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6 posts. Alias of thelizardwizard.




Its a gloomy, rainy day. Many decided to stay home and out of the weather rather than see the good Lorrimar to his final rest. The few other than you that came out look at once both morose and irritable. The few that came out introduced themselves to you and Kendra. They are Vashian Hearthmount, Gharen Muricar, Zokar Elkarid and Jominda Fallenbridge, Jominda in particular was close friends with Lorrimar. As the time comes to take the Professor down the gravel way the wind picks up, seeming to howl at you and the cold wind coupled with the rain begin to bite at you. You lift the Coffin and begin to fight against the roaring wind and rain slowly making your way towards the graveyard where the Local preacher waits. As you get about half way, you are stopped by shouts, and you can vaguely see about a dozen shapes converging on you from further up the gravel way. As they get closer, you notice they appear to be farmers or the like, they shout out to your group.

That’s far enough. We been talking, and we don’t want Lorrimor buried in the Restlands. We'll be takin' him upriver and bury him there if you like, but he ain’t goin’ in the ground here!

another person speaks up. Aye! We'll 'ave no necromancer or tha like buried with our kin! 'An we'll be hurtin' any what get in our ye hear!
intimidate: 1d20 + 5 ⇒ (13) + 5 = 18
They have started to circle around your group at this point, many are bearing blunted farm instruments, however a couple even pull out daggers as an attempt to emphasize the last point. Most of the others begin to back off, seeming to believe the threat. Kendra however goes to interpose herself between the leader and her fathers Coffin.

go ahead and post your reactions, also feel free to describe your characters appearance and reaction to the rain before the scene. I believe everyone save Filia is helping hold the Coffin. Lowering the coffin slowly will require your attention and a full round action due to the rain, and likely any conversation to be had will be over by the time you can fully respond. You can however merely drop it instead. Or speak while holding it.


Here is the discussion thread. Dot in when ready and fully finished with your character. I will go over character sheets in greater detail once you dot in.


Hey guys, I love the kineticist class, its so versatile and fun you can make so many different things with it. (not to mention, its finally the base for a magic blaster every has wanted!)This time however, I am looking to make a melee based one that is well rounded and useful in all types of scenarios. This is the following build, up to level 9.
Race: Human
Stats- simple 20pt buy as its a same assumption
Post ability score adjustments
Str: 08Dex: 18Con: 18Int: 10Wis: 14Cha: 10
Feats:
1- Weapon finesse, Iron Will
3- Weapon focus
5- Combat Reflexes
7- Extra Utility Talent
9- ???

element- air1
level blasts-Electric Blast
Eventual Blasts-Water Blast, Blizzard Blast,Charged water
blast

Infusions:1- Kinetic Blade
3- Extend Range
5- Thundering Infusion
7- Kinetic Whip
9- Cyclone- (Yes, swarm me!, the other option was entangling infusion)

Utility Wild Talents:
2- Wings of Air (level 6 replacement)
4- Voice of the Wind
6- aerial evasion
7- Kinetic healer
8- Expanded Defense

By my understanding, this gives me someone, who, without magic items has-
Flight, period.
120ft range combat area (potentially 240 if I took air's reach)
Zone control with his deadly whip
Pretty Decent healing in a pinch
A decent AoE
Good HP
Good AC (thanks to water's defense granting 3-5 ac, and a high dex)
Great Damage with 2 touch attacks with his whip dealing his blast damage
Good scouting with Voice of the Wind/stealth/flight

Sure, he can't do it all :P but he can do alot, just looking for suggestions to help the build out and other ideas to that may be better than what I have thought up here. Thanks!


Team two

you all enjoy the festivities, food, and drink as the night progresses. Some possibly more than others. No one seems to noticing anything amiss, save possibly some quiet people standing off in corners or near the walls. As many of the knights begin to drink more than their share however, the festivities are shattered in quite a bloody and abrupt way. One of the new knights walks up behind Micheal, the main one providing most of the magically enchanted drink and plunges a long serrated knife through his back. With a quick sawing motion, Micheal falls to the floor in a heap, his robes almost causing him to look like crumpled laundry.

Several other newly inducted knights stare in shock, unsure of whether this is some prank, trick, or effect of magic before several other knights move from the shadows, all drawing long, serrated, wicked looking daggers. Striking at those closest to them. Most of those in attendance hadn't brought their weaponry, and no one had much in the way of armor, save possibly some with stylish shields. In the midst of the chaos, an arcane distortion is scene and from it steps a human woman, tall, jet black hair down past her shoulders, wearing an ornate black steel breastplate with red inlay forming runes and symbols on it. She has a greataxe strapped to her back, and wields a shield similar to the brestplate with a morning star. She shouts

Long have you all grown comfortable and lazy on the backs of the people. Long have you profited from our suffering even while you spread lies about protecting us! No more! We follow the Great One, the True One, the Great Beast! He will free us all from the shackles you have chained us with. See our resolve? We strike fearlessly For the Great One, And in return, he grants us the power to survive!

