• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

[D&D 3.5] Paths of Legend: Paths of Madness (OOC)

crazy_monkey1956

First Post
The day of your execution looms near.

Imprisoned in the capital city of the land of the Red Wizards, Thay, you await your ultimate fate.

Perhaps you are wrongly accused, your pleas for a fair trial falling on deaf ears.

Perhaps you are as guilty as they claim, committing a crime for reasons only you can truly know.

Whatever your reason for being here, you are here. In two days time, death will come.

Or will it?

A fellow prisoner, a half-mad gnome, whispers to you in the dark of night. He knows of an escape, though the path is long and frought with peril.

But, however slim it may be, your chances of staying alive are better there than they are here.


This game is a sister game to the Azgundi Tournaments, telling a tale of events happening in another part of the world. The stories will affect eachother and may eventually come together, but for now, they are seperate and have very different stories to tell.

This game is set in my Paths of Legend Campaign Setting. Specifically, in the 3.5 era of the setting, in the nation of Thay in the spring of the year 1152.

Character Creation

The following guidelines should be used when creating your character.

32 Point Buy ability scores
Starting Level: 6
Hit Points: Max at 1st level; average for your Hit Die after 1st level (d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5)
Starting Gold and Equipment: None (characters will have the opportunity to salvage gear and supplies when they escape); mention of significant items in the character's background (with a value of up to 1/2 of the starting gold for a 6th level character) may lead to the discovery of those items at some point in the game.

A note on familiars and animal companions: Sadly, any such creatures were slain when the characters were imprisoned. Characters will have the opportunity to acquire new ones during game play. Paladin special mounts are not affected by this stipulation (ie, they are still available). Psi-Crystals would've been confiscated as gear and may be able to be recovered (see equipment, above).

A note on background: Background is fairly important and the more detailed it is and the better it fits the setting, the more I'll have for your character to do. In addition, I have two "Special Roles" available, one for an evil human character and one for a good or neutral psionic character of any race. Please PM me if you are interested in one of these roles.

A note on alignment: Any and all alignments are playable in this game as the escaping prisoners are just as likely to actually be guilty as they are to be wrongly imprisoned. Circumstance has thrown the characters together and part of the initial roleplaying aspect of the game will be figuring out how they will work together (or even if they will work together).

The following books (sblocked) are available to use for character options.
[sblock=Available Sources]Player's Handbook 3.5
Dungeon Master's Guide 3.5
Monster Manual 3.5
Complete Adventurer
Complete Arcane
Complete Divine
Complete Scoundrel
Complete Warrior
Deities and Demigods (updated to 3.5)
Expanded Psionics Handbook (see note 1)
Libris Mortis
Manual of the Planes (updated to 3.5)
Monster Manual II (updated to 3.5)
Monster Manual III
Races of Eberron
Rules Compendium
Savage Species (see note 2)
Spell Compendium
Unearthed Arcana (see note 3)

Options from the following books can also be used, but the DM and the player will need to work out 3.5 updates for anything not already updated in other material.

Defenders of the Faith
Living Greyhawk Gazetteer
Song and Silence
Sword and Fist
Tome and Blood

Note 1: Psionics characters have special background considerations in this setting. If you wish to create a psionic character, please let me know and I'll give you the juicy details.

Note 2: Monster progressions are all updated by yours truly and available on request.

Note 3: The only options currently available from this book are: Paragon Races, Specialist Wizard Variants.[/sblock]

The following House Rules (sblocked) are in effect for this game.
[sblock=House Rules]Human Racial Traits: Humans get Common and the language of their nation of origin as Automatic Languages.

Half-Elf Racial Traits: Half-Elves must choose between Elven and a human national language as an Automatic Language in addition to Common. This is representative of where the character was raised.

Half-Orc Racial Traits: Half-Orcs must choose between Orc and a human national language as an Automatic Language in addition to Common. This is representative of where the character was raised. Orc is added to the list of Bonus Languages if the character chooses a human national language as their Automatic Language.

Languages: In addition to the standard languages, the following Human national languages are added to the list: Azgundi, Djihon, Drukkari, Emiran, Tureni, Thayvian.

The spells detect chaos, detect evil, detect good, and detect law only work against creatures, spells, items and other effects that have the appropriate alignment subtype. They also detect an individual that has an alignment aura as a class feature (clerics with access to an alignment domain, paladins, and blackguards).

New Feats

Wild Empathy [General]

You have an affinity for dealing with animals and magical beasts.
Benefit: This Feat works like the druid and ranger class ability, except the character adds her character level and her Charisma modifier to the d20 roll.
Special: Druids and Rangers automatically have Wild Empathy as a bonus feat. They need not select it.

