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[D&D 3.5] Pirates of the Broken Sea - OOC [recruiting open]
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<blockquote data-quote="Orius" data-source="post: 5393701" data-attributes="member: 8863"><p>I'll allow Rapid Reload to apply to the guns, you can take the feat for guns individually like you do for the crossbows. And yes, any guns will be move action, reloading a pistol as a free action is a bit too fast. </p><p></p><p></p><p></p><p>That's about right, but some of the features are buggy. Be careful with the save funtion, I think it works, but the preview doesn't. So you can't see what rolls you have in the queue, which is why I tend to roll them 1 at a time. Also, the favorite roll funtion doesn't seem to work either. </p><p></p><p></p><p></p><p>Yes, it's drop lowest, and you keep whatever 1s come up (I'm not <em>that</em> generous... <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />).</p><p></p><p></p><p></p><p>Goblins aren't really that rare in my campaign, and I don't see a big problem with the pirate crews being pretty diverse. </p><p></p><p></p><p></p><p>Hmm, that's a good point. This rule will probably get tweaked. I feel that full identification with a 1st level spell is too powerful for the level, but you make a good point with wizards not being able to do much in the way of iding until at least level 11 (and longer for sorcs). I think maybe something like bonus + weakest addtional power for weapons/armor, and see how most basic power works for other items. Maybe alert the caster that there are other abilities.</p><p></p><p>Someone pointed out to me that Stormwrack has parrot familiars, so I'll go with that. Changed above. Monkey was adapted from Pathfinder.</p><p></p><p>Flavor for the pirates is kind of a mix of the classic pirate and Arabian corsairs.</p><p></p><p>So here's our party setup so far:</p><p></p><p>[code]</p><p>[u]Player PC[/u]</p><p>Aldern Foxglove Halfling Psion</p><p>Only the Strong Halfling Druid</p><p>Lughart Goblin Wizard</p><p>Fangor the Fierce Kobold Sorcerer</p><p>Herobizkit Dwarf Ranger</p><p>jackslate45 Human ? or Orc Barbarian</p><p>[/code]</p><p></p><p>I'll take two more PCs, then close recruitment. Fighters or clerics would probably be the best choice.</p><p></p><p>Since few people are playing any humans, I'm not going to worry about a lot of deep background. Most of the non-humans in this campaign are pretty typical for D&D. Also, since you're all part of the same pirate crew, you'll be starting on a pirate ship. So you don't have to worry about how you all met, and there's not going to be any cliched tavern scenes either.</p><p></p><p><strong>The Broken Sea</strong></p><p></p><p>Thousands of years ago, the Great Cataclysm struck, separating the continents of Eldra and Maldara. Where the two continents had been joined, there was now the Broken Sea, a narrow sea choked with many islands. Elves and dwarves were the first to rebuild their civilizations in Maldara, while human civilizations arose in Eldra.</p><p></p><p>Many centuries later, after the fall of elven civilization, a loose confederation of slaves who escaped bondage in Eldra migrated to Maldara. Some settled on the islands of the Broken Sea and became the Sea Tribes. While some became honest fisherfolk, sailors, and traders, others took the freedom of the seas to prey upon their former masters. Numerous pirates set up bases in the Broken Sea and preyed upon Balas and the Celestial Kingdom in Eldra. When the Zazir Empire arose in Maldara, some preyed upon them as well. Only the magocracy of Nivia remained relatively untouched, being well defended by the powerful wizards who ruled there. After the fall of the Zazir Empire, the theocracy of Darthus arose, and its paladins and clerics of Rendon declared a holy scourge upon the pirates, whom they counted among the wicked. The city of Alixus, home to many free spirits and rogues, eventually rebelled against Darthus, and the City of Thieves is the only true ally the pirates have on either continent.</p></blockquote><p></p>
[QUOTE="Orius, post: 5393701, member: 8863"] I'll allow Rapid Reload to apply to the guns, you can take the feat for guns individually like you do for the crossbows. And yes, any guns will be move action, reloading a pistol as a free action is a bit too fast. That's about right, but some of the features are buggy. Be careful with the save funtion, I think it works, but the preview doesn't. So you can't see what rolls you have in the queue, which is why I tend to roll them 1 at a time. Also, the favorite roll funtion doesn't seem to work either. Yes, it's drop lowest, and you keep whatever 1s come up (I'm not [i]that[/i] generous... :devil:). Goblins aren't really that rare in my campaign, and I don't see a big problem with the pirate crews being pretty diverse. Hmm, that's a good point. This rule will probably get tweaked. I feel that full identification with a 1st level spell is too powerful for the level, but you make a good point with wizards not being able to do much in the way of iding until at least level 11 (and longer for sorcs). I think maybe something like bonus + weakest addtional power for weapons/armor, and see how most basic power works for other items. Maybe alert the caster that there are other abilities. Someone pointed out to me that Stormwrack has parrot familiars, so I'll go with that. Changed above. Monkey was adapted from Pathfinder. Flavor for the pirates is kind of a mix of the classic pirate and Arabian corsairs. So here's our party setup so far: [code] [u]Player PC[/u] Aldern Foxglove Halfling Psion Only the Strong Halfling Druid Lughart Goblin Wizard Fangor the Fierce Kobold Sorcerer Herobizkit Dwarf Ranger jackslate45 Human ? or Orc Barbarian [/code] I'll take two more PCs, then close recruitment. Fighters or clerics would probably be the best choice. Since few people are playing any humans, I'm not going to worry about a lot of deep background. Most of the non-humans in this campaign are pretty typical for D&D. Also, since you're all part of the same pirate crew, you'll be starting on a pirate ship. So you don't have to worry about how you all met, and there's not going to be any cliched tavern scenes either. [b]The Broken Sea[/b] Thousands of years ago, the Great Cataclysm struck, separating the continents of Eldra and Maldara. Where the two continents had been joined, there was now the Broken Sea, a narrow sea choked with many islands. Elves and dwarves were the first to rebuild their civilizations in Maldara, while human civilizations arose in Eldra. Many centuries later, after the fall of elven civilization, a loose confederation of slaves who escaped bondage in Eldra migrated to Maldara. Some settled on the islands of the Broken Sea and became the Sea Tribes. While some became honest fisherfolk, sailors, and traders, others took the freedom of the seas to prey upon their former masters. Numerous pirates set up bases in the Broken Sea and preyed upon Balas and the Celestial Kingdom in Eldra. When the Zazir Empire arose in Maldara, some preyed upon them as well. Only the magocracy of Nivia remained relatively untouched, being well defended by the powerful wizards who ruled there. After the fall of the Zazir Empire, the theocracy of Darthus arose, and its paladins and clerics of Rendon declared a holy scourge upon the pirates, whom they counted among the wicked. The city of Alixus, home to many free spirits and rogues, eventually rebelled against Darthus, and the City of Thieves is the only true ally the pirates have on either continent. [/QUOTE]
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[D&D 3.5] Pirates of the Broken Sea - OOC [recruiting open]
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