NarcoticSqurl's page

Organized Play Member. 207 posts (741 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 15 aliases.

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Well, it seems like this idea is most likely dead. Good luck to everyone in finding a game!

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36.Squint: These tiny rodent like creatures are no bigger than most pet mice. But they resemble squirrels in the shape of their body, and feet. Their tails however are nearly as long as their body, and they are covered head to toe in multicolored striped fur. They have beady black eyes, and prefer to jump from one spot to another. They have webbing under their arms to help them glide during a jump, and between their toes to help with swimming.

I had a barbarian names Thunk who loved small animals, and had one of these with him at all times.

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This is the official recruitment thread for a homebrew campaign involving the mass combat rules from Ultimate Campaign. The campaign is starting at 12th level, and will go to 16th level at least, possibly more if players are interested in going to 20th or mythic. You will play a leader in charge of an army (or multiple armies due to the sizes of the groups in mass combat rules). The land we're starting in is called Avithale (homebrew place), surrounded by deserts to the north, mountains to the south, and forests, swamps, plains, and badlands to the east and west. You'll be representing an area of the surrounding lands, as the desert to the north had been pushed past by an Evil necromantic cleric from the far frozen north.

Marcaus Thornblood holds a frozen fortress in the Helfrost, where sick and twisted necromantic practices take hold. Undead, and sick abominations roam the frozen wastes. But recently, his minions have been spotted moving south (towards the mainlands) through the Navaru desert. He too, commands vast armies, who themselves are overseen by his high commanders and warlords:

Ezriel, the Lord of Fear
Malek Thrun, Hand of the Trickster God
Seifer Caldrim, the Quaking Giant
Ahn'Zukal, King of Eight

These names are well known by the soverign rulers in the rest of the mainlands, and they have amassed their armies in the hopes of driving back these forces.


-25 point buy
-Starting at 12th level
-Guns Everywhere ruling
-WBL+50% for starting gold
-Magic Items to start are capped at +3, with bonus abilities that add up to a total of +5, (so one +2 ability, or two +1's). Otherwise, you are allowed 2 stat increasing items with max bonus of +4 to one score each, and 1 Armor increasing item capped at +4.
-Third party classes and races available, as well as custom races capped at 16 RP, also CR cap of +3 for races

Below are four custom races I've created for this homebrew setting, I've been working on it for almost a year, but these races are just clippings of the full entries with just a brief description, and crunch.

The Nordrim are a hardy nomadic race known to travel the world in order to see and learn of the lands beyond their homes. They venture out to bring back stories to their tribes, and honor to their clan names. Existing primarily in forests and wooded lands, these people dedicate their honor to protect and maintain the world around them.

Stats: +2 Con, +2 Wis, -2Cha

Medium Size

Prerequisites: None.
Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Prerequisites: The race has at least a +2 racial bonus to Constitution.
Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.

Low-Light and Darkvision

Nordrim Magic: As spell-like ability, the nordrim can use the following spells, once per day each: Speak with Animals, Tripvine, Read Weather

Arcane Sentinel:
Arcane Sentinels are constructs of wizards and sorcerers, bred for protection and security through civilized lands, and honorable nobles. These constructs exist as pieces of obsidian stone, held together through arcane energy, which forms arms, legs, hands and feet. They are faceless, but can communicate through a disembodied voice, that echoes forth from the stone representing the head.

Stats: As construct, no Con score, treat it as 10 for any Con based checks. Immune to Fort saves, 20 bonus hitpoints.

Does not require food, sleep or rest.

Can only be healed by arcane spells, or arcane energy. Can do this by expending 1 spell of their highest level (works as clerics channel energy) and convert into healing. Or can absorb other spells, and convert them to arcane energy as a full round action.

Casts spells as +1 to caster level. This does not give access to more spell levels, or slots.

These little shadows live primarily in marshes, or blighted lands. Standing just over 4 feet tall normally, these Fey enjoy playing tricks on others, and unsuspecting guests. They enjoy learning about the cultures of others, and are intruiged by more modern creations. They are quick to laugh, and can be foolhardy.

Stats: +2 Dex, +2 Int, -2 Wis


Low-light and Darkvision

Spell Like ability: Blur 1/day

Light Sensitivity
Prerequisites: Darkvision.
Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

Prerequisites: None.
Benefit: Perception and Stealth are always class skills for members of this race.

Prerequisites: None.
Benefit: Members of this race gain a +4 racial bonus on Stealth checks.

The Nephilim are a race of creatures, formed before the mortals walked the land. Trapped in stasis in a bleak and every stretching void, these creatures have little to no memory of existence before the rule of the mortals. When the door to their prison was ripped open, they were thrust upon the land of Avithale, and seen as near Gods.

Stats: +2 Str, +2 Dex, +2 Con, +4 Int, -2 Cha

Natural Armor +4

Damage Reduction
Prerequisites: None.
Benefit: Members of this race gain DR 5/magic.
Special: This can be increased to DR 10/magic for an additional 2 RP. The type of DR can be changed to one of the alignments (chaos, evil, good, or law) if the race is of the outsider (native) type with ties to the appropriate plane (chaos for a race with ties to a lawful-aligned plane, evil for a race with ties to a good-aligned plane, etc.) for an additional 2 RP.

Fast Healing
Prerequisites: None.
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.

Resurrection Vulnerability
Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). Using the spell in this way does not require a material component.

Weakness: This race cannot gain benefit from eating, drinking, resting, healing spells, or potions. This can cause fast healing to heal them out of combat completely in 1d4 hours.

I look forward to all submissions. Recruitment will go until Tuesday, Feb 3rd, 4pm EST.

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Male Elvish Dhampir, 53/53HP, +4 Init, +3 BAB, +3 CMB, +17 CMD, F +3, R +10, W +4 (+6 vs mind effects), AC 21, Touch 15, FF 17, 4d6 Sneak Attack, Prestidigitation 3/3, Mage Armor 2/2, Poison Use, Death Attack Rogue(Sniper) 5, Assassin 1

If you want after the battle, I can find an arrow of cure light wounds and shoot you in the ass? It's only the cost of the potion+arrow :D.