A Bunch of Riftwardens (Inactive)

Game Master leinathan

Members of an interplanar scholarly cabal seek to stop a smuggling ring distributing Blackfire, a substance which can tear holes in reality itself.


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Hello! So I have begun a game called 'A Bunch of Riftwardens', but due to real-life business, several of the players I had intended to play with are not going to play! I have begun the campaign during the information-gathering section of the game with my two players, but I believe that they will almost certainly need reinforcements when it comes time for BATTLE, so I come here to ask the forums to provide me with said reinforcements.

What is my game? Well, it is a sidequest that is about the length of two PFS modules. The idea is that a group of interplanar terrorists called the Blackfire Adepts are creating a weapon capable of tearing holes in the fabric of space-time, and run a smuggling operation to distribute it to warriors all over the multiverse. Your characters, as members of the Riftwardens, seek to prevent this, hunt down the smugglers, and end the usage of Blackfire as a weapon.

Riftwarden Information (provided by the lovely GM Kiora):
Who are the Riftwardens? The Riftwardens are an organization as old as the Multiverse. Despite its great age, and their vast power, the Riftwardens are less a structured hierarchy, like the Crusades are, and more a network of planar scholars with a singular goal. That goal, is of course, the preservation of the Multiverse.

Planar scholars understand that the Material Plane is just one of an infinite number of planes, that are all inter-connected. There is a sense of order to these Planes, and whenever a creature breaches those planes, whether it is to summon a creature from another dimension, to travel, or to create Gates or Rifts, this can harm that Order that maintains the multiverse. These sorts of powers left unchecked can cause irreversible harm to the very fabric that constitutes reality.

Riftwardens of course do not wish to ban creatures from learning about, exploring, or utilizing the cosmic potential of other planes. Indeed, the majority of Riftwardens are scholars themselves, hungry for knowledge about the great Multiverse. Instead, they hope to learn, understand, and teach others how to responsibly navigate the planes, summon creatures and harness extra-planar power without causing undo harm.

As a metaphor, consider a person performing renovations on one's home. An average person can create small changes - replace doors or move appliances around - without causing harm. But it is of course possible to cause great changes. You can remove entire walls, or completely restructure a kitchen, completely change the electrical wiring or plumbing. But to do so requires knowledge, otherwise you could cause your entire house to collapse if you destroy the wrong load-bearing wall.

Similarly, Riftwardens wish to learn to work with the infinite planes, without destroying anything "load-bearing" in the process. In opposition to this concept are the Blackfire Adepts. For as long as there has been Riftwardens, there have been Blackfire Adepts. Similar to Riftwardens, Blackfire Adepts are a network of planar scholars, but they have a deep, almost spiritual belief that because it can be proven that the Multiverse tends towards Entropy, this is the only Truth worth adhering to. They willfully, and knowingly, damage the Multiverse, believing that by increasing the inherent entropy in the system, they are advancing the Multiverse towards its true state.

Unlike the Deskarans, who revel in the concept of causing an Apocalypse, and in the subsequent idea that they will rule over others in the post-apocalyptic ruins, Blackfire Adepts are nihilists. Blackfire Adepts refute the Riftwarden idea that existence is itself meaningful or worth protecting, and that people should be free to do as they wish with the powers the Planes grant them. They argue that the Multiverse will end eventually and there is no point in fighting it. It's a futile, naive notion that there is anything anyone can do about it, and by avoiding certain magical practices in the name of "preservation", Riftwardens are only denying themselves true power and true knowledge.

Ultimately, it is important to understand that the Riftwardens are not Good, not in the way Crusaders are. They are simply non-Evil. And the Blackfire Adepts are not Evil, not in the way demons and cultists are. They are simply non-Good. Both Riftwardens and Blackfire Adepts are interested in the same things - knowledge about the Multiverse, and how to use that knowledge to further their own goals. They simply have very different ideas about how to obtain that knowledge.

So, who leads the Rifwardens? The Riftwardens are formally lead by the Riftwarden Council. They meet once every Golarion decade or so on a private demi-plane created by one of their members. I have not formally determined who or what serves on the Riftwarden Council, but their members would be made up of immortal (or nigh-immortal, like dragons) beings, so Connor can have freedom in creating his own Council members if he wishes. There are twelve of them, and it is rumored amongst the Riftwardens, but unconfirmed, that in order to join the Council you must have at one point in your lifetime glimpsed the Akashic Record.

How does one join the Riftwardens? The Riftwardens are invitation only, one does not 'apply' to be one of their number. Riftwardens are scattered around the multiverse, where they blend in as scholars, aristocrats, or wandering sages. Occasionally Riftwardens meet others who they believe share the Riftwarden philosophy, and they induct them into the group. Others are simply the children of Riftwardens, or apprentices adopted by them. There are a few long-lived Riftwarden families in Golarion, passing down their secrets and knowledge from generation to the next.

