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Dawnforge Campaign - The True Kings - Calling my Active Players!


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Are you allowing substitution levels from the Races books, Isida, specifically the elf wizard sub levels from Races of the Wild?
 

Starman, I'll allow the 3rd and 5th elf wizard substitution levels, but due to the aspect bonding in Dawnforge, all wizards are specialists anyway, which makes the 1st level benefits too good, because there is no penalty.

Also, I've added the first scene of my adventure to the 1st post, which may help people decide what direction they want to build their characters.
 

Isida Kep'Tukari said:
Starman, I'll allow the 3rd and 5th elf wizard substitution levels, but due to the aspect bonding in Dawnforge, all wizards are specialists anyway, which makes the 1st level benefits too good, because there is no penalty.

Ah, yeah, I forgot about that.

Isida Kep'Tukari said:
Also, I've added the first scene of my adventure to the 1st post, which may help people decide what direction they want to build their characters.

And the setup sounds great. I can't wait to get started.
 

Rystil Arden said:
Seems like a fey-centred adventure idea then? That helps me narrow down from my original concept list including Tiefling, Yuan-ti, Doppleganger, Gnome, and Dawn/Moon Elf to one of the latter two :)
Curiously enough (take a read of the new and edited first post) the tiefling might not be bad idea, if you like. Dopplegangers fit in anywhere of course, and Yuan-ti could work for the same reason the tiefling would. ;)

I recommended Starman's dawn elf over the minotaur because we need some reasonably clean fairly level-headed heroes, and I could totally see his minotaur blowing something up at the wrong time... A different type of minotaur would have worked perfectly (maybe one with the honorable talents from AoL), but the drunk and disorderly minotaur would have been much more of a challenge to fit in. Not to say he wouldn't be a good character, but in this particular game he'd be a liability, and I'd be hard-pressed to find a good story reason for him to meet the rest of the party in the first place.

I recommended Tailspinner's wood elf or gnome over the lizardfolk purely because the lizardfolk might be very out of place, because I don't think we're getting anywhere near Tamerland. He could still do it if he wants to, he'd just be the odd man out.

Hopefully the newly-edited first post will help point you guys in the right direction for character creation.

So, lemme see, we have Starman, Tailspinner, Rystil, TheYeti1775 (I think), possibly doghead, and that's it right? Anyone else up for it? I wish we had Widowmaker, the character he/she originally created for this game and is now using in Starman's would have been absolutely freaking ideal for this campaign...
 

Hmm...on the one hand, if I did make the renegade good tiefling, it would give a strong connection to the sacrificial victim we need to save, but on the other hand, having several might cheapen the effect, plus all the NPCs on our side would probably hate the tiefling anyway. And a yuan-ti would also be pretty weird out there. So probably going to go with either a gnome wistful for the lost fey realms from whence she came, a doppleganger who fell in love as a male form only to have its paramour slain and then adopted her identity out of grief, or a moon elf who weaves powerful magics from the starlight. I'm going to have to get back to my DF books before I choose classes for sure--might have been a Wizard with the Gnome or the Elf, but we have one already so that may not be a good idea. The Doppleganger would probably be a Telepath.

EDIT: Beat me to the punch on the Tiefling thing (I type slowly when I'm thinking :lol: ). The Tiefling probably would also be a Wizard, so I guess that still might not be a good idea--lots of my concepts end up being Wizards, I guess :heh:
 


Okay. Galanorthrim Evanyrdor, Dawn elf, Wizard 5:

