Umagro

Taraz the Wastrel's page

228 posts. Alias of pinvendor.




Mercurial Game Master

The Diaspora.

Remnants of two planets lost in a forgotten cataclysmic event predating even The Gap. Their bones strewn through the void in an orbit between those of Verces and Eox. Despite the ancient apocalypse, life still clings to asteroids and hunks of rock which drift endlessly through space. The former inhabitants of these planets have adapted even to this inhospitable environment. With wings of golden energy, these beings fly between the broken pieces of their ancestors' homeworlds. However, this is not how most creatures traverse the space between these places.

On one such remnant, a small spacestation hovers above a mining colony, a place for star craft to dock to receive payloads brought from the facility honeycombing the asteroid's surface and even deeper. The station does not have facilities beyond loading and ship repair; lodging and other typical residential services are maintained at the mining facility embedded in the rock.

The shuttle from the station seems to barely be moving. The current occupants suddenly roused when a cheerful humanoid woman's image appears on the monitor nearby.

"The shuttle will be arriving at Reklan Mining Facility in approximately 25 minutes. Please enjoy."

The computerized image switches to some videos of some currently popular Icons singing and playing music. Some may consider music. Others...perhaps not. The shuttle's passenger area contains some rather unusual individuals who all seem surprised to find themselves here...on the way to wherever they are going.

Please describe yourselves and feel free to begin chatting.


Mercurial Game Master

Hello, everyone! Character creation guidelines will be placed in the Campaign Info tab here in the near future.

For now, here's our place to get some ideas posted for our upcoming Starfinder campaign.


Ephemeral GameMaster

Keleri Deverin, an aristocrat and scholar living in Magnimar, has a problem. Just a week ago, she received an invitation from her cousin Kendra, mayor of the nearby town of Sandpoint, to attend that town’s upcoming Swallowtail Festival. With the festival’s focus on the consecration of Sandpoint’s new cathedral, Keleri hoped to bring a family heirloom, the Star of Desna, to receive a blessing, but as she prepared for her trip, an unexpected complication arose.

When Keleri entered the old vault beneath the family estate to retrieve the star from storage, she found the chamber in total disarray. Chests lay smashed about the room, shelves were knocked over, and worst of all, the steel lockbox containing the Star of Desna was missing. The source of the robbery was made evident by a gaping hole in the center of the floor, leading down into the sewers, and sewage stains in the shape of goblin footprints leading out of it...

Her invitation to tea turns out to be more than just a simple afternoon gathering, especially when her party includes those who do not normally associate. After some brief pleasantries, she recounts the discovery that the Star of Desna has gone missing. Those who would not count themselves among the scholar's usual company find their presence now makes much more sense as clearly their expertise in adventuring (or desire to do so) is now to be utilized to its fullest advantage.

Feel free to introduce yourselves as you are served tea and Keleri makes her initial small talk before she gets down to brass tacks about her purpose for the gathering.


Ephemeral GameMaster

Private game

Thread creation completed!

I will add the required background choices for the Doomsday Dawn Part 1 (DDP1) later when I'm at home. For now, just go ahead and start discussing and building Level 1 characters!

I'm aiming to start swiftly as we need to catch up to the current Playtest period. :D


Ephemeral GameMaster

Private game

Thread creation completed!

I will add the required background choices for the Doomsday Dawn Part 1 (DDP1) later when I'm at home. For now, just go ahead and start discussing and building Level 1 characters!

I'm aiming to start swiftly as we need to catch up to the current Playtest period. :D


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I haven't seen any chatter about this, but I'm a huge fan of the often under-used Central-South American historical setting. Please take a look. Even if the game system isn't to your fancy, the artwork displayed so far is amazing and worthy of consideration!

Dragons Conquer America


Howdy! Currently in the market for a replacement PC for an ongoing Hell's Rebels campaign. Melee/tank/meat shield/frontline combatant is the current desire. We are a group looking to locate one more player interested in this role and also interested in active roleplaying. Hell's Rebels is definitely a game with action, but also lots of downtime which we hope to fill with subtle character development and interesting story.

Still interested? Please continue reading. :)

The character creation outline for Hell’s Rebels characters will be as follows:
Rules for character creation marked with a ‘*’ will have additional notes below the overall outline.

  • Starting Level: Replacement PC will start at 2nd level.
  • Alignment: Any Non-Evil. The campaign is Chaotic Good themed.
  • Ability Scores: 15 point buy.
  • HP: Max HP rolls at 1st level. Players will roll for HP or take Average from level 2 onward.
  • Traits: 2 traits, one of which must be a Campaign Trait. A third “Reason for Protesting” mini-trait will also be required to explain why you attended the Aria Park Protest.
  • Drawback: Drawbacks are allowed.
  • Base Starting Money: 1000gp.
  • Races*: Any Core, plus Tiefling and Tengu. Other races may or not be allowed at the DM’s discretion, though any beyond the above mentioned ones will carry certain penalties for the rebellion.
  • Classes: All classes from Paizo Products, including Occult Adventures. Unchained versions are mandatory for those classes that have unchained versions.
  • Firearms: Firearms are allowed, but operate under the standard rules, and thus are not commonly found in Kintargo or Cheliax.
  • Crafted Items: Any character able to craft items through a feat may do so at the reduced prices. Characters with craft skills may craft items ahead of time at the reduced price if they can craft the item by taking a 10 and succeed.
  • Background Skills: All players gain an additional 2 skill ranks per level to be used in Background skills.

