
Castle Blades |
1 person marked this as a favorite. |

The Drow city of Kev'ronn is one that everyone knows, after all it is the only one that rises above the surface. Many people head to the city to trade and receive the quality items that are made by the Drow there. It's not strange for the occasional person to go missing in the city, after all that happens even in the most normal of cities, but one day, a very important person goes missing, Father Dawnsinger, a cleric of the Platinum Dragon Balserius. There are many reports of two Drow entering the temple, but none ever walking out. Investigation reveals no signs of struggle or any blood. For some reason you are in the city, whether it be to do some trading, look for an adventure or maybe someone you knew disappeared.
Looking for 4 to 6 players all 5th level.
Races: Any allowed even 3rd party, just need to run them by me first.
Classes: All, including 3rd party, just run them by me first and the Gunslinger will have to fire against regular AC and they can only have early firearms.
Stats: Roll 3d8 for each stat individually
Traits: 2 traits and one drawback for an additional trait.
Religion: All of the Golarion gods exist here along with some of my own ones.
I think that covers all my personal rules, if there are any questions please ask me.

Castle Blades |

DOT
Path of War, Ultimate Psionics, Spheres of Power, and Pact Magic permitted?
Last two can be found here ... SOP Wiki
Just making sure but that is 3d8 for stats? Any Min or Max?
I'll allow those, and yes you take your total roll for the stats.

Uthraed |

Anytime I see roll for stats I feel as if I have to and I like the idea of a Drow city setting.
Stat 1: 3d8 ⇒ (8, 1, 1) = 10
Stat 2: 3d8 ⇒ (7, 7, 3) = 17
Stat 3: 3d8 ⇒ (3, 1, 7) = 11
Stat 4: 3d8 ⇒ (6, 6, 8) = 20
Stat 5: 3d8 ⇒ (7, 8, 2) = 17
Stat 6: 3d8 ⇒ (6, 8, 6) = 20
Pretty good, pretty good. Will you be using maps and will there be downtime for crafting and the such? How sandboxy is this adventure? Starting wealth? That's all my questions for now. Sorry.

Castle Blades |

Anytime I see roll for stats I feel as if I have to and I like the idea of a Drow city setting.
***
Pretty good, pretty good. Will you be using maps and will there be downtime for crafting and the such? How sandboxy is this adventure? Starting wealth? That's all my questions for now. Sorry.
I will try to get a good map of the whole world, but I might not be able to get a detailed map of combat situations, I will see what I can do. There will be downtime for that stuff, you won't be forced into anything, but I try to have my world be alive, so if something isn't messed with something might happen. Very sandboxy, basically you get to do what you want within the rules of the civilization you live in, all I did in the intro post was set up a hook that you don't have to bite on. The starting wealth will be the average for your level, so 10500 Gp.

Anderlorn |

Any restrictions on gear other than with caster level limits if Magical items is permitted?
What I could do with my rolls ...
I convert to this soon ... SOP BB CODE
Velkyn Millitharn
Drow Incanter 5 (Pathfinder RPG Bestiary 114)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 28 (5d6+10)
Fort +1, Ref +4, Will +4; +2 vs. enchantments
Immune sleep; SR 11
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Offense
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Speed 30 ft.
Melee touch destructive blast +2 (3d6)
Range touch destructive blast +5 (3d6)
Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—dancing lights, darkness, faerie fire
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Statistics
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Str 10, Dex 16, Con 11, Int 11, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 15
Feats Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Spell Points, Toughness
Skills Fly +8, Knowledge (arcana) +7, Perception +2, Spellcraft +7; Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ telekinetic crush, kinetic Sense, casting, destructive blast, divided mind, explosive orb (blast shape), extended range, extended range, flight, greater speed, increased range, magic skill bonus, magic skill defense, poison use, powerful telekinesis, stone blast (blast type), surface infiltrator[ARG], telekinesis
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Special Abilities
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Casting (CL 5, Charisma, DC 14) You can cast sphere effects.
Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Explosive Orb (Radius 15 ft.) Deal destructive blast damage in a radius
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Drow Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (11) You have Spell Resistance.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.
Telekinesis: Divided Mind (6 targets) Lift multiple objects at once
Telekinesis: Flight Grant flight to a creature with your telekinesis
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Increased Range (2) Use telekinesis at longer range
Telekinesis: Kinetic Sense You no longer need to see to levitate objects or creatures with your telekinesis. As long as you target the correct space the target is in, you may lift it without needing line of sight. If you target an incorrect square your action is wasted, though you retain any spell points you would have spent. In addition, you may spend a spell point to gain 30 ft blindsense for one minute per caster level.
Telekinesis: Powerful Telekinesis Move larger items with your telekinesis
Telekinesis: Telekinesis (Medium, Speed 45 ft) You can move objects and creatures with your mind, with several applications
Telekinesis: Telekinetic Crush When using your telekinesis on a target, you may crush it with your grip. Every round you maintain concentration you may deal 1d6 bludgeoning damage and an additional 1d6 per 5 caster levels (2d6). Alternately, you may make a Strength check to break an object you are holding with your telekinesis, using your casting ability modifier + 1 per five caster levels as your bonus on the check instead of your Strength modifier. You may use this on sections of a larger object than you can lift with your telekinesis, allowing you to punch holes through walls or rip down doors so long as you can lift the targeted section.
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EmissaryOfTheNorth |

