Iskandria pbp starting


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Sovereign Court

With Superstar over, I’ve broken down and decided to run an Iskandria pbp here on the boards. Since I don’t have a lot of time, I’ll probably be using modified adventures from Dungeon, GameMastery, and Dungeon Crawl Classics, and maybe even some 1e classics if we go that long. But I will try to throw in some original pulpy goodness from time to time.

I’d like to keep it to a maximum of 6 people who can commit to daily posting. I’m reserving spots for ancientsensei, Tio, and French Wolf, since they were the first to express interest in an Iskandria pbp. I’m using a lot of house rules and variants, especially in character generation, so be sure to read the following info carefully. If you’re interested, post your proposed character concept, and we’ll see where it goes from there.

Character Creation Info
Read background on Iskandria
1st-level, 28-point buy for abilities
Average starting gold (from PHB; see Equipment notes below)
Non-evil alignments, please

Standard PHB/SRD for races and classes, with exceptions & details for specific classes below.
(I don’t have much knowledge of the various splatbooks, so I’d prefer basic SRD, but if you really want to play something else and have a good concept, and I have some knowledge of the class I might change my mind.)

Races

Spoiler:
The first thing to decide is whether you are an Iskandrian native or a foreigner.
Iskandrian natives get a bonus background feat (described below) to tie them in with the setting, and speak Iskandrian as a Common tongue.
Foreigners do not get the free bonus feat, and they must choose Iskandrian as an extra language, but they are not subject to the same class and race restrictions that Iskandrians are.

Human: Humans make up the majority of Iskandria’s population. Iskandria has an Indian/Arabic flavor, so feel free to incorporate that into your character’s name, dress, etc.

Dwarves: Most Iskandrian dwarves hail from the city of Uttar Keferet, a mountain stronghold guarding Khunakar Pass, the sole pass south through the Banshar Kush, and many dwarven stonemasons had a hand in the construction of Iskandria’s ubiquitous ziggurats. Use normal dwarf stats.

Elves: Iskandrian elves use the Jungle Elf racial variant statistics. Elves can be found throughout Iskandria, but are rare in cities, as many have returned to their isolated jungle villages to avoid persecution at the hands of the hobgoblins of the Crimson Legion.

Gnomes: Iskandrian gnomes dwell in the Viridian Jungle, and use Forest Gnome statistics from the MM/SRD, with the exception that they don’t gain the racial attack bonus against kobolds.

Half-Elves: Iskandrian half-elves use the Jungle Half-elf racial variant statistics. Like full elves, they are rare in Iskandria’s cities.

Half-Orcs: Iskandrian half-orcs are descended from the desert orcs of the Jangala Wastes, and use the Desert Half-Orc racial variant statistics. They are uncommon in and near the Jangala Wastes, and rare elsewhere in Iskandria.

Halflings: While not originally native to Iskandria, halflings handle much of the trade along the Widu River and have done so for generations, so an Iskandrian halfling is considered native for purposes of character creation. Widu River halflings use normal halfling stats with the following changes:

  • +2 racial bonus on Balance, Climb, Jump, Swim, and Use Rope checks: Widu River halflings live their lives clambering in and out of boats, and jumping in and out of the water, and consider rope the most useful tool on their boats.
  • No racial bonus on Listen and Move Silently checks.

Hobgoblins: Hobgoblins can be played as a race in Iskandria. Keep in mind, however, that most of the populace distrust or even resent the status hobgoblins have been given since the Rani took power. In addition, because of a hobgoblin’s +1 LA, you will start as 1st-level Warrior (or commoner or adept) with –1000 XP. When you reach 0 XP, you may choose and advance in a normal character class.

Classes
Some notes on specific classes in Iskandria:

Spoiler:

Barbarian: Most barbarians are not native to Iskandria, although there are some isolated tribes in the Jangala Wastes and Banshar Kush.

Cleric: Clerics either worship the fallen god-kings of Iskandria or one of the new foreign faiths that have recently appeared. Clerics of the god-kings may choose from the following domains: Community, Law, Nobility, or Repose.
Foreign gods are from the Golarion pantheon (see Rise of the Runelords Player’s Guide).

Druid:An Iskandrian druid must choose his animal companion from the following lists, based on the region he is from. Foreign druids use the standard druid animal companion list.
Viridian Jungle: baboon, bat, dire rat, dog, eagle, hawk, monkey, nipper (Compsognathus dinosaur, see Dragon #318), skimmer (Rhamphorhynchus dinosaur, see Dragon #318), snake (small or medium viper)
Jangala Wastes (desert): camel, coyote or jackal (use dog stats), dire rat, eagle, flying monkey (see Dragon #334), hawk, horse (light), hyena, owl, snake (small or medium viper)
Banshar Kush/Erm Hyar (mountains): badger, dire rat, dog, eagle, hawk, mule, owl, pony, raven
Sadhar Plain: dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), hyena, mule, owl, pony

Paladin: The god-kings had no paladins, so any Iskandrian paladins are sworn to foreign gods. The Paladin of Freedom variant would be especially suitable for Iskandria.