There is no formal "ceremony" to join the Riftwardens, nor is there a formal roster of inductees. Indeed, for most mortals, simply knowing that the Riftwardens exist and their goals is a major benefit of being a Riftwarden. Remember that knowledge of the group is not wide-spread amongst even scholarly mortals on Golarion, and that Riftwardens largely operate in secrecy. Generally, though, Riftwardens have a Sponsor, the person who inducted them into the group, and whom is their initial contact. Their Sponsor then takes the time to introduce the new Riftwarden to some of their own contacts. Once (or, If) the new Riftwarden impresses these contacts they may be introduced to even more contacts. It is through this sort of step-wise networking that Riftwardens ultimately come to know of the more powerful members of their organization.

What do Riftwardens do? Riftwardens mostly operate in isolation. Some Riftwardens operate utterly alone, using their Riftwarden contacts to gain knowledge or leads. Others seek older Riftwardens and pursue short-term apprenticeships with them. Other Riftwardens form small "branches" which may have a more formalized membership process or leader in a geographical area. In general, Riftwardens devote their time to learning about the multiverse, seeking out Blackfire Adepts and stopping their plans or stopping other threats to the fabric of the multiverse. Unlike Pathfinders, who receive assignments through a structured system of guilds and leaders, Riftwardens are self-motivated to seek their own goals. If they find a problem that they cannot solve alone, they seek out their Riftwarden contacts for help or for information.

In addition to the Riftwardens themselves, Riftwardens form allegiances with other groups with similar goals and interests. An importance ally of the Riftwardens are the Concordance of Elements, a Pathfinder Society group focused on the integrity of the Elemental Planes. Indeed, some Riftwardens are themselves are also Pathfinders of the Concordance of Elements.

Your characters are Riftwardens. Specifically, 10th-level ones. You can be from anywhere in the Multiverse, and I have rules for outsider and monster characters you may use (detailed below).

Each of your characters, wherever they happen to be, have individually been hunting down a bunch of Blackfire Adepts who are using harvested/collected blackfire for NEFARIOUS purposes. You know, setting it up underneath a church and fireballing it to suck the church into a black hole type things. Your character are all kickass heroes and have been stopping these things for a bit, but it just keeps happening!

You must discover the source! So you all get into contact with some other Riftwarden contacts (specifically, each other). Turns out this has been happening all over the place! Utilizing plane shift, you all meet up in the City of Brass on the Plane of Fire, where the usage of it has been statistically the worst. Your plan: Root out this Blackfire smuggling operation back to wherever it comes from and shut it down directly.

Character Creation (Fluff):
Who is your character? Where are they from? What are they like? What's their alignment? What do they look like?

What is your character? How did they become their class? What's their role, both in 'society in general' and also in 'a party'?

Why did your character join the Riftwardens? How long have they been a Riftwarden?

How did your character reach level 10?

What silly Blackfire-utilizing plot have you foiled recently that you can brag about to your fellow Riftwardens?

Character Creation (Crunch):
Basic Expectation: All Paizo material is welcome, as is material from Legendary Games, Kobold Press, Dreamscarred Press, and Rogue Genius Games, except races. You must use first-party races.

You must play a non-evil character.

To generate ability scores, roll 4d6 six times, subtract the lowest dice roll, and assign them as you see fit. Unless you are playing a monster character. Monster characters do not roll dice for scores: their scores are static. You may find the rules for that below. If you roll below 15pt-buy, you may re-roll.

You may choose any two traits, but you may not choose a drawback and a third trait.

Your HP is generated with PFS standard - maximize the first, and 1/2 + 1 HD per HD beyond the first. This applies equally to monster PCs - the monster's first HD is maximized.

We use automatic bonus progression, background skills, and fractional advancement, and you begin with 31,000gp worth of equipment.

You may begin at 10th level, and you may substitute levels for CRs of a monster PC, as detailed below (for example, if you wish to play a bralani azata, you also choose four class levels).

Monster Characters:
In my campaigns, I allow certain types of PCs outside of the normal, Core races. The list below is pre-approved according to what I see as balanced, sensible, and fun. They were chosen due to being between Small and Large size, being basically human-shaped, not having a racial reputation for murder or insanity, and lacking at-will abilities far outside of their CR (for example, an efreeti with wish 3/day is unreasonable, as is a night hag with at-will etherealness). If you or others have a request for something which is not on this list, you may make a request, but if it is not in line with what is currently here, it will probably be rejected.

In order to play a “monster” PC, you must give up some of your class levels - you give up a number of class levels equal to the CR of the monster you are, and you gain a number of racial hit dice equal to that same number of levels. You also gain all of the abilities given by that monster type, but you do not have to choose all of the same feats and skill ranks as the “standard” member of that race. Instead, you gain the same number of feat slots as a normal character of your level, and skill ranks/class skills according to the type of creature you are playing for every racial hit dice you possess. Treat it very similarly to multiclassing, except in order to play one of these creatures you must possess a certain minimum number of levels.

