The Megaparty


Advice


Our DM is combining his two groups into one giant 10 person group for a single campaign, which has been dubbed "The Megaparty". The setup is we all are part of a military special forces group of a nation in his homebrew world. I am pondering characters ideas for such a game.

First the rules, everyone must be human, no evil alignments, everyone starts with the same set of stats, placed however you desire, 16, 15, 14, 13, 12, 11, plus racial bonus. Also no summoners, gunslingers, or firearms in general. Right now the party consists of (as stated, all human):

Cavalier
Ranger (Archery focused)
Rogue (Social focused)
Wizard (Universalist)
Cleric (Follows CG Goddess of Luck, Destiny, Foresight, etc...Luck and Travel domains)
Barbarian
Barbarian (the 2 Barbarian players are playing twin brothers, both of which wield earthbreakers)
2 Undecided (one leaning towards either Inquisitor or a combat focused Rogue, the other, no idea)

I am thinking possibly a Arcane Duelist Bard, a greatsword wielding Battle Oracle, a Magus, or a Sorcerer, possibly Stormborn (probably not the best bloodline, but I like lightning). I think the Bard would be good for this group, having inspire courage up would be beastly, and just imagine a Haste spell dropped on that group. I dont know how to build him otherwise, fighting style wise and whatnot, I am playing an archer character in my main campaign and dont want to repeat that, also I am not keen on the Dazzling Display approach, ideas? I think the battle oracle would be fun, especially since there is a cleric in the party for healing purposes (when needed), leaving me to just concentrate on buffing and fighting. Any suggestions or overall campaign advice?


Hmm could we get some more campaign details. Like do you know what you will be fighting for the most part?

Grand Lodge

Disallow Animal companions, Familiars, and Eidolons.
This will speed things up.

Silver Crusade

Gambit wrote:


Wizard (Universalist)

This. This is giving me an ulcer.

Lets not take into account that with Teleportation school in UM, Conjuration school is the most broken school ever.

Just, I can't understand sacking 9 spell slots.

Anyway, on topic

You gotta do a bard man, look at all those martial characters. Besides, it will give you a skill monkey and a face man.

Treantmonk's Guide

Good place to start.

I've played the archer bard to great success in many games.


@Elamdri: funny I always heard Divination Wizards were broken... & what is wrong with a Universalist?

OK I Also say a Bard would fit nicely for this group. Though a Paladin might Also fit in well if this is to be a "Heroes of Battle" style campaign. Though a Grenadier Alchemist would probably be fun in this group...

Maybe conspire with the Wizard to try and convince your GM for the 2 of you to make the first firearms! ;P

Joking aside. A lot of class fit nicely with this group...

P.S. @Elamdri they have the Rogue for a Faceman as well.


A Bard would be the best thing ever in a group like this! I'm playing an Arcane Duelist Bard right now, and let me tell you it, is pretty freaking awesome.

If you make it up to 4th level spells, Virtuoso Performance out of Ultimate Magic will let you have Bladethirst and Inspire Courage up at the same time, which will be beastly!

For my own Arcane Duelist, my "staple" buffs are Haste, Good Hope, and Coordinated Effort with the Outflank feat.

The character also has a Metamagic Reach Rod that I use with the spell Jester's Jaunt, to move the other characters into flanking or out of bad situations.


Wow I really need to look into playing more Bards...


Yeah p. much a good bard becomes, like, the conductor of a battlefield.


blackbloodtroll wrote:

Disallow Animal companions, Familiars, and Eidolons.

This will speed things up.

Already done, forgot to mention that. Also summoning spells are extremely discouraged but not explicitly disallowed (better be a good reason, like for a specific roleplaying purpose, not for combat fodder). And as I mentioned before, the Summoner class is banned.


Wow... that... Wow... the Creator of Dominic Deegan: Oracle for Hire would be proud... such a wonderful pun...


Gambit wrote:
blackbloodtroll wrote:

Disallow Animal companions, Familiars, and Eidolons.

