Blood of Heroes. (Inactive)

Game Master Mrdarknlight


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Story of Saeniri:

”The story of Saeniri is a sad one. A story that I have written down since the start. I will know tell you the true history of Saeniri. When the old races first appeared on Saeniri there was peace. This peace lasted until greed settled into the old races hearts. This lead to a war that all the nations of Saeniri fought in. Countless millions died in the early days of the war. This lead to the nations to find a way to keep the war going. In their hubris the old races thought to be gods and created beings in their own image to be soldiers. There were still a few heroes doing that time that spoke out against this injustice but they were laughed at and mocked for not seeing the vision. The heroes knew the war must be stopped or all of Saeniri would burn because of greed. The heroes than headed out to never been seen again. The war went on like this for hundreds of years until something happened. “

”News came to the leaders of the nations of an army that defeated all who stood before it. This army was made up of all beings that nations had made to fight for them. Sick of their treatment and how the old races treated Saeniri they rose up to fight back. This army was known as the 1st Legion. Soon many others chose to side with the 1st Legion, handing defeat after defeat to rival armies. It took the 1st Legion two years to end a war that had lasted two hundred years. They had brought back peace to a land that had known only suffering for so long. This peace however would not last.”

”Ten years after the peace the 1st Legion had started was shattered. From portals that appeared in the night came the invaders. Monstrous beings from parts unknown the invaders slew all males in sight while taking women and children with them. Many armies fought to stop them but all failed . It was than the the 1st Legion rode to face these invaders. The 1st Legion fought for days without rest, only slowing the advance of the invaders. Knowing that the battle lost the soldiers of the 1st Legion knocked out their generals and sent them with some of their most trusted men to be protected. The 1st Legion than headed into battle once, dying to the last solider to protect the world they love.”

”After the fall of the 1st Legion, the invaders went across Saeniri killing and taking people as when they first appeared. Under the guide of the 1st Legion generals a resistance was formed with the help of the old gods. The resistance did well against the invaders until the invaders' God-King appeared. The first thing the God-King did after appearing on Saeniri was to kill all the old gods. Feeling that they could not win the descendants of the generals of the 1st Legion stood up and swore to find a way to stop this God-King. After much searching and hardship these new Heroes found out many things. First they found out the mission of the invaders was to cause all the Multiverse to be oblivion. Second they found that there are three beings in all the Multiverse the invaders fear. Lastly they found as long as the General of the invaders was alive the God-King could not truly be defeated.”

”With this new information the heroes set out to find a way to summon these three beings. After much effort they succeed and summoned the High Priestess, the Sentinel and a being only known as the Lost Solider. With the help of these three beings the new Heroes succeeded but with a terrible price to slay the God-King and his General. At the end the High Priestess and the Sentinel where sent home while none save the heroes truly know what happened to the Lost Solider and he was forgotten to history. There was than peace in Saeniri. Thousands of years later a new evil has risen. This evil hides itself behind the front of a church that was given a country. This church uses the love the people of Saeniri have for the High Priestress and the Sentinel to gain power. The World is in need of heroes once again. Those from the ancient blood line of the 1st Legion the first true heroes of Saeniri.

In the words of the Watcher of Darkness and Light

Looking for 4 or 5 Heroes.
To over throw the Church of Light and free the people of the Spesi which holds the headquarters of the Church of Light. This will be done through the use of backing from other nations, political power and force of arms by infiltrating Spesi as a 'gang'.

Character Creation guidelines:
Characters are level 4
Characters will use the Gestalt character creation rules.

Alignment: Any Alignment but CE is allowable. Those who wish to be an evil alignment please explain the reason for this to me in the outline post.

Core Rule Book, Advanced Players Guide, Ultimate Magic, and Ultimate Combat are allowed. Please tell me where you got your options from so I may look at them. Other options may be allowable if asked and I check through them.

Races: The game will be using home brew races that are found in the link.
Races

Classes:

The following classes/archetypes are not allowed.