Below are the rules for different creature types of monster PC:

Humanoids gain d8 hit dice with ¾ BAB progression. Each hit dice earns 2 + Int mod skill ranks. The class skills of humanoids are Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival. They have one good save, usually Reflex. They are proficient with all simple weapons, and they must breathe, eat, and sleep.

Monstrous humanoids gain darkvision 60ft. Monstrous humanoids gain d10 hit dice with full BAB progression. Each hit dice earns 4 + Int mod skill ranks. The class skills of monstrous humanoids are Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim. They have good Reflex and Will saves. They are proficient with all simple weapons, and they must breathe, eat, and sleep.

Outsiders gain darkvision 60ft., and cannot be raised by means of raise dead, resurrection, or reincarnate. Outsiders gain d10 hit dice with full BAB progression. Each hit dice earns 6 + Int mod skill ranks. The class skills of outsiders are Bluff, Craft, Knowledge (planes), Perception, Sense Motive, Stealth, and four more that the outsider can choose. They have two good saves, usually Reflex and Will. They are proficient with simple and martial weapons. They must breathe but do not have to eat or sleep.

Undead gain darkvision 60ft., immunity to mind-affecting effects, bleed, death effects, disease, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, anything that requires a Fortitude save and does not also affect objects, exhaustion, and fatigue. Undead are not subject to ability damage to physical ability scores. Undead do not heal naturally. Undead cannot be raised using raise dead or reincarnate. If targeted by resurrection or true resurrection, they revert to the creatures they were while alive. Undead are healed by negative energy and harmed by positive energy. Undead gain d8 hit dice with ¾ BAB progression. Each hit dice earns 2 + Int mod skill ranks. The class skills of undead are Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. They have good Will saves. They are proficient with their natural weapons and simple weapons, and do not have to breathe, eat, or sleep.

Fey gain low-light vision. Fey gain d6 hit dice with ½ BAB progression. Each hit dice earns 6 + Int mod ranks. The class skills of fey are Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device. Fey are proficient with simple weapons. Fey must eat, breathe, and sleep.

When you play a monster PC, you do not roll for ability scores and you do not assign point buy. You take the stats of the monster (reproduced below). Then, you choose two ability scores. Those scores receive a +4 bonus. Choose two more scores. Those scores receive a +2 bonus. Choose one more score. That score receives a -2 penalty. Otherwise you gain ability score bonuses (+1 per 4 levels) at the same rate as a normal PC.

Allowable Monster Races for PCs:

Avoral Agathion (CR 9, d10 HD; Good Fort and Ref, 6+Int skills; outsider)
Str 17, Dex 20, Con 23, Int 15, Wis 16, Cha 16

Vulpinal Agathion (CR 6, d10 HD; Good Ref and Will, 6+Int skills; outsider)
Str 12, Dex 16, Con 17, Int 19, Wis 15, Cha 16

Hound Archon (CR 4, d10 HD; Good Fort and Ref, 6+Int skills; outsider)
Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12

Bralani Azata (CR 6, d10 HD; Good Fort and Ref, 6+Int skills; outsider)
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15

Shaitan (CR 7, d10 HD; Good Fort and Will, 6+Int skills; outsider)
Str 20, Dex 13, Con 19, Int 14, Wis 14, Cha 15

Janni (CR 4, d10 HD; Good Fort and Ref, 6+Int skills; outsider)
Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

Djinn (CR 5, d10 HD; Good Ref and Will, 6+Int skills; outsider)
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15

River Giant (CR 6, d8 HD, Good Fort, 2+Int skills; humanoid (giant))
Str 20, Dex 11, Con 19, Int 9, Wis 10, Cha 8

Stone Giant (CR 8, d8 HD, Good Fort, 2+Int skills; humanoid (giant))
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10

Cliff Giant (CR 9, d8 HD, Good Fort, 2+Int skills; humanoid (giant))
Str 26, Dex 13, Con 21, Int 13, Wis 14, Cha 12

Centaur (CR 3, d10 HD, Good Ref and Will, 4+Int skills; monstrous humanoid)
Str 15, Dex 14, Con 15, Int 11, Wis 14, Cha 12

Witchwyrd (CR 6, d10 HD, Good Ref and Will, 4+Int skills; monstrous humanoid)
Str 16, Dex 15, Con 17, Int 18, Wis 13, Cha 20

Doppelganger (CR 3, d10 HD, Good Ref and Will, 4+Int skills; monstrous humanoid)
Str 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13

Revenant (CR 6, d8 HD, Good Will, 2+Int skills; undead)
Str 24, Dex 17, Con —, Int 7, Wis 12, Cha 19

Satyr (CR 4, d6 HD, Good Ref and Will, 6+int skills; fey)
Str 14, Dex 15, Con 15, Int 12, Wis 14, Cha 19

