The Forgotten God (Table 1) (Inactive)

Game Master Rednal

Hadran, God of Valor and Knowledge
Burkhardt, God of Pacts, Pledges, and the Spirit of the Law

Deepmar Penal Colony
Dig Sita Caina


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HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

He hopes to show you that he uses deception to spare those not responsible for their actions. Not everyone deserves to be punished. While he will challenge Bengeirr strait up for his crimes. Combat is not cowardly but his fall was due to being over zealous, so in his path to redemtion he strives to only fight those that will not see reason. Hope to make this clear through role play. This is just and FYI :)


New map. Are you wearing your cold weather gear? Keep in mind that the local temperature is quite hot - not enough to be dangerous, but definitely warmer than most people would prefer.

The warehouse across from The Rosy Fingers Tavern is built right on the docks, part of it extending over the water. The building is thirty feet tall with no visible windows. On the landward side is a pair of large cargo doors with a smaller door built into the right one. Piers run along either side of the building and on the seaward side is a massive set of doors able to accommodate a small ship.

The street is busy, with several taverns among the warehouses. Most of the warehouses have sentries in front of them, and the ships at the docks are similarly guarded. A northlander warrior with an axe resting in his lap sits on a small pile of crates across from the warehouse, obviously keeping watch on the main door, and he looks at the two of you as you approach.

"You heard wrong." he said, paying attention to you but also keeping an eye on the bustle of other people moving throughout the area. This was Absalom, after all - quite a crowded area, and at any given time there were twenty or thirty other people fairly close by. "Bengeirr's here on private business, and isn't interested in direct trade. If you want stuff from the north, go to the markets - they're always happy to take your gold."


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

Grond is true neutral and (obviously) has a strong animalistic nature... So his sense of justice and right and wrong is rooted way more in the natural order than any nuanced sense of law or merciful ideal of righteousness...

As Hadran's plan seems to be failing Grond contemplates how much easier it would have been to slip into the water a few piers over and just swim into the warehouse. Even with the new cold-weather gear stored in his new backpack he couldn't imagine it would be too difficult a swim...


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Nope gear is bundled up not wearing it on a hot day.

"Good so he is here then. You have been most helpful. I ask you now to not interfere. We have business with Bengeirr. We bring him news and information. So sit there and make sure we are not interupted. You wouldn't want to upset my friend here and we have no desire to hurt you."

Intimidate: 1d20 + 11 ⇒ (9) + 11 = 20

Hadran speaks to the man but doesn not stop his approach to the door.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

"He... he doesn't want to hurt you..."

aid another (intimidate): 1d20 + 2 ⇒ (4) + 2 = 6

Grond moves toward the door with Hadran buts prepares to attack if the guard does ready an action to attack if he tries to attack either of us.


The warrior dropped off the box and landed on his feet, picking up his axe as he did so. "And I don't think the boss wants to meet with you." he said flatly. "You think you can just go around threatening whoever you want? Piss off and stop wasting my time. Or go ahead and cause trouble - I'm sure the city guard would love to hear you explain yourselves when you're sitting in a cell."


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"We won't be causing any trouble. We will just be entering this building. Come on friend be a good lad and show us the way in would you."

Hadran will speak the arcane words and attempt to charm the northman into helping them.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

When a situation doesn't require my participation, or the outcome of an action will determine how I respond, please feel free to make a DM post without waiting for me to post something

Everything seems to move in slow motion as Hadran begins to invoke some magic at the angry northman... Grond watches with great anticipation to see what happens...

Why haven't I healed my wounds from the previous combat... he wonders, I must look strange walking through the streets with this open gash...


Note that in many cases, I don't even check the thread until I think both of you have posted. XD It's always better to post something than not - otherwise, we just get dragged down as we all wait on each other, and PbP games are slow enough as it is.

Will: 1d20 + 3 ⇒ (10) + 3 = 13

The magic strikes the northman and settles over him... and he returns to sitting on the boxes. "Can't abandon my post." he explained, sounding a bit unhappy. "Still, if it's not gonna be trouble, then I guess it's fine. Just don't bother him too much or it'll come back to bite me." With that, it seems like you can head in through the main doors to the warehouse.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

With the guard enchanted and Hadran still seeming to be set on subterfuge, Grond heals the wound on his chest so as to appear less conspicuous.

CLW: 1d8 + 2 ⇒ (2) + 2 = 4


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"Thank you friend. Continue your duty and make sure our meeting is undisturbed. Lets go see Bengeirr now Grond."

With the northman taking a seat back on the box Hadran and Grond enter the warehouse.

"Brengirr will most likely not be happy with us making our way inside. I'm sure we will encounter resistance. If we focus on taking him down perhaps his men will surender. I will make my blows non lethal combined with your savage attacks we should bring him down quickly. Are you ready?"

The two former gods enter the warehouse looking for Bengeirr.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

"If attacking is our plan, perhaps it would be prudent to use some of our power in preparation before we head in, or while hiding near the entrance if you don't want people in the street to see?" Grond asks while healing himself again.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
apparently I'm bad at healing myself


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"I feel we will be forced into confrontation. Do what you need to in order to prepare for battle my friend. My abilities are more reactionary."


The warehouse is mostly empty, as it is not being used for storage. A stairway leads up 20 feet to a loft (area W3) and under the stairs are several bedrolls. A section of the warehouse floor is open to the harbor, and a small ship is docked there.

Inside were five warriors similar to the one outside, as well as one larger man who looked like the leader of the group. The other warriors let out yells of surprise as they saw the two of you, immediately reaching for their weapons.

Init (Enemy): 1d20 + 2 ⇒ (17) + 2 = 19
Init (Grond): 1d20 + 5 ⇒ (13) + 5 = 18
Init (Hadran): 1d20 + 8 ⇒ (7) + 8 = 15

Somewhat impressively, the warriors appear to be reacting faster than either of you (Unless you successfully Surge or otherwise change your result, of course), and their weapons are in their hands before they can be attacked. They're not charging right away, but their hesitation is unlikely to last for long, and their leader let out a cry as he chanted. A battleaxe made of pure force appeared in the air and swung at Grond...

