
Valjoen_GM |
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Most of the world has been destroyed, and most of the inhabitants have been sucked into the rift before the Hazard could contain it. Alaquendai, the 1st Hazard of Talanor… the most powerful Diviner in a millennium… had inadvertently come close to destroying the Ringworld. But the Cosmos, the Revered, intervened and a handful of mortals were saved at the last moment and have awoken in the summoning room inside Talanor, the Bright Tower. Before them stands the Hazard locked in an epic struggle to keep the rift sealed. They remember having felt their souls being ripped from their mortal flesh. Just as they witnessed the same happen to others moments before being consumed by the singularity. They hear the Hazard, in their minds, Help me… there is little time… my power is waning and I cannot hold the rift sealed… help me.
Helllo Everyone!
My friends and I have been playing D&D since 1979 in a homebrewed campaign, but we are down to just one or two gaming weekends a year. I have also run a F2F Pathfinder version of the campaign the last 5 years and periodically running some PFS games F2F, but this will be my first time trying to run a PbP game with any system if this generates enough interest. This campaign, “Talanor: the Bright Tower”, will be played using Pathfinder rule set.
The concept is an alternate timeline to our homebrew, The Nexus. In this timeline, one of the Hazards (the top wizards in each school of magic; Divination, Evocation, etc... are called Hazards and preside over other wizards of that specialty) has opened a rift to the Ethereal Plane. On The Nexus, all magic, both arcane and divine, originate from ethereal energy. By opening this rift, the Hazard has created a singularity which began to destroy the world by consuming all matter. With one last surge of magic, the Hazard was able to contain the rift but not before The Nexus was terraformed into a five-spoked spiral world... think of a pin-wheel, or better yet, of a galaxy spinning in the vastness of space. The new world is tilted away from the sun, which the previous ringworld had encircled, creating a permanent night. That is, until you reach the edge of the world and look down. Leveling will be by milestone, and I’d hope to play this into the high levels.
I’d like character submissions to include the character sheet or stat block; a background story; a physical description; and personality description. To me, the fluff is as much, if not, more important that the crunch. I will make character selections based on that priority.
I expect players to post at least once every day during the week. I tend to post once in the morning and again in the afternoon or evening. I'm flexible on the weekend as it tends to be family time for me. If you don't post for a week, you'll likely be replaced, notwithstanding travel or illness. In which case, please just communicate with me.
• Materials: Any Paizo except Occult
• 20pt Build (nothing below 7 or above 18 before racial adjustments);
• 1 level of choice & 1 level randomly determined (see below);
• Core races + hobgoblin only; (There are sub races for elves and goblins. See the spoiler below for more detail.)
• Any class, except no occult nor vigilante; must use unchained;
• No Guns;
• Max Gold at 1st, plus one of the following: 1 mwk weapon, 1 mwk piece of armor, or 1 wand with a 1st level spell; keep in mind that the world has been virtually destroyed, so you won’t be ‘buying’ anything once the campaign starts.
• Max HP at 1st (half +1 or roll after 1st);
• 2 traits; You may take a 3rd if you take a drawback; we will use background traits;
• +1 skill points per level; must be used on knowledge.
• Neutral or good Alignment only;
• Additionally, you will randomly roll for an additional "bound soul" to have entered your body before the rift was shut. These souls have lost their body and are now trapped inside you. You will receive their racial stat bonuses/penalties, one racial ability, and one class level; (see, Bound Souls below)
Hobgoblins: There are three subraces of Hobgoblins: Aegeans, Argeans and Aveneans. Aegeans are the most common hobgoblin and use the base racial stats. They also receive the greed and intimidating racial abilities. Argeans stat adjustments are +2 Int. They are the more scholarly of the race. In addition to the standard hobgoblin racial abilities, they also receive the skilled racial ability and either the academician or obsessive racial ability. Aveneans have kept their war-like tendencies of their hobgoblin ancestors. Their stat adjustments are +2 Str and +2 Con. They also receive intimidating racial ability.
1 = Dwarf
2 = Elf, Bright
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human
8 = Hobgoblin, Aegean
Class: Roll to receive 1 level of that class. Reroll if matches your inital class.
1 = Barbarian (unchained)
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk (unchained)
7 = Paladin
8 = Ranger
9 = Rogue (unchained)
10 = Sorcerer
11 = Wizard
There are several types of Essences; ethereal, elemental and life. Ethereal essence is pure magic and can be imbued into items to make them magical. Also, they can be used to infuse a spell into an item at one ethereal essence per spell level. Elemental essences can be imbued into items as well to give them special properties. Life essences can be imbued into characters to increase stats. There are success/failure rates to both extract and imbue essences. There will be more information about this linked to the campaign once live.
If your character submission contains a class that is granted spells or boons by a patron deity, post or PM me and we can figure out the right conversion. Most deities from our campaign have a similar god in Pathfinder. On the Nexus, we have Freel, the Beautiful. She’s very similar to Shelyn. We have Jolnar, the Three-Eyed Warrior. He’s like Gorum. I’ll have at least a listing of the gods in the recruitment thread.
Ask any questions. Let me know your thoughts or general interest. If enough people show an interest, I’ll start an official recruitment thread. That thread will have more detail about the setting/world to aid you in character backgrounds.
Thanks for reading!

