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369 posts. Alias of Dreaming Warforged.



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Hello All, and Welcome!

Before we start, we have a few things to settle, build, clarify, adjust, and confirm. So let's do this in stages.

Foremost, I invite you to dot the gameplay thread, that way you can see the campaign in your tab, even though we haven't started yet. That being said, I would ask that, if at all possible, you delete the post with the dot once posted. It removed the dot post, but the campaign still stays on your tab.

Next, I want to make sure that you've all read and are ok with an important premise for this game:

Dreaming Warforged in Recruitment wrote:
Story Types: Some of the things I wish to emphasize in this campaign are characters' involvement with the plot and with NPCs. To put it bluntly, for the sake of the story, I will mess with your characters. I will take things away from them, jail them, bring them from rags to riches and back again, threaten and kill loved ones, but I will also make sure that their long-term goals evolve. They will rise not only in power, but in influence and reach. They will be able to develop long-lasting institutions and influence the world. In other words, I want the characters to be the story, instead of being witness to the story. Accordingly, characters need to have goals that make them plan and do things every morning, meet with people, seek favours, etc, instead of only having things happen to them and their relations.

Please let me know if you're ok with this and to what extent. Are there lines I should not cross?

Let's get this rolling!


It is early morning. Too early for most of you. The light of the early dawn filters through the towers of Tavick's Landing, where you can make a few airships moored to the thinnest of towers.

And yes, this is why you're all here. The add in the Sharn Inquisitive promised easy money, and easy money is just what you need.

All of you.

Dearly.

The Secret Charms of Sharn


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THE SECRET CHARMS OF SHARN
Eberron 5e Campaign Recruitment

Sharn beckons the strong and the weak with the hope of a better life. In the aftermath of the Last War, as entire armies are disbanded, new countries seek recognition, and old countries prepare for the Next War, every individual tries to find a new place in the new world, and leave the old wounds behind.

WHAT TO EXPECT

Setting: Eberron, Breland, Sharn. For the most part, it will be an urban campaign in Sharn with some exploring of strange locations.

Action Types: Investigation, social encounters, exploration, diplomatic messes, good old combat, shadowing and street chases, infiltration, reversals of fortune, impossible dilemmas, betrayals, redemption.

Story Types: Some of the things I wish to emphasize in this campaign are characters” involvement with the plot and with NPCs. To put it bluntly, for the sake of the story, I will mess with your characters. I will take things away from them, jail them, bring them from rags to riches and back again, threaten and kill loved ones, but I will also make sure that their long-term goals evolve. They will rise not only in power, but in influence and reach. They will be able to develop long-lasting institutions and influence the world. In other words, I want the characters to be the story, instead of being witness to the story. Accordingly, characters need to have goals that make them plan and do things every morning, meet with people, seek favours, etc, instead of only having things happen to them and their relations.

Sources: I plan on adapting, mixing, and matching smaller pieces into a broader campaign arc as the campaign evolves, with easily recognizable goals, regularly reached, based on characters’ choices. I will likely select from modules written by Keith Baker and associates, from Adventurers League’s Embers of the Last War series, from the four 3.5 Eberron modules, from 5e non-Eberron adventures (i.e. Curse of Strahd or Princes of the Apocalypse), and perhaps from The Blight.

What Brings the Characters Together: The characters are brought together the first time by their common need for some quick and easy gold. They all signed up for a paid job advertised in the Sharn Inquisitive.

HOW TO APPLY

Classes: All.

Races: Changelings, dwarves, elves, gnomes, half-elves, half-orcs, halflings, humans, shifters, warforged.

Character Concepts: Five broad concepts are presented, with an open one. Players can apply for each character concept, so up to six applications can be presented. No need to submit full builds at this time.

The Blunt Tool: You’ve always been treated as expendable, but you’re smart, just a different kind of smart.

The Aspiring Academic: The War interfered with your studies. That’s why you’ve not been admitted to Morgrave University. But you’ll get in. One way or another.

The Flawed Faithful: You believe in a higher power and live to serve it. Deep down, there is a wound that needs healing, a hole that needs filling, or a past that needs forgetting.

The Dragonmarked Entrepreneur: The Prophecy has selected you, and you intend on making the most of it, just like all the other dragonmarked.

The Strange: You draw suspicion, or worse. You may hail from a distant land, have fought for the other side during the war, or serve a strange faith. You may be one of the mercenary people that have gained bad reputations during the war, such as the Valenar or the Dakhaani, or you may simply be of a race that is not yet fully trusted or accepted, such as Shifters or Changelings. Or perhaps you just make people uncomfortable.

Open Concept: Your character does not fit any of the above concepts, but you feel it deserves consideration. Use the template for the other concepts to make your own.

Character Details: For each character concept, provide short answers (at most two sentences) to the following: general build, personality, background, and allies, contacts, and rivals.

General Build:
-Class:
-Race:
-Background:

Personality:
-Primary Motivator: (Creation, Discovery, Education, Hedonism, Love, Power, Service, etc.)
-Outlook: (Optimistic or Pessimistic)
-Integrity: (Conscientious or Unscrupulous)
-Boldness: (Intrepid or Cautious)
-Conformity: (Conventional or Heterodox)
-Religious Adherence: (Non-believer, Agnostic, Casual adherent, Orthodox)
-Favourite Topics of Conversation:
-Quirks, Habits, and Oddities:
-Hobbies and Enjoyments:

Background:
-Where were you born and where did you grow up?
-Where and with whom did you learn your trade?
-What is the most important event that shaped your personal path?
-What did you do during the Last War?
-If not from Breland or Sharn, what brought you there?
-What is your wildest dream or goal? How do you wish to be remembered?

Allies, Contacts, and Rivals:
Choose from the following list one ally (someone that will likely help you), one contact (someone that you know), and one rival (someone that will likely hinder you), and explain for each, in one sentence, the reason for this relationship:
-Aqsha Deg: female half-orc Gatekeeper aspirant
-Areyndee d’Phiarlan: male elf Phiarlan opera singer
-Behkka Soldorak: female dwarf King’s Shield aspirant
-Dalia Dorian Korran: female gnome reporter for the Korranberg Chronicle
-Diana d’Orien: female human Orien courier
-Drevan ir’Roole: male human noble, former Brelish cavalry captain
-Edge: female personality warforged mercenary
-Elaydren Vorn: female human artificer, House Cannith acolyte
-Jim d’Jorasco: male halfling healer
-Kavill: male shifter Watch investigator
-Light: female personality warforged devotee of the Sovereign Host
-Loretta Dashwad: female elf Skymage
-Lucan Stellos: male human watchman
-Max Murlock: male human private investigator
-Nora ir’Roole: female human noble
-Timbal Grasstooth: male halfling fence
-Yvonne ir’Kaspardt: female human Cyran noble

SUGGESTED EBERRON WEB RESOURCES

The Wayfinder’s Guide to Eberron (also with lots of great character ideas)

Keith Baker’s webpage on Eberron

Ten Things you Need to Know About Eberron (from 4th Ed.)

Excellent podcast on things Eberron with Keith Baker (lots of great character ideas)

The Endless Possibilities of Eberron

Review of the Original Campaign Setting by SKR

RECRUITMENT CLOSES TWO WEEKS FROM THE TIME OF THIS POSTING


Hello All,

As the title suggests, I’m contemplating starting an Eberron campaign using 5e rules. I would likely be starting from published 5e adventures and adapting them. I’m not sure which yet and am open to suggestions.

Let me know if you’re interested and/or have questions.


Tama no Ha

A Blade of Jade
Sneaks through Snow
And Sings of Spring.


Tama no Ha
A Solo Adventure in Minkai.

A Blade of Jade
Sneaks through Snow
And Sings of Spring.

Let's discuss.


I am wondering if some players would be interested in playing a campaign set in a variant Eberron, using Technoir either in totality, or only as tools to complement a Pathfinder game.

Variant Eberron: The main change is that the races are Human, Warforged, Shifters, and Changelings. All other races are replaced by Human. Other changes are related to specifics of organizations and agendas. If you've read all Eberron, allow for significant differences. For example, the Blood of Vol is not an evil cult. everything is grey.

Technoir: If you don't know about Technoir, I've posted below some quick reading. Long story very short, it is a set of rules that emphasizes hardboiled style stories. The rules are very light and flexible.

A short review of Technoir.

A more in-depth review.

Tehnoir's Player's Guide.

Technoir and Eberron: Two Options
I'd be interested in mixing elements of Technoir's rules in an Eberron setting. The two options are adapting Technoir to Eberron and playing a Technoir hack set in Eberron, or using only some DMing elements of Technoir (Connections and Tranmissions mainly) in a Pathfinder game set in Eberron.

