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DM Caleth's Multitude: Doom of the Old World (Inactive)

Game Master Saint Caleth


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For a thousand years the Dragon God and his ilk ruled the world they had usurped from man. When he was defeated, the human children of the dragons ruled for a thousand more. The last three centuries have been a whirlwind of change for the Old World, however. First, the gods of man, who had always walked alongside their adopted children, began to leave the world. Then men, human and otherwise, of other planes of the Multitude came, tying the Old World ever closer to the rest of creation. Finally, with the newfound thunder of guns, the last of the Dragonborn emperors was swept from his ancient throne, heralding another Age of Man at long last.
The great city of Ashar has stood for a millennia, largely apart from the changes wracking the rest of the world. Now, however, even the great deserts of the East may not be able to save the City of Man from the fate of the rest of the world. For several years refugees have been fleeing east from the heart of the Empire. They say that they are fleeing the end of the world itself…

The story will begin in Tsaran Vitrakis, the traditional crossroads city between East and West, now filled to bursting with refugees, fortune seekers and the merely curious.

For those of you familiar with my Bronze Age games, past and present, this is set in the same world ~1600 years after the reign of the Dragon God. I will post more information about races and classes as well as lore shortly.

Some Notes on Character Creation

  • Characters begin at level 5
  • Generate Abilities by rolling 4d6 drop lowest. If your rolls are less than a 20 point buy you may add points to bring your total point buy up to 20 as per standard pathfinder point buy.
  • Just about anything in the PFSRD is acceptable. If you want to use something from 3.5, ask me. I usually say yes. I also have posted some races and gods you might encounter in this setting here which you can use if you want. More homebrew material for you to use will be added as you encounter it.
  • This setting has Commonplace Guns, meaning that Firearms are all martial weapons and early firearms cost 25% of the listed price.
  • At least a few ranks in Knowledge(History), Knowledge(Nobility) and/or Linguistics will probably come in very useful.

    Expect quite a bit of exploration and world-building as well as combat. Above all, I reward characters with well thought out stories, and players who are willing to explore the setting and integrate their characters with the world. How long recruitment stays up depends on the interest displayed.


  • Sounds quality, and I love that level range.

    4d6 ⇒ (4, 6, 2, 4) = 16=14
    4d6 ⇒ (3, 3, 3, 2) = 11=9
    4d6 ⇒ (6, 3, 3, 6) = 18=15
    4d6 ⇒ (6, 2, 6, 4) = 18=16
    4d6 ⇒ (5, 5, 3, 1) = 14=13
    4d6 ⇒ (2, 3, 3, 6) = 14=12

    That's a 26 point buy, can't complain.

    I'd love to play as this guy. I'm thinking he's a halfling summoner with an heirloom longsword.


    I'm interested too,

    4d6 ⇒ (6, 2, 6, 3) = 17-2=15
    4d6 ⇒ (6, 2, 3, 1) = 12-1=11
    4d6 ⇒ (6, 4, 1, 6) = 17-1=16
    4d6 ⇒ (5, 2, 4, 6) = 17-2=15
    4d6 ⇒ (4, 3, 1, 4) = 12-1=11
    4d6 ⇒ (5, 1, 3, 4) = 13-1=12

    I was thinking a Gunslinger/Ranger combo. Maybe a Gnome.


    The basic premise is that the Multiverse is made of an infinite number of Material Planes floating in the Astral Plane. The Old World is one of those planes, and although there is not much contact across planes, the city of Ashar is famous and cosmopolitan enough to have significant populations of races not native to the Old World.

    The two homebrewed races and some information on gods are in this thread

    Native Races
    Human
    Dwarf
    Half-Orc
    Halfling

    Non-native
    Aasimar
    Tiefling
    Gnome
    Elf
    Dytie
    Kajra'vir

    I will post some information on various classes in the world, if you want specific information on a class or deity I will be happy to answer that too.


    So is it standard classes or custom ones?