[sblock]
Galanorthrim Evanyrdor

Medium Dawn elf (Humanoid)
Wizard (Life) 5
XP: 10,900
Hit Dice: 5d4+5 (21 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 15 (+1 Deflection, +3 Dex, +1 Natural), touch 14, flat 12
Base Attack/Grapple: +2/+2
Attack: MW dagger +2 melee (1d4/19-20/x2)
Full Attack: MW dagger +2 melee (1d4/19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Qualities: +1 on attack rolls with longbows and shortbows, +1 bonus to listen, search and spot checks, +2 bonus on saves against enchantment spells and effects, Elfsight, Immune to sleep spells and effects, Immune to magic missile, Low-light vision, Summon familiar, Talent feats (Spell Focus (conjuration), Empower Spell), Talent skills (Spellcraft +3, Knowledge (arcana) +2), Transformation feats (Iron Will)
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 10 (2 points), Dex 16 (4 points, +4 racial), Con 12 (6 points, -2 racial), Int 22 (16 points, +2 racial, +1 level, +1 legendary), Wis 12 (4 points), Cha 12 (4 points)
Skills: Concentration +9(8), Decipher Script +9(3), Knowledge (arcana) +16(8), Knowledge (dungeoneering) +8(2), Knowledge (history) +12(6), Knowledge (local) +10(4), Knowledge (nature) +8(2), Knowledge (the planes) +12(6), Knowledge (religion) +10(4), Listen +2(0), Search +6(0), Spellcraft +17(8), Spot +2(0), Survival +6(0)
Feats: Craft Wondrous Items, Empower Spell, Iron Will, Scribe Scroll, Spell Focus (conjuration), Spell Focus (transmutation), Still Spell

Legendary Points: 1
Legendary Paths: 1st Circle Path of the Learned (Survival)

Alignment: Chaotic Good

Languages: Anderlar, Common, Draconic, Elven, Gnome, Sylvan

Elfsight: Some dawn elves have the ability to see the living auras of all creatures, manifesting itself as a hazy white glow. An elf that selects this racial transformation gains a +4 bonus on Spot checks to detect hidden creatures, and the miss chance due to concealment for creatures affected by invisibility, displacement (but not blink or etherealness), and similar effects is halved.

Spells: 4/5/3/2 per day; save DC 16+spell level (18+spell level for conjuration and transmutation spells). Aspect-life; can use Silent Spell and Still Spell 1/day with no level adjustment for life spells.

Spells known:

0-level: Acid Splash†, Detect Poison, Detect Magic, Mage Hand‡, Mending‡, Message‡, Open/Close‡, Read Magic, Resistance

1st-level: Comprehend Languages, Enlarge Person‡, Feather Fall‡, Grease†, Identify, Mage Armor†, Magic Missile*, Protection from Evil, Shield, True Strike, Unseen Servant†

2nd-level: Bull’s Strength‡, Fox’s Cunning‡, Knock‡, Locate Object, Melf’s Acid Arrow†, Rope Trick‡, Spider Climb‡, Web†

3rd-level: Fly‡, Hold Person*, Magic Circle vs. Evil, Stinking Cloud†, Summon Monster III†

* Non-life spells
† Conjuration
‡ Transmutation

Possessions: MW dagger, Ring of Protection +1, Amulet of Natural Armor +1, Spell Component Pouch, Backpack, Potion of Cure Light Wounds x3, Spellbook, Waterskin x2, Bedroll, Scrollcase x2, Paper x50, Ink (2 oz.), Inkpen, Traveler’s outfit (extra), 425 gp, 8 sp

Notes:
A big chunk of my money went to buying scrolls and scribing them into my book. I bought two 1st level spells, four 2nd level spells, and four 3rd level spells. That accounts for 3775 gp.
[/sblock]
 

OK, I confess. I've been lurking.

I was thinking a melee type, as they are generally simpler (for me at least) and there doesn't appear to be one yet. Something on the bigger side. Given the first post, survival/wilderness skills might be an idea. Ranger? Barbarian?

When RA mentioned Fey, I immediately thought tielfing. Interestingly, I think several works quite well. Teiflings who have gone renegade would probably be draw to each other, like expats in forgiegn countries. Of course, they may not all like each other that much, but strangers in a strange place ...

Psychic Warrior appeals as well. Kind of like having the force on your side.

I'm working though the material you posted Isida. I can probably get the bulk of it done, but will need some help making sure its all legit. Is that OK?

thotd
 

Since my presence is requested, that and I like the idea of the Kingsmarch.

I would like to submit my name as a possible character.

I would like to use Sir Aravir a Trueborn Fighter.
 

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