DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

Group Site | Campaign Wiki | SRD Reference | The Camp | The Desolation | Ashen Waste | Dead Fields | Boiling Lands | Chaos Rift


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Your Humble Narrator

Dot.


Your Humble Narrator

Deciding between 15 and 20 point buy at the moment. 7th level characters. Will give more guidelines as and when I decide. Unsure of setting right now. Don't know enough about the setting in which they envisioned the campaign to comfortably run it there right now.


Dotting.


Your Humble Narrator
From the Book wrote:
A good mix of character classes is beneficial to the successful completion of this adventure series. However, this is an extremely dangerous adventure—characters will die! There are several opportunities throughout the series for lost characters to be recovered, but players should be prepared for the creation of new characters if their own prove to be unrecoverable. If your players have favourite characters that they won’t want to part with, it would perhaps be a good idea for them to create different characters for this adventure series.

The bolded part was already there in this quoted text, I didn't add it myself.

Flavor Text wrote:


Perched on the verge of the war-torn wasteland known as the Desolation stands a settlement of dire reputation. Known only as The Camp, this wretched collection of criminals and scoundrels, the desperate and the hopeless, all eking out an existence on the far fringes of civilization make this truly a place of new beginnings and horrific endings.

Now things stir within the Desolation and call to heroes seeking secrets and treasures lost to the knowledge of men. The promises of reward dare the brave and the foolish both to seek their fortune in The Camp— out on the very edge of oblivion.


Dot.


Your Humble Narrator

Whether I run this in Golarion or in a more generic fantasy setting, these two gods are worth mentioning as the churches associated with them are likely providing hooks for the party. In either case, they are considered Old Gods, definitely in decline from their heyday of widespread worship.

If I do run this in Golarion (i'd like some input on this please; so many Pathfinder rules are now tied to their regions I understand theres a strong case for it)- the Desolation (the devastated area of the world where a mighty battle between Good and Evil once took place) will be somewhere on the southern edge of the Worldwound.

Muir, Goddess of Virtue and Paladins

Alignment: Lawful Good
Domains: Law, Good, Protection, War
Symbol: Blood-red upraised sword on a white background
Garb: White wool robes with an upraised sword and hand in red.
Favored Weapon: Longsword or bastard sword
Form of Worship and Holidays: Regular worship and fasting on the eve before known battle or before confirmation or promotion of the ranks of the faithful.

Typical Worshippers: Humans and paladins

Muir is the sister of Thyr. While he represents law and peace, she represents the martial valor necessary to make that peace a reality. As such, she is the goddess of paladins. She is often depicted as a darktressed maiden warrior in shining mail with an upraised (often bloodstained) sword.

She is noble and single-minded of purpose. The tenets of her worship include honor, truth, and courage. A great order of paladins known as the Justicars are sworn to her service. Muir expects self-sacrifice, humility, and charity as well as unswerving loyalty. Her standards are extreme and she quickly turns her back on any who fail to live up to them. Those who maintain her standards, however, may become Justicars, a prestige class of paladins imbued with even greater holiness.

Her symbol is a blood-red uplifted sword on a white background, symbolizing her endless fight against evil. Her worshippers must be lawful good. The falcon is her sacred animal. She is the tireless foe of all evil creatures and undead, demons, and devils in particular are her sworn enemy.

Thyr, God of Law and Justice

Alignment: Lawful Good
Domains: Good, Healing, Law, Knowledge, Protection
Symbol: Silver cross on a white field
Garb: White robes trimmed with silver, purple, or gold—the colors of kingship.
Favored Weapon: Light or heavy mace
Form of Worship and Holidays: Last day of every month, the last holy day of every year is set aside for non-royalty to have their grievances heard.
Typical Worshippers: Humans, royalty

Thyr is the god of wise and just rule. He is normally depicted as a wizened king seated on a great throne holding a rod of kingship in one hand and a chalice of peace in the other. His principles are justice, order, and peace. He represents proper and traditional rule and as such was once worshiped (at least in name) by all human royalty. He is the embodiment of the enlightened human caste system where each person has a fairly determined role in a lawful society intended to create the greatest good for the greatest number. His symbol is a pure silver cross on a white field, symbolizing the upturned cross-haft of his sister’s sword, which he thrust into the earth to end the god’s war.

