DEWN MOU'TAIN's Untitled Campaign (Inactive)

Game Master DEWN MOU'TAIN


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The black smoke of multiple fires hangs in the air like a heavy gauze upon the horizon. In every direction, it looks as if the world is on fire. In a sense, it is. But, more accurately, it is a world that is dead. well, that isnt true. It is a world now given over to the Undead.
Zombies, ghouls, mummies, skeletons, and other types of undead have been reported throughout the world. London, Berlin, Moscow, Tokyo, Rome, Madrid, New York City, Mexico city, Rio, and various other large metropolises have been reported to be overrun with the undead. Countries like China, India, Mongolia, Romania have gone dark. All communications is sporadic at best, nonexistent at worst with these countries. Africa and Australia have gone dark.
You stand upon the large walk way at the al-Faw Palace in Baghdad Iraq. The two bridges that connect the man-made island that the palace sits upon have been destroyed, and surviving members of NATO forces have pulled back onto the island and are defending the last hold out of the living within the city.
As is common with all militaries throughout the world, there is gossip, and then there is Barracks talk. The talk is saying that the higher ups are making a plan to break out from the island and return home. But, where all the talk starts there, each iteration is different. Air ships, teleportation, ships, marching, and other wild ideas circulate amongst the troops.
But the consensus is the same. We have to get home.

Looking for players to participate in a Earth style campaign set during Operation Iraqi Freedom. You would assume the role of either someone in the military, a civilian contractor, or a scientist in the country due to the archaeological significance of the area.

Setting: set upon Earth, with all the same countries, borders, boundries, languages, religions, cultures and so on.

Technology level: this will be a cross between swords and firearms, magic and science. If it exists within our world, it exists in the campaign (to an extent). Cell phones, radios, computers, etc, the concept of these exist, but the actual form doesnt. Think of a cell phone, for example. In our world, it has a motherboard, memory, buttons, an interface, antenna, and connected cellular network. In this campaign world, cell phones are linked by magic, and they are more like small crystal artifacts with properly attenuated frequencies linked to relay stations. So, for majority of tech, we can make up how magic and science intertwine to make it work like how it does in our world. i dont want to get bogged down with the hows and whys with tech at the expense of the story.

Religion: The religions found here are the same in the campaign world, but with a twist. The Deities take a more interactive participation with members of the faith and the supporting clergy/clerics/holy men/shamans. Depending on what faith a cleric follows will depend on certain tweaks to be made. Monotheistic clerics will be able to choose their domains, whereas those who follow polytheistic religions will choose a god to follow and the connected domains.

Magic: yes it exists. In some areas of the world it is heretical (due to deep-seated religion convictions), while in others it is seen as a useful tool, or a quirk. Wizards, sorcerers, and others common.

Races: Each country has its own unique race that is linked to it. For example, the united kingdom is Human, while in Italy it is Aasimars.

Character creation rules:

7th level
30 pt buy
Max HPs
Archetypes are allowed
Starting at 3rd level, PCs are allowed to access Prestige classes without needing to meet the prereqs.

Starting gold: none.
Starting equipment: as listed on this deployment pack list
Firearm (rifle, 210 rounds)
choice of sword, axe, mace, polearm, bow, crossbow, other.
choice of 5 personal items.

list of available races:

England: human
Germany: dwarves
France: high elves
Spain: high elves
Italy: aasimar
Russia: orcs
Georgia: half-orcs
Armenia: kobolds
Middle eastern countries: mix of goblins, tieflings, and gnolls

USA: any and all races.

if you want something not listed, just ask

Choose your role:

Intelligence: Gain +4 to diplomacy, bluff, sense motive, perception checks
Linguist: add +4 to linguist skill
Combat specialist: +4 to Fort, +5hps/level
Archaeologist: +4 to knowledge history.

optional:
Private contractor Combat: +5hps/level, work outside chain of command, treats all exotic weapons as martial, -6 to diplomacy/bluff/sense motive dealing with military members

Private contractor scientist: +4 to all knowledge skills

recruitment will be open until Sunday, Jan 14th.


Dotting.

I'm thinking an Investigator in the Intelligence role.

Liberty's Edge

Perhaps an Aasimar wizard contractor with the US military. Will look to get something setup.


