GM Sphen's Rise of the Runelords (Inactive)

Game Master Sphen86

Maps: Part 1
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Alright folks, those of you invited into the game, start posting and discussing concepts here. General rules so far are as follows.

Character creation stuff
1) Paizo only with a few exceptions to follow. I prefer Core stuff, but I’m down for anything…. anything that fits the theme of the campaign. If you make a gunslinger, that’s cool. If you make a gunslinger that is modeled after Al Pacino, I’m going to take my proverbial DM finger and proverbially flick your character off the proverbial map and tell you to make something else. Anything not from the Core Rulebook has to be from a book I own, which is most of them. I have pretty much everything except the player companions and gazetteers. Just ask.
Non-Paizo allowed sources: 3.5 Eberron races (Warforged, Shifter, Changling) and their racial feats. Classes from Kobold Quarterly as long as I own the issue. Tome of Secrets, both races and classes.

2) Discuss your party amongst yourself. I don’t pull punches and I won’t change the AP to compensate for the party make up. Don’t have a rogue? There will still be locked doors and traps. Don’t have a controller? There will still be mobs. Keep this in mind while you’re discussing your party make up.

3) The technical side.
22 point buy (not a typo)
2 traits
Full HP at level 1
Roll for starting gold, minimum is 150
No evil alignment (prefer no CN; but if you think you can pull it off, I’ll let you try)

4) Once you have your character nailed down, tell us about them. The info I'm looking for is: Why are they adventuring/willing to adventure? Why are they adventuring here? What do they want? (Short term and long term) And this last one is both proverbial and literal. Do they want safety for the village? Great. Do they want a Rod of the Sunlords? I'll work it into the game eventually. So give me a break down of both the characterization and the mechanical progression you hope to make.

5) Don't hesitate to ask questions. I have one of my home games tomorrow after a full work day, so I won't be checking in much until the day after. But I will try.


I will add a Game play thread later on. I want to give you guys until 2/21/18 to discuss and build characters. I want a full formatting of the character in your alias. See Kar Roden under my alias for the sort of thing I'm looking for. Doesn't need to be exact, but as much info as possible is helpful.

I have no intention of sticking to strictly by the book play. I will add in new treasure, some new creatures, take some out, move them. So don't be surprised if somethings don't match up with what you have seen from previous partial play throughs.


Thanks for the selection! Hi everybody!


Male Human Expert 4/ Geodesic Crafter 3

Hi folks. Looks like a nice set of creation rules...

@GM Sphen - quick three questions -

1: are the creation rules for Warforged/Shifter/Changeling from this Eberron Pathfinder site acceptable?

2: do you own Kobold Quarterly #23 - specifically asking about the Gauntlet Witch archetype? (shameless I know, I am the author...)

3: regarding Warforged, can they be reflavoured as the fairly rare product of mages or construct summoners or similar; or do you have a set idea for a nation they hail from?


Oceanshieldwolf wrote:

Hi folks. Looks like a nice set of creation rules...

@GM Sphen - quick three questions -

1: are the creation rules for Warforged/Shifter/Changeling from this Eberron Pathfinder site acceptable?

2: do you own Kobold Quarterly #23 - specifically asking about the Gauntlet Witch archetype? (shameless I know, I am the author...)

3: regarding Warforged, can they be reflavoured as the fairly rare product of mages or construct summoners or similar; or do you have a set idea for a nation they hail from?

1) I would allow the favored class options, but that is all. You should pull the races straight from the Eberron materials as is. The only adjustments I feel would be needed are some of the level requirements for the feats since you gain feats faster in Pathfinder.

2) I do own KQ #23. I would allow the Gauntlet Witch with one rule. I get to be the personality of the Gauntlet.

3) As for the reflavoured, I would say no. But only because I had already set something up in my head for that. But I'm going to keep it a secret until it is revealed in game. If you (or anyone else) chooses to play a Warforged, we will discuss it in more detail at that time.


Male Human Expert 4/ Geodesic Crafter 3

Ok, thanks for the answers. I don't have the source mateial with me at the moment (away from home until tomorrow), thus the link!

