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Shadow

Storyteller Shadow's page

5,990 posts. Alias of Dennis Harry.



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I am considering running a Strange Aeons campaign with 4 players. Each player will represent one of the 4 "types" of Godlings. I have one player who is interested in the Mighty Godling slot (he has a guaranteed spot) which would leave 3 submissions available.

Any interest in this?

The campaign will not start till early 2017 and Recruitment will not start till Christmas time, at this time this is only an interest check to make sure this is a viable idea people would be interested in.

Thanks.


The OOC thread.


As you step forward blindly through the Mist you are barely able to see your own hands in front of your faces much less each other. You do hear each other though the Mists create strange echoes that make it impossible to ascertain how far you are from one another.

Finally the Mists recede and you find yourselves standing in an alleyway. For a moment you blink getting your bearings. As you look around you can tell that whatever happened it brought you elsewhere. The buildings in this alley are not brick and concrete but made of wood. The ground is cobblestoned but the work is shoddy, even for Blackchapel. Finally you notice you are not alone...


OOC for as long as it lasts... :-)


Founded 4,700 years ago and designed by the god Aroden himself, Absalom is a hub of mercantile and spiritual activity. Traders come from all over the globe to sell their wares in the City at the Center of the World, while those hoping to become gods work up their courage to attempt the Test of the Starstone. Many armies have tried to conquer Absalom, but the city has never fallen. Thrown into chaos since the death of Aroden, the island city fights to maintain its independence and prestige as a shining beacon of civilization.


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I started a Recruitment over here:

Storyteller Shadow's Multi Game Recruitment Thread

However, I think nearly 700 posts is keeping people away when a low post Recruitment might bring more people in. So here is a fresh Recruitment page for my new Dragonlance Campaign.

RECRUITMENT OPEN FOR DRAGONLANCE - LEGENDS OF THE THIRD DRAGON WAR

Pathfinder rules.
25 Point Buy.
Start at 1st Level.

Allowed Races: (Besides the usual suspects) Bakali, Minotaur (Dragonlance version), Half-Ogres. Draconians do not exist so they are not an option.

Banned Classes: Sorcerer, Mystic, Gunslingers, Ninja, and Samurai.

Dragonlanec Conversions to Pathfinder.

Max HP 1st level. Roll or 1/2+1 thereafter.

Max starting gold per base class.

All 3PP material welcome.

Background Skills will be used.
Automatic Progression Bonus will be used.
Scaling Magic Items will be used.

Two Traits

I have not yet decided where to begin play.

Recruitment will be open until December 1st

I am looking for 5-8 players.


The OOC thread.


The Age of Dreams began as the first races choose their homes and began building nations. For nearly 8,000 years did this age last marked by three distinct periods - the Foundation, the Time of Light, and the Time of Knights. As the Age drew to a close, valiant heroes made the ultimate sacrifice to ensure that the Balance would be maintained.

The names of many of these heroes ring through the ages as inspiration to those who come after them - Huma, Magius, Kaz, Heart... However, little known of the sacrifices made by other heroes at the close of the Age of Dreams. This is one of those stories...

Astinus of Palanthus -
As of Firstday, Fifthmonth, Year 353 AC


This PvP game has run its course and it is best if it is just shut down.

Thank you!


The OOC thread.


These are the final days -- the signs are clear: Even our pups know that this is the age of the Apocalypse.

The humans have Corrupted the Earth, destroyed the Trees, slaughtered the Beasts, choked the Air, poisoned the Soil, clogged the Waters, unleashed the Eternal Fire.

Now, the Wyrm rises to eclipse the Moon, devouring all within its grasp, hunting the hunters.

There is no garden to which we can flee. There is nowhere to hide. The end is upon us -- when will you rage?


The OOC thread.


All is not well in the Gnarley Forest. A dark force has taken up residence in its northern environs close to the Free City of Dyvers.

Many are the groups who have taken an interest in dislodging this creature, whatever it is, from its current position of power for with it gone, new powers may take sway...


Alright Hiranno. The thread is open for bookkeeping.

If you stumble in here on accident looking for a game go ahead to this thread Shadows' Multi Game Recruitment as I am currently looking for a player for a Star Wars PbP I run.


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He is a pretty heavy poster and I have not seen any posts from him in over a month. Wondering if anyone knows him in RL and has a status update on him. No specific details needed, just want to make sure all is well.

Much appreciated if you do.


I'll address some of the i/c ooc tonight. I am sure starting the combat and then going on hiatus caused some of the if not all of the disconnect in the current scene.


