Verdan...Fortune favors the bold adventurer!!! (Inactive)

Game Master Shadoven

Beginning simply enough with a town, an abandoned ruin, and the strange fruit that grows within, you will go on to uncover world shattering secrets, all consuming horrors, and knowledge that will change the world forever.


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Im looking for 4-5 players, starting lvl 1. All rolls for wealth and hp need to be done on the boards here please.

-Lvl 1
-

Available races and brief blurbs, more info on request:

Races of Verdan
Humans-as CRB-Humans of Verdan are a varied breed, originally all created by Lorien the Lightbringer but they have since scattered and changed. From the stoic men of Velathor, to the arcane philosophers of Shaldevar, humans come in all shapes and sizes.
Dwarves-as CRB-The Dwarves are an ancient race, only recently within the last Age having much of any presence beyond their homeland. Besieged by feral goblins and other horrors deep in the mountains, they wage a dying war to protect their traditions and ways, a war they are doomed to one day lose.
Elves-as CRB- The Elves are the oldest race, crafted from the four major elements of existence. They revere the land, and Eloria the Mother above all else. Sheltered deep in their magical forest, they seem to never change, even when change is forced upon them. Elves are immortal, and unless slain through war or tragedy can except to one day feel the call to leave Verdan, and sail west into Eloria’s embrace.
Half-Elves-as CRB-
Half-Orcs-as CRB-Outcast and Pariah, growing up in a land scorned by Orcs and feared by Humans, is it any wonder they wander the world, wild and alone? Like their human heritage, they have great ambition and potential, but can they master the beast that lies within?
Halflings-as CRB-Notorious travelers and scoundrels, they wonder the world as they please, seeing all and claiming to know all. Organized by clan, with family first, these people are a wonder to many that encounter them.
Goblins-as Bestiary(not evil in my setting)-Whether feral or smart, Goblins of both breeds have made their mark in the world. Smart Goblins rule their feral kin, and have devised many of the worlds most outlandish inventions. Feral goblins on the other hand are wild and ignorant, worshipping fire and their own strange God.
Hobgoblins-as Bestiary(not evil in my setting)-Strong, traditional, militaristic…all Hobgoblins are taught from birth their place in the world and how to wield a sword. Following the Martial Way of Hrisskar, God of War, they have earned a place as both loyal allies and feared enemy alike to the nations of Mortalia.
Lizardfolk-as Bestiary-A primitive tribal people, the Lizardfolk are a rarity beyond their homelands. Insular and proud, with deep shamanistic beliefs and reverence for Dragons, the Lizardfolk are a race to be respected, and wary of.
Drow-as Bestiary(not evil in my setting)-Mysterious, Enigmatic, Scheming…the Drow are all this and more. Operating the largest merchant empire in the world, Drow are born schemers, always looking for opportunity to strike. Their black skin and ember red eyes give them the look of demons, but they are always warm and welcoming…at least where there is a profit or advantage to be made.

Rules and Such:

-I will not be using maps, I will rely on narrative and the players to create their own maps of areas as I describe them. I am open to this changing if need be and you can help me find a free maptool to use.

-Any class available, though some choices will be unusual and require roleplay reasons, such as goblin wizards.

-20 point buy

-2 traits

-1 hero point, in addition you can burn 1 point to stave off death, but with severe consequences such as loss of limbs and such.

-This game will be starting with the 3.5 adventure The Sunless Citadel, and will hopefully grown to level 20 overtime. It is set in my homebrew campaign setting, which I will post brief info for now. Any further details will be available upon request. The gods are not finished yet, so if you need a god, I will work with you on it. I allow evil but no PvP, must play smart evil.

-All core books allowed(CRB, APG, UM, UC) other paizo sources allowed as long as they are ran by me first.

-I will choose characters on the 25th, possibly sooner if able, and start as soon as possible. Backgrounds and heavy roleplay potential increase chances of being picked.

If i have missed any relavant details, just let me know! First time running a pbp, so lets work together to make this awesome!