The Campaign Seed: An Uneasy Truce
The city of Tronehold saw the start of the Last War and, a hundred year later, may see its end. The war has left the continent shattered and its empire shredded in a myriad a small kingdoms. The recent cataclysm that claimed what once was the proud nation of Cyre has sobered everyone and forced an uneasy truce. House Deneith has reopened the ancient capital of Thronehold and called every faction to meet and discuss a peace treaty.

The victims of Fate (or heroes) are members of these factions. Veterans of the war and old friends, they meet in Thronehold in the silly hope of making a difference...

As you can see, I am not aiming for a 'kill the beats and take its stuff' kind of campaign, but more of a sandbox type campaign, where things happen and the actions of the characters shape the future of the continent.

Please let me know if (1) you would be interested in such a campaign, and (2) whether you'd be willing to use Technoir as a rule set for the campaign.


I recently read the description for each of the chapters of the upcoming Giantslayer AP, and I was quite surprised by the amount of detail provided. It felt to me as though someone had just forgotten to use spoiler tags in a thread, but it's not a thread. It's the main description that anyone could read. I didn't find it was the case for previous APs (I haven'T read them all though).

Anyhow, I was let down enough that I felt I should speak up. Is this a new thing? Are others also feeling the same? Am I making a fuss bout not much? Could this be avoided for future APs?


This, for now, applies only to core races.

I've noticed how races, with their +2/+2/-2 ability distributions, and some of their favourite class alternate bonuses, point to certain classes, but more importantly, point away from classes.

For example, why would someone choose to play a dwarven sorcerer? Or a halfling(en?) wizard?

Have some of you found ways to avoid classes to be pigeonholed into or away from some classes?

One possible tweak I'm thinking of would be to allow players to move one of the +2/+2/-2, as long as it stays in the same ability type (physical or mental). Thus, a Dwarf could choose +2 Con / +2 Chr / -2 Chr, for example, or an Elf could go +2 Str / +2 Int / -2 Con.

What do you think? Other ideas?


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I'm considering the following house rule and would appreciate your thoughts and feedback. Please note that the ones I'm really really not sure about have a question mark.

Characters who meet the requirements receive the following feats as bonus feats:

  • Power Attack
  • Agile Maneuver
  • Two-Weapon Fighting
  • Improved Shield Bash
  • Combat Expertise
  • Step Up
  • Piranha Strike
  • Deadly Aim
  • Heighten Spells
  • Weapon Finesse?
  • Eschew Spell Components?
  • Selective Channeling?
  • Combat Reflexes?
  • Quick Draw?
  • Vital Strike?
  • Lunge?
  • Leadership?

I'm also thinking about removing the requirements altogether for these feats.


1 person marked this as FAQ candidate. 7 people marked this as a favorite.

”Ok, but what do you mean by ‘Low Magic’?”

Various definitions of what is Low Magic have been presented in the Define Low Magic, ‘Why Low Magic’ threads.

Following up on these great discussions, I wanted to group the definitions presented and get some feedback and ideas for a comprehensive view of the Low Magic options so far.

Most discussions on low magic on these boards have sparked side discussions on the feasibility, even the relevance, of low magic systems. This is not the objective of this thread.

DEFINING LOW MAGIC

From the discussions on these boards, it seems clear that there are several possible definitions for ‘low magic.’ Based on these, I’ve tried to identify the main categories/dimensions that are used to describe systems and settings.

First, I would argue there are clear three clear dimensions that can be played with to create a Low Magic feel. These are spells, gear, and creatures.

Second, from my readings, DMs have applied modifications in these three dimensions with different consistency. I identified four categories of consistency: arcane and divine, players and setting, locations and periods, mobile or immobile magic.

1. POWER CATEGORIES
DMs can create a Low Magic setting by modifying the power related to magic use in their setting through numerous ways, which I have grouped under spells, gear and fantasy. Numerous combinations of these modifications are possible to meet story needs.

1.1 Spells
What rules are used to limit access to spells for players and in the setting? The following can be used to modify the access to spells.

  • Level Demographics (Setting)
    What is the distribution of caster classes in the setting? Demographics will impact other dimensions like magic item access, spell access, services (e.g. healing) access, as well as subtly impact how likely the PCs can play spellcasting classes.
  • Classes available
    Are all spellcasting classes available? For example, you may limit classes to spontaneous casters, or partial casters (like bards and magus), or even only witches.
  • Character Level
    This is generally referred to as E6 or other variations. The basics of which are that you stop gaining levels at a certain points, but can still gain abilities through feats. Most people have a separate list of capstone feats only available at the end of the level progression. My favourite is E7, but where the last spell level slot is reserved for spells with metamagic (you gain the spell slot, but not the spells of that level).
  • Caster Level
    Some DMs will not limit level progression, but will instead limit the progression of caster levels. For example, one example mentioned in a discussion thread was for casters to gain 1 caster level per two class levels.
  • Spell Level
    You can also choose to limit the level of spells available in your setting. For example, you could say that only spells up to level 5 are known in your setting, and that other spell slots gained beyond are only to be used along metamagic.
  • Specific Spells
    Only banning certain spells is not a big step towards Low Magic in itself, but it might be the fine tuning needed alongside other important changes. For example, many have mentioned how they are uncertain about level four spells in E7 and E8 games. Another example is a DM banning evocation spells. Also, a setting’s reality could make summon spells impossible.
  • Healing Access
    The healing spells have momentous impact both on the way combat is handled by players and on the general state of your setting. Some DMs have mentioned limiting access to healing magic as a way to reflect the setting and the story they intended to unfold. Thread carefully here…
  • Resurrection Access
    Somewhat on the High Magic side of things, but access to resurrection spells will also impact the players and the setting in important ways. If Kings can’t be brought back…
  • Counter Magic Access
    How are spells countered in your setting? If you want magic to be weaker or stronger, you could play with the saves, or with the way spells can be thwarted. For example, carrying on your person a ring of bone will protect you from necromancy (+2 save…), or as a DM mentioned, the Zeitgeist setting has circuits of gold prevent teleportation magic.
  • Casting Ease
    Some settings require magic to be harder to pull off. Perhaps a roll is needed to cast a spell, or expenditure of life?
  • Rituals
    I’ve seen two opposite examples of this. In one case, all spells required at least ten minutes to be cast. In another, higher level spells were accessible only as complex and long rituals. This last measure can provide interesting plot devices for certain stories.

1.2 Gear (Magic Items)
All Gear questions are closely tied to spell access, through the use of crafting feats.

  • Crafting Arts
    Are all the item crafting feats known? Are they available to many? Perhaps theses feats are only accessible for certain classes or prestige classes? Perhaps they were known in a distant past and have been forgotten?
  • Big Six Access
    Some DMs have equated Low Magic with Big Six Access (flat bonus items: swords and armours, belts and headbands, cloaks of resistance, rings of protection), using expressions like ‘Magic Christmas Trees’. Generally, they also use inherent bonuses by level to provide for the absence of these items.
  • Magic Item Availability
    Are magic items easily available. Are they for sale? Through individuals, through merchants? In any hamlet?
  • Magic Item Ubiquity
    Are magic items fairly widespread and used by NPCs or extremely rare? Are commoners using +1 sickle in their field? Ubiquity can also be tied to item level, power or function. for example, you could have a setting where low-power magic items are widespread, but where high-power items are unheard of. Another possibility is a setting where only great works like aqueducts or flying ships and city can be endeavoured (or was done in the distant past).
  • Magic Item Power
    The maximum power of magic item is tied to other questions like maximum caster level, available spells, and access to crafting arts.

1.3 Creatures
This last category emerged from comments of DMs making a difference between Low Magic and Low Fantasy, using Lord of the Rings as an example of Low Magic, but High Fantasy (while the past Ages were High Magic and High Fantasy). Indeed, the magical nature of the world, the types of creatures available also participate in creating a feeling of overall low or high magic.

  • Fantastic Creatures
    What types of fantastic creatures roam the world? How common is a sighting of a troll? Of a dragon?
  • Fantastic Races Availability
    What are the civilized races of the setting? Only humans? Core humanoid races only? Crazy variety? Are fantastic races like dwarves or elves widespread? What percentage of the population do they represent? Are they grouped in countries or cities? Are they seen among humans, or more secretive or xenophobic?

2. DISTINCTIONS
This section is about the consistency of your setting. Are the decisions made regarding the previous categories applied the same way or differently throughout your setting.

2.1 Arcane and Divine Magic
Are arcane and divine magic treated the same? For example, is arcane magic available or restricted?

2.2 Players and Setting
Are the rules applying to the players applied the same way for the whole setting? For example, divine magic might be restricted, banned, or controlled by law, or some powerful entity, yet players have access to the cleric class.

2.3 Locations and Periods
Are every continent/country/area subject to the same limitations? Are limitations somewhat different through times? Are spells permanent or eroding through time?
General knowledge about magic / expectations

2.4 Mobile and Immobile Magic
Is a spell as hard or easy to cast if it’s on a building’s foundation? On a ship? Is it easier to put a spell on immobile locations? On massive objects?

