Sebecloki presents the Rod of Seven Parts (Inactive)

Game Master Sebecloki

Maps and Images:

Part One: The Dreaming Domes of the Aboleth Psilords

Trouble is fomenting in the prosperous Blood Sea city state of Malvent; the half-elven cerebremancer Ezria Santhrasslisan the Insightful, apprentice and confidant to the archmage Mordenkainen the Magnificent has vanished, and the vaunted head of the Circle of Eight is in need of aid to locate his protege; at the same time, foul rumors of fester regarding a series of caravans that have vanished on the road between Malvent and Phloon over the past several months. Has a new force of evil begun to accost the trade in this benighted region on the northern shores of the Sea of Blood? Heroes are sorely needed.

The Sea of Blood/Sanguine Sea Region

Region Map

Northern Sea of Blood Region: contiguous with the pre-Divine War realm of Kingdom of Thaumka (half-giant and orc/goblinoid worshippers of the Titan Kadum); notably, contains the non-aligned city-states of Malvent and Phloon; treacherous middle territory between the slavers of the Citadel of Tarim to the East and the despot of city-state of Hanfar and her purple plumes (legions of magus); north lies the Ravenlands of the Bloodmist; remnants of Thaumka in the northwestern tribe lands of ogres, orcs, giants, and others between the settled regions of the coast and the Ravenlands of the Bloodmist.

Northern Sea of Blood Coast: Region Map
Northern Sea of Blood: Region Map (Classic Icons)

City-State of Malvent

Overview Map
Vauntor Square, East Malvent Docks District (Night)

Vauntor Square

Floating Fighter Tavern (high class establishment, frequented by nobles)
Breakwater Tavern (run by former adventurers)
Vauntor's Drop (bridge over canal)
Hermuk's Allgoods (general store)
Ganza's Arms and Armor
Blackalbuck's Swap Shop
Temple of the Rainbow: Temple of Jazirian w/ shrines to Iris, and Renbuu -- nagaji and ophiduan priests from the distant south
Umberlee's Bosom (underground dive bar)


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At the Dawn of Time the forces of Law warred with the forces of Chaos for control of the Cosmos. The Battle of Pesh was the climax of this campaign where the armies of Chaos were led by Miska the Wolf-Spider, while the forces of Law were championed by the Vaati, or Wind Dukes. Desperately outnumbered, the Wind Dukes fashioned the Rod of Seven Parts, a weapon powerful enough to kill Miska in a single strike. Yet the Battle of Pesh was a draw, as neither Law nor Chaos won the day. The Wind Dukes were decimated, but in the final moments their leader struck Miska with the Rod, but rather than being slain the Wolf-Spider was mortally wounded and imprisoned for eternity within the Abyss. The resulting balance created the multiverse as it now exists, with a tense stand-off between order and anarchy. The fate of the multiverse is in the hands of the wielder of the Rod of Seven Parts, for it can still both slay Miska and free him.

Because the Rod is so potent, it cannot be conventionally protected. Therefore, to keep it safe the Wind Dukes designed the separate sections of the Rod to scatter around the globe whenever its full powers were employed by striking Miska. Each piece of the Rod both leads and urges its bearer in the direction of the next sequential section. Once the first section of the Rod has fallen into the hands of the player characters they are committed to a quest which will take them the length and breadth of their homeworld, and eventually into the heart of the Abyss.

This is a recruitment for a high-level romp requested by long-time board member Monkeygod, and is based on some classic campaign concepts. It will basically consist of seven set pieces to gather up different components of the Rod of Seven Parts.

Monkeygod is going to be responsible for the mechanics part of the recruitment, and I'm going to do fluff and run the campaign.

The ideas I have for the ‘set-pieces’ so far (and potentially subject to change are):
-Subterranean quest based on Night Below and the Demon Web pits -- aboleth cities and drow
-A combination of Gates of Firestorm Peak and Dragon Mountain/white plume mountain and castle whiterock (major red dragon bores a hole to the far realm in planes-hopping mega-dungeon) – dragon in a war with cloud giants in a flying castle.
-Flying pyramid Stargate/Tomb of the Mud Sorcerer in 'Dark Sun' or the ‘Old Empires’;
-Thieves Guild in a major city in the 'Moon Sea' region -- also sought by slavers and pirates, I'm imagining it being stolen and you have to chase after it (combination of elements of 'the Styes', the Blight, and the old slaver series;
-Offworld (Tale of the Comet (2e)/barrier peaks and or/Star Trek. Maybe Romulans have it.
-Hell/Limbo/the Abyss/Infernal Outer Planes (Face the Queen of Chaos with the Rod).

There’s not going to be a lot of complicated plot beyond traveling from one location to another to get different pieces of the Rod. You’re going to be given the quest by Mordenkainen at the outset.

The setting for this expedition will be a wacky homebrew mash-up of my favorite elements from a dozen or more campaign settings: Forgotten Realms, the Known World/Mystara, Greyhawk, Kobold Press’ Midgard setting, the Iron Kingdoms, Dragonlance, Dark Sun, Golarion, Ghostwalk, Eberron, Arcana Evolved, Dragonage, Mass Effect, Star Trek, Star Gate, and others. If you’re a canon purist, this entire set up will annoy you to no end, and I don’t advise submitting an application. I’m going to combine, tweak, rename, and rearrange all kinds of things.

The pantheon for this world contains thousands of gods -- all the gods from Golarion, Forgotten Realms, Greyhawk/Basic D&D, the Scarred Lands, Deities and Demigods (the pharaonic gods, etc.), and many other settings. It is also worth noting that the ‘Mulhorandi’ pantheon is the ‘Church of Light and Dark’ from the Palladium world setting and is one of the major religions throughout the northern continent.

The basic history of the setting is that a combination of the FR Time of Troubles, the Wrath of the Immortals, and the Divine War of the Scarred Lands occurred about 150 years ago and caused major upheaval. Much of the earlier historical record is fragmentary because of this event.

Here is a link to a basic setting map: Setting Map

There are three major continents which surround an inner sea; the linked map gives an idea of the approximate locations of different elements and the shapes of the continents, though maybe not 100% accurate in terms or relative size, and areas are also moved around quite a bit within these outlines.

The following is a list of the ideas/planned areas that I currently have, I’m going to do area maps bit by bit and leave some things slightly amorphous so I can always have space to insert additional things if I want to

Northern Continent:

The ‘Coast of Blades’/Sword Coast – this is a wild area containing isolated city states and the remains of the ‘Great Kingdom’; it includes Underwell/Waterdeep, Sandpiper/Sandpoint re-envisioned as a populous city-state, Magnimar, Korvosa, Greyhawk city and the Domain, Baldur’s Gate, the City of Mithril from Scarred Lands, Lankhmar and the Land of the Eight Cities, some version of Absolom, Alderac’s the World’s Largest City, a version of the Grand Duchy of Karameikos, and an approximation of Hyperboria’s Aquilonia – the largest remaining component of the former ‘Great Kingdom’.

The ‘north’ of the Coast of Blades will contain winter elves, ice elves, and ‘stormpunk’ from the Rune campaign setting, as well as elements from the Island Kingdom of Byzantium and other parts of the ‘northern wilderness’ from the Palladium world – wolfen, dwarven rune forges, etc. It will also contain the Bandit Kingdoms from Greyhawk.

The Heartlands – a combination of the Dalelands, the five shires, and the valley nation of Toris Kelt from Alderac’s Warlords of the Accordlands. These human and halfling territories are at war with the evil, undead, element-worshipping elves of Warlords of the Accordlands in the Cormanthyr Forest equivalent. Some of the dale capitals like Shadowdale may be small cities.

The Sea of Starlight/Inner Sea contains a Cormyr equivalent, which is also engaged in the elven war, and is more based on Arthurian legend, and is also combined with Furyondy from Greyhawk. ‘Sembia’ is combined with the Republic of Darokin and the Theran province of Talea from Earthdawn, and is more explicitly Renaissance in flavor. This area also contains the Ducky and Country of Urnst. It also contains a combination of the Theocracy of Carraway from Thunderscape and the Theocracy of the Pale and the Theocracy of the Lance from DCC’s Aereth.

The Sea of Blood is north of the Heartlands and combines the Moonsea with the Blood Sea from Scarred Lands. The Titan Kadum lies in the depths and the middle of this inner sea is polluted by his divine blood. The city-states of the Sea of Blood include: the Citadel of Tarim – the Zhentarim are replaced by a slaver network that is a combination of the Slaver’s of the Pomarj, the Despotate of the Ruby Sea from Midgard, and the slaving nation of Pel Brolenon from the Kingdoms of Kalamr; Xin-Shalast; Melvaunt/Melvant, an important trading city; the Styes from Dungeon Magazine, Castorhage from the Lost Lands, High Port from the Pomarj in Greyhawk, Iopos from Earthdawn, Hilsfar, Mulmaster, and Phlan, and other city-states. North of this region are the ‘Forbidden Lands’ of the bloodmist.

The Empire of Calastia lies to the south of the Coast of Blades region; this is a combination of Calastia from the Scarred lands and Cheliax. Hellknights are now an institution of Calastia. It takes up the same approximate region as Amn. This area also contains a realm which combines Dambrath and Nidal.

The Vast equivalent, to the east of the Heartlands, contains a survivor state of Narfell that is based on the Deverenian Empire from Warlords of the Accordlands. Denska from the Accordlands and Damara are also combined. The city-state of Manifest from Ghostwalk may also be in this region.

