
Davachido |

I’m going to be running a homebrew Epic 6 campaign using pathfinder rules. I have attached a link below with the Epic 6 extra feats, allowed books and house rules. This campaign will not take place in the Golarion world. As this is Epic 6 most mortal beings only ever attain 6th level and spells of 7th level or higher are considered godlike.
“The small village of Chamarel has been beset upon by something strange and deadly. People have been going missing from their homes seemingly without a trace. Defiantly the citizens of this place stay as it is all they have ever known. The duke of the demesne however is none too happy with the workforce disappearing. Low morale and missing bodies is never good for revenue. So he has set a large reward for any group or person willing to put a stop to this problem. This is where your crew comes in. An adventuring group that has been together for a short time decides to take on this task. It might be for this large reward, or for the challenge or maybe the greater good. For whatever reason, this band of adventurers is ready for what is to pass.”
I am looking for about 4-6 players for the game, I might choose to start with 7 as I know drop outs for PbP happens usually near the beginning. I will close applications on the 20th or if I get more than 15 applicants.
Character creation
This is copy pasted from the document below.
Allowed books:
• Core rulebook (CR)
• Advanced players handbook (AP)
• Ultimate Magic (UM) and Combat (UC)
- At character creation you will start with 20 point buy, in addition you will be starting at level 2. All characters will start as young for their race.
- You start with 1000gp which you may use to purchase mundane items, wands and scrolls. You start with an adventuring kit for free.
- Characters will not start with traits.
- Archetypes and favoured class options are allowed.
- No 3rd party material.
- Max hit dice at 1st level, average-rounded-up thereafter.
- Evil characters are not allowed, too often it devolves into PvP.
I’m aiming to try and recreate the living dungeon feel with this campaign. So, most of this game will take place in a dungeon. I know that evokes the feeling that is; enter room, clear monsters, next room. Instead of that I am trying to create the dungeon in such a way that there will be small settlements in this dungeon with places to go and see, so think of it more as an exploration than a traditional dungeon crawl. Saying that, I’m looking for characters built accordingly, so for example don’t make a ranger with favoured terrain: mountains as there will be none. There will be an ecosystem though so you can expect rivers or a forest or two.
There will be little tracking of money and virtually no magic items in this game. Except for healing items and/or wands as you will need to survive in this dungeon world. The game will be relatively low magic.
The backgrounds should be relatively short; you may make up settlements to where your character is from. You should include why you started adventuring in your backstory. After I have chosen all the applicants I go round robin and pair up people to relate their backstories to one another. This will hopefully expand the backstories of the characters as well as providing a reason as to why your group is together.
I’ve DMed quite a bit for various systems and am currently running one other PbP. However this is the only the second time I will be GMing pathfinder. I have however GMed for 3.5 for 6-7 years, which means I might slip up on occasion with regards to mixing up the rules for the two systems, forgive me if I do it isn’t intentional.

Davachido |

@wolfheart: I think I shall use the base pathfinder pantheon for the sake of mechanics and general background. Though I don't mind if you edit one of the gods slightly to be more to your liking. (You just need to tell me which one and how you've changed it.)
@Misterlurch: Huh, hadn't realized they released the ARG online. Yes you'll be allowed to be a Tiefling. I'll allow ARG for the sake of races and favoured classes. I don't think I'll allow anything else from the book as I'm not familiar with it since I don't own it.
@Death_Keeper: Yes Paladins are fine.

Bearded Ben |

Color me interested. Currently considering a cave-focused dwarf, probably a ranger or druid.
Does "All characters will start as young for their race" mean anything mechanically, or is it just "don't play a 400-year-old crotchety elf"?
Just to clarify, the only things you're allowing from the ARG are the races and the favored class bonuses, right?

MisterLurch |

I am proposing a tiefling rogue. since this is going to largely be a dungeon environment, i am assuming it is going to be dark most of the time? if that is the case i would like permission to use one tiefling feat from the ARG, Fiend Sight, which can be viewed on the Pathfinder Reference Document at PRD.

