Grim Reaper

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Organized Play Member. 862 posts (1,408 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 8 aliases.



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Sheets of rain have been falling for several hours but despite this throughout Ptolus the taverns and bars are full to bursting with the celebrating citizen drinking to the new year on this 1st of Newyear. Lightning strikes illuminate the night every few minutes revealing the most striking feature of Ptolus, the Spire. The Spire a constant reminder of all the evil the lurks above, below, and in the streets of Ptolus. It's evil presence seems to weigh heavily in the air tonight. The streets seem empty despite the occasional patrolling guard and the shivvel addicts wondering about in a haze. All of you are making your way to the Ghostly Minstrel, for a gathering of local adventurers being hosted by The Delver's Guild, to be held this evening in honor of the New Year. Strangely the snow that usually coats the ground this time of year can only be seen in clumps of mush resting the in gutters, and the eves of windows. Strange warm weather started a week ago. What would normally been an occasion to get out of the cold and in front of a warm fire at the Minstrel instead is a chance to drink some cold mead to cool down and wring out your wet clothing near the hearth after a humid day.

On the corner of each street are posted various announcements from around the city the most prominent of which is are several flyer’s for an upcoming Republican rally in Oldtown and wanted posters for various criminals. Across from the entrance to Delver’s Square you see the small chapel of St. Gustav’s Chapel, a welcome sight to all adventurers who frequent the dungeons below Ptolus.

As you enter Delver’s Sqaure from Center Street, you pull your already drenched cloaks tighter to protect you from the steady downpour and you look at the shops as you pass them. It becomes apparent that those not partying at the taverns have turned in for the evening as most of the shops seem closed. The only citizens you have noticed in the last several blocks venturing onto the streets are the shivvel addicts. They seem to stare out at you from within the confines of doorways and behind broken windows with their bloodshot eyes, blackened fingers and constant shaking. You swear you can smell their horrid breath as you pass them. This alone brings a depressing air to a day of festivities if the hot weather had not nearly ruined them already. May be it is a bad omen of things to come this year. Despite this you head Northwest toward the square's inviting lights and sounds of the Minstrel up ahead.

About 40 feet from the front of the Minstrel you come together old friends and new, for some of you this is the first time you have met each other, for other its is a welcome sight to see old friends and past acquaintances on such an eerie evening like this...


Here is the discussion thread for OOC comments, try and keep non game or non in character comments to this thread as much as possible.


1 person marked this as a favorite.

Due to demand from the few who didn't finish up there characters in time for the original (first game recruitment, I am opening a thread for a second game I am leaving this open till Friday night early Saturday. So get your characters finished.

The game will be set in the Ptolus setting and thus use the gods presented in the book (domain conversion will be done as needed).

4 to 6 players will be accepted.

Character Creation Guidelines:

Race: Core, APG, UC, UM, ARG (Core and Featured),

Ptolus races conversion in the tag below

Spoiler:

Aram
RP: 24 (Monstrous)
Ability Score Racial Traits 4 RP: Aram gain +6 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom. This includes the adjustments for their large size.
Size 7 RP: Aram are Large creatures, gaining a +1 bonus on combat maneuver checks and to their CMD. They and take a –1 size penalty to their AC, a –1 size penalty on attack rolls and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Type 3 RP: Aram are Monstrous Humanoids.
Base Speed 0 RP: As quadrupeds, Aram have a base speed of 40 feet.
Language Quality 0 RP: Aram begin play speaking Common and Aram. Aram with high Intelligence scores can choose from the following: Elvish, Giant, Goblin, Gnomish, Halfling, Litoria, Sylvan.
Defense Racial Traits
Natural Armor 1 RP: Aram gain a +1 natural armor bonus to their Armor Class.
Stability 1 RP: Aram receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
Indefatigable 2 BP: Aram sleep standing up, and rarely strip off all armor before doing so in the field. Aram gain Endurance as a bonus feat.
Movement Racial Traits
Swiftness 3 RP: Aram gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Aram also gain Run as a bonus feat.
Offense Racial Traits
Relentless 1 RP: Aram gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Senses Racial Traits
Darkvision 0 RP: Being monstrous humanoids, aram can see in the dark up to 60 feet.
Other Racial Traits
Quadruped 2 RP: Aram possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (included above). In addition, members of this race use weapons and armor as if they were Medium (instead of Large).
Assarai
RP: 18 (Advanced)
Ability Score Racial Traits 1 RP: Assarai are built to endure harsh conditions, but have a reptilian brain. They gain +2 Strength, +2 Constitution and -2 Intelligence.
Size 0 RP: Assarai are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Assarai are Humanoids with the reptilian subtype.
Base Speed 0 RP: Assarai have a base speed of 30 feet.
Language Quality 0 RP: Assarai begin play speaking Common and Draconic. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.
Defense Racial Traits
Natural Armor 4 RP: Assarai gain a +3 natural armor bonus to their Armor Class.
Survivor 2 RP: Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.
Feat and Skill Racial Traits
Athletic 2 RP: Assarai gain a +2 racial bonus on Acrobatics checks.
Scavenger 2 RP: Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.
Movement Racial Traits
Assarai Swimmer 3 RP: Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Offense Racial Traits
Claws 2 RP: Assarai receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
Bite 1 RP: Assarai receive a bite attack. These are primary natural attacks dealing 1d3 damage.
Senses Racial Traits
Low-light vision 1 RP: Assarai can see twice as far as humans in conditions of dim light.
Alternate Racial Traits
Frail 0 RP: About 10% of assarai are born with a mutation making them less physically potent. In the past, assarai born with this mutation were abandoned and left to die; however, more and more city-dwelling assarai now frown on this practice. As it happens, the mutation provides some benefit in mix-race, urban environments, making "frail" assarai less threatening to other races. Of course, what an assarai considers "frail" is still just as hardy as, say, a human. This feature, while providing no benefit or penalty of its own, replaces the Natural Armor, Scavenger and Claws traits. This brings the RP total for a frail assarai to 10 RP, making it a Standard race.