*Unusual Races: Races that go beyond the above-mentioned choices will see a penalty to the rebellion - most notably, unless steps are taken to hide one’s unusual race, the group’s Notoriety will see a greater increase each time Notoriety is gained, and the organization’s starting Notoriety will be higher for each unusual race. Submissions including a race native to Cheliax are more likely to be considered.

When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block like Theodric Rothnt’s Profile. An easily copied and modified version can be found here. Alternatively, Hero Lab format or something very similar to either works as well.

Also, include the following information in your profile:

  • 1) Appearance
  • 2) Personality
  • 3) Background

When reading backgrounds, I’m looking for ways that you as players tie yourselves into Kintargo; Where do you live? Do you have family here? How long have you lived here? Do you have any special haunts that you frequent? Do you have friends or rivals? These sorts of things I’m looking for, and the better tied to Kintargo your character is, the better chance you have at being selected. This also helps me see who has read the player’s guide and the ‘Kintargo at a Glance’ article within it.

I am happy to answer any questions here or via PM. Thank you for stopping by!


Weird thing is...I'm almost more interested in people who have no idea what this game is as players.

Buuuuut as this would be my first attempt to run the game (I played as a player in a second edition game a long time ago), I imagine having some people with knowledge of the setting as well as general enthusiasm for the horror-of-the-weird-and-unknown genre probably wouldn't be a bad idea.

Really just a pulse check for the whole shebang as I wouldn't be running anything soon. Trying to connect with interested folks; discuss the game, the genre, and what works for it. I still need to finish reading the three books that came with my Kickstarter bundle, but into Book Two: Run now and getting super jazzed.

If you don't know what Unknown Armies is, I want to encourage you not to look it up...only because I feel like it would be amazing to play it sight unseen with very little meta knowledge. I know that's tough, however, so no hate if you do. :P

I imagine that Strange Aeons and it's amnesia start up is a good parallel (Golarion-wise). Also, if you're familiar with Call of Cthulhu, Monte Cook's upcoming game Invisible Sun, or playing White Wolf's World of Darkness (old or new) as a mortal, you probably have a pretty good idea of the feel for Unknown Armies.

Anyway, as stated, looking for some talk, maybe bounce around some ideas. Once I'm ready (finished reading all the books + plus opened up some space on my PbP plate), I might get a real thread going later if there are enough people on these boards who think they would be up for some of these sparkly pony shenanigans.


Ephemeral GameMaster

Disclaimer: Closed game, invitation only.

Discussion thread for new superheroes game ready.

Possible rulesets to consider:

  • Valiant Universe
  • Villains & Vigilantes (edition not specified)
  • Superworld (edition not specified)
  • Champions 4E - (Bundle of Holding limited time purchase here
  • Fate
  • Savage Worlds

Let me know any others to examine. :)

Also! Now is the time to begin discussing possible superheros and powers. Hooray!

Other questions:

  • Do we want to create our own world, or use an existing setting?
  • Will this game be your origin story, or are you all already active as supers?
  • Is there any limitations on overall power level? This would affect the NPCs and antagonists also. Think of it as knowing that you'll never encounter a Superman or a Magneto. It would set a limit on just how powerful any one person could get.


Ever since the restoration of the boards, my mouse scroll wheel doesn't slide the scroll bar or otherwise move the page unless i click it and put the mouse into full scroll mode (or whatever that mouse state is called).

Anyone else having that issue?


Ephemeral GameMaster

Attend, attend! For behold the legend of these souls who tried to create a kingdom from dust. Their doom to be remembered, their destiny to be forged. All those who would master their fate, listen and learn.

The Stolen Lands may once again be claimed...

KingPinmaker: A Tale of Doom and Destiny wrote:

With mournful tears is paved

The long road to greatness
The path to glory made
Safe by bitter anguish

For each lonely tale told
Hundreds lost to cruel Time
No memory of their deeds
No songs of which to rhyme

Yet heed you now this tale
Which before you is laid
A story of fate forged
By blood and deed and blade

Destiny in the stars?
A story all foretold?
Only the gods can say
Of what shall yet unfold

The victors tell the tales
Or so the rumors say
Then hear their words yourself
And so begins our play

I will get the story post up next, so please wait for it before posting.


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Ephemeral GameMaster

Hello, everyone. If you were directed to this thread by me, it is because you have been asked and invited to be here. For all others, feel free to PM with any comments, but otherwise do not post here as this is a closed game and unlikely to have an open recruitment.

Here are the original character creation and various house rules I had worked up for the first iteration of my Kingmaker. I'm thinking of adjusting the starting wealth...but I may choose to roleplay this out a bit. I would like everyone to look this over and give me any feedback, ask any questions, and offer any suggestions. Oh, and the "fatigue" system mentioned is still missing the consequences section of having fatigue, so don't worry, I am aware of that.

Houserules:

Character Creation:
Ability Scores: 6 x 4d6 drop lowest for stats, place in abilities as you prefer. Must be rolled in front of me on chat or [diced]'d in discussion thread post.
Alternate: 25 pt buy if you would prefer more control.

Traits: Two, one from KM list in Player's Guide if possible. But as the story moves away from Brevoy rapidly, pitch your non-KM trait to me and sell it, and I will probably allow it. See other AP PGs for inspiration as needed or choose a generic.

Free Feat: Yup, correct.

HP: 1st level max, roll the rest of the time.

Starting wealth: Average for class.

