Please chose a color that you will use for your character.
It's not required but I found that having your basic character stat in your post during combat help a lot:
You can use that format:
AC: Touch: Flat:
Save: Fort: Ref: Will:
+ any special ability that could affect the whole group
Fell free to remove any line not concerning your character.
As i said it's not required but I find it usefull as a player and as a DM.
Here's a repost of the recruitment OP
The night in the clearing was peacefull the only one awake was the one on watch. Youíre all pretty satisfied after dealing with the Necromancer. And the villager were so happy to see their children back.
Suddendly a weird feeling manifest all around you, it doesnt wake any of you and the watch didnít notice. Still something is happening. I wonder what ?
Itís my pleasure to begin recruiting for a new game using my project.
The 16 question are below but first a few thing on how the adventure will begin.
You are all member of an adventuring party, recently youíve managed to kill a young necromancer that was kidnapping children from a small village. Thankfully none were killed after returning the children to their respective home. After getting your reward you left town in route toward the city to spend your loot.
You stop for the night in a clearing in the middle of the forest. When you all wake up the next morning you realise that something drastic has happenned youíve all changed in some profound way.
What will you do ?
The 16 question:
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Gestalt, max one flaw one trait
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4 to 6
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
5. What is the characters' starting status (i.e. experience level)?
Level 6, 15000xp
6. How much gold or other starting funds will the characters begin with?
Standard WBL, 13000gp no more than half on any one item
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Any official WotC class or Prc. My homebrew are allowed other on a case by case basis but Iím pretty open.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Any LA 0 race, Iím willing to work with you to modify LA 1 race as to bring them to a LA 0.
You all gain one of the template from my project for free (no LA)
9. By what method should Players generate their attributes/ability scores and Hit Points?
32 point buy
Max hp at first level, average after that.
10. Does your game use alignment? What are your restrictions, if so?
EDIT: No evil character.
I use alignement but Iím not strict about it particulary for Npc, a good red dragon is rare but possible for example.
I'm also willing to ignore alignement requirement for class or Prc just ask.
11. Do you allow multi-classing, or have any particular rules in regards to it?
No multicallsing penality but donít abuse it. I donít like 1 level dip so unless you can really justify it Iíll probably say no.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
I roll for the Npc you roll for yourself. To speed thing up I might roll your initiative and spot/listen check.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Weíre using my template project homebrew.
As stated above the game is gestalt. Youíre allowed to have a maximum of one flaw and one trait. A few houserule and DM clarification are below.
We will also use Action point as describe in Eberron and UA
I also encourage membership in organisation or guild but itís not required
EDIT: We will use fractional Bab as suggested by Tavar
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
I required a short background at least describing how you join the party. What will be the reaction of the character after discovering the transformation ?
And finnaly a short description before and after the template.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
A little of everything but the beginning might be a little more roleplaying heavy.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
All official sourcebook.
The wotc web article.
Dragon mag on a case by case basis
3.0 source on a case by case basis
Homebrew apart from mine on a case by case basis
No third party book Unless you can give me a link where I can download it for free
A note on character creation, despite the fact that at the beginning of the game the character have just gained the template, you can chose feat (either my homebrew or other) as if they have them from first level. Same thing for skill or qualifying for Prc
Please use this format for application, Iím sorry for the inconvenience but it will allow me to easily compare between the lot of you.
Edit: I also want complete sheet for the character and any companion creature you have. (familliar, special mount, etc...)
Pseudo: Character name: Race + Template: Alignement: Gender: Organisations/Guild: (remove line if this does not concerne your character) Current Build: Planned Build (up to 20): (of course I wonít hold you to it, Itís just to get an idea of what you want) Ability Score: (before and after racial and level up bonus like that: Str: 14+2+1 Dex: 12 Con: 15-2 Int: 10 Wis: 8 Cha: 12) Backstory: Reaction to template: Description before and after template: Source: (with page number or link unless itís core)
House rule and Dm ruling
Iím willing to adapt feat/Prc or other thing from any setting just ask and weíll work something out.
Gestalt rule: You canít have two Prc at the same time.
You calculate your BaB and Save using the best of one side.
A fighter1/sorcerer19//Wizard20 doesnít have a Bab of 20 for example
Edit: We wil use fractionnal BaB
You can ask to lose acces to two class skill (for all your class) and gain 1 skill as a class skill. If you ask for UMD you will need a damn good reason to make me agree to it however.
No item familiar
No leadership but I might allow thing such as dragon or wild cohort with enough in game justification and investment
Draconic aura: You can only select aura p86/87 in the dragon magic book not those from the dragon shaman
Rapid pact making: You donít need to make the seal when using this feat
Archivist: They have acces to scroll in the following way:
They can just buy scroll of spell from the Cleric and Druid spell list.
