
Hammith DM |

I'm looking to see who would be interested in a PbP game DMed by me. It will be in a home-brewed setting and be somewhat akin to the adventure paths in structure (though probably not quite as well-written). The game will feature a few darker, Lovecratian moments and will deal with some very strange bits. There will be a decent amount of both role-playing and combat. Please see my profile for the house-rules I will be using in the game.
Character creation method is 30 point-buy, at 1st level, with 125 starting gold. The books in the following spoiler block are alowed:
Player's Handbook I and II
Dungeon Master's Guide I and II
Monster Manual I, II, and III
Complete Warrior
Complete Arcane
Complete Divine
Complete Adventurer
Complete Scoundrel
Expanded Psionics Handbook
Heroes of Horror
Planar Handbook
Libris Mortis
Spell Compendium
Unearthed Arcana
Races of the Wild
Races of Destiny
Races of Stone
I will be posting up background information about the setting later.

Hammith DM |

Certainly you can Arctaris, as long as the class is from one of the listed books.
Small list of gods follows. Other gods exist in the world, but are a number of small cults rather than larger followings they may experience elsewhere.
Thozon
Greater God, N
Domains: Creation, Knowledge, Magic, and Time
Portfolio: Latari (the world), Creation, Astral Plane, and the Ethereal Plane
Favored Weapon: Gauntlet
“He that sleeps”, “The Creator”, “The Maker”, “Godbringer”
Creator of the first of the gods and creator of the world of Latari, Thozon is a silent god that never answers questions. It/He/She sleeps and dreams within the immobile moon of Thoz.
Cefar
Nature God, CG
Domains: Air, Animal, Healing, and Storm
Portfolio: Rain, storms, floods, animals, and the natural world
Favored Weapon: Quarterstaff
“Rainbringer”, “The Green Man”
A colorful and handsome man of random and unprovoked kindness, he is sometimes known to forget his duties in other areas which can lead to droughts. Often encountered as a shepherd, and is one of the most often seen of the gods. Brother of Aarithe.
Aarithe
Goddess of War, CN
Domains: Fire, Glory, Sun, and War
Portfolio: Berzerkers, siege engines, war, and flame
Favored Weapon: Greataxe
“Battle Maiden”, “Bezerker”
A woman of a severely short fuse, she is quick to anger and easily provoked. Even her own clerics are not immune to her wrath, but are more prone to receive her blessings. Sister of Cefar.
Gedul
Death, LN
Domains: Law, Death, Destruction, Fate
Portfolio: Death, judgement
Favored Weapon: Longsword
“Death”
The ever-present death, Gedul judges when anything is ready to cease existing. Buildings, objects, animals, and plants are all within his domain and there are few places he cannot go. He judges where people are sent to after death, and when they will die. Gedul speaks in a voice as deep as a catacomb, and that rings like the crashing of bronzen tombstones. Has a strange fondness for cats.
More to come tomorrow.

Arctaris |

Hammith
When he (still need a good kenku name) was but a hatchling in the nest he felt the touches of madness in his dreams. He dreamed of strange, cyclopena vistas and creatures beyond the mortal ken. Creatures so great that mortals cannot comprehend. While he dreamed he felt a connection with a creature, a god, imprisioned in a realm only reachable through dreams. He became uninterested in learning the family buisness, which dissapointed his family no end as he was the successor for the leader of the guild. He devoted himself to delving inot the secrets of this mysterious realm of dreams. His dreams became even more intense as he grew older and soon he had devoted himself to spreading the word of the Ever Dreaming One. Now he goes throught he world, trying to raise up a church to ultimately free his patron from his prision through his eerie music.
Pretty much he is a loony devoted to a Cthulhu-like god. There may or may not be more followers of this god, but he intends to create some. While not avtively hostile to other faiths (yet) he tries to convert anyone who seems interested. I plan on him slowly slipping into madness until he eventually becomes evil, probably Chaotic Evil.

Hammith DM |

Arctaris
Well Arctaris, you may want to check the first of the gods I posted. While many of his worshipers praise him as an overgod, some see him as something greater, something more terrifying. Thozan often communicates in dreams, most of which feature some maddening imagery and none of which truely make much sense. Most of the other gods never even mention him, except Gedul, who seems the only one that doesn't fear him.
As for you class selection, what books are those second two PrCs in? I don't recognize them off-hand, but then there are so many PrCs out now that I have trouble keeping up. If you're planning on 'creepy music', dirgesinger might be another good PrC for your flavor.