EmissaryOfTheNorth |

Wow. Just wow. Seriously, this is extremely pleasant to see, even more considering the amount of thought that it must had been put behind.
Just consider me interested, and let me ask you a small question: what happens with the extra passenger inside our souls when we level up? Will they become some kind of gestalt or we just get an extra level right off the bat?
I got sure that I want to be either an elf or a human, the former because with such a situation they'd have their "immortality" threathened and that's a cool RP hook. And the latter because I like me some humans.
If you don't mind it, I will roll race now but wait for your answer - and think about a nice concept that fits your Setting- to roll for class.
Race: 1d8 ⇒ 8

Valjoen_GM |

[dice=Race]1d8 - Human
[dice=Class]1d11 - PaladinDoes rolling Paladin mean I need to be Lawful Good to use those abilities?
No. The human paladin in you is LG. I would say that as long as you don't use the powers for chaos or evil... Or something that would make him lose his paladin status, you will be fine.

Valjoen_GM |

Interesting premise!
[dice=Race]1d8 = Bright Elf
[dice=Class]1d11 = RangerLet's see what I can come up with...
Valjoen_GM wrote:You will receive their racial stat bonuses/penalties, one racial ability, and one class levelIs this in addition to our normal racial stats / abilities, or instead of?
In addition to your primary race's stats

Sam C. |

Oh, this sounds very intriguing. Count my interest.
Bound Soul Race: 1d8 ⇒ 5
Bound Soul Class: 1d11 ⇒ 5
Preliminary: human swashbuckler with very aggressive tendencies in battle and a fortunate ability to see in the dark.
Would it be acceptable to fluff the bound soul as having belonged to a half-sibling, as a consequence of having been drawn into the Nexus while in close proximity or contact with each other. Then, when the one sibling's soul was drawn back, a little wisp of the other clung on and came with.

Valjoen_GM |

Oh, this sounds very intriguing. Count my interest.
[dice=Bound Soul Race]1d8
[dice=Bound Soul Class]1d11Preliminary: human swashbuckler with very aggressive tendencies in battle and a fortunate ability to see in the dark.
Would it be acceptable to fluff the bound soul as having belonged to a half-sibling, as a consequence of having been drawn into the Nexus while in close proximity or contact with each other. Then, when the one sibling's soul was drawn back, a little wisp of the other clung on and came with.
Of course! Back stories and fluff are great.

Tyeal |

I've got a character all rolled up and ready to go. Though I would like to ask; Because I managed to roll a Hobgoblin Monk as my bonded soul, can I just have the +2 saves as my bonus? I'm making a Half-Elf Sorc, and he had an utterly brutal time in the military as Light Infantry for his background. Surviving multiple battles as part of the first unit into the fight every time across a 6-year long service of duty. I thought it'd fit well thematically, at the very least.
I won't object if he can also throw a punch or swing around something heavier than a dagger, but if I had to make a choice I'll take just that Monk save bonus.

Valjoen_GM |

What can you tell us about the themes and tone of this campaign? It'll give me some ideas for a character.
I expect it to be pretty dark themed. The original campaign was a high fantasy setting in a middle earth type world. In this timeline, the new created world is a desolate wasteland of ruins. Grand cities that 24 hours earlier were bustling with life, have been leveled. Sections of the world have broken off and created the tails of each spiral. Most plant and animal life is gone. Few people of the civilized world have survived. Of course, many nasty creatures from deep within the world, may have been protected from the devastation.
Talanor, where the campaign starts, was a massive, shining tower set in the middle of a large lake. Before the cataclysmic event, the lake laid in a beautiful valley at the intersection of several mountain ranges. Now, the lake is drained and barren. The green fields of crops, the luscious vineyards, the fruit filled orchards... All destroyed in an instant. The mountains now loom larger over the valley having been bolstered by the masses of rock and earth that were drawn to the rift.

