3.5 Exotic-ish? Campaign Recruiting

Started by RSGAlex, April 01, 2020, 01:25:15 AM

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RSGAlex

I want to say that I can't guarantee that this will be over before we all get out of quarantine, but I'll do my darndest to continue if people are up for it. Plus I finally got the map creating tools I needed, so there's that taken care of. Now, here's the quick version to judge if you think you might like the idea. A queen suspects that her cousin has been diverting the ever decreasing aid that has come in for her own purposes instead of actually keeping the seal on the Blighted Earth well maintained. Out of a healthy sense of paranoia, the Queen sought hands outside her lands to go and investigate.


To expand if you're interested by that: Said cousin sort of knew that these extreme events would be taken soon-ish, and so some slightly dingy and perhaps officially disowned members of the gentry will relay the opportunity to get on her good side, report a false break in, and be rewarded by both her and the queen. A third party representing the bastard son of a minor lord definitely didn't approach the party while in Sebile (the city closest to the seal and thus the cousin's) and certainly didn't offer some aid in exchange for playing up how much the bastard son helped and telling the truth about the seal's condition.

Obviously, what happens there will change lots of things for the characters. After which they should get a taste for risky sex. That should hit all the salient non-mechanical points. Those will be in one of the spoiler boxes to follow.

A Very Brief History of the World

Once, ages and ages ago, there was not but the high heavens in which lived the gods and demons, though they knew not that they were of different natures then for the high heavens covered that up. But as they wrought the world of Sandail and much of the life that is upon it, the gods discovered that without worshipers their expended powers would not renew, and the demons found that only their power was immortal. They could age, die, but their power would be reborn into a new demon.

It is unknown how many, but enough demons found out the secret of corrupting this rebirth such that the new demon was more like the corrupter in manner of thought. The first Demon War began with metaphoric knives in the night and ended with the world scarred, the demons locked beneath a great well at the heart of the oldest sea, the gods departing to the high heavens, and a group of mortals being so lionized that today their veneration is almost a religion.

Though the servants of the gods were even less restricted in their comings and goings back then, many minor heretics did not believe then and continue to not believe now the given reason for the departure of the gods. Those heretics said that it was not the brutality of humans that disgusted the gods into residing only in the high heavens, but fear that drove them there.

Regardless of who you believe, both sides have a point. Lexor, the only Named Lord of the Circle of Legends, kept the fire seal of the demon Blazing Sky Brand, forged his blade from the body of a singular beast that he strangled to death over three days, and with it twice slew an immortal dragon; once as the living dragon blade of the demon Sky Blotter and once as the first and largest rot dragon upon the world.

The Witch Lord had created the fireblooded dwarves and wood blooded elves with her dragon drinking rituals, and pioneered magic more complex than even the gods had pondered to that point, but it was all to avoid her own mortality. She is said to still be around, shedding one body and taking another, all to get a little more time to perfect her various means of extending her life.

The Great Spirit Master was by then called the Necromaster, for in pioneering his new art of Necromancy it bled into the the very depths of all minds and souls. Even without the instructions of demons or necromancers, those corrupted powers echo and the precursors can be found in any Incarnate of ill disposition who desires or any psychic that tries for them.

It was known that the second youngest, the Lord Paladin still commanded divine powers, but it was said to be only because there were gods that hated the demons enough to continue doing so. No coherent lore about the Lord General remains to say if the youngest was male or female, but divergent lores seem to agree that it was the sacrificing and iron hand with which the Lord General may have done and had that was the fear or disgust of the gods.

Still, time passed, the world was further and further healed, and the commands of Zelat, Goddess of Light, grew light upon the gods. This lead rather directly to the second Demon War, for two demons had escaped being sealed in the well. One had been the very first demon sealed at all; released when the great theocrats of the Kanur provinces cut the seal off from hell. Sentoul was a mighty demon but also a personal one. He could not plague a few dozen leagues by existing, but it could corrupt things like no other.

The second was Barmo, a mighty lieutenant but nothing more alone. Together, though, they were in a position to be incredibly dangerous. Barmo had found that Zonosh had taken a mortal lover. Sentoul became a small needle and flooded the lover with infernal power. If it hadn't been a clay avatar that Zonosh had animated, then the birth of the Blighted Earth would surely have been far more disastrous.

