Tomb of the Darkest Star

Game Master GM Nitemare

Fight for survival in a world turned into an undead nightmare

Dragon Mere Lake

Regonal Map

Combat Map


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There was a time when living wasn’t so hard, a time before the dead walked the earth and outnumbered the living. A new dark age has befallen mankind, an age in which the dead stalk the earth and wage war upon the living, and the living are losing.

Before the plague, the undead were more than myth, yet the dead lay buried in their tombs or cairn, unlike today. Now, once interred the dead will not rest for long, a sealed tomb or grave is naught to be found on the planet.

Although scholars, sages and high priests hold differing opinions upon the cause or causes of the plague, only one thing is certain, humanity is gasping for life as the darkness overwhelms the light. How the plague began is yet unknown and the cause is a mystery.

Join the last vestiges of humanity and struggle to survive the scourge.

Allowable classes, Races: Any Paizo – No 3rd party
Level 1
15 pt. buy
Starting wealth: Average per class
Advancement: Fast
Setting: loosely based off of Golarion

Did I miss anything?
Any questions let me know, otherwise please post interest and character concept.


Pathfinder Roleplaying Game Superscriber

I'm interested!

15 points, eh? That calls for a character with no MAD problems, so I'd propose an elf wizard with the Divination (Foresight) school. I'll flesh one out tonight.

As for what you might have missed - what about the number of players desired and a deadline?

Sczarni

15 Pt Cleric
in the Profile please check the it. I would love to play again.

RPG Superstar 2015 Top 16

Dotting for interest. Is this a homebrew or an existing adventure?


@ Tarondor - will accept 4-5 players, possibly 6. As for a deadlines, I would like all players who have committed to have their characters completed within in about 1 week. If more time is needed we can extend that deadline.

@ Kyranda - Cleric would be a great choice for this one.

@ dien - This is a homebrew game, despite the official sounding title ;)

RPG Superstar 2015 Top 16

I like homebrews. :)

Oh, another dumb question I meant to ask: are you running this play-by-post, or wanting everyone online for a specific night of the week?


@ dien - This game is play-by-post


This sounds like a really fun concept. If appropriate I would love to play a Tiefling paladin, trying to work against his cursed nature to stem the tide against the overwhelming undead. Sound okay? I can have they character ready in a day or maybe two.

RPG Superstar 2015 Top 16

Down with it even more.

I can have the stats ready in a few hours, but for the concept: Agate, a dwarven ranger (Deep Walker archetype) who'll be taking undead as favored enemy down the road. A guardian of her clan's caves, when the bones of her grandfathers and grandmothers arose due to the plague/curse/whatever foul magic this is, she was there in the front lines to beat them back to their crypts beneath the mountains.

Reluctantly, she has left her clan's caves and mines in order to go out into the greater world and try and seek out the source of this curse, so that her ancestors may rest in peace.

She's not spent much time around other races, or on the surface at all, so she'll be a little lost when it comes to dealing with non-dwarves, but her heart is in the right place. And the place it is in hates the undead.


Half-Orc Life Oracle sounds REALLY tempting.

Nothing like making yourself a target, right?

I'll spend some time spinning the idea around more before posting anymore than that.


I'm looking to try a play by post campaign for this first time. I have a bunch of pen and paper experience, but none online, and this one looks pretty interesting. I have plenty of time to make a character, and I can probably have it done by tomorrow, but I should give a heads up: I might need a hand here or there figuring out the mechanics of forum roleplay.

I'm seeing a Sylph or Human alchemist with little faith in religion, who has made it his life's research to puzzle out what the "plague" may be, and to develop a cure, at all costs.


15 pt. buy, I am already liking it.
I think that 20 pt. is too much, I just love little bit weaker characters.

I'd like to play Dwarf Inquisitor
Something like STR 16, DEX 12, CON 14, INT, WIS 15, CHA 8


Tarondor's alias, an elf Diviner (Foresight) wizard


Interesting concept. I've got a weird idea for a witch, and for a Dhampir.