Alchemist: The Re-animator archetype.
Cleric: The Undead Lord archetype.
Paladin: Paladin and all archetypes for this class.
Paladin is being replace with a home brew classes found here Casus
Witch: The grave-walker archetype.

The following classes change their skill rank per level from 2 + int modifier to 4 + int modifier.
Fighter
Cleric
Sorcerer
Summoner

If any of the above classes have an archetype that increases their skill rank per level, if that archetype please increase skill rank per level by one step.


Stats: 25 point buy.
No states over 20 or under 8 after racial modifiers
HP: Half your Hit dice + 1 every level.
Ex: 1d6 = 4, 1d8 = 5, 1d10 = 6.
2 traits

This game will also have some home brew deities.
Deities

Nations:

In the following link are the important nations of the Drake Sea Region.

Nations

There are many more nations but most are colonies of these nations. These nations are given information because one of them will be backing the party's overthrow of the Church of Light.

Note do think on these nations, those who are chosen will have to discuss who they wish to have backing them.

The Drake Sea region has two land massive connected by the frozen waste to the north and south in a massive sea in the middle of the two land masses. In the middle of this sea is Spesi a very large island. Dotting the sea are smaller islands that hold settlements.


Here are some weapons I have added/changed for the game.
Weapons:

Martial Weapon

Maul:
Damage: 2d6
Critical: x3
Range: -
Weight :14 lbs
Type: B
Price: 40 gp

Kris:
Damage: 1d4
Critical: x2
Range: 18-20
Weight: 2 lbs
Type: S
Price: 8 gp

Exotic Weapon

Avari Cleaver:
Damage: 2d6
Critical: x2
Range: 18-20
Weight: 10 lbs
Type: S
Price: 60 gp

Avari Maul:
Damage: 2d6
Critical x2
Range: 19-20
Weight: 10 lbs
Type: B
Price: 50 gp

Executioner's Ax
Damage: 1d12
Critical: x4
Range: -
Weight: 12 lbs
Type: S
Price: 35 gp
Special: Decapitate: If this weapon has the vorpal weapon enchantment it receives a +2 bonus to confirm a critical hit after a natural roll of 20.


Languages:

Abyssal
Aklo
Aquan
Auran
Avari
Celestial
Common
Draconic,
Druidic
Ferrian,
Giant,
Ignan.
Incto
Infernal
Nercoin
Rium
Salvaj
Sylvan
Terran
Undercommon

Notes:

Here is some information:

There are very few places someone can buy magic items.

Undead are very rare in my home brew and even than most undead seen are intelligent undead.

The game will use fame/infamy to effect outcomes. All characters start out at one fame/infamy. There will be two types of fame/infamy, one that is active and passive. Active fame/infamy will be known to players and can be used up to gain bonuses to rolls. Passive fame/infamy will not be known to the players and will effect how npcs interact with characters.

Good characters always gain fame, while evil characters always gain infamy. Neutral characters chose at the start of the game if they wish to gain fame or infamy.

Some spells are very hard to come by or do not exist at all. This list will be put under this spoiler.

When putting forth a character please do not make an alias of that character. In the post you make to show your character please put a rough outline of a character with stats and feats and a background of the your character. Do not buy any equipment yet, that will be discussed with those who are chosen. After rough outline please put your plans on how you want to see your character grow and what you would like to see out of the game. I would also like a bit about how you see your character played out personality wise and how the character would interact with others. Finally the game is not first come first serve I will look through all characters thoroughly before choosing.

Please do not rp in the thread.


Arcane Spells::

Level 1:
Decompose Corpse
Negative Reaction
Restore Corpse
Sculpt Corpse

Level 3:
Undead Anatomy I

Level 4:
Animate Dead

Level 5:
Magic Jar
Undead Anatomy II

Level 6:
Create Undead
Undead Anatomy III

Level 7:
Temporary Resurrection

Level 8:
Create Greater Undead
Trap the Soul
Undead Anatomy IV

Level 9:
Overwhelming Presence
Soul Bind
Wish


Divine Spells::

Level 3:
Animate Dead

Level 6:
Create Undead

Level 8:
Create Greater Undead

Level 9:
Miracle
Overwhelming Presence
Soul Bind
True Resurrection

If there are any questions feel free to ask, I will try to answer them in a timely manner.

