I am Reopening Recruitment as we have had some leave, since the game is already running I don't have a close date
this is the game thread here
Campaign
I am allowing any non-campaign specific book. and campaign specific by approval; we may need to change the associated group to the feat or class etc.
The campaign is not necessarily a desert game. it is a SANDbox game and what you do with your FATE is up to you.
I have a Homebrew campaign setting I will be using and some House Rules (I am attaching those).
I am not posting everything just brief descriptions because I have no desire to force player to read 50 pages of geography, history or religion to play. I am trying to keep it short and sweet.
Characters
Starting at level 3 with standard gold
As previously stated most of this campaign will be Sandbox so please have a character that is proactive not re-active.
Characters should have a background that explains why they were given exceptionally good training (Warriors (NPC class) are guys who pick up a sword, fighters (PC class) are well trained weapons made for war.)
Characters are either non-evil or should have a reason to act that way.
Please see house rules, low powered character classes have bonuses.
Hit points are not rolled they are 1/2 hit die +1 and max at first level.
Please note
I don't fudge dice often.
If you attack something 10 CR higher. I will let you die.
Bad guys want to win. They do not sit and let you take them apart. They are not stupid (unless their stats say so). Bad guys take action when you are not looking. they have methods and personality. I make them like characters for anyone special. they got to their level by playing to their strengths not by playing to yours. They will learn from you and attack your weaknesses. Please do the same to them or they will kill you!!!
If you offend the group and another character tries to kill you I will try to remind people to play nice together they might need you. I will NOT stop them.
I don't believe in restricting a characters power because of level.
If you find a way to win that is better, easier, or faster than my planned route I will not stop you. I will probably give you a bonus for passing a challenge that you should not have been able to.
This is truly 90% sandbox and the world will react to you.
Have fun, break the game by being smart and creative, not by finding some cheap die code infinite combo online most of those are known to me and I have house ruled against.
I would like a daily or every other day posting at least. I usually check forums twice per day, or more. So if you are waiting for your turn it will come quick.
I am looking for 4-6 players for this game.
I can't seem to upload the House rules PDF so I will just do it with a spoiler
1. Abilities
Point Buy: 24 points for tier 1, 28 for all others. Must take at least 3 levels of non tier 1 class(es) to start with or does not qualify for their extra points for point buy.
2. Races
Monster races are equal to CR or HD for ECL; whichever is higher.(Example: Minotaur is ECL 6)
Templates add the CR to ECL. (Example: Half Dragon is +2)
(Example: Half dragon minotaur is ECL 8.)
3. Classes
Tier 4 classes: +1 ability point and feat for every 4 levels (+.25 each level)
Tier 5 classes: +1 ability point and feat every 2 levels (+.5 every level)
Tier 6 classes: +1 ability point and feat every level. (this is for PC classes, not
NPC classes, NPC Classes lose out)
The added ability gains are combined with other magical inherent gains. So a fighter who increases strength by 2 then finds a tome of strength +3 is at +5
ALL Classes get 1/2 HD +1 Hp per level
Custom Classes and other class alterations are to be approved individually.
3.1. Prestige Classes
Prestige classes run on the same principle as Base classes; but the classes are based of their tier modifier. for example a prestige class that is +1 on a base class that is a tier 5 counts as a tier 4 class. Bonuses applied accordingly.
3.2. Monk
Monks are proficient in unarmed combat.
3.3. Paladin (optional)
This options makes the Paladin a Tier 4 class.
The paladin no longer gets ‘Remove Disease’ ability, that is covered by the lay on hands ability now. Any requirements for Remove Disease are fulfilled by a paladin with Lay on hads ability and a total pool of 25 healing points.
A paladin may spend healing points to use any of these spells (CL= Paladin level):
10 ponts: Remove paralysis, Restoration (Lesser)
20 points: Remove Blind/Deaf, Remove Curse, Remove Disease
40 points: Neutralize Poison, Restoration
60 points:Raise dead, Revivify
80 points:Heal,
100 points: Resurrection*
120 points:Greater Restoration
140 points:True Resurrection*, Mass heal
*Using these powers reduces the next day's healing pool by the cost as well.
These abilities may be combined with each other or with standard healing as part of the same action
The paladin now gain 4+ int modifier skill points per level and 4x that at level 1 as normal for a starting character
5. Skills
Hide and Move Silently become one skill, if one is a class skill so is the new skill
Spot and Listen become one skill, if one is a class skill so is the new skill
6. Equipment
6.1. Item Changes
Ambrosia: XP recovery is 5 not 2
Agony (Liquid Pain): the XP recovery is 10 not 3.
Pain extractor cost: 56,000
Soul in receptacles: XP recovery per soul is 50. Cost is 500 for a soul without a container (a container costs 1000, but is reusable)
Soul Larvae cost 550 gp
Glyph Seal (Greater) – Change to “any harmful spell”
DR from Adamantine armor increases by 1 for every +1 enhancement bonus added to the armor. (Armor special abilities do not count.)
6.2. Item Creation
6.2.1. Constructs
Adding templates to a construct takes a special feat. Each feat allows a creator to apply specific template(s) with a total of CR+3 divided between all templates. (Half Celestial is CR+3 which is one feat)
6.2.2. Experience Cost Sharing
Can be done through a spell as in DMG II
NPCs will sell experience for 5 gp each
Experience donations cannot be forced through magic. The magic effecting the donator with interfere with item creation.
6.2.3. Altering Items
For 1% of an item's cost, up to a maximum of 5000 gp, a magical item may be altered to look differently for example a red cloak might be made green, etc. This may not alter items that the religious symbolism is part of its power (a holy sword may replace one good aligned symbol with another, but not one of a neutral god, a sundisk may not be altered to a god of darkness), intelligent items receive a fortitude saving throw, DC 20. This requires the magical item creation feat that would be used to make the item.
Artifacts are not changeable in any way.
6.3. Mounts and Pets
Creatures will be handled on an individual basis.
6.3.1. Warbeast
Cost is 100 gp + (75/HD up to 4, 100/HD up to 8, 200/HD up to 12 and 400/HD after 12)
Example: 15 HD Warbeast costs 6100 gp
7. Magic
7.1. Spells
Venomfire: Duration 1 rd/level; 1D6 Damage per 2 levels max damage 5D6 at Caster level 10.