As she says this, you all see pure dark energy swirl through the air around her. Any of your new brothers near her suddenly begin to wither away, their forms turning to what seems ash before disappearing, even one of the knife wielding assailants gets too close and perishes in this way. They never even had the chance to scream.

The woman laughs, let the weak and worthless wither away in the Divine light of Our Master! Strike them down, slay them for generations of oppression, generations of mistreatment! They cannot stand against what is true justice!

More dark energy seems to gather around the woman, before dispersing out,covering the area in a magical darkness that instills a cold terror within you. Suddenly, a bright Light Shines forth, casting away the dark mist and you see the High Cleric entering the room. At The High Cleric's entrance a flash of fear crosses the black armored woman's face. What ensues seems to be a test of wills that ends with the woman holding her own, until Headmaster Alaryn enters as well wielding his famed greatsword and his regal attire tattered bits. The woman seems to glower before retreating and mumbles something into her dangling earring.

Tonight is merely the end of the beginning! Across the whole nation the people strike at you and your corrupt knights! Soon, all will see the truth, all will know, and you will fall! As she finishes speaking another arcane distortion begins to swirl around her before she vanishes.

Even as she vanishes, about 6 knife wielding members move in towards your group. Almost half of the remaining knights have been either killed or wounded by the cultists, however, after the initial shock and surprise their training begins to kick in. Several other small skirmishes have broken out as the Knights that are alive and not fleeing attempt to fend of the assailants. Many using improvised weaponry such as chairs or sharp table knives, while others are left to fight with nothing but their fists or to throw tableware in an attempt to distract one of the attackers or at least hinder them.

initiative, you all may act before the enemy save Lienhol, combat will be done on a first come basis, basically, if you go before the enemy, whoever posts their actions first, takes their actions before the others. They are all in a semi circle around you, currently moving towards you. Assume the furthest is 30ft out, with the closest being about 20ft out. From here on, refer to the enemy as "Cultists"
enemyInt: 1d20 + 3 ⇒ (3) + 3 = 6

Lienhol: 1d20 + 1 ⇒ (4) + 1 = 5
Posh: 1d20 + 2 ⇒ (9) + 2 = 11
Rols: 1d20 + 3 ⇒ (19) + 3 = 22
Artemis: 1d20 + 4 ⇒ (19) + 4 = 23
Alvin: 1d20 + 7 ⇒ (18) + 7 = 25
kostya: 1d20 + 6 ⇒ (15) + 6 = 21

Sorry for the long into, anyone that would have partook in heavier than casual drinking, please roll me a fort save DC: 13 or count as being sickened for the rest of the evening excluding the penalty to damage rolls. If your character would not have, feel free to ignore the save.
Also, here is where I'll leave it up to you. If your character would not have taken his weapon with him, he does not have his weapon for this combat. Likewise, if your spellcaster would have used any spells during the parade or the party to add "pizazz" you do not have said spell.


Team one, team two will be up shortly after.

you all enjoy the festivities, food, and drink as the night progresses. Some possibly more than others. No one seems to noticing anything amiss, save possibly some quiet people standing off in corners or near the walls. As many of the knights begin to drink more than their share however, the festivities are shattered in quite a bloody and abrupt way. One of the new knights walks up behind Micheal, the main one providing most of the magically enchanted drink and plunges a long serrated knife through his back. With a quick sawing motion, Micheal falls to the floor in a heap, his robes almost causing him to look like crumpled laundry.

Several other newly inducted knights stare in shock, unsure of whether this is some prank, trick, or effect of magic before several other knights move from the shadows, all drawing long, serrated, wicked looking daggers. Striking at those closest to them. Most of those in attendance hadn't brought their weaponry, and no one had much in the way of armor, save possibly some with stylish shields. In the midst of the chaos, an arcane distortion is scene and from it steps a human woman, tall, jet black hair down past her shoulders, wearing an ornate black steel breastplate with red inlay forming runes and symbols on it. She has a greataxe strapped to her back, and wields a shield similar to the brestplate with a morning star. She shouts

Long have you all grown comfortable and lazy on the backs of the people. Long have you profited from our suffering even while you spread lies about protecting us! No more! We follow the Great One, the True One, the Great Beast! He will free us all from the shackles you have chained us with. See our resolve? We strike fearlessly For the Great One, And in return, he grants us the power to survive!