Arctaris |

Actually I've rethought the class progression, due to the fact that what I had before would give me an Arcane caster level of 10 or 11 at 20th levle and a Divine caster level of 7.
Hammith

Hammith DM |

A goliath barbarian wouldn't be completely out of the question, but you'd have to figure out how you would handle the additional ECL of the goliath. I can think up a few ways off hand to deal with it.
-Less than normal Goliath bonuses for the first level, probably ruling out the use of Powerful Build's benifits and lower stat additions.
-Taking an NPC class (most likely warrior) at first level and then subbing in Barbarian at second level.
-Taking all the effects of a negative level until you gain a level.
I'm also aware that some way to 'buy off' higher ECLs exists, but I can't remember where it is or how exactly it works. Pretty sure it's in Unearthed Arcana somewhere, but I could be wrong.

Utak |

A goliath barbarian wouldn't be completely out of the question, but you'd have to figure out how you would handle the additional ECL of the goliath. I can think up a few ways off hand to deal with it.
-Less than normal Goliath bonuses for the first level, probably ruling out the use of Powerful Build's benifits and lower stat additions.
-Taking an NPC class (most likely warrior) at first level and then subbing in Barbarian at second level.
-Taking all the effects of a negative level until you gain a level.I'm also aware that some way to 'buy off' higher ECLs exists, but I can't remember where it is or how exactly it works. Pretty sure it's in Unearthed Arcana somewhere, but I could be wrong.
Totally forgot about the LA issue, too much # crunching. Mind's a bit juggly by the end of the week. Wouldn't mind playing a half-orc barbarian though. I think I just want something crude and destructive.
Would this be better?

Hammith DM |

Half Orc works just fine, simple and destructive will be well-suited to certain parts of the adventures I have planned.
Sect, if you're indicating you want to join, all fine by me, just post a concept and what not. Take your time though, I won't be starting until we've got 4-5 players.
Arctaris, Kaird looks great, I'd like to know where the dueling cloak came from, though. Seems like something I should use more often with my characters.
EDIT: Can't find Skulker either.

Arctaris |

The Dueling Cloak comes from Dragon 335 and Skulker (when something engages me in melee I must make a DC 15 Will save or be Shaken) comes from Dragon 328. I forgot to ask if stuff from Dragon magazines was okay. Can I use these two items and possibly a few feats later on?

Hammith DM |

I'll allow you to use them as long as Paizo lets you post enough of them on the boards for me to know what they do. Unfortunately I only have one copy of Dragon (#344).
Unfortunately, I never got around to buying mor of Paizo's versions of the magazines. Oh well, there's always Pathfinder.

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Sect, if you're indicating you want to join, all fine by me, just post a concept and what not. Take your time though, I won't be starting until we've got 4-5 players.
Here's me prelim:
(Insert name here) is a knight in the service of a kingdom/lord that is devoted to death, whether be the mere concept or the God. His order of knights is known for their grim personalities and their fearlessness, and sport bone white armor (still steel).
Upon completion of their tenure as a squire, the newly christened knight must undergo a five year journey, to examine death in the lands.
... Yes, I'm making this up off the top of my head. I'll clean it up.
Anyways, obviously, I'm going with the Knight class, though I'm interested in the Death Delver prestige class. Being a Knight, he's going to be a tank. LN alignment. Haven't decided on a race. Any suggestions? (Kinda tired of Humans right now...)

Hammith DM |

Well, Human is the obvious choice, but pretty much any will do. Dwarf would be a good one, and elves could look pretty spiffy in bone armor. If you're looking for something a bit more exotic I'm somewhat at a loss as to anything that would really fit.
Also, if you have the Eberron book "Five Nations", I'd be willing to let you use the Bone Knight out of it since it fits your concept so very nicely. It would require you to take at least one level of cleric, though.

