Umagro

Malak Al'Qaum's page

121 posts. Alias of imimrtl.




"The Town of Sandpoint needs you!"


OOC Thread


Closed Recruitment thread for solo game.


So here is the question, if you have a character A who is in an area of non-magical darkness without darkvision, and Enemy B in an area of light with darkvision, can character A see Enemy B to attack him? I ask because think of a dark room with a single spotlight shining on someone, even though I don't have darkvision I could easily shoot them irl but I'm not sure of the rules here. Thanks in advance!


Island of Empty Eyes Map Current Map

This is the social RP thread for DM Immortal's Reign of Winter campaign.


Island of Empty Eyes Map Current Map

This be the gameplay thread, tremble all ye who post here.


Island of Empty Eyes Map Current Map

Here is DM Immortal's Reign of Winter Discussion Thread. Please start off by discussing concepts and backstories. Also ask any questions you may have about the campaign, the player's guide, etc.


This is the Blood in the Sands PVP: Arena Six


This is the Blood in the Sands PVP: Arena Five


This is the Blood in the Sands PVP: Arena Four


This is the Arena for Blood in the Sands: Arena Three


This is the Blood in the Sands PVP Arena Two


This is Arena One for the Blood in the Sands PVP Arena


A sumptuous subterranean lodging has been set up for the comfort and convenience of the gladiators. Anything and everything that you could want has been provided. Food, drink, companionship, laboratories, training rooms, etc.

This area is for in character interaction between fights.


This is the Discussion thread to talk about rules questions and the like for Pathfinder Blood in the Sands Arena.


Pathfinder Blood in the Sands is a place for ongoing optimized play-by-post PvP. Everyone is welcome to create a character and jump on board, but only an elite few will ascend through the ranks, attaining much glory and bragging rights. The characters who join will be matched randomly against other characters of their level in single combat. Those who win gain reputation, advancing in wealth and level and generally being better than other people. Those who lose suffer a drop in reputation and are resurrected by the mysterious forces in control of The arenas in order to redeem themselves or die (even more) trying.

It should be clear before you read any further that this is a hardcore sort of 'campaign'. You may have opportunities to role-play, and everyone should have some amount of backstory and flavor for their character, but if you're not also a powerful and versatile one-on-one combatant you may find yourself frustrated. That said, there's nothing to stop you from re-rolling as often as you'd like and jumping back into The arenas with a better build, so go ahead and get creative!

The gameplay rules for Pathfinder Blood in the Sands are as strict as possible, with the intent that nobody will have a victory taken from them by any sort of biased judgment call or unnecessary house-rule. There is a goal of keeping all rules as close to the intended and accepted Pathfinder rules as possible, so that if multiple people were to be doing the arbitration their rulings would be as similar as possible. This may mean you can't do some really cool thing because it's not technically in the rules, and this is regrettable, but when it comes to PvP the rules are quite important. As in Pathfinder Society, there is no crafting, teaching animals tricks, or leadership, but pretty much all other aspects of the game are left unchanged, giving players as many building blocks as possible to create powerful characters.

CREATING A GLADIATOR (warning! Long post ahead!):

Gladiators begin at 3rd level. A player may only have a single character at each level at a given time, but feel free to retire a character and create a new one at any time. No matter your previous record in the arena, any new character starts at 3rd level. You may have multiple characters so long as none of them are the same level.

Only Paizo published material is allowed when creating a gladiator. Anything used should be findable through The SRD, PRD, or Archives of Nethys (fills in some holes in the SRD). This is to allow an even playing field among those who own differing numbers of books. These regulations are in addition to any stricter restrictions on material below. If you have questions on something's legality, shoot me a PM, but please don't ask me about third party material, it's simply not allowed.

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— Abilities

Gladiators are created using 25 point buy. No score may be dropped lower than a 7 or boosted above an 18 before racial modifiers. A gladiator may be of any (adult) age, but they take neither penalties nor gain bonuses for being old. Here is a nice place to fiddle with point buy.

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— Races

Race can determine a great deal of what a gladiator is capable of, especially at lower levels. There should be as much room as possible to choose the perfect race for a given build, but some races are impractically unbalancing and are not allowed.

Alphabetical List of Legal Races:
Catfolk
Changelings
Dhampir
Drow
Dwarves
Elves
Gillmen
Gnomes
Goblins
Grippli
Half-Orcs
Half-elves
Halflings
Hobgoblins
Humans
Kitsune
Kobolds
Merfolk
Nagaji
Orcs
Ratfolk
Samsaran
Tengu
Vanara
Vishkanya
Wayang

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— Classes

All classes, be they core, base, alternate, or prestige, are allowed in the arenas. All archetypes are legal, and multiple archetypes may be stacked together provided they do not conflict in any way. Alternate classes may take archetypes from the class on which they were based (and vice versa), so long as they have each of the replaced abilities at the relevant level (a Ninja may take the Scout archetype, for example). As in Pathfinder Society gameplay, some classes are altered as a result of crafting, animal training, and leadership being disallowed.

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Altered Classes:[b]

Alchemists receive the Extra Bombs feat at 1st level instead of Brew Potion.

Cavaliers receive Skill Focus (Handle Animal) as a bonus feat instead of the Expert Trainer class feature.

Clerics with the Nobility domain get the Persuasive feat at 8th level instead of the Leadership feat.

Clerics with the Rune domain receive Spell Focus at first level instead of Scribe Scroll.

Druids with the Nobility domain get the Persuasive feat at 8th level instead of the Leadership feat.

Oracles with the Nature mystery receive Animal Growth as a bonus spell at 11th level instead of Awaken.

Witches may not select the Cauldron hex.

Wizards do not receive a bonus feat at 1st level.

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[b]— Feats and Traits

Item Creation, Performance, and Achievement feats are not allowed in the arena. All other feats from legal sources are fair game. Campaign Traits are not allowed in the arena. Any other traits from legal sources should be fine, but keep in mind that there may be prerequisites that a character is incapable of fulfilling (gladiatorsmay not be members of the Pathfinder Society). Any feats or traits that require a certain place of origin or religious affiliation must be consistent with other feats, traits, and classes.