Upon seeing the blood of so many gods shed, Thyr foreswore the use of swords, and his priests—for this reason—may not use bladed weapons. Many favor reinforced rods, similar to light maces, modeled after Thyr’s own rod of kingship. The noble eagle and the lion are his sacred creatures.


Master of Gaming and Grognardia Current map

Dot


Master of Gaming and Grognardia Current map

I'm thinking of possibly a female halfling Bard, human noble (bard arcane duelist dipping into noble scion, with DM approval due to leadership feat and source) or my rouge who is a male tiefling, though kinda emo in his attitude.


Maybe set it slightly off the inner sea map? Plenty of open spaces to the east of Taldor. Unless theres a good link with the worldwound of course saw the mention of orcus.

Have some ideas but will wait for DM to decide point buy before going into them (mader ones get a bit tougher on 15).

Think its a grand idea to talk through synergies and so forth particularly given a 7th level (!) start.


Your Humble Narrator

Ok Okoya barring any PM's from people stating they have a problem with it, your in.

Can all 6 of you please provide me with an e-mail address. I'd like to use my Obsidian Portal site to run several aspects of the game, including a wiki.

If you have a problem with this, say so now or forever hold your piece. But with the sheer amount of information, characters and locations your going to need to keep track of, you will thank me later I think.


A late dotter


Master of Gaming and Grognardia Current map

Should know my email. Use my main as I never check my other. Here we go: overfiend_87@msn.com


I will say now I'm not keen on having to bookmark and play in other sites, if the main play/story is on this site then no bother. If the other site is just for info bit and referenced from here, I'm good.

Alex I have a few books of the Swords and Sorcery setting if you want to borrow to get an idea of the background, although not Bard's Gate which I think is the actual setting here.

I'll wait for Alex to let us know more about the races and classes he'll allow in this setting before deciding... but I could revamp my half-orc rogue to have a go at this. Though his life might be short...


Your Humble Narrator

The main play will be in this campaign interface, here on Paizo.

Obsidian Portal will act as a group site, including a Wiki for places, characters etc, adventure log... Its basically designed as a group resource.

I'd still like people to bookmark it (and i'll keep a link to it up on the short description for easy access).

Edit: Bards Gate is the closest city to the Desolation I believe, where you will spend at least 98% of the campaign. Theres a small chance you might visit Bards Gate.


dfedwards2001 at yahoo.com.au

Dark Archive

No longer matters Drow Lich Epic level Wizard/Cleric of considerable ability

Many thanks to all of you for allowing me the opportunity to join such a fantastic group!

I believe you have my email Alex, but if any of the others would like it as well...

Spoiler:

chadstjean<at>gmail<dot>com

I also have numerous IM accounts if you are interested... :)

So far only Aron and Deevor have indicated preferred classes, is that correct? As the new guy... I'll wait for the others to state their desires before deciding on my own character. :)


It's not so much preferred, just a character I have hanging around ... but willing to be something else, I'm not too worried what I end up with.


Your Humble Narrator

Ran out of time tonight to write up the constraints for character creation, but i'll get it up tomorrow. For simplicity i'm going to choose the "hook" that got your adventuring party/company interested in the Desolation in the first place, but i'm choosing one that is generic enough that you should be able to easily make a character that fits.


Master of Gaming and Grognardia Current map
Lord oKOyA wrote:


So far only Aron and Deevor have indicated preferred classes, is that correct? As the new guy... I'll wait for the others to state their desires before deciding on my own character. :)

I have a few ideas.