Nations and Named Lands:

Nations and Named Lands
Mortalia has many nations, ranging from the scattered Wild Lands in the North all the way to magical Shaldevar to the southwest. They are:
-Velathor, land of the Sky Wardens in the northwest. This county sits between the vast mountain barrier knows as Lorien’s Wall and the marshland of Sissshovath south of it. It is a Human Kingdom, ruled by a King and his elite Sky Wardens. It is the only human country with a large Elven and Dwarven presence. It is a colder land, with long winters and short summers, with a vast navy and the largest military in Mortalia, for good reason. To the north of Lorien’s Wall lies hell on Verdan, the treacherous wasteland known simply as The Scar. Velathor guards the only known pass around the wall, and is at constant war with the demonic hordes and aberrations that come from the North.
-The Wild Lands, unclaimed and free, lie between Velathor and the Empire of Dawnstar to the northeast. The Wild Lands are simply that, unclaimed land where many a man has sought to carve out a kingdom. The land changes from rolling foothills to frigid tundra, with plains to the south. For those with ambition and the strength to stand between two powerful nations at war, the call of a kingdom is hard to resist.
-The Empire of Dawnstar, and home to the Church of the Lightbringer, is the largest human nation of Mortalia. It is a powerful nation, Led by the Emperor-God Lorien in name, but in truth by the Council of the Sun. It is an ambitious land, believing all Humans, as children of Lorien, by right belong to Dawnstar. It is constantly attempting to bring the other nations under its control, either by diplomacy or by force.
-Four Winds, land of the mysterious Drow, and largest city in all the world. More a city state than nation, Four Winds is led by the mercantile Drow, and neutral in all its dealings with the other countries. Four Winds exist so that trade can flow freely around the world, and as it is situated in the center of the continent, is in prime position to do just that. It is the richest land in the entire world, surrounding by rivers and vast farmland.
-Sissshovath, a vast forest and marsh, home to the largest presence of Lizardfolk in Mortalia. No true kingdom, merely a vast swamp where tribes of Lizardfolk and small villages of other races live. Dangerous, wild, and utterly ruthless, it is a land of dark secrets.
-Reichland, the most technologically advanced kingdom short of Four Winds, and the only one to openly ban Religion and the Arcane Arts. Their advancements in the mystery known as “Science”, as well as their strange weapons of war, have given them a dark reputation. Constantly at war, they will not stop until they control Mortalia.
-Roklor, the vast desert, home of the nomadic orc and half-orc clans. Dangerous, wild, and free. No central authority exist in the great land where might makes right, and those who live by the sword rule the weak.
-Shaldevar, the arcane capital of Mortalia. A Magocracy, where magic is the answer to everything and those without the Art are rare indeed. Ruled by the Magister, this nation controls Arcane knowledge and shares a loose alliance with all other Human nations but Reichland, with whom they are at war. They spread the lore of Magic throughout the land, and avoid conflict where they can.
-Ulthwyran, the Land of Elves and Dwarves is split into two kingdoms, that of the Ulthwyran, or Elvenfolk in common, and the KarakVul, or Dwarves. Each is a Monarchy, with colonies established with their ally Velathor.

Verdan and Geography:

Verdan
Verdan is a High Fantasy setting, with powerful magic and ancient evils, meddling gods and manipulative fiends. It has a rich history, with various races and cultures, continent spanning organizations, and wild unexplored lands. Powerful nations sit next to demonic wasteland, tribal dragon worshippers compete with oppressive churches. And behind it all incomprehensible forces seek to corrupt and destroy all.
Geography
Verdan has five major landmasses, of which only three are well known. In the center of the known world is Mortalia, named after the mortal race of Humans and Halflings that are its primary inhabitants, as well as the enigmatic Drow. It is a land of deep forest, with the center dominated by plains that slowly turn to rolling hills and treacherous mountains to the north, with rich farmland to the south, a vast desert to the southeast and marshland to the west. It roughly resembles medieval Europe in shape.
To the north is Ulthwyran, home of the Immortal Elves and their allies, Dwarves. It is a vast crescent shaped continent, split between magical crystal forest and vast mountain ranges.
To the south lies Vas Drakos, named by the Dwarves for the legends of Dragons that claim this land. Little is known beyond deep jungle, with rumors of tribes of Dragon worshipping humans and Lizardfolk.
To the west lies Gobshardlakar, home of the various goblinoid races. It is an island chain, with three major islands, each one home to the crafty yet wild Goblins, the militaristic and organized Hobgoblins, and the wild uncontrollable Bugbears.
And finally, to the far east, past the Sea of Tears, lies a forgotten continent, know only in the deepest legends as a place of agony and sorrow, where rumors say even Gods fear to tread…

Liberty's Edge

What type of game are you looking for?
Combat, Diplomacy, Stealth, Dungeons?


Preferably all of the above. There will be alot of traveling involved, and not too many large dungeons. The game will in large parts depend on how the players want to proceed.


