Duboris's "A Dirge For Everything"

Game Master Duboris

Chapter 1: Rebirth and a Song
- The players awake to a new way of life, and the comfort of... a Dirge. The Adventure Begins

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Her hands fell silently on the runes... she waded them through, rippling the nonexistent waters beckoning something. Souls trickled out of the water, as if raining upward to the roof. She couldn't see, but... she could feel. Oh could she feel. So many to choose, so few of merit. So few to make a difference. Decisions, Decisions.

She convulsed, falling forward and placing both hands firmly on something that didn't exist, or did it? No one knew, but she, she did. The Keeper, as she was called, wafted her arms around the runes, causing them to dance with the souls. It was a beautiful sight everyone had become accustomed to when she went into her trances...

The souls danced against the pale yellow intricacies of the magic that not even the local wizard understood. It was something that shouldn't have been possible, but, still was. For it to simply exist beckoned common sense into the abyss carefully, waiting, as if to unmake reality.

Her fingers touched the rings, the runes, the souls. Quickly, she parted her hands, fingers, dancing in a trance. No one dared interrupt her, as even the starkest of minds were fogged by the impossibilities that she wrought like iron.

Souls grew, souls fled, souls stopped moving. All recently deceased, she was looking for someone, persons, something. A new impossibility, someone, or persons, to defy inevitability, the end. All at once her dance ceased, and everyone knew what that meant. The souls stopped, and her decision had to be made. A lovely batch, full of possibility.

The souls stopped, the runes had encircled all of them, trapping them on their way to purgatory, or at least, that's what everyone believed. They wanted to believe it. Was that wrong? Who knows, she knew. They knew. She embraced herself in a hug, wrapping her arms tightly around herself. She wasn't there, for now, as she'd lost herself.

Finally, she stopped, though shivering. She looked into the rune trap in awe, as she'd realized that in this, was possibility, inevitability... An inevitable end to the inevitable. A stop. Something. Her hands reached out, ready to pluck a soul as if from a tree that defied reason... she might pick more than one. Who was to know? She knew. She already knew.

Welcome! To Duboris's "Dirge for the Future" Adventure Path interest thread!

Happy to have ya. Alright, so, nit and grit first;

Character Creation:

Starting level: 2
Starting gold: 800.

One small thing about starting gold. If you can't have it on your person, don't bother grabbing it, because you're going to have to die in your backstory, so, spend this on equipped equipment, or atleast make sure your backpack is big enough to have all of it. None of that "My character has 4 backpacks to hold all of his alchemical things" either, that's just silly.

Oh, and after you're done buying, set your gold to *half* of what it's actually supposed to be. It gets converted into *something* which will be explained as the story progresses.

Stats: 4d6 - Lowest roll - Roll 7 times - Remove lowest of 7
Looks like this
4d6 ⇒ (6, 4, 2, 5) = 17 - 3 = 17
4d6 ⇒ (4, 4, 5, 4) = 17 - 3 = 14
4d6 ⇒ (1, 1, 3, 2) = 7 - 2 = 16
4d6 ⇒ (1, 3, 6, 5) = 15 - 1 = 11
4d6 ⇒ (3, 3, 2, 4) = 12 - 1 = 11
4d6 ⇒ (4, 2, 3, 2) = 11 - 2 = 11 - removed
4d6 ⇒ (3, 1, 2, 1) = 7 - 1 = 12

Simple, no? (Not really) Moving on!


Crap's important.

There are 6 remaining provinces that haven't completely been overtaken by a insta-kill black mist, and these are the places your characters, *ahem* have recently bit the big one in.
Yep, you start the game dead, but, you're not a ghost. The souls mentioned in the flavor text at the top? You guys. You have no knowledge of the place you're going to, who the lady doing the macarenah is, or anything. You've simply died recently in one of the six Providences.

Pretty much all of the usual Golarion places have been purged of all life, unlife, and Conway Twitty, so, while your characters would have knowledge of these places, they've pretty much been wiped off the face of the planet.

In that light, here's this:

The Forgotten Marsh, Agristrad: Is a giant bog, all of which is rather vile and terrible. It's the home of a massive cult who worships the all-saint's mother Ciebel. While the cult isn't the whole population, it makes up most of it, and those that aren't in the cult are actually hunted down and converted. If not converted, they're strung up and killed rather grizzly by the cultists. Blood-sucking creatures, vile poisonous oozes, mad cultists, and abominations of unlife are frequent enemies. The cultists and non-cultists alike live on wooden floorboards, all of which is for the most part dry-rotted and unsafe, but it works.

