Fall of the Gatekeepers PBP. Pathfinder rules in a new world


Recruitment

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Hello everyone. I am Shanosuke. I am a GM. Not a great one but a dedicated one.
Lately a lot of my campaigns haves slowed down significantly and I have fallen into a good amount of free time.

After going through my material I have decided to run one of my high school favorites.
Fall of the Gatekeepers
This campaign DOES NOT Take place in Golorion. The land is called Tan-Dula

I will be selecting 4-6 players. Each player will be from a different Nation in this world so make sure and read the details carefully before settling on all the crunch.

I am looking for people who can post regularly. I myself would like to post more than once a day as this campaign has the potential for being VERY long.

The Campaign itself is not railroaded. You have long term quests but the choice is yours as to how and where you will complete them. Since this world is heavily sandboxed, I will be giving you CRs of certain encounters before you go in to complete them.

Leveling will be done based on accomplishments. The more you accomplish, the quicker you level.

Since this is a big campaign, every class have advantages and every situation can be resolved differently. This is your chance to be creative and do what you want.

The Rules for applying are:
Pick a nation to be part of
Write a brief backstory
Build your character according to the rules.
And Wrap them all up nice and neat in one post.

I will go over them weekly. I will not close recruitment until I have a satisfying team.
Important:
I want people who can post frequently. The game only moves as fast as the slowest player and I want that to be me if it can be helped. If the game is waiting on a player to post for too long I will move them into a limbo state where they will not be involved in the game until they report back or two months have past. These games never go anywhere unless the party posts. I will make the reasonable request of a post a day but at this point in my life I can handle more than that. You owe it to your fellow players to keep up and not hold up the action. Now I am not unreasonable. I do give people the benefit of the doubt. Life happens. I myself had to put games on hold for almost two months while I finished up school and the holiday season at work. I understand if something goes on in your lives. Keep us informed and try not to disappear. If life gets tough I will set your character aside in the hopes that you will oneday return to the game. But if you’re not going to come back I’d like to give your spot to someone else. I will allow trips, vacations and the like as long as I hear about it.
If a disaster happens and you disappear I will hold your character in limbo for tops two months but after a couple of days I NPC you out of the party for the time being until you return.

Now I am not trying to be a jerk with this. I just want one game that will move along quickly. It can happen. I am in one right now that has been on a roll for the past 6 months and all the starting players are still in it and we have all made it to level 7. It can be done. I want at least one of my games to have that accomplishment. I hope you do too.
Now below is all you should need to know about this campaign. If I missed anything, ask questions.

History of Tan-Dula:

Tan-Dula was founded several millennia ago by the Euros Ethnicity of humanity and the Zaloes. Since then three other ethnicities of human have joined since then. The Janese, Saodese, and the Connisaire. These people aligned together to conquer all the land and form the first Empire.

On this land were the native people known as the Fenine. A small magical people who have a secret class known as the Gatekeepers. The rumor is these Gatekeepers keep evil from entering the land through secret gates hidden all over Tan-Dula. However, the Fenine were given no respect or any reprieve. For years they fought with the Empire to simply be left alone. In short, they succeeded.
The fenine weren’t powerful but they were persuasive and cunning. They convinced the Empire to give them sanctuary to perform their rituals without interruption. However, the Empire never gave the Fenine any assistance in their sacred job at protecting the world. Now the Gatekeepers headquarters is located in the largest mountain in Tan-Dula known as Ookiyama mountain. This is where the Great Sage Council. They continue on with their sacred job in spite of all the potical strife that goes on. Until now.

Over the past 1000 years the Empire of Garrison began to collapse. The first thing that happened was the Outsiders. The Galoman arrive on the northern part of Tan-Dula. The Galoman were unusal warriors with great combative prowess. The ruler of the Empire at the time didn’t care. Since he didn’t send reinforcements the Galoman claimed much of the northern region of Tan-Dula.

Long Story short this action caused the Empire to collapse completely over the course of just a few years, The Emperor disappeared and ten new kingdoms emerged
Galo – Kingdom of the Galoman
Hogan – Kingdom of the Hogan tribes of a new human Ethnicity
Zalos – Kingdom of the magical race that helped found the Empire
Kithikin – A people who appeared from swamps to take in refugees and keep them safe
Kotozawa- A kingdom formed of the Janese Ethnicity
Xaodia – A Kingdom for the Saodese ethnicity
Covenant – A kingdom formed by a devil posing as a god
Lineage - A Kingdom formed by a man claiming to be the heir to the fallen Empire Kender Garrison
Connisian – A Kingdom of Connisair and their creations the Gaudar. Where they can practice their science in peace
Sandara – Home of the Saudri human mutants and now a home and haven for them to change the world.

With the appearance of Kender Garrison and his claim to the throne, the past five years have been rich with war and strife between ALL the nations. Each of them wants to conquer the entire continent now. But there is a darker power growing. Only you are aware of it.

Your character’s story:

You are a low class official for your kingdom. Whatever you have done in the past has led to crap jobs in your nation’s Capital. You have little renown and aren’t even easily recognizable to your castle co-workers. Your home is yours to make up as you choose. Your story is yours to tell. Whatever the tale, here you are, another nobody in the castle.

For the past month you have been plagued by horrible nightmares of creatures from some unknown world. You can’t seem to escape these monster and it is often difficult to determine whether these dreams are real or not. Today you have been summoned by your kingdom to accompany ambassadors as they journey to Ookiyama to meet with the legendary Great Sage Council of the Gatekeepers to discuss a matter they see as important. You are aware that there will be representatives from each kingdom there. This is your first major assignment. Finally a chance to prove something to your superiors and maybe get recognized for once.

It is important to note that this world has no known monsters or magical beasts. While magic is present, there are no magical beast, aberrations, undead, or any monsters of note. There are very few and sightings are often met with skeptism and superstition and most commonly complete and utter denial or disbelief. The monsters of your dreams are TERRIFYING. Especially since you’ve never seen anything like them before.