Where were you planning on having the party start? How would the party have formed?

I'm interested in playing a hobgoblin of some sort. What's the Martial Way's opinion on archery: perfectly normal way of waging war or cowardly/dishonorable? What alignment and domains were you considering for Hrisskar, God of War? Can I use anything from the Advanced Race Guide's section on hobgoblins?


The party will start in a small town a Weeks travel west of Four Winds, and the players must give a reason as to why they are there. Archery is perfectly valid, as long as its a martial skill that can be perfected. Think Sparta in their outlook on military.

Hrisskar is Lawful Nuetral, God of War and perfection. He is the Steelblade, Admantium Knight, Warden of the Damned. Vigilance through perfection, purity through war, and strength through battle are his creed. He is the perfect knight, favored weapon the bastard sword. Commonly worshipped by anyone seeking martial perfection, he is the creator of the Hobgoblin race, whom maintain that Lorien the Lightbringer created Hrisskar to guard the paths between Heaven and Hell, ensuring balance in between the two.

Ill allow anything as long as it doesnt involve race points or any of the race building mechanics from that book.


Interested - Lizardfolk Saurian Shaman or Sohei.


Actually scratch those two options, I'm finding the first too prosaic and cliched, and the second too difficult to wrap my head around. I really loved Sohei back in ADnD and they seem to add cool concepts to a monk, but they don't seem to work when you're a...monk. GM_Shadoven, I'll PM you...


Shameless plug for my campaign. Will have more world and campaign info this evening.

Silver Crusade

It sounds to me as though we'll be would-be adventurers who happen to have gathered in the same spot, and hear rumors about the Sunless Citadel.

Given that's the case... I'm thinking...

A faithful to Lorien wizard of Shaldevar. He believes that humanity is a strong force, but has grown out beyond Lorien's original ambition. They are not to rule the world, but to flourish with it. Particularly prickled about Reichland's philosophies, this wizard looks to demonstrate and argue the superiority of magic and faith with science over absolute science. But he's not just a political enthusiast, he's also on the lookout to empower himself. He felt that his talents would not shine in Shaldevar, and so made his way toward Four Winds. Now, in this town, a handful of capable individuals and word of this Sunless Citadel piques his interest.

Character stats coming...


Dotting for interest.

Considering elven cleric of Eloria the Mother. Guessing some type of nature or earth domains.

Beginning background would be sent on a Spirit Quest as part of coming of age for elves of her lineage. She seeks to find and cure wrongs done the Mother. Following her nose brought her to Four Winds the biggest city on the continent, and then ended up at starting point following whatever rumors are appropos to the intro for adventure.

Let me know if this is on the right track. I'll be working on her Crunch etc meantime.


ok questions already:

1) have an alignment for Eloria the Mother? I assumed NG, but will let you correct me.

2) Domains Good and Earth ok for her cleric?

3) Favored weapon (if any)

4) Hit point roll for first lvl? If so, HP: 1d8 ⇒ 6

5) Took Feat Rich Parents (will explain in background) which says 900gp to start, LMK if that's okay or you want a roll.

Silver Crusade

First level always max HP. Though that reminds me, what about starting gold? Standard roll as per class?


Eloria the Mother, Wife of Lorien the Lightbringer, Creator of the Elves, Warden of the Sky and Queen of the elements. Her portfolio involves nature, preservation of the natural world, druids and rangers, the Elven Race, the four elements, and the plane of spirits.

Nuetral Good
Favores Weapon scimitar(am open to changing this if you have something in mind)
Domains of nature, the four elemental domains, travel, healing, good, and possibly others ill take a second look.

At the dawn of creation, Lorien, along with his brothers Asmodeus and Shadoven, creates Verdan from their own divine essence. Originally united they split when Asmodeus attempted to betray and others and usurp their creation. In his rage and anguish at his dearest brothers betrayal, Lorien wept great tears that fell to Verdan, landing upon the northern continent. Great forest grew from tears, and from the soil a new figure emerged, born of Loriens love for his creation.

Eloria joines with Lorien and other new gods, whom together banished Asmodeus to Hell. She then helped create all the natural living creatures and shape the land, to allow it to flourish. Finally, after Lorien placed stewardship of the world upon her, due to her great love for Verdan, her child in more ways than one. She created the Elves to help maintain the world for all time.

More God info will be up later, and some of this such as the creation mythos may change. Should be a little to work with for now.


