Survive or Die - Return to Epiphany (Inactive)

Game Master Tierce

Can the adventurers tame the wildlands and make it their own, or die trying?


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Post up here to check in. This will be a small campaign so there will only be a few of you. I want to keep the campaign interesting and moving, which is why it's a small group.

Epiphany details are in the campaign information.


Crunch:
Stats: Focus and Foible: Pick your main stat, put an 18 in it. Pick your dump stat, put an 8 in it. For all other stats, roll a d10 and add 7. Rolls must be in a line, meaning your first roll is for Strength, your second for Dex, no moving about. You may roll stats a total of three times to find one you like

HP: Max at level one, rolled + 1 + con every level after.

Traits: Take two of your choice, I will gift you with a third afterwards on your character outline

Equipment: The militia gives you 150 gold to purchase your own equipment

Classes: Lets keep it to Pathfinder unless you really want to play something 3rd party. You will need to supply me with a link so I can review the class

Races: Mainly core, but I'm up for debate on other classes. Also, FallenMage has volunteered his races for playtest, which I will allow. They are re-printed here for reference. Their background details will be slightly altered to account for this new setting.

Majar:

Majar Racial Traits:
+2 Charisma, +2 Dexterity, -2 Strength
Medium
Speed: 30 ft.
Low-Light Vision
Spell-like Ability, Constant: Detect Magic
Magically Adept: Majar get Magical Aptitude at first level.
Enclave Protector: Majar add +1 to the caster level of any abjuration spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level.
Skill Training: Majar have Spellcraft and Use Magic Device as class skills
Weapon Familiarity: Majar are proficient with Scimitars and Bracer Bows.

Description:
Majar are not as tall as Elves but taller than Humans and have a physique similar to Half-Elves. Due to their magical nature, their skin tone consists of a range of Pale Violet to Pale Blue and hair that ranges from Dark to Bright Red. The most distinctive features of the Majar, is that their skin never ages past their young adulthood, the only indication of age is in their eyes. From birth to young adulthood their eyes are a Dull Gray. Upon reaching Adulthood, their eyes become a Dark Silver slowly getting brighter as they progress in age, finally becoming a Bright Sliver that nearly glows at Venerable.

Velmoru:

Velmoru Racial Traits:
+2 Wisdom, +2 Constitution, -2 Strength
Medium
Speed: 30ft
Ancient Foe-Vermin : +2 Dodge bonus to AC and +2 CMB Grapple vs Vermin
Healthy: +2 vs Poison and Disease (including Magical)
Natural Armor: +1 Natural Armor to AC
Bonus Feat: Self-Sufficient
Weapon Training: Two-Bladed Sword and Khopesh

Description:
The Velmoru are the native people of the Sea of Shifting Sand. These desert dwellers have about the same physique as humans, but their ears look more like three spine fish fins. Their skin is fairly tough, which certainly helps against the harsh wind storms that crop up from time to time. The Velmoru are also hairless and their skin tone ranges from red to yellow. Their eyes look like those of a normal humanoid, except for the fact that the whites of their eyes are various shades of green instead.
While a nomadic people, one Velmoru tribe maintains two ‘permanent’ camps at the northern and southern borders the desert region. It is at these camps, that the Kohatu Tribe hire themselves out as guides through the Sea of Shifting Sand.

Dunaux:

