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Been awhile since I ran anything and the last one, a Ptolus game as well ended two years ago, wondering if anyone is down for joining?
If so my plans are to use PFRPG rules. The game will be set in the Ptolus setting and thus use the gods presented in the book (domain coversion will be done as needed). Also this will potentially be mythic campaign.
4 to 6 players will be accepted.
Character Creation Guidelines:
Race: Core, APG, UC, UM, ARG (Core and Featured),
Ptolus races conversion in the tag below
Aram
RP: 24 (Monstrous)
Ability Score Racial Traits 4 RP: Aram gain +6 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom. This includes the adjustments for their large size.
Size 7 RP: Aram are Large creatures, gaining a +1 bonus on combat maneuver checks and to their CMD. They and take a –1 size penalty to their AC, a –1 size penalty on attack rolls and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Type 3 RP: Aram are Monstrous Humanoids.
Base Speed 0 RP: As quadrupeds, Aram have a base speed of 40 feet.
Language Quality 0 RP: Aram begin play speaking Common and Aram. Aram with high Intelligence scores can choose from the following: Elvish, Giant, Goblin, Gnomish, Halfling, Litoria, Sylvan.
Defense Racial Traits
Natural Armor 1 RP: Aram gain a +1 natural armor bonus to their Armor Class.
Stability 1 RP: Aram receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
Indefatigable 2 BP: Aram sleep standing up, and rarely strip off all armor before doing so in the field. Aram gain Endurance as a bonus feat.
Movement Racial Traits
Swiftness 3 RP: Aram gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Aram also gain Run as a bonus feat.
Offense Racial Traits
Relentless 1 RP: Aram gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Senses Racial Traits
Darkvision 0 RP: Being monstrous humanoids, aram can see in the dark up to 60 feet.
Other Racial Traits
Quadruped 2 RP: Aram possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (included above). In addition, members of this race use weapons and armor as if they were Medium (instead of Large).
Assarai
RP: 18 (Advanced)
Ability Score Racial Traits 1 RP: Assarai are built to endure harsh conditions, but have a reptilian brain. They gain +2 Strength, +2 Constitution and -2 Intelligence.
Size 0 RP: Assarai are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Assarai are Humanoids with the reptilian subtype.
Base Speed 0 RP: Assarai have a base speed of 30 feet.
Language Quality 0 RP: Assarai begin play speaking Common and Draconic. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.
Defense Racial Traits
Natural Armor 4 RP: Assarai gain a +3 natural armor bonus to their Armor Class.
Survivor 2 RP: Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.
Feat and Skill Racial Traits
Athletic 2 RP: Assarai gain a +2 racial bonus on Acrobatics checks.
Scavenger 2 RP: Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.
Movement Racial Traits
Assarai Swimmer 3 RP: Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Offense Racial Traits
Claws 2 RP: Assarai receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
Bite 1 RP: Assarai receive a bite attack. These are primary natural attacks dealing 1d3 damage.
Senses Racial Traits
Low-light vision 1 RP: Assarai can see twice as far as humans in conditions of dim light.
Alternate Racial Traits
Frail 0 RP: About 10% of assarai are born with a mutation making them less physically potent. In the past, assarai born with this mutation were abandoned and left to die; however, more and more city-dwelling assarai now frown on this practice. As it happens, the mutation provides some benefit in mix-race, urban environments, making "frail" assarai less threatening to other races. Of course, what an assarai considers "frail" is still just as hardy as, say, a human. This feature, while providing no benefit or penalty of its own, replaces the Natural Armor, Scavenger and Claws traits. This brings the RP total for a frail assarai to 10 RP, making it a Standard race.
Elf, Cherubim
RP: 15 (Advanced)
Ability Score Racial Traits 0 RP: While graceful, cherubim elves are very frail. They gain +4 Dexterity and –4 Constitution.
Size 0 RP: Cherubim elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Cherubim elves are Humanoids with the elf subtype.
Base Speed 0 RP: Cherubim elves have a base speed of 30 feet.
Language Quality 0 RP: Cherubim elves begin play speaking Common and Elven. Cherubim elves with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Elder Elven, Gnome, Halfling.
Defense Racial Traits