Nominally looking at a Warforged Gauntlet Witch, with you playing the gauntlet. Unless I have a crisis of confidence and go for something a little more Core. Likely a human, possibly a Fighter, Monk, Paladin, Inqusitor or Warpriest. Maybe a Druid.

Are you dead against Summoners and Hunters?


Giantslayer Combat Map

Heya everybody :) Thanks for the invite GM Sphen, particularly as I am new to the site, if not PF, and have been jonesing for a RP fix!

So at the moment I am thinking of a human female Cleric of Erastil, probably lightly focused on melee as a viable secondary combatant. Thinking of making her an ex Magnimar resident who was sent away by her family after some scandalous (for Magnimar) behavior that saw her have a child out of wedlock, with a Married man, but loose the babe during birth. Sent away to Standpoint to be Father Zantus's ward she went from party girl to quiet and contemplative, and after finding comfort in nature gravitated towards Erastil's more gentle aspects, gardening and often tending to injured animals - particularly birds brought to her by the village children.

Domain wise, Growth, because I have wanted to try it for ages, and possibly the Animals Domain or Feather subdomain, depending upon how GM Sphen feels about speak with animals coming up on a regular basis, and on whether an additional animal companion at 4th level feels like it would be a bit much for the group and bog things down.


Does one if our two traits have to be a campaign trait?


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

Here is Elery, with basic back story and ability scores. I will flesh out her statblock fully over the weekend. Planning on taking the Merchant Family Campaign trait as that gives some nice ties to Sandpoint and Magnimar, and a nifty family name.


Hello everyone. Glad to be in the game.

For my character, I'm thinking of a tattoed sorcerer that is interested in the ancient ruins, or a ranged ranger that helps patrol Sandpoint's forest for goblins. Depend a bit on party build. What are your guy's opinion?

@GM Sphen: Will we be using Background Skills? I find they help add flavor to characters, especially skill-starved classes.


Male Human Expert 4/ Geodesic Crafter 3

@Fire Drake - what are Background Skills?


Male Human Expert 4/ Geodesic Crafter 3

Ok, rethinking. Possibly just go straight martial with a true-to-type Warforged Fighter or Paladin. I think there was a good non-mount Cavalier archetype in a recent Paizo book - Adventurer's Handbook?

So far it looks like:

Placeholder of Doom - Female Human Cleric (Erastil)
Fire Drake - Tattooed Sorceror OR Ranger (Ranged)
SkaTalon - ???
Oceanshieldwolf - Warforged Gauntlet Witch/Martial or Human (???)


Male Human Expert 4/ Geodesic Crafter 3

@GM Sphen:

If you have an idea for Warforged, then I'll lock that race in.

As for classes, still on the fence - depending on the need for a dedicated martial. Still looking at Gauntlet Witch, but if I go martial, how about a Disciple of the Pike Cavalier. It is from the Monster Hunter's Handbook. I like the Cavalier for the challenge and tactics abilities but don't like the Mount schtick.

A melee Inquisitor could be fun too...


@Oceanshieldwolf: Background Skills are an extra two skill points per level that are spent on more RP-ish skills, such as perform, profession, etc. Allows a bit of characterization without taking from a character's ability to perform on the field basically. Found in the Pathfinder Unchained book.

Also, the daring champion from the Advanced Class Guide might be what you're looking for for a mountless Cavalier.


Hi everyone! First of all, thanks for letting me play this one.

About what would I play... For the moment I'm a bit at a loss. I'm reading the player guide and trying to come up with ideas. Will post something as soon as it comes up, but suggestions would be welcome. I'm in for helping the party with a class that is needed.


Oceanshieldwolf wrote:

Ok, thanks for the answers. I don't have the source mateial with me at the moment (away from home until tomorrow), thus the link!

Nominally looking at a Warforged Gauntlet Witch, with you playing the gauntlet. Unless I have a crisis of confidence and go for something a little more Core. Likely a human, possibly a Fighter, Monk, Paladin, Inqusitor or Warpriest. Maybe a Druid.

Are you dead against Summoners and Hunters?

I am not dead set against anything. I will say that if you play a Summoner, it does need to be the Unchained version of the class.


Placeholder of Doom wrote:

Heya everybody :) Thanks for the invite GM Sphen, particularly as I am new to the site, if not PF, and have been jonesing for a RP fix!

