In Absentia Deorum

Game Master Illusees

The continent of Templore is finally approaching a time of calm and prosperity, but peace hangs on the edge of a knife. A force threatens to widen the distance between gods and men once again, forever changing the fate of the world.


This is the discussion thread for two campaigns:

Scarab Sages

Greetings Templore players! This thread will provide us a place to discuss the game and create characters, since I already know all of you a recruitment thread would be unnecessary. I'm aware some of this may seem confusing, so please ask any and all questions you may have here or via private message. This thread will be used for my upcoming campaign, In Absentia Deorum, and probably for any other Templore games I run here as well.

Character Creation Information:
All characters may be of any base race or base class as described in the Pathfinder core, in addition to the Icho race described in the Templore campaign setting document. Options such as archetypes and traits are generally allowed by approval of the GM. All material, unless otherwise noted, must come from an official Pathfinder source. Third party material must be reviewed by the GM before being considered allowed in the game.

Players should be aware of the roleplay and mechanical differences of the races between the Pathfinder core and the Templore setting, as detailed in the campaign document.

Ability scores are to be generated via point buy method, as described on page 16 of the Pathfinder core rulebook. A character receives 15 points to spend, and all characters will begin at 1st level.

House rules, get your house rules here!

The following changes have been made to the rules to support the overall atmosphere of the game, as well as to help fix some balance issues (namely, the gap in power between melee fighters and arcane casters). These changes may be found in the Templore Player's Guide document, in addition to many less-significant house rules.

VARIANT: WOUNDS AND HIT POINTS

Light wound: When a character has less than half (50%) of their total hit points, rounded down, he is considered to have a light wound. He suffers a -1 fatigue penalty to attacks, damage, saves, AC, and all checks(including concentration checks), and to the save DC for all spells, spell-like abilities and supernatural abilities. Characters who suffer a light wound cannot take a 5-ft. step or move more than their base speed for the remainder of the round.

Heavy wound: When a character has less than one quarter (25%) of their total hit points, rounded down, he is considered to have a major wound. A character who is heavily wounded must make a DC 20 Fort save or be dazed for one round. Heavily wounded characters suffer a -3 fatigue penalty to attacks, damage, saves, AC, and all checks (including concentration checks), and to the save DC for all spells, spell-like abilities and supernatural abilities.
Creatures immune to fatigue (such as a barbarian using his Rage ability) are immune to these fatigue penalties. In addition, only creatures which are vulnerable to critical hits are affected by these penalties. The fatigue condition is separate from these penalties and both affects stack with each other.

ARCANE SPELL COMPONENTS

Starting components
Each spellcaster receives an amount of components when they begin a Templore campaign, regardless of level. They receive components for every spell they can cast that require them, as determined by the table below:

Spell Level Number of Components
0 2d10 +Int Mod
1 2d8 +Int Mod
2 2d6 +Int Mod
3 1d10 +Int Mod
4 1d8 +Int Mod
5 1d6 +Int Mod
6 1d4 +Int Mod
7 1d3 +Int Mod
8 1d2 +Int Mod
9 0 +Int Mod

A caster never begins play with any spell component with a GP cost listed in the Pathfinder Core rulebook.

VARIANT: COUNTERSPELLING
As per the Pathfinder core rules, a character may ready an action to counterspell another caster by specifically stating their intention.

If the target of the counterspell attempts to cast a spell, you may make a Spellcraft check (DC 15 + the spell's level) in order to successfully identify the spell. This check is a free action. If you succeed the check you identify the spell and may attempt to counter it. If you fail, you can do neither.
To complete the counterspell, you must then cast an appropriate spell. You may use any spell to counterspell, but success is automatic only if you use the same spell as the one being cast, or one of equal or greater level whose affects are the exact opposite (i.e. counterspelling haste with slow, or enlarge person with reduce person). Use of any other spell requires you to make a Spellcraft check with a special bonus equal to the spell you are using as a counterspell. The counterspelling DC is equal to 10 + caster level of the enemy caster + enemy spellcaster's spellcasting ability modifier + level of the spell you are attempting to counterspell. In addition, because spells in Templore are cast with words from mortal languages, any time you attempt to counter a spell being cast in a language you speak. you gain a +2 bonus to your Spellcraft check to counter that spell.