Upon discovering the blasphemous result, the last great presence of the gods upon the mortal world. Other than the sealing of Barmo, it was wholly unnecessary. For reasons lost to all, Sentoul and the Blighted Earth strove against each other and crippled one another. So divided, the great mortal armies were guaranteed victory. The presence of the gods and their servants merely meant that more survived to hear what has so far been the last decrees of the gods given directly to mortals.

The six or so pieces of the body of the Blighted Earth were to be sealed up and maintained, the demon Sentoul was to be hunted down and the rest of its power sealed into stone as they saw happen during the battle. Finally, none were to disturb the seal of the demon Barmo, nor anything to be found within a league of it. The world was then reshaped one more time, and since then life has gone on.

A perfect time then, for things to be thrown all into chaos.


A Brief of Religion


The only officially recognized religions are the various orthodoxies of the gods, with the various churches of the four elemental gods being most common because of their strong traditions as both racial and civil gods. Indeed, the list of high gods who are widely worshiped is just the four elemental gods and the high nobility of the gods. Not to say that others aren't worshiped, but only a devotee or religious scholar would be able to tell you much about the god Mahell (who holds sway over animals and their hunger) while only an active ignorant wouldn't recognize Zonosh as hold sway over the earth and elves and commerce in and of herself.

Unofficially, though there are no wholly pure congregations, both from a degree of religious pragmatism and because the gods have always allowed a large degree of ancestor reverence which usually turns into at least some degree of ancestor worship in the form of grave goods and offerings. And from there sprang the minor heresy of the Circle of Legends, which gave perhaps a little too much reverence for a number (usually seven) figures important to history. There are five reasonably common figures, with the rest being local figures unlikely to be known outside the local kingdom. If not for some very minor gods secretively sending miracles it would have remained a foot note. As it is, the Circle of Legends is an utterly disorganized but meaningful religion.

There are vanishingly few religious infernalists for three reasons. The first is that worship only serves the ego of demons; they gain no benefits from it as do the gods and so chase it less. The second is that the demons that can grant favor and power on the same scales as the high gods are all beyond the abilities of mortals to free, even temporarily. Finally, demons have a much more available way of getting what they want for power, infernal contracts. Still, there are some religious devotees of demons, and not all of them dedicated to the Blighted Earth. Most of both lie in the Drow enclaves and their Rot cults.

Rolls of Divinity

The Highest of Gods:
Light Goddess Zelat (queen)
the Banisher of Demons Serach (prince by marriage to queen)
Dark God Jeha (prince by being offspring of above)
Water God Farou
Fire Goddess Ratis
Earth Goddess Zonosh
Air God Anitriman


Domains of the High Heavens: Nobility, War, City, Deathless, Domination
Domains (Zelat): Fate, Glory, Law, Life, Sun
Domains (Serach): Exorcism, Portals, Feast, Moon
Domains (Jeha): Darkness, Storm, Inquisition, Pact
Domains (Farou): Water, Trade, Orc
Domains (Ratis): Fire, Craft, Dwarf
Domains (Zonosh): Earth, Commerce, Elf
Domains (Antriman): Air, Travel, Halfling

Syncretic Domains are available as seperate choices for priests of multiple gods being represented as one.
Syncretic Domains:
Zelat-eha (Zelat and Jeha): Destruction, Force, Time, Oracle
The High Lords (Zelat and Serach): Purification, Knowledge, Healing, Liberation
The Elements as Elements: Windstorm, Weather in addition to first column choices.
The Elements as People: Ocean, Planning, in addition to second column choices.
The Elements as Progenitors: Drow, Dragon, in addition to third column choices.


The Circle of Legends: Because of it's strange nature, a priest of the Circle has to take one from the communal domains and one from the five common members of the Circle regardless of actual veneration.

Domains (communual): Travel, City, Community, Courage, Rune, Destruction
Named Lord Lexor: Destiny OR Planning
The Witch: Knowledge OR Envy
The Necromaster: Incarnum OR Necromancer
The General: Competition OR Tyranny
The Paladin: Healing OR Hatred

Infernal: With the exception of the Blighted Earth, any demon or demons that grant domains do so off the same list. Being part divine, the Blight Earth has additional options either exclusively (for those worshiping its divine aspects) or in addition.
Domains: Death, Spell, Slime, Magic, Hunger, Dragon Below, Rune, Chaos, Mentalism
Blighted Earth: Earth, Madness, Life, Decay



Build Stuff

35 point build, level 6. If you take the Truebond feat, you can designate an item as one that you made through the bond rituals and get it at half off. Lesser Assimar and Tieflings are in play. The default forms of non-human core races are the Dragon Magic versions. Taint, though altered will enter play at the end of the first quest up there.So don't worry about normal taint stuff too much.

