Finding The Fall: Moral Decay in Taldor (Inactive)

Game Master Molech

A few goodly adventurers in the Duchy of Mulcrow in Taldor, though they begin their tale fighting for justice, benevolence, righteousness and tolerance, are doomed to become tainted and jaded through their ambitious adventures, only to tragically find that they have Fallen from grace into depravity, nefariousness, and villainy.


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Here is my character's link and still working on him as I think of more content;

Cayosin Ormr I Auga

GM Race Review:

Instead of half-dragon which would probably not be accepted and really is not that cool unless added as ritual or whatever later in game, or in a Gestalt game. So instead I came up with;

Dragon-tainted Human

Humanoid (Human, Reptilian)
Size: Medium (0 RP)
Speed: Normal (0 RP)
Languages: Linguist (1 RP)
Race Language: Common(Skald), Draconic
Ability Scores: Flexible - +2 in two ability scores of choice (2 RP)

Racial Traits:

Defenses:

+1 Natural Armor (2 RP), Greater Spell Resistance - 11+Level (3 RP)

Feat:

Quick Reactions (Explosive Reptilian/Draconic) - Character automatically receives Improved Initiative. (2 RP)

Senses:

60' Darkvision (2 RP)

Other:

Hold Breath - 4x longer than normal - a much lesser form of what black dragons can do under water.(1RP)


Ok here is my rewritten background. I hope it passes muster.

Background:

Aleisah was born in the northern forests of Taldor, and was brought up in a loving family for her growing years. Her family had the faith of Erastil, and she followed that, catching the attention of a local druid of Erastil. Through him she found her companion, cutie, who she raised from a calf. She never became a druid, but found herself drawn to the defence of the woods, after she saw the damage caused by outsiders who didn’t respect them. So she became a sacred hunter of Erastil, and spent her time hunting monsters who threatened her home and the woods. She noted from time to time the large groups of serfs herded through the forests, heading to designated areas to cut wood for their masters, guided carefully by local druids. She had little contact with them, but was mildly disgusted by the large mass of ignorant peasants.
She discovered, from her master, that from time to time these peasants would escape, and that they also sometimes caused damage to the wild, or became bandits and preyed on innocents. Aliesah decided that this had to be stopped, so she, and a few others began to patrol for not only monsters that threatened, but bandits and serf escapees. What she was doing soon came to the attention of the druidic circle she was near, and they approved, recommending her to the forest warders. So she became a warder, tasked with maintaining the king’s peace in the forest, hunting down dangerous monsters and bandits. With her companion, cutie, she gained a reputation as an excellent tracker, and collected several rewards for dangerous foes. The most dangerous foe she has faced was a green dragon that she and several others fought when it rampaged through several forest villages.
From time to time she left the forest to pursue those who fled justice, entering cities and towns. She was never fond of it, but never relented. Maintaining the law protects the innocent. It is the right thing to do.

Motivations:

Aliesah is a forester, a person dedicated to upholding the law in her area as she sees that as protecting both the forest she loves and the innocents in the area as well. She dislikes bandits, but also has hunted various dangerous monsters such as the green dragon above, goblins, crazed animals and once undead that had emerged from a barrow. She also hunts escaped serfs as she feels they are most likely insipient bandits, and need to be returned to their place. She always tries to take escaped serfs, bandits and the like alive, to face justice for their wrongdoings.

appearance:
Aliesah is about 5’5”, and weighs 135lb, and is about 19 years of age. She has mousey brown hair, and hazel eyes. She wears a chain shirt and leathers on duty, over her explorers outfit. A longsword and mace hang on her hips, and she has two quivers. She has a friendly, sunny face, and smiles are frequent, but she has a serious attitude to her work.


First Submission-Lethaleen

Crunch:
Lethaleen – Half-Elven Black-Blooded Oracle of the Dark Tapestry -4
Stats Str - 14. Dex – 12. Con – 14. Int – 8. Wis – 14. Cha – 20
Init +3. [Saves] Fort +3(+4 vs Death effects); Ref +2; Will +6(+8 vs Enchantment)
BAB +3. CMB +5. CMD 16. AC 11(15 with Cloak of Darkness) Touch 11 Flat-Footed 10 (14 with Cloak of Darkness)
HP: 40 (4d8)
Languages: Elven; Chelaxian
Skills
Acrobatics: -3 (+1 Dex -4 Curse)
Appraise: -1 (-1 Int)
Bluff: 5 (+5 Cha)
Climb:2 (+2 Str)
Craft: -1 (-1 Int)
Diplomacy: 12 (4 points+ Class Skill+ 5 Cha)
Disable Device: -3 (+1 Dex -4 Curse)
Disguise: 5 (+5 Cha)
Escape Artist: -3 (+1 Dex -4 Curse)
Fly: -3 (+1 Dex -4 Curse)
Handle Animal: 5 (+5 Cha)
Heal: 2 (+2 Wis)
Intimidate:12 (4 points+ Class Skill+ 5 Cha)
Knowledge Arcana: -1 (-1 Int)
Knowledge Dungeoneering: -1 (-1 Int)
Knowledge Engineering: -1 (-1 Int)
Knowledge Geography: -1 (-1 Int)
Knowledge History: -1 (-1 Int)
Knowledge Local: -1 (-1 Int)
Knowledge Nature: 4(2 points+ 3 Skill Focus -1 Int)
Knowledge Nobility: -1 (-1 Int)
Knowledge Planes: -1 (-1 Int)
Knowledge Religion: 4 (2 points +3 Class -1 Int)
Linguistics: -1 (-1 Int)
Perception: 8 (4 points+ 2 Keen Senses + 2 Wis)
Perform: 5 (+5 Cha)
Profession: 2 (+2 Wis)
Ride: -3 (+1 Dex -4 Curse)
Sense Motive: 2 (+2 Wis)
Sleight of Hand: -3 (+1 Dex -4 Curse)
Spellcraft: -1 (-1 Int)
Stealth: -3 (+1 Dex -4 Curse)
Survival: 2 (+2 Wis)
Swim: 2 (+2 Str)
Use Magic Device: 5 (+5 Cha)
Feats
Skill Focus – Knowledge nature
Extra Revelation
Eldritch Heritage – Starsoul
Traits: Elven Reflexes; Greater Purpose
Special Abilities
Racial: Low-Light Vision; Keen Senses; Elven Immunities; Adaptability; Multietalented
Minute Meteors: I can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels (HD-2). A Reflex negates DC 16. 8 Times Per day
Curse of the Black Blood: Negative Energy affinity, -4 Dex skills, Immune to Black Blood, At Level 5 gain Resist Cold 5, At level 10 gain Resist Cold 10, At Level 15 gain Immunity to Cold.
Revalations:
Pierce the Veil: Darkvision 60ft at Level 11 gain See in Darkness
Cloak of Darkness: For 1 hour per day per oracle level, I can gain a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Gift of Madness: 1 living creature within 30 feet becomes confused for 1 round. Will Negates DC 17. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. 8 Times per Day
Spells
Level 0 DC 15: Detect Poison; Detect Magic; Read Magic; Stabilize; Resistance; Guidance.
Level 1 DC 16 6/day: Inflict Light Wounds; Entropic Shield; Cure Light Wounds; Comprehend Languages; Murderous Command.
Level 2 DC 17 3/day: Inflict Moderate Wounds; Dust of Twilight; Cure Moderate Wounds.
Gear: $2200 GP, Ring of Sustenance, Hat of Disguise
1 Hero Point