Melee: 1d20 + 4 ⇒ (14) + 4 = 18

...not quite managing to get through the godling's tough hide.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"You other men do not need to die for the sins of you master. Stand against us and I can not promise your safety. Bengeirr you will tell us what you did to Skelg."

Hadran draws his blade and channels his godly power into it becoming the bane of these men.

Small area so I assume we can 5' step to engagement, but can't reach Bengeirr as he is probably surrounded.

Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 2d6 + 13 + 2d6 ⇒ (4, 6) + 13 + (2, 5) = 30 Non Lethal


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

sorry, i just need to clarify the series of events... did we pause outside the door so I could buff a little, or was I too late to stop Hadran from opening it immediately?


You can buff a little (2 rounds worth of action).


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

Ill just cast divine favor before we step in

Grond shifts toward the guard farthest to his right, trying to position himself so that anyone else engaging him will have to move through the reach of his new polearm, and he swings the heavy weapon at that guard...
attack: 1d20 + 10 ⇒ (18) + 10 = 28, for: 1d10 + 10 ⇒ (5) + 10 = 15


Hadran manages to drop one of the men in a single brutal blow, while Grond cuts into the second. The one he struck moved forward a moment later, swinging out-

Melee: 1d20 + 7 ⇒ (8) + 7 = 15

-and missing. The other three ones still awake closed in on Hadran and began swinging away at him.

Melee: 1d20 + 7 ⇒ (15) + 7 = 22 for Damage: 1d12 + 6 ⇒ (6) + 6 = 12
Melee: 1d20 + 7 ⇒ (12) + 7 = 19
Melee: 1d20 + 7 ⇒ (19) + 7 = 26 for Damage: 1d12 + 6 ⇒ (12) + 6 = 18

Bengeirr, up above, grabbed onto a large lantern and focused... and a beam of light shot out from it and towards Grond.

Will DC 15: 1d20 + 13 ⇒ (3) + 13 = 16

It's a close thing, but Grond manages to shake off whatever effect the northern warrior was trying to create.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I spare your friends life and I am still met with such hostility. You try my patients.

Hadran calls on his divine power as his wounds start to heal his moves shift into that of his battle dance and his muscles bulge as he calls up his rage.

Attack: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 2d6 + 18 + 2d6 ⇒ (6, 5) + 18 + (3, 6) = 38 Non Lethal

Attack Confirmation: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 2d6 + 18 ⇒ (6, 4) + 18 = 28 Non Lethal


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

Rather than backup as most polearm wielders would, Grond snarls, activates animal focus[bull], and kicks at his attacker twice.

kick: 1d20 + 9 ⇒ (15) + 9 = 24, for: 1d6 + 9 ⇒ (3) + 9 = 12
kick: 1d20 + 9 ⇒ (6) + 9 = 15, for: 1d6 + 9 ⇒ (5) + 9 = 14
lethal attacks


Hadran managed to drop two more of his attackers with non-lethal blows, while Grond - somewhat less inclined to having mortals live - took down his target a little more permanently. That left one warrior facing Hadran and the man up above, who let out a cry as he turned the beam of light towards the lord of valor.

Will: 1d20 + 9 ⇒ (17) + 9 = 26

It didn't do much, though the remaining warrior did swing his weapon towards the injured god.

Melee: 1d20 + 7 ⇒ (14) + 7 = 21

It was probably for the best that he narrowly missed.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

i think Hadran only gets one attack... I believe that was a potential crit and then a confirmation roll... Also, could you please describe Bengeirr's position more? How high up is he? What exactly is he standing on (are there solid walls around the platform or is it just scaffolding)?


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Yep only one attack was a crit roll and the 21 hits b/c I'm raging :(


Ah, yes. Just one down, then! ...Very thoroughly. Possibly fatally. Either way, no need to worry about him more. Bengeirr is up in area W3 - you're by the doors in W2. There is fencing around the raised area to stop people from falling off. It's about ten feet off the ground - high enough for people to walk under the platform - or, more commonly, store things under it.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

Hadran seems to have these men handled...

Grond moves quickly forward to platform and effortlessly climbs it. "Do we need this one alive?" he calls out to Hadran as he moves adjacent to the northman leader.

I have a base speed of 40' and a climb speed of 20' so I should be able to get just about anywhere on the platform on a double move


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Hadran continues his assault on the men as Grond moves to take on Bengeirr.

"Yes Grond we have questions for that one..."

attack: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 2d6 + 18 + 2d6 ⇒ (4, 3) + 18 + (2, 5) = 32 Non lethal


Hadran drops another warrior, even as Grond gets close to the man up above... who promptly let out a battle cry and swung a massive greatsword towards the lord of bestial power. A pulse of power went through the weapon as he used it, giving it an added edge. "I'll spread your guts across half the city, you filthy murderer!"

Melee: 1d20 + 8 ⇒ (18) + 8 = 26 for Damage: 1d12 + 2 + 3 ⇒ (6) + 2 + 3 = 11

The battleax of force flipped through the air a moment later, chopping at Grond from behind...

Melee: 1d20 + 4 ⇒ (18) + 4 = 22

...but being a bit less effective. Meanwhile, the last of the guards down below focused on his duel with Hadran.