Assay Spell Resistance: casting time is 1 action.
Lower Spell Resistance: save penalty is half caster level
Non Detection: lower the spell level by 1, DC is 16+Caster level or 20 + caster level. Duration is 1 day/level.
Scry trap: Reduce spell level by 1 and increase to dispel the scry to 15 + CL
Mage's Private Sanctum: Reduce spell level by 1
7.1.1. New
Scry Drain
Abjuration
Level: Cleric 2, Wiz 2
Components: S, V, M
Casting Time: 1 hour
Range: Touch
Area: two 10 ft cubes / level
Duration: 24 hours
This spell does not actually prevent a scrying spell from observing but it does make the scrying rather limited. Every round that a divination (scrying) or similar effect is within or observing the area, this spell drains the power of the scrying spell. The scrying spell loses one effective caster level each round. The caster is aware of this drain. For example a level 11 wizard who cast clairvoyance viewing the area would have 10 rounds of scrying before the spell expired (10 rounds of draining caster level plus 10 rounds of duration would end the spell)
Material component 1 gp of lead
Transfer Soul
Necromancy
Level: Cleric 1, Wiz 2,
Components: S, V, F
Casting Time: 1 hour
Range: Touch
Target: A captured Soul
Duration: Instantaneous
You transfer a captured soul to a Crystal container (Gem) specially prepared for souls
Material Focus: a minimum 1000 gp container specially designed to hold a soul. The container is reusable but may only hold one soul per 1000 gp value of the container
8. Broken
These things just should be out unless they have some serious reworking.
Pun-Pun – Will NEVER Work
Candle of invocation combo - The creature does not give up it's ability to share powers, ever.
Thought Bottle – Thought bottles do not work. Draining your soul is not just memories, too many broken combos.
Genie binding – Bound genies to make items works; but genies hate this. Please prepare for a nice army to show up and politely ask for your soul, etc.
Dweomerkeeper combo – Out
Planar Sheppard combo – Out
9. Variant Rules
I use some variant rules from the books. I list these differently because they
are not my rules, they come from the official books.
Flaws: I allow these
Traits: I allow these
HP: max at level 1; 1/2 Die +1 per level after that
Fractional BAB
Fractional Saves
No xp penalty for multi-class
I allow retraining
Geography
Brass Hills – Hills with a lot of brass, copper and similar metals in them
Dragon peaks – About a dozen very large, (or bigger) true dragons live here.
Dryads home – Once home to a dryad of great power, possibly one of the nature gods. If so there is probably some holy relic or another here. Pity the place is infested with monstrous animals.
Eladrin River – A large river
Firepeaks – has several volcanoes, lots of fire creatures
First Mountain – Where the Good and Evil first met. There are still many extra-planar creatures nearby. It is said there are entrances to the many different plains of existence here.
Great Mountains – these are very large mountains, largest except for the first mountain.
Green River – a regular river, they say there is enough toxins in the water however to turn it green at certain times of the year. Locals perpetuate this rumor with drunken zeal
Gulf of Sweetwater – this is a large gulf where most sea storms do not hit; it is not by any means sweet to the taste. It provides safety which is much sweeter to sailors.
Havenwoods – Beautiful forests that are well cared for.
Ice isle – A frozen isle, possibly one giant piece of ice
Iron mountains – smaller mountains but lots of Iron, a few other precious metals too.
Land of Sleeping Monsters – There are many very dangerous creatures here. For some reason they sleep often, even visitors seem to sleep more than regular. Some kingdom forbid going to this area because long ago some fool woke a horrid monster and it crossed to ocean and terrorized the mainland for about a year before going back home. Nobody wants a repeat performance.
Little mountains – home to many dragon related creatures
Maiden’s plain – gentle rolling plains. Very fertile grounds
Northwoods – cold forest. Here live many creatures that prefer to cold. Especial many giant creatures.
One Seed Forest – Legend has it that this whole forest was grown from a single seed. It is home to many
Poison woods – it seems just about everything that moves and most things that don’t are poisonous in this area
Rayne’s ocean - western ocean, Rayne is a underwater behemoth that only comes up when it rains according to legend.
Reach Isle – so named because of how hard it is to get here. There are many storms nearby, Rayne takes notice around here, and so do several pirates. There is nothing of note here that anybody knows of. So why bother?
Ring of desolation- ring around the first mountain where outsiders still wage an ancient war.
Sandstorm desert – desert know for its sandstorms and dangerous creatures
Silent River – this river is very calm and quiet
Sun Mirror Ocean – eastern ocean, there are several undersea civilizations in this ocean. Some are very territorial even of their surface ocean claims.
Swiftrun river – a very fast flowing river.
Trade’s River – probably the safest and most predictable river in the world, it is even patrolled regularly.
Warrior’s fields – many old battle sites on these plains
White River- a very turbulent river
Nations, Settlements and so on
Asure Shield – named for the lake within its boarders Azure shield is a nation of craftsmen, for everything except metalwork, tapestries, jewelry, cabinetry, masons, you name it. Their military might is lacking however, currently they are hiring mercenaries from Bloodcrown to protect them from Bloodcrown. Most nations think of it as protection money. Azure shield seems to think of it as paying enemies to kill enemies. They seem to think that they are getting the better deal. Their capital of Purewater is the seat of their ruler, a sorceress of great power. Her name is unknown it is tradition that the ruler forsake their name when they become the ‘Bearer of the Azure Shield,’ the title of their ruler. Nobody has ever actually seen an azure shield born by their ruler. Characters from this region often possess the Specialized trait
Bador en-Cānė: Elvish forest nation; ruled by the ‘Star Blessed One.’ They export timber, carefully cut are the right time to promote the best growth, and other forest herbs. Their connection with the forest is strong and they have many allies. Even when their armies go to war they are well protected. Characters from this region commonly have the Quick trait.
