Storyteller Shadow's Multi-Game Recruitment V


Recruitment

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As announced in multi-game recruitment thread III, I will be starting an Evil Forgotten Realms Campaign.

The PCs can start from any FR 3.5 Region they like (and select a single Regional Feat from that Region as part of the character creation process). Gameplay will begin in Zhentil Keep in the Year 1357 the Year of the Prince.

25 Point Buy.

All Faerun Races are an option. As we move forward, it will be tougher to be an Orc or Hobgoblin, just a warning. I'll convert 3.5 Races to Pathfinder upon request.

Background Skills.

2 Traits and 1 Drawback.

All PC's will begin as 0th level utilizing one of the following FR "Kits".

Each PC has a few changes of clothes within reason - a Commoner should not have Noble clothing for example.

Each PC MAY roll % dice. If your result is 90% or higher, you will also have access to Psion Wilder abilities - TBD.

Peasants:

All peasants begin play with 50 GP.

1) Woodsman – d8 HP, +1 Fortitude saves,
Special: Tracking, ANY Simple Weapon, ANY Light Armor,
Feats: Simple Weapon Proficiency, Light Armor Proficiency,
Skills: Climb, Handle Animal, Knowledge Nature, Survival, Swim. 3+Int.

2) Warrior – d10 HP, +1 Fortitude
Special: +1 Base attack, ANY Martial Weapon, ANY Medium Armor,
Feats: Martial and Simple Weapon Proficiency, Light and Medium Armor Proficiency,
Skills: Climb, Intimidate, Perception, Swim. 2+Int.

3) Adept – d6 HP, +1 Will saves,
Special: 2 0th Spontaneous Arcane spells Known usable 2x per day, Kit Alchemy Crafting,
Feats: Skill Focus – Knowledge Arcana,
Skills: Knowledge Arcana, Spellcraft, Use Magic Device. 2+Int.

4) Craftsmen – d6 HP, +1 Reflex saves,
Special: 2 Ranks in starting Craft, Artisan's Tools,
Feats: Skill Focus – Craft,
Skills: Appraise, Craft, (Knowledge pertaining to particular Craft may also be class skill). 6+Int.

5) Cut Purse – d6 HP, +1 Reflex save,
Special: Backstab 1d6, Thieves' Tools, ANY Simple Weapon,
Feats: Simple Weapon Proficiency, Light Armor Proficiency, Skill Focus Sleight of Hand,
Skills: Acrobatics, Bluff, Sleight of Hand, Knowledge Local, Perception. 5+Int.

6) Commoner – d6 HP, +1 Fortitude saves,
Special: +1 Strength, +1 Constitution,
Skills: Handle Animal, Survival, Swim. 6+Int.

7) Friar- d6 HP, +1 Will saves,
Special: 2 0th Spontaneous Divine spells Known usable 2x day, Wooden Holy Symbol of Order,
Feats: Channel Energy 1d6 3x day OR Improved Unarmed Strike
Skills: Diplomacy, Heal, Sense Motive. 2+Int.

Nobility:

All Nobles begin play with 200 GP.

1) Expert – d6 HP. +1 Will saves,
Special: 2 Ranks Profession, "Appropriate Tools of Trade", Bardic Knowledge,
Feats: Skill Focus – Profession,
Skills: Perception, Profession, (Appropriate skill(s) to reflect Profession). Knowledge (specific to Profession). 4+Int.

2) Squire – d8 HP, +1 Fortitude saves,
Special: +1 Base Attack Bonus, Double starting gold, ANY Martial Weapon, ANY Medium Armor,
Feats: Simple and Martial Weapon Proficiency, Heavy Armor Proficiency, Knight Training (allows multi-classing as a Paladin/Anti-P w/ no penalty),
Skills: Handle Animal, Knowledge Nobility, Ride. 2+Int.

