The Fountain of Bethesda (Inactive)

Game Master TheBobJones

Dice Rolls | Portraits | Plans & Politics | Rivenrake Island | Tactical


Rivenrake Island Environmental Factors (Summary)

Northpass
Terrain (Mountains Terrain: Alpine Meadow)
Altitude Zones Low Pass
Temperature Cold weather (below 40° F) - NIGHTTIME ONLY

Path to the Alaznist Step
Terrain (Mountains Terrain: Rugged)
Altitude Zones Low peak or High pass
Temperature Cold weather (below 40° F)

The Alaznist Step
Terrain (Mountains Terrain: Forbidding)
Altitude Zones Low peak or High pass
Daytime Temperature Cold weather (below 40° F)
Night Time Temperature Severe cold or exposure (below 0° F) - NIGHTTIME ONLY

Some important facts:
Northpass is at an elevation of around 4,000 ft.
The Alaznist Step is at an elevation of around 11,000 ft.
It takes between 8-10 hours to hike from Northpass to The Alaznist Step.

Here are some useful links:
Mountains Terrain
Environmental Rules: Cold

Dramatis Personae
Main Cast
Arimar
Benaiah the Heretic
Gwendolyn "Cadence" Mehra
Fideail Kaddren, aka 'Fey.' Or 'Dale.' Or simply, 'Kaddren'
Keoki the Cannibal King's heir (dead - in stasis at temple of Sarenrae)
Malgrim Stoneseer (Currently working with the Quarrier's Guild)
Caerador Grimualt (Current status unknown)

Main NPCs
Mistress Lanvi - Mob boss/Crime lord in the dark criminal underworld of Magnimar.
Doctor Archisa Aparna - Expert in Thassilonian magic at the Museum of Ages.
The Handmaiden - Mistress Lanvi's daughter and attendant; attempted to murder her mother, currently incarcerated.
The Mouth - emissary of The Collector
Kahina - Head of the Church of Sarenrae in Magnimar
Paralictor Darean Haist Order of the Nail - Head of the Hellknights in Magnimar
Ioana Versade: met with the handmaiden, and seems to be trying to buy information on the Vanderale family.
Foreman Daceileum Surly - Head Labrorer who will rebuild the Fountain.
Senior Carpenter Branarm Om - Head Carpenter/Engineer who will rebuild the Fountain.
Luma and Ontor Derexhi - Mercenaries for the famous House Derexhi. Currently allied with Companions.

Magnimar Houses

Allies
House Derexhi
House Mindurian (you know them) Filuvia Mindurian

Enemies
House Versade

Unknow allegiance
House Kaddren (Arimar met a son of this house with his golems) Archytas Kaddren
House Vanderale (Most powerful family in Magnimar, you know they are involved in the drug trade)

Unknow allegiance and currently unknown
House Nirodin (great family, arts)
House Scarnetti (great family, shipbuilding)
House Valdemar (great family, fishing)fallen on hard times.

Magnimar Locations
Versade Villa: where the party is taking place
-Guilded Cage: garish gambling den built into the side of Seacleft, owned by the Versade family.

Party Guests
Luma Derexhi half elven female bastard of the Derexhi Family. They are know as the highest priced and most skill 'mercenary' organization in Magnimar. That's right, full blooded noble mercenary for hire.
Balastar et Mindurian Male dwarven emissary for the Mindurian family. They are know for their stone masonry.
Zakon Vanderale male human. He is young and very good looking. The Vanderale family is the most successful in Magnimar and controls the merchant guild.
Ioana Versade female human. A younger member of the Versade family (the family throwing the party) and the only one you see.
Corrous Kaddren member of the Kaddren family, golem creator

Monument Boons

Cenotaph Monument Boon:
Pray for 10 minutes in the Mourner's Plaza before the Cenotaph and make a successful DC 15 Knowledge (religion) check to gain a +1 morale bonus on all Fortitude saves for 24 hours . This bonus increases by +1 for each 10 points by which you exceed the initial check.