VARIANT: BONUS LANGUAGES
Language barriers are still very much an issue in Templore, as can be expected with so many different types of cultures existing beside one another. There has yet to be established a "common" or trade tongue, though certain languages are more prominent than others. Most humans, for example, speak Corinthian, the language of the Cathartan Empire. Characters in Templore do not receive bonus languages with their Intelligence Modifier as normal; rather, they begin play knowing the base languages for their race, as follows:

Dwarf: Dwarven
Elf: Elven
Gnome: Gnomish
Halfling: Birth region language
Half-elf: elvish and one human birth region language
Half-orc: orcish and one birth region language
Human: Birth region language
Icho: Tribe language (Deer, Wolf, Bear, Cougar, Boar, Shark, etc.)

Dwarves, elves, and gnomes have some variation in dialect from place to place, but most of their languages are similar enough that each member of their respective race can communicate with others of their kind. For instance, even though there are minor differences in their speech, dwarves from the Klaani mountains can communicate with dwarves from the Korangor mountains without much trouble. Human regions tend to have the most differences in language, and so each human begins play knowing the language of the region they were raised in. Half-breeds tend to speak only the language they were raised on, though most know at least some of both parent's languages. Halflings from human lands have long since forgotten their racial language, so they too speak only what their human masters teach them.
Additional languages may be learned by purchasing ranks in the Linguistics skill, as per the core rules. Also, characters do not begin play literate; a character who wishes to read and write the languages she knows must purchase a rank in Linguistics. Anyone wishing to learn a new language or to read and write must contact someone or seek the proper literature which already possesses such knowledge to learn it from, which may incur additional monetary costs or other compensation.
The list of human regional languages, (and the regions they are commonly spoke in), is as follows:

Corinthian (Catharta, Linovia, Sargosa)
Sargosian (Sargosa, Sangre Desert)
Fjorse (Brundholde, Drachmord)
Valecian (Valece)
Sheax [pronounced 'shay'] (Lyndwyrme Isles, Valece, Ostfield. Coreymont)
Linovese (Linovia)
Sargosan (Sargosa)
Hakhiri (Hakhir)

VARIANT: INTELLIGENCE AND WEAPON PROFICIENCIES
Fighters, paladins, and rangers may apply their Intelligence modifiers to learn new types of weapon proficiency as they would bonus languages. This bonus may be used to gain proficiency in one new weapon or shield type. For instance, a fighter with a +2 modifier may learn two new proficiencies of his choice. This variant can also be used to gain proficiency in exotic weapons, but not armor.

Dark Archive

Male Hagspawn Witch 15/Souldrinker 5

I will be working on adding my character's profile as soon as I can. I think it would be a good thing (at first) to either list a shoppe where spell components are listed, or use an ooc reminder that a creature may have a spell component (bull's fur for bull's strength etc)

I am greatly looking forward to seeing how this campaign unfolds.

Scarab Sages

DragonBlood472 wrote:
I think it would be a good thing (at first) to either list a shoppe where spell components are listed, or use an ooc reminder that a creature may have a spell component (bull's fur for bull's strength etc)

A fair point. It should be noted here, in case anyone is unaware, that spell component pouches do not work the way they typically do in Pathfinder. A caster is never assumed to automatically have a component on hand. Instead, a character must keep track of each and every individual components he has. If a caster does not possess a component needed to cast a spell, then the spell cannot be cast.

I considered allowing a Spellcraft check to cast a spell without having the required component, but then it makes foraging for components much less important and makes things like Eschew Materials practically useless. The logic behind it is, for example, let's say you have a radio (spell) which runs on batteries (components). Without batteries, the radio will not work. Now, with some technical know-how, you could learn to rig the radio to work with another power source, but this takes time and effort (just like learning the Eschew Materials feat).

In any case it shouldn't be an issue, since I think the only person who will begin with arcane spells is Rachel's character, and if she is still going with sorcerer as her class then she gets Eschew Materials at first level for free, which means no one has to worry about comps for now.

Scarab Sages

I'm pleased to present the new Templore map, complete with political borders! The campaign will begin in The Lindwyrme Isles, on the south-western tip of the isle of Adney. Maps of Adney and the outlying local areas will be posted soon as well.

Map of Lind /albums/c195/Illusees/Templore%20Campaign/TemplorePoliticalMap.png

Liberty's Edge

Male Elf Witch/10 (HP: 27/27; AC15; FF13; T15; F+2, R+5, W+10; Perc: +31, Init +2)

says i don't have permission to view that map :)


. . .

that was me. Jarrod was auto logged in.

Scarab Sages

Sorry, this link should work.

