GPEKO
First Post
In part reposted from another thread :
I'm starting a game featuring the gods, churches and cosmology of the Book of the Righteous. You don't need the BotR to play but it is helpful. The campaign will be centered around the Houses of Darmon, the church of Darmon, god of merchants, travel, joy and free thoughts (in any order ...
).
Current Players/Characters:
Creamsteak -> Gray the Nomad, Male Half-Orc Druid
Dark Nemesis -> Brandy Galadonel, Female Elf Rogue
Isida Kep'Tukari -> Vivri, Female Human Holy Warrior of Darmon
Jarval -> Dacre Argyros, Male Human Cleric of Darmon (Commerce and Trickery domains)
Tailspinner -> Galstadt Trustryke, Male Human Conjurer
Alternates:
Nac Mac Feegle
dead_radish
The campaign will follow the 3.5 rules. Use stuff from the cores books and the BotR. Most of the Complete Warrior is also OK but run it by me to be sure.
Characters start at 1st level;
32 point-buy;
hp: max at first level, average after that
gold: average value for your class (assume you 'rolled' 2.5 for each d4)
Race: Use the PHB races only;
Class: All the classes from the PHB, except the paladin which is replaced by the Holy Warrior (see this link for a revised version of this class). The Swashbuckler and the Hex Blade from the CW are also OK.
Since each church has an holy warrior, the cleric class is slightly changed to make it less of a warrior and more of spellcaster.
First, the cleric can spontanously use up a prepared spell to cast one their domain spell of equal or lower level. The cleric never have memorize spells for the extra domain slot at each level. They can spontanously cast either of their domain spell with this slot. Clerics lose the ability to spontaneously cast cure spells.
Second, the cleric get 4+int mod skill points per level, sense motive as a class skill, but lose medium and heavy armor proficiency.
Third, the cleric hit dice is reduced to d6.
Also, I don't feel like rangers should receive spells in this game. The divine spellcasting warrior from the wilds will either be a Holy Warrior with the Hunt domain and a character with levels in some prestige class from the BoTR (like those crazy Hawks of Urian). So I'll use the non-spellcasting ranger variant from the CW.
Since this is a game centered around the Lords of Good, there should be no character with an evil alignment.
Your character should also have some link to a House of Darmon or at least be willing to work for one of them. Faithfuls of Urian, Zheenkeef, Tinel, Maal, Aymara, Korak or Canelle (but not cinnamon ! ok, never mind ...
) might also be appropriate for this game.
I'm starting a game featuring the gods, churches and cosmology of the Book of the Righteous. You don't need the BotR to play but it is helpful. The campaign will be centered around the Houses of Darmon, the church of Darmon, god of merchants, travel, joy and free thoughts (in any order ...

Current Players/Characters:
Creamsteak -> Gray the Nomad, Male Half-Orc Druid
Dark Nemesis -> Brandy Galadonel, Female Elf Rogue
Isida Kep'Tukari -> Vivri, Female Human Holy Warrior of Darmon
Jarval -> Dacre Argyros, Male Human Cleric of Darmon (Commerce and Trickery domains)
Tailspinner -> Galstadt Trustryke, Male Human Conjurer
Alternates:
Nac Mac Feegle
dead_radish
The campaign will follow the 3.5 rules. Use stuff from the cores books and the BotR. Most of the Complete Warrior is also OK but run it by me to be sure.
Characters start at 1st level;
32 point-buy;
hp: max at first level, average after that
gold: average value for your class (assume you 'rolled' 2.5 for each d4)
Race: Use the PHB races only;
Class: All the classes from the PHB, except the paladin which is replaced by the Holy Warrior (see this link for a revised version of this class). The Swashbuckler and the Hex Blade from the CW are also OK.
Since each church has an holy warrior, the cleric class is slightly changed to make it less of a warrior and more of spellcaster.
First, the cleric can spontanously use up a prepared spell to cast one their domain spell of equal or lower level. The cleric never have memorize spells for the extra domain slot at each level. They can spontanously cast either of their domain spell with this slot. Clerics lose the ability to spontaneously cast cure spells.
Second, the cleric get 4+int mod skill points per level, sense motive as a class skill, but lose medium and heavy armor proficiency.
Third, the cleric hit dice is reduced to d6.
Also, I don't feel like rangers should receive spells in this game. The divine spellcasting warrior from the wilds will either be a Holy Warrior with the Hunt domain and a character with levels in some prestige class from the BoTR (like those crazy Hawks of Urian). So I'll use the non-spellcasting ranger variant from the CW.
Since this is a game centered around the Lords of Good, there should be no character with an evil alignment.
Your character should also have some link to a House of Darmon or at least be willing to work for one of them. Faithfuls of Urian, Zheenkeef, Tinel, Maal, Aymara, Korak or Canelle (but not cinnamon ! ok, never mind ...

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