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Initiative Kilthan Hammerstone - Below Ground: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (7) + 3 = 10
Initiative Skorhald Warsong: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative Justin D'Rite: 1d20 + 0 ⇒ (11) + 0 = 11
Initiative Rohara Acharya: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Monster: 1d20 + 2 ⇒ (2) + 2 = 4
Justin grabs the griffon and summon the magnificent creature. Unfortunately, instead of a typical griffon, something that looks like a griffon that has come from the abyss arrives instead. It goes to attack!
For simplicity I will leave you all where you were for the vrock attack
Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit.
Culture Roll = 9 Civilized
Your character was born and raised in a Civilized culture. You could be from this city or another before you came here. Civilized cultures are noted for Central governments, royal civil engineering, wizards, thieves, naval warfare, and of course taxmen. Examples would be Feudal Japan, or Tolkien's Gondor.
Civilized folk feel more comfortable in the city than outdoors.
You had a chance to develop a hobby.
Social Status = 73 Comfortable
You were the middle class of your civilized culture. You lived in a clean place in a good neighborhood. You ate well regularly, had nice clothes, and access to some books.
Examples in this SS would be scribes, some craftsmen, professors, highly skilled laborers, lower government officials, low ranking military officials, etc.
No adjustments to your starting money. There is a chance you have a family heirloom weapon.
First roll d100 for a chance at a hobby. Then roll d100 for a chance at an heirloom weapon.
Next up for rolls: Roll 1d20 for legitimacy. Then Roll 1d20 for Family.
Don't worry about how your background will affect you, like money until everything is done. It may go up and down a bit.
Culture Roll = 2 Nomadic
Your character was born and raised in a Nomadic culture. As such those cultures were mounted or uses beasts of burden for transport. Examples to think on Ancient Huns, Gypsies, or American Indians. Ride Skill will be a Class Skill no matter what class you take
Social Status = 8 Destitute
For whatever reason your standing in that Nomandic culture was destitute. Depending on how you envision your characters's Nomad culture, you and your family lived to survive and not much else. You start with 25% of the normal starting wealth
Next up for rolls: First Roll 1d20 for legitimacy. The Roll 1d20 for Family.
You will be starting in Sargava in the city of Eleder which will take the place of Sasserine in Greyhawk/Player's guide.
Most of the Waterfront District’s citizens learn to swim at a very early age, and take to the water as easily as land.
District: Azure (Waterfront).
Benefit: You gain a +2 trait bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on initiative checks.
Normal: Without the benefits of this feat, a character swims
The blood of an arena champion flows in your veins, giving you a thirst for glory and a drive to succeed.
Benefit: You get a +2 trait bonus on Intimidate skill checks. In addition, whenever you successfuly demoralize an opponent using the Intimidate skill during combat you are immediately healed of 1d4 points of nonlethal damage.
Self control and discipline are the birthright of many who grow up in Champion’s District, and you strive to uphold
Benefit: You get a +2 trait bonus on Will saving throws against charm, compulsion, and fear effects.
You are always on the lookout for treachery and wrongdoing, like many of the other people from Cudgel District.
Benefit: You get a +2 bonus on Sense Motive skill checks. However, the DC to take an object from you through the Sleight of Hand or to use the Feint combat maneuver increases by +4.
Growing up around the merchants of this district made you glib and gave you a keen eye for value.
Benefit: You have already made quite a bit of money, and have a knack for making more. You gain a one-time bonus of 300 gp to your starting cash. In addition, whenever you sell an object, you can make an opposed Diplomacy check to automaticaly sell an object for 5% over its asking price.
You attended one of several academies in this district, during which you were schooled in the finer arts of being an aristocrat.
Benefit: Pick any three Charisma or Intelligence based skills. These three skills are always considered class skills for you.
In addition, you gain a +2 bonus on Knowledge (history) and Knowledge (nobility and royalty) checks, and may use these skills untrained.
Knack for Magic
Magic is not that mysterious to you, and its gifts have made your life a little easier.
Benefit: You get a +2 trait bonus on Spellcraft skill checks. In addition,you have an innate talent for magic, granting you the following spell-like abilities as a 1st-level caster: 1/day—detect magic, light, and prestidigitation.
Child of the Shadow
You were raised in the streets and back alleys of Shadowshore and have refined several talents and tricks valuable to survival in this neighborhood.
