| RIZZENMAGNUS |
| 3 people marked this as a favorite. |
You had no sooner accepted your flagon of ale from the bar wench and started to drink it when a hooded figure takes the open seat next to you. remaining calm (because you had been thinking about this beer all day) you continue your action and take a long pull from the ceramic cup. Belching softly, you open your mouth to begin to scare away this hooded figure from your table when suddenly, his hand flashes by his chest.
It takes you a moment to realize he has given you the sign of the organization you are a member of.
you swallow down your harsh words, blinking hard, and try to pierce the darkness of the strangers cowl. Try though you may, you cannot determine the sex or race of the figure to your right.
You shift in your seat, bringing your full focus upon this stranger.
I dont recognize you, stranger you say softly. the low mummer of the crowd helps obfuscate your voice to anyone except the strange one beside you.
But i recognize you. the hooded figure says in a disjointed tone. again, neither male nor female in tone, inflection. Whoever this person was, they were good at discretion.
Well, you gave the sign. You have until i finish my drink to tell me what you want, otherwise i will gut you like a waterdeep dock worker. you gruff, and begin to drink again.
Not here. too many ears the figure speaks, again the tone is harsh and soft at the same time. there is a hill, five miles south of here. A hill where nothing grows. Its in a field where nothing grows except weeds. The closest cover is 2000 feet away. meet me there. one hour
having said what it wanted to say, the figure stands up and walks away, leaving the tavern.
you take 10 minutes, mulling over what this figure said, looking for threats, thinking about ambushes.
you know the hill the figure talked about, you rode past it on your way to this very tavern. It is secluded, in an open kind of way. no risk of ambush, unless someone is working powerful illusions or disguises. but you have your own ways of detecting illusion and disguises.
looking at your empty flagon, you think about disregarding this stranger. but, in the end, the figure did give the sign of one of your own...
40 minutes later, you find yourself standing upon the very hill the figure mentioned. standing before you, the same figure. the dying sun makes the shadows that hides the figures face even more deep and severe.
alright. i am here. you grouse at the stranger, thinking about that ale.
The figure pulls back its hood, and you see an elf standing before you. pale of skin, pale to almost blue, the skin is. the eyes are slanted severely, matching the slant of its ears that poke out beyond its long blonde hair.
greetings. the figure speaks, his voice masculine and deep for an elf. and thank you for showing up. I have met with others before you, and they refused to hear what i had to say
you grunt but say nothing. Others? what others you think to yourself, your eyes darting about momentarily.
i hold information. information that your organization will find value in the extreme. information that can help your organization achieve the goals it seeks to accomplish
hmmpf you grunt noncommittally.
Have you heard about what happened at Imnescar? the elf asks, his eyes locking yours to his gaze.
You feel your face screw up in confusion for a moment. Imnescar? you think to yourself, pondering. you had- when was it? a couple weeks, no a month ago!
it was destroyed you provide. some kind of natural disaster destroyed the city of imnescar... whole village whiped out. no survivors.
the elf nods. 19,000 souls, killed.
you shrug yeah, what about it
it wasnt a natural disaster the elf says simply.
your eyes narrow, your attention one hundred percent focused on the elf. what do you mean not a natural disaster?
it was a weapon. the elf says simply.
what, like a magic spell? you snap quickly. Suspicion and interest both war within your mind. a weapon... that has that magnitude?
worse the figure answers.
what can be worse than a magic spell that kills 19,000 in one go? you demand, your mind working overtime.
That's for you to figure out. the elf shrugs nonchalantly.
you feel your teeth grind slightly in anger and annoyance. you hate being the one that doesnt know the answers, and worse, being in a position to not be able to beat the answers out of the figure before you.
tell me, the figure before you intones why should i give this information to you? convince me that your organization should have this information for this weapon. If i like what i hear, i will tell you more. If not, i will leave.
-------
This is the recruitment thread for my evil campaign.
im doing things differently.
in my previous interest check thread, i received a lot of interest in this evil campaign, and a lot of you threw out ideas about characters being part one of the various evil organizations that populate Forgotten Realms. but rather than having players make characters that are part of evil organizations, i thought it would be more interesting to have you actually make the case about why your organization/cell/group should have this vital bit of information concerning a weapon of destruction.
