| Darkmeer |
Hey all you PbP'ers!
I have the old Dungeon Mags and have always wanted to run the Shackled City Campaign. I started with my normal group, but, due to unforseen circumstances (schedules, starting a new job, school, etc.) the game didn't work out. So, I have obtained 2-3 players from the original group who have graciously agreed to play in a modified PF Beta/other 3.5 rules PbP campaign. I'm looking for 2-6 more players for the campaign. This is a 1-20 campaign, and if you decide you would like to leave the campaign, I will respectfully assist your character in leaving the campaign in a mutually agreeable method (death, as another PC's cohort, skipping town, etc.).
I will use the trust system initally for the rolls, as we should all be mature enough to be honest with our rolling.
There are house rules that will be posted in spoilers, all in all it's 4 pages printed. Honestly, I'd like to see people take advantage of them, but if one gets too obtuse, I will discontinue its use, and allow characters to "rebuild" if they took advantage of some of the options and would be hampered by their removal.
Expect the characters to go through ally gaining and contacts, as well as immersion in the aristocracy of the city of Cauldron, and a dungeon crawl or several. I've added to the campaign, and I plan on including many more RP opportunities and investigation opportunities once the campaign gets started. The dungeon crawls will be simplified, and rewards will likely edge on the "above average" group. There's a huge amount of information, and I'll try to help along, and remember that the Chultan Penninsula doesn't have much info, so I've got lots of room to include stuff!
Just remember, one may be a big fish, there are always bigger fish than that in the pond (meaning if it's getting scary, run!). I will also be limiting Attacks of Opportunity to failed rolls only, and NO movement based Attacks of Opportunity (unless someone has "Hold the Line"). If someone has Combat Reflexes, a successful roll will allow an AoO (i.e. you trip them, they hit you with their axe first), but otherwise it's as it is above.
The PC's will be starting in Tashluta, in the employ of one caravanner named Balthasar who is traveling to the Border City of Cauldron (and paying the tidy sum of 150 GP once you get there. There will be a few additional adventures here and there, with 2 possible adventures on the way to the first real chapter of the SCAP, which are included to guage how everyone will interact., as well as iron out any kinks that will arise.
Let me know if you are interested! (next post: house rules, part one).
/d
| Darkmeer |
House Rules: Part one.
This will be set in the Forgotten Realms, specifically in the Hazur mountains on the eastern edge of the Tashan Gap, just north of the Black Jungles.
Here are some of the basics of character creation:
25 point-buy as per the PF beta handbook.
Set gold amounts. Arcane classes: 100 gp plus spellbook and/or bonded item, Divine Classes: 125 gp, Martial Classes: 175gp, Aesthetic Classes: 40 gp (includes battle Dancer and Monk), Roguish classes: 125 gp.
Set HP: max HP at first level, add 1/2 your hit die every even level, 1/2 your hit die +1 every odd level. (Of course, this is in addition to adding your CON modifier).
Most any class you can imagine is "legal" in the campaign as follows:
Green Ronin's Master Classes: Avatar, Cavalier, Noble, Shaman, and Witch
The entire Complete Line from Wizards (Minus Samurai, Ninja, Shugenja and Wu Jen, and anything from Complete Champion, as I do not currently own that book);
Dragon Compendium's Jester, Battle Dancer, Savant, and Sha'ir (from Zakkhara to the south)
The Marshall and Healer from the Miniatures Handbook,
The classes from the Player's Handbook II, Expanded Psionics Handbook, as well as the Binder and Shadowcaster from the Tome of Magic.
Restrictions are merely that all racial substitution levels are banned. No, you may not play an assassin.
Races include many from official sources, but there are many that would also be allowed:
Mythic Races by Fantasy Flight: Blickish, Niomus, Pevishan, and Sendasti (See me for regions)
FR Racial differences are handled on a case-by-case basis, but for the most part I don't change the PF statistics for any race. 1/2 Drow would be allowed (from Dambrath), but full-blooded drow are not.
Raptorans, Goliaths, and half-ogres are open as well.
Racial restriction includes only Drow and Lycanthropes (of any stripe).
All +0 ECL races start with 1500 XP, allowing characters to scribe scrolls, etc. and may go down to 1000 xp for such
Those races with +1 ECL start with 1000 XP, and may go down to 500 xp for such.
Those races with +2 ECL start with 500 xp and may spend down to 0 xp for such.