——————————

The objective of this thread is to build on the great ideas presented by numerous DMs on these boards and my own thoughts, to provide a comprehensive description of Low Magic options, as well as profit from the wisdom of players and DMs in identifying possible issues related to the application of these modifications.

If you don’t like ‘Low Magic’ settings, and all you really want to tell us is that you don’t think it should be done. We respect your opinion, but this is not the thread to present and defend it. We are looking for constructive ideas to support Low Magic games.

To help figure out where you’re coming from, please clarify between ‘what I think’, ‘what I’ve heard’, and ‘what I’ve experienced first hand as a player or a DM.’


Our existing campaign is in the middle of Book 3: The Hungry Storm.

We wish to recruit a divine caster to complete the group. Here are the original recruitment requirements.

The main differences are:

  • Divine caster level 8 (Druid, Oracle, Cleric preferred).
  • No equipment for now. I'll discuss with the chosen player after selection.
  • No campaign trait from the Player's Guide.
  • The background and motivation should lead to the character accepting to travel to Tian Xia and serve a sovereign (Ameiko) in her claim.
  • Avistan origins.

Here are some (spoilered) ideas, linked to the particular situation of the group, that may help you in fleshing out a character. You don't have to pick from this list. It's just meant to help a little.

Spoiler:
The group has been a few months in an Erutaki village. They have recently helped the village greatly by defeating a powerful predator, but are having some misunderstandings with the village's spiritual leader. You could have been called from another nearby village to act as mediator or judge in this matter.

Travel has been impeded by strong storms. Some caravans were lost and never made it to Kalsgard. You could be investigating the problem.

The group has had some lethal dealings with the local criminal community. These led to the disbanding of that 'syndicate'. Perhaps you feel you owe them a thanks of some sort?

One member of the group, Sorin Saldward, stayed behind in Kalsgard. Perhaps you've met him and he sent you north?

Recruitment will be open until next week. Same time and day as this post.


Our existing campaign is at the beginning of the Blood for Blood episode of the Kingmaker AP.

We wish to recruit aa arcane caster (needs not to be a full caster necessarily, though it's preferable), lvl 10, 2 traits (one can be from the Player's Guide, though it is not mandatory), 25 pt buy, core races, APG, UC and UM fair game. HP are max at first, then half +1 after.

I'm mostly away these days, but I'll do my best to answer questions.

Please provide crunch without equipment, appearance, personality and motivation, and background. The fluff weighs probably more than the crunch, so put a lot of attention to it.

Recruitment ends Tuesday, same time as this post. If I see a clear winner, I might stop it earlier.


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Arodus, the sixteenth day, of the Year 4713,
One Hundred and Seven Years After the Worldwound

Refused!

The words bounce and echo in your mind as you make your way among the crowd, aiming for the great spire of St-Clydwell’s Cathedral, at the foot of which lays the renowned Clydwell Plaza, where the celebrations of Armasse are to be launched.

Rejected!

Armasse, the name brings bitter-sweet memories. Yes, the week long celebration is festive and a welcome break from the drudgery and the long faces to be seen the rest of the year. Since Aroden’s death, Armasse has gradually turned from an opportunity for scholars and priests to come together to study the lessons of history from wars past, to a pure and simple all out party, and there is nothing wrong with that!

But Armasse in Kenabres is different. Armasse in Kenabres is also about training commoners in weaponry, choosing squires, and ordaining new priests. During the week are planned jousting competitions, mock duels, battle reenactments and ritual celebrations of important battles. During Armasse, Kenabreans have a good time, but keep their heads somewhat and never, never leave without their fighting kit.

For Kenabreans live on the edge of madness, a stone-throw away from the Worldwound, the world overtaken by the forces of the Abyss, the world they have vowed to retake.

Dismissed!

The flow of the crowd meanders through the sinuous streets of Old Kenabres. As you approach the Plaza, you notice the details of the cathedral, its monumental stones, pierced by stained-glass windows portraying the sacrifice of Saint Clydwell and the imprisonment of horrific demons. It’s green copper steeple pierces the blue sky like a sword thrust upward.

At the foot of the cathedral, the open plaza, shaped in a great oval, is bordered with ancient trees, providing soft shade to the people. You find a great spot, not very close to the action, but with a clear enough view. Street vendors are selling dubious meats on sticks and crusader’s brandy a cheap but potent alcohol that will turn your stomach, but your head too. A few feet away from you, a small crowd of youngsters are dancing as a minstrel accompanies himself on the luth. You recognize the catchy air of Ale for Clydwell, a funny song about a chance meeting between Cayden and Clydwell, where the Saint is ridiculed by the Lucky God.

In the Plaza, banners are flying under a clear blue sky, and the men of the most renowned orders of crusaders proudly stand. The same one who refused, rejected, dismissed and denied you entry. You recognize the Kenabres Wolves, generally known for their low character; the Shield Maiden of Caliphas, an elite order sent from the bordering realm of Ustalav; the Order of the Flaming Lance, with a reputation for being ruthless and seeking victory at all cost; the Sons of Sarkosis, exclusively composed of Kellids, and easy to spot in a crowd; the Condemned, shock-troops of expandable convicts sent to Mendev; The Hammers of Heaven, an all-dwarven mercenary company infamously known for the treason of its leader Staunton Vhale; the Kenabres’ Engineering Corps, responsible for the city’s defending structures; the Daring Dervishes, said to crave attention more than effectiveness; the Eagle Watch, a group of crusaders battling the enemy within the city; the Witch Hunters, clad in white vestments edged with orange flames, responsible for the death of many intruders and, some say, many more innocents; the Holy Order of the Aurora, perhaps the oldest order, having suffered tremendous losses during the fall of Sarkoris; the Green and the Grey, a loose group of crusaders worshipping Old Deadeye; the Order of the Sunrise Sword, singers and exorcists; The Everbright Crusaders, renowned to be the most virtuous warriors of Mendev; and more even, each flying their proud colors under a clear sky.

Denied!

A wave of hush ripples through the crowd as Hulrun, ruler of Kenabres and leader of the Witch Hunters comes out of the Cathedral, facing the crusaders and the crowd. You heart lifts at such a sight, at such a gathering of strength in the name of Good.

Hulrun lifts his sword straight up in the air, and the crowd explodes in cheers and songs while crusaders bang their weapons on their shields. The sound is deafening and you can’t hear your own voice.

Hope courses through the assembled crowd.

And then silence.

Silence and darkness. Oppressive.

And then Despair.

****************************************************************

To Gaze Into the Abyss - A Wrath of the Righteous PbP
Volume 1: The Worldwound Incursion

You wake slowly, with a sense of lost time. For a moment, darkness and silence surround you. The the silence is broken by a strong cough. Perhaps your own? Perhaps the cough woke you? You feel stunned, your head throbbing.

In the darkness ahead, other voices. Coughing too. And the sound of rocks clattering.

Then pain. Your whole body numb from it, slowly recuperating.

As you move your hands and feel through the darkness around you, you feel rubble, rubble and dust. Your body covered by it.

Eamch:
Through the dust, thanks to your darkvision, you see that you are in a large underground cavern, one wall of which is an enormous mound of rubble. Now and then small rockslides of gravel tumble down the mound. Seven humanoid forms can be discerned. Most of them stirring slowly.


Welcome folks!

For now, let's get to know each other.


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He who fights with monsters
should look to it that he himself
does not become a monster.
When you gaze long into the abyss,
the abyss also gazes into you.

---Friedrich Nietzsche

To Gaze into the Abyss
Dreaming Warforged Recruiting for Wrath of the Righteous

For decades, demons have ruled the Worldwound. Fearsome fiends of every stripe—their mottled skin harder than iron, teeth like serrated blades, and eyes burning with Abyssal flames—roam the ruined lands that were once known as Sarkoris, leaving their mark wherever they go. Four crusades have attempted to cleanse the land, but each seems to meet a worse fate than the last. Were it not for the line of magical wardstones along the eastern and southern borders, the demons would have long ago overrun north-central Avistan and beyond.

You want to be a part of the Crusade, but so far, the Crusade hasn’t noticed...

WHAT TO EXPECT
As long as Kenabres stands,
we will keep the demons trapped,
and our crusaders shall ride forth
and put an end to their foul existence.

---Queen Galfrey, Ruler of Mendev

This is a campaign about the Fifth Crusade, about Good and Civilization facing Madness and Evil. There will be the retaking of lost cities, mighty charges and massive battles, exploration of demonic realms, etc. The demons will bring the battle to you, and you will do likewise.

But through this epic story will be woven the personal stories of likely heroes that fail and fall, and of unlikely heroes that rise and make a stand, when all seems lost. You will be among those unlikely heroes.

