One player dropped after session 5, looking for his replacement. The rest of the group has been gaming together for two years and is fairly cohesive. We are all veterans of d&d and of this edition in particular. I am 50 years old and have been playing this game a long time. I am not a perfect encyclopedia of d&d knowledge, but I do okay. My style includes maps I create myself and prerecorded encounter exposition when appropriate. My goal as a DM is to tell a fun, engaging story, and enable you to do the same. If accepted, you are free to create your own character for this game, within the guidelines detailed below. If you wish you can also take over the character abandoned by the exiting player. It is a fairly straightforward human Cleric 4 / Sorcerer 4. The party contains no other full caster (the two partial casters are a Paladin / Ranger and a Bard / Factotum). As a gestalt game, this already has a very power-gamey feel. And being this is 3.5, a certain amount of optimization is to be expected. That said, anyone whose play-style is to squeeze every ounce of cheese out of the rules they possibly can won't be welcome at this table very long. Campaign description is as follows: Campaign Concept Ages
ago, before the memory almost anyone alive, there thrived a great
civilization. Although peace did not reign supreme, life was stable
enough to permit great wealth and comfort among all peoples. Great
cities and architectural achievements dotted the landscape in every
direction. Generations later, some few of those marvels still stand,
though they are all now in ruins. No
one knows what caused that civilization to collapse. But collapse it
did. Now, at the dawning of a new age, civilization attempts to begin
anew. The PCs represent the
leadership of the small village of Riverton, a rustic land-locked town.
The setting can be best described as Fantasy Early Medieval English. The
sole road that connects Riverton to Laurel (its only trade partner, far
to the west) has become dangerous. Kobold and goblin bandits are
waylaying merchant caravans as they pass through the foothill pass to
the west. These monsters are almost certainly based in the sunken ruins
at the base of those mountains. Rerouting the road would require
enormous investments of time and resources. These monster tribes must be
driven away or destroyed. As game play begins the group is setting out
to confront them. ( The group has completed this dungeon and is moving on to more story-based encounters.) Format Roll20 VTT & Discord voice Time frame: Fridays 7pm EST, approximately 3-4 hours per session. Adults only, but sexual content kept to a minimum. Character Creation Level / Experience Points All
characters start out at 3rd level ( now 4th level ) and begin play with the minimum
amount of XP to attain 3rd level ( currently 8,500 ) . Apply no templates. XP
penalties for multiclassing are not enforced. Ability Scores All PCs apply the same array to ability scores as they see fit, before calculating racial modifiers. That array is: 17, 16, 15, 14, 13, 12 (don't forget to add your +1 bonus for attaining 4th level) Source Material Content from the following sources is generally allowed: SRD 3.5 (no psionics) Complete Warrior Complete Arcane Complete Adventurer Complete Divine Other materials may be allowed on a case-by-case basis. Content prohibited by default includes: Tome of Magic Tome of Battle Book of Vile Darkness Book of Exalted Deeds Material appearing only in Dragon Magazine Allowed Races Human Halfling Elf Dwarf Gnome At
the beginning of play, there are no “half-breed” races. There are also
no “variant” races. An elf is as detailed in the PHB; not a Sun Elf or
Grey Elf, etc. Deities All
PCs are followers of Eos, a local deity of community and artifice. You
are Eos’s chosen champions; as such you are granted powers above most
mortals (expressed in the game mechanics as gestalt classes) .
Eos’s portfolios are Artifice (ECS104), Community (CD137), Healing and
Magic. His favored weapons are short bow and short sword. His
alignment is Neutral Good. Alignment The
PCs are the good guys here. They aren’t homeless unattached
murder-hobos anonymously drifting from village to village, or brooding
loners pursuing a secret vendetta. They already rule a village, and are
the chosen champions of their deity, who has charged them with expanding
his influence in the world by administering to his people and expanding
their own political influence. They should reflect good-based morals. Classes All
PCs are gestalt characters at every level (see pages 73-76 of Unearthed
Arcana ). No matter how many times a character multi-classes, each level
is a blend of two classes. At
1st level, Eos granted you a second class, which manifests at every
level. Once chosen, you cannot alternate away from it. As an example,
at 1st level you could gestalt as a Wizard/Cleric and chose Cleric as
the class Eos bestowed upon you. At every subsequent level, your class
choices would be Cleric and whatever other class you chose (assuming of
course you qualify as that class). Your
bestowed gestalt class must be a base PC class; it cannot be a prestige
class. You can choose one of the base classes listed in the Complete
series (Scout, Warlock, etc.) rather than an SRD class if you wish. Feats Every PC gains one extra feat at 1st level. The feat chosen must fall into one of a few categories: A feat of the type that grants a +2 bonus to two skills (i.e. Alertness, Magical Aptitude) A feat with a racial prerequisite for which the character otherwise qualifies for at 1st level Able Learner (Races of Destiny, pg 150), even if you don’t meet the racial prerequisite A feat that modifies your use of Action Points which you otherwise qualify for. Whichever feat is chosen, its listed flavor text should be evident in your character’s personality. PCs
are also free (though not required) to utilize Traits and Flaws from
pages 50-60 of Unearthed Arcana. No more than one flaw and two Traits
may be taken. Character Wealth All
PCs begin with 9,000 gp worth of gear, as purchased from the allowed
source material listed above. Spend most of it on gear; you won’t have
much opportunity to spend it during play. Action Points Action
points will be utilized in this campaign. Rules for action points can
be found in the Eberron Campaign Setting (pg 45-46) and Unearthed Arcana
(pg 122-124). Feats that
interact with the Action Point mechanic (even if they originate in texts
other than the allowed sources cited above) are permitted. Hit Points When rolling new hit points, roll with advantage.