Dunaux Racial Traits:
+2 Intelligence, +2 Dexterity, -2 Charisma
Small
Darkvision 60 ft
Speed: 30 ft
Bite: 1d3 Damage
Frenzy: Once per day, whenever a Dunaux takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Skill Bonus: +2 to Sense Motive
Skill Training: All Dunaux get Sense Motive is a class skill.
Spell-Like Ability, Lesser (1/day): Detect Thoughts. Caster Level = Character Level
Bonus Feat: Dunaux get Alertness as a bonus feat.
Toxic Saliva: Dunaux get the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Dunaux can envenom a weapon that it wields or it’s bite attack with its toxic saliva. Applying venom in this way is a swift action.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Description:
Created by a Lich, known as The Night Mage, on the distant world of Auralis, the Dunaux began as vicious pawns of his army of minions. Designed to work as a single mind, these beings were linked telepathically with each other to facilitate ease of command. However, over the years they began to evolve with higher intelligence, eventually culminating into a sense of individualism. It was at this point that they rebelled against the Night Mage and freed themselves from his tyrannical rule.
In the decades following, they evolved further to the point that they were no longer of a hive mind. This did not mean that they lost their telepathy, for it is how they communicate and allows them to skim some the surface thoughts of those they encounter. Even though they are more highly evolved, they still have, from time to time, the ferociousness of their ancestors.
The Dunaux are similar to Gnomes in size and weight. The main differences are in skin, eyes, head and hands. Their skin ranges from black to dark blue, their eyes have no pupils and range from red to blue. While their hands only have four fingers, they have no issues manipulating objects.
One of the most distinctive features is the head. The face is narrow and angular with no nose, but two slits where the sides of it would be. Along the top sides of the head are two ridges that run back and join at the base of the skull. Then there is the lack of a mouth. In its place are three mandibles that function similarly to viper fangs. One starts from the chin and points up to the nose slits and the other two located on the outside of the slits pointed towards the chin. The Dunaux use these mandibles to inject one of two kinds of venom. First venom is for digestion purposes, it is injected into their food, which is then liquefied and absorbed through the hollow fangs. The second venom is a little more deadly, as it sucks the life right out of its victim. However a Dunaux can only use their Life-Stealing venom so much before running dry.
Even though they lack a mouth, the Dunaux have no issue communicating via Telepathy. This telepathy is primarily for communication, but they have other mental abilities that allow them to gain a sense of what others are thinking.

Keep in mind this campaign will mostly be all under your control. However, Epiphany has alot of mythology steeped into it, so a lot of religion and god politics will come into play in the adventure. So if you love mythology like me, please tell me which was your favorite, ie, Norse, Greek, Egyptian...


The synopsis of the campaign is, Realinia has discovered an island about 10 leagues off the coast of their country. The island is large so confusion has occurred as to how it was missed. As Tyrene controls the sea, debate has arisen as to who can claim dominance of the island. Under the Peace accord, Realina is restricted from sending any of its standing army to the island to scout it out and claim it for themselves.

However, you have been approached to lead an expedition team to the island. You have thusly been stripped of your rank and are only considered citizens of Realina, so whatever you do on the island is your own business


Female

I am familiar with some Norse and Egyptian Mythology, but will go with Greek/Roman as my favorite and the one that I have read the most.


Female

I think I will try a Majar wizard

strength 1d10 + 7 ⇒ (4) + 7 = 11
Dexterity 1d10 + 7 ⇒ (4) + 7 = 11
Constitution Foible = 8
Intelligence Focus = 18
Wisdom 1d10 + 7 ⇒ (5) + 7 = 12
Charisma 1d10 + 7 ⇒ (7) + 7 = 14


You may roll that two more times and choose the one you like best


Female

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (9) + 7 = 16

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (1) + 7 = 8


Male

Checking in.

As far as favorite mythology, I heavily favor Greek, with a sprinkling of Norse and Celtic.


Male

I think I'll run Struug. A Dunaux Magus. Going to have to completely revamp him though.

Also Joy, thank you for willing to test one of the races. I'll have to let my friend know how it works out.


Female

well, you know, girl and all that. of course i want purple skin :)


If our third player, Jon, doesn't want to play, I will be making a character, as each of you are going with a new race, I will try a Velmoru


Male

What does purple have to do with anything?


I'm not sure, girls like to be purple. My wife when she played Swtor was a purple twi'lek


Female

If you were a girl you would understand. :)

Plus they seem the best race to play for a wizard and I will never get all wrinkly when she gets older. Also a bonus.


Male

Hence the +2 Charisma. Actually, my friend had Sorceror's in mind when we started to make them. But I guess any spellcaster could benefit.


Male. Mostly. Human. Mostly. Archaeologist

I'm up for this. Give me a few minutes to assemble a few ideas for playing. Something that can heal seems like it should be on my to-do list...maybe a Scared Witch Doctor? Or I could try and talk Tierce into letting me play a Magister...

Also, as the info mentions, I'm an Archaeologist. I've got a passing familiarity with most of the European and Western Asian Pantheons, along with some African stuff. No idea which is my actual favorite, though.

Is it just the three of us, or will there be a fourth player/GMPC?

Also, I like purple and I'm theoretically a dude...