Pixie (CR 4, d6 HD, Good Ref and Will, 6+Int skills; fey)
Str 7, Dex 21, Con 12, Int 16, Wis 15, Cha 16

Allowable Templates for PCs:

Nosferatu (-2 class levels, must have at least 5 HD)
Str +2, Dex +4, Int +2, Wis +6, Cha +4
A nosferatu gains Alertness, Improved Initiative, Lightning Reflexes, and Skill Focus (in two different skills) as bonus feats.
+8 racial bonus on Perception, Sense Motive, Stealth
Gain darkvision 60ft., scent, low-light vision, +8 natural armor, channel resistance +4, DR 5/wood and piercing, fast healing 5, 2 claw attacks that deal damage as +1 size
Gain vampire weaknesses (garlic aversion, holy symbol and mirror recoil, cannot enter private dwellings, destroyed by running water and sunlight).
Gain blood drain, dominate, telekinesis, spider climb, swarm form, telepathy

Lycanthrope (-1 class level)
In any form: Wis +2, Cha -2 ; in hybrid or animal form: Str +2, Con +2
Gain lycanthropic empathy with animals related to your animal type.
Gain change shape, the ability to assume a hybrid or animal form as a standard action.
Gain curse of lycanthropy, the ability to create afflicted lycanthropes with a bite in hybrid or animal form.
In hybrid form, gain +2 natural armor, DR 10/silver, the speed of the animal you become, the natural weapons of the animal you become, low-light vision, and scent.
Depending on the type of animal you become, you may gain additional abilities: wereboars gain ferocity, weretigers gain pounce and rake (2 claws, 1d8), werewolves gain trip with their bite attack and werebears gain grab with their claw attacks.

So, since this is a fairly involved recruitment, you know, mechanically, and because I don't actually need the PCs in the thread right now, I'm going to give everybody some time to put some characters together, ask questions, make contacts with each other, etc. You have a month to finish. That's right! I will make selections on May 6th.

I think that's quite enough for one post. Please let me know if you have questions. Please let me know if you need anything. Please come here and give me what you've got for characters! I am looking for up to four Riftwardens to join me on our journey, but I will only take characters who I am actually interested in.

Also, the current party members: Zadok Warren, a fetchling questioner investigator from Shadow Absalom, and Amarelys, la Rosee de Nerosyan, a nymph halcyon druid from Lost Sarkoris.


Me dotting this thread


Oh, nice!

Let's see if I can play something magical. I'll try some rolls...

4d6 - 1 ⇒ (6, 1, 3, 2) - 1 = 11
4d6 - 1 ⇒ (2, 6, 3, 1) - 1 = 11
4d6 - 1 ⇒ (2, 2, 6, 1) - 1 = 10
4d6 - 1 ⇒ (5, 1, 6, 4) - 1 = 15
4d6 - 2 ⇒ (4, 3, 2, 6) - 2 = 13
4d6 - 4 ⇒ (4, 6, 6, 6) - 4 = 18

I guess something can be done with this.


I do like Multiverse games...

4d6 ⇒ (5, 4, 3, 3) = 15 - 12
4d6 ⇒ (5, 3, 4, 3) = 15 - 12
4d6 ⇒ (4, 2, 4, 4) = 14 - 12
4d6 ⇒ (6, 5, 3, 4) = 18 - 15
4d6 ⇒ (3, 5, 6, 5) = 19 - 16
4d6 ⇒ (1, 3, 2, 6) = 12 - 11


This sounds like fun. I'm thinking of something martial. Would a Legion Archon be acceptable?

Dark Archive

Including "subtractions" to drop the lowest die for each roll.

4d6 - 2 ⇒ (4, 3, 2, 5) - 2 = 12
4d6 - 1 ⇒ (1, 2, 1, 3) - 1 = 6
4d6 - 1 ⇒ (1, 3, 6, 2) - 1 = 11
4d6 - 1 ⇒ (1, 4, 6, 6) - 1 = 16
4d6 - 2 ⇒ (4, 4, 6, 2) - 2 = 14
4d6 - 1 ⇒ (3, 5, 1, 3) - 1 = 11

There's a 13pt buy :/

So, the re-roll:

4d6 - 2 ⇒ (4, 6, 2, 6) - 2 = 16
4d6 - 3 ⇒ (4, 3, 5, 3) - 3 = 12
4d6 - 2 ⇒ (5, 2, 4, 2) - 2 = 11
4d6 - 5 ⇒ (5, 6, 6, 6) - 5 = 18
4d6 - 4 ⇒ (5, 4, 6, 4) - 4 = 15
4d6 - 2 ⇒ (4, 2, 4, 6) - 2 = 14

And now a 42pt buy :O

Dotted!

Time to start pondering the fluff first (before assigning those scores).


Rolling with a dot. Unsure what/if I'll make something or go monster, but I may as well roll to start.