Alignment: NG:
A Good Character tries to leave the world a better place than it was when he found it, and a Neutral Character seeks moderation between the extremes, believing that they can easily go too far and cause harm.

Backstory:
Lethaleen grew up in Erages in Kyonin his parents were simple merchants but they wanted more for him and his brother Theramin so, they encouraged them to enroll in the Erages Academy when they came of age. While Theramin excelled in his martial studies, Lethaleen found himself drawn to ancient artifacts and secrets of the distant past; and then one night everything changed. On a cold, Moonless night in the winter, bandits attacked the town; approaching by stealth and killing the town guards before anyone could fight back. That nigh Lethaleen was roused from his bed by the screams of the dying, his parents pushed him out the window and told him to run he heard their scrams as the raiders found them, freighted and heartbroken, determined not to lose anyone else, Lethaleen ran to the academy and revived a forbidden artifact from the academy vaults to use against the raiders; but when he tried to activate it, Something Took Notice. The unfathomable Presence offered Lethaleen power to use as he pleased, and when he accepted, he found himself transformed. He has few clear memories after that point, but when the sun rose and the survivors of Erages emerged from hiding, they found all of the bandits dead, and Lethaleen irrevocably transformed.
Unwelcome in the village, and with their parents and most of their friends dead the two brothers swore to always protect each other and set out for Absolom to seek their fortunes and understand Lethaleen’s strange new powers. While he quickly mastered their use, the origin of Lethaleens powers proved more difficult to uncover; references in the Libraries in the Pathfinder society lead them to forgotten caverns beneath Absolom itself; what he discovered their unsettled him and raised still more questions. References to the Dark Tapestry and the enigmatic Dominions of the Black lead the two brothers to Osirion, where they made living retiveing artifacts with the help of other adventurers while Lethaleen sought more answers, eventually, in a forgotten pyramid he found another piece of the puzzle. What he found there, he would not share with anyone one, but it disturbed him so greatly that he stopped investigating his powers. After that the brothers left Osirion and (stuff involving the other PCs)

my second submission will be up sometime tomorrow, I will make an Alias when/if I'm selected.


Everything compiled together, since this post will eventually be closed to edits, I am continuously making refinements on my character at ...
Cayosin Ormr I Auga

RACE APPROVAL:

Dragon-tainted Human (13 RP)

Humanoid (Human, Reptilian)
Size: Medium (0 RP)
Speed: Normal (0 RP)
Languages: Linguist (1 RP)
Race Language: Common(Skald), Draconic
Ability Scores: Flexible - +2 in two ability scores of choice (2 RP)

Racial Traits:

Defenses:

+1 Natural Armor (2 RP),
Greater Spell Resistance - 11+Level (3 RP)

Feat:

Quick Reactions (Explosive Reptilian/Draconic) - Character automatically receives Improved Initiative. (2 RP)

Senses:

60' Darkvision (2 RP)

Other:

Hold Breath - 4x longer than normal - a much lesser form of what black dragons can do under water. (1 RP)

CRUNCH:

Cayosin Ormr I Auga
Male dragon-tainted human bloodrager (crossblooded) 4 (Pathfinder RPG Advanced Class Guide 15, 83)
CG Medium humanoid (human, reptilian)
Init +8; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 56 (4d10+16)
Fort +7, Ref +3, Will +0; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, uncanny dodge; SR 15
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 greatsword +10 (2d6+8/19-20)
Ranged composite longbow +6 (1d8/×3)
Special Attacks blood casting, bloodrage (13 rounds/day)
Bloodrager (Crossblooded) Spells Known (CL 4th; concentration +6)
. . 1st (2/day)—enlarge person (DC 13), shield
. . Bloodline Arcane, Draconic
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +9; CMD 21
Feats Arcane Strike, Blooded Arcane Strike[ACG], Eschew Materials, Improved Initiative
Traits indomitable faith, reactionary
Skills Handle Animal +6, Intimidate +6, Knowledge (arcana) +6, Perception +6, Ride +3, Spellcraft +6, Survival +6 (+8 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Languages Common, Draconic
SQ arcane bloodrage, disruptive bloodrage, fast movement, hold breath
Other Gear +1 chainmail, +1 greatsword, arrows (40), composite longbow with 20 arrows, handy haversack, bandolier, bandolier, basic maps (major landmarks only), belt pouch, blanket, flint and steel, flint and steel, knife, utility (0.5 lb), mess kit, pot, soap, torch (10), trail rations (5), waterskin (2), waterskin, heavy horse (combat trained), bit and bridle, blanket, chain shirt barding, feed (per day), riding saddle, saddlebags, 12 pp, 5 gp
--------------------
Special Abilities
--------------------
Arcane Bloodrage (Blur) (Sp) Apply a spell on yourself when entering bloodrage.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (13 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Spell Resistance (15) You have Spell Resistance.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------

