
seekerofshadowlight |

Ok guys base stuff lets get my house rules out of they way first.
*No class will have less then 4 skill points per level, if they had 2 they now have 4
*Potions of healing do full Hp out side of combat
Rules for a pbp
• I normally roll AoO and saves for you if I need to. As it prevents stalling
• I use a static Init , meaning it always stays the same as this also prevents stalling
Ok down to the basics
The year is 1374DR. base will be the 3.0 FR campaign setting
Korsava will be places in Chessnta Map is here
Common gods of the area are
Anhur
Azuth
Bane
Hoar
Lathandar
Red knight
Taimat
Wakeen
You may use other gods these are just the most common of that region
20 point pathfinder purchase
Hp racial
Starting gold Average
Races allowed are sight unseen anything else ask
Other then stats some of the races are very diff ask if ya want to know
Dwarves
*Gold +2 con,-2 dex+2 wis
*Shield : as beta
Elves
*Moon +2 dex-2 con +2cha
*sun as beta
* wood +2 str +2dex -2cha
*wild +2 dex -2 int +2 wis
Gnome as beta
Half elf/orc as beta
Halfling
*lightfoot as beta
*strong heart .as beta more or less
Planetouched
*aasimar +2 wis+2 cha
*tifling +2 dex +2 int -2cha
Books allowed sight unseen
FRCS, CotCT players guild, Races, Lost empires of, faiths of and magic of Faerun
Anything else just ask
You can pick a region either race based or homeland based
They can be found here
You may select one of the feats from your region[race or region you chose] as a free feat
Note: some of the feats my be a bit much I have not checked them all if I feel they are I will let ya know
It will give you a few options on Equipment: you may select on of the
options as free Equipment: at 1st level
Your region also determines your Automatic and starting bonus languages
And lastly you start with one of the traits from CotCT player guide it’s a free download,
Ok if I missed anything or if ya need to know anything at all let me know