Black Tower – this is the recognized domain of a necromancer and Undead warrior of significant power. Two evil dragons live here as well. Nobody knows what they do, but there is always screaming from within. They are served by a goblin tribe on that lives outside of the tower. Only Goblin characters are available from this area. Characters from this region usually possess Suspicious trait
Bloodcrown – A nation of goblinoids and other such creatures. The capital of Bladeforge says what they do. They own part of the Havenwoods, mine in the Firepeaks, and raid everywhere they can. Here might makes right. But they have rules of engagement. That is how they have not been wiped off the map by their neighbors. They export mercenaries. Characters from this region commonly have the Abrasive trait
Broken Lands – A nation of small nations. They have but one common thread. Long ago they betrayed a conqueror who had subjugated them all. Unfortunately they were bound magically to the witch and her magic works still. The people of the broken lands are all born with a tattoo and no magical binding may bind them to keep any deal or promise of any kind. As a side effect nobody trusts them. Only the witch could bind them and she is long dead. Characters from this region are born with a magical tattoo on their face. No magical oaths will hold them. They also suffer a -4 to all social interaction involving trust with anyone other than a broken lands native. Characters from this region often have the Relentless trait.
Cascade – A desert nation that excels at glasswork. They also export delicate glass and delicate machine work. Cascade is ruled by the Sultan of the Sands. The Emperor is not known for his kindness but he does honor every agreement. They walk the ‘Path of Order’ and serve The First Sworn, God of Oaths. They HATE anyone from the broken lands as heretics. Their capital is named Erindel; named after a foreigner who threatened their people, built a palace fortress and tried to conquer them. The Paladin who killed him kept the name to remind the people of the appetites of other nations are. Characters from this region often have the Passionate trait.
Fleet’s Berth – a nation of sailors. Their cities are rarely on land. Most are fleets sailing the ocean. Their capital is really their only city. But they claim more than ten thousand ships. Each ship is a crew, and a family. They know of many isles that they don’t put on maps for sail. From these isles they harvest the riches of the seas. They export anything that can be harvested from the sea and some things that can’t be, to the dismay of Stormbreak merchants who can’t figure out their supply chains. Their leader is the First Admiral, rumor has it that he has never set foot in his castle for he has never been on dry land. Characters from this region usually have the Dishonest trait. (Almost everything out of their mouth is a tall tale.)
Kingdom of Waves – the kingdom of the Mer-people. They are very territorial and isolationist. They have a king but they do not share where his throne is, nor where their capital is, nor even their cities. Their king is called the servant of three. Only Mer-people may be from this region. Many have the suspicious trait.
King’s Born – ‘Here we are born to be kings because we are free!’ is written above each of their courts and public buildings. This nation prizes freedom through law. Nobles are Noble by earning it. It is an awarded title, not an inherited one. Just about every industry exists here. But their most famous export is magical learning. In the capital of Crown exists the most enchanted mage school ever known. They don’t have stairways, they have flying halls. They don’t have servants bring in water they produce it magically. Not even the kings castle can compare. Fortunately twice in history has some mage tried to upset the rule of the king and twice has the king won the civil war. Both times the mage school lost many of its members. It was not that the king was that powerful, but because nearly every citizen and a few neighboring kingdoms decided they liked the king better than the power-mad wizard trying to take over. Currently the relations with the Magic school are fantastic. The advisor is the cousin to the king and has willingly taken oaths in the temple of The First Sworn not to defy the king’s law. Prosperity is making the nation hungry however. Knightridge has attacked one too many times and the people are tired of being lied to by the broken lands. Perhaps it’s time to do something about the troubling neighbors? Characters from this region have no trait that is the most common
Knightridge – This nation was once a Military Order. They claim their ancestors threw down the Demons and Devils. they claim honor and virtue. History taught anywhere else says they where a barbarian tribe who took the lands through violence and bloodlust until everyone else ran way. But to this day the Nobles of Knightridge claim the Celestial Heavens owe them entrance by birth. Knightridge is a military power and would conquer the world if they could. Their capital of Firecup comes from a tournament that was held there where the winner would get to drink from a cup of Fire and gain Celestial powers. The cup has been missing for four hundred years or more. Characters from this region often have the Aggressive trait.
Limār – the dwarven nation of Limār is mostly underground. They mine the mountains and hills and export their metal works. Their military might is kept secret, nobody knows how many warriors they have or what they are capable of. Their capital of Kelducim is vast however and visitor note there is no shortage of armed dwarves. Characters from this region often have the Musclebound trait
Poison Woods – although technically not a nation the people who live in poisonwood are a breed of their own. They worry little about invaders, the land sees to that, they do trade, and travel. They export medicines and poisons. And they laugh when their local cuisine is declined by a visitor who wants to see the sun rise. They have a popular drink that is not alcohol; it is a poison that gives similar effects. Their children drink it regularly. They might become a nation if ever someone convinced the rather large populace to band together. They just see no reason for it. Characters from poisonwood have the Hardy trait.
Nost-Anos – literally this nation formed of a bad translation. A gnome was leading a group in seach of a new home when he told his group Nost-Anos, or so they thought. Then he left and never returned. The people who he left found the soil good and the weather fair. They made a settlement and they kept growing. Whenever people asked where they were or what this place was the people responded Nost-Anos. They did not find out for years the the gnome had just been saying ‘Rest here men, I’ll be back.’ But to this day Nost-Anos is a peaceful place mostly populated by halflings and gnomes. So the amusing tales is a favorite of many. (never mind the fact that the gnome was eaten by the previous Giant residents who were forced off their land years later.) Nost-Anos exports food (and imports food). Nost-Anos has so many ‘exotic’ dishes that they no longer consider foreign food exotic; besides anything from Poison Woods. They can’t stand their poison wood food. Their capital is called Delights. Characters from this region often have the Easy-Going trait
Oak Tribe: Someone got the brilliant idea to for a tribe of men and giants together. Now most of them seem to be half giants. There are far too dangerous for most people to want to annoy and they are happy where they sit in the northwoods. Most people are happy to let them be. Most Characters from here possess the Uncivilized trait.
Scarlet Wake – This is a nation of pirates. They do not negotiate, they do not trade. They are called a nation because they have claimed a portion of the ocean and they interact with each other so they are marked on the map. Characters from this region often have the Reckless trait.
