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11:06, 18th April 2024 (GMT+0)

RTJ and Character Creation.

Posted by DMFor group 0
DM
GM, 10 posts
Wed 4 Jan 2023
at 23:54
  • msg #1

RTJ and Character Creation

For an RTJ I'd Like some idea of what you want to play. Race, Class, Subclass and Background.

Keep in mind that the game has some severe restrictions for character creation. If your RTJ ignores these restrictions, it tells me you haven't read the requirements and makes me think you'll ignore my posts going forward as well. That's usually not a good sign.

Please read the Game Guidelines thread for posting frequency. If you can't check in at least once daily during the week, this probably isn't the game for you.

Please check below for certain requirements and limits for characters. The party should all be the faithful of Celestian to some degree, which has certain requirements and limits inherent to it.

Also, I'm going to limit non human races to one of each race. I don't want a horde of Elves or Githyanki, as that changes the tenor of the game. I place no such limits on humans, of course. I'd also prefer an Elf to be an Astral Elf.

Minimum Intelligence is 10.

No Evil or Chaotic Neutral.

Single classed. Especially for Clerics and Paladins. Multiclassing to avoid Magic Initiate requirements just cheats the group out of 5th level spells and decent undead turning. That's a hint and a warning, BTW.

I'm looking for a crew of 8, if only to man 2 weapons fully. More than that is too cumbersome, less than that is an undermanned ship.
This message was last edited by the GM at 00:14, Tue 11 Apr 2023.
DM
GM, 11 posts
Thu 5 Jan 2023
at 00:13
  • msg #2

Needed Skills and Talents

The premise of the game is a ship's crew. As such you should all have Vehicles(Space) as a tool proficiency.

The other premise is that you are all Faithful of Celestian to some degree.  Magic Initiate (Cleric) is recommended, but clerics and paladins don't need it..

There are some possible workarounds to the above, but those are limiting, so the game will start at 5th level both to give folks some ability against the rather tougher characters in space, and to allow for the 4th level ASI to be used to take a feat, if needed.

Some work arounds:
Vehicle(Space)
-the Wildspacer background fulfills this, of course.
-Bards may use Jack of All Trades to fake it, but it will NOT include Training, so will have some shortcomings, as per Xanathar's.
-Humans may use the prodigy Feat. Humans may be Variant, as well.
-All others may use the Skilled feat (PHB). This gives a combination of 3 skills and/or tools.
-The Marine background from Ghost of Saltmarsh replacing vehicle (land) with Vehicle(Space). This gives someone that knows how to keep a ship afloat on water when the helm is depowered.
-The Shipwright or Smuggler backgrounds from Ghosts of Saltmarsh replacing Vehicle(water) with vehicle(space).
-There may be something I missed somewhere.

Magic Initiate (Cleric)
It means you have a place in the Church of Celestian Hierarchy somewhere over the laity, but falling short of the clerics or paladins. You're known to be of the Faithful.
There aren't really work arounds that i can think of, other than Cleric or Paladin.
This message was last edited by the GM at 00:09, Tue 11 Apr 2023.
DM
GM, 12 posts
Thu 5 Jan 2023
at 00:16
  • msg #3

Forbidden Classes/Races

Forbidden Races:
I'm going to try and leave this as open as possible, but some things just don't fit the Astral. Anything Fey/Feywild or Shadow/Shadowfell is barred.

My preference would be for Space races, of course, including lizardmen (from Mord Presents Monsters of the Multiverse).

Still there is a lot that falls between the two extremes that could work.

Forbidden Classes:
Certain classes just don't work with the premise. Druid and Warlock, mainly, although Barbarian is a stretch.

Druids worship Nature, or other gods.

Warlocks worship beings that fall short of Divinity, even Celestial Warlocks.

I doubt there is a Barbarian concept that will work for me for Space and Celestian worship. I won't bar them out of hand at this point, but I'll probably turn them down when submitted. Still, I'm sure someone will try, and might even come up with something I can accept.
This message was last edited by the GM at 17:02, Fri 10 Mar 2023.
DM
GM, 13 posts
Thu 5 Jan 2023
at 00:24
  • msg #4

Bard

Bards are split 50/50 more or less, on what works for a combat oriented game as opposed to a city/social game (where bards shine).

Allowed:
Lore
Valor
Sword

Barred:
Glamour
Whispers
Creation
Eloquence
This message was last edited by the GM at 00:15, Tue 11 Apr 2023.
DM
GM, 14 posts
Thu 5 Jan 2023
at 00:27
  • msg #5

Cleric

Celestian's Domains, obviously, which are Knowledge and Twilight.

Twilight has better armor and is likely the choice for a combat cleric, but Knowledge can make for a good sage if you don't have a Lore bard or other Sage.

