Min/Max Forum: Storm Shelter

Play by Post => Play by Post => Topic started by: Garryl on June 22, 2017, 06:44:44 PM

Title: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 22, 2017, 06:44:44 PM
Having just finished my grad courses for the summer, I'm in the mood to try to run a PbP game. I'd like to do The Shattered Gates of Slaughtergarde, although I could also be convinced to give Red Hand of Doom a try. I ran Slaughtergarde for my tabletop group back when we were playing, and it was a nice, solid, enjoyable dungeon crawl. We were going to do RHoD, but the group kind of fell apart a couple of encounters in.

This site (http://hearnsdb.wixsite.com/shattered-gates) looks to have the player-public information regarding the module and the campaign site.

If anyone knows any good resources for showing the dungeon/battlefield online, that's something I could use a hand with.

Rule set: 3.5 edition Dungeons and Dragons
Players: 4 or 5
Starting level: 1st
Character creation: 32 PB, average hp for rolled HD (1st level is still maximized). Average starting gold for 1st level.
Optimization: Tier 3-ish.
Resources: Core + any splatbooks I can get the relevant parts of + lots of homebrew. My library is limited to Tome of Battle + Races of Destiny/Stone/Wild, so anything beyond that check with me first. Homebrew-wise, most of my own brew is in, and there are a ton of other great homebrewers on this forum.
Posting: I know games tend to stall out during combat. I had some ideas to help alleviate that. I don't know which will work, so I'm just throwing them out there.
House rules and generally-applied homebrew:
You can find a complete listing of my homebrew here (http://storm-shelter.minmaxforum.com/index.php?topic=306.0). I'll be updating it with links as I get things reposted here (http://storm-shelter.minmaxforum.com/index.php?topic=333.0). Let me know if you have any priority requests.

Pre-Approved Homebrew
Other Approved Homebrew
Disapproved Homebrew
I think that's it for game rules. Am I missing anything?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 22, 2017, 07:24:47 PM
So, I'll stick my hand up. As well as request some of my homebrew. Which will depend on both DM approval and other player's choices.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 22, 2017, 07:46:47 PM
I'm interested.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 22, 2017, 07:51:28 PM
So, I'll stick my hand up. As well as request some of my homebrew. Which will depend on both DM approval and other player's choices.

Any homebrew in particular? You have a lot of interesting material, but a lot of it also approaches from angles that I have difficulty evaluating.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 22, 2017, 07:58:43 PM
So, I'll stick my hand up. As well as request some of my homebrew. Which will depend on both DM approval and other player's choices.

Any homebrew in particular? You have a lot of interesting material, but a lot of it also approaches from angles that I have difficulty evaluating.

Most likely is Commander (Aura/Cohort class), Chameleon (PrC turned into a base class), or Walker in the Wastes (Wasteland anti-druid base class). I tend not to bring in something as complex as one of the alternate magic systems into someone else's game.

I haven't posted them back yet, but I will in short order. Commander is the most likely request, partly because as an aura class it tends to be good at helping everyone else.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 22, 2017, 09:40:13 PM
I've actually been hoping for a PbP to open up! I'm totally in. Depending on what other people would like to play, I have lots of options I'd love to explore. Here's a list of some, along with the party role they would fill (assuming they're all approved):
None of these are ported yet, but they should be relatively easy, so Garryl let me know what I should prioritize. :D :D :D I'm so excited...
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 22, 2017, 10:01:08 PM
So, I'll stick my hand up. As well as request some of my homebrew. Which will depend on both DM approval and other player's choices.

Any homebrew in particular? You have a lot of interesting material, but a lot of it also approaches from angles that I have difficulty evaluating.

Most likely is Commander (Aura/Cohort class), Chameleon (PrC turned into a base class), or Walker in the Wastes (Wasteland anti-druid base class). I tend not to bring in something as complex as one of the alternate magic systems into someone else's game.

I haven't posted them back yet, but I will in short order. Commander is the most likely request, partly because as an aura class it tends to be good at helping everyone else.

I vaguely remember Commander. I think it'll be fine. Chameleon and Walker in the Wastes I'm not familiar with at all. Shattered Gates of Slaughtergarde is mostly dungeon crawling and forested wilderness, so I don't know how well a wasteland-focused class would work.

I've actually been hoping for a PbP to open up! I'm totally in. Depending on what other people would like to play, I have lots of options I'd love to explore. Here's a list of some, along with the party role they would fill (assuming they're all approved):
  • Warcrafter - gimmicky ToB crafter... maybe similar to a gish?
  • Cycle Warden - Essentially a ToB ranger
  • Ley Engineer - battlefield control to the MAX
  • Dragonmage - versatile sorc
  • Scaleshaper - shapechanger with pokemon
  • Imagineer - literally pokemon
  • Green Man - Incarnum plantman

None of these are ported yet, but they should be relatively easy, so Garryl let me know what I should prioritize. :D :D :D I'm so excited...

The sooner you port them, the sooner I can take a look. So if there's an order to your preference, port them in that order. Unfortunately, I don't remember most of the classes you listed well enough to say anything about them blind.

I do actually have an outdated version of the Scaleshaper sitting on my computer (none of the supporting material, like dragon ideals, though).
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 22, 2017, 10:17:15 PM
Then I shall pause on writing Magipunk racial sub levels, and port over a bunch of other stuff! *flies away into the sunset*
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 23, 2017, 12:46:01 AM
Then I shall pause on writing Magipunk racial sub levels, and port over a bunch of other stuff! *flies away into the sunset*

Dragonmage looks good. Scaleshaper, too, although I'm a little concerned about the class at higher levels (starting aaround what the campaign would go to if we managed to finish it) with regards to the higher-level projections. Primarily, it's how higher level projections get multiple ideal uses, but still cost only one ideal use to make. Their combat numbers also seem a bit high for a summon, but that might just my loss of familiarity with mid-high-level monster stats.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 23, 2017, 06:34:26 AM
I vaguely remember Commander. I think it'll be fine. Chameleon and Walker in the Wastes I'm not familiar with at all. Shattered Gates of Slaughtergarde is mostly dungeon crawling and forested wilderness, so I don't know how well a wasteland-focused class would work.

Links:
Commander (http://minmaxforum.com/index.php?topic=462.0), Chameleon (http://minmaxforum.com/index.php?topic=461.0), Walker in the Wastes (http://minmaxforum.com/index.php?topic=400.0).

The WitW would do great in the forested part, struggle a bit in the dungeons if he didn't prep ahead of time. On the other hand, it's a druid competitor and is Tier 1/2, so I don't think that's an issue. Commander and Chameleon should both be T3, although the Commander is more like 2-5 T4-5s at once.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 23, 2017, 09:56:41 AM
I vaguely remember Commander. I think it'll be fine. Chameleon and Walker in the Wastes I'm not familiar with at all. Shattered Gates of Slaughtergarde is mostly dungeon crawling and forested wilderness, so I don't know how well a wasteland-focused class would work.

Links:
Commander (http://minmaxforum.com/index.php?topic=462.0), Chameleon (http://minmaxforum.com/index.php?topic=461.0), Walker in the Wastes (http://minmaxforum.com/index.php?topic=400.0).

The WitW would do great in the forested part, struggle a bit in the dungeons if he didn't prep ahead of time. On the other hand, it's a druid competitor and is Tier 1/2, so I don't think that's an issue. Commander and Chameleon should both be T3, although the Commander is more like 2-5 T4-5s at once.

Chameleon looks interesting, and I've always been a fan of the original PrC.

Commander generally looks good, although I'm a little concerned about how front-loaded it is. At 1st level, you get the full potency of your auras, plus a 1st level Chameleon as a cohort. If we were starting at 3rd level or higher I'd be fine with it, but I have a few reservations for a campaign starting at 1st.

Walker in the Wastes seems okay, although I should mention that you don't seem to have reposted the general defiling rules it relies on yet. IIRC, that's just about how your magic saps the life from the land, then gives +/-1 to caster level based on the local environment?
Edit: I forgot to mention that since most of the WitW's spell list is from splatbooks I don't own, make sure that their descriptions are available online or something.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 23, 2017, 10:22:39 AM
On the Commander, a pretty easy house rule to back him down is "Aura bonus is Cha Mod or Class level, whichever is lower". That means a max bonus of +2 at 1st level, instead of +5 (Commander's Will feat). Plus, unless you rule differently than I would, the Commander has to pay for the equipment of his Cohort(s), which can be a severe drain on cash over time.

