| DM Giants |
I want to run a fast paced campaign that will start in the Darkmoon Vale, which stands at the northwestern corner of the democracy of Andoran. The group will be 5 players that can post 2-3 times a day. I would like to start on the 6th of January.
Core Races and Classes
17 point buy
1 Trait, 1 More trait with a Drawback
Average Starting Gold for Class.
Background tying in traits, drawback and the reason you are in Darkmoon Vale. Better background with family and history will be better recieved.
| Kydeem de'Morcaine |
I am very interested. I can easily post 3+ times each day. My biggest disappointment has been the campaigns where people only post every 2 or 3 days.
Any restrictions on race or classes? Alignments? Hero point system? Are any particular religions or favored enemies especially relevant or to be avoided? What level do you intend to eventually reach? (For example, I wouldn't work toward dragon disciple if only going to level 6.)
| Kydeem de'Morcaine |
I saw that, but it didn't have much detail. I didn't now if that was intentional or not. I've seen many GM's have the attitude of expecting everyone to 'just know' only want core races, no evil, standard dieties, etc...
Edit: Here is first pass of fetchling summoner that uses his eidolon as sneaky scout.
Gruingar de'Morcaine
Male Fetchling Summoner (Evolutionist, Shadow Caller) 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception -1
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +1
Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Spell-Like Abilities
. . 6/day—summon monster
. . 1/day—memory lapse (DC 14)
Summoner (Evolutionist, Shadow Caller) Spells Known (CL 1st; concentration +4):
1st (2/day)—protection from evil, lesser rejuvenate eidolon
0 (at will)—acid splash, open/close (DC 13), detect magic, guidance
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Statistics
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Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Spell Focus (conjuration)
Traits fast-talker
Skills Bluff +8, Knowledge (planes) +8, Stealth +9, Use Magic Device +4; Racial Modifiers +2 Knowledge (planes), +2 Stealth
Languages Aklo, Common, Osiriani, Ancient
SQ eidolon link, emissary, life link, shadow eidolon, shadow summoning, share spells with eidolon
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TRACKED RESOURCES
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Emissary (1/day) - 0/1
Memory Lapse (1/day) (Sp) - 0/1
Summon Monster I (6/day) (Sp) - 0/6
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Special Abilities
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Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Emissary (1/day) Once per day, roll twice when making a Bluff or Diplomacy check and take the better roll.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Eidolon (Sp) Eidolon is a manifestation of your shadow, and you both lack a shadow while it's summoned.
Shadow Summoning (Sp) Summoned creatures have shadow template instead of celestial or fiendish.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Gruingar motions for the barkeep to bring him another double shot.Why am I here? Well, since this bourbon is so fine I will actually tell you why I am here.
It’s is ‘cause here is not there!
Guingar slams back the drink. Then nearly coughs up a lung while gasping for breath.
Maybe I better I better slow down a bit. But he still starts counting out coins for another drink.
Whole buggered tribe is just servantses of that rotted nihiloi Shashgrad. brrph Come to that wer nots even valued servants. Belike it thinks thems spooky zoogs is better’n us.
He takes a sip of his drink then whispers Elders always say, Just blend in. Serve as you must. Don’t be seen. It’s the way of survival. It’s traditional…’ Empty idiots.
He sags down in his seat clutching the empty glass like it’s a life line and mutters, Never again. Nev goin back. Per soon ‘n I wills has nuff pow’r nev’r srevnat no ones…
He suddenly stand up and loudly proclaims, God’s rotted never belighted again!
Then he slowly slithers to the floor and starts snoring into the sticky rush matting.
.
Family is secondary to the tribe in Fetchling culture. Besides Gruingar had even less respect for his family than the tribal elders. He left all the de'Morcaines behind and hopes to never see them again. Though he is secretly afraid that Shashgrad will send them to bring him back to the tribe as a punishment example so no one else ever leaves.
.
Since coming to Golarian material plane, he spent some time in Galt due to their reputation as fredom lovers. Though he quickly found the utter chaos and the reactions to his 'non-standard' appearance were not to his liking. He next stowed away on a ship heading for Andoran since their reputation was a bit better. He hasn't been run out of the country yet, but people haven't been all that friendly to him.
Unfortunately he believed the people that told him that Darkmoon Vale had a place for him. He thought they were helpfully telling him where other Fetchlings lived. Not insulting him and trying to trick him into leaving town.
So far he has been living on petty theft and cons. But that won't fulfil his dreams of having enough influence to be beholden to no one.
Gruingar tries hard to be a forceful take-charge kind of guy. And compared to other Fetchlings he is. After all he left the tribe on his own against orders. But most of the peoples still find him to be timid and ingratiating.
While not a serious threat in a fight, if you take your eyes off them for a second, he and his eidolon Nashantur seem to just fade into the shadows.
Prior to this he spent a few weeks as a scout for small group of vagabond bandits. When the locals caught up with and hung the bandits they never even noticed Gruingar and Nashantur at the edge of the clearing.
That event got him thinking a bit. He doesn’t really care about obeying or breaking the law, but would probably be safer if he appeared to side with the guys working for the authorities. As long as they don’t try to order him around or force him to do their will, he can put up with them.