seekerofshadowlight |

Mulan human info 75% of this region is of that ethnic group as is most of the city
Regions: Chessenta, Chondalwood, Mulhorand, Thay, Unther.
Racial Feats: Sacred Tattoo, Theocrat.
Since the fall of ancient Imaskar, the Mulan have dominated the
eastern shores of the Sea of Fallen Stars. Led by two pantheons
of deities, the ancient Mulan empires of Mulhorand and Unther
conquered at various times Ashanath, Chessenta, the Eastern
Shaar, Murghôm, Rashemen, Semphar, Thay, Thesk, and the
Wizards’ Reach cities that lie south of the Yuirwood. In their
wake, these empires have left ruling elites composed almost
exclusively of Mulan. After millennia of rulership, the Mulan
have become arrogant, highly resistant to change, and wholly
convinced of their cultural superiority.
The Mulan are firmly wedded to the use of magic, with the
only major point of disagreement being whether to pursue the
arcane or divine tradition. For many generations the god-kings,
powerful avatars of the Mulhorandi and Untheric deities long
resident on Toril, ruled both empires as incarnate gods. The somnolent
rule of the god-kings permitted the development of a
powerful priest class in Mulan cultures that has long struggled
with practitioners of arcane spellcasting for power. Their heavyhanded
clerical rule prompted repeated rebellions by wizards and
sorcerers, leading to the dominance of Thay by Red Wizards of
Mulan descent.
Mulan are generally tall, slim, and sallow-skinned with eyes
of hazel or brown. They lack much body hair, and many, including
all nobles, shave any hair that they do have. Hair color on
an unshaved Mulan ranges from black to dark brown. The lower
classes of Thay, Mulhorand, and Unther often have significant
Rashemi or Turami blood, leading to darker complexions. The
folk of Chessenta have long mixed with the nearby Chondathans,
and pure Mulan features are rare there.
The Mulan have a long and proud history, viewing both their
society and their culture as eternal. Rapid change is regarded
with suspicion, and the arcane arts either warmly embraced
(Thay) or viewed with deep distrust (Mulhorand and Unther).
Mulan believe themselves to be more civilized, more prosperous,
more creative, more powerful (should they choose to be), and in
all other ways superior to all other ethnic groups. Even in the
face of evidence to the contrary, Mulan are dismissive of other
cultures’ accomplishments and openly arrogant with respect to
their own.
Outlook
The Mulan believe in order and discipline and are strongly
resistant to change, the legacy of millennia of undying rule by
the god-kings of Unther and Mulhorand. They haughtily believe
that they are either the chosen of the gods (in Mulhorand,
Unther, and Chessenta) or above the gods (in Thay) and hold
their culture above all others. Unlike most other human cultures,
the Mulan believe they dwell in an earthly paradise, where
stability and security shall reign for all eternity. The afterlife is
merely a mirror of the mortal realm. In Thay, such beliefs have
been twisted to regard undeath as the mirror of life, while in
Unther the centuries-long tyranny of Gilgeam made a horror of
both this world and the next. Mulan are indoctrinated from a
young age to revere their cultural traditions, to respect the law,
and to honor the servants of the gods (or the Red Wizards, in
the case of Thay).
Although not drawn to adventuring, Mulan seen outside their
traditional homelands are usually adventurers of one sort or
another. Some have fled enslavement or been driven into exile
due to differences with the local authorities, whether they be
mercenary lords in Chessenta, cultists of Tiamat in the remnants
of Unther, bureaucratic priests in Mulhorand, or autocratic
Red Wizards in Thay. Others are sent abroad as agents of
one of the Mulan realms, serving as representatives of a Thayan
enclave, tracking down relics plundered from a Mulhorandi
tomb, fighting in a Chessentan mercenary company, or spying
on those who have designs on Unther’s carcass.
MULAN CHARACTERS
Mulan typically make good fighters, whether trained in the
mercenary armies of Chessenta, the church armies of Unther
and Mulhorand, or the wizard-led armies of Thay. The road to
power in Mulhorand and, until recently, Unther lies in the
various priesthoods. As a result, many Mulan in those realms
are clerics of one of the Mulhorandi gods, Hoar, or Tiamat.
Chessenta has its fair share of clerics as well, many of whom
serve various Faerûnian deities, but only the churches of Kossuth
and several evil Faerûnian deities are strong in wizarddominated
Thay.
In Mulhorand, good-aligned deities with strong martial traditions
employ many paladins in their service. Wizards and
clerics are well established in Chessenta, Mulhorand, Thay, and
Unther, although their efforts are much restricted in Mulhorand
by the bureaucracy of priests. Bardcraft, brought back by
Chessentan mercenaries from western Faerûn, is held in high
esteem in Chessenta but is otherwise almost unknown in lands
dominated by the Mulan. Monks are found in large numbers
only in Mulhorand, where most orders are integrated into the
church of Thoth. Rogues are common in the teeming cities of
Mulhorand and Unther, where priests are more corrupt than
pious. Mulan are almost never barbarians or druids, as they have
always lived in cultures established by the god-kings and their
clerics. Likewise, Mulan rarely find their calling as rangers, for
the Mulan dwell in long-settled lands with few forests or other
areas of wilderness.
Mulan Society
Despite the fragmentation of the Old Empires of Mulhorand
and Unther, the Mulan have changed little despite the passage