You should read the free Player’s Guide for the AP and use its content to build your application.

Your character will eventually gain mythic tiers. You should have a very basic knowledge of the mythic rules for now, and at least have chosen your mythic path.

I prefer games that lie heavily in the gray zones of morality, where the players are torn between what it means to do the right thing. I also prefer fewer but meaner encounters, with challenging situations and terrain. Also, some of the encounters are quite gruesome as written.

I’m not the DM who can easily quote RAW, and I have my own interpretation of rules as they pertain to situations. As such, I sometimes (probably often for certain) make rulings as I see fit and do not wish (especially since a written medium is so poor for conflict resolution) to have many long discussions on rules.

APs often require a fair bit of railroading. Players should expect this to a certain extent and play along, for the sake of the story.

I’m not very fond of the multiplication of magic items, especially when we get to the point where they loose their special quality. As such, access to magic item will be strict.

The challenge of running a module in a PbP is mainly keeping the pace and getting through the whole thing. To that effect, players need to post regularly and announce their absence in advance. Also, I will try and group encounters and move the story forward by all means possible. I will also skip certain parts or narrate them if I feel they don’t bring a lot to the story. I also won’t use XPs but instead base leveling on where the characters are in the story.

REQUIREMENTS
If you don’t want to be included in the dead half,
follow orders, watch your fellows, and keep your eyes sharp.
And don’t. Touch. Anything.

---Cedric Mercadian, Crusader of the Order of the Rising Sun

  • Level 1.
  • Good only.
  • 20 point-buy for attributes, no score above 18 or below 8, after racial adjustments.
  • Races allowed: Core races and Changeling, Dhampir, Fetchling, Kitsune, Nagaji, Ratfolk, Samsaran, Strix, Tengu, Vishkanya.
  • Classes allowed: All Pathfinder except Gunslinger and Summoner. Ninjas and Samurais are allowed, but as retooled versions with weapon proficiencies changed to that of Rogues and Cavaliers respectively.
  • No Campaign trait (but see Background below).
  • No other traits, but two extra feat taken from the following list: Acrobatic, Alertness, Animal Affinity, Athletic, Breadth of Experience, Cosmopolitan, Deceitful, Deft Hands, Fast Learner, Great Fortitude, Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy, Skill Focus.
  • Your skill selection should reflect, to an extent, your current occupation in Kenabres.
  • Half of average starting cash.

Applications Should Contain (under an alias if possible)

  • Character sheet
  • Expected Mythic Path (Mythic Rules on PFSRD)
  • Description
  • Personality (simply choose five adjectives from this list of suggestions)
  • Background with ties to the campaign (see below The Seed of a Myth), your current occupation (see below Humble Beginnings), and your motivation for joining the Crusade.

Humble Beginnings
The gods are whimsical some would say, others would claim that none can fathom their greater plan. Though you are destined for greatness, your upbringing and current occupation don’t reflect that higher calling. Though you came to Kenabres to serve in the Crusade, things have not turned out for the best as of yet. You might be working in a seedy kitchen cleaning dishes, behind a bar serving drinks, walking the beat chasing small time crooks, pulling cheap prestidigitation tricks as a street performer, doing shabby translations of dusty tomes in a small library, prostituting yourself in a small brothel or cleaning houses to earn a living. You have not reached your potential, and have started to lose hope, thinking that your contribution will never make it into the history books.

The Seed of a Myth
The campaign will eventually grant you mythic tiers. The six campaign traits presented in the Player’s Guide are tied to the six mythic paths. However, I prefer not to use them in that manner, but focus only on how they tie your character to the campaign.

  • Chance Encounter: You once found yourself behind enemy lines in the Worldwound. You probably never would have made it back home if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. She wore a symbol of Desna and often held onto it without seeming to realize it. She left your side a few moments before you were picked up by a patrol of crusaders, and you’ve never seen her again.
  • Child of the Crusade: Members of your family have long been members of the crusade. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents’ zeal and devotion to the crusade is the primary reason you feel the same way.
  • Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep.
  • Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family.
  • Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you.
  • Touched by Divinity: As long as you can remember, you’ve had an unexplainable interest in one deity in particular. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature.

FINAL WORDS
Just as a wine must be allowed to age
for its proper flavor to bloom,
so must the souls of humanity
be given time to wallow in despair
before the demons reap the harvest
and usher in The Apocalypse.

---Corrupt Fenegix, Last words on the pyre

Make sure your application presents ties to Golarion and Kenabres. Avoid bland and general backgrounds that would fit any game or setting.

I will be recruiting up to six players, looking for good backgrounds, good players and complementarity. Please make sure you’ve read the requirements carefully before submitting an application. I will probably not be able to give a lot of feedback to applications before the deadline.

Recruitment will close next Sunday (in eight days), at the time of this posting.


I like the old Oriental Adventure feel. I'm running the Tomb of the Iron Medusa set in Minkai, and I'm happy with the experiment.

I was wondering what other APs could be set in Minkai without too much trouble?


I've been thinking about this for a long while now, watching PbP after PbP crumble to dust without getting past the first half of an AP.

All those players who played a beginning, but never an end.

How about playing the end?

Would there be interest in playing, the second part of an AP, starting the story with the fourth volume for example?

Not saying I'm going to start such a game soon, but I'm wondering if there would be interest for such a game.


Dreaming Warforged Recruiting one player for an existing Jade Regent PbP (level 7)

-Tora no Senaka-
Trouble with Goblins can lead to many places, even the other side of the world...

As a goblin threat is dealt with, an old secret is exposed and a close friend discovers she is meant to rule the empire of Minkai, one of the ancient Dragon Empires of Tian Xia.

Claiming her birthright promises to be no small feat though, as the throne is already held by a powerful foe, the Jade Regent, but first she needs to get there, and for that alone will need the help of friends and allies, for she must cross from Varisia to Tian Xia, across the very Crown of the World.

The characters are at the very end of the second module. The new character will join the group as they set out for the third one.

Current Game Link

Recruitment Information:

What to Expect
I prefer games that lie heavily in the gray zones of morality, where the players are torn between what it means to do the right thing. I also prefer fewer but meaner encounters, with challenging situations and terrain. So if you make a “big stupid fighter” that can’t move around, chances are you’ll have a hard time.

I’m not the DM who can easily quote RAW, and I have my own interpretation of rules as they pertain to situations. As such, I sometimes (probably often for certain) make rulings as I see fit and do not wish (especially since a written medium is so poor for conflict resolution) to have many long discussions on rules.

The Jade Regent AP is not a sandbox and APs require a fair bit of railroading. Players should expect this to a certain extent and play along, for the sake of the story.

The adventure is about travel and survival in foreign countries. It is also built around the community of a caravan and takes relationships into account, with new rules depicted in the Players Guide. Please have a close look at those and make sure you’re okay with this addition.

I’m not very fond of the multiplication of magic items, especially when we get to the point where they loose their special quality. As such, access to magic item will be strict. You could say that it will be a low magic world in a sense. I’m still not sure what crafting feats I will allow.

The challenge of running an AP in a PbP is mainly keeping the pace and getting through the whole thing. To that effect, players need to post regularly and announce their absence in advance. Also, I will try and regroup encounters and move the story forward by all means possible. I will also skip certain parts or narrate them if I feel they don’t bring a lot to the story. I also won’t use XPs but instead base leveling on where the characters are in the story.

Requirements

  • Level 7 character that will complement the existing group, composed of a monk, a cleric, a cavalier and a ranger.
  • No evil.
  • 20 point-buy for attributes, no score above 18 or below 8, after racial adjustments. Add level four attribute boost.
  • Races allowed: Core only. Most characters should have ties to Varisia, the Land of the Linnorm Kings or to Minkai.
  • Classes allowed: Pathfinder Core and APG, except the following: Gunslinger and Summoner. Players wishing to present characters using the Monk, Ninja or Samurai classes should have strong ties to the Empire of Minkai and the Tian community of Kalsgard. Archetypes are allowed.
  • No traits.
  • An extra feat taken from the following list: Acrobatic, Alertness, Animal Affinity, Athletic, Cosmopolitan, Deceitful, Deft Hands, Great Fortitude, Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy, Skill Focus.
  • Starting cash is average for level 1. We'll discuss equipment once you're selected. I will most likely provide you with a starting kit in line with what the other characters have.

Applications should contain

  • Character sheet (equipment optional) with at least one skill point in a knowledge and one in a profession or mundane craft (not alchemy for example) that relates to your character’s work.
  • Description
  • Personality
  • Motivation
  • Background (see below)

Regarding Background
Your background should address, either implicitly or explicitly:

  • The reason why you’re in Kalsgard and whether you’re a local or visiting.
  • Three significant events in your life that shaped who you became and why you would leave everything and travel to the end of the world.
  • A clear reason why you would stand up and go bring the fight to evil tyrants, even if they are on the other side of the world.
  • A cherished item of importance for you.
  • Your job or occupation in Kalsgard (how do you make a living).