As she says this, you all see pure dark energy swirl through the air around her. Any of your new brothers near her suddenly begin to wither away, their forms turning to what seems ash before disappearing, even one of the knife wielding assailants gets too close and perishes in this way. They never even had the chance to scream.

The woman laughs, let the weak and worthless wither away in the Divine light of Our Master! Strike them down, slay them for generations of oppression, generations of mistreatment! They cannot stand against what is true justice!

More dark energy seems to gather around the woman, before dispersing out,covering the area in a magical darkness that instills a cold terror within you. Suddenly, a bright Light Shines forth, casting away the dark mist and you see the High Cleric entering the room. At The High Cleric's entrance a flash of fear crosses the black armored woman's face. What ensues seems to be a test of wills that ends with the woman holding her own, until Headmaster Alaryn enters as well wielding his famed greatsword and his regal attire tattered bits. The woman seems to glower before retreating and mumbles something into her dangling earring.

Tonight is merely the end of the beginning! Across the whole nation the people strike at you and your corrupt knights! Soon, all will see the truth, all will know, and you will fall! As she finishes speaking another arcane distortion begins to swirl around her before she vanishes.

Even as she vanishes, about 6 knife wielding members move in towards your group. Almost half of the remaining knights have been either killed or wounded by the cultists, however, after the initial shock and surprise their training begins to kick in. Several other small skirmishes have broken out as the Knights that are alive and not fleeing attempt to fend of the assailants. Many using improvised weaponry such as chairs or sharp table knives, while others are left to fight with nothing but their fists or to throw tableware in an attempt to distract one of the attackers or at least hinder them.

initiative, you all may act before the enemy, they are all in a semi circle around you, currently moving towards you. Assume the furthest is 30ft out, with the closest being about 20ft out. From here on, refer to the enemy as "Cultists"
enemyInt: 1d20 + 3 ⇒ (11) + 3 = 14

Anduriel: 1d20 + 2 ⇒ (10) + 2 = 12
Lily: 1d20 + 13 ⇒ (16) + 13 = 29
Damari: 1d20 + 3 ⇒ (11) + 3 = 14
Dalen: 1d20 + 1 ⇒ (20) + 1 = 21
Wellington: 1d20 + 10 ⇒ (3) + 10 = 13
Serill: 1d20 + 4 ⇒ (6) + 4 = 10

Sorry for the long into, I will be assuming that most of you are in a large group. However I will be splitting up the threads here. I will hopefully have maptools or Roll20 up and running soon, until then we can play this scene out in theater of the mind easily enough. Oh, also anyone that would have partook in heavier than casual drinking, please roll me a fort save DC: 13 or count as being sickened for the rest of the evening excluding the penalty to damage rolls. If your character would not have, feel free to ignore the save.
Also, here is where I'll leave it up to you. If your character would not have taken his weapon with him, he does not have his weapon for this combat. Likewise, if your spellcaster would have used any spells during the parade or the party to add "pizazz" you do not have said spell.


Team one, team two will be up shortly after.

you all enjoy the festivities, food, and drink as the night progresses. Some possibly more than others. No one seems to noticing anything amiss, save possibly some quiet people standing off in corners or near the walls. As many of the knights begin to drink more than their share however, the festivities are shattered in quite a bloody and abrupt way. One of the new knights walks up behind Micheal, the main one providing most of the magically enchanted drink and plunges a long serrated knife through his back. With a quick sawing motion, Micheal falls to the floor in a heap, his robes almost causing him to look like crumpled laundry.

Several other newly inducted knights stare in shock, unsure of whether this is some prank, trick, or effect of magic before several other knights move from the shadows, all drawing long, serrated, wicked looking daggers. Striking at those closest to them. Most of those in attendance hadn't brought their weaponry, and no one had much in the way of armor, save possibly some with stylish shields. In the midst of the chaos, an arcane distortion is scene and from it steps a human woman, tall, jet black hair down past her shoulders, wearing an ornate black steel breastplate with red inlay forming runes and symbols on it. She has a greataxe strapped to her back, and wields a shield similar to the brestplate with a morning star. She shouts

Long have you all grown comfortable and lazy on the backs of the people. Long have you profited from our suffering even while you spread lies about protecting us! No more! We follow the Great One, the True One, the Great Beast! He will free us all from the shackles you have chained us with. See our resolve? We strike fearlessly For the Great One, And in return, he grants us the power to survive!

As she says this, you all see pure dark energy swirl through the air around her. Any of your new brothers near her suddenly begin to wither away, their forms turning to what seems ash before disappearing, even one of the knife wielding assailants gets too close and perishes in this way. They never even had the chance to scream.

