Sebecloki's Untitled Campaign

Game Master Sebecloki


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Male Weremonkey Rogue/Ranger/Trickster

Seb,

How big, in miles, is the main city we're going to be in?

Also, roughly how much of the game will take place in that city? I know you've said we'll go elsewhere, just wondering if we'll be in the city for a good chunk of the game or will it mostly be taking place outside of the city?


The main city is enormous -- Tyr in the Tablelands has around 500,000 inhabitants, and that's just because the Green Age city of Tyre, which was inhabited in part by kobolds (a forgotten age of the city's history in the present day), was decimated (as in literally 1 out of 10 killed), during the invasion, and grew back to have of it's original size over a millennia. The lower quadrant of the city is basically uninhabited.

Eridug, by contrast, is fully inhabited and has between 1-3 million inhabitants depending on how you count the outlying areas in the valley that surrounds it.

Several miles at least in any direction. Think on the scale of Shanghai, Mexico City, Tokyo, Mumbai, or Bangkok.

I would say at least half the scenarios will end up taking place in the city. I have a few ideas for outside excursions -- but I've already described why that is highly dangerous.


Male Weremonkey Rogue/Ranger/Trickster

Was asking because the dread lord template has the following:

Landlocked (Ex)

A dread lord’s power is drawn directly from its domain, which has a radius of 5 miles per Hit Die of the dread lord, centered on a fixed point of some significance to the dread lord. The dread lord loses all benefits of this template when not within its domain.

Which is 80 miles, lol.


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If it helps to think about ideas, and trying to give some info without giving away too much of the plot, the first few scenarios are going to involve some snooping around Eridug, a visit to a site in the wilderness between the kyton city of Leviathan and Eridug, and a visit to the ruins of Assybassiya on the Temple Isle of the Oracle Archipelago in the midst of the Porphyric Sea, as well as an excursion to Tyr on Athas.


...Would it be possible to post the revised build rules in the campaign page, if/when they are approved and final?


I will on Monday


M Humanborn

are there lycanthropes? i am going to take the moon portfolio which has a power involving turning lycanthropes, and also gives me a lycanthropic template. i am wondering if there is an Athasian/Dark Athasian equivalent, or what i should take, or perhaps even if the three moons i embody would just have entirely different powers.


M Humanborn
Tenro wrote:
are there lycanthropes? i am going to take the moon portfolio which has a power involving turning lycanthropes, and also gives me a lycanthropic template. i am wondering if there is an Athasian/Dark Athasian equivalent, or what i should take, or perhaps even if the three moons i embody would just have entirely different powers.

from what i could gather from google, there are no lycanthropes in Athas because they were working on Ravenloft at the same time and didnt want to put classic trope enemies in Athas.

that said, I assume you would have an idea for an Athasian version of this portfolio? I am planning on being involved with all three moons. maybe instead of turning/destroying lycanthropes i would do so for xxyth and/or psurlons? and i would gain some sort of template related to them?


look up pakubrazi and the thrax for ideas


M Humanborn

hmm, the pakubrazi seems closest to a lycanthrope, thrax is undead. also, neither of them are templates. so, while i could see turning or destroying them, it wouldnt make sense to gain a template if they arent a template.

the real question is, are either of them related to the Moons? as i get this from the Moon portfolio. it could be totally different powers as relates to the moon in your setting. I just took the portfolio for story reasons so i dont REALLY care what power comes from it but it would be cool if it was useful or interesting.


If you don't need it to be quasi lycanthropic, then I would focus on mutagenic powers -- sort of like an alchemist. This about a portfolio of bioorganic and life shaping abilities. Think about powers drawn from the Shifter and Alchemist classes. The idea is that the moon of Tenebrian embodies the life giving powers of the Blue Age, just as the Red Sun of Athas is a life stealing, dessicating force of the Age of the Sorcerer Kings.