They can buy scroll of domain spell but only in temple dedicated to a god with that domain.
For Ranger and Paladin (Blackguard) spell you must find one able to cast the spell andwilling to cooperate with you to create the scroll. You must scribe the scroll yourself before copying it in your prayerbook, paying the normal gp and xp cost + any payement ask by the ranger/paladin
Same thing with Mystic, Healer and Shujenga spell but theyíre even rarer.
No spell from the divine bard spell list or from some Prc
Artificer: You get half craft reserve for each level before 6. You can only use it on item creation you have at that level but you donít need to roll.
As per Wotc official rulling your scroll are neither arcane or divine they can only be use with an UMD check.
Barbarian: Nothing specific but as stated I donít like one level dip so unless you can justify it in game I donít want to see Lion totem barbarian just for pounce. (Yes I know melee need nice thing but thatís not a solution.)
Binder: You have acces to any official vestige, homebrew on a case by case basis, Iíve personnaly homebrew a few here.
Cleric: As mentionned in the religion section you must worship an actual god not just a concept.
Dragon Shaman: You continue gaining aura at 11, 13, 15, 17 and 19 taken from the list of aura from dragon magic p86/87
Favored Soul: They gain knowledge religion as a class skill
Fighter: Nothing specific but remember to look into ACF
Hexblade: You can use this semi official fix:
"The hexblade suffers a little because he came on the scene relatively early in 3.5's life.
As R&D pushes the boundaries of the game, we learn that some things we thought were risky
or potentially broken aren't. Other times, we learn things that look fine don't actually
work in play.
Armored mages fall into the first category. Them seem really powerful, but in the long run they aren't. Spells and magic items allow an unarmored mage to build great defenses. The spell mage armor is as good as medium armor, and its duration allows most mages to keep it active at all times. If you compare the hexblade to the duskblade from PH 2, you can see how the thinking has changed.
If you want to boost the hexblade, I'd try the following changes:
* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.
The key to the hexblade is his curse ability, but it's a little un-fun to have it so limited in use. The hexblade also has trouble casting spells and using his melee attacks, so shifting spells to swift actions fits in with the idea of an armored mage."
Monk: Nothing specific because in gestalt they can be useful as is.
Shujenga: Ask if you want to add spell from other source to their spell list
Shadowcaster: Their a semi official fix for this class too but I canít find it, if you can do so you can use it. (But show me the link first)
Truenamer: So yeah, Iíll see what I can do. Thereís a good homebrew variant on the forum I believe.
Swordsage: The unarmed variant is allowed but the bonus to Ac only work when not wearing any armor. It does NOT stack with the bonus from monk or similar.
Wu-jen: Ask if you want to add spell from other source to their spell list
Other: Nothing I can think of but ask if you have any question
Any: Iím willing to allow variant and adaptation such as a Psionic mindbender or thing like that just ask.
Chameleon: Changelling can qualify for this class
Legacy champion and Uncanny trickster: You canít progress a class ability above the maximum in the original class. Yes, Iím looking at you Hellfire warlock.
Magic item: You can use the rule from the MiC to combine magic item.
You will begin play on this continent called by the native Croixel:
You are currently one day away south of the town call Clertep at the edge of the forest.
Only the biggest town and other landmark are show on the map.
Apart from a few thing that i wonít revel here, I havenít dedic anything concret yet I want to wait and see what you chose for character such as race and backstory. Once Iíve selected the player Iíll elaborate more as need.
Religion: DM note: This list not exhaustive, it only represent the most well know god if you are from more exotic species or want to worship something not represent in the list just ask and I will find or homebrew one for you.
A Divine caster must always have a patron deity otherwise they canít cast spell. (Some other powerfull outsider, like archdevil, can play the role of god under ceratin circumstances for this purpose). A divine caster does not need to be of the correct race to worship a god but itís not common.
Creator God: Name unknow, can be worship be never grant any spell and never interfere in the affair of mortal. He has been to know to punish or reward the god however.
[b]Pantheon (Unless otherwoise note the God are unchanged from their original setting.
St Cuthbert (LN)
Tulene and Talene (LN and CN)1
Wee jas (LN) 1: Homebrew see below
Name: Tulene and Talene Surname: The divine sister, Mirrored twins, Goddess of opposition Statue: Intermediate deities Symbol: Two women holding hand, one pure white, one pure black Home plane: Symetri Alignement: LN and CN Portfolio: Contrast, Complementarity, Equilibrium, Opposition Worshipers: Twins, Philosopher, Creature opposed to the normal teaching of their race. Cleric alignement: LN,CN, LG, CG, LE, CE Domains: Balance, Law, Chaos, Light, Darkness Favored weapon: Linxpaw (Race of the wild p 165)
Tulene and Talene are twin sister, despite being two separate being they share the statue of godess and its impossible to worship one without worshipping the other.
