Iria

Game Master ulgulanoth

Exploring the world of Iria


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Dark Archive

Alright I've been mulling with game in my mind for a while. This is going to be a pathfinder pbp, no maps, game set in a home-brew setting. The aim of the game is to explore the setting and learn more about it. As such your characters are going to be naive citizens that have lived a sheltered life... until the start of the game at least. Character will be lv1, 20pt builds, 100gp for equipment, 2 traits; core races only, any paizo published class but feats/racial traits/archetypes are limited in that only urban environment related racial traits/traits/feats/archetypes are available due to the setting of the game.

I want to keep the setting deliberately vague as exploring it is the point, but for a place holder, imagine a fantasy version of Judge Dredd, your characters are the normal citizens living in what is effectively a Megablock, and thats where the game will start.

I'm looking for about 5 players. I'll planning on starting in 2 to 3 weeks time. If you are interested please post bellow and if you have questions I'll try to answer them without spoiling. Finally I'll have a list of things your characters will know which I'll message to you once the game starts depending on the knowledge ranks your character has.


Is this going to be city based, or is that something you want to keep secret? At any rate, Investigator is the first thing that comes to mind.


Adventure Path Charter Subscriber

If we are naive citizens, could we start out as an inquisitor? With the idea of eventually becoming a Judge?

Dark Archive

I absolutely love Love LOVE this idea! =)

As such, I'll put up three characters, and I'll take whichever one the party needs most, if you'll let me.

1st level Fighter(polearm master).
1st level Warpriest
1st level Arcanist

Thinking 'low level' always makes me think fighter, but I know that casters can sometimes be in short supply. =)

Dark Archive

City base to begin with, they game may leave the city but its unlikely

Yes you can start out as an inquisitor and yes there is an equivalent to Judges in the setting, but they're part of a peculiar religious sect, so if thats what you're planning you should take a rank in knowledge (religion) and another in knowledge (local)


Are you going to allow any 3pp stuff? Mainly I am just considering options, but the Aristocrat class from Freeport could be interesting. I am on my tablet and can not create links.

Dark Archive

I am allowing 3pp stuff, but i haven't seen that class, so unless you can get me a hold what it does I'm going to have to say no

Liberty's Edge

Are you willing to take in a complete noob in PbP games?

An urban druid is acceptable in your setting?

Or alternatively an oracle of lore?

Dark Archive

Yes, willing to take someone who's never played a pbp

Either is fine


Color me intrigued. Are our characters allowed to be a less than good lot? Im not saying evil, just not good. If so I am thinking of a gnome arcanist, specializing in illusion and enchantment. Sort of a shadowy mage from the seedy areas of town.

Dark Archive

neutral is fine, as long as your character isn't purposefully built to incite player conflict you can play a shady sort of character just fine


Yeah I have no problem working with the party, just wanted to play a "on the run" kind of character.

Dark Archive

yea, thats fine


Here is Diego proposed character.

Lore oracle

I have taken the legalistic curse. The character is NG but it seem appropriate for "a fantasy version of Judge Dredd".

If you think it is unappropriated I would take the tongue curse, possibly with aklo as the language I use.

My character know two languages, but I don't know what is appropriate for the setting. any suggestion?

Knowledge skills: Local & Geography. If Geography is unappropriated I would change it, in order of preference, to History, Religion, Engineering.

I think I have written all the relevant informations, but my kitten stepped on the keyboard while writing them in my profile and I had to rewrite part of them. If I missed something or you want some change, write to me. I will send my e-mail address with a PM in a few minutes.


Dotting.

By the way, what about NPC classes?

Dark Archive

The two most common languages beyond common someone would know in this setting are Giant and Goblin

I will strongly advice you against taking an NPC class, as its likely to leave your character behind later on in the game


Added Giant and, Goblin as languages and hp and saves that I had forgot.