M Humanborn
Sebecloki wrote:
If you don't need it to be quasi lycanthropic, then I would focus on mutagenic powers -- sort of like an alchemist. This about a portfolio of bioorganic and life shaping abilities. Think about powers drawn from the Shifter and Alchemist classes. The idea is that the moon of Tenebrian embodies the life giving powers of the Blue Age, just as the Red Sun of Athas is a life stealing, dessicating force of the Age of the Sorcerer Kings.

alrighty cool i will think on it and come back with something


M Humanborn
Tenro wrote:
Sebecloki wrote:
If you don't need it to be quasi lycanthropic, then I would focus on mutagenic powers -- sort of like an alchemist. This about a portfolio of bioorganic and life shaping abilities. Think about powers drawn from the Shifter and Alchemist classes. The idea is that the moon of Tenebrian embodies the life giving powers of the Blue Age, just as the Red Sun of Athas is a life stealing, dessicating force of the Age of the Sorcerer Kings.
alrighty cool i will think on it and come back with something

how about "The deity gains an evolution point pool equal to its hit dice and may spend these on eidolon evolutions as if the deity is an eidolon or Aegis (Aberrant) [Dreamscarred Press]. These points may be changed once per day after an hour of meditation, as if the deity were a cleric praying for spells (at a time relevant to the moon)."


sounds good

Also, keep asking me fluff questions to help me develop this setting some more. I have a lot of ideas, but prompting will help me flesh things out.


Male Weremonkey Rogue/Ranger/Trickster

Since we have the deity template, along with portfolios, domains, and the ability to grant spells, are we actually gods? Ie, do we have a church, worshipers, clergy, etc?

If we don't start out with such things, can we build towards them in game?


That would involve, in Athas, being associated with a Living Vortex (that's how the sorcerer-kings provide spells). I don't think the current character roles fit having Templars -- it doesn't make much sense for the captain of the kings guard to have Templars. We'd have to figure out a way for that to make sense in the context of the setting.


Male Weremonkey Rogue/Ranger/Trickster

I guess we can just ignore those aspects of the template then, which sort of goes along with my suggestions in the recruitment thread. Otherwise, we're able to grant up to 5th level spells, unless we answer to a full fledged deity 'sponsor' who is more powerful than us. If that were the case, we could grant spells of any level.


Sebecloki, could you repost that stuff about the houses etc. again please?

I'm also a bit worried about save DCs of spells and abilities.
Compared to my own saves, it's an autosuccess every time.

Spell damage i can get to something respectable and comparable to martial damage, but i wanted to use bardic abilities and witch hexes a bit more.


I think what would fit is being lesser immortals or disciples answering to more powerful beings in the hierarchy, who control the stuff.


M Humanborn

Yeah I had planned on answering to the blink dog ambassador as well as the head of the moon cult in Eridur. I wasnt too worried about followers yet myself. And I'd be ingratiated into the Draj culture as well.


I was thinking about this more, and one way I could imagine doing this is that the ningishzidda society is a sort of ancestor worship where the individual members venerate higher level members of their clan.

The king and queen are at the top of this hierarchy, and are the channel of a living vortex that was absorbed from Sacha when he was killed (this is part of a story line I don't want to entirely reveal yet). All of the subsidiary nobility share in the power of this vortex. There is essentially a pantheon of hundreds or thousands of the 'living' (the living) and the 'everliving' (the dead) nobility that most of the inhabitants of the city venerate in millions of shrines and hundreds or thousands of sodalities spread throughout the city.

So, these characters would have their own fans/worshippers, as would all the other nobles, but it would be more of a small mystery cult or free mason lodge type of arrangement than a church as such.

However, this is an issue for any non-kobold characters, as I don't really know how to deal with the lack of a living vortex for the other races. This would be a unique aspect of ningishzidda society that explains their power and success in this hostile environment.


Hayato Ken wrote:

Sebecloki, could you repost that stuff about the houses etc. again please?