The woman laughs, let the weak and worthless wither away in the Divine light of Our Master! Strike them down, slay them for generations of oppression, generations of mistreatment! They cannot stand against what is true justice!

More dark energy seems to gather around the woman, before dispersing out,covering the area in a magical darkness that instills a cold terror within you. Suddenly, a bright Light Shines forth, casting away the dark mist and you see the High Cleric entering the room. At The High Cleric's entrance a flash of fear crosses the black armored woman's face. What ensues seems to be a test of wills that ends with the woman holding her own, until Headmaster Alaryn enters as well wielding his famed greatsword and his regal attire tattered bits. The woman seems to glower before retreating and mumbles something into her dangling earring.

Tonight is merely the end of the beginning! Across the whole nation the people strike at you and your corrupt knights! Soon, all will see the truth, all will know, and you will fall! As she finishes speaking another arcane distortion begins to swirl around her before she vanishes.

Even as she vanishes, about 6 knife wielding members move in towards your group. Almost half of the remaining knights have been either killed or wounded by the cultists, however, after the initial shock and surprise their training begins to kick in. Several other small skirmishes have broken out as the Knights that are alive and not fleeing attempt to fend of the assailants. Many using improvised weaponry such as chairs or sharp table knives, while others are left to fight with nothing but their fists or to throw tableware in an attempt to distract one of the attackers or at least hinder them.

initiative, you all may act before the enemy save Dalen. They are all in a semi circle around you, currently moving towards you. Assume the furthest is 30ft out, with the closest being about 20ft out. From here on, refer to the enemy as "Cultists"
enemyInt: 1d20 + 3 ⇒ (6) + 3 = 9

Anduriel: 1d20 + 2 ⇒ (17) + 2 = 19
Lily: 1d20 + 4 ⇒ (14) + 4 = 18
Damari: 1d20 + 3 ⇒ (8) + 3 = 11
Dalen: 1d20 + 1 ⇒ (3) + 1 = 4
Wellington: 1d20 + 10 ⇒ (10) + 10 = 20
Serill: 1d20 + 13 ⇒ (6) + 13 = 19

Sorry for the long into, I will be assuming that most of you are in a large group. Anyone that would have partook in heavier than casual drinking, please roll me a fort save DC: 13 or count as being sickened for the rest of the evening excluding the penalty to damage rolls. If your character would not have, feel free to ignore the save.
Also, here is where I'll leave it up to you. If your character would not have taken his weapon with him, he does not have his weapon for this combat. Likewise, if your spellcaster would have used any spells during the parade or the party to add "pizazz" you do not have said spell.


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The wind blows eerily, creating a soft, melancholy whistle as it blows. A cold chill runs up your spine as the hairs on your neck stand up straight you look about... nothing, nothing but a cold wind blowing. You continue onwards, still hearing the cold, eerie whistle of the wind at your back.

Hello all, and welcome to a Carrion Crown AP recruitment.

Some of you may have seen my other homebrew recruitment thread, well, not long ago A friend of mine got me the Carrion Crown AP as a birthday gift. I Have never attempted to run an AP on these boards, honestly I haven't run a game on these boards I suppose. However I've run many campaigns. Most homebrew. However! My very first introduction to Pathfinder was with the Carrion Crown AP, and I have many a fond memory of it. So, as a sorts of celebratory action and recognition to that, I would like Carrion Crown to be my first Published AP game I run on these forums.

The game will start as normal, you all have will have received a letter informing you of The professors passing. How you knew him is entirely up to you! I will attempt to make this game spooky if possible, with plenty of spooky scary skeletons if need be. I would like a post rate of 1/day or more, I think I will allow around two weeks for everyone to get a character submitted, If people get their characters in fast, and no new interest is shown, I may close recruitment early.

Now, that said, heres the build works-
1st level
Point Buy: 20, on a 1 to 1 basis Ex:(an 18 costs 8 points),nothing above 18 pre-racials.
HP: Max at first. half+1 every level after.
Traits: 2, 1 campaign, 1 from whatever you wish, Drawbacks for another trait are allowed only with my approval.
Wealth: Max starting wealth, no traits that increase your wealth, save the campaign trait.
Feats: Everyone gets a free feat at level 1, you must meet the requirements for any feat you take, combat expertise will NOT have the 13 Int requirement.
3PP: No, none, sorry, wanna stick to published stuff this time around.
Races: Core+featured Fetchlings and dhamphirs are allowed.
All published Paizo material may be used, however if you are using something particularly new, or obscure, Provide a link in your characters page please.

If you wish to play an aasimar or teifling and want to roll on the table to replace your SLA, you may roll 3 times and pick one.