Beren Sunderholm |

I would like to submit Beren for consideration.
A woodsman and hunter from the forested hills of the northwest (?) he lived a comfortable life in his small village. He was betrothed to the radiant Brunhild, and her family were well respected brewers and of great means. He never got Brunhild to the alter, though. She was attacked on the road by brigands and was mauled by their hounds. His heart broken and his bloodlust seething, he hunted down the brigands and took his vengence. He left his village soon after, taking with him a necklace made from one of Brunhild's braids, which he never removes. He has a habit of touching the necklace when in uncomfortable social situations as Brunhild was much more glib than he and he seems to draw strength from it. He has spent the last year wandering the world and has fallen in with an adventuring group, allowing him to vent the rage that still simmers just below the surface.
Beren is not complete, I will fill in the details later.

Serrig |

Serrig, Svirfneblin (Deep Gnome) Gunslinger 2 (Musket Master)
Serrig would have loved nothing more than to work in his laboratory, deep underground, tinkering with his gadgets and coming up with new designs for his trusty musket, but the Duergar raids were becoming more and more frequent, and something had to be done. He realized that, while he had the ability to maintain his own firearm, and perhaps even craft a better one with enough time and dedication, there simply was not enough time left. He wanted to arm his entire village, but only he had the ability to work his firearms, and no one in the village liked him enough to become his student. His constant tinkering with alchemical explosives and metalworking had left him ugly, even by Svirfneblin standards, burned almost everywhere from head to toe and his reclusive nature made him all the more prone to social faux pas. Nevertheless, Serrig knew the only place he would find better firearms was in the dreadful Overburn, and so he steeled himself, grabbed his musket, and set out to save his home.
No one in the village of Chamarel had ever seen a Deep Gnome until the day Serrig arrived. They regarded him with apprehension and a touch of fear, as he was carrying what looked to be a sizable firearm and traveled alone. They had, of course seen gnomes before, but this one was different -- his slate-gray skin was covered with burns and black marks and he lacked the usual cheerful demeanor of the gnomish folk. Not knowing what to make of him, and seeing that he carried gold, they watched him carefully as he made his way to the inn and asked for a room in the quietest corner possible. Not one to turn down a clearly weary traveler, the innkeeper obliged, and so Serrig spent his first night in Chamarel, while the village guard was notified of the presence of a "strange, ugly gnome with a gun on his back".
He awoke to a loud knock on his door, and there stood the town mayor, demanding, in no uncertain terms, to know who he was and why he had come to their otherwise peaceful village. Serrig, having little experience with surface dwellers and lacking in tact, replied that it was none of his business, and promptly slammed the door in his face. This stunt earned him a week in jail while the guards searched his belongings and the mayor contacted neighboring villages as to whether they were looking for a potential criminal, an "ugly, burnt gnome". When the answer came back in the negative, Serrig was released, and his equipment returned. Embittered by the experience, but not so hasty as to seek retribution, Serrig realized that unless he made himself useful to the townsfolk, they would never accept him, much less aid him in his quest.
On the day he was released from jail, Serrig heard the town crier proclaim that mayor was looking for a band of adventurers to help solve the issue of missing townsfolk. Realizing that this was his opportunity to earn the respect of the local populace, and to make amends for his slight against the mayor, Serrig set out to prove himself worthy of the respect of this small village, knowing that it was the first step in saving his home.
More information in profile -- constructive criticism is always appreciated! I've got everything but the mundane gear done.
Of course, if the character concept is too far out, please let me know and I'll post another. Thanks!