So at the moment I am thinking of a human female Cleric of Erastil, probably lightly focused on melee as a viable secondary combatant. Thinking of making her an ex Magnimar resident who was sent away by her family after some scandalous (for Magnimar) behavior that saw her have a child out of wedlock, with a Married man, but loose the babe during birth. Sent away to Standpoint to be Father Zantus's ward she went from party girl to quiet and contemplative, and after finding comfort in nature gravitated towards Erastil's more gentle aspects, gardening and often tending to injured animals - particularly birds brought to her by the village children.

Domain wise, Growth, because I have wanted to try it for ages, and possibly the Animals Domain or Feather subdomain, depending upon how GM Sphen feels about speak with animals coming up on a regular basis, and on whether an additional animal companion at 4th level feels like it would be a bit much for the group and bog things down.

2 things here.

1) RP wise, Father Zantus is a priest of Desna. I am not sure it makes sense that they would send you to be his ward as he himself is a new priest and not of the same religion.

2) I don't mind animal companion. As a player, I prefer to have one myself. That being said, if everyone chooses to have one...... you know what, forget about that. You can all pick one and just have a big ole party. More likely to have you all make it through to the end of the adventure anyway.


SkaTalon wrote:
Does one if our two traits have to be a campaign trait?

It does not have to be. It can be, but not required.


Fire Drake wrote:

Hello everyone. Glad to be in the game.

For my character, I'm thinking of a tattoed sorcerer that is interested in the ancient ruins, or a ranged ranger that helps patrol Sandpoint's forest for goblins. Depend a bit on party build. What are your guy's opinion?

@GM Sphen: Will we be using Background Skills? I find they help add flavor to characters, especially skill-starved classes.

We are not. I know some classes don't get much, but I feel it adds to the balance of the game.


Oceanshieldwolf wrote:

@GM Sphen:

If you have an idea for Warforged, then I'll lock that race in.

As for classes, still on the fence - depending on the need for a dedicated martial. Still looking at Gauntlet Witch, but if I go martial, how about a Disciple of the Pike Cavalier. It is from the Monster Hunter's Handbook. I like the Cavalier for the challenge and tactics abilities but don't like the Mount schtick.

A melee Inquisitor could be fun too...

I don't know what you mean by, if I have an idea. When I have allowed them used in the past, it's been just as is from the books.

If you go for that Cavalier archetype, I will require you to have it linked under the alias for quick reference since I don't own that book.

Also, I have already changed my mind on background skills to: I will think about it and let you guys know.


Zamdoc wrote:

Hi everyone! First of all, thanks for letting me play this one.

About what would I play... For the moment I'm a bit at a loss. I'm reading the player guide and trying to come up with ideas. Will post something as soon as it comes up, but suggestions would be welcome. I'm in for helping the party with a class that is needed.

No one seems to be looking at any sort of control caster. So a wizard or sorcerer that specializes in that would be helpful.


Hey guys, looking forward to this one.

My quick character concept is a historian junkie who wants to make his own mark on history. So obviously, he's infatuated with all things Thassilonian.

Could go a lot of ways with this one.
1) Wizard/Arcanist
2) Magus
3) Warpriest/Cleric obsessed with glory
4) Fighter fascinated with architecture

The first 3 I'm kind of digging more than the last.

@GM - I have played a little of the first book of this adventure & ran Jade Regent in its entirety as a GM so...
One thought I just had was a Warpriest of Shizuru (Samurai-type with Glory & honor as its focus) being a younger brother of Ameiko? Thoughts? If you don't think that will work, that's fine.

The other concept is a based more on a full arcane caster/magus that is obsessed with Thassilonian history and wants to study the culture to see where the runelords went wrong along the way (or some such).


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5
GM Sphen wrote:


1) RP wise, Father Zantus is a priest of Desna. I am not sure it makes sense that they would send you to be his ward as he himself is a new priest and not of the same religion.

Agreed, after deciding on the Merchant Family trait I have her living with Kendra Deverin, who is her Grandfather's niece, but for the sake of ease referred to as her Aunt. Largely dropped the relationship with Father Zantus, though she has been providing assistance and an Erastilian view during the construction of the Cathedral.

