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Harakani's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 503 posts (8,328 including aliases). No reviews. No lists. No wishlists. 73 aliases.


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I'm glad to hear that - I still need to finish writing up Norrys!

minor UC question:

Um, when buying rooms and teams from ultimate campaign, should I use the stated cost or the buy cost?
For example...
Kitchen wrote:
Create 4 Goods, 4 Labor (160 gp); Time 12 days; Size 2–6 squares

Goods and Labor cost 20gp to purchase. 8*20 = 160 (as above).

You can use the Downtime system to 'craft' a good from 10gp of materials.
This gives a 'construction cost' of 80gp.
I've been working on the 'full cost' assumption, and am happy to go with that - but would feel a bit stupid if I was wrong and hadn't checked.
Either way, I think the property he owns on Ravensholm is going to be a half ruined house. As time goes on I'll get it "fixed up", and (if we go Kingmaker on it) eventually start adding more properties.
In all honesty, I'm not sure the island is going to be big enough to justify becoming a 'city'.


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I ran a Kingmaker game for a while. I tried both multi-thread, spoilers, and ooc location (prefixing posts with a standard "where am I" line like
Ravensholm

Of all these, I found Spoilers the most annoying. It's really helpful when recapping or searching to be able to just scroll back. Spoilers stop that (you have to click everything), can't be quoted properly, and remove the ability to actually use spoilers for each location. Worst of all sometimes I'd forget to click a spoiler and miss something.

Assuming PvP isn't a problem (at this stage, anyway) the OOC thing can work - people have to pay attention to it, but that normally seems to work.

Seperate threads are awesome - but it can get a bit annoying to work out where a post is.

I strongly recommend a pattern I've used and seen when and if we get to the mechanical kingmaker stage: start up a thread (or a google doc or something) so it doesn't blurgh all over the game. Something I've seen work out nicely is start a new campaign for the kingmaker, use gameplay for the IC negotiations and dicussion for the mechanics.
This means you can let people spend a week doing a kingmaker turn and STILL have them off on adventure (not like anyone is going to die inside of a turn).

Still, entirely up to you Bēl-Ṣullulim. The GM does way more work than any one player on these campaigns.


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@Bēl-Ṣullulim: Might I ask if this is a reasonable point of view to have?

Norrys POV:

Beliefs:
1 Committees don't win wars
2 Ustalav is already at war - with the Worldwound
3 A military-like hierarchical command structure is the best way to prepare for and fight a major offensive
4 True political equality leads to economic equality
5 economic equality leads to a society where everyone is just a little worse off than a peasant.
6 Only those of at least middle class can afford the time for military training, education, and capital investment.
7 Most talents have a hereditary basis: strong parents have strong children, smart parents have smart children.
8 Training in order to maximize potential needs to be started before the potential is perceptible.
9 Feudal systems have bidirectional duties and Noblesse Oblige.
10 By supporting the Palatines the monarchy has abrogated their feudal duties
11 By not supporting war against the worldwound the monarchy has abrogated their feudal responsibilities
12 Humanity destroys the different unless constrained not to
13 Some 'nobles' are incompetent, and that incompetence is hereditary: point 7 is a trend, not a guarantee.
14 Improved technology and/or magic can improve productivity and/or efficiency
15 Sometimes it is necessary to do some Evil in order to more Good
16 Only the educated can truly understand trade offs

Therefore:
* It is necessary to quickly impose a non-hereditary nobility in order to fight the war with the worldwound
* It would be good for this nobility to become hereditary in order to maximise Ustalav's potential in the future - though those who prove incompetent should be removed
* It will be necessary to fight all the Palatines in time (given they will come to each others aid) and probably eventually replace the monarchy

I'm thinking this is... Lawful Evil? Lawful Neutral with Good and Evil tendencies?
This is a character who could (sadly) order the deaths of a few good people to save more later. While not seeking power for its own sake, he'd see that he has a duty to take it as he is the best qualified.


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@Jacob Romero: Are you going Words of Power? I know how tempting that level 2 lesser animate spell is.

Well, I've gone mad looking at options.
I really wanted to like Tome Eater. Psychic spells means he could cast in Raven Form... which is SO awesome. But it just didn't click with the concept.
I was looking at martial classes - I think I had the same idea as @PirateDevon, but now there is a Metal Oracle and a Slayer in the mix I don't think there's as much of a need for a fighter.