This will speed things up.
Already done, forgot to mention that. Also summoning spells are extremely discouraged but not explicitly disallowed (better be a good reason, like for a specific roleplaying purpose, not for combat fodder). And as I mentioned before, the Summoner class is banned.

Luckily every class with said options (sans Cavalier) has an option to replace said loss. Heck, the Cavalier might even have a replacement for their mount.


Elamdri wrote:
Gambit wrote:


Wizard (Universalist)

This. This is giving me an ulcer.

Lets not take into account that with Teleportation school in UM, Conjuration school is the most broken school ever.

Just, I can't understand sacking 9 spell slots.

I actually tried to talk him into playing a specialist, but he is a bigtime roleplayer (though not annoyingly so) and this is how he sees the character. He is actually taking a hat as his arcane bond, modeled after the Mad Hatters hat, he is going to keep his spellbook in there and eventually turn it into a bag of holding. He even developed how his arcane bond daily spell would be cast, taking his hat off, making it part of the casting, and the spell effect coming from it. Our DM loved the idea so much he totally disregarded the fact that a hat cant be a bonded item.


Meh, I let one of my players take a spellbook as their Arcane Bond. Well technically it was the wand that was used in the binding...


Azaelas Fayth wrote:
Gambit wrote:
blackbloodtroll wrote:

Disallow Animal companions, Familiars, and Eidolons.

This will speed things up.
Already done, forgot to mention that. Also summoning spells are extremely discouraged but not explicitly disallowed (better be a good reason, like for a specific roleplaying purpose, not for combat fodder). And as I mentioned before, the Summoner class is banned.
Luckily every class with said options (sans Cavalier) has an option to replace said loss. Heck, the Cavalier might even have a replacement for their mount.

Yup, thats the one class. I'm pretty sure our DM is giving him something to replace his mount, though I dont know what it is right now.

Silver Crusade

Azaelas Fayth wrote:

@Elamdri: funny I always heard Divination Wizards were broken... & what is wrong with a Universalist?

So here is what you get from a school.

You get your school's powers. You also get one spell slot a day for each level of spellcasting that you fill with a school spell. But in return, you must have two opposition schools.

The reason why Universalist is bad is that while you don't have to take two opposition schools, you don't get the SPELL SLOT every level. That's huge! Especially for a wizard, for which spell slots really matter. You're not a sorcerer, you gotta make those babies COUNT!

Here is my Breakdown of Conjuration vs. Divination vs. Universalist

Conjuration::

1st: Easily the best spells in the game live here. Grease, Glitterdust, Summon Monster, Black Tentacles, Planar Binding, Stinking Cloud, Sleet Storm, Wall of Stone, Teleport, Maze. Basically, you don't have a level of spellcasting where you can't find a useful spell to fill your school spell slot.

2nd: Nice powers.

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Nothing about this is bad.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Yay free teleportation!

Now....

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

BOOOO! YOU SUCK! 1d6 + 10 at level 20? BOO!

BUT: In the APG we get:

Replacement Power: The following school power replaces the acid dart power of the conjuration school.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

ANOTHER FREE TELEPORT? 3+INT MOD PER DAY!? AS A SWIFT ACTION?

Me: I enter the room, I cast my close range spell, then I teleport out of the room at the end of my turn as a swift action. *Marks off one of his 8 uses of this ability*

Now lets compare divination school

Divination School:

1st: The problem here is that divination school doesn't have great spells to fill your spell slots. Don't get me wrong, Divination is good, but to be honest, divination is usually one of my OPPOSED schools. You just don't need divination spells on a daily basis, and when you do need them, the two spell slots isn't a big deal.

2nd: School powers:

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

SOOOOO Good. Probably the best school power I think.

Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Rather than waste my time trying to hit a mob with a crossbow when I don't want to cast, why don't I walk over and touch the archer, giving his already 8 billion attacks an additional +5 to hit?

Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Also in APG

Foresight School

Associated School: Divination.