Preserving & Defiling (http://minmaxforum.com/index.php?topic=404.0) is here. I just haven't updated the link in the WitW class yet, or created a Wasteland index. It can anywhere from +2 to -2, and if it's truly lifeless stops the character from casting at all. Most of the time, though, it ends up at -2 in those types of environments. Generally the best place to find spells/content you don't have is this place (http://dndtools.net), but I also have the sourcebooks for everything if you want originals.

One missing house rule is Flaws vs No Flaws. As well as is retraining allowed later on.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 23, 2017, 11:15:24 AM
On the Commander, a pretty easy house rule to back him down is "Aura bonus is Cha Mod or Class level, whichever is lower". That means a max bonus of +2 at 1st level, instead of +5 (Commander's Will feat). Plus, unless you rule differently than I would, the Commander has to pay for the equipment of his Cohort(s), which can be a severe drain on cash over time.

Sounds about right, then, with the aura bonus.

I'm still slightly concerned about getting essentially a 1st level Chameleon as a minion at 1st level. Commander even give hp bonuses for several cohort foci, so you get back most of the 4 missing hp from the lower Commoner HD at 1st level. How about this? At 1st level, a cohort's focus is fixed when you attract them. Starting a couple levels in (2nd? 3rd?) you get to reassign their focus at the start of the day (as normal).

Also, while we're talking about the Commander class, I'm trying to parse how Aid Them All works. Near as I can tell, as a standard action you make an attack roll vs. AC 10 or a skill check DC 10 to boost an ally's roll or check (or AC vs. an attack) by 2, except that instead of boosting the ally you just get an extra +2 aura bonus for the round (benefiting everyone, but not necessarily in the way you originally rolled for). There's a bit of a disconnect there, so I'm not sure I've got your intent right. Have you considered making it something along the lines of: "As a standard action, make a DC 10 commander aura check (1d20 + your commander aura bonus). If you succeed, increase your commander aura bonus by 2 for 1 round."?

Edit: Typo.

Quote
Preserving & Defiling (http://minmaxforum.com/index.php?topic=404.0) is here. I just haven't updated the link in the WitW class yet, or created a Wasteland index. It can anywhere from +2 to -2, and if it's truly lifeless stops the character from casting at all. Most of the time, though, it ends up at -2 in those types of environments. Generally the best place to find spells/content you don't have is this place (http://dndtools.net), but I also have the sourcebooks for everything if you want originals.

Thanks. I missed the preserving/defiling thread in that subforum, so I figured with the old links in the classes that you hadn't gotten to it yet. Anyways, it all check out.

Quote
One missing house rule is Flaws vs No Flaws. As well as is retraining allowed later on.

No flaws. If you really need them for your build, we can work something out.

Yes to PHB2 Retraining (http://archive.wizards.com/default.asp?x=dnd/ex/20060501a&page=6), although not full on rebuilding.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 23, 2017, 12:23:52 PM
Cohorts: That sounds fine. I honestly don't change their focus very much anyway - otherwise the cohorts need to have new gear bought for them, or just have very generic simple gear. I also don't usually like to bother with the bookkeeping of keeping track of everything and hunting down all the possible spells/powers/etc. for the character to have.

Aid Them All: Your version of it works better. I'll update the class.

No flaws is fine, I never allowed them myself.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: FireInTheSky on June 23, 2017, 04:08:38 PM
I think my work has settled enough at this point for me to join in (and my commute is about to become a lot shorter). I'd tentatively put forth Naturalist (http://minmaxforum.com/index.php?topic=225.0).
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 23, 2017, 04:19:10 PM
I think my work has settled enough at this point for me to join in (and my commute is about to become a lot shorter). I'd tentatively put forth Naturalist (http://minmaxforum.com/index.php?topic=225.0).

You should play a Naturalist, I should play a Green Man, and Stratovarius should play a Walker in the Waste.

Yay for party dysfunction! :D
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 23, 2017, 04:34:51 PM
Well, the previous time I ran a WitW (RHoD), he looked like this:

Ǽlǽtan is a druid (more or less) who believes the world is out of balance - that there's too much verdant life, and not enough desert and ice for the way the natural world should be, and that somewhere along the line, magicians/druids have spent time changing the climate to one amenable to the humanoid races, rather than the natural world as it should be. As such, he's devoted to restoring the "balance", but prefers to do so in a way that doesn't harm the living - he believes they'll die off/balance themselves naturally as his work takes hold. And he knows most people won't support him, so he keeps his defiling/desiccation generally out of sight of the populace so that he can work on it in peace. And that taking down an "evil creature" horde gives him a great space in which to starting adjusting the land where good people won't notice.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 23, 2017, 07:58:58 PM
For the module's backstory and campaign area, this site (http://hearnsdb.wixsite.com/shattered-gates) has the player-public information on it.

I think my work has settled enough at this point for me to join in (and my commute is about to become a lot shorter). I'd tentatively put forth Naturalist (http://minmaxforum.com/index.php?topic=225.0).

Looks good to me.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 23, 2017, 09:05:31 PM
OK I posted Cycle Warden, Imagineer, and Warcrafter over in Codex of Conflict (http://minmaxforum.com/index.php?topic=463.0). Strato, I'm curious about your thoughts on the Imagineer, since it's so completely bizarre.

That just leaves Ley Engineer and Green Man, but I think I'm going to skip Green Man if FitS is playing a Naturalist. Too much thematic overlap.

Ley Engineer will be posted in Inspiratum very shortly.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 24, 2017, 07:34:55 AM
OK I posted Cycle Warden, Imagineer, and Warcrafter over in Codex of Conflict (http://minmaxforum.com/index.php?topic=463.0). Strato, I'm curious about your thoughts on the Imagineer, since it's so completely bizarre.

I'll let Garryl tackle it first, since he's already dived into the material.

So, in terms of group composition, we have FitS with a Naturalist, aka Warlock Druid, SirP with a blank, DMan with a blank, and me with a Commander, Chameleon (both jack of all trades classes) or a WitW, which is a Druid wannabe.

This is going to be a very odd party composition.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 25, 2017, 01:15:55 AM
OK I posted Cycle Warden, Imagineer, and Warcrafter over in Codex of Conflict (http://minmaxforum.com/index.php?topic=463.0). Strato, I'm curious about your thoughts on the Imagineer, since it's so completely bizarre.

That just leaves Ley Engineer and Green Man, but I think I'm going to skip Green Man if FitS is playing a Naturalist. Too much thematic overlap.

Ley Engineer will be posted in Inspiratum very shortly.

Sirp, are there any of your classes you would like me to prioritize looking at?

OK I posted Cycle Warden, Imagineer, and Warcrafter over in Codex of Conflict (http://minmaxforum.com/index.php?topic=463.0). Strato, I'm curious about your thoughts on the Imagineer, since it's so completely bizarre.

I'll let Garryl tackle it first, since he's already dived into the material.

So, in terms of group composition, we have FitS with a Naturalist, aka Warlock Druid, SirP with a blank, DMan with a blank, and me with a Commander, Chameleon (both jack of all trades classes) or a WitW, which is a Druid wannabe.

This is going to be a very odd party composition.

Odd? Nah. You've got your standard fighter/cleric/mage/thief setup. Just because you're playing all four of them on alternating days doesn't mean... oh, wait, yeah. This shit be crazy, mon.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 25, 2017, 11:29:30 AM
I'm not sure if it fits tier 3 or our them, but I've always wanted to try oslecamo's stuff. The angel class looks fun.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 25, 2017, 12:11:10 PM
I'd rather avoid Oslecamo's material, if that's alright. His desired balance point is very different from mine, and what material I have looked at has been highly inconsistent in both power and quality.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 25, 2017, 12:46:08 PM
I'll toss my hat in (although I'm busy with moving for the next couple of days).

I'll just play your homebrew, nothing to worry about there!
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 25, 2017, 01:07:12 PM
I'll just play your homebrew, nothing to worry about there!

