The Blood War. It consumes the Lower Planes and there ain't a berk on any section of the planes 'cept a Clueless who don't know about it. What most cutters don't know is what goes on in the middle of it. The fiends, celestials and mortals who get all tangled up in the plots and the politics. Cutters who lose their souls or worse in the chaos. You think that's bad? You ain't heard anything yet, berk. Wait 'til you hear about happens to fiends who go stag...
- Volecheck, a Tout, on the Blood War after a few pints at the Well Worn Hexagram.
- You will be playing predominately a group of outcast fiends who have invoked their superiors' wrath. The adventurers will be about undermining said superiors and the Blood War at large. Celestials and other races will be allowed as well, but if you are good aligned, expect to be a bit leery of the company you keep.
- Looking for a maximum of 8 characters.
- Monstrous Gestalt, using the Level progression provided below.
- Character background will be as important as character builds. This is going to be an incredibly tough campaign, yes, but you're going to be a unit 'in the trenches' so good, well-developed characters are going to be important.
- Try to make sure your character will be able to function within a party. Evil characters are fine, but try to stay away from the insane end of the spectrum.
- This game's going to be about 60-40 in favor of writing and character interplay so a good application is key. It doesn't have to be long (though I do want more than a couple of lines), but it should be enough that I get a good sense of your character. Some people come into a game with a backstory written and meticulously laid out, others like to let the game alter their characters rather that have them be informed overmuch by their path. I bounce between both styles myself, so I'm okay with a short history, provided I at least get a sense of where your character is at the beginning of the game.
- History: Describe where your character is from, what happened to them before this game rolled around, the like. This is also the place to talk about your characters past adventures and work. Given you're at level 14, your character most likely has a backlog of adventurers and stories in their past. you're welcome to give a general outline or go into specifics, it's up to you.
- Personality: Give me a good sense of your character's likes, dislikes, moral code, personal quirks, etc. You should also include goals (if any), wants, needs, etc. You're going into a long term assignment that may or may not be a suicide mission and it's going to affect your mental state, so consider how they'll react to stress.
- Planar Associations: What part of the planes are you from,and what associations does that grant you.
- Description: This should be pretty self-explanatory.
- Gear and possessions: Briefly describe any significant gear you have, magical or no. What you carry can sometimes say a lot.
- Theme: Because, why not?
- Level 14
- 4d6 drop-low stat rolls
- Max HP at 1st level, half (rounded down) at every even level and Half+2 at every odd level.
- Sub 10 scores may be re-rolled once, and you choose the higher of the two.
- Monstrous Gestalt. Fiendish races preferred, but not required.
- 100,000 Starting GP.
I have access to about 75-80 percent of the published stuff (I'm lacking a few setting specific things and most of the Dragon magazine stuff, but with Scribd and a few sites out there I generally manage fine). Regardless, I'm not really fond of min/maxed characters. Yes, your character should be effective, I'm not going to deny that, especially not with the plot of this campaign. However, I'm asking that you make a character not a build you'd run through Oblivion with.
- Core (some spells, due the nature of the campaign, will be removed or limited)
- ToB (Huge, huge fan of this supplement. Go nuts.)
- UA class variants and traits (Flaws allowed within reason, don't abuse this)
- Heroes of Horror (fun little book and the depravity scale makes for interesting flavor in the evil aligned planes)
- The Complete series (All around useful)
- Planar Handbook (Some interesting options all around for planar travel and class variants.)
- Book of Exalted Deeds (Fantastic book for good aligned characters, just remember that you're trying to be subtle. Also, a Slayer of Domiel may be any good [the lawful restriction never made sense to me] and the Risen Martyr PrC is categorically not allowed.)
- Book of Vile Darkness (Same as BoED, but for evil characters. Just try not to get too nutty on me. These characters need to work together not try and devour each other's souls.)
- XPH (Note that I'm not a huge fan of psionics as I always felt that it never really jived with the arcane/divine spellcasting flavors. This is really going to take some convincing on your part, but if you present a good character i'm not going to say no. Lose the psicrystals though)
- The Planescape Campaign Setting Material (particularly the Planes of Conflict, Planes of Law, Faces of Evil, Hallowed Ground and Hellbound supplements. All the material should be available at Planewalker.com).
- The Races of books (see the 'Complete' series as to why.)
- The Arms and Equipment Guide (as someone who plays melee heavy characters, I personally can't say no to adding more stabby things to the repertoire).
- The Miniatures Handbook (Along with some very solid feats, The Marshal is an incredibly sold base class and the PrCs such as the Havoc Mage and Tactical Soldier are just fun).
- The Manual of the Planes (Useful source material, but I'll be drawing on Planescape as well, os expect something's [like the paraelemental planes] to not always line up.)
The setting specific stuff will get cleared on a case-by-case sort of way. Dragon magazine items/races/classes etc. is the same way, but basically assume if I can't find it, it's not allowed.
Given we're on a forum and not at a table with a battlemap, movement is going to be simplified, less of a grid style and more nebulous. I'll give you distances and everything, but you'll be given freedom to alter the environment during the back and forth with me. Encounters with a CR equivalent or lower to the party's level can be handled without dice rolls, but that will require good back and forth roleplay between you and me. Be convincing, but you don't have to go overboard. Anything with a CR 2 or more levels higher than the party is going to require rolls.