Halfling Bard/Arcane Trickster: A woman who has been part of the thieve's guild for quite sometime and always looking for the next big score. She has gained a reputation for stealing from infamous thieves and the rich to fun exploration and to give to the poor. Of course the guild take their own percentage of what she manages to collect and fence.

just realised a full bard can't be a Arcane Trickster due to the sneak attack needed

Human Noble (Bard [Arcane Duelist], possibly Noble Scion with DM approval): A noble from birth, he had arcane strong in his blood. His family do not talk about the origin of where it came from for his family honor was stained back when his grandmother hell pregnant out of wedlock by a mysterious and charismatic man dressed in bright silver robe. Ever since that night the family has had a powerful arcane power running through their blood making their family come back into honor, but he decides to leave to go out and explore the world to join in on an adventure and regain honor for his family.

Tiefling Rouge: Dennis Dubosc had the typical Tiefling childhood. Beaten for being different by his father and his mother would never protect him. The kids on the street hated him for his weird and unnatural looks and he grew up learning how to stick to the shadows and one night after his dad gave him a drunken beating, he slits his throat and then runs away, ending up in the thieves guild who taught him how to hone his skills in the shadows and where to the aim with his weapon when catching a enemy off-guard. He continues to see the contorted face his father made in his death spasams whenever he drives a blade home and kills someone. He doesn't seem to feel emotion anymore.


Master of Gaming and Grognardia Current map

A new idea:

Catfolk Female (Bard 4/Rouge 3): Serving the savoured sting, Alluria was a orphan and on the streets at a young age being forced to fend for herself, but she soon learned that she had a gift for balancing, but she was caught stealing once and before the guard got a hold of her a charismatic Gnome stepped in to pay for what she stole, if she agreed to work for him at his brothel. Here, she would work at cleaning and be given warmth and shelter, something she never really had.

When she was older, she learnt how she could use her natural ability of being a very good conversationalist to better uses along with her innate magical powers and became a exotic dancer and learnt the ways of the savoured sting for she would take on oppitunities to steal back any money taken from the brothel owner and take vengence as she learnt of the ways of Calistria. Life is good, but she wishes to move on, learn more about her people, where she came from and why she was left in this city. The man who was like a father to her allowed her to go with no payment, having seen her like a daughter having grown up and leaving as all children do.

Now Alluria is ready to stretch her legs, steal what she needs with far more subtlety than she had as a child and maybe even go on a grand adventure to explore new strange areas and unearth forgotten treasures.


Your Humble Narrator

Not even the slightest chance i'll be allowing Catfolk in this game. I'm trying for quite a grim, gritty feel and I just can't picture a Catfolk in it. Additionally, Noble Scion is out. With a cast of 6 PC's and possibly numerous entrances by replacement PC's, Leadership will not be a permitted feat in this game.

A special note- I am going to run the game in Golarion, but if you are playing any character with a religious bent, especially a Paladin or Cleric, i'd like you to run it by me before putting anything solid together. Essentially, I want any existing Golarion gods very much being a small part of your characters or back-stories or influence. Anyone wanting to play a Cleric or Paladin especially should talk to me beforehand- the game will be far more rewarding if you were to be associated with one of the "Old Gods"- very much in decline but still holding to a small faith in this part of the world; especially in Mendev. A Paladin of Muir in particular will have special role-playing opportunities as well as the possibility of entering a very special prestige class...

Bards Gate (where you have just left when the adventure begins) is being placed in south-west Mendev, just on the border. This will likely be the only city you interact with in the entire campaign, so don't expect to pull Mendev into any problems you get into :).

Please respond to my e-mail and join Obsidian Portal or you won't have access to the group site, which is where the wiki and maps etc. will be placed. I'm still waiting on e-mail addresses for 2 people.

Here is the character creation and other information you'll need to know to make a character for this campaign-

Party Creation Constraints, Notes and Rules-

  • Starting level is 7th, with the usual WBL applying (23,500GP total wealth, no single item worth more than 11,750GP).

  • No evil alignments permitted (I could be persuaded to Lawful Evil if the case is compelling enough but it would require a lot of justification and co-operation) and no chaotic neutral. This adventure will have you suffering great peril and trials to battle evil and chaos, and your motivations should reflect this.