Tossing up now I can see my top three as:
* Blackblade Kensai Magus: Using the black blade Raven's Claw - and implying Raven's Head was also a family weapon.
* Spellslinger Wizard: Another way of increasing the group's ability to fight. Fits in nicely with the idea that Norrys is meant to be modern. He'd be introducing guns into Ustalav.
* Instructor Wizard: My favourite at the moment. The Ravensholm people were building advanced buildings and messing around with magic when the Kellids were remastering woodworking. They've been on the decline as a people since. I love the idea of Norrys taking power by promising to make them a powerful magical people once more - and given the bonus int that the shifters get this is not a crazy idea. Apprentice Cohort can mind Ravensholm when Norrys is out. Plus, with this and Dynasty Founder I've effectively got Leadership at level 3! BWAHAHAHAHAHAHA!


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Bēl-Ṣullulim wrote:
That being said, Ravensholm could be considered a territory of "New Lozeri", or whatever you want to call it, once Harakani's character reestablishes himself there, which would technically give him access to the Viceroy leadership role.

Ooo, I like that.

Ravensholm is about 20-30 miles from the Lorezi and Vieland captials. It's not TOO far from Ascanor.
I was also thinking of using "Bat Form" (Crow Form) to be able to do some sort of regular commute without requiring us to create some sort of highway through the Shudderwood (though that would be awesome)


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Bēl-Ṣullulim wrote:
Harakani wrote:

Sounds great!

I am interested in seeing Tome Eater Occultist, but that would mean waiting until my subscription comes in.

I have some time today, I'll throw a little surprise your way later.

Shouldn't you already have access to the pdf?

AAAARGH! " Headdesk

Sounded like you were right, so I went looking.
I had enough on subscription this month that I got *two* emails. I read the first and not the second, which contained only Occult Adventures.
Turns out I've had it for 13 days.
Grrr... Stupid me...
Bēl-Ṣullulim wrote:


Quote:
Do Ravens count as Crows as well? They're pretty closely related.

I'm willing to upgrade the spell-like ability to this: Speak with Animals (Carrion Birds).

Very generous - I was only looking for Corvids.


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Sounds great!

I am interested in seeing Tome Eater Occultist, but that would mean waiting until my subscription comes in.

Do Ravens count as Crows as well? They're pretty closely related.


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It has occurred to me that waiting until I have finished the small novel that my PC's background seems to be turning into is probably not that useful. I'll give a summary instead, see if it is okay.

Background Summary:

* Norrys Caromarc inherits a very small fortune from his grandfather.
* Should also get an Earldom (but Palatine)
* He proceeds to blow his fortune on studying in Leipstadt University, Riddleport, and Kaer Maga.
* Destitute he walks home and consults the lawyers
* All that remains is the Ravenholm Hunting Lodge and a stipend that pays for its resupply.
* Goes to Ravensholm (see below for details) - which is basically a large village/small town
* Is surprised by the number of people.
* SO many ravens and crows.
* People are primitive and sort of bestial looking.
* Acknowledgement of his title, but others have seized power in his "absence".
* Finds the records room
* Records room shows history of Ravenholm.
** Established at Earthfall by Azlanti who became wereravens to survive.
** Generations of deliberate breeding to breed out traits left them non-infectious shifters.
** Breeding to create different types of were raven - even a permanently raven form with higher intelligence
** Kellids emerge: Ravensholm people become the Crow (Karak) Marked People.
* Discovers the people are raven-shifters.
* Discovers his grandfather used and bred them, and took in Sarkorians during the Demonskin war.
* Despises the people as shifters, tieflings and half breeds.
* Ashamed of what his grandfather had done. Decides to leave the people alone.
* Assassination attempt
* Finds more recent records (which had been hidden from him)
** Ustalav is founded: name is varisianised to karakmark
** Efforts are made to breed out a ruling class, which is bred into Ustalavic nobility
** Name becomes Caromarc
* Shocked, frightened and ashamed he realises he is a breeding experiment, and presumably a monster.
* Decides to fulfill his 'purpose' and reestablish Caromarc dominance over Ravenholm, Vieland and Ustalav.
* Puts out feelers, and comes into contact with Beauturne

Themes:

I've tried to unite the house, the line and the character with the same themes. Those being:
* a powerful past with a dark secret
* relatively recent fall into powerlessness
* an effort to regain previous prestige (rebuild the manor, reclaim Vieland, rise again from mere penniless wanderer to lord of the land.

inspirations:
"Fall of the House of Usher" (a bit), "The Rats in the Walls" (a lot), "The Shadow over Innsmouth", and "The Raven".