    Standard classes. I have a few homebrew archetypes if you are interested.


    cash to start?
    4d6 ⇒ (6, 4, 1, 6) = 17 = 16
    4d6 ⇒ (6, 1, 3, 1) = 11 = 10
    4d6 ⇒ (5, 1, 4, 6) = 16 = 15
    4d6 ⇒ (4, 3, 2, 6) = 15 = 13
    4d6 ⇒ (1, 3, 5, 2) = 11 = 10
    4d6 ⇒ (5, 4, 1, 2) = 12 = 11


    Sounds interesting:

    4d6 ⇒ (5, 4, 5, 5) = 19 =15
    4d6 ⇒ (6, 1, 1, 1) = 9 = 8 +2 =10
    4d6 ⇒ (4, 2, 1, 6) = 13 = 12
    4d6 ⇒ (6, 5, 4, 3) = 18 = 15 +1(4th level) =16
    4d6 ⇒ (2, 2, 5, 5) = 14 = 12
    4d6 ⇒ (5, 4, 1, 2) = 12 = 11 +1 =12

    So that's a 17 point buy. (added pts to get up to 20)

    Thinking Gnome Bard (Prankster)


    So, I am interested in playing in a campaign such as this one, but I am concerned that my posting rate will not be quite up to snuff with your expectations.

    Right now, I am traveling the world as part of a post-graduation journey, and I don't know when I'll be done (if ever). I can usually access the internet on a daily basis, but there are unpredictable sections of a few days where I don't get to it (usually when I'm hitchhiking or bumming around with no certainty where I'll sleep, haha).

    What, as a GM, do you expect from your players in terms of activity?


    Dotting for interest.
    Will look over homebrew stuff shortly, but I just got Blood of Angels - as that is in the PFSRD I'm assuming that's legit?
    Toying with some aasimar ideas...

    But let's see what the dicebot gives me before I start going crazy.

    4d6(drop lowest): 4d6 - 4 ⇒ (4, 5, 6, 4) - 4 = 15 (7 pts)
    4d6(drop lowest): 4d6 - 1 ⇒ (1, 2, 2, 1) - 1 = 5 (invalid roll?, no point buy equivalent for a score under 7) And a 5? Really? a five?!
    4d6(drop lowest): 4d6 - 1 ⇒ (1, 2, 6, 5) - 1 = 13 (3 pts)
    4d6(drop lowest): 4d6 - 1 ⇒ (1, 5, 1, 4) - 1 = 10 (0 pts)
    4d6(drop lowest): 4d6 - 3 ⇒ (6, 3, 6, 5) - 3 = 17 (13 pts)
    4d6(drop lowest): 4d6 - 2 ⇒ (6, 2, 4, 5) - 2 = 15 (7 pts)
    4d6(drop lowest - replacement roll for the "5"): 4d6 - 1 ⇒ (3, 1, 6, 1) - 1 = 10 (0 pts)
    Total Point Buy Equivalent: 30 points (if the 5 gets re-rolled)

    In case that roll of a 5 up there throws things too out of whack, here's a 2nd array:
    4d6(drop lowest): 4d6 - 1 ⇒ (1, 5, 1, 3) - 1 = 9 (-1 pt)
    4d6(drop lowest): 4d6 - 3 ⇒ (3, 3, 3, 5) - 3 = 11 (1 pt)
    4d6(drop lowest): 4d6 - 2 ⇒ (3, 2, 3, 2) - 2 = 8 (-2 pts)
    4d6(drop lowest): 4d6 - 3 ⇒ (4, 4, 3, 5) - 3 = 13 (3 pts)
    4d6(drop lowest): 4d6 - 1 ⇒ (2, 6, 1, 2) - 1 = 10 (0 pts)
    4d6(drop lowest): 4d6 - 1 ⇒ (2, 2, 6, 1) - 1 = 10 (0 pts)
    Total Point buy Equivalent: 1 pt

    ...

    ...

