
Dungeon Master Zack |

I'm wonder if anybody would be interested in playing a campaign set on the elemental planes? I mean from low-level on upwards, starting in more hospitable areas and then traveling to the more dangerous ones. I will finalize the character generation rules when I know whether I have enough interest to go forward, but I will definitely be allowing advanced and monstrous races and ability scores will be rolled.

Dungeon Master Zack |

Character Creation Rules
Level: 1st level
Ability Scores: Ability Scores will be determined by the Heroic method.
Races: Any of the races in the Core Ruklebook, except for half-orcs (a goblin race of my own design is available instead), as well as races from the Advanced Race Guide Playtest, including but not necessarily limited to: Fire Elemental, Half-Fiend Human, Ifrit, Oread, Suli, Slyph, Tiefling and Undine. Custom races using the rules in Advanced Race Guide Playtest will be considered.
Equipment: Characters will receive the maximum wealth for their class.
Materials from the Core Rulebook, Advanced Player's Guide, Ultimate Combat and Ultimate Magic are allowed. Materials from other sources will be considered on a case-by-case basis.

Umbral Reaver |

Er, wait. Isn't Heroic just 20 point buy?
Hmm. I hate rolling for stats more than anything but I may still play as I've never had the opportunity of playing a planar adventure before (unless you count Planescape: Torment).
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16

Umbral Reaver |

Let's see.
Valerie Esper, LG planar lore oracle
Valerie was born not on the planes but between them, touched with magic that drifts in from the gaps between existence. She does not know how or why she was conceived but clues point toward a reincarnation gone awry or the mischevious results of a wish poorly worded. She awoke, a fully formed adult, on the plane of <insert starting plane> with peculiar knowledge she could not explain. Her origin was shrouded from her but she was certain she was a newly formed being and hadn't simply lost her memory. Somewhere out there lies the answer to her creation.
In the meantime, she seeks knowledge of all things. She is empathic and helpful and takes a very ordered path. She believes that if all the chaos of the universe can be laid out and documented, order will shine through as the reason behind it all. She has a strong belief in predestination and prophecy and that 'all things happen for a reason'.
Perhaps as part of her unique nature, she finds it extremely difficult to see very far. Beyond a short distance, the universe unravels into filaments of fate and magic. The roiling haze of the fundament obscures her sight of everything normal.
At the moment, I have no particular plans on a race. ARG could be handy for making a planar race keyed not to a specific plane but to the concept of the multiverse itself (ala Aeons) until that mysterious origin is unveiled.
As a planar oracle, that does eventually make her the 'planes taxi' of the party if we get that far.

Fallen_Mage |

Would you allow this:
Velmoru
A desert dwelling race from the Sea of Shifting Sands. These beings are a nomadic race that act as guides and protectors for the many caravans that pass through.
Type: Humanoid
Size: Medium
Speed: Normal
Modifiers: +2 Wis, -2 Str, +2 Con
Language Array: Linguistics
Racial Abilities:
- Ancient Foe: Vermin
- Desert Runner: Hot
- Natural Armor
- Weapon Familiarity: Two-Bladed Sword and Khopesh
It's a homebrew race using the ARG Playtest Rules. I've been dying to playtest them.

Macharius |

Summer Wind Through The Grasses
Male Sylph Sorcerer (Elemental: Air)
Str 8 Dex 12+2 Con 12-2 Int 16+2 Wis 13 Cha 16
One early summer day, a bachelor farmer was taking a moment to rest from tending his fields. Basking in the sun and the feel of the summer breeze on his skin with the rich smell of earth and grasses. Opening his eyes, a beautiful woman stood before him. Pale, yet healthy-looking, she was dressed in flowing clothes that whispered to a breeze not felt. Admiring each other and succumbing to the moment, they lay down together for a time after which the woman disappeared.
Late the next summer, the farmer woke one morning to find the woman had come to visit him - along with a child. Naming the child for their meeting, she told him that she was no longer able to keep their son: her lord had found out about it and commanded her be rid of the polluted creature. Bidding him to raise their son in health, honor, and love, she hoped they could one day be together again. Turning before the farmer could ask her any more questions, she left the farmhouse and disappeared again.
The infant Summer, as he was referred to, came to grow up as the only son of the bachelor farmer who refused to say where the boy had come from, and refused to marry any of the village women. Though poor, the farmer did his best to provide for Summer: having him taught to read and write, and any other education he was able to procure for the boy. Told the true story of his origins, Summer spent as much of his free time when not learning or helping his father around the farm out in the fields and the plains beyond them - always hoping against hope that his mother would at last return.
The years passed, and still she didn't come, his father aged three years for every one of his as Summer grew up as the toll of working a farm largely unassisted mount with eash season. As Summer was coming into adulthood, his father fell ill. Taking care of the now-old man by himself, Summer begged his father to hold on and get better so that he could again be with her when she at last returned.
When his father died, Summer was distraught beyond measure. Burying his father in the place he'd first met Summer's mother, Summer sat by his side for days in grief, listening to the wind for which he'd been named. During this vigil, Summer began to feel like the wind was talking to him. Thinking this could at last be his mother, he strained to open himself up to hear her words.
Instead of his mother, he was hearing the air itself in its elemental form. Listening, and learning, Summer soon began to control the air in ways he'd never imagine. Taking this as a sign to instead seek his mother out instead of waiting for her to come to him, he sold the farm and made his way to the largest city he knew of.
Obtaining audience with the most famous wizard he could find, he told his story and offered the wizard everything he had if the wizard could help him. When the wizard agreed, Summer was overjoyed. Casting a spell attuned to Summer - and it was hoped to his mother as well - the wizard completed his spell and Summer vanished from the Material Plane completely.