Those races with +3 ECL start with 0 xp and may not spend xp for magical items at level 1. (See xp chart below)
Those races with a Racial Class adjust specially (Gnolls, Lizardfolk, Centaurs, Wemics). The last level of their racial class concurs with the first level of a normal class, in order to save time on conversion and adjust for the +1 ECL. There are instances where I'll diverge from that rule of thumb, so let me know if you would like consideration (that is not a guarantee of anything).
The regions will be restricted (I'll set up a list here, but figure that Tethyr is the farthest north, and Dambrath/Golden Water is the farthest east). You will be allowed the standard gear from each region that you would normally be allowed, and a few regions are extras that I wrote to allow for some more variation in the campaign. Also, if you are a planetouched, there are MORE regions for you to choose from, as I think the 3.5 PGtF did a huge disservice to the planetouched the way they handled core regions (I'd argue for some of the other races as well, but that's another story for another day).
Regions allowed (along with races and suggested religions):
The Jungles of Chult (FRCS 103) (Races: Humans, Wild Dwarves, Lizardfolk, Aarakocras, Fire Genasi, Wild Elves, Raptorans, and Avariels). Religions are Ubtao, Aerdrie Faenya, Thard Harr, or Fenmarel Mestarine.
Mezro (FRCS 104 Sub region of Chult) This is primarily where the Outcast sorcerous bloodlines of Chult come from, this does not necessarily
Fort Belurian (FRCS 104 Sub region of Chult) This is a place to have someone from the Sword Coast, be it Human, Shield Dwarf, Moon ELf, Rock Gnome, Half-Elves, Lightfood Halflings, and even Half-Orcs. Religions include Tymora, Lathander, Mystra, Tempus, and the Dwarven, Elven, Gnome, and Halfling Pantheons.
Thindol (SK 128) Races include Humans, Gold Dwarves, Lizardfolk, Goliaths. Religions include that of Savras, Talona, Ubtao, Umberlee, and the Goliath Pantheon (Tching Mountains)
Samarach (SK 116) Races: Humans, Raptoran. Religions include Leira, Aerdrie Faenya, and the Raptoran Pantheon.
The Tashalar (SK 124) Races: Humans, Lizardfolk, Niomus along the coastal waters' cliffs. Religions: Chauntea, Malar, Savras, Talona, Waukeen (Savras and Waukeen being most common)
Cauldron Region (Dungeon Magazine, me, various other sources, including referencing the Grand History of the Realms) Races: Humans, Lizardfolk, Rock Gnomes, Gold Dwarves Religions: Helm, Lathander, Selune, Savras, Chauntea, Malar, Talona, Waukeen, Tempus.
Evermeet (FRCS 146) Race and Religions: Pick an elf, any elf, Elven Pantheon.
Lantan (FRCS 148) Humans and Gnomes inhabit this island almost exclusively devoted to Gond.
Moonshae Isles[b] (FRCS 148) Races: Humans, Moon Elves, Half-Elves, Lightfoot and Stout Halflings, Gold and Shield Dwarves. Religions include Chauntea (Earthmother aspect), Tempus
[b]Nimbral (FRCS 150) Humans, Half Elves, Moon Elves. Religions include Mystra and Azuth
Tharsult (PgTF 18, and PgTF Errata) Humans, air and Water Genasi. Ilmater, Selune, Tyr, Valkur, and Waukeen are worshipped here.
Calimshan (FRCS 155) Humans, Half-Orcs, Halflings, Half-Elves, Tieflings, Genasi of all stripes, and Sendasti. Religions include Tyr (Anachtyr), Azuth, Talos (Bhaelros), Ibrandul, Ilmater, Shar, and Sharess.
The Lake of Steam (FRCS 151) Humans, Any Dwarf, Any Elf, Any Halfling, Gnome, Orcs, Half-Orcs, Planetouched, Lizardfolk, Half-Ogres, and Half-Elves. All Deities are represented here.
Tethyr (FRCS 157) Humans, Lightfoot Halflings, a few wood elves. Helm, Ilmater, Siamorphe, Torm, and Tyr are worshipped here.
Wealdath (FRCS 158) Wood Elves and other Fey (Centaurs), Gnolls as well. Elven Pantheon and the Seelie and Unseelie Courts hold sway here.
