I'd like to invite you to a PbP game set in the Forgotten Realms - using the Pathfinder rules. Not an expert on the Realms? That's fine - over the many years the Realms have been in print dozens of designers and authors have gotten their hands on it. It's made the Realms rich in lore and complexity but, unfortunately, almost unrecognizable from it's original vision. We're going to be turning the clock back - way back - to the days of the original gray box Realms. That means no spellplague, no horde invasion, no fall of the Gods, no Maztica.... you get the idea. Those things may be down the road, or they may not ... the future of the Realms was wide open at that point.
This campaign will take you and your fellow adventurers to the Northern Sword Coast, starting specifically in the small mining town of Leilon, just north of the Mere of Dead Men. Miners have gone missing, and some whisper that the mine itself is haunted, it's once rich tunnels stalked by long sleeping guardians of an ancient secret - but now awakened....
So, here's what I'm looking for:
- from 4-6 players total*;
- you DO NOT need to be any sort of Realms expert;
- all races, classes, skills, feats and spells for the core rulebook are allowed;
- all material from the advanced player's guide is permitted;
- racial options for the core races from the advanced races guide are permitted; mechanically, I don't differentiate between a moon elf and a sun elf, but these options can help you fine tune your character, should you choose to employ them. Additionally, the following races will be allowed: Aasimar, Ifrits, Oreads, Sylphs, Tieflings and Undines
- classes and options from The Advanced Class Guide, Ultimate Magic and Ultimate Combat are all fine; Gunslingers, however, are exceedingly rare in the Realms at this time and must be Gond-worshipping Lantanites
- some optional material from the 3.5 spell compendium and Forgotten Realms players guide will work their way in, but will not be player options from the get-go
- third party material will be looked at on a case-by-case basis, and I'll need access in order to make a decision (much third party content is available on the Pathfinder SRD)
Characters should be generated via a 25 point buy, with two traits and max starting gold. You'll be starting at level one - hit points at first level are max plus any bonuses. Evil alignments are frowned upon but not outright banned, should a concept be interesting enough.
At this point, I'm looking primarily for builds and concepts; we can flesh out your backstories after selection has taken place, especially if you're not familiar with the setting. Instead of a full backstory, think instead of three or four traits that really define how your character thinks and acts, and what drives them.
Levelling up is technically going to be via tracked xp on the medium progression chart, but I reserve the right to level you up at certain story points, should I feel it's appropriate for the story.
I am looking for players who will commit to posting on a regular basis, with an eye towards moving the game forward and keeping things interesting for everyone. I like good roleplaying and an eye for describing what your character is doing; please don't post a one line dice roll and consider your job done. This is a role playing game: assume a role and play it! I'm hoping for players who will give me enough "hooks" to create interesting subplots for them.
I like to run combat on maps shared via google docs; I do also roll initiative for your characters and the baddies. I run combats fairly quickly, so if you haven't posted in what I'd consider a reasonable timeframe (and I'm really rather reasonable) then I will smartly DMPC your character. Mature themes may pop up in the game so please be prepared.
* I'm intending to run this with six characters; I'm reserving at least two spots for players from my previous, abortive game set in Faerun. I don't discriminate against new players, nor those who, like me, have hit a rough patch and have had to drop out of a game.
|RJ the Wolf|
dotting. Tiefling feral hunter with the Claws, sprinter, and prehinsile tail alternate racial, working up to be a wild shape combatant maybe. maybe something along the lines of his bestial nature keeps him cut off from civilization but he's also worried about the threat from the mine. ( i really love the versatility of feral focus and want to try it out)
|RJ the Wolf|
Kyril was born of a human and the half-fiend offspring of a Fury. From birth, Kyril's eyes softly glowed an unholy red, the fires of hell visible in them to any who looked him in the eye.
Within months of his birth, his mother could no longer deal with having such an offspring in her care, nor of seeing hell whenever she looked into her babe's eyes. And she left him in a crypt one night, and fled as far as she could, ignoring his cries.
But a tiefling is not so easy to kill, even one so young, and his cries laasted through the night. Long enough to disturb the work of Ylliansa Myltherris, an elven cleric of Jergal. Somewhat shocked to see a scythe shaped mark on the babe's forehead, the woman sighed and wondered why her god wanted the babe saved rather than having it's death recorded. The woman finally took the babe in and fed it some blood soaked bread (the blood coming from the chicken she'd killed for her dinner that night).
For the next 50 years, the elf cleric raised the slowly growing and aging tiefling, teaching him about the clergy, training him to take her place.