of centuries. Strict class divisions segregate Mulan society into
the nobility (including all clerics and arcane spellcasters), the
commoners (farmers, merchants, and skilled craftsmen), and
slaves (everyone else). Although upward and downward mobility
is possible in Mulan society, primarily by joining the clergy or
studying the Art, the Mulan discriminate against most other
human ethnic groups and races and preserve strictly defined
class roles.
Despite the centuries-long presence of the god-kings, the
Mulan are not particularly reverent, nor are they overly interested
in commerce. The Mulan aspire to power, preferably
backed by magic, and engage in endless intrigues to accumulate
personal power no matter what the cost to the ideals to which
they nominally ascribe.
Mulan place great stock in education, and all members of the
nobility and middle class receive some amount of instruction as
a child. Many youths are apprenticed to a powerful wizard
(Thay) or join the church of one of the god-kings (Mulhorand
and Unther) at a young age and are raised apart from their families.
As adults, the Mulan are expected to serve their role in
society and not make waves. Death is a lifelong obsession for
most Mulan, who spend their entire lives preparing themselves
for the afterlife. The Mulhorandi epitomize this obsession, planning
every detail of their journey into the afterlife.
Outside Mulan-dominated lands, Mulan keep to themselves,
forming isolated enclaves apart from the local society. Thayan
enclaves are simply the latest such example of the Mulan holding
themselves apart from and above other races and human
ethnic groups when dwelling in foreign lands. Of necessity, some
cross-pollination of cultures does occur through trade contact
with neighbors, but expatriate Mulan prefer to limit such contacts
whenever possible. Mulan from the Old Empires almost
never venerate deities other than their homeland’s pantheon,
and most Thayans can hardly be bothered with any gods. Few
Mulan see the point of any languages other than the local
dialect of the Common tongue.
Language and Literacy
Depending on their homeland, Mulan speak one of the various
tongues of the Rauric language family—all derived, at least in
part, from the slave argot of ancient Imaskar. The language of
Unther is Untheric, while the language of Mulhorand,
Murghôm, Semphar, and Thay is Mulhorandi. Untheric
employs Dethek runes for its alphabet, suggesting a strong tie
between the gold dwarves of the Great Rift and the early inhabitants
of Unther. Mulhorandi is rendered in the Celestial alphabet,
first introduced by a manifestation of Thoth.
In Chessenta and the Wizards’ Reach, Chessentan, a tongue
closely related to Untheric with strong Chondathan
and Shaaran influences, has largely supplanted
Untheric. The folk of Chessenta have long
used the Thorass alphabet in addition to
Dethek runes, and Chessentan is almost
exclusively written using Thorass characters.
Both Thay and the cult of Set render
Mulhorandi in the Infernal alphabet, consciously
repudiating the rule of the current god-kings.
Common is less frequently spoken in Mulandominated
lands than elsewhere in Faerûn, but it
still widely known nonetheless. Mulan who learn
second tongues often choose one of the other
Rauric languages mentioned above, Aglarondan (among the
cities of the Wizards’ Reach), Chondathan (Chessenta), Durpari
(southern Mulhorand), Rashemi (Thay and the Wizards’
Reach), Shaaran (southern Unther), Shou (Semphar), and
Turmic (Chessenta and Mulhorand).
All Mulan are literate except for barbarians (very rare among
this ancient race), commoners, and warriors.
Mulan Magic and Lore
To the Mulan, magic is a tool for intrigue. Divination and illusion
magic are particularly valued, for they facilitate the subtle
plots that Mulan spellcasters employ.
SPELLS AND SPELLCASTING
The Mulan have strong traditions in both arcane and divine
spellcasting, the former a legacy of ancient Imaskar and the
latter the result of the millennia-long residence of the god-kings
among them. These two spellcasting traditions have long been at
odds with one another, manifested most clearly in the separation
of Thay from Mulhorand.
In Thay, nearly all arcane spellcasters aspire to join the ranks
of the Red Wizards, where specialization in a school of magic is
taken to an extreme not seen elsewhere in Faerûn. Of those spellcasters
who are of lower rank, wizards outnumber sorcerers, and
bards are almost unknown. In Mulhorand and Unther, where the
practice of arcane magic is much restricted, most spellcasters are
clerics of one of the many Mulhorandi god-kings. Paladins are
found in greater numbers than in other cultures, but rangers and
druids are all but unknown. In Chessenta, bards outnumber other
practitioners of the Art, and clerics of both the Faerûnian and
Mulhorandi pantheons are common as well.
Spellcasting Traditions: Mulan favor spells that ensure personal
defense and enable one to learn a deity’s will. Combat spells,
particularly those of an elemental nature, are also common. In
Thay, arcane spells of elemental fire are much preferred. In Mulhorand,
Murghôm, and Unther, spells that safeguard tombs of
the dead or inflict curses upon the living are much favored. Commonly
known examples include augury, bestow curse, commune,
fireball, glyph of warding, and symbol.
With their history of god-kings and powerful magic, Mulan
spellcasters cast spells somewhat differently than their counterparts
elsewhere on Faerûn. Those with the Southern Magician
feat (see the appendix) are able to occasionally cast arcane spells
as divine spells, or vice versa.