I should clarify that the role isnt the only thing you can do. Its to help flesh out a unit for a mission. So you dont have to choose a role.


My Appalachian monster hunter needs this. A preacher who signed up to employ what he'd learned in an area dominated by necromantic opiods.


I could see that. A monster hunter priest who enlisted to go after the monsters of the world.


Here is the backstory for the character I submitted to the interest thread. I'll have to tweak him to get him up to speed mechanically, but I like the background, so I'm going to keep it.

Backstory:

Doctor Henry Johnson is a Forlorn Elf, as he was raised among Humans and not his own people. When he came of age, he studied Archeology at the University of Michigan, and received his Doctorate with a focus on Middle Eastern studies. When the war broke out, Henry found work with a group of PMCs that were hired by museums from around the world to protect historical artefacts from destruction by either side of the conflict. Henry has been doing this work for the past (insert timeline differences here: Ideally, it would be a couple of years, but if the war hasn't lasted that long, then obviously it would be less).

His company recently sent him on a new assignment: imbedded with special forces operatives who were exploring a recently uncovered site. He rendezvoused with the unit and proceeded to offer his services as an experienced combat professional, as well as a doctor of archeology.

While Henry is a likeable enough guy, he tends to be talkative and very blunt when it comes to protecting historical relics.


Quick question: I noticed that armor wasn't on the list of items we could take. Also, what specifically are we talking about when you mention Personal items? things like a cell phone, or magical items like a handy haversack?


Here is Digger's submission. Will finalize spells and equipment after Vrog's question is answered.


For armor: i totally forgot to list it.

List of available armors:
Standard issue to US army: mithril chainmail.
Standard issue US marine: mithril scale
Britain: mithril breastplate
Other nato countries: regular steel armor.

Oh, crap. Another thing i forgot. Make sure to list what branch of military you are a member of.

Liberty's Edge

Here is the main crunch for my submission. It is still a build in progress, so any suggestions are welcome.

Francesca del Rocci:

Francesca del Ricci
Female angel-blooded aasimar (angelkin) arcanist (white mage) 5/brawler 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Class Guide 8, 23, 79, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 62 (7 HD; 5d6+2d10+12)
Fort +5, Ref +7, Will +4; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +8 (1d6+1) or
. . unarmed strike flurry of blows +6/+6 (1d6+1)
Special Attacks arcane reservoir (3/8), arcanist exploits (bloodline development [celestial][ACG], potent magic[ACG]), brawler's flurry, consume spells, martial flexibility 4/day
Spell-Like Abilities (CL 7th; concentration +9)
. . 1/day—alter self
Bloodline Spell-Like Abilities (CL 5th; concentration +9)
. . 5/day—heavenly fire (1d4 divine energy)
Arcanist (White Mage) Spells Prepared (CL 5th; concentration +9)
. . Bloodline Celestial
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 13, Int 18, Wis 10, Cha 14
Base Atk +4; CMB +5; CMD 18
Feats Angelic Blood[ARG], Angelic Flesh (steel)[ARG], Improved Unarmed Strike, Jabbing Style[ACG], Weapon Finesse, Weapon Focus (unarmed strike)
Traits celestial contact, fate's favored
Skills Climb +5, Diplomacy +5, Disguise +0, Heal +11, Intimidate +6, Knowledge (arcana) +11, Knowledge (planes) +11, Knowledge (religion) +9, Linguistics +11, Perception +10, Ride +7, Sense Motive +8, Spellcraft +11, Stealth +3, Survival +5, Swim +5, Use Magic Device +7; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Arabic, Celestial, English, Farsi, Italian, Kurdish, Latin, Necril, Pashto, Urdu
SQ brawler's cunning, martial training, spontaneous healing
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Steel) +1 natural AC and your natural attacks count as cold iron.
Arcane Reservoir +2 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Bloodline Development (2 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 2 rds.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Heavenly Fire (1d4 divine energy, 5/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jabbing Style +1d6 if you hit target with unarmed strike previously this round.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Spontaneous Healing (Cure Spells) (Su) Spend reservoir points & slot to cast any cleric cure spell.