I'm hurt! :P

(not really, of course. Garryl makes good material).
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 25, 2017, 01:08:37 PM
Welcome, Nans. Is there anything in particular you want? I haven't posted everything yet, so if what you're looking for isn't up yet I can prioritize it.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 25, 2017, 03:53:02 PM
So Garryl, having looked at everything (other than Green Man) that I originally posted, is it only the Ethos stuff which is basically ready to go out of the gate? (The proposed changes to Scaleshaper are miniscule.)  It seems like you'd want a major rework of Cycle Warden, medium-to-major editing of Imagineer, and medium reworks of ley engineer.

Oh, you haven't commented on Warcrafter. SOOOO does that basically sum everything up? I'm ok with restricting to Scaleshaper or Warcrafter (depending on your thoughts there).
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 25, 2017, 05:41:19 PM
So Garryl, having looked at everything (other than Green Man) that I originally posted, is it only the Ethos stuff which is basically ready to go out of the gate? (The proposed changes to Scaleshaper are miniscule.)  It seems like you'd want a major rework of Cycle Warden, medium-to-major editing of Imagineer, and medium reworks of ley engineer.

Oh, you haven't commented on Warcrafter. SOOOO does that basically sum everything up? I'm ok with restricting to Scaleshaper or Warcrafter (depending on your thoughts there).

That sounds about right.

I'm tentatively inclined to allow the Warcrafter, but I'm not so sure about its disciplines. It's a bit of a pickle.
- There are a great many warnings about the power level of the Artificer class, and the Warcrafter has the same supercrafting power. I'm kind of curious how it actually plays out, in practice, and I don't expect you to try to break the game, so I'd be inclined to approve the class in that regard.
- The maneuvers I'm not as sure about. Several of them have effects based on properties of an item that are not directly connected to the item's value, which itself would still only be indirectly connected to your character level. For example, using Acquire Enchantment on the CL 20th, 50 gp Universal Solvent for +6d4 damage from a boost at level 1. Impromptu Virge maneuvers look like they're based entirely around claiming to have exorbitant costs, then negating those costs with stances. I'll do a more in depth analysis of things over in the Warcrafter discussion thread.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 25, 2017, 06:20:06 PM
Welcome, Nans. Is there anything in particular you want? I haven't posted everything yet, so if what you're looking for isn't up yet I can prioritize it.

I don't even know, I just know that I like your stuff and have reviewed a good bit of it.

I'd probably just wait for everyone else to figure themselves out and then pick something.  PoC and Book of Dead Warriors are probably what I would choose out of.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 26, 2017, 12:04:49 AM
You may also wish to look at the new(-ish) construct focused ToB (http://minmaxforum.com/index.php?topic=546.0) material I've been working on. I know I had a lot of it up on the old boards, but I finally took the time to get some of it finished.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 26, 2017, 12:28:00 AM
You may also wish to look at the new(-ish) construct focused ToB (http://minmaxforum.com/index.php?topic=546.0) material I've been working on. I know I had a lot of it up on the old boards, but I finally took the time to get some of it finished.

I remember you having that only somewhat fleshed out last time I looked at it.  I'll take another look.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 26, 2017, 06:59:48 AM
Alrighty then, I have one more to ask you to look over: Soul Refractor (the Incarnum Astronomer variant). I'd forgotten about it til I ported it, and it's pretty cool. Otherwise, I'm rolling with Scaleshaper.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 26, 2017, 09:53:22 AM
Soul Refractor might have some minor balance issues with the original Astronomer, and a couple of soulmelds need small tweaks, but it generally looks good.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 26, 2017, 10:48:14 AM
OK! Then I have two possibilities: Soul Refractor, or Scaleshaper.

So, fellow party members, which do we have more need of: a variant caster w/ some incarnum gishiness, or a shapeshifting pokemon trainer?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 26, 2017, 11:36:24 AM
I'm having trouble deciding... All of your classes are cool. I've always wanted to try a marshal (which is very nicely written btw). I really like all of your support classes, but I'm afraid I'll miss out on the flashiness of acute in-combat power spikes that traditional casters or ToB classes provide.  I love all the choices. Maybe you guys can help me break out of the paralysis of analysis.

Right now I'm leaning toward a Cha focused marshal that boosts everyone's to hit and skill checks or everyone's saves, but I don't want to give up usefulness in combat w/ 3/4 BAB progression.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 26, 2017, 11:52:15 AM
Marshal + pokemon trainer = awesomeness. So if you play a Marshal, maybe I'll just go for Scaleshaper and we can rock some face.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 26, 2017, 01:01:38 PM
I'm having trouble deciding... All of your classes are cool. I've always wanted to try a marshal (which is very nicely written btw). I really like all of your support classes, but I'm afraid I'll miss out on the flashiness of acute in-combat power spikes that traditional casters or ToB classes provide.  I love all the choices. Maybe you guys can help me break out of the paralysis of analysis.

Right now I'm leaning toward a Cha focused marshal that boosts everyone's to hit and skill checks or everyone's saves, but I don't want to give up usefulness in combat w/ 3/4 BAB progression.

You might find the Commander (http://minmaxforum.com/index.php?topic=462.0) a little more to taste if you're looking for combat prowess - Garryl and I were discussing it earlier in the thread, but it's a Marshal-type class that comes with cohorts that boost its in-combat strength. I can grab another one of my classes to play instead of that if you want to fill the Marshal role.


Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 26, 2017, 08:30:48 PM
I'm having trouble deciding... All of your classes are cool. I've always wanted to try a marshal (which is very nicely written btw). I really like all of your support classes, but I'm afraid I'll miss out on the flashiness of acute in-combat power spikes that traditional casters or ToB classes provide.  I love all the choices. Maybe you guys can help me break out of the paralysis of analysis.

Right now I'm leaning toward a Cha focused marshal that boosts everyone's to hit and skill checks or everyone's saves, but I don't want to give up usefulness in combat w/ 3/4 BAB progression.

You could also try the paladin if you want more combat prowess (and divine spellcasting) in exchange for a bit of the pure aura goodness.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 26, 2017, 11:32:09 PM
Thanks fellas,

Marshal + Team = Win

Strat, my eyes rolled back into my head when I first looked at Commander. I'll give it another look.

The paladin is also very cool with it's full BAB, supremely useful smitiness, and delayed auras.  My head is also stuck in pathfinder mode.  Any recommendations for D&D races?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 27, 2017, 10:04:31 AM
So, folks, does that mean we need me to play a Scaleshaper? Or is incarnum + gimmicky casting still going to be useful?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 27, 2017, 12:16:25 PM
So, folks, does that mean we need me to play a Scaleshaper? Or is incarnum + gimmicky casting still going to be useful?

It looks like we might be wandering in the direction of a fair bit of melee/aura versatility, not so much in the way of spellcasting, etc. Nan hasn't decided yet though.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 27, 2017, 12:47:07 PM
Nan is waiting for everyone else to decide.  It's my default position on character creation unless I already have an amazing idea.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 27, 2017, 12:55:40 PM
So, to sum up, is this what everyone is considering so far?

Stratovarius
Sirpercival
FireInTheSky
dman
Nanshork
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 27, 2017, 01:04:35 PM
So, folks, does that mean we need me to play a Scaleshaper? Or is incarnum + gimmicky casting still going to be useful?

It looks like we might be wandering in the direction of a fair bit of melee/aura versatility, not so much in the way of spellcasting, etc. Nan hasn't decided yet though.
Oh! OK, I thought that the Aura thing was intended to synergize with Scaleshaper's Dragonmons. If not, then I'll rock some Soul Refractor awesomeness!
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 27, 2017, 01:52:09 PM
It looks like we've got melee, buffing, and weird spell stuff going on.

Anything besides healing and maybe ranged that we're missing out of the major roles?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 27, 2017, 03:10:30 PM
Skills/thief role of any kind.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 27, 2017, 03:34:52 PM
Skills/thief role of any kind.
Well luckily Incarnum is pretty good at handling that.  As is Scaleshaper, as it turns out...
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 27, 2017, 06:48:54 PM
Skills/thief role of any kind.
Well luckily Incarnum is pretty good at handling that.  As is Scaleshaper, as it turns out...