Davachido |

@Hama: Alternate racial traits are fine. Are you using the actual ninja class or just calling something a ninja? As I've currently disallowed the 'eastern' classes. I guess I should post the houserules here too so you don't have to download the document.
Changes for Epic 6
Below are the changes and house rules for this campaign:
Monk, Samurai and Ninja (CR, AP): These classes are banned as it clashes with the setting of the campaign.
Alignment (CR): Use this as a guideline to your character not a restriction.
Paladin (CR): Lay on hands, add your charisma modifier to the damage healed or inflicted.
Rogue (CR): Sneak attack, the extra damage from sneak attack is not multiplied by a critical hit however all sneak attack dice are maximised.
Feats (CR): All item creation feats except scribe scroll are banned.
Feats (CR): Weapon Finesse, Dexterity can also replace strength for damage with light weapons.
Feats (CR): The following classes have combat expertise as a bonus feat at level one even if they do not meet the prerequisites: Barbarian, Fighter, Paladin, Ranger, Rogue, Cavalier and Inquisitor.
Feats (CR): Two weapon fighting no longer has a prerequisite.
Feats (AP): Additional trait and Expanded Arcana feats are banned.
Critical hits (CR): A critical hit is always automatically confirmed.
Healing (CR): Natural healing, you recover 3 hit points per character level and 6 hit points if you have an entire day and night rest.
Spells (CR): The following spells are banned; Knock, Fly and Phantom steed.
Spells (UC): Liberating command may not be cast on yourself.
Skills (CR): Fighter and paladin both have an extra 2 skill points per level that they may only be used on Str, Dex or Con based skills.
Skills (CR): Str can be used interchangeably instead of Cha as the ability mod.
Synthesist (UM): This archetype is banned from play.
@Serrig: Background sounds fine, though you might want to leave a little room to place how you know the rest of your team. Basically once all members have been chosen I will go round the characters and get them to write how they know each other by relating each others backgrounds.
@garabott: Are you having trouble downloading the file or opening it? I can do currently do both fine at my work PC.

Beren Sunderholm |

I have all the mechanical stuff done, I really like the swap out of Str for CHA with his intimidate score and the free combat expertise will come in handy.
I plan to expand on the background when I have some time this afternoon. The inspiration was the Huntsman from the movie 'snow white and the huntsman' and I see him as a wounded soul who will find himself again through his heroics in the dungeon.
I have one question,though. Can you give me some idea of where to go with favored enemy. I have orc in there as a place holder but would like to have something that will be more in keeping with the campaign setting. thanks for any advice you can give.

Davachido |

@Bearded Ben: Oh sorry missed this question, I want everyone as young as it doesn't change their stat lines. Middle age+ changes your physical and mental stats.
The ARG basically I don't want too many of the feats/racial archetypes. As I really don't know what to expect from the book yet, haven't had time to have a good read through it. The rest is fine, if there is one specific feat you want me to look at I don't mind having a look into allowing.
@Hama: Hmmm, as long as you don't put on eastern spin on it and keep it as a 'thief' then I think it'll be alright. The E6 feats for the ninja will be near identical to the rogue's ones however. Better sneak attack and master trick.
@Beren: Well I'll list the things that definitely will not come up or very very rarely come up out of the favoured enemy options: Humanoid (Dwarf, giant, gnome, halfling), Outsider (all, you might bump into an occasional elemental) and plant.
The rest will show up in varying degrees depending on where and how you delve. Orc and goblinoids are safe bets though.

garabbott |

I was having trouble following the link at all... but I think it might have something to do with the crappy Laos internet I'm using and not the link itself.
Bare bones is done, I was drawn to this class and concept after seeing the house rules.
Jazz Sedarik, Elven Fighter (Lore Warden) 2
Str: 11 Dex: 18 Con: 12 Int: 14 Wis: 12 Cha: 10
Feats: Weapon Finesse, Weapon Focus (Elven Curve Blade), Combat Expertise,
Skills (16): +6 Acrobatics (2 ranks), +4 Climb (1 rank), +7 Knowledge (dungeoneering) (2 ranks), +6 Knowledge (nature) (1 rank), +6 Knowledge (engineering) (1 rank), +6 Knowledge (local) (1 rank), +6 Knowledge (arcana) (1 rank), +3 Perception (2 ranks), +6 Stealth (2 ranks), +6 Survival (2 ranks), +4 Swim (1 rank)
Only really calculated skills and ability scores -- still need a Feat and the rest of the crunch. I'm thinking about either a 1 or 3 level dip into Rogue, as well.
For the background, how much of this world is underground, or is it mostly just going to be the campaign and our characters will likely come from places above ground as normal?