Scarab Sages

Also, could I please get everyone to private message me their character's backgrounds, even if it's just a few sentences, so I can begin writing the opening post for the gameplay thread? Be as detailed as you like, but all that's really necessary is a bit of your past, and what lead you to be in a small town in Lind. I think Jarrod, TJ, and Natalie's characters were all directly connected to begin with, so that's great, I just need to know how to tie everyone else together.

As far as I know, the party will consist of:
Jarrod: Half-Elf Cavalier
TJ: Human Gunslinger
Natalie: Human Oracle
Rachel: Cougar Icho Sorcerer
Raechelle: Elf Rogue

If there's been any changes, let me know. Thanks. Can't wait to get this game started!


. . .

This is natalie.

Scarab Sages

Sweet, we're almost ready to get started! By the way Natalie, what is your character's name?


. . .

Her name is Morla (Moonlight Morla is her "stage name")

Dark Archive

Male Hagspawn Witch 15/Souldrinker 5

I will try to get Rachel's character up so we can begin soon.

Scarab Sages

While we're still waiting to get started, here's some updates on the stuff I've been working on. Today we have the Templorian version of the Read Magic spell.

From the Magic chapter of the gazetteer:The verbal component of a spell can be in any language. There is no official language of magic; whatever language a caster knows, he can cast spells with.

MAGICAL TEXTS
Texts concerning magic are typically written in whichever language(s) the author knows, including any scrolls or spellbook pages he scribes. The same is true for both arcane and divine magics, though arcane mages are often very protective of their works and write in code or secret languages to keep their texts from being deciphered.

Anyone can read a magical text, in some cases without even realizing it. A cunning mage may hide his magic in plain sight, disguising it in the form of a storybook or other seemingly mundane text. Especially in the case of magic written in its purest form, that of occult formulae and instructions on how to use them, is boggling to the minds of those who attempt to read it. Even holy texts, which teach divine casters how to tap the power of their patrons, require a bit of forethought to understand. Provided a character can read and understand the language it is written in, it is possible for any character with at least one rank of the Spellcraft skill to attempt to decipher its meaning. Refer to the Read Magic spell in the Spells chapter for a list of DCs and modifiers for deciphering magical texts.

Read Magic
Normally, magic is written in it's own special language, but not so in Templore. Magic is written and spoken in mundane languages. Nevertheless, reading an arcane text (or holy text in the case of divine magics) is quite difficult and requires a certain understanding of the subject material to realize its meaning. Thus, the read magic spell grants a +10 competence bonus to any Spellcraft checks made to identify and decipher any magical text, except in the case of identifying glyph or symbol spells, where the +10 bonus is not conferred. It works in all other ways similar to the version found in the Pathfinder core rulebook.
The DCs and modifiers for deciphering magical texts are as follows:

Identify a text as magical (requires 1 rank in Spellcraft): DC 5
Decipher a magical text: DC 10 + spell level*
(*In the case of spellbooks or scrolls that contain more than one spell, the DC is based on the highest level spell in the text. In the case of magical texts not dealing with spells directly, the DC is set at the DM's discretion.)

Conditions and Modifiers
Text is in a language character does not know: +2
Text is written in an alphabet character does not know: +5
Text is written in a dead or forgotten language: variable**
Text is of a wizard's opposed school of magic: +2
Text is illegible or incomplete: variable**
(**DC may range up to +10 or higher. May require additional Lingustics checks to properly decipher.)

If anyone spots any mistakes or loopholes, or has any suggestions on this, please let me know.

Scarab Sages

Alright my ninjas, the game is open for business. Post that mother like it ain't no thang.

I've begun consolidating all of the need-to-know info into an Obisidian Portal wiki for easy reference. Things like races, deities, and house rules. I'll be updating it with info on the campaign as we go along.

Scarab Sages

1 person marked this as a favorite.

Here is the heraldry for The Order of The Lion. An Obsidian Portal page detailing the order will be up soon.

Dark Archive

1 person marked this as a favorite.
Male Hagspawn Witch 15/Souldrinker 5

This is exactly what I thought of with the little girl.

Oopsy Daisy

Scarab Sages

Heh, I love how Jesus doesn't even care.

As promised, here is the wiki page for The Order of The Lion.


Male Gnome Wizard/1

Marco


Male Gnome Wizard/1

How can a window be a jar?!

Dark Archive

Male Hagspawn Witch 15/Souldrinker 5

Everyone still alive?

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