seekerofshadowlight |

If your going paladin Might as well use Jasons upgrade here

Reg Darkwintre |

If your going paladin Might as well use Jasons upgrade here
Thanks for that!

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Reg Darkwintre wrote:What god are you going for? I may go for the same god if it tickles my fancy.Altered mine to Paladin just in case won't help initially but might be a useful backup.
Let me know if that presents problems though.
*checks Reg's page* Helm is listed for the deity

Reg Darkwintre |

Paladins of helm[ FRCS P26
Paladins of the watcher prefer to guard against evil or slay it outright rather then work to heal its damages. They seem rigid and uninterested in helping others.
Reg has yet to realise he is a paladin at present he sees himself as a protector and guardian who has yet to understand what he has been called into action to oppose and by whom which means I can change it to the Red Knight if it make things easier its just that Helm has a soft spot for children, but Reg hasn't been in contact with any member of his father's side of the family's faith yet.
He's just a neophyte adventurer about to start his career well its as good as place as any to begin from.
And if he doesn't know he's a paladin then neither does the others since he looks like a local armed in some very well used gear wielding weapons that look more fitting for a rogue than a fighter!
Kind of thinking of adding his father was a rogue to explain why he had this stuff and why he was estranged, still thinking on that line since it also means explaining Reg has two older siblings and what happened to them...

hopeless |

chose the god ya like, i just posted that to be helpful. story sounds good
Thanks don't actually know much about the Red Knight played a cleric of Helm in a Faerun game which was the character I was referring to ended up leaving that game because the dm managed to turn the game into a chore enough that it took a year before I even glanced at Forgotten Realms.
For me this is fun.

seekerofshadowlight |

Korvosa
Large City conventional (king); AL LN
GP Limit 40,000 gp; Assets 36,972,000 gp
-------------------------------------------------------
Demographics
Population 18,486
Type isolated (90% human[75%Mulan,20%Turami 4% other] , 4% dwarf, 2% elf, 2% halfling,1% half-elf, 1% other races)
-------------------------------------------------------
Authority Figures
King Eodred Arabasti II , ruler of Korvosa; Queen Ileosa Arabasti, wife of king; Seneschal Neolandus Kalepopolis, keeper of Castle Korvosa; Field Marshal Cressida Kroft, leader of the Korvosan Guard; Commandant Marcus
Thalassinus Endrin, leader of the Sable Company; Lictor Severs DiVri, leader of the Order of the Black fist; Lord Glorio Arkona, de facto leader of Old Korvosa; Toff Ornelos,Acadamae headmaster.
--------------------------------------------------------
Major temples
Anhur: Temple of the Hawk
Bane: Fortress of the Black hand
Lathandar:Halls of morning glory
Red knight: The strategist's Hall
Wakeen: Temple of trade

Abraham spalding |

Hmm....
I'm considering a couple of things, I'll put them out there for response:
Thay Wizard, probably conjurer
Lantan (don't really care picked at random) Human Sorcerer...
might end up going mystic theurge with either of them, not sure yet.
I'm afraid I don't know that much about fearun or the gods from that campaign so I may need some help there, I recognize Helm, and Bane (I think), possibly Lathandar but I'm know I don't know the rest of them.
However if we don't have a cleric I would like to play one of those.

All DMs are evil |

I am looking now at a Stereotypical Dwarven Cleric, I will probably go for the Red Hand if Seeker thinks it has the most Roleplay possibility, but I am open for any ideas.
I am a bit confused on the feats, are we getting one from the CotCT hand out and one racial feat from forgotten realms?
EDIT: Ignore the bit about posts, it took a few readings to sink in, we get both.

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For those curious about realms gods
Abraham; I'm playing a conjurer wizard, just so you know. There's nothing to say we can't have two but I thought I'd give you a heads up on that one.

seekerofshadowlight |

I am a bit confused on the feats, are we getting one from the CotCT hand out and one racial feat from forgotten realms?
You get one of the traits from the back, the feats you can select as normal.
yOU get one free region feat

Dennis da Ogre |

All DMs are evil wrote:
I am a bit confused on the feats, are we getting one from the CotCT hand out and one racial feat from forgotten realms?
You get one of the traits from the back, the feats you can select as normal.
yOU get one free region feat
When do you want the characters in? When is the first post?