From the list of entries, i will chose the organizations that i think would best served by this weapon, and once accepted, the player will then proceed into the discussion board and will there receive character build information.
I want the players to really internalize the organization that they are representing. Think about the goals, the aspirations, that these evil organizations are seeking to accomplish. This will be part of what your character will also seek to aspire to, the success of your organization. your character turned away from law and order, and instead took a darker path. how you write about this organization, how you convey it to the stranger standing before your character on the hill, will determine success.
Recruitment will be open until July 11th.
extra bits of info for you to consider:
the month and year is alturiak 1359
we will be using pathfinder 1e and forgotten realms 3.0/3.5 setting info. so if your organization didnt originate until 1370, then it wont work.
| Steel Orchid |
NAME: "The Hidden Flame"
Named after the Blue Flames that are head to see, they wreath Fierna's palace, a slender, serpentine tower of crystal outside of the city of Abriymoch
PATEAN: Fierna the lady of Phlegethos
STRUCTURE: Individual deep cover gents with cut out handlers
FUNCTION: Intelligence gathering, political manipulation and when needed Counterintelligence
HQ: The grand library of Abriymoch, on Phlegethos.
Known to do: Using honey traps, seduction, emotional manipulation, political schemers, black mail, asymmetrical warfare, reputation destruction, Information brokers, shape changers.
Known not to do: Assassination, open conflict, Violence (unless attacked directly}. They hire the killers anonymously who kill you.
Known Quarks: All there agents are female, with a love of fire.
Typical member: Evil/Female/SEDUCTRESS/Manipulators/Political Skeemers/Clever Cunning and Ruthless.
HISTORY: Fierna the joint ruler of Phlegethos was for a long time as a child of any powerful parent, Spoiled and self obsessed. Her father disappeared she would ever be a power in the Hells. But over time she learned and started to join in the great game. Her skills let her manipulate others to gain information. She left behind her old ways and learned from her father. It was then she started the Blue Flame. Her own intelligence gathering organization. Overtime she grow it to the mortal lands.
"Knowledge is power after all." As she likes to say.
more soon
| Lapyd |
I will confess I had most of my organization and backstory thought of already! I had to do a little adaptation to fit the dialog, and a couple tweaks here and there to match the time period :) I'm adding details on the organization itself below the dialog. Keeping in spoilers for the size.
The elf finishes his question. The man hearing stands still. Too still.
Then his eyes roll back.
Not in fear... Not in pain... But like a curtain being pulled aside.
A thin, papery crack splits down the vessel’s cheek. The elf stiffens, hand twitching toward a hidden blade. The man raises a calming palm.
And then its chest caves inward.
The sound is like a rotten log collapsing underfoot. The vessel's ribs fold, its spine buckles, and its mouth opens in a silent scream as something inside it wakes up. The elf staggers back, horrified, as the vessel's shadow stretches and tears like wet cloth.
Then, something else steps out of it; Not through the mouth, not through the skin, but through its soul.
The vessel's body slumps, hollow, its eyes now two empty pits. Whatever it once was is gone - devoured, extinguished, repurposed.
The new entity stand over the corpse, tall and crooked, limbs too long, joints bending at angles that suggest they were never meant for mortal anatomy. The hair hangs like drowned weeds. The smile is a crescent of too many teeth.
When it speaks, the voice is layered - like a coven whispering through one throat.
"Why should you give this information to that?" - the entity gestures to the collapsed vessel with a clawed hand - "It was a mouthpiece. A mask. A thing we wore until it bored us."
Then it takes a step toward the elf. The ground withers under its foot. A flower shrinks and dies in its pot.
"You wanted to know why our organization deserves your secret. Now you speak to it." - the head tilts, vertebrae clicking like chimes - "We are the Coven of the Thrice‑Broken Mirror. We do not send agents. We send puppets. We send shells. And when the moment matters..."
The smile widens, and it seems to have even more teeth.
"... We come ourselves."