Sorcerer: All Iskandrians displaying sorcerous powers are either inducted into the Cerulean Sisterhood (if female), or killed (if male). Foreign sorcerers must register with the government when they first enter Iskandria.
A female Iskandrian sorceress must take either the Cerulean Novice or Unregistered Spellcaster feat as her free bonus feat (see below).
A male Iskandrian sorcerer must take the Unregistered Spellcaster feat as his free bonus feat (see below).
Foreign sorcerers (of either sex) must be registered with the government.
Also see Familiars below.

Wizard: Wizards are tolerated in Iskandria, but they are still monitored by the government. An Iskandrian wizard character must be registered, unless he has taken either the Charlatan of Almudin feat or Unregistered Spellcaster feat as his free bonus feat (see below).
Foreign wizards must be registered with the government.
Also see Familiars below.

Familiars
Iskandrian sorcerers and wizards can choose from the following alternate familiars, in addition to the normal familiar choices.
Monkey (Special: Master gains a +3 bonus on Climb checks)
Nipper (Compsognathus dinosaur, see Dragon #318) (Special: Master gains a +3 bonus on Hide checks)
Skimmer (Rhamphorhynchus dinosaur, see Dragon #318) (Special: Master gains a +3 bonus on Initiative)

Equipment
Standard weapons and equipment are available in Iskandria, but there are some changes to available armor.
The following armors are available in Iskandria (including some new types described below):
Light: padded, leather, leather scale (new), chain shirt
Medium: hide, thunderhide (new), dhenuka (new), scale mail, chain mail, lamellar (new)
Heavy: splint mail
Shields and other: buckler, all shields, chahar-aina (new), dastana (new)

Because of the tropical heat and humidity in Iskandria, other heavy armors besides splint are considered Exotic armors in Iskandria and are not usually available for sale. Iskandrians must take a special feat (Exotic Armor Proficiency) to use these armors without penalty.

Foreigners can do not need the Exotic Armor Proficiency to use heavy armor, and all standard SRD armor is available to them during character creation.

New Armors

Spoiler:
The following are new armors found in Iskandria:

Chahar-Aina: This "four mirror armor" can be worn over certain other types of armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. A character can wear a chahar-aina effectively over padded, leather, or chain shirt armor. A character needs Armor Proficiency (medium) to wear a chahar-aina without penalty.
Medium armor; Cost: 75 gp; Armor bonus: +1; Max. Dex bonus: —; Armor check -1; Spell failure: 5%; Weight: 10 lb.

Dastana: These large metal bracers can be worn in addition to some other types of armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. A character can wear dastana with padded, leather, or chain shirt armor. A character needs Armor Proficiency (light) to wear dastana without penalty.
Light armor; Cost: 25 gp; Armor bonus: +1; Max. Dex bonus: —; Armor check -1; Spell failure: 5%; Weight: 5 lb.

Dhenuka: This heavy hide armor is made from the skin of an elephant.
Medium armor; Cost: 30 gp; Armor bonus: +4; Max. Dex bonus: +1; Armor check -5; Spell failure: 25%; Speed 20 ft./15 ft.; Weight: 25 lb.

Lamellar armor: Similar to splint and scale armor, lamellar lies between the two in protective value. It consists of small, overlapping plates of metal sewn together or stitched to a backing of leather or cloth.
Medium armor; Cost: 150 gp; Armor bonus: +5; Max. Dex bonus: +3; Armor check -4; Spell failure: 30%; Speed 20 ft./15 ft.; Weight: 35 lb.

Leather scale: Leather scale armor is a leather coat and leggings (or skirt) covered with overlapping scales made of cured leather, like the scales of a fish. It comes with leather gauntlets.
Light armor; Cost: 35 gp; Armor bonus: +3; Max. Dex. bonus: +6; Armor check -2; Spell failure: 15%; Speed 30 ft./20 ft.; Weight: 20 lb.

Thunderhide Armor: Named for the legendary thunderers (dinosaurs) from which it is normally made, this armor is prepared from multiple layers of tanned reptile hide. Thunderhide armor is relatively supple compared to other types of hide armor.
Medium armor; Cost: 50 gp; Armor bonus: +3; Max. Dex bonus: +5; Armor check -2; Spell failure: 20%; Speed 20 ft./15 ft.; Weight: 25 lb.

Sovereign Court

Iskandria bonus background feats

The following are bonus background feats available to Iskandrian natives. Each character native to Iskandria may choose one of the following feats as a free feat at character creation in addition to their normal feats. You still must meet all of the feat’s prerequisites. With few exceptions, these feats are only available at character creation. Feats marked with an asterisk (*) are available as a standard feat to any character, Iskandrian or foreign, as long as the prerequisites are met. The feats are divided into 4 categories: general, local, racial, and class backgrounds. Descriptions are listed alphabetically under the spoiler tag.

General backgrounds
Aqubayyid Loyalist
Dinosaur Hunter
Harem Trained
Relic Hunter*
Ziggurat Raider

Local backgrounds
Caravanner
City Born (choose city)
Desert Born
Desert Fighter
Giantkiller
Jungle Born
Jungle Fighter
Jungle Veteran*
Mountain Born
Mountain Fighter

Racial backgrounds
Dwarf: Dwarflore, Stoneshaper
Elf: Elflore, Junglewise, Treetopper, Viridian Way
Gnome: Friend of the Jungle, Gnomelore, Junglewise, Treetopper
Halfling: Mercantile Background, Riverlore
Human: Naga Blood

Class backgrounds
Cleric: God-King’s Chosen, Missionary, Theocrat
Sorcerer: Cerulean Novice, Unregistered Spellcaster
Wizard: Charlatan of Almudin, Charlatanic Theme, Unregistered Spellcaster

Feat Descriptions:

Spoiler:

Aqubayyid Loyalist
You have a family tradition of serving in the armies of the former Aqubayyid dynasty. With Rani Sephrilara’s rise to power, you have learned what it means to fight for your life, and the value of quick wits and quicker reactions when the Cerulean Sisterhood and Crimson Legion come calling. Enemies find it difficult to catch you off guard.
Prerequisite: Iskandrian native.
Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Spot checks. You also receive Martial Weapon Proficiency in the scimitar.

