Masters of Golarion II

Game Master fnord72


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Male Weremonkey Rogue/Ranger/Trickster

Are we allowed to stat out our followers? I doubt I would stat them all out, but even if we do not expand them, I would get two level 6 ones, which I would like to give stats to.

I figure one of them can be an expert(npc class) that was managing Davin's trust, and still handles most of that to this day.

If we're allowed, I assume standard NPC rules? Could we use the Elite Array for our highest level followers?


Followers can be stated out.

They use the NPC basic array, have only NPC classes, and will be vetoed if obviously optimized for a very narrow purpose/focus.

You may want to have a second google document for your empire and followers from your PC sheet.


Here I am.

So now that I've had a chance to sleep and re-attach my brains to my skull, how do you plan to have the empire building aspect of this work? Will we have a baseline to work with (you had mentioned a 2nd wealth chart), or do you want to show that we had built it up over time?

Also, have we moved forward on any plans to gestalt characters? If that is the case, will I need to re-configure Tessara?


Still looking at the details for empire building.

Gestalt will not start right off.

I'm thinking more along the lines of giving out 'gestalt' levels as rewards as it will take a while to hit level 26.


Male Weremonkey Rogue/Ranger/Trickster

My suggestion, whether it be at 'character creation' or later on as levels, is to gestalt with post 20 levels only. This will make things easier, I believe.


HP 70/70 | AC 20 (t12, ff18) | CMD 21 | F +4; R +8; W +10 | sense Motive +17; perception (darkvision 60') +15, initiative +2 | active effects: --

@Tessara- you had mentioned not knowing what to take for the other class if/when you gestalt... You might want to look at the vanguard archetype for slayer... it would give you full BAB, d10 hp, all good saves, and 2 extra skill points per level; plus, it gives a nice bump to initiative, let's you always act in a surprise round, and gets some very leader-ish abilities (like tactician and a version of the ranger's bond with his teammates).

@GM Fnord- far be it from me to tell you how to run your game, but adding gestalt levels retroactively is a pain... Instead of just adding new Hp/skills/BAB/saves/etc you have to figure out what you originally got that level, compare it to what the new class would have gained, and (for those things that need to improve) calculate how much they need to improve and make the adjustments... and that's just for single-class characters, multiclass characters suddenly need to know exactly when they took each level of their different classes because each level/class needs to be calculated separately (and sometimes how things line up can make a difference). Also, if you dole them out gradually they'll do nothing to balance monster races for a while... I'm sure nobody will complain about gestalt levels, however you want to handle them, but I think they make more sense story wise (and are easier logistically) to either start with them or have some major event when they gain them all at once.

@Monkeygod- the only problem with that is the fact that while it might give a small boost to BAB/saves/skills the special abilities you get would be largely useless (what are you going to do with a couple of 1st level spells at CL1 when you're 21st level)


Since we aren't doing gestalt to start, is it cool if I keep him a Hellknight Signifier for flavor? I was also thinking of giving him a squire (from the Knights book) that stays a Hellknight after my character leaves the order and having them reunite later in their journey (during Curse of the Crimson Throne), becoming his cohort.


I understand your point Areniel.

Going gestalt from level 1 would require you and me to go through that process, now. (I expect that my first gestalt award will likely be several levels anyway, reducing in number of levels later on.)

Multi-classed characters should already have some idea of when they multi-classed, if for no other reason than to verify they could have multi-classed at that point.

For the three new characters, making that determination shouldn't be an issue.

If we cap the saves, the others should fall in line easily enough. I'm willing to not worry too closely about which points skills went into at what levels, what feats were selected when, etc. UNLESS, a character has soo many options that it seems odd they could have met the feat tax for two variants and a multiclass by 6th level...

Note that some characters might have to retrain anyway if they did multiclass into a PrC.

Let's look at a couple of the characters, using your suggested guidelines:

Validk:

Half-Celestial Doppelganger Wizard 15, Arcane Savant 3
1 Doppelganger / No Gestalt
2 Doppelganger / No Gestalt
3 Doppelganger / No Gestalt
4 Doppelganger / NPC class
5 Half- Celestial 1 / NPC class
6 Half- Celestial 2 / NPC class
7 Wizard 1 / Gestalt
8 Wizard 2 / Gestalt
9 Wizard 3 / Gestalt
10 Wizard 4 / Gestalt
11 Half- Celestial 3 / NPC class
12 Wizard 5 / Gestalt
13 Wizard 6 / Gestalt
14 Wizard 7 / Gestalt
15 Wizard 8 / Gestalt
16 Wizard 9 / Gestalt
17 Wizard 10 / Gestalt
18 Wizard 11 / Gestalt
19 Wizard 12 / Gestalt
20 Wizard 13 / Gestalt
21 Wizard 14 / Gestalt
22 Wizard 15 / Gestalt
23 Arcane Savant 1 / Gestalt
24 Arcane Savant 2 / Gestalt
25 Arcane Savant 3 / Gestalt

Validk will have 4 npc class ranks, miss 3 gestalt levels from race, and have 18 gestalt levels available.