4d6 - 1 ⇒ (2, 1, 5, 5) - 1 = 12
4d6 - 1 ⇒ (2, 1, 3, 1) - 1 = 6
4d6 - 3 ⇒ (4, 5, 3, 5) - 3 = 14
4d6 - 2 ⇒ (3, 4, 2, 6) - 2 = 13
4d6 - 2 ⇒ (6, 6, 2, 2) - 2 = 14
4d6 - 3 ⇒ (3, 6, 4, 3) - 3 = 13

12 points? Ouch.

4d6 - 1 ⇒ (6, 6, 1, 6) - 1 = 18
4d6 - 2 ⇒ (4, 2, 2, 5) - 2 = 11
4d6 - 1 ⇒ (5, 1, 2, 2) - 1 = 9
4d6 - 1 ⇒ (6, 6, 5, 1) - 1 = 17
4d6 - 1 ⇒ (2, 1, 3, 6) - 1 = 11
4d6 - 1 ⇒ (3, 6, 6, 1) - 1 = 15

38. Not bad.

Dark Archive

So, some fluff questions, if you don't mind.

Given that they span the multiverse, I'm guessing that their number have a kind of "starfinder-like" diversity and acceptance to it.

However, are there different attitudes between races or about any particular races within the Riftwardens? How about attitudes on particular races from the Blackfire Adepts or Deskarans?

Similarly for classes: are any particular classes seen as more "authoritatively" the scholarly preserver types? Are there riftwalker "roles" or "archetypes" (not the pathfinder type :P) that classes generally fit into? Or do classes generally not pre-suppose a Riftwalker's utility in the larger organization, due to the isolated work and relatively rare gathering?

Thanks!

updated: grammar and clarity

Dark Archive

I've not used ABP before, is it customary to flavor that as a singular item granting these additions, or just as additional personal growth?


PaleDim wrote:
I've not used ABP before, is it customary to flavor that as a singular item granting these additions, or just as additional personal growth?

It depends on the character. I've got a couple of characters who have tattoos or magic symbols to represent the powers they've gained, which grow in complexity as they level up. For some it's simply, as you noted, that they themselves get better. And some folks have the traditional 'magic items' that grow with them, kinda like Fable.

It depends entirely on what you wanna do and what makes sense for the character.

Dark Archive

I like the tattoo idea. A more exotic external version could be a small archon that follows the character everywhere (and for the mechanical purpose, literally cannot be separated from the character). Or perhaps a phantom that haunts the character, who didn't take the Spiritualist class to actually deal with it.


4d6 ⇒ (4, 2, 5, 6) = 17:15
4d6 ⇒ (1, 3, 6, 2) = 12:11
4d6 ⇒ (6, 2, 3, 2) = 13:11
4d6 ⇒ (2, 5, 1, 3) = 11:10
4d6 ⇒ (2, 5, 6, 5) = 18:16
4d6 ⇒ (1, 3, 6, 2) = 12:11

Well, ended up with an exact 20 point buy. Could be worse.


Legion Archon is fine - it's a Good-aligned medium-size human-shaped thing with no OP abilities.

You'd give up 7 levels, gain 7d10 hit dice with good Fort and Will saves, and 6+int skills/level.

Different attitudes between different races? I'm gonna say 'yes', because that's just human nature, but I'm gonna need you to be more specific. Do you mean, is there racism between Riftwardens?

Well, the Riftwardens have their own Prestige Class. Other than that, they are most commonly full arcane spellcasters or clerics of deities with either the Knowledge or Magic domains. Pretty much all Riftwardens have some background in researching the planes, but other than that they are very diverse.

ABP is flavored as innate improvement of the self.

Dark Archive

leinathan wrote:


Different attitudes between different races? I'm gonna say 'yes', because that's just human nature, but I'm gonna need you to be more specific. Do you mean, is there racism between Riftwardens?

You mean "humanoid" nature :P. I was thinking more subtle than racism, but I suppose that would be included too. More like, do they expect less or more of certain races as Riftwardens, less welcoming, etc? Are they more likely a particular race for some reason? It's just an idle curiosity, but also one that could make an interesting background hook.

leinathan wrote:
Well, the Riftwardens have their own Prestige Class. Other than that, they are most commonly full arcane spellcasters or clerics of deities with either the Knowledge or Magic domains. Pretty much all Riftwardens have some background in researching the planes, but other than that they are very diverse.

Very interesting. So I could see a more aracane-leaning party with maybe some investigators, magi, and similar mixed in.

leinathan wrote:
ABP is flavored as innate improvement of the self.

Thanks!


I would say that monsters who are traditionally seen as unintelligent (goblins, for instance, or anything with an Intelligence penalty) might have a difficult time gaining respect among powerful interplanar researchers. Does that answer your question?

Dark Archive

I think so, yeah.Sounds like amongst that group there's nothing particularly unexpected there.

My attempt at fluff:

Who is your character?Saevel Zylnorin

Where are they from? TBD in Golarion

What are they like? Outwardly he is very optimistic and upbeat. Inwardly he is often depressed, and self-doubtful that his life's mission is an effective path. Further, he feels isolated from his family since his first run-in with the Blackfires decades ago (see below).