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Endregaard - Evening 2 - CSA Administrative Building

Round 1 -
Garrett
Caleb
Kaldo & Quen
Sarge & 2 Guards
Gunnar
CSA Guards (5)

Garret is up First!


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The Discussion Thread.


I have a few closed campaigns showing up in my Current Campaigns tab from DM's who have vanished from the Boards.

Some of these Threads have not had a post in months. With the DM MIA, is there any way to remove these Campaigns from my Current Campaigns tab?


The Discussion Thread.


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Only the open wooden gates and a few narrow windows suggest that the heap of rocks ahead was once something more. A small gatehouse to one side still stands intact, though it seems in danger of collapse beneath the light covering of moss on its stones.

Fort Estazano hunkers atop a small, flat hill, tall enough to give a fine view of the surrounding countryside from the gatehouse.

You can enter the fort either through the open gate or by climbing the crumbling walls.


Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret.


Shekan points out a narrow passage that descends deeper into the tower. With each step down, the odor of mold and sewage becomes stringer, and you can hear liquid sounds increasing in volume as you descend.


Where out of game things should be discussed.


Private Game ONLY sorry folks.


Gameplay for Table Top Game moved to PbP!


This Tab shall the Discussion thread for both Group I - The Mysteries of Khorvaire and Group II - The Secrets of Sharn.


The five major kingdoms of the continent of Khorvaire were once part of a greater kingdom of legend, the mighty state of Galifar. When King Jarot, the last Galifaran monarch died, his five heirs, each in command of one of the Five Nations that comprised the kingdom, refused to bow to ancient tradition in regards to the succession. Instead of allowing the eldest scion to take the crown, the siblings rallied their vassals and individually sought to gain control of the kingdom for themselves. Over time, this decades-long destructive conflict became known as the Last War, for everyone involved came to imagine that the taste for bloodshed and violence would be wiped from the face of Khorvaire when it ended, never to return.

The Last War continued for more than a century, with each of the Five Nations alternately fighting against or alongside one or more of the others as alliances shifted with the wind. In time, new, independent kingdoms were formed as deals were cut and opportunities for rebellion presented themselves. After 102 years of war, the leaders of the twelve recognized nations of Khorvaire that had emerged from the wreckage of Galifar met at the city of Thronehold, the ancient capital city of that kingdom, to draft a peace agreement. With the signing of the Treaty of Thronehold, the Last War at last came to an end.

Today, two years later, the nations of Khorvaire seek to rebuild what has been destroyed and find a long-absent prosperity as the new and uncertain peace spreads across the continent. While officially at peace, the nations’ continue to vie for economic and political supremacy across the face of Eberron. Most of the citizens of Khorvaire seek to heal the wounds created by the Last War, forgetting the past and start a new chapter. After all hope springs eternal and at the end of every long night there is a day, at the end of every winter there is a spring. But history existed before the war that consumed the Kingdom of Galifar and for those who seek to uncover histories mysteries, great power is ripe for the taking. Unfortunately for the citizens of Khorvaire, not all of these seekers of secrets have the best of intentions…


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The five major kingdoms of the continent of Khorvaire were once part of a greater kingdom of legend, the mighty state of Galifar. When King Jarot, the last Galifaran monarch died, his five heirs, each in command of one of the Five Nations that comprised the kingdom, refused to bow to ancient tradition in regards to the succession. Instead of allowing the eldest scion to take the crown, the siblings rallied their vassals and individually sought to gain control of the kingdom for themselves. Over time, this decades-long destructive conflict became known as the Last War, for everyone involved came to imagine that the taste for bloodshed and violence would be wiped from the face of Khorvaire when it ended, never to return.

The Last War continued for more than a century, with each of the Five Nations alternately fighting against or alongside one or more of the others as alliances shifted with the wind. In time, new, independent kingdoms were formed as deals were cut and opportunities for rebellion presented themselves. After 102 years of war, the leaders of the twelve recognized nations of Khorvaire that had emerged from the wreckage of Galifar met at the city of Thronehold, the ancient capital city of that kingdom, to draft a peace agreement. With the signing of the Treaty of Thronehold, the Last War at last came to an end.

Today, two years later, the nations of Khorvaire seek to rebuild what has been destroyed and find a long-absent prosperity as the new and uncertain peace spreads across the continent. While officially at peace, the nations’ continue to vie for economic and political supremacy across the face of Eberron. Most of the citizens of Khorvaire seek to heal the wounds created by the Last War, forgetting the past and start a new chapter. After all hope springs eternal and at the end of every long night there is a day, at the end of every winter there is a spring. But history existed before the war that consumed the Kingdom of Galifar and for those who seek to uncover histories mysteries, great power is ripe for the taking. Unfortunately for the citizens of Khorvaire, not all of these seekers of secrets have the best of intentions…


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Any interest in an Eberron Campaign?