The ‘Old Empires’ contains: Mulhorand: Fantasy Egypt more on the model of Stygia and Acheron from Conan. There is a substantial population of Yuan-Ti and serpent-blooded within the populace. The Assathi cities from the Scarred Lands exist in the deserts; Unther: Unther combined with the Mennite religion of the Protectorate of Mennoth from the Iron Kingdoms. Steampunk and magitech mixed with Sumero-Babylonian influences; Taman Busuk: Once a province of Unther; the Knights of Tiamat broke away from the rule of Menoth. The Knights of Takhisis/Tiamat and dragonborn rule in this region; Chessenta: Combined with the seven cities region of Kobold’s Midgard and the Scarred Lands’ pantheon.

The ‘East’ contains: Thay – a combination of Thay and Thassilon. The Scarlet Sorcerers/Red Wizards practice Sin Magic and the Scarlet Brotherhood is the foreign arm of the Red Wizards, and are also allied with the Red Mantis Assassins. They are competitive with the Slavers of the Blood Sea and also have substantial influences from the Domination of the Draka; further beyond that are the Skorne from Iron Kingdoms in the wastes. The middle of the wastes contains the Dark Sun setting, and it is hidden within a storm of dust similar to that which surrounds Ur-Draxa, and has been cut off by dimensional barriers from the rest of the setting for thousands of years; it the realm of the Nothrog from the Warlords of the Accordlands.

The southern western continent combines Maztica, Xend’rik from Eberron, and Lustria from the Warhammer setting.

The south western continent combines Argonessan with the Mystical Odyssey of Theros and the Odyssey of the Dragonlords mini-setting.
The middle of the Inner Sea surrounded by these three continents contains the Blood Isles of Io from Council of Wyrms.

We're either looking to have 1 party or 2 parties, one evil, and one good that compete, the latter if people can handle PvP in a mature manner (i.e., the evil party makes a deal with the drow to ambush the good party and dispatch assassins to kill all the local clerics that can raise dead to further slow them down; the good party gets their god to intervene and kill the witch patron of one of the evil characters, etc.).

Build Rules:

Monkeygod is going to answer all the build rules questions, and I'll answer fluff questions. We'll update this material on the campaign page if there are further clarifications/modifications

-Attributes:Dice Pool
-Gestalt classes 15th, one mythic path MR 5.
-PCs should try and stick to a theme with their build.
-Any standard races that don't have monster HD, so a noble drow would be okay.
-ABP, weapon and armor enchantments can be added as normal.
-360k gold(which is x1.5 15th WBL, to account for mythic), mythic items can be bought.
-No templates(maybe earned in game?).
-2 feats per level, 1 mythic feat per tier.
-Background skills; +2 skill points all classes
-combat stamina,
-1 trait per category,
-skill unlocks.
-3pp allowed.
-Elephant in the Playground feat taxes
-gestalt favored class bonus. -Expanded Favored Class Bonus
-Quarter Caster Cantrips: Rangers get druid cantrips, Paladins get cleric cantrips and Bloodragers get magus cantrips. Rangers and paladins get a 1 slot per day at first level, and add another at levels 2, 6, 10, and 14. Bloodragers get 2 known at level 1, and add additional spells known at levels 2, 6, 10, 14 and 17. It's a tiny tweak, but it makes the magic feel a lot less tacked on when it finally unlocks.
-Fractional save progression for multi class
-Maximum hit points


Hello! Just dotting so I get notifications. Looking forward to this!

A few important additions:

1) As there is a lot of over the top character creation rules, Seb(and perhaps myself) reserve the right to request a rework/new character, and may ban things that prove too OP/complicated/problematic. Yes, this applies to me as well.

2) We'll be using at least some of the Mythic Solutions. I'll need to re-read them, and figure out which ones.

3) Borrowing from my Time Bandits game the following additional houserules are being use:

No more than 3 spells/powers/maneuvers etc per round. Let's keep this game at least semi not godmode.

Likewise, critical threat range is limited to 13-20(I’m not sure you can reasonably go lower than 13, but let’s cap there) and critical multiplier will be capped at x6.

No worrying about tracking mundane ammo or rations/food.

4) Finally, to make every one's life easier, try and stick roughly to the level 15 numbers for bench-pressing.

It's okay to have say a +30 to hit, and AC of 41, but don't end up with +10 or more to all of them.


Looking forward to redo myself, I sadly cant be a full Succubus in this one I guess :).

Hmm, no templates yet.

Is Nocticula or Shamira in charge of Succubus city?

Motivation wise, beyond morality and Loth having pissed off either of them likely works.


Liliyashanina wrote:

Looking forward to redo myself, I sadly cant be a full Succubus in this one I guess :).

Hmm, no templates yet.

Is Nocticula or Shamira in charge of Succubus city?

Motivation wise, beyond morality and Loth having pissed off either of them likely works.

What is succubus city?


Ah boy. How can I not apply to a game where I might have a chance to play a drow noble sorcerer. Want to be shadow/darkness focused.


Very interesting. I hope we get off the ground this time! Do you have a set time you want to run this for? I know you are busy with school and stuff, right? Do you have a daily posting requirement?

Dice:
24d6 ⇒ (3, 4, 3, 1, 2, 6, 6, 2, 3, 6, 6, 6, 6, 6, 2, 1, 6, 5, 2, 2, 6, 1, 1, 3) = 89
Reroll 1s: 4d6 ⇒ (6, 1, 1, 6) = 14


Sebecloki wrote:
Liliyashanina wrote:

Looking forward to redo myself, I sadly cant be a full Succubus in this one I guess :).

Hmm, no templates yet.

Is Nocticula or Shamira in charge of Succubus city?

Motivation wise, beyond morality and Loth having pissed off either of them likely works.

What is succubus city?

Nocticulas capital of Alyushinnara, on the midnight isle of Alynythia. Population a couple of millions, the "face" of the Abyss, features prominently in the WOTR computer game.

Canonically, Nocticula ascends to being Chaotic Neutral before tyrants grasp, after which it is ruled by Shamira instead.


I may be doing a witch/mime gestalt. Mime being from the FF website under blue mage. Would that be fine, Monkeygod? As you know, it's d20, so it's not too far off. I don't think there are many abilities it gives that do status effects that aren't seen in PF (such as blinded and confused).


Dang, was not expecting that kinda high level play.

24d6 ⇒ (3, 2, 6, 5, 2, 1, 3, 5, 6, 1, 1, 3, 2, 6, 4, 4, 6, 1, 3, 3, 3, 1, 4, 6) = 81 - 66666, 55, 444, 333333, 22 would be what I keep then.

I am thinking I'll make a slightly properly paranoid Heiress using the Heir Apparent and the Rajah classes. They would be a backfield supporter character, bestowing Titles and buffing while occasionally using there allies to break someone's face in half.

Not as certain on Mythic stuff, but the Path of the Reluctant Hero looks like a good fit for what I'm going for.

Would it also be possible to use Inkantations? It's essentially magic items as tattoos and the creation thereof. I'm happy to give you guys access to the rules if you don't currently have them available, of course.


[looking at the campaign details, goals, and character creation guidelines]
"Dear, God!.. I want in!"
I shall cite and link all 3PP sources for Sebecloki/Monkeygod's perusal. Knowing me, I shall likely create a godling gestalt suitable for this level of play. Good luck to all fellow applicants!!!

DICE ROLL!!!:
DICE ROLL!!!: 24d6 ⇒ (4, 5, 2, 6, 5, 6, 3, 2, 2, 6, 1, 4, 6, 6, 5, 3, 5, 3, 5, 2, 2, 2, 4, 3) = 92
Reroll the '1': 1d6 ⇒ 2


Liliyashanina wrote:
Sebecloki wrote:
Liliyashanina wrote:

Looking forward to redo myself, I sadly cant be a full Succubus in this one I guess :).

Hmm, no templates yet.

Is Nocticula or Shamira in charge of Succubus city?

Motivation wise, beyond morality and Loth having pissed off either of them likely works.

What is succubus city?

Nocticulas capital of Alyushinnara, on the midnight isle of Alynythia. Population a couple of millions, the "face" of the Abyss, features prominently in the WOTR computer game.

Canonically, Nocticula ascends to being Chaotic Neutral before tyrants grasp, after which it is ruled by Shamira instead.

Nocticula in this setting is going to have two different churches one evil and one good. They competeand both get spells. Sharia rules the city in the abyss but nocticula also still spends a decent amount of time there. She isnt totally redeemed.


Any word of the use of traits? Also could I submit one character for the GOOD party and one for the EVIL party?


Slight clarification on ability scores:

You roll the dice pool 12 times, like Seb did for his FF game.

I ended up with a really solid stat array(before any bounes):

18, 12, 17, 14, 10, 18.

Obviously, I got rather lucky with two 18s, but if I remember correctly, the other PCs all had similar results. Nothing too crazy, nor too weak.

I'll check out the mime later.

I have Inktantions, but haven't looked through it before.


TheWaskally wrote:
Any word of the use of traits? Also could I submit one character for the GOOD party and one for the EVIL party?

Seb's OP: 1 trait per category. Unless you meant something else? lol

My one concern, and I mentioned this to Seb already, with the good v evil party is how nasty, unpleasant, and unfun PVP can be. Along with how it can easily bleed into IRL.

Worse, we're all gonna be making high level characters, which always requires a fair amount of time and effort. I don't want somebody to have their PC killed off, and be unable to play for awhile. As much as I enjoy playing evil PCs, I'm opposed to ruining other people's fun.

If there's some way to strike a balance, I would be fine with the good v evil. Especially since my current possible concept fits the evil party more, lol


Also -- note on cosmology -- I'm using the 'doppelverse' model from the 3e Manual of the Planes.

That means there's a single multi-elemental inner plane that surrounds two different prime material planes, one 'light' and one 'dark' (this world is in the dark one); plane of shadow is in the middle, with each prime material plane having a separate ethereal plane; the astral plane consists of tendrils that run between the prime material and the outer wheel, through the multi-elemental 'Inner Plane'. The outer wheel moves around the two prime material planes, and the gods try to motivate the rotation to their own advantage. The outer planes are basically the dimensions of the Great Tree cosmology from FR 3e, but with some tweaks.