Roleplay Credit Reward Table:
The Roleplay Credits may be redeemed for the following rewards where the number equals how many that reward costs:
    1 = Twist of Fate: re-roll one die roll, you must accept the second result
    1 = Deadly: automatically confirm a critical hit
    1 = Precision: add +2 to an attack roll
    1 = Burst of Strength: add your base Str modifier (or Dex if finesse) as extra damage to a roll
    2 = Guts: give yourself temp hit points equal to your Con modifier when brought to 0 HPs (minimum 1)
    2 = Meant to be: once per battle encounter, auto-hit one weapon attack for base weapon + character damage (plus any bonuses currently active on your character); this damage is non critical and cannot be increased by use of RCs
    2 = Inner store: restore 1 point or use of any class ability, spell, SLA, or SNA
    4 = Catch a Breath: Remove half of your Fatigue Points
    4 = Deja Vu: You may re-roll one die roll; you may choose which result you keep
    7 = Second Wind: Remove all your Fatigue Points
    7 = It just came to me: Gain a Skill Rank in a class skill; the ranks in this skill cannot be raised above your total Hit Die
    10 = Self-Improvement: Gain a Skill Rank in a non-class skill; the ranks in this skill cannot be raised above your total Hit Die
    10 = Weakpoint: For one hit against a target, ignore Damage Reduction due to elemental type, material type, or alignment type; if a magic weapon is required, you cannot use this reward unless you are wielding a magic weapon
    12 = More Humanoid Than Humanoid: Gain a feat for which you qualify
    12 = Heroic Stand: If you are brought to negative HPs and are dying, you may use this reward to automatically stabilize and gain one third of your HP in temporary HPs
    20 = God-touched: Increase one ability score by 1

Arcane Magic:
Spells per day are to be considered the spells the character has prepared ahead of time by getting ingredients ready, memorizing the proper hand motions and vocalizations, and set aside personal power to ignite these spells without strain. Once spells per day are expended or if a character would like to cast a spell they have not prepared in advance, they may do so by acquiring 'Spell Fatigue'.

  • A character will acquire Spell Fatigue Points equivalent to the level of the spell being cast. This signifies the strain on personal store of magical ability and ultimately the physical being of the caster. Spontaneous Spellcasters reduce the SFP acquired by 1 for a minimum of 1 SFP.

  • For half the SFP rounded up, a character may cast a spell directly from their spellbook (or equivalent) as if reading from a scroll however both hands must be free of other items for any spells requiring somatic components since one hand will perform the necessary movements and the other the spellbook (or equivalent). Witches must place one hand on their familiar to cast in this way. Spells requiring no somatic components do not have this restriction. Magi casting from their spellbook will acquire full SFP if they continue to hold their sword to signify the strain of manipulating their sword hand for the somatic components.

  • A character may remove one SFP every hour, or all of it if well-rested. Other means of rejuvenation can also remove SFP at the discretion of the GM.

Spell-like and Supernatural Abilities:
From now on, assume that any use per day of an SLA or SNA beyond the first requires acquirement of SFP at twice the number of use per day:
1st use = 0 SFP
2nd use = 4 SFP
3rd use = 6 SFP
4th use = 8 SFP...and so on

Each 'use per day' increase obtained through leveling or by spending Roleplay Credits, will eliminate the SFP cost for that number of use per day. This means that if a character has an SLA or SNA they can use 3 times per day, they would ignore the SFP gained from the 1st through 3rd uses per day, but if they chose to acquire SFP in order to use it a fourth time, they would gain 8 SFP.

If a character has more than one SLA or SNA, they may use each up to the maximum number per day allowed even if these maximum levels are different without accruing SFP. They will begin accruing SFP as normal at the number of use for which that particular SLA or SNA reached its daily limit.


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Hey Paizo friends!

While I have already been successfully installed as a GM on our PbP, a couple of my players have requested the thread name which contains the former GM's name be altered to either omit his name or (their request) to swap out his for my own handle. (GM Smashtag -> pinvendor)

Would that be something we can ask? If so, will this thread suffice, or will you need an email?

Thanks!

Gameplay
Discussion


I am hoping this is the right place in the forums for this...

I know that periodically new icons are added for use as avatars. I'm not exactly certain how these are decided, but I was hoping to make a few requests for the next time around if that is possible.

  • Djavin Vhrest's picture from Artifacts & Legends
  • Weapons! Hard to make aliases of intelligent weapons without them...
  • More "things". Similar to second request above, but also used to avatar an alias based on their profession, obsession or action with which that character is associated.

Hopefully this isn't too odd of a thing to ask...


Ephemeral GameMaster

The Forae Logos. The Wise House. The Library of Kortos. The greatest collection of written lore west of the Pit of Gormuz. The removal of a single page of text is prohibited without the unanimous consent of the High Council as established by the Founding Law of Absalom. This same law, written by the hand of Aroden himself, requires the library's scriveners copy every book ever brought into the city.

However...

Laws are seldom able to account for the vast differences of perception those reading them take from the same words.

Djavin Vhrest, Curator of Apocrypha, has seen a need arise as the result of works rumored and whispered to exist. Reports compiled from copies and transcriptions thoroughly read and examined by staff accompanied by tall tales and myths recited and sung by the couriers and messengers as their instructions dictated have proven there is more at stake than the simple acquisition and preservation of knowledge. Ever mindful of the danger of knowledge unchecked, the insidiousness of outsiders with agendas that span longer than mortal comprehension, and the gullibility of the innocent who only push for the next piece of "history" to learn, the Curator carefully listens for the stories of pieces d'arts that are not what they seem to be, but something all together more.

