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Movers and shakers
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Movers and shakers
#1I am considering running a role-play with rather buff heroes in positions of importance; the setting would be a dangerous world, both hostile and ripe with strife.
For the sake of convenience, I'd go with DnD 3.5 th edition, as almost anyone is familiar with it.
(a different possibility is the recently free Talislanta - thanks Moon)
Anyone interested? -
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#2Of course :P
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#3Ok, Val, you got a spot. I'd like to have three or four characters, not more.
I'd like to set the first chapter in a smallish old realm occupied by a greater power. Players would be agents of that power, say, a councilor wizard, the duke's son, knight-captain, special operative, one of the higher-ranking priests in this backwater, etc.
As for characters, I will post available races soon; the starting level will be 6th. We will use 'gestalt characters' found in Unearthed Arcana (or PHB 2? check both). Basically, these level parallel as two classes, picking the best features of both (best base attack, all class features, best save, best hit die - so, a fighter-wizard gets good Fort and Will saves, a good base attack, a d10 hit die and a full wizardly spell progression, along with both wizard and fighter bonus feats, but he still suffers arcane spell failure in armor; a Sorcerer-Wizard has a crappy base attack, a d4 hit die and only high Will, as both the classes share those features - but his combined arsenal of spells is not to be trifled with!).
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#4Other than that, the characters will need ample background, a pronounced personality and strong ties to each other, including but not limited to common upbringing, long-standing friendship, a mentor-student relationship or even the lovers' bond. -
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#5I'm in. What kinda world is it? Generic pseudo-european fantasy or what? -
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#6It will be highly non-generic, non-western. No elves and dwarves for ye! Basically, the ideas are boiling up in my head, and will be hammered into the keyboard once another Strolenatus is tempted by my cryptic phrases. -
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#7Mm, a mid-level gestalt campaign? Count me in. -
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#8Okay then, crew-wise, we are set, with another possible window.
Now, please be patient while I prepare the setting primer. ETA Friday, most likely. -
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#9I'm afraid this might be too high paced for me at the moment - I regretfully withdraw. I will have no time before next weekend, and I do not wish to slow you down Echo.
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#10No, Val, it's not rushing anywhere! Don't feel pressured, man. I said I will post the first game-related material by the weekend; not that the game will start right away. -
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#11RE: The alignments question.
RP-wise, alignments don't bother me too much. I don't take them as strict commandments so much as general guidelines.
Mechanics-wise, abandoning alignments could allow for some very interesting gestalt combos. Paladin/Bards, Monk/Barbarians, etc. could be conceivable. I imagine as long as they make sense in terms of character, it could exist. -
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#12Okay then: we will be describing the character in detail; the personality especially. This means alignment-dependent spells will be re-defined. So does Protection from Evil still ward, but only against Demons and Undead and other archetypes, epitomes and paragons of wickedness. Holy smite pwns the same class of targets, etc.
As for gestalt combos:
>Paladin-bard: quite easy to imagine. He will have to cut back on the larceny, though. Also, heavier than light armor still interferes with bardic spellcasting.
>Monk-barbarian? Magrul the Dancing Bear! Fists of fury! Okay, can imagine this. Like above, mind armor restrictions.
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#13Sounds like a plan. Just remembered that druids have alignment restrictions also, though I think the only gestalt combo that would change is Druid/Paladin. It's another imaginable one: the acolyte of the forest, defending her patron god's lands with all the fury of nature. Also:
>Monk/Bard: The classic archetypes would have to be changed, since the monk is the unmoving rock and the bard a wandering spirit. Could be a minstrel who picked up some brawling in his travels, or a monastic who meditates using music.
>Barbarian/Paladin: A faithful warrior in the service of Kord or some similar deity, perhaps. -
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#14Please, check the setting primer posted under http://strolen.com/guild/index.php/topic,5100.msg66690.html#msg66690
After browsing it to your satisfaction, please do the following:
> Decide on a power (city-state, kingdom, ...) which is the patron of at least one of you, preferably of more.
> Discuss with each other what roles you want to play, and what the relationships between them are.
> Write your PCs (normal equipment is freely accessible, exceptional stuff after discussion with me).
> Let me know and post the stuff!
Thereafter, the introductory post will commence. -
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#15Couple quick clarifying questions:
> I didn't see any kingdoms or whatnot mentioned in the primer. Are we to just create our own, or do you have something more specific in mind?
> Are all the races listed available for PCs? -
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#16Indeed, you can agree upon a home kingdom. This game will be slightly more of a cooperative effort.
I imagine it so that the setting will slowly get fleshed out - after all, it is a thing I just began developing, with nothing carved in stone.
Also, all of the races are available as PCs. If you come across an obvious gross imbalance I missed, please tell me.
You may of course play a different race, from some supplement or what-have-you, but you will a) be a minority in the setting b) if the race has racial hit dice, it may get complicated with the whole gestalt character thing.