Benefit: You know Sasserine’s black market quite well, and need not make checks to locate its outlets. Further, in other cities, you have a knack for rooting out the underground markets. You gain a +2 bonus on Diplomacy and Gather Information checks made to learn about a city’s black markets.
You are also adept at fighting in confined areas, such as narrow city alleyways or crowded taprooms. Enemies cannot gain cover from you around a corner.
Student of Nature
The wild has always excited you with its simple beauty and majestic creatures. It is no wonder that many of your talents let you better enjoy the natural world.
Benefit: You get a +1 bonus on Handle Animal, Knowledge (nature), and Survival skill checks. You also get a +2 bonus on Fortitude saving throws to resist special attacks from plant creatures
For those I invited to this game, here are character creation rules:
It will be a 35 Character Point game, meaning that your Race Points and your Build Points must total 35 added together. So if you play a 10 point race it will be a 25 point buy, but if you play a 15 point race it will be a 20 point buy.
For math lovers: BP+RP=35 or if that doesn't makes sense 35-RP=BP
Starting Stats Minimum 8 and Maximum 18 before any racial adjustments
Race – Any Paizo Non-Core. Alternate Racial Traits are approved.
Examples of Races and their Race Point Values:
Aasimar 15 RP
Class - Any Paizo class except Core Rule Book classes. Any archetypes and prestige classes are fine. Alternate Favored Class choices are approved. Use Golarion deities.
Feats – Any Paizo feat should be accepted with the exception of leadership and antagonize. Also creation feats will be limited to potions, scrolls, and wands. As a houserule, the following feats are automatically known as long as you meet the pre-reqs for them: Weapon Finesse for light weapons, Power Attack (Str 13 and BAB +1), Deadly Aim (Dex 13, BAB +1), and Combat Expertise (Dex 13). This also applies to monsters!
Traits - Any one Trait picked by you, and 1 Campaign Trait modified from the Player's guide. The Campaign trait will be determined by or choices limited partially by your random background rolled. (See below).
HP – Max @ 1st level, 1/2 dice+1/2 for each following level (ie 1d8 -> 1d4+4)
Cash – Maximum starting cash for your class, but could vary after determining your background rolls (See Below)
I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses are from training and experience and not magical.
Every level you can choose from one of the following five categories (Melee, Ranged, Armor, Shield, Saves). You will get a +1 bonus to that category everytime it is chosen. You can choose any one of the five once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) This starts at 1st level
Every even level your character will receive an extra +1 to a stat over the normal rules. That means at 2nd you get to raise a stat +1, 4th a +2, 6th a +1, 8th a +2, etc) You cannot choose to raise the same stat twice in a row.
Weapons The bonus is an enhancement bonus but does not make your weapon magical. For that you need to find an item with a magical power on it (like flaming or keen) or cast a spell like magic weapon. It makes having these weapons useful for overcoming DR and having less chance to break. Masterwork weapons still give a +1 to hit if you haven’t chosen the weapon bonus and also has 1 additional point of hardness. (The extra point of hardness should be added to magic items).
Armor/Shields The bonus is an enhancement bonus but does not make your armor magical. For that you need to find an item with a magical power on it (like fortification or slick) or cast a spell like [i]. Finding magical armor makes the armor harder to destroy. Masterwork armor reduces armor check penalty by 1 (This includes magical armor)
Saves The bonus is a resistance bonus.
Ability Boost All boosts to a skill are considered enhancement bonuses and are from experience and training. For this game, enhancement bonuses stack up to a total of +6 maximum. So you could have boosted your strength up +2 and cast bull's strength for another +4 for a total of +6. But if you boost your strength up another point for +3, bull strength still only boosts to +6. That means that the top score for most playable races will be 26.
For the most part this means that you should keep and use the magic items you do find. Getting magic items are valuable for trade or payment (More like bartering for debts or payments as a reward)
Background - I have a random back ground creator that does events and things to shape your character. We will roll for each character made, then you take the events rolled and write up their background folding those things in. (Then I may tweak them again or have suggestions to add to fit into the campaign). For your results you will also get some minor bonuses beyond normal character creation. (Like a skill point in a specific skill or extra class skill or maybe even more starting money. They may not all come out equally for each character, that's the way the dice rolls.)