If you have any questions or concerns please do not hesitate to ask.


While you have been regarded as Brothers in the Order after your completion of your final trials. You were not formally accepted until the Ceremony. Over 100 recruits made it through the trials this time. The ceremony was long, and required formal parade attire which, despite the efforts of the best tailors is still quite stuffy. Perhaps the one bit of enjoyment to be had if you didn't have a taste for this sort of thing was seeing your old Sargent, Ivan Ironmug, fight with his clothing. Indeed, the dwarf looked out of place in anything save his heavy plate armor, even more so in tights! Eventually the ceremony is completed and you are all make your way into the Large Ballroom built near the orders main Headquarters.

Like the HQ itself, it is built from the finest of crafted Marble, with chandeliers of silver and gold hanging from the ceiling lit with magical lights that reflect off the glass in a dazzling and breathtaking display. The floor is covered in fine rugs and on the wall are paintings and all manner of decorations depicting historical moments of the Order. On each side of the room long tables covered in silken table cloth hold a plethora of foods and drinks, even a remarkable new concoction is offered created from a joint collaboration between alchemists of Nasar and mages of Valen.

As you look around, you hear the booming voice of Headmaster Alaryn. Turning around you see him standing on a small balcony at the back of the great hall. He is in attire fit for a king, and looks just a regal despite his pepper colored hair. Beside him you see the Dwarf Ivan, a beautiful Female half-elf to his left, and a young, nervous looking man in ornate full plate of the highest quality behind him to his right.

know. Local DC:10, or having cleric class levels, untrained checks allowed:
She is Mia Fey, The high Cleric of the Order and most gifted of Sarenrea's followers. She has launched many, at least semi-succeful relief programs to the people of the worker's district, and rumors say she even managed to defeat death and bring a dead man back to life. Kind as she is beautiful, she is friendly to everyone she meets. She has stolen the heart of many a young knight or trainee unintentionally, however despite this she seems to have had no lover up to this point.

know. Local/nobility DC15:
The young man is Daniel, The headmasters only true son, and the only male of 4 siblings. He is seen by some as a failure and a mockery to the Headmasters name, having failed the trials three times before finally scraping by this last time. While he is known for his humble attitude and kind-hearted nature, he can be a bit lazy as well as headstrong.

Good evening everyone! I congratulate you all on your success, and thank you for offering your services to protect and aid the people. The Order has gained many great new brothers today! Some, even surpassing their peers!... He goes on to name some of the more prominent "graduates". He goes on about History for another minute or two before a rather flustered looking man steps onto the balcony enteruppting his speech. The manquickly rushes up to The Headmaster and whispers something in his ear before leaving just as quickly as he came. After a few moments, Headmaster Alaryn speaks up again.
Yes, ahem, as I was saying, I welcome our new Brothers, May the Light Shine on you, and may you bring it wherever you go. Tonight, I invite you to rest and enjoy yourselves, you have all earned it. Eat, drink, and be merry! Enjoy the company of your new brothers, and I suggest you try the drinks offered by the Alchemists and wizards. They pack quite the taste! The day after tomorrow, you will all be given your first assignments. For the Order!

Sensemotive DC15:
You get the feeling that his speech was cut short. Something bothered him enough to end it much sooner than intended and with less charisma than expected.

You spy one of the braver individuals try one of the so called "Magickz Mix" as soon as he does he, suddenly appears to be a she. She slowly walks away more than a bit embarrassed and confused. You hear one of the servers at the area shout. I told you to leave that one out for tonight Mike! Jeez. Despite the first showing, another tries it and he suddenly begins to levitate, after a bit he figures out how to control it and begins flying around the room around 10-20ft in the air. If you would want to try the drink, roll me a d20 named magickz mix XD

So, feel free to interact however you deem proper, you all would have likely at least seen each other, whether you know each other is up to you. Martial types are more likely to know other primary martial types and casters/divine folk are more likely to know each other merely due to slightly different training regimes. Have fun!


Okay, so far this is what I have-

The Idea is a mobile dagger throwing fighter. Likely moving often due to stealth checks being part of move actions. So I need a decent Hit to offset the lower attacks/round.

It is gestalt,
Fighter 5/ Unrouge4/wizard(divination)1

Str 13, Dex 18, Con 16, Int 13, Wis 14, Cha 10 stats wise,

His feats look like this.
1- skill focus (stealth), point blank shot, far shot, weapon finesse
2- Startoss Style (daggers), weapon focus(Rogue talent)
3- Startoss comet
4- Weapon specialization dagger, Distance thrower
5- Advanced weapon training (Trained Throw)

future plans involve-
level 6- grab hellcat stealth (make stealth checks even when observed at -10)
level 7- grab sniper rogue

possibly dip monk for more free feats (mobility/dodge for spring attack)

I can now make stealth checks to stay hidden, while pegging enemies with daggers, albeit at -10 (-20?) I also may look into grabbing dampen presence, so I can get the sneak up on those blindsense folk.