Valjoen_GM |

@Tyeal. You get a full level of Unchained monk; the hit die, +1 bab, +2 fort & reflex; bonus feat, fury of blows, etc. As to hobgoblin, you'd get +2 dex & +2 con. Then you get to choose one hobgoblin trait: darkvision, sneaky, greed or intimidating. This is all in addition to your true self, half-elf sorcerer.

Sam C. |

Feral wrote:What can you tell us about the themes and tone of this campaign? It'll give me some ideas for a character.I expect it to be pretty dark themed. The original campaign was a high fantasy setting in a middle earth type world. In this timeline, the new created world is a desolate wasteland of ruins. Grand cities that 24 hours earlier were bustling with life, have been leveled. Sections of the world have broken off and created the tails of each spiral. Most plant and animal life is gone. Few people of the civilized world have survived. Of course, many nasty creatures from deep within the world, may have been protected from the devastation.
Talanor, where the campaign starts, was a massive, shining tower set in the middle of a large lake. Before the cataclysmic event, the lake laid in a beautiful valley at the intersection of several mountain ranges. Now, the lake is drained and barren. The green fields of crops, the luscious vineyards, the fruit filled orchards... All destroyed in an instant. The mountains now loom larger over the valley having been bolstered by the masses of rock and earth that were drawn to the rift.
Hmm, appears as though this won't be leaving lots of downtime (or resources, for that matter) for stuff like item crafting and enhancement. Seems like a good fit for the Automatic Progression rules.

Valjoen_GM |

Hmm, appears as though this won't be leaving lots of downtime (or resources, for that matter) for stuff like item crafting and enhancement. Seems like a good fit for the Automatic Progression rules.
The 'essences' concept allows for quick item creation. For example, any spell caster can imbue an essence to a make longsword and it becomes +1 longsword. Imbue a fire elemental essence to that sword and it is a flaming +1 sword. Trick is finding and extracting the essences.

The Pale King |

1d8 ⇒ 7
1d11 ⇒ 9
So looking at that I would have Human Rogue bound soul, could I use that to get a jump on the Arcane Trickster prestige class by going an arcane class and then taking accomplished sneak attacker at level 3? I like the idea of the bound soul's affect over my character pushing him to the sneaky side of magic. (Rogue was the exact roll I was hoping for to get this concept).
Also say I am an Elf, can I put the bonus from the Human bound soul into INT in addition to my Elf bonus?

Movin |
race: 1d8 ⇒ 8
class: 1d11 ⇒ 11
what is the history and culture of your worlds dwarves like? Tolkienian or is there some other culture or history I could draw from for ideas?
I'm not sure if I'll end up being a dwarf or just being from an area with a lot of trade from dwarves but I've been on a kick with the amusing cultures folks apply to that particular race.

Movin |
Archetypes are permitted on the randomized class. Take the Emperyal or Sage wildblood bloodlines to use either wisdom or intelligence as a casting stat.
Or take the Psychic bloodline so you can cast in armor and just use buff spells.
the dwarf Hardy racial quality is really good as well. +2vs spells, spell likes and poison covers a lot of terrain.

Jereru |

No Occult permitted. Plus, not that a CL 1 is going to buff much besides Enlarge Person, maybe (which is nice, but still no or close to no armour). Also not going to pew-pew much.
I was thinking Paladin/Dragon Disciple, but that'll be a long run (and someone screwed my Cha bonus!).
So yeah, mostly, it's a plus to HP, saves and skills (and then again the lesser HP and skills there is :P). Plus to Will saves is nice for a martial, though. Problem is that's what I get compared to. But it'll have to do.

Sam C. |

Still need to fill in his deeds, and do up the reference links, but Garidan Vissir is otherwise finished and ready for consideration.

Valjoen_GM |

1d8
1d11So looking at that I would have Human Rogue bound soul, could I use that to get a jump on the Arcane Trickster prestige class by going an arcane class and then taking accomplished sneak attacker at level 3? I like the idea of the bound soul's affect over my character pushing him to the sneaky side of magic. (Rogue was the exact roll I was hoping for to get this concept).
Also say I am an Elf, can I put the bonus from the Human bound soul into INT in addition to my Elf bonus?
Yes and yes. The bound soul is now apart of you and the extra level or racial trait would count for any prerequisites.

EmissaryOfTheNorth |

Okey, I'm back and I have decided that I will be a Dark Elf Barbarian, Serdyn Naeth, a scout of sorts that was tracking a escaped prisoner: Zhog the bugbear...
Bound Soul Class: 1d11 ⇒ 1
...barbarian.
Again then.
Bound Soul Class: 1d11 ⇒ 11
Wow. Wizard.
Looks like Serdyn won't need to track Zhog anymore, and he will be quite surprised to have spells now.
I will think the backstory and build and post it later.

