1. Strucking Fuggle - The Bard
2. Otaku Taylor - The Monk-like Swashbuckler
3.
4?
(I refuse to allow more than four players total, as I've tried larger groups and the more people in a group, the slower the flow of the game is. Ideally, I would have three.)
And this is...?
A DnD campaign, entirely homebrew, and meant to truly capture the idea of the commoner to hero story. To help with this, everyone begins as a first level commoner. As the story progresses, you will (quickly) have the option to branch off to other classes, but the majority of your character's life will have been spent being a farmer. It is intended as a look into what makes adventurers (read: PCs) who they are, and allow the PCs to take a look at who their characters are, as people, something the standard campaign often overlooks entirely. It also lets me incorporate a number of ideas I've had recently, streamlining them into one single campaign.
The campaign will begin with a "tutorial"-style prologue, in which each character is still a commoner living in Sigil, a thorp of about 40 people (And about a day's walk from Talfrin, a trade city). They'll be railroaded into learning what being an adventurer is all about, and by the end, they'll be ready to become true adventurers and will have the option to take a level in a PC class. From there, the campaign will proceed from low-key to, eventually, epic-style stories (Doubt it would make it to epic levels, since I'm not a fan of those, to be honest).
Character creation is simple: You're a level 1 commoner. Stats are 3d6, but you may reroll any three individual dice. If your total modifiers average to lower than -1, or if you have nothing above a 10, you may reroll entirely. You have d10 gp that you may spend at your leisure, which represents money you've saved over the years. Commoner HD has been changed to d6, if only for survivability's sake. All core feats are allowed; Non-core feats are allowed on a case-by-case basis only, and will only be approved if it makes sense for the character to be able to learn it. One important note, however, is that you may not take a level in another class until a certain condition has been met, and the condition depends on the difficulty of picking up the gist of the class. A current complete list:
Barbarian - Observe in a fight or conversation about class
Bard - Day's travel
Cleric - Training only
Druid - Training only
Fighter - Conversation about class or observe in a fight
Monk - Training only
Paladin - Training only (Can take paladin levels after meeting, but considered mechanically an ex-paladin until training is complete)
Ranger - Day's travel
Rogue - Day's travel with the rogue not attempting to hide their use of skills. This differs from training only as it is merely the rogue consenting to be learned from, rather than attempting to teach.
Sorceror - Conversation regarding class
Wizard - Training only
Swashbuckler - Observe in a fight or conversation about class
In any case, these are the bare minimums. A barbarian can train someone on the finer parts of barbarianing, and the character will have a better understanding of it, but it's not neccessary to emulate the class. Other classes will be added on a case-by-case basis.
Sign up lasts for 48 hours. You have 72 hours following that to create a character and get it to me.
"Or even worse are those times when I catch myself trying to twist his message to make it say what I want him to say, and then only hearing that. This can be a very subtle thing, and it is surprising how skillful I can be in doing it. Just by twisting his words a small amount, by distorting his meaning just a little, I can make it appear that he is not only saying the thing I want to hear, but that he is the person I want him to be." -Carl Rogers

Melonpool