As with the setting, the races are not written out into full subs; if you think of something really awesome to add, let me know. -
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#17Stats. Are they random, point buy, whatever we feel like? Just wondering. -
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#18You can either hit me up for a random assortment of stats, determined by rolling 4d6 for each, discarding the lowest, and then it's up to you to arrange them (possibility for great sets and for somewhat 'meh' sets as well; I re-roll if there is nothing higher than 13 and if the total bonus is not higher than +1)...
... or you can buy using the following system: you count as rolling 4d6 for each stat and discarding the lowest roll. That makes 24 dice rolls total. You get four 1s, four 2s, four 3s, four 4s, four 5s and four 6s, distributing them between the six attribute rolls (four each) and then discarding the lowest. This makes for good stats, yet not great ones.
Aaaand you also get the free attribute upgrade at lvl 4.
Can be? -
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#19Okay, my current vision for my character is a Grunnor working in the service of his god, either Dalondar or Sahud. Like most Grunnor, he is driven and dedicated, letting little stand between him and the goals of his church; likewise, he is often cold in recognizing the workings of other races and faiths. However,both the church and his homeland have designated him as a delegate to increase cooperation between the Grunnor and the other races, primarily the Vaetir. Thus he strives, though often falls short, in attempting to feel not only compassion but empathy for others. His personality is somewhat cold, taking very slowly to humor and lightheartedness, but dedicated and protective to those under his watch. He is contemplative not only in religious matters but in all things. In making plans with the group he may seem to argue often, but it is only to find the root of their situation and approach problems from a different angle.
Class-wise, I'm thinking some combination of the following: Monk, Cleric, Paladin, Bard, and/or Rogue. His specific functionality in the part will depend on the combo, but I'm aiming for a balance of fighting ability and group function. I'm leaning toward Monk/Cleric for the speed, shared key trait, and synergy with the unarmored Monk style with the Grunnor's natural armor. Paladin/Bard would be interesting as well, having the Paladin's natural stopping power combined with the Bard's many functions, plus they share a key trait. Both sets more or less match the character as a missionary sort.
Thoughts? -
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#20From me, you get approval for:
*Pronounced personality: yes.
*A life path that requires excessive interaction with others: yes.
*Potential for personal growth: yes.
Now, what is important is the input from your compatriots. I am open to questions, but do not wish to interfere in your creation process too much :) -
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#21Cool. Any thoughts, Pariah and (if you're still in) Val? -
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#22I'm still nebulous about what I want to play.
I'm starting to think Ranger/Rogue.
Pariah - Do you want to tank? :P
Personality wise, I think I'll try and stretch and go for a gregarious type. Not sure why he'd be associated with Grunnor in an official basis. Personally, he might take him as a challenge to get him to 'lighten up' :)
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#23I figure whatever organization/patronage our little team agrees upon, my Grunnor hieromonk can be a missionary assigned to said patron. Perhaps some human or otherwise lord curious about foreign cultures and religions?
If you go Ranger/Rogue and cover vital skills, I can go Monk/Cleric and focus on healing and support, which leaves Pariah to tank. Or conversely I could try and tank as a Paladin/Something, so P isn't pigeonholed just yet.
I'd take the "lighten up" challenge as a fine opportunity. serious grunnor iz serious. :P -
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#24Sorry, I'd been busy for a while. I've got no problem tanking, that's pretty much what I'd been thinking of anyway. As far as character goes, I'm not sure as to how I'd manage to tie myself into it. Childhood friend of val or knight-errant guard of the priest or even dilettante son of the lord we're working for or whatever, I don't have any ideas as far as character yet... As far as the mechanical side of this goes, I'm looking at barbarian/bard or fighter/bard right now, depending on what my backstory ends up being. -
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#25Let me offer a suggestion, then:
- You have been sent by a lord to preside over the takeover of a backwater province.
- One of you is a childe of this lord; this is your chance to prove yourself. You are neither the eldest nor the most favored, as of now.
- Dozus' cleric can be affiliated, as an advisor, or even mentor; he can also be self-invited, on a divine quest, or sent to oversee the young hotshot, ordered by his superior. Or anything else or a combo thereof.
- Roguey-sneakey can be a friend, independent employee, business associate of a merchant cartel, or anything else you manage to come up with and makes sense. -
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#26Here's an offer based on Echo's suggestion:
The noble Baron {X} has recently expanded his vast domain, by trade or conquest. As he is aging and quite busy with his local business, he has assigned his son {Pariah} to set up the newly acquired land for expansion. As the child is not entirely trusted - whither by youth, misdeeds, or simple lack of favor - he has sent an agent along, {Valadaar}, to both assist and spy on the young noble. {Pariah} trusts him, even if isn't aware of {Val}'s true purpose, because the spy is a childhood friend/naturally happy and helpful/a very good spy. Journeying with them is the priest-monk {Dozus}, a delegate from a Grunnor free territory bordering {X}'s territory and fearing conquest; {Dozus} is sent by his superiors to curry favor with the baron and make the Grunnor valuable as a trading partner rather than a province. -
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#27Speaking of character creation, couple of questions:
> What would the clerical domains of Sahud and Dalondar be?