Caravanner
You grew up working in the caravans of the great trade city of Sadhrakand.
Prerequisite: Iskandrian native of Sadhrakand.
Benefit: You receive a +2 bonus on all Handle Animal and Knowledge (geography) checks.

Cerulean Novice
You have been initiated into the Cerulean Sisterhood as an untrained novice.
Prerequisite: Female, Iskandrian native, sorcerer or cleric of Asmodeus, Knowledge (religion) 1 rank, non-good alignment.
Benefit: You gain a +2 bonus on Intimidate and Spellcraft checks. When dealing with other Iskandrians, you gain a +2 bonus on Charisma-based skill and ability checks. You can also select either cleric or sorcerer as a favored class for multiclassing, in addition to any other favored class you have or select.
Special: As a member of the Cerulean Sisterhood, you have sworn fealty to Rani Sephrilara and can be called into service at any time. As a novice, you are required to wear the sky-blue robes and ceramic mask of the Sisterhood and carry an unholy symbol of Asmodeus as a badge of office.

Charlatan of Almudin
You have been inducted into the esoteric mysteries of the Charlatans of Almudin as an untrained initiate. Your study of unconventional magic gives your spells an odd appearance and makes them difficult to identify.
Prerequisites: Iskandrian native, wizard, Intelligence 13+, non-lawful alignment.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Decipher Script and Knowledge (arcana) checks. In addition, the DC to identify your spells with the Spellcraft skill (either as they are being cast or once they are in place) is increased by 2. This increase is also applied to Spellcraft checks used to identify a spell’s school of magic through detect magic or similar effects.
Special: As an initiate, you are allowed to wear the distinctive yellow habit of the Charlatans of Almudin, but you can be called into service at any time. Furthermore, as the Charlatans are currently in rebellion against Rani Sephrilara’s rule, you are considered a fugitive by the Iskandrian government. Should you be discovered and caught by the Cerulean Sisterhood or Crimson Legion, the penalty is death.

Charlatanic Theme
The mysterious knowledge you have gained as a Charlatan of Almudin causes your spells to manifest with a distinct theme or appearance.
Prerequisites: Iskandrian native, must have the Charlatan of Almudin feat.
Benefit: Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have cast increases by +4 (this supersedes the +2 bonus gained from the Charlatan of Almudin feat). In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. As you gain access to new spell levels, you can designate new thematic spells; you don’t need to select this feat again to acquire new thematic spells.
Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme might be “lightning,” “spheres,” or “screaming skulls.” If you choose “spheres” as your theme, your magic missiles might take the form of glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is “lightning,” your haste spell might manifest as a right green spark that leaps from ally to ally.
You can’t use this feat to make your spell manifestations invisible, nor do your spell thematics change the type of damage a spell deals, regardless of its appearance.
Special: This feat can be taken at any time by a character with the Charlatan of Almudin feat.

City Born
You grew up in Almudin, Jhansi, Muiu Thral, or Sadhrakand, one of Iskandria’s four major cities, and you have a deep knowledge of your city only possessed by natives.
Prerequisite: Iskandrian native of Almudin, Jhansi, Muiu Thral, or Sadhrakand.
Benefit: Choose Jhansi, Muiu Thral, or Sadhrakand as your home city. You gain a +2 bonus on Knowledge (local) checks in your home city. If you’re from Almudin, you gain a +1 bonus on Knowledge (arcana) and Spellcraft checks, and a +2 bonus on saving throws against illusions. If you’re from Jhansi, you gain a +2 bonus on Diplomacy and Sense Motive checks. If you’re from Muiu Thral, you gain a +2 bonus on Gather Information and Intimidate checks. And if you’re from Sadhrakand, you gain a +2 bonus on Appraise and Bluff checks.

Desert Born
You come from the inhospitable reaches of the Jangala Wastes, and you know many of the secrets of the desert.
Prerequisite: Iskandrian native of the Jangala Wastes.
Benefit: You gain a +2 competence bonus on Fortitude saves made to resist the effects of hot weather, and a +2 bonus on Survival checks in desert terrain.

Desert Fighter
You know how to make the most of terrain-inspired advantages when fighting in a desert.
Prerequisite: Iskandrian native of the Jangala Wastes.
Benefit: When fighting in desert terrain, you gain a +2 dodge bonus to AC.

Dinosaur Hunter
Your extraordinary knowledge of dinosaurs grants you special aptitude for tracking and hunting them.
Prerequisites: Iskandrian native, Knowledge (nature) 1 rank, Survival 1 rank.
Benefit: You gain a +2 bonus on Listen, Spot, and Survival checks when using these skills against dinosaurs, and a +2 bonus on Knowledge (nature) checks involving dinosaurs. In addition, you gain a +2 bonus on weapon damage rolls against these creatures.