The combination of 3rd party, sandboxy campaign and rolling for stats is too good to pass.
3d8 ⇒ (8, 2, 3) = 13
3d8 ⇒ (5, 5, 6) = 16
3d8 ⇒ (6, 6, 1) = 13
3d8 ⇒ (4, 3, 6) = 13
3d8 ⇒ (7, 5, 8) = 20
3d8 ⇒ (2, 6, 2) = 10
I won't complain, not at all sir.
I will think what I want to bring to the table and return shortly!

drbuzzard |

Ok, I have an idea for a former bandit who's wife was captured and sold into slavery. He's been tracking her down for years, and his bet lead says she's in this city.
He's a sniper by training (gunslinger bolt ace).
He's been sneaking and infiltrating across much of Golarion and even into parts of the Darklands. Now to make that possible, I'd like disguise as a class skill, but he's a gunslinger and it's not practical to do that and still be useful with a crossbow (they are rather feat intensive). If there were a trait which gave disguise as a class skill I'd be good, but I can't find one outside of campaign traits. Is it possible to put one together? It would be much like any other trait which grants a class skill.

Castle Blades |

Ok, I have an idea for a former bandit who's wife was captured and sold into slavery. He's been tracking her down for years, and his bet lead says she's in this city.
He's a sniper by training (gunslinger bolt ace).
He's been sneaking and infiltrating across much of Golarion and even into parts of the Darklands. Now to make that possible, I'd like disguise as a class skill, but he's a gunslinger and it's not practical to do that and still be useful with a crossbow (they are rather feat intensive). If there were a trait which gave disguise as a class skill I'd be good, but I can't find one outside of campaign traits. Is it possible to put one together? It would be much like any other trait which grants a class skill.
Sure, just remember this is a Homebrew world.