Elf, Cherubim
RP: 15 (Advanced)
Ability Score Racial Traits 0 RP: While graceful, cherubim elves are very frail. They gain +4 Dexterity and –4 Constitution.
Size 0 RP: Cherubim elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Cherubim elves are Humanoids with the elf subtype.
Base Speed 0 RP: Cherubim elves have a base speed of 30 feet.
Language Quality 0 RP: Cherubim elves begin play speaking Common and Elven. Cherubim elves with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Elder Elven, Gnome, Halfling.
Defense Racial Traits
Lesser Spell Resistance 2 RP: Cherubim elves gain spell resistance equal to 6 + their character level.
Feat and Skill Racial Traits
Keen Senses 2 RP: Cherubim elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Dreamspeaker 2 RP: Cherubim elves gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level) once per day: dream.
Movement Racial Traits
Flight 8 RP: Cherubim elves have a base speed of 30 feet. They can also fly with a speed of 50 feet and average maneuverability.
Senses Racial Traits
Low-light vision 1 RP: Cherubim elves can see twice as far as humans in conditions of dim light.

Elf, Harrow
RP: 10 (Standard)
Ability Score Racial Traits -2 RP: Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, −2 Constitution, and −2 Charisma.
Size 0 RP: Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Harrow elves are Humanoids with the elf subtype.
Base Speed 0 RP: Harrow elves have a base speed of 30 feet.
Language Quality 0 RP: Harrow elves begin play speaking Common and Elven. Harrow elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.
Defense Racial Traits
Harrowdream 1 RP: Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.
Feat and Skill Racial Traits
Scarred 2 RP: Harrow elves receive a +2 racial bonus on Intimidate checks.
Harrow Lore 4 RP: Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device checks.
Magical Racial Traits
Harrow Magic 4 BP: Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: detect magic, ghost sound, mage hand, prestidigitation, blur. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.
Senses Racial Traits
Low-light vision 1 RP: Harrow elves can see twice as far as humans in conditions of dim light.

Elf, Shoal
RP: 10 (Standard)
Ability Score Racial Traits 0 RP: Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size 0 RP: Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Shoal elves are Humanoids with the elf subtype.
Base Speed 0 RP: Shoal elves have a base speed of 30 feet.
Language Quality 0 RP: Elves begin play speaking Common and Elven. Shoal elves high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Litorian, Orc, and Sylvan.
Defense Racial Traits
Elven Immunities 2 RP: Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Note, however, that a great many shoal elves replace this feature with the Dreamspeaker alternate racial trait.
Feat and Skill Racial Traits
Keen Senses 2 RP: Shoal elves receive a +2 racial bonus on Perception checks.
Shoal Lore 2 RP: Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill. Many shoal elves native to Ptolus replace this with the Urbanite racial trait.
Magical Racial Traits
Shoaldream 1 RP: Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an augury spell or as complex as a crucial clue concerning the character's destiny.
Offense Racial Traits
Weapon familiarity 2 RP: Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-light vision 1 RP: Shoal elves can see twice as far as humans in conditions of dim light.

Dwarf, Grailwarden
Grailwarden dwarves are standard Pathfinder dwarves, most often using the Craftsman, Giant Hunter and Mountaineer alternate racial traits.
Dwarf, Stonelost
Stonelost dwarves are standard Pathfinder dwarves, most often using the Ancient Enmity, Lorekeeper and Stubborn alternate racial traits.

Litorian
RP: 17 (Advanced)
Ability Score Racial Traits 4 RP: Litorians are ancient, physical and introverted, +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
Size 0 RP: Litorians are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Litorians are Humanoids with the catfolk subtype.
Base Speed 0 RP: Litorians elves have a base speed of 30 feet.
Language Quality 0 RP: Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose from the following: Aram, Elvish, Gnoll, Goblin, Orcish.
Defense Racial Traits Feat and Skill Racial Traits
Intimidating 2 RP: Litorians receive a +2 racial bonus on Intimidate checks.
Keen Senses 2 RP: Litorians receive a +2 racial bonus on Perception checks.
Hunter 2 RP: Litorians receive a +2 racial bonus on Survival checks.
Magical Racial Traits Offense Racial Traits
Bite 2 RP: Litorians gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Senses Racial Traits
Low-light vision 1 RP: Litorians can see twice as far as humans in conditions of dim light.
Scent 4 RP: Litorians gain the scent ability.

Class: Core, APG, UC, UM (No third party)

Archetypes: Core, APG, UC, UM, ARG, (any others upon approval.)

Abilities: 20-pt Buy

Alignment: No Evil, all else is allowed

Wealth: Average by class

Character Traits: Two Traits from PFRPG, One Background from the Player's guide to Ptolus.

Dark Archive

Male Human 666th Lvl Evil DM

Sheets of rain have been falling for several hours but despite this throughout Ptolus the taverns and bars are full to bursting with the celebrating citizen drinking to the new year on this 1st of Newyear. Lightning strikes illuminate the night every few minutes revealing the most striking feature of Ptolus, the Spire. The Spire a constant reminder of all the evil the lurks above, below, and in the streets of Ptolus. It's evil presence seems to weigh heavily in the air tonight. The streets seem empty despite the occassional patroling guard and the shivvel addicts wondering about in a haze. All of you are making your way to the Ghostly Minstrel, for a gathering of local adventurers being hosted by The Delver's Guild, to be held this evening in honor of the New Year. Strangely the snow that usually coats the ground this time of year can only be seen in clumps of mush resting the in gutters, and the eves of windows. Strange warm weather started a week ago. What would normally been an occasion to get out of the cold and in front of a warm fire at the Minstrel instead is a chance to drink some cold mead to cool down and wring out your wet clothing near the hearth after a humid day.

On the corner of each street are posted various announcements from around the city the most prominent of which is are several flyer’s for an upcoming Republican rally in Oldtown and wanted posters for various crimnals. Across from the entrance to Delver’s Square you see the small chapel of St. Gustav’s Chapel, a welcome sight to all adventurers who frequent the dungeons below Ptolus.