Tessara:

drow Oracle (wind) 25

She's even easier, with base drow and all one class, Tessara has 25 levels to gestalt with.

Areniel:

Trumpet Archon; Cleric 8/Inheritor’s Crusader 3
Trumpet Archon is 14 HD, 14 CR, so no gestalting per the suggested rules.
Starting at 15th level:
15 cleric 1 / Gestalt
16 cleric 2 / Gestalt
17 cleric 3 / Gestalt
18 cleric 4 / Gestalt
19 cleric 5 / Gestalt
20 cleric 6 / Gestalt
21 cleric 7 / Gestalt
22 cleric 8 / Gestalt
23 Inheritor 1 / Gestalt
24 Inheritor 2 / Gestalt
25 Inheritor 3 / Gestalt

Quite frankly, yours is the one for the most potential for complication as you could meet the needs for IC at 15th level.
You have the choice to keep it simple, or spend the time to complicate it.

The three new players should be tracking any multiclassing as they build their character anyway.

Monkeygod and Areniel have brought up a good point though. Handing out a reward of one level 1 gestalt isn't going to do much.

What about doing something like handing out 10 levels as the first reward, that should provide a bit of optimization and some additional utility. Second reward is 5 levels, third is 3 more, fourth is 2, taking everyone to 20th gestalt, then 1 level at a time through 25.

At that point, we could either level both together, or level one half way to the exp needed for a level.


Male Weremonkey Rogue/Ranger/Trickster

Since its been awhile, and I don't recall what I last posted, exactly, here's my current backstory:

History:

Few threats to the Inner Sea have been as dangerous and dire as that of Tar-Baphon known more infamously as the Whispering Tyrant. Originally a mortal wizard-king, he was slain by Aroden several thousand years ago. However, thanks to his sheer malevolent will and dark powers, he eventually returned to the realm of the living, as an incredibly powerful lich.

Taking control of the orcs of Belkzen, he consolidated his power in his fortress Gallowspire, ruling over the surrounding lands for five centuries before the then mighty empire Taldor rallied their forces and launched the Shining Crusade in an effort to defeat this vile threat. The armies of Taldor, and their allies overtook the town of Vellumis, on the same day that a local couple gave birth to a newborn baby boy. They named him Shinari, for his skin had soft golden hue to it.

Growing up Shinari, who was clearly blessed by the divine, heard tales daily of the ongoing crusade battling the forces of the Whispering Tyrant, and on his sixteenth birthday, he entered the church of Aroden. He hoped to join the war effort as a solider, but the god had different plans for him. That very night, The Last Azlanti visited the young man, and told him that his path would not be that of a mindless warrior, throwing themselves repeatedly at the inexorable tide of Tar-Baphon's endless hordes. Rather, Shinari would be tasked with specifically hunting down and slaying the enemies of the Church, empowered by the god to deliver his judgement upon them.

So it was that the young Aasimar, for that is what Aroden revealed him to be, joined the Shining Crusade. For ten long, grueling years, he hunted, tracked, cornered, and ultimately destroyed the enemies of Aroden. Sometimes alone, but more often than not, as a part of the main army. Which is how he found himself fighting alongside a young and still very mortal, Iomedae, a heroine even then. The two became fast friends, and soon, staunch allies, usually fighting together, being sent on the same missions, and so forth. Thus it was he was beside her as she battled the Lord of Mohrgs, Erum-Hel and again when the Whispering Tyrant shattered her favored blade with his foul magicks, only for the warrior maiden to reforge it on the strength of her faith alone.

Sadly, it was shortly after this miracle, that disaster befell the young Aasimar. During the hieght of the final battle with Tar-Baphon, he was the victim of vile spell, that captured his body and soul inside a gem. One of the lich's lieutenants had committed the horrid act, and he carried around the trophy proudly.