Dwarflore
You’ve memorized a litany of family histories, battle records, and foundry lore sacred to the dwarven people of Uttar Keferet.
Prerequisite: Dwarf native of Uttar Keferet.
Benefit: You get a +2 bonus on one Craft skill of your choice. You also gain a +2 bonus on two Knowledge skills, one chosen from each of two categories:

  • Knowledge (architecture & engineering) or Knowledge (dungeoneering);
  • Knowledge (history) or Knowledge (nobility & royalty).

Elflore
You’ve memorized the epic poems, histories, and songs sacred to the elves of the Viridian Jungle.
Prerequisite: Iskandrian jungle elf.
Benefit: You get a +2 bonus on Knowledge (nature), Knowledge (nobility & royalty), and Perform checks.

Friend of the Jungle
Your ability to talk to the animals of the jungle has allowed you to befriend animals as permanent allies.
Prerequisite: Iskandrian forest gnome.
Benefit: You gain up to 2 HD of animal friends that must be native to the area around your home. If these animal friends are lost, you may replace them after one month.

Giantkiller
Your experience fighting the giants of Iskandria’s mountains has given you a tactical advantage against them.
Prerequisite: Iskandrian native of the Banshar Kush or Erm Hyar.
Benefit: You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against creatures with the giant subtype.

Gnomelore
You’ve memorized an array of trivia, stories, and legends collected throughout the ages by gnomes of the Viridian Jungle and passed orally to each new generation.
Prerequisite: Iskandrian forest gnome.
Benefit: You get a +2 bonus on Knowledge (local), Knowledge (nature), and Gather Information skill checks.

God-King’s Chosen
You have been spiritually touched by one of the god-kings of Iskandria and bear his or her symbol in the form of a tattoo in the shape of a holy symbol.
Prerequisites: Iskandrian native, cleric of the god-kings.
Benefit: Add +1 to the DC for all saving throws against spells you cast in an area consecrated or hallowed to one of Iskandria’s god-kings. You also get a +1 bonus on caster level checks to beat a creature’s spell resistance when casting spells in such areas.

Harem Trained
You have been trained to serve in the harems of Iskandria, and are well versed in song, music, dance, art, the recitation of great literature, the art of massage, and other duties of the harem.
Prerequisite: Iskandrian native.
Benefit: You receive a +2 bonus on Diplomacy and Perform checks.

Jungle Born
You come from the disease-ridden depths of the Viridian Jungle, and you know many of the secrets of the jungle.
Prerequisite: Iskandrian native of the Viridian Jungle.
Benefit: You gain a +2 competence bonus on Fortitude saves versus disease, and a +2 bonus on Survival checks in jungle terrain.

Jungle Fighter
You are trained in jungle fighting and know how to make the most of terrain-inspired advantages.
Prerequisite: Iskandrian native of the Viridian Jungle.
Benefit: You ignore hampered movement penalties from naturally occurring light or heavy undergrowth. When fighting in jungle terrain, you gain a +1 dodge bonus to AC.
Normal: A character without this feat is reduced to half normal speed in light undergrowth and one-quarter normal speed in heavy undergrowth.

Jungle Veteran
You are veteran of jungle exploration, with a knack for surviving in harsh environments and avoiding the deadly ambushes of natives.
Benefit: You gain a +2 competence bonus on Fortitude saves made to resist the effects of hot weather, and receive a +2 bonus on all Listen and Spot checks made in jungle terrain.
Special: This feat can be taken at any time by any character, foreign or Iskandrian.

Junglewise
You are one with the mighty Viridian Jungle. Few can match your woodcraft in your home terrain or your skill at avoiding the attacks of dangerous jungle plants.
Prerequisite: Iskandrian jungle elf or forest gnome.
Benefit: You gain a +2 bonus on Hide and Move Silently checks in jungle terrain, and receive a +2 bonus on Escape Artist checks or opposed grapple checks against entangling or attacking plants.

Mercantile Background
You come from a family that excels at a particular trade and knows well the value of trade goods and commodities.
Prerequisite: Widu River halfling.
Benefit: You gain a +2 bonus on all Appraise checks, and a +2 bonus on checks in one Craft or Profession skill of your choice.

Missionary
Your training has emphasized spells that help you spread the word of your faith.
Prerequisites: Iskandrian native, ability to cast divine spells.
Benefit: You gain +1 caster level when casting a spell from the list below, or +2 caster level if you’re actually using the spell to proselytize to a reasonably receptive audience (indifferent attitude or better.
The missionary tradition consists of the following spells: 0—purify food and drink; 1st—bless, sanctuary; 2nd—calm emotions, consecrate, enthrall; 3rd—prayer, remove disease; 4th—discern lies, tongues; 5th—atonement, hallow; 6th—heroes’ feast; 7th—resurrection; 8th—mass heal; 9th—miracle.

Mountain Born
You come from the forbidding peaks of the Banshar Kush, and you know many of the secrets of the mountains.
Prerequisite: Iskandrian native of the Banshar Kush or Erm Hyar.
Benefit: You are acclimated to high altitudes, you gain a +1 bonus on Fortitude saves, and a +2 bonus on Climb checks.