As you enter Delver’s Sqaure from Center Street, you pull your already drenched cloaks tighter to protect you from the steady downpour and you look at the shops as you pass them. It becomes apparent that those not partying at the taverns have turned in for the evening as most of the shops seem closed. The only citizens you have noticed in the last several blocks venturing onto the streets are the shivvel addicts. They seem to stare out at you from within the confines of doorways and behind broken windows with their bloodshot eyes, blackened fingers and constant shaking. You swear you can smell their horrid breath as you pass them. This alone brings a depressing air to a day of festivities if the hot weather had not nearly ruined them already. May be it is a bad omen of things to come this year. Despite this you head Northwest toward the square's inviting lights and sounds of the Minstrel up ahead.

About 40 feet from the front of the Minstrel you come together old friends and new, for some of you this is the first time you have met each other, for other its is a welcome sight to see old friends and past acquaintances on such an eerie evening like this...

Dark Archive

Male Human 666th Lvl Evil DM

Welcome to the Discussion thread.

Dark Archive

1 person marked this as a favorite.

Been awhile since I ran anything and the last one, a Ptolus game as well ended two years ago, wondering if anyone is down for joining?

If so my plans are to use PFRPG rules. The game will be set in the Ptolus setting and thus use the gods presented in the book (domain coversion will be done as needed). Also this will potentially be mythic campaign.

4 to 6 players will be accepted.

Character Creation Guidelines:

Race: Core, APG, UC, UM, ARG (Core and Featured),
Ptolus races conversion in the tag below

Spoiler:

Aram
RP: 24 (Monstrous)
Ability Score Racial Traits 4 RP: Aram gain +6 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom. This includes the adjustments for their large size.
Size 7 RP: Aram are Large creatures, gaining a +1 bonus on combat maneuver checks and to their CMD. They and take a –1 size penalty to their AC, a –1 size penalty on attack rolls and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Type 3 RP: Aram are Monstrous Humanoids.
Base Speed 0 RP: As quadrupeds, Aram have a base speed of 40 feet.
Language Quality 0 RP: Aram begin play speaking Common and Aram. Aram with high Intelligence scores can choose from the following: Elvish, Giant, Goblin, Gnomish, Halfling, Litoria, Sylvan.
Defense Racial Traits
Natural Armor 1 RP: Aram gain a +1 natural armor bonus to their Armor Class.
Stability 1 RP: Aram receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
Indefatigable 2 BP: Aram sleep standing up, and rarely strip off all armor before doing so in the field. Aram gain Endurance as a bonus feat.
Movement Racial Traits
Swiftness 3 RP: Aram gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Aram also gain Run as a bonus feat.
Offense Racial Traits
Relentless 1 RP: Aram gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Senses Racial Traits
Darkvision 0 RP: Being monstrous humanoids, aram can see in the dark up to 60 feet.
Other Racial Traits
Quadruped 2 RP: Aram possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (included above). In addition, members of this race use weapons and armor as if they were Medium (instead of Large).

Assarai
RP: 18 (Advanced)
Ability Score Racial Traits 1 RP: Assarai are built to endure harsh conditions, but have a reptilian brain. They gain +2 Strength, +2 Constitution and -2 Intelligence.
Size 0 RP: Assarai are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Assarai are Humanoids with the reptilian subtype.
Base Speed 0 RP: Assarai have a base speed of 30 feet.
Language Quality 0 RP: Assarai begin play speaking Common and Draconic. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.
Defense Racial Traits
Natural Armor 4 RP: Assarai gain a +3 natural armor bonus to their Armor Class.
Survivor 2 RP: Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.
Feat and Skill Racial Traits
Athletic 2 RP: Assarai gain a +2 racial bonus on Acrobatics checks.
Scavenger 2 RP: Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.
Movement Racial Traits
Assarai Swimmer 3 RP: Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Offense Racial Traits
Claws 2 RP: Assarai receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
Bite 1 RP: Assarai receive a bite attack. These are primary natural attacks dealing 1d3 damage.
Senses Racial Traits
Low-light vision 1 RP: Assarai can see twice as far as humans in conditions of dim light.
Alternate Racial Traits
Frail 0 RP: About 10% of assarai are born with a mutation making them less physically potent. In the past, assarai born with this mutation were abandoned and left to die; however, more and more city-dwelling assarai now frown on this practice. As it happens, the mutation provides some benefit in mix-race, urban environments, making "frail" assarai less threatening to other races. Of course, what an assarai considers "frail" is still just as hardy as, say, a human. This feature, while providing no benefit or penalty of its own, replaces the Natural Armor, Scavenger and Claws traits. This brings the RP total for a frail assarai to 10 RP, making it a Standard race.

Elf, Cherubim
RP: 15 (Advanced)
Ability Score Racial Traits 0 RP: While graceful, cherubim elves are very frail. They gain +4 Dexterity and –4 Constitution.
Size 0 RP: Cherubim elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Cherubim elves are Humanoids with the elf subtype.
Base Speed 0 RP: Cherubim elves have a base speed of 30 feet.
Language Quality 0 RP: Cherubim elves begin play speaking Common and Elven. Cherubim elves with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Elder Elven, Gnome, Halfling.
Defense Racial Traits
Lesser Spell Resistance 2 RP: Cherubim elves gain spell resistance equal to 6 + their character level.
Feat and Skill Racial Traits
Keen Senses 2 RP: Cherubim elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Dreamspeaker 2 RP: Cherubim elves gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level) once per day: dream.
Movement Racial Traits
Flight 8 RP: Cherubim elves have a base speed of 30 feet. They can also fly with a speed of 50 feet and average maneuverability.
Senses Racial Traits
Low-light vision 1 RP: Cherubim elves can see twice as far as humans in conditions of dim light.

Elf, Harrow
RP: 10 (Standard)
Ability Score Racial Traits -2 RP: Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, −2 Constitution, and −2 Charisma.
Size 0 RP: Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Harrow elves are Humanoids with the elf subtype.
Base Speed 0 RP: Harrow elves have a base speed of 30 feet.
Language Quality 0 RP: Harrow elves begin play speaking Common and Elven. Harrow elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.
Defense Racial Traits
Harrowdream 1 RP: Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.
Feat and Skill Racial Traits
Scarred 2 RP: Harrow elves receive a +2 racial bonus on Intimidate checks.
Harrow Lore 4 RP: Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device checks.
Magical Racial Traits
Harrow Magic 4 BP: Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: detect magic, ghost sound, mage hand, prestidigitation, blur. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.
Senses Racial Traits
Low-light vision 1 RP: Harrow elves can see twice as far as humans in conditions of dim light.