    That is so mediocre I am almost as stunned as I was when the dicebot gave me a 5. =\

    Anyway, if you could direct me toward one of these arrays, Caleth - I'll get myself to brainstorming!

    Qadira

    I'll be posting at some point with rolls and such, just wanted to get a post in since I saw it.

    Dal Selpher: a 5 is effectively a -9, if you keep the point-buy pattern up.


    Edgar Lamoureux wrote:
    Dal Selpher: a 5 is effectively a -9, if you keep the point-buy pattern up.

    Thanks, EL - I wasn't sure. 13 points (3 over ten) amounted to +3 in the point buy and -7 (3 under ten) amounted to -4. When the numbers skewed at that point, I wasn't sure how the pattern would continue the further south we go in the point buy scale.

    Qadira

    4d6 ⇒ (3, 1, 2, 3) = 9 8 (-2)
    4d6 ⇒ (5, 6, 4, 2) = 17 15 (7)
    4d6 ⇒ (3, 5, 5, 6) = 19 16 (10)
    4d6 ⇒ (5, 6, 5, 5) = 21 16 (10)
    4d6 ⇒ (2, 2, 6, 4) = 14 12 (2)
    4d6 ⇒ (1, 4, 4, 2) = 11 10 (0)

    So, 27 point buy. Alrighty, that works.

    Dal, for the point buy scale, although it ends at 7 and 18, it can be extrapolated by adding the modifier of the Score that you are stepping up to to the previous. For example, a 19 (+4) would be 21, 4 points higher than an 18. a 20 (+5) would be 26 points. In a similar fashion, as you go farther down, the penalty is applied. The only one that this doesn't fit for is 10 => 11, but that's fairly simple anyway.

    Qadira

    Might I be able to use Fetchling, DM Caleth? My plan is for a Shadow bloodline Sorcerer/ Ninja, eventually leading into Arcane Trickster, and fetchling would work well for this.


    I'd play either infernal sorcerrr or a cleric not sure what spec yet
    4d6 ⇒ (1, 3, 5, 3) = 1211
    4d6 ⇒ (5, 2, 3, 5) = 1513
    4d6 ⇒ (1, 4, 3, 3) = 1110
    4d6 ⇒ (5, 5, 5, 3) = 1815
    4d6 ⇒ (3, 6, 5, 5) = 1916
    4d6 ⇒ (3, 1, 1, 2) = 76

    not too bad i havent checked that as far points


    I'm interested
    4d6 - 1 ⇒ (4, 6, 3, 1) - 1 = 13
    4d6 - 1 ⇒ (6, 2, 1, 1) - 1 = 9
    4d6 - 4 ⇒ (6, 5, 4, 4) - 4 = 15
    4d6 - 1 ⇒ (3, 1, 6, 1) - 1 = 10
    4d6 - 1 ⇒ (1, 1, 4, 2) - 1 = 7
    4d6 - 2 ⇒ (5, 2, 4, 5) - 2 = 14
    Hm, 10 point buy. Well I'll up it to a 20 and get to work on a character.


    This looks interesting. Thinking on a gnome alchemist "saboteur"

    4d6 ⇒ (3, 5, 6, 6) = 20
    4d6 ⇒ (4, 6, 3, 3) = 16
    4d6 ⇒ (3, 5, 2, 6) = 16
    4d6 ⇒ (5, 6, 1, 5) = 17
    4d6 ⇒ (5, 4, 6, 6) = 21
    4d6 ⇒ (5, 6, 5, 1) = 17

    Edit nice rolls 17, 13, 14, 16, 17, 16 I can work with those.

    Qadira

    Ari Mai wrote:

    This looks interesting. Thinking on a gnome alchemist.

    4 d6
    4 d6
    4 d6
    4 d6
    4 d6
    4 d6

    Edit nice rolls 17, 13, 14, 16, 17, 16 I can work with those.

    54 point buy, holy crap.