If he can find a little something to pick up along the way so much the better. And since no one ever sees him, he can always find a little something to pick up along the way.
He never actually betrays ‘tribe’ though. “Never light up your own sleep sack “ is an old adage to which he ascribes. He doesn't particularly enjoy harming others. But if they are outside of the tribe, they are fair game. The night is an unpleasant place, if you can't protect your own... Well, then what happens, happens.
I have not yet read through the Ultimate Campaign. So I will have to do some checking into the drawbacks and story feats.
Let me know if this is not the kind of thing you are interested in having. Some people do not like sorcerers and/or non-standard races like fetchlings. I have piles of character concepts. So I can easily come up with something else if this is not to your taste.
| DM Giants |
Core Races and Classes from Core Rule book
17 point buy from Core Rule book
1 Trait, 1 More trait with a Drawback from Advanced Players Guide and Ultimate Campaign
You may choose a story Feat if you qualify and write a good enough background for it.
Average Starting Gold for Class.
Background tying in traits, drawback and the reason you are in Darkmoon Vale. Better background with family and history will be better received.
| DM Giants |
The first adventure will have the players trying to find a cure for a plague spreading within the town. To find the sure the players will travel threw a wild forest and explore a Dwarven ruin. We will see where it goes from there depending on the characters success/failure and the motivation of the group as a whole.
Tiasar
|
When does recruitment end? What level do you think the PC's will get to? What kind of drive do you want our characters to have (such as just "help the weak" or "own motives but generally good aligned")? What kind of challenges do you expect us to be running into? Is there a government structure of any kind? How common are each core race (humans prevalent, elves are rare, etc)? Are their any restrictions on minimum or maximum ages? Are neutral characters of evil deities allowed? Are we natives to the area or are we travelers? What is our reputation as characters in the region (if any)? What is our access to magic items? How concerned are you with party balance, like should I avoid making a fighter if two or three pure martial character are already applied? How extensive do you want our backgrounds to be?
| DM Giants |
Characters should have their own motives but generally good aligned.
The starting town is ran by a Lumber company
The town is mostly human
Characters can start at any age just make sure to note it on your
character profile
No evil deities
Magic is rare but you may craft magic if you take the feats
The party should be balanced
Backgrounds need to explain why you are in the area (do you live in town or are you a traveler), give hints to why you have the traits you have, explain you drawback or story feat if you choose one, a little history on your character (you don't need to write a book) and your characters general direction/motivation in his/her life.
Tiasar
|
When does recruitment end? What level do you think the PC's will get to? What kind of challenges do you expect us to be running into? Can you tell us more about this lumber company? How powerful are they and who runs it? Could I be a member in it? The town is primarily human, but how rare are the other core races in general? For starting ages do we apply the bonuses and penalties for a non standard starting age? Could we make a neutral cleric of a neutral deity who channels negative energy?
| Dalgar the Great |
I'm about done with the sheet for Taldem'narell Vencinti (called Tal by his friends)a half-elf warrior from Andoran. He is an aspiring member of the Golden Eagles. To prove his worth he's been assigned to Darkmoon Vale. I plan on him being a ranger, dipping into palidan and then the rest into ranger. Trying to decide to go sword and board or TH, but leaning towards S&B. Later he'll take a hawk companion. Full fluff and crunch tomorrow.
I assume this is level one right?
And just to clarify, is the story feat a bonus feat if we can right a good enough backstory or an option we can take?
| DM Giants |
Lumber company is powerful, owns most of the town and yes you may be a member of it.
The other races are rare. The population have a indifferent attitude toward dwarf, halfling, half-elf and half-orc. They have a unfriendly attitude toward Elf and Gnome.
For ages you apply all the bonuses and penalties for non-standard starting age.
You may make a neutral cleric that can channel negative energy if you come up with a good story and reason for it.
Tiasar
|
Not to be annoying, but these questions have remained unanswered. Did you not notice them or are you not sure about them?
When does recruitment end? What level do you think the PC's will get to? What kind of challenges do you expect us to be running into (lots of combat, lots of investigation, lots of RP'ing)?
Tiasar
|
Huh. I read the thread, must have missed that. My apologies.
@Kydeen. Unless I am mistaken the summoner is not part of the core rule book, so it is not an allowed class.
I'm thinking of drawing up a half-orc cleric of Fandarra* who will channel negative energy (while still preparing enough cure spells to be the party band-aid) and eventually will begin raising the dead. I should have it up tomorrow sometime.
*Is this deity ok?
Tiasar
|
Assuming your mind will not change with this, I will have to rethink my character concept. The only non-evil deity amongst the ones you list that grants the death domain is Pharasma, and she very strictly opposes undead in any way shape or form. Back to the drawing board...
Would you allow a cleric without a deity?
Edit: Ah, I did find them listed. Rather hidden they are.
Tiasar
|
Just because you create undead does not mean you are automatically evil. Yes generally necromancers are inclined towards evil, but there are plenty neutral ones and I even recall a particular type of elven lich that is of a good alignment.