Replacement Powers: The following school powers replace the diviner's fortune and scrying adept powers of the divination school.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Neither of these are bad, not sure that they are objectively better, but I wouldn't berate you for them

and finally...sigh

Universalist School::

1st: Well, guess what, you don't get any spells slots. Sucks to be you.

2nd:

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

So I could potentially make attacks with my club and do a 1d8 - 1 damage 8 times per day. JOY >.>

Utter trash ability

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Sooo, basically you are gaining the power of a metamagic rod...sorta.

1st: you gotta know the feat. Unlike the rod
2nd: You gotta be able to cast the augmented spell level. Unlike the rod
3rd: You get a total of 7 charges of this ability. But each level of spell increases the charge cost by 1. Unlike the rod.
4th: You can never use this power to say Quicken a 9th level spell. Unlike the rod.

For starters, I tend to dislike class powers that give me abilities that an item can duplicate. I want my class powers to do stuff that items can't do. That's what makes them cool.

Second, it's arguable whether this does it's job better than a metamagic rod. Or even if it does it's job as good as a metamagic rod.

TL:DR

Conjuration School: Great Spell slots, Baller Powers
Divination School: Lame Spell slots, Baller Powers
Universalist School: NO Spell slots, S@@*ty Powers


Anetra wrote:

A Bard would be the best thing ever in a group like this! I'm playing an Arcane Duelist Bard right now, and let me tell you it, is pretty freaking awesome.

If you make it up to 4th level spells, Virtuoso Performance out of Ultimate Magic will let you have Bladethirst and Inspire Courage up at the same time, which will be beastly!

For my own Arcane Duelist, my "staple" buffs are Haste, Good Hope, and Coordinated Effort with the Outflank feat.

The character also has a Metamagic Reach Rod that I use with the spell Jester's Jaunt, to move the other characters into flanking or out of bad situations.

Anetra, whats your fighting style on your Bard, melee, archery, or do you just sit back, buff, and perform?

Silver Crusade

Gambit wrote:
Azaelas Fayth wrote:
Gambit wrote:
blackbloodtroll wrote:

Disallow Animal companions, Familiars, and Eidolons.

This will speed things up.
Already done, forgot to mention that. Also summoning spells are extremely discouraged but not explicitly disallowed (better be a good reason, like for a specific roleplaying purpose, not for combat fodder). And as I mentioned before, the Summoner class is banned.
Luckily every class with said options (sans Cavalier) has an option to replace said loss. Heck, the Cavalier might even have a replacement for their mount.
Yup, thats the one class. I'm pretty sure our DM is giving him something to replace his mount, though I dont know what it is right now.

You also need to ban Leadership. If that wasn't, yknow, totally obvious.


@Elamdri: it all depends on builds and what combats you are going to face.

My campaigns that teleporting might get you into more trouble than you can imagine.

Though again my campaigns carry a character health warning on them.


Gambit wrote:
Azaelas Fayth wrote:
Gambit wrote:
blackbloodtroll wrote:

Disallow Animal companions, Familiars, and Eidolons.

This will speed things up.
Already done, forgot to mention that. Also summoning spells are extremely discouraged but not explicitly disallowed (better be a good reason, like for a specific roleplaying purpose, not for combat fodder). And as I mentioned before, the Summoner class is banned.
Luckily every class with said options (sans Cavalier) has an option to replace said loss. Heck, the Cavalier might even have a replacement for their mount.
Yup, thats the one class. I'm pretty sure our DM is giving him something to replace his mount, though I dont know what it is right now.

Actually if the Mount is used as intended then it shouldn't cause to many problems... after all it will be acting as... well a mount...


Elamdri wrote:

Conjuration School: Great Spell slots, Baller Powers

Divination School: Lame Spell slots, Baller Powers
Universalist School: NO Spell slots, S#$*ty Powers

I get this, I really do, but not everyone cares about optimizing. And of coarse there still remains the fact that hes...ya know...still an "I bend reality to my freakin will" Wizard, and any way you slice it, in the grand scheme, Wizards are not un-powerful.

