Statue

Dr Simon's page

46 posts. 1 review. No lists. No wishlists.




We've released the latest in our line of The Lazy GM series of pre-generated creatures ready to use in your game.

Doppelgangers features an array of doppelganger characters, with added classes and templates to give stat blocks for Pathfinder and 3.5, with a clickable index ordered by CR, class and template to take you right to where you need, as well as suggestions for using them in your game.

PDF available for $0.99 from DrivethruRPG or RPGNow


The Lazy GM: Cloakers is the latest in our "Single Shots" range of Lazy GM products, taking a single monster and presenting loads of stats for variant builds, class levels, templates and so on, ready to drop in to your game.

Cloakers covers 51 pages and features vampire void wizards, venomous fighters, shadowbrood assassins and more, for Pathfinder and 3.5 Ed, with a clickable index by Challenge Rating, template and class so you can jump straight to the monster you need. Also features a discussion on using cloakers in encounters and campaigns, for the bargain price of just 79 cents!

Find it at DriveThruRPG and RPGNow

Also available as Single Shots: Chimeras, Centaurs, Behirs, Basilisks, Barghests, Ankhegs and Aboleths.


The latest in our "Single Shots" series of Lazy GM products, where we take a single monster and present variant builds, hit dice increases, class levels and templates, all ready for use in your game for less than a song on iTunes.

Centaurs gives you the centaur thundercaller, the plains druid, the half-dragon warden, mummified fighters and lots of other variants, never seen before in any Lazy GM product. Find the creature you want with one click from the index.

Available now from DrivethruRPG and RPGNow

Also available as Single Shots:
Aboleth, Ankheg, Barghest, Basilisk, Behir and Chimera, all with bonus material from previously published versions.


Did you know:

That we've got a new line in the Lazy GM range of pre-generated monster stats?

Single Shots take a single monster so you can pick and choose if you don't want to buy a full compilation. So far we've released Aboleths, Ankhegs, Basilisks and Barghests, with Behir, Centaurs and Chimeras coming soon. Some of these reprint material previously published, but all feature all-new bonus content. Some (Barghest and Centaur) are entirely new, featuring creatures not in any of our other products.

All featuring our usual mix of increased Hit Dice, class levels, templates and variant builds, plus fully clickable indexing and discussions on creative ways to use these creatures in your game. All for under a dollar.

We've also been releasing loads of free web enhancements for our existing Pathfinder titles. Enjoy bonus material for Goblinoids, Dungeon Beasts, Savage Creatures and Freaks and Horrors, all for nothing.

See these titles, and more, on DrivethruRPG and RPGNow


We've just released some bonus material for The Lazy GM: Dungeon Beasts (Pathfinder edition) and it's completely free!

The Lazy GM series gives you tons of pre-statted monsters, with boosted Hit Dice, templates, class levels and variant builds ready to drop on your unsuspecting players.

In Dungeon Beasts, we gave you the four "classic" oozes, amongst many other creatures, but only with increased Hit Dice. In this bonus material you get a range of templated ooze variants - the deathleech pudding, the demonic jelly, the ectoplasmic ooze and the ice cube, all ready to go.

If you've not tried our Lazy GM range yet, here's a chance to get a free taster of what we offer. Available now at Drivethrurpg or RPGNow.

Did I mention that it's free?


The Lazy GM: Freaks and Horrors, exclusively for Pathfinder.

Within are hundreds of stat-blocks for forty different monsters, from classics such as the Aboleth and the Harpy to oddball monsters like the Algoid and the Disenchanter, selected from all four Pathfinder Bestiaries, and the Tome of Horrors too!

Freaks and Horrors makes good use of all the exciting options available in Pathfinder, with archetypes like the Medusa Lotus Geisha or Intellect Devourer Spy, templates like the Nightmare Xill or the Demonic Cave Fisher, and new classes like the Jackalwere Gunslinger or Flail Snail Oracle. It also features a wide range of classes and levels for the lesser-used Darklands races such as the Dark Folk, Dire Corbies and Morlocks, as well as a CR17 variant of the Flumph that your players will take very seriously indeed!