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— Skills

There are no restrictions on skills or their usage in the arena, though those such as Forgery or Swim will be pretty useless in most situations. Any out of combat interaction between characters will be minimally regulated, so there may be more room here to make use of skills. Otherwise, keep in mind any prestige class prerequisites you may need to meet down the road.

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— Alignment

There are no alignment restrictions in the arena. Though the killing of intelligent humanoids for reputation and profit is a fairly evil past time, defeating an enemy in one on one combat is somewhat more honorable than many methods, and hey, nobody stays dead.

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— Hit Points

Gladiators follow the PFS method of hit point determination. Each character receives full hit points for their first level, and for each following level they receive half of their hit die, rounded up. This means that at each level after first a Wizard would gain 4 hit points, a Cleric 5, Fighter 6, and Barbarian 7. An animal companion or other non-player combatant receives one half of their hit die each level (including first), rounded down, recalculated at each new level.

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— Equipment

Gladiators begin with 4,500 gp worth of gear. Items may be bought and sold freely between matches for their listed price. There is no haggling, and sell prices are equal to buy prices. Living creatures are not legal for purchase in the arena, and no living creature besides a player character may enter the arena with the exception of those gained through class features. A gladiator may spend no more than 10% of his or her current wealth on consumable items, but there are no further restrictions on the percentage of wealth that may be spent on a given type of item or items. All items must be purchased at full price and in the usual quantity (meaning you must buy 20 Whistling Arrows if you want any, and wands must be fully charged upon their purchase), but they may be sold back at full price for whatever percentage of use remains (you can sell back a wand with 25 charges remaining for exactly half of its listed price). Keep in mind that past a certain threshold, consumable resources that are used up in combat will permanently subtract from a character's wealth. See the Wealth section for more information on consumables.

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— Character Submission

Any character is welcome in the arena, so long as they are mechanically legal. No character will be turned away for poor flavor or an unoptimized build, and as soon as a character is properly submitted and confirmed to be legal they will be put into the pool for fights. Keep in mind that the player is responsible for their character's legality. The characters will be reviewed when they are received, and anything the reviewer notices will need to be fixed before the character is accepted, but if the reviewer misses something that later makes a difference, the player is responsible (and may suffer a fight loss and/or Reputation penalty if things are screwed up too badly). Just double check your sheets, and you'll be fine. If there's anything you have a rules question on, send me a message. Here is the template for sending in a character. This should be filled out in plain text and messaged to the Arbiters. Feel free to personally keep track of your character data wherever and however you choose, but for character submission the above template must be used. Each character must be resubmitted when changed in any way (primarily when leveling up), so keep a copy of the filled-out template to edit and send in when necessary. Hopefully Bungles is a good enough example for showing where to put information, but if you have any questions on the template, send me a message. Animal companions, familiars, eidolons, etc. should have their own stat block sent with their master's.

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— Character Profiles

Each character should have a full physical description in the alias that they are posted under, which should include all visible physical features and gear. Characters should also track their Reputation and Win / Loss record there (Administration will keep records as well). A new alias for each gladiator is not necessary, but the alias must not be misleading in any way, and an alias cannot contain multiple active gladiators at the same time. If the alias contains information for multiple fighters, the active character's information must be clearly marked, including a full description.

There is no need to contain any mechanical information in your character's alias. You know your own stat block, and the arbiter will have it on hand, so it's in your best interest to keep your secrets to yourself.

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ADVANCEMENT

— Reputation

Instead of gaining experience for defeating foes, gladiatorsgo up in Reputation with each bout. When a gladiator has enough Reputation to advance a new level, he or she loses all accumulated Reputation from the previous level and permanently gains the level. Gladiators earn reputation based on the following scale:

Win= 3 points
Tie= 2 points
Loss= 1 point
Forfeit due to Arena Freeze= 0 points for first time (-3 for second offense, -6 for third and so on)

The following chart shows the total amount of Reputation needed to advance from the given level. Remember, the amount of Reputation gained is always the opponent's level. Unless your character is challenging or being challenged by characters of different levels, this will stay quite simple.

Reputation Needed to Advance:
3rd 9
4th 12
5th 15
6tht 18
7th 21
8th 24
9th 27
10th 30
11th 33
12th 36

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— Wealth

Wealth in the arena is based only off of a character's current level. There is no change in wealth between fights unless a character has gained a new level from acquiring Reputation, or has used up wealth in combat. Wealth for each level is the average wealth for a character midway through that level based on the Pathfinder Wealth by Level Chart.

Gladiator Wealth by Level:
3rd 4,500 gp
4th 8,250 gp
5th 13,250 gp
6th 19,750 gp
7th 28,250 gp
8th 39,500 gp
9th 54,000 gp
10th 72,000 gp
11th 95,000 gp
12th 125,000 gp

As mentioned in character creation, a gladiator may not spend more than 10% of his or her wealth on consumable items. If a character uses up consumables in a fight that do not exceed 5% of his or her total wealth, the expended wealth is reimbursed at the end of the fight. Anything used up over the 5% limit is forever subtracted from the gladiator's total wealth. Any items sundered or otherwise destroyed without their owner's intent or consent will also be reimbursed after the match, unless this is a possible side effect of normal use (use fragile equipment at your own risk).

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GAMEPLAY

— The Arena

Here is the current map of the arena. All squares that aren't dark stone are fully navigable, and the arena floor is hard packed dirt and sand. The rough-hewn stone of the pillars and the arena walls rises 25 ft. above the floor, up to an observation and seating area where spectators can safely watch the bloodshed. There is an invisible field of force preventing anything from rising above the lip of the arena, keeping the audience safe and limiting vertical movement above the ground to 25 ft. upwards. The stone of the pillars and walls also extends 25 ft. down past the arena's bottom to a second floor made of stone. The stone floor, walls, and pillars are coated by the same force that covers the mouth of the arena. The stone ignores any attempts at damage or manipulation, and is considered a perfectly sheer, smooth surface (unclimbable without magical aid). When combat begins, the entrances of the arena seal, and do not reopen until the outcome of the match has been decided.

