
DM Default |

Welcome travelers and adventurers! This is a home-brew campaign I've been creating for level 1 Pathfinder characters. I'm looking for around 4 - 6 players for the adventure.
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Please Note
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- I'm somewhat inexperienced, so please be patient of eventual mistakes.
- This game may last one "session" or more depending on how things work.
- This will be a Play By Post with expectation that you will post at least once each weekday, and at least once each weekend.
- While I've read a lot Paizo material, some of the higher tier rules confuse me.
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Character Creation
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• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Any 3PP material you wish to use will have to be approved by me prior to acceptance.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from any Paizo publication will be acceptable. Any 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, with one trait coming from the provided Primer Trait list found below.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will have the option to roll for their hit points or to accept the average for their class (rounded down on even levels, rounded up on odd) whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class.
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Primer
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You, for one reason or another, now live in the sprawling island-city of Terrace. Perhaps you were born there, maybe you were teleporting and the spell matrix misfired, or perhaps you were just unfortunate to emerge from the Abyss yourself. Regardless, you are stuck in Terrace and the only way to survive is to is to be the best in, and out, of the Abyss.
The Abyss can only be accessed by a teleportation gate located in the center area of Terrace. When traversed, it will transport the party to the latest "dungeon," a place entirely constructed in a different plane. Each "dungeon" can vary drastically from an underground cavern complex, to a small village town, or a pirate ship. The Abyss has produced hundreds of different scenarios but each has a certain goal that must be met before the next one will be unlocked. And the longer the Abyss remains on one dungeon, the more terrible it becomes.
You are a prospective member of the Alleyway Guild, an organization that deals as a mediator between all the other guilds and factions of the city. You are meeting your recruiter at the Abyssal Gate for a test to determine if you're good enough to join Alleyway.
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Possible Traits
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Status Quo You were born in Terrace and have never known an original world to call home. You were raised to know about the current guilds and factions so you could avoid getting caught int eh crossfire. Knowledge (local) becomes a class skill and gets another +2 bonus.
Merchant's Child Your parents owned some sort of shop in Terrace, either high class or lower. You were raised with the intention to taking over the store. Appraise becomes a class skill and gains a +2 bonus. You also gain a pair of parents that hassle you.
From Wealth You hail from the higher class area of Terrace where your family had done well enough in the Abyss to live well without much effort. For one reason or another, you have decided to try your luck in the Abyss anyway. Double starting gold.
Outworlder Somehow, the Abyss sucked you up for your original world. With no obvious way of getting back, you have decided to make the most of your new life. Eager for tales of the outside world, people pay attention when you speak. Diplomacy becomes a class skill, gain a +2 bonus.
Abyssal Construction A rare occurence, you were part of the Abyss's dungeon constructions. Originally destined to be lost forever when the Abyss moved to the next dungeon, you either found the portal back to Terrace or were convinced by and adventurer to return with her. While in the Abyss, you feel most at home and gain +1 Will, Reflex, or Fortitude. The chosen save is decided during character creation.
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Guilds
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Alleyway: The middlemen of Terrace. While not the largest force, there is nothing that the Alleyway refuses to deal with. Whether it be a noble cause, or an illegal ruse, results are always promised.
Delvers: The largest community of people dedicated to entering the Abyss for supplies and exploration. While a bit roughshod, they are good at what they do and primarily deal in selling unique goods and maps made from their cartographers.
Rat's Nest: With no illusions about what they do, the Rat's Nest is the premiere gang of Southern Terrace with dealings in prostitution, gambling, slavery, and assassination. Their organization is the largest which comes with the number of destitute adventurers ruined by the Abyss. While you may squash one nest, there are hundreds more.
Filigree: Rumored to be the strongest, these adventurers have made their claim in the Abyss and returned rich and triumphant. Their base is in the Northern district of Terrace and while membership is the lowest of the four guilds, each member is force to be reckoned with. However, there are whispers that as wealth is inherited from members to their children, problems are arising.
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Districts
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Nothern: home to mostly wealthy and affluent.
Southern: The largest district. Poor wooden constructions serve as most of its infrastructure, but people eek out a living nonetheless.
Central: A large area where people are free to come and go. There are several stalls set up as shops and its a lively and peaceful place. This is because the souls of anyone who dies in Terrace become chained to it, and serve as its protectors in the Central area. Not many live in Central because of rumors that the Abyssal Gate will suck in those who have overstayed their welcome.
West and East Alley: The Alley are two narrow segments that separate the North and South districts from each other. The Alleyway guild is also located in these two areas.
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Its a lot, not too much I hope, but its the general skeleton of the world I wish to create. Better too much info than a vague village out in the middle of no where. Feel free to flesh out the traits to your desired fluff. I am more likely to choose interesting characters with good backstories. If you'd like a particular detail, fee free to add it. As I'm still creating the world, its very malleable right now.
Looking forward to seeing your submissions. If you have any questions feel free to PM me or post on the board. After getting a few submissions, I'll start a scene to begin role-play.

Æroden |

Are the Core races all present normally in Terrace? Specifically coming to mind are Gnomes; their standard lore would force them into either Outworlders or Abyssal Constructs. If I were to design a Gnome, would I be relegated to one of those traits, or could she be native; and related, how would the Bleaching play in?
Also, hello! Fancy meeting you here! ;)

DM Default |

All core races are found in Terrace. The vast majority were either born there are "snatched" from their home planes. However, a rare few were actually constructed by the Abyss.
Essentially, no matter what you want to be, you can be a native, a recent arrival, or Abyssal made.
And hey :D, small world (forum).