Melee: 1d20 + 7 ⇒ (3) + 7 = 10

It wasn't going very well.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"Be up there in a moment Grond"

Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 2d6 + 18 + 2d6 ⇒ (1, 5) + 18 + (4, 2) = 30 Non Lethal

Move 40' toward the boss


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

Grond steps back and brings the heavy weapon around at the northman
I'll just soften him up with this and then let Hadran subdue him...

attack: 1d20 + 11 ⇒ (20) + 11 = 31, for: 1d10 + 11 ⇒ (6) + 11 = 17
confirm: 1d20 + 11 ⇒ (15) + 11 = 26, for extra: 1d10 + 11 ⇒ (3) + 11 = 14


Grond's blow dug straight into the warrior from the north, almost snapping his spine under the force of the blow. Bengeirr barely managed to remain conscious, but there was a distinct tinge of fear in his eyes... though not enough to stop him from shouting a cry to Gorum and swinging out again.

Melee: 1d20 + 8 ⇒ (16) + 8 = 24
Spiritual Weapon: 1d20 + 4 ⇒ (4) + 4 = 8

Neither he nor the floating battleax managed to strike - and since Hadran had dropped the last of the minions, this warrior was the only one from the north still alive and conscious.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Hadran moves to subdue Bengeirr

Attack: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 2d6 + 18 + 2d6 ⇒ (4, 2) + 18 + (5, 3) = 32 Non Lethal

"Well done Grond, Now lets tie them all up. We should see if the one you mawed is still alive."

Hadran moves to tie up Bengeirr and then the others with Grond.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

I didn't actually maw anyone this time... just used my weapon and unarmed strikes/kicks...

Grond assists Hadran in securing the unconscious men, then begins searching the warehouse for the lantern (and any other useful clues or 'tools').

perception: 1d20 + 12 ⇒ (14) + 12 = 26


The lantern isn't far from where Bengeirr was beaten down, given that he used it during the battle. It's hanging from a chain attached to the ceiling, and seems to be the main fixture of this small office area.

The goods stolen from Skelg’s vault are also stored up here. There are carpets, urns, sculptures, and other works of art, weighing a total of 800 pounds and worth approximately 3,000 gp. There is also a box containing 2 potions of cure moderate wounds.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

Grond downs one of the potions and asks, "Hadran do you need one?"
Your info says you're full but I could have sworn you took some damage..."

CMW: 2d8 + 3 ⇒ (8, 4) + 3 = 15


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I had fast healing going, 30 seconds after the fight and I'm at full

"No need, I took care of my wounds. Let see what this thing may be."

Cast Detect Magic and try to identify the lantern.

Spell Craft: 1d20 + 7 ⇒ (11) + 7 = 18 +2 if Grond aids me.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

i don't have spellcraft


The magical lantern is a Beacon of the North, a huge bullseye lantern designed to be hung on the prow of a ship. To activate its powers requires a special lamp oil that only the white witches of Irrisen know how to create. It can hold enough oil to burn for 8 hours, although this one only has an hour and fifty minutes of oil left. When lit, the lantern burns with a cold light, and if the burning oil is used as a weapon, it does cold damage instead of fire damage.

The lantern also opens portals under the right circumstances, mainly focusing its light onto the correct areas - like, say, the tapestry you heard about earlier. The main use is creating a portal that leads to a harbor in Irrisen, but smaller portals can allow creatures to move to the ship to which the lantern is attuned (and back again unless they badly mess up). The portals remain open as long as the lantern is lit, even if it no longer shines directly on the portal. A portal appears as a shimmering blue-white patch of light, and it is impossible to see what is on the other side.

As a standard action, the wielder can focus the beam on a single living creature, which creates a small portal from the frozen north to the creature’s body (Will save DC 15 negates). Cold energy leaks through this tiny portal, exposing the creature to a permanent cold environment. If the Beacon is focused on the creature for multiple rounds, the portal opens further. A second failed save worsens the exposure to severe cold, and a third failed save causes extreme cold. Regardless of the level of cold, the portal only inflicts environmental damage once per day plus once for every round the Beacon shines on the creature. Any creature that dies from the environmental damage caused by the Beacon rises the following midnight as a frozen zombie.

Creating a portal of any size consumes 10 minutes of oil. If the Beacon is used to open a ship-sized portal, all other small portals created by it close immediately. If the Beacon of the North is lit while separated from the ship it is attuned to, the ship slowly turns and drifts in the direction of the Beacon unless actively steered in another direction or moored in place. This continues even after the Beacon is doused and only ends when the two are reunited or a knowledgeable spellcaster attunes the Beacon to a different ship. Neither of you have the knowledge necessary to attune this beacon to a different ship.

Beacons of the North are not artifacts, and can be constructed by mortals, who must know how to craft wondrous items, be able to cast chill touch and teleport, and be able to pay 45,000 GP and 3,600 XP. They have a faint aura of illusion and, somewhat oddly, a caster level of 3.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

So if we open a ship sized portal would that in theory close the portal effecting Skelg?


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

it sure sounds like it...


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"Alright Grond lets head back to the manner. We will leave the men here bound and gagged. We will take Bengeirr with us. If anyone asked he fell from a rigging and we are taking him to a temple for assistance. We will alert the authorities about his men after we help Skelg. He can do what he wishes with Bengeirr. I think we can open a ship sized portal to save him. We can then use it to open a portal on the tapestry and save his friend. We will let his servant know the goods stolen are here and he can worry about getting those back. Sound like a plan?"

Hadran grabs up Bengeirr and slings him over his shoulder.

"let us go."


Note that opening a ship-sized portal requires you to be on the attuned ship - which requires the creation of a small portal first in order to reach the vessel in question.


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

"You are the expert on this culture, I'll defer to your judgement..." Grond replies following Hadran out.

more lying... how valiant of us...


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I see, the tapestry was of a ship missing a lantern though right or am I remembering wrong? Either way we will head back to the manor first with Bengeirr.


Barely three minutes after you stepped out of the warehouse, a troop of eight guards came running up. All were armed and armored, and the cause of their alarm was fairly obvious. People did tend to be alarmed when other people started carrying tied-up, badly-wounded bodies around in broad daylight. "You there! Halt!" the apparent leader of the guards demanded as the nearby civilians scattered and cleared the area. "You'd better have a **** good explanation for this!"