Female

Yeah, I think they would also make decent caster focused clerics as well.


Female

Jon, why don't you try an archaeologist bard? :)


Male. Mostly. Human. Mostly. Archaeologist

I think about it now and then, but honestly, I'm just not that fond of the archetype. If I decide to make an Archaeologist, I'll just have Profession: Archaeology.

And never, ever use a whip...


There is only three people, you three. Thanks for joining us Jon.

Why three? so the campaign won't get stuck on waiting for people to post, or for huge disagreements to happen. Plus, a Realinia squad is only three people.

There will be NPC's from time to time. May even have some stay for awhile, but its all up to you as this is your show.

Jon, I'm surprised you didn't ask about a godling. I am also familiar with the magister, and I'm not against it.


Female

I may switch to sorceress...


Try to stay within party rolls though as you will only be three people. So balance will need to be maintained


Female

Well, not too much difference between wizard and sorceress for party roll, right?


Depends on the build, wizards have more versatility to blast, control and debuff

Sorc's have more spells per day to blast and debuff


Female

Well, how important will knowledge rolls be? Wizards get a lot more in class.


Male. Mostly. Human. Mostly. Archaeologist

Never been that fond of Godlings. Magisters, however, I adore. If you're OK with me using those, I'll take a run with them. I already have an idea for a fairly martial healer type one. It would also need the Spell Finesse and Second Bond to work, though.

Essentially, I'd use the Arcane Bond Mystic Bond with the Teleport School powers, and at level 5 grab the Second Bond feat to add the Martial Bond ability, making me more fighty but cutting off some spell casting. Combined with the Dimensional feat chain I'd become a teleporting murder machine...if approved.

Otherwise, I'll go Scarred Witch Doctor. Knowing me, an Aasimar one...


Where your going, skills that will be important are survival, perception, knowledge religion, nature, dungeoneering, swim, climb, acrobatics and probably appraise

If you encounter people, you may need a face


That's all fine, but scarred witch doctors are cool as well. However Aasimar's are a bit difficult for the setting, but I'm sure we can work something out.


Male. Mostly. Human. Mostly. Archaeologist

Nah, I'll stick with telporting doom Magister. And go squee 'cos another of my crazy creations will be born...


Male. Mostly. Human. Mostly. Archaeologist

Focus - Intelligence (Spell Finesse makes this my casting stat)
Foible - Wisdom

Strength - 1d10 + 7 ⇒ (5) + 7 = 12
Dexterity - 1d10 + 7 ⇒ (4) + 7 = 11
Constitution - 1d10 + 7 ⇒ (9) + 7 = 16
Charisma - 1d10 + 7 ⇒ (6) + 7 = 13

Strength - 1d10 + 7 ⇒ (6) + 7 = 13
Dexterity - 1d10 + 7 ⇒ (7) + 7 = 14
Constitution - 1d10 + 7 ⇒ (8) + 7 = 15
Charisma - 1d10 + 7 ⇒ (6) + 7 = 13

Strength - 1d10 + 7 ⇒ (3) + 7 = 10
Dexterity - 1d10 + 7 ⇒ (4) + 7 = 11
Constitution - 1d10 + 7 ⇒ (6) + 7 = 13
Charisma - 1d10 + 7 ⇒ (7) + 7 = 14

I'll take Stat Block #2 please Bob.


Male

Okay, now that I'm home, I'll Generate the new Struug.

Magus

Focus: Int 18
Foible: Str 8

Roll 1
Dex 1d10 + 7 ⇒ (4) + 7 = 11
Con 1d10 + 7 ⇒ (5) + 7 = 12
Wis 1d10 + 7 ⇒ (2) + 7 = 9
Cha 1d10 + 7 ⇒ (5) + 7 = 12

Roll 2
Dex 1d10 + 7 ⇒ (5) + 7 = 12
Con 1d10 + 7 ⇒ (1) + 7 = 8
Wis 1d10 + 7 ⇒ (8) + 7 = 15
Cha 1d10 + 7 ⇒ (10) + 7 = 17

Roll 3
Dex 1d10 + 7 ⇒ (1) + 7 = 8
Con 1d10 + 7 ⇒ (8) + 7 = 15
Wis 1d10 + 7 ⇒ (6) + 7 = 13
Cha 1d10 + 7 ⇒ (4) + 7 = 11

Roll 3 seems the best.