The Kingdom of Hazrit: Is a mountainous ravine, known primarily for it's ungodly cliffs. The mountains almost climb directly straight into the air, but the mines are rich in gemstones. Inside the mountains are mindless Dwarfs, still hammering away at the prospect of gemstones. There's a rather dark presence in the place, however, and no one's sure where the "ruler" of the area is even at, or if there is even one. Treacherous falls, impossible climbs, mindless dwarves, angry earth elementals and later, red dragons and volcanic creatures are what to expect. The lower area of the mountains house the remains of the dwarven race, and they're barely getting by.

The Chilling Pass of Argosal: In the far north, in the coldest mountains known to anyone, is a passage. Once used as the most dangerous trade route in the world, it was the fastest, and coldest, and claimed more lives and luggage than any other. A castle, made of ice, is among the mountains. The castle is huge, easily making up an entire mountain, as if carved from it itself.
Argosal is a lich, though no one's sure if he's the reason for the unnatural cold, or the murders of the transports, or both. He's very capable, and since his ascension into the Castle and lichhood long, long ago, the undead and ravenous creatures of cold plague the pass and the nearby ice flows. Ice elementals, Cold constructs, spirits, and icy abominations are what you'll see here. Any number of races lives nearby in the icey village of Windigo Sanctuary.

The Fallen Fortifications of Nibreltar: Roughly 300 years ago, a hideous chasm erupted apart not 100 miles near the neighboring kingdom of Nibreltar. A font of daemons, and devils alike both erupted from it, and if they weren't fighting each other, they were fighting the kingdom's troops who attempted to stave them off. Recently, the entire kingdom was purged of life as demons and devils alike drowned the kingdom in their ranks, killing everyone. Very little is known about the kingdom beyond it's history, which it only now, is. A fallen Metropolis.

The Black Prison of Zeltos: Far to the west of the neighboring city of Barbaranaka lies the prison of Zeltos. An enigma, but the undisputable warden of a prison with the worst criminals to ever exist. As suddle as cannon fire, Zeltos rules the prison with an immaculate, twisted personality. Experiments on prisoners is a common thing, and necromantic abominations and enigmas are common sights. Strange, cloaked creatures lurk the expanse of the rather cumbersome prison, making sure that everyone stays in their respective cells. Most of the cells aren't even locked, yet, no one tries to escape.
The nearby City of Barbaranaka lives in fear of the prison and it's warden, as envoys frequently come to steal people away in the night.

The Dukedom of Gibraltar, the Mad: Plenty of people in the Nexus are from the Dukedom, as of late. In his recently acquired and unexpected madness, Gibraltar has been sending people into the fog to die for unknown reasons. Not exactly sending them, so much as it is throwing them into the occasional abyss here and there. The dukedom was, and still really is, the only (kind of) safe haven in the known world at the moment. It is the only place where plenty of living, loving people reside, although not happily. The guards of the Dukedom have become eerie, and dark. New constructs in the military are massive, part biological weapons of destruction. Mere infractions of the law are death sentences for the commoners that starve in the outskirts while the nobles grow fat on whatever it is they've got their hands on.

Restricted Races:
Aww, don't give me that. Very few AP's have these, and it makes total sense that genocide has definitely happened to a few unfortunate races. So here's the ones that got gibbed!

Drow = Kind of hard to survive an all-consuming fog of death when you're stuck in caves.
Orc = *almost* wiped out, but restricted in character creation.

And that's literally all. For the end of days, this thing's been pretty docile to the VERY FEW that are still around. Fortunately everyone's pretty much miserable.. so...

Restricted Classes:
Summoner and all Third Party. You know why.

Restricted Spells:

Mage's Dysjunction
Raise Dead (still works, just not on PC's. You'll learn why.)
Reincarnation (Same as above)

How will the game be played?:

Combat will be entirely Theatrical, though maps of some places will be made apparent, if only so you know exactly where you are. These will not be battle maps, of course, merely, maps of the places.

The Campaign is heavily based on decision making, as with most campaigns, although the options for some quests that you may go on may be crushing.

Conversations with NPC's will be lengthy, and there's a veritable cast you can meet almost immediately. Don't expect combat for a while.

Play-by-Post, because I have no life and can keep tabs on these at all times :3

What I'm looking for:

I'm going to be background checking the wazoo out of people. Also I just learned that Wazoo is an actual word, apparently. Moving on, I'll be looking for post frequency, quality, etc, etc.

All alignments are allowed. All of them

Get cracking' gentleman and ladies!

rolls & results:

4d6 ⇒ (5, 6, 3, 1) = 15 - 1 = 14
4d6 ⇒ (5, 1, 4, 5) = 15 - 1 = 14
4d6 ⇒ (2, 2, 2, 5) = 11 - 2 = 9
4d6 ⇒ (6, 5, 5, 4) = 20 - 4 = 16
4d6 ⇒ (5, 5, 5, 1) = 16 - 1 = 15
4d6 ⇒ (3, 4, 5, 1) = 13 - 1 = 12 DROP
4d6 ⇒ (1, 5, 5, 3) = 14 - 1 = 13

results 14/14/16/15/13/12

I'm intrigued. I'll fiddle with the numbers and post a backstory / crunch soon.