But as Kyril aged, and his horns grew in, he found himself drawn more toward the martial, and toward Ylliansa's stories of the Companions of the Pallid Mask. Thus it was that when some foolish necromancer raised up undead and left them free to run amok, that Ylliansa and Kyril walked into the chaos in the local village and smote around them with scythes, shattering bones and sending zombies crashing in bits.
From that night on, Kyril trained as a Pallid Mask.
Tiefling Inquisitor (Sanctified Slayer) 1
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.;See in Darkness Perception +8
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee +2 Scythe (2d4+3)
Ranged +2 Composite Longbow (1d8)
Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Fiendish Heritage
Skills 6x1 + 1x1 (Favored Class)
Diplomacy (Cha) +5 (1 Rank - 1 Stat + 3 Trained + 2 Racial)
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (nature) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int) +4 (1 Rank + 3 Trained)
Perception (Wis) +8 (1 Rank + 4 Stat + 3 Trained)
Ride (Dex) +6 (1 Rank + 3 Trained + 2 Stat)
Sense Motive (Wis) +11 (1 Rank + 4 Stat + 3 Trained + 2 Racial + 1 Class)
Spellcraft (Int) +4 (1 Rank + 3 Trained)
Survival (Wis) +8 (1 Rank + 4 Stat + 3 Trained)
Languages Common, Infernal
SQ See in Darkness
Orisons (4) : Brand, Detect Magic, Disrupt Undead, Read Magic
1st : Cure Light Wounds, Hide From Undead
Spells per Day
1st : 2
Equipment 240 GP (Spent 204 GP, 36 GP Remaining)
Price 30 gp; Weight 34 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Price 50 gp
Armor Bonus +5
Scale mail is made up of dozens of small, overlapping metal plates. Similar to both splint mail and banded mail, scalemail has a flexible arrangement of scales in an attempt to avoid hindering the wearer's mobility, but at the expense of omitting additional protective layers of armor. A suit of scale mail includes gauntlets.
Price 18 gp
This weapon consists of a long wooden shaft with protruding handles and a sharp curved blade set at a right angle. Derived from a farm tool used to mow down crops, a scythe requires two hands to use, and is unwieldy but capable of inflicting grievous wounds. Its connotations as a symbol of death due to its association with reaping also make the scythe a particularly intimidating weapon.
Price 100 gp
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use it with proficiency). If your Strength modifier is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows.
For the purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Arrows Piercing (20)
Arrows Blunt (20)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace.
Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Adopted : Warrior of Old (Elf)
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on initiative checks.
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Skilled : +2 Diplomacy & Sense Motive
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (Scythe). She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
@ Yazo: go ahead and submit a psionic character if you wish; I'd be happy to look it over.
@ DM Tadpole: 1358 DR - the year of the shadows
@ RJ the Wolf - by all means, select a drawback if you wish. I'll consider it just another potential story idea.
Thank you to everyone who has submitted a character thus far, I'll begin to catalogue them later this afternoon. I should mention that you may make more than one submission if you wish; sometimes, I'll really identify a player I like, but am "on the fence" about their character. Being flexible will help your chances immensely.
House rules - I should have included this in the initial post for this recruitment. Mostly, I play by the book. I've made a couple of changes to Clerics, however, that may induce someone to consider playing one.
- get their heavy armour proficiency back;
- use their wisdom, not charisma, for channeling, just as warpriests do
- one drawback - as the cleric list is so vast, you only get access to the core book's spells (aside from domain spells, of course) at the outset. At each level up you get to choose four spells from others sources (APG, UM, ACG, etc) to expand your list.
@ Djack - I am ambivalent about crafting; I don't disallow it but a character with that sort of focus probably wouldn't get very far in this game.
As for multiclassing - if it makes sense and has a reason in-story, then it's fine. I don't like the old 3.5 trend of multiclassing everyone with abandon. Better to see if there is a hybrid class from the ACG that suits your needs. As for dipping - no, please no.
@ DM Tadpole - looking forward to seeing him!
|Kevkas the Battle Oracle|
Aballar’s crunch is nearly done. A couple of further questions. Would you consider letting us take an appropriate regional feat from Player’s Guide to Faerun in lieu of two traits? Also, regarding languages, in 3.5 Realms PCs got their local language for free as well as Common, if I remember correctly. What’s your take for this campaign?