I'm also a bit worried about save DCs of spells and abilities.
Compared to my own saves, it's an autosuccess every time.

Spell damage i can get to something respectable and comparable to martial damage, but i wanted to use bardic abilities and witch hexes a bit more.

I think I've collected the relevant fluff material on the campaign issue page. I'm going to make a separate file soon that covers Atahs and this planet. I have like 50 pages (20,000+ words) of single spaced material on this setting right now, and I'll need to keep all that organized for future reference.


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Here's my proposal for the ningishzidda racial profile. I think this makes them rp 22-25

Racial Traits

–2 Strength, +2 Dexterity, +2 Intelligence: Umbral kobolds are fast and a quick study but physically weak.
Small: Umbral kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Umbral kobolds have a base speed of 30 feet.
Darkvision: Umbral kobolds can see in the dark up to 60 feet.
Natural Armor: Umbral kobolds gain a +1 natural armor bonus to AC.
Crafty: Umbral kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for an umbral kobold.
Light Sensitivity: Umbral kobolds are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Umbral kobolds are also dazzled for as long as they remain in areas of bright light.
Languages: Umbral kobolds begin play speaking Common and Draconic. Umbral kobolds with high Intelligence scores can choose from the following: Aklo, Dwarven, Gnome, Shadowspeak, and Undercommon.

Shadow Blending (1 RP)
Prerequisites: Shadow resistance racial trait.

Benefit: Attacks made against members of this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.

Shadow Resistance (2 RP)
Prerequisites: None.

Benefit: Members of this race gain cold resistance 5 and electricity resistance 5.

Dissolution’s Child (5 RP)
Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype.

Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can change its appearance to look as if it were little more than a 4-foot-tall area of shadow. Its physical form still exists and it is not incorporeal—only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds).

Shadow Caster (2 RP)
Prerequisites: None.

Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool.

Shadow Magic (2 RP)
Prerequisites: None.

Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):

1/day—ghost sound, pass without trace, ventriloquism

Shadow Travel (5 RP)
Prerequisites: Outsider (native) with ties to the Shadow Plane.

Benefit: When a member of this race reaches 9th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user’s character level):

1/day—shadow walk (self only)

When a member of this race reaches 13th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user’s character level):

1/day—plane shift (self only to the Shadow Plane or the Material Plane only)

Swift as Shadows (3 RP)
Prerequisites: The race has at least a +2 racial bonus to Dexterity.

Benefit: Members of this race reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.

Fetchling
Type Outsider (native) 3 RP

Size Medium 0 RP

Base Speed Normal 0 RP

Ability Score Modifiers Standard (+2 Dex, –2 Wis, +2 Cha) 0 RP

Languages Standard 0 RP

Racial Traits

Defense Racial Traits

Shadow blending 1 RP
Shadowy resistance 2 RP
Feat and Skill Racial Traits

Skill bonus (Knowledge [planes]) 2 RP
Skill bonus (Stealth) 2 RP
Magical Racial Traits

Spell-like ability, lesser 1 RP
Shadow travel 5 RP
Senses Racial Traits

Darkvision 60 ft. — RP
Low-light vision 1 RP
Total 17 RP

Venom: Through some quirk of evolution, or possibly the outside influence of other natives of Shadowsfall, some umbral kobolds possess specialized glands giving them the ability to spit mild venom once per day. This deep, inky black spittle can be spit up to 15 feet away and counts as a ranged touch attack. Those hit by the venom may save to avoid the effect (Fortitude DC 10 + the umbral kobold’s Constitution bonus); otherwise, they are blinded for 1d3 rounds. Additionally, these umbral kobolds gain a +2 bonus on Craft (poison) checks.

Slink: Befitting their racial stereotype for fleeing at the first sign of danger, these umbral kobolds are swifter, slinkier, and more dexterous. These umbral kobolds gain a +1 bonus to their Dexterity and a +2 racial bonus to Stealth checks.