Also: traits?

Oh right! Traits! I forgot about those. Take them from Core and advanced, but none of the AP books, if you mind.

I'm surprised I got an interest so soon :o I must have done good on the flavor text.

dotting for interest. Have a character idea for an OLDE school dwarf who was prophesized to be the 'chosen one destined to stop the end of the world".....might be fun to put him into a scenario where he obviously failed but might get another shot.


4d6 ⇒ (5, 5, 2, 4) = 16 -2 = 14
4d6 ⇒ (6, 1, 3, 4) = 14 -1 = 13
4d6 ⇒ (4, 6, 4, 1) = 15 -1 = 14
4d6 ⇒ (2, 4, 3, 2) = 11 -2 = 9 DROP
4d6 ⇒ (2, 2, 5, 6) = 15 -2 = 13
4d6 ⇒ (6, 2, 4, 4) = 16 -2 = 14
4d6 ⇒ (3, 3, 1, 6) = 13 -1 = 12

Results: 14/14/14/13/13/12.........well, she ain't pretty, but I think she can dance!

will flesh out the rest of the character this weekend

Grand Lodge


Sounds great: a kind of survial horror, rebuild Civilization. Sounds interessing

some few facts about me:

- just started PbP in the last 2-3 weeks (but i am a heavy poster)
-Live in Europe (english isn't maternal language but i am fluent in it..)
-have been gaming for the past 25 years


Male Samsaran Witch C-G 1 Go to Hedge Witch Archetype.
Init +0; Senses Perception +2, Low-light Vision
AC 10, touch 10, flat-footed 10
hp 7 (1d6)
SR 0
Fort +0, Ref +0, Will +3
Defensive Abilities Lifebound (PFCaS: DrEG)
Spd 30 ft/x4
Str , Dex , Con , Int , Wis , Cha
BAB +0, CMB -1, CMD +9
Feats Extra Hex (PFAPG 160)
Skills Diplomacy +5, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (planes) +9, Perception +2, Spellcraft +9, Use Magic Device +5
SU Empathic Healing (PFUM 85), Spontaneous Healing (PFUM 85), Healing (PFAPG 66)
MC Witch Cantrips (PFAPG 65 - 66)
Traits : to be chosen
Languages Celestial, Common, Draconic, Infernal, Samsaran, Thassilonian, Tien, Varisian

4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (1, 1, 4, 1) = 7
4d6 ⇒ (2, 4, 4, 1) = 11
4d6 ⇒ (5, 5, 6, 5) = 21
4d6 ⇒ (1, 2, 4, 4) = 11
4d6 ⇒ (5, 2, 3, 3) = 13
4d6 ⇒ (2, 5, 1, 6) = 14

Grand Lodge

So if i understand:

i remove the roll of 7

and on the 6 other i remove the lowest:

1: 16
2: Removed
3: 10
4: 17
5: 10
6: 11
7: 13

back pending this weekend

You understand just fine. (Also, you could have just edited, but meh.)

Duboris - I've got an Ifrit sorcerer I created to apply for leinathan's legacy of fire game - which I believe you're in. I'm still interested in playing that character, and am thinking of some tweaks to his story. He inadvertently set alight his father's silk-worm colony in the original story - perhaps in your game it wasn't so unintentional, and he died in the fire. So he's a fire-blooded sorcerer of fire - who died in a fire of his own making, and as a result fears fire fiercely (and admires alliteration).

Thoughts? (Aside from some degree of annoyance at the alliteration.)


4d6 ⇒ (6, 1, 3, 3) = 13 = 12
4d6 ⇒ (2, 2, 1, 3) = 8 = drop
4d6 ⇒ (2, 6, 6, 4) = 18 = 16
4d6 ⇒ (6, 1, 3, 5) = 15 = 14
4d6 ⇒ (6, 2, 4, 2) = 14 = 12
4d6 ⇒ (3, 4, 4, 4) = 15 = 12
4d6 ⇒ (2, 5, 6, 3) = 16 = 14

I know you just posted about the game, but when do you expect to close recruitment?

dot for interest

Stat rolls
4d6 ⇒ (2, 6, 6, 3) = 17-2=15
4d6 ⇒ (5, 6, 6, 3) = 20-3=17
4d6 ⇒ (5, 6, 6, 1) = 18-1=17
4d6 ⇒ (1, 4, 2, 5) = 12-1=11
4d6 ⇒ (2, 4, 6, 3) = 15-2=13
4d6 ⇒ (6, 6, 3, 2) = 17-2=15
4d6 ⇒ (2, 4, 1, 2) = 9-1=8 DROP

17, 17, 15, 15, 13, 11

Recruitment won't be closed for more than a week.