SmooshieBanana wrote:

Very interesting. I hope we get off the ground this time! Do you have a set time you want to run this for? I know you are busy with school and stuff, right? Do you have a daily posting requirement?

** spoiler omitted **

My general experience of PbP is consistency is more important than a specific rate. I personally will have more time on the weekends than the week. I think everyone should aim for 4 SUBSTANTIAL posts during the week. I mean stuff more than "Jhanyr smirks" "Where's the map?" "I agree" -- a substantial post that moves the story along. It's possible to have ton of short posts that don't really add anything or move the story forward.

I'm trying to make the campaign outline rather obvious to avoid the kinds of scenarios where a lot of PbP runs aground -- running around aimlessly. For example, after the first battle in Rise of the Runelords, it's sort of a sandbox where you're supposed to explore Sandpoint and conduct a sort of open-ended investigation -- a lot of players at that point aren't sure where they story is going and the PbP disintegrates without direction. Each of the set-pieces for this are going to have a fairly clear goal to try to get around those kinds of scenarios, but everyone still needs to be intentional about every post prompting some kind of reply or otherwise purposefully moving the narrative forward.


Music to my ears, Seb.

Dice Rolls:
24d6 ⇒ (1, 1, 5, 1, 2, 1, 2, 1, 1, 5, 3, 4, 1, 1, 3, 6, 6, 3, 5, 3, 3, 3, 1, 5) = 67
24d6 ⇒ (4, 4, 5, 2, 2, 2, 5, 4, 3, 2, 6, 1, 1, 3, 5, 4, 6, 5, 4, 6, 5, 3, 2, 2) = 86
24d6 ⇒ (3, 1, 5, 1, 5, 3, 6, 6, 6, 4, 5, 6, 2, 3, 3, 3, 5, 3, 1, 3, 4, 2, 6, 5) = 91
24d6 ⇒ (3, 2, 2, 2, 6, 2, 2, 4, 3, 1, 2, 3, 5, 2, 4, 1, 5, 3, 2, 2, 1, 5, 4, 2) = 68
24d6 ⇒ (3, 3, 2, 1, 4, 2, 1, 1, 5, 3, 6, 1, 3, 1, 5, 1, 1, 2, 3, 5, 5, 2, 5, 2) = 67
24d6 ⇒ (6, 1, 5, 5, 1, 1, 6, 1, 4, 2, 1, 3, 1, 3, 2, 5, 3, 5, 1, 5, 6, 1, 6, 6) = 80
24d6 ⇒ (6, 1, 3, 2, 6, 1, 5, 1, 3, 3, 2, 3, 4, 3, 2, 1, 1, 1, 1, 2, 1, 1, 5, 2) = 60
24d6 ⇒ (5, 3, 1, 3, 5, 5, 3, 1, 6, 1, 6, 6, 2, 6, 5, 5, 4, 2, 1, 4, 1, 6, 2, 3) = 86
24d6 ⇒ (2, 3, 4, 2, 2, 3, 2, 6, 5, 1, 1, 5, 3, 5, 3, 5, 3, 6, 4, 2, 6, 1, 2, 3) = 79
24d6 ⇒ (4, 6, 3, 6, 2, 6, 5, 1, 4, 2, 4, 5, 5, 1, 5, 4, 1, 5, 5, 5, 4, 5, 6, 3) = 97
24d6 ⇒ (1, 6, 2, 5, 6, 6, 6, 3, 4, 4, 1, 5, 5, 3, 1, 6, 6, 3, 6, 1, 4, 3, 3, 3) = 93
Reroll 1s: 6d6 ⇒ (1, 4, 4, 6, 6, 3) = 24


Monkeygod wrote:

Slight clarification on ability scores:

You roll the dice pool 12 times, like Seb did for his FF game.

0.0 ..okay!

D-D-D-D-DICE ROLL!!!:

DICE ROLL!!! #2: 24d6 ⇒ (1, 5, 2, 4, 1, 2, 1, 6, 3, 4, 5, 2, 3, 2, 4, 3, 1, 6, 2, 6, 1, 5, 4, 4) = 77
#2 '1' reroll: 5d6 ⇒ (2, 2, 4, 3, 6) = 17
DICE ROLL!!! #3: 24d6 ⇒ (6, 1, 6, 4, 6, 3, 1, 2, 2, 2, 1, 3, 6, 3, 5, 4, 6, 6, 2, 1, 1, 1, 5, 2) = 79
#3 '1' reroll: 3d6 ⇒ (4, 2, 1) = 7
DICE ROLL!!! #4: 24d6 ⇒ (2, 3, 1, 3, 4, 6, 4, 3, 3, 6, 1, 4, 1, 3, 4, 6, 3, 1, 6, 5, 3, 2, 5, 2) = 81
#4 '1' reroll: 7d6 ⇒ (1, 6, 1, 4, 5, 3, 1) = 21
DICE ROLL!!! #5: 24d6 ⇒ (6, 2, 1, 2, 2, 6, 2, 3, 4, 3, 5, 3, 4, 4, 3, 6, 3, 1, 5, 2, 6, 1, 1, 4) = 79
#5 '1' reroll: 5d6 ⇒ (1, 1, 3, 4, 2) = 11
DICE ROLL!!! #6: 24d6 ⇒ (2, 5, 2, 6, 6, 2, 1, 3, 5, 1, 1, 1, 3, 6, 3, 5, 3, 1, 1, 6, 4, 2, 4, 3) = 76
#6 '1' reroll: 5d6 ⇒ (1, 3, 6, 6, 5) = 21
DICE ROLL!!! #7: 24d6 ⇒ (2, 6, 2, 4, 1, 1, 5, 6, 3, 1, 5, 3, 5, 4, 1, 3, 3, 1, 2, 6, 6, 3, 3, 3) = 79
#7 '1' reroll: 7d6 ⇒ (5, 4, 2, 3, 2, 2, 1) = 19
DICE ROLL!!! #8: 24d6 ⇒ (1, 5, 1, 5, 6, 5, 4, 5, 6, 3, 4, 3, 4, 1, 3, 2, 3, 4, 5, 2, 5, 4, 1, 6) = 88
#8 '1' reroll: 5d6 ⇒ (4, 5, 1, 1, 6) = 17
DICE ROLL!!! #9: 24d6 ⇒ (5, 1, 2, 4, 2, 6, 3, 4, 5, 2, 5, 5, 3, 1, 5, 1, 6, 4, 1, 5, 4, 4, 4, 6) = 88
#9 '1' reroll: 4d6 ⇒ (4, 5, 6, 3) = 18
DICE ROLL!!! #10: 24d6 ⇒ (2, 2, 5, 1, 3, 6, 5, 4, 6, 5, 5, 3, 6, 2, 3, 3, 3, 6, 6, 1, 6, 6, 6, 3) = 98
#10 '1' reroll: 4d6 ⇒ (5, 6, 3, 4) = 18
DICE ROLL!!! #11: 24d6 ⇒ (3, 4, 1, 2, 2, 3, 6, 2, 1, 2, 5, 1, 6, 1, 2, 3, 1, 2, 3, 6, 5, 1, 1, 2) = 65
#11 '1' reroll: 4d6 ⇒ (2, 1, 6, 5) = 14
DICE ROLL!!! #12: 24d6 ⇒ (2, 2, 1, 2, 4, 4, 3, 6, 3, 5, 3, 5, 2, 2, 3, 6, 6, 2, 5, 3, 3, 6, 1, 4) = 83
#12 '1' reroll: 2d6 ⇒ (5, 6) = 11

Okay. I will be using Roll #10 for Dice Pool. Thanks, Monkeygod.


Interesting, more rolls for the dice gods.

Additional Stat Rolls:

24d6 ⇒ (5, 3, 2, 1, 3, 1, 3, 1, 3, 1, 2, 4, 3, 6, 6, 6, 6, 1, 4, 3, 6, 1, 2, 5) = 78
24d6 ⇒ (1, 2, 2, 1, 5, 4, 2, 4, 1, 5, 2, 1, 3, 1, 6, 3, 4, 1, 6, 3, 1, 4, 2, 5) = 69
24d6 ⇒ (2, 5, 3, 5, 3, 2, 4, 3, 6, 6, 5, 4, 4, 1, 5, 5, 2, 5, 3, 3, 4, 2, 3, 1) = 86
24d6 ⇒ (1, 1, 5, 3, 6, 4, 3, 4, 6, 3, 2, 1, 4, 6, 2, 6, 6, 6, 4, 5, 5, 5, 4, 6) = 98
24d6 ⇒ (3, 4, 3, 3, 4, 6, 2, 3, 3, 4, 6, 2, 5, 4, 1, 2, 2, 4, 4, 5, 2, 1, 6, 6) = 85
24d6 ⇒ (6, 4, 3, 5, 1, 6, 4, 4, 6, 2, 1, 3, 3, 6, 1, 6, 2, 5, 2, 5, 6, 4, 6, 6) = 97
24d6 ⇒ (3, 1, 1, 6, 6, 3, 1, 1, 2, 6, 1, 5, 1, 5, 6, 5, 6, 6, 6, 3, 6, 2, 4, 6) = 92
24d6 ⇒ (1, 3, 3, 5, 6, 5, 4, 5, 6, 4, 6, 1, 1, 5, 2, 3, 3, 5, 6, 3, 2, 2, 6, 5) = 92
24d6 ⇒ (2, 4, 5, 1, 1, 3, 5, 5, 3, 6, 3, 5, 5, 3, 5, 5, 1, 6, 6, 2, 6, 1, 3, 6) = 92
24d6 ⇒ (5, 2, 3, 6, 3, 3, 2, 6, 2, 4, 6, 5, 1, 6, 2, 4, 4, 1, 1, 3, 4, 6, 5, 6) = 90
24d6 ⇒ (2, 4, 3, 4, 3, 3, 2, 1, 5, 1, 1, 1, 3, 4, 2, 1, 2, 3, 1, 3, 3, 3, 2, 3) = 60

6666666, 5555, 44444, 33

Sweet. Let me know if there's any issues with Inkantations, and thank you for looking.


