| lordzack |
Hey, I'm looking to recruit some players for a game set in the planes of existence, kind of Planescape-ish, based mostly on the Great Beyond. The campaign begins in a port city (with vessels that comes from and go to many planes of existence) on the outskirts of Purgatory, with nearby opportunities for dungeon delving and wildreness exploration. I will start at low level, but I'm not sure exactly what level. I might start at 2nd or 3rd level to allow players to play Advanced or Monstrous races (according to the rules in the Advanced Race Guide Playtest).
| The Thing from Beyond the Edge |
I will post for approval of usage a 20 point advanced race build later. :D
But, to note, my reading of the ARG playtest didn't seem to give ECL adjustments for advanced races. It merely gave a level adjustment (that diminishes as levels are gained) for determining the difficulty of encounters to throw at a party. But, the XP for gaining a level remains the same and this adjustment disappears after a few levels which makes it significantly different than an ECL adjustment.
| The Thing from Beyond the Edge |
This is a 20 point "advanced race" designed from the ARG playtest.
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Alpha Orcs
Point Expenditures for Alpha Orcs
0 RP Type: Humanoid (orc, human)
0 RP Size: Medium
0 RP Base Speed: Normal
2 RP Ability Scores: Flexible Modifiers
0 RP Language Trait: Xenophobic (choose from common, orc, draconic, goblinoid
1 RP Defensive Racial Ability: Defensive Training, Lesser (humans)
3 RP Defensive Racial Ability: Defensive Training, Greater
1 RP Movement Racial Ability: Fast
4 RP Offensive Racial Ability: Ferocity
1 RP Offensive Racial Ability: Weapon familiarity (Firearms, Man Catcher)
2 Senses Racial Ability: Darkvision
4 Senses Racial Ability: Scent
2 Genetic Suite: Master Tinker (2) or Natural Armor (2) or Silent Hunter (2)
Alpha Orcs Racial History
Though their name suggests they are merely a superior breed of orc, they are in fact partly human. Many years prior to the present (though the actual meaning of time passage when comparing differing dimensions can be disputed...) the military of a nation in a highly advanced technological world (one might say it was a world with super villains and heroes) with little to no (common) knowledge of magic came upon a dimensional rift. Orcs poured through it. Of course, the orcs were no match for the technology of the nation and were quickly dispatched with many prisoners taken for interrogation (i.e. experimentation).
This "experimentation" resulted in an attempt to create super-soldiers that could be used for many purposes ranging from combat to crowd control. Using the Orc DNA to improve certain aspects, they were genetically designed to be superior in many categories but easily controlled. But, there were dissenters within the program and those who wished to destroy it from without. Many of the specimens grown in uterine vats had their chosen DNA altered to make them far more independent thinking, and some even rebellious. With the aid of an outside agency (some individuals referred to as super heroes), these free thinking Alpha Orcs made an escape and took with them many stored embryos (with the free thinking genes) and fled through an unstable dimensional door.
This trip was fraught with danger and much of the technology brought with them was lost. They held off many who thought to take control of them but finally claimed a reasonable amount of security. However, after much internal strife, they made a decision and abducted many women from some local human and orc tribes so that they could implant the remaining embryos brought from the old world and assure the survival of their race. The result brought forth an unforeseen outcome. None of the Alpha Orcs had been previously raised by mothers who had loved them. They were born out of vats.
This led to an awakening in the Alpha Orcs who had been focused solely on military survival. In the generations since, the Alpha Orcs have remained largely xenophobic but have begun to expand their area of control and have sought to trade with others in order to learn that which they have forgotten and raise the bar to new heights.
Alpha Orcs (racial description)
Alpha Orcs are a young, proud race resulting from genetic tampering with the intent of making super soldiers on some far off technologically advanced world. They have worked hard to ensure their survival and have only recently begun to reach out to other races and societies. Their current home world has a small population and a number of dimensional doors. They keep many secrets of their own which they have refused to divulge even for the much sought after knowledge of magic.