RPG Superstar 2015 Top 16

Petra Gritstone, dwarf ranger:

Changed her name to Petra. Agate sounded much too prissy. :P

Petra Gritstone
Dwarf Ranger (Deep Walker) 1
NG Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2; +2 trait bonus vs. undead's spells or spell-like abilities, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+2/x2) and
. . Battleaxe +3 (1d8+2/x3) and
. . Club +3 (1d6+2/x2) and
. . Dagger +3 (1d4+2/19-20/x2)
Ranged Longbow +2 (1d8/x3)
Special Attacks hatred
Ranger (Deep Walker) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 15, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +3; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
Feats Steel Soul
Traits Enemy of the Undead (Geb), Grounded
Skills Acrobatics -5 (-3 trait on balance-related checks, -9 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +0, Escape Artist -5, Fly -5, Knowledge (dungeoneering) +4 (+-1 when underground), Knowledge (geography) +4, Knowledge (nature) +4, Perception +6 (+-1 when underground, +8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -5, Stealth -1 (+-1 when underground), Survival +6 (+-1 when underground, +7 to track), Swim -4
Languages Common, Dwarven
SQ greed, hardy, slow and steady, stability, stonecunning +2, track, wild empathy
Other Gear Scale mail, Heavy steel shield, Arrows (20), Battleaxe, Club, Dagger, Longbow, Backpack (empty), Bedroll, Flint and steel, Grappling hook, Magnet, Rope, String or twine, Torch, Trail rations (4), Waterskin, 8 GP, 3 SP, 8 CP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Enemy of the Undead (Geb) +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grounded You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Zephyr Tramontane, Sylph Alchemist:

Zephyr Tramontane
Sylph Alchemist 1
CG Medium Outsider (Native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3 Ref +5 Will +0 (All 3, +1 vs divine)
--------------------
Offense
--------------------
Speed 35 ft.
Ranged : Light Crossbow +3, 1d8. 19/20
Acid Flask (2) 1d6+3, Splash 4
Special Attacks : Bomb 4/day, 1d6+3, splash 5ft

Alchemist Extracts Prepared:
Level 1:
-(unprepared)
-(unprepared)

--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
Feats : Point Blank Shot, Brew Potion, Throw Anything
Traits : Disbeliever, Hedge Magician
Skills : Craft(Alchemy) +7 (+8 when crafting alchemical items, can identify potions as detect magic), Disable Device +6, Knowledge(Arcana) +7, Knowledge(Arcana) +7, Perception +4, Survival, +4, Use Magic Device +3
Languages: Common, Auran, Dwarven, Ignan, Terran

Other Gear : leather armor, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, small steel mirror, soap, torches (10), trail

rations (5 days), waterskin, 3gp, 3sp, 3cp

--------------------
Formulae Book
--------------------

Level 1:
-Bomber's Eye
-Cure Light Wounds
-Detect Undead
-Expeditious Retreat
-True Strike

--------------------
Special Abilities
--------------------

Mutagen (Su) : At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex) : All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Feather fall (Sl): 1/day (caster level equals total level)

Breeze-Kissed (su) : Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Like the Wind : A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.


Allowing Traits at all? Not required, just trying to make sure I know what I'm working with.

Oh, I'm also building "by hand" not using a software tool, so my format isn't as grand and my process tends to be slower as I actually look things up instead of selecting from a pull-down.

I'm not really done, but it is bed time so I can go to work and pay for my internet connection . . ..

Draft Background:
Deng Longtooth grew up attached to an orphanage in a very large human city. When the dead first began their rise, things got very bad for a while, but the city's walls, cordoning each section off from the next, a few cautious clerics, and a well-disciplined city watch managed to secure at least one section. When someone died, they were cut into pieces and then those pieces were thrown over a wall.