What's their alignment? Neutral Good

What do they look like? TBD

What is your character? Elf Wizard (or maybe Arcanist -- he will most definitely have a spellbook)

How did they become their class? He became a wizard at first to not only out of interest in collecting the arcane knowledge of the multiverse, but to search for historical clues about Old Mage Jatembe, who was thought to have formed the first formal arcane school in Golarion.

What's their role, both in 'society in general' and also in 'a party'? In society, he tends to take temporary positions at colleges and universities where we can advance his general mission, and pick up additional arcane knowledge. He's fascinated by "specialists", such as artificers and summoners, but himself sticks to generalization so that he can most readily absorb what they have to offer.

In a party, he prefers to be the versatile swiss-army knife of arcane gadgets. He believes that the field-levelling fireball isn't always the way to go. Maybe it's a well-placed illusion, or an undesired polymorph to the foe.

Why did your character join the Riftwardens? He joined to help aid developing civilizations in their harmony with magic. He believes that all such civilizations should benefit from an objective understanding of magic forces, such that power-seeking groups can't use its less understood nature to subjugate masses.

How long have they been a Riftwarden? Forty years.

How did your character reach level 10? TBD

What silly Blackfire-utilizing plot have you foiled recently that you can brag about to your fellow Riftwardens? Four decades ago, while exploring another 'verse, he inadvertently discovered a Blackfire Adepts plot to infiltrate the leadership of a primitive people and install religion that could be use to subvert their masses. He built a grassroots effort to spread fundamental knowledge of magic and resist the Blackfire's effort, so that they ultimately failed and became unwelcome in this society. It turns out that in doing so he caught the ire of a particularly secretive Wizard's Guild of the Adepts. He's been watching his back for them ever since, and hasn't returned home since. This technically isn't recent, but he likes to tell this as the story that got the Riftwardens' attention.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Be it ever so dotted, there's no place like home.

Dark Archive

Dotting. Think I'll try to put together a cleric of Onos. (An idea I've been thinking of for a while that seems to fit with this campaign!)


Just to confirm, if we roll stats, we can still later choose to play a monster character instead?


Of course!


Paledim: When I say "how did they become their class", i do not mean to ask "why", but more like... Where were they trained? Did they have a mentor? It's more relevant for characters like sorcerers and oracles, but the origin of a character's powers are very important!

Also, I dont think Blackfire Adepts would try to install a religion in anyone. They are nihilists. They only try to do things which bring about ultimate entropy, and establishing organizations is the opposite of what they would try to do.


I am leaning strongly, at the moment, towards a pixie rogue. As such, a few questions for the illustrious DM. Does pixie dust work only on bows and arrows or could it hypothetically work on a crossbow and bolts?

Accomplished sneak attacker references character level. For purposes of ASA, would a Pixie Rogue 6 be character level 6 or 10, taking into consideration the 4 racial hit dice?


Pixie dust could work on a crossbow.

Your characters are 10th level characters, in the same way a fighter 4/rogue 6 is 10th level.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Working on a mix of Talented Monk with Martial Training from POW.... have to decide on race....

and roll stats....

.

4d6 ⇒ (2, 3, 3, 3) = 11 = 9
4d6 ⇒ (6, 6, 3, 6) = 21 = 18
4d6 ⇒ (3, 6, 2, 2) = 13 = 11
4d6 ⇒ (2, 6, 2, 3) = 13 = 11
4d6 ⇒ (2, 5, 5, 6) = 18 = 16
4d6 ⇒ (5, 3, 1, 3) = 12 = 11

Dark Archive

4d6 ⇒ (3, 2, 2, 4) = 11 9
4d6 ⇒ (6, 2, 5, 4) = 17 15
4d6 ⇒ (1, 4, 5, 5) = 15 14
4d6 ⇒ (5, 2, 3, 6) = 16 14
4d6 ⇒ (2, 1, 3, 4) = 10 9
4d6 ⇒ (5, 4, 4, 2) = 15 13

Could be worse.

Dark Archive

leinathan wrote:

Paledim: When I say "how did they become their class", i do not mean to ask "why", but more like... Where were they trained? Did they have a mentor? It's more relevant for characters like sorcerers and oracles, but the origin of a character's powers are very important!

Also, I dont think Blackfire Adepts would try to install a religion in anyone. They are nihilists. They only try to do things which bring about ultimate entropy, and establishing organizations is the opposite of what they would try to do.

Gotcha. The idea was creating the control to maintain a level of entropy, but if that's off their MO, I'll figure out something else. Another attempt coming... sometime in the next week :)

Silver Crusade

Well, got to at least roll the dice.

Also, is a Lillend Azata legal? It would probably have to lose at least 1 more than its CR (since its basically a Level 7 bard) but I don't see anything TOO obviously wrong with it.