SmooshieBanana wrote:
Music to my ears, Seb.

I'm also trying to use setting elements that are quasi-familiar, even though it's a mash-up so I can do what I want with the stuff I like. Most of the time I'm going to have most things have two names to make it clear what they're based on or just clarify that in italicized parenthetical comments.

However, it still is going to be important to read the fluff in the posts carefully -- I tend to do a lot of worldbuilding and the details do actually come up again during play. For example, if you have a conference w/ the Circle of Eight, and they inform you that the Brotherhood of the Red First/Scarlet Brotherhood and the Slavers of Citadel Tarim are two slaver organizations who are active in the Blood Moon Sea city-state of Melvant, and that they are both tracking a slave with a piece of the rod, I will expect you to remember that there are two different enemy organizations and interact with NPCs with that knowledge. I have also seen a tendency for PbP to run off the rails when no one is really paying attention to that stuff and constantly ask "What was the -X," "I thought the X-was Y and not Z", "Where are we again?".

I've done recap posts to catch up the 'state of the story' after a long stretch to remind everyone what's going on -- but again, those actually have to be read and digested to be of any use.

Grand Lodge

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Pathfinder Lost Omens, Rulebook Subscriber
Sebecloki wrote:
What is succubus city?

It's a cool song by David Bowie.


Character theme:

Not yet Succubus Sniper. Mysterious stranger, very fond of her mythic Mosin Nagant sniper rifle.

What happened? I was sent by Nocticula to figure out what was going on on Earth. I Joined the Red Army because Pentagrams on the forehead are clearly a sign that this is team Demon! I became a sniper ace, which is pretty easy if you are a mythic demoness and nobody else is.
Then I uhmm "went native" because I got overly fond of my merry band of mortal murder hoboes, and was accidentally semi redeemed because this "Mussolini" douchebag was actually a malebranche and I randomly stopped a ritual to make Earth a part of hell, mostly because I shot him in the face while he was trying to sacrifice one of my favorite cohorts.
Yay me I guess, but:
What is this bullshit, where are my wings? My teleport at will? Suggestion powers? Life draining abilities? Why am I a human? Shouldnt I at least be a Thiefling or something? Redemption is a ripp off!

Thankfully, our most gracious Lady in Shadows offered to make me a Half Succubus again, in return for heavily pranking Lolth because that upjumped Spider with delusions of being attractive has apparently pissed her off. I guess I am off to do some more good. I just hope I dont accidentaly redeem myself into some kind of fluffy rabbit this time!


Lets roll some dice!

dice:

1: 24d6 ⇒ (1, 1, 4, 1, 6, 1, 4, 5, 3, 3, 1, 1, 1, 6, 4, 1, 3, 1, 1, 1, 4, 3, 4, 3) = 63
lol 11 1s, rerolling those
1,reroll: 11d6 ⇒ (6, 5, 2, 5, 3, 6, 4, 6, 5, 3, 2) = 47
result:
6, 5, 4, 2, 6, 5, 4, 5, 3, 3, 3, 6, 4, 6, 4, 6, 3, 5, 3, 2, 4, 3, 4, 3
setting aside lowest 6 dice:
-2,2,3,3,3,3
Result:
6, 5, 4, 6, 5, 4, 5, 3, 3, 3, 6, 4, 6, 4, 6, 5, 4, 4,
=30+11+13+16+13=83

2: 24d6 ⇒ (2, 6, 5, 1, 5, 6, 3, 1, 2, 1, 6, 4, 4, 1, 2, 1, 3, 3, 6, 1, 6, 1, 2, 2) = 74
2, 6, 5, 1, 5, 6, 3, 1, 2, 1, 6, 4, 4, 1, 2, 1, 3, 3, 6, 1, 6, 1, 2, 2
7 1s, rerolling those
2,reroll: 7d6 ⇒ (2, 4, 4, 4, 5, 3, 5) = 27
6, 2, 6, 4

Result:
6, 5, 5, 6, 3, 4, 4, 6, 4, 4, 4, 5, 3, 3, 6, 3, 6, 5

Removing 6 worst
6, 5, 5, 6, 3, 4, 4, 6, 4, 4, 4, 5, 3, 3, 6, 3, 6, 5
=16+13+14+13+12+14=82

3: 24d6 ⇒ (5, 2, 5, 1, 6, 6, 3, 5, 2, 2, 6, 2, 2, 5, 3, 6, 4, 4, 3, 2, 4, 5, 6, 1) = 90
5, 2, 5, 1, 6, 6, 3, 5, 2, 2, 6, 2, 2, 5, 3, 6, 4, 4, 3, 2, 4, 5, 6, 1
3,reroll: 2d6 ⇒ (1, 1) = 2 pity, that was a good roll
5, 2, 5, 6, 6, 3, 5, 2, 6, 5, 3, 6, 4, 4, 3, 4, 5, 6
=12+15+13+14+11+14=79

4: 24d6 ⇒ (2, 4, 5, 3, 1, 5, 3, 1, 6, 3, 1, 6, 3, 3, 6, 5, 1, 3, 2, 5, 6, 3, 5, 4) = 86
2, 4, 5, 3, 1, 5, 3, 1, 6, 3, 1, 6, 3, 3, 6, 5, 1, 3, 2, 5, 6, 3, 5, 4
5,1: 4d6 ⇒ (6, 2, 6, 4) = 18

4, 5, 3, 6, 5, 3, 6, 3, 6, 6, 6, 5, 4 3, 5, 6, 5, 4
removing 6 lowest
=12+14+15+17+12+15=85

5: 24d6 ⇒ (3, 2, 4, 4, 2, 4, 2, 6, 2, 4, 3, 1, 6, 6, 1, 1, 3, 3, 1, 5, 5, 2, 4, 3) = 77
3, 2, 4, 4, 2, 4, 2, 6, 2, 4, 3, 6, 6, 6, 3, 4, 3, 3, 2 5, 5, 2, 4, 3
5,1: 4d6 ⇒ (6, 3, 4, 2) = 15

6: 24d6 ⇒ (2, 3, 1, 6, 5, 5, 4, 4, 6, 3, 3, 4, 6, 6, 6, 1, 4, 5, 4, 4, 3, 1, 2, 1) = 89
6, 3, 4, 2, 2, 3,4, 6, 5, 5, 4, 4, 6, 3, 3, 4, 6, 6, 6, 2 4, 5, 4, 4
rerolling 2 is 6,1: 2d6 ⇒ (4, 2) = 6
discarding lowest:
6, 3, 4, 4, 6, 5, 5, 4, 4, 6, 4, 6, 6, 6, 4, 5, 4, 4,
=13+15+13+16+15+13=85

7: 24d6 ⇒ (3, 6, 1, 2, 5, 1, 3, 4, 4, 5, 6, 4, 2, 4, 6, 5, 5, 4, 1, 6, 5, 2, 2, 3) = 89
3, 6, 1, 2, 5, 1, 3, 4, 4, 5, 6, 4, 2, 4, 6, 5, 5, 4, 1, 6, 5, 2, 2, 3
7,1: 3d6 ⇒ (6, 4, 1) = 11

3, 6, 6, 2, 5, 4, 3, 4, 4, 5, 6, 4, 2, 4, 6, 5, 5, 4, 1, 6, 5, 2, 2, 3
remove six lowest
3, 6, 6, 5, 4, 3, 4, 4, 5, 6, 4, 4, 6, 5, 5, 4, 6, 5
=15+12+13+14+16+15=85

8: 24d6 ⇒ (1, 6, 6, 3, 6, 5, 1, 1, 2, 3, 3, 3, 4, 3, 3, 6, 4, 4, 2, 6, 1, 6, 1, 3) = 83
1, 6, 6, 3, 6, 5, 1, 1, 2, 3, 3, 3, 4, 3, 3, 6, 4, 4, 2, 6, 1, 6, 1, 3
8,1: 5d6 ⇒ (6, 5, 4, 5, 4) = 24

6, 6, 6, 3, 6, 5, 5, 4, 3, 3, 4, 6, 4, 4, 6, 5, 6, 4
=18+14+12+13+14+15=86 best roll so far

9: 24d6 ⇒ (1, 1, 3, 2, 1, 6, 3, 1, 6, 3, 2, 3, 6, 2, 5, 6, 1, 5, 2, 6, 5, 4, 3, 3) = 80
4, 3, 3, 2, 2, 6, 3, 3, 6, 3, 2, 3, 6, 2, 5, 6, 6 5, 2, 6, 5, 4, 3, 3
9,1: 5d6 ⇒ (4, 3, 3, 2, 6) = 18
4, 3, 3, 6, 3, 3, 6, 3, 3, 6, 5, 6, 6, 5,6, 5, 4, 3
10+12+12+17+17+12=80

10: 24d6 ⇒ (6, 6, 3, 1, 3, 3, 1, 3, 1, 1, 4, 4, 2, 3, 3, 4, 3, 6, 1, 2, 4, 2, 6, 6) = 78
6, 6, 3, 1, 3, 3, 1, 3, 1, 1, 4, 4, 2, 3, 3, 4, 3, 6, 1, 2, 4, 2, 6, 6
10,1: 5d6 ⇒ (3, 6, 4, 3, 6) = 22

