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Wildwood Red in Tooth and Claw [OOC]
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<blockquote data-quote="Voadam" data-source="post: 3005991" data-attributes="member: 2209"><p>Cleric/Knight gestalt is fine. I looked over the knight and some of his powers last night and the knight's fighting challenge looks fine and the code is easy mechanically and flavor wise to adjudicate and implement. The shield bonus will be like dodge and apply as a flat type bonus and you will not have to declare targets every round. While it says they must be lawful, under my house rules that is just a flavor description and social tradition of how they typically act, all PCs are neutral unless they gain a supernatural alignment aura such as through the paladin class.</p><p></p><p>A few metagame considerations.</p><p></p><p>1 starting gold is 100 gp and the setting is a low metal continent so no local smiths. Only metal armor or weapons (swords) will be starting equipment and individual pieces brought in by non-natives or found in the many ruined civilizations that were dragged in to the world and fell to the wilderness. An example would be the chain shirt worn by the dying Alan Keep . . .</p><p></p><p>2 No local horses, mounts are possible but the dover don't use them. Goblins are said to ride wargs though . . .</p><p></p><p>3 [SBLOCK] I'm thinking I will start you off as having been captured by the goblins and so the party finds you in the goblin caves so you can get right into the action. Any items of yours will be in a loot pile with you bound and gagged. If you are a non-native you can be as equipped or not equipped as you want him to be for when he was pulled into Wildwood[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Voadam, post: 3005991, member: 2209"] Cleric/Knight gestalt is fine. I looked over the knight and some of his powers last night and the knight's fighting challenge looks fine and the code is easy mechanically and flavor wise to adjudicate and implement. The shield bonus will be like dodge and apply as a flat type bonus and you will not have to declare targets every round. While it says they must be lawful, under my house rules that is just a flavor description and social tradition of how they typically act, all PCs are neutral unless they gain a supernatural alignment aura such as through the paladin class. A few metagame considerations. 1 starting gold is 100 gp and the setting is a low metal continent so no local smiths. Only metal armor or weapons (swords) will be starting equipment and individual pieces brought in by non-natives or found in the many ruined civilizations that were dragged in to the world and fell to the wilderness. An example would be the chain shirt worn by the dying Alan Keep . . . 2 No local horses, mounts are possible but the dover don't use them. Goblins are said to ride wargs though . . . 3 [SBLOCK] I'm thinking I will start you off as having been captured by the goblins and so the party finds you in the goblin caves so you can get right into the action. Any items of yours will be in a loot pile with you bound and gagged. If you are a non-native you can be as equipped or not equipped as you want him to be for when he was pulled into Wildwood[/SBLOCK] [/QUOTE]
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Wildwood Red in Tooth and Claw [OOC]
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