In standardised Pathfinder stat-block format for greater compatibility, Open Content for all stat-blocks, CR 1/2 to 23, with a fully clickable index cross-referenced by CR, templates and monster roles to easily find what you need.

Buy it from DrivethruRPG or RPGNow, nearly 400 pages for only $9.99!


Nothing says “Merry Christmas” quite like a horde of sadistic little reptiles, so give the GM in your life the latest offering from Creative Conclave.

The Lazy GM: Kobolds, Pathfinder Edition, updates our classic title to the Pathfinder system. Some 250 stat-blocks for pre-generated kobold foes, from a humble warrior to a half-dragon lich sorcerer, with Challenge Ratings from ¼ to 19 via an array of classes, templates and variant builds mean that you may never need to create a kobold again.
This product makes full use of all the new options available with the Pathfinder system, including gunslingers, snare-setters, swarm fighters, dragon heralds, racial variants and five different sorcerer bloodlines; not simply a conversion, this is a complete update.

Easy navigation – select from a fully clickable index arranged by challenge rating, class or template. Fully bookmarked.
Stat blocks in easy-to-read Pathfinder format.
Open Content.

Traditional PDF for only $5.99 from DrivethruRPG and RPGNow.


The Lazy GM: Savage Creatures, now available for Pathfinder.

Within are hundreds of stat-blocks for forty-one classic monsters, from Assassin Vine to Yrthak, all with advanced hit die and a selection of templates, variant builds and class levels applied to give a massive range of monsters ready for use in your Pathfinder game.

Now in standardised Pathfinder stat-block format for greater compatibility, and featuring loads of new and exciting templates from Open Content sources.

Want a Lamia Harridan Witch? A Giant Owl Mooncaller Druid? A Two-Headed Half-Dragon Elasmosaurus? An Ectoplasmic Giant Slug? A Fiendish Couatl Oracle? An Ettercap Alchemist?

These and many more ready-to-run monsters can be found within.
CR 1 to 26, fully clickable index cross-referenced by CR, templates and monster roles to easily find what you need all for $9.99

Available from DrivethruRPG and RPGNow


We've updated our classic Dungeon Beasts collection of pre-gen stats for Pathfinder, now with loads of extra variants.

Within are hundreds of stat-blocks for forty classic monsters, from Ankheg to Wyvern, all with advanced hit die and a selection of templates, variant builds and class levels applied to give a massive range of monsters ready for use in your Pathfinder game.

Now in standardised Pathfinder stat-block format for greater compatibility, and featuring loads of new and exciting templates from Open Content sources.

Want a Two-Headed Cockatrice? A Shadow Terror Wyvern? An Otyugh Crime Boss? Demon-Possessed Mimic? Huge Ectoplasmic Chuul? Fiendish Hook-Clawed Owlbear? Manticore Burning Skeleton?

These and many more ready-to-run monsters can be found within.
CR 1/3 to 26, fully clickable index cross-referenced by CR, templates and monster roles to easily find what you need, all for $9.99.

Find them at DriveThruRPG and RPGNow

*UPDATE*
Also our Pathfinder edition of The Lazy GM: Goblinoids has been completely revised, now in Pathfinder stat-block format with some bonus material, including the Goblin Witch and the Bugbear Gunslinger.
Find them at DriveThruRPG and RPGNow. The good news is, if you already have it, the upgrade is free!


For the darkest days of winter, Creative Conclave brings you a Pathfinder upgrade of our Non-Terrifying Beasts of Legend free PDF, complete with new creatures and tales of mystery and horror.

Fifteen creatures that meet both meanings of the word "terrible", ready-statted for use in your game... should you really want to.

The Ectoplasmic Cube! The Harmless Tyrannosaur! The Devil Cat of Twistleharbour! The Haunted Nickleodeon! The Horsemanless Head of Dozey Dell, plus ten others, all await within.

Get it free from DriveThruRPG or RPGNow.


We've updated our classic Lazy GM: Goblinoids to take full advantage of the new options offered by Pathfinder.

A 160-page PDF stuffed with over 400 ready-to run goblins, hobgoblins, bugbears and wolf-like beasts from CR 1/3 to CR 17, with class levels, templates, racial variants and alternate builds.

Comes with a fully clickable index to allow you to search by CR, class or variant.