Could not find any mention of actual Priests of Erastil, but I believe the religion is fairly informal in nature so I have not gone out of my way to give her a particular mentor.

Background:

The Granddaughter of Magnimar's Deverin family Patriarch Hogarth, Emery grew up thoroughly spoiled. Always friendly, mischevious, and generous, she had both family and servants wrapped around her little finger, and invariably got exactly what she wanted. At twelve she began helping at the families brewery, The Fancy Reefclaw, and her endearing mannerisms mad eher an exceptional sales woman and saw her become acquainted with Magnimar's idle young nobility.

She began to attend parties, drink to excess, and received many expensive gifts, even sneaking out at night. Eventually she fell in love with Darus Kaddren, a Mage of some repute and younger brother to House Kaddren's head. Unfortunately Darus's was both Married, and had a terrible reputation, with rumours that he was not averse to using magic to aide his womanizing.

Eventually her family discovered she was pregnant and forbade her to leave the house, with Darus showing no more interest in her, and even denying the babe could be his she became miserable barely ate, and weakened lost the babe in childbirth.

A few months after the loss of her child, at fifteen Elery was sent to Standpoint, her family hoping she could recover her once cheerful and outgoing personality and forget her troubles. Staying with her Aunt Standpoints Mayor Kendra Deverin she began spending time in the garden, tending the flowers and vegetables, and taking walks in the woods feeling drawn to nature and weary of people.

She began to worship Erastil, finding the simple ideas of man and nature working together and family called to her. She started to take in wounded birds healing them with Erastil's power, and soon the children of the Village would bring any injured animals they found to her. This drew her out, talking with the little ones, then their parents, and graduating to curing humans as well as critters.

Slowly her cheerful personality is reasserting itself as she becomes more and more a part of Standpoint, but it remains tempered by sadness and self doubt. Recently she has been involved in the building of the Cathedral, ensuring that Erastil is properly represented, bringing food, and encouragement to the workers.

Elery would like to have a family one day, but is not sure if she will every be ready to do so. Standpoint has become very dear to her and she has long since regarded the village as home.

Appearance:
Elery is fairly tall and slender, but well muscled with a head of fiery shoulder length hair that she tends to pull back in a tight utilitarian pony tail. Her fair skinned features are pixie like, with a faint smattering of freckles and cheeks that refularly flame with embarrasment.

She dresses like a woodsman more often than not, though she still keeps a few more feminine outfits for special occasions - when they are less likely to get covered in bird doings.

Since she often visits the woods Elery has started carrying her longspear and using it as a walking stick and is rarely seen without it.

@Zamdoc looks like we have most of the bases covered, though depending on builds we seem to lack lockpicking skills - though personally I dislike rogues and think many classes can do this just as well. If you are looking for suggestions how about trying a Magus? I think they are great fun to play, seems like GM Sphen might be up for playing the Black Blade, its an archetype that gives a free talking magic sword, from earlier comments, which can be entertaining. They generally deal a lot of damage, but cannot tank due to relatively low HP, etc., and spells make them pretty versatile.

@Famfrit given the tentative lineup I would lean towards a dedicated arcanist, plus people tend to subconsciously put there preferred option as number 1 in lists ;)


Elery Deverin wrote:
GM Sphen wrote:


1) RP wise, Father Zantus is a priest of Desna. I am not sure it makes sense that they would send you to be his ward as he himself is a new priest and not of the same religion.

Agreed, after deciding on the Merchant Family trait I have her living with Kendra Deverin, who is her Grandfather's niece, but for the sake of ease referred to as her Aunt. Largely dropped the relationship with Father Zantus, though she has been providing assistance and an Erastilian view during the construction of the Cathedral.

Could not find any mention of actual Priests of Erastil, but I believe the religion is fairly informal in nature so I have not gone out of my way to give her a particular mentor.

** spoiler omitted **...

That magus archetype looks nice roleplay wise. If Sphen is up for it, I might give it a try and see what I can come up with.


Okay, so after thinking about it, I'm pretty sure I want to play it. I would prefer to leave anything related to the Black Blade to the GM so he can build something deep and interesting, even things like where I find it, what's his personality, and how it'll interact with the group and me (Pretty much letting you roleplay it).

If that is okay with you Sphen, I'll try to see if I can come up with a good background for him.