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"Of course we do. If you would accompany us to the manor of Sir Skelg one of the longaxes. This man on my shoulder tried to kill him. If you want to check you will see him and his men inside are all alive and will just have a bad headache when they awake. My name is Hadran and we were asked my Sir Skelg's friend to help him. Sir Skelg and his servant can explain more and can testify to this man wronging him. Inside are also valuable that were taken from Sir Skelg. Will you come with us to his manor so we can sort this all out?"


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

Grond stands by silently and uncomfortably...

well, this wouldn't have happened if we had snuck in and left Bengeirr there in a pool of his own blood... at least there's no lies this time...


"Albrecht, Norman, Vence, get to that scene and seal it tight!" the leader of the guards barked, and three of the guards ran off. No civilians seemed interested in getting in their way. He never took his eyes off of you, though. "And as for you, if you had proof of wrongdoing, did you even think about calling us, showing any kind of evidence, and allowing the city guard to investigate before cutting a man most of the way to death, then tying him up and parading him through the streets!? Assaulting people simply because you think you have a problem with them is unacceptable. Hand him over."


God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian] HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

"He cut me first..." Grond offers indicating the mostly healed battle axe wound, "I drank a healing potion but the wound would have been enough to kill many men... Would your laws have me die rather than defend myself?"


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

"This is a matter of the longaxes as this man wronged one of them. He is dangerous. I will gladly hand him over if you come with us to speak to Sir Skelg. We may need information from this man to reverse his condition. Please come with us."

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It was a time of changes in the universe. You were cast down from your place in the heavens - your stories and teachings were blotted away, your followers stolen from you, and your work left incomplete. It was betrayal of the worst kind - an act that affected the future of the world itself, followed by a curse so great that it didn't even leave you with a fraction of your former might. In the moment of your destruction, though, you scattered your greatest powers into artifacts held in the world below and cast the core of your existence into a mortal form, sleeping for over a thousand years to regain the energy you needed to act once more. Now, however, sounds from nearby have stirred you from your long slumber...

You are the Forgotten God, and it's time to take back your place in the heavens.

Overview:

The Forgotten God is a campaign for a single player, with fantastic power and foes to match. As GM, I will play the role of storyteller, but your choices in character creation will have a huge impact on the overall campaign itself, as each part will be customized to the sort of character you make. Also, this is NOT a campaign for people who are unable or unwilling to post on a regular basis - you won't be waiting around for other players, and if you can't post on at least most days of the week, then please don't apply.

Character Creation:

-Select a Divine Theme. This is the essence of your character as a deity. For example, you may be a god of the forge, of love, or of righteous battle. This is your overall character theme, and the powers and options you choose should reflect this - a deity with a divine theme of love should not focus all their spells on blasting foes, for example, though you can have some spells that don't perfectly fit the theme. When in doubt, let the Divine Theme be your guide. If a power or ability specifically goes against your theme, then don't take it. Note that you will also get powers linked to your theme at certain points in the campaign.

-3PP Content: Available on a case-by-case basis. Things from reputable and more established publishers (Kobold Press, Rogue Genius Games, Rite Publishing, etc.) are much more likely to be accepted. The theme of both character and campaign will have a strong impact on the approval process for this content. For example, the Godling class has the theme of "children/blessed of the Gods", not deities themselves, so it's fun but not a good choice here.

-Alignment: Any Non-Evil

-Race: Any Core or Featured

-Classes: Any Paizo (except Synthesist Summoner), plus 3PP as above. This includes Playtest classes - but be sure to update the character once the full book is out. Standard multiclass restrictions apply.

-Level 1

-HP: Max * 1.5 at each level (per Pathfinder rules, round down as necessary)

-30 point buy

-Skills: +2 points at each level

-Traits: 3 (4 with a drawback)

-Saves: +4 divine bonus to all saves.

-Armor Class: +2 divine bonus (vs Normal, FF, and Touch).

-Gestalt three classes to build your character. You are solo, after all, and will need this support. One full spellcaster, one non-spellcaster (or low-casting, such as Paladin), and the third may be anything except a full spellcaster. You can trade in class levels for Templates that match your Divine Theme somehow, but you must pay class levels equal to CR adjustment before receiving the Template. For example, you could potentially begin the game with one level in a class and a CR +2 template, or take two class levels at first and second level and gain a CR +2 template at second level. If the template varies in CR adjustment, you must pay the highest listed adjustment.

-Begin with 1 Rank in Mythic power. You gain two Path Abilities at each rank instead of one, and as with your other powers, it's best to pick abilities that match your Divine Theme somehow.

-Starting Gold: 0. You literally just woke up in an ancient, buried temple complex, and while you made clothes before throwing your consciousness into the body, you didn't make money... You may, however, start with up to 200 gold in equipment. If you choose to take the Legendary Item path ability, you may use any appropriate starting item as your legendary item, or wait until you discover the item within the campaign itself.

-I intend to only take on one character. However, if there are two exceptionally well thought-out and interesting characters, I may go for both and adjust things a little to compensate, but that is the absolute limit for this campaign.

Miscellaneous Notes:

Whether you are an arcane or divine caster, your powers come from within. A deity that becomes aware of you channeling any kind of divine power simply assumes that some other deity is providing it.

I enjoy literacy. If you wish to have a serious shot at being accepted, then I'd like to see a decent backstory, explaining your deity's previous actions and how they felt about the world. I will be using this in the construction of the campaign, so put some thought into it. ^^ I also expect to see a reasonable level of description in posts, not simply a comment that you're acting somehow. Describe the actions that your character performs.

If you die, your divine power will bring you back to life as per the spell Resurrection, including one permanent negative level (that cannot be removed, even by spells or abilities that would normally allow you to do so). Other temporary/permanent negative levels (such as those inflicted by a monster) will function as normal. You will lose wealth equal to the cost for the spell - if you don't have enough, you cannot gain new wealth until you pay off the debt and will pay whatever free money you have - you will, however, retain your items.

