In Darkest Times (Inactive)

Game Master Magnu123

In short, this homebrew was intended for beginner GM's. The story contains a variety of elements in sequence that gradually go through different terrains, battle situations, and other challenges to allow a DM to become familiar with the rules.



"Heroes! I beg of thee for your aid. There is but precious little time to defeat My protégé, Kronos the Son. You must show commitment, power, and depth to prove yourselves in this high fantasy of my own creation. here You will find more information about the world of Terra Vicis, including a guide to your own land and history. Yes, I have been watching you from the beginning. Please submit applications at any time to join, Many hands make light work, and there is still so much to do. Please, Heroes, save us From Darkest Times! "

15 point buy
current level: 6
standard gold
2 traits
Core, APG, and homebrew from PC guide accepted. Others upon request (3.5, ultimate books, etc.)
Must be able to post 3 times/week minimum. 1/day preferred.

Sense Motive checks are made behind screen.
You will not be prompted to make knowledge checks, you must volunteer them.
As a homebrew campaign, this is not based in Golarion. A background should be constructed based on the PC guide and Terra Vicis.
Please submit applications here, or to my personal email: fypewriter@hotmail.com


Dotting for coming back to later. It seems like an interesting concept


Thug from one of the Royaleton crime families caught in one of the guard raids on the safehouse he was staying in?

Not sure how to piece together a story in all of this. Would it be easier to come in as a person from one of the player's pasts? An old friend or jilted lover?

In terms of character was thinking a bard/fighter


Roshan: I'll come up with a valid backstory, but yes what you have definitely works. You would likely have been placed on a work release program to do farmwork and ended up near Startville, then you would be easily able to join the rest of the party as they pass through. I'd be happy to see your stat sheet once it's done. Note that bards cannot take a musical form as their perform style (yet) Oratory and dance are still valid though.


Magnu123 wrote:
Roshan: I'll come up with a valid backstory, but yes what you have definitely works. You would likely have been placed on a work release program to do farmwork and ended up near Startville, then you would be easily able to join the rest of the party as they pass through. I'd be happy to see your stat sheet once it's done. Note that bards cannot take a musical form as their perform style (yet) Oratory and dance are still valid though.

Okay, that works for the backstory, but what do you mean that bards can't take a musical form as their perform style? I don't see any mention of this in the PC guide.


Hit Dice:

1d8 ⇒ 8
1d8 ⇒ 3
1d8 ⇒ 4
1d8 ⇒ 6
1d8 ⇒ 3


The world of Terra Vicis has no music. Sound and rhythm (at least in the collective memory) have never been pleasurable or brought power or inspiration to individuals. That is not to say that sound cannot be used for a purpose, such as a signal horn. Sounds may even be used as a weapon as many magic users do, however the concept of "music" as such is foreign.

In short: It's a major plot point. Music is unlockable a little bit later on, but not at this point in the story. Sorry for the confusion, I thought it was in the PC guide.


Magnu123 wrote:

The world of Terra Vicis has no music. Sound and rhythm (at least in the collective memory) have never been pleasurable or brought power or inspiration to individuals. That is not to say that sound cannot be used for a purpose, such as a signal horn. Sounds may even be used as a weapon as many magic users do, however the concept of "music" as such is foreign.

In short: It's a major plot point. Music is unlockable a little bit later on, but not at this point in the story. Sorry for the confusion, I thought it was in the PC guide.

Halfway through making the character I got to thinking about a bard/wizard. Would that be cool?


Go for it.


Magnu123 wrote:
Go for it.

Still need to pick wizard spells/finish spellbook and buy items but here's the character.


I was looking through the material for the system and through the other books I have. Is there any chance of using the Called Shots feature of the Ultimate Combat book? The only reason I ask is because I have the concept for an archer type Ranger class who would be looking to use that exact mechanic. The main idea being more about placing the shots exactly where I would like them placed rather than just hitting and that being the end of it.


@Teriwyth: Looks pretty good so far. I noticed a few inconsistencies with your numbers though: Have a closer look at your Perception, BAB, and saves. Otherwise, it looks like a good start.

@Jestem: I like the realism that called shots add, but I am not hugely comfortable with the rules. I'll allow it, but you need to be extra organized in order to keep the rules straight and the story moving. (Also, you realize that firing called shots from range is at least -4 to hit, yes? [-2 for minimum range penalty, -2 for an easy shot])


Magnu123 wrote:
@Teriwyth: Looks pretty good so far. I noticed a few inconsistencies with your numbers though: Have a closer look at your Perception, BAB, and saves. Otherwise, it looks like a good start.

