Orius
Unrepentant DM Supremacist
All right, I'm going to officially kick off a new campaign here. I'm looking for up to about 8 players.
As the title says, it's 3.5. However, my source for 3.5 is pretty much the SRD itself, my books are all 3.0. Also, I haven't DMed in something like 6 years now, so there might be some minor inconsistancies. In general, core material from the SRD will be allowed along with non-core material I specify. None of the variants from UA on the SRD site either, at least at the beginning, since I'm unfamiliar with those rules.
We will be using EN World's dice roller; no Invisible Castle, please.
Characters start at first level. Once we get into the campaign, new characters will start with an XP total based on the level of the party members.
Ability score generation
Player's choice of 4d6, rolled in this thread or Standard Point Buy. No rerolls on the 4d6 unless the character is really pathetic (like all penalties).
Character Race
The basic core races plus goblin, kobold, and orc.
And there are no drow PCs IMC. Ever. (Drow pirates might be interesting, but I'm not willing to bend this rule).
Classes
The basic core races except paladin (since piracy is basically unlawful). I am not opposed to psions (and only psions from the psionic classes), but keep in mind that I have no familiarity with the 3e psionics rules.
Monkeys and parrots are added to the choices for animal companions and familiars. As a familiar, monkeys give their master a +3 bonus to Tumbling checks. Parrots can speak 1 language like ravens and get a +3 to Appraise checks.
Prestige classes. The core PrCs will be allowed, and I will add a few PrCs from outside core eventually. Dread Pirate naturally will probably be one of the ones added.
Feats
Core and Divine SRD feats are allowed. Other allowed feats:
[sblock=feats]
Death Blow, Dirty Fighting, Dual Strike, Eagle Claw Attack, Extra Stunning, Feign Weakness, Fists of Iron, Lightning Fists, Monkey Grip, Off-Hand Parry, Pain Touch, Pin Shield, Power Lunge, Prone Attack, Shield Expert, Throw Anything, Zen Archery.
Arcane Defense, Arcane Preparation, Chain Spell, Cooperative Spell, Delay Spell, Energy Admixture, Extra Slot, Extra Spell, Innate Spell, Sanctum Spell, Scupt Spell, Spell Specialization, Split Ray, Twin Spell.
Alluring, Arterial Strike, Charlatan, Dash, Flick of the Wrist, Green Ear, Hamstring, Lingering Song, Multicultural, Obscure Lore, Pyro, Quicker Than the Eye, Requiem, Shadow, Snatch Weapon, Subsonics, Trustworthy.
Animal control, Animal Defense, Clever Wrestling, Destructive Rage, Divine Cleansing, Divine Resistance, divine shield, Empower Turning, Extended Rage, Extra Favored Enemy, Extra Smiting, Favored Critical, Greater Resiliency, Heighten Turning, Improved Swimming, Improved Toughness, Instantaneous Rage, Intimidating Rage, Quicken turning, Reach Spell, Resist Disease, Resist Poison, Resistance to Energy, Sacred Spell, Scent, Shield Charge, Speaking Wild Shape, Supernatural Blow.
[/sblock]
Alignment
No evil characters.
Gods. All clerics will need to choose a god, this is somewhat optional for other characters. Gods are also restricted by race.
[sblock=Human Deities]
Merina
Goddess of the sea, CG
Domains: Animal, Chaos, Good, Water
Weapon: Trident
Faris
God of winds and trade, CG
Domains: Air, Chaos, Good, Travel
Weapon: Quarterstaff
Kalibet
Goddess of luck, CN
Domains: Chaos, Luck, Trickery
Weapon: Dagger
Merina is the wife of Faris. They are both popular among sailors and merchants, and Merina gives leave to traders to travel across her seas using the winds of her husband. Kalibet is seen as a very flighty and unreliable goddess, but her followers still believe she will grant them good fortune.
These are the three most popular gods among the pirates of the Broken Sea. Other human gods include:
Armen
God of the sun, LG
Domains: Good, Law, Sun, Time
Weapon: Longsword
Nera
Goddess of the earth, NG
Domains: Earth, Good, Plant
Weapon: Quarterstaff
Melora
Goddess of nature and the moon, N
Domains: Animal, Plant, Time
Weapon: Sickle
Arista
Goddess of white magic, LG
Domains: Good, Law, Magic, Protection
Weapon: Quarterstaff
(note: Melora and Arista were orignally the other goddess in my homebrew, but I swapped them to avoid confusion from 4e players.)