Recruitment will be open for two weeks.


(Ringtail) Which way did you end up deciding on the Hound Master?
Also, I may have missed it, but: hp?


Hound master is fine, though have to talk, if you decide to go with the extra hound.

I reread that post about six times I cannot believe I forgot HP, added it to the post. Doing Half + 1 each level.


This is Voice throwing up a dot for consideration and possible sub. Looks like this will be a lot of fun :)


Alright, got Voiceless thinking of a character.

The Exchange

I too, am throwing up a dot for interest, but I have no idea which direction I'm going to go with.


No problem, take your time.


A few questions:

-Are the races you list in addition to the Core races or are they the only races in your homebrew?

-What kind of length are you looking at for the campaign? Is it a one shot adventure? A module? A 'as long as it goes and its fun'?

I will read more of what you produced first to get a better idea of your homebrew.


Just those races, the core races are long gone in my home brew. Explained a bit in story I have up there, and in the Fakir section.

The game will be a sand box because the players get to chose how they wish to over throw the Church. So it will have an end but only when the players wish to pursue that end. So best answer I can give at this time is the 'as long as it goes and fun.'


Initial thoughts take me down a Liganin Monk (Master of Many Styles) / Witch route - with Adder Strike and Hex Strike for poisoned hex-delivering unarmed attacks.

But will let it percolate around in my noggin for a while before committing a final decision to paper :)


Although I was tempted to try a Liganin Druid Bear Shaman/Dragon blood sorceror -- I think I like an Avari Barbarian(mounted fury)/Summoner build (Broodmaster).

The Exchange

I was thinking Eruus Druid/Barbarian, but I'm still not sure.


How much starting money?

The Exchange

Those who are chosen will be told. It's in the "Notes" section of his first post.


DM:
Mounted barbarian/broodmaster summoner disciple of Gurzil (Avari). Will look to be a two handed fighter on a warhorse. He will probably use one of the new cool weapons and fight recklessly to free others in true Gurzil fashion. Feats probably spell focus summoning, augment summoning, power attack, than focus on more combat feats. Ferocious mount and ferocious trample barbarian rage powers.
I like the ability of switcing places with any of the eidolons--it would be cool if the mount switched with me, but still, I can see mounted mobility and the ability to switch places with one of my eidolons as a cool ability to get where needed quickly.


Well, it turns out that I've got far more free time on my hands than I had previously expected, and I've had more than a few regrets about dropping out of Ringtail's game and have been looking for a game or two to join (and I really liked the crowd there). I'd need to give the notes and the setting a more thorough read, but if I didn't leave things too sour, I'd likely be interested.


As I mentioned elsewhere, I'd be interested.

My first thought is to make a Fakir Wizard/Sorcerer, but as there are so many options, I will have to give it some thought. The Fakir Wiz/Sorc would be a take on the old Ultimate Magus Prestige Class, benefiting from a massive volume of spells and a lot of versatility.


How crazy high-powered are you aiming to make this game, sir?


Was tossing over options and had a query.

For a Cleric / Monk (Weapon Adept) - would you allow Perfect Strike and the Way of the Weapon Master ability to work with one of the favored weapons of a deity? - like say the Executioner's Ax for a cleric of Erlik?


Alright sorry about delay in these answers was asleep than had some things to do.

@Martinaj: It cool put a character up.

@LastNameOnEarth: I see, seems like a cool idea.

@Trinam: Answer this after I answer the others.

@Mark Sweetman: Will you be taking Crusader's Flurry on this, monk/cleric character? If so I think having those to abilities work on a Deity's favored weapon to be okay.