Ravensholm:

* A ten foot tall islet (holm)
* topped with:
** mangrove trees that block the view of everything else on the holm
** ramshackle houses and tree houses
** three stone lookout towers
** a single, ancient, half-ruined gothic style stone manor
* Ravenholm is an islet of the Troll's Tail River
* the area around is swampland (it is in the Dipplemere swamp)
* there is a hidden trail that goes from here to Schloss Caromarc, then to Ascanor Lodge.

raven shifters:

mechanically these are Bloodmarked Skinwalkers (10RP). Bloodmarked are usually bats. In this case I'd like to reskin them (pardon the pun) as ravens. This is primarily because I want to tie them in with the Caromarc line, and my original inspiration came from the Caromarc=Crow Marked.
This would be a small island of the only raven skinwalkers in golarion, I guess... if that helps...

mechanics:

Most of the 3100gp is going to go on the manor :(
I'm also interested in getting the Dynasty Founder feat.
I'm interested in going Skinwalker, but could do this with Racial Heritage, or even just as flavour.
I want something that fits a philosopher. Current favourite is wizard. Given we already have applications for wizards, arcanists, alchemists and psychics I figured there was going to have to be some overlap.


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Getting there... I've done a bot of research...Story is starting to come clear.


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Should we be the Heroes or Villains of the Gothic stories? Given the alignments specified, my suspicion is villains - though not villeins.


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I find myself intrigued.

Might it be possible to play a scion of the Caromarc family - heir to a lesser but still extant title - grieving Vieland's loss to the Palatines?


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Almost... there...
@Eltacolibre:
* You said it was okay to take Extra Traits? Armour Expert and Rich Parents ok?
* how much to 'hire' (or buy, if using Ultimate Campaign) non-adventuring minions.
* Is there a discount for gear you have the craft skill to build yourself?


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I've been thinking about it.
I think it might be a bit too low magic for me.
My original understanding was something a bit more like Bloodshadows or the Nightside.


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Hmmmm - I got the book, and I've run into trouble with the dwarves mentioned.

I got the book so I could learn more about the Dwarves. I was expecting the typical ancient, long lived race that discovered steel when humanity was still knapping flint.

The idea that it is the young race is intriguing though. Especially as they're a progressive, technocratic, urban population. I can imagine one saying "First there were the Old Ones. Then the Age of Serpentfolk. Then the Rakshasha. The then Elves. Now it is the Age of Man. But soon it will be the Age of Dwarves."

I'm seeing him now as a Dwarven Superiorist. A Dwarf who found a great secret in some lost ruin from the dawn of days, and who has now gone out into the primitive, uncivilised world to find more. Not just because he wants to know how to make things better. Not just to help the Dwarves gain Ascendancy. But because in the Dwarves' Merit-based technocracy winning such secrets is worth more than gold - it is power.

@Eltacolibre: I'm a bit worried about how this fits in with the themes of the game. Am I interpreting Dwarves correctly?


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Thanks Drayen,
in which case I can be an Occult Scientist with a GOO focus, rather than a Star Adept with a crafting focus.
Tenro: Star Adept is free.


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I've noticed recently that if I make a character that isn't a wizard, something seems to go wrong with the game :( That said, I'm also looking at Magus, Alchemist, Cleric and even Arcanist.
I was tossing up between Star Adept and Occult Scientist, but when Drayen asked for Occult Scientist, I abandoned that as well. If he decides not to submit I could jump to that, I guess. Then you could have Star Adept.
Hmmm - I've just got the book now - let me look through and see if anything else leaps out at me.


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I feel bad Tenro. We could both do it (different classes?), or I'll look around.
Does anyone have a list of which ones are taken so far?


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@Eltacolibre: Interesting. So there is no way to get the Artifice Domain except to be a Concept cleric?


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Hmm - strange idea. Do any of the Old Ones grant the Artifice domain?


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I'm intrigued by the idea of a Deep Dwarven Smith Star-Adept seduced by the ancient sciences of the Great Old Ones. The Wizardry would then be almost incidental. He would dream of crafting the Great Works, and the eternal acclaim that would be his.

Does this sound like it could work?

Not sure how 'heroic' the game is. Conan is pretty grim. Any clues?


start is at 0.
Gate is at 15.
Isama and Castor are at 20.
Mia is at 35.
Thirus is at 30.
Diene is at 35.
Difficult terrain 40-50.
Ophelia is at 50.
Constance & puddle is at 65.
Gardener (which most of you can now see) is at 90.
Init: Castor, Isama, Mia, Diene, Thirus, Mouther, Constance, Gardener

Diene, you're up.