Short Background: Francesca is a member of the Ex Maria sororibus magum, or Sisters of Mary, the magi. This sect is devoted to the use of magic for the benefit of mankind. Sanctioned by the Pope in 1922, the sect is open to women who show both magical prowess and a religious calling. The Sisters excel in healing, but also offer thir knowledge in other areas of magic, including evocation spells. Some go on to become personal mages for important people, but all still remain connected to the Sisterhood.


Are we using any variant rules? Guns everywhere, feat taxes, automatic magic bonus progression, hint hint?


Guns are common. But ammo is limited.

Feat taxes? Bonus magic progression?


Daniel Stewart, is there a real world equivelent of the sisters of mary?

Liberty's Edge

Not that I am aware of...but the Jesuits might be a close real-world example. As the world is slightly different, I thought such "new" societies might add to the ideas of the changes...I can scrap it if it does not fit and make her part of the Knight's Hospitallers if that would work better.


RIZZENMAGNUS wrote:
Feat taxes? Bonus magic progression?

Generally, these are the rules for feat taxes and ABP for games where they are used.

Liberty's Edge

Love if we used the feat tax rules...I hate having to waste a feat for something like Weapon Finesse!!


Groundhog wrote:
Are we using any variant rules? Guns everywhere, feat taxes, automatic magic bonus progression, hint hint?
RIZZENMAGNUS wrote:

Guns are common. But ammo is limited.

I believe Groundhog was specifically refering to the firearms rules, so just to be clear, were you saying guns are common as in the Commonplace Guns rules, or were you just saying guns are common and not specifically referring to any of the firearm rules? If it is the latter, are we using the Guns Everywhere rules or something else?


GrinningJest3r wrote:
RIZZENMAGNUS wrote:
Feat taxes? Bonus magic progression?
Generally, these are the rules for feat taxes and ABP for games where they are used.

i like both the feat taxes and Auto bonus progression rules. i think it fits better with this campaign style.


BeastMasterFTW wrote:
Groundhog wrote:
Are we using any variant rules? Guns everywhere, feat taxes, automatic magic bonus progression, hint hint?
RIZZENMAGNUS wrote:

Guns are common. But ammo is limited.

I believe Groundhog was specifically refering to the firearms rules, so just to be clear, were you saying guns are common as in the Commonplace Guns rules, or were you just saying guns are common and not specifically referring to any of the firearm rules? If it is the latter, are we using the Guns Everywhere rules or something else?

this one.

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.


Daniel Stewart wrote:
Not that I am aware of...but the Jesuits might be a close real-world example. As the world is slightly different, I thought such "new" societies might add to the ideas of the changes...I can scrap it if it does not fit and make her part of the Knight's Hospitallers if that would work better.

Lets use realworld equivlents. This campaign setting is as close to our world as it can get, but with magic and fantasy elements. So, i think urban fantasy would be a good genre to liken too


test


I can see you sirrah!


Since we are using automatic bonus progression, are we using the rule that states that we count as 2 levels higher on the chart for campaigns with limited or no magic items?


I have cleaned up my backstory a bit to make it more in line with my character. Here he is, in all his glory:

Doctor Henry Johnson
LG Elf Occultist 7

STR 10
DEX 20
CON 14/16
INT 20
WIS 10
CHA 10

HP 77
AC 23 (7 armor, 5 dex, +1 Deflection) T 16, FF 18
BAB 5
Init 5

Fort +9
Ref +8
Will +6

Speed 30'

Orc Bow: +11 to hit; 2d6+1 damage; 20/x3 crit

Skills: Perception r7 +10, Disable Device r7 +17, Knowledge (History) r7 +23, Knowledge (Planes, Religion, Arcana) r7 +19, Stealth r7 +18, UMD r7 +15 (+18 for weapons, armor, or shields)

Feats: EWP (Orc Hornbow), Extra Mental Focus, Precise Shot, Skill Focus (Stealth), Hellcat Stealth

Traits: Reactionary, Pragmatic Activator

Alternate Racial Features: Fey-Sighted (constant detect magic); Blended View (gain Darkvision 60' as well as Low-Light vision); Fey Thoughts (Gain Escape Artist and Stealth as class skills)