Chondalwood (SS 176) Centaurs, Wild Elves, Ghostwise Halflings, and half-ogres. Religions include Rillafane Rallathil, Sheely Peryroyl, Urogalan, Silvanus, Mielikki, or Lurue.
Dambrath (SS 94) Half-Drow, Half-Elf, Gnoll or Human. Religion includes Loviatar, with hidden cults to Ilmater and other deities.
The Forest of Amtar (SS 96) Wild Elves, who primarily revere Rillafane Rallathil
The Gate of Iron Fangs (SS 97) Gnolls, Fire Genasi, and Tieflings. Religions include Kossuth, Loviatar, or even Yeenoghu.
Swagdar (SS, can't recall the page). Humans and outcast half-Drow Religions: Malar (master of the hunt aspect), Eilistrae.
Rethild (FRCS 198, mention in SK) Lizardfolk.
Halruaa (SS 124) Humans, Lizardfolk, Gold Dwarves, Stout and Lightfoot Halflings. Religions include Mystra, Azuth, Velsharoon, and Savras.
Lapaliiya/The Lapal League (SK 98) Humans, Rock Gnomes, Wild Dwarves. Religions include Talos, Denir, Chauntea, Eldath, Garl Glittergold, Ilmater, Kelemvor, Lliira, Selune, Silvanus, Tempus, Tiamat, Umberlee, and Waukeen.
Luiren (SS 142) Halflings. Halfling Pantheon.
The Shaar (SS & FRCS 197) Gnolls, Humans, Thri Kreen, Wemics, Wild Elves, and Ghostwise Halflings. Akadi, Mask, Malar, Mask, Shar, Tempus, Nobanion.
The Great Rift (SS 160) Gold Dwarves who revere the Dwarven Pantheon
Channath Vale Ghostwise & Strongheart Halflings who revere the Halfling Pantheon.
Zakkhara (Dragon classics article, homebrew info). Humans, Sendasti, Pevishan, Blickish. This is primarily an arabian nights type of area, and I would prefer to not see clerics from this region, as my personal knowledge of the region is limited.
Action Dice will be used in the Campaign, gaining them as follows:
Level/Die Type/Number of Dice
1-5 / d4 /3
6-10 / d6 /4
11-15/ d8 /5
16-20/ d10 /6
And yes, you may earn them.
You may use them to do the following:
To add to any die roll (Damage, attack, saving throw, skill check).
To add +2 to the DC of any spell
To add +5 to the DC of a turn undead check
To add +5 to an initiative check
to Automatically stabilize when at -1 to -9 hp.
A character may spend 2 action dice with a Slashing Weapon during a critical hit on a Vampire to sever its head, as well as a character with a wooden-hafted piercing weapon to "stake" the vampire.
A character may spend 3 action dice to activate a critical hit against a construct
The DM gets action dice using the following formula (3 action dice plus the 1/2 the CR of the "biggest, baddest evil vile thing" of the adventure. The DM's Action dice are always one "step" above the PC's action dice.
Special Training Bonuses:
All characters gain "heroic edge" at the end of an adventure, and I track this as well. Each character will get 2-5 edge per adventure on average, and more if you complete secondary and tertiary goals. There are even some pretty wild parts to this that allow for extraordinary results.
Skill Training: You may spend 2 points of edge to gain a skill point in a skill. You may train and spend edge to an additional number of skill points equal to your 1 + your intelligence modifier per level (minimum 1 skill point).
Weapon Proficiency and Focus Training: You may spend 8 points to gain a weapon proficiency or Weapon Focus (as the feat). You may do this a number of times equal to your 1 + your Charisma Modifier (minimum 1 proficiency or focus).
Feat Training: You may spend 12 Points of Edge to gain a bonus feat. This feat may be chosen from any list of approved sources, but you may only train one feat per level.
On the spot use:
2 edge: Confirm a critical hit automatically
3 Edge: Deny an attack of opportunity when one is called for.
1 Edge: +2 to any single roll of the dice (including Skill Checks, Silent rolls (such as Perception), Attack, and Damage rolls).
2 edge: To utilize a number of combat maneuvers that are not listed in this email. I'll post that along later once interest is guaged, but suffice to say there are 37 options available.