3) Apprentice – d6 HP, +1 Will saves,
Special: Spellbook, 2 0th level Arcane spells per day usable 2x day (must memorize), 1 Magic Item valued at 500 GP or less.
Feats: Skill Focus – Spellcraft,
Skills: Knowledge Arcana, Knowledge Planes, Spellcraft, Use Magic Device. 2+Int.

4) Acolyte – d6 HP, +1 Fortitude, +1 Will,
Special: Initiate Feat, 2 0th level spells per day usable 2x day (must pray from cleric list), Silver Holy Symbol of Order, Select One Oracle Revelation (Regardless of Class selection, the Revelation powers grow with the PC),
Feats: Simple Weapon Proficiency, Skill Focus – Knowledge Religion,
Skills: Diplomacy, Heal, Knowledge Planes, Knowledge Religion. 2+Int.

5) Merchant – d6 HP, +1 Reflex,
Special: Triple Starting Gold, 2 Ranks Appraise, Reduced Cost (pay 75% of list price for YOUR goods),
Skills: Appraise, Bluff, Diplomacy, Perception, Sense Motive. 3+Int.

6) Gleeman – d6 HP, +1 Reflex saves,
Special: Masterwork Instrument, Fascinate (Bardic Performance 4+Cha Mod per day), ANY Simple Weapon
Feats: Simple Weapon Proficiency, Light Armor Proficiency, Skill Focus - Perform,
Skills: Acrobatics, Perform, Diplomacy, Knowledge Local, Perception. 6+Int.

7) Noble – d6 HP, +2 Will,
Special: +1 Base Attack Bonus, Call in Favor (# of favors increases as you level), Quintuple Starting Resources, Drawback - Rival, ANY Martial Weapon OR ANY Exotic Weapon,
Feats: Taunt (see General Feats) OR Exotic Weapon Proficiency, Quick Draw OR Fast Talker feat,
Skills: Diplomacy, Knowledge Nobility. 2+Int.

Once the characters reach first level, at that point you may begin selecting classes. Those classes will be chosen irrespective of the abilities gained as part of the Kits.

I will be utilizing Skill Unlocks.

The Campaign will take the PCs to 20th + at least 2 Mythic Tiers.

I'll be taking 5-7 PCs.

One PC MUST be a follower of Bane who converts to the Worship of Cyric. There is no need to take the Friar or Acolyte Kit for this concept just an FYI.

Recruitment will end on July 2nd. As I have another game to get going mid-month.


I find it ironic that you have to just open Recruitment V before you actually ran any recruitment on IV.

Dotting because Shadow, and Evil.

Not familiar with Psion, though. What does that entail?


DOT!


Woot Dot!

It has begun!

Going off to start building now.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Dotting


Dαedαlus wrote:

I find it ironic that you have to just open Recruitment V before you actually ran any recruitment on IV.

Dotting because Shadow, and Evil.

Not familiar with Psion, though. What does that entail?

Heh, well I was planning on Recruiting the Forgotten Realms game in thread III but it's almost 1,000 posts so I wanted to move the FR Recruitment to a fresh page so people do not have to dig to look through for answers.

Plus, new threads create new interest. Not too many new people look at 1,000 post Recruitments cause they figure there's no chance of getting in on something there...

Pathfinder Psionics it can be found on the PSFRD site as well.


Would it be alright to use the Stonelord archetype with an antipaladin (tyrant)?


So.... you have to roll over 90 to even have access to the Wilder class or something?

1d100 ⇒ 94

Huh. So....


Tanner Nielsen wrote:
Would it be alright to use the Stonelord archetype with an antipaladin?

Yes but remember the build should consist solely of:

1. Race
2. Ability Scores,
3. Selected Kit + Background Skills,
4. Regional Trait (from Forgotten Realms 3.5 Player's Guide),
5. Two Traits (Three if you select a Drawback),
6. Brief Background.

You may elaborate on proposed build but I am not basing my selections from the future class the Applicants select.

---

As mentioned in SSMGR III, I will be utilizing Villain Points. More on those as we move forward.