The air grows colder.
"I expired in service to Mestama. My sisters hollowed me out and filled me with their hungers. I am a walking coven. A vessel of many mouths. A womb for curses."
The entity leans close enough that the elf can see his reflection in its black, glassy eyes, and see that his reflection is smiling even when he is not.
"You say Imnescar was destroyed by a weapon... Good... We savor weapons. We savor cities that die without warning. We savor the moment when thousands realize their gods cannot hear them."
The fingers lengthen, curling like talons. There's a sound of gurgling thirst, like an invisible, salivating beast.
"If your information can help us craft something worse... Then you will speak. If you refuse, we will peel your memories from your skull like wet bark. We will take your secrets anyway." - the entity's back straightens, bones shifting under the skin like restless serpents - "But we prefer willing offerings. They taste sweeter."
It gestures to the empty vessel on the floor. For the split of a second, the elf's mind is bombarded with ancient knowledge - a crash course on the organization, with touches of their history, and way too much emphasis in sacrifices and curses.
All of it is compacted in a disturbingly unhealthy, almost lethal, vertigo-inducing brain dump; their motivations aren't spelled, but yet he can understand it through his flesh.
"Now... Speak. What killed Imnescar?"
The Coven of the Thrice‑Broken Mirror is an ancient, malign sisterhood of witches and hags who devote themselves to Mestama, the Mother of Misfortune. The coven traces its origins to the Year of Shattered Faces, a forgotten century when three powerful hags attempted to bind fate itself. Their ritual failed catastrophically, fracturing three enchanted mirrors that reflected past, present, and future. From those shards, the coven was born - a collective that rejects the stability of mortal life and embraces the chaos of suffering as sacred truth.
The coven's founding principle is simple: misfortune is the purest expression of power. Where other organizations seek dominion through armies, wealth, or political influence, the Thrice‑Broken Mirror seeks dominion through calamity. They believe that suffering strips away illusions, revealing the world's true shape. Every disaster, curse, and downfall is a lesson — and a resource. Their magic is fueled not by obedience or devotion, but by the raw emotional marrow of despair.
The coven's membership is diverse in form but unified in purpose. It includes night hags, green hags, annis hags, corrupted witches, and mortals who have willingly surrendered their humanity in exchange for Mestama's favor. Initiates undergo a ritual known as the Breaking, in which they symbolically shatter their own reflection. This act severs their ties to mortal law, identity, and destiny. Those who survive the Breaking emerge changed — physically, spiritually, and metaphysically — marked by the coven's sigil: three jagged lines carved across the heart.
The chaotic evil organization's goals are long‑term, patient, and profoundly destructive. Their first aspiration is the collapse of predictability. They seek to undermine the structures that make civilization feel safe: laws, traditions, divine protections, and the assumption that tomorrow will resemble today. To the coven, stability is a lie that must be broken. They engineer misfortune on every scale, from personal tragedies to regional catastrophes, believing that chaos is the crucible in which true power is forged.
Their second major goal is the harvesting and refinement of souls. The coven does not merely kill; they cultivate despair. A soul steeped in terror, grief, or hopelessness becomes a potent reagent for their rituals. These refined souls are used to empower curses, fuel long‑distance hexcraft, and birth new hags into Mestama's lineage. The coven maintains hidden sanctums where these souls are stored, shaped, and consumed in rites that have not been witnessed by mortals in centuries.
The third and last aspiration is the creation and perfection of calamity‑magic - spells, rituals, and artifacts capable of inflicting large‑scale misfortune. The destruction of Imnescar is precisely the kind of event the coven seeks to understand and replicate. They study disasters the way scholars study history, dissecting every nuance of suffering to learn how it can be reproduced. Their ultimate dream is to craft a weapon of misfortune so profound that even gods cannot predict or prevent its effects.
The coven's structure is fluid, shifting, and intentionally opaque. It is led by the Triune Crone, a triumvirate of ancient hags who embody the three broken mirrors: the Hag of Lost Faces (past), the Hag of Unraveling Paths (present), and the Hag of Unborn Sorrows (future). Beneath them are circles of lesser hags and witches, each responsible for cultivating misfortune in specific regions or domains. The coven does not maintain fixed headquarters; instead, it moves between cursed sites, abandoned sanctuaries, and places where tragedy has recently struck.