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— Combat Rules

Combat in the arena is no different from that in a normal Pathfinder campaign, except that your enemies will be much more powerful and intelligent and there will be no fudging of dice rolls by your friendly GM to keep you alive. We keep as close to RAW as possible but the final decision on a dispute lies with the Arbiter making the decision. Rules questions and discussions can be made on the discussion thread and changes can be made there. There are no major mechanical changes to the fighting gameplay; everything is meant to be as close to 'generic' Pathfinder as possible, though the set-up for the fights is somewhat nonstandard. Each combatant begins at one of the two doors leading into the arena, at the north or south. The combatant who is first in alphabetical order enters from the north, and his or her opponent from the south. Combatants begin in the left-hand square of their entrance (A11 in the north, L10 in the south). Any companions who are with a combatant in the arena (restricted to class ability companions only) begin at their master's right-hand side. When a match starts, each gladiator confirms his or her location and the location of any companions, and then rolls initiative. Combat itself begins with a shared surprise round, where neither combatant may take more than a single move or standard action (as well as any allowed swift or free actions). The highest initiative combatant starts the match off by taking his or her surprise round actions (even if they merely delay until next round), and then the fight is underway. Past the surprise round, all actions occur exactly as they would in regular Pathfinder gameplay, unless extraordinarily strange things come up that simply must be house-ruled, in which case they will be added to this document.

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— Combat Posting

Posts in combat need to convey all relevant information, preferably cinematically in addition to mechanically. For this reason, it is necessary to post both in-character text detailing what your character's obvious actions consist of, as well as posting a mechanical out of character explanation. It's also a good idea to post the round number at the beginning of each post, so everyone is clear when the fight has moved on (since some posts may be in reaction to something on the same round). Any dice rolling necessary should be done in spoilers. Note that since the arbiter has access to the character sheets, it's alright to only post a roll itself and not any modifiers, though most rolls will need their results publicly posted.

Here's an example of a fairly standard turn:

Round 4

Brutus bellows loudly, beating his free fist on his manly pectorals while shaking his axe in the air. Saliva splashes from his fanged mouth, and his already beady eyes narrow into slits. He moves in closer to his foe, bringing his hand back to the haft and making a savage swing with the weapon before lunging at the magician with his teeth.

Rage, five-foot step to E09, full attack on Jenkins the Squishy.

(this would be in a spoiler) [spoiler*=Arbiter Only:]
Greataxe: 1d20 + 10 ⇒ (16) + 10 = 26
Bite: 1d20 + 5 ⇒ (7) + 5 = 12

Greataxe Damage: 1d12 + 10 ⇒ (8) + 10 = 18
Bite Damage: 1d1d4 + 3 ⇒ (1) + 3 = 4[/*spoiler]

Greataxe 27 to hit, 11 damage. Bite 21 to hit, 7 damage.

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— Etiquette

This is intended to be a friendly place to smash one another to dust and try out crazily optimized character ideas. The fights are meant to be competitive, but also friendly, with no permanent character deaths and everyone getting as many chances at glory as they desire. Keeping this in mind, please don't make winning the absolute most important part of your arena adventures; no matter how long you've spent crafting the perfect character there can always be those terrible rolls or horrible match-ups that lead to a loss. This is part of being involved in an arena and it's expected that anyone planning on fighting will be able to accept even the 'unfair' losses with honor, dignity, a minimum of sulking etc. Note that this does not mean your gladiator can't be pissy about losing, just make sure that most of the whining stays in-character.

Also, please refrain from peeking in other players' spoilers. If you just cannot help yourself you'd better be very sure any information gained doesn't affect your character's actions in combat, because meta-gamed knowledge is the height of dishonorability in PvP. Remember that you can always PM your more secretive actions to the Arbiter if you wish.

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OUTSIDE THE ARENA

— Logistics

The current plan is that these rules, all maps, and any other necessary information will be posted in the Campaign Info Tab, along with permanent links to each of the arenas.

The combat for the arenas will be held in several different threads, each considered to be one of the arenas. There can only be one fight in a given arena at a time, so if there are enough people to fill them all up, new arenas will be opened. It's conceivable that in the future there will be new kinds of arenas with different layouts, and also possible that older arenas will be retired. Links to the gameplay threads will be posted publicly in the discussion thread when fights are assigned. The gameplay thread will be used for in-character but out-of-combat interaction between gladiators (more on this below). The discussion thread is for questions, concerns, and comments not related to recruitment, and for official fight match-ups. The recruitment thread is only for recruiting and recruitment discussion.

Fights will be assigned randomly between gladiators of equal levels, and the paired-off combatants will each be given a pit. Randomization will not occur if there are fewer than five combatants ready for a battle, unless there are fewer than five active combatants of that level in total. Challenges may be made within the arena, but they must be broken up by assigned fights (no combatant may participate in a challenge two battles in a row). Challenge fights are no different from the normal kind except that they may be between gladiators of any level, and the combatants must mutually agree to the match.

A player may have any number of characters in Blood in the Sands, but may not have more than one active character of a given level (an active character is one who is in the pool for random fight assignments).

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— Out-of-Combat Gameplay

Even gladiators can't spend all day hacking one another to bits, and since fights don't run more than once a day and last only a few minutes (if that), downtime is inevitable. The main gameplay thread is a place for characters to relax. Here they can have actual conversations or attempt to genetically engineer super-camels, all that stuff that there's no time for in combat. There's a great deal of freedom for gladiators, and the arena facilities are immense and exhaustive. There are libraries, laboratories, sparring areas, kitchens, gardens, empty rooms, and pretty much anyplace else a gladiator might want to spend time while not killing and/or dying. The only restrictions during downtimes are that the arena fighters must not interfere with other combatants in any permanent way (there are very extensive wards against such things), and they must not leave the facility. This part of gameplay is not particularly moderated; go nuts, but keep it in character.

— Setting and Story

The arena exists somewhere on or in Golarion, as far as anyone knows. None of the arena fighters can quite recall their journey to The arenas, but they have all come of their own free will, to prove themselves against one another, to gain the love of the crowd and the respect of their peers. The arena is never lacking in audience; the fights are watched by crowds from every social group and race. Peasants, nobles, soldiers, and scholars, humans, elves, dwarves, and orcs, all of them shout and cheer and wager as the fighters clash on the sand. It is rumored that as a someone rises through the arena ranks he or she may gain the attention of more notable audiences, but no one is able remember the last time a gladiator achieved such status.