Experience table
Level / Experience Required
1 / 1000
2 / 3000 (for ECL 0 races)
3 / 6000 (level 2 for ECL +1 Races)
4 / 12000 (level 2 for ECL +2 Races)
5 / 20000 (level 2 for ECL +3 Races)
6 / 35000
7 / 55000
8 / 80000
9 / 110000
10 / 150000
11 / 195000
12 / 250000
13 / 310000
14 / 380000
15 / 460000
16 / 550000
17 / 650000
18 / 760000
19 / 875000
20 / 1000000 (yes, 1 million XP)
| Darkmeer |
House Rules Part 2. (The end of them)
Skill Tricks: Purchaseable by any character, and requiring 2 skill points to do: (these are from Spycraft, and are OGC as far as I know.)
Forte: Forte's are a measure of skill with groups weapons. Forte's cost 2 skill points, and are able to be purchased by any character. This provides a benefit of +1 to attack and damage rolls with each particular forte. This does stack with Weapon Focus, and also counts as Weapon Focus for the purposes of qualifying for feats.
Weapon Forte categories include the same ones fighters use.
Unarmed Proficiency (yes, 2 skill points)
You hit like a pro.
Benefit:
Your unarmed strikes deal damage equal to 1d4+your strength modifier.
The other skill tricks you may use come from Complete Scoundrel.
Armor has Damage reduction equal to half it's base amount, and cannot be modified by magic. Adamantine stacks with this damage reduction. (Adamantine Full Plate is just nasty, and very expensive).
Characters may spend experience on "starting magical gear" such as scrolls using the experience given, with a minimum xp amount of 1000 for ECL 0 characters, and 0 xp for +1 LA characters.
When creating a magical item, an "artificer" may have the creature who is going to own it pay for the cost to create an item. So the fighter pays the XP cost for his magic sword, not the "Artificer"
I ask for 1 to two replies per week, and in many cases you can predispose your character if you know you are going to be unavailable during a period of time (especially if there is plot based information that will be set up that you can read later).
I also need to know what Prestige Classes you are interested in playing, as I'd be glad to help you set that into the new rules (PF style).
Feats: NO to Collegiate Wizard. Ever.
additional feats as part of this campaign:
Personal Lieutenant
Requirement: Level 3
Benefit: You gain a cohort with a level equal to 1/2 your level. You must pay and treat them well, otherwise they will leave you. The cohort may be any of the core 11 classes or NPC classes, and is not as strong as a normal PC, only using 20 points to build.
Special: This stacks with the cohort gained through the Leadership feat, allowing 2 cohorts. Let me know in advance if you are looking into this feat.
Reckless Offensive
Better pick up the pace. Kronk is getting angry.
Prerequisites: Cannot possess Tightening Guard
Benefit: You gain a +2 morale bonus to Melee Damage Rolls and your Speed increases by 5 ft. while your current hit points are equal to or less than 1/2 your maximum (rounded up).
Tightening Guard
Better pick up the pace. This is getting serious.
Prerequisites: Cannot Possess Reckless Offensive
Benefit: You gain a +2 morale bonus to armor class and your Speed increases by 5 ft. while your current hit points are equal to or less than 1/2 your maximum (rounded up).
| Graynore |
Graynore wrote:I'd be interested in joining this game. I'd probably go Leiran cleric/sorcerer.I'm good with that. Once you have everything statted up, just post it here in a spoiler, and I'll take my notes from there :)
Are you interested in doing the multiclass path (mystic theurge style)?
I'd probably go mystic theurge unless the party needs something more focused, either sorcerer or cleric. Will work on the character and post it here later tonight or early tomorrow
| Darkmeer |
Also everyone:
Here is where you will find to post your characters.
So we have a Teflammar Human Swordsage, A Lizardfolk of the Highest Moral Ideals (Pally), and someone bound for the MT.
Leaving open at least one rogue, and more spellcasters.
Hogarth: I'll think about it, but I'm cautious at the moment of saying yes.
/d
| Graynore |
Just for clarification:
1. are you using pathfinder beta rules?
2. for 1st level, you must have 1,000xp? or is that to reach 2nd level with +0 ecl character?
3. would you allow apprentice level multiclass option from DMG 3.0? [helps us multiclassers out; gestalt with higher xp requirements is another option]
| Darkmeer |
Just for clarification:
1. are you using pathfinder beta rules?
2. for 1st level, you must have 1,000xp? or is that to reach 2nd level with +0 ecl character?
3. would you allow apprentice level multiclass option from DMG 3.0? [helps us multiclassers out; gestalt with higher xp requirements is another option]
Here are the answers to your questions and a couple of questions as well:
Answers:
1. Yes, I'm using PF Beta (and will maintain that through the end of the campaign or until everyone buys the final rule set).