Mission Statement:

Why do I want to run this? I have been playing and gaming most of my life, and I have grown to love the story telling aspect of Role Playing games. Due to my family dynamic, and a limited group of local friends that share the same gaming desires, PbP seems to be the best outlet for my gaming desires, and Organized Play was a very convenient way to break in, back when I played Living Greyhawk, and currently with Pathfinder Society.

As I have been playing and running in Pathfinder Scenarios, I have found that their formulaic approach, the restriction to please as many different types of gamers as possible is just not satisfying for me. I think PFS is great and accomplished its goals very well, but those goals are no longer my goals.

So this pseudo AP, connected story arc, whatever you want to call it, will be my way of experiencing gaming on my terms, with my visions and goals.

You all have been selected because you share those same vision and goals. I will strive to do my best and provide you all with a superior gaming experience.

What will this be about? This Menagerie, as I like to call it, will have short term goals - i.e. rescue the princess and long term goals - i.e. save the world. The plots will be connected, but there will be a lot of player choice, probably more so than in an AP. If I dangle a plot hook and you are not up for it, we do something else. The adventure will be sandboxy, with some very tight encounters.

Specifically, without giving too much away, you will be hired by a mysterious benefactor to accomplish a multitude of tasks in varying locations.

There will be NPCs aligned with your party, there will be NPCs that will not be aligned.

The settings will be varied and hopefully immersive. As each setting will be its own chapter, and as such there will be specifics that I will allow for customization to a degree. The settings are designed to give you a cool feel and flavor, not to penalize you. There will be unique conditions, but those are meant to be fun rather to nerf your abilities.

What are your responsibilities? Have fun. Don't be a dick to me or other people. Communicate well with the GM and other players. Post at least once a day or more, let us know if you are going to be gone for some reason. Basically you all know this but it is a good reminder.

Character Creation:
Crunchy

So I love character creation. I love to read guides, and plan out my character's progression. I love options, and tinkering. I want you to enjoy it as much as I can so these are very open-ended to allow you maximum enjoyment.

What to build for: You are intrepid adventures. You should prepare for a variety of situations. Having said that, see my mission statement. I am not going to put you in a situation where if you don't have magical X, you will die or sit in the corner twiddling your thumbs. That may happen as a result of things that happen, but I will not build encounters to kill you or nerf your abilities. I strongly believe that you are heroes living in your heroic story. When you cannot act hero-ly, it sucks.

Sources: All Pathfinder books. If you are going to use a 3rd Party Product, you have to send me a copy of the pages in the source book you are using. I would prefer you stay away from 3PP, but that is because I am lazy and cheap. No Mythic. It is just - weird. No Technology.

Races: Anything. You can customize a race, must be less than 17 RP. If your race is more than 17 RP, you loose a level, so start at level 3. I know Advanced race is 20 RP.

Feel free to use any published Alternate Racial Trait.

Level: Start at level 4. See classes for more details

Abilities: 20 point buy

HP: PFS progression

Traits: 2+1. That bonus one must be a Racial or Regional trait. It would be cool if you could tie it into your backstory.

Drawbacks No.

Alignment: No CE. No exceptions.
So my thoughts on evil. As I feel I am well read in the fantasy genre, one of the most common tropes is 'Is good, good, if good does evil to defeat evil?'. This will be a theme in this game. You can play evil, if you play it right. Sociopath behavior is not what I am looking for, i.e. we will slaughter a town of innocents because we are Ubernaughts! But if you choose to interrogate, harshly, encourage others to sacrifice themselves for you, play very selfishly, that could be construed as evil. Again, player caveat here.

Classes: Start with a 1 level of any NPC class: Adept, Aristocrat, Commoner, Expert or Warrior. This does not count in your 4 levels.

Then take 4 class levels. All classes are legal except Gunslinger.. I reserve the right to say NO to severely broken archetypes. You all do a great job of creating well balanced characters, don't let me down. If you are multiclassing, you should use the Variant Multiclassing rule. I know you expressed an interest in the Summoner class Damien, careful with being too powerful. Maybe you could do an Unchained Summoner, with the regular summoner Eidolon progression.

Feats: All are good.