4d6 ⇒ (6, 3, 5, 6) = 20 17
4d6 ⇒ (1, 4, 6, 6) = 17 16
4d6 ⇒ (1, 3, 6, 4) = 14 13
4d6 ⇒ (3, 1, 5, 6) = 15 14
4d6 ⇒ (2, 3, 3, 3) = 11 9
4d6 ⇒ (1, 1, 4, 2) = 8 7

26 points so legal. Not at all sure I'm willing to go with 2 bad stats but I'll cogitate on it

Edit: SOMEBODY should take the riftwardens prestige class :-).

Is Prestigious Spellcaster legal?


Lillend azata is one of the examples of things that are specifically not allowed, because it gets the spellcasting and the performance abilities of a bard, and it gets full BAB and 6 + int skill ranks, and also SLAs and flight, so its just a bard except strictly better. It totally outperforms the bard.

Yes, prestigious spellcaster is legal.

If you want, you could play just a lillend azata without class levels. That's approximately on par with a level 10 bard.


Oh, definitely interested. My favorite part of this game is exploring the planes and multi-verse, and my favorite character is thematically perfect for the Riftwardens. And elven conjurer who grew up in Kyonin, and who has personally felt the suffering that Treerazer's presence has caused, which is a direct affront to the harmonious balance of the planes. One of my favorite characters and I would love to play him in a game like this.

4d6 - 1 ⇒ (1, 4, 4, 1) - 1 = 9
4d6 - 3 ⇒ (6, 5, 3, 5) - 3 = 16
4d6 - 4 ⇒ (4, 4, 6, 6) - 4 = 16
4d6 - 1 ⇒ (6, 4, 5, 1) - 1 = 15
4d6 - 1 ⇒ (5, 6, 6, 1) - 1 = 17
4d6 - 4 ⇒ (5, 4, 5, 5) - 4 = 15

And with a bloody 46 point buy no less. To be honest it will be mostly wasted on a wizard (I could probably make a dual-wielding paladin with those stats), but no matter.

I must ask first though: How do you feel about minion-heavy builds? As a conjurer I will have many around, and at this level I will be starting with some planar binding capabilities as well. I am very organized and will have all the stats ready and can manage the action economy efficiently, but I know some GMs aren't keen about all the minions running around, or having to deal with binding/negotiating with outsiders. Let me know your thoughts!


Question: what about dragons? I've been wanting to play as one for a while, and a silver dragon can take human shape via Change Shape. It might be fun to be a Young or Very Young dragon, which would be about CR 8-10. I totally understand if it's not allowed, though.


Oh yes please. Ideas floating around for an arcanist focused on shutting down summons, dispelling, counterspelling, and other good riftwardeny stuff...

4d6 - 1 ⇒ (6, 2, 5, 1) - 1 = 13
4d6 - 1 ⇒ (4, 1, 4, 4) - 1 = 12
4d6 - 1 ⇒ (3, 1, 6, 4) - 1 = 13
4d6 - 2 ⇒ (4, 5, 6, 2) - 2 = 15
4d6 - 1 ⇒ (3, 5, 1, 5) - 1 = 13
4d6 - 1 ⇒ (2, 4, 4, 1) - 1 = 10
18 pt buy...workable, but not going to contribute as much next to 30-40 pt buy

...or a monster! Monsters are sounding awfully good right about now.


Dotting. I'm thinking a doppleganger Eldritch Knight. A doppelganger makes for a fascinating option, especially since so little is actually known about their creation, and they're generally not evil. I'll have more later as I try to flesh out the character and their motivations.

zefig, no reason the two ideas should be mutually exclusive.

EDIT:

leinathan wrote:


In order to play a “monster” PC, you must give up some of your class levels - you give up a number of class levels equal to the CR of the monster you are, and you gain a number of racial hit dice equal to that same number of levels.

To make sure I understand this correctly, since a doppelganger is a CR 3 creature, I give up 3 class levels, giving me only 7, and I have 4 racial hit dice.

When you say we also gain all the special abilities of the monster, does that include any natural armor bonuses, natural weapons, and any immunities?

EDIT 2: If we make monster characters, do we get background skills for our monster hit dice, or just for our class levels?


Here is my submission I am working on, Raziel. He is a Paladin and former servant of Amaznen, the Azlanti god of invention, magic, and secret knowledge. If you don't like the idea of him being so old, I can change his allegiance to an emperyal lord. Still working on gear.


The first post in-thread wrote:
In order to play a “monster” PC, you must give up some of your class levels - you give up a number of class levels equal to the CR of the monster you are, and you gain a number of racial hit dice equal to that same number of levels.

You do not gain bonus hit dice from playing a monster PC.

I am okay with summoning, as long as you do it correctly! If I accept a summoner I might not accept as many PCs though, so the battlefield isn't quite as cramped.

Dragons are ok, just let me know exactly which type of dragon, and be aware of the age of your dragon. If you start as a very young dragon, you're under 15 years old.

