Into the Void

Game Master JD Ashelman

An ancient dwarven secret is uncovered, and a band of heros is enlisted in order to investigate.


Liberty's Edge

Just seeing if anyone would be interested in a home campaign. Starts level 3, with according gold. Underground for a large part, though not a dungeon crawl. All classes allowed with the exception of the ACG. All PFS legal races playable, 25 point buy. No non-paizo material, please.

If interested, post here or send me a p.m. I can do a couple tables of 4 to 6. I'll post the finished tables and create a discussion board once they're full.


Would like more plot info please, but you've got my attention.

Liberty's Edge

The setting is the small, ancient village of Bilmyre. There's very little one would consider interesting about the rustic settlement, save for one thing: the architecture is distinctly dwarven, though dwarves have never been known to live in this corner of the continent, usually staying in the mountains of the north. The cultural discrepency has stumped scholars for ages.

Recently, however, a local dwarven researcher has taken up residence in Bilmyre. She claims to have a lead on the mystery, though lacks the assistance to pursue it. So adventurers who pass through the village find themselves being chatted up by a peculiar old dwarven woman, offering fame, fortune, and an oppertunity to assist in what she claims to be the most important discovery of the century.

Players will be those who, for reasons known only to them, offered up their services.


I'd be interested, I will have a think, probably archer ranger type.
edit:- Scratch that. I have been toying with a dwarf ranger/barbarian idea, based partly on dwarf trollslayers from Warhammer. Escaped slave, slightly deranged as a result. Dual wielding warhammer and light pick (I like the idea of him using his slave tools and hammering the pick in harder rather than 2 blows). Will start sketching him out.


Dot. Can you tell us something about the pantheon in your world?

Liberty's Edge

Starting at third suggests that you want the campaign to be moving along...I'd be interested in a game if it might move a little quicker than the usual, in particular. Pretty open on classes, at the moment...

Liberty's Edge

The pantheon on the continent of Alengrace consists of largely differing deities, from the Viking God Biellumor, whose worshipers value glorious death over all else, to Vena, whose teachings show the beauty in everyday life and work, such as hunting or farming. Is there a particular alignment, theme, or domain your looking for?


dot


Interested...

Grand Lodge

this sounds interesting. I might try a halfling rogue.


I've got a tiefling monk/fighter former pit fighter in mind.

Dark Archive

I've got either a Samurai or a Cleric of Nethys I'd like to play. The Samurai would be a gung-ho mercenary with a taste for glory, and the Cleric is a calm, studious scholar of magic, and I'd be okay with playing either, depending on what the campaign would need.


Been wanting to play an Oracle for some time. This might be the time.


I built this barbarian for a game that never really got off the ground, I quite like his background. Crunch is not yet adapted for this game, but I'm more than happy to do so if the background is interesting.

Alternatively I'm interested in playing a Hexcrafter Magus, because I've never played one of those before and they sound fun.

Liberty's Edge

Where can I find the full list of PFS legal races?


Seems we've the Dwarf angle and some melee.

Besides the Dwarf angle, will any other motifs be in play (without giving much away)?

I'm interested.

Liberty's Edge

The PFS races are the core seven, aasimar, tiefling, and tengu, though if you have something in mind you want, just ask and we'll talk about it.

As far as other motifs, there's a bit of mystery and dark fantasy.

Liberty's Edge

I keep hoping for the chance to play a skinwalker, that's all...


Yuki Tsune:

Yuki Tsune
Female Kitsune Rogue (Kitsune Trickster) 3 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Bestiary 4 0)
CG Medium humanoid (kitsune, shapechanger)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 18 (3d8)
Fort +1, Ref +5, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -1 (1d4) and
. . masterwork rapier +5 (1d6/18-20)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—charm person (DC 16)
Kitsune Spell-Like Abilities (CL 3rd; concentration +7)
. . 3/day—dancing lights
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 10, Int 15, Wis 12, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Deceitful, Realistic Likeness[ARG], Weapon Finesse
Skills Acrobatics +10, Appraise +7, Bluff +14, Diplomacy +12, Disable Device +10, Disguise +14, Escape Artist +8, Knowledge (local) +7, Linguistics +6, Perception +6, Sense Motive +3, Sleight of Hand +8 (+12 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +8, Use Magic Device +9; Racial Modifiers +2 Acrobatics
Languages Celestial, Common, Elven, Sylvan, Undercommon
SQ change shape, kitsune magic, rogue talents (finesse rogue)
Other Gear +1 mithral chain shirt, masterwork rapier, backpack, masterwork, bedroll, blanket, fishhook, hip flask, pocketed scarf, sewing needle, spider's silk rope (50 ft.), thieves' tools, masterwork, thread (50 ft.), 319 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Liberty's Edge

Awesome! Well that's one character done. We need at least three more before we start!