Rules of Character build:

First off you are a lesser employee of the castle in your Kingdom’s capital. All kingdoms and their capitals are listed Below. You are to build your backstory up to that point and a few mundane tales from within.

Rulebooks: Everything from Pathfinder Core Rulebook, APG, and UC. No additional material. I prefer to stick to what I know and not have to constantly keep reading up on stuff to keep up with my players.
Ability Points: 20 point buy
Races: You must take one of the races listed below. Human ethnicities are Euros, Hogan, Saodese, Janese, and Connisian. The other races are Galoman, Kithikin, Zalos, Gaurdar, Saudri, and Fenine.
Classes. Any Class found in the three books above except for Gunslinger.
Traits: Two. One Regional Campaign Trait and any normal trait from the APG
Alignements: Not important. Evil and good are seen as realms and not beliefs. If someone is tied to a negative realm or uses negative power, then it will show as evil, if it is from a realm of positivety or uses positive power, then it is good. A persons persoanal beliefs cannot be measured in good or evil unless they use some form of magic.
Keep in mind I will be picking players for diversity in nationality so make sure you haven’t used up one that more people are using because only one of you will get it.
Now I have the other necessities listed below.

Campaign Traits:

Galoman Born:
You where born in the land controlled by the Galoman warriors. Regardless of weather you were born as an actual Galoman, you were heavily influenced by their way of life. As a result you have become quite tough. You gain 1 additional hit point per level.

Hogan Born:
You were born in the lands controlled by the Hogans. These feral humans have taught you the way of the unarmed fighter. If you take a class without the unarmed feat, you get that feat. If the class you take has the improved unarmed feat, you get a +1 to your unarmed damage.

Zalos Born:
You were born in the lands controlled by the Zalos. Regardless of weather or not you were born as an actual Zalos, you were heavily influenced by their way of life. As a result you have an affinity with magic. You gain +1 to your caster level and Spellcraft.

Kithikin Born:
You were born in the lands controlled by the Kithikin. Regardless of weather or not you were born a Kthikin, you were heavily influenced by their way of life. You gain bonuses of +1 to Escaped Artist and Stealth. One of these is a class skill for you. You also gain a +2 to CMD vs Grappling

Kotozawa Born:
You were born in the lands controlled by the honorable Kotozawa clan. As a result you have been influenced by their way of life. You gain a +1 to all intimidate checks and Fort saves. If you are a Samurai you get a +1 bonus on top of your normal challenge bonus and if you are a ninja, you get 1 additional Ki point. Anything else and you merely gain a +1 to CMD

Xaodia Born:
You were born in the lands controlled by the Xia clan. As a result you have been influenced by their way of life. You gain +1 to all Acrobatics checks and Reflex saves. If you are a Monk you gain +1 to your Ki pool. If you are a Martial Artist, you gain a +1 to BAB. Anything Else and you simply get a +1 CMD

Covenant Born:
You were born in the lands controlled by the Covenant overlord Lucifer. As a result you have been influenced by their way of life. You gain a +1 to Sense Motive and Will Saves. As an inquisitor you gain +1 Judgment per day, as a Paladin, you gain 1 additional Lay on hands a day as a Cleric you gain an additional Channel per day. Anything else and you simply gain an additional +1 to will saves bringing the totally additional save to a +2

Lineage Born:
You were born in the lands of the Lineage. As a result you have been influenced by their way of life. You have Endurance as a bonus feat. If you already have endurance you gain toughness instead.

Connaissance Born:
You were born in the land controlled by the Connaissance. You are either a Gaudar or a Human. A human gets +1 to all knowledge checks and can take any one as a class skill. A Gaudar gets +2 to initiative and +1 to attacks of opportunity.

Sandara Born:
You were born in the lands controlled by the Sandara. Regardless of weather or not you are a Sandara, you are influenced by their way of life. You gain a +2 fort save to resist effects of climate and can force march an additional 2 hours without getting fatigued. Also you can go twice as long without water.

Galoman:

Origin
Galomen are large purple skinned foreingers from lands beyond the great ocean. They had landed on the northern regions of Tan-Dula and have steadily reproduced over the course of 100 years. These creatures came with the intention of waging war but due to half their invasion force sinking in a storm, they were forced to settle instead. They have conquered through the ignorance of Tan-Dula’s Emperor and now control many provinces in the northern region of Tan-Dula.

Appearance:
Galomen are large stading between 6 ½ feet to 7 ½ feet tall. They are big boned and very tough and strong. They are hairless, even females, no hair of any kind grows on these oversized brutes. They also have a jutting lower jaw with big tusks. They also have long arms, big torsos and stumpy elephant feet.

Abilities:
Type:[b] Giant
[b]Size:
Large
Speed: Normal
Ability Modifiers: +2 Str +2 Con -2 Dex -4 Cha. Galomen are physically strong and tough but their bulk limits their mobility and they are not pleasant people to be around as they are both ugly and lack a good deal of charm.
Language: Xenophobic. Galomen speak Galo and with a high enough intelligence score can also speak Human, Janese, Hogan, and Terran.
Hardy: Galomen are a tough breed and gain a +2 bonus to saving throws against poisons, spells, and spell like abilities.
Stability: Galomen are very hard to move or knock over. They gain a +2 to resist Trip and Bull Rush attempts
Bite: Galomen have nasty tusks and can deliver a vicious bite
Natural Armor: Galomen have a tough hide awarding them a +1 Natural armor bonus.

Zaloes:

Origin:
Zalos shared the land with Humans for many years, it was they who taught humans the way of magic and showed them how to harness the powers of the universe to serve them. For Years the Zalos served with man and eventually under man. However, in the decline of the imperial reign, the Zalos segregated from the empire to form it’s own faction in the west.

Appearance:
Zalos have perfect bronze skinned bodies and white hair. Their height ranges from 5 ½ feet to as tall as 7 feet. They also have pointed ears similar to elves but much longer. Their bodies are adorned with natural tattoo like markings they glow whenever they cast magic. Other than those few details, Zalos look human.