Available now from DrivethruRPG or RPGNow for $10.99!


You've almost lost track of how long you've been here, a never-ending cycle of descending into the bowels of the mountain for what must be days on end, a brief respite in the sun and then back under again.

Many of your fellow prisoners say that they were born to slaves, and have spent their entire lives here. Others were captured and sold, like you. They are a mixture of all human types found across the Southern Seas, with some tlaxu (mostly Mopendine) and a few of the Ti-Kop fish folk. The guards are about the same mix, dressed in leather armour, armed with spear or sword, with perimeter guards to the topside camp also bearing crossbows.

Perhaps if all the slaves acted as one they would outnumber the guards five to one, but the guards are armed and armoured. The slaves wear manacles around their ankles at all times, and tools are left in the mine. And then there would be the problem of where to go.

As far as you can tell, the mines are deep in sweltering jungle, and the nearest settlement is twenty miles away on the coast, the fortress known as Prison, where Warden Tevronash Jakuul ("Little Tev") trades the ore that you painstakingly extract for him. Once a week, as near as you can tell, the wagons come bringing supplies for the mining camp, and take away the crude ore.

Leader of the guards is Overseer Grey, scarred, with an eye-patch, Grey rarely interacts with the slaves if he can help it, leaving that to his underlings. Amongst the prisoners, several have gained positions of power or notoriety, particularly the huge Moa-Ruaki called Kana-Koa. Leader of a band of thugs, Kana-Koa bullies his way to the best rations and quarters, and the least work. Some grumble that he is the Overseer's snitch, but never in earshot.

But Kana-Koa is just like the lifers and the slaver-born, in that he has taken his life in the prison mines to be the sum of his world. But you are different. You feel the pull of destiny and know that your fate is not to end your life toiling away as a slave. You have found others that share the same idea, and tonight, your night above ground, you meet under a canvas shelter for the first time.

Knowledge (geography) DC 12:

Jungles, volcanoes, prison mines, dragonsblood ore. This must be Tas-Nabrenor, a small island chain about a month's sail southwest across open sea from the Necklace of Plenty archipelago

Okay, time to introduce/describe your characters. Once I've got a clear idea of who's in, I'll pass out some rumours as well. Further details of the mining camp etc. available.


Overview
Master of Jade, Mistress of Iron (MoJ/MoI) is a D&D 3.5 campaign set in the homebrew World of Conclave. It has a vaguely Asian feel to it, in that it has jade, spirits, fighting styles, elephant-headed gods, divinely-appointed Emperors, rice, bamboo, yen and ancient empires (etc.) but it is not meant as a Fantasy Asia. It has other elements such as worldwide banking and merchant empires, printing presses and clockwork that puts it closer to late 17th century Europe. It also draws upon a range of other influences such as Egypt, Polynesia and Imperial Russia.
Website Here

The Background
You’ve lost track of how long you’ve been here. Five days working the mines, one day off, then back to the rock face again. Manacled at night, fed on watery gruel, driven by sadistic slavers all for the sake of the magical metal they call dragonsblood.
In fact, you’re not even sure where you are. You were bought here by ship, you are on an island with volcanoes and jungles inland. The prison, or simply Prison, is a colony of ne’er-do-wells ruled by the cruel warden they call Little Tev, (but never to his face). Your fellow prisoners are men and women sent here for all sorts of reasons. They annoyed the wrong people, they were framed, they were in the wrong place at the wrong time and ended up as “warm cargo”. And some, perhaps you, are really guilty of the crimes they were accused of. One thing you’ve learned, it’s best not to ask. Another thing you’ve learned is that you want out. And the most interesting thing you’ve learned… there are others who think the same.

Character Creation:

Character Creation
Looking for 4-6 players. I can accommodate more – my experience of PbP has shown me that groups tend to deteriorate to a core of about 4 players anyway.

Ability Scores: Use 28 point buy.