---

In addition, I will leave the recruit on the front porch for 3 days with no food water or encouragement. And of course the requisite supplies:

Two pairs of black shirts.
Two pairs of black pants.
One pair of combat boots.
Two pairs of black socks.
One black jacket.
300 GP personal burial money.


Dαedαlus wrote:

So.... you have to roll over 90 to even have access to the Wilder class or something?

1d100

Huh. So....

Nope.

Nice roll!

If selected your PC will gain Psion Wilder abilities - essentially a few free Psionic abilities.

My homage to 2ed Psionics seeing as how 1357 was the 2ed AD&D age ;-)


Ah, okay.

Out of curiosity, just how evil can we go? Like, sacrificing-captured-enemies-to-fiends evil? Because a Binder of some sort would be awesome in an Evil game like that. Then, of course, after using their soul, you reanimate them.
And 3rd party outsiders and whatnot would only make that better.


Dαedαlus wrote:

Ah, okay.

Out of curiosity, just how evil can we go? Like, sacrificing-captured-enemies-to-fiends evil? Because a Binder of some sort would be awesome in an Evil game like that. Then, of course, after using their soul, you reanimate them.
And 3rd party outsiders and whatnot would only make that better.

Well the Black Network needs people who are capable at infiltration. So if you can be evil but fake it when you are not in the blood pits then that's fine, go full bore evil.


Right now, I am leaning towards the noble kit, though I would really like more info on the backgrounds.

Likely to be worshiper of Bane, but NOT the one who switches to Cyric.

Shadow, I don't see fast talker as a feat, just a trait.


Monkeygod wrote:

Right now, I am leaning towards the noble kit, though I would really like more info on the backgrounds.

Likely to be worshiper of Bane, but NOT the one who switches to Cyric.

Shadow, I don't see fast talker as a feat, just a trait.

I stripped the Backgrounds out. I was going to use them but due to the change over at a certain point they lose the utilization they have for the first quarter of the chronicle.

Hmm, the site was a bit wonky today or it may have been my internet connection. I'll look at that Feat/Trait again later MG.


Dang, the backgrounds seemed pretty sweet, and one of the things that drew me to noble :(


Monkeygod wrote:
Dang, the backgrounds seemed pretty sweet, and one of the things that drew me to noble :(

The system was applicable to ALL PCs at table top. I am dropping it for the TT version of the FR game over the same issue as i raised above.

It was a combo of the ST system with a DnD twist but a lot for me to track and I've enough flaming torches in the air to begin with :-)


How are you handling the different domains?

For example, Bane has Tyranny, which in PF is a subdomain.

Also, for Acolyte, is says you can pick one revelation.

Two questions:

1) Can you choose from *any* mystery?

2) Does the revelation have to be one accessible at first level?

RPG Superstar 2015 Top 8

This one I'm very definitely working on a character to submit. Thinking tiefling who starts off as craftsman, but goes sorcerer.

Storyteller, a few questions:
1. Is it okay to use the variant tieflings from Blood of Fiends? E.g., grimspawn, doomspawn, etc. I'm totally cool with sticking with standard tieflings but figured I'd ask. (Yes, evading that Charisma penalty would be nice, but I'd probably also play around with other stuff too.)

2. I'm thinking my character's from the Moonsea (makes it easy to get to Zhentil Keep), so the regional feat I am looking at is Street Smart. As written, it grants bonuses to "Gather Information, Intimidate, and Sense Motive checks." Should the "Gather Information" be changed to Diplomacy, or to "Diplomacy checks when gathering information"?


I'm thinking about going Tiefling (or Aasimar, to be funny... if I can. I'm having trouble deciphering what races exist in Faerun) Apprentice, going into Wizard. Might be a worshipper of Asmodeus..? Again, having a bit of trouble deciphering the lore. Is he even a viable object of worship, because the Spellplague hasn't happened? Or possibly Bane. Sorry, not really familiar with D&D mythology (I was straight to PF), and trying to cram in a lot in a short time.