There are background skills for racial hit dice as well.


I would like to enter. May 6th is ample time to come up with something creative.

Dice Rolls:

4d6 ⇒ (1, 4, 4, 3) = 12 -1 = 11
4d6 ⇒ (4, 6, 2, 3) = 15 -2 = 13
4d6 ⇒ (2, 3, 5, 5) = 15 -2 = 13
4d6 ⇒ (4, 3, 6, 6) = 19 -3 = 16
4d6 ⇒ (6, 3, 3, 5) = 17 -3 = 14
4d6 ⇒ (3, 6, 6, 6) = 21 -3 = 18

11, 13, 13, 14, 16, 18. Not bad I must say. I will come up with something.


trawets71 wrote:
Here is my submission I am working on, Raziel. He is a Paladin and former servant of Amaznen, the Azlanti god of invention, magic, and secret knowledge. If you don't like the idea of him being so old, I can change his allegiance to an emperyal lord. Still working on gear.

So, what is Raziel's personality like? How did he become a paladin? For that matter, what deity grants his powers? Where is he from?

What is their role 'in society in general' and 'in a party'?

Was there a personal reason that he wanted to join the Riftwardens?

Raziel's backstory wrote:

He secured knowledge the Whispering Tyrant used in his rise that no person should know.

When Aroden died and Iomadae took his place he continued to work with her on and off. Raziel tracked down several well known Blackfire Adepts and ended their threat to the world. He took their potentially world breaking knowledge and hid it away with those from the Whispering Tyrant.

Can I get you to be more specific about this part? What knowledge? What were the Adepts doing? What was their threat to the world?


Hmmmm. Consider this a dot.


Apologies if someone already asked this as I am currently on mobile and scrolling through everything is a mite difficult.
leinathan, you are allowing some monster races; are you also allowing, perhaps, any templates?


You mean... archetypes for classes?

Archetypes are a core part of the game rules. Of course they're allowed.


I fixed my post... and then answered my question :P

Sorry I meant templates! I then found what you wrote about it. Long day at work... apologies!!


I’ll take some time to look over the allowable 3PP before making a decision. Might go with a PoW class...


Questions; may crafting feats be taken for a reduced gear cost? Is Leadership available?


Awesome. Probably going to go with a Very Young Gold/ something 1, to maximize dragon-ness (and it seems like a bad idea to be vulnerable to fire damage). Are Spheres (of power/might) allowed? They're usually the first 3rd-party options allowed, but I don't see them listed in your initial post. It's absolutely fine either way, just curious.


Dotting and rolling all in one

4d6 - 1 ⇒ (1, 1, 5, 2) - 1 = 8
4d6 - 2 ⇒ (2, 5, 2, 3) - 2 = 10
4d6 - 2 ⇒ (5, 4, 2, 3) - 2 = 12
4d6 - 2 ⇒ (2, 6, 2, 5) - 2 = 13
4d6 - 2 ⇒ (2, 4, 3, 5) - 2 = 12
4d6 - 1 ⇒ (2, 4, 2, 1) - 1 = 8

Well that's a 3 point buy, lets try again!

4d6 - 1 ⇒ (1, 6, 3, 6) - 1 = 15
4d6 - 5 ⇒ (5, 6, 5, 5) - 5 = 16
4d6 - 5 ⇒ (6, 5, 6, 5) - 5 = 17
4d6 - 1 ⇒ (1, 4, 6, 6) - 1 = 16
4d6 - 4 ⇒ (5, 4, 6, 5) - 4 = 16
4d6 - 1 ⇒ (5, 1, 6, 5) - 1 = 16

Hmmm, 3 point buy to a 60 point buy, I'm calling biggest turn around.


Aipaca wrote:
Hmmm, 3 point buy to a 60 point buy, I'm calling biggest turn around.

I don't think you'll have many contenders. Almost straight 16s is not bad at all.


Spheres are not allowed.

Crafting feats can be taken for a reduced gear cost, but only if you can craft the item by yourself (please let me know which items you have crafted so that I can double-check this).

No Leadership, please. Leadership is something you earn in-game via reputation, and this game won't be long enough for that, I believe.


I've been mulling over monsters, and I've narrowed it down to two. One is a Janni, which is on the list. Easy enough. The second is....well, the second is a race known throughout the multiverse as good, just, and honorable defenders of the innocent. They strive to spread throughout the stars, staying ever vigilant to evil and pointing heroes toward it whenever found. They are...flumphs. Can I play a flumph? I kind of want to play a flumph. Maybe some mixture of warpriest and....gunslinger? Yeah, that sounds about right.


Understood, thanks!


... what do you mean “craft the item by yourself”?

I assume you mean have the requisite feat and be able to succeed by taking 10?


And I think final question for now (again, Mobile, apologies if it’s already been asked), I assume racial variants are fine but may we roll on the variant abilities table?

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