Lesser Spell Resistance 2 RP: Cherubim elves gain spell resistance equal to 6 + their character level.
Feat and Skill Racial Traits
Keen Senses 2 RP: Cherubim elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Dreamspeaker 2 RP: Cherubim elves gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level) once per day: dream.
Movement Racial Traits
Flight 8 RP: Cherubim elves have a base speed of 30 feet. They can also fly with a speed of 50 feet and average maneuverability.
Senses Racial Traits
Low-light vision 1 RP: Cherubim elves can see twice as far as humans in conditions of dim light.
Elf, Harrow
RP: 10 (Standard)
Ability Score Racial Traits -2 RP: Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, −2 Constitution, and −2 Charisma.
Size 0 RP: Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Harrow elves are Humanoids with the elf subtype.
Base Speed 0 RP: Harrow elves have a base speed of 30 feet.
Language Quality 0 RP: Harrow elves begin play speaking Common and Elven. Harrow elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.
Defense Racial Traits
Harrowdream 1 RP: Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.
Feat and Skill Racial Traits
Scarred 2 RP: Harrow elves receive a +2 racial bonus on Intimidate checks.
Harrow Lore 4 RP: Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device checks.
Magical Racial Traits
Harrow Magic 4 BP: Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: detect magic, ghost sound, mage hand, prestidigitation, blur. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.
Senses Racial Traits
Low-light vision 1 RP: Harrow elves can see twice as far as humans in conditions of dim light.
Elf, Shoal
RP: 10 (Standard)
Ability Score Racial Traits 0 RP: Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size 0 RP: Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Shoal elves are Humanoids with the elf subtype.
Base Speed 0 RP: Shoal elves have a base speed of 30 feet.
Language Quality 0 RP: Elves begin play speaking Common and Elven. Shoal elves high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Litorian, Orc, and Sylvan.
Defense Racial Traits
Elven Immunities 2 RP: Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Note, however, that a great many shoal elves replace this feature with the Dreamspeaker alternate racial trait.
Feat and Skill Racial Traits
Keen Senses 2 RP: Shoal elves receive a +2 racial bonus on Perception checks.
Shoal Lore 2 RP: Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill. Many shoal elves native to Ptolus replace this with the Urbanite racial trait.
Magical Racial Traits
Shoaldream 1 RP: Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an augury spell or as complex as a crucial clue concerning the character's destiny.
Offense Racial Traits
Weapon familiarity 2 RP: Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-light vision 1 RP: Shoal elves can see twice as far as humans in conditions of dim light.
Dwarf, Grailwarden
Grailwarden dwarves are standard Pathfinder dwarves, most often using the Craftsman, Giant Hunter and Mountaineer alternate racial traits.
Dwarf, Stonelost
Stonelost dwarves are standard Pathfinder dwarves, most often using the Ancient Enmity, Lorekeeper and Stubborn alternate racial traits.
Litorian
RP: 17 (Advanced)
Ability Score Racial Traits 4 RP: Litorians are ancient, physical and introverted, +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
Size 0 RP: Litorians are Medium creatures and thus receive no bonuses or penalties due to their size.
Type 0 RP: Litorians are Humanoids with the catfolk subtype.
Base Speed 0 RP: Litorians elves have a base speed of 30 feet.
Language Quality 0 RP: Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose from the following: Aram, Elvish, Gnoll, Goblin, Orcish.
Defense Racial Traits Feat and Skill Racial Traits
Intimidating 2 RP: Litorians receive a +2 racial bonus on Intimidate checks.
Keen Senses 2 RP: Litorians receive a +2 racial bonus on Perception checks.
Hunter 2 RP: Litorians receive a +2 racial bonus on Survival checks.
Magical Racial Traits Offense Racial Traits
Bite 2 RP: Litorians gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Senses Racial Traits
Low-light vision 1 RP: Litorians can see twice as far as humans in conditions of dim light.
Scent 4 RP: Litorians gain the scent ability.
Class: Core, APG, UC, UM (No third party)
Archetypes: Core, APG, UC, UM, ARG, (any others upon approval.)
Abilities: 20-pt Buy
Alignment: No Evil, all else is allowed
Wealth: Average by class
Character Traits: Two Traits from PFRPG, One Background from the Player's guide to Ptolus.