Everyone began doing what Deng had been doing in the orphanage, living off of scraps and trying not to attract attention from outside the walls. Deng began trying to find a way to not become a target. What he discovered was Kael, a Cleric of Pharasama. Kael protected Deng, and taught him as much as he could about the undead and why they needed to be destroyed.

As with all things, that didn't last. Eventually the sanctuary fell and the people hiding in their section of the city had to flee the wave of undead or be overrun and join them. Kael tried to protect Deng and the others in their area, even as they were retreating. He used up the blessings Pharasma had provided and fell even as he was readying a dagger. As the foam of the wave approached the remainder of their group, Deng apparantly exploded in a burst of energy, disrupting the closest undead, and allowing the few remnants to continue their flight. No one realy knows how many people managed to flee and survive that assault. Deng was in a group of 4.

As with all things, that didn't last.

Draft Character:
Deng Longtooth
Half-Orc
Neutral
Oracle
S 11 +0
D 12 +1
C 14 +2
I 10 +0
W 12 +1
H 16 +3

Class Features:
Mystery: Life
Orcale's Curse: Tongues (Celestial)
Orisons: DC13: (4) Create Water, Detect Magic, Purify Food and Drink, Stabilize
Revelation: Channel (4/day @ 1D6 with DC13); Healing Hands
Spells: 4/day @ DC14: (2) CLW, Hide from Undead

Racial Traits:
+2 to Charisma
Medium Sized
Normal Speed (30')
City Raised (Proficient with whip & Longsword - replaces Weapon Familiarity)
Darkvision (60')
Orc Blood
Scavenger (+2 Appraise & Perception to find hidden things, health of food & identify potions by taste - replaces Intimidating)
Toothy (1D4 primary natural attack bite - replaces Orc Ferocity)
Languages: Common, Orc

Skills: (bonus, name, attribute, ranks, class bonus, other bonuses)
+1 Acrobatics 1+0+0
+0/+2 Appraise 0+0+0 (+2 Racial)
+3 Bluff 3+0+0
+0 Climb 0+0+0
+0 Craft 0+0+0*
+3 Diplomacy 3+0+0*
+3 Disguise 3+0+0
+1 Escape Artist 1+0+0
+1 Fly 1+0+0
-- Handle Animal 1+0+0*
+9 Heal 1+1+3+4
+3 Intimidate 3+0+0
-- Knowledge (History) 0+0+0*
-- Knowledge (Nature) 0+0+0*
-- Knowledge (Planes) 0+0+0*
+4 Knowledge (Religion) 0+1+3
+1/+3 Perception 1+0+0 (+2 Racial)
+3 Perform 3+0+0
-- Profession 1+0+0*
+1 Ride 1+0+0
+1 Sense Motive 1+0+0*
+4 Spellcraft 0+1+3
+3 Stealth 3+0+0
+5 Survival 1+1+3
+0 Swim 0+0+0

Feat:
Extra Revelation: Healing Hands

HP: 11 (2 Con, 1 Favored Class)
AC: 11 (1 Dex)
BAB: +0 (Melee +0, Ranged +1)
CMB: +0
CMD: 11
Fort: +2 (2 Con)
Ref: +1 (1 Dex)
Will: +3 (1 Wis)

105 gold to spend


Here is Ashern's submission. Working on fleshing out the backstory, but here are some stats for now.


I was going to edit this in, but found out the hard way that you can't edit a post after a while. Sorry about that.

Zephyr Tramontane, Draft Background:
Draft Background:

As a youth, Zephyr was the apprentice of a master alchemist. Much like his teacher, he refused to accept that the plague was anything but a passing phenomenon, and that soon enough, things would return to normal. After graduating from his studies, Zephyr established a laboratory of his own in an unremarkable seaside town.

For some years, Zephyr pursued various research projects, isolating himself more and more from the villagers. Though many would warn him that the plague was becoming worse and worse, he brushed them away. "Don't be foolish," he said. "The end has been predicted again and again, but it has yet to come."