And when such a masterwork of art is found? Then so are summoned those Pathfinder Society members to whom his trust is given, to whom political intrigue is of no consequence, to whom only the absolute truth will satisfy their unrelenting pursuit of all things.

And these are the Agents of Apocrypha.


Hey I tried to add italics to my thread title, but it looks like it's not set up to use them...now it's stuck with the code in the name...

Any chance you guys would be nice and take that out of my title for me?

My thread here


Ephemeral GameMaster

The Agents of Apocrypha, the personal investigatory unit of Djarin Vhrest, the Curator of Apocrypha. Their purpose is to evaluate books, tomes, scrolls and other cataloguable works of literary value which could be harmful to body, mind, or soul if left unchecked. Upon successful evaluation, the Agents provide their recommendation for censure or proscription of the continued circulation of the PFS copies of that material.

How militant this clandestine agency actually is can be discussed. Should the group be charged with actual acquisition of the material if deemed harmful? Or merely evaluators who pass on the information into the hands of bureaucrats and politicians?

Character creation:

[list]
  • 20-point buy - Still deciding on character level (leaning towards 3rd, but we'll see)
  • Starting gold: TBD
  • Race Restrictions: Standard races approved, anything outside of that requires a good pitch by you
  • Class restrictions: Barbarians and Druids don't feel like a good fit, Rangers on the cusp but if done right could work. I'm open to discussion about all of this if a solid case can be made.
  • I am considering using my reward structure for good RP and posting. Let me know if this concept would be acceptable to you. I can get that posted if everyone is interested.
  • Thoughts? Questions? Ideas? Let's build this up to something great!


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    Ephemeral GameMaster

    Read this before you post - What you can expect from my narrative format:
    Most of my posts regarding story, NPCs, combat, and other miscellaneous will be as Spirit of Pinvendor. If however, the actions of a particular NPC need focus or if a PC is engaging a specific NPC(s) in dialogue, I may break into the Name Below alias so everyone else will know it is not a "GM" post which requires a critical and absorbing read. You may assume your character hears or sees anything discussed or performed by a Name Below post if you wish unless it is spoilered at which time if you would like to hear or observe the action, you will need to have your PC pass an appropriate Perception check. You only need to make the roll if you feel your PC would actually have been paying attention or in the area.

    The following introductory section will be a fleshing out of the various NPCs and what not of the caravan that is on its way to Castle Everstand. I ask that no one post until I indicate that the fleshing is done so the intro posts remain unbroken and no one posts anything which would then contradict what I am in the process of creating for you.

    What I am asking of you for this section will be to jump in with your post of how your PC actually joins the caravan. So feel free to wait until the RP reaches a point where you feel your PC would enter the story. For example, if the caravan encounters a wagon on the road; and you think your PC is in that wagon, go ahead and introduce your PC and provide as little or much background as you would like. If there are any secrets your PC has, please PM me with those, so I know what to expect from your interactions with PCs and NPCs and can work whatever you would like into the story.

    Also, these NPCs in the caravan are really there to be tools for you to use to explain what causes your PC to become a part of the caravan. Basic safety in numbers, an NPC has similar education/interests, or even something more nefarious (spotted an amulet your PC would like to lift, heh) are all simple ideas that might work. Feel free to come up with more complicated ideas, naturally. I say all this because the NPCs I am making are not GMPCs, so please don't assume there is anything so special about them unless you choose to make them so for your own use. I will allow some leeway in regards to your creative and assumptive use of them (e.g. the caravan cook is intrigued enough to discuss alchemy with someone who has knowledge of this skill allowing your PC to spend their nights speaking about it without having to "RP" this into existence beforehand)

    Now I will warn you there will be some characters introduced which will definitely be more notable NPCs. I am pretty sure this will be obvious, but it will probably be better for me to spell it out. The leader of the caravan and his bodyguard are off-limits as are any NPC that is introduced to the caravan AFTER the PCs have joined unless I specifically state otherwise. Feel free to PM me if you would like to have a specific interaction occur off-camera, or even initiate RP that requires me to respond if you have any doubts about that character or the situation.

    Thanks for your patience, and I encourage liberal use of the discussion page, of course!


    Ephemeral GameMaster

    My friends, so it begins anew!

    Campaign details of note: Country of Lastwall (click me), specifically the border fortress of Castle Everstand.

    Character motivations: This area is rife with opportunity for mercenaries, crusading paladins and cavaliers, merchants and rogues looking to take advantage of the situation, adventurers seeking to discover ruins of the previous borderlines that the orc hoard has pushed back, those investigating the evil magic of the Whispering Tyrant that Lastwall stands as an everpresent guard against, etc.

    Please use the 20-point build system in the character creation rules...unless you all want to roll your stats. Since some of you are new, the build system should help make things more even, but I will let you all vote.


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    Ephemeral GameMaster

    The sun hangs in the morning air high overhead and large fluffy clouds drift across the distant horizon. The sound of waves and the dull roar of the sea fill the the vastness that surrounds everything. The taste of salt is in every breath, and the air is rich with the crisp smell of the ocean. The tropical warmth begins to wrap everything in its heavy embrace.