  • HP max at first level, PFS style average every level after. This works as follows-

    D6HD- 4
    D8HD- 5
    D10HD- 6
    D12HD- 7

  • I'm trying something new for the ability scores. If your highest stat is higher than 18 after racial bonuses/penalties (but before level 4 stat point etc.), you are limited to a 17 point buy. If it is 18 exactly, you get a 19 point buy. If it is less than 18, you get a 22 point buy. This is my effort to ease the pain of MAD classes/concepts and make them a little more appealing, while still letting SAD classes have their cake (the campaign assumes 6 adventurers on 15 point buy but its also brutal in places).

  • This is a difficult and very dangerous campaign. Whatever you create, try not to be dead weight in combat. With that said, knowledge skills will be particularly useful as there will be many unfamiliar enemies in this game. Appraise will also be run RAW (so if you don't invest into the skill you are likely to be cheated, with merchants trying to pay less than an item is worth). I don't mind you comparing characters to ensure you have skill bases well covered.

  • You have been an adventuring party for seven levels together now, so you have been adventuring together for quite some time now. Possibly, you have several other members of your group that are still active in Mendev and a long list of associates, friends and maybe even a rival or enemy still living. The richer you make your group's backstory, the easier it will be to introduce new characters where necessary. If you find the time, creating a second character and mentioning his association with the current party may save time later ;).

  • The hook for the adventure is as follows-

    A cleric of the severely declined Church of Muir has located in the temple archives a set of orders issued by Zelkor during the Battle of Tsar that somehow survived and were transported back to civilized lands. These orders detail the assignment of the paladin lord Bishu and his company, adherents to the faith of Muir, to hold the city of Tsar and await relief from the Army of Light.

    Lord Bishu was always thought lost in the Dungeon of Graves like the rest of the Army of Light. The fact that he never returned and the possibility that he or some of his command may have survived for some time at Tsar holding to their duty has ignited the church hierarchy. What did Bishu accomplish during his time in the city? Do his bones, surely now sacred relics of the church, still rest there awaiting repatriation? Could he or any of his knights somehow, by the grace of the gods, have survived all the intervening span of years and man their posts still awaiting relief?

    The church cannot afford to send any of its own on a possibly foolhardy mission into unknown danger with only a small hope of success, but adventuring parties are often to known to undertake such assignments...

    Your party has taken up the Church's call, with a promise of fantastic monetary remuneration should you succeed in discovering the fate of the Paladin Lord Bishu. Although both the church of Muir and Thyr are shadows of their former selves, they are rumoured to still possess fabulous wealth from the days of yore...

  • If your character is able, please make a Knowledge (History) check or Diplomacy (Gather Information) to represent what your party knows of the Army of Light, the city of Tsar and events in those dark times long ago...

  • Core rulebook and APG are permitted sources, although the following classes are banned without exception- Alchemist, Gunslinger, Magus, Summoner, Ninja, Samurai. Cavaliers are permitted but there are a significant amount of dungeons and thus may want to consider an archetype that de-emphasises the mounted combat or playing a small race. The spell Bestow Grace is banned, and the Vital Strike feat automatically upgrades to the next feat in the chain at the appropriate BAB. Archetypes and feats from UM and UC are generally permitted but check with me first before committing to one, especially a feat chain. All player companion books are generally OK. Equipment from UM and UC generally banned.

  • Legal races- Dwarves, Elves, Gnomes, Half-Elves, Halflings, Half-Orcs, Humans, Dhampir, Aasimar, Tiefling, Orcs, Tengu.

    Anything i've missed?


  • Was thinking possible pally (idly narrowed down to pally or wizard although may yet change). Let me digest but with the pally option I had basically sketched out a worshipper of Shelyn who was struggling to keep to that philosophy as a crusader and was becoming attracted to Ragthiel the angel lord of vengeance and strategy. Could work Muir into that somewhere if I go that route.


    Your Humble Narrator

    So I have Aron, Dan and Deevor all invites sent to thus far, with Okoya responding. Need emails for Tal and Max.


    Interesting point buy... just made the half-orc rogue a bit better, cos his highest stat was 17 after everything was added ... ooh! ...

    But if Aron fancies Tiefling Rouge: Dennis Dubosc, then I've no problem stepping aside and doing something else, or in a team of 6, maybe two squishy sneaky ones, could be the way to go ... here is Natty Grast at 1st level, I guess his back story will just centre around Bard's Gate, rather than Magnimar.