    Since it's an interplanar campaign in a multiverse type setting can I make a custom race? I haven't got a chance to put the ARG rules to work as a player yet. Of course it would be subject to your veto, and you would set the RP limit.


    Crazy huh? Never rolled like that with dice I'll tell ya. Watch, I'll have 15 hp.


    Those stats could make a killer monk. Or something else with a lot of MAD.


    Mad?


    Multiple ability dependance. Wizards only really need INT to be effective, they are not MAD. Monks need, STR, DEX, CON, WIS to be effective. They are MAD.


    Those rolls are disgusting. Colour me jealous.


    Sounds very interesting. Let's see what the dice say:

    4d6 ⇒ (6, 2, 4, 4) = 16 = 15
    4d6 ⇒ (5, 1, 4, 3) = 13 = 12
    4d6 ⇒ (2, 6, 5, 1) = 14 = 13
    4d6 ⇒ (3, 4, 6, 1) = 14 = 13
    4d6 ⇒ (2, 1, 6, 5) = 14 = 13
    4d6 ⇒ (6, 5, 5, 2) = 18 = 16

    28 point buy. Not bad.


    I know your name is a play on Jaguar, Fanguar. But I can't help but laugh every time I see it as it means restaurant in Chinese. 饭馆 = fan guan/r.


    How do you roll 4d6 on forum, I see lots of what looks like random rolls done by the forum


    (dice)4d6(/dice)

    Replace () with []


    @Jelani: Ya I know. It originated years ago as mash up of fang and jaguar, but the fact that it means restaurant in Chinese has definite added to its longevity. People got a kick out of it when I used to play WoW too.


    garabbott wrote:

    So, I am interested in playing in a campaign such as this one, but I am concerned that my posting rate will not be quite up to snuff with your expectations.

    Right now, I am traveling the world as part of a post-graduation journey, and I don't know when I'll be done (if ever). I can usually access the internet on a daily basis, but there are unpredictable sections of a few days where I don't get to it (usually when I'm hitchhiking or bumming around with no certainty where I'll sleep, haha).

    What, as a GM, do you expect from your players in terms of activity?

    I'd like to start with at least once a day for as long as possible. I am in China, so with the time zones it might make it hard to post more frequently than that and get a reply.

    DM Jelani wrote:
    Since it's an interplanar campaign in a multiverse type setting can I make a custom race? I haven't got a chance to put the ARG rules to work as a player yet. Of course it would be subject to your veto, and you would set the RP limit.

    While it is an interplanar setting, most of the Old World is pretty backwater and outside of Ashar there are not really populations of weird races. If you really want to, use 11-12 RP and understand that it might make some RP difficult.

    Edgar Lamoureux wrote:
    Might I be able to use Fetchling, DM Caleth? My plan is for a Shadow bloodline Sorcerer/ Ninja, eventually leading into Arcane Trickster, and fetchling would work well for this.

    Playing a Fetchling, or any shadow-plane themed PC is going to be extremely difficult in this game, for reasons related to plot spoilers.


    4d6 ⇒ (2, 1, 3, 6) = 12 = 11 (1)
    4d6 ⇒ (3, 3, 4, 5) = 15 = 12 (2)
    4d6 ⇒ (1, 1, 6, 1) = 9 = 8 (-2)
    4d6 ⇒ (6, 5, 5, 1) = 17 = 16 (10)
    4d6 ⇒ (6, 1, 6, 5) = 18 = 17 (13)
    4d6 ⇒ (1, 5, 6, 6) = 18 = 17 (13)

    = 34 point, I would settle for the 20 point found HERE.

    Else I would follow the same concept/build but sub the stats to:

    6(8) Str; 19(17) Dex; 16(16) Con; 12(12) Int; 11(11) Wis; 19(17) Cha

    Qadira

    Saint Caleth wrote:

    Edgar Lamoureux wrote:
    Might I be able to use Fetchling, DM Caleth? My plan is for a Shadow bloodline Sorcerer/ Ninja, eventually leading into Arcane Trickster, and fetchling would work well for this.

