A Candle against the Darkness

Game Master Doomguide

The characters are regular people living in the Riverlands(post kingmaker). They will be setting out on a simple quest as part of a celebration of the adventurers who founded their homes and preserved them from destruction. But tensions both near and far will rock the world and bring even the gods to their knees.


This is my first time running a PBP game, but I am a long time DND\Pathfinder gamer and GM.

Character Creation:

25 point buy
Core races, some others possible with good story. Definitely no planar or monstrous humanoid races.
All classes* except gunslinger.
150 GP
1 Trait and 1 Background(below)
No guns.
No Psionics.
3PP possible for ideas, but will probably get converted to what my brain thinks they should be.

The general idea is that you will start as fairly mundane citizens of the Riverlands, but that will rapidly discover they are far more than anyone thought they could be. This isn't using the Mythic rules, but it should feel pretty mythic pretty early.

What I really want is to let you play that fantasy character that you have always wanted, but that rules, timing or something always prevented. Want to play an Arcane Archer but the game always falls apart to soon? Lets rework it as a base class. Always wanted to play a Dwarven bard, but the stat adjustments hurt too much? We can rework them. Saw this awesome idea back in 3.5? We can convert it.

Backgrounds:

Woodsman
+5 HP
The following skills are always class skills and gain one rank at character creation:
Survival
One of: Craft: Bowyer, profession: Herbalist, Furrier or Carpenter
Knowledge: Nature
Ranger Trap feat: Must choose Alarm, Marking or Snare.

Craftsman
+5 Hp
The following skills are always class skills and gain one rank at character creation:
One Of: Craft: Smithing(covers weapons and armor), Craft: bowyer, Craft: Jewelry, or Craft: Leatherworking.
Appraise
One of: Diplomacy, Sense Motive
One of: Weapon focus, Shield focus, or increase Armor Training feat by one level. Appropriate to your craft.

Merchant
+4 HP
The following skills are always class skills and gain one rank at character creation:
Appraise
Diplomacy
Sense Motive
Knowledge: local
Profession: Merchant(specify what type of goods or general)
Cosmopolitan Feat
100 GP at character start

Guard\Militia
+6 HP
The following skills are always class skills and gain one rank at character creation:
Profession: Soldier
One of: Perception, Intimidate, or Knowledge: local
One of: Weapon Expertise feat, or Rapid Reload Feat
Endurance feat

Aristocrat
+4 HP
The following skills are always class skills and gain one rank at character creation:
One of: Diplomacy, Bluff, or Intimidate
Knowledge: Nobility
Ride
Antagonize Feat
Gain the Mount or Tactician feature as a 1st level Cavalier.

Acolyte
+4 HP
The following skills are always class skills and gain one rank at character creation:
Knowledge: Religion
Knowledge: Planes
One additional skill appropriate to the diety or pantheon. Spellcraft for Nethys for example.
Learn either the Stabilize, Light or Guidance Orison.
+1 trait bonus to Will Saves

Farmer\Fisherman
+6 HP
The following skills are always class skills and gain one rank at character creation:
Animal Handling
An appropriate Profession skill
One of: Climb, Ride or Swim
Endurance Feat
+1 trait bonus to Fort Saves

Apprentice
+4 HP
The following skills are always class skills and gain one rank at character creation:
Spellcraft
Knowledge: Arcana
Craft: Alchemy or Profession: Scribe
One of: Knowledge: Dungeoneering, Knowledge: Planes, Use Magic Device, or Linguistics,
Learn the Prestidigitation and Read Magic Cantrips

Criminal
+4 HP
The following skills are always class skills and gain one rank at character creation:
Knowledge: Local
Bluff
Two Of: Disable Device, Climb, Acrobatics, Sleight of Hand, Stealth, Perform or Appraise.
Feat: Weapon Finesse, or Weapon Expertise

Note that these are samples. If your idea doesn't quite match, we can adjust it.