Dark Archive

Looks good

Dark Archive

I'd like a chance to join in. I see myself in this setting as a halfling rogue or ninja who tends bar - partly as a cover and partly to keep up with rumors in the city. He will be decent at diplomacy and better at stealth. He likely buys and sells intel and would be a good "In the know" person in the area he lives in. He will struggle with morals some, being neutral, but with tendencies to do the right thing despite some greed. I am thinking about giving him some connection to a church or orphanage from his youth. Thoughts?

Dark Archive

Sounds good for the most part, though churches aren't really a thing, orphanages are far more likely to be the case

Dark Archive

So long as he has some "good" organization to feel indebted to the story will work. I'll write it up and have something likely later today.


Adventure Path Charter Subscriber

Ian McLaren:

IAN MCLAREN CR 1/2

XP 200

Male human inquisitor 1

LG Medium humanoid (human)

Init +7; Senses Perception +4

DEFENSE

AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)

hp 9 (1d8+1)
Fort +3, Ref +1, Will +6

OFFENSE
Speed 20 ft.
Melee shield, light wooden -2 (1d3+1)
Melee scimitar +2 (1d6+2/18-20)
Ranged shortbow +1 (1d6/x3)
Special Attacks Fire of Belief, Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,
Known Inquisitor Spells (CL 1st, concentration +7):
1st (2/day)—lend judgment, remove fear

0 (at will)—acid splash, brand (DC 14), daze (DC 14), guidance, light

STATISTICS
Str 14, Dex 12, Con 12, Int 10, Wis 19, Cha 8
Base Atk +0; CMB +2; CMD 13

Feats Armor Proficiency, Light, Armor Proficiency, Medium, Improved Initiative, Judgment Surge, Shield Proficiency, Simple Weapon Proficiency

Skills Acrobatics -3, Acrobatics (Jump) -7, Appraise +0, Bluff -1, Climb -3, Craft (Untrained) +0, Diplomacy -1, Disguise -1, Escape Artist -4, Fly -4, Heal +4, Intimidate +4, Knowledge (Local) +1, Knowledge (Local/ID monster) +5, Knowledge (Religion) +4, Knowledge (Religion/ID monster) +8, Perception +4, Perform (Untrained) -1, Ride -4, Sense Motive +9, Stealth -4, Survival +8, Swim -3, Use Magic Device +0

Languages Common

SQ bonus feat, bonus inquisitor spell, judgment (sacred), monster lore, skilled,
Gear shield, light wooden; scimitar; outfit (traveler's); scale mail; Shortbow ; Bandolier ;

SPECIAL ABILITIES

Bonus Feat Humans select one extra feat at 1st level.

Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Fervor Inquisition

Fire of Belief (Sp) You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 1d6+1 points of fire damage. If you are good, the flames only harm nongood targets. If you are evil, the flames only harm nonevil targets. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm only nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability 7 times per day.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.

Inquisitor Domains

Inquisitor Spell Level 0

Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.

Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.

Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Dark Archive

Looks good, but could you put where you placed your skill ranks?


This is the rogue entry from Skorn. Let me know what you think.


Once, a while back I built up a human barbarian based off of Mad Dog from One Bac (great movie BTW ^=^). Basically he was a human teenager with anger issues, athourity issues and no place to belong.
He was a human breaker barbarian with throw anything, catch off guard and raging hurler (he was lvl 3).
He was CN as he adamantly rebelled against athourity and "the system" (he was thrown in jail because of it) but he wasn't evil or mean spirited, just... Young, brash and misguided :)

If I remember, he was called Mad Dog or Matt Daemon (don't remember)

The biggest potential hindrance is how much you would be willing to work with me on the environment. Improvised weaponry is not the most effective combat style but it is downright useless in a featureless, empty square room :p
Two approaches I have found to work is the GM giving a vague discription of the area (GM: you are in the officers office, there is a heavy desk in the center, a closet to the side and a table with chairs around it.)
Or let me "invent" a small amount of the scenery.
GM: You enter the bar and a fight breaks out.
Me: OK I go over to one of the tables and grab a beer mug and chuck it at someone. Next round I pick up the table and throw that as well.
GM: OK. There are now tables and beer mugs in the bar.
(As an example :)

Would this work?