Finally you start with two feats more than normal, assuming you don't assign any of your starting wealth to having cleared a location that gives a feat as treasure.

The Map




The Map and the boxes represent, together, uncommon common knowledge levels of information, meaning +3 total modifier or better, but technically available untrained. Those with a worse total modifier are likely to not know or not care about some of the less important major roads, the deep parts of the forests, or the relative thickneess of the Dragon Marshes unless they live in the area. Those with a negative modifier probalby only know the capitols (represented as stars) and the Floating Islands.

A-F Land Area: This used to be called the Steel Square, as it looked for many, many years that the nations would eventually coalesce into a mutually supportive group of four great nations. Two events changed that. The first is that the Heirs of Adoss managed to reunite their conqests into one nation which became the heart of Grantis. The second is that the Dorth Resh Highlands failed to unify.
The White Line is the Highland Road, once set to become the main artery in a glorious national alliance, now potentially a source of conflict.

A1-C3 Square: The Dorth Resh Highlands were set to become the military arm of the Steel Square even when Grantis was formed, as the highland warriors were the best in ten leagues. Unfortunately, instead of choosing between the Western Highlord in Valtis (lower A1) or the Cut Lake Highlord whose heirs now reside in Tetis (C1), the lord of Highland Gate (lower B2) made his own attempt at claiming leadership over the highlanders. The utter loss of one of their great cities and lack of an actual leader caused Grantis and Fovos to largely ignore the highlanders. To the surprise of many foreigners, strenght of mind is just as prized by their culture as strength of arms. Preferably tactics, but magic will do.

Area/high knowledge bonus:
Highlord Avia is doing a good job at uniting the lesser clans, and making a new bid to become an overall leader. Unfortunately for diplomacy, as a very northern highlander (it would be in C-2), she has born the brunt of undead incursions for over a decade and very much hates the lack of help from Grantis and Fovos.


Grantis (Capitol Grantis in E4): Formed when Benes and Dore named a mutual cousin's child as heir to both their conquests, through diplomacy and more conquest it has become the foremost power in the area and as soon as there is a Fovos royal to join in marriage to one of King Parthos's children it will be the power in the area. It is also extremely religious, primarily worshiping a local syncretism of the four elemental gods and goddess Zelat in the capitol and just the elemental gods in the other areas. Their part of the Dragon Marsh is more wooded than marshy.

Area/high knowledge bonus:
There is a great reverence for the Named Lord as one of the pre-Grantis era treasures of the royal family was a shard of Lexor's sword. Large towns will have some representation of the Named Lord's grave at the gates or entrance to the graveyard, and the larger cities may have multiple ones. The last two slots in the Circle of Legends heresy are given to the great healer Rethis and Benes or Dore and so some clerics have both domains of The General, as the other one is celebrated as The General and it is gauche to only celebrate one of the twins.



Fovos (B5): Fovos is the capitol of the Dragon Marshes, and only recently has luck caused it to premanently settle in a more solid area of the Dragon Marshes. That constant movement made both invasions and centralization difficult. While they raise dragons, the pride of the creatures means that it's a rare dragon that stays for more than a little while after gaining greater intelligence and powers. Despite this, many return before death, and so Fovos has a great deal of dragon weapons and armor. The current Dragon Master either is dead or is on death's door enough that the challenges are already being prepared for.

Area/high knowledge bonus:
They also are the leading exporter of weapon crystals. Taken dragon armor is quite illegal, but not gifted or bequeathed. The settling of the capitol is considered a good sign from the divine and so any Dragon Master is likely to take bold and decisive action. What this means all depends on which of the dozens of relatively equal contenders want.



Grand Eagle (Capital Hawk's Landing H3): The greatest nation has been on a long decline, but heavy use of the two deep forests by the Raptorian Lord have thus far kept it from fading into obscurity. Unfortunately, the haunts and occasional cult dedicated to Barmo who sunk the Eagle's Head area mean that it is not only slow going, but always in danger of becoming a net drain on the nation.