Max HP first level, roll afterwards

Im thinking max wealth at first lvl, but no magical items initially unless you can craft them. This is open to change if your wanting a cheap wand or potion.

For more clarity, you will begin a week west of Four Winds, in a small village. This village is small, but thriving, and enjoys a diverse assortment of races unusual to most places, though it is primarily human. For years they have traded with wild goblins from a local ruin who twice a year provided a strange magical fruit for sale. At summer, this fruit could cure the deadliest of injury or disease, and at winter it inflicted the same.

Recently there has been tension with the goblins, and some strange creatures seem to be stalking the land, with livestock slain and even an attack on a farmer. The town hired adventurers to explore the ruins and discover the cause but they have been gone for a month and presumed dead. Enter the heroes.

I will provide some hooks for characters and am open to more. Keep in mind the setting is still under construction so feel free to pm me with new ideas. Clothyard, that sounds good and if you are open to it I have a great nature themed hook for you.


What gods you got for the Lizardfolk? Shouldn't impact too much on the character I'm proposing, but still...


Lizardfolk actually do not have a god. They claim they were here when the world was young and will be here when it dies. They honor Eloria, but do not worship her. They revere the Spirit Plane and worship the spirits of the land. There is some ancestor worship, as well as Dragon worship. An aside on dragons follow...

Dragons are mythical creatures, all but unheard of in this age. Legends claim they were the First Race, made before the Fall of Asmodeus. The last known sighting was hundreds of years ago, though rumours remain that the southern continent is rules by them.

Only the Lizardfolk and those few humans who come from the south seem to know more, but they refuse to share their secrets with others...


Spirit and ancestor worship!!! Yay!!!


Is this pathfinder legal? If not are you going to allow a human scarred witch doctor with insanity as his patron. I was thinking that he is from vas drakos, he claimed that he can speak with dragon spirits which the people consider as heresy so he was put in prison. During his imprisonment, the dragon spirit teaches him special knowledge (hexes), in payment of these knowledge, the dragon imprints scars and tattoos on his body. The guards upon seeing this thought he is insane. Then one night he was able to master some of the hexes and used it to escape the prison and the town. He moves from town to town hiding his presence by putting on a cloak. And he heard a rumor of a powerful being in the citadel but he doesnt know for sure where it is. Thinking it would be best to search for clues in a central hub where a lot of people go, he started to go to Four Winds in search for the citadel.


As long as the rules allow it, and the material is from one of the allowed books, you can play it. Just keep in mind its only illegal in two places, Dawnstar and Reichland. Dawnstar is on the opposite side on the continent, whereas Reichland.isnt too far north of where you would come to shore..

As for the dragon spirit, how would you feel about it being an actual dragon? And you need to come up with a reason WHY you left and came north.

What alignment are you considering?

Silver Crusade

Would I be accurate in guessing you're not going to fret carrying capacity and mundane gear like rations?

And for characters, would you prefer more high-fantasy, stand-out people/skills, or the more traditional adventuring group?

I've pretty much finished the wizard, but I wouldn't mind ... changing the concept. I'll check back tomorrow-

Which reminds me, what sort of posting regularity is your standard?


I wont bother with tracking encumbrance as long as its reasonable. Ill trust you to police yourselves on that one, though I will check here and there. I do prefer a realistic approach so I will expect.you to have food and water in dungeons and such.

Im not sure quite what you mean in your next question. I mean you are adventurers, you are a cut above the rest.

Id like everyone to post once a day at least, more if you want to. Im available on weekends but I know many arent so post as you can over weekend. I will try to give everyone time to post.


Here is Melisaria, Cleric of Eloria, so far. Let me know if you see anything that needs changing or updating.

Melisaria:
Melisaria
Elf Cleric 1
NG Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash -3 (1d3+1/x2) and
Dagger +1 (1d4+1/19-20/x2) and
Scimitar +1 (1d6+1/18-20/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Spell-Like Abilities Acid Dart (6/day), Touch of Good (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Bless, Magic Stone
0 (at will) Light, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 10, Int 12, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Turn Undead (DC 12)
Traits Child of the Temple (Knowledge [nobility]); Exile (+2 initiative)
Skills Acrobatics -2 (-6 jump), Climb -2, Diplomacy +6, Escape Artist -2, Fly -2, Heal +7, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +5, Ride -2, Stealth -2, Swim -2
Languages Common, Elven, Sylvan
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (earth, good), elven magic, spontaneous casting
Other Gear Studded leather armor, Light steel shield, Crossbow bolts (20), Dagger, Light crossbow, Scimitar, Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Mirror, Sack (empty), Scroll case (empty), Torch (5), Trail rations (6), Eloria symbol, Waterskin, 21 GP, 2 SP, 9 CP
--------------------
Special Abilities
--------------------
Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Turn Undead (DC 12) Your Channel Energy can make undead in 30 ft flee for 1 min.