That's good :)

Think I'm going to finalize on Commander, unless anyone really wants me to look at something else.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 27, 2017, 08:20:28 PM
I went ahead and made a preliminary Marshal subject to your approval. 
There are two maybe controversial things:
1. Race - Lesser Aasimar - so I can preserve a semi-angel char concept
2. I took one flaw b/c I super wanted  to work in all of the minor auras that boost ability checks to inspire us all to be the best skill monkeys we can be.

You see...It's all part of my character concept...I promise.  8)
We're on Min/Max Forum...I can't help it.  ;D

Is there a good way for me to share a mythweavers sheet with you, Garryl?

Team, Is there a particular Major Aura you'd like? 
I was thinking Inspire Awe save or fascinated(precombat) or panicked( <1HD) or shaken(everyone else) to enemies and Motivate Attack +1 to attack rolls.  They're all good. Wrathful healing gives 2hp on hit for example if we don't have a healer.

 
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 27, 2017, 08:28:51 PM
What's our starting money?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 27, 2017, 09:22:58 PM
I went ahead and made a preliminary Marshal subject to your approval. 
There are two maybe controversial things:
1. Race - Lesser Aasimar - so I can preserve a semi-angel char concept
2. I took one flaw b/c I super wanted  to work in all of the minor auras that boost ability checks to inspire us all to be the best skill monkeys we can be.

You see...It's all part of my character concept...I promise.  8)
We're on Min/Max Forum...I can't help it.  ;D

Is there a good way for me to share a mythweavers sheet with you, Garryl?

Team, Is there a particular Major Aura you'd like? 
I was thinking Inspire Awe save or fascinated(precombat) or panicked( <1HD) or shaken(everyone else) to enemies and Motivate Attack +1 to attack rolls.  They're all good. Wrathful healing gives 2hp on hit for example if we don't have a healer.

That sounds like a reasonable use of a flaw. Unless anyone can find a reason to cry foul, I'm inclined to allow it.

I don't have the book that lesser planetouched are from. Player's Guide to Faerun, right? Would you mind confirming whether these stats (http://www.thentao.com/frp/lesser_aasimar) are accurate for lesser aasimar?

As for sharing the mythweavers sheet, just post a link here, or PM it to me if you want to keep it private.

What's our starting money?

Average for whatever your class says at 1st level. I didn't write it out for a lot of my base classes, but at least for the ones that are revisions it's the same as the original printing they're based on (5d4×10 (125 gp) for the Marshal).
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 27, 2017, 10:32:19 PM
In PGtF the "lesser" aasimar has all the traits of an aasimar except instead of outsider type it is "Planetouched"

"Planetouched: Planetouched are humanoids (not outsiders) with
the planetouched subtype. They are susceptible to spells and effects
that specifically target both humanoids or outsiders. Charm
person works against them, and so does banishment. This trait
replaces the outsider entry in each planetouched."  p.191

So it's kind of a great deal from a min/max perspective.

First Draft  https://www.myth-weavers.com/sheet.html#id=1254990
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 27, 2017, 11:00:42 PM
Your stats are a little high. After the +2 racial Wis and Cha, I calculate you're at 39 PB. I think you used a Pathfinder point buy calculator instead of 3rd edition.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 27, 2017, 11:05:21 PM
So we have a Marshal, an Astronomer, a Commander, a Naturalist, and whatever I pick correct?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 27, 2017, 11:49:45 PM
Oops...  :o Fixed. I thought 32pts was awfully generous.  I'm still in pathfinder mode. 

Also, you guys are welcome to make suggestions about the mechanics of my character.  I appreciate the team's perspective when making a support character and for my own edification.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 28, 2017, 06:56:52 AM
So we have a Marshal, an Astronomer, a Commander, a Naturalist, and whatever I pick correct?
Indeedlydoo.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 28, 2017, 09:50:03 AM
Just a reminder, but as mentioned in the first post, we're also using healing surges (http://minmaxforum.com/index.php?topic=427.0) and the Demolition (http://minmaxforum.com/index.php?topic=379.0) and Endurance (http://minmaxforum.com/index.php?topic=380.0) skills.

Of the classes everyone seems to be going with, Endurance is a class skill for the Marshal, Commander, and Naturalist, and the Commander's cohort will get a bonus to it with Wild Focus. I don't think anyone's playing a class that would get Demolition.

For healing surges, you can have a maximum number of healing surges equal to your Con bonus + your base Fort save. You can spend one as a standard action to take a second wind, healing you for 1/4 your max hp (rounded up) or Con bonus + character level, whichever is better.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 28, 2017, 10:32:48 AM
OK so, looking over the Astronomer skills and the Refractor melds, the Soul Refractor is basically the worst skill monkey in all of Incarnum. It's much, much closer to a wizard in skillfulness than anything else.

The build I'm looking at for the Soul Refractor has 3 spells:
- Once per encounter, +2 AC vs ranged attacks as an emanation
- Once per encounter, give someone an immediate-action 10-ft teleport which has to be used within 1 round
- Unlimited per encounter, 1-round blindness (1-round dazzle on a successful Fort save) at close range

In combat I'd mostly be a crossbow hound, since I have a soulmeld that lets me reload for free + do cold damage instead of normal damage + have +1 ammo. Unless I go for defensive stuff like bonus hp or a deflection bonus.

So, given all that, do we need more melee, minions, & skills, in which case I should switch to Scaleshaper? Or does this build look good so far and I should keep rolling with Soul Refractor?

I'll do a prelim Scaleshape build for comparison.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 28, 2017, 11:12:42 AM
Screw it, I know what I want to do.

Garryl, I'm sorry but I want to play a PoC character.  Will you be able to get it ported over?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 28, 2017, 11:23:57 AM
Sure. The base classes are up already, so I'll get to porting the modules and feats as soon as I can. Endurance is a class skill for dreadnoughts and energy warriors. Demolition is a class skill for dreadnoughts.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 28, 2017, 11:46:06 AM
Garryl, are you allowing Ideal Templates?

Edit: Also, questions for you on EWA.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 28, 2017, 03:07:06 PM
Garryl ported over the Modules, so I've picked a class.

I'm going to be a Cyberneticist.  Think of me as kind of like an Incarnate.  I can do skillmonkey, healbot-ish, ranged support, random junk.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 28, 2017, 04:06:43 PM
Garryl, are you allowing Ideal Templates?

Edit: Also, questions for you on EWA.

Anything in particular you're concerned about? I'll admit, they feel a little off to me, but nothing worth banning over.

Garryl ported over the Modules, so I've picked a class.

I'm going to be a Cyberneticist.  Think of me as kind of like an Incarnate.  I can do skillmonkey, healbot-ish, ranged support, random junk.

I just finished posting the feats and races, too. Let me know if there's anything else you think you might need for your character.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 28, 2017, 04:11:02 PM
Garryl, are you allowing Ideal Templates?

Edit: Also, questions for you on EWA.

Anything in particular you're concerned about? I'll admit, they feel a little off to me, but nothing worth banning over.

Not at all, just wanted to make sure. I was thinking of using Passion's Flame and/or Xorvintaal in the Scaleshaper build.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 29, 2017, 01:22:45 PM
Things I might need from PoC:
- The creatures (for turrets and rezbits)
- ACFs/Variants (if they were finished)
- Expanded Skills possibly
- Maybe the PrCs that are cyberneticist based?

Would phazon be a bad idea?  I don't remember much besides it can hurt me.

I'll assume I can't afford any of the gear for a long time.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 29, 2017, 01:41:10 PM
I never wound up making any ACFs, but I'll see about posting the rest tonight.

The items include some mundane stuff, although it's all pretty expensive for 1st level. Most of it's 50 gp and up, although there are a few cheaper things.

I'll post the Metroid stuff and you can decide for yourself if Phazon is a bad idea.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 29, 2017, 01:45:53 PM
Hooray!
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 29, 2017, 05:18:50 PM
PoC PrCs and skills are up, Nanshork. It might be a little while before I get to the end, so here are the module-summonable creature stats so you can at least evaluate them.
(click to show/hide)
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 29, 2017, 05:36:06 PM
I appreciate the effort!   ;D
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 30, 2017, 12:03:57 AM
Besides healing and trapfinding (which I can't do until level 2 anyway so if we need that tell mister Commander), are there any other things that we are missing as a group?