Abilities:
Type: Elf
Size: Medium
Speed: Normal
Ability Modifiers: +2 to Int and +2 To Cha. Zalos are both intelligent and attractive. They have no known weakness.
Language: Common, Zaloese, and Zalos with intelligence scores high enough can also learn: Covenant, Janese, Arcane, Tengu, Kithikin, Saodese, and Hogan.
Elven/Zalos Magic: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Spell Resistance Greater: SR 11 + level. Zalos brought magic to Tan-Dula and are therefore highly resistant to its effects.
Lightbringers: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.

Kithikin:

Origin:
No one truly knows where the Kithikin came from. The biggest lead comes from that they evolved from a swamp simian. The Kithikin have never elaborated on where they came from. However they had quickly expanded their culture and soon took over several provinces in the upper mid region of Tan-Dula.

Appearance:
The Kithikin are small green humanoid beings that on occasion scamper and crawl around on all fours. They usually range from about 3 feet in height to 4. They have round heads with no jutting features other than their chins. Their noses are flat with two holes in its face. Their ears are holes in either side of their head. They have long limber limbs good for climbing.

Type: Plant
Size: Small
Speed: Normal
Ability Modifier: +4 to Dex -2 Con -2 Cha. Kithikin are extremely flexable and limber but have weak physiques and are not very pleasant to be around.
Language: Common, Kithikin, They can also learn the following: Janese, Saodese, Tengu, Zaloese, Covenant, Sandara, and Sylvan.
Climb: Climb Speed of 20 feet and a +8 Racial bonus to climb.
Poison Use: Use Poison duh.
Camouflage: +4 bonus to stealth in Marshes and forests.

Gaudar:

Origin:
Gaudar were originally created to help the humans combat the Galoman. The project never came to fruition due to the ignorance of the emperor and the segregation of the government. Instead the Gaudar ended up being slave laborers for Connaissance. Soon the Gaudar revolted against their overlords. Fortunately the Connissance were a very clever bunch and managed to work out a deal that would bring peace between the two groups to form one government.

Appearance:
Gaudar are tough labor ready looking humanoids that stand somewhere between 5 to 6 feet tall. They have large arms and broad shoulders. They have four fingers arranged in four points on their hands. They also have raised flat noses and smooth skin.

Type: Humanoid Dwarf, Human
Size: Medium
Speed: 30 feet
Ability Modifier: +2 Str, +2 Int, -2 Wis. Gaudar are strong and intelligent but can be rather ignorant.
Language: Gaudar, A Gaudar with intelligence high enough can also take Common, Saodese, Janese, and Connisese
Gaudar Immunities: This was a side effect of using Alchemy to create their race. Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spelllike abilities
Ferocity: This trait hails from their original intentions to battle the Galomen. When a member of this race’s hit points fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. Members of this race still die when their hit points reach a negative amount equal to their Constitution score.
Weapon Familiarity: They have recently adapted to their own unique style of weapons. They are proficient with Dwarven weapons.
Adaptability: As part of their labor skills, Gaudar usually are very good at one particular skill. Skill Focus as a Bonus feat.

Sandri:

Origin:
These are a evolved form of human adept at surviving and living in the deserts of the Sandara region. Millenia ago these people were the worst kind of scum banished for the crimes they committed. Rather than die in the deserts as was the intentions, they banded together and survived. For years the people have evolved to adapt to the harsh climate and eventually mutated into the race known as the Sandri

Appearance:
The Sandri are a humanoid people. They have dark skin and black hair. There eyes are a solid colour with no pupils or irises. They have colours of all white, black, red, green and yellow. They have also developed a set of scales that help them with internal temperature control and protection from the dangers of the deserts. These people are surprisingly fair skinned in spite of their climate and have good physical health.

Type: Human
Size: Medium
Speed: 30 feet
Ability Modifiers: +2 Con, +2 Wis, -2 Int. Sandri are tough and very wary but are not well learned.
Language: Sandri, They can also learn. Common, Connese, Saodese, Janese
Natural Armor: Life in the desert has hardened these individuals to develop hardened scales for extra protection. Members of this race gain a +1 natural armor bonus.
Spell-like Ability: Endure Elements 1/day. The Sandri have adapted so well to their environment that that can for the most part adapt to any environment they are in and can exist comfortably.
Fortunate: Due to their resiliency, this race have adapted to resist all manner of problems thus gaining a +2 bonus to all saving throws
Skill Bonus: Sandri are adept at survival and gain a +2, alternatively they can be perceptive as well gaining a +1 survival and a +1 to Perception
Weapon familiarity: These people have become adept at using Falchions and the Khopesh.

Fenine:

Origin:
Fenine are the first people to settle these lands. They were also the first gatekeepers. They were in Tan-Dula long before the even the Zalos or Humans arrived. They’re ancient species is genuinely very peaceful and wise. Now a days they use their charm and cunning to try and stay out of the affairs of Tan-Dula. Many to this day are still gatekeepers though that particular number is dwindling.

Appearance:
Fenine are a small people standing at he tallest 4 feet and the smallest being 3. They are very fair people and beautiful to look upon. These people are attractive to even the Galomen and Gaudar. They have fair white skin and hair in the colours of blue, white, black, and red. They’re eyes mirror the colours of precious gemstones, sapphire, emerald, garnet, amethyst, ruby, and even diamonds. They have long antenna like ears in which they use to communicate with each other. They also have a unique horn on their forehead as well. They’re physiques are that of small perfect humans.