Joseph Bonkers |

Well I have had this idea for a really neat sounding character for a while now and this might be a good place to make him come alive :)
The basic idea is that of a Whitesmith quadriplegic who animates his prosthetic limbs to help him get around.
The basic gist is this: Amputated limb -> wears fake arm -> casts Animate Object on the fake arm, granting it the Graft ability -> uses Personal Refinement to maintain the effect.
End effect is that I have a fully functioning arm made out of metal that lasts indefinitely. (It also has a tiny sized slam attack if I want to go that route for my combat style)
After all that then I will be doing other things to give him a metal focus, things like taking the Transformation feat to transform him into a pseudo-construct, the Ascetic Control talent to eliminate those fleshy needs, and other things like gearing my Casting Tradition around metal themes (Obvious Enhancements granting a steel-like sheen to creatures, same for Unnatural Transformations. Enhancement Dependency alse seems very thematic).
Now I am unsure if I am going to stay a pure Whitesmith or if I want to multiclass into Incanter for extra Talents :/
The object can serve as a replacement limb for a creature two size categories larger than it. While attached to a creature, the object ceases to act as a creature of its own. Instead, the creature benefiting from the graft ignores any penalties due to missing that limb, and gains one of the object’s natural attacks. If the object possesses any Special Attacks modifying that natural attack, the beneficiary of the graft gains it as well, using their size in place of that of the object.
An object with graft may be attached to a creature with a DC 20 Heal check.
Whenever a whitesmith enhances a piece of equipment she is holding or wearing, she does not need to concentrate to maintain the enhancement so long as the item is on her person.
Fluff wise, he would have gotten himself captured by the Drow a time ago, and for a time. Then a family member would have paid a small fortune to get him back and the Drow agreed. What Drow did not say however, is that they had already tortured him, and so they sent him back as a quadriplegic.
Back home (in a blacksmiths shop) there was nothing for him to do, but with great effort, and very slowly (he had lots of time) he begun to learn Enhancement magic. His first great achievement was when he was able to make a dolls hand clutch a doorknob and open it for himself, without the help of anyone else. Then over time he had a set of prosthetic limbs created for him (again, blacksmiths forge) and he then practiced moving around with those until he could do so almost effortlessly. Finally he had gained his mobility back and with it his freedom, even if he could no longer feel anything, and even if he had started becoming more and more like the metal he relied on, at least he could move!
And thats the start of it anyways :P
3d8 ⇒ (2, 6, 7) = 15
3d8 ⇒ (3, 1, 8) = 12
3d8 ⇒ (2, 6, 1) = 9
3d8 ⇒ (7, 1, 6) = 14
3d8 ⇒ (3, 2, 7) = 12
3d8 ⇒ (8, 6, 5) = 19
19, 15, 14, 12, 12, 9
A question for the setting: you did say it was sandboxy but are you expecting us to go into the Underdark for/against the Drow or are we going to be doing things any surface dweller might do? I was thinking of using the Drow as a kind of feared background hook, or at least someone to have a grudge against but I dont want to me shootinf myself in the foot :p

AdamWarnock |

Color me interested.
3d8 ⇒ (2, 5, 3) = 10
3d8 ⇒ (7, 8, 1) = 16
3d8 ⇒ (5, 2, 6) = 13
3d8 ⇒ (3, 2, 5) = 10
3d8 ⇒ (7, 6, 4) = 17
3d8 ⇒ (5, 2, 7) = 14
1-Female, 2-Male: 1d2 ⇒ 1
GM, I'm shooting you a PM. I've got an idea, but I'd like some input on it before I go wild with it.
Nevermind. I didn't know I couldn't send you a PM.
post explaining what I was planning got ate. I'll rewrite it and post tomorrow.

Castle Blades |

Well I have had this idea for a really neat sounding character for a while now and this might be a good place to make him come alive :)
The basic idea is that of a Whitesmith quadriplegic who animates his prosthetic limbs to help him get around.
The basic gist is this: Amputated limb -> wears fake arm -> casts Animate Object on the fake arm, granting it the Graft ability -> uses Personal Refinement to maintain the effect.
End effect is that I have a fully functioning arm made out of metal that lasts indefinitely. (It also has a tiny sized slam attack if I want to go that route for my combat style)After all that then I will be doing other things to give him a metal focus, things like taking the Transformation feat to transform him into a pseudo-construct, the Ascetic Control talent to eliminate those fleshy needs, and other things like gearing my Casting Tradition around metal themes (Obvious Enhancements granting a steel-like sheen to creatures, same for Unnatural Transformations. Enhancement Dependency alse seems very thematic).
Now I am unsure if I am going to stay a pure Whitesmith or if I want to multiclass into Incanter for extra Talents :/** spoiler omitted **...
Regarding the setting, it is a sandbox so you can do and go where you want, and as I have said before, the Drow city is not in the underdark.

Castle Blades |

Color me interested.
3d8
3d8
3d8
3d8
3d8
3d8[dice=1-Female, 2-Male]1d2
GM, I'm shooting you a PM. I've got an idea, but I'd like some input on it before I go wild with it.Nevermind. I didn't know I couldn't send you a PM.
post explaining what I was planning got ate. I'll rewrite it and post tomorrow.
You can send me one now, I have adjusted my settings.