This half-orc Sorecerer, known only as Rakzzit, wore the gem around his neck on mitrhal chain as his prized possession. As the Whispering Tyrant was bound within Gallowspire, Rakzzit abandoned his liege, teleporting away from the battle that was lost. However, life was not easy for the craven mage, as he was a well known figure in Tar-Baphon's army. A small band of Taldan troops hunted him for the next two decades, but the wily spellcaster always managed to evade capture. Eventually his luck ran, and in a climatic fight, ended up trapped within mausoleum deep within Ustalav.

Yet, thanks to a minor magic ring, he survived, despite being practically buried alive. Then in 4606, Aroden died, and the resulting backlash somehow manages to unseal Rakzzit's living tomb. The half orc, who was rather unhinged due to centuries spent locked underground, broke free and started to terrorize the surrounding populace. Within a year he had taken over a small, partially ruined fort, and waged war, mostly against peasants he believed were Taldan soldiers. His freedom, and life was cut short not too long after, as Iomedae, now a goddess, divined his presence. She sent word to an Archon, newly arrived on Golarion thanks to the opening of the Worldwound, to go and defeat the mad sorcerer and free her imprisoned friend.

Areniel, as the Archon was called, teleported straight to Rakzzit's stronghold, and challenged the crazed mage to a public duel. For while he sought the foul villain's end, he also wanted to inspire the people of the village that had endured the half orc's depredations. The fight, if it could truly be called that, was rather short lived. Rakzzit, driven mostly insane, lost what little of his mind he had left at being called out by some 'feathery freak'. Paying little heed to the potent magicks at his disposal, he opted to engage Areniel in physical combat. Had he relied on his spellcasting, he might have won, but deciding to try and out melee his foe proved to be his undoing, and not long before the battle began, Rakzzit was slain.


HP 70/70 | AC 20 (t12, ff18) | CMD 21 | F +4; R +8; W +10 | sense Motive +17; perception (darkvision 60') +15, initiative +2 | active effects: --

Like I said, I really only have enough time to be basically a recurring NPC... I won't really be able to be an active participant, I don't think.

In terms of how I'd rebuild- I took Inheritor's Crusader largely just to play up the paladin-esque feel of the character... If we were going to start gestalt I'd probably drop it entirely and go 11 levels of cleric/paladin. Since it sounds like that's not the case, I'd probably gain no benefit for a long time... And when I did start getting to gestalt some levels, I'd probably still go cleric/pally for the 8 cleric levels I have and maybe IC/bloodrager for the last 3? Or maybe IC/inquisitor? maybe even a couple monk levels so that even naked and unprepared I'm as dangerous as possible...


How long has it been since ??? was rescued by Areniel?


Male Weremonkey Rogue/Ranger/Trickster

104 years, which combined with him being imprisoned at 16, makes him 120. You said Aasimars would age as an Elf, thus, he is ten years past adulthood.

Btw, I am posting as Monkeygod, because I *might* change Davin's last name, and I don't want to post too many times.


No worries. Just checking on your timing.

That would put you as ascending the same time as the others, about a month ago.


Male Weremonkey Rogue/Ranger/Trickster

He was freed about a year and a half after Aroden died. Working on what he was up to after.

I figure he was 15th level when imprisoned, due to fighting pretty much non stop for ten years during the Shining Crusade.

He'll have leveled much more slowly between being freed and when game starts.

Which reminds me of a very important question:

What year is it in game? The Inner Sea World Guide sets the current game year at 4711 I believe. Same for us, roughly?


I'd have to go back and look at the time line again for an exact year.

What I did do, was look at the AP's and designate which ones have happened and which have not happened, which doesn't necessarily coincide with canon.


Male Weremonkey Rogue/Ranger/Trickster

Well, if it helps/matters, I know Uber is using RotRL as part of his background and my brother is using Curse of the Crimson Throne in his, just as a heads up.


Both of those are fine as background. I'm a bit familiar with Curse, never got far with RotRL.

What would people like for gestalting?


Male Weremonkey Rogue/Ranger/Trickster

Are you asking what classes we would like, or which method?

I think using them as rewards is probably the best idea, but are you sure you're able to handle and challenge an eventual party of 25th level gestalt, mythic badasses?


GM's get really worried about gestalt because they don't put guidelines on the usage of it and allow stacking where it shouldn't happen.

For instance, the 3.5 rules for gestalt (which we'll be using)

Like someone said earlier, what's the purpose of having access to a level 1 spell at 25th level?