If I had to give a date, I'd say the 27th.

As for the Ifrit, you might wanna do a bit more modification. I'm a rather massive fan of intrinsic backstories, and I'm more than open to questions.

Dot for interest...

If anyone has any specific questions regarding the six places to choose from, I'll be happy to ask. Watching this topic like a hawk.

Dot for interest and stat rolls
4d6 ⇒ (6, 6, 4, 4) = 20-4 = 16
4d6 ⇒ (6, 3, 6, 2) = 17-2 = 15
4d6 ⇒ (6, 5, 4, 6) = 21-4 = 17
4d6 ⇒ (5, 4, 6, 3) = 18-3 = 15
4d6 ⇒ (2, 2, 3, 6) = 13-2 = 11
4d6 ⇒ (6, 5, 3, 6) = 20-3 = 17
4d6 ⇒ (6, 3, 3, 2) = 14-2 = 12
So...17 ; 17 ; 16 ; 15 ; 15 ; 12

Grand Lodge

dang i have crappy rolls compared to the others ....

@ Algar: Stats don't make the man, the roleplay and background do. Don't fret, it's do able, you be good in some areas and ok in others. I have faith in you :)
Anywho, let's see what the dice gods say and see if the creative juices get flowing.

4d6 ⇒ (1, 5, 5, 4) = 15 = 14
4d6 ⇒ (1, 2, 5, 1) = 9 = 8 DEAD STAT
4d6 ⇒ (4, 1, 3, 6) = 14 = 13
4d6 ⇒ (3, 3, 6, 5) = 17 = 14
4d6 ⇒ (5, 5, 4, 3) = 17 = 13
4d6 ⇒ (3, 4, 6, 3) = 16 = 13
4d6 ⇒ (1, 5, 4, 4) = 14 = 13

so if done correctly...14/14/13/13/13/13...so generacles I go lol

At least you have a 16 and 17 Algar.

All races from the ARG are in play correct? Also what about templates?

Sounds fun! Rolling, rolling, rolling!

4d6 ⇒ (1, 6, 2, 3) = 12=11
4d6 ⇒ (4, 4, 1, 6) = 15=14
4d6 ⇒ (1, 6, 3, 3) = 13=12
4d6 ⇒ (3, 3, 5, 2) = 13=11
4d6 ⇒ (4, 1, 5, 3) = 13=12
4d6 ⇒ (3, 2, 4, 2) = 11 dropped
4d6 ⇒ (6, 6, 6, 3) = 21=18


of course, when I say "flesh out the character over the weekend" what I mean is "blow off the rest of my workday and work on him".

I need to recheck the math on the gear, but other than that I present for consideration Bromen Spellbane, sworn to protect the world from destruction at the hand of Arcane magic.

I made some assumptions about how the TWK took place but I can of course tweak the story as necessary.

About me...........live in Upstate NY, USA, Im also relatively new to PbP but am currently involved in 4 campaigns (although 2 are currently on hiatus until further notice). I work from home so am blessed/cursed with the ability to check the threads multiple times a day.

Please let me know if there are any questions, and thanks in advance for the consideration!

"Failed to match any searches"

Let's just get that character a stat block in the recruitment chat, hmm? That shouldn't be too difficult, :o

Also, seriously, if anyone's particularly curious about 1 of the 6 provinces, shoot me a message.

Just to be clear, you're wide open when it comes to races? I'm now thinking about a Vishkanya sorcerer with the Draconic bloodline, possibly the Linnorm Wildblooded variant of Draconic.

He'd be from the lands of the Mad Duke, Gilbraltar, but he set off for the Kingdom of Hazrit, as the most likely place to learn more about his draconic heritage. He was unfortunately successful in his quest, and met a dragon - but not one in a conversational mood. As a result, his spirit is now available for summoning by the Mysterious Macarenista.

All of that to say - wide open on races, but for Drow and Orc?

And a subsidiary question: based on what you've presented so far, Hazrit seems like the best place to learn about dragons. Is that so? Are there only reds there, or might other varieties be encountered?

Hazrit is primarily mountainous, as well as volcanic, which is as good a reason as any that there are mindless dwarves in the mountains.

The red dragons like to stick around the upper reaches. There are definitely other colored dragons in various places, but they unfortunately experienced similar fates as the Drow and Orc.

Hazrit was and still is home to, primarily red dragons. They also got blue at the bases, as it's nothing but a steppe climate.

The chilling pass managed to get white

The marsh got black, of course.

The prison of Zeltos got green, because the forest around it is kind of awful.

And on the race question? Anything but Drow and Orc?

Dotting and rolling...