Rendon
God of justice, LG
Domains: Good, Knowledge, Law, Protection
Weapon: Longsword
Korr
God of War, CN
Domains: Chaos, Strength, Storm, War
Weapon: Warhammer
Orius
God of magic and knowledge, N
Domains: Knowledge, Magic, Rune
Weapon: Dagger
Rania
Goddess of black magic, CE
Domains: Chaos, Charm, Magic, Trickery
Weapon: Dagger
Melia
Goddess of love, CG
Domains: Charm, Good, Healing, Protection
Weapon: Net
Asira
Goddess of Healing, NG
Domains: Good, Healing, Protection, Renewal
Weapon: Quarterstaff
Paran
God of the forge, LN
Domains: Fire, Law, Earth
Weapon: Light hammer
Evil gods (not allowed for PC clerics):
Zult
God of death
Bane
God of tyranny
Roba
Goddess of disease
Armen is the creator of humans. His wife is Nera, the matron of agriculture. Their daughter is Melora. She is the wife of Orius, and their daughters are the goddesses of magic, Arista and Rania. Korr is the husband of Melia, and their children, Rendon, Asira, and Paran taught civilization to humans. Zult is the brother of Armen, and mockingly granted death to humans when Armen instructed the gods to give blessings to his creation. For this act, Korr who was the god of justice, banished him from the fellowship of the gods. In revenge, Zult created a spell that drove Korr mad, and he became a god of senseless violence. Rendon then took up his father's previous mantle as the guardian of justice. Zult tried to seduce Arista but she resisted him, and in time became the wife of Rendon. Rania however, was impressed by the spell that Zult placed on Korr and seduced him to learn his knowledge. From their union was born Roba, the foul goddess of disease.
Note: Rendon is a remarkably bad choice for this campaign, 'cause he's all about law and order. What's more, one of the pirates' biggest enemies is a theocracy run by clerics and paladins that's all about worshipping him, which gives the pirates even less reason to follow him.
[/sblock]
For non-human characters, the standard D&D humanoid gods will be used. We will use this document as the reference for domains, favored weapons, etc.:
Wizards of the Coast
One point, I don't have access to Complete Divine and other such splats, so stick with the domains from core. The domains from the Divine SRD are ok.
Equipment
Standard wealth. Though really, I don't pay too much attention to mundane stuff like packs, rope, 10 foot poles, etc. Just don't try to carry an entire gneral store around on your back. I will mostly just check just weapons, armor, and special items.
As part of the pirate crew, everyone starts with 1 pistol and enough powder and ammo for 20 shots. This is a bonus to your regular gear. Medium-sized pistols do 1d10 damage, have a crit multiplier of x3, a range increment of 50 ft, weigh 3lbs. and do Piercing damage. They are considered Simple weapons for members of the pirate crews.
Magic
All starting spells should be from the core rules only.
Identifying items: identify has the 3.5 casting time and such, but effects are 3.0: only identifies the item's most basic power. For full identification, analyze dweomer is needed. Cursed items play havok with identification; identify will not detect the curse, and misidentify the item instead. Analyze dweomer will properly detect all properties of cursed items. Cursed scrolls are particularly dangerous; some have the curse triggered by simply viewing the writing on the scroll.
As the title says, it's 3.5. However, my source for 3.5 is pretty much the SRD itself, my books are all 3.0. Also, I haven't DMed in something like 6 years now, so there might be some minor inconsistancies. In general, core material from the SRD will be allowed along with non-core material I specify. None of the variants from UA on the SRD site either, at least at the beginning, since I'm unfamiliar with those rules.
We will be using EN World's dice roller; no Invisible Castle, please.
Characters start at first level. Once we get into the campaign, new characters will start with an XP total based on the level of the party members.
Ability score generation
Player's choice of 4d6, rolled in this thread or Standard Point Buy. No rerolls on the 4d6 unless the character is really pathetic (like all penalties).
Character Race
The basic core races plus goblin, kobold, and orc.
And there are no drow PCs IMC. Ever. (Drow pirates might be interesting, but I'm not willing to bend this rule).
Classes
The basic core races except paladin (since piracy is basically unlawful). I am not opposed to psions (and only psions from the psionic classes), but keep in mind that I have no familiarity with the 3e psionics rules.
Monkeys and parrots are added to the choices for animal companions and familiars. As a familiar, monkeys give their master a +3 bonus to Tumbling checks. Parrots can speak 1 language like ravens and get a +3 to Appraise checks.
Prestige classes. The core PrCs will be allowed, and I will add a few PrCs from outside core eventually. Dread Pirate naturally will probably be one of the ones added.
Feats
Core and Divine SRD feats are allowed. Other allowed feats:
[sblock=feats]
Death Blow, Dirty Fighting, Dual Strike, Eagle Claw Attack, Extra Stunning, Feign Weakness, Fists of Iron, Lightning Fists, Monkey Grip, Off-Hand Parry, Pain Touch, Pin Shield, Power Lunge, Prone Attack, Shield Expert, Throw Anything, Zen Archery.
Arcane Defense, Arcane Preparation, Chain Spell, Cooperative Spell, Delay Spell, Energy Admixture, Extra Slot, Extra Spell, Innate Spell, Sanctum Spell, Scupt Spell, Spell Specialization, Split Ray, Twin Spell.
Alluring, Arterial Strike, Charlatan, Dash, Flick of the Wrist, Green Ear, Hamstring, Lingering Song, Multicultural, Obscure Lore, Pyro, Quicker Than the Eye, Requiem, Shadow, Snatch Weapon, Subsonics, Trustworthy.