Area/High knowledge bonus:
The loss of the schools and the city of Eagle's Eye were far more damaging than the farm land that was lost when the land became mostly submerged. It's not truly underwater, but normal life can't really go on when you are anywhere from ankle to hip deep in water for the taller races.



The Grand Temple and environs (J/K5): A temple built by Ratis and two other divinites whose worship passed from the larger world long ago, it commands little power or land beyond what can be seen on a clear day from the top of the temple. Still, it has a great amount of pull because of how many worshippers it gets and the proclaimations of the great priests.

Area/High Knowledge bonus:
The temple guard of Tethis and Mors serve as the lay authority for the almost-city that has grown around the grand temple. The guard of Tethis are said to hold on to one of the great demon seals made by the Burning Sky, while the guard of Mors are said to still be granted divine magic by their god.


Adhara (T3): Ruled by the Werewolf Mirzam, rebellions by lords that didn't feel they were truly defeated in war twenty years back have reduced the amount of land it actually controls by a great amount. Fortunately, bitter rivalries on one side and lack of common grounds beyond hating Mirzam on both have kept the three rebel lords from totally dismantling the land.

Area/High Knowledge bonus:
The rebellions have an outside benefactor with some unknown goal. Certainly, none are acting as if they have the sunstone that lead to the first major defeat of Adharan soldiers in the war. Still, non-shifter and non-lycanthropic soldiers will take a while to muster.


Dagentak (U8): A long standing kingdom that grew immensely after having been charged with maintaining one of the Prisons of Blighted Earth, though as per the charge of the gods none are to know if it truly contains a piece of the Blighted Earth or not. And unfortunately, as is the nature of greed and the long retreat of the gods to the high heavens, Queen Sedos I has seen a deline in support for the maintenance both from within and without. And if the one in charge of the seals wasn't nearly equally powerful or her cousin, then forcing the matter would have been a bit easier. As it is she has had to use slower methods of getting Lady Sebile to comply.

The black dot at W9 is Sebile's personal demense and the supporting town. The main structure of the seal is at W10 and it is quite large. Reaching it would take several days on horseback without aid around the barriers.



The Sea And the Coast: The coast is a strange thing, a mix of beach and forest-side from when the gods expanded the Rhye lake into the Southerly Sea. After all, if Barmo wished to create water where there was none, the gods would give him plenty to rest under. Rumors put his divine seal either somewhere at the very tip of the Eagle's Head, or either of the two new, large islands that the gods put in the sea.

The stars represent the Floating Islands needed to maintain a divine seal. Unlike the other ones, these have no protection from Serach keeping mortals from reaching it. It is then likely that there is no seal keeping inhabitants of the islands from going into the heavens. But there's also likely divine guardians. Lots and lots of divine guardians.
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Marie Reynolds

Possibly interested do the Elves hold any lands in this setting?

RSGAlex

Yeah. Locally there's a very petty kingdom that's centered around the N5 square, but it faded from importance when the Rhye Lake became a sea as the actually powerful elven land supporting it now had to work around a brand new sea to send support. There's also technically an island in one of the world's original seas, but between the civil war and the fact that it had been claimed and settled a few dozen times the only ones that think of it as elven land are the ones living there and their (dwarven) supporters off island.

Now, admittedly I only have some placeholder names that I'm not too sure I wanted to use, but I can think on that more.
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Marie Reynolds

Okay Cool.  So would  this elven kingdom  still have a  forest around it and would the  deal in agriculture at all.

So would the  Class beguiler from the phb 2 be okay to use?

RSGAlex

Beguiler is fine. And it has some foresting, lighter after the reshaping. Plans were to creep up some minor rivers and creeks towards the big forests to the north, but most of those plans are pretty moot now. Definitely some agriculture, but it started as a desperate focus rather than something planned so it's not a consistent thing that they have to trade. A few of the more connected farmers probably are trying to import more exotic plants and praying to Zonosh to get them to take root and flourish.
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Marie Reynolds

Cool, Yay that works out with my character having farming as a profession and my plans  for this character.

RSGAlex

Also, I can't believe that I forgot to make this explicit, but I am available to help advise or teach the ropes. First one in here, second one probably a mix of here and in PMs.
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Zaer Darkwail

#7
I voice interest on this, I have old itches still play 3.5 edition :). Anyways my concept is basically a 'fighter human' (possibly lesser tiefling) but using lots of splat books and thus needs to be approved several things from them.