I don't even understand what the Astronomer does and the Naturalist seems to be nature-y warlock type unless I'm missing something (which is probable).


Edit: Urgh, I forgot that precise shot is the second feat down the chain.  I need two flaws.  :P
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 30, 2017, 12:27:00 AM
I think Sirpercival is going for scaleshaper now instead of astronomer. Scaleshaper is basically all about turning into a dragon and summoning a dragon and dragon stuff.

Naturalist as druid-based warlock is the same impression I got. Most of the invocations are straight druid spells. The topiaries and natural essences are basically warlock blast shapes and blast essences.

Don't worry too much about trapfinding. There aren't many traps in this module. If I remember correctly, there's only one or two traps before you'll hit 2nd level anyways.

To quote the original post: "No flaws. If you really need them for your build, we can renegotiate." Fill me in on why you really need flaws for your build. Maybe we can work something out. Most of the time I've seen flaws get used, they're just a cheap way to give a character a pair of bonus feats for moar powarz! That's basically what I'm trying to avoid.
Edit: At the same time, I recognize that they can be really useful for filling out a concept that just can't be done with the limited feats at 1st level.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 30, 2017, 01:21:51 AM
I just lost a long post on the nature of the campaign. To summarize...

Specific D&D world?
Realism vs Fantasy? Survival, food, water, encumbrance...
Ark vs WoW?
Animal handling and pets?
Diplomacy? and demons?
Subduing vs killing?
Endurance untrained?
.5 rank skills trained?
Character death?
Down time?
Other relevant issues?

Thanks.

Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on June 30, 2017, 01:32:58 AM
Alignment?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 30, 2017, 01:59:19 AM
I just lost a long post on the nature of the campaign. To summarize...

Specific D&D world?
Realism vs Fantasy? Survival, food, water, encumbrance...
Ark vs WoW?
Animal handling and pets?
Diplomacy? and demons?
Subduing vs killing?
Endurance untrained?
.5 rank skills trained?
Character death?
Down time?
Other relevant issues?

Thanks.

Alignment?

Nonspecific, generic fantasy world with elements of sci-fi lurking around the corners. I can pull out the (very rough) notes I have on an actual campaign setting like that if you want.

Leaning strongly towards fantasy. I've done the whole planning out every last cp of gear and doing all the weight balancing and all of that. It's REALLY tedious. Unless there's something really out of the ordinary going on (eg: you guys get teleported to some desert in the middle of nowhere), I'm just going to assume you're prepared with anything you might reasonably expect an adventuring party to need, or want, or decide to have after listening to some other adventuring party's horror story.

Not familiar with Ark. I haven't played WoW since WotLK.

Handling an animal is DC 10-12 as a move action. Animal companions, as written, give bonuses to that and let you do it as a free action, so you shouldn't even have to roll most of the time.

Care to elaborate about diplomacy and demons? They're not all out to get you and your immortal soul in a mindless, DOOM-like bloodlust, if that's what you're asking.

If you want to take prisoners, you can. It's a medieval fantasy world, so it's not really expected unless you're dealing with someone important that you'd want to keep alive for political reasons or whatever.

Endurance has several uses that can be used untrained. Only sleeping in armor, surviving below -10 hp, and I think using Endurance checks instead of Fort saves vs. environmental stuff require training.

Half rank training: "Trained Only: If this notation is included in the skill name line, you must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Untrained section (see below)." So, no, you need 1 full rank.

Please try not to die. Rolling up a new character and integrating them into the party is always a little awkward. But if you do die, just roll up a new character and we'll find a way to awkwardly integrate you into the party.

Down time is how you take it. This module isn't like Red Hand of Doom where there are a lot of urgent things going on. That said, if you poke your nose into a dungeon, start killing things, then zip away for a week half way through, expect a response to have been organized.

Alignment is as follows: No lawful stupid, chaotic stupid, stupid evil, stupid good, or true stupid. But more seriously, it's a team game, so as long as you can be a team player it should be fine, even if you're chaotic evil.

Did I miss anything?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 30, 2017, 11:09:29 AM
I think Sirpercival is going for scaleshaper now instead of astronomer. Scaleshaper is basically all about turning into a dragon and summoning a dragon and dragon stuff.

Naturalist as druid-based warlock is the same impression I got. Most of the invocations are straight druid spells. The topiaries and natural essences are basically warlock blast shapes and blast essences.

Don't worry too much about trapfinding. There aren't many traps in this module. If I remember correctly, there's only one or two traps before you'll hit 2nd level anyways.

To quote the original post: "No flaws. If you really need them for your build, we can renegotiate." Fill me in on why you really need flaws for your build. Maybe we can work something out. Most of the time I've seen flaws get used, they're just a cheap way to give a character a pair of bonus feats for moar powarz! That's basically what I'm trying to avoid.
Edit: At the same time, I recognize that they can be really useful for filling out a concept that just can't be done with the limited feats at 1st level.

Sounds like the only mandatory module for me is a healing one.

I want Precise Shot which requires Point Blank Shot.  All of the combat modules for the Cyberneticist are ranged and that -4 is brutal.

Then I want Activate Module for Restoration Matrix if I'm the only healing we've got.  Then if I'm a race with a bonus feat I'll take Extra Energy.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 30, 2017, 11:29:44 AM
OK all, I'm nearing completion of my Scaleshaper build (after some time spent clarifying and cleaning up the Ideals page). I've picked two of my three Ideals, but for the last one I'm having trouble deciding. Here's what I have so far (I get to pick one of these each day):
Then I have the following two options for the third slot:
All of these give more stuff at higher levels, but that's not relevant right now, if it will be at all.

So... thoughts? Will it be better for us to have an encyclopedia (some of the time), or short-duration invisibility (some of the time)?

FAUX EDIT: I also will get another Ideal at 2nd level, so I could theoretically pick up the last one, or something else, very soon. I figured to revisit once I had a better sense of the party dynamic and abilities.

EDIT (foreals this time): Garryl, are you ok w/ pre-game crafting?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 30, 2017, 12:11:25 PM
I think Sirpercival is going for scaleshaper now instead of astronomer. Scaleshaper is basically all about turning into a dragon and summoning a dragon and dragon stuff.

Naturalist as druid-based warlock is the same impression I got. Most of the invocations are straight druid spells. The topiaries and natural essences are basically warlock blast shapes and blast essences.

Don't worry too much about trapfinding. There aren't many traps in this module. If I remember correctly, there's only one or two traps before you'll hit 2nd level anyways.

To quote the original post: "No flaws. If you really need them for your build, we can renegotiate." Fill me in on why you really need flaws for your build. Maybe we can work something out. Most of the time I've seen flaws get used, they're just a cheap way to give a character a pair of bonus feats for moar powarz! That's basically what I'm trying to avoid.
Edit: At the same time, I recognize that they can be really useful for filling out a concept that just can't be done with the limited feats at 1st level.

Sounds like the only mandatory module for me is a healing one.

Healing should be easier than in most games thanks to healing surges. I think everyone except Sirpercival is actually playing a class with a good Fort save, so everyone will have a bit of a personal Cure Light Wounds equivalent.

There's a decent chance that either dman or Stratovarius will have at least some limited healing from an aura. Usually that's fast healing up to half health sort of thing (which is as good as Restoration Matrix anyways), but dman was mentioning an aura that's a straight up 2 hp healed each time you hit.

Quote
I want Precise Shot which requires Point Blank Shot.  All of the combat modules for the Cyberneticist are ranged and that -4 is brutal.

You could go with melee touch attacks via Fire Field, a line AoE with Lightning Rod, a point blank AoE with Resonance Detonator, or a ranged AoE/splash weapon with Missile Launcher (spaces, rather than creatures, are only AC 5, and a miss just randomizes the AoE's center by 5 feet). The rays (Corrosion Inducement and Cryo Core) might not be as bad since you're targeting touch AC. Or you could just make an autoturret or rezbit do the fighting for you.