Elf, Shoal
RP: 10 (Standard)
Ability Score Racial Traits 0 RP: Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size 0 RP: Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Shoal elves are Humanoids with the elf subtype.
Base Speed 0 RP: Shoal elves have a base speed of 30 feet.
Language Quality 0 RP: Elves begin play speaking Common and Elven. Shoal elves high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Litorian, Orc, and Sylvan.
Defense Racial Traits
Elven Immunities 2 RP: Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Note, however, that a great many shoal elves replace this feature with the Dreamspeaker alternate racial trait.
Feat and Skill Racial Traits
Keen Senses 2 RP: Shoal elves receive a +2 racial bonus on Perception checks.
Shoal Lore 2 RP: Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill. Many shoal elves native to Ptolus replace this with the Urbanite racial trait.
Magical Racial Traits
Shoaldream 1 RP: Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an augury spell or as complex as a crucial clue concerning the character's destiny.
Offense Racial Traits
Weapon familiarity 2 RP: Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-light vision 1 RP: Shoal elves can see twice as far as humans in conditions of dim light.

Dwarf, Grailwarden
Grailwarden dwarves are standard Pathfinder dwarves, most often using the Craftsman, Giant Hunter and Mountaineer alternate racial traits.
Dwarf, Stonelost
Stonelost dwarves are standard Pathfinder dwarves, most often using the Ancient Enmity, Lorekeeper and Stubborn alternate racial traits.

Litorian
RP: 17 (Advanced)
Ability Score Racial Traits 4 RP: Litorians are ancient, physical and introverted, +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
Size 0 RP: Litorians are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Litorians are Humanoids with the catfolk subtype.
Base Speed 0 RP: Litorians elves have a base speed of 30 feet.
Language Quality 0 RP: Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose from the following: Aram, Elvish, Gnoll, Goblin, Orcish.
Defense Racial Traits Feat and Skill Racial Traits
Intimidating 2 RP: Litorians receive a +2 racial bonus on Intimidate checks.
Keen Senses 2 RP: Litorians receive a +2 racial bonus on Perception checks.
Hunter 2 RP: Litorians receive a +2 racial bonus on Survival checks.
Magical Racial Traits Offense Racial Traits
Bite 2 RP: Litorians gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Senses Racial Traits
Low-light vision 1 RP: Litorians can see twice as far as humans in conditions of dim light.
Scent 4 RP: Litorians gain the scent ability.


Class: Core, APG, UC, UM (No third party)

Archetypes: Core, APG, UC, UM, ARG, (any others upon approval.)

Abilities: 20-pt Buy

Alignment: No Evil, all else is allowed

Wealth: Average by class

Character Traits: Two Traits from PFRPG, One Background from the Player's guide to Ptolus.

Dark Archive

So in my weekly game this last weekend my players ran into an Illusionist. About half way through the combat she cast Mirror Image on herself as the melee moved in closer to her. Only issue was when reading the spell it wasnt clear how to resolve whether they hit an image or the real person. the wording directly from the spell says "Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss".
This wording caused some confusion both for myself as DM and my players as to how to resolve, in the end I had to just wing it with a d100 roll. Just wondering how other GMs or players have dealt with this spell as it seem like its missing something?

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So my group I DM in RL which currently consist of

1 Rogue
1 Summoner with a fightery Pet
1 Sorc
1 Cleric
1 Monk

Will be getting joined in two weeks when we play next by a new player's character which at this point is in the early stages of planning (most likely a ranger or inquistor). When last the group left off they had just succcesfully (barely) mutinied against Plugg and his lot on the second day after the Man's Promise and Wormwood went their separate ways. Which was accomplished via some dasterdly acts by the monk (whose alignment is likely to be moving toward chaotic due to the actions taken). The party has yet to deal with Bonewrack which will still occur according to plan as I have put it in their minds they need to head to Squib's to get the boat refitted so they will be heading into the storm. The problem I am having is how to introduce the new character when they get to Bonewrack, any ideas? As written there is not any real good choices for where to introduce early in Bonewrack...the only thing I can think of is a marooning but it would have to be fairly recent because of the Ghoul Whores that wander the island...Any suggestions will be much appreciated :)

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This a hotly debated question in my group I run IRL. Basically the feat states a monk with panther could get up to there wisdom bonus of AoO in a round. Now reading AoO in combat section it states it has to be a separate trigger action. Which is how I have always understood it. In the case of the monk from my group he is a Snake/Panther style Monk of many styles, so based on the understanding the max this monk could do vs one creature in a given situation is 3 attacks.

First he moves in and provoke an AoO, then get panther retaliatory attack, if the opponent misses snake style triggers and if he hits the snake style AoO, he then gets another one as an immediate action.

does this sound about right or is there something I am missing about Panther Claw?

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So over the next two months as my current campaign winds to a close I will be preparing for a new campaign. Which will bring the characters into Ravenloft or the early version of it as it were. Basic idea is that I will be taking the Expedition module and combining it with a re-worked version of Gryphon Hill (RL2) for a timewarp like situation, all being run in Pathfinder. My question is not a rules question but more of a question of how to succesfully use these modules and keep it as close to the lore of Ravenloft campaign setting. I know from reading elsewhere and from some previous experience that there is some differences in the lore, mainly with Madam Eva. Just want to have the right feel even if these to mods are not entirely true to ravenloft lore and find a way to make them fit so that if this evolves into a more true to form Ravenloft campaign I can let them explore more.

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Just ran a great first session of Life's Bazaar last night, the group consisted of a Fletchling Ninja who is apart of an up and coming small thief guild called the Crimison Smile. A Ifrit Fighter who acts as a bouncer for bar/house of ill-repute named the Salted Wench; down the street from the Tipped Tankard. A Half-Drow Bladebound Magus, who is a bartender at the Salted Wench as well. A Drunken Brute Barbarian Elf and patron of the Salted Wench. And lastly a Aasimar cleric of Pelor who is friends with the ifrit bouncer.

The group got all the way up to investigating the Orphanage and are already thinking about Ghelve's Locks and the Lord Mayor's office (because of Fario and Felian) as the next two stops.