It was only when the undead were the ones to barge through his front door that Zephyr would truly accept the plight the world found itself in. He barricaded himself in his laboratory and gathered what few supplies were on hand and made a hasty escape through the back door, torching the lab to cover his escape.

Since that fateful encounter with the living dead, Zephyr travels the land in search of answers. He is determined to find out just what aberration of science or magic hides behind the plague, and to brew a cure at all costs.


I would love to join in not sure what I will build yet but I will try to post it today. (EST)


Jon Pariah. A man on the brink of Undeath looking for a cure. Dhampir Sorceror.
This is Harakani's submission.


I am assuming this plague is going to push us together. Assuming as such I will recommend the war makes strange bedfellows character.

Backstory:
Gur is a feral orc that has been pushed(or could be pushed after the fact) into joining forces with the group. He has only had himself to rely on since his birth, and will infact start with no language capability. I would love to Tarzan learn common over course of game this for rp reasons. What he will lack in civility he will make up for with dogged loyalty and perhaps deep down a kind heart yearning to break free. If this sounds interesting and would fit in your game I can build him and give him a fully fleshed story today.


So here’s a summary of the interest in this game:

Aurengil - Elf Wizard (Tarondor)
Petra - Dwarf Ranger (dien)
Cleric (Kyranda)
Baru - Tiefling Paladin (ashern)
Sylph Alchemist (Cydrius)
Dwarf Inquisitor (Kulio)
Jon- Dhampir Sorceror (Harakani)
Half-Orc Oracle (huston)
Race? Class (Billybrainpan)
Gur Half-Orc ? (Hacovprince)

@ Everyone:

Two traits, Paizo only (no 3rd party, please)

No takers in playing humans?

Half of the races wont mesh well with the other half, however, like Gur says, war makes for strange bedfellows, so I can see the possibilities.

Anyhow, I will be looking over these submissions today and try to narrow down the list to 6, at most.

I'll keep character submission open for anyone else who’s still interested.


Pathfinder Roleplaying Game Superscriber

Personally, I don't see the races as being any more diverse than in a standard game of Pathfinder. Anyway, to the extent that these are odd couples, I'd suggest the threat of imminent destruction makes them likely to gloss over their differences.

If it somehow helps, I can make a human wizard instead of an elf. I'd lose the bonus to spell penetration, but I'd pick up an extra feat. Elf is only slightly preferred.

Sczarni

I am human


Was actually saying full orc. When I get home later I will build him.


For what it's worth, while not pure human, Zephyr was raised amongst them, and sees himself as a human with some extra heritage, as opposed to being of a separate race.


This sounds quite interesting! I'll work on a concept for an Inquisitor. Right now I'm considering maybe a halfling, as there's just something about demi-races that I love. Character crunch/background to follow shortly!


Alright, ive looked over your interest posts and this is what we will roll with...

*Aurengil - Elf Wizard (Tarondor)
*Petra - Dwarf Ranger (dien)
*Kyranda- Human Cleric
*Baru - Tiefling Paladin (ashern)
*Jon Dhampir Sorceror (Harakani)
*Half-Orc Oracle (hustonj)

Thanks to everyone who submitted interest. There may be a slot open shortly so check back. From my experience with pbp, not all who post interest get their character done, or never end up posting in game.

To help you all along on your back-stories, you’ll be starting the game knowing one another at the very least as acquaintances. However, if you wish you may also begin the game having formed deeper relationships with one or more of the other PC’s.

The game will begin in the White Keep, a refuge a larger group of people (which you are part of) has found and established as a defense against the undead tide.

There are other groups in the world such as yours, but they are cut off from one another.

Think Walking Dead (the graphic novel, not the tv show) but instead of just walkers, there are seemingly limitless variations of undead roaming the world hunting living flesh.

Also, id like to start within 1 week from today, if more time is needed just let me know. Id like to think of myself as an easy going GM, within the rules of course.

Any questions please let me know.