4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (4, 2, 2, 3) = 11
4d6 ⇒ (4, 4, 4, 4) = 16
4d6 ⇒ (2, 5, 2, 6) = 15
4d6 ⇒ (1, 3, 2, 5) = 11
4d6 ⇒ (2, 3, 5, 1) = 11
4d6 ⇒ (6, 1, 4, 1) = 12


Oh dear.

Don't suppose I could appeal to your GM mercy and ask for a reroll? =P

But anyway...9,12,13,10,10,11 for now. I'll come up with something and probably send you a few questions and stuff sometime soon.

I see nothing wrong with Vishkanya, but for the rest of the uncommon races, I'd be careful with what everyone else picked. I'm not in full dispute of any of them, but I'll be damned before someone plays a Grippli.

Duboris wrote:
I'll be damned before someone plays a Grippli.


Now, with all this being said, there's one thing to take into great amounts of consideration.


As with most scratch AP that i've successfully put together, there's one particular thing I hold above everything else by the nose. PC/NPC Dialogue! Tons of it. Tons of NPC's, though, none specifically made to outshine the players or anything. Plenty of options. One NPC might want you to go get their brooch, while 2 others would want in on the bounty that is said brooch.

One would ask for a piece of it, saying they didn't expect the whole thing back anyway. Another would say that they wanted the brooch, and to just to tell the original quest giver that you couldn't find anything, and that he'd pay extra.

Getting on NPC's good sides, getting on their bad sides, it's all important and can sow some serious role-playing seeds of destruction/creation.

That being said, the conversations are often fast paced, and I don't mind 5 people having conversations with 5 npc's at once all to their own. I enjoy writing the conversations too much, and I've long had this thing in mind.

It's gonna be a hoot!

Duboris wrote:
"Failed to match any searches"

ARGH, that's what I get for trying to be fancy....sorry 'bout that! Finalized the gear, halved the remaining money, and fixed the profile but heres the info.

Bromen Spelllbane
Male Dwarven Fighter (Two-Handed) 2
NG Medium Humanoid (Dwarf)
Init +4; Senses Darkvision 60’, Perception + 4 (+6 w stonecunning)
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 22 (1d10 +3 Con) (max @ 1, avg @ 2)
SR 7
Fort +6, Ref +2, Will +2; +1 trait bonus vs spells, spell-like abilities, and poison
Speed 20 ft.
Dorn Dergar +6 (1d10+3/x2)
Light Hammer +4 (1d4+2/x2)
Dagger +4 (1d4+2, 19/20/x2)
Dwarven Arrow (Light Hammer) +4 (1d4+2/x2) range 20
Dagger +4 (1d4+2, 19/20/x2) range 10


Str 14, Dex 14, Con 16, Int 13, Wis 15, Cha 10
Base Atk +2; CMB +4 (+6 on bullrush, +8 on overrun, +5 on sunder); CMD 16 (17 vs sunder)
Feats Power Attack (L1), Improved Overrun (F1), Weapon Focus: Dorn Dergar (F2),
- Glory of Old (+1 trait bonus on saving throws against spells, spell-like abilities, and poison)
- Reactionary ( +2 Initiative)
Languages Common, Dwarven, Draconic

Centuries ago the dwarven oracles predicted the end of the world, an end that would come in the form of arcane magic. The natural dwarven distrust of magic is routed in these prophecies, but for a few clans it became an all-encompassing obsession to prepare for this final battle. Clan Vrektel on the fringes of Hazrit was one of those clans. Magic had its place of course – it is hard to deny the added power an enchantment can give a weapon or armor – but the clan strived hard to keep themselves ‘pure’ by following the old ways and limiting its exposure to the corrupting influence of the arcane.

On the day of Bromen's birth the clan received another prophecy: the time was at hand, and this child would be the weapon against the enemy. His father Aralak was one of the clan elders and greatly respected, and he could not have been prouder to learn that his blood would have a part to play in the coming apocalypse. That very day the preparations started - ancient divine magics were used to alter the child’s normal dwarven abilities against magic, and he was trained in ancient traditional dwarven combat. His entire life he was given a single goal: be ready to fight against spellcasters to stop the end of the world.

The training was rigorous. Bromen was taught various strategies for stopping the threat of a spellcaster as they hide like cowards behind their minions and cannon fodder. Over the centuries the clan had perfected what they referred to as the 3 Pillars of Mage Combat – breaking through enemy lines to reach the caster, clearing the battlefield to expose the arcane threat, and controlling the battlefield so there was no place the wizard could go that was out of reach. Bromen was a good study, but since the clan knew he needed to be the penultimate warrior they trained him at an extremely slow pace.

On his 50th nameday there was a final prophecy. He was never told the details, just that it was time to go forth and fulfill his destiny. The clan was concerned that Bromen was not ready – he had mastered the first Pillar but he had so much more to learn, and while his immunities to magic were better than most he had not yet learned how to use that to disrupt the magic-users he was battling.