I introduced them to Lord Vhalantru by way of the Guildmaster of the Crimson Smile who told the group they should seek him out if they want to get an adventuring charter for the group. On the way into his manor they ran into the Stormblades, they sneered at the party and acted very snotty towards them which lead to Todd getting pushed by the Ifrit fighter and Todd sputtering his father would hear about this and the Ifrit fighter would regret laying a hand on him. Vhalantru impressed them a lot and I never once mentioned his full name just referred to him as Lord Vhalantru. He told them he gave out the last charter to the Stormblades which annoyed the group and then said he could get the Lord Mayor to let him give them a charter if they could do something that would show their devotion to the city. To which the group told him they were trying to find the orphans. They already like him -Insert evil DM smile here- He even gave the party some money for their trouble and as an investment in the group's future endeavors.

So I have introduced them in one session to quite a few people and plan on getting some of the other major players like Maavu introduced or foreshadowed over the next several sessions but I am running into a bit of a problem. The first combat when they dealt with the street thugs the Ninja snuck up on the thug watching the street thanks to his good roll and my bad roll and then sneak attacked the dude with a crossbow and rolled a crit. Damage from the crit killed the thug and made his pals messing with Brother Laro down the alley aware that something was up as they saw their pal clutch his throat and die. This was followed by the Ifrit walking with an evil grin into the alley with his axe slung over his back and stopping several feet from the other thugs. Followed by the Cleric Of Pelor who told them they best let the priest go and bugger off. And she rolled a nat 20 on the intimidate check :( So they ran off, the combat was over before it could really begin and Jil never got introduced....

I have read tons of the delvesdeep stuff and have had the mags and the hardcover for years so I am quite familiar with modules, just not sure how else I can introduce her as a mover and shaker...I know I want her to be part-timing in the Salted Wench undercover as a lady of the night or barmaid trying to keep an eye on the Crimson Smile and the party but beyond that not sure what else. And even that will be something in the background, because I want her when introduced to make them all do a double take because something about Jil even in her Last Laugh make up reminds them of someone they know. Any thoughts or ideas?

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Been running a group on thru Maure Castle here, We lost a few people and so now the group is down a cleric and a ranged character. The party currently consists of a Human Monk, a Half-elf Weretigeress Rogue/Sorc, a Human Fighter, a Human Rogue, and Elf Conjurer Wizard.

I am looking for up to 2 players wanting to play. Will be using Golarion as the setting. PFRPG classes are in(meaning any class from a current book released for PFRPG are in), Prestige classes are allowed from all the same books. Player's Handbook II, Expanded Psionics Handbook in. Tome of Magic (Binder and Shadowcaster) and Tome of Secrets in. Dragon Compendium classes in (except Montebanks and Death Master). Archtypes are okay but need to be approved first.

Most races in; any evil races (ie drow, derro, duegar, lycanthropes, etc.) out; On case by case I may approve a evil race but the game is going to consist of non-evil characters so you will have to have a good reason why they would be running with the group and not the atypical drizzt excuse. Races from the new Races book are acceptable.

25 point buy, Anyone interested needs to put the character together. I will make the final decision based on a few factors. Characters should have full backgrounds and stats. Looking for people willing to post at the minimum 5 - 10 times a week. HP will be Max + Con Bonus up to 12th level, future HP will be rolled in discussion thread. Starting at 12th Lvl; Characters must be complete/approved before game the will be able to join the group.

Fast XP Chart
Good or Neutral with good tendencies for the alignments (no EVIL alignments)

Each character will choose 3 traits.


The rain has been pouring down in sheets for the last few hours but despite this throughout Ptolus the taverns and bars are full to bursting with the celebrating citizen drinking to the new year on this 1st of Newyear. Lightning strikes illuminate the night every few minutes revealing the most striking feature of Ptolus, the Spire. The Spire a constant reminder of all the evil the lurks below and all around the streets of Ptolus. It evil on this night seems to weigh heavily in the air. The streets seem empty though despite the occassional patroling guard and the shivvel addicts wondering about in a haze. All of you are making your way to the Ghostly Minstrel, for a gathering of local adventurers being hosted by The Delver's Guild, to be held this evening in honor of the New Year. Strangely the snow that usually coats the ground can only be seen in clumps of mush, in gutters or the eves of windows due to a strange warm weather that started a week ago. What would normally been an occasion to get out of the cold and in front of a warm fire at the Minstrel instead is a chance to drink some cold mead to cool down and wring out your wet clothing near the hearth after a wet but hot and humid day.

Pulling your coats further over your bodies to protect you from the steady downpour, you look towards the shops you pass, as you enter Delver’s Sqaure from Center Street and it becomes apparent that those not partying at the taverns have turned in for the evening as most of the shops seem closed. On the corner of each street are posted various announcements from around the city the most prominent of which is are several flyer’s for an upcoming Republican rally in Oldtown and wanted posters for various crimnals. Across from the entrance to Delver’s Square you see the small chapel of St. Gustav’s Chapel, a welcome sight to all adventurers who frequent the dungeons below Ptolus.

You head Northwest into the square the inviting lights and sounds of the Minstrel up ahead. It occurs to you that the only citizens you have noticed in the last several blocks venturing onto the streets are the shivvel addicts. They seem to stare out at you from within the confines of doorway’s with their bloodshot eyes, blackened fingers and constant shaking. You swear you can smell their horrid breath from across the street, ever time you have passed one this evening. This alone brings a depressing air to a day of festivities for the holiday. May be it is a bad omen of things to come this year.

About 40 feet from the front of the Minstrel you come together old friends and new, for some of you this is the first time you have met each other, for other its is a welcome sight to see old friends and past acquaintances on such an eerie evening like this…


Here is the OOC discussion thread lets move discussion of the game over to here for now while we wait for the last finishing touches on some of the party's characters


I have been getting ideas together for a PbP Ptolus game, using the PFRPG as the system for the game, looking for people wanting to play.
4 to 6 players will be accepted.