Edit: There's also the Phazon necromancy route with Phazon Animation.

Quote
Then I want Activate Module for Restoration Matrix if I'm the only healing we've got.  Then if I'm a race with a bonus feat I'll take Extra Energy.

Restoration Matrix is on the cyberneticist module list. You could just activate it directly. Ditto for Energy Transfer, the other healing module.

EDIT (foreals this time): Garryl, are you ok w/ pre-game crafting?

Edit, too.

Depends. If it's using your feats/resources/class features to make magic items, then sure. If it's just using the Craft skill to triple your starting gold (or abuse D&D economics to start with infinite money), it's a little iffier. Not that investing in Craft (or Profession, for that matter) should be meaningless, either, though. What are you thinking of?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 30, 2017, 12:28:59 PM
Mostly I was just looking to get masterwork studded leather at the start, so I can have +1 AC and not suffer an ACP. I'm not going to spend a lot on Craft skills (I'm a skillmonkey, I need them skill points), but I was thinking of taking 3 ranks in Armorsmithing. If everyone knows each other beforehand, I'm happy to slightly upgrade everyone else's armor pre-game if Garryl is ok with it.

If you'd rather I didn't, then I'm happy to either just roll w/ leather or suck up the -1 ACP, and use the skill points elsewhere.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 30, 2017, 12:43:56 PM
Mostly I was just looking to get masterwork studded leather at the start, so I can have +1 AC and not suffer an ACP. I'm not going to spend a lot on Craft skills (I'm a skillmonkey, I need them skill points), but I was thinking of taking 3 ranks in Armorsmithing. If everyone knows each other beforehand, I'm happy to slightly upgrade everyone else's armor pre-game if Garryl is ok with it.

If you'd rather I didn't, then I'm happy to either just roll w/ leather or suck up the -1 ACP, and use the skill points elsewhere.

Crafting masterwork equipment is a DC 20 Craft check anyways. Do you have what it takes for a +10 modifier on your Craft (armorsmithing) skill, or some other way to hit the DC with some alternative to taking 10?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 30, 2017, 12:45:51 PM
Mostly I was just looking to get masterwork studded leather at the start, so I can have +1 AC and not suffer an ACP. I'm not going to spend a lot on Craft skills (I'm a skillmonkey, I need them skill points), but I was thinking of taking 3 ranks in Armorsmithing. If everyone knows each other beforehand, I'm happy to slightly upgrade everyone else's armor pre-game if Garryl is ok with it.

If you'd rather I didn't, then I'm happy to either just roll w/ leather or suck up the -1 ACP, and use the skill points elsewhere.

Crafting masterwork equipment is a DC 20 Craft check anyways. Do you have what it takes for a +10 modifier on your Craft (armorsmithing) skill, or some other way to hit the DC with some alternative to taking 10?
Derrrrp I can read. Nvm to all! Lol.

SUPER-EDIT: Here's the current state of mah build. I included links/sources to some stuff. Nothing too insane. Let me know what you guys think (and also, whether I should take Emerald or T'ien Lung).

(click to show/hide)
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 30, 2017, 02:24:50 PM
FYI, with the old boards restored-ish, I'm going to keep the organization of this PbP game over here for the time being. Once everything's settled with the transition I'll start getting everything transferred and updated, but I'm not doing nothing while things are still in flux.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 30, 2017, 02:39:09 PM
Couple semi-related things:

#1: Wanted to get your opinion on the Warboss (http://storm-shelter.minmaxforum.com/index.php?topic=666.msg2787#new) (I'm assuming no/needs balancing).
#2: Would it be possible, regardless of class, to use Strongheart Halflings and reflavour them as Goblins for the Commander/Cohort?
#3: I assume I need to pay for cohort gear out of WBL/starting cash?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on June 30, 2017, 03:08:56 PM
Couple semi-related things:

#1: Wanted to get your opinion on the Warboss (http://storm-shelter.minmaxforum.com/index.php?topic=666.msg2787#new) (I'm assuming no/needs balancing).

I don't even know how to evaluate that class.

Quote
#2: Would it be possible, regardless of class, to use Strongheart Halflings and reflavour them as Goblins for the Commander/Cohort?

Sure... You're trying to make a Warhammer-esque Waagh, aren't you?

Just be warned that goblins don't have the best of reputations in the Valley of Obelisks. There aren't any major goblin communities in the valley, and most of the goblins that wander in do so as bandits or river pirates.

Quote
#3: I assume I need to pay for cohort gear out of WBL/starting cash?

I think we established that earlier, but to confirm, yes, your commander cohort joins with nothing of value and must be equipped from your funds.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 30, 2017, 03:32:26 PM
1: Figured that would be your response. That one is a Warhammer class.
2: Not really with the commander, but I was thinking of the fun RPing a pair of goblins could bring.
3: Thought so, wanted to confirm.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 30, 2017, 04:56:12 PM
You don't want me to have flaws.  Got it.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 30, 2017, 05:12:26 PM
He did say no flaws back on page 1, but I think people missed that a little.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 30, 2017, 05:31:03 PM
He did say no flaws back on page 1, but I think people missed that a little.

I didn't miss it, I made my justification as requested. 

His response was that I should either use friendly fire attacks or hope that enemy touch AC is low enough that my -4 to hit won't matter, or that I should spend half of my character's soulmeld equivalent with healing always on.

Which means that I'm going to invest in PBS and Precise Shot (playing a human) and hope that someone else picks healing because I need reliable combat abilities. 

Edit: Turrents don't have precise shot so they won't cut it, and rezbits appeal to me about as much as familiars (which is not really at all).
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on June 30, 2017, 05:51:49 PM
I can grab the Radiant Ideal, but it won't give me healing until level 5... Once I get that, though, I can be a healbot. But healing surges should make it much less important to get healing.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 30, 2017, 06:02:37 PM
I've got the Vigor aura. We'll be okay-ish out of combat.

Tr'Bon Karlat, 1st level Commander (http://www.minmaxboards.com/index.php?topic=12823.msg294522#msg294522)

Human
Hit Dice: 1d8+2 (10 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 Armour)
Base Attack/Grapple: +0/+0
Attack: +0 Guisarme (2d4) or +2 Light Crossbow (1d8)
Full Attack: +0 Guisarme (2d4) or +2 Light Crossbow (1d8)
Space/Reach: 5 ft./10 ft. (Guisarme)
Special Attacks: -
Special Qualities: Commander Aura, Warden, Aid Them All
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 10, Dex 14, Con 14, Int 8, Wis 10, Cha 18
Skills: Bluff 8 (+4 Cha, +4 Skills), Diplomacy 10 (+4 Cha, +4 Skills, +2 Bluff), Intimidate 10 (+4 Cha, +4 Skills, +2 Bluff), Sense Motive 4 (+4 Skills)
Feats: Aptitude Focus (Combat), Commander's Will
Flaws: None
Traits: None
Environment: Campaign
Organization: The Party
Treasure: 125gp
Armor (20gp): 2 leather (20gp).
Weapons (91gp): 2 guisarmes (18gp), 2 light crossbows (70gp), bolts x30 (3gp)
14gp spare
Alignment: LN
Advancement: Commander

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on June 30, 2017, 06:32:16 PM
Since I figured I'd at least stat it up. My initial impression is fairly even at 1st level, at least. Cwalu/Cohort is definitely stronger than the horde, and the AoO spam would probably be enough to win for the commander.

(click to show/hide)
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on June 30, 2017, 09:52:50 PM
Vigor aura is roughly equivalent to my healing so that works out.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on July 01, 2017, 07:46:21 AM
Nans, Strat, any opinion on invisibility vs encyclopedia?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on July 01, 2017, 10:06:19 AM
I'll be able to give +5 to stat checks and I have 1 rank in each of the monster skills except Dungeoneering.

I was thinking of taking the auto damage aura instead of healing or the +1 to attacks.

I think invisible has the edge at first level.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on July 01, 2017, 10:21:58 AM
I'll be able to give +5 to stat checks and I have 1 rank in each of the monster skills except Dungeoneering.

I was thinking of taking the auto damage aura instead of healing or the +1 to attacks.

I think invisible has the edge at first level.