    The Jenivere rides the waves with a purpose. Large and massive, she powers through the water, ever approaching her goal, closer and closer. Her hull is strong and has weathered the storms of ocean, elementals, and The Eye of Abendego. The wind fills the Jenivere's billowing rouge canvas sails resembling nothing if not the rosy cheeks of a woman flush with victory. To port! she seems to cry as the days at sea rapidly approach their end. I have charges to deliver and cargo to trade!

    The story starts here: on a beautiful and majestic merchant vessel striving to reach the end of a long journey. The beginning of the 103rd day of the Jenivere's voyage to Eleder is bright and warm. Another day at sea bursting with promise and opportunity.

    And so!:
    Please feel free to begin posting in character here. You may choose to treat your pre-game RP as canon from days prior to the 103rd day. Please make use of the NPC character descriptions from the Player's Guide pg 11 to pre-establish the type of relationships your PC would have with each of these NPCs. PMs and discussion are always open for clarifications and proposing ideas. Game away! (^_^)b


    Ephemeral GameMaster

    Welcome to the new game thread! Feel right at home, my players. We can get started as soon as you have your characters completed.

    I will warn you now, after reading some reviews and glancing through the future AP books, we will probably deviate from the modules pretty significantly if they don't head in a direction we need to go. I will strive to keep the heart of the AP in mind, but I may feel the need to run some things differently. As stated in our previous game, I will most likely award alternate rewards for moments of adventuring off script, so you can continue to awesomize your characters without "outleveling" a particular section.

    I am excited we will be able to keep Treppa and add Mahorfeus to the new group, and I promise I will finish up the Fatigue rules. Any more suggestions for the RC rewards table are always considered, as well as any PF source material you think may be of use (i.e. 3rd party monster templates, suggestions for jungle adventuring, etc.)

    Game on!


    Ephemeral GameMaster
    The Legend of Rappan Athuk wrote:

    Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demongod fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

    The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.

    Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.

    For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”


    Ephemeral GameMaster

    Alright my PbP friends. I am committing myself to this, and I will try not to let you down.

    PCs: Level 1, Mythic Tier 1
    20 point buy

    Start throwing up ideas, and realize you might get to play them all. Heh heh heh.


    Ephemeral GameMaster

    The warp. The ever-present Immaterium that lies just on the other side of awareness. That place where dreams go...or maybe the place from which they come. One things is sure. Only the light of the Emperor of Mankind pierces the veil of shifting visions and keeps the dark of the nightmares that live there from sweeping all aside. This is the age of man and the Imperium grows weak from the rot of the unseen dangers that only the Inquisition sees. It is up to you to assist the Emperor in holding back the dark. Your tiny candle alongside his burning light. You and all your brethren are all that is left to stem the holes wherever they appear...

    You swear you can hear a wailing and the sounds of something large outside the Emperor's Boot. Whether real or imagined, you know you feel the sudden jolt of translation. The ship is once again in real space. You have arrived.

    You are in your room, a small cell of metal and few adornments. Your few belongings with you. An electronic chime sounds indicating something is at your cell's door.

    Describe what you are doing before the warp translation, and what your response to the chime is.


    Ephemeral GameMaster

    @ODV: Name your Ordos, sir!


    PRD wrote:

    Extra Evolution

    Your eidolon has more evolutions.

    Prerequisite: Eidolon class feature.

    Benefit: Your eidolon's evolution pool increases by 1.

    Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th and 20th.

    The language seems to be talking to the Summoner, but the prereq is "Eidolon class feature". Who can take this? The Summoner, Eidolon, or both?


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    Ephemeral GameMaster

    The road continues off into the low hills ahead of Ragnar the Younger and Xulgag the Wanderer whose legs are growing sore from the long ride from Restov. Their horses plodding steps steadily bringing them to their destination while Xulgag's donkey trails behind, its lead tied to the pommel of Xulgag's saddle. The last farm settlements along the South Rostland Road having faded behind them as the pair moved further and further away from the city where they had received their charter. The area they tread was vast approaching the wilderness of the south. That place between Brevoy and The River Kingdoms. The frontier called The Stolen Lands filled with bandits, wild animals, monsters, and many secrets of things lost long ago.

    Charter:
    "Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne."

    The day is cool with the chill of winter only just fading now that the last month of spring has come to a close. The rain had finally stopped the day before, and the weak warmth of the sun was beginning to dry out the land. The sparse trees on the plains to either side of the road seem to have begun to sprout their leaf from tiny buds. The light green sprouts just beginning their push for the life giving rays of the sun high overhead. Tall grass with some sporadic blackberry bushes goes off into the horizon where Ragnar and Xulgag can make out the beginning of forest to the southwest. Behind and to the left the Shrike River faded into view as its path took it increasingly to the southwest while the road continues a much more steady western approach to that last stop of civilization, Oleg's Trading Post.

    Both warriors, human and half-orc, are inured to the crisp chill of the late spring air. Winters are hard up north and both have blood with deep roots of survival in hard climates and dangerous terrain. Ragnar's eyes seem to glaze as the time and distance seemed to blur. Glancing at Xulgag, Ragnar the Younger can see his friend has a jug of some cheap wind to his lips, a single meaty orc finger though the loop on the neck. Both man and orc are silent as the doldrum of the early afternoon begins to set in.

    Ragnar brings his eyes back to center and once again the line of the horizon and the steady up and down of the horses' movements begin to derail his attention and focus. His mind casts back to a day a couple of weeks ago...

