Dharuhk Svahre
First Post
Just to let people know, I'm still tying to fill out a second party, which has a few slots left open in it.
The characters themselves have no memory past when they origionally died, and find themselves born on a strange isolated island filled with turmoil, hate, and a deperate few willing to hope for a better life. They have no knowledge of the experiment they were created to participate in, nor do the islands inhabitants.
Simply speaking, the campaign consists of a world of clay that the adventurers can mold into whatever they choose. In terms of character personality, the idea here is not creating the character personality as characters level up, but to have the characters instead rediscover who they are and how they will fit into a new and strange world.
Rules time!
I'm going to be allowing core and completes entirely, while any other sources will require a yes or no answer, though for the most part I intend to be fairly liberal when it comes to that. I am looking for PCs more geared for a fun adventure rather than a number crunch, but I don't really intend to discriminate. Odd sources ar encouraged .
Alignment is completely open, good or evil is fine. If I have enough interest I can run multiple parties of varying sizes in the world at once, or even single PCs or pairs if some people decide they want to do their own thing. The island will have enough content on it to run it that way.
When it comes to combat vs non-combat characters I will say this. You're interactions with this world and how in depth they are depend entirely on how much you want them to be. In alot of ways this will be reflected by how you make your character. My goal as a DM is to make sure PCs get use out of every aspect of their characters so nobody feels they took a skill for no reason or their crafting isn't working out very well. (btw, no item creation chart. Crafting can only make premade effects. Item slot switching/doubling up is fine though.)
I need to know how your characters died. Not only do I need how your characters died, I need WHEN your characters died as well. As such, pick a number between 1 and 10,000 and slot your life span into it. Remember to figure out how old you were. This can also be important because later players will know of the older players exploits.
Now, I'm adding a bit of homework to character backgrounds as to how they pertain to knowledge checks. I would like each character to have 5-10 things known about them or exploits thay have accomplished, or important events they were involved in. After that, pick a knowledge skill (or more should you choose) to be associated with your character, in addition to knowledge history. Then I would like you to pick a base Knowledge Check DC for each piece of info between 10 and 40, then add a d20 to determine the Knowledge check DC.
This process is optional for you to do, however I will warn anybody who chooses to skip the process or submit less than 5 things that I will be going through your characters and choosing information and DCs myself. Long story short if there are facts about your character you want to remain hidden, then choose for me.
I'm gonna clarify my magic item rules.
Magic Item Stacking: Yes
Magic Item Slot switching: Yes
Item Creation Chart: No
Buying Duplicates of Times/Day Items (i.e. mostly from MiC): No
Adding Enhancements to Specific Weapons/Armor (i.e. souldrinker): No
HPs will be rolled. I do use XP penalties for multiclassing. Inherant bonuses kick in at level 20 with one exception based off of if you put any level bonus into int. You have to have the int bonus put into it at the level the bonus would take effect.
+1 into int = +1 Inherant at level 19
+2 into int = +1 at 18, +2 at 19
+3 into int = +1 at 17, +2 at 18, +3 at 19
+4 into int = +1 at 16, +2 at 17, +3 at 18, +4 at 19
I don't allow Thri-Kreen, Unearthed Arcana, Mord's Disjunction and all holy word style spells, Shapechange.
I allow spell turning to turn rays.
The characters themselves have no memory past when they origionally died, and find themselves born on a strange isolated island filled with turmoil, hate, and a deperate few willing to hope for a better life. They have no knowledge of the experiment they were created to participate in, nor do the islands inhabitants.
Simply speaking, the campaign consists of a world of clay that the adventurers can mold into whatever they choose. In terms of character personality, the idea here is not creating the character personality as characters level up, but to have the characters instead rediscover who they are and how they will fit into a new and strange world.
Rules time!
I'm going to be allowing core and completes entirely, while any other sources will require a yes or no answer, though for the most part I intend to be fairly liberal when it comes to that. I am looking for PCs more geared for a fun adventure rather than a number crunch, but I don't really intend to discriminate. Odd sources ar encouraged .
Alignment is completely open, good or evil is fine. If I have enough interest I can run multiple parties of varying sizes in the world at once, or even single PCs or pairs if some people decide they want to do their own thing. The island will have enough content on it to run it that way.
When it comes to combat vs non-combat characters I will say this. You're interactions with this world and how in depth they are depend entirely on how much you want them to be. In alot of ways this will be reflected by how you make your character. My goal as a DM is to make sure PCs get use out of every aspect of their characters so nobody feels they took a skill for no reason or their crafting isn't working out very well. (btw, no item creation chart. Crafting can only make premade effects. Item slot switching/doubling up is fine though.)
I need to know how your characters died. Not only do I need how your characters died, I need WHEN your characters died as well. As such, pick a number between 1 and 10,000 and slot your life span into it. Remember to figure out how old you were. This can also be important because later players will know of the older players exploits.
Now, I'm adding a bit of homework to character backgrounds as to how they pertain to knowledge checks. I would like each character to have 5-10 things known about them or exploits thay have accomplished, or important events they were involved in. After that, pick a knowledge skill (or more should you choose) to be associated with your character, in addition to knowledge history. Then I would like you to pick a base Knowledge Check DC for each piece of info between 10 and 40, then add a d20 to determine the Knowledge check DC.
This process is optional for you to do, however I will warn anybody who chooses to skip the process or submit less than 5 things that I will be going through your characters and choosing information and DCs myself. Long story short if there are facts about your character you want to remain hidden, then choose for me.
I'm gonna clarify my magic item rules.
Magic Item Stacking: Yes
Magic Item Slot switching: Yes
Item Creation Chart: No
Buying Duplicates of Times/Day Items (i.e. mostly from MiC): No
Adding Enhancements to Specific Weapons/Armor (i.e. souldrinker): No
HPs will be rolled. I do use XP penalties for multiclassing. Inherant bonuses kick in at level 20 with one exception based off of if you put any level bonus into int. You have to have the int bonus put into it at the level the bonus would take effect.
+1 into int = +1 Inherant at level 19
+2 into int = +1 at 18, +2 at 19
+3 into int = +1 at 17, +2 at 18, +3 at 19
+4 into int = +1 at 16, +2 at 17, +3 at 18, +4 at 19
I don't allow Thri-Kreen, Unearthed Arcana, Mord's Disjunction and all holy word style spells, Shapechange.
I allow spell turning to turn rays.
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