So far, his ranged and melee attacks do the same damage, now my question is, what could I change, and where, to better boost his throwing abilities. (The dagger throwing wasn't planned, its just how the character came out, so now I wanna make it work mechanic wise) We are running a pretty scary dungeon...

Would love some advice as I have NEVER built a throwing build before.


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You will all start out as knights of the Order of the new Dawn. The main military and police force for the kingdom Continent of Aruli. You have all joined for your own reasons(whether that is to do good and protect people, or, make your fortunes within the order or anything in-between) You will have have just finished your trials (level 1-2) and have finally been deemed worthy to join and be split into teams and given your first assignments.

bit of background:
Aurli is a large continent nation cut off by open sea on either side, and in-hospital mountain ranges to the north and south. The great metropolis city of Sparo is the capital and home to the Order's HQ. The kingdom is lead by a council, consisting of one councilman from each prominent city forming a council of 9, and the head chairman, a person appointed directly by the Headmaster of the Order who's votes count double. (The order has a lot of political sway). The monster races are actively hunted within the civilized borders, but allowed to roam unmolested in the thick forests and low foothills. Half-orcs are seen both with pity, and resentment. Some feel sorry for the fates that brought them to their fortune, others, only see them as orc filth. Kitsune are accepted, though only mildly, enough that marriage between a human, elf, or even dwarf, are not unheard of.

background on the Order- The order was formed in defense against the Dread lich Morzoth, who several hundred years ago had attempted to conquer the entire continent in his mad lust for ever more power. As the small kingdoms of that time bickered and fought and seemed soon to break under the relentless undead assault, several hero's joined together to form this Order for the people to rally to. After their hard-won victory they, with more than popular support, instituted a new, single, government. For centuries, the order has protected the people, and served as a beacon of hope with many victories against evils, however, lately corruption has begun spreading throughout the government, less and less people come to join the ranks of the Order, while more and more knights never return from missions. Something brews in the dark places of the kingdom, and the Order must find out what before it is too late...

The 8 other cities that comprise council spots are, in order of size and population.

The port city of Umber on the west coast- Main port where external trade used to occur, however due to a great arcane surge a Rift has appeared deep out at sea, cutting out all access to the other nations. Many blame the powerful Dread Lich.

The port city of Brandonsbrook on the east coast. More of a place where goods are gathered, to be shipped upriver towards the trade hub Balzir

The Fortress-city of Arrak (pronounced Arr-rak) Fortress where the band of hero's led by the champion Arrak first withstood, and defeated the undead armies of The Dread Lich.

The Trade city of Balzir- where most goods of the nation pass through.

Nasar (pronounced Naa-sar)The town of science. Best known for their work on something they call an airship. Has found a use for blackpowder and has several prime researchers looking into steam and clockwork machinations. - shares similiar culture to workers quarter in Sparo (industrial british)

Frontier town Aldune (borders the great forest)- Town closest in proximity to the Great Forest in the north, all kinds of Fey, beast, and monster roam the dark woods, and more than one ghost tale has been spun about it. However, the great oaks and other trees provide high grade wood, and Aldune is the largest town in the region that supplies the highly sought after wood.

Valen, home of the most renown Arcane school (pronunced Vay-lin)- Valen is home to the most renown school of the arcane in the nation, Where only the brightest and best arcane users can enter. Due to the close proximity to powerful magic,many feel safe, however several accidents have caused many to move to other areas. Especially since the last caused quite the fire.

Capital
Sparo is a huge city divided into several quarters, you have the Inner quarter, built on a large hill with stone foundations, it rises above most of the rest of the city. At the center sits the Order's HQ, designed by the best dwarven masons and build with a variety of precious stones and ores. surrounding this, and after taking one of many makeshift elevators (or the 3 story stair ways) you enter the housing quarter. Here, most knights, government officials, merchants, or others that are well off reside. This district also holds the guard hall and armory. (Guardsmen are those that either failed the trials to join the Order, or wished for a less mobile, simpler and safer life)

outside this ring stands the merchant quarter, where the second largest amount of goods reside in the Nation. If it is in the kingdom, you can almost be sure at least one of it is here.