2. For 1st level, a PC will have 1000 xp, to reflect what they've already done. Anything lower than that, and they are effectively "Level 0."
3. Which brings me to apprentice level classes. I'm certainly not opposed to them, as long as at level 2, you begin advancing as normal (as shown in the DMG 3.0). Also, remember that 0-level characters do not gain additional spells when reaching level one (essentially, you pick your level 1 spells at level 0). Other than that we're good.
Questions:
Are you planning the character to be from Samarach for the Leiran?
What do you see as the primary motivation?
I hope that helped, and I'm getting excited to see what you pick.
/d
| Graynore |
1. samarach is my region of choice.
2. since this is PF beta, are you keeping item creation rules the same or using 3.5 [requiring xp expendentures]
3. on apprentice levels, i'd have to find my 3.0 but i thought that:
a. gain all class features from both classes
b. gain hp from one class
c. gain skills from one class
d. reduce spells per day by one from each level to a minimum of 0 (allows bonus spells)
Let me know
| Darkmeer |
And the answers
1. We're good with the region (as it was listed above). Are you aware of who is fueling Leira's clergy at this point?
2. Honestly, I don't like the PF beta's non-xp spending rules, and I am requiring the xp expenditure as per 3.5. This helps to guage things, as well as allowing the non-creator to pay the xp cost, in order to balance all classes together. I think that's more fair to everyone.
3. Apprentice levels:
Pick which class is "primary" for level 0.
You gain that Class's Hit Die and skills (and both classes class skills are considered such for you).
Cleric/Sorcerer (or wizard) level 0/0 looks like this:
FORT: +1
Ref: +0
Will: +2 (+1 for each class)
BAB: +0
If you have bonus spells for level 1, you can cast them. If you do not have bonus spells, you can't cast that level until you reach level 1 in the class. This does not affect your known spells (so a sorcerer would Know his spells, even if he/she can't cast them).
As a Cleric, you only gain Channel Energy and Orisons.
As a Sorcerer, you gain your cantrips and eschew materials.
If you choose wizard, none of the above changes except that you gain Cantrips and scribe scroll only.
At level 2, you gain the hit die and skills for the "secondary class," with both classes skills considered class skills for you, and you gain the remaining Level 1 abilities for that class, and your saving throws move up to the correct levels. Thereafter, you advance as normal.
| Graynore |
A couple more questions:
1. do i need to select a sorcerer bloodline now or later?
2. do i cast 0 1st level spells per day or 2 [1 less than standard]; ability bonuses not included.
3. i am aware that cyric answers the prayers of the faithful; my understanding of Leirran belief is that, to those who have heard of it, it is merely a trick of the mother of lies and illusion. this will be my take on it. Question: do i need to take the Servent of the Fallen feat so that i can channel positive energy?
4. do i need to select cleric domains now?
hopefully that will be all my questions.
| Darkmeer |
More answers(I'm glad you're asking!)
Question 1 & 4, I would like to know the domains & bloodline, but that is not necessary for the split class (I like to know to guage challenges for the overall group over time, as I don't want to have a TPK at the first encounter in an adventure, let alone at all).
2. Looking at the progression a little closer, yes you do get one first-level sorcerer spell per day at apperentice level, but you only get get a clerical first-level spell if you have a bonus spell of that level. (Clarifying a bit).
3. Due to the fact that the Leirans in Samarach truly believe that Leira is answering their prayers, no. If you were coming to grips with Cyric owning the portfolio, but not wanting to give up on the lady of illusions, then yes. Given your take on the whole thing is that Leira is still alive... I'll rule in favor of not taking that particular feat until such revelations are fully revealed in the campaign (if at all). We need all the positive energy we can get!
I'm sorry I wasn't as clear as I could have been. Hopefully this clears everything up.
/d
| Darkmeer |
It was worth a shot. :-)
After careful consideration, and consulting two fellow GM/DM's, I believe we could use another player if you are still interested. There are some serious modifications with several chapters, and while the overall story arc will be familiar, there are many events and even additional adventures that will allow some room for you to squirm.