Sczarni

Okay, Thank you so much, I will be sure to check back, can you look over my char for me again really quick sweetie just to make sure I am in your compliance.

Thanks Hunny


Hurrah, and thank you for accepting Petra.

So Petra's been out of her clan's cave for a while at least, long enough to help in setting up defenses at White Keep and to meet the rest of the party.

She's wary of... well, probably everyone in the party, ha. Elves, bah, can't trust 'em to have your back when a stiff wind'll blow 'em over, now can you? The servant of the gods is not so bad.

But the tiefling, dhampir, and the orc-- ooh she's keepin' such an eye on you...

Still, these are her initial impressions. She's willing to keep an open mind to those who prove themselves as worthy allies to shield with.

Petra probably has the least objections to Kyranda, at least on the grounds of only race being a factor.

Personality-wise, Petra is cautious and patient, but (for a dwarf) curious and open-minded. She stays inside a lot due to a mild agoraphobia-- nothing that really debilitates her, just a matter of personal preference when duty doesn't demand she be out of doors. Spending most of your life within solid rock walls, mine shafts, and deep tunnels means she is made just a little bit uneasy by that yawning blue gulf overhead. And threats could come from ANY direction! What's up with that?

During her time on the surface, she's tried to learn a little about the various plants and animals of the surface world, but she'll always be more comfortable with identifying a strata of rock or algae than identifying a tree or flower.

When Petra is not helping survivors reach White Keep, she spends her free time trying to convince the leaders of White Keep to build a defensive tunnel complex. She also spends time asking surface-dwellers about how things work (or worked before the plague, too)-- she's curious about the day-side world and the infinite variations of culture, even when they seem nonsensical and strange to her.


Yay!
Jon's dhampir (and sorcerer) were intended to be a once-human slowly succumbing to undeath. If that's a problem I could dial it back a little and make him human.


Jon Pariah wrote:

Yay!

Jon's dhampir (and sorcerer) were intended to be a once-human slowly succumbing to undeath. If that's a problem I could dial it back a little and make him human.

Oh, I hope not. That's a really cool character for this setup. Gives us all something to decide (i.e., how far do we trust you? When will you turn? Will anyone risk themselves to help you become human?)


And here I had told myself there would be no reason to take Selective Channeling . . ..


There's always a reason to take Selective Channeling if you plan to be anywhere near the enemy!


Aurengil never seems to be fully engaged with what is going on around him, as if he is forever listening to a conversation no one else can hear. He has the annoying habit of seeming to know what people are about to say or who is about to enter a room.

That said, to the extent that any elves are as mercurial or light-hearted as other races seem to believe, those things are not so of Aurengil. He sees his powers of foresight to be gifts from the gods and is in his way very religious. He is grimly determined that this shall not be the last generation of elves to walk the wide world under the stars and will do anything and work with anyone necessary to ensure that is true.

When not on missions, Aurengil can always be found studying in the Keep's library or corresponding with elves from his homeland.

As for his team, Aurengil finds himself amused. All but the dwarf seem to him to be spectacularly conflicted about who and what they are. He is ambivalent about most of them. Dwarves can be so unimaginative and such dull company. But they are at least always true to their word. Aurengil has neither love for nor concerns about the dwarf-woman Petra, though he does bear her a begrudging scintilla of trust. The human woman Kyranda he finds difficult to comprehend. Such power and yet she trades sex for worship. What an oddly human concept.

The half-undead sorcerer Jon concerns Aurengil. He finds the man’s struggle to be noble, but suspects that some day very soon the group will have to put him down like the monster he is almost certain to become. When that day comes, Aurengil does not plan to hesitate. Similarly, he regards the half-orc Deng as something of a leashed animal, a savage barely tolerated for its use on the battlefield. In earlier days, Aurengil would have attempted to slay the half-orc on sight, but now accepts that some compromises must be made for the survival of the group.