Finally, make sure your application presents ties to the Golarion setting. Avoid bland and general backgrounds that would fit any game or setting.

Please make sure you’ve read the requirements carefully before submitting an application.

Recruitment will close next Sunday, at the time of this posting.


Map of the Necropolis

Year 7211 of the Age of Succession

A plum flowers dances softly as it hesitates on its way down, torn between inescapable gravity and the east wind that brings with it the last scents of a warm spring. Your eyes track the pink as it bounces up and down, left and right, carried despite his will by the opposing forces that have caught it in their eternal struggle.

And so perhaps is it the fate of the adventurer, to be so bounced by the gods and the fates...

Tetsu no Kurage no Haka - The Tomb of the Iron Medusa

Releasing the plum blossom from your gaze, you take in the sight of the Sleeping Lion, a once-sumptuous inn that has suffered much in the recent years. Beyond its curved rooftops, a small orchard of plum trees is being drained of its colors by the warm wind, framing elegantly the small lake and the snowy peaks of the Kyoin Mountains beyond.

The scene spells serenity... It speaks of a time past.

The path that has led you to this place started with favor called. Your old friend, the philosopher Luizo, called in a favor. Master Luizo has been a lone light in the green darkness that crept through Minkai when the Amatatsu fled the country some sixty years ago. Numerous time have you fought darkness together.

He simply asked that you meet the innkeeper’s son and hear him out.


Map of the Necropolis

Congratulations!

I'm looking forward to this module. Let's start simply by reviewing characters' strong points.


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Tetsu no Kurage no Haka
Dreaming Warforged’s Recruitment for Tomb of the Iron Medusa

The notorious Minkai aristocrats of Clan Hanado died out nearly two hundred years ago. Known to produce scions with extraordinary talent for swordplay and sorcery, the house grew in influence, wealth, and notoriety before collapsing under the weight of its own arrogance. The Hanados were so despised by the time of their demise that all public record of the clan was stricken from imperial annals, and anyone tainted by its blood was stripped of aristocratic status.

All that now remains of the once-great clan is the long-hidden tomb where
the Hanados’ greatest secrets have avoided plunder for generations: The Tomb of the Iron Medusa.

Recruitment Information:

What to Expect
This module is a dungeon crawl, with puzzles, deadly traps, ancient mysteries and forgotten secrets, and the usual horrible and ruthless guardians.

I have some experience with Pathfinder and PbP, but not much with higher level play. I promise to learn and adapt, and expect players to do the same, all working towards telling a good story.

I’m not very fond of the multiplication of magic items to the point where they loose their special quality. As such, access to magic item is more strict. Players will have a few powerful magic items, instead of the usual “magic tree.” I’ll adapt the module accordingly, as well as increase point-buy and attribute progression. Please see below for more details.

Requirements

  • Start at level 14.
  • No evil character.
  • 30 point-buy for attributes. No stats above 18 or below 8 after racial adjustments.
  • Characters can raise one physical and one mental attribute by one point every two levels. This replaces the single gain every four levels.
  • Races allowed: Humans (Tian-Mins), Catfolks, Kitsunes, Nagaji, Ratfolk, Samsarans, Tengus, Vanara, Vishkanya.
  • Classes allowed: All Pathfinder except Gunslingers and Summoners. Eastern Weapons and Armors used.
  • No traits, but an extra feat taken from the following list: Acrobatic, Alertness, Animal Affinity, Athletic, Cosmopolitan, Deceitful, Deft Hands, Great Fortitude, Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy, Skill Focus.
  • No crafting feats. Use PFS rules to replace those gained by classes like wizards, alchemists or others.
  • Hero Points. You can’t replace them by a feat.
  • Starting cash is 5,000 GP.
  • One Greater, one Medium and one Minor magic item (see below).
  • Characters are citizens of Minkai and have been living there for quite a while, exploring the region and making a name for themselves.
  • Characters have the future of Minkai at heart and are working towards building a better country.
  • Characters know one another at the start and have been through a few adventures together.

Applications should contain

  • Character sheet (equipment optional but for the three items)
  • Description and Personality
  • Background

Regarding Background
Either implicitly or explicitly, your background information should show.

  • Three significant events in your life that shaped who you’ve become (and how you are a level 14 character and found the powerful items you have).
  • Why you care about the fate of Minkai.

Magic Items:

As I mentioned, I prefer a game where there are fewer more powerful magic items, and am uncomfortable with the items “everyone should have” or “necessary for a build.” As such:
  • Items such as cloak of resistance, headband or belts of ability increase, rings of protection, amulets of natural armor are not available and amazingly rare.
  • Spellcasters who have to study their spells from a spellbook or a familiar learn four new spells every level instead of two.
  • Hit points are a measure of resistance and stamina. They are recuperated at the rate of 1/4 of maximum hp per two hours of complete rest, four hours of non-strenuous work or eight hours of intense activity. The character needs to have at least 1 hp to recuperate.
  • Ability damage is recuperated at the rate of the character’s Constitution modifier (min 1) per day.

All characters begin play with one Major, one Medium and one Minor item (Greater or Lesser for each). The list is the same for all character.
Major Item (choose one from):

  • +5 Anchoring Weapon
  • +5 Flaming Spell Storing Weapon
  • +5 Distance Seeking Range Weapon
  • +4 Speed Range Weapon
  • Blade of the Rising Sun
  • +3 Holy Amulet of Mighty Fists
  • +5 Improved Slick Armor, Bracers or Shield
  • +4 Bolstering Radiant Light Fortification Armor, Bracers or Shield
  • Celestial Armor
  • Ring of Wizardry IV
  • Greater Rod of Thundering
  • Staff of Conjuration
  • Mantle of Spell Resistance
  • Crystal Ball with Detect Thoughts
  • Wings of Flying
  • Brazier of Conjuring Fire Elementals
  • Eyes of the Dragon.

Medium Item (choose one from):

  • +3 Thundering Weapon
  • +3 Limning Weapon
  • +1 Frost Range Weapon
  • +2 Returning Range Weapon
  • Ten-Ring Sword
  • +1 Dispelling Amulet of Mighty Fists
  • +2 Defiant Armor, Bracers or Shield
  • +2 Spell Resistance (13) Armor, Bracers or Shield
  • Breastplate of Vanishing
  • Ring of Evasion
  • Minor Rod of Dazing
  • Staff of Radiance
  • Gloves of the Shortened Path
  • Robe of Scintillating Colors
  • Shoes of the Firewalker
  • Spectral Shroud
  • Drinking Horn of Bottomless Valor.

Minor Item (choose one from):

  • +1 Weapon
  • +1 Range Weapon
  • Adamantine Battleaxe
  • +2 Armor, Bracers or Shield
  • Mistmail
  • Ring of Swarming Stabs
  • Minor Rod of Piercing
  • Staff of Minor Arcana
  • Insistent Doorknocker
  • Minor Crown of Blasting
  • Sandals of the Lightest Step
  • Type II Bag of Holding
  • Horn of Battle Clarity.

Recruitment will close Sunday, at the same time as this posting. Please provide applications under an alias. Don't hesitate to ask questions, but I won't likely have much time to review applications though.


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I would like some feedbacks on the following set of rules to remove magic items from the game. I've been aiming for something that doesn't change too much the rules from a player's perspective. Also, I've been working towards improving melee types instead of trying to hinder caster types.

I am not looking for feedback on whether it is a good idea to remove magic items from the game, but whether the following rules would help a DM (or not) maintain a certain balance between players and not completely break (just a little) the CR system, while allowing him to remove most magic items from his game.

Many thanks in advance!

Things Removed from the Game:

Item Creation Feats
No access is granted to magic item crafting feats. The knowledge has been lost aeons ago. Creation feats that are part of a class progression are treated using the PFS rules.

Magic Items
Magic items are very rare and mostly owned by governments or powerful groups or individuals. They are considered artifacts of infinite value.

DR/Magic
There is no damage resistance that is only negated by magic items. DMs can replace these by other types.

Incorporeal Opponents’ Resistance to Damage
Incorporeal opponents should be vulnerable (50 % damage) to mithral weapons.

Magic Item Creating Spells
All spells creating temporary or permanent magic items are unknown (Magic Weapon, Magic Fangs, Magical Vestment, etc.).

Things Added to the Game:

Generous Point-Buy
25 or 30 point-buy for character creation.

Ability Updates
Every two levels, each character can raise one physical and one mental attribute by one point.

Improved AC Bonuses for Armors and Shields
All armors and shields offer an additional bonus to their rating. Medium armors and light shields receive an additional +1. Heavy armors and shields receive an additional +2.