the final district is formally known as the Worker's district, though as of late it is often referred to as the slums. While buildings and housing in the other districts are made from stone, or the finest wood and kept in good condition, lately the buildings in the Worker's district have started to fall into disrepair. While the guards at least pretend to attempt to enforce the laws, it is apparent that most of the time they are only enforced when a knight of the Order patrols the area. Gangs have started to spring up, and with food prices rising the farmers, city cleaners, and many other more menial and less glamorous workers find food hard to come by save for old or out-dated foods thrown out by vendors in the Merchant quarter. Several campaigns have been launched by the cleric's wing of the Order, with varying degree's of success, but their funds are limited, and reforms have been stuck in discussion for decades in the council.

society and culture- Many in the Capitol have a distinct industrial British feel. With those in the worker district having something of the cockney accent and industrial ages name design. (IE, someone working in an inn my have the last name of "Brew") while the inner rings have a mixture of the higher class accent and a slight spicing of 1930s-1950s American.

The rest of the Nation is almost as varied as Golarion, with the port cities tending towards culture more similar to Venice, and the inner cities such as Aldune resembling German. One can tell from which city one comes, but an outsider may have trouble telling the difference.

Races: Dwarves, elves, halfings, gnomes are all widely accepted, with most larger towns having a fair amount of all these races.

The Dwarves have two main clans, each situated in opposite mountains, the Northern Clan or, Clan Ironmug, are your more traditional D&D dwarves. While the Southern Clan, Clan Bronzebeard, have a much larger inclination to experimenting and creating technology. Each clan has several smaller clans that split from the main over time.

Gnomes: Most live in Nasar, aiding the engineers there in their research into clockwork and steam work and in general causing more than a few explosions. The latest fruition of their work is a large "air ship" so far they have tested its flight 4 times, with only one crash landing! Gnomes are much more of the tinkerer variety here, often using personally crafted firearms or similar weaponry to "even the odds"

Elves: are pretty much the same as D&D elves, save they perhaps are a bit more prideful. They don't have a city of their own, living among humans in a similar fashion to that of halflings.

Halflings: Same as D&D/PF

If you have any other questions about the setting please ask away! Now, if you are still with me, lets get to the bits people are waiting for! character creation.
Level: you will start out at level 4.
Stat Generation: roll 4d6, drop lowest, reroll all and any 1s may reroll one entire roll. OR 18pt buy on a 1 to 1 basis. (an 18 would cost 8 points) no stats below 8 or above 18 pre racials.
2 traits, no drawbacks
HP: max every odd level, half every even. (so, at level 3, a fighter would have 10+6+10 hp before con)
Races: all Core, if you have something in mind that is not core, let me know and I'll consider it.
Classes: All paizo, and the Machinesmith 3pp class. No spheres of power, or other 3pp. If you have a particular class, I will give it a once over but as a rule of thumb and class that makes use of several 3pp things is a no-go.
SKills: backgorund skills are in play, also, fighters now have 4 skills +int per level, and gain Perception as a class skill. (comon, what kinda fighter isn't good at noticing things?)

IMPORTANT NOTE FOR DEX BASED FIGHTERS: all feats giving dex to damage are not in use. However, in their stead I will be giving you all the following feat for free (assuming you meet the requirment)

Feat: Precise Striking, prerequisite: Dex 15
You may add half your Dex modifier (min 1) to all damage rolls with a weapon you can use weapon finesse with. This damage is added to any strength bonus you have and is multiplied on a critical hit. If your class has an ability that applies dex to damage, this ability instead gives you +1 additional damage.

Also, every class with a 3/4 BaB or better gain combat expertise as a free bonus feat without needing to meet the prerequisite. ( does not work for 1 level dips)

now, I am almost sure I forgot SOMETHING, so Please, don't hesitate to ask anything.


Hello all, I am looking for help in building a level 20 character for a "gauntlet run" for my IRL group. we just finished a campaign, and before we start the next we wanna have some level 20 fun. The idea here is to make a level 20 character, and have him fight, kill, and survive as many combats as possible in the gauntlet full of monsters of varying types at CR18+ most will be selected at random. You get healed for 1/4 of your maximum HP after every victory. All combats will happen in a dome like ring, with a maximum height of 100ft. Use a 25pt buy, and assume full Wealth by level as per the chart in the core book. The one caveat is no more than one companion + one summoned creature with you.

One caveat- I am really looking for fighter builds, with at least the majority of his levels being in fighter, no less than 17 fighter levels. however If you wish to post your own idea for a character you would play in this silly/fun one-off feel free to do so. Preferably with a fighter build to compare it too.

all combats happen 1 round after your last victory, so potions and the like are allowed.

comon forums! I know how much you folk here love making characters, help a guy show the true power a fighter can be capable of! Consider that, my friends, a challenge.