Mirroring the question about alternate heritages, and also asking about the "switch SLA" tables given for them.

Also, will Leadership ever be an option? Few things cooler than a devil cohort.


DOT. And what the hell
Psi-stuff: 1d100 ⇒ 83
Ha! Close. Not really interested in dealing with that anyway :)


Doting for this.


I will be the one that switches from bane to cyric and from cyric to another deity once I become cynical.


I'll respond to these questions tomorrow.

Real quick, Dαedαlus, I'll post some links for FR tomorrow as well. Asmodeus is not an option at this time as he is a Demon Lord and not a God in FR at this time. There is some precedent for worshipping Demons as Gods but I'd rather stay away form that here due to some plot issues in the future. Bane is certainly an option if you are going to be starting out in Zhentil Keep.


Will be working on my character now. Thinking either a Magus or War Priest who wants to be a Death Knight by the end of the adventure. Have no problem being the one to worship Cyric so others don't have too if selected.

Storyteller:
I would like to play a fire hobgoblin from unearthed arcana if memory serves. They aren't specifically from Faerun, but obviously there are Hobgoblins in Faerun so one with fire elemental blood isn't out of the question. Will Pm you the link and some questions about Death Knights later.


Death to all who oppose us!

Unrelated but I enjoy it.


Oh, question about creation. In the first post, you write that we take "2 Traits and 1 Drawback," however in the summary post later on you say "Two traits (Three if you select a drawback)." Which is it?

Also, how do the kits we choose affect the later game? Not entirely sure how that works.

Sorry for all the questions. I just don't want to do something wrong.


Well, I will never forget that Dreadful Wrath is indeed a Regional Feat... one extremely appropiate for evil characters to boot!

I will refrain from saying that I will pick it, as I intend to go through all of them to see which one is the most appropiate for a certain concept I have in mind.

In any case: Do I have the mojo?: 1d100 ⇒ 25
No mojo for me it seems. Not complaining, though.


I went with a concept and basic outline of his background then looked up the regional feats that were in those places. The regional feats are broken up not only by location but race. If you pick an elf out of the High Forest you may have some regional feats in common with an elf out of the Silver Marches but not all for example.

Storyteller Shadow:

Do we get bonus equipment from our region? In the player's guide it says if you don't want the bonus equipment for your region you get a 100 gp instead. Sense some of the equipment may be useless to your class. What do I need armor for after all. :)

Also I don't know about anyone else but I followed the automatic and bonus language rules for your region as well. Don't know if your enforcing that or not. May effect language buffs the most I figure, which I am one of due to that pesky intelligence.


Just curious , where does one lookup these regional feats? So I'm looking at the correct resource.


Player's Guide to Faerun


Spazmodeus wrote:
Just curious , where does one lookup these regional feats? So I'm looking at the correct resource.

The 3.5 Player's Guide to Faerun. If you cannot find a reference, et me know the Region you are interested from being from (or Race as OmniChaos notes above) and I will list the Feats and their benefits for you.

Later I'll start scouring for links but I need to get some work done today for a big meeting next Monday! ;-)

Edit: damn ninja's...


...Dang.
3.5 really did have a lot of easily-abusable material, didn't it? Just looking at these is making my inner munchkin go wild. Tireless alone... Barbarians would be insane with it... I just can't...

Here's a link


Interesting... I like FR, never played evil there except for Baldurs Gate 2 & Throne of Bhaal. I don't know what you have planned but hunting down some Harper's might be rather entertaining.


Here is a link to the players guide.
player's guide to faerun


By all means attempt to munchkin. 3.5e was also the realm of kobolds slaughtering PCs twice, thrice, or quadruples of their levels without ever fighting them directly. It works both ways and the DMs were merciless. >:)

I suggest you stick to playing your concept, not optimization. You will find it so much more enjoyable. Regardless death comes easy in the forgotten realms, that's why almost all of the top people are undead or have a personal relationship with a god.