The tiefling paladin Baru holds a certain fascination for Aurengil. Clearly favored by the gods, yet of far worse stock than the half-orc. Aurengil does not know what to make of this warrior, yet senses he may yet be the most important of them all in the coming struggle.

At least, that's the default position. I think it would be a good idea if Aurengil had history with one or more of the PC's. Let me know if you want to work something out.


GM Nitemare wrote:
Think Walking Dead (the graphic novel, not the tv show

As a fan of both, I'd like to know what you mean here. I'm familiar with the differences. The tone of both is very similar, even if the details have started to diverge pretty sharply. Maybe you'd like to put your answer in a spoiler for those who haven't caught up on the show (or graphic novel).

Heavy Spoiler for both. Don't read if you're not up to date!:
I haven't been able to pick the graphic novel back up since the death of Glen.


hustonj wrote:
And here I had told myself there would be no reason to take Selective Channeling . . ..

I was planning to buy a chunk of stealth for Jon so that he can be the scout of the party (possibly with Petra). Hopefully that'll mean he stays out of the 30ft range in most combats. If he is within range remember you can still heal the living without hurting him.

Might have to buy infernal healing...

Theoretically I could pick up disable device if people liked. He'd never be amazing at it though.

I like the "walks alone" aspect from being mistrusted, and I think that goes well with a scout. I see him being primarily a ranged attack and ranged caster.

If there was a way to get "Hide from undead" as a sorcerer spell I think I'd take it.

Having had a look at our characters I can't help but wonder if at least half of them are the "weirdo team" made up of all the competent but socially awkward characters. Tiefling, Half-orc, dhampir... I get the feeling there might be another all-human team somewhere else.

If that's true it will shape how Jon feels about you guys.


Aurengil wrote:
There's always a reason to take Selective Channeling if you plan to be anywhere near the enemy!

False.

No sane person with what cold be considered a reasonable background for this setting would expect to want to exclude a small number of undead from damage.

Excluding a small number of living targets from an area healing effect would simply be a road towards actively helping create more undead to exist to hunt you. Wanting other living people to die and become undead in this sort of scenario means that the character is actively supporting the end of living creatures.


Aurengil wrote:
Similarly, he regards the half-orc Deng as something of a leashed animal, a savage barely tolerated for its use on the battlefield. In earlier days, Aurengil would have attempted to slay the half-orc on sight, but now accepts that some compromises must be made for the survival of the group.

Either that is an amazingly deep prejudice, or you didn't notice the alternate racial traits selected for the character. He's been raised in human society and knows much less about orcish ways and things than he does about jumping rope or playing jacks.


Thank you very much. I am currently traveling, so it will be a day or two before Baru is totally finished.


GM Nitemare:
Seeing how you said "loosely based" figured I should check...
How changed is the Pharasma analogue? I'm wondering what form a psychopomp might take.
What regional traits are appropriate for White Keep? Is Highlander or Silent Hunter/Uskwood Hunter okay?


hustonj wrote:
Aurengil wrote:
Similarly, he regards the half-orc Deng as something of a leashed animal, a savage barely tolerated for its use on the battlefield. In earlier days, Aurengil would have attempted to slay the half-orc on sight, but now accepts that some compromises must be made for the survival of the group.
Either that is an amazingly deep prejudice, or you didn't notice the alternate racial traits selected for the character. He's been raised in human society and knows much less about orcish ways and things than he does about jumping rope or playing jacks.

Well, first of all, there is the whole elf/orc thing. Not a good basis for a tea party. Second, I presume the character is not an actual savage, but my character doesn't know that. If he did, there would be less room for story and growth as Aurengil learns to overcome the prejudice he no doubt feels at the start. Of course, if Aurengil knew Deng before the start of the game, that might already have happened.

But yeah, like most elves (and humans, dwarves, halflings and gnomes), Aurengil is likely to start off with an amazingly deep prejudice against orcs and their progeny.


hustonj wrote:
Aurengil wrote:
There's always a reason to take Selective Channeling if you plan to be anywhere near the enemy!