RAGING CAYOSIN

--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 16 (+7 armor, +2 Dex, +1 natural, -2 untyped penalty)
hp 64 (4d10+24)
Fort +9, Ref +3, Will +0; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, uncanny dodge; SR 15, Automatic Blur: 20% chance of missing.
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 greatsword +12 (2d6+12/19-20)
Ranged composite longbow +6 (1d8+1/×3)
Special Attacks blood casting, bloodrage (13 rounds/day)
Bloodrager (Crossblooded) Spells Known (CL 4th; concentration +6)
. . 1st (2/day)—enlarge person (DC 13), shield
. . Bloodline Arcane, Draconic
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 20, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +11; CMD 21
--------------------

ENLARGED SHIELDED RAGING CAYOSIN

--------------------
Defense
--------------------
AC 20, touch 8, flat-footed 19 (+7 armor, +1 Dex, +1 natural, +4 shield, -1 size, -2 untyped penalty)
hp 64 (4d10+24)
Fort +9, Ref +2, Will +0; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, uncanny dodge; SR 15, Automatic Blur: 20% chance of missing
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 greatsword +12 (3d6+14/19-20)
Ranged composite longbow +4 (1d8+1/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (13 rounds/day)
Bloodrager (Crossblooded) Spells Known (CL 4th; concentration +6)
. . 1st (2/day)—enlarge person (DC 13), shield
. . Bloodline Arcane, Draconic
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 20, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +13; CMD 22
--------------------

CAYOSIN'S APPEARANCE, PERSONALITY, CG ALIGNMENT, and BACKGROUND:

APPEARANCE

From a distance, Cayosin looks like your typical male Ulfen Warrior who is tall, strong, weathered with red hair and pale sweaty skin. As one gets closer, they will begin to see Cayosin's eyes are more reptilian like which is why his adoptive family gave him the surname of Ormr I Auga, Skald for Snake-in-the-Eyes. If someone was to touch his sweaty pale skin, it would seem harder than usual and not sweaty at all. This is because Cayosin's skin is actually made of very very small pale skin colored scales. He is currently wearing very nice and shiny chainmail armor, and an explorer's outfit underneath acting as underarmor clothing. In addition, he has a very nice looking and crafted greatsword, a well made and used backpack, a long bow with arrows also on his back, and crisscrossing bandoleers across his chest.

Cayosin Mounted;

The same as above and he is riding a very large black horse with a long main, tail, and extra hair growth around its hooves. The horse is wearing finely linked chainmail barding and common everyday riding tack with saddlebags over the armor.

PERSONALITY

Cayosin is kind at heart, wears his feelings on the outside, and likes to party. He is very loud during combat and becomes someone else when raging. He rather tackle things on his own than ask for help unless he sees the group is necessary to meet his objectives or stay alive. At other times, he seems to flip to a more community oriented and social demeanor.

CHAOTIC GOOD ACCORDING TO CAYOSIN

Cayosin's demeanor is changing from being community oriented to independent living and seeing a group as a means to accomplish his goals instead of just being social, and for the tribe, or humanity. He follows the laws because it is the right thing to do and not because he believes in them, nor does he follow the letter of the law of the land but instead follows the spirit of the law. In other words instead of using the law or finding a magistrate to bring someone to justice, he will take the law into his own hands to save someone from injustice or a heinous crime. When he rages, he is more likely to viciously kill the "guilty" than when he is not raging. This is when the evil dragon's blood is coursing through Cayosin's veins the most.

BACKGROUND

Hailing from one of the few rural Ulfen settlements that were established after the raids on Taldor, Cayosin (Draconic for Blade) grew up a "normal" human Ulfen male Barbarian Warrior with his close knitted adoptive family and tribe. As he grew older, his priorities shifted from the tribe to his own desires. Slowly his desires for wanderlust, wealth, and power became more important than family and tribe. For this reason, he was seen as an outcast, a lone wolf, a danger to the tribe, and banished from the tribe by the Tribal Leaders. Unbeknownst to him and kept secret from him by the tribal leaders and his adoptive parents was his draconic ancestry which was probably the most significant reason why he was banished after showing signs of evil dragon sickness. Cayosin is a decedent of both the Ulfen people and the Infamous Black Dragon, Esaolathus, who hunted the Taldan region and raped one of Cayosin's female ancestors as a form of torture to degrade her in every way rape degrades a woman. Cayosin knew he was a little different from the others but the elders and shaman just told him he was just blessed by Torag. After being banished, he began to learn more about his roots as more draconic-like abilities became prevalent and learned Draconic to honor his roots. In addition, he started to worship Apsu even though the Good Dragon Deity is not commonly worshiped by the Ulfen people or Taldans. He paid for his linguistics lesson in Draconic by hiring himself out as a sellsword to wealthy merchants, property owners, Taldan Royalty, and etc for protective details and asset protection. At the time, he satisfied his need for wanderlust, greed, and power by travelling, earning a lot of gold, and gaining prowess in both combat and magic. No matter how good Cayosin tries to be, the rage of an evil dragon burns brightly within him, and is slowly corrupting him. Now that he has grown bored of his current profession, he is seeking adventure elsewhere.

If you haven't caught it yet or not a history buff, the Fall of Rome or Late Roman Empire period is the inspiration behind the history of Taldor. Except instead of Ulfen and Taldor, it was the Vandals and Rome.

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Im working on a second submission. Here is my custom race.