(now for the hope)
Hogarth:
If you are still reading this, please, pretty please, play someone with trapfinding! It's a first for me to NOT see a rogue jumped on by at least 2 players, and right now we don't have any!
| Darkmeer |
I'd be interested in playing a rogue, especially if it is a PF Beta rogue, since that is a class I have been wanting to play for awhile now. I'll get a character put together as soon as I can.
PF Beta rogue is open for anyone who wants it, and I'm glad to see a rogue (finally!). Welcome to the campaign :)
/
| Darkmeer |
dathom wrote:I'd be interested in playing a rogue, especially if it is a PF Beta rogue, since that is a class I have been wanting to play for awhile now. I'll get a character put together as soon as I can.Sounds good; I've found another game to join, so I'm happy enough bowing out. :-)
Hogarth, if you decide otherwise, I'll be happy to have you (and, as you well know, there are many places I can put a new character).
/d
| Phrip |
If you are still looking for players, I wouldn't mind trying my hand at this. Long time player, but total noob for Play-by-Post. So, if you and the group are willing to put up with a bit of a learning curve on my part, I would like to play an Abjurer, or a Spell Thief, Druid, or Wizard.
Thanks for considering.
Phil
| Darkmeer |
If you are still looking for players, I wouldn't mind trying my hand at this. Long time player, but total noob for Play-by-Post. So, if you and the group are willing to put up with a bit of a learning curve on my part, I would like to play an Abjurer, or a Spell Thief, Druid, or Wizard.
Thanks for considering.Phil
Fair enough at the learning curve. Go Here to post that your character is ready.
Moonpate:
As to the character itself, I believe that if you want to be part of the caravan that would be fine, please have the character ready by Thursday for that if you would, as I can hold off on that. If you want alternatives to being part of the caravan, let me know. This will allow you to be part of the first adventure (which is not actually part of the original AP).
| Darkmeer |
Okay folks, we are short ONE character. Would anyone like to play a CLERIC?
Same restrictions apply, and I've updated the campaign standards in my profile, just scroll down a bit. I'm looking for one or two players, with a preference towards having a Cleric of some sort.
PbP is in progress (I'm finishing up a combat for the current "errant" cleric, then we will need the services of a real cleric).
Any questions, just ask!
/d
| The Thing from Beyond the Edge |
Okay folks, we are short ONE character. Would anyone like to play a CLERIC?
Same restrictions apply, and I've updated the campaign standards in my profile, just scroll down a bit. I'm looking for one or two players, with a preference towards having a Cleric of some sort.
PbP is in progress (I'm finishing up a combat for the current "errant" cleric, then we will need the services of a real cleric).
Any questions, just ask!
/d
The first line says looking for one character and hogarth has already responded but the second paragraph says that you are "looking for one or two players," so is there a chance for another?
Concept: Half-orc Cleric
There is a feat from Power of Faerun that I would like to use:
Heretic of the Faith (p 46)
You stray significantly from the teachings of your faith.
Prerequisite: Patron deity and either divine spellcasting ability or code of conduct class ability.
Benefit: You can grossly violate your deity's code of conduct, but not your class alignment restriction, without risk of loss of spells or class abilities. If you are a cleric your alignment can be two steps away from your respective deity's alignment instead of just one. You can gain levels without atoning. However, you are in no way exempt from excommunication or immune to divine retribution from your deity or his servants. In fact, your actions invite the highest level of divine scrutiny.
If you have access to domains, you can exchange any one domain you have already selected for one domain outside those normally available to your faith. The new domain must be consistent with the tenets of your heresy. Likewise, you can exchange your favored weapon and weapon of the deity spell effect for another consistent with the tenets of your heresy.
Tidbits: If you already have religious followers when you take this feat you must make a leadership check to keep them. When fying, you are judged one of the false and makes it difficult to be resurrected or raised after a period of time.
Normal: If you grossly violate your deity's code of conduct, you risk losing spells and class abilities until you atone.
The heresy that my character would practice would be the Gambit of the Clever Arm.
Note: The Clever Arm is a name used to represent Ilneval, the Orcish god of war and lietenent to Gruumsh. He is neutral evil and a heresy would allow a two-step deviation from that rather than one.
The Gambit of the Clever Arm
Chandos is a half-orc who grew up in the Lake of Steam area where he was often abused and looked down upon for being a half-orc. But, all that changed. Ilneval, the Orcish god of war and lieutenent to Gruumsh came to Chandos in his sleep and revealed his plans.