    Playing a Fetchling, or any shadow-plane themed PC is going to be extremely difficult in this game, for reasons related to plot spoilers.

    I see. That's unfortunate. Oh well, I suppose I'll play something else. I'll think it over, and get back to you with something that'll hopefully work better for the campaign.


    @ Radic Thank you!
    @ GM Any input is appreciated, I left some fields less developed so I can tailor them more to the world you create.
    @ Anyone else, feedback appreciated.


    @ Jus me - All the formatting code you need is listed under the submit post button. Where it says "How to format your text (Show)", hit that button and it has all the stuff.

    @ Saint Caleth - Another LaoWai I presume? I'm living in China at the moment too. My race would likely be an alternate version of the halfling. At least look like a halfling. But just now I got a crazy idea for a multiarmed synthesist with a bunch of pistols. We'll see what I come up with, and then you can shoot it down if it's too crazy :P


    4d6 ⇒ (3, 6, 4, 6) = 19 16
    4d6 ⇒ (1, 2, 3, 4) = 10 9
    4d6 ⇒ (2, 6, 5, 4) = 17 15
    4d6 ⇒ (5, 6, 6, 1) = 18 17
    4d6 ⇒ (6, 4, 4, 1) = 15 14
    4d6 ⇒ (6, 3, 2, 5) = 16 14

    39 point buy? That's not too shabby. Though I would love to run with Krallek's Array.

    Quick question, what sort of campaign can we expect? Lot of politics/stealth or more along the lines of damage/war?

    Qadira

    I'm still looking into other options, but does "difficult" in this case mean "impossible"? Edit: While I like the concept, unless it's possible, I'll either go human instead, with a different bloodline, or go with something entirely different.

    Edit 2:Are Sylph workable? I'm thinking a Sylph with the Elemental(Air) bloodline, still leading into Arcane Trickster via Ninja.

    DM Jelani, keep in mind that pistols are one-handed weapons, so there'll be fairly heavy penalties with that.


    Brachii Race:

    Type:
    Outsider (native) (3 RP)

    A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Such ties can be important for qualifying for other racial abilities, but it's not required that a native outsider be tied to another plane. A native outsider race has the followings features.

    • Native outsiders have the darkvision 60 feet racial trait.
    • Native outsiders breathe, eat, and sleep.

    Size:
    Small (0 RP)

    Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

    Base Speed:
    Slow Speed (–1 RP)

    The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.

    Ability Score Modifier:
    Paragon (1 RP)

    Modifiers: Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. (+4 Cha, -2 Str, -2 Dex, -2 Con)

    Language:
    Standard (0 RP)

    Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

    Racial Traits:

    See in Darkness (4 RP)

    Prerequisites: None.

    Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

    Envoy (1 RP)

    Prerequisites: None.
    
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user's character level):

    1/day—comprehend languages, detect magic, detect poison, read magic.

    They are a race of beings from a planet completely dedicated to Marduk. Externally similar to halflings, save for their iris-less glowing blue eyes, the Brachii are magically engineered into castes. The one presented here is an Envoy, a Brachii bred to be sent to study other worlds.


    Edgar Lamoureux:
    Difficult is not Impossible. The difficulty is that what everyone is fleeing from is the world being overtaken by shadow and chaos, so shadow themed things are basically what are destroying the world, and people react accordingly.

    If you really want to do it, it might be cool and I can give you some more information about the Darkness to help you think of some character hooks.

    DM Jelani:
    That race looks ok, I just wanted to avoid having a custom race that was really wacky looking. About the Native Outsider part though. Because of how this cosmology works, with no real "Outer Planes" most Native Outsiders and some Extraplanar Outsiders become Humanoids.

    There are many monasteries in the Astral Plane which venerate Marduk, where the Kajra'vir and some other races tend to live. In fact Marduk himself now lives in the most remote and secret of these monasteries. We can say that your race is also from there if it is ok with you.