The oracles would not be swayed: it was time, and ready or not Bromen had to begin to fulfill his destiny. The clan gave him a dorn dergar of amazing quality, and Aralak proudly gave Bromen the fine armor he himself had been crafting for his son for years.

The clan held a great feast on the night before his departure, already treating him like a hero even though he had barely taken a step down his prophesized path. With all the young dwarf could not fall asleep so packed his gear well before the sun and set out on his quest. He had been on the road for almost an hour before he realized he was not walking in the pre-dawn darkness but that the land was being covered by a black mist………….

Racial Abilities:
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

8 ranks: 4(Fighter) +2(Int)+2(Favored)
+2 Appraise: 1(ranks) +1(INT), +2 trait bonus if contains gems/precious stones
+6 Knowledge(Dungeoneering): 2(ranks) +1(INT)+3(class)
+4 Perception: 2(ranks) +2(WIS); +6 to notice unusual stonework
+2 Spellcraft: 1(ranks)+1(INT)
+7 Survival: 2(ranks) +2(WIS) +3(class)


Shattering Strike (Ex) +1 bonus to CMB and CMD on sunder attempts

(Total Weight: 91.5 lbs)
Explorer's Outfit (8 lbs)
MW Breastplate (30 lbs)
MW Dwarven Dorn Dergar (Chain Flail) (15 lbs)
3 Dwarven Arrows (Light Hammers) (8 lbs)
Dagger (1 lb)
Belt Pouch (2.5 lbs)
-Flint and Steel
MW Backpack (25 lbs loaded) (max medium load = 133 lbs)
-Dwarven Arrow (Light Hammer)
- 50’ Silk Rope
- Bedroll
- Mess Kit
- Dwarven Trail Rations (5 days)
- Wineskin: 8 cups Dwarven Stout
- Sack (empty)
Waterskin (2 lbs)

Coins: 11 sp, 8 gp

Sovereign Court

Allow me to express my interest, roll for attributes, and ask a few questions. I do like the setting in the sense it is essentially a re-genesis of civilization - perhaps; after all, the players' motives and failure/success will dictate quite a bit of this alteration.

At any rate, let's see what the dice deities have in store.

1st: 4d6 ⇒ (4, 1, 3, 1) = 9 Dropped
2nd: 4d6 ⇒ (1, 4, 5, 1) = 11 -1 = 10
3rd: 4d6 ⇒ (1, 2, 3, 3) = 9 -1 = 8
4th: 4d6 ⇒ (1, 3, 5, 1) = 10 -1 = 9
5th: 4d6 ⇒ (2, 6, 3, 2) = 13 -1 = 11
6th: 4d6 ⇒ (4, 3, 1, 4) = 12 -1 = 11
7th: 4d6 ⇒ (6, 4, 6, 4) = 20 -4 = 16

Two questions right off if you don't mind:

1. I have read the descriptions of the 6 areas, but what is the link between them and the players other than some players lived in some of the areas? Must all players start in one? Are there areas beyond these 6 where life exists yet?

2. While you mentioned colored dragons, even in their diminished capacity, what fate befell the metallic ones? Area they separated similarly with geography?

In hindsight, with a net +1 (9 [point buy), it might not matter much anyway as I would be playing Hellen Keller - fun as that might be.

I think I'll allow anything that is less than 10 point buy to be re-rolled, Statos, so delete that, repaste, and this time see if ya can't get better rolls.

Also, someone asked earlier for a reroll, but that didn't seem anywhere near as low as gilbert gottfried charisma, here.

So yeah, do that.

As for metallic, they're distributed rather the same way, but, they're remotely the same.

The game starts with the currently awful, awful, awful setting, where the black mist that's consumed the world has only stopped at these areas for various reasons. Traveling to and from other areas within the last years has been impossible.

As for the rest of that question, no, atleast, not anywhere where a reasonable PC would start. (Story sensitive areas that don't make sense for a player to start from.)


Templates are... iffy.

I've never really liked the idea of applying them to a PC in character creation, but getting them during the campaign is more than reasonable.

What exactly did you have in mind?

4d6 ⇒ (1, 6, 5, 1) = 13 - 1 = 12
4d6 ⇒ (4, 3, 4, 4) = 15 - 3 = 12
4d6 ⇒ (5, 6, 1, 6) = 18 - 1 = 17
4d6 ⇒ (6, 1, 4, 3) = 14 - 1 = 13
4d6 ⇒ (6, 3, 2, 6) = 17 - 2 = 15
4d6 ⇒ (4, 4, 5, 5) = 18 - 4 = 14
4d6 ⇒ (3, 3, 2, 5) = 13 - 2 = 11

Interesting. I'll have to develop a backstory

Just for something different. Was thing a "young" human boy. Part of his family business, a circus. They were in Nibrelter, simply trying to keep morale up in dark times of the black fog. The news broke of the chasm, but instead of running away they stayed to try and bring happiness. Then the foul horde came and killed off everyone, now will the boy be "chosen" for a fresh start?