Free Feats
All characters start with the following feats:

  • Combat Expertise: Also, the bonus granted varies by the type of armor. For light armor: -1/+1; medium armor: -1/+2; heavy armor: -1/+3. In addition, you gain an additional -1/+1 bonus if using a shield for defense.
  • Power Attack.
  • Combat Reflexes.

Progressing Feats
The following feats stack automatically and do not require an additional feat.

  • Weapon Focus to Greater Weapon Focus.
  • Weapon Specialization to Greater Weapon Specialization.
  • Iron Will/Lightning Reflexes/Great Fortitude to their Improved version.
  • Vital Strike to Improved Vital Strike to Greater Vital Strike.
  • Two-Weapon Fighting to Improved Two-Weapon Fighting to Greater Two-Weapon-Fighting.
  • Improved (Combat Maneuver) to Greater (Combat Maneuver).

Hero Points
All characters use Hero Points.

True Masterwork Items
All items have a true masterwork version. These usually cost 3 times the masterwork cost. Weapons can be made +1 damage or keen. Armors and shields can grant +1 AC, +1 saves or +1 hp per character level. Other items can support skills by giving a +5 bonus instead of a +2 bonus.

Healing
Hit points are a measure of resistance and stamina. They are recuperated at the rate of the character’s level times his Constitution modifier (min 1/2), per hour. The character needs to have at least 1 hp to recuperate. Ability damage is recuperated at the rate of the character’s Constitution modifier (min 1/2) per day.

Optional: Mythic Levels
Half the character levels are also mythic levels.


Our existing campaign is at the beginning of the Varnhold Vanishing episode of the Kingmaker AP.

We wish to recruit a divine caster (needs to be a decent enough healer, but not necessarily dedicated; a witch could also work), lvl 6, 2 traits (one can be from the Player's Guide, though it is not mandatory), 25 pt buy, core races, APG, UC and UM fair game. HP are max at first, then half +1 after.

I'm mostly away these days, but I'll do my best to answer questions.

Please provide crunch without equipment, appearance, personality and motivation, and background. The fluff weighs probably more than the crunch, so put a lot of attention to it.

Recruitment ends Friday, same time as this post. If I see a clear winner, I might stop it earlier.


On the first of Desnus, 4710, as the settlers converge to the newly announced barony of Frieland, the kingdom takes its first fledgling steps.


(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal

The Darkest Shadows Lie Longest

On crowned Carrion Hill,
The mound civilizations fill.
The darkest shadows lie longest,
In children’s vows, in fools jests.

In proud Carrion Hill,
Endowed to forgotten Evil,
The darkest shadows lie longest,
When crows and Crows, tend their nest.

O sore Carrion Hill,
The soar spills until
The darkest shadows lie longest,
And terror sows on your heart its crest.

Folk Song of The Tangle

Oathday - Dawn
A light drizzle and a faded morning gloom wiped the sleep from your eyes as you made your way through the still silent streets lacing up the Wart up to Crown Manor.

The summon had came before dawn. A cryptic missive from Mayor Heggry, no less, telling of great catastrophe, imminent danger and requiring your presence at once. The Crow stationed at the door would not leave without you, and wouldn’t say anything more about the matter, though his eyes were filled with pure fear...

The steep walk from the Tangle to the Crown warms up your muscles and a slight blush crawls up your cheeks. Reaching the Crown, the mist has cleared, but the rain doubled. Streets are empty, but for the running crows.

Your meandering brings you to Crown Manor, a fortified castle-like estate. Called Rag Manor by many, except perhaps when the mayor’s around, for the colorful and plentiful flags and tapestries that hang from its walls and fly from so many of its tower roofs. Crown Manor has served countless rulers of the hill as a last bastion against invasion, and rumours have it that its dungeons consist of the ruins of two dozen previous castles.

You are sped in through the Crows barracks, passing in front of groups of young men assembling and preparing for a day of patrolling. People say you can tell a real Crow from his shorter right leg, as they patrol round and round the Soar. They look at you with curiosity as you pass through them. Their sergeant comes in and start shaping them into a force of law, with the simple power os his voice. He, you can tell, is afraid...

Moving through dusty halls adorned with paintings of the Hill past, nailed between great double doors of dark woods, you reach a lavish crimson room filled with smoke. On a long oak table of rusty hue lies a great map of the city, held in place with an ashtray and a bottle of spirit. Around the table stand Mayor Heggry, a gray man with short salt and pepper hair and a short beard. His yellow eyes are just a bit too close to each other. He is dressed in purple silk pajama of questioning taste. In his hand you find a glass with a remnant of spirit. A slim cigar holds on to his lip by a shred of moisture: ”Oh good, you’re all here. Let me explain then.”

”Our enemy is already here, dwelling in the tunnels and catacombs below and surfacing to strike without warning.”

“You may have heard, an attack occurred early this very morning. Something came up from below in Slipper Market.” He points to the map to a place some of you know very well in the Tangle. ”It partially destroyed a building and killed a half dozen locals before retreating into the ruined structure. The Crows were swift to reply, led by Commander Garus, but they never came back up from the tunnels...”

He paces back and forth: “I just got a report that other buildings have suffered the same fate. From what we know, it could be same... thing, moving through the underground. Let’s hope there’s but one! It’s crushed buildings from below, slaying anyone inside...”

He looks up from the map, takes the last swig from his glass, his cigar never leaving his lips, then turns his yellow eyes to you.

"I need your help."


(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal

First off: Congrats!

Second: Homeworks!

  • HP are max at first, then d6=4, d8=5, d10=6, d12=7 per level.
  • Starting cash is 10,000 GP, max 3,000 on any single item.
  • Read the other's background and discuss possible connections between players.
  • Ask any question you might have.
  • Make suggestions if you have some.

When things are nice and ready, we'll head off (pun intended?)!


The Deepest Shadows Lie Longest
Dreaming Warforged Recruiting for the Carrion Hill Module

A light drizzle and a faded morning gloom wiped the sleep from your eyes as you made your way through the still silent streets lacing up the Wart up to Crown Manor.

The summon had came before dawn. A cryptic missive from Mayor Heggry, no less, telling of great catastrophe, imminent danger and requiring your presence at once. The Crow stationed at the door would not leave without you, and wouldn’t say anything more about the matter, though his eyes were filled with pure fear...

The City of Carrion Hill:

Known by frequent visitors as the Boil, or, more basely, the Wart, Carrion Hill rises over the otherwise swampy southern banks of Kingfisher River, the only solid ground of any reasonable scope in the swampland known as the Wrythe for a distance of nearly 20 miles to east or west. Carrion Hill gets its name from the fact that the city itself is built on the conquered and vanquished bones of previous cities—the site is no stranger to the carrion left in the wake of wars and famines and plagues.

When the river fog rolls in every morning and evening, those who dwell on the hill’s Crown district can look out on a world of white vastness, while those below take solace in the simple fact that the ground beneath their feet is solid and unlikely to wash away after one of the area’s frequent rainstorms or seasonal floods.

Carrion Hill is split into three districts. Atop the hill, the Crown serves as the home for the city’s nobility, government, and most of its public works. The hill’s slopes are a thick tangle of buildings and maze-like alleyways; this is the Tangle, where the bulk of the shops and residences can be found. The lowest part of the city, both physically and spiritually, is the Filth, a series of islands both natural and artificial, connected by old boardwalks and stone bridges. The city’s poor and desperate dwell here, as do those industries so vital to the city’s prosperity but so unwanted by its citizens—tanners, gong farmers, street cleaners, the fisheries, and the looming middenstone vats. Yet the Filth is also the city gateway, as the vast majority of Carrion Hill’s visitors arrive by riverboat or barge via the district's refuse-choked canals.

The cities buildings are mostly made of middenstone, a cheap material build from bone, dust, mortar and the crushed shells of purple carrion roaches. Middenstone has strong mauve hues. It doesn’t hold well to weather but can be easily shaped into any form and has thus been very popular around the city.

The Crows are enforcing order in the city. They are led by Commander Garus, a pragmatic, sour yet honorable man, respected by his men. Government is held by the city’s Mayor and his council, located in Crown Manor.

The city counts 9,000 souls, of very different ethnic origins: Kellids, Varisian and Ustalavic mostly. Though they share the usual Ustalavic cautiousness towards strangers and trouble, they form a tight and proud group, surviving in a cramped city with scarce resources.

Carrion Hill is also called the isle of 10,000 temples, and although the nickname is a significant exaggeration (there are actually a mere 180 temples in Carrion Hill, most of them but tiny one-room shrines), it seems that places of worship for gods both vast and slight grow from the very land. Shrines the size of cupboards, painted representations of gods with an offering of flowers beneath, rub shoulders with churches that somehow squeeze balcony upon balcony in tiny frames over almost decadently elaborate pulpits, and above all is the grandest place on the hill—the Ossuary Church of Pharasma.