Just trying to be helpful, feel free to ignore. xP

P.S. One word....Undermountain!


By the gods, that reminded me of pun pun.
*shudders*

Actually storyteller, would you allow us to have multiple prestige classes?
Not for single level dips.


I just found out about Pun Pun yesterday. I was... impressed.

Oh, of course I'm just sticking with my concept. If I always went with munchkinry....
Well, let's just say I have a PF version of Pun Pun myself. Breaking the game comes naturally to me. I was just remarking on how... easy it was. That said, I'm still trying to decide on a background, so I don't know what region I'll be from yet. Absolutely going with a fiend summoner, though.


Still have to finish up the background. But here is the crunch. I have to admit it was strange building a 0 level. x)

Oh yeah there is this too.
1d100 ⇒ 93
Will I make it?

Edit-You know I was happy about the first post for this guy so I got no joy from that roll. Bloody dice gods find new ways to mess with you I swear. :P


Pun pun was literally broken. As in, the people were using the mechanic incorrectly. WotC actually said 'no, that's not how that works', but people didn't seem to care, lol.


Yeah Pun Pun was a "fun" thought experiment. Theory crafting can be fun, but it can also get way out of hand in that case. I'm glad they took the time to make a clarification.


Actually I just thought of something, do we start with our feat for level 0?
I'm guessing the answer is no, but I was just curious.


Pun pun pun!


My guy is a human so his bonus feat is in there. But sense he is not 1st level he gets no 1st level feat. Be happy with the kit feats for now I guess. :)


I'm not complaining, I was just curious.
Although technically our regional can only be take at level 1, handwaved I'm sure.

I will be taking Blooded,Fearless or Thug.


Place holder name.
I'm either going to take warrior or acolyte for my 0 level, so I should have it finished by tomorrow or the day after.

Now it's see if we have psionic blessings.
1d100 ⇒ 93
Cool, am I part of the cool kids club now?


With those three as options. If you coming out of the wilds I would say Fearless. If your coming out of countless battles and extended war then Blooded. While coming out of a city or even village then Thug. Really it's about what story you want to tall if you ask me. ;)

I see your going orc of some kind. Which kind?


Some of them regionally need to be tweaked a little bit, but Dm willing it should be fine.

I'm still hoping to workout a Tanarukk, should I decide it's too much I'm thinking about playing a grey orc instead.
Trying to figure out how to further balance the Tanarukk, maybe giving them light blindness would help, many are found in the dark recesses of the underdark anyways.


Currently I'm thinking Human Acolyte, going Dread Vanguard Tyrant Anti-Paladin, but maybe Warpriest, depending on how FR domains would be converted to blessings.

My regional feat will probably be Thug, seems to fit pretty nicely.


Currently working on a Elf (or Fey'ri, demon-elf) but need to work out a few kinks with the DM. He's probably going to be a warrior or possibly squire, who is going to go into Magus possibly with the boundblade archetype. Trait selection is going to gear him towards stealth and social interaction so he can be decent at those things despite them not really being Magi strong points.


@Teiidae
Quick and dirty race builder version of a Tanarukk. Clearly no racial HDs and somethings don't go as far as the 3e version sense the race builder has some restrictions in place. :)

Dirty Demon Orc:

Outsider (native) (3 RP)
Medium Size (0 RP)
Slow Speed (–1 RP)
Greater Weakness (–3 RP) [+2 Dex, -2 Wis, -4 Cha)
Standard Language (0 RP)
Advanced Strength (9 RP) [+4 Str]
Spell Resistance, Greater (3 RP)
Natural Armor (2 RP)
Improved Natural Armor (6 RP) [+3 Nat]
Fire Energy Resistance (1 RP)
Improved Fire Resistance (2 RP)
Bite (2 RP) [1d4 dmg]
Swordtrained (4 RP)
Spell-Like Ability, Lesser (1 RP) [1/day Control Flames]
Total: 29 RP

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