Abraham spalding |

Thanks Kayos
Ok, I think I figured out what I'll run:
Aasimar Cleric (depending on how it goes, I'll pick up some celestial sorcerer and go mystic theurge, otherwise straight cleric).
For this cleric's god I'll go with Sune taking the domains of Protection and Good.
Quick Thought, Sune's favored weapon is the "Silken Sash", and the articles Kayos linked show that as a whip... I was wondering if a Bladed Scarf from Rise of The Runelords Player's Guide might not work better.
The stats for a bladed scarf are:
12 gp, two handed 1d6 damage (medium) 19-20/x2 slashing, 10 ft reach (same as a spiked chain) Weapon Finessible
For stats:
7 STR 11 Con 14 Dex 8 Int 18 (16 + 2) Wis 18 (16 + 2) Cha
For my regional feat I'll probably grab Selective Turning
For my regional Feat either:
Chessenta -- Arcane Schooling
Unther -- Magic in the Blood
Thay -- Mind or Body
Not sure which. Another quick question, this time on Arcane Schooling, how will it work? Like it's written or is it adjusted for pathfinder?

seekerofshadowlight |

The Red Knight (LN), the goddess of strategy and planning, is
lawful neutral. She is also known as the Lady of Strategy. She is an
up-and-coming power whose following has grown as warfare and
strategy have become more complex. She and her followers believe
that good preparation and sound strategy and tactics is the key to
any victory, and few engage in combat without some sort of plan
based upon past learning or experience. They always have backup
and contingency plans in mind in case the unexpected happens. She
is allied with Tempus and good friends with Torm. The domains
associated with her are Law, Nobility, Planning, and War, and her
favored weapon is the longsword.

Reg Darkwintre |

The Red Knight (LN), the goddess of strategy and planning, is
lawful neutral. She is also known as the Lady of Strategy. She is an
up-and-coming power whose following has grown as warfare and
strategy have become more complex. She and her followers believe
that good preparation and sound strategy and tactics is the key to
any victory, and few engage in combat without some sort of plan
based upon past learning or experience. They always have backup
and contingency plans in mind in case the unexpected happens. She
is allied with Tempus and good friends with Torm. The domains
associated with her are Law, Nobility, Planning, and War, and her
favored weapon is the longsword.
That does sound better but lets see what develops as the game unfolds.

Abraham spalding |

Ok got some changes to go in:
Aasimar Cleric (Sune)
Region: Sembia (Mercantile Background -- 300 gp equipment choice)
7 Str 12 Dex 10 Con 12 Int 18 Wis 18 Cha
(- 4 + 2 + 0 + 2 + 10 + 10)
Skills:
Knowledge(religion)
Sense Motive
Perform
Profession
Spellcraft
If/when I get sorcerer levels I'll probably go either Aberrant or Elemental (Air)
Character History so far:
Grew up in a "Temple" of Sune, doesn't know exact parentage but had a happy childhood all the same, apprenticed off to Merchant guild got into trouble for religious practices, returned to the temple received training, became cleric. Travelling in Korvosa to check up on followers of Shariss (since friendly relations had be established with Sune freeing Shariss from Shar during the Time of Troubles).
More issues:
What are Aasimar favored classes?
What are Aasimar racial abilities?

seekerofshadowlight |

Favored classes: Paladin, Cleric
Ability
Acid,cold,electricity resistance 5
Light 1/day as a sorcerer of your level
60' darkvision
+2 on hearing and sight based perception checks
as for sorc level I would say ya would have to use celestial,arcane, or destined bloodline.
Ya have the option of one of the other plane touched races if ya would like to use them instead, I just cut them off the list by mistake

All DMs are evil |

I could do with a definite list of the abilities of Gold Dwarf where they are different from the standard dwarf.
So far I have -2 dex instead of -2 chr
+1 to hit aberrations rather than goblins
after that it gets a bit fuzzy.
If anyone could type them up I would be a happy trooper.
What is very important is if the favoured class included cleric.

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I'll finish V by Monday. I'm doing a lil work on her now; are you alright with me taking the Mind over body feat?

All DMs are evil |

I was looking at the Quickened turning feat, I am not sure if it is overpowered with the changes to turning.
Do you want to make any changes, off the top of my head I either thought it should have extra turning as a prerequisite or use up 2 turning attempts. What are your thoughts?
I am also going for Smoking Mountains so I can take the wand and the Dauntless feat if they are OK.