Type: Gnome
Size: Small
Speed: 30 feet
Ability Modifiers: +2 to Wis and +2 Cha. Fenine are very wise and charming.
Language: Fenine and Common They can also learn Zalos, Saodese, Sandri, Connese, Hogan, Galomen and Janese
Spell Resistance Greater: These people are mystical and can resist many spells. SR 11 + Level
Spell-Like Ability: The power of the horn on their forehead allows them to use a low level of telekinesis with no limits. Mage Hand. Infinite/day
Gift of Tongues: The Fenine are very adaptable when it comes to learning languages and talking to people. +1 to all Bluff and diplomacy checks.
Frightful Gaze: While small, the Fenine have a gaze that can stop most foes dead in their tracks. Members of this race gain the following supernatural ability: Creatures within 30 feet of you that meet your gaze must succeed at a Will saving throw (DC 10 + ½ creature’s level + creature’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Your frightful gaze cannot affect a creature that successfully saves against this effect for 24 hours.
Fenine Magic: Fenine are a small underground species capable of casting dazzling magics. Members of this race gain a +1 bonus to the DC of
any saving throws against illusion spells that they cast.
If the member of this race has a Charisma of 11 or higher
it also gains the following spell-like abilities: 1/day—
dancing lights, ghost sounds, prestidigitation, and speak with
animals. The caster level for these effects is equal to the
gnome’s level. The DC for the spell-like abilities is equal
to 10 + the spell’s level + the caster’s Charisma modifier.
See in Darkness: Fenine have potent vision and can see perfectly regardless of lighting. You can see perfectly in darkness of any kind, including that created by deeper darkness.
Sociable: The Fenine are very sociable and are usually very good and changing peoples opinions when they are talking. When members of this race attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Note: This race is an advanced race and as a result cannot take any traits.

Kingdoms and Capitals:

Galo Capital - Gargan
Hogan Capital - Bulka
Zalos Capital - Ethallian
Kithikin Capital - Ammoran
Kotozawa Capital - Azudomo
DaoXia Capital - YueYong
Covenant Capital - Garrison
Lineage Capital - Tarken
Connisaire Capital - Funoniore
Sandara Capital - Fummend

Deities:

There are many gods in this world but they have no real power or influence like those of the pathfinder world. Rather they are just names people throw names at. The true divine powers of the world are drawn from the Realms.
Realm of the dead
Realm of Demons and gods, or Oni and Kami by some cultures.
Realm of Monsters/Nature
Realm of the Celestials or known as the heavenly realm.
When you want a domain or sub domain, let me know what it is and I will let you know which Realm it corrosponds with.

That is a lot of stuff and I thank you for taking the time to go over it. I am certain I may have missed a few things and if you spot them, please let me know. I am currently running a variation of this game in real life on Sunday evenings so I have already adapted it to Pathfinder. No worries there.

Again. if you have any questions, please ask.


Very much interested! I like how you handle alignment.

After reading your post again I think I'll come up with a Zalos Oracle with the Time Mystery (and of course Haunted as curse!).

You mentioned something about a single post containing all information. I hope you mean that there should be one final post containing that information (not like this one that only mentions race and class+). If not I'm sorry and will post everything in my next post.


Just thought I would give this a bit of a bump and plug.

I'm in Shano's game on Sunday nights and I can say first hand that with the right party mix this game can be a great experience. We're having a blast with this.

Shano since I'm already playing in this on Sunday's I won't be making a character as I want to give some of the newer players to the boards a chance to experience playing. If its okay with you I will be following this closely though because I want to see how another group handles this setting and what they make Tan-dula into.


This looks interesting. I will think about what I am interested in trying to bring to the table.

In the campaign notes I saw that there are no monsters in the world. What does this imply for various sorcerer bloodlines, most obviously draconic and elemental, but also rakshasa, etc?


Yes the Sorcerer thing was a very good question.

The Zalos species where the ones who taught magic to the world. Each bloodline is an infusion of one of the Element or Monsters of Zalos mythology found within the realm of Arcana.

Each Bloodline is either an element, Water, fire, earth, undeath, stormborn, etc.

Or they are a Monster of Myth, Draconic, Linnorn, Genies, and so on.

Sorcerers are not born with this power in their blood, they conduct a ritual to infuse it into their blood and thus follow all the normal rules of that bloodline.

The Major thing to take note of is that, even though you may show signs of the mythological monsters, it doesn't mean they've actually existed. Instead it is a name given to the infused power by either those who have used it or witnessed it.

Does that make sense?
Important thing is Sorcerer functions mechanically as normal.


I would like to make a human samurai from kotozawa and was wondering if you would allow the swordsaint archetype from Dragon Empires Primer? I would also like to submit a fenine starsoul sorcerer but I have no idea where she would be from. Since fenine never had a country except Ookiyama mountain, and that's more of a HQ then country, are fenine like halflings in that they are found everywhere?


They would both be from kotozawa.


OokiYama is technically part of Kotozawa region. This continent is the fenine's home as they are it's natives. They are everywhere though their societies are not found along side communities of other species.

Some fenine do live in other towns or cities, you'd be one of those.

Sword Saint will be permitted. I am playing one and it is a great archetype.


Hmm is this all the interest I am getting. Doesn't seem to be a lot of people game hunting.


Strange! With such an elaborated OP you'd expect at least more applications than the maximum party size.

I wrote a rather large background story before yesterday but the forum ate my edits (lost my ctrl-c...although I know remember I should have tried pasting it in word since you can look at the clipboard history there!!! darn!).

Should I write it again?


If you would like though I am worried by the lack of interest. I do plan on keeping recruitment open for at least two weeks before I definitely decide my next course of action. If I have to run with what I get then I may consoder just running the few applicants I have. We'll see.


There'll be more applicants, I think this kind of campaign will attract a special kind of players of which there aren't that many but they're here.

that syringe is creepy btw O_o


Well aside from PbF role play, I am a veteran PbP writer that has been part of the same sim for almost a decade with the same character, including all the NPCs associated with him. If need be I can write more then one character.

Grand Lodge

Sorry to say it, but I skipped by this due to the amount of new information. Now that I've actually gone through it, I must say well done! I really like the depth and detail. I'd like to possibly submit a Galoman, but have a quick question. Just how "civilized" is the Galoman society? Are they in any way barbaric or primitive? I was thinking a Beastmaster or Totem Warrior, but if a more cultured fighter would work better, I may go that route.