You're right, perception was off, I was building the statblock from the top down and forgot to edit the perception section of senses and add the keen senses to the skills section.

It should be good now, 1 Rank + 3 Class Skill + 2 Keen Senses.

The BaB is correct unless we're using fractional BaB

+0 from bard, +2 from wizard

Saves are correct as well

Fort +1 Reflex +1 Will +4 for wizard

Fort +0 Reflex +2 Will +2 for bard

Fort +1 for con
=
Fort +2 Reflex +3 Will +6 which is what I have.


Magnu123 wrote:

@Teriwyth: Looks pretty good so far. I noticed a few inconsistencies with your numbers though: Have a closer look at your Perception, BAB, and saves. Otherwise, it looks like a good start.

@Jestem: I like the realism that called shots add, but I am not hugely comfortable with the rules. I'll allow it, but you need to be extra organized in order to keep the rules straight and the story moving. (Also, you realize that firing called shots from range is at least -4 to hit, yes? [-2 for minimum range penalty, -2 for an easy shot])

I am afraid I must disagree with you there. So long as I am within my first range increment for any ranged weapon, I do not take any penalties due to range. For example, if I were to be using a shortbow, then I would only begin taking penalties if I were to be firing at a target that is more than 60 feet from my square. Therefore, I would be at -2 to begin with assuming I am not going for something that is a very challenging shot.

This is Tolan Anor if he were to meet with your approval

TOLAN ANOR CR 5
Male Elf Ranger 5 Sorcerer 1
CG Medium Humanoid (Elf)
Hero Points 1
Init +2; Senses Low-Light Vision; Perception +12
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 56 (5d10+1d6)
Fort +4, Ref +6, Will +5
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Rapier

- Normal - +8 (1d6+2/18-20/x2) and
. . Gauntlet (from Armor) +7 (1d3+1/20/x2) and
. . Unarmed Strike +7 (1d3+1/20/x2)
Ranged +1 Longbow, Composite

- Normal - (Str +2) +6 (1d8+2/20/x3)
Special Attacks Tanglevine (CMB 1) (3/day)
Sorcerer Spells Known (CL 1, +7 melee touch, +7 ranged touch):
1 (3/day) Color Spray (DC 11), Mage Armor (DC 11)
0 (at will) Read Magic (DC 10), Breeze, Jolt, Ray of Frost
Ranger Spells Known (CL 2, 6 melee touch, 7 ranged touch):
1 (2/day) Lead Blades (DC 13), Gravity Bow (DC 13)
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 10, Int 15, Wis 14, Cha 11
Base Atk +5; CMB +6; CMD 17
Feats Combat Expertise +/-2, Elven Weapon Proficiencies, Endurance, Eschew Materials, Improved Called Shot, Precise Shot, Weapon Finesse
Skills Acrobatics -4, Climb +4, Craft (Bows) +9, Escape Artist -4, Fly -4, Handle Animal +8, Heal +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Perception +12, Ride +0, Spellcraft +6, Stealth +5, Survival +11, Swim -5
Languages Celestial, Common, Elven, Sylvan
SQ Elven Magic, Enemies: Dragons (+4 bonus) (Ex), Enemies: Magical Beasts (+2 bonus) (Ex), Hero Points (1), Hunting Companions (2 rounds) (Ex), Terrains: Forest (+2 bonus) (Ex), Track +2, Verdant, Wild Empathy +5 (Ex)
Combat Gear +1 Longbow, Composite

- Normal - (Str +2), +1 Rapier

- Normal -, Mithral Chainmail

Mithral: Weighs half as much as normal.; Other Gear Backpack, Masterwork (empty), Bedroll, Belt of Incredible Dexterity, +2, Blanket, Blanket, winter, Bloodblock (4), Crowbar, Fishing net, 25 sq. ft., Grappling hook, Healer's kit (10 uses), Potion of Barkskin +2 (3), Potion of Cure Light Wounds (10), Potion of Mage Armor (3), Rations, trail (per day) (14), Rope, Spider Silk (50'), Spyglass, Sunrod (4), Tent, Small, Thunderstone (4), Tindertwig (4), Wand of Burning Hands, Waterskin (2)
--------------------
SPECIAL ABILITIES
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Dragons (+4 bonus) (Ex) +4 to rolls vs Dragons.
Enemies: Magical Beasts (+2 bonus) (Ex) +2 to rolls vs Magical Beasts.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies within 30' as move action.
Improved Called Shot Replace one attack per rd with a called shot, +2 to hit with called shots.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Tanglevine (CMB 1) (3/day) (Sp) 15' vine can be used for disarm, steal, or trip.
Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
Track +2 +2 to survival checks to track.
Verdant Gain +spell level natural armor for 1d4r after casting a personal spell.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


prd wrote:
Range and Reach: Called shots work best at close range. Melee called shots are at a –2 penalty if the target isn't adjacent to its attacker. For called shots made at range, all range penalties due to range increment are doubled, with a minimum penalty of –2 for any called shot against a target that's not within 30 feet.