Class Features: Archetype (Battle Host), Mental Focus (17), Panoply Bond (Orc Hornbow), Battle Skill, Battle Reading, Spirit Warrior, Heroic Splendor

Implements:
*Evocation: Resonant Power: Intense Focus (1 damage/2 focus; max bonus 1+1/2)

*Transmutation: Resonant Power: Physical Enhancement (+2 bonus to stat/3 focus; max bonus 1+1/6)

Focus Powers:

Evocation:
Energy Ray (1 focus; range 30'; 4d6 acid, cold, electricity, or fire)
Energy Blast (2 focus; range 100'; 6d6 acid, cold, electricity, or fire; 20' rad; DC 18 ref for half)
Energy Ward (1 focus (std)/2 focus (imm); resist 10 acid, cold, electricity, or fire and deals 1d6 of energy type to creature attacking with melee or natural weapons; 7 rnds.)

Transmutation:
Legacy Weapon (1 focus; 1 minute; Add +2 enhancement bonus to touched weapon: can add a single ability worth one or two enhancement)
Philosopher's Touch (1 focus; 1 min/level; 2 weapons; make weapon count as cold iron or silver)
Sudden Speed (1 focus; swift; increase base speed by 30'; 1 min)

Spells/Day: -/6/4/2

Spells:

Spells Known:
0: Light, Message

1: Burning Hands, Gravity Bow

2: Sound Burst, Knock

3: Fireball, Haste

Equipment: MW Orc Hornbow (Ghengis Khan's bow), Mithral Chainmail, Archeologist's Kit, Radio, 80 arrows (normal), 20 arrows Adamantine

Automatic Bonus Progression Benefits: Resistance +1, Armor Attunement +1, Weapon Attunement +1, Deflection +1, Mental Prowess +2 (Intelligence), Physical Prowess +2 (Dex)

Backstory:

Doctor Henry Johnson is a Forlorn Elf, as he was raised among Humans and not his own people. When he came of age, he studied Archeology at the University of Michigan, and received his Doctorate with a focus on Thaumarcheology, or the study of ancient magical traditions. When the war broke out, Henry joined the army, where his skill set had him pulled to work with the cultural preservation unit, colloqually known as the monument men. Doctor (Now Sargeant) Johnson is considered an expert on the theory of magical traditions, old and new.

Unlike many of the other people assigned to his unit, Henry has actual combat experience, having fought in the World War II.

While Henry is a rather laid-back guy, he tends to be talkative and very blunt when it comes to discussions of magic theory of any kind. He has written two books on the subject: One on the ancient tradition of Bladedancing that was practiced by the Elves of Ireland, Scotland, and Denmark, and the other on the shamantic "Dreamtime" tradition of Aboriginal Australians.

Henry's signature weapon is an impressive recurve bow that he claims was owned by Gengis Khan himself. Henry channels all of his mystical power through this weapon, which many of his opponents have found is impossible to destroy.

The Exchange

Are we getting advanced rifles or modern? I'm curious about issues of loading and capacity. I will build around the assumption of "advanced" (as stated) but wanted to check in the mean time...

Edit: "Fiver personal items" as in small trinket type things or can these be legitimate pieces of equipment (ie. a gunsmithing kit, for instance?)

The Exchange

Proposed character.

Charlie Marsh:

LG Human Fighter (Opportunist) 1/Gunslinger (Mysterious Stranger) 6

STR 14
DEX 14
CON 14
INT 16
WIS 14
CHA 18

HP 126
AC 21 (+7 Armor, +2 Dex, +1 Def, +1 Dodge) T 14 FF 18
BAB 7/2
INIT +3

F/R/W 12/7/9

Speed 30'

Skills (Ranks): Acro 5, Bluff 3, Climb 1, Craft: FA 5, Craft Alc 2, HA 3, Heal 3, Intim 3, Kno:Dun 1, Kno:E 1, Kno:L* 2, Perception 7, Ride 1, Sense Motive 2, SoH 2, Stealth 7, Survival 5, Swim 1

Feats: Dodge, Gunsmithing* Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus: Firearms (*or Deft Shootist?)

Traits: Avid Reader, Ambush Training

Class Features: Duplicitous, Grit, Deeds, Lucky, Gun Training (Rifles? or Two Handed. Need Ruling, Stranger's Fortune

Equipment: Mithril Breastplate, Standard Gear, Machete. (5 items?)