Nayr I am playing a Galoman barbarian in Shano's real life game and the race fits very well with the class. They seem to be more primative than your standard fighter but if you wanted to go that way I wouldn't see it as impossible.

Shano if you don't get more interest would you mind if I threw something together...I'd go another race and class to make something different. And only if this doesn't get more interest.

Grand Lodge

@mathpro18 - Thanks for the input! I'll get started on a concept right now.


Playing Galoman can be tricky. It helps if you have a int high enough to take the Euros language which is the equivalent to Common. Or take one rank in linguistics

Galoman are barbaric but have learned a degree of civility through interactions with their human neighbors.

Oh there is an important Note about the Galoman I forgot to mention.
If amy class allows them a mount as an animal companion, they must take Elephant. However, unlike typical animal companions, the elephant start at size huge and never gets any bigger. Plus, a rider wishing to attack from the back of the elephant must have a Reach weapon to do so.


@Shanosuke - this is my (Nayr Trebrot) alias for the Galoman; it's a rough outline so far. I'll put a rank in linguistics to get Eros, and I have to write up my BG and purchase the rest of my equipment.

My apologies; I know that you said you wanted a complete post for an application, but I have to run out for a while, and wanted to let you know that I'm working on it.

Thanks!

Edit - now that's a Freudian slip! I of course meant Euros, not Eros


Working on my own bio. Even more confusing for me who lives in germany since the currency here is called the euro.

@Shanosuke:

Spoiler:
Ok Samurai is mostly done, just wondering about his order. I know the standard is order of the warrior BUT since he is a sword sage and his focus is on perfecting his fighting skills, that seems to me more like a ronin. He's a drinker and a womanizer who is extremely loyal to his freinds (what freinds he has) but thinks all the government rules are stupid. He thinks the samurai who obsess so much over loyalty to lords and government are missing the whole freaking point. We could have him be a known mercenary who gets an armed summons and a stern talking to by a higher level government official about why he WILL be going.

I know this isn't exactly in line with what you wanted our characters to start as, but I think it's easily workable and in my head sounds fun as hell to write a ronin in on a mission for lord and country. "Meh, keep your damn title. I'll sell it to you for three hundred gold."


Here's my (Brass Pigeon) character. I'm not 100% done, I need to finish equipment (do we use avarage starting gold?) and pick one more language. Which kingdoms are closest to Zalos? Does Zalos have allies?

Lulon Northeyes

Status:

M - Zalos Oracle, Level 1, Init +2, HP / , Speed 20
AC 19, Touch 12, Flat-footed 16, Fort +2, Ref +3, Will +2, Base Attack Bonus 0
Armored Coat, Shield, heavy wooden (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Condition None

Background:

"Lulon, Mulon, Fewlo, whatever your name is, get over here!" Errthu the Royal Zalos Master of Scribes shouted from the library entrance. "Was that sentence the end of all those seemingly endless years of mindnumbing tasks?" Lulon wondered. He looked for a spot to put down the pile of never-used scrolls on the relation between the shape of Fenine horns and eyecolour. The Royal Library was filled to the brim and the lack of space for more scrolls and tomes was the exact reason why he was there. Lulon didn't dare to drop the scrolls at his feet. Somehow everything he dropped would end up several feet away. Just like when he was around, small things would start to move by themselves and dusty tomes would be blown clean as if by an invisible person. Errthu was the well-organised kind of fellow, someone not at all pleased if things started to move on their own.

"So..." Lulon thought as he walked home. "Is this my big chance to escape this worthless situation? I get to meet the Great Sage Council of Gatekeepers!". He'd gotten the job as an apprentice because it seemed like a great start for a career in the Royal Zalos Castle in Ethallian. Back then the Master of Scribes was an old family friend who was more than happy to have Lulon as an apprentice. Unfortunately a few weeks after Lulon swore his oath to serve the Master of Scribes, the old family friend was forced to abandon his post and leave the Zalos capital. Errthu had been second in command for decades and was more than happy to replace him. He probably hated Lulon but was stuck with him. He just disliked Lulon at first for not being very smart but after several inches of dust got blown in his face in front of a Zaloese Prince, dislike wasn't the right word. Beside that, Errthu hated having to deal with anyone not a Scribe. Lulon wasn't a Scribe, didn't intend to be one and actually didn't even stand a chance of becoming one with papers flying around all the time. That left him being a simple hauler of tomes until he'd die of old age. A bleak prospect for someone with bigger plans than that.

Lulon worried about the fact that for the past few months he'd have nightmares. No ordinary bad dreams but terrible nightmares of things he'd never heard of. They seemed so real yet unreal at the same time, it even started to frighten him during the day. Was it a coincidence that the summons came now? Or did life just give him a break? Whatever it was, Lulon decided that he'd take the chance anyway.

Description:

Lulon has a lighly bronzed skin, much lighter than most of his kind because he spends most of his time indoors. His hair is white, almost translucent. In the eyes of the people of Zalos Lulon has the looks of a strong man, but he isn't as bulky as those considered strong by the humans.

Abilities and Traits:

Racial Abilities
Language: Common, Zaloese, and Zalos with intelligence scores high enough can also learn: Covenant, Janese, Arcane, Tengu, Kithikin, Saodese, and Hogan.
Zalos Magic: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Spell Resistance Greater: SR 11 + level. Zalos brought magic to Tan-Dula and are therefore highly resistant to its effects.
Lightbringers: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.

Class Abilities
Weapon and Armor Proficiency: All simple weapons, light armor, medium armor and shields (except tower shields).
Mystery: Time
Temporal Celerity(Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Haunted:Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Traits
Zalos Born:(Campaign trait)
You were born in the lands controlled by the Zalos. Regardless of weather or not you were born as an actual Zalos, you were heavily influenced by their way of life. As a result you have an affinity with magic. You gain +1 to your caster level and Spellcraft.

Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses. Benefit: You gain a +1 trait bonus on Reflex saves.