Stormbreak – A nation of merchants ruled by the golden one and his council. The capital of Stormwall is a vast metropolis where every good can be bought or sold. Even goods from beyond the Sun Mirror Ocean may be bought, or goods from beneath it. Characters from this region have the Polite trait.
Tribe Lands – Several smaller tribes have banded together under a tribal council to make sure nobody else claims their lands one by one. Unexpectedly, however predictably these tribes are growing closer together and may soon be a single tribe. They export furs and lumber. Characters from this area usually have the illiterate trait
Hundred Isles – a about 100 island that had banded together into a single confederacy nation. They don’t have a capital they rotate meeting on each island for a year to decide national policies. Since most islands are less than 30 miles away this works well enough. Characters from this region often possess the Torpid trait.
Windhand – The only nation with a full treaty with a celestial realm Windhand is most certainly secure in its position. The treaty is not publicly detailed but it is know that they may call upon a full 100 celestial beings when going to war. Windhand has very little official military otherwise; however no nation has as many temples, monasteries or religious centers. The capital of Eladrin also has two permanent celestial gateways. They never lack for scholarly visitors. The Ruler is hereditary and a half celestial. The Queens name is Elestria and she takes great interest in the nations politics, beliefs and endeavors of any kind. if she was not half celestial she probably would have run herself ragged by now. Celestial bloodlines are significantly more common here. Characters from this region commonly possess the Detached trait.
Riverrun - A new nation, formed 3 years ago. It was made by a Queen who has more ambition than is healthy. She allied with the neighboring nations claiming that
she would tame the wild lands in the area and pay tribute for a few years if they would recognize her claims. Then she claimed about five times the area
they thought she would. She is choking on it. She has five more years on her contracted alliances with the neighbors and already they are planning how to
divide up her lands when she can't pay the tribute. if she succeeds she will make a legend of herself, if she fails the neighbors will expand their kingdoms
easily.
Southhold - The only civilized nation that Aligns with te demons rather than the celestials. Well at least the Rules of Southhold do, and they don't care about any others. Ni is the most worshiped god here, his influence is pervasive. Slaves are taken here. the weak deserve to be ruled by the strong. Equality is lost. They war against Azure Shield, Limār, Fleet's Berth and Bloodcrown. They are strong, but every boarder is an enemy, A good thing the Ships of Stormbreak still call their port friendly. The current Ruler is known as The Nightmare Prince, and he meets with no-one, but his tactics are shrewd and his strategies are brilliant. People from this nation are notoriously suspicious.
A Brief History
Long ago there was a war between the higher plains and the lower. Where they clashed was the world in where you live. The higher plains armed mortal races and called them ally. The lower realms attacked. The lower plains claim that the higher just used mortals as weapons. Regardless of the truth most mortal races call the higher plains friend and the lower enemy. The lower plains have changed that in a few races.
There was almost no caveman age for men, or even bronze. Angels and such gave knowledge to mortal races. But mortality was caught in the middle of war for so long that there are ruins and dark places. The oldest of nations currently still existing is Windhand. It is said their royal archives contain the first treaty between the Heavens and mortality. The other nations came along much later.
The mortal races are still new to the world but one thing is remembered, the gods did not create them originally. The higher and lower plains found them, human, elf, orc, goblin; all of them. Some races where altered by gods and outsiders, but none of them were created by them.
Please include:
Name
A basic description of concept/physical description that others can see. Please make it believable (I had a friend who always loved to make petite little 15 year old girls with like 18+ Str. She thought it hilarious) Also please note if your gear differs from your pic, if you have a wizard or social character pic wearing silks but in combat you wear full plate mail we should know that.
Race
Class
(If you want to private the rest that is fine some have already asked about things they would like to keep private)
A brief background (if there are secrets or important things here please make sure they are Noticeable
personality
Any custom or unusual feats/Items/spells and so on. (I encourage custom)
I also allow minor magical displays on items (the blade glows a faint gold when in use on my sword.) It makes it easily Identifiable as yours but harder to hide it's magic. Nothing that would be useful (an effective light spell is out) Please remember that others can see any sizable gear so even if you private me your special gear a visual description should be public.
I try to trust my characters and really don't want to micromanage your character so I don't demand a complete character sheet and spell book. but if you want to send them to me I keep confidences and I don't mind it; sometimes it helps me when character are doing private quests (I can customize your quest better.) sooner or later in a sandbox I assume everyone will have some kind of private quest or secret. a group of characters is made up of Individuals, not classes, not races and definitely not stats.
Last edited by Dieuoffire; Feb 7th, 2021 at 09:45 AM.
Reason: updating game info
Yeah, I definitely need to know more here before I apply. Sands of fate - is this going to be a desert game? What's the world like? Races available? What about nations and politics?
I am looking for one more 3.5e game to play, as I've got one more character concept I really want to run - a Druid beastmaster. She'd pump handle animal, wild empathy, and spend most of her cash acquiring animals to both breed and do various other tasks. This kind of a sandbox game sounds perfect for her.
Last edited by Cendar; May 22nd, 2020 at 04:56 PM.
I have a Homebrew campaign setting I will be using and some House Rules (I am attaching those).
I want to see these rules before I work on an application.
Quote:
Originally Posted by Dieuoffire
I am not posting everything just brief descriptions because I have no desire to force player to read 50 pages of geography, history or religion to play. I am trying to keep it short and sweet.
Can you PM or e-mail the 50 pages? I'd love to read through them, actually.
Quote:
Originally Posted by Dieuoffire
Characters should have a background that explains why they were given exceptionally good training (Warriors (NPC class) are guys who pick up a sword, fighters (PC class) are well trained weapons made for war.)
Not a problem, but if an incompetent fighter is a well-trained weapon made for war, what's a Warblade? A god of war?
Quote:
Originally Posted by Dieuoffire
Please see house rules, low powered character classes have bonuses.
I assume you mean T4-T6 characters get bonuses? Are they gestalted?
Quote:
Originally Posted by Dieuoffire
I don't fudge dice often.
Fixed that for you.
Quote:
Originally Posted by Dieuoffire
I don't believe in restricting a characters power because of level.
Not sure what this means...