Howdy folks, I am new to the boards, however, I have GMed a fair bit so I am not new to that aspect. I have decided to try my hand at running a game in PbP format. For that, I have decided to run one of my two homebrews.

The first, For the Glory of the Brotherhood!::

You will all start out as knights of the Order of the new Dawn. The main military and police force for the kingdom Continent of Aruli. You have all joined for your own reasons(whether that is to do good and protect people, or, make your fortunes within the order or anything in-between) You will have have just finished your trials (level 1-2) and have finally been deemed worthy to join and be split into teams and given your first assignments.

bit of background- Aurli is a large continent nation cut off by open sea on either side, and in-hospital mountain ranges to the north and south. The great metropolis city of Sparo is the capital and home to the Order's HQ. The kingdom is lead by a council, consisting of one councilman from each prominent city forming a council of 9, and the head chairman, a person appointed directly by the Headmaster of the Order who's votes count double. (The order has a lot of political sway). The monster races are actively hunted within the civilized borders, but allowed to roam unmolested in the thick forests and low foothills. Half-orcs are seen both with pity, and resentment. Some feel sorry for the fates that brought them to their fortune, others, only see them as orc filth. Kitsune are accepted, though only mildly, enough that marriage between a human, elf, or even dwarf, are not unheard of.

background on the Order- The order was formed in defense against the Dread lich Morzoth, who several hundred years ago had attempted to conquer the entire continent in his mad lust for ever more power. As the small kingdoms of that time bickered and fought and seemed soon to break under the relentless undead assault, several hero's joined together to form this Order for the people to rally to. After their hard-won victory they, with more than popular support, instituted a new, single, government. For centuries, the order has protected the people, and served as a beacon of hope with many victories against evils, however, lately corruption has begun spreading throughout the government, less and less people come to join the ranks of the Order, while more and more knights never return from missions. Something brews in the dark places of the kingdom, and the Order must find out what before it is too late...

The second, Way of the wilds::

You will start as either a member, or at a least highly trusted, and valued friend, to a barbarian tribe within the foothills and valley of the mountains. Most, if not all characters should have ties with at least someone in the village, be it parents, brother/sister or by marriage, or a combination of any such connections. The time for the great hunt draws near, and the strongest warriors of the tribe gather to prove their worth, and provide the food for the great feasts and celebrations to come, when one of the tribe will be selected as the elders apprentice, destined to learn from the elder, and then lead the tribe after the current elders passing.

Backgrounds will obviously be somewhat more restricted, save perhaps from an alignment stand-point. Any alignment is fine, as long as you have a reason to be invested in the tribes well-being, and are invested in seeing the tribe grow and prosper.

Both games will likely start around Level 3.
Gestalt -may- be used if enough people want that.
Some house-rules will be in play for either campaign.

Now, if anyone is interested, please post your interest and select which one you would rather play, (if you would like either, simply list them in order of preference, so, your favored one would be 1., the other 2.)


Pretty much just the title, haven't gotten to play this before and I had more than a few ideas for PCs for it. Just wondering if anyone would be up for running it.


So, starting a game, we will start at level 8, and quickly progress to level 10 before slowing down. The game should end around level 16.

I have planned out my Dwarven fighter through level 10, and purchased items for him with the gold we were given. How does he look? Any glaring weaknesses? Any suggestions on things to consider changing or tweaking? I'm all ears, our GM runs fun games, but they are fairly challenging combat wise.

Race: Dwarf fighter (tower shield specialist)10
Alternate Traits:
Traits: Axe to Grind, seeker
Ability scores:
Str: 24
Dex: 14
Con: 18
Int: 12
Wis: 14
Cha: 06
Combat Statistics:
HP: 120 (10d10+5)
AC:36 T:22 FF:34
DR3/-
Saves:
Fort: +14(+18 vs spells and SLA)
Ref: +8(+12 vs spells and SLA)
Will: +10(+14 vs Spells and SLA)
---------------------------------
Offense:
Dwarven Waraxe: +20/+15 (+17/+12)
Damage: 1d10+11/17
Javelin: +0
Damage: 1d6+7
CMB:+17
CMD:27
---------------------
Feats:
1- toughness, step up
2- weapon focus DWA
3- power attack
4- weapon specialization
5- steel soul
6- shield focus
7- Iron will
8- Vital Strike
9- Iron skin
10- dodge

Armor training - 1
Armor specialization (+2)

----------------------
Equipment:
Arms and Armor:
+2 Tower shield, +2 adamantine Full plate , +2 dwarven waraxe, 5 Javelins
Misc: X potion of Enlarge person,

Belt of physical might +2, cloak of resistance +3, ring of protection +2,
-----------------------------------
Skills: 2+1/level