As his warriors had covered the lands they had spread their seed. He was the father of the half-orc race and he was prepared to wear that mantle. He had chosen Chandos to spread the word of his claim and to prepare his people.
Note: I could go on and on about the dream but allow me to summarize: whether or not Ilneval really visited Chandos while he slept or it was just a dream is immaterial. He believes that Ilneval has taken the mantle as the father of half-orcs and wishes to prepare them.
The Gambit of the Clever Arm (as fashioned by Chandos) sticks to Ilneval being a god of war but changes from the typical orc idea of attacking with overwhelming numbers to the idea of borthers in arms. It is based upon discipline and order. In that regard think of it as the Roman legions as opposed to the barbarian hordes. The golden eagle is its symbol. The heresy also believes (i.e. Chandos believes) that half-orcs can benefit from the aid of many deities that would normally be pushed aside. For instance, although Selune is often counted among the friends of the Elven Pantheon, she preaches that all should be treated fairly and that is an aspect that half-orcs would benefit from. Chandos is aware that some of his teachings may actually be at odds with Ilneval's idea but hopes to eventually create such a large following it will overshadow those who follow the traditional aspects of Ilneval. The image he holds of Ilneval could be related closely to match that of Zeus or Jupiter.
The domains Chandos would have: War (one of the standard domains for Ilneval) and either Storm or Nobility or law. Probablt Nobility.
He would look favorably upon Selune and her followers and look down upon the followers of the Elven pantheon, of Lolth, and of Loviatar. Chandos believes it would be more beneficial for Ilneval to cultivate alliance with Selune (despite many of her qualities being what the Orc gods would consider weakness) because she would actually seek to aid half-orcs rather than betray them which any evil goddess such as Auril or Loviatar or Umberlee would do.
This is just a crazy idea I have played around with before but have never had the opportunity to play.
So, what do you think?
| Darkmeer |
Hogarth: You're in. I was hesitant before and regretted it, this will be my atonement :) Post the character in a profile and post to the OOC thread.
The Thing from Beyond the Edge: I'd like to see this played out, but I still have questions for you. I am a fan of the feat in question, but there are a lot of things to consider before I say yes.
My inquiries for you:
Orc god of war? Would he/she still racist against elves & such in addition to the Seldarine? How much wiggle room is there for interaction with elves?
What of other races and faiths?
The OPENLY PRACTICING Faiths in town: Selune, Lathander, Tempus, Helm, and Savras. How would he react with those?
How would he approach the other characters? Would he do so in good faith?
| Darkmeer |
It looks like I will start with 1,500 xp (level 2) and 125 gp, is that correct?
675 gp and 6000GP (Level 3). See the XP chart in the updated information in my profile.
(Sadly, an accounting error on my part brought everyone to 3rd level with only their level 1 gear. The GP value I gave is approximately the GP value of everything the PC's have had).
/d
| The Thing from Beyond the Edge |
Thanks for the inquiry...
So, you're going to be playing a Neutral Good follower of an Orc god of war?
Actually, Neutral Good could be worked but I was thinking Lawful Neutral. Law being one step away from neutral evil on the Law-Chaos axis and neutral being one step away from evil on the Good-Evil axis. That would be analogous to the Lawful Neutral Amaunator heretics of Lathander who is a Neutral Good deity: LN vs NE compared to LN vs NG.
He would be internally lawfully aligned and driven but not necessarily driven to obey the laws of a particular region simply because they exist as laws.
Would he/she still racist against elves & such in addition to the Seldarine? How much wiggle room is there for interaction with elves?
The personal hatreds of Ilneval that would manifest themselves in Chandos would be those of the goblinoid races with their deities and the giant races with their deities.
With regards to elves, both drow and their surface cousins, it would be a great deal of mistrust. However, pragmatism would see them as an ends to a means and both cooperation and interaction would be acceptable. This would be especially true with regards to warriors who could be considered "brothers in arms" after sharing battle.
Note: The portfolio element "brothers in arms" (regarding the bonding and relationships shared by soldiers) is currently claimed by no deity. It is also, IMO, a powerful element that could receive support from the brothers in arms of virtually every nation including both the "good" ones and the "evil" ones.
This pragmatism mixed with trust would also be exercised with respect to arcane spell casters. Chandos recognizes their importance in battle and how instrumental they have been in battles where Ilneval's forces were defeated. Thus exceptions could be made.