Alternative Racial Traits

Albino: Similar to animals that evolve in a lightless environment, a rare strain of umbral kobolds lacks the melanistic darkness of their kindred and instead possesses a pale, milky white coat of scales, and red eyes. As a result, their scales are easily noticeable in the gloom of Shadowsfall, resulting in a –4 penatly to Stealth checks. This trait replaces light sensitivity.

Shadowblooded: Some umbral kobolds are blessed (or cursed) with a deeper, more profound connection to the substance of their adopted homeland. As a result, they cast any spell with the shadow or darkness type at +1 caster level, but are impacted more harshly by strong sources of light. When exposed to sunlight or a daylight spell, they are blinded for an additional one round, and in areas of bright light they are nauseated as well as dazzled. This trait replaces the light sensitivity racial trait.


About HOP: are you also allowing Mythic HOP?

And if taking HOP Gestalt, do we need to meet prerequisites?


Mythic HOP fine

You do need to meet prerequisites


M Humanborn
Alias ad Tempus wrote:

About HOP: are you also allowing Mythic HOP?

And if taking HOP Gestalt, do we need to meet prerequisites?

no more than 16 regular HOP and no more than 8 mythic HOP


what tenro said


Got it! That's how I had interpreted the information on the campaign tab... Building this character, while fun, is proving to be a bit of a headache!

I never did get an answer: Paladin? Antipaladin? Could the first work in this world? I somewhat prefer the Paladin to the Antipaladin, but I could go either way... And, in any case, could a Sacred Shield's aura of light/daylight become an aura of dimness/darkness?

So I'm thinking Paladin + Warder + Mythic Gestalt... Splintersoul Vigilante! It would give the character a tormented and potential dangerous affiliation to the counterpower and to the awakened blink dogs. Could that work?


Alias ad Tempus wrote:

Got it! That's how I had interpreted the information on the campaign tab... Building this character, while fun, is proving to be a bit of a headache!

I never did get an answer: Paladin? Antipaladin? Could the first work in this world? I somewhat prefer the Paladin to the Antipaladin, but I could go either way... And, in any case, could a Sacred Shield's aura of light/daylight become an aura of dimness/darkness?

So I'm thinking Paladin + Warder + Mythic Gestalt... Splintersoul Vigilante! It would give the character a tormented and potential dangerous affiliation to the counterpower and to the awakened blink dogs. Could that work?

I did answer that above, look up my reply


M Humanborn
Alias ad Tempus wrote:

Got it! That's how I had interpreted the information on the campaign tab... Building this character, while fun, is proving to be a bit of a headache!

I never did get an answer: Paladin? Antipaladin? Could the first work in this world? I somewhat prefer the Paladin to the Antipaladin, but I could go either way... And, in any case, could a Sacred Shield's aura of light/daylight become an aura of dimness/darkness?

So I'm thinking Paladin + Warder + Mythic Gestalt... Splintersoul Vigilante! It would give the character a tormented and potential dangerous affiliation to the counterpower and to the awakened blink dogs. Could that work?

oh you got a problem with blink dogs huh?!?! huh?!?! j/k

what helped me is making a custom excel spreadsheet. if you know a few formulas (or just do the wizard) it REALLY helps. you can do stuff like

=ROUNDDOWN((B13-10)/2) to auto calculate ability score modifiers and

='AB Scores'!C14 to have it look at the modifier from a different sheet and

=(10+(B1/2)+'AB Scores'!C16+B135) to have it auto calculate DCs and stuff for you

that way if something happens to tinker with an ability score, you dont have to go find all the places that score cascades to and change them by hand, everything you do just auto-updates everything relevant


Sebecloki wrote:

I think you're looking at something more like a lawful neutral paladin. There definitely aren't lawful good ningishzidda that are champions. I think a neutral evil anti-paladin with a strong emphasis on the law part would be the best fit.

