
OniricSkull |
2 people marked this as a favorite. |

I stole this questions from the GITP forum XD
1. What game system are you running (D&D, Call of
Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original,
Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Pathfinder
2. What 'type' or variant of game will it be (i.e.
"Shadow Chasers" or "Agents of Psi" for d20 Modern)? What
is the setting for the game (eg. historic period, published or homebrewed
campaign setting, alternate reality, modern world, etc.)?
Dark fantasy setting, hack and slash.
3. How many Players are you looking for? Will you be taking
alternates, and if so, how many?
4 players. There are already 3.
4. What's the gaming medium?
Paizo message boards.
5. What is the characters' starting status (i.e. experience
level)?
Level 1. Standart point buy.
6. How much gold or other starting funds will the characters
begin with?
Starting gold by class. Average or roll.
7. Are there any particular character classes, professions,
orders, etc. that you want... or do not want? What are your rules on 'prestige'
and/or homebrewed classes?
Everything on the PRD goes but try not to use builds that would slow
the game.
8. What races, subraces, species, etc. are allowed for your
game? Will you allow homebrewed races or species? 'Prestige' races or species?
Everything on the PRD. No templates no level adjustment or
anything like that. You can use racial traits from Advanced Race.
9. By what method should Players generate their
attributes/ability scores and Hit Points?
Standart point buy full HP per HD each level.
10. Does your game use alignment? What are your
restrictions, if so?
Neutral to evil would suit better since the missions involve
killing powerful beings no matters their alignment.
11. Do you allow multi-classing, or have any particular
rules in regards to it?
No restrictions.
12. Will you be doing all of the die rolling during the
course of the game? Will die rolls be altered, or left to the honor
system?
Players make all their rolls. No altered dies.
13. Are there any homebrewed or optional/variant rules that
your Players should know about? If so, list and explain them, or provide
relevant links to learn about these new rules.
There is a socket and gems system like in Diablo.
Turns will not be based on initiative. So you can post your turn whenever (after the DM) and that’s when your character acts. Enemies will go last. This way we don’t have to wait to post.
If you don’t post for the day, your character will be on autopilot meaning I will control it, and just use basic actions. Also you will have a penalty on XP.
No metagame there will be penalties on XP. I recommend using Knowledge skill checks.
14. Is a character background required? If so, how big? Are
you looking for anything in particular (i.e. the backgrounds all ending up with
the characters in the same city)?
Character background is not required but if you have one
concentrate on important events and important people. I prefer a list than a
novel.
15. Does your game involve a lot of hack & slash, puzzle
solving, roleplaying, or a combination of the above?
Mainly hack and slash, there will be some roleplay.
16. Are your Players restricted to particular rulebooks and
supplements, or will you be allowing access to non-standard material? What
sources can Players use for their characters?
Only material from paizo’s prd as stated before.
Info about the races on the setting.
You can change the traits as allowed by the rules, just include the reasons on your background. Your characters don't have to use the following changes this only reflect the setting. All races are inmortal and have a really low breeding rate. Except: Gnomes, orcs and humans. Dwarves Dwarves are paranoiac and they use all their resources to build intricate labyrinths to keep their enemies at bay. Most of them are fighters. Most of them have this traits. Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait. Elves
Most of them are Monks and sorcerers. Most of them have this traits. Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision. Drow They look to attain perfection by manipulating powerful monsters specially aberrations that lure deep beneth the earth. That's why most of them live underground. Halflings They don't believe in gods. They are kids like "Peter pan". They came from other plane, they are inmortal(they don't get old) unless they decide too by doing adult's stuff. In wish case they became normal humans. Traits. Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed. Gnomos Gnomes are close to fey. They worship concepts like luck, happiness and freedom. Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred. Orcs They were once humans. They are animists. Tribal. They are the product of an event equivalent to a nuclear bomb.
Races
They worship their ancestors, practice ritual canibalism and try to attain perfection of mind and body. They don't believe in souls.

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Goreing Sulstaft
Half Orc Scarred Witch Doctor 1
Str 14
Dex 14
Con 18
Int 10
Wis 10
Cha 10
RACIAL AND CLASS ABILITIES
Sacred tattoo shaman apprentice
Weapon Familiarity Darkvision
Fetish Mask Scarshield +1
Skilled Patron: Shadow
Languages: Common, Orc
Traits: rich parents, history of heresy
HIT DICE. 1d6+5
HIT POINTS. 11
AC: 14 (armor 1, dex 2, shield 1) +1*
INIT. +2
SPEED. 30ft
SAVES (vs divine)
fort 5(6)
ref 3(4)
will 3(4)
BAB. 0
Falchion +3 2d4+3 18-20x2
CMB 02
CMD 14
FEATS
Lvl1 Diehard
SPELLS
lvl0. Light, Daze, detect Magic, resistance
lvl1. Sleep, Ill Omen
SKILLS
Intimidate 6
Knowledge Arcana 4
Spellcraft 4
EQUIPMENT 42gp
Mwk Falchion 375
Mwk Buckler 155
Haramaki 3
Smelling salts 25
vermin repelent 5
flash powder x2 100
sneezing powder x2 120
Skeleton key 85
Witch's Kit 21
Noble's Outfit 75
Raised by an ancient uncle who fought on the great war, was taught not only to hate elvenkind as a whole, but also the tricks of the shamanic tradition needed to exert righteous vengeance upon them. Te orcs will rise again.