I'm thinking of things like (not all, but maybe some):

The gestalt can be one class, no multi-classing.
No PrC's.
If the primary class is spell-casting, then the gestalt is non, and vice-versa.
NPC classes
Core only classes.
Non-complimentary classes.
etc


Male Weremonkey Rogue/Ranger/Trickster

Ok, was giving this some thought on my walk with my dog just now, and I've come up with the following:

NPC classes are right out, as either they are useless, or a basic power boost.

Take my brother for example: He could easily gestalt Warrior with Wizard, say 7 levels, and get a net +4 to attack and net +3 to Fort. Or, he could take Expert, and gain a lot more skills.

Which, got me to thinking even more. The idea of awarding gestalt is a really good one, after all, as you said yourself its going to be insanely difficult to level to 26.

However, in the best of cases, it takes a decent amount of re-working the character numerically.

Thus, I propose we don't gain any numerical increases, like BAB, Saves, etc. Except, *perhaps* HP, as that's super simple.

Instead, all we gain are class features like Smite Evil, Domains, Bloodlines, etc.

Also, I feel like we should work with you, and make sure whatever we take makes sense based on why we're awarded the gestalt in the first place. This eliminates needing to limit and restrict the classes chosen, as you can have the final say, much like with Mythic.

Again, taking Maven, he's more or less a caster. If, for example, we're awarded gestalt levels due to defeating or destroying something linked to the gods, like an artifact, or powerful minion, then it might make sense for him to take levels in a divine spell casting class. You would have to give the OK, however, and if you *really* didn't want him to, then he'd have to take something else.


HP 70/70 | AC 20 (t12, ff18) | CMD 21 | F +4; R +8; W +10 | sense Motive +17; perception (darkvision 60') +15, initiative +2 | active effects: --

If you don't want to deal with numerical bonuses, one option might be the new variant multiclassing rules from pathfinder unchained... Basically you get some class abilities from another class in exchange for a bunch of feats, only in this case the GM would effectively be awarding bonus feats you were spending... No numerical stuff to worry about (doesn't change BAB/hp/saves), and most of the abilities scale with level so they'd be at least somewhat functional when you get them...


I've started some posts on the state of the world, stay tuned. Respond if they pertain to you.

Monkeygod and company, how are your builds coming?


I've started reviewing Unchained.

At the bottom of the character creation file I have added a few sections that I have reviewed and believe will work well in the game. Feel free to comment on anything in Unchained, or on my short list.


Male Weremonkey Rogue/Ranger/Trickster

I plan on picking up Unchained ASAP, when I do, I will likewise go over the stuff you've mentioned.

I'm curious if the leveling magic items might work for us, but without seeing them at all, I have no idea.


Here I am.

I'm going to hold feedback until I manage to get a copy of the book myself (hopefully by week's end). That being said, I have head some good things about the new rules variants so far (that, and the ever ongoing whine about how '...monks are so underpowered!' topics from people who don't understand how to build a freakin' character.

Sorry, long day. >.>


I apologize for my lack of response, I will post my background this weekend.


wow, busy week!

Alrighty, anyone have issues with the unchained barbarian, monk, rogue and summoner? I'd like to require the use of the unchained versions.

Anyone have an objection to fractional base attack and saves?


HP 70/70 | AC 20 (t12, ff18) | CMD 21 | F +4; R +8; W +10 | sense Motive +17; perception (darkvision 60') +15, initiative +2 | active effects: --

If you're going to add in gestalt you almost need to use fractional BAB and saves...


Male Weremonkey Rogue/Ranger/Trickster

Just picked up the Unchained PDF on Wed. Slowly going through the whole thing for several different games. Only on Summoner.

First three classes are rather solid and I have no issues with them.

The variant multiclassing might be good for our cohorts and any potential high level followers.


fractional use for gestalt does eliminate a desire to stack classes to maximize growth, but is actually less in need for gestalt sine there are two options to get the increase at each level.

Considering that we are already at 25th level, I would expect that most of the characters are not likely to have much of a benefit with this since I am considering an artificial limit to class based saves anyway.


Male Weremonkey Rogue/Ranger/Trickster

Hey Fnord,

How much leeway are we given to make some changes to current events and statuses.

Thinking of maybe trying to have recently brokered some sort of positive state of affairs between Lastwall and the Belkzen Orcs.


For some reason I can't find this in the google docs, but what year is the campaign set during?


Here is my background, please let me know if you are looking for more detail into parts of it.