Keep a reference page for what you're gaining from each class at each level - this will help when I'm double-checking to be sure everything is right. ^^

Recruitment will last until approximately 6/11


I am intrigued by what you have put before me. I tend to be on the forums throughout the day on weekdays and dependings on my plans during the weekends, I might be found lurking on the forums then as well.

Currently, I would like to ask if by "Any Paizo" in regards to class, you mean that the playtest classes are available as well.


Yes. ^^ Of course, normal multiclass restrictions still apply for content like that.


Whoops, was updating my last post and I see I already received a response. I tend to stick to Paizo products, so I don't think I should run into any issues with 3rd Party Products. Otherwise, I will start mulling things over my head and see what I can come up with.


I'll be looking forward to it. ^^ Feel free to post a loose concept before creating the full profile if you'd like a little more feedback before spending the time to make such a complicated profile.


Very interested. I tend to be a very frequent poster so this is great for that.
I have also long been interested in the first worlder summoner but it is not considered optimal...in fact it is considered really weak, but by adding mythic It might be doable.

So I am thinking first worlder/paladin/bard or rogue


Thoughts?


Combining summoning with the utility of a Bard could be interesting, but the limitation on actions means you'd essentially rely on your summons/Eidolon to do everything by themselves if you focused on buffing, and that might not work too well considering the challenges you'll face. Leaving them be and taking the benefits of Rogue would probably work better.

(Note that in this game, any Eidolon will effectively be your favored divine animal and ought to be built accordingly. ^^ Theme is VERY important in this game.)


I soooo want to do this. I am an overly frequent poster. I run 2 high post games myself and post roughly a dozen times a day between the 2. I'd post more if my players posted more.

I'd really like to do a psion(telepath)/monk/rogue gestalt here. Are you ok with psions?

I'm thinking he would probably be a C-G god of mischief, a bit like Loki. Telepaths get all sorts powers perfectly suited for such a thing. He would certainly seek power, but enjoy "a good game" above all things.


Yea I'm thinking being tied to the first world. A lost first world god of some sort. So I would certainly be a gnome. The eidolon would be his former herald basically. Maybe I would go bard if you picked a second player


Ultimate Psionics is a well-built book and an acceptable source for this campaign. ^^


Currently I am envisioning my character having been a themed around the concept of Righteous Fury. Realizing he was an obstacle best removed from the beginning, he was betrayed before a time of trouble came to be known throughout the planes.

With this thought in mind, I was considering an Aasimar Oracle (With a curse matching the way he was removed from power) / Paladin / Bloodrager.

What are your thoughts Rednal?

Grand Lodge

Vuvu might i suggest you do a (as a second player):

Paladin / Oracle / Bard

or a

Magus / Witch / Fighter

:)


Sounds like a strong thematic combination to me. ^^ I like it.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

I was thinking of this.

Ute, known as "The Maker", "The Road ","The Living Forge" Paladin/Monk/Sorcerer.

In the Time Before, she raised the mountains to support the firmament. With her bare hands she crafted the first hammer, and with the first hammer, she shaped the Straight World. Then the age came when the world was bent and made Round and fell away from the Straight Path. Her followers are charged with seeing a Path and moving straight towards their objective, avoiding all Turns and Curves as they can.


Dotting for extreme interest. When I ran my first homebrew the main "villain" was a troubled cleric of Zon-Kuthon whose goal was to ascend to godhood and restore Zon-Kuthon to his former glory as Dou-Bral. He was always strictly lawful neutral, taking the pain requirements of his god out on himself so he wouldn't have to needlessly torture others. There is a lot of deep history that goes with him; I centered a 3 year campaign on his attempt to rise to godhood (which failed because he was betrayed by his second in command who nearly destroyed the world, but that's another story). I would love to see some sort of conclusion to his story.

He would probably be a cleric/fighter/x. I'm not sure to go cavalier or inquisitor or what. He was originally designed as a battle cleric (with a 3.5 dip into bone knight), so I'll have to brainstorm and ask for ideas for the third class.


Looking at this...just a first draft, but the idea is there. Note the order in chaos is inspired by the need to be LG as a paladin and gnomes and fey are not that by nature. I went with ninja since it makes use of CHA over just rogue. Though if I were not the only player I might swap that to Bard

The first world. A place of power and chaos. The place that spawned the fey. Yet all of the chaos still had its limits, a border, outside of which the chaos did not extend. This border, this one law was the charge of the First World god Lorlweth. Forever at odds with Shyka the Many, and her desires to reshape the First World at her whim. This brought them into conflict often as she would seek to press the single boundary of the First World.

To assist with the monitoring of his soul task Lorlweth created a servant from his own essence. Lorlweth was able to reshape his herald for the various tasks that were required of him. Together they maintained the bounderies of the First World for eons.

Eventually Shyka decided she was through with Lorweth and she cast him down, rupturing the boundery of chaos, and making the First World the endless plain that it now is. Sensing his heralds destruction Lorlweth new the end was at hand, and he sliced off a portion of his essence and placed it as a seed in the mortal world, there to grow and reform in time.

Gnome Summoner (First Worlder)/Paladin (Oath Against Chaos)/Ninja

STR 14
Dex 14
CON 16
INT 12
WIS 13
CHA 18

if you are at all interested in this idea I will do some more work on it for sure. I am an avid poster and have run and played in many games. Though sadly it is really hard to find a game that keeps going.

Grand Lodge

i indeed like both concept.

here could be some fluff that goes with both concept:

1St Concept (Paladin / Oracle / Bard):

Aroden when he undertook to raise the Starstone from beneath the ocean was graced by glimpse of possible futures.

He know that in all of the he eventually had to die in order to prevent the Whispering Tyrant from fully overtaking Golarion and installing a 10 000 years of living darkness that would come to an end with the Return of Zon Kuthon from his imprisonment in the plane of Shadow. And the two gods would compete for what was left of Golarion.