Who or what is running the entire operation is also somewhat of a mystery. The arenas are incredibly well-funded, and have access to some very powerful magic when it comes to keeping them running. It's difficult to fathom the reason for the Arenas existence in the first place considering its apparently already infinite budget and lack of entrance fees for audiences. The external facilities are run by seemingly normal staff of every race. They cook, clean, run the various facilities, and provide equipment for combatants, but none of them seem to have an idea of who is at the top of the operation.

You do not need to have a character ready to go to join the discussion. Please hop in and say hello. This is a continuation of another arena so there will be some players and their gladiators porting over from the other one but that in no way gives them any sort of advantage over anyone else due the way the arena is set up.

Please let me know if you have any questions. General ones put them here, character related ones can go to myself or any of the Arbiters once they introduce themselves.


So I've been on the boards for a while and noticed a trend that tends to occur with some of the games on here. A lot of them seem to falter in the first book and not progress. That said, I thought it might be possible to get a game together with people who played either all the way through or the majority of the way through of the first book of an adventure path and just start where the second book kicks off.

I'm not looking to run as I am running a game and playing in a couple but I would love to play in one.

Anyone else interested in running/playing in something like this?

I think the best thing to do is to list which ones you have played in with your response if interested. I'll start.

I have played most of the way through the first books of:

Kingmaker
Carrion Crown
Serpent's Skull
Legacy of Fire

I am also familiar enough from running/planning to run:

Jade Regent
Second Darkness
Curse of the Crimson Throne

Let me know what you all think and if you would like to Run or Play any of these starting on book two.


Island of Empty Eyes Map Current Map

Here is the thread to use for long conversations that do not pertain directly to the current campaign plotlines. Things to discuss here are things like politics, metaphysics, religion, personal history, etc. HAVE FUN!


Island of Empty Eyes Map Current Map

Here is the thread to use for long conversations that do not pertain directly to the current campaign plotlines. Things to discuss here are things like politics, metaphysics, religion, personal history, etc. HAVE FUN!


Island of Empty Eyes Map Current Map

Your eyes flutter open at the sounds of gulls and the feel of gentle rocking. Attempting to clear away the cobwebs that engulf your mind, your thoughts go back to last night and the events come to you in a haze of alcohol and pain. Looking around you see you are not alone in this large dark room lightly strewn with various sacks and barrels. You are each securely tied at the hands with strips of hemp rope and then tied to one of tall supports throughout the room.

As your mind struggles to free itself, on questions bubbles to the front...Where in the nine hells am I?!? As you begin to get a bit of clarity you remember with horror the final moments of the previous night.

Seijiro:
The sea had been calling to you throughout the night while drinking and making merry in the Formidably Maid. You had met some new acquaintances but were sure you would probably forget about them by morning as you had numerous times before. After a while you could resist no longer and needed the peace and tranquility of the nighttime sea. Excusing yourself and declining offers of another round, you head down to the docks and sit on the end of the pier, your toes dangling into the dark water. Hearing a creak behind you, you begin to turn when you feel a burst of pain at the base of your skull and then you feel a splash of water and sink into the abyss of unconsciousness.

Horatio Flynn:
You were beginning to become a bit annoyed. The conversation of the last few hours which had so stimulated your keen mind had descended into drunken singing and debauchery. Now, you enjoy dandling a lass on your knee as much as the next man but some of the goings on in this establishment were enough to make even you blush. Deciding that discretion was the better part of valor you excuse yourself not long after the young one named Seijiro left. The last glass of port seems to have been stronger than you thought for you find yourself swaying a bit more than you should from the few glasses you had. You wander down towards the sea to breathe in the salt air to clear your head before heading back to your room when you see two men hauling a limp woman from the water down at the end of the dock. Throwing the woman over his shoulder the rough looking man grins at his partner. You hear some disgusting remarks regarding the woman's "value" and it spurs you to action. You pull your pistol and rush forward down the alley they went down with her. It is at that point you see a club swinging down from an open doorway to your right that you hadn't seen and connecting with a solid thunk into your skull. The last thing that goes through your mind before you lose consciousness is that they ripped your beautiful frock coat when you fell.

Dhaavan & Rain:
The two of you spend your time drinking and talking long into the night. At some point one of you suggested a drinking contest and since your inhibitions were already lowered at this point decided, why not? You are not sure how many tankards of rum you went through when you passed out but you do recall vaguely some hands pulling you roughly from the floor where you were sleeping, dreaming the peaceful dreams of the heavily inebriated. You vaguely recall your head thumping along a gangplank before you completely succumbed.

Valeros Jaloksin:
Despite the fact that you were at the Formidably Maid when all the others were, you had drunk yourself into a stupor long before everyone else had arrived. Passed out on a table near the kitchens, you didn't even stir when you were thrown into the alley with the garbage at closing, your peg leg banging against the cobblestone. You aren't sure but you think that someone woke you and offered a place to sleep for the night...not realizing that he meant in the hold of a ship you murmured a thanks...and proceeded to pass out again in his arms.

Variel Nightstorm:
After a night of dancing, wine, women and song, the others began to retire to your dismay. You pleaded with them to stay and have another drink or another dance but everyone eventually left. You began talking to some of the other patrons, a glass of sweet rum in hand when you began to feel an extremely warm buzzing sensation creeping through your veins. Slurring your speech badly, the young woman you were talking to rolled her eyes at your obvious drunkenness before walking away much to your chagrin. You feel like you haven't had enough to have this sort of reaction when you begin to feel your eyes shut of their own accord. A moment of panic sets in as you see a hard faced man chuckle as he finishes his drink and approaches you...just as you pass into oblivion.

Sko:
You were one of the last to leave the Formidably Maid, having seen a few "recruitments" occur but not wanting to get involved and start a fight so soon after arriving in port you left it alone and decided to leave. Walking outside into the muggy night air you started feeling woozy after several steps towards your berth for the night. Feeling you must have drank more than you thought you see the gillman you had met earlier being half dragged half carried towards a waiting ship. Noticing you a couple of toughs turn in your direction. Turning to flee, you manage to get another few steps before you fall to your knees, sure you had been poisoned and set up. A sharp pain and blackness then greet you.