Working on background tongiht.


As far as your backgrounds go, everyone needs to include a reason why you are in the small town of Oakhurst, one week west of Four Winds. It is a village of about 900, I will have info on it in the campaign description. Also, please don't make a background that gives you no reason to adventure with the others or accept the towns intial request for aid.

I will begin updating Campaign Description with spoilered sections on the different races and nations, as well as Oakhurst itself. Does anyone have any specific questions on the setting for now? Questions help me come up with relavant info for you :)

Random facts to know...
-Dragons are myths, except to some.

-Undead are nonexistent and exist only in legend and horror stories. It is known they did exist at one time, but it has been over 800 years since they were last seen. For those with spellcraft or relevant knowledge, the spells to create them have either been lost in time or our guarded by the Church of Lorien and the arcanist of Shaldevar.

-Goblinoid races, Lizardfolk, and Drow are NOT inherently evil. Goblins tend towards CN, Hobgoblins LN, and Bugbears CN. Drown tend towards N or CN, though in ages past they were CE as a whole. Lizardfolk tend towards NN.

-5 Ages of roughly 1000 years each have passed since creation. The Age of Creation, the Age of Betrayal, the Age of Sorrow, the Age of Cataclysm, and the current Age of Rebirth.

-The known Gods are Lorien the Lightbringer, Eloria the Mother, Muradin Stonefather, Yahalla the Traveler, Shadoven, Asmodeus, Hrisskar, Gobbashobba, Yavkul, Loki, and the fallen Voragoth.

-Ulthwyran and Velathor are allied. Velathor is at war with both the north and Dawnstar. Reichland is at war with everyone, especially Shaldevar. Shaldevar is nuetral to all but Reichland.

-Arcane, Divine, and Druidic magic are all seperate things. Arcane magic comes from the Astral Place where Shadoven abides. Divine comes from the Gods, Demon Lords, Archdevils, and some rare Dragons who can grant spells. Druidic magic comes from Verdan itself and the Spirit Plane.

-The planes are the Prime Material, Plane of Shadow, Astral Plane, Ethereal Plane, Spirit Plane, Heaven, and Hell.

Grand Lodge

Here is Yenli, scarred witch-doctor. I'll do the crunch when I get home, background is in my profile, see if there's anything that needs to be improved.

Silver Crusade

Are you allowing alternate racial traits? also weapons from ultimate equipment?

was going to make a half-elf inquisitor of Eloria

wanted to take

Ancestral Arms:
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
and use it to be able to use elven curve blade and take weapon finesse.

if not no worries... character concept will primarily be ranged but wanted to go two-hand instead of sword and board when in melee to add a little bit of difference from the cleric of Eloria who posted.


Thats fine, all alternative racial traits are allowed.


Run any gear you want from it by me first as I dont access to that book.

Silver Crusade

Paizo PRD

u have access everyone does on the paizo website.


Touche saint Abel, touche.


Thats in the CRB...so you are good to go sir.


Thinking of a Drow rogue if there is still room. Parents are both merchants so being a merchant is in his blood. He enjoys traveling to find the rare/odd/interesting item to bring back to the Four Winds. He would be in Oakhurst because he is traveling and happens to overhear of this rare and magical fruit and wants to find out more about it. Let me know if you have any questions :)

str 12
dex 14+2
con 14-2
int 14
wis 10
cha 13+2

Feats:
1) combat expertise

Traits:
1) merchant's child (+1 appraise)
2) witty repartee (+1 bluff)

Max gold is 240 so will work on that while at work :)


No decisions have been made so you are welcome to makr a characyer. Do you have any questions about the setting?