Character Creation Guidelines
1st Level Characters
Race: Core, APG, UC, UM, ARG, Ptolus or Arcana Evolved(within reason and no drow or custom races) 

Class: Core, APG, UC, UM
Archetypes: Core, APG, UC, UM, ARG (stacking is allowed, assuming nothing overlaps)
Abilities: 20-pt Buy
Alignment: No Evil, all else is allowed
Wealth: Average by class
Character Traits: Three traits

What I'm Looking For
I would like players who can post a minimum of 1-2 posts per weekday.
I'm looking for creative, interesting backstories - not overly optimized character crunches
Play well with others. If a player makes a mistake, it's ok to point it out, but do so kindly - or in private. If you have a frustration with a fellow player, message me privately first.

Dark Archive

I have a character in my RL game that wants to collect trophies from kills and create items such as a necklace of teeth or a cloak from the skin of the creature slain. He also was hoping this would give him some sort of ability to intimidate people/enemies that he comes in contact with.

I couldn't find anything that is like this except for an achievement feat from Legacy of Fire Player’s Guide, called all gnolls must die. It similar but not exactly the same. I think that what he wants should be handled as some sort of feat if he wants some sort of in game effect and will depend on the type of trophy/what type of creature it came from but at a loss for the crunch of it aside from require a skill check to make a trophy. Any ideas would be great thanks

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Male Human 666th Lvl Evil DM

You have traveled for several weeks from Absalom at the behest of Venture Captain Kreighton Shaine and find yourselves deep within the western mountains of Cheliax. Before you set out he provided you with a guide and horses to get you to Maure Castle. A days ride from the castle your guide deserted the party his last words to the group warning of the vile evil of the place and telling you it would be better if you don't go there. You continued towards the castle all day wondering if this place could be as bad as everyone has made it out to be. Around sunset the clouds moved in and began pouring sheets of rain followed by harsh, cold wind while you are still a few miles from the castle. Finally around midnight you arrive at the castle a quick search of the walls outside the castle you come upon a tunnel After proceeding eastward for about ten minutes along a downward sloping passage, you come at last to a T intersection, with a short hallway continuing to the north and another leading south into darkness. A large eight-pointed star design has been chiseled into the stone floor at the intersection. The points of the star are entirely cleaned out, as if something is meant to be inset into the shallow depressions.

map

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Male Human 666th Lvl Evil DM

Here we go lets keep any OOC discussion or questions not pertaining to the campaign or non-IC questions about the game in this thread. Will probably post the game thread in the next day or so once the last of the characters are completed

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Been away for the last two years, back and wanting to restart a Maure Castle campaign started two years ago. Have been wanting to play around with Maure Castle for a long time as I have all the current levels of the castles including the ones from piped piper press :) Anywho looking for up to 6-8 players wanting to play. Will be using Golarion as the setting. PFRPG classes are in(meaning any class from a current book released for PFRPG are in), Prestige classes are allowed from all the same books. Player's Handbook II, Expanded Psionics Handbook in. Tome of Magic (Binder and Shadowcaster) and Tome of Secrets in. Dragon Compendium classes in (except Montebanks and Death Master). Archtypes are okay but need to be approved first.

Most races in; any evil races (ie drow, derro, duegar, lycanthropes, etc.) out; On case by case I may approve a evil race but the game is going to consist of non-evil characters so you will have to have a good reason why they would be running with the group and not the atypical drizzt excuse. Races from the new Races book out next week are acceptable but will need to be reviewed before the game starts to verify it matches with any new rules.

25 point buy, Anyone interested needs to put the character together. I will make the final decision based on a few factors. Characters should have full backgrounds and stats. Looking for people willing to post at the minimum 5 - 10 times a week. HP will be Max + Con Bonus at 1st level all level there after need to be rolled in thread

Starting at 12th Lvl; Characters must be complete/approved before game will start which won't be till sometime later this week or next.

Fast XP Chart
Good or Neutral with good tendencies for the alignments (no EVIL alignments)

Each character will choose 3 traits.
Will be using http://invisiblecastle.com/ for dice rolling.
Will post further details on exact location of setting once game is a little closer

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itching for this series to start looks so awesome. .Supposed to start on Jan 22nd 2010. :)

link

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Evil DM 99th Lvl

Everyone
The wintry month of Abadius has dragged on for sometime but as is always the case in Lastwall the people endure, ever watchful of the northern front. Ever mindful of the Gallowspire. This day is no different. Alfrik has had you all training endlessly for the last three months, always telling you the day will come when the lords of Lastwall will be shown the value of his infiltration model. That day has come. You have been on r&r for the last two days and are spread throughout Vigil about your various interests. When to each of you, arrives a missive carried by a military courier. Upon inspection of the missive you see that it has Alfrik's dwarven clan seal stamped on it. It reads as follows:


All,
It is time, the glorious hour of our proving, the operation begins, meet at the barracks at 1900 hours, I will brief you upon your arrival with the mission intel. It would be best if you tie up any loose ends as you might not be coming back anytime soon.


Yours,
Captain Alfrik

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Male Human 666th Lvl Evil DM

Here ya guys go. here is the OOC thread

Dark Archive

Hey guys felt like running one other pbp while I have time as my current two are slowing a little bit. Thought I would see if anyone was interested in a Expedition to Ravenloft pbp using PFRPG as the baseline. All core races and some non-core (with dm approval) are in. All PFRPG classes and Tome of secrets class are in as well as playtest classes. The game starts at 6th level. heroic stat roll (2d6+6) rolled in thread and 1st level hp max all other levels rolled in thread both must be approved first.


Its been a long trip to the ruins of Maure Castle. It all started several weeks ago in Caliphas the capital of Ustlav. Everyone had been enjoying a rest in the capital after several long adventures that had ended in the capital. The plan had been to rest before heading back to Absalom. As with every best laid plan this plan fell through.
Two nights into your "vacation" the group was approched by member of the Pathfinder Society. He identified himself as Yuri, and told you a story of a castle northeast of Caliphas in the region of Virlych south of Gallowspire. The story spoke of a castle filled with deadly traps, crafted by the hands of devil-worshipping wizards and nobles of House Maure, and of the evil monsters now lurking in its depths. As well he mentioned huge mounds of gold and riches. He also mentioned that a former member of the Pathfinders who had joined a secret society known as the Seekers had supposedly stayed in the castle some thirty years ago but had not been seen in a long time. Yuri explained that this Seeker named Kerfane had kept a journal. Yuri offered a sum of 2000 gp apiece for the return of the journal. You acceptted the contract and set out within the week.
The travel was long and arduous but you arrived this afternoon at the ruins, after some searching you found a cave near the ruins and have now followed it underground. After proceeding eastward for about ten minutes along a downward sloping passage, you come at last to a T intersection, with a short hallway continuing to the north and another leading south into darkness. A large eight-pointed star design has been chiseled into the stone floor at the intersection. The points of the star are entirely cleaned out, as if something is meant to be inset into the shallow depressions.