Silver Crusade

Gambit wrote:
Elamdri wrote:

Conjuration School: Great Spell slots, Baller Powers

Divination School: Lame Spell slots, Baller Powers
Universalist School: NO Spell slots, S#$*ty Powers
I get this, I really do, but not everyone cares about optimizing. And of coarse there still remains the fact that hes...ya know...still an "I bend reality to my freakin will" Wizard, and any way you slice it, in the grand scheme, Wizards are not un-powerful.

Oh I know, trust me, I've already started a whole heap of arguments on the forums over my love of char oping.

Setting that aside, I don't see a point in mechanically taking Universalist school.

But I will not fault someone for making a character decision for RP purposes. I just am pointing out that if the school is being chose AT ALL for combat purposes, it is absolutely the worse choice in my opinion.

That is all ;)

Silver Crusade

Azaelas Fayth wrote:

@Elamdri: it all depends on builds and what combats you are going to face.

My campaigns that teleporting might get you into more trouble than you can imagine.

Though again my campaigns carry a character health warning on them.

Oh I hear ya. Although I will say they have certainly saved my life on more than one occasion.


Gambit wrote:
Anetra, whats your fighting style on your Bard, melee, archery, or do you just sit back, buff, and perform?

Getting the buffs and performance up is priority #1 and #2, and honesty by the time I have all of my buffs in play (as a level 9 or 10ish bard) there's not much left to most encounters anymore!

I'd intended to melee with the character when I initially made them, but as the levels progressed I ended up rolling too many 1's for HP. This made melee a really dangerous proposition for most levels between 4 and 8ish. It's finally becoming a viable option again now at level 10, with a few lucky HP rolls, a con belt, and the toughness feat on the character.


@Anetra: it could have been worse. Dwarven Fighter with a +2 CON bonus (yeah I know it was a 20 point buy and he only bought a 13(before Race) CON) he rolled a 1 for HP from level 2 all the way to level 13... I wonder... does that qualify for irony?

On Topic: I find Melee Bards make good flankers, but horrible in-the-enemy's-face combatants. Short ranged combat Bards though... well all I can say is this:

YIKES


Azaelas Fayth wrote:

@Anetra: it could have been worse. Dwarven Fighter with a +2 CON bonus (yeah I know it was a 20 point buy and he only bought a 13(before Race) CON) he rolled a 1 for HP from level 2 all the way to level 13... I wonder... does that qualify for irony?

On Topic: I find Melee Bards make good flankers, but horrible in-the-enemy's-face combatants. Short ranged combat Bards though... well all I can say is this:

YIKES

Ouch!

I agree about the melee/short range thing on bards, for the most part; where you want your bard is going to depend a lot on the composition of the rest of your party. If you have a lot of people in melee already, you don't necessarily want to crowd the place up by screaming "me too!" and trying to squeeze in.

But on the other hand, if most of your party is ranged and you've only got one melee guy, for sure hop in and give them some flanking benefits!

For my own bard, I made her as a longsword-wielding swordsman duelist type person for flavour reasons -- namely, she is a very devout follower of a god whose portfolio includes swordsmanship. Crunch-wise the character has a hard time making ranged combat work because I went for a higher STR than DEX, took Weapon Focus in longsword, and chose to have my bonded weapon be one.

Sovereign Court

Since summoning is heavily discouraged, the conjurer wouldn't be nearly as good. In such a large party as this though, a Diviner with the Lookout Teamwork Feat might be brutal.


@Anetra: Bonded weapon? Did I miss something on the Bard?

I guess I should have stated that the type of Bard I was referring to is the ranged focused switch hitter type. Bow and a Rapier with Weapon Finesse. Throw in Quick Draw and you got a very potent character. For 2 feats iirc. Throw in Feint-based feats and it becomes absolutely Evil when it comes to single combat.

Though a rogue with the same build can be equally as brutal. If not more.