![]() |

Hehe, Tirq, I think I took a while typing out my background - I've been mulling it over all day.
Not every character needs a big background. But on the other hand, yours rocks.
What a predicament. Write a big fancy background, or stay with the 1-liner I already got. WHY, MAC, WHY???
I do wish I got higher results for my character, but oh well. It'll have to do.
STR: 15 DEX: 14 CON: 13 INT: 12 WIS: 13(+2) CHA: 13
Feats: Dodge(monk), Toughness, Improved Initiative
Do we start with the maximum our character is allowed to have (Monk is 60) or the Average(Monk is 35))? Gotta know if I can buy a potion or not.

Macharius |

I admit that I can be unnecessarily verbose at times, and this was definitely one of them (c'mon - half the background is setting up his mom and dad gettin' jiggy wid' it). I also wrote it off the cuff in the "reply" window: sufficient editing could likely prune that bad boy down to a more concise size. My primary goal was simply to convey the emotional turmoil Summer is going through and breath some life into him.

zefig |

I completely missed Macharius before I posted, sorry. What with a sorcerer and a monk in the fray, an armored and tankish Suli warrior is looking a mite less redundant, so I'll continue forward with that idea.
Let's get some stats!
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 2) + 6 = 14

zefig |

I'm still trying to work through that to be honest. I'd hardly considered paladin before actually...but it could fit the beginnings of the backstory I've been working on rather well, really, and the extra healing never hurts. I kinda like that.
Ok.
Class: Hospitaller Paladin
Str: 17
Dex: 14
Con: 13
Int: 12
Wis: 10
Cha: 16
Feat: EWP Falcata
Skills: Diplomacy +9, Heal +4, Ride +6
How should we do traits?

Umbral Reaver |

Custom Race (10 RP):
Living Vestige
The living vestiges are rare and unusual creatures. They are born not from corporeal parents, but from unique circumstances amongst the planes much like outsiders that form spontaneously from concepts. Some amongst them were created by powerful spells such as wish or miracle - new life formed without ancestry or race - while others slip out from the gaps between planes, spawned by nonexistence itself. Those vestiges fall from timeless realms erased from existence, their pasts retroactively wiped and their futures open and unbound by fate. Many possibilities remain, where universes collide, merge and separate and the laws of reality grow weak.
Every living vestige is different, each birthed by a different circumstance. They have a few traits in common: They are created as fully-formed adults and never change in appearance or age. Their peculiar origin gifts them with an innate ability to shrug off the ravages of the elements and to see the fabric of reality for what it truly is.
They are born with enough innate knowledge to function as an adult but are often naive about worldly matters, if very inquisitive about the universe around them. They usually lack the common mindset of thinking of the material plane as the centre of the multiverse and regard all planes as equal parts of a whole.
In appearance they tend to resemble humanoids of a wide range of sizes and can be mistaken for humans, elves, halflings and gnomes as they do not have the dramatic features of other outsiders. One common feature is eerily unblemished features, as they were created whole and never had a youth in which to earn their scars and marks, nor do they change from their initial appearance.
Living Vestige Racial Traits
+2 to One Ability Score: Living vestige characters get a +2 bonus to one ability score of their choice to represent their varied nature.
Type: Living vestiges are outsiders with the native subtype.
Medium or Small: Living vestiges are either medium or small. This must be selected at character creation and cannot be changed.
Normal Speed: Living vestiges have a base speed of 30 ft.
Darkvision: Living vestiges can see in the dark up to 60 feet.
Piercing Vision: Living vestiges get a +2 bonus to will saving throws against illusions.
Planar Insight: Living vestiges get a +2 bonus to Knowledge (planes) and Perception checks.
Planar Resistance: Living vestiges have Acid, Cold, Electricity and Fire Resistance 5.
Eternal Wanderer: Living vestiges are not native to any plane. If a living vestige would be dismissed or otherwise sent to his or her home plane, he or she is instead sent to a random plane with a 100% chance instead of the normal 20% chance.
Languages: Living vestiges speak one planar language, determined by the plane on which they first arrive. Living vestiges with a high intelligence score can choose from the other planar languages.
Breakdown:
Outsider (native) 2 (grants darkvision), Celestial Resistance 2, Elemental Resistance 1 (added together to get Planar Resistance), Illusion Resistance 1 (piercing vision), Skill Bonus (knowledge(planes)) 2, Skill Bonus (perception) 2 (combined to get Planar Insight), Xenophobic 0, Eternal Wanderer is a custom drawback with 0 points gained back from it.
I think it ended up being a rather weak race, but oh well. The ARG isn't exactly a sane piece of design. I got some very good rolls so that should make up for it if it's allowed.

Aishara |

No, the other character's a rather dour zen archer monk. She really wouldn't have any bearing on the campaign, I'm just kind of babbling at this point. Should make for at least a moderately plausible backstory once I've got the time to write it up, with the added bonus of making my other character more interesting to play too. Score!

lordzack |

Welp with the D&D Next Playtest starting and having several appointments I've been pretty busy. In fact I'm going to be out of town today as well. However I will try to take care of things as best I can before I go and finish up anything unfinished tonight.
@ Eragar You may reroll, if you're total ability bonus/penalties are 0 or less, or if you have no score of 13 or higher.
Setting is a modified Planescape. Golarion exists in the cosmology (it's on the same plane as Oerth, Toril, Krynn, etc.), but it's not the "default" world and we won't be spending any time there unless it is visited later in the campaign.