It would be starting at 1st Level. I could run it at 3.5, Pathfinder or I suppose 5E (I don't do 4E).

This is only an interest check.


Male Dwarf Cleric 8

Use this thread to roll when playing the Table Top D&D game via Skype.


I run 8 games here on the boards. Rather than recruit in each game's recruitment thread I am opening this thread to post to when I have openings.

1. v20 Dark Ages - Bloodlines

2. Star Wars - Saga Edition - The Tion Cluster Gambit

3. 5E Ravenloft - Hour of the Knife

4. Call of Cthulhu 5/6E

5. Way of the Wicked AP

6. Hell's Rebels AP

7. Skull & Shackles AP

8. Rise of the Runelords AP


The OOC thread.


ROUND 11

From the Wormwood a round of crossbow bolts fires laying low your immediate threats on the merchant ship, the Man's Promise.

It appears the tide is turning in your favor as the Rahadoumi crew begin to surrender en masse. As you turn you see Captain Harrigan appear from below deck gripping what appears to be a human heart and chucking loudly waving it around to intimidate the remaining crew.

I cannot see the map and assume you are all located at B5. FYI, maps are not my thing, I will place a map up and describe where you are located for battle scenes moving forward.

Perception DC 18:
You notice that not everyone is surrendering, what appears to be a senior officer and two sailors exit from below at the foredeck.


I have ONE spot available for Way of the Wicked. This is a game I took over on as DM so character creation rules are as follows:

Background on Talingarde:

What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.

Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.

Character creation - Crunch:

1) You will start at 1st level in two classes, as noted in the gestalt rules.

Thereafter, you will pick 1 Class as your primary class as the game will not be run as Gestalt. The Gestalt levels are a Legacy from the initial DM left in place for the benefit of the Players who spent so much time crafting their characters. Thus, you complete submission will be 2nd level.

2) 25 point buy

3) All core races are allowed, as well as Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Ifrit, Kitsune, Orc, Oread, Sylph, Tiefling, and Undine.

4) All classes are allowed, and all archetypes. Unchained versions of core classes are also on the table.

5) Content from all Paizo books are allowed. For Unchained specifically, we will not be using any variant rules beyond classes, largely due to not wanting to make the book a requirement for those interested in playing.

6) Two traits, one of which must be a crime trait taken from the list further down. You may take a drawback to gain a third feat.

7) Starting Gold as a 1st level max as the break out has already taken place in the campaign.

8) All characters must be LE or NE. No CE exceptions.

Crime Traits:

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.
Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be. However, you, unlike your comrades, escaped before being sent to Brandescar Prison.

Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

A one to two paragraph background which fits into your crime will be sufficient.

I will keep Recruitment open until Friday April 15th at 7:30 PM.


I have a well established table top group looking one new player.

The rules set is 3.5 with elements of Pathfinder mixed in.

The current group is between 6th and 8th level and the campaign will take the group to 17th level. The bulk of the story will take place in Waterdeep.

I generally DM twice a month though we take breaks for the summer and winter months, averaging about 16 sessions per year.

I have been DMing for 25 years so if you are interested in campaigning for beyond the forseeable future you will not be disappointed.


NEED ANOTHER PLAYER FOR 1930'S ERA CTHULHU

In 1930-31, Miskatonic University funded an Antarctic Expedition which ventured forth into the icy wastes of the southern continent in search of new discoveries. Instead the intrepid adventurers found horror, tragedy, and a great and ancient secret.
Those secrets still lie under the ice of that mysterious continent waiting to be uncovered...

Real Life, a greater killer of PBP characters than any Killer GM has laid low another one of my players.

Please post a concept you are interested in playing if you wish to join the campaign.

Thank you for your interest.


I run a Legacy Era Star Wars Saga Edition campaign and just today had a player drop due to RL issues.

The character I am looking for will be an 8th level Jedi.

As we are in the Legacy Era, all books are legal. Though I would appreciate it if you would reference what book (outside of the Core book) you take a Prestige Class, Feat, Talent Tree, or Power from.

25 Point Buy.

Max HP at first level, roll for every level thereafter. If you roll a 1 on your HP, I will give a free re-roll.

OR

You may step into the roll of the Jedi who just departed the group Caleb Rook if you so choose.