Davachido |

@garabott
Be aware you already get Combat Expertise for free so the level 2 lorewarden ability might be wasted. (I'm guessing you want it for skill points though)
Also an Elven Curve Blade isn't light so it won't get +Dex to damage from my house rule. Just want to make sure you're aware of that if that is where your build was going.
As for background, there is a few underground settlements for races such as dwarves and the usual fair. However if you want to make up a town of underground elves or something I don't mind. I generally enjoy it when players do things like that.
@Anyone wanting a second iterative attack
Sorry this came up last I ran E6 (garabotts MC ideas reminded me about it,) the only way to get a second iterative attack is be full BAB all the way. As once you reach level 6 your BAB will stop advancing for the rest of the game.

Beren Sunderholm |

Thanks for the input, that will help. below is revamped background.
background: Beren grew up in the wooded highlands of the northwest. His father was a woodcutter and carpenter, and built many of the structures in their village. When not helping his father with the woodcutting, Beren would stalk the woods hunting. Until the day he stumbled into the hops farm of the local brewer and encountered his radiant daughter Brunhild. He was instantly smitten and they hit it off immediately. Their betrothal was the talk of the territory, and would unite two of the areas prominent families.
They never made it to the alter, however. One night, as Brunhild was sneaking to a glade where they would often meet, she was attacked by a goblin scouting party and mauled by their warg. When she did not arrive Beren went looking for her and came upon the scene. He raised the alarm back in town and brought her to the local healer, but it was too late and she could not be saved. Beren took one of her braids and tied it around his neck, vowing never to remove it so he would always have his love close at hand.
What he did next was not an act of love. He led a small group of militia into the wood and tracked the goblins back to their lair. His rage was fearsome to behold, as he tore through the entire tribe, utterly destroying them and setting their carcasses alight to smolder and burn in their cave. He returned to the village but could not stay, seeing Brunhild wherever he looked.
He soon left home, taking up the name Sunderholm to reflect his shattered life. He wandered for a time, looking for some new purpose. He has fallen in with an adventuring band, finding some peace in the thrill that comes from risking his life in combat or exploring some dank tomb. While the memory of his lost love is never far from the surface, he has slowly come to grips with it. He now looks at his adventuring as a means to build a new life and hopes to one day find a place ha can call home again.

Davachido |

I'm getting my games mixed up again.
Adventuring Kit is:
2 days trail rations
a full waterskin
backpack + bedroll
2 empty belt pouches
2 sunrods
tindertwig
50ft of hemp rope
2 pitons and a grappling hook
I'm not sure which game this originate from, I could've sworn it was 3.5 but my group and I always let adventurers start of with this.

Trogg Deepdelver |

Bearded Ben here. Haven't seen any casters apply yet, so here's a dwarf druid. He's almost completely stat'd up, I just need to pick between an AC or a domain. Are there any limits on which animals I can choose as my animal companion? Can I pick ones from the Bestiaries?
Would it make sense for the party to pool resources to buy a wand of cure light wounds?

Davachido |

@Belle: I'd personally prefer that you don't, but if you really have a build you'd want to try then I'm not going to stop you.
@Trogg: If you want once I've chosen the members you can pool together and buy stuff if you wish. AC, as long as it is from bestiary 1-3 and comes under the list allowed for druids then it's fine. (you will have the opportunity to change animal companions as you level.)
@Hama: Yes, that was in there for when I last ran E6 in 3.5, had some new players ask so I just kept it in. Sorry if it caused confusion.