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Well, Human is the obvious choice, but pretty much any will do. Dwarf would be a good one, and elves could look pretty spiffy in bone armor. If you're looking for something a bit more exotic I'm somewhat at a loss as to anything that would really fit.
Also, if you have the Eberron book "Five Nations", I'd be willing to let you use the Bone Knight out of it since it fits your concept so very nicely. It would require you to take at least one level of cleric, though.
Hm... don't feel like playing Dwarves... might end up either Human or Elf.
Don't have Five Nations... I think... Nope.
Hm... Elf sounds better and better, though.

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Hammith DM wrote:Well, Human is the obvious choice, but pretty much any will do. Dwarf would be a good one, and elves could look pretty spiffy in bone armor. If you're looking for something a bit more exotic I'm somewhat at a loss as to anything that would really fit.
Also, if you have the Eberron book "Five Nations", I'd be willing to let you use the Bone Knight out of it since it fits your concept so very nicely. It would require you to take at least one level of cleric, though.
Hm... don't feel like playing Dwarves... might end up either Human or Elf.
Don't have Five Nations... I think... Nope.
Hm... Elf sounds better and better, though.
Update. Elf knight. Can we use traits from Unearthed Arcana? If so, then I'd like Relentless. +2 to checks to continue tiring activities, but skip straight from fatigue to exhaust whenever it happens.

Arctaris |

Dueling Cloak
A Dueling Cloak is specially made for combat and is woven of a materiel thick enough to defend the wearer in battle. A dueling cloak is held in your off hand and provides a +1 shield bonus, as the heavy fabric turns aside blows. If you are proficient with light armor you are proficient with the dueling cloak. Although masterwork dueling cloaks can be crafted, these items cannot be enhanced using Craft Magic Arms and Armor. Some rumors suggest, however, that some dueling cloaks (created through the Craft Wondrous Item feat) exist with a variety of flashy and particularly theatrical effects.
Disarm Attacks: By using it as an off-hand weapon, you can use a dueling cloak to disarm an opponent. When using a dueling cloak in this manner, you get a +2 bonus on opposed attack rolls made to disarm opponents (including the roll to avoid being disarmed if such an attack fails). For the purposes of penalties on your attack roll, treat the dueling cloak like a light weapon. If you use your dueling cloak to make a disarm attempt, you lose its AC bonus until your next action (usually the next round)
Dueling Cloak Cost: 15gp, +1 AC Bonus, Max Dex – Armor Check Penalty: -1
Arcane Spell Failure Chance: 10% Weight: 3 lb
Skulker
Effect: You must make a DC 15 Will save or become Shaken whenever a foe engages you in melee. This penalty takes effect as soon as an enemy attacks you while you are within its threatened area. You recover from your fear as soon as you are not within an area threatened by foes.

Hammith DM |

Thanks for those Arctaris, no problem with either of them. They seem pretty well balanced and useful.
Sect, feel free to use any of the traits you feel like using. Relentless may not come up much, but then I've only got the basic story and first few adventures done, so that may change.

Utak |

Hammith,
If it is alright with you, I will hold off on making the barbarian. Since we have a knight filling the tank role, I will wait and see what other concepts come on board, then fill in the blanks.
Cheers.

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Working on the background...
The Order of Ereshkigal
The Order of Ereshkigal is an order of knights who are devoted to the study of death. By "study of death", they mean all of the acts leading to death, the moment of death itself, and the consequences of death. They are not so much worried about what the god of death, Gedul, does with the souls (they don't quite like the idea of knocking on Death's door to ask), but they take an interest in the psychological and physical activities that occur.
In this, they could probably be called a sort of scientific research organization.
However, due to the many, many, MANY ways in which someone could die, they often inflict these deaths upon people themselves, thus earning them the name of a death cult. They are opposed by several good aligned groups, who think of them as worshippers of evil and warmongers (the first is woefully incorrect, the second... somewhat right to the point). They have some alliances with evil groups, but only because the other groups think that they believe in the same ideals, and are worthwile allies. THe Order doesn't try to correct them; they ally with them only because they are the ones responsible more the most deaths in the lands.
There are three different branches to the Order: the Ivory Knights (who study the physical aspects of death, usually made up of fighters, rogues, and rangers), the Pale Wizards (smaller than the Ivory Knights, who study how magic affects one's eventual death; they are not all wizards, despite the name, for they also include sorcerors and clerics), and the Wheel (the philosophers and think tank of the Order, who dissemenate the information the two branches of the Order).