    And some more setting information:

    Ashar:
    Founded nearly two thousand years ago by Marduk himself as a place for mankind to advance, the city of Ashar has become one of the most important cities in all the Planes. While it is still somewhat isolated from the rest of the Old World, it is a cosmopolitan planar city as pilgrims and scholars come to visit the Great Library, where the arts of wizardry were invented and where it is said all knowledge is collected. Marduk himself resided here for centuries until he mysteriously left a hundred and fifty years ago to the great consternation of his priests. The rule of the city passed to a line of Sultans who have now had to work hard to keep their independence from the Empire


    That's fine. Can I have my 3 RP back then? Or at least 1 RP back, so I can use it to take Weapon Familiarity?


    Yea, go ahead.

    Qadira

    DM Caleth:
    If you don't want me to do it, I won't. I wouldn't want to derail the campaign just to do something that I think is cool. But if you're okay with it, I'd like to go ahead with it, yes. Otherwise, I'll be going with the Sylph/Human version.


    New to the PBP thing, but have been tabletop gaming for years. Guess I'll toss my hat in the ring, now to generate some dice rolls.

    4d6 ⇒ (2, 5, 2, 5) = 14=12
    4d6 ⇒ (2, 3, 1, 6) = 12=11
    4d6 ⇒ (1, 2, 2, 1) = 6=5
    4d6 ⇒ (3, 4, 1, 2) = 10=9
    4d6 ⇒ (4, 1, 4, 6) = 15=14
    4d6 ⇒ (5, 3, 5, 3) = 16=13

    Edit2:Ah gotcha, was reading it wrong, in my defense its 2 am here. That really hurts. Fixed it. Adjusting to 20 point buy i get:
    13
    12
    11
    10
    15
    15
    Unless I messed up again, I really need to get a grip on this insomnia, work is fine, but when it starts messing with my gaming, i think its time ti admit theres a problem.

    Qadira

    cjgrimm, I think you've forgotten to drop the lowest, if you're making a 6 a 7. The lowest stat you've got there is a 5. What you've got is actually a 1 point buy.

    Also, Caleth, it was asked earlier, but you never gave an answer. How do you want wealth taken care of? Standard WBL, or something different?


    Edgar Lamoureux:
    I'll let you do it, I just wanted to give you a heads up. I can give you some more info on the Darkness if you want it for a backstory. I don't think it would derail the campaign since it will be pretty sandboxy, at least to start.

    Standard WBL, so 10,500gp each.

    Qadira

    DM Caleth:
    Not a problem, and thanks for the heads up. More information on the Darkness would be appreciated, thank you. And I don't mind being an occasional plot hook, either. :P

    Nah, it's up to you, whether you'd like me to be tied to the plot or not. I'll get started on the build now, and thinking about a backstory skeleton while I'm waiting for the info.

    cjgrimm, looks good. You've got the math right this time.


    4d6 ⇒ (3, 4, 5, 5) = 17
    4d6 ⇒ (2, 6, 5, 6) = 19
    4d6 ⇒ (3, 1, 5, 1) = 10
    4d6 ⇒ (6, 6, 3, 2) = 17
    4d6 ⇒ (4, 6, 5, 3) = 18
    4d6 ⇒ (5, 1, 3, 3) = 12
    Come on good cleric stats!
    14 17 9 15 15 11
    32 points and I have a nine, totally doable.

    Qadira

    You may want to try [dice] and [/dice ], taking out that space.

    Edit: Much better.

    Qadira

    DM Caleth:
    I almost forgot, would it be possible to take Extra Rogue Talent and get an extra Ninja Trick, seeing as how there isn't an "Extra" feat for them?


    Right I'll be making a tiefling the question is do I want to take fiendish heritage or not.


    Since one of the rogue talents is ninja trick there's no need for a seperate extra feat. Just take extra talent and go for the ninja trick talent.

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