modi |
NAME: ABDIO RACE:HUMAN CLASS:WIZARD
Str 08 -2
Dex 16 +3
Con 10 +0
Int 18 +4
Wis 10 +0
Cha 12 +1
RACIAL AND CLASS ABILITIES
Familiar Greensting Scorpion , Universalist(Arcane Crafter), cantrips
Traits:Magical Knack Dusk Agent
HIT DICE: 1d6
HIT POINTs:6
AC: 13/21 dex +3 mage armor +4 shield spell +4
INIT: +7 (+3 dex +4 familiar)
SPEED:30
SAVES
fort +0
ref +3
will +2
BAB +0
Scimitar -6 1d6-2 18–20/×2S
Crossbow,light +3 1d8 19–20/×2 80 ft. 4 lbs.P x20bolts
CMB -1
CMD 12
FEATS
Scribe Scroll Weapon Finesse Arcane Strike
SPELLS per day 3/2/0/0/0/0/0/0/0/0
spell dc 14/15/16/17/18/19/20/21/22/23
known 0th all 1st Shield Infernal Healing Gravity Bow Mage Armor True Strike Magic Missile Keep Watch Mount Comprehend Languages Charm Person Ant Haul
SKILLS rank class abillity
Knowledge (Arcana) 1+3+4=+8
Knowledge (Planes) 1+3+4=+8
Knowledge (Religion) 1+3+4=+8
Linguistics 1+3+4=+8
Perception 1+0+0=+1
Perform (Dance) 1+0+1=+2
Spellcraft 1+3+4=+8
Use Magic Device 1+0+1=+2
EQUIPMENT roll for starting gold 2d6: 5, 6 = 11x20 220gp starting left after eq 5gp 8sp
Kit, Wizard's 21gp 21lbs.
Compact Spellbook 1lbs. 35/70pages used
Scimitar 15 gp 4 lbs.
Crossbow, light 35 gp 4 lbs.
Bolt,crossbow (20) 2gp 2lbs
Outfit, Explorer's 0 gp 8 lbs.
scrolls mage armor x2 Infernal Healing x3 Shield x3 Comprehend Languages x1 Keep Watch x1

Kestrel Bluequill |

It's rare that you see a recruitment or potential team skewed towards the arcane... in fact I don't think I've ever seen that before. Maybe we should asked for a Magus build in order to keep us there ;)
Otherwise, we have no healer in this group (besides perhaps Goreing) , so a tank cleric or paladin would actually make the most sense.

Loup Blanc |

I know I'm coming in late, but if it's not closed yet, I'd like to present a possible tank type!
Azulth the Slayer
Male tiefling (demonspawn) antipaladin 1
CE medium outsider (native)
Init +0; Senses Perception +1, darkvision 60 ft.
DEFENSE
AC 16, touch 10, flat-footed 16 (+5 armor, +1 natural armor)
hp 13/13 (1d10+2+1)
Fort +4, Ref +0, Will +1; Resist fire 5
OFFENSE
Speed 30 ft. base
Melee Bardiche +5 (1d10+6/19-20) OR
Melee Bite +5 (1d6+4) OR
Melee War razor +5 (1d4+4/19-20)
Ranged Javelin +1 (1d6+4)
Combat Options Power Attack -1/+2, Smite Good 1/day
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 8, Cha 12
Base Attack +1; CMB +5; CMD 15
Feats Power Attack
Traits Bully, Buried Anxiety (ropes/whips)
Trained Skills
Bluff +5
Intimidate +6
Languages Abyssal, Common
Equipment
Weapons
Bardiche
5 Javelins
War razor
Armor
Armored kilt
Chain shirt
Other Gear
Backpack
Bedroll
Trail rations, 7 days
Wealth
19 gp
Carrying Capacity
Light: 100
Medium: 200
Heavy: 300
Carried: 60 lb.
Azulth will be based on the demon-spawn tiefling, with the bite attack from Maw or Claws replacing his spell-like ability, a prehensile tail replacing his fiendish sorcery, and scaled skin replacing his fiendish resistance.