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06:05, 12th May 2024 (GMT+0)

RTJ and Character Creation.

Posted by DMFor group 0
DM
GM, 7 posts
Wed 4 Oct 2023
at 04:03
  • msg #1

RTJ and Character Creation

First and foremost, Intelligence needs to be at least 10. No one plays an Int of 8, so no one gets to use it as a dump stat.

Edit: Also, No Chaotic Neutral. I have never not had a problem with that alignment.


Second: This will be a heavy combat game, and characters should be built with that in mind. You don't need to be a combat monster, and I'd prefer you not min/max (which is why I'm limiting it to single classes) but let's avoid sages with no combat magic, built for research in a library, please.

I don't use every option in every book, and I don't use every book. Mostly this means ASK before assuming your favorite optional rule is being used, in case it isn't. And third party and Magic-The-Gathering  and Critical-Role books aren't being used as sourcebooks.

Truthfully, I need active players. All too frequently, lately, I get players that sit around and wait for someone else to post and no one posts because that means posting first.

It would be nice if you could actually read what I post, too. Look at a map if I post it. It's probably just a deck plan, but asking me where something is on the ship without checking the deck plan first is probably not the best option.

Not every character is going to be appropriate. This isn't a Realms game, this isn't a Bibgy's Giants game. Barbarians aren't really viable as space natives. Forge clerics are dangerous to a ship's air supply. Some classes (most druids and most warlocks) just don't work well with your patrons. That sort of thing won't be accepted. No exception, because if I make one for you, I have to make them for everyone.

Ideal character classes (not the only choices, just the most obvious choices) are:
Any Psionic class.
Watcher Oath Paladins
Horizon Walker Rangers
Clerics of Celestian
Star Circle Druids
A Single Warlock of So-Lar. Blade pact is probably best, but hardly the only option.


Ideal Races (again, not the only choices)
Humans. they're everywhere
Gem Dragonborn (I'll allow 2)
Githyanki (who wants to kill illithids?)

I'd prefer to avoid Autognomes, due to their nature, and Thri-Keen are becoming a bit of a problem. No one can limit their speech properly. Thri-Keen are just unable to shout through walls with their mind. That's what a line of sight limit means.

Single classed only and it will be 5th level.
This message was last edited by the GM at 15:08, Tue 24 Oct 2023.
DM
GM, 8 posts
Wed 4 Oct 2023
at 18:00
  • msg #2

Races

Pretty much any Space native race is available, including Githyanki and the MPMoM version of Lizardfolk.

The exception is Autognomes (and, of course, Warforged). They just won't be considered by the folks doing the hiring. Why is unknown.

The only Dragonborn considered will be Gem Dragonborn, all part of the group form Earth, and all Groundlings. Again, a behind-the-scenes factor, most likely.

Githzeri won't be considered simply because this is Githyanki stomping grounds, and who needs a two front war when one of the fronts is a potential ally?

As to the array of Shadowfell, Feywild, and elemental types in MPMoM, they aren't really local, and may be a hard sell. Mind you, that doesn't mean Nature and Shadow powers wouldn't be handy.

The bottom line: You can always ask, but I'm not afraid to say "no", and stick to it.
This message was last edited by the GM at 19:08, Wed 04 Oct 2023.
DM
GM, 9 posts
Wed 4 Oct 2023
at 18:30
  • msg #3

Classes

I'll take each class more or less individually from here, and cover campaign acceptable subclasses, if any.




Artificer:
Alchemists are support staff, and the goal here is a party of more or less front line troops and artillery. Healing/support ability is secondary. Alchemists don't fit the bill.

Artillerists are a hard sell, but not impossible with the right collection of spells and infusions. They are too short ranged for ship-to-ship, and a bit iffy in close quarters fighting on shipboard, but can be handy if this is addressed.

Armorer and Battlesmith are fairly ideal, of course, especially Battlesmith.

Carpentry is a major plus, of course, for shipboard repairs. Any artificer will be expected to be able to do this, and possible sail repairs (weaving)


Barbarians
There just really aren't any in space, except for may a few isolated Rock Hopping halfling tribes too far form any major port for trade for too long. They are beyond the scope of this campaign, but would be limited to berserkers and ancestor worshipers.


Bard

They are everywhere. You can't escape them. Militant sorts, like Valor or Sword bards are quite acceptable. Mind manipulators and Feywild oriented sorts are not going to be seen as useful. The areas in between depend on what else is being put forward by other players. Sages are handy, for instance, but in small numbers.