Looking good so far, is everyone good with having a defined character by the end of the weekend?


Female

Yep, I will have something up by then.

Can I ask what skills a Magister focuses on? May help me decide which arcane caster to settle on.


Male. Mostly. Human. Mostly. Archaeologist

The magister’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana)(Int), Knowledge (history)(Int), Knowledge (local)(Int), Knowledge (planes) (Int), Knowledge (religion)(Int), Perform (oratory)(Cha), Perform (sing)(Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).


Female

Okay, it I know I am weird, but I can't stand for all of us to have Int as our focus. So I am going to switch to Charisma. Perhaps Oracle....


It's not weird, in fact I think I'm building you an NPC with a focus of strength. It's weird I know!


Bjorn Svenson reporting for duty. Former Tyrene citizen from the Northlands and former gladiator. Escaped and came to live in Realania.

Focus Strength
Foible Wisdom

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (8) + 7 = 15

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (2) + 7 = 9

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11

Third one it is! So with Human modifier to Str

Str 20
Dex 16
Con 14
Int 16
Wis 8
Cha 11

Well he ain't pretty, but he ain't ugly either

What do you guys think, should I go fighter with the viking archetype, or go barbarian? Never played a Barb before


Male

So, GM Tierce, what area would best suit the Dunaux as a homeland? Was there also a Lich or some other spellcaster that would have been mad enough to create the little guys?

The reason I ask, is because I have the crunch, but now I need the fluff. All I need is just a little info of where they would fit in Epiphany.


Excellent question, and here is what I was thinking. The Swamp of the Dead is defiantly an area of necromancy, in fact the one and only tower in the Swamp is home to a Lich. The area is unexplored and unknown currently, so I'm thinking the Dunaux could have just walked out of the swamp lands one day and the whole world was stunned by their arrival.

As for the other races, I was thinking the largest concentration would be Mabrin for the Majar has it that country is mostly Fey Folk and Caldin for the Velmoru as it's a desert and that seems to be the area they like


Male

Sounds good to me. Does the Lich have a name or title I can use in the backstory?


Male. Mostly. Human. Mostly. Archaeologist

Upon thinking, would it be possible to switch my Focus to Dex (so I can hit things) and if so, should I re-roll?

Also, are either Hobgoblins or Tengu allowed in this setting?


I never wrote one, but I'm thinking that your character would never have met him and he was referred to as "The Nameless One". Its main goal was to reach undead godhood

One person you can certainly use in your backstory is the One Called Nemesis and his minion Hatred, a skeleton of considerable power. He is/was a follower of "The Nameless One" and would be in the Swamp from time to time. Although the original Darius met him in Realania while he was overseeing The Downfall


Hobgoblins yes, Tengu are a bit too asian for the setting, but if you want to play one, we can move it in. If you take Dex as your focus, just switch out your focus and use the remaining stats for the rest

So that means your base stat line is

Str 13
Dex 18
Con 14
Int 15
Wis 8
Cha 13


Male
GM Tierce wrote:
Tengu are a bit too asian for the setting

"I based my world on a Western Medieval Period. There were no 'huwa' kung fu monks in western europe."

*Cut to a little while later*

"Oh, monks you have a problem with. But, hey ninja's are okay."

--------------------------------------

I recall Nemesis, we met him right after Darius 1.0 got knocked on his @$$ by a concussion trap. I guess I could work him in, anything in particular I should know, besides what you already wrote.


He's evil, doesn't have a soul and will eat babies.

That last one I'm kidding about...

Or am I?


Male Dhampir Cleric (Undead Lord)/1

It's true, babies are delicious


Male Skeleton (Human) Burning Skeleton/1

Hiss!


Male

Cute Tierce, real cute. Lol.


Male Dunaux Magus 1
Status:
10/10 HP | AC: 13 | T: 11 | FF: 13 | F: +5 | R: +0 | W: +3 | Init: 0 | Per: +4

<And I promise you Nemesis, that I'll repay you for what you did to my hive. Yes, you and your little skeleton too.>


A bit of vengeance? I think you should make Struug overly confident on the surface, but second guess your actions after the fact mentally. And we can have Nemesis plague your nightmares

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