    Ragnar visits an oracle:
    You had approached the oracle's stone circle late in the day as requested. Four stones barely three feet wide set at the points of NW, SE, SW & NW leaving the site of the cardinal directions visible when standing in the center. She stood on the far side of a fire pit from which a hazy purplish smoke exuded, the twilight sky seemingly surrounding her with a similar color like an aura. She is clothed in a light blue robe of a thin, gauzy material that seems to billow slowly despite the lack of wind. She doesn't appear to actually be standing on the ground, but rather held aloft by the billowing wisp of cloth surrounding her. You feel ill at ease. Despite the elven woman's evident beauty, her smile is too knowing and her eyes see more than just you. Knowing you can't allow your fathers (or Xulgag who has accompanied you) to see you show weakness or fear, you approach. Stepping into the circle of stones, you wait for her to speak.

    She doesn't. Her smile is more subdued now as she looks you over. She nods and moves around the fire towards you. She gestures for you to come up to the fire, and as you do you notice the smoke has a very sweet and pungent scent, both pleasing and disturbing to the nose. You throw a glance at Xulgag who is frowning at the slender robed figure a wary look on his face. The elf gestures to her mouth and shakes her head. A mute then! The frightened man who answered your call across the tavern for an oracle could have mentioned that. You turn to the oracle your mood souring, the thick smoke making your head swim.

    But just then, you hear a melodious voice in between your temples.

    Welcome, Ragnar the Younger. And you, Xulgag the Wanderer. Here her gaze falls on the half-orc and she seems amused. What brings you to Ri'Alin's Circle?

    Reeling slightly, you find yourself reaching for a weapon on reflex. Xulgag's face seems a mask now. You know this expression as one Xulgag adopts when he is seeking the control his monk training provides. You check your reaction before your hand reaches its destination.

    Ri'Alin's face shows amusement and you hear her "voice" again. Did you think I would be unable to provide my insight? Do not worry. The powers that guide me have not left me unable to communicate. Have you brought the sacrifice?

    You blink. Her words seem to come through slowly, your mind is clouding from the smoke. "Y-yes. It is here." You reach into your belt pouch and retrieve three small amethysts. They are a strong purple color showing they came from deep with the earth.

    Ri'Alin nods approvingly. Good, throw them into the fire. Doing as bidden, the fire flares a brilliant violet color tinged by blue at the tips and a fuchsia at the center. You see the the fire pit contains hundreds of such gemstones, possibly thousands. A king's ransom lies at your feet, but...it's so hard to keep your thoughts. What was that about a purplish flame?

    You feel the oracle next to you and feel as she lightly touches you, urging you to lean closer and breathe deeper. In your mind you hear a whisper, What knowledge do you seek, One Who Would Be a King?

    Yes...that's why you're here, to find out how to achieve this dream. You see the purple and fuchsia smoke in front of you, filling your eyes, your nose, your mind...you hear the voice of Ri'Alin...

    Three things will you learn, one for each sacrifice you have given, she whispers in your thoughts. One for what you should know, one for what you can know, and one for what you should have known...

    • You see an image of yourself. You stand alone in a dark and ruined room. You're dirty and battered. There is blood on you, but it may not be yours. You stand before an ancient stone plinth. A moldering cushion probably used to be velvet sits upon it. You see a dull dirty crown. It could be yours, and you want to reach out and take it. But something isn't right, and you see yourself hesitating...the image begins to fade, but you notice on the plinth is an inscription. It is in a language you do not understand, but it sears itself into your memory...

    • You see a young woman, barely old enough to wed. Behind her is a small child, a girl. The woman is protecting her, trying to stave off a darkness approaching, something terrible and ancient. You know you have a choice, to save them or not...a flurry of images assault you, you can't separate them because they go by too quickly, but you do know one thing, they are memories of the future, some with the two females and some without, but you know they are the same memories of the same moment but different depending on what you chose...one thing remains the same however...of all the images, one remains a man in fine clothes with a wide-brimmed hat pulled down so you can only see his lips as he whistles a happy sounding tune walking forward and each step closer he comes the darkness you felt before draws nearer.

    • You see a vision of a Ulfen longhall...it burns and screams abound...there's something familiar...if you could only see the posts...the banners, but they are burning, burning... smoke and death lays heavy in the air...twisted laughter rings through the cold Ulfen night, and you see a huge brute of an Ulfen man laughing as a Linnorm breathes a blizzard quenching the burning hall and freezing all inside into crystalline ice...even the flames...

    Your mind tries to retreat as the cold future assails your mind. Then like a comforting hug, you feel Ri'Alin speak again. All these things are only as certain as the path you choose. If you choose a different road, only one of these truths will remain so. Your clouded mind feels the oracle's hands on either side of your face. Allow me to show you the good. You feel her warm mouth on yours, and the sensation causes your senses to explode.

    You see a vision of yourself standing on a balcony overlooking a courtyard, people cheering your name. You know that they are safe and have food to eat. They cheer because their children are protected and their laws are just. They are happy because it is you who have done this. You are their king.

    Suddenly your mind is clear and you feel the chill wind blowing across the hilltop of the Oracle's circle. Ri'Alin pulls away, her eyes still closed. The sweet taste of her elfin lips lingers on your tongue, lilac and honey. With a sigh like a beautiful clarinet playing a woeful sound, she opens her eyes and looks deep into yours. Only you can see these things come to pass. Only you and the company you choose to keep by your side. Unbidden you recall the faces of the young woman and the girl child.