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Sorry was that no alchemist class, or no reflavoured alchemist class?


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How is Alchemist? Potentially reflavoured as Rune-crafter?


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There's Channel Ray. One problem with Selective is needing to tune out all the enemies when you get mobbed. Channel Ray reverses the problem, gives range, and increases DC.

Alternatively, the Herald Caller Archetype (from the new monster summoner's handbook) lets you have better healing on your summons. Summons are awesome, and increasing the bodies in combat help you multiply the effect of channels.

A cleric of Undeath can render allies 'temporarily undead'. That can be a neat way of going negative and still being able to heal the party.

I do agree if you're going to optimise for channel, you have to REALLY optimise for channel. Otherwise it's just out of combat healing and very occasionally good for undead killing.


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Wait - are there still clerics? Is their magic flavoured differently?


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Sad, but better to find out now than two weeks in.


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The Story Crafter wrote:
I should also say there will be no starting beast mounts. You get a runecycle or runebuggy.

How does this effect Archetypes with mounts? They don't get them at the start, don't get them at all, or can trade them out for a companion animal that is not a mount?


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What's the level spread in the city, and the world? Trying to work out if level 3 makes us normal citizens, talented citizens or amazing citizens.


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Robert Henry wrote:

The Story Crafter:

Hard to pass on a good d20/modern game: hey MTD, hey Harakani (or should I say Nick)

Hello Sariel!

The Story Crafter: A Gamlin 'legitimate' business-owner, Freelancer Investigator, or Knight sound pretty good :)

Are you expecting this to be a mostly urban campaign?


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It seems like there'd be a need for group cohesion.

I like the setting. I'm intrigued by the runes stones.

I like the idea of a Rune as a device, powered by what seems like alchemical fluid. How does one go about crafting one?

Are there still magical devices left over from the war? Do they work? How long ago was She banished?


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I'm very interested. I played in a PbP pathfinder game in a modern setting and liked it so much I started running one.
It all sounds good! Any chance of more details?

Hang on - seems to be marked inactive?


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@GM Sound: Being honest, two major factors for choosing Construct Rider Alchemist was (A) it seemed to match Golemcrafter better than anything else and (B) There were a lot of Arcane entries - I didn't want to add a Wizard to the pot.
Q: Is the Archetype a problem?
Q: Is Craft: Construct a problem when we hit level 4? It's pretty core to the character.
Q: Regarding Wil's religion, I'd like him to be constantly giving small donations to shrines to small, forgotten para-demi-gods. After all, Nethys gets a million coins a month, but who worships Lissala? Isn't Lissala more likely to be grateful for a few coins and some prayers? This would include Evil as well as Good gods, but more "paying them off" then genuine worship. Thinking this is going to make his alignment sort of "True Neutral" by default, and make Pharasma go crazy when he finally gets to the Boneyard. Is this okay, or too weird?


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Wil Ardoc is a fourth generation golemcrafter, born and bred in Bis, and the youngest Journeyman in family history. He was taught Alchemical symbols and planar conjunctions along with his numbers and letters. His father started teaching him craft details when he was a kid. He started his apprenticeship at ten. He made journeyman at 17.

He grew up spending most of his time in a gang of kids - pretty much standard for Kaer Maga - and participated in petty theft, pranks, one-upmanship and hijinks. Most of his companions outgrew it when they settled down to their apprenticeships, but Wil kept at it as he could - which was not much given how hard apprentices worked.

The Ardoc rule was : you were an Apprentice until you made a Construct, then you were a Journeyman. Apprentices couldn't marry, and didn't get a voice in the family - they were children, sometimes forever if they lacked the talent to succeed. Wil was a rebellious - if gifted - child, and that did not go down well. Apprentices were forced to save money and spend their own "spare" time assembling a Golem, and most had a body built long before they had the ability to animate it. Wil was one of these. One dark night he finished his construct's body. He was exhausted, angry, drunk, high, and just wanted to go out on the town. When he woke up he'd animated his construct while black out drunk. Or, as he told the family 'in a fit of inspiration while studying Jikstra runic inscriptions'.

So, here he is at seventeen, a Journeyman. A Golemcrafter with one Golem and no way to make more. An Ardoc looking to get out from under the family while not actually having to move out of home. Looking down the prospect of forty more years of boring, repetitive work before he could do anything interesting... Or, he could become an Adventurer.