Recruitment Information:

What to Expect
The adventure is about horror and investigation in an ancient city. It is about unfolding truths and nightmarish secrets, built around a cosmopolite community making a living in harsh conditions.

I prefer games that lie heavily in the gray zones of morality, where the players are torn between what it means to do the right thing. I also prefer fewer but meaner encounters, with challenging situations and terrain.
So if you make a “big stupid fighter” that can’t move around, chances are you’ll have a hard time.

I’m not the DM who can easily quote RAW, and I have my own interpretation of rules as they pertain to situations. As such, I sometimes (probably often for certain) make rulings as I see fit and do not wish (especially since a written medium is so poor for conflict resolution) to have many long discussions on rules.

The Carrion Hill module is not a sandbox and modules sometimes require a fair bit of railroading. Players should expect this to a certain extent and play along, for the sake of the story.

I’m not very fond of the multiplication of magic items, especially when we get to the point where they loose their special quality. As such, access to magic item will be strict. You could say that it will be a low magic world in a sense. I’m still not sure what crafting feats I will allow.

The challenge of running a module in a PbP is mainly keeping the pace and getting through the whole thing. To that effect, players need to post regularly and announce their absence in advance. Also, I will try and regroup encounters and move the story forward by all means possible. I will also skip certain parts or narrate them if I feel they don’t bring a lot to the story. I also won’t use XPs but instead base leveling on where the characters are in the story.

Finally, if all goes well, I will keep the adventure running, perhaps joining with the Carrion Crown AP (probably around book 3), or perhaps with another module.

Requirements

  • Start at level 5.
  • No evil.
  • 20 point-buy for attributes, no score above 18 or below 8, after racial adjustments, but before the 4th level bump.
  • Races allowed: Core races, Changeling and Fetchling allowed. Most characters should have strong ties to Ustalav.
  • Classes allowed: Pathfinder Core and APG, except the following: Gunslinger, Monk, Ninja, Paladin, Samurai and Summoner. Archetypes are allowed.
  • An extra feat taken from the following list: Acrobatic, Alertness, Animal Affinity, Athletic, Cosmopolitan, Deceitful, Deft Hands, Great Fortitude, Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy, Skill Focus.
  • Starting cash is average for level 1. We’ll discuss increased wealth and equipment when the players have been chosen.

Applications should contain

  • Character sheet (equipment optional) with at least one skill point in a knowledge and one in a profession or mundane craft (not alchemy for example) that relates to your character’s work.
  • Description
  • Personality
  • Motivation
  • Background (see below)

Regarding Background
Your background should address, either implicitly or explicitly:

  • The reason why you’re in Carrion Hill and whether you’re a local or visiting.
  • Your connection to at least three of the following NPCs: Mayor Heggry; Commander Garus; Arlend Hyve, an authority on regional history and lore; Councilwoman Dimyian (half-elf); Old Man Marshan, a retired adventurer and the first victim; Rupman Myre, a successful merchant of middenstone.
  • Three significant events in your life that shaped who you became and why you would leave everything and travel to the end of the world.
  • A clear reason why you would be call to investigate strange occurrences, defend the city from an imminent threat or find a murderer.
  • A cherished item of importance for you.
  • Your job or occupation in Carrion Hill (how do you make a living).

Finally, make sure your application presents ties to the Golarion setting. Avoid bland and general backgrounds that would fit any game or setting.

Please make sure you’ve read the requirements carefully before submitting an application. I will probably not be able to give a lot of feedback to applications.

Recruitment will close next Sunday, at the time of this posting. I might expand it if necessary.


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A tiger dances
Claws searching
The warrior on its back.

TORA NO SENAKA - THE BACK OF THE TIGER

Sandpoint Hinterland - A Cold Sunny Morning of the Month of Gozran, 4711

As your mount slowly finishes its climb on the Lost Coast Road south of Sandpoint, the bright sunrays typical of Gozran momentarily blinds you. Yet, the warmth they bring is a welcome relief after a cold and bitter Varisian winter. Indeed, business has been slow, and money sparse. In fact, winter was so bad that, despite the cold air, the early ride and the ominous promise of horrible and painful death, a small smile sits very still on your face.

The trail reaches a low summit and the scenery to your right opens up as the trail flirts with the edge of the cliff delineating the infamous Brinestump Marsh. As your gaze wanders its dark form, extending nearly a square mile before surrendering to Sog’s Bay, its menacing aura chills your bones and gives pause to that resting smile.

Your mind wanders. What am I doing here? Why didn’t I just say no? You ask, then recall the last few days, as news came of an emerging Goblin threat in the damp folds of Brinestump. A threat like no other, for the Goblins had found a new weapon, and that weapon had given them boldness. Two caravans were attacked and six travelers have disappeared before Sandpoint’s Sheriff had had enough and reinstated the old “Goblin Bounty”: 10 crowns per left Goblin ear; and a tantalizing bonus: 300 crowns for the head of Gutwad, the leader of the Brinestump Goblins.

Looking to your left, then to your right, you acknowledge the reassuring presence that numbers bring. Five of you should be enough. The previous group that went in numbered three, no? Yes, five is fine... You wonder, as you go from one to the other, as to the reason they stand beside you here, ready to face the madness. Was it for money? Love? Did they owe some favor? Did they get their arm twisted by a person who could sway them? Some of them you know quite well, and there might be time to discuss this on the way down the cliff.

Shalelu was quite helpful, even though she couldn’t be there by your side... A shame, for her bow spoke volumes when it came to Goblins. Still, she gave each an antitoxin, no small thing, a horse, lent, not given, for those who had none, and sound advice. You see quite well the new trail she mentioned. An easy way down, but probably not leading to the Goblins... Then she mentioned an older trail, further afield. That one you can’t see yet, and suspect will be harder to follow.

The morning sun washes the Brinestump Marsh, tree after tree, as the minutes slowly pass, yet the sunrays hardly pierce the canopy. It must be dark down there...

Let me know if you wish to head down using the New Trail (survival and climbing rolls), or try locating the Old Trail (survival and perception rolls).


Congratulations to the players who've made it. I must say that you're writing truly humbled me. I feel a great privilege to work with you in creating this epic tale.

First, some of you didn't pick a craft or profession linked with your described occupation in Sandpoint. Please adjust your sheet accordingly.

We'll also make sure that most knowledges are covered. Same goes for language, but mostly, I'd like to make sure Ulfen and Goblinoid are covered. If that's not possible, there will be ways around it. I personally don't like Common as a concept and, if all are on board, we'll dump it, allowing you an extra language, but also removing the possibility to always have a language in common.

I'll edit the post as my final selection is made.


Dreaming Warforged Recruiting for a Jade Regent PbP AP

-Tora no Senaka-
Trouble with Goblins can lead to many places, even the other side of the world...

As a goblin threat is dealt with, an old secret is exposed and a close friend discovers she is meant to rule the empire of Minkai, one of the ancient Dragon Empires of Tian Xia.

Claiming her birthright promises to be no small feat though, as the throne is already held by a powerful foe, the Jade Regent, but first she needs to get there, and for that alone will need the help of friends and allies, for she must cross from Varisia to Tian Xia, across the very Crown of the World.

Recruitment Information:

What to Expect
I prefer games that lie heavily in the gray zones of morality, where the players are torn between what it means to do the right thing. I also prefer fewer but meaner encounters, with challenging situations and terrain. So if you make a “big stupid fighter” that can’t move around, chances are you’ll have a hard time.

I’m not the DM who can easily quote RAW, and I have my own interpretation of rules as they pertain to situations. As such, I sometimes (probably often for certain) make rulings as I see fit and do not wish (especially since a written medium is so poor for conflict resolution) to have many long discussions on rules.

The Jade Regent AP is not a sandbox and APs require a fair bit of railroading. Players should expect this to a certain extent and play along, for the sake of the story.

The adventure is about travel and survival in foreign countries. It is also built around the community of a caravan and takes relationships into account, with new rules depicted in the Players Guide. Please have a close look at those and make sure you’re okay with this addition.

I’m not very fond of the multiplication of magic items, especially when we get to the point where they loose their special quality. As such, access to magic item will be strict. You could say that it will be a low magic world in a sense. I’m still not sure what crafting feats I will allow.

The challenge of running an AP in a PbP is mainly keeping the pace and getting through the whole thing. To that effect, players need to post regularly and announce their absence in advance. Also, I will try and regroup encounters and move the story forward by all means possible. I will also skip certain parts or narrate them if I feel they don’t bring a lot to the story. I also won’t use XPs but instead base leveling on where the characters are in the story.