Sitting on the top shelf of this case is the preserved head of a small black dragon whose eyes glow a faint green. This case also contains an odd black metal cage, covered in thorns, with nothing inside. Resting on a large velvet pillow is a jewel-encrusted dagger. On the bottom shelf are some chains that twitch and wiggle of their own volition.
Investigating this case reveals that the dagger is magical (moderate evocation).
Knowledge (arcana) DC 22 (Dragon Head):
Even though the eyes are still glowing green, there is nothing to fear from the dragon head
Spellcraft DC 24 (Dagger):
+2 unholy dagger
Knowledge (planes) DC 26 (Chains):
The chains are from a kyton
The top shelf of this case contains four books labelled "Unspeakable Tome." Beneath these is a weathered and tarnished statuette of a griffon. This case also contains four jars, each containing a preserved eye on a stalk. There are six other empty jars behind these.
The books labeled "Unspeakable Tome." are actually all blank, but there is an unlabeled book behind it that detects as magical (strong enchantment). The griffon statuette also is magical (Moderate transmutation).
Spellcraft DC 32 (Book):
Spellcraft DC 26 (Griffon):
Knowledge (arcana) DC 20 (Eye Stalks):
These are preserved eye stalks from a beholder
A small, stone dragon sits on top of this glass case. The top shelf of this case contains a stuffed doll that bears an uncanny similarity to Trevor - the doll is pierced with twenty spikes. A 4-inch-thick tome wrapped in chains sits next to the doll. On the bottom shelf is a battered greatsword and a golden gem on a chain.
In this case, Kelkzar already identified the stone dragon statue as a petrified pseudo dragon. The Trevor doll radiates strong necromancy. The book is not magical. The sword (moderate evocation) and the gem on a chain (moderate abjuration) are magical.
Knowledge (planes) DC 26 (Trevor doll):
The spikes impaling the doll are from a spiked devil
Spellcraft DC 23 (Sword):
Spellcraft DC 25 (Gem on Chain):
Everyone has a sense of foreboding with not taking care of this great evil that can appear at anytime and kill you. Rohara gets a sense from the circlet of Zosiel that you are close to your moment against a great evil. Retreating is not really an option, but the question of whether if something in this room can aid you in that moment. If so you may or may not find something to give you an advantage, but at the cost of the enlarge spells that Aarakess cast.
You probably have less than 10 minutes left on the extended spells Aarakess did and your per minute or less buffs will expire before the next fight. So the decision needs to be made if you will keep going and ignore what has been found here until later, or spend more time here and figure everything else out before moving along
You pretty much summed up my thoughts on running Savage Tide between my twist on it and some of your input.
Now Kilthan and Justin and in for sure. Sounds like Aarakess is, but I know you have a full plate in the upcoming weeks, but it may take some time to get everything started anyways.
Rohara and Skorhald interest/time for it?
I only ask that if everyone does want to do this too, then shake up your roles some!
Also I will start something soon on the official rules, but it will be similar to what I did for my Rappan Athuk game. (With maybe a tweak or two as well)
Will Save vs Hex (Last round): 1d20 + 6 ⇒ (6) + 6 = 12 *FAIL*
The Demon dislikes Aarakess's affect on its limited emotional range, and chooses to rip her apart. Despite its more clumsier attacks, it still manages to gash her with a claw and a talon. 29 damage
Attack Claw #1: 1d20 + 13 - 3 ⇒ (2) + 13 - 3 = 12 *Miss*
Attack Claw #2: 1d20 + 13 - 3 ⇒ (18) + 13 - 3 = 28
Attack Bite: 1d20 + 13 - 3 ⇒ (2) + 13 - 3 = 12 *Miss*
Attack Talon #1: 1d20 + 13 - 3 ⇒ (18) + 13 - 3 = 28
Attack Talon #2: 1d20 + 13 - 3 ⇒ (5) + 13 - 3 = 15 *Miss*
I think some of the older APs in dungeon where less of a theme and a little rough around the edges....and that is what I like about them!
However, I can do whatever, but I do know that Shackled City is highly regarded. However Savage Tide may be up more of the alley for this concept of non core races. There is also a free Player's Guide!
I would probably just convert it to Golarion, unless you guess want to do a Greyhawk thing. I'm sure most Deities would be easy enough to convert and I think most of the AP is outside most civilized areas so either way....