Dark Archive

Tomid looks alright

Mad Dog could work the city is full of things to be had at hand


Adventure Path Charter Subscriber

Ian McLaren with ranks in skills noted:

IAN MCLAREN

Male human inquisitor 1
LG Medium humanoid (human)
Init +7; Senses Perception +4

DEFENSE
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6

OFFENSE
Speed 20 ft.
Melee shield, light wooden -2 (1d3+1)
Melee scimitar +2 (1d6+2/18-20)
Ranged shortbow +1 (1d6/x3)
Special Attacks Fire of Belief, Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,

Known Inquisitor Spells (CL 1st, concentration +7):
1st (2/day)—lend judgment, remove fear
0 (at will)—acid splash, brand (DC 14), daze (DC 14), guidance, light

STATISTICS
Str 14, Dex 12, Con 12, Int 10, Wis 19, Cha 8
Base Atk +0; CMB +2; CMD 13

=== Feats ===
Armor Proficiency, Light,
Armor Proficiency, Medium,
Improved Initiative,
Judgment Surge,
Shield Proficiency,
Simple Weapon Proficiency

=== Skills ===
Acrobatics (1 rank) -3
Acrobatics (Jump) -7,
Appraise +0,
Bluff -1,
Climb -3,
Diplomacy -1,
Disguise -1,
Escape Artist -4,
Fly -4,
Heal +4,
Intimidate (1 rank) +4,
Knowledge (Local) (1 rank) +1,
Knowledge (Local/ID monster) +5,
Knowledge (Religion) (1 rank) +4,
Knowledge (Religion/ID monster) +8,
Perception +4,
Ride -4,
Sense Motive (1 rank) +9,
Stealth -4,
Survival (1 rank) +8,
Swim -3,
Use Magic Device (1 rank) +0

Languages Common
SQ bonus feat, bonus inquisitor spell, judgment (sacred), monster lore, skilled,
Gear shield, light wooden; scimitar; outfit (traveler's); scale mail; Shortbow ; Bandolier ;

SPECIAL ABILITIES
Bonus Feat Humans select one extra feat at 1st level.
Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Fervor Inquisition
Fire of Belief (Sp) You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 1d6+1 points of fire damage. If you are good, the flames only harm nongood targets. If you are evil, the flames only harm nonevil targets. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm only nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability 7 times per day.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.
Inquisitor Domains
Inquisitor Spell Level 0
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.
Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.


How do you feel about wordcasting? It is generally considered underpowered, however I love the flavor.

Dark Archive

Words of power? sure they're fine


Awesome, I may change my original concept a bit. Thinking of going a blasty character. Same general feel (seedy underbelly type), just different direction.


Here is an archaelogist bard who is out to discover the dark secrets of the multiverse.

Will he do as a candidate?

Dark Archive

Benny looks fine, but there a few slight changes about his background that don't quite make sense in this setting, just small things. A note about the setting, Abyssal is merged with Infernal to one language (called Infernal) and Aklo is called Shadow Tongue, and is the catch all for all the strange languages.


No problem to tweak the language list.

Anything else needed to get him in order?

I can re-write the backstory to fit the megablock concept, if that is a sticking point.

Instead of a student, Bennevy is an assistant book dealer.
He discovers the tomes of forbidden knowledge in a hidden wall or floor safe, steals them, reads them and makes comprehensive notes in his journal.

If you prefer, the old book dealer could have met an unfortunate end. All the stacks of books catch fire and the shop goes up like kindling, for instance.

Bennevey manages to salvage enough books to sell and purchase his current equipment.

The original dark tomes were mostly destroyed, but Bennevy managed to save a few pages from each. He keeps the pages with his journal, and refers to them from time to time.

How does that sound?

Dark Archive

Well you guy's will eventually find out, but basically anyone harbouring forbidden knowledge always meets a terrible end, so the second one seems more fitting.