Mountain Fighter
You know how to make the most of terrain-inspired advantages when fighting in mountains.
Prerequisite: Iskandrian native of the Banshar Kush or Erm Hyar.
Benefit: When fighting in mountainous terrain, you gain a +2 dodge bonus to AC.

Naga Blood
The blood of nagas (or possibly something darker) runs in your veins. You may or may not display minor traits that give away your heritage, such as reptilian eyes, a forked tongue, or dry, scaly skin, but you are something more—or less—than human.
Prerequisite: Iskandrian human.
Benefit: You gain a +1 bonus on Reflex saves and a +2 bonus on Fortitude saves against poison.

Relic Hunter
You possess great knowledge of the relics and crafts of ancient Iskandria.
Prerequisites: Appraise 1 rank, Knowledge (history) 1 rank.
Benefit: You gain a +2 bonus on Appraise and Knowledge checks involving items from ancient Iskandria. Also, when making a bardic knowledge check, roll 2d20 and ignore the lower result. Add a bonus equal to your bard level plus your Intelligence modifier as normal.
Special: This feat can be taken at any time by any character, foreign or Iskandrian.

Riverlore
You’ve memorized countless wives’ tales, folktales, and legends honored by the halflings of the Widu River.
Prerequisite: Widu River halfling.
Benefit: You get a +2 bonus on Knowledge (local) and Knowledge (geography) skill checks, and a +4 bonus on all Profession (sailor) checks.

Stoneshaper
You have a deep and abiding tie to earth and stone.
Prerequisite: Iskandrian dwarf, Craft (stonemasonry) rank 1.
Benefit: You receive a +2 bonus on Craft (stonemasonry) checks and a +2 bonus on stonecunning checks.

Theocrat
You have the delicate touch needed to maintain the favor of your patron god-king and the political skills needed to survive in the trenches of Iskandrian bureaucratic warfare.
Prerequisites: Iskandrian native, cleric of the god-kings.
Benefit: You get a +2 bonus on all Diplomacy and Knowledge (religion) checks.

Treetopper
You are at home in trees and high places. You can dare climbs that few other folk wuld care to try.
Prerequisite: Iskandrian jungle elf or forest gnome.
Benefit: You get a +2 bonus on Balance and Climb checks. You do not lose your Dexterity bonus to AC while climbing, and attackers do not gain any bonuses to attack you while you are climbing.

Unregistered Spellcaster
You have somehow avoided registering your magical powers and abilities with the Iskandrian government, and are able to practice your magic freely, albeit illegally. You are used to disguising yourself and talking your way out of difficult situations to avoid being discovered.
Prerequisites: Iskandrian native, ability to cast arcane spells.
Benefit: You get a +2 bonus on Bluff and Disguise checks.
Special: As an unregistered spellcaster, you possess forged identity papers. Should you be discovered and caught by the Cerulean Sisterhood or Crimson Legion, the penalty is death.

Viridian Way
You share an intimate bond with the transcendental spirit of the Viridian Jungle.
Prerequisite: Iskandrian jungle elf.
Benefit: You receive a +2 bonus on Hide and Survival checks made in jungle terrain. You also get a +4 bonus on attacks against enemies who have cover from trees or plants (essentially invalidating the target’s cover bonus). You still cannot hit creatures with total cover.

Ziggurat Raider
Your experience and study of Iskandria’s ziggurats have given you insight on trapsetting techniques and ziggurat construction.
Prerequisite: Iskandrian native.
Benefit: You receive a +2 bonus on Knowledge (architecture & engineering) checks, and a +4 competence bonus on saving throws against mechanical traps.

Liberty's Edge

I would be interested in playing if there is room. I will work on a character proposal tonight after I get home from work and I reread all the info again!


Hmmmm, I'll need to reread the Iskandria stuff, but . . . I'm currently reading 'The Ruins' by Scott Smith, so the setting intrigues me.

How about a slightly unbalanced (think of the Irishman from Braveheart) Gnome Ranger or Rogue, or Ranger/Rogue combo? He hears voices, and talks to them, is a more than a little reckless and has a very wise mouth. An image comes to mind of him fighting in the jungle, jumping out of a tree with a short sword and dagger, yelling something crazy at the top of his lungs.

The Exchange

All I'll say at this point is I'm not playing a cleric or a fighter. SargonX has provided a wealth of character generation info and I'll post tomorrow some time with a PC.

Are we being good guys (Charlatans/Paladins/Elves or the opposite Hobgobs/Ceruleans)? Seems a fair question. I cannot see the two factions working together easily.

Cheers

Sovereign Court

I wouldn't mind putting either a fighter (or a ranger) or, if the party is big enough, a bard, together. I'm supposedly in like 5 PbPs, but only 1 of them has even begun to start, so if you actually get started, I'll play here, and bail on one of the others.


Sounds fun! Any room for another?

Dark Archive

All hail the god-kings! I'd love to join in if there is still room, Rob.


Rob:
Whilst I see that you already have several players, if you need a fellow DM to bounce fiendish ideas off of (or to occasionally assist with NPC creation) I am a regular visiter to these boards, and have email access.

Scarab Sages RPG Superstar 2013

I am in...and I have a few questions. Can you send me an email, Rob?

that thing up there. at. gmail.

i'll reread all the material and see if I can get close to my original concept.

not a monk.

