So, has a campaign setting ever been determined? Useful information for clerical access.
Yeah, about that, nobody showed any preferences so you'll probably end up running around in one of my custom settings. Assume the "core" deities are the main ones, but you can pretty much bring any other deity out there, they'll just have relatively small cults.
Setting Draft[spoiler]
Long ago the two main mortal forces on existence where the Magedom of Akrabal and the United Cities of Bragal, each having conquered most of their own continent, being separated by a vast ocean. They had mostly ignored each other for some time untill Magedom spies sucessfully stole a powerfull artifact from the United Cities. An artifact some said the UCB based their power on.
War quickly broke out for that artifact. The Magedom focused on pure mages backed up by stealthy assassins and light infantry, moving quickly and silently to deliver cyrurgical strikes. The UCB had exceptional blacksmiths and artificers that forged superior weapons, armors and all kind of war machines for their troops. They even developed mass-produceable golems to bolster their ranks, the warforged.
The war lasted for decades whitout anyone managing to get an advantage, untill it became a cold stalemate, each side just digging in and launching the ocasional skirmish to test the enemy defenses. Neither side could any longer afford fullscale conflict.
Unnoticed by either side, a new cult started to form on the lands to the west of the magedom, the Order of Truth. Their priests claim that they don't follow any particular deity but reality itself. In particular they claim they can predict the future. More peculiar, they seem really good at it. The Order of Truth gained countless adepts on the basis that it would warn the people of earthquakes, storms, bad crops, plagues, bandit raids and other normally unpredictable events time and time again.
If they can actualy predict the future, or if they are just really good diviners or are somehow fabricating those events themselves it's not very clear. But the Order of Truth numbers quickly swelled. Their followers were quickly and effeciently organized into a clockwork society where the Order of Truth decides almost everything from what your job is to who you'll marry. Each village that acepted the Order of Truth quickly became a new cog on their machine.
More important, they rised a powerfull army of their own. They first used that army to defend their territorry, but recently they've been launching assaults against isolated villages and cities that don't acept their principles, forcingly incorporating them in the Order. Soon they started to directly threaten Magedom cities. Altough inferior in magic users, the Order of Truth scored major victories with the ability to predict (or cause, who knows) natural disasters that would strike the Magedom forces at the worst possible moments.
Rumors have that the Order of Truth has even managed to convince Giant tribes and other sentient beings to their side. They grow stronger every day, slowly swallowing other minor sides. The Magedom has made them their top priority. The UCB on the other hand has itself recently been losing territorry to Order of Truth missionaries that crossed the seas.
The Magedom and UCB aren't idle however. Word is that the first has been refining powerfull conjuring magic to conjure powerfull monsters for their war effort. The UCB re-started their warforged project and is field-testing new improved and deadly models.
The minor sides caught in the middle of this conflict are left wondering who they can join, or if they can weather this incoming storm by themselves. You'll begin as the minions of a powerful lich that has dwelled on the northern mountain ranges for too long, bidding his time and building up his power for quite some time. The time is now ripe for finally coming out, manipulate the war to your favor, and make sure yours is the winning side in the end.
[/spoiler]
You're still on time on voting on a particular setting tough, at least untill the new forum I requested gets made.
Also, is it a "We're not 'Evil', just 100% ammoral" type game, or a "Yeah, we're Evil, so what?" type game?
You'll be working for an evil employee and do evil quests, but each member can decide their own level/flavor of evilness.
So, Oslecamo, Bestow Incorporeality says it's usually used to drop a target into the earth or a wall, and dealing the target 1d6 per square shunted out. However, wouldn't this be limited to only 1 square, given that incorporeal creatures need to remain adjacent to the surface? Rather, the Son/Daughter of Silence could only ever drop an enemy 1 square through the floor or wall. Is this intentional? Or is that why you added Traitor's Touch?
I'm just wondering since I was thinking about it. No complaints either way, just want to make sure I understand it all correctly before I try to use it wrong.
Good point there, it was suposed to plunge them into the depths of the earth. Put a clause that it overrides that limitation.
Only on a case-by-case basis. How does a +1 enanchment of your weapon and a 1000 GP ring on your vampire gnoll's hand sounds?
That might be a decent deal in the short run, but in the long run I'd rather pay double cost (4000->8000). If you're firm on the +1, I might just pass on them. I don't think they're worth that cost for only 3x day. Maybe when my weapon gets high enough level to cast Antimagic Field, I might change my mind... but that's going to be a long time.
Yeah, that's the kind of combos that makes me hold on my position of "+1 enanchment". Being able to surround yourself inside nasty stuff is quite potent.
Well, there's also good old geting out only in the night.
It's not a very fair restriction to saddle the rest of the party with. Of course, my character would prefer it... and considering that we're a bunch of horrifying monsters, it's probably not a bad idea in general...
I'm not 100% set on the vampire thing, though. I just thought it sounded cool, and the template looks pretty fun, and I was looking for something to pad his levels with before taking the warblade dip.
What kind of build should I give my cleric/weapon? And what weapon form should it take? I'm thinking of going with a spiked chain... though I actually don't like how they look very much. It's just that there aren't very many good reach weapons... and I get a free EWP from the flind gnoll.
And oslecamo, can my weapon use wands/staves/etc? Would it help if I put them in a wand sheath?
No item usage for your weapon. It can already cast its own spells.
Also an important detail, your cohort is an NPC, and thus gets elite array of stats base and not the PC point buy.
Wow wait I just had an idea.. with my assimilate ability says any magic item I eat I gain the abilities of it. So if I ate an eveloping pit, then in theory.. you can hop into my mouth.. which has an enveloping pit ability
Tecnically you can't, as an enveloping pit isn't equipment and Assimilate is limited by item slots. However it sounds crazy awesome and not particularly broken... I guess I'll allow it, but don't be too suprised if one day your character has to vomit it out.
K then just to clarify it only works on items that use a slot? So then eating armor and a shield would work for more AC? What about eating a wand and using the charges? Would that count as a hand slot or how would we do that?
And whats the ruling on custom items? Id like a wand of mighty wallop perhaps, or say make a ring using the 1st level spell animate shield then assimilate that? Lemme know your thoughts.
Thanks!
Yes, eating an armor/shield would work for more AC, it even says that on the ability description. Not wands tough. Custom items are on a case-by-case basis. Ring of animate shield and wand of mighty wallop are no.