Class ACF/Feat related questions

Aim/Goal: Enter the assassin (or avenger if evil alignment not allowed) PrC without multiclassing as a fighter base and get some additional 'intimidation' based abilities. Overall a scary street thug turned assassin. Somebody who is not scared to go thick of melee as assassin.


  • Zhentarim Soldier ACF from Champions of Valor.
  • Thug fighter variant from Unearthed Arcana.
  • Use of maneuvers/stances from Book of Nine Swords (specifically after Cloak of Deception and Assassin Stance learned via feats).
  • Use of Able Learner feat from races of destiny.
  • Enter the Assassin prestige class, if able swap one learned skills as thug into move silently (gain bluff as zhentarim soldier anyways so bluff would be one skills replaced). Get hide as class skill via Shadow Hand maneuver feat.

Quietly

What sort of gameplay / fetishes are you planning on including? What would be some example goals and adventures, and the kind of smut you'd like to see?
The devil in detail is in the details.

Green Goo Theory

I see a 3.5 game and I get excited.  I'm at work but I'm going to read through the OP to get everything but more than likely I'm game.  I miss 3.5 so much. 
Coming soon...

RSGAlex

Quote from: Zaer Darkwail on April 04, 2020, 10:22:49 AM
I voice interest on this, I have old itches still play 3.5 edition :). Anyways my concept is basically a 'fighter human' (possibly lesser tiefling) but using lots of splat books and thus needs to be approved several things from them.

Class ACF/Feat related questions

Aim/Goal: Enter the assassin (or avenger if evil alignment not allowed) PrC without multiclassing as a fighter base and get some additional 'intimidation' based abilities. Overall a scary street thug turned assassin. Somebody who is not scared to go thick of melee as assassin.


  • Zhentarim Soldier ACF from Champions of Valor.
  • Thug fighter variant from Unearthed Arcana.
  • Use of maneuvers/stances from Book of Nine Swords (specifically after Cloak of Deception and Assassin Stance learned via feats).
  • Use of Able Learner feat from races of destiny.
  • Enter the Assassin prestige class, if able swap one learned skills as thug into move silently (gain bluff as zhentarim soldier anyways so bluff would be one skills replaced). Get hide as class skill via Shadow Hand maneuver feat.

I haven't seen too many sheets, so to be safe let's say that LE is safe right now and the other evils up in the air. The substitutions and ACFs are okay, although I'm wondering why Fighter and not Swordsage since it gets all the skills? If you want to stick with just fighter levels, put one level one feat as Apprentice (Criminal) and we'll switch out the normal benefits for Hide and something else, because why should Criminal give two class skills that are social. (Even though one is quite appropriate for any kind of thief.) If you go to mentor, then make the bonus list Martial Artist. Or Skill Prodigy, or Cosmopolitan.

Quote from: Quietly on April 04, 2020, 04:52:05 PM
What sort of gameplay / fetishes are you planning on including? What would be some example goals and adventures, and the kind of smut you'd like to see?

Well, for the first half of the first half of your questions, probably just adventuring. Even if everyone decides to go and put down roots, take Leadership at the next opportunity, and play the games of kings I'd probably go for "Okay, here's your Marshalls, what orders do you give, and let me think of moments for you all to make dramatic saves for The Plans." For the second half of question one, I'm planning bits of exhibitionism, impractical outfits, debauchery in and out of tea parties, strange historical tidbits, and corruption with possible asides for breeding if you take advantage of [redacted]. The corruption is mostly there to reference Taint and specifically that I'm not using it directly as in the book.

In fact, have an example of a Taint. ...Big : It may just be your favorite asset, it may just be your body, but you've undeniably grown bigger. Unfortunately, so has your arousal. As long as you keep calm and don't move too fast, you'll be fine.


For some example goals, after the first quest I'd see things like getting involved in the local politics, finding out more about what happened to you, or deciding that perhaps a local that's not immanently under civil war is more your style and going there to see what the life is like. I mean, you could probably get a good reference from somebody depending on who the group pulled together behind (more or less). And to have some semi-generic adventuring follow up ideas for those three goals, holding a yet-to-be/newly captured town for a bit while the branch of the army is yet to arrive/be back from the field, hunting down a demon cult for materials so that the priest can try a different cure, and the other places all have An Obvious Thing About to Go Down, so the follow up would be related to that depending on where the group went.