Feats and Skills:

Feats
Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Skills
Diplomacy: +7
Perception: +4
Sense Motive: +4
Spellcraft: +6
Use Magic Device: +4

Spells:

0: Create Water
0: Detect Magic
0: Detect Poison
0: Read Magic
0: Mage Hand (Oracle's curse)
0: Ghost Sound (Oracle's curse)
1: Bless
1: Command
1: Cure Light Wounds (Class)

Equipment:

Starting gold: 105?

Armored Coat (50gp)
Shield, heavy wooden (7gp)

Crossbow, light (35gp)
bolts, 30 (3gp)

Spear (2gp)
Club (-gp)
Total: 97
8gp remaining


@Shanosuke:

Spoiler:
Alright I feel like kind of a douche for doing this, but the way I see my character in my head doesn't follow the lines of a samurai. IE: I can't build him the way I want with the samurai class, but I can with the feats and abilities of the fighter class. He will still be ronin-like in the way he fights and personality, but he will be a fighter. Is that alright?


Good concepts.

Now I need to clarify what I had meant in the opening statement about the "one post" thing. I meant to say that I want your "final" application to be in one post

Tossing ideas around is okay but once you have settled on what you want. do what Brass Pigeon did and then I will copy it to word and go over it there.

Also, I did forget to mention we will be going over equipment in the OOC thread.
There are a few rules I have in place for that.

@Shady Motives: I myself am not particularly fond of the samurai class either but it can work but so can fighter. If a fighter is what you want then play it. Besides, with the BG bits you've revealed, I think you will like this story.

@Brass Pigeon Very thorough. Thank you. You've set the example for what the final app should look like.


Status:

L – Galoman Unarmed Fighter Level 1, Init +1, HP 13/13 , Speed 40
AC 15, Touch 11, Flat-footed 14, Fort +4, Ref +1, Will +0, Base Attack Bonus +1 Studded leather armor, spiked (+3 Armor, +1 NA, +1 Dex)
Abilities Str 18, Dex 13, Con 15, Int 10, Wis 8, Cha 6
CMB + 6/ CMD 17
Condition None

Background:
Raegar was born with his feet on the ground of the northern reaches of Tan-Dula. A product of the push for repopulation that happened in the decades after the Galomen arrived on their new shore, Raegar was largely unremarkable save, perhaps, for his immense size and his particularly ugly features. He grew up in a household that was devoted to the Galomen cause, which was the eventual rulership of this new land. His parents were loyalists but largely penniless, being that they were low society born and not intelligent or skilled enough to make the best of their lot in life.

Because of their poverty, Raegar was raised in squalor, hunger and soiled clothing his constant companions. He learned to fight for every morsel he could find, which caused two things. First, Raegar learned to put himself first...for no one else was bound to do it. And, second, Raegar learned to brawl and grapple with some of the best fighters that the city streets had to offer.

In time, Raegar parlayed his skill with his hands and his titanic strength into work, and he became a very low-level operative in the government of Gargan. His responsibilities were few and simple, but he took to them with the fervor of someone who had known hunger for most of his life. He currently works as a guard and enforcer for some of the minor players in Gargan, but his years of squalor have born in him a hunger to be something more.

Description:
Raegar is massive, even for a Galoman. He stands several inches over seven feet tall and weighs over 300 pounds. His skin is a deep shade of purple that nearly blends in with a starless night. His eyes are small beads in a skinless head that is undeniably ugly. His muscles are taught, massive, and well-scarred from a life of battle. Most often, he can be seen wearing his spiked armor and a surly frown.

Abilities and Traits:

Racial Abilities
Language: Galo, Common (from Linguistics skill)
+2 bonus to saving throws against poisons, spells, and spell like abilities
+2 to resist Trip and Bull Rush attempts
Galomen have nasty tusks and can deliver a vicious bite
Galomen have a tough hide awarding them a +1 Natural armor bonus

Class Abilities
Weapon and Armor Proficiency: All simple and martial weapons, light armor, monk weapons.

Traits
Galo Born: +1 HP/lvl (Campaign trait)
Bully: +1 intimidate


Feats and Skills:

Feats
Dragon style (+2 save vs sleep, par, stun; charge over difficult terrain or allies squares, add 1/2 str to damage on 1st unarmed strike / round)
Improved unarmed strike
Improved grapple (+2 grapple, no AOO)
Skills
Intimidate +3, Linguistics +1

Equipment:

Cestus, Studded Leather Armor, spiked


So thats it huh? Two players. Bummer. Well recruitment is still open.


Shanosuke wrote:
So thats it huh? Two players. Bummer. Well recruitment is still open.

Fascinating world, Shanosuke!. I am actively seeking a single game to join on this forum. This world is unusual, and I just saw your OP for the first time now. I need a full day to think about it and create a character.

Silver Crusade

Dotting for interest. The setting definitely seems loke fun, though I'm still reading the background and such. I'll try and have a character up soon.


I'm currently looking at this campaign and have a few questions before settling down to make a character.

How much latitude will we be allowed to tweak things with the various cultures when making our character background? Am I reading the Kithikin description properly, specifically: they're plants? Fenine aren't gnomes per se, but a race native to Tan-Dula that you created using a gnome template as the base? And Fenine PCs probably wouldn't be gatekeepers themselves as that seems to be a job you'd grow into.

I noticed what looks like a contradiction in the Sandri description.

Sandri wrote:
The Sandri are a humanoid people. They have dark skin and black hair... These people are surprisingly fair skinned in spite of their climate and have good physical health.

I have no problem either way, but just don't want to be shot down for making a dark skinned Sandri and have it turn out that you wanted them light skinned or vice versa.

No rush to answer as I'm still very much in the early noodling stages of character creation.


Zalos summoner - plan on being a weak charismatic character fascinated with magic and magic devices.


robertness wrote:

I'm currently looking at this campaign and have a few questions before settling down to make a character.