The coven's rejection of law and order is absolute. They view mortal systems — courts, temples, guilds, governments — as fragile illusions that pretend to protect people from the world’s inherent cruelty. To them, law is a spell cast by the powerful to deny the truth of suffering. By breaking these systems, the coven believes they are liberating the world from comforting lies. Their members often come from backgrounds where law failed them, betrayed them, or sought to contain their power. Turning away from order is not rebellion; it is revelation.
The character is an old crone witch devoted to Mestama. She is one who willingly abandoned the false promises of mortal stability and embraced the coven's doctrine: that misfortune is the only honest teacher. Her personal goals - the pursuit of catastrophic magic, the cultivation of despair, the unraveling of order - align perfectly with the coven's grand design. She is not merely a member; she is a rising force within the sisterhood, a practitioner whose ambition mirrors the coven’s hunger for a world reshaped by suffering.
And yet, she hates them all, as she's sure they hate her as well.
Critzible
|
Sol Oculus an amalgamation of Bandits, Orcs, Half-Orcs, Goblins, Hobgoblins, Bugbears, and Ogres who have claimed Hammer Hall as well as a few of the smaller nearby towns. Bound under a man called the One-Eyed Tyrant. However, most have never seen the supposed Orc Tyrant called the One-Eyed Tyrant. However, a Human Cleric known as Father Gerald Lobrek, who spreads the word of the Eye of the Truth, as he is the One-Eyed Savior, sent to bring the Word or the Deed to the masses.
It is Father Gerald Lobrek who comes, seeing the unique power of a true spear of destruction that only the Chosen prophet of the Eye of Truth can hold. It is a Spear to hold over the world's head, should those seek to turn away from the Glory of the Eye of Truth and its allies.
Disciplined and ordered into a force to be reckoned with, the Sol Oculus is a Religious Sect dedicated to the Eye of Truth, securing powerful units and building warrens and dens. Those underneath can come freely welcomed into the force via the word, or suffer the deed, and must survive conscription. It is the way of Father Gerald Lobrek the One-Eyed Savior.
Sol Oculus is a Fanatical Militaristic Religious Organization (Think Space Marines for Gruumsh!).
Gerald sees this whole power as one ot flex when too many enemies accrue. As strength and war are needed to keep the flock satiated and strong. Though disciplined he and his forces are ready to fight and let loose. He also sees the power as a means to combat their lack of Arcanists. It also is a check to keep enemies from challenging them, should they utilize it.
Rosc
|
Oh cool, an evil campaign sounds right up my alley.
Question. I'm pretty fresh to the Forgotten Realms setting specifically, so I'm wondering if it would be okay for me to create a smaller, potentially less intrusive organization on my own.
Or would you prefer I make a character belonging to a canon group?
| Steel Orchid |
You had no sooner accepted your flagon of ale from the bar wench and started to drink it when a hooded figure takes the open seat next to you. remaining calm (because you had been thinking about this beer all day) you continue your action and take a long pull from the ceramic cup. Belching softly, you open your mouth to begin to scare away this hooded figure from your table when suddenly, his hand flashes by his chest.
It takes you a moment to realize he has given you the sign of the organization you are a member of.
She was sitting in the filthy Inn waiting for a river rat informant,
Disguised and a low level Street vender. her clothing close to rags, A cheap slops ale had just been placed in front of her, and while sliding over the coppers to pay for it. She spotted a hooded form moved a little too close. Her poison tipped blade moved from its hidden sheff to her hand.Then she spotted it, his hand had just make the sign of the Flame.
The blade stayed but she now looked at this one. Arr not even gender, well that was normal for one in the Hidden Flame. What was there to recognize, handlers never looked the same twice. Then it stated it recognized her. Well now that would be hard seeing how this face was a burner. But high ups always had their ways. She told the form it had moments to make its intentions clear. Showing the deadly blade so only it could see.