And So Aroden sacrificed himself to prevent this from happening.

What he told no one is that he had imagine a way for part of his divine essence to survive. Like a god from a very far away world (Bane- Forgotten Realms). He had a son. And this unlikely of son was to receive part of the Divine spark of the god Aroden, so that trough him he could partially live on. And this Divine Scion was to achieve Godhood so that he could Fight the Whispering Tyrant and lead Humanity once again with Iomeda at his side.

------

2 nd Concept (Magus / Witch / Fighter):

The World Serpent, one of the four original beings for the first universe had survived its end along with The Lady of Pain (Planescape), The DarkPowers (Ravenloft).

Each of the four being represented one of the four elements of Creation.

The World Serpent (Matter / energy)
The Lady of Pain (Space)
The Dark Powers (the Mind)
? (Time)

During the creation of the first planets, the multiverse, the planes of existence, Divine being arose. Some were born with the divine spark in them some achieved divinity with the help of followers (the first ones have no need of Votive energy to maintain their divinity)

The Lady of Pain settle in Sigil, the city of Portal while the World serpent was Enchained by the collective gods of the multi verse. From him they obtained the secret of Matter and the ability to wield the lesser form of Energy: Magic.

Different has different aspect of the World Serpent and in every place his presence is felt.

In every world his parts try to free themselves or to herald a champion for his cause.

And now a piece has awoken again to try and Recover his Immortal Concept


@MiniGM: A sufficiently good plot can cover up many different holes that would normally exist. ^^

@LazarX: Interesting choice for an overall personality. ^^

@CampinCarl: If I were to go for your character, I'd certainly need to have a... fairly comprehensive explanation of his backstory in order to try and make the rest fit. For the third class, I'd probably go utility - remember, you won't have much in the way of support from others, so any glaring weaknesses in abilities/roles could cause a lot of trouble for you.


Tentatively I would take Guardian and Archmage as my two mythic paths. Archmage is obvious, but guardian to add some survivability

Edit Might also make sense to drop ninja and take up the Fey Touched Template. the dex is nice but the cold iron DR thematically makes sense. OK I think I have the basic idea developed now. DM let me know if it is worth starting to crunch out.


Just to note, you will need to take Dual Path for that. ^^b

As far as crunch, I don't think anybody needs to make that for at least a few more days unless they really want to - I'd like to have a better idea of what the submissions are like before I ask anyone to spend all the time needed to do the crunch.


oops i was reading on my phone originally, it says two path abilities not two paths. In that case Archmage is the the better choice i suspect, since the First Worlder eidolan is not really a combat critter, and the summons will probably be what I fight along side so I will want to buff my magics to blast from range.

Silver Crusade

Which campaign setting is this? Inner Seas? Forgotten Realms? Ravenloft? Dragonlance? I can see the potential of the campaign, but I don't know the background.


Hey, Rednal-a.k.a Harumi the Barmaid-nice to see you again!

Greatly interested in this... I came up with a cool concept with a Lords of Creation game a little while back, though I switched it out for a much-needed god of the forge. She'll be back soon!


That's because the setting hasn't been decided yet. XD I plan to match it to the character(s) once they've been chosen.

Silver Crusade

Then, how do we describe how our character was originally a god, when we have no details to go off of?

For example, the ones in Golaron found the starstone and ascended to godhood. The ones in Forgotten Realms and Dragonlance simply fought over the portfolios of each deity, or were given godhood over something...or were born into it.

In this case, I don't quite know where to start because there is no skeleton upon which I can lay my background upon.

Wait...I've got an idea. I'll be back in a bit.


That's largely up to each player, but if a specific backstory is needed, there's nothing wrong with having started as a deity. ^^ Possibly from the beginning of the world, even.


Hey, Rednal, are the Golemoid and Steamwright classes, as well as the Jurak race, allowable in this game?

I'm thinking this for my background:

Background:

Faranis was the hope, the inspiration, of all warriors and mercenaries. She was proof that they could rise above, that they could become something more than just a sword for hire.

Faranis started out like any other mercenary, rough, tough, and a smart-aleck. She had reasonable talent for spells, and she attacked them and broke them down into systems like her beloved machines. Faranis seemed to almost develop a rapport with them-they responded to her like they were part of her body.

Faranis was just another member of her band, the Adamantine Cogs, when all of a sudden, Faranis got them all into a fight with her fast mouth-one that was more than they could handle. Even a group of six crack commandos couldn't hope to defeat an entire tribe of orcs.

All seemed lost. The Cogs were backed into a corner, most of them wounded. In one final, desperate attempt, Faranis leapt forward, determined to take as many orcs down with her as possible. She was brutally mutilated, with no hope of getting up ever again. The amazing thing was that Faranis did. She got up to her feet, various pieces of scrap metal leaping to form arms, legs, replacing chunks of lost flesh. A determined fire burned behind Faranis' goggles, and she proceeded to cut through every single orc that was. It didn't matter that she was getting chopped to pieces. Faranis held herself together by sheer force of will, and as her companions watched in wonder, she transformed into something other. Glowing with a red light, orcs laying dead around her, Faranis gave a cheeky smile, just typical of here, before disappearing.

Nobody knows exactly what happened that day. It was speculated that the cavern that they were fighting in was the hidden sanctum of the Throne of the Gods, and as Faranis made a wish to continue on, to saver her companions, that wish was granted.

Years, then centuries, then eons passed, and Faranis became a god of righteous war, protection, and innovation. It was said that all golemoids were blessed by Faranis, and those who did not exhibit the willpower to gain such a gift were stripped away from the godly might of the technology.

Faranis, however, fell. The god of Peace, Garonvel, tired of her "war-mongering" inventions-even though they helped keep the peace and ended wars quicker-struck her down while she was investing much of her godly power in a new, major invention-the Sun Cannon. Now, only knowing the Sun Cannon's name, Faranis awakens, reduced to nothing...