I seem to get the basics of it, but some may arise later, I'll let you know, but probably wont get a alias made until later so hopefully I wont be late lol


dotting for interest


Statistics:
Rinari Mestaur
Female Half-Elf Inquisitor of Eloria
CG Medium Humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 armor)
hp 8
Fort +2, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee elven curveblade +5 (1d10/18-20x2)
dagger +5 (1d4/19-20/x2)
Ranged longbow +5 (1d8/x3, 100ft)
Special Attacks judgement 1/day
Domain Spell-Like Abilities (CL 1st)
5/day—agile feet (ignore difficult terrain for 1 rd.)
Inquisitor Spells Prepared (CL 1st)
1st—cure light wounds (2)
0 (at will)—detect magic, guidance, resistance, stabilize
Domain Travel
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse, Exotic Weapon Proficiency(ECB)
Traits Elven Reflexes, Dangerously Curious
Skills Diplomacy +4, Heal +6, Intimidate +5, Knowledge(religion) +6, Perception +8, Sense Motive +7, Stealth +8, Survival +6, Use Magical Device +5
Languages Common, Celestial, Elven, Sylvan
SQ monster lore, stern gaze
Combat Gear ; Other Gear elven curveblade, longbow, arrows(100), dagger, leather armor, rope, grabbling hook, mirror, signal horn, pole, whetstone, mule, pack saddle, Inquisitor's kit(This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.), 12g 9s 3c

Grand Lodge

Here's the crunch and everything of my scarred witch doctor.


As it seems to be relavant,, I will have more info on Eloria, Lizardfolk, Dragons, Drow, Loki, and elves, as well as a rough history later.


Sounds good - I look forward to info on lizardfolk and drow. I'll have my lizardfolk Dreadnaught up hopefully in the next 12-24 hrs...


My Drow Rogue

Rafiki


Just a couple more days to selection time. Getting geared up and excited for the campaign. More info up tonight and tomorrow.


Here's the Lizardfolk Dreadnaught. Just inputting his crunch/story now...

[EDIT - and updated]

Hmm - GM Shadoven - what Languages are available to S'koth?


Give me 30 minutes or so and I will have the Lizardfolk info posted on the Campaign Info tab. You start with common and Draconic, and can pick from Giant, Orcish, Goblin, Gnoll, as well as any of the human languages(ie one for each nation). Draconic is your natural language.


Lizardfolk info is up, Drow are next, then Elves. Make sure you check any differences I may have posted, as some racial abilites are changed, and in some cases, their may be new ones. Does anyone have any request for what they would like to see next? I figured ill do all the races everyone is playing first, then the relevant Gods-so far just Lorien the Lightbringer and Eloria the Mother- and then some history.


Great post on the Lizardfolk.

Yay! I was hoping for horns! (Runs off to change avatar...)

[EDIT - that's better.... a bit draconic, but still..]


Info for Drow is up. I struggled with them, but I a pleased with the direction they went.


question would you allow the magister class from Super Genius games?


Info for Elves is up, I think this will be all for tonight. For those who care, my time zone is Eastern GMT -5, and Im in the United States. Its 10:45 p.m for me over here, so i gonna call it a night. Ill get alot more info up tomorrow, and hopefully answer any questions anyone ay have.

Viluki, I am not familiar with that class. Im inclined to say no based upon that, but if you could post a link or something of the sort ill take a look. I like to be openminded and allow different things, so dont take this as a hard no.


Before I go for the night, quick summary of Players, Characters, and Roles we have covered...

Oceanshielfwolf-S'koth Kaa, Vos Drakos Lizardfolk Dreadnaught, Front Line fighter.

Gilthanis- Rafiki, Drow Rogue, Stealth and Skill Monkey.

Nightskies- Human Wizard, Arcane?

Clothyard Shaft- Melisaria, Elven Cleric of Eloria, Divine healing and stuff?

Saint Abel- Rinari Mestaur, Half Elf Inquisitor of Eloria, Damage and divine skill monkey.

Lecky- Yenli, Human Scarred Witch Doctor from Vos Drakos, arcane stuff.

Bearded Ben-???

Corsario-???

Camris-???

Viluki-???

No decisions have been made yet, though I have some strong hunches towards some, and may decide to raise my party size. Remember, I want strong backgrounds, reasons to work together, and at the end of the day you must be some form of hero. No long term evil plot, your going to save the day, not destroy it...now if thats in the name of evil, thats ok. After all, how can you take over the world if some other such is doing it?

And no PVP!!! But as much roleplay as you can manage, I encourage and will reward good roleplay.

The first adventure is a dungeon crawl to get us all in the swing of things, so plan accordingly. And decide how long you have been in Oakhurst, and whether you may know anyone else in the possible party. I will have detailed info on Oakhurst tomorrow.

Good Night!!!


http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/magist er that will get you where you want to go.

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