Automatic Bonus Progression Benefits: Resistance +1, Armor Attunement +1, Weapon Attunement +1, Deflection +1, Mental Prowess +2 (Intelligence), Physical Prowess +2 (Str)

Sergeant Charlie Marsh, SAS (CRW Wing) was assigned to joint operations in the Baghdad region attached to the 4 Rifles training group stationed to assist with training programs designed to keep the Iraqis in play and the Brits out of active operations. A son of a long line of previous operators in the British Army, Charlie aspired to be a competent soldier and an exceptional rifleman and has seen some success in his career over the last ten years.

Aspiring to work over train, Charlie has chaffed at his role in Baghdad until things turned south for NATO forces. Now he relishes the opportunity to put his abilities to use in the hopes that he can keep his allies safe and his friends out of harm's way.

Charlie is thoughtful, professional and confident.


Ooooh, Archaeologist. I can play one of those. 'Cos...you know...degree in it.

Although I will shoot anyone who talks about Indiana Jones.


It'll be good to have another one on the team, although my specialty is really thaumarcheology.


Archaeologists rarely work alone...


I will bring five indiana jones hats as my personal items, to throw at the archeologists.

In other news, I'm doing an american half-elven sorcerer 1/druid 1/MT 5, combat specialist.

Liberty's Edge

I think Francesca del Rocci will be a member of the Knights Hospitaller. It is known as SOMO (Sovereign Military Order of Malta) which has its own passports, licenses, etc. Its sovereign status is recognized by membership in numerous international bodies and observer status at the United Nations and others. I think this would work for her background...what do you think?
If it is ok, then I will write up her background and get it all submitted.


I'm almost done with my character, A Tiefling Gunslinger 1/Eldritch archer Magus 6. Also, can we take a drawback for an extra trait?

Liberty's Edge

What was the decision on personal items? Can a magic item be selected? (I was hoping for a luckstone, if possible!)


DBH here, with my Steelhound Investigator. Nathaniel Essex. A member of the British military intelligence team.

Crunch:

NATHANIEL ESSEX

Male Human investigator 7. NG medium humanoid (human)

Init +4; Senses Perception +11,

Languages Abyssal, Ancient Egyptian, English, Draconic, Infernal, Arabic, Cantonese, Mandarin, Necril, Russian, Japanese.

AC 20, touch 15, flat-footed 16, hp 70 (7HD)

Fort +3, Ref +9, Will +6, +4 vs. poison, +2 Reflex to avoid traps

Defensive Abilities Trap Sense +2,

Ranged rifle +1 +10 (1d10+1/x4), within 30 ft. +11 (1d10+2)

Base Atk +5; CMB +7; CMD 21

Abilities Str 14, Dex 18, Con 13, Int 20, Wis 13, Cha 12

Special Qualities Alchemy, Blind Shot, Bonus Feat, Inspiration, Inspired Intelligence, Investigator Talents, Keen Recollection, Packing Heat, Poison Resistance, Quick Study, Rogue Talent, Shot in the Dark, Skilled, Studied Combat, Studied Strike, Trapfinding, Trap Spotter, Weapon and Armor Proficiency, Weapon and Armor Proficiency,

Feats Amateur Gunslinger (Deadeye), Extra Investigator Talent (2), Fast Learner, Gunsmithing, Precise Shot, Quick Draw, Rapid Reload (Rifle)

Skills
Acrobatics +13,
Appraise +9,
Bluff +6,
Climb +7,
Craft (Alchemy) +15,
Craft (Mechanical) +10,
Craft (Untrained) +5,
Diplomacy +7,
Disable Device +16,
Disguise +6,
Escape Artist +10,
Heal +5,
Intimidate +6,
Knowledge (Arcana) +12,
Knowledge (Dungeoneering) +9,
Knowledge (Engineering) +9,
Knowledge (Geography) +9,
Knowledge (History) +9,
Knowledge (Local) +12,
Knowledge (Nature) +9,
Knowledge (Nobility) +9,
Knowledge (Planes) +10,
Knowledge (Religion) +10,
Linguistics(Abyssal, Ancient Egyptian, Infernal, Cantonese, Japanese) +13,
Perception +11, Perception (Trapfinding) +14,
Sense Motive +10,
Sleight of Hand +9,
Spellcraft +13,
Stealth +11,
Survival +1,
Swim +4, Use
Magic Device +13,

Possessions mithral shirt +1; formula book; Rifle +1 ;
Formula Book

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 7 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Blind Shot (Su) A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.