    Goodbye, Ragnar the younger, He Who Would Be a King. Our paths may cross again one day. A small smile plays across the oracle's lips like she knows something and it amuses her. Then gradually she seems to fade into the smoke, her gauzy robe mimicking it's wild curling movements. And then she is smoke, and you are no longer certain if she was there at all. Except for the taste of honey and lilac on your lips...

    You glance around and see Xulgag looking troubled. You realize the dawn light is just beginning to creep over the horizon.

    "Did you see...?" you start to say. Xulgag stiffens and strides away from the spent fire, the last remnants of a puttering fire in its depths. You know this mood. Xulgag does not wish to discuss whatever he is thinking. Not yet at least. You look around and as Xulgag leaves the circle of stones, you are alone. The oracle is nowhere to be seen. Glancing into the fire pit you see only ash, no trace of the gemstones. But wait...there. You reach down and pick it up. Is is an amulet with a brilliant blue gemstone. If Ragnar chooses to keep this, add it to your neck slot

    You shake your head once. With your mind a whirl with what has transpired, you adjust your cloak and stride down the hill after Xulgag.

    Xulgag accompanies Ragnar to the oracle:
    You see that Ragnar is breathing deeply of the intoxicating smoke. The elven woman looks at you from across Ragnar's hunched shoulders. He is clearly in the throes of whatever hallucination it is giving him. Ri'Alin glides up to you, her feet unseen. She looks up as your great height makes you taller than her if only be half a foot. Elf b!*+%es are tall.

    In your mind you hear, And you noble keeper of the tenets? Is there any answers that you seek?

    If you would like to have the oracle give you a vision, Xulgag, just respond in your post with a spoiler of your RP with her, or just give me an OOC comment

    The scream of a young child snaps both Ragnar and Xulgag from the reveries. It's coming from up ahead, and just at the edge of the horizon, they can see some sort of commotion down the road.

    Sorry Corinne:
    Your post will come later tonight probably. I will try to have it done for you so you can respond either just before or after you get home from work.


    2 people marked this as FAQ candidate.
    Advanced Players Guide wrote:
    Bite (Ex): An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

    It look like this question was brought up a while ago here with no clear answer provided.

    I tried my search-fu in the forums and saw more questions about the evolutions than answers with most of them ironically being brought up in playtest before the APG was even officially published OR errata-ed.

    Given that most of them seem to have topped out around 2010, I was hoping perhaps an answer or some logical applicability has been reached unofficial or otherwise in the intervening years.

    My question is simple: If an eidolon of any base form possesses a bite attack, can the bite evolution be taken twice (free for quadropeds and serptines and then 1 EP, 2 EPs for bipeds) to increase the damage?

    My interpretation of the rules as written tells me no eidolon could actually achieve this extra damage since the evolution does not say it can be taken more than once. Logically, one would presume the intent of the wording is to allow it to be taken more than once, or to allow only those base forms that receive the evolution for free to take it. What is the general feeling about this?


    Ephemeral GameMaster

    I changed the discussion thread so the title matches the campaign now, lol.

    But since good stuff was posted there, here's a link for reference once it gets archived.

    Old Discussion Thread


    Ephemeral GameMaster

    First question: What system are you guys wanting to utilize? Obviously we know WFRP 2E and our own LITE rules modification going along with it.

    I am perfectly happy to run it that way, or even just WFRP 2E normal. If you guys want to try a new ruleset, we can use PFRP as it stands, just be patient with me since I don't have them all memorized

    Second question: What kind of game would you like? Exploration, horror, mystery, dungeon delve, political. I have ideas and resources for all of these. Just let me know.

    Setting: As you already know, my desire is to begin a campaign starting off in the Empire of the Old World set in WFRP where the Emperor has charged you with finding out what happened to the God-King Sigmar. At some point you will be crossing over to Golarion and where you will arrive will depend on the answer to question 2 above.

    Looking forward to getting this going, and I will try not to slack. :)


    Ephemeral GameMaster

    The summer sun hangs low in the sky causing a riot of colors through thick haze of the charcoal smoke produced by the foundries in the Industrielplatz. Oranges, yellows and purples can be seen, and long shadows are beginning to appear on all the sun shines upon. The filthy streets of the Neustadt begin to empty slowly as more of those poor workers and merchants begin to close up shop and move along to their homes. Less and less savory folks begin to drift through the streets and alleys. The time for doing legitimate business is rapidly coming to a close, and those skulking down the roads surrounding the Universitat are certainly not the type to have the right licenses or papers for the goods they deal in.

    The walk across the campus of the Imperial Gunnery School is long for the grounds are rather large, and Torak the dwarven "gungineer" retired to the corner furthest from the admissions office. As usual, many of the officers and students sneered as Waldemar walked by, but they did so from a distance. What happened to Jarten Raus the son of Lord Heinrich Raus the at-the-time rumored lover of the Countess Emmanuelle von Liebwitz was well known around the campus. Few wished to chance the renowned aim of one as infamous as the expellee named Waldemar.

    Pistol low slung on his hip balanced on the other side by some sort of hand weapon obscured by his coat, Waldemar walked the grounds doing his best to ignore the disdainful looks from the current students. A leather band looped over one shoulder diagonally across his chest with 3 holstered "Emmanuelle" pistols and a package tucked under one arm, he strides to the low door of Torak's workshop and steps inside.