He talked of a more secluded spot. She came late, scouting the area. An hour later they were to meet face to face again. The hood came down and she was looking at an elf. Half Drow by the look of him. He talked of others, Then talked of Imnescar and its fall being not natural. She just listening intently, Then his request why should he give me/us more intel on this weapon. She was intanly on guard, A test, one of wits and conning, she was trained for this, this is what the flame did best.
"Hoho, I nice little trap we have here, I really do not know of this group you suspect me of being in. And I have no doubt that if I fail to convince you in handing this information to me I will die here and now to protect what info you have given me. But lets for the sake of argument say I was a member of this group. This could would be unlike other group. Once that are some kind of Comical play like villains, Strutting around the world. No this group you think me part of would be as unseen as air. They would be subtle in their ways. They would be masters at the great game, the all those with power to alter the worlds are part of. And as players they would ask, a simple question what are you objectives here. For the asware often lies within the question."
She chuckled to herself.
"Your not asking for wealth for this information and as yet you have not asked for reword for it, you only asked why you should share it. Now this intel could just be bogus, just an elaborate trap for the group you think I am part off. But let's set that line of thought aside for now. Lets us say what you have said is true and what you have asked it as well."
Form a magic pouch she took out two small folding stools, a small folding table and an ornate Coffee set. Laying them out she sat and started to make spice coffee.
"Come, sit, this is spice coffee from the south, best money can buy. Sit, and let's talk some more"
Sitting she handed him a small cup with the dark brown liquid in.
"So truth, Now I would ask, why would you be willing to hand over such information free of charge to someone like you think me to be. Why hand a agent of an evil organization intel about a weapon of mass destruction. And by the sound of, not just my organization, but others as well. Humm.."
She took a sip of her coffee.
"Information that would let us find this weapon, Yet you have not asked how We would use it. That in itself is interesting. So it's not Possession your after, no..., the fact others are involved, muddying the waters, no I think it's disruption your after. Disruption of the ones who have it humm."
She refilled his cup.
"So lets talk of the ones that have it. Why destroy a city and hide the fact, why not show your power and use it to bend others to your will?. Then this, you numbered the dead more than once, 19,000 souls. I wonder, could it be that was the real reason for the Distribution of a city was not its demise but the dead souls it created. Are the ones who have this weapon of mass destruction harvesting souls? One can then ask. Because that would change things. Your willingness to share information. Can now be seen as need to stop and on going harvest. Who ever this group with the weapon is they may be planning something big and you want to disrupt it. Why think this, well you can go to Goody two shoes groups, they are slow and play by the book. But you need it stopped now! And for that level of ruthless distribution, evil would be your best bet, hence me."
She smiled at him.
"I suspect your on a tight deadline, you want them stopped as soon as possible. And you need real b@st@rds to do it. Now this is of course all just speculation. But if any of what I have said is true, then the group you think I am part of would be a very good pick to stop this. You see I think this group I may or may not be part of, really! really! likes souls just as they are, corruptible to their ways. And would be very angry at a group stripmining uncorrupted souls for S&&^&s and Giggles."
She smiled, put down her empty coffee with elegance, and waited to see if she lived or died.
| RIZZENMAGNUS |
It starts as a 12th level campaign.
The way i see it, your characters could be middle to upper level management of the organization.
Also, dont think that if someone writes about an evil org,that that org is off the table. You are than welcome to write about the same org, and have a different method to achieving the same goals.
For example, red wizards of thay. Someone could be a follower of szzas tam, maybe your a follower of the zulkir aznar thul.
| RIZZENMAGNUS |
| 1 person marked this as a favorite. |
Oh cool, an evil campaign sounds right up my alley.
Question. I'm pretty fresh to the Forgotten Realms setting specifically, so I'm wondering if it would be okay for me to create a smaller, potentially less intrusive organization on my own.
Or would you prefer I make a character belonging to a canon group?
Stick with canon
| Steel Orchid |
Rosc wrote:Stick with canonOh cool, an evil campaign sounds right up my alley.