@Those wishing to join the game:
My world is a post apocalyptic world that has gone through two Apocalypses. All the monsters you will encounter will be custom made because of the effects magic and science has made changes to them. This means the monsters in my game are much much meaner and a lot smarter than normal. Reason why the races I have created are so much tougher, they had to be to survive.
So to answering Trinam question whatever power level the players need to survive.

Sovereign Court

Very interested, am impressed with the fluff. I'll cook something up over the next few days.

Shadow Lodge

Well, I have to say that the races look better in the doc's format. This is the game where I was planning on playing my Healbot, correct?

This will be fun... (:<


Yes this is that one Dragonborn3.

Note:
Sorry I just re-checked the race doc and the Ferrin speed is missing this line "but their speed is never modified by armor or encumbrance" Sorry for forgetting this line. I will change the doc to reflect this.


It's tempting to see if I can make a Barbarian/Something designed to just like. Destroy.

Let me see what I can pull together, boss.

Edit: Eruus (Eruss?) Barbarian/Monk (Martial Artist) smells delightful. Let me see how it looks. :D

Shadow Lodge

No Batty-Bat?


Eruus. Seems like most people like the Eruus and Liganin thought most would like the Fakir.

So why do those who chose one of those two races picked them?

This is information gathering for future reference.


I am NOT making a Barbarian/Summoner gestalt half-elf with a stupidiculous mount.

That would be silly.

Anyways, as far as Eruus goes, the reason for me was because '+4 STR and +2 Wisdom = Freaking Awesome Melee Fighter.'

Add in the +2 natural bonus to will saves and it's like you have most of a dwarf with a +4 STR instead of a +2 Con.

Then there's the monk's unarmed strikes, which as a swift action are suddenly given reach and size bonuses.

The Exchange

I was going to go Eruus Barbarian/Druid, but there are severl Barbarian submissions already, so I'll change it up. My next choice was a Fakir caster of some Sort, and I'm thinking I'm gonna go Wizard/Wildblooded Sorc(Sage).

Shadow Lodge

I'm going to make my Healbot a Fakir, since that +4 Intelligence is going to help with the "Who's the doctor here?" mentality. He's smart, knows where the nerve that makes you wet yourself is, and knows it.


Edgar Lamoureux wrote:
I was going to go Eruus Barbarian/Druid, but there are severl Barbarian submissions already, so I'll change it up. My next choice was a Fakir caster of some Sort, and I'm thinking I'm gonna go Wizard/Wildblooded Sorc(Sage).

Same thought. I proposed the same thing for my character a few posts back. It would be an impressive mix though, so I can see why two would think of the same idea.

The Exchange

*facepalm*

Didn't see that there.


For those who seem to be having some trouble with character idea, why not look at the multi-class PrCs? I know normally multi-classing cause these to be not great options but with Gestalt can be better.

The Exchange

In the Gestalt rules, it says most PrCs that combine classes, like arcane trickster or mystic theurge, should be disallowed. Are you going against this, or are these not the ones you're talking about?


I am going against that but will be increasing the requirements on some so people can go into them the right level.

Example would be Mystic Theurge, normally at level 6 with normal rules with Gestalt level 3, so will change requirements from Able to cast 2nd-level divine spells and 2nd-level arcane spells, to Able to cast 3rd-level divine spells and 3rd-level arcane spells. While also increasing Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks, to Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks.

Reason I did not say anything was most people did not ask about PrC, but figured I would suggest them to those who were thinking about them.


With that, are you allowing total caster level to exceed your hd?

A wiz20/cleric10/theurge10 would technically have a 30 cl for wizard.


No Trinam, Caster level would not exceed HD, let me go write up a doc the changes so everyone knows wish I could edit first post now.

Here is the doc for rule changes Link, these three were the only PrC I thought needed to have their requirements increased.


DM DarknLight wrote:
@Mark Sweetman: Will you be taking Crusader's Flurry on this, monk/cleric character? If so I think having those to abilities work on a Deity's favored weapon to be okay.