    Let me think more on this, for other characters that do things... ... like fighter, or cleric, or wizard ...ho hum!!


    Your Humble Narrator

    Another note worth mentioning- big bad solo enemies do have their place in the campaign but without giving too much away, evocation, cleave and the like are likely to see greater use than in an average paizo campaign.


    Master of Gaming and Grognardia Current map

    Well that's a shame, I really was liking my catfolk character, but I should've guessed that, but. Was building the abilities and could change her to a half-elf cause they're still considered exotic in many ways. I love the build and might either judt change race or make the halfling bard as I havn't had time to play with a Bard.

    Think Dennis Dubsoc was a bit more emo than normal in than backstory, so might just alter the catfolk to half-elf as I started really liking the build.


    Bard pretty awesome at 7th with the performance as a move.


    Master of Gaming and Grognardia Current map

    Well I meant my bard/rouge cause I was really loving the idea of that character and progressing into Arcane Trickster too.


    Your Humble Narrator

    I'm not particularly keen on the whole calistrian aspect, I think I've been burnt by that god too many times in the past. Also remember your not building for first level so your characters not fresh off the block like normal, or new to the party. Arcane trickster tends to be wiz/rogue rather than bard normally and u may find yourself struggling to make it viable mechanically. Will look at this later with u over steam if you like.


    Back at the keyboard after a ~15 hour drive from San Antonio back to St. Louis.

    First the requested email: ldeterman@hotmail.com

    As to first thoughts about a character, I will very likely go with something divine in nature. In either case, the character would be either Human or Aasimar. (Out of curiosity, Alex, how do you feel about the Aasimar Heritages from Blood of Angels?)

    If Dan does not go with the Paladin, I likely will go with a Paladin of Muir who would be a bit more of a zealot in terms of hunting down evil where ever it may lurk. For this character, I would certainly be interested in seeing what the Justicar prestige class is all about.

    If Dan chooses to go with a paladin, I am leaning towards a Cleric of Thyr. This character I see as an older, wizened, mentor type. That is not to say that he would be afraid to get into a fight, just would be as likely to charge headlong into the fray without thinking like the paladin mentioned above.


    Posting from wife's I-Pad. E-mail rgmhome(at)hotmail(dot)com. Will post more when back to real computer later tonight.


    Your Humble Narrator

    Invites sent to all 6 now. Happy to provide additional information as needed or answer queries, but i'm mostly just going to slowly cook up a first post and update the wiki while you make your adventurers/adventuring company or troupe if you take that path.


    So it appears that folks are currently leaning toward the following characters:

    Aron: Half-elf or Halfling Bard/Rogue/Arcane Trickster

    Deevor: Half-orc Rogue

    Dan: Paladin or Wizard

    Talomyr: Human or Aasimar Paladin or Cleric

    Okoya: ?

    Me: Possibly a Half-Elf Paladin 2/Sorcerer 3/Draconic Disciple 2


    Forgive me if I've missed it, but are we using Traits?


    Your Humble Narrator

    Yup, 2 as standard.


    Your Humble Narrator
    Talomyr wrote:
    (Out of curiosity, Alex, how do you feel about the Aasimar Heritages from Blood of Angels?)

    Not got that book or access to i.

    Edit: Found it on D20PF. In theory i'm ok with it having had a look over.

    Dark Archive

    No longer matters Drow Lich Epic level Wizard/Cleric of considerable ability

    I am assuming that Ultimate Equipment is banned? What about the Advanced Race Guide?

    As for characters... off the top of my head, my list went (in no particular order) something like:

    barbarian(invulnerable rager)
    rogue(poisoner)
    paladin
    sorcerer(shadow bloodline)
    wizard(diviner)
    fighter(archer)
    cleric

    It seems rogues and paladins are covered quite well already... and I really am open to just about any class... :)

    The only real thoughts on character backstory that I have come up with so far is for the barbarian. Rather than typical raging or berserking I see him as a devout (and somewhat fringe) follower of Muir who releases his religious fervour through zealotry, self flagellation and combat.