Physical Description: Alpha Orcs have an appearance that closely resembles their lesser Orc brethren but they are not quite as tall and not nearly so thick. Most are long limbed, almost to the point of being very unusual. They have dark, thick hair and eyes whose color covers a wide range. They often cut their hair short, even the females, and typically carry themselves in a distinctly disciplined and military manner.
Society: The Alpha Orc society is quite xenophobic as a result of having fought so long for their survival. They are communal but also have close family ties. Although they demand adherence to a strict set of rules, they do not tolerate slavery or magical compulsion. Those who do not follow the rules of the homeland are excommunicated. But, in the homeland, they have quite a bit of technology that they use with the most notable of these being firearms, even advanced ones. Resources have limited their production and growth as a society.
Relations: Alpha Orcs have little love for their Orc cousins and less still for their Human cousins, although their skill at fighting their human cousins will allow them the comfort of trading with them. They feel both empathy and pity for the Half-Orcs they have met and there are numerous ostracized Alpha Orcs who have sought to ally themselves with such half breeds. They resent the hatred they receive from Elves and Dwarves and have no trouble in returning it to these groups.
Alignment and Religion: Alpha Orcs have been forced to live a regimented life in order survive but they chafe under it as they have many progenitors that were genetically engineered to be free thinkers. But, they still have a high genetic disposition toward cooperation as they were engineered to work in combat groups. But, having escaped with little culture (and none of it their own) they have very little cultural identity regarding divinity and the afterlife. Many who leave the homeland flock to various congregations.
Adventurers: There has been a recent surge in Alpha Orc adventurers as they have sought to investigate the world and dimensions around them. This includes spies and scouts as well as those who have been excommunicated. They are numerous gunslingers and monks and rangers among them. Practitioners of magic (both arcane and divine) as well as rogues are virtually nonexistent in those of the first generation to leave the homeland.
Male Names: David, Evan, Richard, Thomas etc.
Female Names: Beverly, Jennifer, Sarah, Vanessa
Alpha Orc Racial Traits
+2 to any two abilities: Alpha Orcs were engineered to be superior
Medium: Alpha Orcs are Medium creatures and have no bonuses or penalties due to their size.
Swift-footed: Alpha Orcs were engineered to move quickly about the battlefield.
Darkvision: Alpha Orcs were given the genetics of darkvision so as to be elite units on a modern battlefield.
Scent: The Orcish olfactory senses were heightened to keep these battlefield predators from being ambushed.
Ferocity: Alpha Orcs were engineered to fight to the death. An Alpha Orc remains conscious and can continue fighting even if its hit point total is below 0. The Alpha Orc is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches a negative amount equal to its Constitution score.
Defensive Training: Alpha Orcs were designed to react to human movements and gain a +4 dodge bonus when facing humans
Combat Training: Alpha Orcs were genetically engineered to react to the brutal modern battlefield with firearms and receive a +2 dodge bonus to AC.
Weapon Familiarity: Being genetically engineered for riot control and fighting on the modern battlefield, Alpha Orcs are proficient with Man Catchers and Firearms. They pick up the items and instinctively recognize their use.
Genetic Suites: Alpha Orcs were designed to fill various roles and there appear to be a number of genetic suits they have received. Choose one of the following: Master Tinker (+1 on disable device and knowledge: engineering, proficient with any weapon personally created), Natural Armor (+1 bonus to natural armor), or Silent Hunter (reduce the penalty for stealth checks when moving by -5 and can make stealth checks at -20 while running).
Languages: Alpha (The First, their language). Alpha Orcs with high intelligence scores can learn from the following: Common, Orc, Goblin, and Draconic.
| lordzack |
I assume that there's no "ECL". Advanced races are considered to be more powerful for purposes of what encounters they face, but are otherswise treated as they're actual level. I'd rather not have to deal with the gestalt rules, but if there is a consensus amongst the players that it's something they want to do, I'll probably go along with it.
Anything on the PRD is allowed, anything else will be determined on a case-by-case basis, though you could probably also assume anything from Super Genius Games is also allowed. For anything that is from a third party publishers you'll have to make sure I have the material in question, which could mean getting me the material in question.
| The Thing from Beyond the Edge |
Also note, "Flexible Modifiers" does not mean that each individual of the race gets to pick two ability scores to have a bonus to. It means that the race as a whole gets bonuses to two specific ability scores.