Would a Halfling Alchemist be fine?


Lupic's earliest memory is as a slave. He doesn't recall his mother, certainly has no idea about his father, just remembering the slave quarters that were his home.

The master and the overseer weren't so bad. They understood that there was no benefit in abusing the slaves since they were property. They were well fed and clothed as long as they fulfilled their duties. Lupic was an odd looking kid, always large for his size, and grew up into a mountain of a man with a huge frame and bulging muscles. This helped him work well in the fields. However a few seasons of drought and the master was facing hard times financially. He was forced to sell Lupic to a gladiatorial school to be trained to fight in the arena.

While at the time this was pretty upsetting to Lupic, it turned out to be the key to his future. He excelled as a fighter with his great strength and tough hide which could ward off many blows. He was trained in martial arts that gave him the ability to take advantage of his strength and combat intuition. He excelled in his training and soon was sent to the arena at an unusually young age. There he beat all comers, even ranking champions, using his training fused with his natural ability.

Eventually the fighting pits of the arena proved to be his road to freedom. His new master won so much that he eventually released Lupic from his bondage. This taught Lupic an important lesson- that if you have self discipline and live within the rules, things will turn out for the best. He has since travelled, sometime taking jobs with local constabularies to keep order or even just removing threats to the general well being himself. He's really big on order.

Lupic build:

Lupic
Oni-Spawn Tiefling Fighter (Unarmed Fighter) 1/Monk (Master of Many Styles) 2 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0, 0)
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 15 (+2 Dex, +2 natural, +1 dodge, +3 untyped)
hp 25 (1d10+2d8+6)
Fort +7, Ref +5, Will +6
Defensive Abilities evasion; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +6 (1d6+5)
Special Attacks stunning fist (2/day, DC 14)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +6; CMD 22
Feats Armor of the Pit[ARG], Crane Style[UC], Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Unarmed Strike, Stunning Fist
Traits mizu ki hikari rebel, reactionary
Skills Acrobatics +8, Climb +9, Disguise +1, Intimidate +1, Perception +9, Stealth +7, Swim +9
Languages Common, Dwarven
SQ ac bonus, fuse style, stunning fist (stun), unarmed strike
Other Gear 3,000 gp
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Ferocity +2, 1d4+4 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (2/day, DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Liberty's Edge

Okay, so there's two interesting characters! And yes, a halfling alchemist would be just fine.


I have a wizard I'd like to consider playing. When I get home I will post him.


So I'm thinking of a tiefling, wizard (shadowcaster). Alignment CN or LN, if that is acceptable - nothing that interferes with party chemistry.

How are HP determined and do we get 2 traits?

Liberty's Edge

We'll be doing half your hit die plus CON mod when leveling up, and yes, two traits are fine. And as far as your character idea, a wizard would fit in perfectly.

Liberty's Edge

Seth, you may give your character two traits, since it appears you haven't. In all fairness I wasn't clear on them at all, so yeah.


Will do :)


Here you go! :)

Yuki Tsune:

Yuki Tsune
Female Kitsune Rogue (Kitsune Trickster) 3 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Bestiary 4 0)
CG Medium humanoid (kitsune, shapechanger)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 18 (3d8)
Fort +1, Ref +5, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -1 (1d4) and
. . masterwork rapier +5 (1d6/18-20)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—charm person (DC 15)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 10, Int 15, Wis 12, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Deceitful, Realistic Likeness[ARG], Weapon Finesse
Traits child of the streets, coincunning (janderhoff)
Skills Acrobatics +10, Appraise +7, Bluff +14, Diplomacy +12, Disable Device +10, Disguise +14, Escape Artist +8, Knowledge (local) +7, Linguistics +6, Perception +6, Sense Motive +3, Sleight of Hand +9 (+13 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +8, Use Magic Device +9; Racial Modifiers +2 Acrobatics
Languages Celestial, Common, Elven, Sylvan, Undercommon
SQ change shape, fast shifter, rogue talents (finesse rogue)
Other Gear +1 mithral chain shirt, masterwork rapier, backpack, masterwork, bedroll, blanket, fishhook, hip flask, pocketed scarf, sewing needle, spider's silk rope (50 ft.), thieves' tools, masterwork, thread (50 ft.), 319 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Coincunning (Janderhoff) +2 to Perception to notice valuables. Automatic check if you pass within 10 ft.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


Here is the character concept, I need to equip him still. If this works for your game, I'll get an avatar selected and equip him.