Dark Archive

Male Human 666th Lvl Evil DM

Here ya go guys this is the OOC thread, discuss have fun should have the ic thread this evening or tomorrow.

Thas

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Finding myself with enough time to run a second pbp as I don't currently have any home games going on. Have been wanting to play around with Maure Castle for a long time as I have all the current levels of the castles including the ones from piped piper press :) Anywho looking for up to 6-8 players wanting to play. All players will need to be able to post at least 3 to 4 times a week.

Will be using Golarion as the setting. PFRPG classes are in(including the playtest ones), Prestige classes are allowed from all books except Paths of Powers as I don't currently have a copy of this on print or pdf. Player's Handbook II, Expanded Psionics Handbook in. Tome of Magic (Binder and Shadowcaster) and Tome of Secrets in. Dragon Compendium classes in(except Montebanks and death master).

Most races in; any evil races (ie drow, derro, duegar, lycanthropes, etc.) out; On case by case I will approve a evil race but the game is going to consist of non-evil characters. All racial substitution levels are banned.

Heroic base stats (2d6+6); All stats must be rolled in thread and approved before characters are created.
HP will be Max at 1st level all level there after need to be rolled in thread

Starting at 12th Lvl; Characters must be complete/approved before game will start which won't be till sometime later this week.

Fast XP Chart
Good or Neutral with good tendencies for the alignments (no EVIL alignments)

Each character will choose 2 traits from traits pdf.
Will be using http://invisiblecastle.com/ for dice rolling.
There will also be action points though I haven't decided which version I will be using.
Will post further details on exact location of setting once game is a little closer.


The rain pours down from a darkened sky, that looms heavily over Ptolus on this 1st of Newyear as each of you make your way to the Ghostly Minstrel, for a gathering of local adventurers to be held this evening in honor of the New Year. Strangely the snow that usually coats the ground is not but mush due to a strange warm weather that started a week ago. What would normally been an occasion to get out of the cold and in front of a warm fire at the Minstrel instead is a chance to drink some cold mead and cool down after scorching humid day.

Pulling your coats further over your bodies to protect you from the steady downpour, you look towards the shops you pass, as you enter Delver’s Sqaure from Center Street and it becomes apparent that most of Ptolus’s citizens have turned in for the evening as most of the shops seem closed. On the corner of each street are posted various announcements from around the city the most prominent of which is are a wanted poster and several flyer’s for an upcoming Republican rally in Oldtown. Across from the entrance to Delver’s square you see the small chapel of St. Gustav’s Chapel a welcome sight to all adventurers who frequent the dungeons below this fair city.

You head Northwest into the square the inviting lights and sounds of the Minstrel up ahead. It again strikes you that the only citizens venturing onto the streets aside from fellow adventurer’s like yourselves are the bedraggled shivvel addicts that seem to stare out at you from within the confines of doorway’s with their bloodshot eyes, blackened fingers and constant shaking. You swear you can smell their horrid breath from across the street ever time you have passed one on your trek to the Minstrel this evening. This should be a day of festivities and instead the depressing air of this holiday seems as if a bad omen of things to come this year.

As you continue you come together as a group at last 40 feet from the front of the Minstrel. For some of you this is the first time you have met each other, for other its is a welcome sight to see old friends and past acquaintances on such an eerie evening like this….

Dark Archive

Male Human 666th Lvl Evil DM

All OOC discussion will be in this thread when everything is ready. (Hopefully this evening) I will post the IC thread link here.
For now discuss.

Thas

Dark Archive

I have been getting ideas together for a PbP Ptolus game, using the PFRPG as the system for the game, looking for people wanting to play. Both of the new playtest class are acceptable class choices as well. Any races out of PFRPG, Ptolus or Arcana Evolved are allowed. 4 to 6 players will be accepted.

Dark Archive

Looking for a few people to join in a play by post that will be a test run for rules I am working on for a home game. Let me know if your interested. All races okay except (gnomes and half-orcs of course); All Iron Heroes class are in. Arcanist from True Sorcery and Psychics from Advanced Player's Guide.

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Looking to start running a game here in the next month or so. Have been without a group for several months but have been eager to get a Dark Sun game off the ground for sometime, looking for interested parties. Will be using Iron Heroes as the base line rules with Green Ronin's True Sorcery book for preservers/defilers and as well the advanced players guide's Psychic class for Psionics, the over all fill will be low magic, reliance on ones abilities rather than one magic items, of which Iron Heroes is perfect for, let me know if you are interested at this point I am just beginning to look for people to join the game, anticipate first game to kick off by end of november as long as I have at least a couple players. Let me know msg me at Pdoxntt@gmail.com

P.S. have been contemplating test run via pbp anyone interested in this also msg at same email above. Thanx

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Hey guys just wondering if there is anyway short of canceling my subscription to not get this months subscription as I am out of work and short on money for the time being. Let me know thanks.

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Battle of Burgledorf

mmmmm k......

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I know Saul is evil but according to his stat block on pg 21 he is listed as CE and on pg 63 of the Gold Goblin article (in the sidebar about the Gold Goblin staff) he is listed as NE. Which is it? Just wondering, by the way this adventure is awesome been reading through it while at work tonight. It has all the makings of a fun series

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bump

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Working on a d20 pirate game set in Nick Logue's Razor Coast. Trying to figure decide if I need anything else in terms of good supplements wondering if anyone here has any knowledge about the following titles:
Skull & Bones (Green Ronin prolly get it on pdf), Black Flags: Piracy in the Caribbean, Freeport, d20 Past, Pirates (think it by Mongoose)?
Probably going to drop in the Port Royal from Dragon #118, and Freeport somewhere in the Razor coast just for kicks.
let me know thanks.