Thank you for your interest.


An existing Rise of the Runelords Game needs a new Player. The preference is for a Martial type character though a Cleric could be useful for this group.

Note that Marcelano is the Player you will be replacing and the God he currently worships is one whose presence I would like to keep in the group...

I will make my decision based on CONCEPTS initially so a brief background is all I am looking for at the moment. Once I make my selection crunch can begin.

I will keep this Recruitment open until next Friday the 12th.

What makes this special:
each character in this play through will have been chosen by one of the gods- marked from birth and delivered to Sandpoint to be taught by the priests there. This must be a significant element of each character's background. And each player must select one of the 6 gods worshiped at the Sandpoint Cathedral to be the god that chose your character. More details about this are spread through various sections.

Character Creation basics:

- 25 point buy (standard Paizo sliding scale)
- alignment within 1 step of your god; no evil,
- *NO 3pp materials*
- we will be using Hero Points; you cannot take the anti-hero option

races:

- all core races are fine. see the special note about humans below.
- you may apply with a featured race, with the following caveats: no aasimars (it would interact oddly with a plot point); a tiefling must be chosen by Sarenrae (the backstory should include being shunned as a result, and some form of redemption); the chances that I'll accept more than 1 character with a featured race are very slim.
- no uncommon races.

Humans:
Humans are by far the most common race in Varisia (and most of Golarion). Ideally, I would like the party to reflect that. I also think there should be more in-game/mechanical cause for humans to be so dominant- so... Humans gain +2 to any one physical stat, and +2 to any one mental stat; this replaces their normal stat adjustments and does not alter any other racial abilities (dual talent is not available).

classes:

all paizo classes are available (see unchained section though). no high-tech archetypes. you may multi-class or take prestige classes normally.

*Please Note*
While all classes are permitted some may have a very difficult time fitting with the theme. You are all servants of specific gods- something like a shaman or spiritualist that's gaining power from another entity (beside the god who chose you) may be very difficult to make work.

Divine Power:

each character gets to pick one domain (or subdomain) granted by their god. the available gods are: Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn. their domains and subdomains can be found at the Archives of Nethys.

the character gains all the granted powers of that domain, as a cleric of their character level (using Wis for DCs/# of uses/etc as normal). they also gain the domain's spells as Spell-like abilities. each SLA is usable 1/day starting when their character level is double the spell level (so they gain the 1st level spell at second, the 2nd level domain spell at 4th, 3rd at 6th, etc). The caster level for these SLAs is equal to their character level and any effect tied to their casting stat (such as DCs) is based on Cha. I understand that using 2 separate stats for the powers and spells might be tough on MAD characters, but it will help mitigate against anyone trying to super-specialize one stat like some pally or oracle builds do.

unchained:

- summoners and rogues must use the unchained versions.
- barbarians must use the standard version.
- monks can apply as standard or unchained versions.

- we are using background skills. because of your particular backgrounds, knowledge[religion] is available as a background skill.

- no variant multiclassing. (your divine power is kind of already a better version of VMC Cleric).

- only rogues get skill unlocks (classes or archetypes like investigator or slayer that have an opportunity to select a rogue talent may choose to gain signature skill as a bonus feat in place of any rogue talent).

- we will not be using the Stamina system (we have enough options, and enough things to track, already)

feats:

You're welcome to take item crafting feats but we're going to keep the pace of the game fairly brisk so be warned that the amount of free time you have (or don't have) will restrict how much crafting you can get done.

traits:

everyone gets Birthmark as their campaign trait it's normally a faith trait, but for this campaign it will count in all ways as a campaign trait. this should be reflected in their backstory, and everyone's parents/guardians/whatever should have brought them to Sandpoint because of their birthmark (at least 6 months ago, but as early as infancy if you prefer).

everyone may pick two more traits following the normal rules. no drawbacks.


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Please for now just dot the Discussion thread.


The city of Kintargo is suffering. Renowned as the most prominent beacon of artistry, creativeness and free thinking in the whole of the opressive infernal empire of Cheliax, the city has fallen on dire straits.
No more than 10 days ago the lord mayor Jilia Bainilus disappeared under mysterious circumstances, apparently leaving for Arcadia, and was immediately replaced by Barzillai Thrune, the newly appointed paracount of the archduchy of Ravounel.

These are strange times for Cheliax. Nothing has been the same since the iomedean inspired revolt known as the Glorious Reclamation has rocked the southern part of the country and the reigning House Thrune has responded by thightening its grip on everything it could.