Azaelas Fayth wrote:
@Anetra: Bonded weapon? Did I miss something on the Bard?

Nope! The OP was considering the Arcane Duelist archetype from the APG, though, which receives a Bonded Item (per the Wizard Arcane Bond ability) for one weapon.

My own bard happens to also have this archetype, so they got the ability. As you can imagine, needing a particular weapon in hand to do your spellcasting makes it less appealing to switch your weapon out to a different one.


You can always choose a cestus for your bonded weapon. Then you can do use whatever weapon you like.


Gambit wrote:
Elamdri wrote:
Gambit wrote:


Wizard (Universalist)

This. This is giving me an ulcer.

Lets not take into account that with Teleportation school in UM, Conjuration school is the most broken school ever.

Just, I can't understand sacking 9 spell slots.

I actually tried to talk him into playing a specialist, but he is a bigtime roleplayer (though not annoyingly so) and this is how he sees the character. He is actually taking a hat as his arcane bond, modeled after the Mad Hatters hat, he is going to keep his spellbook in there and eventually turn it into a bag of holding. He even developed how his arcane bond daily spell would be cast, taking his hat off, making it part of the casting, and the spell effect coming from it. Our DM loved the idea so much he totally disregarded the fact that a hat cant be a bonded item.

Like Presto from the old D and D cartoon!


I would stick to the original idear: Some kind of drill sergeant (Bard/Arcane Duelist).

Str: 12
Dex: 16 + 2 Human
Con: 15
Int: 13
Wis: 11
Cha: 15

Feats:
1st Human: Thoughness
1st ADFix: Arcane Strike
1st Level: Flagbearer
2nd ADFix: Combat Casting
3rd Level: Craft Wondrous Item (If you will have engouh downtime)
5th Level: Lingering Performance
6th ADFix: Disruptive
7th Level: Dodge
9th Level: Weapon Focus (???)
10th ADFix: Spellbreaker
11th Level: Discordant Voice

Items to get ASAP:
Banner of the Ancient Kings

This build will not bring much damage to the battlefield but you will give huge boni to you party (+5 attack/+ 5 Damage @ 7th Level with performance + banner). You turns will not last long just cast a buff at the start of combat after that move around to position yourself so no opponent can reach you, while shouting orders at your teammates.

Breiti


The Drill Sergeant idea reminds me slightly of the Doctore character from Spartacus: Blood and Sand. Especially if you use a Whip.


Hmm Arcane Duelist... I really need to look at that... I say that this type of character would be a good character for the campaign

Sovereign Court

It fits the flavor, and the mechanics will cheer up you and your fellow players; everyone likes getting buffed.


Background wise... you can be the Bard assigned to chronicle what happens with the party.


This situation was MADE for a bard... the net bonuses and buff gains are absurd. must. must. must.


The flavor for the bard character could be that units above a certain size profit from having dedicated combat musicians. They call rally, retreat, maintain morale -- and effectively convey a variety of other signals to the unit.


A question I just had... what special operations are your characters going to be involved in?

Grand Lodge

Hobgoblin whip wielding Bard.

Where there's a whip, there's a way!

Sovereign Court

You don't actually sing. You could give motivational speeches instead.

"We shall fight them in the dungeons, and in the forests. And we shall fight them in Concealment, and on Difficult Ground. We shall NEVER take a Withdraw action..."


Ascalaphus wrote:

You don't actually sing. You could give motivational speeches instead.

"We shall fight them in the dungeons, and in the forests. And we shall fight them in Concealment, and on Difficult Ground. We shall NEVER take a Withdraw action..."

OK, only a few others have actually succeeded in making me do this... Face-Palm

I can see a Battle Standard bearer playing a flute or something or even playing a drum... yes I am referencing the old line, block, and column marching musicians.

Sovereign Court

On the universalist front: The existence of the Amulet of Magecraft almost justifies that school. Also, the Arcanamirium Crafter makes it slightly better.