Further, it would give Chandos the opportunity to lead prayers and such over Elves with the possibility of getting them to give praise to his name. :) Can you see it? How would Ilneval feel that surface elves were singing his name (or accepting his praise...) in praise while going into battle to kill other elves, the drow? How would Corellon feel?
What of other races and faiths?
The OPENLY PRACTICING Faiths in town: Selune, Lathander, Tempus, Helm, and Savras. How would he react with those?
Orcs: easily interact with...
Goblinoids: hates, but is a pragmatist...
Humans: wishes to bring as many into the fold (worship) as possible.
Halflings: irritating as all get out...
Selune
Chandos believes that if Ilneval makes the jump out of the Orc pantheon it would behoove him to form an alliance with a female deity as a mother figure. Such beings as Umberlee and Auril may be the most likely to ally themselves with Ilneval but they would mean death for half-orcs. Chandos believes Selune would be ideal as a mother figure to the half-orcs (not so far-fetched but far-fetched thinking she would ally with Ilneval) due to her dogma: "Promote acceptance and tolerance. See all other beings as equals." This is a promising dogma to those who live a hard life as a half-orc. Also, although this might enrage Ilneval, the far-seeing Gruumsh would like tosee it play out in hopes of creating a schism between the church of Selune and that of the Elven pantheon of churches.
[]Lathander[/b]
Chandos wishes for half-orcs to rise and have their own great nations, culture, and civilizations. "Birth" from Lathander's portfolio would fit this concept. Also, "creativity", "self-perfection", and "athletics" are elements that coincide with the great civilization he envisions. Think Rome and Greece. Also, although Chandos would wish to convert as many to the worship of his heretical version of Ilneval he would not begrudge the worship of other gods. He would rather hope that such half-orcs would still give homage to Ilneval as the father of the half-orc race while worshipping other gods. Basically a nod to further widespread acceptance of the heresy and simultaneously make it more acceptable to the varied settlements where it might pop up.
Tempus
Where Tempus has the portfolio elements "war", "battle", and "warriors" the Gambit of the Clever Arm will preach Ilneval as having the portfolio elements of "half-orcs", "destiny", "half-orc civilization", and "brothers in arms" with some possible tweaking. The church of Tempus would be complimentary (and vice versa) because the Gambit would fill an important niche: The bonds and teamwork of the warriors themselves as opposed to merely warriors and the battles they participate in.
Helm
Chandos would see much use for "guardians", "protection", and "protectors" which are the elements of Helm's portfolio. These uses would not be at odds or overlap with the "new" portfolio of Ilneval preached by the Gambit. Their discipline and order would also mesh well with his tactics. In fact, Chandos would like to see orders and groups who work together in Helm's service pay lip service to the "brothers in arms" aspect of Ilneval's portfolio.
Savras
A tool to be used as needed. No enmity or hatred. Respect given.
Chandos has this dream where he will create a half-orc civilization with many great arcane spellcasters and is even willing to try and engage in selective breeding to produce results. This "dream" is even more far-fetched than his other dreams... :)
Most (all?) evil deities: Chandos sees them as a detriment to the prosperity of the half-orc race. They would gladly sell out half-orcs for their own desires in his opinion. So, although he has no affinity for "doing good", he would seek alliances with followers of good deities. An alliance with evil spellcasters who worshipped Auril would, in his opinion, probably result in his half-orcs getting slaughtered in battle by the spellcasters along with their enemeies but arcane spellcasting followers of Selune would actually try to not harm their half-orc allies.
But, in general, his goal is to 1.) gain as many followers (half-orc and non half-orc) of the Gambit of the Clever Arm Heresy form of Ilneval as possible, 2.) get as many half-orcs as possible to pay homage to Ilneval as the father of half-orcs even if they worship another deity, and 3.) get as many people of all types to pay some form of homage lip-service to the Gambit's version of Ilneval as possible.
[/b]How would he approach the other characters? Would he do so in good faith?[/b]
Initially the approach would be guarded but in good faith. Once the first battle would begin (or perhaps training together prior) and from then on, they would be "brothers in arms".
Need any more elaboration?
Do I understand correctly that a +0 ECL character would be 3rd level?
| Darkmeer |
Thanks for the inquiry...
** spoiler omitted **...
Go for it. Post the character in the OOC thread. Being a bit of a pragmatist may be to the character's benefit. You do have to realize that there are multiple faiths that will try to convert you, but that's part of the fun :)
/d