Quote:
Originally Posted by Dieuoffire
Have fun, break the game by being smart and creative, not by finding some cheap die code infinite combo online most of those are known to me and I have house ruled against.
This is a bit concerning. Now I really want to see the house rules, because I like my rules as written, especially in a sandbox campaign (which to me means it should be open for fun concepts, even if they can be super powerful).
Just a little info and advice since you are new here.
By requesting the game and offering the base plot summary, the Games Seeking Players ad was created. I would suggest editing your first post with your info regarding level and post rate and such.
Also, try the word SPOILERBUTTON where you have the word SPOILER for the info in your most recent post.
This is a bit concerning. Now I really want to see the house rules, because I like my rules as written, especially in a sandbox campaign (which to me means it should be open for fun concepts, even if they can be super powerful).
Powerful is fun, pun-pun is funny but not fun. It makes the game into a why bother with anything? situation.
Just a little info and advice since you are new here.
By requesting the game and offering the base plot summary, the Games Seeking Players ad was created. I would suggest editing your first post with your info regarding level and post rate and such.
Also, try the word SPOILERBUTTON where you have the word SPOILER for the info in your most recent post.
The Tier System of Rating Classes considers levels one to twenty, yes? Play by Post is inherently slower than tabletop play, games with multiple level ups are uncommon, and that needs to be considered.
Tier system considers the levels 1-20 yes. The lower levels the differences are less pronounced and the higher you go the more you see. Which is why I use a system that gains more benefits as you increase level for lower tiers. I have tried this before and the changes do very little to affect the game play. (besides removing a few OP options and slightly helping those who are seriously falling behind.)
Perhaps unsurprisingly, I am interested. I want to make an honorable dwarf, hailing from one of the many nations in the Broken Lands. He might be a fighter, or a duskblade, a knight or perhaps something else... I'm not decided yet. If anyone else joining wants to cover one of these roles, I'll happily use the process of elimination to make the kind of character we need. Before making this character, I have some questions about the Broken Lands themselves.
1. Does everyone from the broken lands have the same tattoo, or are they all different? I have some ideas for the tattoo I want, but I want it to fit with the setting.
2. Is the curse from these lands hereditary or geographical? If hereditary, I would imagine that the curse is on the people of the Broken Lands, not the location. Their children bear the tattoo, no matter where they are conceived, gestated, or born. If it is a geographical phenomenon, I would suppose that pregnant mothers would try to flee the broken lands before their child is born, so as to raise children free of the curse.
3. Does anyone in the world intentionally get tattoos now, or are they strictly taboo? If the Broken Lands produce individuals with different tattoos, I feel like no other sane person would intentionally get a tattoo, for fear of being labeled untrustworthy.
4. Does everyone with a tattoo from the curse have their mark in the same general area on their body, or does the location vary? Some lucky individuals might be able to escape their legacy and conceal their tattoos easily, by staying fully clothed at all times.
Anyway, you get the point. Please give me any relevant details you can think of regarding the Broken Lands, and I'll do my best to make a character that clicks with the setting. Much appreciated!
__________________
Previously known as "Crimson 0M3N".
Crimson:
The tattoos are the same and both hereditary and geographical. It seems if a family lives in the area long enough then they acquire the curse. similarly if someone leaves the land for several generations the tattoos may disappear. Think of it more as an epic curse upon 'the sons and daughters of the broken lands'
2 People still get tattoos. It is just that that tattoo is avoided. The location is on the face it is a curse that was meant to be obvious.
(Side note I lost the old picture of the tattoo so I am open to suggestions. Just remember it is something all of the broken lands people have, so yours will not be unique, and that it was from a vengeful witch. Her intentions where VERY clear.)
Smeowlin
House Rules state the tier list for prestige class
'Prestige classes run on the same principle as Base classes. But the classes are based of their tier modifier for example a prestige class that is +1 on a base class that is a tier 5 counts as a tier 4 class. Bonuses applied accordingly'
So a Dwarven Defender (based off of a fighter) is tier 5+0
I am not using LA buy-off because I am using CR so a Minotaur is ECL 4 (even though officially it has 6 monster HD and +2 LA). Half Dragon is a straight +2
If you want a higher CR monster, we might be able to work out a 'young' monster. I want to give players freedom but don't want to start too high of level.
CLASSES
Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. This tier has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party.
Examples: Wizard, Cleric, Druid, Archivist, Artificer, Erudite (Spell to Power Variant)
Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potentially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. This tier is still dangerous and easily world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.
Examples: Sorcerer, Favored Soul, Psion, Binder (with access to online vestiges), Eurdite (No Spell to Power)
Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Can be game breaking only with specific intent to do so. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.
Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competence without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribute to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.
Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.
Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously power gamed beyond belief, and even then won't be terribly impressive. Tier 6 needs to fight enemies of lower than normal CR. The class is often completely unsynergized or with almost no abilities of merit. Avoid allowing PCs to play these characters.
Terminology, or What does that mean, an "up two" PrC? Is a Tier 4 class with a +2 PrC now Tier 2?
We get those questions a lot whenever someone new to the concept gets introduced to it. The short answer to the latter question is no, a Tier 4 class with a "+2" PrC is not automatically Tier 2.
The more detailed answer:
Perhaps it is best to have a fresh start for the (confusing) terminology in this system. In brief, we have categorized PrCs into five broad categories:
Marvelous prestige classes
These PrCs improve the power of their entry classes dramatically, either by building on strengths or by adding powerful new ones. Expect characters with these to blow their base-classed peers out of the water; or to earn FLAC from the DM, because some of these open doors to ridiculous power. To be included in this set, a prestige class must raise the logical entry's tier by one or more (though not every PrC that boosts a logical entry by one tier is a marvelous prestige class). What constitutes a Tier 0 or lower character is subject to board-wide consensus.
For historical reasons, and for brevity, we call these the "up two" or +2 prestige classes.
Good to Great prestige classes
These PrCs generally improve their entry classes substantially, without affecting game balance quite so abundantly as marvelous prestige classes (they may still gain a tier).
For historical reasons, and for brevity, we call these the "up one" or +1 prestige classes.