Now, that aside, I'll hold about what type of magus I'm going to play, since if I'm the only frontline I'll probably want to build a dex magus instead of a str one.


These are the concepts I'm considering

-a former contract killer who by happenstance owes a life-debt to one of the other player characters. (Rouge, ninja, slayer etc)

-a straight up treasure hunter who knows the smart money is in the relic market. (Bard, Skald, maybe Investigator etc)

-a borderline feral creature who faces the need to learn to cooperate with new teammates (barbarian, bloodrager, etc)

-a burgening caster who seeks to explore his niche abilities (Illusionist, Enchanter, or U summoner)

But I'm not married to any of these ideas and am open to suggestions.


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

I find Dex more to my taste, if GM Sphen is not keen on running the Black Blade Kensai's are badass. I always wanted to run a Staff Magus, but kept talking myself out if it be cause its not great mechanically.

I believe Oceanshieldwolf is planning on running a frontliner? I think of the Magus as a striker, as their lower HP can make them something of a glass cannon - I do not want to take a full attack from a serious foe as a Magus ever. Spells do help mitigate that a great deal though.


@Famfrit, I'm going to have to scratch the younger brother idea. It foils to many of the plot points further into the book.

@Elery, the town is called Sandpoint. Only the one T.

@Zamdoc, I will look into the class later and get back to you.


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

LOL, I do know that my tablets autocorrect does not, thought I had caught all of those, grrr.


So what are we looking at so far, class-wise?

Placeholder- Erastil Cleric
Zamdoc - Magus
Ocean - Melee/Frontline?
SkaTalon - undecided?
Fire Drake -?

I guess I'll go full arcane caster. Either wizard or arcanist. I'll start working on crunch tonight.


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

Starting Gold: 4d6 ⇒ (5, 2, 6, 2) = 15 So bang on the 150gp min.


Male Human Expert 4/ Geodesic Crafter 3
Fire Drake wrote:

@Oceanshieldwolf:

Also, the daring champion from the Advanced Class Guide might be what you're looking for for a mountless Cavalier.

Not really, Fire Drake. Thx though - I do see that crop up a bit. I was looking for something more like the Dreadnaught cavalier archetype I created. The Sister-in-Arms Cavalier archetype comes closer. Disciple of the Pike will work in a pinch.

Still deciding between a Gauntlet Witch, Cavalier, Druid, Hunter/Summoner or Fighter. Or monk. Gah.

EDIT: Or melee Inquisitor if we need the skills...


Male Human Expert 4/ Geodesic Crafter 3

@GM Sphen - re: Warforged, I was referring to this:

GM Sphen wrote:
3) As for the reflavoured, I would say no. But only because I had already set something up in my head for that. But I'm going to keep it a secret until it is revealed in game. If you (or anyone else) chooses to play a Warforged, we will discuss it in more detail at that time.

So more with regard to flavor than mechanics.


Male Human Expert 4/ Geodesic Crafter 3

To continue from my and Famfrit's lists....

This is what folks have posted so far:

Placeholder- Erastil Cleric
Zamdoc - Magus
Ocean - waffling all over the place
SkaTalon - four flavorful options
Fire Drake - tattooed sorceror or ranger (ranged)
Famfrit - arcane caster


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

This does not make a great deal of difference to begin with, but hurting for skills I am planning to take the Herald Caller archetype from the Monster Summoners Handbook. Is that permissible GM Sphen?

I was planning on taking Augment Summoning at 5th or so and this gives me it without the need for Spell Focus Conjuration. It gives up a domain, and medium armor proficiency, but seems just about worth it. I would probably pick up Summon Good Monster at 5th level instead if that is allowable.

Though I am not likely to summon anything for a mortal age in PBP time, low level summons not being great, mostly due to their duration vs summoning time.


Can we know the premise by which the party teams up? Would knowing each other beforehand be a problem? Anyone have good suggestions for party connections?


Male Human Expert 4/ Geodesic Crafter 3

Not sure if GM Sphen has a set idea, but your life-debt concept is good regardless of what class you apply it to.

If I'm a Warforged I imagine GM Sphen might have something set in mind for how I came to be, or at the very least how I came to be in Sandpoint.