Spoiler:
Kirth Velaryon was born in Magnimar, the Naos District, to a mother who was a baker and a father who served in the guard at the Arvensoar. He grew up well, his family being of new money due to the bakery that they owned being famous among the upper-class. But it was not just him and his parents, his mother’s sister, a widow, as well as his two sisters helped to fill his home. He was the middle child, but he still looked after both of them, especially after their father died.

Kirth was seven when it happened. Three days after his father had been promoted he was killed while stopping a mugging on his way home from work. Kirth and his family mourned his father as a hero, sacrificing himself nobly so that another citizen of Magnimar could live. It wasn’t until around his eighth birthday that he overheard his mother and her sister talking late one night. His aunt had been drinking and he could hear his mother trying to calm her down. But what he heard changed his life from then on.

The man that had killed his father had been caught and tried, a Shoanti belonging to one of their local gangs. But his aunt did not believe that things ended there. He heard her talk about how his father had been working on a case, something secret, he had believed the gangs in Magnimar were all connected. His mother brushed her off, telling her to never speak of it again.

Kirth finally approached his aunt weeks later about it, at first she did not want to say anything but eventually she gave Kirth his father’s work, the papers he had kept hidden even from his mother. The papers connected the various gangs to not only each other but also to people of power in Magnimar, there were even some notes regarding a possible cult to Norgorber and it was with these that he found the name that would invade his dreams, the Forever Man. Kirth spent much of his childhood and teenage years slowly and patiently gathering information. Knowing full well that he would need to be careful, unless he wanted to end up like his father.

His work came to a halt when he decided to take his sisters to see the Swallowtail festival one year down in Sandpoint. He was able to put his limited abilities to good use and with the aid of several others they were able to repel the goblins that attacked. His older sister was hurt during the raid however and so while she rested and healed at the hands of Father Zantus, Kirth set forth with the others who had aided in an attempt to investigate the raid itself. Little did Kirth know that this simple investigation would lead him down a much darker and longer path. (I don’t wish to go into too much detail since Monkey and Maven are currently playing in the Rise game I am running, but I will say that my character most heartily exposes the plots and intrigues rampant in Magnimar to the public eye when that section was resolved)

After his time spent helping with the events of Rise of the Runelords, Kirth returned to Magnimar to use his newfound power and influence in an attempt to expose to the corruption and evil hiding beneath the surface of Magnimar and its politics. But he soon realized that it isn’t always easy to save those who don’t want to be saved. Even with the power and influence he had gained through his time adventuring he could not stop the corruption and so he decided to take another route. After his return to Magnimar he had gained a following and so with them and his family he left Magnimar and purchased a plot of land, and on this land he vowed to create a community without corruption, where the good could live and thrive and where politics, greed, corruption could not take seed.

It was here, in the community that he founded, that he was chosen by Zohls to ascend.


docs

The bottom of the character generation one


Would Monkey, Maven and I have ascended together or separately?


I know the google docs say no 3rd party material, but what about 3.5? Specifically I am asking about the different elven weapons that are present in Races of the Wild, not all of them are on the pfsrd so just wanted to get a ruling on it.


3.5 falls in the same category as 3rd party. A mundane weapon might be ok, but more than likely not. You can list the particulars of the one you are interested in and I'll look at it.

Regarding your ascensions. If the three of you have already been working together in recent time, then yes. If you are all loners, no.

(I'd prefer the already working approach. This may require your back stories to include why you have left your individual comfy homes to wander around with companions.)

So Kirth went through Rise of the Runelords, left the area and set up shop for himself? where are you thinking to place this community?

Hey Monkeygod, I'll have to look up the particulars for Lastwall and the orcs, which product is going into it?


HP 70/70 | AC 20 (t12, ff18) | CMD 21 | F +4; R +8; W +10 | sense Motive +17; perception (darkvision 60') +15, initiative +2 | active effects: --

The thinblade is statistically very slightly worse than an estoc... so there shouldn't be too much issue (IMO) with them existing... The bigger issue is whether it's unbalancing to add some potent racial weapons to elves... That's up to Fnord but if dwarves are the standard it probably isn't (dwarves get like half a dozen good exotic racial weapons).


I was thinking about the elven thin blade, but I actually really like the estoc now that Im looking at it, thanks for the recommendation Areniel, I will look at the map tonight after work, but as of right now I'm thinking most likely somewhere in Varisia for his community. But ill talk to the others about the already working together idea, that might help to decide where I was located when I met them.


Male Weremonkey Rogue/Ranger/Trickster

Well, Belkzen, Hold of the Orc Hordes exists as a new Campaign Setting book, but I was reading the intro fluff text for Inner Sea Combat, and got the idea.