Back story amended.


Ral’Zek Firebrand
Chaotic Neutral Lvl. 1 Human (Orc subtype), Cross Blooded, Word Casting, Sorcerer ( Brass Dragon and Orc)
STR:10+0 HP:7
DEX:14+2 BAB:+0
CON:12+1 FORT:+1
INT:13+1 REF:+2
WIS:10+0 WILL:+0
CHA:18+4 AC:

Class Features: Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Arcana: You gain the Orc subtype, Darkvision 60ft., and when you deal damage with a spell add +1 point of damage per die rolled.

Bloodline Power: Claws 7 rounds/ day. Deals 1d4.

Racial Features:

Feats: Spell Perfection (Burning Flash), Spell Focus (Evocation), Eschew Materials

Traits: Magical Lineage (Fire Blast), Slippery

Effect Words Known: 0: Flame Jet, Cramp, Decipher, Sense Magic.
1: Burning Flash
Meta Words Known: Boost

Spells Per Day: 1:4

Skills: Bluff: 1+3+4=8
Perception: 1+3+0=4
Stealth: 1+3+1+1=6
Intimidate: 1+3+4=8
Languages: Common, Draconic

Equipment: Dagger (2p), Heavy Crossbow (50 gp) 20 crossbow bolts (2gp)

Gold: 46

Back story: Ral’Zek grew up on the streets, not fully fitting in anywhere. Orphaned at a young age after a terrible house fire (that as a child he accidentally set), he quickly realized that to survive he may have to do some rather unsavory things.
Eventually falling in with the wrong crowd, he became a “gun for hire”. Offering his services to any of the gangs that could afford his explosive power. Always making sure though to make it clear to his clients that he would never use his talents against non gang related peaople, thus sparing other children of the fate that he had unwittingly chosen.
Now, coming into his own as a man Ral is off to find the source of his powers. An explanation to his talents that have also served as his curse.

Sorry for the short back story. I just don't know anything about the setting so I kept it pretty vague and will be more than happy to extrapolate upon it as soon as more info is released.


I have added a bit of background for the curse. It is not a secret, but few people know what happened, so, unless we know each other from before the start of the campaign consider it out of game knowledge if you read it.
Currently I am not reading the character backgrounds as I don't know if we know each other.
I will write a description of my character for our first meeting.

As Bennevy was the assistant of a book dealer and Sid is a street corner scribe just out of apprenticeship they can already know each other if it is appropriate.
As he has some healing ability he could have been hired to bandage some of the other guys too.


If you acept new players I would submit Kiriko Kangetsu Tiefling Ninja.
her fluff and crunch will be adapted for your setting, if her basics are aceptable.

Dark Archive

Sure we can have one more I think


We do already have one ninja...


Tomid wrote:
We do already have one ninja...

you can never have enough ninjas :)


Maybe you could both be part of the same clan.

Or heck, rival clans, just to make it interesting!

Dark Archive

Right next week we'll start; so have your characters finalised for then


I think if you have a rival ninja clan you seldom know about it til its too late. :)

Agreed. I accept you as a flanking buddy.

Dark Archive

Ok quick role call, also put the knowledge ranks your character has so I can start with the info mails


Adventure Path Charter Subscriber

Roll call or Role call?

Ian McLaren is ready to bring down fiery judgement on evildoers.

Except I don't have an avatar yet.

Dark Archive

well roll call but I was feeling puny


Tomid is likely here and ready to start. The little bugger hides so well that its sometimes hard to tell.

Not sure what you mean by put your knowledge ranks… put them where? I have both ranks (skill points) and skill detailed in my alias. I could also put them in a spoiler in the top of the alias if you like.

His only knowledge skill is Knowledge(local) (1) +5


Bennevy reporting in!

Knowledge Planes +9

Knowledge Religion +6

Knowledge History +6

Knowledge Arcana +6


Here they are

Knowledge (geography) +6 INT (2) ranks 1
Knowledge (local) +6 INT (2) ranks 1

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