6, 6, 3, 3, 3, 6, 4, 4, 4, 3, 3, 4, 3, 6, 6 4, 6, 6
=15+12+12+10+15+16=80

11: 24d6 ⇒ (5, 6, 1, 4, 5, 1, 5, 3, 4, 6, 2, 1, 3, 4, 1, 5, 5, 2, 6, 3, 3, 4, 3, 4) = 86
5, 6, 2, 4, 5, 1, 5, 3, 4, 6, 2, 3, 3, 4, 4 5, 5, 2, 6, 3, 3, 4, 3, 4
11,1: 4d6 ⇒ (2, 1, 3, 4) = 10
5, 6, 4, 5,5, 4, 6, 3, 4, 4 5, 5, 6, 3, 3, 4, 3, 4
=15+14+13+14+12+10=78

12: 24d6 ⇒ (6, 3, 5, 3, 1, 3, 1, 1, 1, 5, 5, 3, 4, 4, 3, 4, 1, 6, 1, 4, 1, 2, 6, 6) = 79
6, 3, 5, 3, 2, 3, 6, 1, 5, 5, 5, 3, 4, 4, 3, 4,2, 6, 6, 4, 1, 2, 6, 6
12,1: 7d6 ⇒ (2, 6, 1, 5, 2, 6, 1) = 23
6, 5, 3, 3, 6, 5, 5, 5, 3, 4, 4, 3, 4, 6, 6, 4, 6, 6
14+14+13+11+16+16=83

Going to use roll 8 I think. Which is a 18+14+12+13+14+15.


I don’t know that I’ll be able to wrap my head around all the rules and high-power stuff, but boy do I have some ideas. Great chance to play with some super-expensive items, too. Speaking of items, can we craft pre-game? On the one hand, we already get huge wealth. But on the other, all those feats makes taking the Craft feats very viable, and the power level is crazy anyway, how much could it hurt?


Character Theme: Champion of Hell on the Material Plane

From the outskirts of The Empire of Calastia, rumors abound of the birth of a special tiefling boy who is prophesied to be Amodeus's mortal son. Throughout his childhood, this tiefling child had survived empyreal assassination attempts, silver dragonrages, angelic hit squads, and an attack by Merlin the Magician himself. Despite this, this tielfing had grown in power and prestige within the Calastian Empire, becoming one of it's greatest champions. Paladins and knights around the world dream of the honor of killing one of the most infamous men in the known world.

Tiefling Gestalt Antipaladin (Tyrant)/Godling (mighty)


TheWaskally wrote:

Character Theme: Champion of Hell on the Material Plane

From the outskirts of The Empire of Calastia, rumors abound of the birth of a special tiefling boy who is prophesied to be Amodeus's mortal son. Throughout his childhood, this tiefling child had survived empyreal assassination attempts, silver dragonrages, angelic hit squads, and an attack by Merlin the Magician himself. Despite this, this tielfing had grown in power and prestige within the Calastian Empire, becoming one of it's greatest champions. Paladins and knights around the world dream of the honor of killing one of the most infamous men in the known world.

Tiefling Gestalt Antipaladin (Tyrant)/Godling (mighty)

Just a clarification about Calastia -- the chief deity is Chardun, the LE god of tyranny. There is also devil worship as an aspect of society, but it is not front and center -- this isn't Cheliax, it's the Scarred Lands Calastia with some hellknights thrown in. Asmodeus is not the main deity, it's an underground cult, and there is no Queen Abrogail II -- the ruler is King Virduk (though he has an evil queen who has other evil affiliations besides hell). House Thrune is just one noble house that's interested in devils. The cult of Asmodeus in this setting is based primarily on it's depiction in the Book of the Righteous where it's a vast undeground cabal/conspiracy that meets in secret.


Monkeygod, is it 2 feats/level+1mythic feat per level or 2 feats/level in addition to normal feats+1mythic feat per level in addition to normal feats per MR? Here is the Blue Mage and its archetype, the Mime, for ease of access.


Sebecloki wrote:
Just a clarification about Calastia -- the chief deity is Chardun, the LE god of tyranny. There is also devil worship as an aspect of society, but it is not front and center -- this isn't Cheliax, it's the Scarred Lands Calastia with some hellknights thrown in. Asmodeus is not the main deity, it's an underground cult, and there is no Queen Abrogail II -- the ruler is King Virduk (though he has an evil queen who has other evil affiliations besides hell). House Thrune is just one noble house that's interested in devils. The cult of Asmodeus in this setting is based primarily on it's depiction in the Book of the Righteous where it's a vast undeground cabal/conspiracy that meets in secret.

Thank you for that clarification. I shall make my character Chardun's godling son. There would be some great tension both King and godling, which could lead to some good RP moments. I will likely change my character's race to something more appropriate.

Edit: On second thought, Calastia doesn't seem like a good fit. There are few resources online about the empire, and my character would make things unstable in Calastia. I'll need to rethink this concept.


It's 2 feats/level(30 total + any from classes) and 1/MR(5 total).

Been thinking about a couple other character creation rules that Seb has used before, but since they were for lower level games, unsure if they would work at such a high level. Would appreciate feedback on them:

1) Somehow boosting races. Two choices could work here, gestalting two races together getting both the benefits and drawbacks of each(thus if you combine elf and tiefling, you would get +4 dex, +4 int, -2 con, -2 cha). The other option would be to give everyone X race points for the race builder.

However, at 15th/5MR(plus all the other bonuses), I'm not really sure how much we need to boost up starting races. Racial bonuses are obviously nice, but they're a lot more important at lower levels when an extra +1 to hit, AC or HP could swing a fight.

2) In the past, Seb has used 'gestalt archetypes' ie, you get at least one archetype for your class for free. Meaning, if you were playing a fighter, and wanted an archetype that gave up bravery and weapon training, you would keep those class features while also gaining all the benefits of your archetype.

My concern with this(and I would love to use this, as my current concept uses an archetype) is that it might be too much at 15th level. That's potentially a lot of bonuses and extras, and could overwhelm both PCs and our GM.

As I said above, let me know what you all think of both of these possible ideas.


Man, this campaign idea seems awesome, definitely rolling.

Dice Rolls:

Roll 1: 24d6 ⇒ (5, 6, 1, 3, 3, 1, 4, 2, 1, 2, 5, 1, 6, 4, 2, 2, 2, 1, 5, 4, 2, 1, 4, 1) = 68
Reroll 1: 7d6 ⇒ (3, 2, 3, 6, 2, 5, 1) = 22
Final Array: 222, 3333, 4444, 5555, 666=72

Roll 2: 24d6 ⇒ (2, 3, 4, 4, 2, 6, 6, 1, 1, 4, 2, 4, 1, 6, 5, 1, 6, 2, 5, 1, 6, 6, 4, 6) = 88
Reroll 2: 5d6 ⇒ (2, 6, 5, 2, 2) = 17
Final Array: 2, 3, 44444, 555, 66666666=88

Roll 3: 24d6 ⇒ (1, 4, 1, 5, 2, 3, 4, 2, 5, 3, 1, 5, 4, 5, 2, 2, 3, 6, 6, 1, 5, 5, 1, 1) = 77
Reroll 3: 6d6 ⇒ (5, 2, 3, 3, 6, 2) = 21
Final Array: 33333, 444, 5555555, 666=80

Roll 4: 24d6 ⇒ (3, 1, 3, 3, 1, 3, 6, 2, 2, 5, 2, 5, 4, 1, 2, 2, 3, 2, 5, 1, 1, 6, 6, 6) = 75
Reroll 4: 5d6 ⇒ (1, 5, 6, 5, 6) = 23
Final Array: 2, 33333, 4, 55555, 666666=82

Roll 5: 24d6 ⇒ (4, 3, 2, 3, 1, 3, 1, 6, 4, 6, 3, 3, 3, 2, 5, 5, 1, 6, 4, 6, 4, 1, 2, 4) = 82
Reroll 5: 4d6 ⇒ (6, 1, 2, 3) = 12
Final Array: 333333, 44444, 55, 66666=78

Roll 6: 24d6 ⇒ (4, 2, 4, 5, 5, 5, 3, 1, 5, 6, 5, 3, 6, 5, 2, 1, 4, 1, 3, 1, 6, 5, 1, 3) = 86
Reroll 6: 5d6 ⇒ (3, 2, 3, 6, 1) = 15
Final Array: 3333, 444, 555555, 6666=78

Roll 7: 24d6 ⇒ (2, 5, 6, 2, 4, 6, 3, 3, 3, 5, 6, 3, 4, 3, 5, 3, 1, 1, 2, 4, 2, 6, 6, 6) = 91
Reroll 7: 2d6 ⇒ (4, 5) = 9
Final Array: 3333, 4444, 5555, 666666=84

Roll 8: 24d6 ⇒ (2, 5, 2, 2, 2, 2, 1, 2, 5, 3, 5, 4, 1, 3, 5, 4, 3, 1, 6, 3, 6, 1, 6, 5) = 79
Reroll 8: 4d6 ⇒ (2, 3, 5, 3) = 13
Final Array: 2, 333333, 44, 555555, 666=76

Roll 9: 24d6 ⇒ (1, 2, 1, 5, 4, 2, 4, 4, 5, 1, 6, 1, 2, 5, 5, 5, 6, 5, 1, 1, 6, 3, 3, 2) = 80
Reroll 9: 6d6 ⇒ (6, 3, 3, 5, 2, 1) = 20
Final Array: 3333, 444, 5555555, 6666=78

Roll 10: 24d6 ⇒ (6, 2, 1, 4, 2, 2, 5, 6, 2, 3, 3, 4, 1, 3, 3, 5, 3, 1, 6, 3, 4, 3, 5, 5) = 82
Reroll 10: 3d6 ⇒ (1, 5, 1) = 7
Final Array: 3333333, 444, 55555, 666=76

Roll 11: 24d6 ⇒ (1, 2, 3, 1, 2, 2, 1, 1, 3, 2, 2, 3, 3, 6, 6, 5, 4, 3, 5, 6, 5, 2, 1, 6) = 75
Reroll 11: 5d6 ⇒ (4, 2, 6, 6, 4) = 22
Final Array: 2, 33333, 444, 555, 666666=80

Roll 12: 24d6 ⇒ (1, 1, 6, 1, 3, 1, 2, 5, 5, 5, 2, 4, 5, 3, 5, 2, 1, 6, 2, 1, 6, 3, 3, 6) = 79
Reroll 12: 6d6 ⇒ (3, 5, 3, 4, 2, 6) = 23
Final Array: 33333, 44, 555555, 66666=83

Looks like I'll take roll 2. I should have a character concept up by tomorrow.