Type Humanoid (gnome, amphibian) 0 RP
Size Small 0 RP
normal Speed 0 RP
climb 20 ft. 2 RP
swim 20 ft. 2 RP
Ability Score Modifiers Standard (–2 Str, +2 dex, +2 Cha) 0 RP
xenophobic Languages 0 RP (gnome, aquan) + bonus
dark vision 60 ft. 2 RP
light blindness -2 RP
greater sr 3 RP
terrifying croak 2 RP
prehensile tail 2 RP
amphibious 2 RP

Originally a gnome Felix was experimented on by a group of alchemist trying to splice animals with humanoids. He has bits of gnome, frog, monkey, lizard, snake, and probably some others. The combinations of creatures being magically and chemically combined with his body gave him and inherent resistance to magics and screwed with his eyes and brain.


Is everyone who makes a custom race going to choose Greater SR? Is it too hard not to?


Technically speaking SR fits my character's race.


2nd Character Crunch, background tomorrow unless close is in the morning ... lol

Ikari Chanbara:

Ikari Chanbara
Male elf monk (unchained) 4
LN Medium humanoid (elf)
Hero Points 1
Init +7; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 Wis)
hp 44 (4d10+4)
Fort +4, Ref +7, Will +4; +2 vs. enchantments
Defensive Abilities evasion; Immune blindness, dazzled
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 nine-ring broadsword +8/+8 (1d8+4/×3) or
. . unarmed strike +8/+8 (1d8+4)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks flurry of blows (unchained), stunning fist (6/day, DC 15)
Spell-Like Abilities (CL 4th; concentration +4)
. . At will—light
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 10, Int 10, Wis 17, Cha 10
Base Atk +4; CMB +7 (+9 grapple); CMD 25 (27 vs. grapple)
Feats Dodge, Dragon Style[UC], Improved Grapple, Improved Unarmed Strike, Quick Draw, Run, Stunning Fist
Traits reactionary, wisdom in the flesh
Skills Acrobatics +9 (+13 to jump with a running start, +13 to jump), Diplomacy +7, Perception +9, Sense Motive +9, Stealth +9, Survival +8
Languages Common, Elven
SQ fast movement, hero points, ki pool (5 points magic), ki power (slow fall), lightbringer
Other Gear +1 nine-ring broadsword, crossbow bolts (20), light crossbow with 10 bolts, amulet of mighty fists +1, basic maps (major landmarks only), belt pouch, blanket, flint and steel, hemp rope (50 ft.), knife, utility (0.5 lb), masterwork backpack, mess kit, soap, trail rations (5), waterskin (3), 4 pp, 1 gp, 1 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Slow Fall (Su) As an imm action, use 1 ki to negate fall damage for distance where adj to a wall.
Stunning Fist (6/day, DC 15) You can stun an opponent with an unarmed attack.
Wisdom in the Flesh (Diplomacy) Diplomacy becomes a Wisdom-based, class skill.

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Quick Background Synopsis:

Ikari was drow baby found after a drow and human battle.
Dropped off at a local monastery.
The monastery taught him way of the Dragon Style
In addition, performed the Lightbringer ritual on him and taught his Irori's Wisdom in the Flesh Diplomacy.

In summary, they were trying to remove the drow from Ikari by enlightening him. However, it is written he will eventually turn his back on the order and begin a path of darkness.


Dotting.

Got a Human Cleric all ready to go, but unable to post a Crunch/Background until the GM gets back to me about the whole, alignment/domain/deity/falling thing, which unfortunately is a large part of a Cleric's Crunch+Background :(


And, Sneaking in just under the wire, is Anders.

Crunch:
Anders- Aasimar Untouchable Rager Primalist (Bloodrager) -4
Stats Str- 18. Dex- 14. Con- 18. Int- 7. Wis- 14. Cha- 9.
Init +4 Saves Fort +8(+11 vs Magic); Ref +3(+6 vs Magic); Will+3(+6 vs Magic)(+8 vs Illusions) .
BAB +4. CMB+8 CMD 20. AC 16 Touch 12 Flat-Footed 14
HP: 56 (4d10)
Languages: Celestial, Hallit
Skills
Acrobatics: 2 (+2 Dex )
Appraise: -2 (-2 Int)
Bluff: -1 (-1 Cha)
Climb: 4 (+4 Str)
Craft: -2 (-2 Int)
Diplomacy: -1 (-1 Cha)
Disable Device: +2 (+2 Dex )
Disguise: -1 (-1 Cha)
Escape Artist: +2 (+2 Dex)
Fly: +4 (2 Points +2 Dex )
Handle Animal: -1 (-1 Cha)
Heal: 2 (+2 Wis)
Intimidate:-1 (-1 Cha)
Knowledge Arcana: -2 (-2 Int)
Knowledge Dungeoneering: -2 (-2 Int)
Knowledge Engineering: -2 (-2 Int)
Knowledge Geography: -2 (-2 Int)
Knowledge History: -2 (-2 Int)
Knowledge Local: -2 (-2 Int)
Knowledge Nature: -2 (-2 Int)
Knowledge Nobility: -2 (-2 Int)
Knowledge Planes: -2 (-2 Int)
Knowledge Religion: -2 (-2 Int)
Linguistics: -2 (-2 Int)
Perception: 6 (4 points + 2 Wis)
Perform: -1 (-1 Cha)
Profession: 2 (+2 Wis)
Ride: 2 (+2 Dex)
Sense Motive: 6 (4 Points +2 Wis)
Sleight of Hand: 2 (+2 Dex)
Spellcraft: -2 (-2 Int)
Stealth: 2 (+2 Dex)
Survival: 7 (2 Points +2 Wis +3 Class)
Swim: 4 (+4 Str)
Use Magic Device: -1 (-1 Cha)
Feats
Power Attack
Step Up
Traits: Reactionary, Skeptic
Special Abilities
Racial: Darkvision 60ft; Skilled; Deathless Spirit; Daylight
Fast Movement
Uncanny Dodge
Blood Sanctuary: +2 bonus on saving throws against spells that an ally casts.
SR: 12
Bloodrage: Enter Bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Disruptive Bloodrage: the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Superstition: +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Witch Hunter: While raging, gain a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels.
Gear: Adamantine Greatsword , Chain Shirt, 3350 GP
1 Hero Point

Alignment LG::
A Lawful Good Character tries to leave the world a better place then he found it, following a code; in this case, Justice, Punishing the wicked for their crimes, and rewarding the just for their good deeds fairly; giving both exactly what they deserve, no more, no less.