Jik 'tu kbar:

Tiefling Wizard (Shadowcaster) 3 (Pathfinder Campaign Setting: Inner Sea Magic 0; Pathfinder RPG Advanced Race Guide 0)
LN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 18 (3d6+6)
Fort +3, Ref +4, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +1 (1d3 nonlethal)
Special Attacks acid cloud
Tiefling Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—darkness
Wizard (Shadowcaster) Spells Prepared (CL 3rd; concentration +10):
. . 2nd—burning arc (DC 17), create pit{super}S,APG{/super} (DC 18), scorching ray
. . 1st—ear-piercing scream{super}UM{/super} (DC 16), grease{super}S{/super}, mage armor, magic missile, magic missile, shadow weapon{super}UM{/super} (DC 16), shield, sleep (DC 16)
. . 0 (at will)—detect magic, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 20, Wis 10, Cha 6
Base Atk +1; CMB +1; CMD 14
Feats Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Traits desperate focus, reactionary
Skills Appraise +9, Bluff +0, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +9, Perception +3, Spellcraft +11, Stealth +3, Swim +0; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Dwarven, Elven, Goblin, Infernal, Orc, Shadowtongue
SQ earth supremacy, opposition schools (wood), shadow spell slots (shadow spell slot, shadow spell slot, shadow spell slot), shadow spells, specialized schools (earth)
Other Gear 3,000 gp
--------------------
TRACKED RESOURCES
--------------------
Acid Cloud (1d6+1, 8/day, DC 16) (Su) - 0/8
Darkness (1/day) - 0/1
--------------------
Special Abilities
--------------------
Acid Cloud (1d6+1, 8/day, DC 16) (Su) 5'r cloud deals 1d6+1 Acid damage and sickens for 1r. Fort halves/negates.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Supremacy +2 (Su) +2 CMD vs. bull rush, drag, reposition, trip, and overrun while touching the ground. +1 insight bonus to melee attack/damage while you and your opponent are touching the ground.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wood Five-Element opposition school for: Earth

You must spend 2 slots to cast spells from the Wood school.

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GM is this the sort of character you're after? I made a few changes to Cpt Johnson to bring him inline with the character creation rules.

Will the lack of lowlight vision / dark vision be a major handicap? Magic can solve this in time, but the last table top game I played turned into an underdark campaign where playing a human was annoying :)


Here is the completed profile with gear for Jik 'tu Kbar, tiefling wizard (shadowcaster), earth specialty, since this is going to be paritally underground I thought that would be appropriate. Wood is his opposition school. He has a bit of gold left, so I'll probably add to his scroll count and spellbook.

Liberty's Edge

Both characters are just fine. That makes an ideal party of four, so I'll make a discussion thread and then a game thread. If anyone still wants to play, continue to get your characters in!


Hmm, looks like Yuki is the only one of us able to use a wand of CLW, could get interesting... :)

I'll make sure Cpt Johnson has one.


Ready when the the thread opens.


I like to "fill the gap", who do we have so far on the roster?

Fighter
Rogue
Barbarian
Alchemist
Wizard

Need a cleric?


Gerard here.

I can offer the services of Thallan Mourne, Elven Cleric.

He was originally for Shattered Star, but can parley/segue the background, motivation and interest to a different anomaly. Also, ratchet down to 3rd level.

He's never been played.

Not offended, if you are full up.

Liberty's Edge

http://paizo.com/threads/rzs2rcvh?Into-the-Void-Discussion-thread#1

Discussion thread is up! And yes, we would have room for a cleric, making it a five player group, though if enough people submit a character by the time I put up the gameplay thread, I'll make another group.


Thank you!

I'll start editing. But, I'd like to be a thorn in the Teifling Wizard's side. Or his wing man/elf.


It'll be good to game with you again Gerard.


I have this character concept, a scholar that got traped in ancient times in a falling structure, but saved and mantained in extasis/slumber by a protector being, just to awake in the actual Golarion, with some memory loses and an angel-like being at his side (actually a summoner with his eidolon)-

With Scholar of the Ancients, he can be a bit of the party-face and a dedicated buffer, with little battlefield control.

He will make use of his summon abilities per day, only summoning its eidolon as a last resort and healing duties, but playing it as ever present, just incorporeal and transluced, as rp element with no game effect, if possible.
Valt Skyddade

Liberty's Edge

I suppose skinwalkers are not good. I never did get my answer.


Dot. When is your recruitment deadline?
I'm gonna draft a Wiz (Creation) / Monk of Empty Hand
I just got inspired to create Glass Shurikens w/ Splintering Weapons feat ;)

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