Question. I'm pretty fresh to the Forgotten Realms setting specifically, so I'm wondering if it would be okay for me to create a smaller, potentially less intrusive organization on my own.
Or would you prefer I make a character belonging to a canon group?
Dose this mean my PC working for Fierna the lady of Phlegethos is out GM?
canon does state she has a large number of spys that work for her on the prime.| Lapyd |
Updating my organization details as a sect within the Red Wizards of Thay, to keep it within FR canon.
The Coven of the Thrice‑Broken Mirror is one of the most secretive and least acknowledged factions operating within the arcane hierarchy of Thay, that operates with certain autonomy and its own leadership. Officially, Thay forbids priesthoods, cults, and divine sects from influencing its magical institutions. Unofficially, the coven has existed for nearly a century, tolerated only because its work produces results too potent for Szass Tam to dismiss. It is the Red Wizards’ calamity‑magic division — a hidden research arm devoted to weaponizing misfortune, despair, and catastrophic magical phenomena in service to Thay’s expansionist ambitions.
The coven's founding principle is simple: misfortune is the purest expression of power. Where other organizations seek dominion through armies, wealth, or political influence, the Thrice‑Broken Mirror seeks dominion through calamity. They believe that suffering strips away illusions, revealing the world's true shape. Every disaster, curse, and downfall is a lesson — and a resource. Their magic is fueled not by obedience or devotion, but by the raw emotional marrow of despair.
The coven's membership is diverse in form but unified in purpose. It includes night hags, green hags, annis hags, corrupted witches, and mortals who have willingly surrendered their humanity in exchange for Mestama's favor. Initiates undergo a ritual known as the Breaking, in which they symbolically shatter their own reflection. This act severs their ties to mortal law, identity, and destiny. Those who survive the Breaking emerge changed — physically, spiritually, and metaphysically — marked by the coven's sigil: three jagged lines carved across the heart.
The chaotic evil shadow cabal's goals are long‑term, patient, and profoundly destructive. Their first aspiration is the collapse of predictability. They seek to undermine the structures that make civilization feel safe: laws, traditions, divine protections, and the assumption that tomorrow will resemble today. To the coven, stability is a lie that must be broken. They engineer misfortune on every scale, from personal tragedies to regional catastrophes, believing that chaos is the crucible in which true power is forged.
Their second major goal is the harvesting and refinement of souls. The coven does not merely kill; they cultivate despair. A soul steeped in terror, grief, or hopelessness becomes a potent reagent for their rituals. These refined souls are used to empower curses, fuel long‑distance hexcraft, and birth new hags into Mestama's lineage. The coven maintains hidden sanctums where these souls are stored, shaped, and consumed in rites that have not been witnessed by mortals in centuries.
The third and last aspiration is the creation and perfection of calamity‑magic - spells, rituals, and artifacts capable of inflicting large‑scale misfortune. The destruction of Imnescar is precisely the kind of event the coven seeks to understand and replicate. They study disasters the way scholars study history, dissecting every nuance of suffering to learn how it can be reproduced. Their ultimate dream is to craft a weapon of misfortune so profound that even gods cannot predict or prevent its effects.
While still under the Red Wizards of Thay, the coven's structure is fluid, shifting, and intentionally opaque. It is led by the Triune Crone, a triumvirate of ancient hags who embody the three broken mirrors: the Hag of Lost Faces (past), the Hag of Unraveling Paths (present), and the Hag of Unborn Sorrows (future). Beneath them are circles of lesser hags and witches, each responsible for cultivating misfortune in specific regions or domains. The coven does not maintain fixed headquarters; instead, it moves between cursed sites, abandoned sanctuaries, and places where tragedy has recently struck.
The coven's rejection of law and order is absolute. They view mortal systems — courts, temples, guilds, governments — as fragile illusions that pretend to protect people from the world’s inherent cruelty. To them, law is a spell cast by the powerful to deny the truth of suffering. By breaking these systems, the coven believes they are liberating the world from comforting lies. Their members often come from backgrounds where law failed them, betrayed them, or sought to contain their power. Turning away from order is not rebellion; it is revelation.