I will allow the young template. The idea of an awkward child being in the place I've got planned is actually pretty amusing.

I' going to have to withdraw. It's an engaging storyline but I've got too many oars in the water right now.

Liberty's Edge

Hmmmm...Back from the dead in a dying world, fate uncertain? Why not? Stranger things have happened, right?

stat rolls:

4d6 ⇒ (6, 6, 1, 1) = 14
4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (3, 2, 2, 2) = 9
4d6 ⇒ (6, 4, 6, 2) = 18
4d6 ⇒ (4, 4, 4, 3) = 15
4d6 ⇒ (1, 5, 3, 1) = 10
4d6 ⇒ (5, 1, 2, 3) = 11

OK, so it looks like 18, 16, 15, 14, 11, 10. Rarely are the dice so kind.

I shall have to mull over the SRD and your intro here, and see what inspiration strikes.

Liberty's Edge

Oh, the races? You almost make me wanna roll a grippli. Make him like an earth oracle or something. Little frog tossin around huge rocks with his power and shakin up the mountains, lol.

Pathfinder Adventure Path Subscriber

Hm...I'm spreading myself a little thin with my available time lately, but this definitely sounds intriguing. Consider me interested, I'll start plotting up some character ideas. In the meantime, let's see how the dice feel about me today.

4d6 ⇒ (5, 6, 3, 5) = 19
4d6 ⇒ (6, 3, 6, 6) = 21
4d6 ⇒ (5, 2, 2, 1) = 10
4d6 ⇒ (2, 1, 2, 5) = 10
4d6 ⇒ (6, 3, 2, 4) = 15
4d6 ⇒ (4, 6, 6, 1) = 17
4d6 ⇒ (5, 6, 3, 4) = 18

Which comes out to...
9 (removed)

Not bad, if I do say so myself. Point buy of, what, 46?

dotting and rolling.

4d6 ⇒ (5, 4, 3, 6) = 18 --> 15
4d6 ⇒ (3, 5, 5, 2) = 15 --> 13
4d6 ⇒ (2, 3, 2, 6) = 13 --> 11
4d6 ⇒ (5, 4, 6, 1) = 16 --> 15
4d6 ⇒ (4, 4, 6, 5) = 19 --> 15
4d6 ⇒ (1, 1, 1, 1) = 4 mmm let me think... dropped
4d6 ⇒ (6, 1, 5, 4) = 16 --> 15

wow all odd numbers... not bad at all though.

EDIT: I have a question. The Samurai is considered something of a Cavalier alternate class. Would you be willing to accpet a samurai with a Cavalier archetype? (In particular Musketeer: it loses the Mount ability that is the same in Cavalier and Samurai, and, and Expert Trainer that in the Samurai class can be substituted by the Mounted Archer feature).

If this is too much rules fudging, no problem, I can go with Cavalier.

For consideration Sayn Zordlon. Oracle of life and antihero.

A man struggling with his destiny. He never wanted to be a hero but he was born with all the tools. Will he embrace his destiny or squander away his gifts?

Whatever higher being gave Sayn his magic was displeased with how he used his abilities. Many more could have been saved if the power was given to a less selfish man. He was cursed with the ghosts of all those who he failed to save who were given free reign to haunt him and remind him of his greed. Before he could change his ways and meet his destiny his life was cut short

stats are in the profile

Sovereign Court

Thanks for the answers earlier. Now let's see if I can't be something slightly more apt than a cripple:

1st: 4d6 ⇒ (5, 4, 6, 2) = 17 - 2 = 15
2nd: 4d6 ⇒ (4, 4, 4, 6) = 18 - 4 = 14
3rd: 4d6 ⇒ (1, 2, 4, 3) = 10 Dropped
4th: 4d6 ⇒ (3, 5, 5, 4) = 17 - 3 = 14
5th: 4d6 ⇒ (3, 5, 1, 5) = 14 - 1 = 13
6th: 4d6 ⇒ (6, 1, 5, 1) = 13 - 1 = 12
7th: 4d6 ⇒ (1, 3, 3, 6) = 13 - 1 = 12

Sovereign Court

Sorry for the double post - I hate the time limit on edits.

I see other people are putting forth other races. What sorts would you say are available, DM? How would you feel about Vanaras?

Out of the "Uncommon" races, the only one's that really make sense at the moment, and they need a niche to make sense, are....

