A Single Nail
A Green Moon Rises - Forum
Dungeons & Dragons 3.5e
Estimated Members Requested: 4
Despite varying results with PbP, I find myself once again DMing a game...
I'll discuss the crunch first:
Start at level one. Rolled characters please. 4d6 drop lowest IN ORDER (Organic!). Then Switch two and then reroll one.
~ the Fighter
~the Magus of Blades
~the Mind Bender
~the Spell Hunter
~the Storm Lord
~the Void Disciple
*Northern Dwarves get a +4 con and a -2 dex, but are otherwise the same.
**Southern Humans get no bonus feat or skill. Instead they get +2 to the ability score of choice, and Skill Focus as a bonus feat. Northern Humans are as standard.
Player-wise, I'm looking for people who are story-driven, strategic and creative. This is something like a roleplaying-based wargame, although with a focus on small unit tactics, and the occasional semi-suicidal dungeon crawl. Dungeons are for serious in this campaign, don't go into one and expect everyone to come out alive. I'm anticipating this game lasting for a long time, whether players come and go. The first module should take a couple months, so please be prepared to at least play through that.
World-wise, its a homebrew setting. Arcane magic was, until recently, fairly reviled, but that changed a bit when arcanists came out of hiding to aid in the demon war. Use of spells like Teleportation Circle, which is a fairly new spell in this campaign, were instrumental in winning the war. That being said, true 'wizards' are pretty rare, prone to infighting, and persecuted by church, crown, and their own mystical orders. If you play a spellcaster, expect to be harassed.
That's all for now. Welcome to Karn in the reign of King Solomon the 18th!
It has been ten years since the war. The scars left on the land have barely healed, and some wounds will likely fester forever, but more worrying still are the changes wrought on the world. Tactics and ideas concocted during the war, intended to beat back the demonic hordes, have been adapted to widespread use. Warfare has changed. Culture has changed. And the land has become opened up to the multiverse.
There was a giant who was hit in one eye by a stone, and that eye turned inward so that it looked into his mind, and he died of what he saw there
DnD 3.5 already has some MAJOR balance issues, what with tier 1 casters and such. I've restricted that to the most powerful caster being the Ritualist, who is probably also tier 1... A few gestalt character options just serve to even a few things out.
|I agree with people in the Fighter thread too. That's why I gave them (and only them) the ability to State Authoritatively. Its a great ability. Also, I'm giving them the ability to lend their 'tactics' to other characters, giving the party feats it can swap on the fly. They are now a feat-based buffer, as well as a frontliner, and hae a million things they can do out of combat. They are not the party's face, they are the logistician and planner. Think Roy Greenhilt|
|The Gunslingers are part of a very paladin-like organization, usually, based roughly off Roland from the Dark Tower series, as well as spaghetti westerns everywhere. As for Gestalt, if you feel its overpowered compared to the other classes, its totally fine if you play one.|
|Hmmm, I meant for that to be the original Shifter and the non-playtest Gunslinger though. I'll have to make some changes.|
|PS: Updates for homebrew, I'm using the Vitality/Wound rules, and the Armor Class Damage Reduction Variant. Also rolling 2d10 instead of 1d20 for basic rolling, for a slightly grittier feel.|