Welcome to Blood Red Roses: A Skull & Shackles Campaign! I am so excited to have all of you and here we go!


Go down, you blood red roses, go down...

Step right up men and put down yer mark! Looking for men and women who want a life of hard labor, long hours, and almost certain death at the end! If that sounds like you then the life of a Pirate might just be right for ye!

Campaign Guidelines

Posting: Minimum of 1-2 posts per day M-F. If you are going to be gone for more than a day please let me know so I can NPC you and move the game along.

Maturity: This campaign WILL have some mature content in it. I am not planning on going over the top but executions, lashings, and other such unpleasantness will be occurring. Depending upon how things go, it may even be your character that is subjected to things like this. I'm not overly harsh but I don't pull punches either.

Play Nice: Even though this is a pirate game, I'd like to keep Player vs Player conflict to a minimum. There are more than enough NPC's for you to hate and fight with so you shouldn't need to worry about each other.

Character Creation (crunchy bits):

Character Level: 1st
Race/Class: Core, APG, UC, UM, ARG (no custom races)
Abilities: 20-pt Buy
Alignment: Any non-evil and no Lawful Good, I will accept 1 Lawful Evil so long as they can play well with others.
Wealth: Average by class
Character Traits: Two traits plus one Campaign Trait (from S&S Players Guide)

I currently have 3, maybe 4, slots preselected. As such I am looking for 2-3 characters to round out the crew.

The current characters are:
Elven Freebooter Ranger
Human Buccaneer Gunslinger
Tattoo Infernal Bloodline Sorcerer (Unknown Race currently)
Potentially one more but no response yet on race or class

Character Submission:

1. Good writing and a good backstory are paramount with these submissions.
2. You do not need to have a fully detailed sheet or profile (It won't hurt but it won't replace a good well written backstory)
3. As has been done well in the past, please answer the following questions (None of these questions will hurt your chances. They just give me a feel for your character):

1. What position do you see yourself eventually in on a ship?
2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.)
3. Which campaign trait are you selecting and why?

Last but certainly not least, I have seen this used to great effect and it is a bit of fun while waiting for recruitment to close but after you submit the basics out of character, start RPing with each other so I can see about group dynamic and your writing style. The scene to RP in is the night you are all taken from the bar in Port Peril. The music is blaring and the night is raucous!

That's about it! I'm really looking forward to seeing what everyone comes up with!


Island of Empty Eyes Map Current Map

This is the discussion thread for Blood Red Roses: A Skull & Shackles Campaign.


Hi everyone! I am currently looking for a replacement player to join our campaign that is still right at the beginning. The Drow Wars run from 1st all the way up through 30th level and if we make it that far I will be running epic rules of one sort or another but that won't be for quite a while. In the meantime the group is marooned on the island of Chillhame in the world of Ashfar. They were brought there by a deity for some purpose having to do with a hoard of duergar and drow coming up from under the island.

Here is the link for the game.

We currently have in the party:
Human Barbarian/Oracle
Elven Cleric
Elven Wizard DMPC
Human Rogue/Magus
Human Gunslinger
Human Houndmaster Cavalier

This is a pretty hard core game in terms of challenge so having one more character will help.

Character Creation:
25 Point Buy
Core Races and Classes + APG + Ultimate Magic + Ultimate Combat
2 traits

Set in the world of Ashfar - good Ashfar wiki

We are using the gods from Ashfar - I will add domains where needed to update for pathfinder. If there is a god you like let me know and I will update the domains.

Everyone must pick a patron star from the following list which comes with a corresponding birthmark in the vague shape of the patron star:

Patron Star:
The Benefits Of The Signs
One (and only one) of the benefits of a given
sign can be invoked once per out of game week. As the benefit is
a manifestation of fate, it takes the form of a luck bonus to the
stated check. A result of ‘automatic success’ gives the minimum
result necessary to indicate success, no more. The ability can
only be used when the skill check DC is 20 or less.