How was that?


Dear lord this is tempting. I might have to come up with something. I'd really like one other player though.


@Faranis: Unfortunately, I don't have access to the Thunderscape setting's racial and class data; while it seems reasonably popular and well-written (I've even seen a few recruitment threads for the setting), I think I'd rather pass on those choices for this particular campaign. Thank you for your interest, though!


Alright, oh well. I'll come up with another idea then...

Thinks of all the tiefling, skinwalker, and dhampir heroes out there who don't really have a god who truly recognizes them, let alone accepts them.

I definitely have an idea now.


Hmmm, alright, concept art.

Here it is.

Dark Archive

Barragon the Scaled Titan

All beings both great and small who have a scaley hide have had at least a touch of the Scaled Titan's will in there creation. When the world was young Barragon sought to cover the world in scaleykin however his vision of a perfect world was cut short just after the creation of his masterpiece the beings that would preside over the world of scales, his fellow gods stepped in and began adding there own concepts of life to the world, Barragon lashed out violently at his brethren until he had begun populating the world they had been content to sit back and do what Barragon considered to be things of little importance. He had done so much work to create his perfect world and now they wanted a piece of it a chance to have worshipers of there own.

Barragon's constant rebellion against the inclusions of new beings in what he had deemed 'his' world eventually lead to a unification of the other gods, they stripped him of his power and cast him out of the higher planes believing that to be more than enough to deal with the Scaled Titan, but of course that was not the case. Barragon had been prepared for the ultimate betrayal of his brethren, he had long ago set up the magics necessary to cast his form into HIS world so that he might walk among his scaleykin. What had once been a plan to allow him to meet his creations personally became his salvation.

Divine Theme: God of Scaled Beings(Dragons, Lizardfolk, Kobolds, if its got scales its in her purview.)

Idea: Once awakened Barragon will look to see how his 'children' have progressed. If the world is anything like Pathfinders Golarion he will be quite displeased and seek to unify them and find why some have strayed from there path(likely changes made when aspects of his 'porfolio' were taken by other gods)

Level 1: Druid // Half-Dragon // Half Dragon
Level 2: Druid // Summoner // Fighter(Maybe Rogue or Brawler, I need to take a look at the update to the ACG playtest.)

I think Barragon would probably one of if not the oldest of his pantheon which is perhaps why it too the combined might of the others to take him down(also perhaps because he would have had the most numerous amount of worshipers having had such a significant head start)

Choices: Full Caster- Druid because of his connection to his 'children' he should be good at and capable of conversing with any of his scaleykin and Druid does that very well might go with one of the 'Shaman' Archetypes depending on feedback(though which exactly to go with is a tough choice) originally I was thinking Serpeintine Bloodline Sorcerer for this spot but figured Druid felt better(less specifically snakey)

Template- Dragons were intended to be his 'masterpiece' the guardians and rulers of the world, they have since very significantly strayed from his vision. He formed his mortal shape to be that of a humanoid dragon thus the template(For race I am thinking Nagaji as a sort of 'man-snake' as serpents would have been another of his favorites)

Summoner- The representation of his old 'creator of life' abilities the Eidolon will likely be something akin to a Dragon/Snake hybrid I think. His summoning will be exclusively be reptilians and fish(when possible)

Fighter/Brawler/Rogue- The representation of his physical abilities not sure exactly which one I like the best yet.

Mythic: Guardian/Marshal- Need to do a bit more looking into Mythic but both of these seem very solid for the concept.


Dotting with intense interest. Ideas are flowing around, thinking of an old 3.5 character idea that I didnt explore heavily enough for my tastes. Either converting that into PF, or maybe coming up with an interesting and unexpected combo of classes.

EDIT: I have an Eberron-related idea, a refugee from the plane of dreams that escaped the turning of an age and the destruction of all he knew. Themes would be knowledge, dreams, and possibly fears.


Hello, Thoon. ^^ *Waves*

@Zain: If you have any particular questions about Mythic abilities, I'd be happy to try and answer them for you.


GM Rednal wrote:

Hello, Thoon. ^^ *Waves*

@Zain: If you have any particular questions about Mythic abilities, I'd be happy to try and answer them for you.

Hi! I edited my above post. As a likely Psion, the Archmage rules might need to be adjusted. Really, just words changed from their magical term to the psionic counterpart.


That shouldn't be a problem. ^^

Dark Archive

GM Rednal wrote:

Hello, Thoon. ^^ *Waves*

@Zain: If you have any particular questions about Mythic abilities, I'd be happy to try and answer them for you.

Can you multiclass between paths? I think perhaps if that is the case if chosen I'd end up having Barragon dip between both Guardian and Marshal, Guardian would likely be where I would start and then Marshal would come later assuming an emphasis on the 'rallying of the scalekin' ended up occurring.


The rules as written for Mythic do not permit multiclassing as such, but you CAN choose the Dual Path ability, which is probably what you're looking for. ^^

Dark Archive

GM Rednal wrote:
The rules as written for Mythic do not permit multiclassing as such, but you CAN choose the Dual Path ability, which is probably what you're looking for. ^^

Yeah that seems about right for what I'm looking for thats pretty much BETTER than multiclassing it since it provides the ability to still obtain the big capstone ability.

Silver Crusade

Background:
Rinthos possessed memories, all of which pertained to who he was, but fragmented enough that the pillar of his mind felt as if it was crumbling. Falling from divinity could only be described as losing one’s sense of self, almost as if he were torn apart, and a shard of him was what remained. That was how he felt when he awoke. A web of shattered glass was what remained of his essence, and yet, there was just enough to maintain his hold on reality. The man knew he was once great, for details of his past could still be read in his mind, though few they were. Three memories were all that he had, but each spoke of a history Rinthos knew he belonged to quite intimately.