I feel the same about fantasy and tech, however I was very intrigued by Iron Gods and still kept my AP subscription and its pretty good. Maybe I just liked having material that was out of the norm for me. Just in case sometime down the road. On a side note when my real life gaming group did Dawn of Worlds and made our own gaming world using those rules I threw in a long lost Dragon Men techomage civilization that made everyone else raise an eyebrow at the choice of it that I normally wouldn't do
Reign of Winter is outside the norm as well, that might not be your favorite either.
I do have some third party stuff and I could even do some conversions from dragon magazine if you wanted almost totally unknown
Kilthan, if it makes sense in the multiclassing sense for one of those classes, I may not be 100% against that, but I haven't really had time to look at them at all yet.
That being said, I was thinking about doing a "Non Core" game here where the players had to pick a non core rulebook class (preferably ACG classes) and Non core rulebook races. (Feats/spells are still ok)
But what to run has been on my mind. Anything on any of your guy's wish lists?
Kilthan Hammerstone wrote:
That could be a fair assumption! Have you seen the damage you do! It appears, however, the random dice roller has other plans for you and that waraxe. At least I got Skorhald to drop that dorn derger before he smashes anymore of this dungeon!
The vrock lets out a screech and releases spores into the air
Everyone, include the horse, needs to make a Fortitude save DC 21 or be stunned for 1 round.
For the Spores, everyone adjacent to it (Kilthan, Jag, and Skorhald but NOT Justin) takes Damage: 1d8 ⇒ 1 this round and more damage in the coming rounds as little vines start to grow on and under your skin.
Kilthan you are correct, with a 10+CR (19 in this case) one should know the general properties of all demons. (listed in the demon part in the glossary). Immunity to electricity and poison, Resistance to acid, cold, and fire. Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons. Telepathy. Demons typically speak Abyssal, Celestial, and Draconic.A demon's natural weapons, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction.
Whenever I list spoilers for knowledge checks I will normally say its time in the first one, like this is a demon or this is an undead. Unless stated explicitly that the person rolling the knowledge check isn't telling the others, or they cannot tell the others (in silence say) I am ok with everyone clicking on the spoilers that the knowledge check covered and checking the type
After Quintus blasts the undead in the room, the spawn near Rowena stands up and she kicks it as its rises. Rolled Damage for you since it wasn't the reach weapon. Also I didn't notice that the sqaure just east of you is not in the webs, so changes what you do threaten..
AoO Unarmed: 1d20 + 15 ⇒ (15) + 15 = 30
The second Spawn attempts to get to her and infect her with worms, but standing and moving through the webs hamper its bite attempt. Rowena does 6 damage with reach weapon on AoO
CMB vs Web DC 13: 1d20 + 7 ⇒ (15) + 7 = 22
The last Spawn continues to move to the doors and gets out of the web and heads north up the hallway. Rowena does 7 damage on AoO
The mohrg continues to move forward and just reach Kelkzar to be able to whip its tongue out at Kelkzar
CMB vs Web DC 13: 1d20 + 15 ⇒ (19) + 15 = 34
Initiative Kilthan Hammerstone - Below Ground: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Skorhald Warsong: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative Justin D'Rite: 1d20 + 0 ⇒ (11) + 0 = 11
Initiative Rohara Acharya: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Monster: 1d20 + 6 ⇒ (14) + 6 = 20
Skorhald scans the room for magic, pointing it all out to the others. He takes position at the next door as Aarakess goes to examine the dagger. The others are filling in as the Vrock comes to life, turning from stone into real life.
Rowena, when using improved Ki throw, you will only make the one you throw prone and the other prone in the square behind it. Otherwise it doesn't keep bowling over the others in the line. So the one you threw is to your right prone, the one that was there is in the square prone with the one that tried to move through the doors north.
Also, if you have 5' of web between you and another target they will not provoke as they have cover from it.So only the one that fell prone would provoke standing up or moving to you. (As the square it moved through to get to you through the web would not grant an AoO
Easily dodges the Spawn and throws it into the web into another one knocking them both down. Travor moves in behind her and kills the other spawn that Kelkzar hit before.