Character Race: Use World of Conclave races, as given below. Further details found here

• Humans. There are a variety of different racial types of human with purely role-play differences between them.
• Salsham’ai (Tree Folk). Small-sized, human-like except for their prehensile feet. Wise, dextrous, with a kinship to nature spirits. Pick one of these of you like characters who are always calm, or if you want good stealth abilities.
• Tlaxu. Somewhat cat-like, the tlaxu have at least three known cultural/racial subdivisions (although all are the same in mechanical terms). Due to a tlaxu invasion about 150 years ago, tlaxu are still disliked in this part of the world. Good senses and the chance of taking racial levels to improve physical stats. Pick a tlaxu if you like cat-folk, active characters or having a sinister reputation.
• Ura. Tiny-sized folk from beneath the deserts of the Outer Continent, Ura are proud warriors who make opportunistic use of the discards of larger races. Pick an ura if you like small but feisty characters or gregarious travellers.
• Ti-Kop. Also known as ‘gloppies’. The Ti-Kop are an aquatic race common to the shoreline. They are tough, but materially poor, with a tense relationship to humans due to fishing rights and egg-stealing. Pick a Ti-Kop if you like aquatic races or want to play a primitive race.
• Nai-nek-chai. Shapechangers that can take the form of human or animal, nai-nek-chai are the descendants of mortals and great animal spirits. They generally do not fit in in either the human or animal worlds. Pick a nai-nek-chai if you like shapechangers or like playing the confused outsider.
• Edraldi. Earth spirits in mortal form. The edraldi are tough, stocky beings with earth-dark skin and tangled roots for hair, often resembling ram’s horns. They come in four different variants and are quite secretive of their society. Pick an edraldi if you like tough characters or having an otherwordly touch.

Character Class:
• You may use any class in the SRD. You are allowed (and encouraged) to use any of the class variants (originally from Unearthed Arcana) that are given in the SRD. Of the psionic classes, only psion or psychic warrior are allowed – these represent the Yana Mystics of far northern Ut’Bharma. Other classes are allowed by arrangement but bear in mind I don’t have any Complete books or PHB 2 so you may have to give me details. This game may involve a fair amount of sea-based play, so options (but not races) from Stormwrack are possible. Spells from Oriental Adventures are allowed, but I see no need for the classes.
• Conclave races do not have favoured class. Multi-classing may be done freely without penalty.
• Paladins do not serve an alignment, instead there are variants based upon causes. Ask for further details.
• Shaman characters are available, these are a homebrew variant that function mostly as spontaneous divine casters. Ask for further details, or see website.
• Various fighting styles exist that can be used with monks or fighters. You may use the styles from the SRD, or there are also some in-house styles available. Ask for further details.
• Priests are either wandering mendicants or ceremonial priests. Most revere the Ten Thousand Immortals as a whole, whilst a rare few focus on specific gods.
• Your characters start with no equipment except the clothes on their backs, so bear that in mind if creating a character that relies heavily on an item or focus. Spellcasters can start with their full complement of readied spells.
• I usually allow for a re-jigging of your character after a short while of play (perhaps a month realtime) if you find that your original concept doesn’t work for you.

Other elements
• All characters begin at 1st level.
• Your character starts with nothing. The standard currency is the glass yen. One yen equals one copper piece, thus 1 sp = 10 yen, 1 gp = 100 yen and so forth. Relative costs, etc. are the same as SRD.
• Generally, I prefer feats, spells etc. from the SRD only since it makes it easier to look up, but I’m open to variants (with the caveat given above re: class). There are a few homebrew feats available.
• There is no alignment.
• Starting hit points are Con score, plus Con bonus, plus maximum class hit die. Hit points beyond 1st level are hit dice plus Con bonus, as usual.

Your character background
As sparse or as detailed as you’d prefer. I’m open to Design In Play background as much (perhaps more) than a long and in-depth backstory. You will need some reason for being in the slave mines – perhaps framed by a rival, or you got on the wrong side of organised criminals. Perhaps you are a habitual criminal yourself. This game would probably suit characters with fairly low moral fibre and a will to expediency moreso than a Johnny Upright, but a personality clash or two will make for interesting times.

Try to avoid real world names – most Conclave names tend to be translated into some from of description such as Chance, Amber, Five Lives, Fifth Fortunate Son etc. Generally, the richer somebody is, the more florid their name tends to be. See the World of Conclave website for other ideas. Non-human names are covered in the PDF file for each race.