    Too weird? :)


    Master of Gaming and Grognardia Current map

    Change my mind and going to go with the Human Arcane Duelist.


    Still deciding.

    Questions for DM about options.

    1. For paladin

    - Would you allow dwarven stonelord archtype from the ARG?
    - Oath of vengeance (UC)?
    - For an archer how about the adaptive quality on a bow? (UE so assume starting point is banned)

    2. For wizard

    - How do you want to treat starting spells. Is it assumed I could have copied some extras or do I need to pay for everything above base from cash?
    - Would you allow void mage type (Dragon empires primer)
    - Assume you are Ok with improved familiar. Are you Ok with the ones that can cast commune? RAW but you might dislike.


    Lord oKOyA wrote:


    Too weird? :)

    Or not weird enough?


    Alex can you put a link to the Obsidian Portal on the campaign page please. Got a copy of Blood of Angels if you want to borrow a hard copy.

    Natty the thief, goes for 2 alt racial traits, sacred tattoo and scavenger, loosing orc ferocity and intimidating ...

    Here's Natty's stats without proper equipment for you to peruse and let me know if you have any issues and stuff with the build, stat incremented at level 4 was dex. In many ways he has a boring background, not too weird and definitely not weird enough .. :). I'll leave that to you others...
    One thing in the stats that doesn't look right is the find traps, I think it should be +14 perception, +3 (rogue ability), +2 h-orc scavenger = +19, but herolab shows it as 17, didn't include scavenger, but I think the bonus' stack.

    Natty Grast:

    Natty Grastik
    Male Half-Orc Rogue 7
    CN Medium Humanoid (human, orc)
    Init +6; Senses darkvision 60 ft.; Perception +14
    --------------------
    Defense
    --------------------
    AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
    hp 66 (7d8+28)
    Fort +6, Ref +10 (+2 bonus vs. traps), Will +4
    Defensive Abilities evasion, trap sense, uncanny dodge
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee Dagger +9 (1d4+1/19-20/x2) and
    Light mace +9 (1d6+1/x2)
    Ranged Light crossbow +9 (1d8/19-20/x2)
    Special Attacks sneak attack +4d6
    --------------------
    Statistics
    --------------------
    Str 12, Dex 18, Con 16, Int 14, Wis 12, Cha 7
    Base Atk +5; CMB +6; CMD 20
    Feats Blind-Fight, Skill Focus (Perception), Two-weapon Fighting, Weapon Finesse
    Traits Outcast, Reactionary
    Skills Acrobatics +14, Appraise +10, Climb +7, Disable Device +17, Escape Artist +12, Knowledge (dungeoneering) +8, Knowledge (local) +9, Linguistics +7, Perception +14 (+17 to locate traps, +16 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Profession (cook) +5, Sense Motive +7, Sleight of Hand +12, Stealth +14, Survival +6, Swim +7, Use Magic Device +8 Modifiers scavenger
    Languages Abyssal, Common, Giant, Infernal, Orc, Undercommon
    SQ rogue talents (bleeding attack +4, rogue crawl, trap spotter), trapfinding +3
    Combat Gear Caltrops (3), Smokestick (2); Other Gear Leather armor, Dagger, Light crossbow, Light mace, Backpack (20 @ 46 lbs), Crowbar, Grappling hook, Marbles, Marbles, Marbles, Marbles, Marbles, Rope, Sack (empty), Sack (empty), Thieves' tools, Trail rations (5), Waterskin (2), 23356 GP, 3 SP
    --------------------
    TRACKED RESOURCES
    --------------------
    Dagger - 0/1
    Smokestick - 0/2
    Trail rations - 0/5
    --------------------
    Special Abilities
    --------------------
    Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
    Blind-Fight Re-roll misses because of concealment, other benefits.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Rogue Crawl (Ex) Can move at 1/2 speed provoking AoO and can 5 ft step while prone.
    Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
    Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
    Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
    Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
    Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
    Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
    --------------------