His first was of a woman whose grace knew no bounds, and whose love was as vast as the forests through which they'd met. Yes, there was a forest in that memory. Lush autumn leaves that shimmered from the morning dew, and a fresh scent of clean air that wafted from the nearby ocean, smothered the two in a blanket of comfort that could only be born out of destiny. Yet, their relationship never came to fruition for at the end of it, he saw the desolation of fire sweep it away. When the fallen one combed his hands through the failing threads of that memory, he found them filled with ash.

Rinthos’ second memory revealed a massive kingdom of ivory spires with armies to rival even the strongest of legions. Many a battle he had conquered, and numerous foes had he slain, but a sense of sorrow and despair filled him for none of his deeds bore the future he wished for. Eventually, this anguish Rinthos felt grew to such heights that it broke through the joy he felt in battle, and revealed to him a proper path he could walk. The end of this period revealed to him a pilgrimage that Rinthos had taken where, through his final venture, he found himself flying on golden wings to ascencion.

The third and final memory filled Rinthos with a degree of dread unmatched by any previous experience in his existence. He saw himself standing in the midst of a desert whose dunes stretched further than any land he had ever ruled. There was no sun, yet the sky was blue. His voice did not work, though he could hear the whispers of sand and wind. Rinthos knew something was coming. That past him knew a danger was coming, but knew not where from nor how it would assail him. Suddenly, the sky was enveloped by clouds as ominous as the tunnels below the lands he had previous stood. Rain flooded the landscape and swept him away so fast that he had forgotten the presence of sand beneath his feet. The last of this memory revealed him sinking further and further into the darkness of a sea he had never known to exist.

And now, Rinthos lay on the floor of some indiscriminate temple he knew he belonged to, but whose age he could not tell. There was no language written upon the pillars, the walls, nor even the alter. Everything was built of stone whose hue he vaguely remembered, and as a result, he wished to be gone from this place. There was one physical remnant of his past that he arose with; a spear. Along the haft of the thorn-like weapon, he found the word Righteousness inscribed alongside other glyphs of similar length. Though he could not pronounce them, Rinthos knew them all to possess the same meaning.

Answers he wished to seek and only the marching of feet could take him where he needed to go, though, one thought kept repeating itself in his mind.

...I must right what I have wronged, though what I have wronged, I know not...

I have the character built, though, I feel I need to add more to the background. I'm not sure where though. Got any ideas?

Also, here's the basics of my character.

Rinthos
Cleric/Inquisitor/Paladin 1
Lawful Good
Str 18
Dex 14
Con 14
Int 10
Wis 14
Cha 14

Traits:
Heirloom Weapon (longspear)
Rescued (Though the one who rescued him is lost to him now)
Birthmark (Down the center of his chest is a tattoo of the same spear he wields, complete with similar symbols down the length of it)

Theme: Righteousness, or, doing that which is right for the betterment of all sentient life

My goal with this was to make it so that Rinthos wouldn't be bound to any actual world or setting. Basically, you choose where he was sent.


I'm thinking a Monk (Martial Artist) / Aegis (Aberrant) / Cleric (Crusader) former god of terrible vengeance who is not sure he wants to reascend to his place in the divine order. I'll be building him in this alias for you to see but likely move him to a new one when I'm done.

Shadow Lodge

I might have to join in on this just for fun, would it be too much munchkining if say I made a Gunslinger/Warpriest/Spell Slinger Wizard?

Actually, Myrmidarch Magus may work better then Gunslinger.

I'm thinking dwarf would be awesome because STR: 12 DEX: 16 CON: 16 INT: 16 WIS: 16 CHA: 6 would be a 30 point buy for a dwarf, but a dwarven god of firearms may be a bit too expected.

I know you said Core+Featured, but what would you think about Androids?


Yes he's a very complex character with a long, dynamic background. Some of it is on paper but most of it is in my head. When I get some time off work this weekend I'll sit down and get the entire character fluff detailed out for you.


The idea I am forming will likely be a Dread (Fear in Flesh)/Soulknife (Deadly Fist)/Psion

Fluff to come when i am not on my phone. May focus the Psion as a telepath.

as a brief primer, the character was cursed with a wretched form and cast out at the turning of the age in Dal Quor, preventing what was considered to be a nirvana-like ascension. The character thrust his consciousness to the material plane, skipping the turn of the age and doomed to wait another ten thousand years for ascension.... or was it all a lie?

Shadow Lodge

Also, considering templates, what about the Young Template?

I'm thinking a Young Clockwork Elf could be interesting, to take a different take on a god of firearms, of course there's a bit of an issue with that combination being a +10 Dexterity race. The Clockwork template isn't ideal, but it was the best template I could find that changes something into a construct.

Dark Archive

Dylos wrote:

Also, considering templates, what about the Young Template?

I'm thinking a Young Clockwork Elf could be interesting, to take a different take on a god of firearms, of course there's a bit of an issue with that combination being a +10 Dexterity race. The Clockwork template isn't ideal, but it was the best template I could find that changes something into a construct.

Cool Idea: If you have some form of companion that could feasibly have existed for the length of your 'sleep' perhaps they have been winding your new form up over the years in hopes of awakening you.


I'd like to stick with my statement on races - Androids are listed as an Advanced race at 16 RP. As for the Young Template... well... let's just say that taking major drawbacks like that would be a very bad idea in this campaign (and would not grant you a level to spend elsewhere). I do enjoy the creativity, though. ^^

Ah, and for changing into constructs, there's also the Clockwork Automaton template.


This seems awesome. I too post very oftern. I'm in 8 games now and only am held up by other players not posting as often.

My concept will be Dawnflower Dervish Bard/ Lore Oracle / Advanced Template. Advanced Template will be Paladin or Swashbuckler maybe both, path will be Champion, Archmage I think. Will work on it a bit.

Edit: Decided to go Bard / Fighter / Advanced Template (then into Oracle)


I'm assuming multiply HP before con so a d10 is 15HP correct not after con?

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