Ah, thank you for the correction.
I take it the previous post means that advanced races from the bestiaries are OK but that homebrew using the rules are not. I'm good with that. Disappointed, but good with it. :D
Also, I would be happy to play gestalt or normal. I was just throwing it out for fun. If you choose to make gestalt though, I would be very happy to make one.
Any idea when the character creation guidelines will be posted?
Thanks once again.
| lordzack |
Nope. We're not using savage species, at least not the rules for monster classes. If you want you can use the rules from the Advanced Race Guide Playtest to make an azata race. I'm not certain how close you'd be able to get to a full ghaele, since you're limited to 30 points, but if you wanted to could start as a lesser form of azata and then progress into higher forms as the campaign went.
| Monkeygod |
Could we play one of the lesser outsiders, if the CR is in the limit? Like an Imp or Silvanshee
Also,
Character creations rules would be awesome to have. I'm really interested in this, regardless of the answer to my above question.
| lordzack |
Alright character creation guidelines:
Materials Allowed: Anything from the PRD. Anything else may be allowed on a case-by-case basis, ask me first. Any third party materials I should have a copy of, I'd appreciate it if you either bought it for me, or sent me an excerpt from it (an excerpt mind you, not a substantial portion of the book.
Ability Scores: Standard (i.e. roll 4d6, discard lowest)
Level: 3rd, with the appropriate adjustments for advanced and monstrous races (i.e. 2nd level for 20 points, 1st level for 30 points)
| Graynore |
I have thought about it and I have an alternate character concept to propose, the degenrate shade. This was based upon the 3.0 shade template in the forgotten realms campaign setting. It is a 30 point build that doesn't quite capture all the abilities but does get some of them.
Degenerate Shade
Point Expenditures for Degenerate Shade
Outsider(native): 2rp
Medium size: 0rp
normal base speed: 0rp
Flexible modifiers(con&chr): 2rp
Standard Language Array (start: common, Netherese; bonus: Infernal, Abyssal, Undercommon, Draconic, Elven, Loross, Thorass): 1rp
Greater Defensive Training: 3rp
Fortunate: 4rp
Shadow Blending: 1rp
Shadow Resistance: 2rp
Greater Spell Resistance: 3rp
Spell-like Ability x2(mirror images and cure moderate wounds): 4rp
Fast x2: 2rp
Skill Bonus (+1 Percep & Stealth): 2rp
Stalker: 1rp
See in Darkness: 4rp
Light Sensitivity: -1rp
My character concept is a degenerate shade wizard. Once an archmage, he sufferred some set back (whether divine or arcane) and was drastically reduced in power. His memory of his life before he awoke in this little harbor only comes in bits and pieces. As he gains levels, he doesn't advance so much as remember. He is but a shadow of his former self.
| Vert |
I think that last statline satisfies both of those conditions. Anyhow, rerolling!
4d6 ⇒ (1, 3, 3, 6) = 13
4d6 ⇒ (2, 3, 6, 2) = 13
4d6 ⇒ (1, 1, 3, 3) = 8
4d6 ⇒ (1, 1, 4, 6) = 12
4d6 ⇒ (6, 6, 3, 4) = 19
4d6 ⇒ (2, 5, 6, 2) = 15
Final scores: 7, 11, 11, 12, 13, 16
Not amazing but playable! I'm thinking of rolling a cleric if that's okay, what gods is this campaign using?
| lordzack |
Could we play one of the lesser outsiders, if the CR is in the limit? Like an Imp or Silvanshee
Also,
Character creations rules would be awesome to have. I'm really interested in this, regardless of the answer to my above question.
Yep you could play a lesser outsider if you want. Either use the Advanced Race Guide Playtest, or if you want I can for you.
| lordzack |
I have thought about it and I have an alternate character concept to propose, the degenrate shade. This was based upon the 3.0 shade template in the forgotten realms campaign setting. It is a 30 point build that doesn't quite capture all the abilities but does get some of them.