Backstory:
Anders was born in Razmiran, His father died when he was very young and he and his mother were taken in by the local temple of Razmir. Anders grew up in the temple, surrounded by luxury, as the “Blessed of Razmir” Paraded about as a sign of Razmirs Divine power, pilgrims came from far and wide to see him, and he believed it all, how could he not, he was just a child, and it was all he had ever known. This continues for several years until his mother got sick; she had always been weak, but as Anders reached maturity she took a turn for the worse.
When she got sick, Anders Prayed to Razmir, and when she died, he was heartbroken; He asked why Razmir had not answered their Prayers, why none of the priests had cured his mother, The head Priest, a man named Jeremiah told him that she strayed from the true path, and lost faith, but Anders knew that this was a lie; He had been with his mother in the days and hours leading up to her death and her faith never wavered. So, He waited until the next Grand service and snuck into Jeremiah’s personal quarters; there he discovered the truth; Razmir was a sham, the vast powers his priests welded were merely trickery and illusions, used to keep themselves powerful and wealthy. When he confronted Jeremiah with this, the man laughed and told him that he would not be allowed to tell anyone, and attempted to make him obey, He was shocked when the spell failed to work, and fled in terror. Anders revealed the truth of Razmir to the town, and fled, just ahead of Jeremiah, who had returned with a small army. Anders travelled the world, righting wrongs, upholding justice, he spent some time in Numeria, where he acquired his sword, and eventually met the other PCs and found himself in Cassomir.

Personality:
Anders is a just and fair minded person, he approves of fair and honest dealings and dislikes excessive trickery and deception, especially when used selfishly at the expense of others. Due to the revelation about Razmir and his preists, Anders believes that all magic is illusions, and doesn't work if you disbelieve it. He dislikes magic users, especially ones who try to use their power to lord over others, although he is willing to work with them if necessary.


Okay, I'm back. I hope everyone's weekend was as awesomely spectacular as mine!

@Ginga Ninja, Give me a bit of time to look at your question and reply... (I'm getting ready for work right now.)

Everyone else, I'll close out Recruitment in a few hours, so.... Last Call.

I'll be looking at the submissions over today and tomorrow and post our Group sometime Wednesday evening (I'm Eastern Time Zone USA).


Seeing as this closes in a couple hours and it usually takes me all day, I submit to you

Wulfrun

I would have to level her up, modify the stats and buy equipment and add a little more history to bring her up, but I might not have that kind of time before it is too late. Thank you for any time and consideration.


For PC proposal purposes -- MAKE SURE THE FLUFF IS COMLETE.

That's what I'm really looking at for a group: background, alignment, personality, your idea of a catalyst for a Fall sent via Private Message (not posted for everyone to see).

Grand Lodge

I'm relatively done with fluff... Just needing to get it up.

Sovereign Court

I'll get Crowik's fluff up in a second...

Edited Backstory:
Crowik was raised in the city. His parents where poor, so they sent him to the local monastery of the lotus, where he learned the basics of monk training. He set out to further his studies on the road, but as he went on he became infatuated with alcohol. He often became drunk, and was given the nickname honky because he would make honking noises when he was drunk.

He learned from an old hermit monk how to draw power from his drunken state, making him a drunken master himself. The hermit died of old age before Crowik could finish training, so he left and began to train himself in the art of the drunken fist.

He often works for small towns only asking for ale or wine in return for his aid. He is a wanderer, never staying in any one place, never fitting any one idea.

Now he travels around upholding the good laws of the lands all for the price of good ale.


Unfortunately flight issues and the lack of a real keyboard to type up everything I wrote means I probably won't make the deadline - I'm trying to get things together now. Alas, but so it goes! Everyone have fun, I'm pretty sure this is gonna be a killer game.


Ikari's info; I plan to refine a little more in content and grammar. This is more of a rough draft and show where I am going with him.

IKARI BACKGROUND:

Ikari was a dark elf baby found after a terrible dark elf and human battle by a human female field nurse. Since no one either wanted or could not care for the child for whatever reason, the child was dropped off at the Dragon Fortress Monastery in Taldor and raised by the monks. The monks did everything to get the drow out of the child and named him Ikari which means angry because Ikari had a lot of it growing up which some monks believed it was Ikari's heritage, while others believe it was Ikari personality, and still others believed it was something else like teasing from the other monastery children or no real identity. After making lead way on Ikari's anger, they wanted Ikari to be able to see in the sunlight without being blindness and bring light to darkness, so they performed the Lightbringer ritual on him. Being a dark elf, the Lightbringer ritual was successful and now Ikari can see in daylight, bring light to darkness, and can not be blinded by what is pure (light). Ikari excelled in swordplay during monk training and was given the surname of Chanbara, which means sword fighting, when he graduated and was sent out on sabbatical to discover himself, the world, and maybe bring back that wisdom to the monastery once he was finished. Ikari's travels has made him both swift footed and to the location where everyone is gathering.

IKARI's ALIGNMENT - LAWFUL NEUTRAL:

Being both a traditionalist and modern martial artist (Kyokushin and Krav Maga), I am going to say that Ikari's Lawful alignment is from the continuous discipline and practice required to study martial arts properly so you can correctly perform kata and destroy opponents in a fight without injuring yourself, tiring out, and opening yourself up for a counter. In addition, following the path of Bushido, Zen, or in the case of Ikari, a monk order also requires one to be lawful or have some order. As for the Netural part of Ikari's alignment, that is more how he truly feels about life, balanced or ye and yang. In summary, Ikari comes up to an opponent and that opponent wants to kill him. Ikari then needs think about if by killing this man, will it be good for balance or not. After that decision is made, then he must use the directives of his monk order in either preserving or destroying the man's life.

