of Tethyr's elves, and the treespeaker is not canon at this time.
Introducing Stigur Starhammer of Starhammer Hall in the Starspire
Hammer Stigur Starhammer
dwarf male Paladin Stone Lord 1st level
age:65 hgt.4'5" wgt.220 Hair:Black Eyes:Green
AC:18 (10 +6(armor) +2(shield) )
Dwarven WarAxe +3 1d10+2 Slashing 8lb. Crit: x3
Masterwork Steel lamellar armor +6 max dex;+3 check penalty:-3 Spell check:25% speed:20ft. wgt. 35lb.
Diplomacy 6= 1(rank)+2(cha)+3(class)
He is one of the traveling Hammers of Moradin out of Starhammer Hallwhich is in the Starspire mountains he travels often from his holdfast to Zassapur and is often an accomplished weaponsmith and oddly an orator for a dwarf. Currently he working to broker some rights for mining and smelting with the city, and hopes to expand the influence of his clan in this tulmutous kingdom of Tethyr. His Sigil is a brown field with a silvery star on it
Barrelhouse is pretty lousy worshiper of Gond. Unless you count being the life of the party apart of Gonds teachings. He is deeply devoted, but he considers his personal feelings on the matter private. Brave to a fault there is no task to great or to small for him to undertake.
@ Ariael - We'll work out something that fits your concept. It's not that I'm not familiar with the treespeaker, it's just that I'm not certain that's the leadership structure that the elves currently subscribe to in Tethyr, or that there is a unified power structure for them at all. Tethyr in the gray box is very much a blank slate, upon which much can be written.
@ Critzible - looking good! Not sure if you included "star" enough in your characters name and title though ... ;-)
I have an idea for two characters. One is a Halfling Cavalier, Order of the Paw. The other a Half-Elf Oracle of Metal.
The Halfling, of an Undecided Name:
He is of an adventurous sort, always the first to offer to scout and first into battle. He is from a small predominantly Halfling village, where he is a member of the local militia. He and his wolf companion are riding into whatever city the campaign starts in on request of the militia captain, for a reason to be decided later.
The Half-Elf, Medaiis:
He is fairly young, around the age of 23. His attitude is for the most part cheery, despite the factor that from birth he has been "haunted". He has always shown an aptitude for magic, so much so that at times he can't control it. Objects will just fly out his hands.
As a youth he worked with a blacksmith learning the trade of smithing. As he learned the trade his magic developed to the point where it mirrored that trade. He had control over metal.
Either work with the setting? I can post up stats for either tommorow, around 4:00pm EST.