I will accept up to one of each.
This message was last edited by the GM at 00:16, Tue 11 Apr 2023.
DM
GM, 15 posts
Thu 5 Jan 2023
at 00:29
  • msg #6

Fighter

There really aren't bad choices (well, Rune Knight is probably a Norse Follower), but there is a good choice: The Astral is Celestian's plane, and the Psi Warrior Astral specialty (well, the githyanki specialty)
This message was last edited by the GM at 17:04, Fri 10 Mar 2023.
DM
GM, 16 posts
Thu 5 Jan 2023
at 00:32
  • msg #7

Monk

Again, this is a class that lends itself to an excuse to be on the Astral, with the Astral Monk subclass.

Still, most subclasses will work.

Barred:
Mercy (a bit too kind hearted to be a privateer)
DM
GM, 17 posts
Thu 5 Jan 2023
at 00:36
  • msg #8

Paladin

Given the sorts of Paladins that exist these days, several actually dont' work with Celestian.

Ideal:
Watchers

Allowed:
Devotion
Vengeance

Barred:
Ancients
Conquest
Redemption
Glory

I will accept two of the three allowed/ideal choices, and I have a Vengeance Oath pending.
This message was last edited by the GM at 00:17, Tue 11 Apr 2023.
DM
GM, 18 posts
Thu 5 Jan 2023
at 00:46
  • msg #9

Ranger

Rangers are tricky. Some are nature worshippers, like Druids, but some are just outdoorsy soldiers. Anything tied to nature or Fey are barred.

Ideal:
Horizon Walker

Allowed:
Hunter
Beastmaster (animal/pet)
Monster Slayer

Barred:
Beastmaster (Primal Companion)
Gloom Stalker

Moreover, I require certain of Tasha's subsitutions (although they'll likely be wanted, anyhow) and bar others to downplay the nature part of Rangers for this crew.

Required Substitutions from Tasha's
Deft explorer
Primal Awareness


Barred Substitutions from Tasha's:
Druidic Warrior
Spellcasting Focus
Nature's Veil

All others are probably allowed but please check first, especially as levels go up.
DM
GM, 19 posts
Thu 5 Jan 2023
at 00:50
  • msg #10

Rogue

Not much to say here, except for a warning: Soulknife implies Githzeri training.

Barred:
Phantom (Shadowfell tied)
Mastermind (better for a city/social game)
Assassin
DM
GM, 20 posts
Thu 5 Jan 2023
at 00:53
  • msg #11

Sorcerer

Sorcerers are fairly open, but there are still better and worse choices.

Ideal:
Aberrant Mind (Githyanki training?)

Barred:
Shadow Magic
Clockwork Soul (too much of an alignment mismatch)
This message was last edited by the GM at 18:00, Sat 11 Mar 2023.
DM
GM, 21 posts
Thu 5 Jan 2023
at 00:54
  • msg #12

Wizards

Again, a fairly open class, with just Necromancers barred.

Ideal:
War Magic
Bladesinger
Order of Scribes

Barred:
Necromancer
This message was last edited by the GM at 18:00, Sat 11 Mar 2023.
DM
GM, 23 posts
Thu 5 Jan 2023
at 01:35
  • msg #13

Artificer

Truthfully, each sort of Artificer has it's good points.

Armorer is good for boarding.

Battlesmith can use a Defender to fill a 2nd slot on the same ballista or mangonel.

Artillerist is mostly close in ranged, but handy for boarding.

Alchemist needs a bit of room to set up, but can come in handy is surprising ways. Still, I'd consider it the worst option.

Another benefit of ANY Artificer is the ability to use an autoload infusion on a Ballista, thereby replacing a crewman (and ammo). yes, this allows a Battlesmith and his Defender to man a ballista by themselves.
This message was last edited by the GM at 00:19, Tue 11 Apr 2023.
DM
GM, 35 posts
Sat 14 Jan 2023
at 21:01
  • msg #14

Tasha's subsitutions

Apologies, this should have been posted before the Player Wanted Ad:

I do not allow ALL of Tasha's Substitutions, although I allow most. I even encourage some for rangers in space. However, some of them seem to me to take away from the strengths of other classes by giving class abilities for one or two classes to many other classes, as well. And some I just don't like or feel work for my games, at least without some effort to qualify for them.

So, before counting on your favorite Substitution, ask, or check here: link to a message in another game
This message was lightly edited by the GM at 21:03, Sat 14 Jan 2023.
DM
GM, 42 posts
Mon 16 Jan 2023
at 16:57
  • msg #15

Alignments

You're being recruited by a Neutral Good deity or his minions. Needless to say, No Evil Alignments.

In addition, I have never had a Chaotic Neutral character in a game that didn't become disruptive to the game because of what the player felt to be "appropriate character behavior" so I do not allow that alignment, either.

Lawful Neutral, True Neutral and any Good alignment are fine, and in (mostly) keeping with the old cleric rule from a previous edition: You must be no more than one step removed from your deity.

Obviously LN doesn't qualify, but it works here, anyhow. Mostly, and not for clerics or paladins. The Law you follow will be religious precepts first and foremost (hence the freedom to travel goal and need for a privateer license), but your Home Port, once determined, will also set some guidelines.
This message was last edited by the GM at 00:23, Tue 11 Apr 2023.
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