That would be the plan - if I go the Cleric / Monk route at least. Flurrying with a x4 weapon as well as the ability to Perfect Strike appeals to me :)


Mark Sweetman wrote:
DM DarknLight wrote:
@Mark Sweetman: Will you be taking Crusader's Flurry on this, monk/cleric character? If so I think having those to abilities work on a Deity's favored weapon to be okay.
That would be the plan - if I go the Cleric / Monk route at least. Flurrying with a x4 weapon as well as the ability to Perfect Strike appeals to me :)

I see, well whenever you decide a character just throw it up.

Liberty's Edge

Dotting. I'm going to look over the races and figure something out.


Heh- EL, Trinam, Iconic Hero; you got Cayden all over your thread, DarknLight. Just missing TOZ "Classic". :)


I noticed.

Liberty's Edge

Because I really like being an extremely knowledgeable smarty-pants, I'm going to work on a Fakir Bard(Archivist)/Alchemist(Mindchemist). The archetypes are from APG and UM, respectively.


Darknlight, I was wondering how you would feel about Prestige Classes from 3.5? There are very few in Pathfinder, and the 3.5 selection has many more Dual-Class type options that lend them selves well to a Gestalt game.

For my Fakir Sorcerer Wizard, I was thinking of The Ultimate Magus class I described previously. It is in Complete Mage, and is basically a Mystic Theurge type class for combining a Memorization based mage and spontaneous mage, like the one I have proposed.


I did not know there was an Archivist archetype for bard. For note I do not really look at bards much, it seems like a cool archetype for a smarty-pants type character.

@LastNameOnEarth, I know of the PrC, let me go look at it than get back to you okay?


After looking over the Ultimate Magus, PrC, it is fine but going to have to change hit dice, some skills and some of the class abilities since they seem to make the assumption of multi-classing.


Is there still space to take part. Very interesting races.

Race would be Ferrin. Personally myself I love reptilian races, other than the usual drow. Character would have some spell casting abilities.

The Fakir, is also a very nice race to me, especially combined with druid classes.

Is there a summary of the characters that are already being used, to help me build a character that can compliment the existing character classes.

Where are the location of the Gestalt character creation rules?


I see for Ferrin, you mention a bite attack, yet there is no damage given.

I forming my character to be something of a druid/rogue. Exact classes or variants still to be decided to fit in the idea I have for the character.

Just an idea for character so far:

This ferrin just wanted to be an explorer adventurer, to travel the world. Being a druid, this ferrin thought it would be the best way to travel the world. Yet being a druid would not be sufficient to enjoy travelling in comfort, so decided to learn the skills of the rogues to also benefit from the surplice wealth of others. For example: Why hunt for food when it is easily available, though in areas where easy food is not available then the druidish skills would pay off. Being a druid for some time, this ferrin saw the greed of many, yet the natural world seemed to suffer. Now the ferrin strives to help nature by taking from the wealthy, especially those that gained wealth at the expense of nature.

Personality still needs to be refined, but I planning to bring the skills, etc of the classes to match the envisage goal of helping nature with the wealth of others. Personality would be easy going.

Character would be neutral or neutral chaotic.

Shadow Lodge

DM DarknLight wrote:
I did not know there was an Archivist archetype for bard. For note I do not really look at bards much, it seems like a cool archetype for a smarty-pants type character.

You are seriously missing out then. Bards are great, and can deal more damage than people think.


DarkOne the Drow you find the gestalt rules? It was suppose to be a claw attack not a bite attack.

@Dragonborn3 I really do not like playing bards, though I was thinking of trying a Savage Skald one day.

Shadow Lodge

Gestalt Characters

It's a matter of play style I guess. Bards are my favorite class, or at least in my top 5, and are great to play.

Yeah, you might be hanging back from the fighting, but that's what archery is for. At higher levels you can cast a spell as a standard action, start your performance as a move action, and cast a (quickened) spell as a swift action. Huge bonuses all around!

Anyway... back to character building!

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