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Here's what I have as her background...
The young elf doesn't remember a time before the Order of Ereshkigal. She knows that she had came from the northern woods of Elmar, where the secretive elves live in their great kingdom. She also knows that, twenty-five years before, she was rushed away from a burning forest, cradled in the arms of a man clad in bone white mail, screaming in pain from burns.
For several months, she verged on the brink of death, in constant agony as blisters opened and healed. THroughout, the man in white mail treated her and kept her under constant surveillance, wondering if she could recover from the massive burns without magical aid. Miraculously, she did, with surprisingly minimal scarring, most of the scarring on her back and neck, though her mind was nearly snapped from the pressure and trauma.
She learned the name of the young human, Nergal, and learned that he was a knight in the service of the Order of Ereshkigal. A week after he knew that she would not die from her wounds, he left, leaving her in the care of a kindly innkeeper.
The young elf could not accept the mysterious man in white mail leaving her; when she was able to move comfortably without assistance, she left the innkeeper, trying to track down Nergal. For five years, she traveled the lands, looking for him, until she ran into him on the remains of a battlefield. Nergal, impressed with her tenacity, took her with him to the headquarters of the Order, where he asked to have her as his squire.
Thus, the elf served as the knight's squire for the next eighteen years, learning how to fight, ride, and, most importantly, how to study death with a keen mind.
After eighteen years, the Order decided to induct her as a knight-errant, and sent her out into the world for the next five years, to study death on their own terms. Before they sent her, they realized that she had no name for the past twenty-three years. Thus, they christened her as Firathir, the Dark Protector.

mevers |

I would very much like to join this as well.
As for character concepts, I don't really mind what I play, I am generally happy to fill whatever roll needs to be filled.
But since it seems we have two melee characters already, I am leaning towards either a Bard, or a Cleric, both focussed on Archery.
I don't really mind which one I play, but I do like my skill points, so would I would prefer to play the Cloistered Cleric from Unearthed Arcana instead of the regular cleric, any chance of swapping the Turn Undead and Bardic Lore abilities for a better (ie medium) BAB and d8 hit dice?
Let me know

Hammith DM |

You are welcome to play Mervers. At the moment we have Arctaris playing a bard and Sect playing a knight. Utak was going to play a barbarian, but withdrew the idea to see what else was going to end up in the party.
I'll give the modification to the cloistered cleric some consideration if you still want to play it. I'll start looking into how big of an impact it will have.

Hammith DM |

A little information on the city that you folks will be starting in.
The City of Mondthep:
The city's existence is mostly due to its position directly under the unmoving moon of Thoz. As such it is a spot mostly of religious significance, and even possesses a degree of autonomy from the Killarn Empire. Mondthep has its own set of laws, a governor apointed by it citizens (rather than by the Killarn Council), and levies its own taxes.
Due to the areas of darkness caused at mid-day (Thoz is smaller than the planet's sun, so it doesn't cause full eclipses) and poor soil in the surrounding areas, Mondthep is not a hotbed of agriculture. This, as well as the city's large population of fervent religious folk, makes Mondthep a hotbed for trade in agricultural products.
However, Mondthep's primary import comes in the form of religious pilgrims that come to visit the sprawling temples that adorn much of the city's center. Each is larger than the last and all the major deities are represented, along with most of the lesser-known. Generally, the governor is a high priest from one of these temples, and due to the short term of Mondthep's governors and fluctuations in religious trend, terms tend to be filled with flurries of activities. The current governor of Mondthep is Kazen Phorl, elven priest of Ellanjiar (Elven Goddess of Sea and Earth).