Alright, from what I've seen, I'll go with my ranger idea.

@SkaTalon: RotR does a good job of getting different characters into a group, but knowing each other beforehand shouldn't be an issue. Also, the life-debt idea seems like a good idea while also making a connection with another player right off the bat. Even if you don't use them, you can check the background traits for ideas as well.


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

Sandpoint is pretty small so if our characters have been there for any length of time the likely know one another at least in passing. Elery has been living in the village for four years, and providing healing for the two of those. But I agree with @Fire Drake the AP does a good job of bringing the group together.

@SkaTalon you can download the Players Guide for free on this site, and I believe it gives the setup. To summarise briefly Sandpoint Church was burned down some years ago, I think, and they have just finished constructing a Cathedral dedicated to 6 gods, Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn - but mostly Desna as the Priest Father Zantus and the former Church are/were of that faith.

The Cathedral is being opened on one of Desna's holy days The Swallowtail Festival. So basically we are all attending a big party on the village square that incorporates the opening of the Cathedral. Everyone is there essentially so its a nice easy setup :)


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

Okay Elery should be ready to go, if Herald Caller is approved anyway.

@GM Sphen is there anything else you want in the class tab for easy reference?


@Oceanshieldwolf, I don't know how I didn't get that. I'll add a Warforged flavor post soon.

@Elery. Yes to the two alternate options with one exception. I am going to reserve the right to remove your ability to heal summoned creatures with your channel energy when they aren't in your radius. That just doesn't make much sense to me, but I'm going to let it run for now. If I feel it gets to be to much, I'm going to change it somehow.

@Party-Getting-Together, I have nothing in mind for that. You should all have your own ideas as to why you're in Sandpoint and/or willing to adventure around it. Obviously doesn't need to be super complicated. A simple "I like to go on adventures" is good enough.

@Elery (agian). I don't know why I forgot to mention the player's guide. Everyone should download it and read it. It's a great refrence tool. You may have already read that I have approved the archetype. I want your Perception score in the fluff under your name as well.


A question for you Elery. I looked through your character, and it all seemed good and done correctly. But why are you wearing Eastern style armor? Is there a story reason why or how she has armor of that type?


WARFORGED INFO

Nex and Geb. Two small countries far away from Sandpoint, where it's biggest problems are the local goblin tribes. But anyone who knows about them knows that they've been at constant war for generations. And, as history has shown, war breeds innovation (amongst other things). No one knows which side started the Warforged project, as they were found buried near the constantly fluctuating boarder, but both sides could agree that they are a marvel. The Pathfinders who had discovered this place had found nothing but ruins around the top, and had expected as much down below. But after getting through the seals protecting the door, they found something far more. A facility deep underground, a walkway that spiraled down and around, hundreds upon hundreds of feet, an open shaft of air in the middle dozens of feet across. The chamber was dimly lit only by the soft glow of crystals placed into the wall, but each crystal was at least 5 feet tall. And when the first explorer set foot on the ramp, they began to glow brighter. But they moved in anyway, expecting some sort of trap any minute, they moved cautiously down the ramp.

At the bottom, they found what one of them described as "the biggest damn armory I've ever seen, and I went to fight in Mendev against that damned demon horde". Tables, racks, cabinets, all full of weapons. Shelves and chests full of staves and spell books. Rope and lock picks and cloaks and battering rams. Alchemy labs, forges, shields, armor plating, every type of weapon you could imagine. Whoever built this place, they were arming people for war. And that is when they heard the first hiss.

From nearby, one of the crystals on the wall began to move, slowly lifting from the bottom up. Immediately on their guard, the Pathfinder agents moved together to form a defensive circle as another crystal began to slowly lift, then another, and another. Soon, every crystal they could still see had started opening. And out of them stepped creatures they had never seen before. Roughly human in height, most of them were as broad as dwarves. Their bodies covered in a variety of materials (wood, stone, mostly metal), their eyes made of gemstones (usually the same color, but not always); it quickly became apparent to them that these creatures had as much variety as humans themselves in their size, shape, and "eye" color.