1. The Great Wolf
A wolf’s head bares its teeth, with a single star forming the
gleam in its eye. The wolf represents the threat of starvation
during the cold, dark months of winter, but is also a positive
sign, as he devours the old year and its woes.
Those born under the wolf’s sign are usually practical, down-toearth
people, with a tendency to be harsh, having contempt for
the soft and weak. They are fiercely protective of their few true
friends and allies.
Benefit: +1 luck bonus to any single attack roll or +1d4 additional
damage to any damage roll.
2. The Unicorn
The unicorn’s star-tipped horn, reminiscent of the icicles of
winter, breaks the horizon as the snowdrops break the cold earth.
It is as cold, bright and pure as the ice but brings the promise of
renewed life.
People born under the unicorn are enthusiastic, keen and direct.
They can become obsessive; when they want something, they
stop at nothing to get it. They detest circumlocution and petty
debate when there is action to be taken.
Benefit: +2 luck bonus to Armour Class for one round or +10 ft.
increase to movement speed for 1d4 rounds.
3. The Delver
The earth has now softened after the winter frosts. The symbol
of a man (or, as some say, a dwarf) digging the ground represents
the sowing time, when the farmers plant seeds in the soil. A star
gleams at the tip of his shovel.
Those born under this sign are often curious, inquisitive people,
with a desire to look below the surface and find out the secrets
of others.
Benefit: +2 luck bonus to a single Fortitude saving throw or
automatic success on a single Strength-based skill check.
4. The Wave
Heavy rains and floodwaters follow the full thaws of spring.
The Wave is the symbol of the rushing waters and signals the
beginning of the season of safe sea voyaging.
Those born under the Wave tend to be graceful, empathic people,
though like the waters they can be deceptive and shallow.
Benefit: +2 luck bonus to a single Reflex saving throw or
automatic success on a single Charisma-based skill check.
5. The Satyr
With spring in full bloom, the blood runs hot in man and beast
alike. The Satyr is the sign of animal energy, fully restored to
life. This is an exultant sign, representing joy in one’s own
strength and the freedom to exercise it.
Those who have the Satyr as their birthsign enjoy life to the full.
They can sometimes annoy people by taking nothing seriously,
treating life as one big joke. When they are in the mood to be
cruel, they can be viciously sadistic in the name of their own
fun.
Benefit: +2 luck bonus to a single Will saving throw or temporary
hit points (+1 per character level) lasting 5 rounds.
6. The Rose
The Rose is the beauty of the blossoming earth made manifest
in the heavens, though its thorns also symbolise treachery and
cruelty for its own sake.
The people of the Rose are often physically attractive and able to
manipulate those around them by subtle cues. They make good
leaders, whether of heroes or villains.
Benefit: +3 luck bonus to any single Initiative check or automatic
increase in Non-Player Character reaction by one stage upon
initial contact (see the Diplomacy skill).
7. The Firedrake
A firedrake is the old name for a dragon, specifically one
who breathes flame. This sign symbolises the searing heat of
summer. It also calls to mind the dim memory of the time when
Ibon Presno Gonzalez (order #35881) 83.213.56.127
22
dragons would visit the towns of men to receive tribute; this
would always be in the seventh month, as the herds and crops
were at their fullest then, allowing for the greatest plunder.
Those born Firedrakes are difficult to read; they conceal deep
thoughts behind placid faces and can smoulder with resentment
for years before taking action. They are usually rational and
calm, though they can break into furious fits of passion when
provoked or stirred.
Benefit: +2 luck bonus to Armour Class for one round or +1
luck bonus to Armour Class for three rounds.
8. The Reaper
The Reaper appears at the end of summer, the figure of a tall
man with a sweeping scythe. He stands for hard work, the fruits
of labour and the reward (or punishment) that waits for you after
death. This is an auspicious sign to be born under, signifying the
power to conquer whatever lies before you.
Those born under the Reaper’s scythe are strong-willed,
sometimes to the point of bullheadedness. They do not give up
easily.
Benefit: +1 luck bonus to any single attack roll or +3 luck bonus
to a single critical check (made after a critical threat has already
been scored).
9. The Flail
The Flail is both the tool that threshes the barley and the weapon
of the same name. As the Flail rises in the sky, the earth beneath
is scourged by wind and rain. Summer is over and the hardships
of the darker months begin.
Those whose sign is the Flail are meticulous and focused.
They are very thorough in their investigations and tend to stick
doggedly to a task until it is achieved. They make excellent
researchers; many wizards are born under this sign.
Benefit: +2 luck bonus to a single Fortitude saving throw or
automatic success on a single Intelligence-based skill check.
10. The Spinner
The Spinner is one of the more mysterious signs: a huge spider,
with eight closely clustered stars for eyes. The common
interpretation is that the spider stores up food and weaves webs,
reflecting the work of stockpiling and cloth spinning that happens
at this time. Other interpretations see the spinner as the sign of
magic, weaving the web of fate and trapping the unsuspecting
with charms.
Spinners are patient people by nature, who enjoy making plans
and hatching plots. They can bide their time for a long while
before taking quick, decisive action.
Benefit: +2 luck bonus to a single Reflex saving throw or
automatic success on a single Wisdom-based skill check.
11. The Spectre
The eleventh month is often said to be of ill omen. The animals
are slaughtered on its first day, in the blood-harvest; by the end
of the month, the bitter cold of the season has usually claimed its
first victims. The sign of the Spectre is a grim reminder of death,
which also has its place in the order of things. It also recalls the
belief that the souls of the dead are believed to revisit the world
during this month, to make sure they have not been forgotten.
Those born under the sign of the Spectre seem to be older than
their true age, as if they were recalling some previous life.
Benefit: +2 luck bonus to a single Will saving throw or +2 luck
bonus to any skill check.
12. The Watchman
Sixteen stars form the shape of a man holding a lantern aloft.
His lantern is the brightest star in the sky, the symbol of hope
through the winter months.
Characters born under the Watchman make natural leaders.
They have a nigh-unshakable confidence in themselves, which
radiates to those around them. This leadership ability makes
them superb teachers, battle leaders or even criminal bosses.
Benefit: +2 luck bonus to any other character’s skill check or +1
luck bonus to any other character’s saving throw; the character
must be within line of sight.

All I need to start selection is a basic concept with preliminary crunch (attributes, levels, etc.) and if you want to, fill out my character survey. Be warned it is a little long.

Survey:
Background
Where was your character born?

Who raised him?

What was happening in the region when your character was growing up?

Does your character have any relatives?

Motivation
What are your character’s immediate goals? What would he like to do in the coming
year?

What are his long-term goals?

What type of person would be his ideal mate?

Who is his patron deity? Is he a devout worshiper?

Is he a devout member of any nonreligious cause?

Is there any race, creed, alignment, religion or the like against which he is strongly
prejudiced?

What is his greatest fear?

What is the one task he absolutely refuses to do?

Idiosyncrasies
What is your character’s motto or favorite saying?

What is his favorite color?

Describe what he would wear if money were no object?

What is his favorite food? Drink?

What is his favorite animal?

What habits of his friends annoy him most?

What well-known media figure from sports, movies or politics most closely
resembles your character?

What would be his theme song?

If his friends were to write his epitaph, what would it be?

What would be his job in modern society?

Introduction Questions

Do you have any nicknames, street names, titles, or aliases?

What is your full birth name?

Where do you live?

Why do you live there?

What is your citizenship status?

What is your most obvious blessing or strength?

What is your most obvious flaw or weakness?

Was there any event or cause to cause these weaknesses?

Physical Traits

What is your general body type, frame, bone structure, and poise?

What is your skin colour?

What is your hair colour?

What is your hair style?

Do you have any facial hair?

What is your eye colour?

Does it change?

How attractive are you?

What is your most distinguishing feature?

Do you have any scars, tattoos, or birthmarks?

What is your handedness (left/right)?

Do you resemble some currently known person?

Do you wear a uniform?

What kind of clothing do you wear?

History
Where is your homeland?

Did you have any childhood friends?

What conflicts might arise from your past?

Do you have any sort of criminal record?
.
Family

Who were your parents?

What did your parents and/or foster parents do for a living?

Are they still alive?

Personality/Beliefs

Do you, or did you, have any role models?

Do you have any great rational or irrational fears or phobias?

What, if anything, would it take for you to be able to overcome this?