Wil is a Construct Rider Trap Breaker Alchemist


1. Born and Bred, baby!
2. Hedge Magician: born and trained by those who build magic items. Even though he can't actually build any - yet - it makes a lot of sense.
Inspired: Relentlessly optimistic and militantly multi-pantheistic Wil figures as long as he's paying protection to all the gods he's golden. When he needs help at something, there's going to be some god to help him out. He has a tendency to go for the really obscure gods on the theory that while they may not be as powerful they're probably a lot more grateful.
3. Wil's the Skill roll. Human, heaps of skill points & the trapfinder archetype means he'll have the skill to fill the need.
In combat he's dual purpose - his Mount (Construct Rider Archetype) gives a decent melee combat ability, while Wil has Bombs to make him a ranged combatant. While he's not got much in the way of Extracts (lessened by Construct Rider Archetype), he's got enough to still give himself an edge.
Assuming the game makes it to fourth level, he'll get Craft Construct, and be able to help out a bit more with flanking as well.


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I love Kaer Maga! I'd really like to play one of the Ardoc kids in Kaer Maga. Old enough to have finished his apprenticeship, but bored enough of ten years of repetitive work to want some adventure.
The obvious class is wizard, but I'm actually not sure how well it fits... Will get back to you. Obviously, will need to have Caster Levels and is probably Arcane.


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3 & 15 sound intriguing. Is 3 a module, or something you've come up with?


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I'm curious.


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I had fun building the character, and given the applications I think you did well to stop at 7! Well done & congrats to those who got in!


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Oh, crunch was in the profile. Sheet is here.
Happy to move things around as per your suggestion from above.
Uh, is there anything people need in the game? Is a mounted archer channel cleric going to be of use?


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Herkymr:

1. 'Dhampir'
Not especially, I suppose. I think the fact that you called them out while I was thinking about concepts buried it in my mind subconciously.
I've had a similar character in my first ever PbP years ago. The game quickly died. I thought the concept was interesting, and when I saw your game it immediately appealed to me.
Dhampir seemed to fit somehow. Something about the desert as an analogy for undeath.
I can see now why you are trying to avoid Dhampir - I had worried it was a tone thing. I'm happy to work something out. I think you will need to be careful not to run into the Lumley or White Wolf vampires. Sticking closer to Dracula (which I believe is public domain) should help with that.
You might want to look at the Strigoi and the mythological Dhampir as possibilities.
Growing into powers would work.
Incidentally, so as not to be too much of a constraint on the others I took a trait that would mean he could travel in daylight.
If this is the way you want to go, I'd subsume his entire cleric class into a 'racial power'. He's not a vamp AND he can channel energy... he can channel energy BECAUSE he's a vamp.
If you have any themes for the game it would be good to work them in at this point, so that vampires can have a unique twist on them in your world.
2. Personality
One trick I try to use when writing characters is to create a lens through which they see the world, and that in turn shapes their personality. This sort of moves away from alignment. If you are a poet, Milos will be very nice to you. If you are a peasant he almost literally doesn't care if you live or die.
3. Commanding
Mechanically a horse skeleton is just a skeleton. By casting the Animate Dead (via a scroll) Milos can command it. The game is vague on how.
It can't learn tricks - but can be commanded in a way most animals can. On the other hand it has no initiative. It's shaped for a saddle (well, the other way around) and can bear human weight. It may not be comfortable, but it can be ridden.
4. Background
Sure, more background is fine.
I've looked through the map, but short of some rough geological features and place names I don't have much to go on.
I was assuming an analogue to mythological transylvania/historical romania.
Somewhere vampires could farm people, and not provoke a massive attack.
Highly mountainous would be good. Forests also. Mountains and forests help to ensure people cannot just run away. Something like Ravenloft, I suppose.
On the other hand, it needs to be possible (and useful) to ride a horse. Everyone does Vampires on mountains... if you wanted to do something different than a different type could be useful. Undead horses could happily traverse frozen wildernesses or barren deserts without dying, for example.
5. Healer?
This is actually the sticking point, because it relies so closely on a published mechanic.
Clerics of Undeath have a power called Death's Kiss. This allows them to temporarily render a living creature 'undead'.
As a negative channeler Milos can heal undead.
Therefore he can Death's Kiss someone, then channel to heal as normal.