They appear as beautiful young human women, Tulene as pure white skin, long dark hair and eyes, she always wear black clothes, Talene as black skin, long white hair and eyes she always wear white clothes.
Tulene and Talene are know for their beauty and most importantly for their unity despite their complete opposite morale opinion.
Tulene and Talene each represent Law and Chaos respectively but they think that one cannot exist without the other. They thaugh their follower to always respect the opinion of other, to stay true to their ideal and reflect on the constrast betwenn opposite.
Granted power: Weapon you wield gain the everbright weapon property. (MiC p34)
1: Guiding light (SpC p108)
2: Blaze of light (Heroes of battle p125)
4: Rainbow patern (but gain the light descriptor)
5: Lucen lance (SpC p134)
6: True seeing
8: Brillant aura (SpC p39)
9: Prismatic sphere
@Frog: You can set your options to automatically subscribe to any threads you reply to, or click the Thread Tools link at the top of each thread page. That way you get informed when people have posted in your User CP, rather tha having to trawl through the IC subforum to find it.
Zenith Caste Solarbold-Bard by Lord Raziere. | Backer #121 of the Giantitp Kickstarter | My homebrew
Originally Posted by OverlordJ
New law: Obey me or you'll be crushed by a MOUNTAIN.
Also, about my sai: The reason I grabbed one is that, while by RAW, the +4 simply cancels out the -4 from being light, it is still 4 better than my unarmed strike (also a light weapon). However, I know that many people think that it should give a total of +4, rather than +0. I'll leave it up to DM discretion for now. For now, my character sheet reflects a +0 disarm from the sai.
quick overview of Titian's tatics/strenghts. I'd like to know yours so we can quickly achive good teamwork. there are many fixes/classes from you guys I'm unfamiliar with... just reading the sheets won't help!
*mostly, get invisible in the middle of the fray (ninja skill) and lay waste with sudden strikes and psionic enpowered blows.
*I have reach. I may extend reach. I may grow in size, extending the extended reach.
* I have dimension swap, a power that allows me to swich places with a close ally. usefull for rescues or to get into the fray.
*I have brand new dorjes (50 charges) of chameleon (+10 hide for 10 minutes) and animal affinity (+4 to any single ability, for 3 minutes). Willing to share those.
Playing: Titian, the Mid-age bizzare ninja tortle!
Very high attack. +10 or more on attack, grapple, and disarm. Getting up to an enemy, taking his weapon, and taking him down is his main strategy.
Great buffs. As an egoist, there are several spells that he will cast on his self, raising his armor, attack, and damage, as well as healing
Other psionic abilities. Rays for ranged attacks mainly, along with a limited flying ability.
Elemental powers: any attack becomes elemental (his choice of fire, lightning, acid, or cold), and all elemental damage is increased by 1/2 HD (three currently), and elemental powers are cast at ML +1, allowing an extra power point to be spent on them, increasing damage. Michael also is resistant to elements.
basically, in a fight with melee opponents, Michael will buff his self before moving in and taking away people's weapons, leaving them for others. People who cannot be left alone (IE, casters) he will grapple and pound with elemental damage. Creatures he cannot reach will be dealt with using psionics.
He also has a small amount of knowledge skills, though not much. He'll be relying on someone else to be the party face.
In combat, Argal can dish out pretty decent damage by maneuvers and large sized deep crystal greatsword. He can take hits quite well, since his base hp total is the second highest in the party. (Exceeded by Titian by 3 hp.) He has a BC power in the list as well, but no real ranged attacks apart from the boulder breath and the rather weak Mind Thrust. I suppose I should snag something for this job next level. Argal also has Dimension Swap. It looks like we won't be having to deal with the physically weaker party members getting locked in close combat. I also have the ever-awesome touchsight.
Out of combat, Argal still has a lot to do. He has an excellent skill list and while he doesn't quite have the capabilities of a full-time skill-monkey, it's close. Apart from this, he also has a decent contigent of utility powers such as psionic levitate and concealing amorpha. I also have a wildcard arcane spell from factotum. I think that's all.
Forza: I've ruled that your Sai ignore the penality to disarm roll and granted you the bonus.
If/when you try it in combat and I realise that it's too effective, I might change that rulling but we'll see at this point.
__________________ Latest homebrew:The Avatars of Magic, powerful monster each dedicated to ne school of magic.
The check was a Take 20 on Know (arcana) and Spellcraft, just to see if anything turned up (I got a 33 on both so I figured it was worth a try).
If I don't learn anything that's fin, but figured I might as well put those skills to use.
in that case you don't know anything, in theory any spell should override that change as normal but without knowing the source you can't be sure.
I'll probably rule that it has no effect on the spell unless it would be funny.
__________________ Latest homebrew:The Avatars of Magic, powerful monster each dedicated to ne school of magic.