** spoiler omitted **
My character concept is a degenerate shade wizard. Once an archmage, he sufferred some set back (whether divine or arcane) and was drastically reduced in power. His memory of his life before he awoke in this little harbor only comes in bits and pieces. As he gains levels, he doesn't advance so much as remember. He is but a shadow of his former self.
One thing, are you set on being a shade from the Forgotten Realms? Or would you be happy just being a shade? If the former that's fine, but if the latter I'd rather you not be specifically from the Realms (and tus would have different languages, etc.
| GM Goblin King |
I'd be interested. I'll have a concept up in a few. Something wizardly or roguish, maybe both.
4d6 ⇒ (5, 5, 2, 2) = 14
4d6 ⇒ (6, 6, 4, 5) = 21
4d6 ⇒ (2, 2, 5, 2) = 11
4d6 ⇒ (5, 5, 3, 4) = 17
4d6 ⇒ (6, 2, 1, 4) = 13
14, 12, 17, 9, 14, 12. That's amazing! My luck with dice rollers is usually not so good.
lordzack:
| GM Goblin King |
So that's for people, I guess? So the roster looks like this:
Monkeygod- ?
GM Goblin King- roguish trickster type?
Vert- cleric?
Chris Banks- sorcerer?At least unless someone else speaks up.
If Monkeygod wants to play a martial type, we'd be rockin' all the bases.
I'll whip up a 3rd level, if you like.
| GM Goblin King |
There's just one non-standard thing I'd like to use.
Street Mage
Your rogue and arcane training complement one another.
Prerequisites: 3 ranks in Spellcraft and Stealth, rogue
level 1st, arcane spellcaster level 1st
Benefit: Choose one arcane spellcasting class. Your caster
level for that class increases by one for each level in the
rogue class you possess, up to a maximum of 3 higher than
your actual spellcaster level. In addition, when you become
able to cast 3rd-level spells with an arcane spellcasting
class, your sneak attack damage increases by +1d6.
Special: If you have fewer than 3 rogue levels when you
take this feat, and later take additional rogue levels, your
caster level continues to increase. This increased caster
level only benefits the power of the spells you cast: for all
other purposes, such as qualifying for feats, your caster
level is still equal to your actual spellcaster level. This feat
has no effect on which spells you know or how many you
can cast per day.
If you don't want to allow it, that's fine. Just throwing it out there.
| GM Goblin King |
Yea, I'll go martial. Was gonna play a caster, but we currently lack a martial character, so I can fill that slot.
Lordzack,
Any chance you'll now allow gestalt, as with only 4 players it'll help cover everything?Btw,
Just realized what your name is. My younger bro's name is Zach. Lol
Make that 2 votes for gestalt. I've never gotten to play it, and it sounds like fun.
| GM Goblin King |
I wouldn't say no to gestalt, but I suspect it's a heck of a lot of work for a GM to adjust encounters so that they're level-appropriate.
Agreed. If the party's gestalt, then the NPCs are that much more work to create. They either have to be gestalt, too, or higher level to make it a challenge. I'm fine with either.
Cyrus Thane
|
Is there a spot for another character? Maybe some ranged support? I want to play a gunslinger. Though if it ends up being gestalt I'd likely add Inquisitor to it, go for a sort of divine retribution/Suffer Not Injustice type with a hair trigger. As for race, if we're going with lesser outsiders would a half celestial be alright? If not, I'd likely go with being an Aasimar.
What do you think?
Oh, and stats-wise, these are my rolls.
4d6 ⇒ (4, 5, 5, 5) = 19
4d6 ⇒ (6, 2, 4, 5) = 17
4d6 ⇒ (4, 2, 1, 5) = 12
4d6 ⇒ (5, 5, 3, 1) = 14
4d6 ⇒ (5, 5, 2, 2) = 14
4d6 ⇒ (4, 1, 2, 2) = 9
So that's:
STR 12
DEX 19
CON 14
INT 14
WIS 19 (Including Racial +2)
CHA 11 (Including Racial +2)