As for smut I'd like to see, mostly people getting together and enjoying themselves. I had several things planned, that one was more of an Improvise section.

Quote from: Green Goo Theory on April 05, 2020, 10:55:21 AM
I see a 3.5 game and I get excited.  I'm at work but I'm going to read through the OP to get everything but more than likely I'm game.  I miss 3.5 so much. 

GOOd too see more interest happening.
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Zaer Darkwail

Quote from: RSGAlex on April 05, 2020, 04:30:22 PM
I haven't seen too many sheets, so to be safe let's say that LE is safe right now and the other evils up in the air. The substitutions and ACFs are okay, although I'm wondering why Fighter and not Swordsage since it gets all the skills? If you want to stick with just fighter levels, put one level one feat as Apprentice (Criminal) and we'll switch out the normal benefits for Hide and something else, because why should Criminal give two class skills that are social. (Even though one is quite appropriate for any kind of thief.) If you go to mentor, then make the bonus list Martial Artist. Or Skill Prodigy, or Cosmopolitan.

Ah, indeed. Instead, able learner could take criminal apprentice for my char and as part of 'graduation', he became an assassin. True swordsage could fill all the needs but I do like challenge play fighter which is mostly avoided in most of 3.5 optimization era and make it entirely viable :P. Plus if pick swordsage it makes me self-conscious about assassin not progressing maneuvers known etc, while as figther is fine multiclass away from once reaching the PrC.

Marie Reynolds

Ah if  we are looking at evil i have no problem switching up my concept, Cause what  I was looking at was a more good character initially. But I am not that far in my sheet that  I can't restart.

Zaer Darkwail

I do not think party overall does not need be evil per say. Overall more interesting dynamic if party has different alignments and I intent my guy be LE anyways.

RSGAlex

At least Assassin would still give IL. :P Although honestly Zhentarim is one of the fighter variants that gets taken longer if only for shenanigans with fear stacking.

And to the thread at large, I realized that the DMG2's bonding stuff is probably not the most well known of stuff here's a summary I did elsewhere so you can have some idea in general. First the item needs one of three qualities to be bonded; it's masterwork, it's already magical, or has a cost of at least 100gp. If it requires a certain caster/manifester/initiator/whathaveyou level, your character level is treated as your caster level. If it needs a certain feat or feature that is not the creation feat, you need it. And if you take the Truebond feat, I'm allowing you to nominate a magical item as your bonded item and get the magic parts at half-off. Just note which ritual you did most recently.

You don't need to take the rituals as feats or anything, I just want to know what the most recent benefit is. Now this is a low numbers list, but in general if it's a good class feature or an in class skill you can usually do that ritual by third level.

Blood: Have enough BAB, deal the killing blow to a strong (relative to your level) member of a certain set of monsters and then do a little blood anointing ritual of respect in an hour. You get a dime on Knowledge checks for that kind of monster. The additional Truebond benefit is getting +4 bonus damage with the bonded weapon.

Dread: Have enough Intimidate, dealing the killing blow to a strong monster with Energy Drain, do a little ritual where you take on a negative level for a day (no curing it or the ritual fails) and then the ritual is complete and the negative level goes away. You get a minor Fort bonus for saves vs Negative Levels, and the ability to just ignore one negative level with Truebond.

Faith: Be a divine caster with some spell casting available, know something about religion. Killing blow on a strong outsider, needs at least one opposed alignment component. Start an eight hour prayer ritual within one hour of landing the killing blow in a religiously dedicated place. Get a small Will save bonus vs outsider magic if they don't have your alignment. The Truebond benefit is that your weapon and its effects are now Aligned to your Alignment, and get any bonuses you may have that affect your aligned spells for the weapon too.

Fire: Just need enough BAB, and tank a dangerous fire spell from an at least equal enemy by voluntarily failing your save and not having any protection. You don't need to survive the fire spell for the ritual to be successful, just so long as you're revived within 24 hours so you can begin the ritual prayer part of it. You get a minor save bonus against fire stuff and some resistance for Truebond.