IKARI PERSONALITY:

Ikari is disciplined, calm, clean, and does everything to hide the fact that he is a dark elf. He always asks questions before acting waiting either for himself to answer or someone in the group to answer. He first prefers diplomacy over violence. He never yells in anger and only lowers or raises his voice depending on the situation. Ikari is patient and never in a hurry. He begins the day with meditating, warming up through kata, and grooming himself, and then ends the day the same way.


Alrighty, Recruitment is now closed.

In a couple hours I'll post all the candidate PCs that I have and start really looking through them so as to find a good group.

Tomorrow evening I'll post the PCs that I think most fit together as a group for this campaign.


Okay, here are the PC proposals I have.
(Please check to see if I missed yours or if something I have of your PC is incorrect):

in no order

Name, Alignment Race Class
Ikari, LN Drow Monk (Unchained)
Cayosin Ormyr I Auga, Dragon-Tainted Human Bloodrager
Crowic, LN Tengu Monk, Drunken Master
Galiven Oldwood, NG Oread Druid
Wulfrun, NG Human Cavalier (Star Order)
Anders, LG Aasimar Bloodrager
Lethaleen, NG Half-Elf Oracle
GingaNinja's Human Cleric
Aerodus Aluain, NG Aasimar Cavalier (Dragon Order)
Felix, Amphibious Gnome
Raggo, CG Dwarf Bloodrager
Gregary Crawley, LG Human Magus
Aliesah Leafborn, LG Human Inquisitor, Sacred Hunter of Erastil
Kain, NG Human Magus
Aubrie, CG Aasimar Oracle Seer
The Falcon, Kitsune Rogue/Sorcerer
Menas Torino, NG Human Wizard
Terra Minora, CG Aasimar Cleric of Calistria
Friar Fatling, NG Halfling
Ravenfall's Elf Sorcerer or Alchemist


DM Ray, Ikari is Drow in spirit but not race.


Wow, 20 characters

Dark Archive

You got Crowik and Galiven, I'm good.


I'm going through the submissions now and have 8 or 9 that I think would play really well in the group. I'm sending PMs out to most Players and will wait up to 24 hours to give a chance for replies.

Meanwhile, let's start a discussion of what kind of PbP and game-style we all like.

Starting with this: What are your feelings / advice on doing this PbP with more than 4 or 5 PCs? Consider that while I am a looong time DM who loves to play with large groups of PCs, I'm also very new to PbP and we lose so much when not around the same table. What are your experiences?

Hey, also, who are our grognards? (Favorite old settings, monsters, famous villains, etc.)

....

The campaign I'm designing is pretty linear at first -- that'll give us a chance to get to know each other, both as gamer-types and our PCs mechanics. (It's also easier to focus on our starting Good Alignments with a typical adventure.)
Then we'll get more sandboxy as you guys learn the various NPCs in the Taldane region and their politics and such. This will give us time to get into each of the PCs' character backgrounds and make some group & individual plans.
Then we'll keep going with linear adventures inspired by the group dynamic and events that I see taking place, both inspired by the PCs and from outside sources.

Liberty's Edge

To most but not all right...? Coz I didnt get one. :-( Hahaha

As for the pbp advice, I haven't run one but I enjoy games that give the players lots of time and freedom to interact together in relaxed times. It builds character tension.


Pathfinder Adventure Path, Rulebook Subscriber

I think it's doable, particularly since you'll likely lose a couple of players pretty early on, seems like you can count on 1-2 leaving/vanishing in fairly short order. Having more would also mean that the group doesn't suffer if someone can't be around for a few days for some reason or has a prolonged absence.


If you're going to do more than five players, PbP is the way to do it, imo. It gives everyone equal time to interact and react, rather than around a table where everyone's clamouring for a turn and a lot of time ends up getting wasted. It's still HARDER than a smaller group, of course, particularly when combat rolls around and you're waiting for someone to take their turn, but it's easier than trying to do it at a live table imo.

You lose a lot of that personal level interaction, true, but it can help bump the in-text character interaction up a notch. You just have to be careful not to end up overextending yourself, just like with anything else.


I actually disagree that one loses a lot from not being around the table. The camaraderie takes a lot longer to build, but it's not gone and I'm actually a bigger fan of PbP than I am of tabletop - there's SO MUCH MORE TIME to build your character and to express who they are.

In that, I agree that I prefer relaxed timelines and an encouragement of in-character interaction. I prefer a lesser volume of combat encounters (in tabletop and in pbp, though more in pbp) because of the amount of TIME that combat takes and how a lot of encounters are there strictly for exp. For that reason, I prefer leveling up to be narrative - no reason to pack on extraneous combat.

When I GM, I usually accept six players because I anticipate that two will leave. I prefer, however, having a party of four for normal, classic adventures. Larger parties are nice for some things - one game, I invited eight and split the party all the time. For Kingmaker, I prefer larger parties as well.


From experience, more than 4-5 players is doable, but has its pro's and con's just like everything else. Its a bit more forgiving in phb, because it someone becomes inactive, you are not quite as screwed as you would be if you had (say), a 4 person party. On the other hand, having 8 different alias posting making it difficult to identify with every character just due to the size of the party.

I think it comes down to whether you can handle an 8-9 PC combat encounter more than anything else.

Also @Aerodus Aluain

He made the pot 20~ mins ago, and at last count there were 20 odd submitted characters. Its going to take him a long while to finish PMing people, so just wait a while =]

Liberty's Edge

Ah I am just joking. I know he is just busy. :) Besides, even if I dont get in, the character was fun to flesh out. :)


Also! PbP is another one of those formats where, as long as you have a dedicated player base, a smaller party or two or three players is also possible. In tabletop, it always seems too quiet, but via PbP it can get REALLY personal which is super cool.