Ritterton |

Syrnisha Altholt
Tiefling Synergist (witch of portents)
CN
Outworlder with the Alleyway Guild working the Alley and Central District.
Let me introduce Syrnisha Altholt, a tiefling witch that was a recent arrival having left helping a village she wandered into thought she had defeated a demonic crystal skull without any lasting affects. Then, the world turned a bit fuzzy and the next thing she knew was that her fox familiar, Kitrja, and her were standing in an alley dazed and confused. Over time she realized what the Abyss did to people and joined the Alleyway Guild.

DM Default |

Would you allow this third party class?
I'm going to say it's fine for now on the contingent I can meet your character if I see it's becoming too powerful.

DM Default |

TwelvePointFivePercent wrote:Would you allow this third party class?I'm going to say it's fine for now on the contingent I can meet your character if I see it's becoming too powerful.
*nerf. Dammit autocorrect.

inxpitter |

Are you willing to allow Dreamscarred Press materials? Path of War or Psionics
Only on a case by case basis.

Johnnycat93 |

Johnnycat93 wrote:Are you willing to allow Dreamscarred Press materials? Path of War or PsionicsOnly on a case by case basis.
Does that mean "submit a character and I'll decide when I see it"?

DM Default |

inxpitter wrote:Does that mean "submit a character and I'll decide when I see it"?Johnnycat93 wrote:Are you willing to allow Dreamscarred Press materials? Path of War or PsionicsOnly on a case by case basis.
Pretty much. I'd like to allow as much freedom as possible when designing characters, but I also realize there is some blanking issues with #rd party publications at times. That being said, I'm willing to look at anything submitted, but I'll lean towards the official publications more often than not.
Though, a kickass character personality and background is always huge points.

TwelvePointFivePercent |
I'd be applying with Alice Arclane. Haven't written backstory or bought all my gear yet, but it'll be coming.

Taunk Ironthane |

Correct. DSP have released a partial statement suggesting that all Soulknives be given access to Gifted Blade manifesting for free. Should DM Default decide otherwise I will have to drop war soul and put off getting maneuvers until 3rd level. There is a good amount of planning that goes into attempting to qualify for Awakened Blade.

TwelvePointFivePercent |
Correct. DSP have released a partial statement suggesting that all Soulknives be given access to Gifted Blade manifesting for free. Should DM Default decide otherwise I will have to drop war soul and put off getting maneuvers until 3rd level. There is a good amount of planning that goes into attempting to qualify for Awakened Blade.
Could you link to the statement? I'd like to show it to my GM. Gifted Blade War Soul Soulknife is certainly something I'd want to try out sometime.
Edit: Ah, ok, nevermind. I found it. It's for high Psionics campaigns, right?

Taunk Ironthane |

Taunk Ironthane wrote:Correct. DSP have released a partial statement suggesting that all Soulknives be given access to Gifted Blade manifesting for free. Should DM Default decide otherwise I will have to drop war soul and put off getting maneuvers until 3rd level. There is a good amount of planning that goes into attempting to qualify for Awakened Blade.Eh. Both the Gifted Blade and War Soul are basically free archetypes. And they give significant stuff in return, at that. Psychic strike is bad, and trading it away is something most people do as a matter of course.
Could you link to the statement? I'd like to show it to my GM. Gifted Blade War Soul Soulknife is certainly something I'd want to try out sometime.
https://docs.google.com/document/d/1XZ7YUgvH7vgDqJvJs8vaQYCPV6K6wh8YAbW_ElF UHX4/edit
Soulknives, High Psionics Campaigns, and You: Depending on the type of campaign world you play in, if the GM would call it a ‘high psionics campaign’, it would be within reason to allow soulknives to add the manifesting and power progression of the Gifted Blade archetype to all soulknives by default, for a more ‘psionic’ soulknife. This gives the soulknife more of a competitive edge in a world where manifesting and/or magic is highly dominant without compromising the combat abilities of the class. The Gifted Blade archetype in return adds some additional flexibility as well as in and out of combat versatility to the soulknife that lets it stand as both a combative and psionic equal to classes like the psychic warrior or marksman. In games with higher levels of expertise, powerful classes and abilities, or just generally better toys available to people, it would be considered prudent to add the Gifted Blade archetype’s powers to the soulknife to keep them competitive.

DM Default |

To what lvl will you go with this?
I was thinking of a dwarven bolt ace.
On the side, would you, like arrows have their variants like blunt and serrated, allow bolts in similar fashions? Considering DR and all.
For now, I'm hoping to get a few levels at least (hopefully to level 3). But I'm open to going further or stopping if people aren't feeling the campaign.

DM Default |

To what lvl will you go with this?
I was thinking of a dwarven bolt ace.
On the side, would you, like arrows have their variants like blunt and serrated, allow bolts in similar fashions? Considering DR and all.
I'd probably allow for something like that, makes sense in real life and all.
Thanks for the submission Daniel Chelas.
Also, Syrnisah, I can't seem to read your character sheet unless I create an rpgcrossing account, which I don't want to do really. Any chance you can put that info on your sheet here?