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Paizoian got a question see below

Spoiler:

Just been reading through the Secrets section of the Guide to Korvosa. and I need some clarification on the text it makes a comment in the text to the effect that a graduate becomes an apprentice after his final exam later in the text it says the following:

Once an applicant becomes an apprentice, she disappears behind te walls of the Acadamae for at least a decade.....For the first 3 years, an apprentice performs unpleasant and dangerous work for the school. These apprentices have few rights and learn nothing useful during 3 years of slave labor....Those who survive the rigor of apprenticeship becomes students. Students spend 7 long years learning the ways of arcane magic.

The problem is the sentence before this is talk about the final exam.
Not sure if the way it was written is messing me up but my take on this is that when an applicant first comes to the school he has to pass an entrance exam and then he becomes an Apprentice and latter a Student and then graduates? Is this correct? if not let me know trying to figure out how this will work for a PC wanting to be a graduate if she is sequistored in the Acadamae working her butt off as an apprentice while at the same time trying to adventure outside the Acadamae.

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Just got Seven Days in the mail yesterday and I hate to sound like a total horn dog (even though I am) but Andaisin is hawt!!!!! Must be my love for dark, goth looking girls....and the way she was drawn dang she got some junk in her trunk :) Anywho great art for her. To bad she dies at the end of Seven Days. :X

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Yeah I know it sounds like an odd combo but listen for a few.

So I am working on a conversion for dark sun using Iron Heroes cause its got some seriously awesome cinematic qualities and its low magic which fits perfectly with Dark Sun which has always been a low magic high psionic setting. Anyways so I am usings the magic system from True Sorcery and will be using the Psychic from Advanced Player's Handbook by Green Ronin both are skill based system which fits nicely with Iron Heroes which plays up the whole skill accept of the game.

Now here is where I am stuck I have been going through all my old Dark Sun modules and the revised dark sun box set as well as the Incursion info and have come across a mention of the lich-queen in the module Blackspine. The module is about a group of renegade githyanki trying to use athas as a place to build an army to fight Vlaakith so there queen can rule the githyanki. I am not sure how I would tie everything together and whether this would all work especailly with the incursion having the flying ships and stuff. I know I want to foreshadow and have the campaign be have lots of espionage qualities to it but not sure on all the details so far. Only thing set in stone is that the player will start in an alternative verision Freedom module as slaves and that there will be a shadowy organization the pcs are working for that will wind up prolly being tied to the incursion plot.

I was thinking this would be a great tie-in for the Lich-queen module and then also tie in the thri-keen invasion of the tablelands referenced in the revised dark sun boxset as a part of the first 10 levels of play.

Discuss! Formulate evil DM plots!

P.S. I have all the magazines that have been tied to the incursion including the ones released under 3.0 and have 90% of the Dark Sun stuff.

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Anyone have a link to or know if the players handout from the SCHC are availible for download haven't been able to find them. Also has anyone compiled a printable version of the npc statblock section of the SCHC, if not I can always copy it on a copy machine rather than flip back to it every five seconds during combat and such.

thanks

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Anyone have any idea what Golarion gods I should replace the main gods in SCAP with? biggest problem is what to replace Wee Jas with cause Pharasma is not a good 1:1 replacement for the goddess of Magic and death. Any ideas would be helpful
so far this what I got

St Cuthbert = Imoedae
Pelor = Sarenrae
Vecna = Norgorber
Hextor = Rovagug
Erythnul = Lamashtu?
Kord = Gorum or Cayden Cailean
(only reason I would go with gorum is cause of the whole arena that kord has in town and this seems more in line with Gorum)
Wee Jas = ???? Not sure at all on this one

And on that note are most cities temples of Abadar the community bank? as with COCT

Dark Archive

Anyone have any idea what Golarion gods I should replace the main gods in SCAP with? biggest problem is what to replace Wee Jas with cause Pharasma is not a good 1:1 replacement for the goddess of Magic and death. Any ideas would be helpful

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just wanted to cancel my gamemastery subscription, getting too expensive to have both that and pathfinder and I enjoy pathfinder more.

thanks

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never mind go ahead and ship this order. thanks anyways

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Looking for 3-4 players for a Evening/late night game Wednesdays here in the College Station/Bryan area. 3.5 Black Company, Dark Sun or Pathfinder game depending group. Also wouldn't be too opposed to a online chat based game if I can't find anyone locally. send me an email if you are interested @ Pdoxntt@hotmail.com

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Order # 839720 got the last of my green ronin shipments today and the box was tore into on the bottom which also seems to have caused damage to my copy of Eternal Rome. wondering if there are any copies of the book left that could be traded out if not no worries I will keep the one I got. Thanks let me know.

Organized Play Character


Master Soan
Lantern Lodge Kuninobu Shinichi

Male Human (Tian Xia) Monk (Monk of the Empty Hand) 1 (0 posts)

Aliases


Halfling
Belvedyr Haverfoot

Cleric (Evangelist) 2 [ HP: 13/13 AC: 18 T: 14 FF: 15 | Fort +6, Ref +4, Will +7 (+11 vs fear) | Init +3 Perc: +5 ] (32 posts)
Zon-Kuthon
DM Eunson
(38 posts)
Berserker Cannibal
Gavrus Mendelheim

Barbarian (Urban Barbarian) 1 [ HP: 15/15 AC: 12 T: 12 FF: 10 | Fort +4, Ref +2, Will +0 | Init +2 Perc: +3 ] (22 posts)
Skeleton
Jethro the Arcanist

Male Human Wizard (Shadowcaster) 2 [ HP: 13/13 | AC: 12 T: 12 FF: 10 | F: -1 R: +2 W: +5 | Init: +4 Per: +2 ] (18 posts)
Kutholiam Vuere
Tam o' the Dale
(22 posts)
Algon the Ever-Seeking
Varnos Lightbringer

HP: 13/13 || AC 19 (touch 11, flat 18) || F/R/W +4/+1/+3 || Init +1, Perc +1 || Buffs: none || Debuffs: none (7 posts)