Keep in mind that the 'cult of Apsu' is the cult administered by the Ensik -- the male ruler/king of the ningishzidda. There is no 'god' Apsu -- that is simply a concept or mythology for organizing the 'priesthood' of the Ensik's cult. The actual ritual functionaries are various occult classes, dragon disciples, shifters, and other casters. The porphyra system unifies all the spell lists, so there really isn't any difference between 'arcane' and 'divine' magic. There are 'casters' who get their power through the four elemental strongholds, as well as the other subsidiary elemental planes, and there are others that use the power sources like the sun/moon/defiling/preserving. This overlaps in some areas. It's more a fluff issue than a mechanical one.

Apologies. Found it. Would you, therefore, accept a LN paladin or a NE Antipaladin? Or should I simply avoid the question entirely, which I could certainly do...?


I see chaotic evil is the default. I'm going to do some research on anti Paladin alternatives and get back to you


https://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/p aizo-antipaladin-archetypes/insinuator-antipaladin-archetype/


https://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/p aizo-antipaladin-archetypes/tyrant-antipaladin-archetype/


Check out other paladin and anti paladin archetypes. There should be a way to do what you want.


https://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-pala din-archetypes/gray-paladin-paladin-archetype/


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Thanks! I had completely forgotten about the Tyrant!


Updated Maps and Images tab in Campaign Info with the current versions of the Central Tyr, Tyr General, and Tyr Region maps.

Couple of interesting points -- part of the ruined sector of Tyr is built over an enormous massif that areal surveillance reveals to be the face of an enormous giant.

The swampy delta and river that fills Lake Ba'al-Yammim is clearly the remains of a large aqueduct, a silent testimony to the wonders of the ancient world.

The Valley of the Giants surrounding Tyr in the Ringing Mountains includes the mysterious rock outcroppings known as the Pillar of OgGogg and Mount Moggpharu, both of which appear to be composed of a red mineral distinct from the rock comprising the rest of the mountain valley.


actually, porphyra gets rid of alignment, so this whole discussion is irrelevant. There's a paladin-like class too called a champion.


Male Weremonkey Rogue/Ranger/Trickster

Hey Seb, any more info on the various Drow clans and their society in general?


well, they're not 'drow' exactly, they're kobolds with pure black bodies (the 'normal' ones are a less deep shade of black, like the difference between a black hole or pitch black and a black-furred animal) that live under the main city in their own city called Ereshkigal. I mentioned there are several clans, each with a venomous totem animal. So far, we have spider, serpent, scorpion, and salamander clans, though tell me if you can think of other poisonous beasties that might be good totems.

Each of the clans has a different social structure. The spider clan is the strongest clan and is matriarchal. A great deal of its power derives from its enslavement of demons and evil elementals via their summoners.

At one point, these night-skinned kobolds were the leaders of their race. They were replaced during a civil war after the kobolds went to the Black by a lineage of albino kobolds, who continue to be the royal line, including the present king and queen. After this civil war, they ventured underground and established their own settlements.

For thousands of years, the civil war has been put aside and peace has existed between the different breeds of kobolds. However, a particularly ambitious and upstart summoner from the spider clan has recently begun a plot that may upset the balance, and has allied herself with the 'Reapers', a race of soul-stealing outsiders native to the Gray that are the patrons of a vast kingdom that exists below the purple waters of the Porphyric Sea (the 'Reapers' are basically a version of daemons/yuggoloths and also have influences from the infernals of Iron Kingdoms).


Male Weremonkey Rogue/Ranger/Trickster

Yeah, I know they aren't actual Drow, but didn't know what else to call them.

Which is probably something we should figure out, their proper name. Night Kobolds would be the easiest.

I'm leaning towards being from the spider clan, as while I'll be male and not a summoner, I'm definitely sitting at the center of a web of contacts, connections, and favors.