> How much leeway do I/we have in the descriptions of the various races? For example, skin & hair tones, arrangement & number of horns/natural armor, number of fingers, etc. -
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#28As for the domains of gods - you are free to pick fitting domains, or even draw up one that suits the deity. For example: Dalondar, domain Artifice: gain a Craft (Item) Feat or Skill Focus: (Craft), also, use Mending at will.
Spells:
1: Magic Weapon
2: Make Whole
3: Greater Magic Weapon / Magic Vestment
4: Stoneskin
5: Major Creation
6: Wall of Iron
7: Mordenkainen's Sword
8: Iron Body
9: Maze
Thematic, fitting, easy!
Other than that, he may have the Protection domain, Earth domain and Fire domain (Fanfare).
As for Sahud, it is more difficult: the Death domain is extremely unfitting for him, as it includes spells that kill and some that raise undead. I will give it some thought. -
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#29You can describe the character any way you wish; the races are quite varied. Some are especially prone to variation, for example the Denrow, who can decide to have any freaky fur pattern when they are maturing (resulting in star shapes, inscriptions, ornaments - as long as it is awesome.)
The Grunnor will grow vastly different horn and plate patterns, and their body "hair" (ok, wires) varies also - some have naturally occurring Mohawks, some beards interspersed with horns, some are bald, others grow manes. Grunnor hairdressers use tweezers.
Likewise, their appearance depends on by how many points they raise their AC.
Humans come in any skin tone, breadth and width, from pygmy to overgrown; they can also 'contract' the skin tone according to the climate they are in, leading to usually unseen combination of features and skin tones.
Hadir can be any color and shape within the general confines of slim and lanky, too.
Nagini have widely varied colors and head crest types too.
And so on. -
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#30How about this domain for Dalondar:
Metal Domain
Metal affinity: Once per day, a single item is transmuted to a non-precious metal (copper, bronze, iron). The item takes on all properties of the material (hardness, vulnerable to particular spells, etc.). The transmutation lasts for 1 hr/Cleric level.
1 Magic Weapon: Weapon gains +1 bonus.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Keen Edge: Doubles normal weapon's threat range.
4 Rusting Grasp: Your touch corrodes iron and alloys.
5 Wall of Iron: Creates an iron wall with 30 hp/four levels; can topple onto foes.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Transmute Metal to Wood: Metal within 40 ft. becomes wood.
8 Iron Body: Your body becomes living iron.
9 Repel Metal or Stone: Pushes away metal and stone.
Also, for Sahud, there's the Repose domain from the Divine Rules section of the SRD:
Repose Domain
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.
Granted Power:
The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.
Repose Domain Spells
1 Deathwatch
2 Gentle repose
3 Speak with dead
4 Death ward
5 Slay living
6 Undeath to death
7 Destruction
8 Surelife
9 Wail of the banshee -
Re: Movers and shakers
#31The Metal domain lacks the Man-O-War and Iron Maiden spells, and the 7th level spell is not too fitting, but other than that, I'm cool with it.
As for Sahud:
Repose is neat, likewise; as an added boon, you may choose that the domain power is non-lethal, inducing a coma instead.
As for other domains, let's go for Oracle, Dreaming and Community from Complete Divine. -
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#32
The Metal domain lacks the Man-O-War and Iron Maiden spells, and the 7th level spell is not too fitting, but other than that, I'm cool with it.
Yeah, I thought the 7th level spell was odd too. Got it from the Wizard's site, cited from the Faerun guide. I wondered if it was a typo, like it should be wood to metal, but that only makes slightly less nonsense. Any suggestions to change it? -
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#33Toss Mordenkainen's Sword in, or Major Creation, or something like that. -
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#34Is there anything I can do to speed up the process? For example, shall I write up a few pieces of the setting, or something? -
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#35I need to finish fleshing out my character sheet, but I think I've got the basics down. We just need to finish hammering out character relationships/background. Any thought given to the previous suggests, gentlemen? -
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#36I'm good with them myself. I'll need to put some time into this tonight. Ranger/Rogue. Question - any specific skills you think we need apart from the obvious?
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#37Questions aimed at Pariah:
a) What race are you?
b) Do you wish to describe your home nation, or have me do it?
c) Are you OK with having a rather generous number of siblings, back home? -
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#38Also: there is still one optional slot open. -
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#39Is starting wealth per the PHB? -
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#40Nay. Starting wealth is: mundane equipment ad libitum, as would be expected of a rather well armed expedition.
Special equipment, such as a) weaponry not covered by the PHB and b) magic items after agreement with me (basically, every character will have one unique custom-made item suitable for him - send me an idea).
An exception are potions, scrolls, wands and other one-shots: every one of you can have 2500 gp worth of those.