How do you react when this fear manifests itself?

Are you willing to discuss, or even admit to, the situation?

What are your attitudes regarding material wealth?

Do you have any unusual or nervous mannerisms, such as when talking, thinking,
afraid, under stress, or when embarrassed?

What is your most treasured possession?

Do you have a good luck charm?

Describe your worst nightmares.

This is a fairly fast paced game posting wise so once a day posting is a minimum but we tend to post a bit more than that. The only stipulation I have as far as characters is that they have to be able to work in a team. Other than that have fun and I look forward to seeing your submissions!


Hi everyone! We are recruiting for an extremely fast paced kingmaker campaign. We just passed the 3500 post mark and have been going for a little over two months. The group averages about 5-6 posts a day per person. We also will do the occasional battle over Skype when warranted. Keep that in mind when applying. We are still in the first book and are currently exploring the greenbelt. That being said we have an excellent group of roleplayers with a good mix of new and experienced players. We are looking for a frontline fighter that can move into being a general in the new kingdom we are in the process of building. The general works a little bit differently in this game in the sense that Intelligence will be just as important to a good general, for battle strategy and such, as actual combat ability is.

We are looking for one MAYBE two and both are going to need to be martial classes. Frontline fighters, tanks, dextrous fighters, etc.

All character concepts must be able to work in a team environment. We are looking to build a kingdom here and we have plenty of people who want to kill us and make our lives difficult so we are hoping that won't include party members. ;)

Character creation:

3rd level
28 point buy
Core, APG, UM, UC are allowed (anything else must meet approval.)
No Evil Alignments
3 traits one of which must come from the kingmaker campaign.

People selected will get a "Signature" magical item designed specifically for them so don't buy any magical gear beyond consumables like potions and scrolls and wands at the beginning. You do not need to have equipment done for a submission.

Please submit basic crunch and backstory here. Preference will definitely be given to cool and interesting concepts and well thought out backstories.

Looking forward to seeing those submissions!


Anyone interested in running a Rifts game? I have been dying to play and I would run one but I am already running a game. I know its a long shot but I figured I would throw it up here and see what the interest level was and if we could find a gm.


Hi everyone, We are looking for one maybe two players for our Kingmaker game. We are preferably looking for a cleric so they will get first priority. We are 2nd level and still in the first book.

Character creation:

28 point buy
3 traits one of which must be a Kingmaker Campaign Trait
Core + APG + UM + Ultimate Combat Playtest only

We are a very fast paced PBP with multiple posts per day the norm. Definite emphasis on story and character interaction with a healthy dose of action thrown in.

Please submit a basic backstory and concept for consideration.

In Character boards are HERE


Male to kill the six fingered man Duelist/20 years

Here is the out of character boards. Here is where we discuss any concepts that are outside the scope of the in game boards....obviously. Also this is where you post the character survey to follow.


Male to kill the six fingered man Duelist/20 years

Hi everyone! Here is the In Character board for the actual game. Please keep these posts in character except where it pertains to current questions or out of game comments. For instance if you are in a combat round put in your description of your actions (such as a swirling ball of fire erupts from my hands engulfing the charging orcs) and then the out of character description (I cast fireball in the center of the orcs Reflex DC 18 save for half) but please use the ooc bbc codes to do so. As soon as everyone chimes in that they are here I will post the first in game post to get the ball rolling. When you chime in please tell me what your character is currently doing and where you are in the world (you do not have to be in the same area.)

It is currently the year 999 and many countries and cultures around the world are planning their celebrations for the millennium. The calendar is a 12 month 28 day per month calendar and it is currently March 5th.


GM seeking PC interested in taming an unspoiled and wild frontier. Prefer companions with pluck and daring willing to take personal initiative and mold world around them into something greater. Prefer combat training, some knowledge of healing or arcane arts.

Party prefers long walks in the woods, horseback riding after sunset, rock climbing, spelunking, good food, good company, and the chance to slaughter evil. If this sounds agreeable, please let us know.

Remember; the gods gave us hands so that we may take life by the throat.

25 point buy
3 traits one of which must be from Kingmaker
allowing content from D20 PFSRD

IC Board is here here


GM seeking PC interested in taming an unspoiled and wild frontier. Prefer companions with pluck and daring willing to take personal initiative and mold world around them into something greater. Prefer combat training, some knowledge of healing or arcane arts.

Party prefers long walks in the woods, horseback riding after sunset, rock climbing, spelunking, good food, good company, and the chance to slaughter evil. If this sounds agreeable, please let us know.

Remember; the gods gave us hands so that we may take life by the throat.

25 point buy
3 traits one must come from kingmaker
allowing content from D20 PFSRD with approval for any non-core material


So I have been playing in a few games and gotten the bug to run one. I ran this campaign a few years ago and it was an absolute blast. I am updating it to Pathfinder and looking for 3 people as I already have two spots filled.

Character creation rules:

25 point buy

Core Races and Classes + APG + Ultimate Magic + Ultimate Combat Playtest

2 traits

Set in the world of Ashfar - good Ashfar wiki

We are using the gods from Ashfar - I will add domains where needed to update for pathfinder. If there is a god you like let me know and I will update the domains.

Everyone must pick a patron star from the following list which comes with a corresponding birthmark in the vague shape of the patron star:

Patron Star:
The Benefits Of The Signs
One (and only one) of the benefits of a given
sign can be invoked once per out of game week. As the benefit is
a manifestation of fate, it takes the form of a luck bonus to the
stated check. A result of ‘automatic success’ gives the minimum
result necessary to indicate success, no more. The ability can
only be used when the skill check DC is 20 or less.