Mediocre prestige classes
These PrCs are roughly on par with their logical entries overall, trading strengths in certain areas for strengths in others, or providing moderate gains for a moderate investment (e.g. required feats or unfavorable multiclassing). Expect characters with these to stay on very much the same power level.
For historical reasons, and for brevity, we call these the "even" or +0 prestige classes.
Bad to Awful prestige classes
These PrCs are generally strictly inferior to their logical entries, losing out on important features in order to gain things that are likely not to matter in the long run, without screwing you over quite as much as catastrophic prestige classes (they may still drop a tier).
For historical reasons, and for brevity, we call these the "down one" or -1 prestige classes.
Catastrophic prestige classes
These PrCs completely fail to do whatever they were trying to do, or make heavy sacrifices for little to no gain. Expect characters with these to be unplayable without heavy optimization effort, or some cunning trick. In some cases, it is preferable to play a straight Truenamer. Again, to be included in this set, a PrC must lower the logical entry's Tier by one or more (though not every PrC that lowers a logical entry by one tier is a catastrophic prestige class).
For historical reasons, and for brevity, we call these the "down two" or -2 prestige classes.
Marvelous Tier prestige classes (+2)
Anarchic Initiate CPsi
Anima Mage ToM
Champion of Gwynharwyf BoED
Disciple of Dispater BoVD
Dreadmaster F&P
Dweomerkeeper CD
Emissaries of Barachiel BoED
Halruuan Elder ShS
Hulking Hurler CW
Incantatrix PGtF
Initiate of the Sevenfold Veil CA
Legendary Captain (naval) Stormwrack
Moonspeaker (non-Druid) RoE
Planar Shepherd FoE
Rainbow Servant (Warmage) CD
Runescarred Berserker UE
Sacred Exorcist (non-Cleric) CD
Sentinel of Bharrai BoED
Shadowcraft Mage RoS
Soul Eater BoVD
Soulbow CPsi
Sublime Chord CA
Tainted Scholar HoH
Telflammar Shadowlord UE
Thrall of Juiblex BoVD
Thrallherd XPH
Ur-Priest CD
Void Disciple CD
Walker in the Waste Sandstorm
War Hulk Mini
Warshaper (non-casting) CW
Good to Great Tier prestige classes (+1)
Abjurant Champion CM
Abolisher LoM
Acolyte of the Ego ToM
Aglarondan Griffonrider UE
Anointed Knight BoED
Arachnomancer (Monk poison) Und
Arcane Heirophant RotW
Ashworm Dragoon Sandstorm
Assassin DMG
Atavist RoE
Auspician F&P
Bear Warrior CW
Beloved of Valarian BoED
Blackguard DMG
Blade Bravo RoS
Bloodclaw Master ToB
Bloodhound CW
Cabinet Trickster RoE
Cancer Mage (w/o abuse) BoVD
Cavalier CW
Cavelord Und
Celestial Mystic BoED
Chameleon RoD
Champion Corellon Larethian RotW
Chaotician PlH
Church Inquisitor CD
Cognition Thief (Ardent/Wilder) PGtF
Contemplative CD
Cragtop Archer RoS
Crinti Shadow Marauder ShS
Daggerspell Shaper CAdv
Darkrunner LoM
Death Delver HoH
Deepwarden RoS
Defender of Sealtiel BoED
Demonwrecker EDP
Dervish CW
Diabolist BoVD
Disciple of Asmodeus BoVD
Disciple of Baalzebul BoVD
Disciple of Mephistopheles BoVD
Disciple of the Eye RotD
Disciple of the Word ToM
Disciple of Thrym Frostburn
Divine Crusader CD
Divine Oracle CD
Divine Prankster RoS
Doomguide F&P
Dragon Devotee (non-caster/dip) RotD
Dragonmark Heir ECS
Dragonstalker (Dragon hvy) Drc
Dread Fang of Lolth DotU
Dread Pirate CAdv
Drow Judicator Und
Drunken Master CW
Earth Dreamer RoS
Eldeen Ranger ECS
Elemental Warrior PlH
Enlightened Fist CA
Eternal Blade ToB
Exotic Weapons Master CW
Eye of Horus-Re PGtF
Fatemaker (worse for bards) PlH
Fatespinner CA
Fiend-Blooded HoH
Fist of Raziel BoED
Fleshwarper LoM
Fochlucan Lyrist (evasion gained w/o CL loss) CAdv
Frenzied Berserker CW
Frost Mage (Sorc entry) Frostburn
Ghost Faced Killer CAdv
Grey Guard CS
Halfling Outrider CW
Hammer of Moradin PGtF
Hathran PGtF
Heartwarden F&P
Heir of Siberys ECS
Holy Liberator CD
Holy Scourge CM
Illumine Soul CPsi
Initiate of the Sevenfold Veil (AMF penetrates veils houserule) CA
Ironsoul Forgemaster MoI
Jade Phoenix Mage ToB
Jaunter EDP
Justicar of Tyr PGtF
Keeper of the Cerulean Sign LoM
Knight of Sacred Seal ToM
Knight of the Chalice CW
Knight Protector CW
Legendary Commando HoB
Leviathan Hunter Stormwrack
Lion of Talisid BoED
Loredelver RoD
Loremaster DMG
Lyric Thaumaturge CM
Mage of the Arcane Order CA
Magelord (evasion gained w/o CL loss) LEoF
Magical Trickster CS
Malconvoker CS
Master Inquisitive ECS
Master of Many Forms (Ranger entry) CAdv
Master of Masks (Spellthief entry) CS
Master of Shadow ToM
Master Specialist CM
Master Thrower CW
Menacing Brute RoD
Moonspeaker (Druid) RoE
Mortal Hunter BoVD
Mountebank CS
Nentyar Hunter UE
Nightmare Spinner CM
Nightsong Enforcer CAdv