Animal control, Animal Defense, Clever Wrestling, Destructive Rage, Divine Cleansing, Divine Resistance, divine shield, Empower Turning, Extended Rage, Extra Favored Enemy, Extra Smiting, Favored Critical, Greater Resiliency, Heighten Turning, Improved Swimming, Improved Toughness, Instantaneous Rage, Intimidating Rage, Quicken turning, Reach Spell, Resist Disease, Resist Poison, Resistance to Energy, Sacred Spell, Scent, Shield Charge, Speaking Wild Shape, Supernatural Blow.
[/sblock]
Alignment
No evil characters.
Gods. All clerics will need to choose a god, this is somewhat optional for other characters. Gods are also restricted by race.
[sblock=Human Deities]
Merina
Goddess of the sea, CG
Domains: Animal, Chaos, Good, Water
Weapon: Trident
Faris
God of winds and trade, CG
Domains: Air, Chaos, Good, Travel
Weapon: Quarterstaff
Kalibet
Goddess of luck, CN
Domains: Chaos, Luck, Trickery
Weapon: Dagger
Merina is the wife of Faris. They are both popular among sailors and merchants, and Merina gives leave to traders to travel across her seas using the winds of her husband. Kalibet is seen as a very flighty and unreliable goddess, but her followers still believe she will grant them good fortune.
These are the three most popular gods among the pirates of the Broken Sea. Other human gods include:
Armen
God of the sun, LG
Domains: Good, Law, Sun, Time
Weapon: Longsword
Nera
Goddess of the earth, NG
Domains: Earth, Good, Plant
Weapon: Quarterstaff
Melora
Goddess of nature and the moon, N
Domains: Animal, Plant, Time
Weapon: Sickle
Arista
Goddess of white magic, LG
Domains: Good, Law, Magic, Protection
Weapon: Quarterstaff
(note: Melora and Arista were orignally the other goddess in my homebrew, but I swapped them to avoid confusion from 4e players.)
Rendon
God of justice, LG
Domains: Good, Knowledge, Law, Protection
Weapon: Longsword
Korr
God of War, CN
Domains: Chaos, Strength, Storm, War
Weapon: Warhammer
Orius
God of magic and knowledge, N
Domains: Knowledge, Magic, Rune
Weapon: Dagger
Rania
Goddess of black magic, CE
Domains: Chaos, Charm, Magic, Trickery
Weapon: Dagger
Melia
Goddess of love, CG
Domains: Charm, Good, Healing, Protection
Weapon: Net
Asira
Goddess of Healing, NG
Domains: Good, Healing, Protection, Renewal
Weapon: Quarterstaff
Paran
God of the forge, LN
Domains: Fire, Law, Earth
Weapon: Light hammer
Evil gods (not allowed for PC clerics):
Zult
God of death
Bane
God of tyranny
Roba
Goddess of disease
Armen is the creator of humans. His wife is Nera, the matron of agriculture. Their daughter is Melora. She is the wife of Orius, and their daughters are the goddesses of magic, Arista and Rania. Korr is the husband of Melia, and their children, Rendon, Asira, and Paran taught civilization to humans. Zult is the brother of Armen, and mockingly granted death to humans when Armen instructed the gods to give blessings to his creation. For this act, Korr who was the god of justice, banished him from the fellowship of the gods. In revenge, Zult created a spell that drove Korr mad, and he became a god of senseless violence. Rendon then took up his father's previous mantle as the guardian of justice. Zult tried to seduce Arista but she resisted him, and in time became the wife of Rendon. Rania however, was impressed by the spell that Zult placed on Korr and seduced him to learn his knowledge. From their union was born Roba, the foul goddess of disease.
Note: Rendon is a remarkably bad choice for this campaign, 'cause he's all about law and order. What's more, one of the pirates' biggest enemies is a theocracy run by clerics and paladins that's all about worshipping him, which gives the pirates even less reason to follow him.
[/sblock]
For non-human characters, the standard D&D humanoid gods will be used. We will use this document as the reference for domains, favored weapons, etc.:
Wizards of the Coast
One point, I don't have access to Complete Divine and other such splats, so stick with the domains from core. The domains from the Divine SRD are ok.
Equipment
Standard wealth. Though really, I don't pay too much attention to mundane stuff like packs, rope, 10 foot poles, etc. Just don't try to carry an entire gneral store around on your back. I will mostly just check just weapons, armor, and special items.
As part of the pirate crew, everyone starts with 1 pistol and enough powder and ammo for 20 shots. This is a bonus to your regular gear. Medium-sized pistols do 1d10 damage, have a crit multiplier of x3, a range increment of 50 ft, weigh 3lbs. and do Piercing damage. They are considered Simple weapons for members of the pirate crews.
Magic
All starting spells should be from the core rules only.
Identifying items: identify has the 3.5 casting time and such, but effects are 3.0: only identifies the item's most basic power. For full identification, analyze dweomer is needed. Cursed items play havok with identification; identify will not detect the curse, and misidentify the item instead. Analyze dweomer will properly detect all properties of cursed items. Cursed scrolls are particularly dangerous; some have the curse triggered by simply viewing the writing on the scroll.
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