The internet just ate everything again. And I just realized that my posts didn't go up. So here is my magus.

Background

Spoiler:
Kain Hass is a free spirit and hates to be tied down, unless there is nudity involved and then he will give it a go. The desire to do what ever he wants when ever he wants is one of the many reasons he left his home in Lastwall. His parents are part of the Cleregy there. His mother a Cleric and his father is a Paladin. His mother, Cassandra, is from a family that dates back generations in Lastwall. She is a kind and friendly woman dedicated to the healing arts. While his father, Lothar, is originally from a Taldan noble family. Lothar is a noble, he is polite and commanding. Never crule but not paticent Lothar and Kain have butted heads many times over the years. Kain was raised to worship Iomedea but his heart was never in it. Her rules were too strict for him. Both parents expected their son to follow in their footsteps and join the church in one form or another. Kain, being young and raised on tales of glory decides to strike out on his own and earn his own fame instead of riding on his parents coat tails.
He left Lastwall on a Caravan headed for Taldor with pleanty of money to spend. He had convinced his parents he should see some of the world and his father decided he shoulld meet his grandparents in Taldor. The boy would do his duty one way or the other. Kain safely arrived at the Noble House of Hass and quickly grows bored with it, there was at least the chance for adventure in the Church. All this Noble House wants him to do is be a Lord which is a lot of paper work. But his Grandfather, Patrick Hass, understands and tells the Kain to go sow his wild oats. So Kain does. He spends a few nights in the city drinking, fighting, and whoring. And he has never felt so alive. Wanting to make it on his own Kain begins taking odd jobs finding people or items. Kain slowly grows more skilled at blending Arcane magics and his blade. On one trip in to the swamps outside of Cassomir he finds a beautiful long sword that talks to him. The sword recommends traveling further out fromt the city. There is only so much that can be done here. This was a few months ago.

Alignment = NG

Spoiler:
Neutral being a willingness to be 'flexible' with the law but still needing some form of structure. The law has a purpose but it sometimes needs to be broken or is just a bad law. Good reflects the morals he was raised with. Be noble, brave, and just.

Personality
Spoiler:
Wild and free spirited is what Kain is. Freed from his assumed destiny Kain is attacking life with a wild abandon. If he hasn't done it before and it sounds life fun he is in. Kain loves people especially beautiful wemon, specifically the red heads. He is loud and tends to think his is more charming that he really is. Coming from money Kain is unacustomed to doing with out and when he has money he spends it on fine food and good drinks. He genuinly wants to be a hero and is always looking to save something or someone. He is waiting for the day when he gets to save a Damsel in Distress.


I totally agree with everyone on the larger groups in PbP. I also love the freedom to really flesh out a character. The email allows for legit secrets. And due to how PbP works I have time to think out my actions and words. Plus my Goblin Barbarian sings, a lot. That game is so much fun. We all sing to each other and that would only work in this format.


I'm curious (and you guys have more PbP experience than I); why do you think so many PCs who get chosen for campaigns drop out -- especially unexpectedly?

I thought I was reasonably clever in dragging out this recruitment to see who would stick around and show genuine interest (AND, of course, out of necessity because this is my first time & it wasn't my idea for a campaign). I also think doing so much through PM helps -- it just feels more personal.

The other PbP that I'm in started with two groups with 13 total PCs, and quickly whittled to one group of five. Everyone who did drop out explained that the pace was just too fast -- one post per day OR MORE for the first four weeks or so. It was a bit confusing and easy to get lost amid all the action in the game, combined with quick posting.

I think that of the 11 PCs that I'm seriously looking at I only see one potential reason some Players would drop out (other than DM-blunder which is possible!): Some PCs look like they'll be typical, rowdy-fun adventuring types and others look like more in depth, novel-writer PCs. I want some of each because, while I prefer a game that's more in-depth and story driven (written with good grammar!), god - damn, that rough & rowdy fun stuff is just fun!

My hope, is that if a few Players do decide that this campaign isn't for them, they either bow out now after asking some thoughtful questions (confirming their concerns), or at least let us know after the game begins that it's just not what they were expecting.


Something important I just thought of:

I prefer an R Rating for games. I don't like gratuitous or out-of-place disturbing elements, being obscene for obscenity's sake, but when it's appropriate, expect it to be dark.

Liberty's Edge

Sometimes, I imagine, people find themselves not enjoying the party dynamic they end up in. A lot of PbP games suffer from one thing, you kinda come in cold. Like if you have a regular face to face group, one that you have had for years, when a new game starts you all get together and decide connections and weave a backstory together. A lot of PbP games I have seen don't have that. I think it takes away from the game.

EDIT: That isnt to say I agree with drops, I don't. I just understand why some people might have a hard time.


I've spent lots of time going through everyone's Profiles, reading some posts, exploring current and previous campaigns -- maybe that will help. (I hope you've gone through mine.)


Wonderful! I love dark games. In one game I am in one player dropped because he couldn't connect to his PC. And the other just stopped posting. For some people more than once a day is too much. Maybe the game wasn't what they thought it would be. Or they are already in too many games and have to drop. Sometimes life gets in the way.

I am looking forward to really fleshing Kain out and seeing how far down the rabbit hole I can go


I try to stick around for the first few weeks until it slows down (like in an aristocracy game I'm in, I was inactive for a couple of weeks because I couldn't handle the pace) but usually when I drop a game it's because I thought I had the time or the motivation and I actually didn't.

Also, I appreciate the R-rating. I appreciate disturbing story elements maybe more than I ought to.


In my experience there are two main reason's why PC's entirely drop out. Firstly, real life issues happen, and obviously, leads to a change in priorities and so on.