Scarab Sages RPG Superstar 2013

For everyone else palying, my original idea was a fugitive wizard, an arcane freedom fighter. I have scoured the SRD, and while there are prestige class questions, I think the path I want to take is pretty clear.

Chalk yourselves up one melee fighter/caster.

28 build points? what if we multicalssers bring chocolate?

Contributor

Hey gang, hope I'm not too late! Ancientsensei just told me about this, and I was so intrigued by the setting that it finally convinced me to check out the Paizo forums. Ah well, I'd been meaning to for a while.

Anyway, I was thinking of a loyalist rogue freedom-fighter type to go along with the unregistered wizard. A very sober, serious, dutiful type. I have a few questions about prestige classes and whatnot, but I'll save those for if I'm chosen to take part in the campaign. Hope to see you all soon!

Sovereign Court

SargonX, how many players are you wanting?
I'll play an Aqubayyid loyalist fighter if we're running at 4, or a bard of some type (I may go transvirtual and play a Harem-trained... I haven't played a girly in a long time... heh) if you're going to go with a bigger party.

Scarab Sages RPG Superstar 2013

Hey - I don't know how many players we've worked out for this...but if there's a place, I can vouch for mr cottom. He has played some of the most gifted and memorable characters I have ever seen in action (ask him about Leon (the redneck) Caitiff), and he brings a lot to a game.

Also, his lovely (meaning 'smoking hot') wife is pregnant, and he isn't in a DND game,so he could really use a break.

Hehe. 'Trust me. I've done this before.'

Yeah, for those getting in..I amplaying an unregisered wizard/fighter with an Indiana Jones bent. Instead of 'that belongs in a museum', I'm more 'give Gondor the weapon of the enemy'.

Awesome.

Scarab Sages RPG Superstar 2013

When I say 'unregistered', I actually mean 'fully vetted..with papers.'

Contributor

ancientsensei wrote:

Hey - I don't know how many players we've worked out for this...but if there's a place, I can vouch for mr cottom. He has played some of the most gifted and memorable characters I have ever seen in action (ask him about Leon (the redneck) Caitiff), and he brings a lot to a game.

Also, his lovely (meaning 'smoking hot') wife is pregnant, and he isn't in a DND game,so he could really use a break.

Hehe. 'Trust me. I've done this before.'

Yeah, for those getting in..I amplaying an unregisered wizard/fighter with an Indiana Jones bent. Instead of 'that belongs in a museum', I'm more 'give Gondor the weapon of the enemy'.

Awesome.

That was Leroy, and thanks for trotting that one out to embarrass me in front of the new people. ;)

Naah, Leroy was lots and lots of fun. I had forgotten all about 'Trust me. I've done this before.' Those were good times, man.


TA DAA! Here he is

Bedu bin Bacandar the greasy dwarven barber (bard).

Treasure hunter, storyteller and fund of useless knowledge, at your service.

Stunty - feel free to play a bard too. Bedu may not be the best face man in the world at Charisma 12.

DM - I shall complete his stats tonight and work on the background too.

Sovereign Court

As I said in the first post, I'm looking for a max of 6 players (but there was a lot of info there, so I'll forgive those of you who overlooked it).

A couple of other points:

Here's who & what we have so far:

  • French Wolf - dwarf bard
  • ancientsensei - unregistered wizard/fighter
  • Zoomackulas Eichendar - ?
  • Billzabub - gnome ranger or rogue or combo?
  • Stunty the Dwarf - bard, or Aqubayyid loyalist fighter
  • (still holding a spot for Tio)

FabesMini - you're first alternate, if Tio doesn't show up, or someone drops out.

Radavel - you're second alternate, you mad pbp-er, you! ;)

Shane Cottom - I'd love to have you, but we're pretty full, it looks like, unless someone in other pbps wants to bow out to let you in. You're third alternate, so hang around.

Alternates, go ahead and create characters. You never know what might happen!

Looks like we still need a divine caster. Maybe another fighter or rogue (or perhaps the bards will cover that), depending on what Billzabub does. A well-balanced party would certainly be advantageous.

Sovereign Court

Billzabub wrote:

Hmmmm, I'll need to reread the Iskandria stuff, but . . . I'm currently reading 'The Ruins' by Scott Smith, so the setting intrigues me.

How about a slightly unbalanced (think of the Irishman from Braveheart) Gnome Ranger or Rogue, or Ranger/Rogue combo? He hears voices, and talks to them, is a more than a little reckless and has a very wise mouth. An image comes to mind of him fighting in the jungle, jumping out of a tree with a short sword and dagger, yelling something crazy at the top of his lungs.

Sounds ok - I love Stephen the Irishman from Braveheart. Go for it!

Sovereign Court

French Wolf wrote:
Are we being good guys (Charlatans/Paladins/Elves or the opposite Hobgobs/Ceruleans)? Seems a fair question. I cannot see the two factions working together easily.

Looks like people are going for the "good guys." But that doesn't necessarily mean a hobgoblin or Cerulean Sister couldn't fit in. There could certainly be some gray areas. And there are bigger questions than just Good vs. Evil.

Sovereign Court

Stunty_the_Dwarf wrote:

SargonX, how many players are you wanting?

I'll play an Aqubayyid loyalist fighter if we're running at 4, or a bard of some type (I may go transvirtual and play a Harem-trained... I haven't played a girly in a long time... heh) if you're going to go with a bigger party.