mevers |

You are welcome to play Mervers. At the moment we have Arctaris playing a bard and Sect playing a knight. Utak was going to play a barbarian, but withdrew the idea to see what else was going to end up in the party.
I'll give the modification to the cloistered cleric some consideration if you still want to play it. I'll start looking into how big of an impact it will have.
Oops, didn't see that Actarius was playing a Bard. In that case, we could use all the melee capability we can get our hands on. That to me says Druid.
I was thinking of playing a Half-Orc Shapeshifter (PHB2) Druid.
In the latest Dragon, they printed options for a plant, instead of animal companion. I know that the shape shifter druid loses out on an animal companion, but would I be able to add an animal companion for a feat? It seems reasonable to me. The Shapeshifter Druid is significantly less powerful than the "normal" druid, and so I don't think adding an animal (actually plant) companion for a feat would be too excessive? For comparison there is this from WotC's website for comparison. It is basically the Druid animal companion as a feat.
Also, would we be able to "tweak" the shapeshifter variant, to provide a few more options (eg swimming form, climbing form, and making the various elemental forms more closely represent the elements). I am happy to do most of the work, and for it to cost me feats.
Sorry, one more thing, since the Shapeshifter can't use equipment (especially a Monk's Belt) when shapeshifted, I would like to add a level of Monk, otherwise my AC will end up in the toilet. Ideally, I would prefer to start out as Mix of Druid and Monk at first level then at second, a fully fledged Monk1/Druid1.
and from Monk I would get Unarmed Strike, +1 to all saves, and BAB +0.
The Hitpoints and skills from Druid.
Then at level two, get what I as missing from each of the classes (spells, flurry, wis to AC, and Monk bonus Feat). From there continue on as a Druid.
Primitive Background Ideas.
If you OK this character Build / Background, then I'll post up a more detailed Background and Character. But I don't want to do a lot of work if you don't agree to it.
If you aren't comfortable with the requests I have made, I am more than happy to play a "normal" PHB Druid, but I like the way the Shapeshifted Druid plays in Game. (Except for the significantly lower AC that is. Which is why I included a level of Monk. If you can think of a better way to overcome the low AC situation, I am all ears to hear it).
Or I may instead play a Cleric (although I am playing a Cleric in one game at the moment, and was hoping for something else).

Utak |

Hey Hammith,
I keep coming back to a Half-Orc Barbarian, but I do not want to have a party that lacks in a certain area. So I am also considering a Sorcerer, Rogue, or some type of Half-orc brutish Cleric type. What do you think would mesh the best with the current party and your adventure ideas?
Cheers

Utak |

Hey Hammith,
One more thing. I will be away for two weeks 9/23/07 - 10/8/07. I am not sure how this would effect the game depending on its start date. If you would rather I bow out, I would understand.
Cheers

Hammith DM |

Mervers:
I'm not entirely sure that all that is really needed. A simple multiclass into monk would give you the AC boost, and as for the animal companion I would allow the feat from WoTC's site to be used.
I'm somewhat leery of letting you use the Plant animal companion, it seems like it could be a bit nasty and I also don't actually have the latest Dragon to check it out.
I'd support the addition of new shapes to shift into, maybe with extra feats, maybe just let you gain one or two every few levels.
AC won't be that important for the first level as much as fast thinking and diplomatic skills. I generally try to keep the first level or so somewhat combat lite unless the players reeeeeeally push it. Even a barbarian can be killed at 1st level with a critical and I rather dislike killing that early on.
Utak:
Well, we have a Bard, and Arctaris has suggested he may change it to a more clerical bent later on. The group is lacking in magery at the moment, but you can never have too many barbarians....or clerics...or rogues really. Heck, play what you feel like I can adjust the adventures to suit the group.
As for you absence, I think it may be best to start and then maybe either NPC your character or set him on the sidelines for a bit. I'd hate for you to leave, and two weeks shouldn't be that much to read up on when you get back.

mevers |

Mervers:
I'm not entirely sure that all that is really needed. A simple multiclass into monk would give you the AC boost, and as for the animal companion I would allow the feat from WoTC's site to be used.I'm somewhat leery of letting you use the Plant animal companion, it seems like it could be a bit nasty and I also don't actually have the latest Dragon to check it out.
I'd support the addition of new shapes to shift into, maybe with extra feats, maybe just let you gain one or two every few levels.
AC won't be that important for the first level as much as fast thinking and diplomatic skills. I generally try to keep the first level or so somewhat combat lite unless the players reeeeeeally push it. Even a barbarian can be killed at 1st level with a critical and I rather dislike killing that early on.
OK, cool thanks. Yeah, a simple multiclass will also accomplish exactly what I want to do, however, I wanted to start out at level 1 with a history of both Monk and Druid (and more a TN alignment than LN), and, to me, it doesn't really make sense to either start out as a Monk then advance as a Druid, or to start as Druid, and then take a level of Monk. I would much rather start out as Druid/Monk. But if it is easier, I'll just start out as a Monk, and then advance as Druid from there.
But if Utak wants to play a Cleric (although Brutish Half Orc at that), I would be happy to play a Wizard (probably Rog1/Wiz5/Spellwarped Sniper5/Arcane Trickster however high we get since we will need to deal with Traps).
I don't mind playing either one, they both would be fun. Let me know.