Okie dokes, I'll go with T'ien Lung then. And I can move a rank into Dungeoneering no problem.

EDIT: build updated.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on July 01, 2017, 10:52:41 AM
Nans, Strat, any opinion on invisibility vs encyclopedia?

Other than being the party face, my guy has no skills at all. So as long as someone's covering it, it's okay. There should be fairly limited counters to invis at 1st level though, regardless of module we're playing.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on July 01, 2017, 11:51:38 AM
I built to be a face too, Strat, so if you want to invest in something else you can.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on July 01, 2017, 12:14:14 PM
Don't really have a choice as a Commander - heavy Cha emphasis and a limited skill set pretty much pushes me in that direction.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on July 01, 2017, 12:25:10 PM
Hahaha same for mine! Yay for a party full of faces :D

Of course, my "face" will often be dragon-shaped.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Nanshork on July 01, 2017, 01:37:37 PM
No face skills for me, got it!
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: dman on July 01, 2017, 10:31:51 PM
Garryl, thanks for elaborating on the the campaign. You nailed pretty much everything I was wondering about.

My question on alignment was wondering how rigidly we followed it, how plastic it is, will we know if we're shifting.  I was thinking of a missionary char concept that encourages the common folk and seeks to subvert the lords of evil to the cause of good. Do angels fall? Do demons repent?

I know our campaign may not go that far and they're not the best classes, but I always thought it would be fun to play something like an Evangelist or Emissary of Barachiel.

My question on Diplomacy was more along the lines of, can I make the Balor Helpful with a sufficiently high check?

I've been focusing on maximizing Social skills and was just wondering if it's worth it.

Killing enemies is expedient. Sparing them and giving them a chance at redemption or at least at giving up a life of preying on others in that particular area is more noble, but could qualify as "stupid good" depending on how realistic we play. Could there be some kind of option for non-lethal victory that isn't horrifically burdensome in terms of dealing with captives and only occasionally results in us having to fight the same dudes again (which can make for some fun story options)?

Team, are there certain themes that make you uncomfortable?  I tend to prefer the standard D&D module rated R violence, PG-13 sexuality. I know people can be sensitive about  religious/irreligious themes. Would playing an aasimar evangelisty true believer rub people the wrong way - this is of course assuming that he's got some tact? I thought it would be cool to try with the whole Luminous Order and Ebon Cabal thing.

One thing I'm sensitive about is violence toward children.  Please no graphic battles where we have to fight possessed kids or something.

I don't mean to make a big deal out of this stuff. It's just more fun for everyone if we have some kind understanding. Most of the time it's a non issue. It's just that I have played a lot of different games with a lot of different people...and sometimes it's weird...when with a little more communication it could be fun.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on July 02, 2017, 12:00:15 AM
Garryl, thanks for elaborating on the the campaign. You nailed pretty much everything I was wondering about.

My question on alignment was wondering how rigidly we followed it, how plastic it is, will we know if we're shifting.  I was thinking of a missionary char concept that encourages the common folk and seeks to subvert the lords of evil to the cause of good. Do angels fall? Do demons repent?

I know our campaign may not go that far and they're not the best classes, but I always thought it would be fun to play something like an Evangelist or Emissary of Barachiel.

Angels can become evil and demons can become good. It's rare as hens' teeth, but it happens. Heck, on the far side of the campaign setting (I really gotta get my notes in order on that), one of the major religions was formed by a group of angels and demons that made peace with each other and broke away from their eternal war.

As much as they are sentient beings, angels and demons still are, to some extent, physical embodiments of the concepts of good and evil. (Ditto for modrons and slaadi as physical embodiments of law and chaos, too, although that doesn't ever seem to come up as much.) It takes an awful lot to overcome that.

Quote
My question on Diplomacy was more along the lines of, can I make the Balor Helpful with a sufficiently high check?

I've been focusing on maximizing Social skills and was just wondering if it's worth it.

Depends. If it's a Balor that just wants to kill you, spouting words at it isn't going to do anything, no matter how honeyed the words from your silver tongue are. But, if it's a Balor with some other motivations you can latch on to, and you know enough to figure out how to catch its attention before it's started mulching you, then there's a chance, yes. In other words, just going "I roll 92 for Diplomacy" isn't enough, you'll need to open the possibility for diplomacy first.

There isn't much in the way of diplomatic situations at the start of this module, but the second section has the potential for a bit of it, and the third section even more so. You're not going to diplomance the dungeon away, but the third section has diplomatic alternatives for almost about 30% of the encounters.

Quote
Killing enemies is expedient. Sparing them and giving them a chance at redemption or at least at giving up a life of preying on others in that particular area is more noble, but could qualify as "stupid good" depending on how realistic we play. Could there be some kind of option for non-lethal victory that isn't horrifically burdensome in terms of dealing with captives and only occasionally results in us having to fight the same dudes again (which can make for some fun story options)?

If you can figure something out, sure. It's probably not going to be easy, especially in a world without the social infrastructure that our modern society has. Heroic medieval fantasy is still medieval fantasy.

Quote
Team, are there certain themes that make you uncomfortable?  I tend to prefer the standard D&D module rated R violence, PG-13 sexuality. I know people can be sensitive about  religious/irreligious themes. Would playing an aasimar evangelisty true believer rub people the wrong way - this is of course assuming that he's got some tact? I thought it would be cool to try with the whole Luminous Order and Ebon Cabal thing.

As long as you don't start preaching to me IRL, we should be good. Something tells me that won't be an issue.

Quote
One thing I'm sensitive about is violence toward children.  Please no graphic battles where we have to fight possessed kids or something.

Don't worry, we're in the same boat here. This is supposed to be heroic fantasy, not Lovecraft lite.

Quote
I don't mean to make a big deal out of this stuff. It's just more fun for everyone if we have some kind understanding. Most of the time it's a non issue. It's just that I have played a lot of different games with a lot of different people...and sometimes it's weird...when with a little more communication it could be fun.

No problem. It's definitely good to clarify things if you're not sure everyone's on the same page.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on July 02, 2017, 07:14:55 AM
Killing enemies is expedient. Sparing them and giving them a chance at redemption or at least at giving up a life of preying on others in that particular area is more noble, but could qualify as "stupid good" depending on how realistic we play. Could there be some kind of option for non-lethal victory that isn't horrifically burdensome in terms of dealing with captives and only occasionally results in us having to fight the same dudes again (which can make for some fun story options)?

Team, are there certain themes that make you uncomfortable?  I tend to prefer the standard D&D module rated R violence, PG-13 sexuality. I know people can be sensitive about  religious/irreligious themes. Would playing an aasimar evangelisty true believer rub people the wrong way - this is of course assuming that he's got some tact? I thought it would be cool to try with the whole Luminous Order and Ebon Cabal thing.

One thing I'm sensitive about is violence toward children.  Please no graphic battles where we have to fight possessed kids or something.

I don't mean to make a big deal out of this stuff. It's just more fun for everyone if we have some kind understanding. Most of the time it's a non issue. It's just that I have played a lot of different games with a lot of different people...and sometimes it's weird...when with a little more communication it could be fun.

IC, it would definitely rub my PC the wrong way - he's seen far too much to really believe that there's redemption for those who go to war. The fact that there is "ultimate evil", as it were, in the form of demons and devils just confirms him in that belief. He's also very much on board with the whole killing aspect as a means to permanently reduce the wrong side.

OOC, as long as it's done right, I don't think it'll be a problem.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on July 02, 2017, 07:46:18 AM
I haven't worked out a full backstory yet (need to read a bit more of the campaign setting info), but Janks is proud, fiercely individual, and a bit reckless. He's in favor of the idea of redemption, but if evil things die along the way he's not going to lose too much sleep over it. However, he will debate philosophy until the end of time, especially re: dragons.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on July 02, 2017, 11:39:21 AM
If you want to draw on anything in the setting outside of the the Valley of Obelisks, I finally got some of the greater worldbuilding stuff put together. Most of it's for the other continents on the planet, since the game I originally wrote this for (which used a different system entirely) was based there. You can use or ignore as much as you want, since the valleys are relatively isolated.

The game takes place in the Valley of Obelisks, located in the kingdom of Marrilach, located on the continent of Anshar on the planet Solak.