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Working again for me - thanks :)


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I keep getting this error: 'You have made too many requests for the same page too quickly'
I only get it from Chrome. Only on one computer. On every page.
If I try it from Chrome on a different computer is all okay.
If I try it from Firefox on the same computer is all okay.
Interestingly if I try and Ping www.paizo.com I get a Request Timed Out.
I tried rebooting - same problem.
I tried different networks (same computer, chrome) and got the same problem.

I'm guessing this is not the website so much as the way I am interacting with it, but any advice would be very welcome.


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@Herkmyr: Sure - I saw that you said that. If the background isn't enough, I certainly understand.
Everything should be either in the character link, or linked off there.
http://paizo.com/people/MiloBlackwolf
I wasn't sure what to do setting wise. I put some things in, once I see the setting (I've PM'd you) then we can look at what would need to be changed.

@Jerram: So, you effectively take the classes concurrently as a sort of gestalt at level 1. Cool.


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I'm considering thinking big. Given there's at least one other concept similar to that of an Academy, I'm leaning towards a higher level OOC goal.

Replace Gyr.

Looooooooooooooooooooooooooooooooooooooooong term, use the Academy to build up power. Use the power to build up influence. Use the influence to get a low seat on the grand council. Then a high seat. Then have myself (or my younger cohort... this is a long term plan) elected Patriach when Gyr dies.

IC the founder doesn't have anywhere near this ambition yet.

RE Scion: There is a Noble Scion feat. That's more for someone who was born noble, but it could be made to work.


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Did I misunderstand? 1st level is Aristocrat. 2nd level is cleric.


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The rules say you can automatically recruit followers

followers wrote:
You can automatically add followers to your organizations as you recruit teams. For every five of your followers who are also members of your organization, you gain a +1 bonus on the leadership check to avoid attrition. As most followers are low-level characters with NPC classes, most teams of followers aren't trained for combat and are usually recruited to be Acolytes, Bureaucrats, Craftspeople, Lackeys, and so on (see Teams).

My reading is that you still pay for them as normal, but just declare that they are "followers". The benefit is then that give you the +1 to avoid attrition.

Am I right?


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If one wanted to found (or at least be scion of) a new, impoverished, weak, House, would it be possible to start with a feat or trait for that? Is it just gold? Or just window dressing?


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Okay - please find Milos Blackwolf

Turns out I could not take a channeling feat, as I don't get channel until level 2


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Wow!
I just withdrew from another recruitment because my idea for a wizard instructor founding an academy didn't fit. The more I worked on it, the more it ended up needing to be in a game that was exactly this.
I will have an application for you ASAP!


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Okay, so I'm intrigued by the basic premise: if the entire world is falling apart, then I think it could be interesting to play someone who would not normally fit in.

Miloș:

The Dhampir was marked as possibly negotiable? I'm interested in a Svetocher offspring of a Vampiric Voivode. His father's isolated mountain kingdom now all but destroyed by the storms, he was sent off to help save the world. I like the idea he's naive, but genuinely believes in his father: LN, as opposed to LE.

Mechanically he'd be an Aristocrat 1/Cleric 1. Not sure what the deities are, so possibly a concept cleric. Domains of Night and Undeath. Undeath lets him heal the living with channeled negative energy, so I think he's be a reasonable - if unusual - healer. I'd take a feat so I could channel without hurting the party.

As for an item... would a Bloody Skeletal Mount, barded in hose leather armour, be possible?

So, to answer the 5 questions...
1. His father, the Voivode Mihnea.
2. He belongs to a loose alliance of noble families known as the Order of the Black Wolf. He is opposed to the guerillas and assassins of the League of Light.
3. An old tutor, Jeshamin. Mihnea hired Jeshamin to ensure his son had a real education - but not an education in the real world. Jeshamin befriended the boy - but when the contract ended took her money and ran.
4. Robert, son of Math. Robert is a second generation vampire hunter. Imbued with divine power he killed two nobles of the Order of the Black Wolf before perishing. Somehow he returned as undead, and then against all understanding killed a third noble.
5. Milos desperately wants to see the storms driven away, the deserts banished, and the days when vampires could hunt their human cattle in peace restored. More personally he would like to disperse the predjudice it seems so many feel city dwellers towards his kind. Mundanely - there are few books in the mountains, and the recent events have dried the sparse supply to nothing. Milos would desperately love to borrow (or buy, if he can) some volumes of fiction.


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There's obviously a lot more to the campaign than the Campaign Info says. Any chance I could hook up to your Realm Works first?

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