How much latitude will we be allowed to tweak things with the various cultures when making our character background? Am I reading the Kithikin description properly, specifically: they're plants? Fenine aren't gnomes per se, but a race native to Tan-Dula that you created using a gnome template as the base? And Fenine PCs probably wouldn't be gatekeepers themselves as that seems to be a job you'd grow into.

I noticed what looks like a contradiction in the Sandri description.

Sandri wrote:
The Sandri are a humanoid people. They have dark skin and black hair... These people are surprisingly fair skinned in spite of their climate and have good physical health.

I have no problem either way, but just don't want to be shot down for making a dark skinned Sandri and have it turn out that you wanted them light skinned or vice versa.

No rush to answer as I'm still very much in the early noodling stages of character creation.

When I invented the "Saudri", as I now refer to them as, when I said "fair", I was trying to express that they had a good complexion. Their skin is without blemish but it is still dark. Sort of a light chocolate color.

As for Kithikin, I noticed the description I gave was rather....vague at best. To elaborate further. The Kithikin are a Swamp people. They are the color of moss and algae and essentially spawn in pools from eggs or "seeds" lain by their mothers. In essence, yes they are sentient plants with all the perks being a plant person can have. Kithikin don't typically talk much and their native tongue is more of a series of vibrations in which they communicate. In recent years, Kithikin emerged from the swamps to "occupy" nearby human settlements and villages. The kingdom mentioned above is actually a human kingdom under the control of the kithikin soceity. The true Kithikin capital is secret and few outside even know it exists. As a Kithikin, you'd have grown up in one of the human cities with your massive Kithikin family. Eventually taking a job in the castle in the capital.

The role of the Gatekeepers is a prestige class and anyone of any background can become one. More will be revealed to the players chosen for this game as your backstories should have little in anything to do with gatekeepers.

Information on culture is vast so I am willing to allow some freedom outside of government policies. I will try and put outlines of each culture up tomorrow to give you all a better idea as to how each works. WARNING: This will involve more reading. Trust me when I say that culture is a tough animal to tackle when it comes to telling the story of ten nations but I will allow a good deal of leniency in backstories.


Thanks for getting back to me so quickly. I appreciate how much effort you've put into creating the background for such a complex setting. Thanks for sharing it with all of us.

Your answers helped get me focused a little more. Currently leaning Saudri or Kithikin. If I played a Kithikin, I'd probably go rogue. I'm not sure what to do with a Saudri, they seem well suited for battle roles, but two of the three character concepts that have been posted are front line melee types. But, these are the good kind of problems to have.


robertness wrote:

Thanks for getting back to me so quickly. I appreciate how much effort you've put into creating the background for such a complex setting. Thanks for sharing it with all of us.

Your answers helped get me focused a little more. Currently leaning Saudri or Kithikin. If I played a Kithikin, I'd probably go rogue. I'm not sure what to do with a Saudri, they seem well suited for battle roles, but two of the three character concepts that have been posted are front line melee types. But, these are the good kind of problems to have.

Since you have not decided, Robertness, would you object if

I selected Kithikin? Shanosuke's description has inspired a Druid concept, which I am now working on. I say this because Shanosuke has stated that he will likely only select one of any given race.


Chainmail wrote:
Zalos summoner - plan on being a weak charismatic character fascinated with magic and magic devices.

You'd improve your AND my chances of getting in by picking another race. You still could choose the Zalos-born Trait if you want the +1 CL/spellcraft bonus but I guess you'd want the stat modifiers too.

Silver Crusade

Okay, after reading through a bit more, I'm thinking on a Sandri Inquisitor/Rogue, who was a 'man around town' for the local guard, but blended into the background a bit too well; between that and a general lack of ambition, he never rose above a role of consultant. I'm assuming that Ultimate Magic was a deliberate omission from allowed sources, so he'd be an infiltrator in name only, not archetype. I haven't gotten solid on a nation yet, but am leaning toward Covenant. I'll try to have a finished sheet posted when I get off of work tonight.


Well. I am working on a Kithikin "wood wizard" with some kind of insect familiar.


@Unspunnen: Your Kithikin sounds more fun than what I've come up with. Go for it!


OK - I don't want to bounce the Zalos Oracle

How about a Fenine cleric? I want to test my theory that two positive channelers in a party are not too many.

With small size, the plan is to make my cleric capable of holding the line as well as helping restore the party. If you are familiar with the Sacred Fist prestige class and approve it--I envision my cleric picking a deity that grants unarmed combat and takes some monk levels before becoming a Sacred fist. If no on the Sacred Fist, a straight cleric worshipping a deity with a solid favored weapon.

I was hoping to get the trait magically curious and be fascinated with devices, but I think I can settle being fascinated with the Fenine's powerful racial abilities :-)

Note: if two positive channelers are too many -- I think I can do a capable Fenine Zen Archer monk.


I need to clarify something. I was confused by the discussion your having and then I didnt notice I did not clarify how the selection will work. Clarification inbound.

I need one member from each KINGDOM not Race.

The races live all over.
A Kithikin can be from the Galoman territory or a Sandri can be from the covenant.

Diversify your CAMPAIGN TRAITS. That is how I will pick players.
So there can be two Kithikin and two Zaloes, they just need to be from different nations.


...wouldn't a Kithikin in the Galoman territory run a great risk of being tampled by either Galoman or Elephant? Then again we tend to stay away from swamps being that we're heavy and sink very quickly.


Link to sacred fist
Hogan born would be perfect for a sacred fist. Consider a Hogan born Fenine cleric my primary preference if sacred fist is allowed.

If not, I will do a Hogan born Fenine monk archetype TBD. Is the Fenine gaze a instantaneous, swift, move, or standard action?

Background and crunch once Sacred Fist ruling is made.


Shanosuke, thanks for the clarification. I think what may be prompting people to avoid race duplication is we see developed races with shiny new crunch and don't want to get in the way of other's shininess.

That said, understanding your intention has spawned an awful idea. Unfortunately, Shady Motives has already claimed Kotozawa Born. So, off to work something else out.