Nothing wrong with going transvirtual, but a male character can also be harem-trained. Who do you think fills up Rani Sephrilara's personal harem?

Just sayin'.

Sovereign Court

Bedu the Barber wrote:

TA DAA! Here he is

Bedu bin Bacandar the greasy dwarven barber (bard).

Treasure hunter, storyteller and fund of useless knowledge, at your service.

Stunty - feel free to play a bard too. Bedu may not be the best face man in the world at Charisma 12.

DM - I shall complete his stats tonight and work on the background too.

That's a heck of a lot of gear and cash for average starting gold!

Dark Archive

SargonX wrote:

Radavel - you're second alternate, you mad pbp-er, you! ;)

I'll take that as a compliment. :D

Have you given thought to the god-king prc? Requirements? Abilities?


Not looking to play so much as to rave. Wow. I just read a little of the massive reams of hearty information for the game you're doing and dude--looks to be an awesome campaign! I've gotta' say it's nice to see more of these settings now that everything's wrapped up. The depth of what's there is really impressive and makes for a really intriguing backdrop. Good stuff. Anyway enjoy your campaign guys, it looks great!

RPG Superstar 2008 Top 16

I can't believe I missed the start of this and now its full with three Alternates. AHHHH!

Sovereign Court RPG Superstar 2009 Top 32

*sigh* Sometimes it sucks being in europe. Have a great game, folks! I'd have loved to join this one! It looks excellent just reading the character guidelines.

Sovereign Court

Hrm... one bard is plenty, so I'll go with the fighter. I'll probably play him as sort of Ardeth Bay from the Mummy.


SargonX wrote:
Bedu the Barber wrote:

TA DAA! Here he is

Bedu bin Bacandar the greasy dwarven barber (bard).

Treasure hunter, storyteller and fund of useless knowledge, at your service.

Stunty - feel free to play a bard too. Bedu may not be the best face man in the world at Charisma 12.

DM - I shall complete his stats tonight and work on the background too.

That's a heck of a lot of gear and cash for average starting gold!

PC from another game. Just a template. He will look very different tonight.

Unless you want me to keep the masterwork stuff?

Cheers

The Exchange

SargonX wrote:
Billzabub wrote:

Hmmmm, I'll need to reread the Iskandria stuff, but . . . I'm currently reading 'The Ruins' by Scott Smith, so the setting intrigues me.

How about a slightly unbalanced (think of the Irishman from Braveheart) Gnome Ranger or Rogue, or Ranger/Rogue combo? He hears voices, and talks to them, is a more than a little reckless and has a very wise mouth. An image comes to mind of him fighting in the jungle, jumping out of a tree with a short sword and dagger, yelling something crazy at the top of his lungs.

Sounds ok - I love Stephen the Irishman from Braveheart. Go for it!

Treejumping, are you sure he hasn't got some monkey goblin blood in him. Stephen the monkey gnome perhaps?

Cheers


SargonX wrote:
French Wolf wrote:
Are we being good guys (Charlatans/Paladins/Elves or the opposite Hobgobs/Ceruleans)? Seems a fair question. I cannot see the two factions working together easily.
Looks like people are going for the "good guys." But that doesn't necessarily mean a hobgoblin or Cerulean Sister couldn't fit in. There could certainly be some gray areas. And there are bigger questions than just Good vs. Evil.

Bigger questions like, how do we split the treasure?


I was keen on this idea, too! Am I too late? Being in the UK seems to always rule me out of the PBP games.

Sovereign Court

Radavel wrote:
SargonX wrote:

Radavel - you're second alternate, you mad pbp-er, you! ;)

I'll take that as a compliment. :D

Have you given thought to the god-king prc? Requirements? Abilities?

NO! The god-kings are dead. DEAD! Her Most Regal Majestrix the Rani Sephrilara killed the last one. And everyone cried. :'(

You want to play a god-king, take out the Rani and set yourself up as one. It's as easy as that!

Sovereign Court

TerraNova wrote:
*sigh* Sometimes it sucks being in europe. Have a great game, folks! I'd have loved to join this one! It looks excellent just reading the character guidelines.
Callum wrote:
I was keen on this idea, too! Am I too late? Being in the UK seems to always rule me out of the PBP games.

I'm in Europe, too. But I made the post at night, so I might have inadvertently excluded my European friends. Sorry. :(


Coolio. Will keep my eyes peeled.


Draft Background
In the corner of the Nest of Nagas Bazaar is a small barbers shop. The awning casts a large shadow, allowing Bedu’s clients a measure of privacy. Every now and then whiffs of heady smoke float out before being snatched away.

The merchants and other barbers call Bedu bin Bakandar, a fool who will soon be parted from his father’s money. The rumourmongers are careful about who they tell tales to, since Omarif “The Crimson Vizier” Bakandar helps train the battlemages of the Crimson Legion. Perhaps his father’s friendship with the hobgoblins is the reason so many people speak ill of his son, Bedu the barber.

Is it a coincidence that the Bakandars travel here from Uttar Keferet not seven years before the fall of the last God-King? They were a small but proud family who had some knowledge of weapons and traded in magical blades for some of the wealthiest. The father’s reputation was raised high by the making of the Scimitar of Emerald Dreams for the Guildmaster Ordujah.