It seems Barzillai was the attempt to secure the archduchy of Ravounel, a notorious hotbed of sedition and rebellion against the Asmodeus-given right to domination of House Thrune, but no one thought too much of it.
Apparently this lack of concern was a grave mistake.

A week ago, 3 days after mayor Bainilus disappearance, the Victocora's estate burned to the ground and the whole noble family went suddenly missing, in what is now called the "night of ashes". At the same time important figures and common people alike started disappearing. Some were taken in for interrogation by the dottari guards and never came back home, while some others just disappeared, apparently without anyone able to confirm what happenend to them. The most unfortunate were those found guilty of some alleged crime and publicly exectued by order of Barzillai himself.

In the following days this trend continued and after declaring martial law, Barzillai issued seven proclamations who offended and enraged the sensibilities of several kintargan citizen:

Barzillai Proclamations:

Proclamation the First: All slayers of city pests (hereby ascribed as doves, mice, and ravens) who present said pests to the dottari shall be rewarded with a bounty of one copper piece.

Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building’s primary entrance a portrait of Her Infernal Magestrix Queen Abrogail II. Said portrait must measure no less than 17 by 11 inches.

Proclamation the Third: All those who capture, alive and unharmed, feral dogs of a weight exceeding 50 pounds are to be rewarded with a payment of two silver pieces upon transfer of the dogs to the dottari. Such noble guardian creatures should find homes worthy of their kind!

Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city’s discretion.

Proclamation the Fifth: Grain is life! Should grain be spilled in public, all must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined one copper piece per grain.

Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed.

Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed.

Unsurprisingly the dituation didn't sit well with a lot of Kitargans. Several minor protests have already taken place into the city's streets and squares, only to be rapidly put down by the dottari guards and the hellknights of the order of the Rack.

Yet even this has not been enough to quench the flame of rebellion and today you find yourselves at Aria Park, a location just south of the Kintargo Opera House where Barzillai Thrune has made his new home, after closing it to the public.

By fate or design you find yourselves near each other in the wet and crispy morning air. A light drizzle has just finished pouring over your heads and people are starting to converge on the still half empty plaza, seems like you have time to make the acquaintance of your fellow protesters!


The Sith Empire Gameplay


The Jedi Order Gameplay


Roan Fel’s Empire Gameplay


I am considering running a campaign set in the Legcy Era - later in the period when Darth Krayt is the dominant Sith Lord around the year 140.

An interest check only at this time.


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OOC Thread for Rise of the Runelords.


The lingering warmth of summer still holds to the Lost Coast. The temperature and sunshine have blessed Sandpoint and The Swallowtail Festival. Kids scamper about waving brightly colored paper mockeries of butterflies. Men and women alike holler, laugh, and share hearty conversation as others set up food carts, tents, and the like. The occasional guard will walk through, but is often engaged completely in the festivities like all the other residents of the village.

The temple itself, the reason for the enhanced celebration, is brightly decorated with streamers hanging from its walls and flowers blooming from its gardens. The new chapel stands proud and tall, a bastion of faith and religion.

Though the town, especially the square outside of the church, buzz with bustle and activity, a spreading and respectful quiet begins to possess the revelers as Mayor Deverin takes the stage for the opening speech.
The slim woman stands upon the makeshift stage erected in front of the new temple and smiles. She raises her arms out and begins a welcoming speech. Her words are encouraging as she mentions a new era of prosperity for Sandpoint. Her speech is littered with jokes and anecdotes, both raucous and sublime . . .Playwright Drokkus even interrupts to note that his mayor was such an accomplished jester, much to the mirth of the citizens.

The mood does shift, but only for a second, as Sherriff Hemlock reminds people to be safe, and leads the town through a moment of silence for those who lost their lives 5 years ago in the fire. Playwright Drokkus takes the stage and with an impromptu limerick about Das Korvut, lightens the mood. Finally, Father Zantus himself declares the festival underway.

A few magical prestidigitations take effect showering the sky with puffs of animated smoke resembling the holy symbols of the faith. The crowd soon dissipates into eating, drinking, gaming, and general carousal.


I am looking to run a 1920's-1930's era Call of Cthulhu campaign. So far I have 2 slots filled but I am looking for 4 more players.

The Campaign will start in the United States in the late 20's and then make its way overseas as the Adventure unfolds.

I will be using 30th anniversary edition rules (though I find the rules of 5th and 6th rather close in my experience as a player).

No need for any crunch just yet but feel free to submit concepts and professions. The game will not start until Thanksgiving weekend.


Gameplay


Discussion Thread - Call of Cthulhu 1920's-1930's era game.

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