1. The Great Wolf
A wolf’s head bares its teeth, with a single star forming the
gleam in its eye. The wolf represents the threat of starvation
during the cold, dark months of winter, but is also a positive
sign, as he devours the old year and its woes.
Those born under the wolf’s sign are usually practical, down-toearth
people, with a tendency to be harsh, having contempt for
the soft and weak. They are fiercely protective of their few true
friends and allies.
Benefit: +1 luck bonus to any single attack roll or +1d4 additional
damage to any damage roll.
2. The Unicorn
The unicorn’s star-tipped horn, reminiscent of the icicles of
winter, breaks the horizon as the snowdrops break the cold earth.
It is as cold, bright and pure as the ice but brings the promise of
renewed life.
People born under the unicorn are enthusiastic, keen and direct.
They can become obsessive; when they want something, they
stop at nothing to get it. They detest circumlocution and petty
debate when there is action to be taken.
Benefit: +2 luck bonus to Armour Class for one round or +10 ft.
increase to movement speed for 1d4 rounds.
3. The Delver
The earth has now softened after the winter frosts. The symbol
of a man (or, as some say, a dwarf) digging the ground represents
the sowing time, when the farmers plant seeds in the soil. A star
gleams at the tip of his shovel.
Those born under this sign are often curious, inquisitive people,
with a desire to look below the surface and find out the secrets
of others.
Benefit: +2 luck bonus to a single Fortitude saving throw or
automatic success on a single Strength-based skill check.
4. The Wave
Heavy rains and floodwaters follow the full thaws of spring.
The Wave is the symbol of the rushing waters and signals the
beginning of the season of safe sea voyaging.
Those born under the Wave tend to be graceful, empathic people,
though like the waters they can be deceptive and shallow.
Benefit: +2 luck bonus to a single Reflex saving throw or
automatic success on a single Charisma-based skill check.
5. The Satyr
With spring in full bloom, the blood runs hot in man and beast
alike. The Satyr is the sign of animal energy, fully restored to
life. This is an exultant sign, representing joy in one’s own
strength and the freedom to exercise it.
Those who have the Satyr as their birthsign enjoy life to the full.
They can sometimes annoy people by taking nothing seriously,
treating life as one big joke. When they are in the mood to be
cruel, they can be viciously sadistic in the name of their own
fun.
Benefit: +2 luck bonus to a single Will saving throw or temporary
hit points (+1 per character level) lasting 5 rounds.
6. The Rose
The Rose is the beauty of the blossoming earth made manifest
in the heavens, though its thorns also symbolise treachery and
cruelty for its own sake.
The people of the Rose are often physically attractive and able to
manipulate those around them by subtle cues. They make good
leaders, whether of heroes or villains.
Benefit: +3 luck bonus to any single Initiative check or automatic
increase in Non-Player Character reaction by one stage upon
initial contact (see the Diplomacy skill).
7. The Firedrake
A firedrake is the old name for a dragon, specifically one
who breathes flame. This sign symbolises the searing heat of
summer. It also calls to mind the dim memory of the time when
Ibon Presno Gonzalez (order #35881) 83.213.56.127
22
dragons would visit the towns of men to receive tribute; this
would always be in the seventh month, as the herds and crops
were at their fullest then, allowing for the greatest plunder.
Those born Firedrakes are difficult to read; they conceal deep
thoughts behind placid faces and can smoulder with resentment
for years before taking action. They are usually rational and
calm, though they can break into furious fits of passion when
provoked or stirred.
Benefit: +2 luck bonus to Armour Class for one round or +1
luck bonus to Armour Class for three rounds.
8. The Reaper
The Reaper appears at the end of summer, the figure of a tall
man with a sweeping scythe. He stands for hard work, the fruits
of labour and the reward (or punishment) that waits for you after
death. This is an auspicious sign to be born under, signifying the
power to conquer whatever lies before you.
Those born under the Reaper’s scythe are strong-willed,
sometimes to the point of bullheadedness. They do not give up
easily.
Benefit: +1 luck bonus to any single attack roll or +3 luck bonus
to a single critical check (made after a critical threat has already
been scored).
9. The Flail
The Flail is both the tool that threshes the barley and the weapon
of the same name. As the Flail rises in the sky, the earth beneath
is scourged by wind and rain. Summer is over and the hardships
of the darker months begin.
Those whose sign is the Flail are meticulous and focused.
They are very thorough in their investigations and tend to stick
doggedly to a task until it is achieved. They make excellent
researchers; many wizards are born under this sign.
Benefit: +2 luck bonus to a single Fortitude saving throw or
automatic success on a single Intelligence-based skill check.
10. The Spinner
The Spinner is one of the more mysterious signs: a huge spider,
with eight closely clustered stars for eyes. The common
interpretation is that the spider stores up food and weaves webs,
reflecting the work of stockpiling and cloth spinning that happens
at this time. Other interpretations see the spinner as the sign of
magic, weaving the web of fate and trapping the unsuspecting
with charms.
Spinners are patient people by nature, who enjoy making plans
and hatching plots. They can bide their time for a long while
before taking quick, decisive action.
Benefit: +2 luck bonus to a single Reflex saving throw or
automatic success on a single Wisdom-based skill check.
11. The Spectre
The eleventh month is often said to be of ill omen. The animals
are slaughtered on its first day, in the blood-harvest; by the end
of the month, the bitter cold of the season has usually claimed its
first victims. The sign of the Spectre is a grim reminder of death,
which also has its place in the order of things. It also recalls the
belief that the souls of the dead are believed to revisit the world
during this month, to make sure they have not been forgotten.
Those born under the sign of the Spectre seem to be older than
their true age, as if they were recalling some previous life.
Benefit: +2 luck bonus to a single Will saving throw or +2 luck
bonus to any skill check.
12. The Watchman
Sixteen stars form the shape of a man holding a lantern aloft.
His lantern is the brightest star in the sky, the symbol of hope
through the winter months.
Characters born under the Watchman make natural leaders.
They have a nigh-unshakable confidence in themselves, which
radiates to those around them. This leadership ability makes
them superb teachers, battle leaders or even criminal bosses.
Benefit: +2 luck bonus to any other character’s skill check or +1
luck bonus to any other character’s saving throw; the character
must be within line of sight.

You may not know any of the other characters in the game at the start but you must be the type of person that can work in a group.

You should be able to post daily with consistency (if something comes up thats fine but let us know if you will be unable to post for a few days)

I will accept character submissions until noon on Wednesday east coast US time. I will then pick three from the submissions. Thank you and happy gaming!


Hello!

I am brand new to the boards posting but I have lurked for a while and am looking for a pbp game to join. I have about 20 years gaming experience doing table top and some pbp gaming experience as well. Looking for having fun with a good story. Please let me know if anyone is interested.