Honor: You need Diplomacy, to be Lawful, and you have to challenge and defeat a superior creature solo doing only nonlethal damage. You then have to do a short ritual after and heal the creature to consciousness. You get a minor initiative bonus while the item is stowed or otherwise not ready and Truebond gives a Dodge Bonus vs AoOs from anyone that you haven't attacked in this battle yet.

Magic: You need spellcraft and to dispel or counter a spell from a superior caster and then meditate for eight hours straight within 24 hours. You get a caster level bonus, and Truebond also gives a save bonus against spells and spell-likes.

Purity: Needs Concentrate or Autohypnosis. Do a 14 day fast with only water, can't heal the damage by any means until the time is up and can't have any outside aid to survive the fasting. You get a bonus to Constitution check and Con-based skill checks. Truebond lets you be immune to Str and Dex damage from fatigue.

Song: You need some Perform, and to earn a certain amount of the gold cost with performances that use the item in some way. You get a minor Perform bonus while you're wearing/holding the item, and Truebond gives a minor caster level bonus to qualifying spells.

Theft: Gotta have some theify skills, steal the cost of the ritual from a strong person that's not too far away, give away that same cost while spreading tales of your skill basically right after. You get a bonus to two important thieving skills when taking 10, or a bonus to those same two when taking 20 and to some other rogue skills when taking 10.

Travel: Need Survival or Know(Geography), and you have to take an on foot journey, distance based on level. Meditate once a day that the trip takes, and volia, ritual successful. You get a bonus to survival and Endurance related stuff. Truebond also gives out the ability to ignore certain kinds of difficult terrain.



Quote from: Marie Reynolds on April 05, 2020, 05:13:58 PM
Ah if  we are looking at evil i have no problem switching up my concept, Cause what  I was looking at was a more good character initially. But I am not that far in my sheet that  I can't restart.

Right now I'm more saying that LE would play best if the group is mixed alignments.
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Marie Reynolds

Oh I have no problem with mixed alignments.  Well maybe not bring an evil character but less of  a character whose goals are more focused on balancing urban life and agricultural and harvesting of resources with the needs of nature like my character concept would be major motivations i think that might be  more of a   hindrance.

Zaer Darkwail

I lean towards below appearance for my assassin;

Pic


Anyways last question for our GM; Would he allow my LE assassin to have willing deformity+deformity (madness)? Idea being continued in line of being scary but mixed with a bit of, well, insanity from trials he had to go through as graduation and exposure to serious evil artifact which he had to use to survive. Just note intent of his insanity is regarding being fixated on his code/ethics, to point of being obsession onto his beliefs regarding laws of the universe (and some hallucinations which he does see but knows aren't real but are amused by them none the less). Perhaps result of exposure to taint and his method of battling it going bit insane?

RSGAlex

The feats yes, and probably a similar reason, but probably not directly due to the exposure to taint. That would be more of a demon worshipping cult or Very Evil Wizard situation that most assassins would go for.
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Marie Reynolds

So I take it deserts  do not exist in this world?

RSGAlex

There are, just the major ones aren't on map and the one flying island that is has the whole flying island with divine guardians thing going on. The closest desert would be a bit off the map to the east of the Seal. It's artificial, little lives there, but it's only a week or so away if you don't try and cut through the seal lands. The closest meaningful desert is to the north and west of the Highlands. The Balkulan settlements are the best known in the area because they're not nomads and do pretty good statuary.

Also they didn't try and invade like their imperial neighbors and especially didn't get their armies wrecked.
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Marie Reynolds

Cool,   Would the Balkulan settlements or the deserts in the north or the west  would be a good place  for  Sunscorch Hobgoblins.

RSGAlex

That would be a good place to find some. More in the settlements, but certainly also some nomadic tribes.
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Marie Reynolds

Cool, I will go with the Balkullan Settlements as the  home town for the character.  Will you be allowing stuff from the Sandstorm book? Also I  plain on  working towards the Horizon walker prestige class. Would  that prestige class fit in with your campaign? Its in the DMG.

RSGAlex

Sandstorm's okay for use. And Horizon Walker's associated with the founding of the Circle of Legends, at least folkloricly. Of course, not all folk legends are right, so does that apply to you?
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Marie Reynolds

I can honestly, see the Circle of Legends having a strong influence on her. She would likely be a lay worshiper at the very least. If there is a laity position in the Circle of Legends faith that she would likely hold one. She would  have a strong a focus on community and helping it thrive and succeed. Also would Cartographer be a craft or a profession?