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Saiman wrote:Dwarven Monk with Half-Elf bardNot sure if that is your main race/class selection or saying you rolled that for the bonded soul. I'd like people to roll for the bonded soul using the message board RNG. Thanks and sorry for any confusion.
I didn't know the board had a RNG thing.
And yes, I rolled real dice for both. Actually rolled gnome monk, but that's unplayable...so I figured since it's the first character I could change the race.
I'm looking over and trying to find/figure out the RNG.
Thanks,

Valjoen_GM |

[dice=race] 1d8
[dice=class] 1d11what is the history and culture of your worlds dwarves like? Tolkienian or is there some other culture or history I could draw from for ideas?
I'm not sure if I'll end up being a dwarf or just being from an area with a lot of trade from dwarves but I've been on a kick with the amusing cultures folks apply to that particular race.
From our campaign notes:
When excited they tend to repeat the same story over and over again. They have a very strong and colorful vocal history. Stories of valor and destiny are repeated again and again to the small children. The dwarven elders continually rewrite history making it more colorful and flamboyant than before. With every telling, the heroes of the dwarves slay more foes and soar to amazing new heights.
Height is the single most important status factor among dwarves. They play a sport not unlike modern day basketball but more violent and bloody which often sends team members off on stretchers. The ball often is used as a weapon as a game piece.
The warriors of the various dwarven settlements always name their units after the most ferocious beasts they have encountered. It is common to see the 'Dragon Guard' as the top unit. All armies or guard units are named after beasts of prey. The armor, shields, weapon and insignia are intricately designed to resemble the form of the beast the unit is named after. The Bear army, for example, will have metal helmets carved to look like bear skulls. Their weapons will have clawed tips looking like bear claws. They will wear real beear fur cloaks at all times even in the sweltering heat of summer. Even the details engraved on the boots will resembple bear paws. Every part of the armor will be offensive. The chain holding the cloak around the dwarf's neck will be used as a whip. The clasp will hide a knife blade. All dwarven soldiers are a walking arsenal with weapons of all descriptions intricately woven into their outfits.
Dwarves are easily excitable. They love their spots and their armies. Many a battle has been waged because one clan of dwarves designed a dragon army uniform looking too similar to another clan's uniforms. Once the battle is over, however, the dwarves will forget all the hostility and all survivors will have a giant party; the victor sitting with the vanquished. Dwarves do not believe in ties. Someone always wins.
Dwarven communities exist entirely underground. They only come to the surface to deal with the surface dwellers for trade, commerce or war. They are known as the greatest armorers and weaponsmiths. However, most merchants have learned to be wary of dwarven products. They value looks over functionality. When asked to design the best suit of armor, they will make the most detailed intricate suit of gold, bronze and silver. It may have very little value in deflecting a weapon in combat. To them the best is what looks the best.
Dwarves have settlements all throughout the Iron Mountains. The two main settlements are Arc Heil and South Heil.

Valjoen_GM |

Wait, we also get the racial minuses, right? So, dwarf sorcerer with a -2 to Charisma, nice... :P
Yes.
No Occult permitted. Plus, not that a CL 1 is going to buff much besides Enlarge Person, maybe (which is nice, but still no or close to no armour). Also not going to pew-pew much.
I was thinking Paladin/Dragon Disciple, but that'll be a long run (and someone screwed my Cha bonus!).
So yeah, mostly, it's a plus to HP, saves and skills (and then again the lesser HP and skills there is :P). Plus to Will saves is nice for a martial, though. Problem is that's what I get compared to. But it'll have to do.
A single level in sorcerer can be very useful. Dedicate a single trait to it, and you're casting your 1st level spells as 3rd level sorcerer. 3 rounds of vanish 4 times a day is a nice boost for any rogue, for example.

Valjoen_KC |

@Sir Longears - I can work with that as long as the player was roleplaying and engaged with the story even during combat.
All applicants
Below is a link to the Obsidian Portal website for my long running homebrew. We just started building it so it is missing tons of information. My co-creator and I are having to retype the entire 150 page book we published at GenCon in 1996. This sight is using a modified version of AD&D 2nd, but has a lot of background details on races, cultures and deities. If you have questions about its adaptation to Pathfinder, just ask. For example, a deities domains and favored weapon.

Jereru |

A single level in sorcerer can be very useful. Dedicate a single trait to it, and you're casting your 1st level spells as 3rd level sorcerer. 3 rounds of vanish 4 times a day is a nice boost for any rogue, for example.
Sure, I'm just trying to figure out how to cast that in armour. Also trying to work on a nice, colourful background. Both will take me some time :)