They had little in the way of knowledge. This is not to say that they were dumb, just that they lacked experience. Most of them learned quickly though, as the Pathfinder Society took responsibility for them and integrating them into this world that they had never seen. They did know one thing, however. They had not been born into these bodies of magic and technology. They had been people once, so long ago that they cannot remember if they volunteered or not for this. The writings found later in this facility gave them a name, one that stuck despite their distaste for it. Warforged.


@Zamdoc, if you'd like to go with the Bladebound magus archetype, I'll allow it. There will be some things though. Since you don't get the blackblade until level 3, there are two ways we can handle it.

1) You already have the blade (reason determined by you, or us if you'd prefer), but it is dormant. It will awaken later, at the appropriate level.

2) You can find the blade in game, I'll have it in a thematically appropriate location in the game. But you might be past the level you would normally gain it. Not a ton, but it depends on what order you guys do stuff in to know when you'll get it.

Let me know which one you would prefer and we'll go with it.


Alright, as to the Back Ground skills question. My initial reaction is to say no, like it was before. But I then think to the Matt Colville videos and ask myself, why not? And I think that it just doesn't seem needed. I've already allowed so many archetypes I'm not familiar with that it's going to be difficult enough to keep up with these mechanics. But, these are pretty static bonuses. So, after a day of thinking, I am still torn. So we are going to solve this in the best way I know how, group vote. All votes before I get off work on Monday 2/19/18 will count, anyone who doesn't vote by then gets left out. If there is still a tie, I'll roll a die for it (odd number and they are included, even number and they are not).


Male Human Expert 4/ Geodesic Crafter 3

@GM Sphen - re: Warforged Info awesome. That works. So:

# As for Background Skills: I vote yes, on the proviso that, as a Warforged, I don't get any! Unless GM Sphen allocates some to me as my built-for-war-specialisation.

@All: I'll try to lock down a concept tomorrow!

Player - Gender/Race/Class (archetype)
Placeholder- Female Human Cleric of Erastil (Herald Caller)
Zamdoc - ??? Magus (Bladebound)
Ocean - Warforged ???
SkaTalon - four flavorful options
Fire Drake - ??? Ranger (ranged)
Famfrit - ??? arcane caster


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

@GM Sphen Seems perfectly reasonable to me, and honestly its not something I could see myself making much use of anyway, I'll edit the ability accordingly.

As for the Eastern armor the truth is I did not know it was Eastern, I was looking at armor on the archive of Nethys and it was the best armor I could afford within my proficiency and dex, etc., it did not say it was Eastern, but I have not looked at the original source.

As it does not make sense contextually I will switch it out for scalemail, and bought a counties poutfit and signet ring.

I definitely vote background skills. I would for example use them for Profession Gardener, and Profession Brewer both of which it makes sense for Elery to be able to do, but are hard to justify when skill points are few and far between.


@gm: how do you feel about varient multiclassing from Pathfinder Unchained?


@GM Sphen I'm in for option two. I think it will make it more interesting and more realistic. I'll see what I can make, but I'm still at a loss about the background of my character. I'm all ears for some ideas or some shared background with another player if they would like to make one.


Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

@Zamdoc take a look at the campaign traits they can give you ideas about appropriate backgrounds. Given that Magus is a bit of a specialized class you might be better off being from Magnimar, which is the city that Sandpoint pays nominal fealty to.

Or maybe you have been attending the nearbyish Twilight Academy and had to flee after falling out with a powerful older Necromancy student or some such. Give yourself a relative in Sandpoint and it becomes an obvious place for a discrete retreat.

Twilight Academy:
The Twilight Academy is a major center for magical learning in Varisia. Located in the small town of Galduria, it was founded by mages who wished to sidestep the politics of the larger magical colleges in Korvosa and Magnimar. Because of this, it is looked down upon by the other Varisian schools, who consider it an upstart with no sense of tradition or history.[1]
The Academy has always had the reputation of promoting some of the more unconventional theories of magic and not putting too many strictures on its students, leading to the occasional spell going awry.[1] This was most memorably demonstrated in 4688 AR, when a group of precocious necromancers from the Academy lost control of their carrion golems. The constructs went on a horrible spree of destruction in the countryside which is remembered to this day.[2]
The building which houses the Academy is constructed more like a small fortress, with numerous mundane and magical defenses. Some speculate that these defenses are designed more to keep people in, rather than to keep intruders away.[3]

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