Noctumancer ToM
Olin Gisir LEoF
Orc Warlord RoF
Pale Master LM
Primeval Frostburn
Prophet of Erathaol BoED
Psibond Agent CS
Psionic Fist XPH
Quori Nightmare RoE
Radiant Servant of Pelor CD
Raumathari Battlemage UE
Recaster RoE
Rimefire Witch Frostburn
Risen Martyr BoED
Ruby Knight Vindicator ToB
Runesmith RoS
Sacred Exorcist (Cleric entry) CD
Sacred Fist CD
Sanctified Mind LoM
Sand Shaper (Sorc entry) Sandstorm
Scion of Dantalion ToM
Scion of Tem-Et-Nu Sandstorm
Scorpion Heritor Sandstorm
Serene Guardian Shattered Gates of Slaughtergarde
Shadow Sun Ninja ToB
Shadowbane Inquisitor (Blackguard entry) CAdv
Shadowbane Stalker CAdv
Shou Disciple UE
Singer of Concordance RotD
Skullclan Hunter Mini
Skypledged RotW
Slayer XPH
Slayer of Domiel BoED
Spellguard of Silverymoon PGtF
Spellwarp Sniper CS
Stoneblessed RoS
Suel Arcanamach CA
Temple Raider of Olidammara (non-Rogue entry) CD
Thaumaturgist DMG
Thayan Gladiator CR
Thrall of Demogoron BoVD
Topaz Guardian (gish entry) LoM
Triadic Knight CV
Umbral Disciple MoI
Unseen Seer CM
Urban Savant (non-Bard entry) Cityscape
Urban Soul RoD
Vassal of Bahamut BoED
Vengeance Knight CR
Virtuoso CAdv
War Mind (non-pure psi entry) XPH
War Weaver HoB
Warforged Juggernaut ECS
Warrior of Darkness BoVD
Warrior Skald RoF
Wearer of Purple F&P
Weretouched Master ECS
Whisperknife RotW
Wild Plains Outrider CAdv
Wild Soul CM
Wildrunner RotW
Windwalker F&P
Winterhaunt of Iborighu Frostburn
Witch Slayer (non-caster entry) ToM
Zerth Cenobite CPsi
Mediocre Tier prestige classes (+0)
Alienist CA
Animal Lord CAdv
Arachne F&P
Arcane Devotee PGtF
Archmage DMG
Ardent Dilettante PlH
Astral Dancer PlH
Avenging Executioner CS
Battle Trickster CS
Battlerager RoF
Battlesmith RoS
Beastmaster CAdv
Black Blood Hunter PGtF
Blood Magus CA
Breachgnome RoF
Child of Night ToM
Cipher Adept PlH
Cloud Ancorite Frostburn
Combat Trapsmith CS
Consecrated Harrier CD
Corrupt Avenger HoH
Cultist of the Shattered Peak LEoF
Daggerspell Mage CAdv
Dark Scholar Shattered Gates of Slaughtergarde
Darkwood Stalker CW
Deep Diviner Und
Deepstone Sentinel ToB
Demonbinder DotU
Disciple of Mammon BoVD
Divine Champion PGtF
Divine Disciple PGtF
Divine Seeker PGtF
Dracolexi RotD
Dracolyte Drc
Dragonrider Drc
Dragonslayer (Dragon game) Drc
Dragonsong lyrist Drc
Dread Commando HoB
Dread Witch HoH
Dwarven Defender DMG
Ectopic Adept (only if CPsi nerfs) CPsi
Eldritch Disciple CM
Eldritch Knight DMG
Eldritch Theurge CM
Elemental Savant CA
Elocater (PsiWar or PsiRogue entry) XPH
Exorcist of the Silver Flame ECS
Eye of Gruumsh CW
Fang of Sseth SK
Fiendbinder ToM
Flayerspawn Psychic CPsi
Fortune's Friend CS
Frost Mage (Wizard entry) Frostburn
Frost Rager Frostburn
Geometer CA
Gnome Giant-Slayer CW
Goldeye F&P
Goliath Liberator RoS
Great Rift Deep Defender ShS
Great Rift Skyguard RoF
Hand of the Adama ShS
Highland Stalker CAdv
Imaskari Vengeance Taker Und
Initiate of Draconic Mysteries Drc
Invisible Blade CW
Iron Mind (Ardent entry) RoS
Jordain Vizier ShS
Justicar CW
Justice of Weald and Woe CR
Kensai CW
Knight of Iron Glacier Frostburn
Knight of the Flying Hunt CV
Knight of the Pearl Stormwrack
Knight of the Weave CV
Lord of Tides (Cleric Entry) Sandstorm
Luiren Marchwarden ShS
Maester CAdv
Magelord (regular entry) LEoF
Maiden of Pain PGtF
Maquar Crusader ShS
Master of Masks (general entry) CS
Master of the Unseen Hand (ghost or similar) CW
Moonsea Skysentinel CV
Morninglord of Lathander PGtF
Nar Demonbinder UE
Nature's Warrior CW
Nightcloak F&P
Occult Slayer CW
Peregrine Runner RoS
Pious Templar (except 1 lvl dip) CD
Platinum Knight (Dragon game) Drc
Prime Underdark Guide Und
Psion Uncarnate XPH
Purple Dragon Knight CW
Ravager CW
Reachrunner RoE
Red Wizard DMG
Reforged RoE
Ronin CW
Ruathar RotW
Runecaster PGtF
Sapphire Hierarch MoI
Scar Enforcer RoD
Scourge Maiden ShS
Seeker of the Misty Isle CD
Serpent Slayer SK
Shaaryan Hunter PGtF
Shade Hunter CR
Shadow Adept PGtF
Shadow Thief of Amn PGtF
Shadowbane Inquisitor CAdv
Shadowblade ToM
Shadowcrafter Und
Shadowsmith ToM
Silverstar F&P
Soulcaster MoI
Spellcarved Soldier RoE
Spellsinger RoF
Spinemeld Warrior (non-incarnum entry) MoI
Spymaster CAdv
Stonedeath Assassin RoS
Stonelord CW
Stonespeaker Guardian RoS
Storm Disciple (Ardent dip entry) CPsi
Stormcaster Stormwrack
Stormlord CD
Stormsinger Frostburn
Stormtalon (except 1 lvl dips) RotW
Streetfighter CAdv
Strifeleader F&P
Sword Dancer F&P
Sword of Righteousness BoED
Talontar Blightlord UE
Tattooed Monk CW
Techsmith F&P
Temple Raider of Olidammara (Rogue entry) CD
Thayan Knight CW
Thayan Slaver UE
Thrall of Orcus BoVD
Totem Rager MoI
Twisted Lord Shattered Gates of Slaughtergarde