False.

No sane person with what cold be considered a reasonable background for this setting would expect to want to exclude a small number of undead from damage.

Excluding a small number of living targets from an area healing effect would simply be a road towards actively helping create more undead to exist to hunt you. Wanting other living people to die and become undead in this sort of scenario means that the character is actively supporting the end of living creatures.

What? If I understand you correctly, you're saying that we shouldn't hurt non-undead villains because they might (or will) become undead?


Petra will have a lot of prejudices re: orcs to overcome as well, given that dwarven hatred of orcs is literally written into her stat block, and that she comes from less experience of the wider world than Aurengil. But I think that she will be able to recognize people's potential, etc.

I also really like the concept for Jon as someone struggling with the plague/curse VERY personally.

Aurengil knows quite a lot more about (surface) nature than Petra-- I think she might have asked him to teach her some things about flora and fauna of the surface world. Part of the reason she took to ranger-ing in her caves, which meant going solo into deep tunnels to track down horrors, was innate curiosity, so while she may not have the INT score to keep up with Aurengil (;)), her enthusiasm is not lacking.

I envision that one of Petra's primary tasks in the defense of White Keep is to go out either solo, or in small light-traveling scouting groups, to find survivors or those trying to travel to White Keep, so if you like, she could have encountered Aurengil when he was coming to the Keep and been one of those to escort him back in. Just an option, nothing set in stone.

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Oh, Jon, there's a PFS trait that gives you Hide from Undead-- it's an Osiriani faction trait, Attuned to the Ancestors. No idea of the GM would permit you to take it, but it never hurts to ask-- it's considerably underpowered compared to the actual spell, so he might rule that it's fine!


Aurengil wrote:
What? If I understand you correctly, you're saying that we shouldn't hurt non-undead villains because they might (or will) become undead?

Which is worse? Hastening the destruction of your own kind because of morality disagreements or dealing with morality disagreements while trying to extend the very existence of your own kind?

Your answer is apparently that your morality means more than the continued existence of your own species. That means you won't have the deal with the question for long, I guess.


hustonj wrote:
Aurengil wrote:
What? If I understand you correctly, you're saying that we shouldn't hurt non-undead villains because they might (or will) become undead?

Which is worse? Hastening the destruction of your own kind because of morality disagreements or dealing with morality disagreements while trying to extend the very existence of your own kind?

Your answer is apparently that your morality means more than the continued existence of your own species. That means you won't have the deal with the question for long, I guess.

I'm really not sure which side you're arguing now. I'm not talking morality. I believe that the continued existence of my character's species (and yours) is enhanced by eliminating all threats to their existence, whether living or dead. "My kind" are those seeking to make the world a better place, not merely those whose biological processes are still working. Living or dead, anyone looking to harm the people of the White Keep need to be dealt with.


Petra's of the opinion that if a (living) enemy is about to stab her the throat, she's perfectly fine with it dying, even if it means it's going to rise from the dead a little bit later and try to kill her.

I mean, presumably the dead do not rise instantaneously in the very next second, so presumably there would be at least some time to try and deal with their corpses and see that they reach what eternal rest they can-- destroying their bodies in such a way that they cannot be reanimated, perhaps.

Maybe that will or won't be feasible in game (one of the things the characters will have to discover), but inasmuch as we can make value judgments about how it will work before playing it...

And no, Petra certainly doesn't think that she is somehow betraying her race or ethics by slaying a living enemy, even when the ongoing war is against the undead. The primary thing she fought while working as a ranger for the caves was probably aberrations; a fine lesson in 'just because it is 'alive' does not mean it is any less dangerous or horrible a foe than a walking corpse'.


In a Walking Dead style set-up, the worst "villains" aren't the people who will kill you for the food you are carrying.

Maybe the problem is that I'm not assuming low-level grunt style villains?

A direct threat to your personal survival is far from the only way to be a villain.

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