    --------------------
    Now where there are ancient cities and civilisations close by, there are riches for those who care to look. And Natty Grast cares to look, in fact he caught the eye of the local thieves guild who suggested he join a group of adventurers being collected, so that he might help carry back the treasures they find, including bring back some himself.
    Natty, learned to survive on the side of society, having to make do from an early age. Once his features became obvious, his orc heritage forced the town to cast him out, an abomination. His mother kept him hidden when she could, but more often than not he had to keep in the shadows, stealing bread and food as he could. When the watch became difficult to avoid, he was forced into woods and forests, where he lived rough, developing a liking for the scent of his own sweat as his hygiene deteriorated. It became more and more untenable, until he said goodbye to his mother and set off to make a name for himself, good or bad, that was not his choice.

    To start with he learned to cook in taverns and inns, whilst he was able to identify benefactors who could contribute to his fund for life, even in some cases being able to prepare food in their homes for them, so much easier to case the place. whilst not the greatest cook, he can make food presentable and edible for those of a less discerning palate.

    And so, now he is here in Bard's Gate, been here for 6 months doing what he does best. Not being seen but collecting food and money as he required them from unwitting benefactors. Though thanks to his exploits with his friends, his need to do local wealth generation has declined somewhat, whilst ale and whoring are his erstwhile leisure activities.

    P.S. Can we have the link to the Obsidian Portal on the campaign tab please Alex ... ;)


    Your Humble Narrator

    ARG is in, for the races i've permitted. Sorry forgot to mention that. I like ARG.

    Stonelord is fine. UE generally banned. Not a fan of the Paladin Oaths... I could probably be talked into a different one but making smite evil spammable doesn't seem like a good design.

    Starting spells- everything above base paid for. Don't mind you having scrolled some you know though if you pay the crafting costs. No to void mage type. Improved Familiar/Commune ok.

    I'd steer you away from Poisoner Okoya, you'd feel quite ineffective at times I suspect.

    Deevor, scavenger isn't a flat bonus to perception which is why Herolab isn't listing it flat. Its circumstantial.


    Your Humble Narrator

    Group site added to the campaign short description for easy access.


    Your Humble Narrator

    Deevor- 7 ranks perception, +3 class skill, +3 skill focus, +1 wisdom= +14.

    You have +17 for traps.

    Dark Archive

    No longer matters Drow Lich Epic level Wizard/Cleric of considerable ability
    Dan E wrote:
    Lord oKOyA wrote:
    Too weird? :)
    Or not weird enough?

    Touche. Suggestions? :)

    Leaning barbarian at the moment... but would like to see how the rest shake out before commiting. :)


    DM Alexander Kilcoyne wrote:


    Not a fan of the Paladin Oaths... I could probably be talked into a different one but making smite evil spammable doesn't seem like a good design.

    Yeah. I was looking to put anything borderline in my list.


    Your Humble Narrator

    Dan AFAIK your the only person who hasn't yet accepted the obsidian portal invite.


    So if Okoya does go barb it looks like we have 1 frontliner (and 1 sounds good even if we are midlevel) and three skirmish types presumably all melee? That should synergise with Aron's buffing, haste maybe, nicely and give Deevor plenty of flank buddies.

    So if were to go pally and Talomyr cleric I'd probably tend to go an archer over the stonelord as another dedicated meleer. Healing would be covered but no full arcane caster.

    Alternatively I go the wizard which lets Talomyr pally. That covers the arcane but we'll go through a shed load of cure wands I guess.

    Still probably tending toward the later given:
    - pally seems to be Talomyr's first choice and I'm pretty sanguine;
    - it does seem like the kind of set up where we will want teleport at 9th so we can resupply;
    - it seems better given Alex's comments about many enemies and knowledges being important;
    - I don't think I've actually played a wizard since 2nd edition so you can alternatively tremble and laugh at my impotency.

    What do you think y'all.


    DM Alexander Kilcoyne wrote:
    Dan AFAIK your the only person who hasn't yet accepted the obsidian portal invite.

    I think I missed the accept button. Should be on now.


    Your Humble Narrator

    Can see your in my list of players but not yet listed as part of the party. Odd

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