The idea of this campaign is to play as monsters instead of PC's. You choose a humanoid-ish monster and change it's stats until they're balanced, then play as it. You'll be forced to survive in the wilderness, fighting off adventuring parties that are after your loot, raiding towns, and (hopefully) not dieing. Rules for character creation and etiquette are below, as well as information on the game world are below.
* Characters stats will be determined by rolling dice, using the settings
here. Just enter your character's full name and click continue. Only roll once, unless you get a really sucky roll the first time.
* Instead of choosing races from the PHB, you choose a race from the Monster Manual and mess with it's stats until it's LA 0.
* When choosing a race, choose one that an adventuring party would have a kill-on-site response to if they encountered it in a dungeon.
* Races MUST SPEAK COMMON. Common will be counted as an automatic language, so this just means that they must be able to talk.
* You have 50 gold to buy starting supplies. It isn't a lot, so spend wisely.
* Please use a sheet viewer like
Mythweavers to make your character sheet.
* Nearly all of the races will have to be partially homebrewed, so post the changes you've made so that your character's race is balanced for me to approve.
Blurb on Gameplay:Since you're considered monsters by 'civilized' folk, guards will have an attack-on-sight policy. You have a couple options in this matter; you could a) stay away from towns and raid small settlements, b) you could pull a ninja and sneak around doing monster-y stuff, or you could c) control a dungeon or camp for heroes to assault. Heck, you could do all three. Or you could think of other stuff to do. But be warned: Encounters won't be level-appropriate. Or more accurately, they just won't be fair for you. Think of all the level appropriate encounters you're groups have easily dispatched when you're playing as PCs. Now imagine you're the monsters you so cheerfully slaughtered.
* When playing, please roleplay. Talk in character as much as possible, unless it would be totally out of character. Groups of people aren't controlled by omnipotent puppet masters who telepathically communicate.
* Try to use complete sentences. Given how this is the B12 forums, I don't really need to worry about that, but I felt I should put it anyway.
* Be polite. Once again, B12 forum users make me stating this rule pretty much just a formality.
The small black circles are major towns. The small black x's are fortresses. Vote for a town to start at by indicating it somehow, because I haven't bothered to name them yet. You'll start near the town that get's the most votes, allowing you to raid caravans, find dungeons to conquer, steal equipment, and so on. You'll be able to travel freely from town to town throughout the game. If you want to start at a smaller village, indicate the general area you want to start at and I'll throw a village in there.
Though the world itself is dangerous, the more powerful of the city-states throughout the countryside are at peace. Though smaller factions wage war, few wars are on a great enough scale to affect the caravan routes criss-crossing the land. All of the cities marked at the edge of the oceans are thriving due to trade. The dwarven mountainhomes (the city's embedded in the sides of the mountains) are powerful militarily and have great wealth, though they rarely send caravans to other cities. The cities to the south-east of the map are far poorer, surrounded by infertile deserts and few oasis'. They're unmarked because of their small size, but there are cities there; not just small towns and villages. The plains in the center of the map are rural areas and untamed wilderness. Bandits infest the land there, and caravans through that area are heavily armed. Even so, small pockets of civilization dot the landscape. The city in the center of the map is the most populous city, with nearly all major caravan routes from the east to the west passing through it. Any area you choose will have smaller villages thrown in for flavor.
We'll be using
Hamachi to make a local network, and
Maptool version b85 as the tabletop. Please download those if you don't have them and connect a bit early, because there's ALWAYS at least one connection problem when you use them.
One other oddity: I'm going to be both the DM and a PC. When I talk as the DM, I'll be impartial and very Spock-esque. When I talk as a player, I'll be normal. I'm going to play as if I had no clue what was happening. To me, playing as a character is really fun, but I have the campaign setting all thought through, and I'm wanting to have maps for everywhere. So I'll be making maps for whole towns, and I don't want to shunt the responsibility off to someone else.
Character List:Araph :
Ego Magicae : 1160 exp
Frelock :
Meep : 560 exp
Barbarossa :
Sesthorono : 450 exp
Choobakka :
Hreeka the Striped : 150 exp
The King of the Weasels :
Grail Darkdown : 1160 exp
Lord Braindead :
Di'Rac : 710 exp
Atomicdremora :
Va Kinspar : 1160 exp
Iituem :
Snowflake Jack : 600 exp
Approved Additional Content:
Tiefling
* +2 Intelligence, –2 Charisma.
* Medium size.
* A tiefling’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Special Qualities (see above): Resistance to fire 5.
* Racial Abilities: Shadowstep -- A tiefling can step through a shadow and exit another shadow up to 5 feet per class level away. He can do this once more per day at levels 1, 4, 8, 12, 16, and 20.
* Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
* Racial Feats: A tiefling gains feats according to its class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
* Favored Class: Rogue.
-Smites Good for +Cha mod to hit and +class level to damage.
-A special mount that could reasonably be a mechanical steed.
-Aura of evil and despair that gives enemies -2 to saves.
-Dark Blessing, for +Cha mod as profane bonus to saves.
-Full BaB, 1d10 hit die, martial weapon and heavy armour proficiencies.
-Rebukes & Commands undead like an evil paladin.
-Divine spellcasting with Lawful Evil spells.
-Ability to inflict harm and cause disease with a touch.
-Code of conduct where you have to be a villan or lose your powers.
* +2 Dexterity, -2 Strength
* Size: Tiny
* Alignment: Lawful Evil
* An imp's base land speed is 20ft
* An imp has a natural fly speed of 30ft
* Darkvision out to 60ft
* +3 natural armor bonus
* Natural attack: Sting (1d4 damage, P)
* Alternate Form (su) An imp can assume other forms at will. This ability functions as a polymorph spell cast on itself, except that the imp does not regain hit points for changing form, and an individual imp can assume only one form no larger than medium.
* An imp's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
* Favored class: Cleric
Kenku characters tend toward neutrality; although most kenkus are evil, neutral and neutral good kenkus also exist. Kenkus favor the rogue class and often pursue the assassin prestige class. Kenku clerics are rare, but those that exist typically worship Vecna, the god of secrets.
Kenkus possess the following racial traits.
-- +2 Dexterity, -2 Strength.
--A kenku's base land speed is 30 feet.
--Great Ally (Ex): Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
-- Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can't normally speak. To duplicate a specific individual's voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.
--Natural Weapons: 2 claws (1d3).
-- +2 racial bonus on Hide checks and Move Silently checks.
--Low-light vision.
--Automatic Languages: Common and Kenku. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling.
--Favored Class: Rogue.
--Level adjustment +0.