The second issue is when players lose interest in the campaign because its moving so slowly. When the gameplay thread is moving everything flows, but when its stop start posting, motivation and interest starts to droop. One of my favourite games atm is the Rise of the Runelords AP, because everyone just posts when they can, and we end up getting a fairly significant amount of roleplay / posting done over the course of the day.


Okay folks, here's a little more transparency (or a Heads-Up) about my DMing so if it doesn't sound like your bag you can withdraw. (I've narrowed it down to 12 good PCs and really want to get down to 7 or 8.)

1) As DM you guys are a bit more powerful than standard PCs: Max HP, reroll 1s on Healing, 2 Ability Score points at 4th & every 4 levels -- but SO ARE THE MONSTERS. I've mentioned this already but expect monsters to be built differently than the Bestiaries. Max HP, maybe Toughness & Improved Initiative for free -- etc.
You will only know the monsters with the appropriate Knowledge check.

2) As a Play by Post DM expect me to be in the relative Dark Ages with technology. I'll create a Campaign journal on ObsidianPortal.com and try to learn some mapping websites but it may be slow in coming and may never reach some other DMs' abilities for technology use in PbP games.

3) I'm not a fan of battlemat usage in combat. You want to Flank? -- tell me. You think you get an AoO, mention it. Wanna put your fireball where it gets the bad guys but not party members and you can, pretty much automatically. I'm pretty good at keeping a combat (over the table, at least) clear, concise and quick, all without the damned battlemat. And fair.

4) I'm a Languages Nazi and THERE IS NO "COMMON"!

5) Expect old monsters and old Grognardian references.
An early example that won't spoil anything is a 1stEd monster called a Xvart. You guys will fight a few Xvarts and, if you're so inclined, learn about their Demon-Lord, Raxivort. Grognards will remember Xvarts and will remember that Raxivort was once a slave lord under Graz'zt's banner. And I'm telling you, if you've never heard of Graz'zt then there are several things in this game that will be somewhat less fun.
....A few months ago in my "Abraxas Gambit" campaign I introduced a couple of Mind Flayers to my group hoping for a dramatic moment for the 5th level PCs. When they entered the room in the dungeon and I showed them an illustration of the monsters inside (Illithids), I was hoping for the appropriate run-like-hell reaction that accompanies 5th level PCs when they see the psionic brain eaters. ... I got cricket chirping. They didn't know wtf a Mind Flayer was.
How sad.

(Have no fear; they learned quickly.)


I have been playing for, hell, quite a while. I first started in 1981. I have played in greyhawk, mystra, eberron, the forgotten realms, the known world, ravensloft and many others. (Golarion of course)
Favorite modules:tomb of horrors, temple of elemental evil, against the slaverlords, the giant series, the drow series, the demonweb pit, paladin in hell, savage tide, the bloodstone series, return of the lizard king and lots of others.

I have played every edition except 4th (which I didn't like) and 5th (which I also don't like)

I remember xvarts and graz'zt, him and his wavy bastard sword.

Good times. More to come.


Wow! Talking about going down Grognard lane of Nostalgia! I had a pretty good fight with an Illithid as a 2nd Edition Psychometabolist and let's not forget the nice little fight in Expedition to the Barrier Peaks? That was a really nasty fight! The character that fought the Illithid is in my alias tab and being modified with Pathfinder Ultimate Psionics.


Barrier peaks...yes. laser guns, androids and vegepygmies. In AD&D.


I have this! An alias!


Mention Barrier Peaks without mentioning the Froghemoth?!


How could i have left froghemoth out.
:(

Well it has been a long time


DM Ray wrote:
Mention Barrier Peaks without mentioning the Froghemoth?!

Oh my character's hide did not forget Kermit at

encounter 18:

FROGHEMOTH: AC 2 (tentacles)/4 (body)/6 (tongue), Move
2”//8” (4” in swamp), HD 16, hit points 21 (per tentacle)/105
(body)/14 (tongue), 1 or 4 attacks, damage per attack is 5-
50 or 5-8. Fire does not harm the froghemoth, but it has a 20%
chance of driving the thing back for 1 round (this includes
laser shots). Needlers and gas do it no harm. Cold slows it to
half speed and attack rate for 1 round. Lightning does 1 hit
point per die of damage. Blasters cause normal damage, as
do regular weapons such as swords, spears, etc. The creature
is non-intelligent and larger than man-sized. USE ILLUSTRA-
TION #33 if encountered on the bridge.

Dark Archive

AD&D is nice. I found one of the forgotten realms example quests quite nice. One was to destroy old magical items in a old school of magic before a tyrant could get them and use them to destroy his enemies. Unfortunately for him, the headmaster is still alive (and quite insane) and uses the spell imprisonment on him.

It was quite nice, the headmaster thinks your star pupils and is berating you on not doing your "studies". He's harmless as long as you don't attack

3.5 and older D&D, that's me. I even play DDO(D&D online).it keeps some good stuff and shoves you into Eberon. Warforged and scrow! (A scrow is short for scorpion-drow, much like drider is short for drow-spider. Warforged are awesome constructs you can play as, but they dumbed down the warforged. Now he can get poisoning and disease because he is also made of wood. Well, as if rust monsters weren't enough!)

Grand Lodge

DM Ray wrote:


....A few months ago in my "Abraxas Gambit" campaign I introduced a couple of Mind Flayers to my group hoping for a dramatic moment for the 5th level PCs. When they entered the room in the dungeon and I showed...

Well the dreaded mind flayer! (Except for Fred, he's a nice illithid)At least it wasn't a beholder, eh? Those things would have melted your fighters while making your mages absolutely useless

And to make it worse, it ends up being a death tyrant! Undead beholder no-no like you

Pathfinder takes away a lot Of the iconic D&D monsters, the eye tyrant deserves a spot on your list paizo!!!!!

I do try to keep player knowledge from character. But obviously I know what a goblin is, and a kobold. Not any history or religion, but definitely what it looks like! That's character knowledge. I don't know dinosaur exist, no turning into T-Rex as soon as I can do that :)

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