You will receive one bonus feat. To help with customization, and to balance the varied story settings, you can retrain this feat after each 'Chapter' for free. The feat can either be a teamwork feat (feel free to plan with your friends) or a specific feat that will be available as I move you from chapter to chapter. Some chapters have better options than others, and I will try to adapt to make your character 'fit in' better.

For example, the first adventure will take place <> and you can choose from any of these Broken Link A bit premature here, but I will give you plenty of time to peruse material to make intelligent choices.

Equipment: Start with 6,000 gp.

Hero Points: Not at this time, maybe later. One free reroll per chapter.

BackstoryQuick synopsis of the Adventure: you are a very capable group of adventurers that have been together for a number of years. You have a reputation for being very successful using very unconventional means.

Preaching to the choir here, I know.

So your backstory will have two parts. The fist part is your Origin Story. Tell me where you come from before you became an adventurer and how you became an adventure. This can be a shared story as it would be nice to tie it into the group and how you all came together.

The second part is your motivation. Why do you do what you do? That will be big for me as a GM to make sure your character has buy-in for my plot hooks.

Action Point:
The Hypertext d20 SRD - the ultimate d20 system reference

Action Points
Action points give character the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.

Metagame Analysis: Action Points
Action points give players some control over poor die rolls. Although this has little effect in an average encounter, it makes it a little more likely that characters will survive extremely challenging encounters and less likely that a single character will fall to what would otherwise be a balanced foe because of bad luck. A reserve of action points lets even careful players expose their characters to more risks, heightening the game’s tension and opening the door to even more heroic action. This variant also makes it less likely that an entire adventuring group will fall victim to one powerful effect, such as circle of death or cloudkill.

Action points also make it more likely that the use of a character’s most potent abilities will be successful. For example, although its overall effect on an encounter might be minimal, few things frustrate a paladin more than missing with a smite attack—an event that becomes less likely when using action points.

That said, action points can also lead characters to routinely get in over their heads (relying on action points to save themselves), and for GMs to unconsciously increase the difficulty of encounters (since characters are more likely to succeed against foes of equal power). This is as fine as long as the characters have a reserve of such points to spend—but if they run out, encounters that would otherwise be merely challenging can become incredibly deadly. Keep the number of action points available to your characters in mind when designing encounters.

For GMs who are worried that action points increase the power level of characters without an offsetting cost, there’s an easy solution. Just think of each action point as a one-use magic item with a broad range of possible effects. With that analogy, it becomes easy to justify reducing the amount of treasure awarded to balance out the accrual of action points. Note that this is merely a tool for GMs interested in carefully monitoring character power levels; action points should never be for sale.

An action point is roughly equivalent to a magic item worth 100 gp per character level (since the higher a character’s level, the more potent the effect).

Acquiring Action Points
A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level.

Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level. Some prestige classes might allow a faster rate of accrual, at the GM’s option.

Action Points and Existing Games
Adding action points to an existing campaign is easy, since characters don’t need to make any special changes. Each character simply gains a number of action points equal to 5 + 1/2 his character level.
9 Action Points

NPCs and Action Points
Most NPCs probably shouldn’t have action points, due to the added complexity this would create. In the case of important villains or other significant characters, however, the GM may award them an appropriate number of action points to use against the player characters. A number of action points equal to 1/2 the NPC’s level is a good baseline.

Using Action Points
You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat.

You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.

Add to a Roll
Character Level Action Point Dice Rolled
1st-7th 1d6
8th-14th 2d6
15th-20th 3d6
When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

Special Actions
A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.

Activate Class Ability
A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.

Boost Defense
A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).

Emulate Feat
At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

Extra attack
During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.

Spell Boost
A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.

Spell Recall
Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.

Stable
Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

Improving Feats
The use of action points opens up a whole range of possible feats. However, it’s easier on characters simply to improve existing feats to take advantage of action points—that way, characters needn’t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

Blind-Fight
You can spend 1 action point to negate your miss chance for a single attack.

Combat Expertise
You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.

Dodge
You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.

Improved Critical
You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.

Improved Initiative
You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.

Metamagic Feats
You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast.

Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).

Power Attack
You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.

Spell Focus
You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.

Spell Penetration
You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.

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