Playing the Game
• Generally, I’ll do the dice rolls and report the results. You are welcome to use Invisible Castle for attack rolls, initiative etc. if you like, or for any skill checks where success/failure is immediately apparent.
• Use Spoiler boxes for private messages and for OOC mechanics, etc.
• Experience will be fairly free-form, unless or until anybody wants to run a crafter or make heavy use of XP-cost spells. Usually, I will tell you when you gain a level. 10th or higher level characters are considered quite important heroes/villains in the World of Conclave. Characters above 16th level or so are pretty much unheard of except in legend.
• I use Diplomacy slightly differently. You don’t, generally, change the attitude of an NPC by more than one step per successful roll. You can over a series of good rolls, talk them round, but equally you can annoy them as well with a series of bad rolls. NPCs have varying susceptibilities to Diplomacy, Bluff and Intimidate.
• There is no predetermined “plot” to speak of. There are things going on in the world that may intersect with your characters, and there will be, initially, some obvious choices available to your characters, but a lot of the game will revolve around the actions of the characters, and the consequences of those actions. What I’m trying to avoid in this game is having a patron NPC sending you off on missions.

Feats:

Focused Attack
Req: Weapon Focus, ranks in Concentration
Effects: As a move action, make a Concentration check. Depending on the result, the next attack you deal with a weapon of choice will cause extra damage:

Concentration check Damage
10-19 +1d6
20-29 +2d6
30-39 +3d6
40-49 +4d6
50-59 +5d6
etc.

You can't Take 10 on this check, and the attack must be made immediately after the Concentration check.

Special: If you have Quick Draw you can draw and focus (but not also move) at the same time. This also stacks with Sneak Attack damage if applicable (a focused strike against a flat-footed foe). This is an adaption of the Iaijutsu rules.

Lion's Roar
Req: Cha 13+, BAB +1 or better
Once per day, as a standard action you can unleash a terrifying battle cry. All opponents who are within 30 ft., able to hear you and have lower HD/ than you must make a Will save (DC 10 +1/2 your character level + your Charisma modifer) or be shaken for 1d6 rounds. (Adaptation of Ki Shout)

Fire Mage
Req: Spontaneous spellcaster
You add the following spells to your known spell list. Essentially you get one bonus known spell per level. This doesn't affect spells per day.

1. Fiery Eyes* - your eyes glow, illuminating area. May ignite objects with focussed gaze.
2. Animate Fire* - turn Small or smaller fire into animated object.
3. Fire Wings* - arms become flaming wings. May fly and burn things.
4. Wall of Fire
5. Fire Breath* - breath fire 1/round. 1d8 per 2 levels to 1 target in 15ft.
6. Fires of Purity* - subject bathed in aura of fire, becoming dangerous weapon.
7. Firestorm
8. Incendiary Cloud
9. Internal Fire* - target burns from inside out.
*These are all from Oriental Adventures, and may need a little bit of re-jigging to make them 3.5 compatible.

Note: Yes, this is more potent than the existing feat that allows spontaneous casters *one* extra spell, but I don't think it's too unbalancing as its benefits play out over a long period. I doubt we'll be seeing 18th level in a PBP game, unless we fast-forward over a few levels. Other themed spell lists could be available.

Scribe Scroll becomes Craft Spell-Completion Item. The end product is the same - an item that gives a single use of a spell, that can be used by anyone with that spell on his spell list. It may be a scroll - sutras and ofudas are fairly common, it may be a talisman or lucky charm. The exact form is up to you, depending on the character of your spellcaster.

Brew Potion becomes Craft Single Use Item. This is a single use magical item, usable by anybody. It may be a potion or oil, it may be a specially grown fruit, it may be a scroll, it may be a pebble inscribed with magical symbols. Most spells can be turned into single use items. Ranged attack spells are usually turned into 'detonations' that require a ranged touch attack to work. Some special cases may need review on an individual basis.

The Bonded Item feat may be taken by any character of 3rd level or above, provided that they have used the item in question through several dangerous situations (and it has made a difference). A bonded item gives a +1 enhancement bonus to its 'normal use'. Most common would be a weapon, gaining this bonus to attack. A suit of armour may also benefit but other items such as thieves tools, rope, artists brushes and so forth are all candidates. Once bonded, the wielder can also spend XP to add further enhancements to the bonded item. Thus a bonded sword can gain further bonuses or special abilities. Obviously this is easier to adjudicate for weapons and armour but imagination can be applied to other equipment.