In short you take the penalty if you are not within 30 feet, even if you would not normally do so otherwise.

<hands keys back to the GM. >


Thank you Mr. S. That is the source I was about to quote. So, yes we're both right. It's a -2 penalty out to 30 feet, -4 within your first range increment beyond that, and range penalties are otherwise doubled.

Roshan and Tolan both meet my approval. I await a backstory for Tolan, but Roshan, you are welcome to join the campaign and introduce your backstory. You are in the crowd at present, and have been quietly in the back up to this point, but the ruccus about Kronos brings you forward. I'll let you RP and introduce yourself as you see fit.


So it looks like we are team Gish once more!


Spoiler:
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 5


Jestem, how are things going? still interested?

Dark Archive

Dotting for interest right now and will follow to see how things go ^^ sounds like an interesting campaign


Recruitment is still open and ongoing for anyone interested.


Just stumbled upon this, will need to check out in more detail later, i'm awfully tired right now, sounds like it could be fun though.


*bump*


*second bump*

Still looking for new players. Campaign is in progress, but I am more than happy to write newcomers in to the story.


New to the boards, dotting for interest!


Are you still looking for a player?


Magnu I think posting more information on the game might spur some interest.


Yes, we are still looking.

At present, our party is investigating some mysterious happenings around the town of Startville. It seems that the animals have been going missing. What's more, there are now feral creatures attacking the villagers. All of this after our heroes escape the drow underground. This is most certainly not the welcome home they expected.

This campaign is fairly light hearted in many ways. I have no problem breaking the fourth wall, and I enjoy the more eccentric characters. There are still some deeper veins though when the NPC backstories are explored, and most everything that presents itself has a purpose.


I'll give it a shot. What is the party make up like? I'd wish to create a character that meshes well with the party for synergy and I'd need to be able to fit into the setting.


You're of course welcome to look at the gameplay page and click on the characters themselves, but right now we have: A Monk specialist, using a Bardiche. A Ranger Guide, prefering ranged combat, a dragon disciple sorcerer performing Gish Roles, and a Wizard with one level of bard, as the spell caster (who, seems to be unfortunately prone to getting caught out in the open.
It's a fairly well rounded team overall. Any character would be a reasonable fit. I do have some special build rules for anyone considering Bard, but if you're not doing that, we don't need to go through it.


I'm interested in play a spellcaster but I see you already have 1 1/2 of them already. What do you recommend?


I do see you are lacking a rogue, however... Which is not very common. Would you like a rogue to join the party?


Like I said, anything you choose to play would be a valid choice. We've had a "team gish" theme so far with some previous characters, so you could keep that up. As far as rogues go, I don't use too many traps in my campaign, so they wouldn't be as useful as in other settings.


I was considering playing as a Knife Master rogue, they trade out trap-finding anyways for some deadlier sneak attacks. Could you give me some character creation guidance?


The top post in this thread gives the specs, as well as a link to the PC guide. All characters start play with one extra feat as well, picked from: toughness, endurance, deepsight, iron will, or great fortitude


So, how is equipment for a Level 6 PC going to be handled?


Average wealth by level (16000 GP for a 6th level adventurer) Make any purchases you like from the core rulebook and APG. On a case by case basis, I'll allow other outside material.


Let me know when you're ready, Kyle.


I've been frusterated with creating a character that won't butt heads with someone else and playing something I already am not playing. I'll let you know, just been busy this past few days as well.


no worries. I wouldn't put too much concern behind who else is playing what. Just play the character YOU want, and It's my job to ensure everyone gets their chance to shine.


*Bump*

Recruitment is still open for anyone. (I'm also wondering if I shouldn't restart the thread so that you folks don't need to shuffle through all of the previous posts. )

Community / Forums / Online Campaigns / Recruitment / In Darkest Times Recruitment: Ongoing All Messageboards

Want to post a reply? Sign in.