    "Aboot bloody time," a gnarled dwarf with a bushy unbraided beard spat out. "I been waitin' fer you ta sher up for weeks and weeks." Waldemar realizes the short figure isn't speaking to him, as the dwarf is peering down at what appears to be some type of short stubby pistol held in a vise on a workbench through some highly magnifying goggles. The pistol is fat and clunky looking and would be otherwise unremarkable with the exception that it has four barrels: two on top and two on bottom. Suddenly the dwarf looks up as the low door creaks slightly and Waldemar is treated to a disconsorting view of Torak's giant eyes through the goggles.

    "Waldemar!" he exclaims. "You rascal! Yer back, yes, yes." He eyes the package under Waldemar's arm. "Is that it? C'mon now! Unwrap it fer me." He begins to dry wash his hands and lick his lips in anticipation.

    At that moment, a series of high-pitched bells rang from the south and a hush descends on the city. The Iron Silence hangs in the air as the latest guns produced in the foundries are brought out to cool. Torak looks as if he's ready to burst as he waits out the silence while wringing his hands in a gesture for Waldemar to produce the item in the package.

    Emmanuelle pistols:
    Small and low damaging, this gun style was designed by Adelmar Gruber of the Leibwitz Foundries in honor of the Countess. Petite and easily concealable, the Countess loved them. Of course it has then become a fad, and they are now the least expensive pistols one can buy as all of the foundries are mass producing them.
    Damage 2
    Range 4/8
    Reload 1 Full
    Qualities Unreliable/Special Impact (only at point blank range which is within 1 yard)


    Legendary Merchant of Pins

    Hello gamers!

    Looking forward to getting the main thread rolling here soon. It was suggested I get this thread up so we can stop all the emailing before we begin. Also, I want to go ahead and put out the current house rules you are all familiar with and find out if there are any others you are interested in. As you know I am in favor of adding Perception as its own stat similar to the way the 40k RPGs did.

    House Rules so far:

    • Rolling a 77 on your d100 roll is a supernatural success or failure depending on circumstance

    We never deviated too much did we? Lol.

    Anyway, feel free to use this thread for posting questions and ideas, practicing the BBCode, and any out-of-character discussion. As you can see in the BBCode, ooc is possible in the main thread through the use of [ooc ]text[/ooc]. That is used for questions related to in game circumstances, not rules arguments or other such. If you have any of those, bring them to this thread. If you have any "notes" you want to pass, just email me or use the [spoiler] BBCode if you feel you can trust everyone. :P

    Looking forward to a great PbP!


    Still checking for a local game! I can play anything you got. Interested in Exalted, PFRPG, WFRP 2nd E, Heroes system, Hunter: the Vigil, or any other random game you want to try. Hell, let's say you are interested in trying a totally new game that you're not sure your current group would enjoy. You have one gamer right here!

    Full Name

    Alyssa Cuthroat

    Race

    human

    Gender

    female

    Size

    medium

    Age

    16

    Strength 19
    Dexterity 12
    Constitution 14
    Intelligence 7
    Wisdom 12
    Charisma 12

    About Alyssa Cuthroat

    Alyssa Cuthroat Male human (Shoanti) unchained barbarian 2/cleric (shoanti shaman) of Gorum 2 CN Medium humanoid (human)
    Init +3;
    Senses Perception +8
    ————— Defense —————
    AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
    hp 39 (4 HD; 2d8+2d12+10)
    Fort +8, Ref +1, Will +4 DR 1/—, 2/lethal
    ————— Offense —————
    Speed 40 ft. (30 ft. in armor)
    Melee
    mwk greatsword +10 (2d6+7/19-20)
    Special Attacks
    rage (11 rounds/day), death variant channeling 4/day (DC 12, 1d6 plus 1 channel bonus), destructive smite (+1, 4/day), ferocious strike, rage power (lesser spirit totem APG)
    Cleric (Shoanti Shaman) Spells Prepared (CL 2nd; concentration +3)
    1st
    cure light wounds (3), true strike D
    0 (at will)
    guidance, light, resistance, stabilize D Domain spell;
    Domains Destruction, Strength (Ferocity APG subdomain)
    ————— Statistics —————
    Str 20, Dex 12, Con 14, Int 7, Wis 12, Cha 12
    Base Atk +3;
    CMB +8;
    CMD 19
    Feats
    Power Attack, Totem Spirit (shadde-quah) ISWG, Weapon Focus (greatsword)
    Traits
    reactionary, soul drinker
    Skills
    Intimidate +8, Perception +8, Profession (torturer) +8
    Languages
    Common, Shoanti
    SQ fast movement
    Combat Gear
    potion of lesser restoration (3), wand of cure light wounds , wand of cure light wounds ;
    Other Gear +1 chainmail, mwk greatsword, 1,778 gp
    ————— Special Abilities —————
    Cleric (Shoanti Shaman) Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
    Cleric (Shoanti Shaman) Domain (Ferocity) Damage Reduction (1/-) You have Damage Reduction against all attacks. Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
    Death Variant Channeling (±1 Sacred) Stabilization bonus/penalty Death Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Destructive Smite +1 (4/day) (Su) Make a melee attack with morale bonus to damage.
    Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Ferocious Strike (+1, 4/day) (Su) +1 damage for a melee attack.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Rage (Unchained, 11 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
    Spirit Totem, Lesser (+4, 1d4+1) (Su) Spirits attack 1/round at +4 to hit, dealing 1d4+1 negative energy damage.
    Totem Spirit (Shadde-Quah) Rage lasts 1r longer +2 Intimidate