Now the father helps with training the Crimson Legion and lives in one of the largest palaces with many of the finest servants. But Bedu never sleeps in such finery, and never enjoys the fruits of the Vizier’s harem. It is said that there was an accident with a broken lance, a poor forging and several pouches of coins changed hands so that Bedu’s lack of crafting would not become widely known.

Maybe this is true? Or maybe the truth can be seen in the friends that Bedu now keeps. His kind is from the gutter, the sort that skulks in the shadows and have no honest business with a barber. Or there are the witless who call themselves treasure seekers, people that Bedu entertains with tales of the jungle ziggurats and they in turn spin even larger stories. These foolish tales ignore the curses, the dangers and the deaths brought down on all tomb robbers.

Never does a day go by when the prodigal dwarf does not proclaim he will leave to seek his fortune and come back richer than all of us in the Nest of Nagas Bazaar.

------

I have done this is the open so that a) SargonX can pick holes in it, and b) the rest of the party can use the barber shop as a way to get to know each other, especially my bard Bedu.


French Wolf wrote:


Treejumping, are you sure he hasn't got some monkey goblin blood in him. Stephen the monkey gnome perhaps?

Treejumping looks cool, and I was thinking Gnome Ranger w/ favored enemy (monkey goblin) has a lot of RP potential.

The Exchange

Oh yes plenty Billzabub.

The Exchange

DM Spoiler

Spoiler:
Bedu would like to have the main ancient language (if there is such a thing) Aqubayyid? A bit like ancient Iskandrian, perhaps.

Sovereign Court

Bedu the Barber wrote:

Draft Background

<snip>
I have done this is the open so that a) SargonX can pick holes in it, and b) the rest of the party can use the barber shop as a way to get to know each other, especially my bard Bedu.

I'll look at this more closely tomorrow (it's almost midnight and I need to get to bed) and poke some holes then.

One thing you might want to take into account: It sounds like you might be from Jhansi (based on your father's position, with palaces and harems and all) but the group will be starting in the city of Muiu Thral. That said, you won't be staying in Muiu Thral too long, and will in fact probably be traveling all over. But if you wanted your barber shop as a base, it's something to keep in mind...

P.S. Your avatar kind of creeps me out :S

Sovereign Court

French Wolf wrote:

DM Spoiler

** spoiler omitted **

French Wolf:

Spoiler:
Aqubayyid is just the last dynasty of god-kings. The language of ancient Iskandria is just called Ancient Iskandrian. Kind of like Old English as compared to Middle English, but with a different system of writing (think hieroglyphs). But sure, you can spend a skill point to speak/read it.


I'll draw up a PC for kicks - I love the Jungle Elves background.

Dark Archive

FabesMinis wrote:
I'll draw up a PC for kicks.

Same here.

The Exchange

SargonX wrote:
French Wolf wrote:

DM Spoiler

** spoiler omitted **

French Wolf:

** spoiler omitted **

Thanks

The Exchange

SargonX wrote:
Bedu the Barber wrote:

Draft Background

<snip>
I have done this is the open so that a) SargonX can pick holes in it, and b) the rest of the party can use the barber shop as a way to get to know each other, especially my bard Bedu.

I'll look at this more closely tomorrow (it's almost midnight and I need to get to bed) and poke some holes then.

One thing you might want to take into account: It sounds like you might be from Jhansi (based on your father's position, with palaces and harems and all) but the group will be starting in the city of Muiu Thral. That said, you won't be staying in Muiu Thral too long, and will in fact probably be traveling all over. But if you wanted your barber shop as a base, it's something to keep in mind...

P.S. Your avatar kind of creeps me out :S

My father can live in Jhansi and Bedu may have moved there to get away from his family issues. Rumours could still spread. I don't see the barber shop as a long term thing just a start point. Cut and blow dry doesn't make for the greatest adventures.

Yes the avatar is deliberate. It kind of creeps me out too. When I complete the alias it may grow on me.

Cheers

Dark Archive

Rob, what is the favored weapon of the god-kings?


Bedu is pretty much done and ready for inspection.

Cheers


Hey, SargonX - I mentioned earlier that I've been reading "The Ruins" by Scott Smith, and you should definitely check it put. All sorts of ancient ziggurat in the jungle creepiness. I picked it up because there's a movie version coming out soon, and you can find the trailer at apple.com/trailers.

Sovereign Court

Radavel wrote:
Rob, what is the favored weapon of the god-kings?

Their favored weapon would be the light mace, representing the god-kings' Scepter of Rulership.

Sovereign Court

Bedu the Barber wrote:

Bedu is pretty much done and ready for inspection.

Cheers

I'll look him over in detail tonight or tomorrow, but one detail jumped out at me at first glance:

Studded leather isn't available in Iskandria; it's replaced by leather scale. It has the same bonus to AC but it's 10 gp more (unfortunately). You can see its full stats in my post above under the New Armors spoiler tag.

Sovereign Court

Billzabub wrote:
Hey, SargonX - I mentioned earlier that I've been reading "The Ruins" by Scott Smith, and you should definitely check it put. All sorts of ancient ziggurat in the jungle creepiness. I picked it up because there's a movie version coming out soon, and you can find the trailer at apple.com/trailers.

I meant to ask you about that. Sounds interesting, though it can sometimes be difficult to get hold of specific English books over here in the Czech Republic. Can you give me a quick plot outline?

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