I honestly don't mind the character creation rules as they are. No need to descend into the madness of additions.


Spoiler:

1: 24d6 ⇒ (1, 5, 3, 6, 3, 5, 1, 4, 5, 4, 5, 2, 4, 1, 4, 3, 5, 5, 2, 6, 3, 4, 4, 6) = 91
2: 24d6 ⇒ (2, 6, 2, 3, 3, 1, 1, 1, 1, 3, 2, 5, 2, 4, 6, 2, 5, 5, 6, 4, 5, 4, 5, 1) = 79
3: 24d6 ⇒ (6, 4, 5, 1, 4, 2, 4, 1, 3, 3, 2, 6, 1, 2, 2, 5, 2, 4, 5, 1, 3, 5, 1, 1) = 73
4: 24d6 ⇒ (5, 1, 2, 5, 2, 6, 5, 1, 3, 1, 5, 3, 6, 4, 3, 2, 1, 2, 1, 5, 1, 6, 5, 6) = 81
5: 24d6 ⇒ (3, 1, 6, 2, 1, 5, 6, 3, 4, 3, 2, 5, 6, 3, 6, 6, 5, 2, 6, 6, 5, 1, 3, 2) = 92
6: 24d6 ⇒ (2, 6, 4, 6, 4, 5, 6, 5, 3, 5, 3, 3, 4, 1, 6, 1, 5, 6, 3, 3, 3, 1, 3, 6) = 94
7: 24d6 ⇒ (2, 1, 3, 1, 2, 5, 2, 3, 1, 2, 4, 6, 4, 4, 5, 1, 1, 4, 5, 1, 6, 3, 1, 1) = 68
8: 24d6 ⇒ (1, 2, 5, 6, 3, 1, 2, 2, 1, 6, 1, 2, 4, 4, 3, 4, 6, 2, 4, 4, 1, 1, 2, 2) = 69
9: 24d6 ⇒ (4, 6, 1, 1, 1, 1, 1, 4, 5, 1, 1, 1, 4, 6, 3, 2, 3, 5, 5, 6, 1, 1, 1, 3) = 67
10: 24d6 ⇒ (6, 1, 3, 3, 1, 4, 5, 5, 2, 4, 6, 6, 1, 6, 5, 1, 5, 4, 4, 2, 2, 4, 1, 6) = 87
11: 24d6 ⇒ (3, 2, 3, 5, 6, 4, 4, 3, 4, 4, 5, 6, 4, 6, 1, 3, 4, 1, 3, 3, 5, 5, 3, 6) = 93
12: 24d6 ⇒ (4, 6, 6, 2, 5, 5, 2, 3, 6, 4, 5, 6, 2, 6, 2, 3, 2, 3, 2, 4, 5, 6, 4, 6) = 99

I’ll take #12.
6666666, 5555, 4444, 333 Nice.


While we're still hammering out character creation details allow me to present my evil concept(I will likely wholly switch character if it turns out the majority want to be good guys):

Aenil Vlos the Blood Angel, of the Red Mantis Assassins/Red Wizards/Scarlet Brotherhood. She sits on the Vernai council of the Assassins, and has some form of relationship with both Blood Mistress Jakalyn(leader of the RMA) and the Father of Obedience(who heads up the Scarlet Brotherhood). Regardless of if she is actually related to those two luminary figures somehow or not, she is a favored agent of them.

Class wise, she is a Crimson Dancer/Crimson Countess Harbinger. Overall, she is inspired by(and I will use art of) Skarlet from Mortal Kombat.

If some other players want to also make characters of the same group/region, it would be really awesome if we got a Red Wizard caster type, a Scarlet Brotherhood monk/unarmed warrior, and some sort of Thayan Knight. Aenil would obviously be the Red Mantis Assassin, lol


Are you using the reroll 1s method? I'm noting some are using it, while others are not.

I'll start by not rerolling them.

Potential Dice Pools:
1st Potential Dice Pool: 24d6 ⇒ (1, 2, 6, 1, 3, 4, 5, 3, 6, 4, 5, 2, 1, 2, 2, 1, 6, 5, 3, 5, 6, 2, 5, 6) = 86
2nd Potential Dice Pool: 24d6 ⇒ (6, 2, 1, 3, 5, 5, 2, 2, 2, 4, 6, 4, 4, 5, 3, 6, 4, 4, 3, 3, 5, 1, 5, 2) = 87
3rd Potential Dice Pool: 24d6 ⇒ (4, 5, 3, 3, 6, 2, 3, 1, 1, 5, 4, 2, 4, 3, 4, 3, 4, 4, 4, 3, 2, 1, 2, 1) = 74
4th Potential Dice Pool: 24d6 ⇒ (4, 5, 1, 2, 3, 1, 2, 5, 2, 4, 2, 3, 6, 5, 3, 3, 4, 5, 4, 6, 1, 2, 4, 2) = 79
5th Potential Dice Pool: 24d6 ⇒ (4, 5, 2, 6, 2, 2, 5, 1, 1, 3, 5, 5, 4, 2, 4, 5, 4, 6, 1, 5, 3, 4, 4, 3) = 86
6th Potential Dice Pool: 24d6 ⇒ (3, 2, 5, 3, 3, 4, 4, 4, 2, 1, 6, 5, 1, 6, 2, 3, 5, 2, 2, 4, 6, 5, 3, 2) = 83
7th Potential Dice Pool: 24d6 ⇒ (5, 6, 6, 1, 4, 1, 1, 6, 5, 5, 5, 3, 4, 4, 3, 6, 4, 6, 1, 5, 4, 3, 1, 5) = 94
8th Potential Dice Pool: 24d6 ⇒ (3, 5, 4, 1, 4, 3, 3, 5, 1, 3, 5, 3, 6, 6, 4, 5, 4, 6, 2, 4, 5, 3, 6, 5) = 96
9th Potential Dice Pool: 24d6 ⇒ (6, 3, 2, 1, 5, 4, 2, 6, 5, 1, 6, 2, 5, 4, 6, 6, 6, 5, 6, 1, 4, 6, 4, 3) = 99
10th Potential Dice Pool: 24d6 ⇒ (4, 3, 2, 2, 1, 6, 3, 2, 6, 6, 6, 3, 3, 3, 6, 2, 3, 6, 2, 5, 1, 3, 4, 6) = 88
11th Potential Dice Pool: 24d6 ⇒ (3, 2, 3, 6, 4, 4, 2, 3, 3, 2, 6, 1, 5, 5, 5, 6, 6, 5, 1, 2, 3, 5, 4, 2) = 88
12th Potential Dice Pool: 24d6 ⇒ (3, 4, 4, 4, 1, 5, 3, 3, 3, 1, 5, 5, 1, 2, 2, 4, 3, 1, 4, 3, 6, 6, 1, 2) = 76


rolls:

set 1: 24d6 ⇒ (2, 3, 2, 3, 5, 3, 6, 5, 1, 5, 5, 5, 5, 5, 4, 4, 3, 3, 1, 3, 1, 3, 3, 6) = 86
set 2: 24d6 ⇒ (5, 4, 3, 6, 5, 3, 2, 1, 6, 2, 5, 2, 3, 4, 3, 1, 5, 1, 1, 5, 1, 5, 6, 3) = 82
set 3: 24d6 ⇒ (2, 6, 3, 4, 2, 1, 3, 1, 3, 2, 5, 5, 4, 1, 1, 1, 3, 2, 3, 4, 2, 2, 4, 4) = 68
set 4: 24d6 ⇒ (3, 2, 5, 5, 5, 3, 3, 4, 4, 2, 5, 1, 2, 4, 3, 4, 2, 3, 3, 6, 5, 6, 4, 3) = 87
set 5: 24d6 ⇒ (4, 1, 5, 6, 1, 6, 6, 4, 5, 3, 4, 1, 2, 6, 2, 4, 2, 2, 4, 1, 3, 4, 4, 1) = 81
set 6: 24d6 ⇒ (2, 4, 4, 3, 1, 6, 5, 6, 1, 2, 5, 6, 1, 6, 5, 1, 3, 3, 6, 2, 4, 4, 2, 1) = 83
set 7: 24d6 ⇒ (6, 6, 2, 6, 5, 3, 5, 6, 3, 3, 4, 3, 1, 2, 1, 6, 3, 5, 1, 2, 2, 1, 3, 6) = 85
set 8: 24d6 ⇒ (1, 6, 5, 6, 1, 6, 1, 5, 2, 4, 3, 4, 3, 1, 4, 4, 6, 5, 3, 3, 2, 2, 3, 6) = 86
set 9: 24d6 ⇒ (3, 2, 1, 5, 1, 3, 1, 2, 3, 6, 3, 6, 1, 3, 6, 3, 5, 3, 2, 6, 1, 4, 6, 4) = 80
set 10: 24d6 ⇒ (4, 3, 5, 5, 3, 2, 6, 4, 5, 4, 4, 6, 1, 2, 4, 6, 3, 6, 2, 1, 2, 5, 6, 6) = 95
Set of Destiny: 24d6 ⇒ (4, 6, 5, 1, 6, 4, 1, 3, 6, 6, 6, 1, 1, 2, 1, 5, 2, 6, 6, 1, 1, 6, 4, 2) = 86
set 12: 24d6 ⇒ (4, 5, 4, 3, 3, 6, 4, 6, 5, 2, 2, 1, 6, 3, 1, 5, 3, 1, 1, 4, 3, 4, 6, 6) = 88
reroll chosen set 1's: 7d6 ⇒ (3, 1, 5, 6, 3, 2, 5) = 25

4, 6, 5, 1, 6, 4, 1, 3, 6, 6, 6, 1, 1, 2, 1, 5, 2, 6, 6, 1, 1, 6, 4, 2, 3, 1, 5, 6, 3, 2, 5
So we got 9 6's and 4 5's.