Cleric

Of Celestian, of course, which means Twilight or Knowledge


Druids

In spite of the clerical presence, Druids are welcome. Well, some are.
-Star Circle druid are the default Space druid, similar to Land Circles on planets.
-Moon Circle metamorphs could well be handy, but there is a lack of animal life to learn in space, and most fly, so even Moon circle druids take awhile before combat shapes are viable.
-Wildfire druids aren't necessarily "cleansing by fire" sorts. They may just be fascinated with the Nature of Fire Bodies. In fact, a Fire Genasi Druid in space is likely Wildfire.


Fighter

The Patrons aren't looking for duelists, they're looking for soldiers and those capable of fighting groups.
Good Choices:
-Eldritch Knight is almost a cliche for a fighter in space.
-Psi Warrior: Common with the githyanki, and commonly opposed to Far Realm sorts. Fromthe fight-fire-with-fire school of thought.


Bad choices:
-Battle master: he's a bit on the fancy side. That works well one-on-one, but not one-on-horde.
-Cavalier: he needs a horse to shine.
-Rune Knight: not really the sort of magic used in space. Forge centered sorts are dangerous where air supply is limited, so they aren't really trained. They are also Giant centric, which is another rarity in space.


Monk

There are lots of monks on a planet, but space, large as it is, is small in population, so it have limited teachers.
-Elemental Path Monks: the default  in Sol System, with a dojo on Barney's Rock. They can actually man a Helm, which is what makes them popular.
-Astral Path Monks: Githyanki trained psionic monks.
-Mercy Path Monks: Celestian Church trained monks.


Paladins

The only paladins that will be considered will be Celestian's, or a Gem Dragonborn. Any other sort is too much of an outsider, and would have too many masters.

In both these cases, the Paladin would be a Watcher Oath.


Ranger

The best choice is Horizon walker, of course. The only bad choices are tied too closely to the Feywild.

Tasha's options will be used to remove terrain specialties, as they don't apply in space. They may be used for some other ranger abilities, but need not be.

A dragonborn ranger may be a Drakewarden (a variant Beastmaster), but it's by no means required (they may NOT be a Beastmaster, however).


Rogue:

A Soulknife would be ideal to the recruiters, but any subclass that has an easy melee Sneak Attack is fine. In crowded conditions this is every rogue, of course, but, mostly, it makes Swashbucklers and Phantoms their second choices.


Sorcerer

Aberrant mind is the preferred Psi sorcerer, and the default for Gem Dragnborn (There are no Gem stats for draconic sorcerers), but Shadow and Divine could work, as well.


Warlock:

The only Warlocks acceptable to the recruiters are So-Lar's. And only one of them.


Wizard
You wouldn't think there was a bad choice, here, but a couple of specialties, such as Diviner, just aren't combat ready enough for the recruiters.  They are going to avoid: Divination, Illusion, and necromancy specialties. The rest, even Order of Scribes, works for them.
This message was last edited by the GM at 19:09, Wed 04 Oct 2023.
DM
GM, 10 posts
Thu 5 Oct 2023
at 05:44
  • msg #4

Backgrounds

Not all backgrounds are appropriate, Sailor, for instance is better replaced with Wildspacer.

However, some background from Ghosts of Saltmarsh work well with a simple substitution of Vehicles (Space) for Vehicles (Water or Land). Shipwright is especially handy for one or two crewmembers. There probably isn't much call for a Smuggler of Fisher, however.

Marine is a different case. Generally speaking, it's a background (In Space, anyhow) for specialty pirates that can man a helm longer than usual, and hence, make planetary landings on the larger planets. I will, probably modify it slightly to reflect this (eventually), but, either way, it's not much use in this campaign, probably.
This message was last edited by the GM at 05:50, Thu 05 Oct 2023.
DM
GM, 14 posts
Fri 6 Oct 2023
at 03:12
  • msg #5

Party thus Far

Classes:
We have:
A rogue. One is enough with the Artificer as backup

An Artificer. One is probably enough.

A (Space) Ranger.

A Sorcerer.

A Warlock

A Wizard.

A Tank. One is never enough.



Background:




Races:
We have an elf. One is more than enough (A Bladesinger might be an exception). Everything else is open.

A Lizardfolk. One is more than enough, as they are fairly rare.

A Gem Dragonborn.
This message was last edited by the GM at 16:55, Tue 21 Nov 2023.
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