Hazrit: Vishkanya, Deurgar
Chilling pass: Kitsune
The Marsh: No special races
The Dukedom: No special races.
The Prison: Vanara (Though they stay the hell away from the forest)
Nibreltar: Samsaran

Also, before I make a rules-call on that, I'd like to see it. The idea of a Samurai with a gun is nice, but, you can just as easily spend 1 feat to be proficient in gunnery.

Speaking of which, yeah, guns are around. Advanced guns, at that. The dukedom actually makes use of rifles, and Nibreltar was practically known for it's massive siege engines.

I think I'm going to have to do a big, long-winded explanation of every single place. Fortunately we have 9 days left for recruitment so everyone will be able to read and not complain :D That's a task for tonight, though. I have a irl game to go to later today.

Duboris wrote:

Also, before I make a rules-call on that, I'd like to see it. The idea of a Samurai with a gun is nice, but, you can just as easily spend 1 feat to be proficient in gunnery.

Seems fair. What would you like to see? Concept, complete sheet, complete sheet and background...?

Keep in mind that I'm not too attached to the idea. I might just make him a Fighter/Gunslinger or a Samurai/Gunslinger multiclass without much trouble.

Sovereign Court

What's the situation with the forest? My very middling numbers make for good monk attributes, and I was considering making a Vanara; as they usually reside in trees, however, the situation in that area would be of particular importance.

Hi there, I am really interested in how and where to your idea can develop, but I hope you will allow me some questions before I start with the dice rollin' and all that stuff:

- From a look at the 6 remaining provinces, they all seem really harsh, as in somewhere you would like/find a very good use to have Survival related skills - is this just my impression, or there is an overall level of organized civilization?

- On the other hand, and as you say that combat will be theatrical and the interaction with the NPCs deep and lengthy, clearly playing a "communicator" character seems like a decent bet, so I wonder if you could clear my misconceptions about these two ideas - theatrical combat means less tactical positioning, less impact from certain feats? Stuff like that :D

- I will be upfront, I have been playing martial characters forever and... I absolutely love martial characters - heck I was already envisioning a gritty Barbarian or Ranger from Agristrad, or your average, traumatized and grizzled fighter running from Nibreltar. But I have been looking for a change of pace for my characters, with a focus on support, and other roles in the group besides dispatching opponents so yep, that's it :D

P.S. Tiriael (in the alias) is an example of a change of pace for me, as a basically non fighting support.

Survival will go a long way in a bunch of areas, and a communicator would definitely be useful.

All those ideas sound wonderful by the way.

Grand Lodge

I'm intrigued. I enjoy playing characters with an emphasis on their background.
First thought that came to mind for me was a Hobgoblin Ranger. That may change but I'll roll to see what happens.
4d6 ⇒ (1, 3, 5, 2) = 11
4d6 ⇒ (6, 3, 1, 4) = 14
4d6 ⇒ (2, 4, 3, 5) = 14
4d6 ⇒ (3, 4, 6, 1) = 14
4d6 ⇒ (3, 5, 5, 4) = 17
4d6 ⇒ (2, 1, 5, 1) = 9
4d6 ⇒ (3, 5, 6, 6) = 20

So ability scores are:
8 - eliminate
Not bad, I can work with that. Thinking of a Hobgoblin Ranger or a Bard of some sort. I'll flesh something out shortly.

4d6 ⇒ (1, 2, 1, 3) = 7 -1, - 6, dropped
4d6 ⇒ (3, 4, 2, 2) = 11 -2, - 9
4d6 ⇒ (6, 4, 1, 2) = 13 -1, - 12
4d6 ⇒ (5, 4, 4, 3) = 16 -3, - 13
4d6 ⇒ (6, 4, 6, 2) = 18 -2, - 16
4d6 ⇒ (1, 4, 4, 2) = 11 -1, - 10
4d6 ⇒ (1, 2, 4, 3) = 10 -1, - 9

We'll see what my dice give me.

Ugh. Just low enough to suck but not high enough to match anyone else in the game. Total modifier of +3, versus +8-+12.

Interesting concept but all I can play with this is wizard. I'll see if I can think of something.

10 str 12 dex 13 con 16+2 int 9 wis 9 cha. human wizard?

10-2 str 12+2 dex 13 con 9 int 9 wis 16+2 cha. kitsune sorcerer?

9-2 str 9 dex 13+2 con 10 int 12 wis 16+2 cha. gnome oracle?

I could probably do human battle oracle with 16 str 9 dex 12 con 9 int 10 wis 13+2 cha... hrm.

Would probably be best to just play a bard with 16 in charisma be the party face character. 9 str 10 dex 12 con 13 int 9 wis 16 cha could work out.

Rough to get constrained by die rolls.

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Dotting for interest. I really shouldn't, but 30 seconds of reading the intro are just too interesting. Will re-visit when I get home from work tonight.

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