Firearm Proficiency Choice (Rifle)

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 8. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspired Intelligence (Ex) An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he's not trained in.

Investigator Talents The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.
Keen Recollection You can attempt all knowledge checks untrained

Packing Heat (Ex) At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces poison lore.

Poison Resistance (Ex) You gain a +4 bonus on all saving throws against poison.

Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a move action.

Rogue Talent (Ex) You can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast fingers, fast getaway, fast picks, fast stealth, firearm training, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmith, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, or wall scrambler. Any talent effects based on rogue level use your class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), you must fulfill the prerequisite before selecting that rogue talent. This talent can be selected multiple times; each time, it grants you a new rogue talent.

Shot in the Dark (Ex) At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.

Spirit Sense You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 3 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 5 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 2d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Trapfinding An investigator adds 3 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Underworld Inspiration (Ex) An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Weapon and Armor Proficiency Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator's weapon and armor proficiencies.

I've used the Feat tax and ABP rules on him. I've put him for you to look over and tell me if you have any problems or questions. I still need to fill in all his equipment, and his backstory.

Nathan is a field agent, sent to trouble spots to find out what is happening and why. And to make local connections.


Vrog Skyreaver wrote:
Since we are using automatic bonus progression, are we using the rule that states that we count as 2 levels higher on the chart for campaigns with limited or no magic items?

no. there is magic, it isnt limited or anything like that, it's more...monetized and controlled. i guess an easy way to translate my idea is to think of magic and its relations as people have towards firearms in today's society. so let's say that magic has it's own amendment in the US constitution that is 99% similar to the 2nd amendment.


PirateDevon wrote:

Are we getting advanced rifles or modern? I'm curious about issues of loading and capacity. I will build around the assumption of "advanced" (as stated) but wanted to check in the mean time...

Edit: "Fiver personal items" as in small trinket type things or can these be legitimate pieces of equipment (ie. a gunsmithing kit, for instance?)

1) modern

2) the five items can be valued up to 1000gps each. but remember, youre in the military, or connected to it. Valuable stuff has a habit of growing legs and walking away.


Daniel Stewart wrote:

I think Francesca del Rocci will be a member of the Knights Hospitaller. It is known as SOMO (Sovereign Military Order of Malta) which has its own passports, licenses, etc. Its sovereign status is recognized by membership in numerous international bodies and observer status at the United Nations and others. I think this would work for her background...what do you think?

If it is ok, then I will write up her background and get it all submitted.

sounds good to me


BeastMasterFTW wrote:

I'm almost done with my character, A Tiefling Gunslinger 1/Eldritch archer Magus 6. Also, can we take a drawback for an extra trait?

no


Which areas of the world have a religious ban on Magic? I would assume any areas with a strong tie to the Abrahamic religions, since they're the ones that historically have problems with such, but obviously most of us will be from one, or at least a nation that is historically such. Is it kinda like Homosexuality, where some Christians will be horribly opposed and vicious about it, but a lot of them either don't mind or even do it themselves, even if the Bible is kinda 'Nope' about it?


Zeke is ready, I believe. Updated him for APB and selected his five personal items:
1 well-worn Bible (translation sort of King James-ish, but weird)
1 beat-up Gibson Hummingbird acoustic guitar
1 sidearm (is that permissible?)
1 ass-pocket flask of whiskey
And one of those multi-tool knife things


JonGarrett wrote:
Which areas of the world have a religious ban on Magic?

countries that have banned magic:

Vatican City
Italy
pretty much any middle eastern country
Ethiopia

Countries that tolerate it:
Isreal
Spain
France
Turkey
Greece
Romania
Egypt

any other country pretty much either tolerates it or openly accepts it.

The Exchange

As far as bullets, would having a gunsmithing kit/appropriate feats be a viable way to hopefully make more/scrounge more/ etc? I think that is my last question before capping of Charlie officially...