The character is an old crone witch devoted to Mestama. She is one who willingly abandoned the false promises of mortal stability and embraced the coven's doctrine: that misfortune is the only honest teacher. Her personal goals - the pursuit of catastrophic magic, the cultivation of despair, the unraveling of order - align perfectly with the coven's grand design. She is not merely a member; she is a rising force within the sisterhood, a practitioner whose ambition mirrors the coven’s hunger for a world reshaped by suffering.
And yet, she hates them all, as she's sure they hate her as well.
| Steel Orchid |
GM RIZZENMAGNUS / I think if she is a member of the Toril Thirteen or an agent of one. {That is an organisation unto itself, Which is Cannon I think. Its under Findush organisations at that time}. So as a follower if not one of the Toril Thirteen. She could be a Lawfull tiefling. Then all the posts here would still fit within that framework.
GM Class wise would you let in Warlock?
| ObsessiveCompulsiveWolf |
Rizzenmagnus, does this:
we will be using pathfinder 1e and forgotten realms 3.0/3.5 setting info. so if your organization didnt originate until 1370, then it wont work.
Mean “We will be using Pathfinder 1e (rules) and Forgotten Realms 3.0/3.5 setting info” or are players allowed to use DnD 3.0/3.5 classes/races/options in this PF1e game as long as they fit the Forgotten Realms campaign setting?
| RIZZENMAGNUS |
Rizzenmagnus, does this:
are players allowed to use DnD 3.0/3.5 classes/races/options in this PF1e game as long as they fit the Forgotten Realms campaign setting?
this.
id like to keep the feel of FR setting with the available PrC, region backgrounds, races found within the FR 3.0/3.5 setting.
the backbone rules will be based off of the pathfinder ruleset. so, if you decided to play a guild thief that is a member of the zhentarum. Youd have the core character be a rogue, based off of the pathfinder rogue class, and the guild thief from the 3.0 FR campaign guide (but tweaked to fit pathfinder rules).
and i should point out now that i am considering allowing the 3.5 book of vile darkness as a tool for players to utilize. Nothing set in stone, but something to keep in mind for later.
| RIZZENMAGNUS |
RIZZENMAGNUS wrote:Stick with canonI've got some research to do!
Followup question: what races are allowed? Because I'm vibing on the kraken society and I kinda wanna make a merfolk summoner....
forgotten realm races.
if you can find in one of the 3.5 FR source books a list for merfolk stats, i will research and consider it.
| akododani |
Faction Details: Cult of the Dragon
Operating under for the elevation of a Blue Dragon, Caeruleus Artifex are looking to acquire this new spell. There are two broad reasons for the desire, one is to capture the essence of so many souls at time of death would aid in the preparation of the potion to finish the lichdom ritual and the second is to aid in the securing of the Well of Dragons. The ability to quickly eliminate so many potential defenders around the Sunset Mountains.
Further, how does this spell work against those being made of sterner stuff? How does it affect dragons? What about mind flayers?
| Steel Orchid |
@Critzible I was looking at Noble drow but I think its cr1 as its 41 Race points to build, but if you take Drow and then the Noble feats you get to the same point with three feats. But in end went with Tiefling.
@GM RIZZENMAGNUS, Thats fine, Warlock was a push, I may go another way class wise but can I ask, Are you ok with her being part of the Toril Thirteen?
Rosc
|
Rosc wrote:RIZZENMAGNUS wrote:Stick with canonI've got some research to do!
Followup question: what races are allowed? Because I'm vibing on the kraken society and I kinda wanna make a merfolk summoner....
forgotten realm races.
if you can find in one of the 3.5 FR source books a list for merfolk stats, i will research and consider it.
Looking around, it seems to be an NPC statblock that was reverse engineered to +2 Con/Cha/Dex and a 30 foot swim speed with the usual +8 racial bonus to swim checks that follows. Naturally, they're able to breathe air or water. If you'd prefer a more balanced statline, we could always rework it into something like +2Con/+2Cha/-2Wis or something.
But if you're not feeling that I've got other ideas. Alchemist melee monster, swashbuckler/barbarian tank, some kind of kineticist...