Utak |

I am going to start working on a Barbarian, but I will leave some room open in ability scores to muli-class with either a Sorcerer, Rogue, or Cleric or some combo thereof, pending need.
Are there any particular regions that are inhabited by Barbarians in your setting or any significant details?
Cheers

Hammith DM |

Well, Barbarians come from all sort of places, and the world isn't fully realized yet, so feel free to add in places I haven't mentioned. Here are a couple of places you might find barbarians though:
Northern islands of Weskarg - A viking-ish place where winters are long and hard. Filled with tombs of ancient princes and of things far darker. People from Weskarg (called 'Kargs by outsiders and Kalds by themselves) are typically found raiding the coats of various nations for supplies to help them through the longer winters.
Hetheltep - A small desert nation surrounded on most sides by mountains, Hetheltep has may prosperous cities that rest near springs and oasis. Outside of the cities, many different nomadic tribes travel the sands between unpopulated springs. Some are peaceful and travel after the local game, others sack villages and caravans to gather supplies. Groups of nomads frequently disappear, and whisper amongst themselves of a legendary sand-spirit that devours tribes that wander too close to sacred lands.
Mistfall - The borders of the mountainous nation of Mistfall feature a wide variety of wild tribes. The thin mountain air and the wide availability of water allows for multiple small groups to make a living performing guerrilla raids upon settlements and caravans. Larger groups sometimes make their homes in the ancient ruins that dot Mistfall's various steep slopes.
If none of these ones fit for you concept, feel free to make something up.

mevers |

BTW, I'll only be dipping into Bard for one or two levels.
Cool, I assume that means you will have some divine casting / healing capacity.
If that is the case, I'll go with my second choice of A True Neutral Rogue / Wizard / Spellwarped Sniper. Let me know, and I'll get cracking on build and background.

Utak |

Hammith,
Thank you for the info. I really like the details you have provided so far. With the recent character developments, I am back to my original plans of just a straight Half-orc Barbarian focused on total destruction and chaos.
Should be fun!

mevers |

OK cool, I'll go ahead with a Rogue / Wizard then.
Now, just got to work out which race, whether to make him a conjurer or generalist, and if so, which schools to drop (thinking enchantment and evocation). Should have him finished and up soon.
Do we actually need a rogue. I was basically only going Rogue for the trap finding (The skill points and Sneak Attack are nice as well.)
But if we don't need a rogue to cover traps, I might go straight wizard instead. I'll need to think about it some more. The 4+INT Skill Points a level of Spellwarped Sniper and Arcane Trickster + the other goodness they get are probably worth the lost caster level.

Hammith DM |

Well, a rogue isn't ever needed but it can help you out a good bit. My suggestion is to play what you want to play. As long as you guys communicate well, perform in a tactical manner, and don't roll constant 1s, you can make it through most anything. I've played a from about level 1-15 that ran with no healers and no magic, so I'm sure you folks can work without a rogue if you don't want to play one.
However, if you're going for the Spellwarped Sniper, you probably don't want to give up your evocation. I find it tends to have the most useable of spells with that particular prestige class. The choices of your character are up to you.
I am a very acomidating DM when it comes to adjusting stuff to people's characters. Except when I'm in a bad mood, then everyone just dies. :)

Tunk |

Hey Hammith,
Meet Tunk. He is a destructive force, but not the sharpest tool in the shed. I still have to work on his background and description, but his stats are in his profile for your viewing pleasure or, hopefully not, displeasure. :)
Also, do you have an orc deity in your world? Tunk will not be worshiping him or her, but he used to, and there will be mention in his background about an orc deity.