18,18,16,16,14,10

Still tossing up whether I want to try a drow or not.


I'm debating about this, might as well roll:

Rolls:

Set 1: 24d6 ⇒ (2, 5, 1, 4, 4, 2, 1, 4, 5, 6, 3, 5, 6, 4, 4, 5, 1, 6, 3, 4, 2, 4, 5, 2) = 88
Set 2: 24d6 ⇒ (5, 2, 4, 2, 2, 2, 5, 6, 1, 4, 1, 2, 4, 5, 4, 1, 6, 5, 5, 4, 5, 3, 1, 1) = 80
Set 3: 24d6 ⇒ (3, 2, 3, 3, 3, 4, 4, 4, 4, 6, 2, 5, 1, 3, 6, 4, 6, 3, 1, 1, 2, 2, 2, 4) = 78
Set 4: 24d6 ⇒ (1, 1, 4, 2, 1, 5, 5, 1, 3, 3, 3, 3, 2, 5, 6, 5, 1, 2, 5, 2, 4, 3, 5, 2) = 74
Set 5: 24d6 ⇒ (2, 4, 6, 5, 3, 1, 2, 1, 4, 1, 1, 3, 5, 1, 5, 5, 2, 4, 6, 6, 2, 5, 2, 1) = 77
Set 6: 24d6 ⇒ (6, 5, 4, 2, 1, 4, 2, 5, 5, 2, 6, 2, 3, 4, 2, 1, 4, 6, 3, 1, 2, 5, 6, 4) = 85
Set 7: 24d6 ⇒ (3, 1, 4, 6, 4, 6, 4, 4, 3, 3, 3, 1, 3, 3, 5, 2, 5, 6, 2, 3, 4, 5, 1, 6) = 87
Set 8: 24d6 ⇒ (2, 3, 3, 6, 4, 1, 5, 3, 4, 6, 1, 6, 3, 5, 4, 2, 1, 3, 3, 6, 1, 1, 6, 1) = 80
Set 9: 24d6 ⇒ (1, 4, 4, 5, 5, 1, 6, 3, 2, 4, 5, 2, 2, 3, 3, 4, 5, 3, 4, 6, 5, 2, 4, 1) = 84
Set 10: 24d6 ⇒ (1, 6, 5, 1, 6, 1, 5, 3, 6, 5, 6, 4, 6, 2, 3, 2, 5, 6, 5, 3, 4, 5, 2, 3) = 95
Set 11: 24d6 ⇒ (5, 3, 1, 5, 2, 2, 5, 4, 1, 2, 6, 5, 3, 3, 2, 1, 3, 4, 1, 5, 1, 4, 1, 4) = 73
Set 12: 24d6 ⇒ (1, 6, 2, 2, 6, 4, 2, 5, 3, 2, 4, 3, 2, 3, 5, 1, 5, 4, 6, 3, 5, 6, 5, 3) = 88
Set 10 rerolls: 3d6 ⇒ (6, 3, 3) = 12

Looks like set 10 is my best, giving me 7 6's, 6 5's, 2 4's, 6 3's, and 3 2's.


Oi, 2 feats per level?
OK, this will get wild!

--I am thinking off Gunslinger or mysterious stanger + Urban Skald. Probably Urban Skald because oh boy that will be a lot of rage powers for the party.
--While being quite combat effective by shooting people with a mythic mosin Nagant with dex to damage.
--And being a massive skill monkey
--With pretty good utility casting.
--And also a reasonable scout (will grab some trait for stealth as class skill)

@Monkeygod

IIRC Red Mantis Assassins and Nocticulans have reasonable degree of professional respect for each other, although Red Mantis assassins think that Nocticulans are wildcards and Nocticulans think Red Mantis assassins have a stick up their rear end.


Slowly getting there, feats are done, I have 3 left for crafting and/or teamwork feats.

Like, 30 feats base, +3 from gunslinger. I think I reflavor her into being actually ascended into an Aasimar. She still has horns and bat wings though.
Thats a lot of feats!

Traitwise, as befits a one-no-longer-Succubus-Red-Army-choir, she is operatic, has a booze "problem" (extreme mood swings and iron liver) since becoming mortal, is completely irrepressible but can still be very silent if she wants to. She also has the feat "unimpeachable honor" which is more like "You have not infiltrated my mind, you are trapped in it ahahah!" in her case.

Cliff notes version of buff capabilities:
--5 rage powers for allies, probably using 3 of them to make everyone in the party pounce.
--Skald spells up to level 5 for other buffs
--Invisibility spells for scouting
--Liberating command, moment of greatness, (timely, gallant) inspiration spells to buff people even further and to provide get out of jail cards.
--+4 to dex in most cases as an extra boost on top.
--Start each combat inspiring because of savage intuition rage power
--Spell Kenning twice a day for other things.

@Monkeygod can we assume that we can craft any item where we cannot possibly fail the spellcraft check?


Still working on crunch, but I have a character concept, which could fit into a good party or an evil party:

Moreo the Windlord, legend of the Sword Coast, a soulknife/aerokineticist who grew up in an isolated monastery of an occult order, and was a prodigy with immense natural psychic power (think the Dragonborn growing up in High Hrothgar in Skyrim).

For Seb:

Looking through your setting write-up, I can't find a named place for this character to be from that made sense with the concept, so any thoughts on that would be appreciated, though I could come up with something if needed.
-The feel of character I'm going for is a kind of Zaheer from Legend of Korra, with flight and a somewhat superior attitude, though I'm leaving it a bit vague so that I can fit him in with a good or evil party.

For MonkeyGod:

-By gestalt favored class bonus I assume you mean two FCBs per level, using the expanded options?
-I'm planning on using the Gifted Blade soulknife archetype to get manifesting, would the Quarter Caster Cantrips apply to that as well?
-With ACB, could I apply my weapon enhancement bonus to my kineticist blast?

Thank you both for your consideration, and for putting this idea together. It looks extremely cool, and I'd love to be a part of it.


Yttras wrote:

Still working on crunch, but I have a character concept, which could fit into a good party or an evil party:

Moreo the Windlord, legend of the Sword Coast, a soulknife/aerokineticist who grew up in an isolated monastery of an occult order, and was a prodigy with immense natural psychic power (think the Dragonborn growing up in High Hrothgar in Skyrim).

** spoiler omitted **

** spoiler omitted **

Thank you both for your consideration, and for putting this idea together. It looks extremely cool, and I'd love to be a part of it.

I don't really know anything about legend of korra -- can you give a character synopsis? I'll think of something.


Ha! This is totally outrageous and I love it. I probably shouldn't play in a game like this (because at that level I'm likely to sink way too much time into each turn in combat) but I'm definitely going to build a character just for the fun of it. I don't really use any 3pp stuff at all (though I remember godlings having some fun options) so I'll probably stick to paizo stuff (and not be as outrageous as I'm sure some of the other builds will be), but this should be fun.

Off the top of my head, I'm thinking maybe something straightforward like a druid/ranger or a fighter/investigator, but with so many options I'll have to brainstorm for a while. Where exactly are we setting the bar here for craziness? Like would sorcerer/oracle for 4 levels and then paladin/mystic theurge for 11 be acceptable or is that too far? If that is too far, are all combo class PrCs over the line or are things like eldritch knight or arcane archer alright? I don't know that I would actually want to play any of those, I just want to know what the expectations are.