Rauno, Kelkzar, and Quintus before the spawn/mohrg
Skorhald moves forward into the room checking out the display cases
Case #1 Sitting on the top shelf of this case is the preserved head of a small black dragon whose eyes glow a faint green. This case also contains an odd black metal cage, covered in thorns, with nothing inside. Resting on a large velvet pillow is a jewel-encrusted dagger. On the bottom shelf are some chains that twitch and wiggle of their own volition. (dagger glows magical (moderate evocation))
Case #2 The top shelf of this case contains four books labelled "Unspeakable Tome." Beneath these is a weathered and tarnished statuette of a griffon. This case also contains four jars, each containing a preserved eye on a stalk. There are six other empty jars behind these. (griffon glows magical (Moderate transmutation), as does something behind the books)
Case #3 A small, stone dragon sits on top of this glass case. The top shelf of this case contains a stuffed doll that bears an uncanny similarity to Rohara - the doll is pierced with twenty spikes. A 4-inch-thick tome wrapped in chains sits next to the doll. On the bottom shelf is a battered greatsword and a golden gem on a chain. (the doll radiates magic (Strong necromancy)and the sword (Moderate Evocation)and the chain with the gem glow as well (Moderate Abjuration).)
Knowledge (arcana) DC 11 on small dragon statue if inside the room:
This tiny reptilian creature with butterfly-like wings is a pseudodragon.
Knowledge (arcana) DC 16 on small dragon statue if inside the room:
Pseudodragons are playful, mischievous members of the dragon family. Powerful individuals prize them as companions, and sorcerers and wizards covet them as familiars.
Knowledge (arcana) DC 21 on small dragon statue if inside the room:
Pseudodragons can communicate telepathically with creatures that speak draconic.
Knowledge (arcana) DC 26 on small dragon statue if inside the room:
The eggs and young of pseudodragons can fetch a tremendous price.
I assume you will avoid searching this room and the previous one to keep your buffs active and come back to it later? If so....
After spiking the door you begin heading down the short flight of stairs to the double doors at the bottom. You open them up the opens into a large chamber.
In the center of this large chamber is a grotesque ebony statue of a vulture-headed humanoid with large feathery wings and razor sharp talons at the end of avian digits. The rest of the room is taken up by large glass cases, each full of dark twisted artifacts, from a shrunken head to a tome chained shut and a number of jars containing the severed parts of numerous creatures.
There is a pair of double doors on the northeast wall.
Knowledge (planes) DC 19 on Statue:
This is a statue of a demon called a Vrock.
Knowledge (planes) DC 24 on Statue:
Because of their insatiable love of combat, vrocks can sometimes get lured into situations where they are heavily outnumbered and outgunned. They can emit a terrifying screech that stuns opponents.
Knowledge (planes) DC 29 on Statue:
Vrocks produce deadly spores that can penetrate armor. The effect of these spores can last a full minute, slowly eating away at the victim's skin.
Knowledge (planes) DC 34 on Statue:
Vrocks serve a dual purpose as guards for more powerful demons and as aerial assault troops. Three or more vrocks can join talons together and whirl about in a terrible dance that sends out devastating waves of crackling energy.
SoK #3 Reflex vs Web DC 13: 1d20 ⇒ 9
Mohrg Reflex vs Web DC 13: 1d20 + 10 ⇒ (2) + 10 = 12
SoK #3 CMB vs Web DC 13: 1d20 + 7 ⇒ (12) + 7 = 19 (Escape Grapple)
SoK #3 (by the doors) initially is caught in the webs, but manages to wriggle out and reach for the door and opens it.
SoK #4 CMB vs Web DC 13: 1d20 + 7 ⇒ (10) + 7 = 17 (Escape Grapple)
Sok #4 (South of #3) also gets out of the webs and moves forward to Kelkzar, ready to bite and infect him with worms.
SoK #4 CMB vs Web DC 13: 1d20 + 7 ⇒ (5) + 7 = 12 (Move)
SoK #5 steps towards the open door and instantly gets caught. It struggles again with the webbing and breaks free, but its progress has been halted for now.
SoK #4 CMB vs Web DC 13: 1d20 + 7 ⇒ (19) + 7 = 26 (Move)
SoK #6 moves through the webs with ease reaching Kelkzar as well.
Mohrg CMB vs Web DC 13: 1d20 + 10 ⇒ (8) + 10 = 18 (Move)
The Mohrg has no problem moving through the webs, however it has to take a roundabout route to get around the machinery so makes little progress to get to the rest of you.