Well I'll try my hand at a necromancer wizard. Not quite as good with undead critters as clerics but they have more versatility.
| Moondragon Starshadow |
This sounds like an interesting campaign. I've linked my Character Background and my Character Sheets.
I'm retired and on US West Coast, so I can post multiple times every day without a problem.
The character background also includes a section on the details on character creation process. Almost every aspect was verified via the Core Rule Book, and only one trait was taken from the Advanced Players Guide.
Thanks in advance for your consideration.
| DM Giants |
| DM Giants |
I want to run a fast paced campaign. The group will be 5 players that can post 2-3 times a day. I would like to start on the 6th of January.
Falcon’s Hollow
A blunt, sawdust-choked stop on a winding trade route, a
festering haven of injustice and cruelty, Falcon’s Hollow
rests perilously close to the infamous Darkmoon Wood.
The long shadow of Droskar’s Crag casts a shroud of gloom
on the desperate souls who call this place home. Many come
here to make their fortune cutting darkwood lumber in
the lush wood, while others journey to this remote fringe
to start over, piecing together their shattered lives on the
edge of an untouched wilderness far from the things of
man. Persecuted zealots and outcasts flock to Falcon’s
Hollow to practice their strange and often deviant rites
unfettered by the mores of civilization. Finally, Falcon’s
Hollow lures many explorers with the promise of great
adventure nearby. The town, its people, and everything in
it belong to the corrupt Lumber Consortium, controlled
by the de facto leader of the town, the loathsome Thuldrin
Kreed. His petty decrees and the consortium’s overpriced
goods keep the people of the town prisoner as surely as if
Kreed and his goons used manacles and chains.
Home to fewer than 1,500 humans and a smattering
of other races, most of the townsfolk care only for the
paltry coins paid for their backbreaking work and what
simple comforts they can buy. A few, however, understand
that what’s bad for one is bad for all, and they struggle
endlessly with the Lumber Consortium to improve the
lives of their neighbors—and by extension, themselves.
The community thrives on a tenacious mix of greed,
debauchery, and stubborn self-reliance. As much property
of the Lumber Consortium as the buildings, cut timbers,
and other assets in the town, the people of Falcon’s Hollow
live in abject poverty and unending misery. Those born
into Falcon’s Hollow (or those foolish enough to move
there willingly—or even unwillingly) face lives filled with
anguish and devoid of hope or betterment.
In the past week, numerous residents of Falcon’s Hollow have fallen ill, each suffering from the same hacking affliction.
Local remedies prove as useless as prayers at the Church of Iomedae, goddess of valor, justice, and honor, and already at least
one town elder has been claimed by the wheezing death.
Fortunately for Falcon’s Hollow, a canny local herbalist named Laurel has traced the source of the malady to Brookman’s well,
a small spring on the edge of town, and a rare fungus called blackscour. By banning the use of the spring, the town Sheriff Deldrin Baleson hopes to prevent further infection, but such measures offer little respite to those already afflicted.
While Laurel has attempted numerous treatments, she has been unable to cure the disease. Both Laurel and Sheriff Deldrin Baleson have put out calls for assistance to anyone willing to help find a cure.
And the adventure begins..
With the adventures I have planned characters should reach 6th level.
Characters should have their own motives but generally good aligned. No Evil Characters Please.
Abilities: 17 point buy as in the Core Rule Book page 15 and 16
1 Trait, 1 more Trait with a Drawback
Average Starting Gold for Class.
Backgrounds need to explain why you are in the area (do you live in town or are you a traveler), give hints to why you have the traits you have, explain your drawback or story feat if you choose one, a little history on your character (you don't need to write a book) and your characters general direction/motivation in his/her life. Better background with family and history will be better received.
Characters can start at any age just make sure to note it on your
character profile and take the appropriate bonuses and penalties.
Playable Races: Dwarf, Halfling, Elf, Human, Gnome, Half-Orc, Half-Elf (The town is mostly Human and the other races are rare. The population have a indifferent attitude toward dwarf, halfling, half-elf and half-orc. They have a unfriendly attitude toward Elf and Gnome.)
Playable Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard
Only Deities from the Core book will be used. Here is a list of acceptable Deities:
Erastil
Iomedae
Torag
Sarenrae
Shelyn
Desna
Cayden Cailean
Abadar
Irori
Gozreh
Pharasma
Nethys
Gorum
Calistria
Clerics must have a Deity.
You may make a neutral cleric that can channel negative energy if you come up with a good story and reason for it.
Books Used: Core Rule Book, Ultimate Campaign for Traits, Drawbacks and Story Feats only.
Recruitment will be open until Jan 3. Then I will pick players and start the campaign on Jan 6.
| Augustine Kalivas |
Here is my proposed character. His stats and story are in the profile. He's built as a simple fighter, and is inspired by a Spartan warrior. Mechanically I tried to keep him simple. Fights with a spear and a shield. He is training to be a more proficient fighter using the spear and the shield.
I'd like to keep him on the lighter side of armor and such, and his a little heavier in DEX, so he not built as a super tank or anything like that.
Thanks!