The list of those who dont know they are dead yet...i mean, the PC submissions :)

Doc Henry Johnson- Elf Occultist
Charlie Marsh- Human Fighter
Ezekial "Zeke" Guthrie- human cleric
NATHANIEL ESSEX- human investigator
Francesca del Ricci- aasimar mage
"groundhog pc"- half-elf mystic Theurg -american

also: please list what country you hail from, and if you are in the military list what branch.


From Grayson, Kentucky. USMC.


America, Us Army, Sargeant.


DBH here, I've polished Nathaniel a little more. Added his spell list and possessions. As he's in Intelligence I've added the +4 to his skills.

The possessions he's got with him, all a 1000 or less.
Laptop computer.
Binoculars.
Alchemists lab (Portable)
Thieves tools (MW)
Tool kit (MW).

Crunch:

Nathaniel Essex

Male Human investigator 7. NG medium humanoid (human)

Init +4; Senses Perception +15,

Languages Abyssal, Ancient Egyptian, English, Draconic, Infernal, Arabic, Cantonese, Mandarin, Necril, Russian, Japanese.

AC 20, touch 15, flat-footed 16, hp 70 (7HD)

Fort +3, Ref +9, Will +6, +4 vs. poison, +2 Reflex to avoid traps

Defensive Abilities Trap Sense +2,

Speed 30 ft. (6 squares)

Ranged rifle +1 +10 (1d10+1/x4), within 30 ft. +11 (1d10+2)

Base Atk +5; CMB +7; CMD 21

Abilities Str 14, Dex 18, Con 13, Int 20, Wis 13, Cha 12

Special Qualities Alchemy, Blind Shot, Bonus Feat, Inspiration, Inspired Intelligence, Investigator Talents, Keen Recollection, Packing Heat, Poison Resistance, Quick Study, Rogue Talent, Shot in the Dark, Skilled, Studied Combat, Studied Strike, Trapfinding, Trap Spotter, Weapon and Armor Proficiency, Weapon and Armor Proficiency,

Feats Amateur Gunslinger (Deadeye), Extra Investigator Talent (2), Fast Learner, Gunsmithing, Precise Shot, Quick Draw, Rapid Reload (Rifle)

Investigator: Spells per Day: (0/6/4/2/0/0/0/0/0/ DC:15+spell level)
Known:
1st - Comprehend Languages, Cure Light Wounds, Detect Undead, Endure Elements, Expeditious Retreat, Shield
2nd - Cure Moderate Wounds, Darkvision, Protection from Arrows, See Invisibility
3rd - Displacement, Remove Curse

Skills
Acrobatics +13,
Appraise +9,
Bluff +10,
Climb +7,
Craft (Alchemy) +15,
Craft (Mechanical) +10,
Craft (Untrained) +5,
Diplomacy +11,
Disable Device +12,
Disguise +6,
Escape Artist +10,
Heal +5,
Intimidate +6,
Knowledge (Arcana) +12,
Knowledge (Dungeoneering) +9,
Knowledge (Engineering) +9,
Knowledge (Geography) +9,
Knowledge (History) +9,
Knowledge (Local) +12,
Knowledge (Nature) +9,
Knowledge (Nobility) +9,
Knowledge (Planes) +10,
Knowledge (Religion) +10,
Linguistics(Abyssal, Ancient Egyptian, Infernal, Cantonese, Japanese) +13,
Perception +11, Perception (Trapfinding) +14,
Sense Motive +14,
Sleight of Hand +9,
Spellcraft +13,
Stealth +11,
Survival +1,
Swim +4, Use
Magic Device +13,

Possessions Mithral Shirt +1; Outfit (Traveler's); Thieves' Tools (Masterwork); Alchemist's Lab, Portable; Artisan's Tools (Mechanical/Masterwork); Binoculars; Laptop, Formula Book; Rifle +1 ;
Formula Book

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 7 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Blind Shot (Su) A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.

Firearm Proficiency Choice (Rifle)

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 8. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspired Intelligence (Ex) An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he's not trained in.

Investigator Talents The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.