One of the major reasons the Orcs invade and go to war a lot is their reproduction rate is far too high for their production rate. As a high level character, even before breaking into epic levels and mythic, I would like to think Davin has the resources mundane or magickal, to assist the orcs in becoming a more normalized, less raid/war oriented society.

Not saying he would be 100% successful, or even 75%, but I would imagine he could at least make it so they don't always look to invasion/raids as the way to gather more foods, weapons, supplies, etc.


I would say if thats the route you wish to go perhaps look to the King Obould Many-Arrows storyline for Forgotten Realms. Since its all about orcs trying to make a living on the surface.


Now that you mention it, I seem to recall reading something along those lines for the orcs.

Having that as a goal and desire is fine.

I'm thinking that you are trying to change a genetic imperative, coupled with generations of traditions.

Consider what would be necessary to:

a) dismantle the caste system in India.
b) remove welfare from the US.
c) convert latin America to Protestantism

You would have to convince the elders to stop pushing the traditions, the prime adults to stop raiding (fun stuff for an orc), and breeding (more fun stuff for an orc), and raise/train the young orcs in a new way.

Which would you tackle first?

Their tradition of honorable combat?
Their need for food for their ever growing population?
Their rabbit like breeding?

Give me an idea of what you would be looking at for this. How long have you been trying to do it? By yourself? Who with?


Would I have been able to find a plot of land in Varisia that would not fall under the jurisdiction of a city-state, since I would be hoping to one day turn my community into its own city-state. Preferably near the Sanos Forest, and somewhat close to the Cinderlands border but not close enough to have it ruin agriculture.


Really, the first question is how you plan to meet with the orcs with out getting speared.

At what point in your career are you wanting to start this endeavor?


That last was for Monkeygod.

Uberdeathyness,

Since much of Varisia is still considered "wild" region, starting a community won't be an immediate issue. How the community interacts with its neighbors is where the fun starts.

To the south-east lies Korvosa, and this city-state is itching to become a minor kingdom. It already directly or indirectly controls much of south-eastern Varisia.

The Sanos Forest doesn't appear to reach the Cinderlands as it runs into the Iron Peaks. Which has its own problems for a new town.

I'd like to see your thoughts on how, or whom, you will be bringing with you that wants to uproot and strike out to start a new life. At what point (level) are you starting this endeavor?

If you wanted to build your background in an established place, Ilsurian looks like it would be a good place to settle in. A decade or so of service and time dedicated to the community would easily overcome any outsider prejudice to get elected to the council. Developing a desired service or good that drew new residents would build the small town up and increase it as a base of operation.

Turtleback Ferry might also be an option.


Since I would have been one of the heroes who had saved Turtleback Ferry from destruction I was thinking that. The main premise Im thinking of is community. He would actively go through cities talking to the homeless there and offering them shelter and food if they agree to work and learn a trade. He would have started this around 17/18, basically right after finishing Rise and realizing that Magnimar would take more than what he has to change it. I know that he would stay away from relations with Kaer Maga, Janderhoff and the gnomes of Sanos Forest would be his main relations. I was thinking that him tracking down Lamia Matriarchs that still serve Karzoug in Janderhoff would be why he left, and their dealings is what eventually led him to Monkeygod and Maven. In the Skinsaw Murders book it says some traveled to Janderhoff and even Belzken, so Im thinking he reached out to Monkeygod because he had heard of his dealing with the orcs. Ill look into the politics of the region more to narrow things down, but definitely thinking that gnomes and dwarves are who he would prefer to deal with since he has seen firsthand the corruption of humans when it comes to politics.

Mind you I haven't actually settled on a race yet, so that will help to determine the finer points of things, I don't see it changing my background that much, if at all hence why I haven't settled yet. Im toying around with human, elf, and tiefling right now.


So you would have ended RotRL at around 18th level? Once you get a bit more of your character done (like race). We can do some play on building your town.

It's not like anyone seems to be in a hurry to get started, so might as well have some fun developing some regional changes.


someone did a setting where heroes lost the APs. Anyone have a link to it?


I have the info for what happens if Rise was lost, but thats it.


If I were to go Tiefling, would you allow me to make it so it was barely noticeable. I am thinking that most people would assume he is human at first glance. Even his parents knew something was different about him, but there were no noticeable signs to point towards any one reason. I was thinking that his eyes would have a slight glow to them, more noticeable in dim light and darkness, as well as more pronounced canines and just a whiff of brimstone to him.

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