This means that, for example, swords become legendary because of who wields them, not who made them.

Losing a bonded item may or may not be a real pain. They should be fixable, with maybe a monetary cost for the ceremonial materials. Still on the subject of swords, that gives you a quest to retrieve the Green Destiny sword, or to reforge the Sword That Was Broken etc.

Houserules:

Spell Slots
For spontaneous casters, I'm thinking of including a ruling from Arcana Evolved.

You can 'weave together' three spell slots of a given level to create one of a higher level. Thus you can give up 3 0th level slots to cast another 1st level spell.

Conversely, you can 'unweave' a higher level spell slot to give two slots of the next level down. Thus you can give up one 2nd level slot to create two 1st level slots.

Weaving up can be done indefinitely. You can weave three 0th level spell slots, add that new 1st level spell slots to 2 existing 1st level spell slots, weave those three to give a new 2nd level, and so forth.

Weaving down can only be done for one level. The spell energy 'released' is weaker and less stable. Spell slots created by unweaving a higher level spell cannot be unwoven further.

0th level spells cannot be unwoven. 9th level spells cannot be woven. (Neither has anywhere to go!).

This gives greater flexibility to casters and makes them more useful for longer. It also adds a very fun element of resource management where a caster can 'throw his last bit on magical power' into one hopefully crucial spell, rather than being stuck with a bunch of 0th level resistance spells.

Death and Dying
Again, adopted from Arcana Evolved/Book of Experimental Might.

If you have a Con score that gives you a bonus, your 'disabled' range spans 0 and minus that bonus. Your 'dying' range then goes to minus your Con.

So, if you have Con 14 (+2 bonus), you are disabled from 0 to -2 hit points, and dying from -3 to -14 hit points. If you have a Con 9 (-1), you are disabled as normal on 0 hit points and dying from -1 to -9 hit points.


Looking for about 4-6 players. Check out the details below and express an interest. If I get enough, I'll start up an OOC thread for full character creation etc.

Overview
Master of Jade, Mistress of Iron (MoJ/MoI) is a D&D 3.5 campaign set in the homebrew World of Conclave. It has a vaguely Asian feel to it, in that it has jade, spirits, fighting styles, elephant-headed gods, divinely-appointed Emperors, rice, bamboo, yen and ancient empires (etc.) but it is not meant as a Fantasy Asia. It has other elements such as worldwide banking and merchant empires, printing presses and clockwork that puts it closer to late 17th century Europe. It also draws upon a range of other influences such as Egypt, Polynesia and Imperial Russia.
Website

The Background
You’ve lost track of how long you’ve been here. Five days working the mines, one day off, then back to the rock face again. Manacled at night, fed on watery gruel, driven by sadistic slavers all for the sake of the magical metal they call dragonsblood.
In fact, you’re not even sure where you are. You were bought here by ship, you are on an island with volcanoes and jungles inland. The prison, or simply Prison, is a colony of ne’er-do-wells ruled by the cruel warden they call Little Tev, (but never to his face). Your fellow prisoners are men and women sent here for all sorts of reasons. They annoyed the wrong people, they were framed, they were in the wrong place at the wrong time and ended up as “warm cargo”. And some, perhaps you, are really guilty of the crimes they were accused of. One thing you’ve learned, it’s best not to ask. Another thing you’ve learned is that you want out. And the most interesting thing you’ve learned… there are others who think the same.

Character Creation
Ability Scores: Use 28 point buy.