Anshar
Anshar is ringed by large mountain ranges, and most of the interior is divided into large valleys. The continent is inherently isolating, possibly accounting for why it has, by far, the greatest diversity of both species and cultures across all of Solak. It is not unheard of even in this day and age to find two adjacent valleys without any shared fauna, whose inhabitants speak entirely different languages.

The kingdom of Marrilach: One of the many kingdoms of Anshar. Marrilach consists of the three connected valleys through which the Marrilach River flows, from the Valley of Obelisks in the north-east, through the Sivar Lowlands, and finally into Elsir Vale in the south. The river keeps the three valleys connected, and trade both between them and with the kingdom's neighbors keeps them reasonably prosperous.

Dak-Tharsh: The primarily-goblinoid nation of Dak-Tharsh has a history of butting heads with its neighbors. The expansionist Dragon Party has been growing in popularity in recent years after the ruling Manticore Party refused to involve Dak-Tharsh in the Second Dawnstar War on Antares. This unstable political climate has made its neighbors uneasy.

Irim Dwegsho-in-exile: Once a mighty interstellar nation composing dozens of species across seven star systems, Irim Dwegsho was conquered by the Vandan Empire. Some three centuries or so ago, the survivors of Irim Dwegsho ended their decades-long trek across the stars and settled on Solak. In that time, much of their knowledge and technology was lost. While some remains, it pales in comparison to the stories told about the glorious homeworlds of old.

The Underdark: The Underdark is a network of natural caves and tunnel systems that criss-crosses beneath the surface of Anshar. Home to a bewildering variety of creatures and filled with twists, dead ends, and all manner of natural hazards, the Underdark is not a place to travel lightly. The only civilization to truly thrive in the Underdark is that of the drow, who connected the isolated valleys of Anshar in ages past as guides and traders. The past century or so has seen them become insular and xenophobic, however, and the shorter lived races have begun to forget the once-friendly face of a drow in the night.



Antares
The "mainland continent", all of the land of Antares has been claimed by one nation or another for roughly the past 300 years. The nations of Antares are still recovering from the aftermath of the Second Dawnstar War, which ended only last year. The last major war on Antares before that was the original Dawnstar Conflict 211 years ago. For two centuries, while border skirmishes occurred from time to time, no significant wars were fought. Most of any real fighting took place through political machinations and proxy wars among the various colonies on Arnos.

Eldrath: Once the largest naval power on Antares, Eldrath is situated at the closest point on the mainland to the continent of Arnos, directly across the Deserted Sea. When the sea's magic suddenly started swallowing ships beneath its waves, much of Eldrath's navy was lost and many of its colonies on Arnos were cut off from their patron nation. Eldrath never quite re-secured its original influence and power before the Second Dawnstar War, and it fell even further behind when Thrann's armies marched through it.

Menthyl Vare: Arguably the most powerful nation on Antares. Most Menthyl citizens have a relatively high quality of life compared to those of other nations. Magic is common in Menthyl Vare, and most of the educated members of the upper class can cast at least a few cantrips. The nation boasts the best magical college on the continent, bar none. Mages from across Antares come to study and research there.

Norion: Norion is a chain of islands off the south coast of Antares. While small, Norion accounted for almost a third of all colonies on Arnos before the Second Dawnstar Conflict. Norion's navy is very modest for an island nation of its size. However, it employs large numbers of privateers among its merchant fleets. Many a pirate has had the tables turned when attempting to plunder a merchanter flying Norion colors.

Iberius: Officially split between the Holy Iberian Monarchy and the Unholy Iberian Republic, the two countries are for all practical purposes one and the same, two sides of the same coin. Both nations, known collectively as Iberius, are united as theocratic nations following Iber. Iber preaches the importance of opposites and how they are necessary for the continuity of existence. The religion was founded, so the texts say, by a group of angels and demons who realized both the futility and necessity of their eternal divine war, and turned towards the planet of Solak to spread their newfound understanding. Both parts of Iberius follow these tenets, and as such, even though they claim to be separate nations, they work as closely with each other as would two branches of the same government.

Tanar: Tanar was built from an amalgamation of laguz clans. Tanar was suffered among the most losses of all countries involved in the the original Dawnstar Conflict, when they were invaded by Dylandt. In the Second Dawnstar War, Tanar sent its forces to the forefront of the fighting against Thrann, despite the empire not directly invading Tanar until later in the war.

Dylandt: 211 years ago, Dylandt's armies invaded Tanar, sparking the war known as the Dawnstar Conflict that eventually enveloped nearly half of Antares. Their immortal Scriveners proved instrumental to their success in the war, even though they were ultimately defeated. Dylandt never recovered from its loss in the original Dawnstar Conflict, and it only fared worse after its failed alliance with the Thrann Empire during the Second Dawnstar War.



Arnos
This continent has only been settled within the last 400 years. Its extensive natural resources enticed most of the nations on Antares and the other civilized continents to colonize Arnos. It lies to the west of Antares, directly across the Deserted Sea.

Thrann Empire: 3 years ago, one of the colonies on Arnos decided to declare independence. Calling itself the Thrann Empire, its armies grew strong and swept across the entirety of Arnos in the opening salvos of the Second Dawnstar War. Unsatisfied, Thrann then turned its sights to the nations of Antares, invading Eldrath, Menthyl Vare, and Dylandt. Thrann was ultimately defeated, but the two continents are still recovering.

The Turak Desert: While much of Arnos is temperate and filled with life, Turak is an arid desert. The mountain chains that bracket it on the east and west hold back most of the rainclouds, and the still-active volcanoes among them periodically spew ash and magma across the edges of the desert, leaving no place safe for permanent civilization, yet providing nourishing soil for the desert plants that regrow afterwards. Despite the harsh conditions, several tribes of nomads eke out a life upon the sands, following the oases of rich plant life that spring up in the volcanoes' wake.

Unsettled Lands: Deep in Arnos, creatures of myth and legend still stir. Some places unclaimed by civilization stay unclaimed for good reason. Here there be dragons, and worse.

Karrius: The Karrius valley houses ancient ruins have existed upon Arnos for longer than recorded history. The ruins' walls are covered in mysterious writings, only a fraction of which has yet been translated. No creatures live within the valley, and few traps that were ever set within the ruins still function. Despite this, it is extremely dangerous to explore Karrius at length. Each nightfall, all beings that have ever been within the valley for a full week of their lives disappear, never to be seen again. Not even the greatest sages who have studied the valley for their lifetimes yet know what happens to these poor, lost souls.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on July 02, 2017, 02:06:16 PM
Dak-Tharsh: The primarily-goblinoid nation of Dak-Tharsh has a history of butting heads with its neighbors. The expansionist Dragon Party has been growing in popularity in recent years after the ruling Manticore Party refused to involve Dak-Tharsh in the Second Dawnstar War on Antares. This unstable political climate has made its neighbors uneasy.

And now I want to play a goblin again.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on July 02, 2017, 06:41:10 PM
Dak-Tharsh: The primarily-goblinoid nation of Dak-Tharsh has a history of butting heads with its neighbors. The expansionist Dragon Party has been growing in popularity in recent years after the ruling Manticore Party refused to involve Dak-Tharsh in the Second Dawnstar War on Antares. This unstable political climate has made its neighbors uneasy.

And now I want to play a goblin again.

It's still on the table. Just find a link with strongheart halfling stats if you want to refluff the race like you were talking about before.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on July 02, 2017, 08:53:46 PM
Since everyone seems to have made the transition except me, would it be more convenient if we moved this thread over to the new/old boards?
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Stratovarius on July 02, 2017, 09:18:01 PM
Up to you, but things are pretty settled there. It is just MMX on a new host, give or take a few updates.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: sirpercival on July 03, 2017, 01:30:38 PM
Since everyone seems to have made the transition except me, would it be more convenient if we moved this thread over to the new/old boards?
Sounds good to me.
Title: Re: [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde (or Red Hand of Doom)
Post by: Garryl on July 03, 2017, 09:49:38 PM
If it's settled, then might as well. I had read something about changing how the sub-boards were being handled.

New thread (http://minmaxforum.com/index.php?topic=18020.0) on the new/old boards.