@ DM Tadpole: Sure, if it's needed to really fit your characters' concept, take a regional feat from the 3.5 player's guide instead of two traits. As for regional languages, I wouldn't worry about them. This campaign will be taking place in regions where common is really the best option most of the time. One caveat: racial languages (elvish, dwarven, etc.) are still important and free for the appropriate races in question.
Karl, Ray, I'm glad you decided to join!
|Mark Thomas 66 RPG Superstar 2009 Top 16|
So a recap as to current submissions:
Berensen - Solvig Severus, Human Sorcerer
Tuyena - Yelsbeth Amastia, Half Elf Inquisitor
Seth86 - Gyro Titanblade, Gnome Barbarian
RJ the Wolf - Rawsk Bloodfang, Tiefling Hunter (Feral Hunter)
mdt - Kyril Cryptbane, Tiefling Inquisitor (Sanctified Slayer)
karlprosek - Kevkas, Half Orc Oracle
wicked_raygun, Human Sorcerer?
As a reminder, I said earlier that recruitment would close on Friday, February 27th; recruitments tend to die out relatively quickly, so I may close things off earlier than that. Also note that two spots have already been claimed - a combat oriented Oracle and what will likely be a Human Sorcerer.
@ rorek55 - I'd prefer not to include Path of War.
@ Gyro Titanblade - as a level one character you can purchase equipment prior to starting the adventure; I don't anticipate any pre-adventure crafting, sorry.
okay, np. will craft weapon and armor in time then
Gnome barbarian (titan mauler) 1 (Pathfinder RPG Ultimate Combat 30)
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +6
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 19 (1d12+7)
Fort +5, Ref +1, Will +0; +2 vs. illusions
Speed 20 ft.
Melee dagger +5 (1d3+3/19-20) or
. . earth breaker +5 (1d10+4/×3)
Special Attacks rage (7 rounds/day)
Str 16, Dex 12, Con 16, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 14
Traits collector, spark of creation
Skills Acrobatics -1 (-5 to jump), Climb +5, Craft (armor) +8, Craft (weapons) +9, Perception +6, Survival +4, Swim +5; Racial Modifiers +2 Craft (weapons), +2 Perception
Languages Common, Dwarven, Gnome, Orc, Sylvan
SQ big game hunter, gnome magic, master tinker
Other Gear lamellar (leather) armor, dagger, earth breaker, artisan's tools, artisan's tools, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, mug/tankard, sewing needle, signal whistle, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 27 gp
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Collector (Craft [armor]) If have collection within 5 ft gain +2 trait bon to selected skill.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spark of Creation Cost to create magic items is reduced by 5%.
OK, here's my sorcerer:
Human sorcerer 1
CG Medium humanoid (human)
Init +7; Senses low-light vision; Perception +4
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d6+5)
Fort +2, Ref +3, Will +2
Speed 30 ft.
Ranged light crossbow +3 (1d8/19-20)
Special Attacks claws (2, 1d4, 7 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—burning disarm (DC 15), color spray (DC 15)
. . 0 (at will)—dancing lights, detect magic, mage hand, prestidigitation, ray of frost
. . Bloodline Draconic
Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Improved Initiative, Toughness
Traits blood of dragons, trustworthy
Skills Bluff +8 (+9 to fool others), Diplomacy +5, Knowledge (arcana) +5, Perception +4, Spellcraft +5
Languages Common, Elven
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear cold iron crossbow bolts (15); Other Gear light crossbow, bandolier, belt pouch, blanket, winter, canteen, flint and steel, masterwork backpack, sack, 19 gp, 9 sp
Claws (7 rounds/day) (Ex) - 0/7
cold iron crossbow bolts - 0/15
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Trustworthy +1 on Bluff checks to fool someone.
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Kyril is very much a law and order type. Granted that law tends toward his god's law. He also is driven to destroy undead that have not been sanctioned to exist. Finally, he is very stoic and strives to be unemotional, to deny the fury that burns in his bloodline. Perhaps due to his own appearance, he is loath to assume what is visible is the truth, he instead believes that people must see past the surface to what is really going on (thus the high sense motive).
I asked only because the glory Rogue looks like it is intended to buff the combat capabilities of the Rogue, at least primarily. Free improved feint on every standard attack can be a pretty powerful addition, and that's just one benefit. Still, whatever fits your concept best.
I like to be decent in melee, it also fits a different kind of strength, while the slayer studies a target for weak points and or openings, the rogue uses dirty and or clever tactics to make his own.
Here are some of the 3pp rogue talents I'd like to make use of.