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Sure works for me sorry about the prior one...partly my fault. Yeah if you have your old character I am cool with it just make sure you update realized though my original post didnt include starting level. Starting level will be 4th level in character class 1st tier mythic as we will be starting with the Night of Dissolution module.

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Is this a first-come, first-join recruitment? Or do you have a deadline date for submissions before choosing?
I absolutely love Ptolus. I have a human alchemist (chirurgeon) in mind.
Glad to hear I am a fan too. Submissions i will leave the submission open till saturday. As to choosing yeah i will look over what been submit if I even get more than six I will choose from there the best. Come up with good backgrounds related to the Ptolus and such. As to your mythic tier it would have been granted by Lothian which i will address at the beginning of the campaign.

Vaelus Wraithkin |

I'm interested in playing. I dig Ptolus (and most things Monte Cook), and I really like urban adventures based around large megacities.
I'm thinking of a swordsman of some sort - looking at a Harrow Elf, or possibly a half-elf.
This is genjuro_zero, and here's a draft of Vaelus. I don't have the mechanics finished yet.
In his background, I wanted him to be a business owner (or a partial-owner) for a bar/brothel, but I'm not sure what sort of price that would run from his starting gold. Any thoughts? I mostly want it as a place to call his home-base when not adventuring and to use it as downtime plot point.

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According to ultimate campaign the closest i could find is an Inn which has base cost of the equvalent of 2130 gp but that is the very basic meaning very small only a couple of rooms, nothing super fancy to be on par with the likes of say the Ghostly Minstrel its going to get expensive and well beyond your current means. If you want to tie yourself(work there are a bartender or the like) to a particular bar or the Minstrel is a good one as this will be the rallying point for the group and over time you could become part owner or the like.

Billybrainpan |

Here ya go.
Male Aram Armored Hulk
N Large Monstrous Humanoid
Init +3 Senses Darkvision 60 ft., perception +9
----------------
DEFENSE
----------------
AC 21
T 10
FF 20
hp 53
Fort +9
Ref +3
Will +4
superstition (+2)
----------------
OFFENSE
----------------
Spd 65ft (75ft run, withdraw, or charge)
Melee +11
+1 Greatsword +11 2d6+22
19-20/x2 slashing
Ranged +5
Space 10 ft.; Reach 5 ft.
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STATISTICS
----------------
Str 24
Dex 12
Con 18
Int 8
Wis 14
Cha 8
Base Atk +4
CMB +12
CMD 23
Feats
power attack
power attack (mythic)
furious focus
endurance
run
Traits
reactionary
steel skin
Skills
perception +9
intimidate +8
Total Points: 8
Languages Common, Aram
Combat Equipment
+1 greatsword
Other Possessions
+1 full-plate
cloak of resistance +1
SPECIAL ABILITIES
----------------
Rage 14 rounds/day
quadruped
darkvision 60 ft.
relentless
swiftness
Indefatigable
stability
indomitable stance
armored swiftness
resilience of steel
superstition
lesser beast totem
impossible speed
sudden attack

Vaelus Wraithkin |

According to ultimate campaign the closest i could find is an Inn which has base cost of the equvalent of 2130 gp but that is the very basic meaning very small only a couple of rooms, nothing super fancy to be on par with the likes of say the Ghostly Minstrel its going to get expensive and well beyond your current means. If you want to tie yourself(work there are a bartender or the like) to a particular bar or the Minstrel is a good one as this will be the rallying point for the group and over time you could become part owner or the like.
That sounds good - and is probably for the best. He can start off tied to the Ghostly Minstrel, and it can become a goal of his to claim part of (or all of) it as his own - essentially as a mark of success.