Is the spider clan similar to the classic Drow in mentality when it comes to males? Ie, they are lesser, can be ordered to do basically anything, but are obviously still better than non Drow?


M Humanborn

ah i am going to be an albino kobold and now i see they are royal. can you expound upon them further?


Monkeygod wrote:

Yeah, I know they aren't actual Drow, but didn't know what else to call them.

Which is probably something we should figure out, their proper name. Night Kobolds would be the easiest.

I'm leaning towards being from the spider clan, as while I'll be male and not a summoner, I'm definitely sitting at the center of a web of contacts, connections, and favors.

Is the spider clan similar to the classic Drow in mentality when it comes to males? Ie, they are lesser, can be ordered to do basically anything, but are obviously still better than non Drow?

The Night Kobolds are known as the Ushumgallu in the kobold language -- the name of the entire race is Ningishzidda.

The spider clan is similar to the classic drow in their gender relations. Instead of matron mothers, there is a caste of female summoners who control the bound demons and elementals that maintain their power. The summoners are served by a caste of male rangers who serve as the demons' task masters and that have demon as their enemy race. There are intermittent conflicts between the various Ushumgallu clans, with different clans rising or falling in power. The spider clan has become ascendant in the last few years because of the aforementioned alliance between one of the summoner matriarchs of the clan and the Reapers of Ashlaguttah, the mysterious realm of the Soul Stealers which resides in the depths of the Porphyric Sea.


Tenro wrote:
ah i am going to be an albino kobold and now i see they are royal. can you expound upon them further?

The Usumgallu or Night Kobolds comprised the echelons of Shadow Mages, including the Monitors that controlled the vast pyramidal shadowbarges, which delivered the Ningishzidda from ruin when their civilization in the Green Age city of Tyre and Urik were assaulted by the Champions of Rajaat. For at least a thousand years after arriving in the Black, these circles of Shadow Mages, especially the Monitor and Navigator classes of the orders that controlled the sky ships, continued to rule the Ningishzidda. Their prominence resulted mainly from their position as the original mediators between the mysterious Dragon Kings and the rest of the Ningishzidda society, and they served as the viceregents that ruled the colony cities of Tyre and Urik during the Green Age -- the primary Ningishzidda territory where the lived under the rule of the Dragon Kings lay to the south of the Tyr Region.

The planet of Tenebrian contains two portals. One leads to the realm of deepest darkness known as the Hollow or the Void, where Rajaat is trapped and from which the Xyyth originate. There is another portal which leads to a realm of blinding radiance, a domain of intense light that also has mutagenic properties. This latter gate reappeared after a comet collision with the planet, and some of the kobolds that explored it were altered by their investigations. This clan utilized their new powers to ascend to the heights of Ningishzidda society, and portrayed the change as a result of the blessing of the Dragon Kings, which had been sent through time and space to save their lost children. In a massive civil war in which the radiance mutated servants of the Albinos fought the forces of the Night Kobold Shadowmages, including 'false dragons', the Albinos were victorious.


M Humanborn

so is Borys a dragon king, or above that? who are these dragon kings


They were a different race of draconic creatures that existed during the Green Age that come from another planet. They are totally separate from the defiler Dragons of Rajaat.


Finally got a first draft of a setting map up in the campaign info page; here's a copy of the link. I'll add more later. I have a couple of additional ideas for city-states

Nihiloth is going to be a city ruled at least in part by Cloakers.

Tell P'tan-Sibeccai is going to be inhabited by a combination of the P'tan race from Louis Porter Game's Neo Exodus and the Sibbeccai from Arcana Unearthed.

Vah Angkar is going to be mostly populated by an advanced race of Ratlings/Tari -- more like the Warhammer Skaven.


M Humanborn

looks nice but it is difficult to read the text


Mh i have to think about the drow stuff. Was going to say that i would take the spider clan, but that story puts the character heavily into a corner then.

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