I guess I should roll while I’m at it:

1: 24d6 ⇒ (5, 6, 3, 1, 2, 1, 4, 4, 1, 2, 2, 5, 2, 3, 5, 6, 3, 4, 1, 5, 1, 4, 4, 4) = 78
2: 24d6 ⇒ (4, 5, 1, 1, 2, 1, 4, 3, 3, 5, 2, 4, 1, 5, 3, 3, 3, 6, 3, 1, 5, 2, 2, 3) = 72
3: 24d6 ⇒ (6, 2, 3, 1, 3, 6, 1, 1, 4, 2, 4, 4, 4, 2, 6, 2, 3, 3, 1, 1, 1, 4, 5, 4) = 73
4: 24d6 ⇒ (2, 2, 5, 2, 6, 1, 1, 1, 3, 3, 6, 1, 5, 1, 2, 3, 6, 3, 6, 5, 4, 3, 4, 5) = 80
5: 24d6 ⇒ (1, 6, 6, 5, 5, 6, 5, 5, 4, 4, 4, 2, 5, 3, 3, 1, 2, 5, 1, 2, 3, 6, 4, 2) = 90
6: 24d6 ⇒ (6, 5, 1, 5, 5, 4, 1, 4, 2, 4, 5, 4, 6, 5, 4, 1, 6, 4, 6, 3, 4, 2, 6, 5) = 98
7: 24d6 ⇒ (5, 1, 1, 3, 5, 1, 1, 3, 1, 3, 3, 1, 4, 1, 2, 1, 5, 4, 6, 1, 6, 1, 5, 2) = 66
8: 24d6 ⇒ (6, 6, 4, 4, 4, 4, 1, 5, 4, 5, 4, 5, 1, 1, 4, 2, 6, 1, 3, 3, 3, 2, 2, 4) = 84
9: 24d6 ⇒ (2, 2, 6, 3, 2, 2, 5, 1, 4, 3, 6, 1, 2, 2, 4, 4, 3, 3, 1, 6, 3, 1, 2, 2) = 70
10: 24d6 ⇒ (2, 3, 5, 2, 1, 3, 4, 4, 1, 6, 3, 5, 3, 5, 5, 3, 2, 1, 3, 3, 6, 4, 2, 6) = 82
11: 24d6 ⇒ (1, 1, 6, 3, 3, 4, 4, 4, 2, 1, 2, 6, 3, 4, 5, 3, 3, 5, 4, 4, 5, 2, 6, 6) = 87
12: 24d6 ⇒ (3, 2, 5, 5, 6, 4, 2, 1, 4, 1, 3, 6, 5, 6, 4, 3, 3, 1, 6, 2, 5, 6, 1, 3) = 87

rerolls 1: 5d6 ⇒ (5, 3, 4, 1, 2) = 15
rerolls 2: 5d6 ⇒ (5, 1, 2, 4, 5) = 17
rerolls 3: 6d6 ⇒ (2, 5, 1, 2, 5, 5) = 20
rerolls 4: 5d6 ⇒ (6, 4, 1, 5, 1) = 17
rerolls 5: 3d6 ⇒ (3, 1, 2) = 6
rerolls 6: 3d6 ⇒ (4, 6, 1) = 11
rerolls 7: 10d6 ⇒ (4, 6, 5, 6, 4, 1, 6, 1, 3, 3) = 39
rerolls 8: 4d6 ⇒ (3, 3, 4, 1) = 11
rerolls 9: 4d6 ⇒ (2, 4, 2, 2) = 10
rerolls 10: 3d6 ⇒ (3, 5, 6) = 14
rerolls 11: 3d6 ⇒ (2, 5, 6) = 13
rerolls 12: 4d6 ⇒ (5, 5, 1, 5) = 16


I'm considering some kind of airship captain. A sylph bonding with an air elemental run ship sounds interesting, but The Windwright Captain is a half-elf prestige class.

@Sebecloki: With that in mind, are he Eberron airships part of this word?

@MonkeyGod: Should we be using the reroll 1s option for the dice pool?

In case we should, I will reroll the ones from my 9th Potential Dice Pool as that is the one I was looking at going with.

9th Potential Dice Pool:
9th Potential Dice Pool: 24d6 ⇒ (6, 3, 2, 1, 5, 4, 2, 6, 5, 1, 6, 2, 5, 4, 6, 6, 6, 5, 6, 1, 4, 6, 4, 3) = 99
Reroll 1s: 3d6 ⇒ (5, 2, 2) = 9


Thesius Monteblanc wrote:

I'm considering some kind of airship captain. A sylph bonding with an air elemental run ship sounds interesting, but The Windwright Captain is a half-elf prestige class.

@Sebecloki: With that in mind, are he Eberron airships part of this word?

@MonkeyGod: Should we be using the reroll 1s option for the dice pool?

In case we should, I will reroll the ones from my 9th Potential Dice Pool as that is the one I was looking at going with.

** spoiler omitted **

I forgot to mention that -- Dragonmarked Houses are just trading houses that exist in all regions. There are airships of the Eberron (elemental wheel), Earthdawn, and Mystara varieties.


Wow. Holy shit. That is just an awesome setup and the super high level of power is beyond anything I've ever seen. Mythic AND gestalt AND 3rd party, too!? With 30 feats, at level 15/tier 5!? Okay. Just take my money (time) right there. I'm going to try and make something! If only for the sheer fun of building something that epic once.

For a concept... I usually make characters that have some capacity to heal or buff others. I think I might go and try making a legendary general of sorts; a martial powerhouse with a strong focus on improving others too.

As for how that will look, I'm not sure yet. I'm tempted to say something like Warlord or paladin on one side and Bard on the other, with the champion and marshall dual path mythic path. Though this might be a good time to try out one of the alternate mythic paths from 3rd party, like Saint or such.

@Monkeygod a question, is variant multiclassing allowed on one end of the gestalt? If so, what would be the feat cost for this if the base feats are two per level?

Also rolling a few times:

stat rolls:

Dicepool#1: 24d6 ⇒ (2, 6, 6, 5, 6, 3, 4, 6, 5, 2, 3, 4, 4, 4, 5, 4, 6, 4, 5, 6, 2, 1, 1, 4) = 98
Dicepool#2: 24d6 ⇒ (6, 3, 1, 5, 1, 6, 2, 4, 3, 1, 2, 2, 5, 4, 2, 2, 4, 6, 2, 3, 4, 2, 6, 4) = 80
Dicepool#3: 24d6 ⇒ (3, 6, 3, 5, 1, 1, 1, 5, 1, 2, 1, 2, 1, 1, 6, 4, 2, 4, 6, 4, 6, 4, 3, 2) = 74
Dicepool#4: 24d6 ⇒ (6, 1, 1, 5, 2, 3, 3, 6, 5, 3, 2, 6, 5, 6, 6, 3, 6, 2, 4, 5, 1, 4, 3, 4) = 92
Dicepool#5: 24d6 ⇒ (3, 1, 2, 1, 1, 4, 1, 1, 5, 3, 4, 6, 1, 3, 4, 5, 2, 3, 5, 6, 5, 4, 5, 4) = 79
Dicepool#6: 24d6 ⇒ (5, 5, 2, 3, 2, 4, 1, 3, 2, 2, 5, 4, 5, 6, 5, 5, 5, 6, 2, 1, 2, 2, 5, 3) = 85
Dicepool#7: 24d6 ⇒ (6, 6, 2, 5, 4, 5, 1, 2, 5, 3, 1, 4, 5, 6, 2, 4, 1, 4, 5, 5, 5, 4, 2, 2) = 89
Dicepool#8: 24d6 ⇒ (6, 1, 3, 5, 2, 5, 1, 5, 2, 5, 5, 3, 5, 4, 6, 4, 1, 3, 5, 1, 3, 2, 4, 6) = 87
Dicepool#9: 24d6 ⇒ (2, 3, 2, 4, 4, 1, 5, 3, 4, 6, 2, 2, 5, 1, 1, 3, 2, 3, 6, 2, 6, 1, 6, 5) = 79
Dicepool#10: 24d6 ⇒ (5, 2, 6, 2, 5, 1, 6, 4, 4, 1, 1, 5, 5, 6, 2, 3, 1, 3, 5, 4, 6, 4, 1, 6) = 88

Edit: Reroll 1's, set 1: roll: 2d6 ⇒ (2, 4) = 6

That would mean pool 1 is 6,6,6,6,6,6 5,5,5,5 4,4,4,4,4,4,4,4.

Or, 18, 18, 15, 13, 12, 12. Pre racials.

Or to remove odd numbers: 18,18,16,12,12,12.


So, if I've done the dice pool correctly (which I'm pretty sure I did), I'll be using roll 6 which works out to 666666555555444444 for my dice pool; probably arranged as either 18, 16, 16, 16, 12, 12 or 18, 18, 14, 14, 14, 12, depending on what combo I settle on.


Just to outline the basic setup I'm imagining for the first leg of the journey (if you're making characters based on setting/terrain); the heroes/villains kick off in the populous merchant city-state of Malvent (Melvaunt), a neutral trade power in the factitious politics of the Blood Sea.

The hinterland of Malvent has been upset recently by its villages, including Torm Val (Vale of Torm) suffering slaving raids from humanoids -- though strangely unallied to any of the regional slaving powers (the Citadel of Tarim or the Brotherhood of the Red Hand) -- it's particularly noteworthy that psions and those with latent psychic ability particularly have gone missing, including a number of golden halfling emigres from the Five Shires of the Dale Haardt region to the west, as well as merchants from the city-states Jhaamdath in the Old Empires to the south and the nations of the Utter East.

The trail of this new menace leads to the extensive underworld below the Blood Sea, including the civilizations of the derro, duegar, drow, troglodytes, cultists of tharizdun, and others. Somewhere, deep beneath the bloody waters of this godsforsaken region lies the first shard of the Rod of Seven Parts... firmly held in the tentacles of some mentionable elder horror.


Sebecloki wrote:
I don't really know anything about legend of korra -- can you give a character synopsis? I'll think of something.

Absolutely. I'm not going for a backstory anything like his, but I am drawing on his personality a good bit. In terms of specific similarities, Moreo is grounded in mystic philosophy, and sometimes speaks in sayings and questions. He generally exudes an aura of calm yet inevitable power, and generally view himself as above others.


In terms of plot hooks:

Plot hooks for a friendly ex-succubus:

Liliya is known as a "problem solver with highly unusual tools", as well as an "information broker", who could literally be summoned with call planar ally assuming one knew the right names.
In particular, she could be summoned to arrange "repatriations" of living people trapped in Alyushinnara (assuming they went or were taken there while alive), in return for considerable sums, favors, or other concessions.

A very wealthy merchant of Malvent may have called upon her "repatriation services", however, to her great surprise the specific named individuals where not in Alyushinnara, meaning they got enslaved by someone else.

Nocticula/Shamira are both "Slavery monopolists" and want to expand their holds upon it, possibly while also improving their public relations in a highly interesting and high powered region.


@Sebecloki: With that in mind, would a Sylph by chance be allowed to take such The Windwright Captain prestige class without meeting the racial prerequisite?

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