Kelwyn |

This is Billzabub's elf rogue that I've enjoyed playing in the past and that I'm reskinning for fourth level and need to add the mythic stuff. I think he'd be a great fit and I enjoy playing him - especially the role playing side of things. I'm very geeked about a Ptolus game and so glad to see something that isn't just a PFS scenario or a long, drawn out adventure path by pbp.
3d8 ⇒ (1, 1, 7) = 9
(if rerolling 1s) 2d8 ⇒ (4, 4) = 8
Kelwyn's first impression is that of a well polished and put together young man in the human equivalent of his late twenties. His hair is usually pulled back in a deliberate effort to accent his elven ears and features. He wears well maintained clothes with intricate elvish designs, polished boots and a finely crafted brooch holding his cloak. In general, everything Kelwyn does is well though out - including how he dresses. Although he has a few choice items and impeccably maintains his clothes, it is all done so as to allow him to interact with a wide range of people, from the common worker in the typical pub, to members of royalty and society.
As a person, Keliwyn is very friendly and seemingly forthright. He is always sympathetic and willing to listen to people's opinions and problems, even if only calculated so as to gain their trust. He is, quite often, the smiling, happy guy in the pub willing to buy drinks for complete strangers, quick with a pat on the back, and willing to help those in need.
Kelwyn is employed by a powerful elven family as a problem solver of sorts. Kelwyn likes to act behind the scenes, gather information, and generally keep tabs on what's going on arounds the city and amongst its people. Depending on one's inclination, he could be considered a man about town, a dashing rogue, an intelligence officer, or spy.

Gobo Horde |

Mostly for my own sake, but I imagine you will get great use out of it as well.
Vaelus Wraithkin (genjuro_zero): Harrow Elf fighter, rogue, samurai. Durable and Intimidating. (whats your mount?)
Victoria Whitesmith (Tanner Nielsen): Half-orc Alchemist (Chirurgeon). Ranged bombs, good all round skills, healing (Doublecheck your initiative)
Kelwyn (Billzabub): Elf Rogue. Good dex, trapfinding, lots of decent skills, TWF sneak attacks
Doran "Ripper" Rayne (Billybrainpan.): Aran Barbarian (Armored Hulk). Good saves, strong frontline fighter, very fast
Tony Nedraid (Camris): Human Rogue (Swashbuckler). lots of decent skills, sneak attacks, decent melee damage, romantic?
Rain Scrimshaw (GeraintElberion): Aasamar ninja. Dex fighter, sneak attacks, lots of skills.
Smaug (Gobo Horde): Human Summoner, Good cha, Intimidate, durable, Eidolon is durable, good front liner
....
This isnt the end all, be all or anything like that. This is just me doing my homework :) (tho I imagine the GM would appreciate this)
We have 3 1/2 rogues, 1 fighter/samurai, 1 barbarian, 1 alchemist.
Loads of skills going around, lots of sneak attacks, 1 healer, 2 front liners and 1 ranged bomber. lots of dex fighting as well.
So, what do I want to do???
Well next I should learn a bit about ptlous :)

Smaug, Prophet of the Dragon |

This is Gobo Horde btw)
Reading through, I find that this is marvel and that excites me even more :)
So I had the idea of using my summoner, the prophet of the DRAGON.
Disclamer: He is a summoner. I have a very good knowledge of how the summoner works and its rules. It is a vanilla summoner, and it is not crafted to be uber powerful (actually its quite flavor driven, even more so than I usually do).
A quick 2 liner about his backstory; He believes that the world will one day be overrun by dragons, and in the near future. He goes around trying to "preach" his religion and warn the masses of the impending doom. He is an arcane caster (but he believes he casts divine spells) and has a "dragon hatchling" who manifests near him. Smaug dosent know it, but the dragon beside him is the reincarnation of the same dragon he prophesies will destroy the world, and ages in reverse, the longer he lives, the further back in time he "existed" until he finally meets up with his former glory. (Im tired, so Im sure that this makes no sense, so ill elaborate more in the morning :)
I just want to get the heads up from you first, as it is usually a banned class although I promise I can make it smooth and relatively easy for you (as well as prompt and quick, game wise) before I do much more to him.
"hes a crazy koot, and old to boot.
Actually hes just like old boots..."