Silver Crusade

Illeist wrote:
On the universalist front: The existence of the Amulet of Magecraft almost justifies that school. Also, the Arcanamirium Crafter makes it slightly better.

Ah, I typically don't play in games that use anything except Core.


Azaelas Fayth wrote:
A question I just had... what special operations are your characters going to be involved in?

All I have is the campaign synopsis blurb, which states the following:

Your King Needs You: You are the elite, the finest and best Braxton has to offer. Serve as one of the Grey Blades, Braxtons crack co-op military group. When threats arise that endanger your kingdom you put it down fast, hard, and without hesitation. Can you prove you're the best? Will you serve your country, king, and kinsmen? Will you maintain Braxtons dominance?

As for specifics...I have no clue. Now I personally know that Braxtons main enemies are the nation of Fordawn to the south (which is really just more of a rivalry, sometimes friendly, sometimes heated) and the barbarians who live on the plains to the east. 30 years ago the barbarians banded together and rose up to attack Braxton and the elven forest nation of Selnaria (both of which border the plains), but were being manipulated by a powerful entity to do his bidding, the leader was eventually defeated and the barbarian army was quelled (all of which happened about 10-12 years ago in a 2E campaign).

So as to what specifically we will be fighting, no idea precisely, but probably at least 60% humans.


Co-op as in two nations working together?

as when co-op is used in relation to military units that is what it means...

Wait Grey Blades? Braxton... dagnabit I have a nation and faction called those... frak...

Time to edit my setting again...

His nation sounds somewhat like mine (though mine is comparable to Cheliax with Andoran influences) a Bard would be assigned to the group. All units Spec. Ops. or not have a Cavalier, a Bard, and a Cleric.


Azaelas Fayth wrote:

Co-op as in two nations working together?

as when co-op is used in relation to military units that is what it means...

I pretty sure he meant co-op as in pulls from all factions of the military to comprise its members, if it makes you feel better just pull the word co-op out, then it is "crack military group". I know that the party wont be directly serving anyone but the nation of Braxton.

Quote:

Wait Grey Blades? Braxton... dagnabit I have a nation and faction called those... frak...

Time to edit my setting again...

His nation sounds somewhat like mine (though mine is comparable to Cheliax with Andoran influences) a Bard would be assigned to the group. All units Spec. Ops. or not have a Cavalier, a Bard, and a Cleric.

Lol, our DM has been using the name Braxton (though this is the first time I've heard of the Grey Blades) and his homebrew world since around 1999. Braxton is kinda like America with a monarchy. It has a king and nobles and whatnot, but its people, even the commoners, live good lives, safe, protected, well off, and overall it is a "good" nation for which the vast majority of its citizens have strong national pride. It has come to kind of feel like "home" to most us who have played in the world for the past decade, it and its surronding areas has kinda become our Sword Coast/Waterdeep/Western Heartlands area (in that it is somewhat the default and most covered area).


Nice...
Cheliax with Andoran influence doesn't really seem right now that I think about it...

Mine is more of the well of idealized medieval kingdom in which Nobility isn't inherited but earned. Crimes are punished by the severity of their repercussions. A young child might get caught stealing bread, and because of the Baker mentioning the need of a new helper the boy might get assigned to help the Baker every day for a month to learn respect. At the same time the boy could show an aptitude for baking and end up becoming the Baker's apprentice. Wealth gets separate evenly between all heirs and the kingdom upon one's death. In order to become Nobility one must make a name for themselves and earn their own fortune.

Slavery is highly illegal. Confirmed slavery is punished by being made into an example and tortured to death in public. Your wealth gets divided amongst the kingdom and your slaves with a single share going to your heirs to be divided amongst them. Bonded servitude is legal if properly done.

What would you compare this to?

The Grey Blades are an order that is Lawful Neutral overall and functions as a Mercenary force for any cause they deem worthy. Mostly Lawful Good and Lawful Evil Paladins with a few other classes.

Note: Paladins only need to be Good or Evil in this setting. Though Law and Chaos have an effect on class features.

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