Ultimate Magus (w/o fast entry tricks) CM
Uncanny Trickster CS
Vermin Keeper Und
Vigilante CAdv
War Chanter CW
War Mind (pure PsiWar entry) XPH
Warchief Mini
Warshaper (casting entry) CW
Warsling Sniper RoF
Waveservant F&P
Wild Mage CA
Witch Slayer (gish entry) ToM
Zhentarim Spy PGtF
Bad to Awful Tier prestige classes (-1)
Apostle of Peace (w/o VoP) BoED
Arachnomancer DotU
Arcane Trickster DMG
Argent Savant CA
Black Blood Cultist CR
Black Flame Zealot CD
Bladesinger CW
Bloodstorm Blade (except 2 level dips) ToB
Cavestalker (Ranger entry) DotU
Celebrant of Sharess PGtF
Cerebremancer XPH
Cloaked Dancer CS
Cognition Thief (other entry) PGtF
Combat Medic HoB
Cryokineticist Frostburn
Dark Hunter CW
Dawncaller RoS
Death's Chosen LM
Demonlogist BoVD
Doomlord PlH
Dragon Disciple DMG
Dragon Samurai Mini
Dragonheart Mage RotD
Dragonkith Drc
Dragonslayer Drc
Dragonstalker Drc
Dungeon Delver CAdv
Durthan UE
Ebon Saint CPsi
Effigy Master CA
Elemental Archon F&P
Elocater (Psion entry) XPH
Enlightened Spirit CM
Evereskan Tomb Guardian PGtF
Exalted Arcanist BoED
Exemplar CAdv
Extreme Explorer ECS
Geomancer (varies greatly on entry) CD
Glorious Servitor LEoF
Halruuan Magehound ShS
Harper Agent PGtF
Harper Paragon PGtF
Havoc Mage Mini
Heirophant DMG
Hoardstealer Drc
Horizon Walker DMG
Horned Harbinger F&P
Hospitaler CD
Hunter of the Dead CW
Incandescent Champion MoI
Initiate of Pistis Sophia BoED
Iron Mind (non-Ardent entry) RoS
Kinslayer DotU
Lord of Tides (Druid Entry) Sandstorm
Luckstealer RotW
Martyred Champion of Ilmater PGtF
Master of Many Forms (Druid entry) CAdv
Master of Nine (unless you can get some of the feats for "free") ToB
Master of Radiance LM
Master of Shrounds LM
Master of the Yuirwood UE
Master Transmogrifist CA
Monk of the Long Death PGtF
Mystic Theurge DMG
Nightmask Deathbringer CR
Nightsong Infiltrator CAdv
Ocular Adept F&P
Order of the Bow Initiate CW
Outcast Champion RoD
Platinum Knight Drc
Purifier of the Hallowed Doctrine HoH
Pyrokineticist XPH
Rage Mage CW
Rainbow Servant (Sor/Wiz entry) CD
Sacred Purifier LM
Sand Shaper (Wiz Entry) Sandstorm
Scarlet Corsair (w/o capstone abuse) Stormwrack
Sea Witch Stormwrack
Shadow Sentinel RoD
Shadowdancer DMG
Shadowmind CAdv
Shining Blade CD
Skylord BoED
Slime Lord PGtF
Spellsword (except for 1 level dips) CW
Stalker of Kharash BoED
Storm Disciple (Pure Ardent entry) CPsi
Sunmaster LEoF
Swanmay BoED
Tactical Soldier Mini
Tempest CAdv
Tenebrous Apostate ToM
Thief-Acrobat CAdv
Thrall of Graz'zt BoVD
Topaz Guardian (caster entry) LoM
Troubadour of Stars BoED
Vermin Lord BoVD
Visionary Seeker PlH
Warpriest CD
Wayfarer Guide (except for 1 level dips) CA
Yathchol Webrider Und
Catastrophic Tier prestige classes (-2)
Acolyte of the skin CA
Apostle of Peace BoED
Arcane Archer DMG
Bereft ToM
Blighter CD
Bonded Summoner Mini
Brimstone Speaker ToM
Cavestalker (Druid entry) DotU
Defiant PlH
Dirgesinger LM
Duelist DMG
Entropomancer CD
Evangelist CD
Eye of Lolth DotU
Fochlucan Lyrist (unless Evasion is gained without dips, then Up One Tier) CAdv
Forest Master F&P
Green Star Adept CA
Incarnum Blade MoI
Insidious Corruptor (Arcane Spellcaster entry) DotU
Lifedrinker BoVD
Master of the Unseen Hand CW
Metamind (w/o capstone abuse) XPH
Mindbender (except for 1 level dips) CA
Mindspy CW
Necrocarnate (w/o infinite essentia abuse) MoI
Ollam CAdv
Reaping Mauler CW
Solar Channeler Shattered Gates of Slaughtergarde
Spinemeld Warrior (incarnum entry) MoI
Talon of Tiamat Drc
True Necromancer LM
Wavekeeper Stormwrack
Witchborn Binder MoI
Wonderworker BoED
Yathrinshee PGtF
Last edited by Dieuoffire; May 23rd, 2020 at 11:40 AM.
Reason: forgot LA buyoff
I'd imagine that this witch had a familiar of some kind. It would be particularly appropriate if that familiar had been a snake, and if the cursed tattoo were an image of that snake (just below the left eye, so you can't cover it with facial hair, long bangs, a high collar, etc. Nothing short of a closed-faced helm or mask does the trick). As you recall, serpent familiars provide a bonus on all bluff checks. In light of this, I could see how a community of people with snakes tattooed on their faces might be mistrusted by the superstitious, especially with a curse that gets the afflicted out of magical contracts and promises.
Now that I've thought about it a bit, I would imagine that individuals from this community would be unable to take certain feats (like sacred vows) or enter into certain classes (like knight or paladin). Under this curse, you can't very well swear an oath or promise to adhere to a code of conduct, right?
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Previously known as "Crimson 0M3N".