Character Race: Use World of Conclave races, as given below. Further details found at www.creativeconclave.co.uk/racescultures.html

Humans. There are a variety of different racial types of human with purely role-play differences between them.
Salsham’ai (Tree Folk). Small-sized, human-like except for their prehensile feet. Wise, dextrous, with a kinship to nature spirits. Pick one of these of you like characters who are always calm, or if you want good stealth abilities.
Tlaxu. Somewhat cat-like, the tlaxu have at least three known cultural/racial subdivisions (although all are the same in mechanical terms). Relations between humans and tlaxu are shaky due to long years of mistrust and mutual skirmish. Good senses and the chance of taking racial levels to improve physical stats. Pick a tlaxu if you like cat-folk, active characters or having a sinister reputation.
Ura. Tiny-sized folk from beneath the deserts of the Outer Continent, Ura are proud warriors who make opportunistic use of the discards of larger races. Pick an ura if you like small but feisty characters or gregarious travellers.
Ti-Kop. Also known as ‘gloppies’. The Ti-Kop are an aquatic race common to the shoreline. They are tough, but materially poor, with a tense relationship to humans due to fishing rights and egg-stealing. Pick a Ti-Kop if you like aquatic races or want to play a primitive race.
Nai-nek-chai. Shapechangers that can take the form of human or animal, nai-nek-chai are the descendants of mortals and great animal spirits. They generally do not fit in in either the human or animal worlds. Pick a nai-nek-chai if you like shapechangers or like playing the confused outsider.
Edraldi. Earth spirits in mortal form. The edraldi are tough, stocky beings with earth-dark skin and tangled roots for hair, often resembling ram’s horns. They come in four different variants and are quite secretive of their society. Pick an edraldi if you like tough characters or having an otherwordly touch.

Character Class:
• You may use any class in the SRD. You are allowed (and encouraged) to use any of the class variants (originally from Unearthed Arcana) that are given in the SRD. Of the psionic classes, only psion or psychic warrior are allowed – these represent the Yana Mystics of far northern Ut’Bharma. Other classes are allowed by arrangement but bear in mind I don’t have any Complete books or PHB 2 so you may have to give me details. This game may involve a fair amount of sea-based play, so options (but not races) from Stormwrack are possible. Spells from Oriental Adventures are allowed, but I see no need for the classes.
• Conclave races do not have favoured class. Multi-classing may be done freely without penalty.
• Paladins do not serve an alignment, instead there are variants based upon causes. Ask for further details.
• Shaman characters are available, these are a homebrew variant that function mostly as spontaneous divine casters. Ask for further details, or see website.
• Various fighting styles exist that can be used with monks or fighters. You may use the styles from the SRD, or there are also some in-house styles available. Ask for further details.
• Priests are either wandering mendicants or ceremonial priests. Most revere the Ten Thousand Immortals as a whole, whilst a rare few focus on specific gods.
• Your characters start with no equipment except the clothes on their backs, so bear that in mind if creating a character that relies heavily on an item or focus. Spellcasters can start with their full complement of readied spells.
• I usually allow for a re-jigging of your character after a short while of play (perhaps a month realtime) if you find that your original concept doesn’t work for you.

Other elements
• All characters begin at 1st level.
• Your character starts with nothing. The standard currency is the glass yen. One yen equals one copper piece, thus 1 sp = 10 yen, 1 gp = 100 yen and so forth. Relative costs, etc. are the same as SRD.
• Generally, I prefer feats, spells etc. from the SRD only since it makes it easier to look up, but I’m open to variants (with the caveat given above re: class). There are a few homebrew feats available.
• There is no alignment.
• Starting hit points are Con score, plus Con bonus, plus maximum class hit die. Hit points beyond 1st level are hit dice plus Con bonus, as usual.

Your character background
As sparse or as detailed as you’d prefer. I’m open to Design In Play background as much (perhaps more) than a long and in-depth backstory. You will need some reason for being in the slave mines – perhaps framed by a rival, or you got on the wrong side of organised criminals. Perhaps you are a habitual criminal yourself. This game would probably suit characters with fairly low moral fibre and a will to expediency moreso than a Johnny Upright, but a personality clash or two will make for interesting times.

See the World of Conclave for more cultural notes. Human characters can come from pretty much any of the nations given, from the Empire of Splendour (and former holdings) to Moa Ruaki. Many non-humans have different subcultures and races too.

Try to avoid real world names – most Conclave names tend to be translated into some from of description such as Chance, Amber, Five Lives, Fifth Fortunate Son etc. Generally, the richer somebody is, the more florid their name tends to be. See the World of Conclave website for other ideas. Non-human names are covered in the PDF file for each race.