Keen Recollection You can attempt all knowledge checks untrained

Packing Heat (Ex) At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces poison lore.

Poison Resistance (Ex) You gain a +4 bonus on all saving throws against poison.

Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a move action.

Rogue Talent (Ex) You can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast fingers, fast getaway, fast picks, fast stealth, firearm training, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmith, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, or wall scrambler. Any talent effects based on rogue level use your class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), you must fulfill the prerequisite before selecting that rogue talent. This talent can be selected multiple times; each time, it grants you a new rogue talent.

Shot in the Dark (Ex) At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.

Spirit Sense You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 3 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 5 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 2d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Trapfinding An investigator adds 3 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Underworld Inspiration (Ex) An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Weapon and Armor Proficiency Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator's weapon and armor proficiencies.

A question. Are we using Background skills? If we are then I'll add Craft Electronics & Profession Programmer to his list for his background in setting bugs and hacking.

Background:

Nathan, as he prefers to be called, was snatched up from university by British intelligence as soon as he graduated. Sent to the army to train him for service overseas in hot spots he found he actually enjoyed the training, and the work.

Nathan is very good at getting to a trouble zone, learning everything he can about the area and it's people, and then finding what is causing the problem.

He's tall and lean, has an easygoing air about him, and works well with military people.

The Exchange

Charlie is a Brit! Colour Sergeant, SAS, CRW Wing, assigned to 4 Rifles (and thus attached to NATO in this circumstance?)

Liberty's Edge

Francesca del Rocci was originally from Italy, but when she joined SMOM (Sovereign Military Order of Malta), she was placed at the Grand Priory of England (London) and hold the rank of Knight Second Class: Dame in Obedience. Recently she was dispatched to the Iraqi Theatre of War, with full SMOM Diplomatic papers. Part of the Multi-National Force – Iraq (MNF–I), she served with the British until SMOM could create their own base of operations in Bagdad. Whit the Order's ability to act as an independent force, Fran travelled to almost all the various regions of Iraq, giving aid and security to civilians as well as military.


I had an internet outage most of the weekend in my apartment complex. I was really hoping that it would have been fixed before I went to bed last night, but alas, it was not to be. I'll post the crunch for Eric when I get home from work tonight, if it's not too late.

Background is USMC Intelligence - 0211 (CI/HUMINT) magical equivalent. Human Gunslinger (Pistolero) 1 / Investigator (Empiricist) 6.

Staff Sergeant Eric Grimmauld enlisted in the summer of 2001 and was a week and a half from boot camp graduation when the events of 9/11 occurred. Coming from a long line of Marines in his family, this only served to ignite a fire in his soul and when he got to Dam Neck, VA, he volunteered to take the DLAB and, scoring above the 2/2 minimum, signed on go to DLI after completion of the 0231 schoolhouse, eventually taking on the 2728 Iraqi Linguist EMOS and then going to Quantico for 0211 training as soon as he hit Corporal. Even after boot camp, Eric was a fairly scrawny guy, barely breaking 150lbs, but his physique belied a core strength and a determination which allowed him to run near-perfect fitness tests, only ever losing points on the run. But none of that mattered when it came to the schoolhouses. He breezed through the classwork and practical training with an almost supernatural ability to distinguish fact from fiction, and connect pieces of intelligence accurately even with very little obvious information.

He moved through the ranks fairly quickly, not unheard of considering the surge of available positions made available due to the increase in personnel positions, and has deployed twice to Iraq as a Counter Intelligence/HUMINT specialist, and absolutely loves his job. Or did, until the dead began to rise en masse. The dead have no organizational structure to infiltrate, no opinions to sway, no hearts to win over against the current regime. When the various militaries were hit, they were hit hard, and nobody is really sure anymore how - it's not like the undead are new to the world, but still with entire countries in East Asia going dark, and the various military installations in the middle east falling to the shambling horde, all that remains, or at least all the Eric is concerned about, is al-Faw Palace. The last bastion of humanity in the face of extinction. It's fitting, Eric thinks to himself one night, that one of the last living forces in the world sits in the birthplace of civilization - Ancient Mesopotamia. And if things keep going as they're going, it's also going to be the deathbed of civilization. I wonder if the gods have planned it so, or why they're doing nothing to help us.

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