Shanosuke wrote:

I need to clarify something. I was confused by the discussion your having and then I didnt notice I did not clarify how the selection will work. Clarification inbound.

I need one member from each KINGDOM not Race.

The races live all over.
A Kithikin can be from the Galoman territory or a Sandri can be from the covenant.

Diversify your CAMPAIGN TRAITS. That is how I will pick players.
So there can be two Kithikin and two Zaloes, they just need to be from different nations.

Ooops my bad!

To make up for my (adding to) confusion, here's the list so far:

Player - Race Class (unique nation)
Nayr Trebot - Galoman Fighter (Galoman born)
Brass Pigeon - Zalos Oracle (Zalos born)
Shady_Motives - ? Fighter? (Kotozawa born)
Denji - Sandri Inquisitor/Rogue (Sandri born?)
Chainmail - Fenine Cleric (Hogan born)
Unspunnen - Kithkin Wizard (Kithkin born?)
Robertness - ?


Wanted to apologize for my absence yesterday. I was running this campaign live at a friends house and we were on a roll. Played for about eight hours. I will go over further details when I get back from work. Then I get to stand around for two hours at the game store for Mass Effect 3 Yay.


Thanks for consolidating the character requests, Brass Pigeon. It's not what I've been mentioning, but the character concept that's sticking is: Covenant born Sandri Paladin. And this from someone who never ever plays paladins. Nice work, Shanosuke! I'll get background and crunch up later.


I regret to say that I must withdraw from consideration for this PbP. I am now in two others and will be stretched enough keeping up with those.

I am sure this one will be very interesting. I wish you all a great experience.

Thanks Shanosuke for proposing this.


Would you consider an either Euros draconic sorcerer or witch with the Linage Born trait?

Silver Crusade

Just checking in, and confirming that I am aiming for a Sandri Inquisitor, Sandara Born as my character. Finished sheet should be posted tonight.


Looks like a few. I will give everyone who has posted interest time to finisg their applications.

Either tonight or tomorrow afternoon I will have Culture details finished. Had a few too many interruptions over the weekend.


Any decision on the sacred fist PrC?
If I don't hear anything I think I start a Fenine Monk.


Yes. I need to stick to things I am comfortable with. I did not find the Sacred fist in any of the above materials so I am going to have to turn it down. Sorry. There are still a lot of options.

On a different note, I will start reviewing applicants on Friday. So I will go over everything in each of your application posts.
I will have the culture material up tomorrow as I am too tired to work on it now. A lot of drama.


Submitted for your approval: Salima Qotasim - Covenant born Sandri Paladin (Warrior of the Holy Light)

One conceit I followed in the background is that most people in Covenant don't realize that the god they serve is really a devil. I figure that's a secret that only the true inner circle of his servants (his most twisted and devoted followers) know. Let me know if that doesn't work for you and I'll adjust as needed.

Background:
The first Sandri were forced into the desert to have the sin burned out of us. At least that’s what Grandma told me when I was little. For some Sandri, the sun burned and burned, but the sin remained. For others, the sin melted away like fat on a griddle. Lord Lucifer, praise his name, came looking for Sandri with the sin burned out when Grandma was a little girl.

The Lord brought us here to Covenant so we can serve him. He taught us the way of his Law and punished those who transgressed. He made our men warriors in his armies and laborers in his fields. Years ago, my father went to war. He didn’t come back, but I carry his falchion and khopesh to remember his service. Sandri women serve Lord Lucifer as well. My mother was a dancer—tall, thin, and graceful—the Lord’s men came for her when I was only three. Mother hasn’t come back. I praise Lord Lucifer for allowing Mother to serve him so long and faithfully. Thankfully, Grandma was here and she was able to teach me the stories of the desert.

Living in the lands of Lucifer’s Covenant, I have never seen the true sun of the desert; the sun that could melt sin and burn my forefathers’ skin so badly that I was born with scales. However, I can feel the fire of the great sin burning sun. I’ve felt it as long as I could remember. It is inside of me, keeping me from sin and warming me against the shadows of doubt. Sometimes I feel I can even share this fire with others. I told Grandma about this feeling and she told the priest. The priest sent me to the temple and I’ve been training ever since.

I’ve been training in the temple, but I don’t think I’m cut out to be a priest. I’m much too eager to practice with father’s old weapons than spend my days in the scriptorium. I think the head priest realizes this too. He mutters about not being able to make me a scholar and lets me train with the soldiers of the garrison. He keeps saying one day he’ll find a way that my talents can be used to serve our Lord.

I hope the priests find something for me to do soon. I’ve been having frightening dreams. I Dream of a vast emptiness and the vile creatures that live there. The creatures in my dreams can devour light, even the great light of the desert sun.


Stats:

SALIMA QOTASIM CR 1/2
Female Sandri Paladin (Warrior of the Holy Light) 1
LG Medium Humanoid (Human)
Init +4; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 11, touch 10, flat-footed 11. . (+1 natural)
hp 11 (1d10+1)
Fort +5, Ref +2, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Falchion +4 (2d4+4/18-20/x2) and
. . Khopesh +4 (1d8+3/19-20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will), Endure Elements (1/day)
--------------------
STATISTICS
--------------------
Str 16, Dex 10, Con 12, Int 8, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Improved Initiative
Traits Covenant Born, Sacred Touch
Skills Linguistics +0, Survival +2 Modifiers +2 Survival
Languages Common, Saudri
SQ Aura of Good (Ex)
Combat Gear Falchion, Khopesh;
--------------------
SPECIAL ABILITIES
--------------------
+2 Survival Sandri are adept at survival and gain a +2.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Covenant Born You were born in the lands controlled by the Covenant overlord Lucifer. As a result you have been influenced by their way of life. You gain a +1 to Sense Motive and Will Saves. As an inquisitor you gain +1 Judgment per day, as a Paladin, you gain 1 a
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

If I remember right, you said that we'd work out equipment after character selection. The only gear she's got are the weapons she inherited from her father.

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