Animal Companion [General]

The character may select an animal companion.
Prerequisites: Wild Empathy
Benefit: This Feat works like the druid and ranger class ability, except the character uses her character level to determine the animal companion's abilities and what alternative companions are available at higher levels.
Special: Druids automatically have Animal Companion as a bonus feat. They need not select it. Rangers receive Animal Companion as a bonus feat at 4th level.

The druid and ranger class features Animal Companion and Wild Empathy are replaced with these feats.

NPC Classes: Adepts, Commoners and Warriors don't speak Common. They may purchase it with skill points or select it as a Bonus Language if it is listed in their race's Bonus Languages section (this includes an entry of "Any" such as with Humans and Half-Elves).

Dragon Disciples: At each level where the Dragon Disciple would normally gain Bonus Spells, the Dragon Disciple instead gains an increase to their spellcasting level, spells known, and spells per day as if they had gained a level in a spontaneous arcane casting class (Sorcerer or Bard usually). If they have more than one spontaneous arcane casting class, they must choose which one to add the spellcasting level to.[/sblock]
 
Last edited:

log in or register to remove this ad


crazy_monkey1956

First Post
Characters and others who rely on Spellbooks, spell components, holy symbols or other items are going to be at a disadvantage at the start of the game (of course, so are fighers and others who rely on weapons).

Spellcasters will be able to choose spells they had prepared prior to losing their spellbooks and other implements and will likely still have most of them prepared.

Opportunities will come up during play to either reaquire things like spellbooks or to acquire new ones.
 


Myth and Legend

First Post
Hahah Monkey you seem to have a lot of time on your hands! :) I am tempted to create a character for this thread as well. I mean, it's 3.5, it's FR and your setting isn't some grotesque butchery of the cannon Forgotten Realms, but rather a subtle change and in the right direction IMO. I would so want to play a Psion but i have *never* played one so it would probably annoy the others.

Oh, another character that i would want to try (and good with 32 point buy) is a Barbarian5/Reaping Mauler. Are we allowed to take Prestige Classes at character creation?
 

Shayuri

First Post
I have a hankering to try a monk. I really like the setting backstory of monks as ex-slaves...and it would make the character's story, and current predicament, a snap to write up and detail.

I do have a question to just sort of probe possibilities.

For example, at starting level of 6, would an ECL race like Tiefling be acceptable? I was thinking it might be fun to try a character with a streak of the sinister about them...someone who's battle is as much internal as external.

Hopefully without being too cliche about it, of course. :)

I may also aim for Shadowdancer PrC...especially if I don't use a Tiefling race...but that PrC isn't listed so I want to see if that's possible.

Finally, another idea I'm batting at would use a race you have under the 4e, but not 3.5e... The Changeling, or the Doppelganger as it's known under 4e rules. I've wanted to try a changeling Beguiler for awhile... Thought I'd see what you thought about that too. :)
 
Last edited:


crazy_monkey1956

First Post
Vox Fini, welcome aboard. :D

Myth and Legend, howdy. :D Just to clarify, the setting is most definately not Forgotten Realms. ;) It does, however, borrow liberally from the Realms, Greyhawk, Eberron and whatever else tweaks my fancy. So, while there is a nation called Thay ruled by Red Wizards, those Red Wizards are ruled by the Circle of Eight and are responsible for creating Warforged...just to give you an example. :D And, yes, since the starting level is 6, if you can meet the qualilfications for a Prestige Class, you can take a level or two in it.

Shayuri, Monk/Shadowdancer would be perfect. Anything that is in the books I listed is fair game. If it isn't listed in the setting material yet it's because I haven't gotten to the write-up on it yet. ;) Just ask for setting info for anything not listed. :D As for Changelings, see the race of that name in Races of Eberron or Monster Manual III. Again, just ask for info on anything not listed in the setting material. And Beguilers are not available (they are in PHB2, which I don't have).

GlassEye, welcome aboard. :D
 

Vox Fini

First Post
Monkey, my character concept so far is a straight Diviner. Azgundi in origin. Highly idealistic, with a loathing of the Thayvian practice of keeping slaves, jumped at an opportunity to do covert work in Thay, spreading dissent amongst the populace.

Started publishing and distributing pamphlets revealing the "truth" about the nature of magic, that it is a skill that may be learned by anyone, rather than the birthright that the ruling powers of Thay make it out to be.

As a relatively inexperienced mage, he was quickly caught and imprisoned for sedition, and is now awaiting execution.

Does that sound reasonable?
 

crazy_monkey1956

First Post
Vox Fini, that sounds great. :D A couple of ideas and suggestions, based on the background and the setting. Specialists are most common in Thay, but the Eldritch Knights also still train their apprentices as specialists. Thayvian specialist wizards have fully embraced the Specialist variants in Unearthed Arcana (and can also be found here and knowledge of these teachings has spread to other nations thanks to the Eldritch Knights. Just some thoughts to consider. :D I like the concept quite a bit.
 

Voidrunner's Codex

Remove ads

Top