Requirements

  • Start at level 1.
  • No evil.
  • 20 point-buy for attributes, no score above 18 or below 8, after racial adjustments.
  • Races allowed: Core only. Most characters should have ties to Varisia, the Land of the Linnorm Kings or to Minkai.
  • Classes allowed: Pathfinder Core and APG, except the following: Gunslinger, Paladin, and Summoner. Players wishing to present characters using the Monk, Ninja or Samurai classes should have strong ties to the Empire of Minkai, better yet, be from a family of former retainers to the Lonjiku family of Sandpoint. Archetypes are allowed.
  • One campaign trait from the Player’s Guide
  • An extra feat taken from the following list: Acrobatic, Alertness, Animal Affinity, Athletic, Cosmopolitan, Deceitful, Deft Hands, Great Fortitude, Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy, Skill Focus.
  • Starting cash is average for level 1.

Applications should contain

  • Character sheet (equipment optional) with at least one skill point in a knowledge and one in a profession or mundane craft (not alchemy for example) that relates to your character’s work.
  • Description
  • Personality
  • Motivation
  • Background (see below)

Regarding Background
Your background should address, either implicitly or explicitly:

  • The reason why you’re in Sandpoint and whether you’re a local or visiting.
  • The main NPC you are connected to.
  • Three significant events in your life that shaped who you became and why you would leave everything and travel to the end of the world.
  • A clear reason why you would stand up and go bring the fight to pesky Goblins.
  • A cherished item of importance for you.
  • Your job or occupation in Sandpoint (how do you make a living).

Finally, make sure your application presents ties to the Golarion setting. Avoid bland and general backgrounds that would fit any game or setting.

Please make sure you’ve read the requirements carefully before submitting an application.

Recruitment will close next Sunday, at the time of this posting.


I'm toying with the idea of using the AP in Eberron. I've only found this link about the subject.

Any thoughts, ideas, concerns, advice, warnings?

For now, I'm thinking Korth, the capital of Karrnath as Korvosa, and the deep Talenta plains for the Cinderlands.

Thanks in advance!


My experience of APs played over PbP is that they often average around a year just for the first module.

I would like to hear suggestions on how to increase this rate (remember, PbP) to make them more likely to come to conclusion.

Thanks in advance.


The Main Creation Myth of Eberron

In the beginning, there were the four elements: Earth, Fire, Water and Air, and the five energies: Fire, Cold, Acid, Lightning and Sound; all facets of the Ethereal manifesting as nothing turned into thing.

In the turmoil of the Primordial Dance, as the elements mixed, Light and Darkness emerged and gained consciousness, forming the Astral. They were Syberis and Khyber. Syberis took the elements and the energies and formed Eberron.

From Light Syberis created. Khyber, looking at creation, saw that it was to be swallowed into Darkness, for the sake of Eberron.

But Khyber and Syberis disagreed about creation and destruction. They started to fight each other around Eberron. From their fight, pieces of Syberis and Khyber flew in all directions, sometimes mixed together, sometimes tempered or washed through Shadow. They formed the night, the stars and the moons; each moon associated with a moment in the fight and carrying that primal energy.

Finally, Khyber slew Siberis, creating Dolhuur, the realm of the Dead, the Shard belt, fragments of the defeated Syberis, and Irian, the heart of Syberis and the Sun in the sky.

Khyber turned towards Eberron, who saw that the Primordial Dragon had lost its sense of purpose. Khyber turned and turned around Eberron as he danced, its elements and energies mixing, to avoid its destructive lashes. And finally, Eberron awoke and grasped at the Meaning, the Prophecy, and let Khyber come through him. Eberron bound Khyber inside him and expelled parts of it so what was left could be contained. Banished were its breath, Risia, its Eye, Mabar and its Madness, Xoriat.


Welcome to the OOC thread.

Please post any question you might have.

As a first assignment, I would ask that you take a moment to read the others' backgrounds to identify whether you would know each others from the Last War.

I look forward to building a great tale with you!


OUR WAR-TORN SOULS SUFFER STILL
A Pathfinderized and Homebrewed Eberron E6 Campaign

Episode 1: Talvan’s Regrets, based on the Mask of the Living God module

As Karrnath High Brigadier's Dalvan ir'Tolvek draws his last breath,
two years into the fragile Treaty of Thronehold, a House Sivis clerk sends a series of summons
to the reading of his last wishes and the unfolding of events that will unveil dark secrets of the Last War,
and make or break the uneasy truce between the Five Nations.

Recruitment Information:

What’s E6?
In short, all you gain after level 6 is feats, some of which can be epic. There is a few dedicated threads on EnWorld like this one, or you can just google E6.

Major Differences with the published Eberron
Dragonmarks are not the same, and are associated with different races (see my profile).
The Blood of Vol is not an “evil” religion per se. In Eberron, everything is more complicated than that.
There is no Artificer class.
Check out my profile for more information.

What to Expect
While being a world where magic is prevalent, almost ubiquitous, Eberron can also be seen as a world where magic is still at a low level. Furthermore, most NPCs, following the Last War, are at a low level. The game will be at a low magic level in a world that, prior to the war, was at a higher one.

The game starts in Karrnath, involving mainly Karrns and their allies, but will then move to different parts of Khorvaire. Eberron is a setting with a feel that is quite modern, with references to magical technology like the train or the continual flame street lamps. Also, alignment are dealt with differently. Goblins and red dragons can be lawful good, and priests of good deities can be evil. I prefer games that lie heavily in the gray zones of morality, where the players are torn between what it means to do the right thing. I also prefer fewer but meaner encounters, with challenging situations and terrain. So if you make a “big stupid fighter” that can’t move anywhere, for example, chances are you’ll have a hard time.

A Campaign of Episodes/Modules
I will be using modules for my campaigns. Players will be allowed to step out or step in between modules. You don’t have to commit to the whole campaign, just the first module.

Requirements

  • Start at level 2 (you did level 1 during the war and the two years that followed the end of it).
  • No evil.
  • 20 point-buy for attributes (Attributes receive a +1 at level 3 and 6, instead of at level 4).
  • Races allowed (see my profile): Changeling, Dwarf, Elf, Halflings/Gnomes (see my profile), Humans, Shifters, Uruks, Warforged.
  • Classes allowed: Pathfinder Core and APG, except the following: Paladin and Summoner.
  • New feats, Dragonmarks, Weapons and Races according to the information found in my profile.
  • No traits, but an extra feat taken from the following list: Acrobatic, Action Boost (ECS), Alertness, Animal Affinity, Athletic, Cosmopolitan, Deceitful, Deft Hands, Great Fortitude, Heroic Spirit (ECS), Humble Prophetic Mark (New Feat), Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy, Skill Focus.
  • Starting cash is average for level 1.
  • Action Points (described in the Eberron Campaign Setting).

Applications should contain

  • Character sheet (equipment optionnal)
  • Short Description
  • Personality
  • Background
  • People (3) tied to you (blood, romance or association)
  • Important events (3) in your life that shaped who you became
  • Long term goals (2)
  • Cherished item (1)

Further information can be found under my profile.

Deadline for applications: next Sunday, same time as this post.


Am I correct in saying that an Alchemist 2/Barbarian 1 could have the following attacking stats:

with STR 18, Enlarge Person, Feral Mutagen and while raging:

2x Claw +10 (1d8+9)
Bite +10 (2d6+9)

That's at level 3, without the cleric casting Bull Strength...

Did I miss something?

Sounds a lot?


I'm thinking in integrating this feat in our homebrew and would like some feedback. It is based on Magical Knack and Practiced spellcaster.

Let me know what you think.

VERSATILITY
When multiclassing, pick one ability, or two abilities from two different classes, among the following (CL, sneak attack damage, channel energy, domain power, school power, bloodline power, class level for determining the duration and power of acquired abilities (like rage duration, bardic performance duration, etc.), animal companion, monk unarmed damage, monk AC bonus, monk fast movement, monk ki pool size, paladin smite damage, paladin lay on hands and channel positive energy, ranger track bonus, ranger wild empathy, rogue trapfinding). The character uses the ability as if his class level were 4 higher, up to his character level. If the character picks two abilities from two different classes, they are used as if his class level were 2 higher, up to his character level.


I did a search and found nothing on this.

I would do two levels of monk than the rest as bard. Other alternatives?

Mentats also get my mind going as psionics/diviners, perhaps cleric with knowledge linked domains?


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These rules should be implemented when a DM tries to stay away from “The Big Six” magic items, and wishes to grant only very rare access to magic items.

The Big Six: magic weapons and amulet of mighty fists, magic armors and bracers, attribute-enhancing items, rings of protection, amulets of natural armor, cloaks of resistance.

Other recent threads discussing this topic: Zen79's and LordGriffin's.

No access is normally granted to magic item crafting feats.

Defensive Training
+1 enhancement bonuses to armor: L3, L6, L9, L11, L13, L15, L17, L18, L19, L20;
+1 deflection: L4, L9, L12, L15, L19;
+1 enhancement bonuses to natural armor: L5, L10, L13, L16, L20.

Enhancement bonuses to armor can be used to imbue a suit of armor with special abilities, like Fortification. The decision can be changed every time a new enhancement bonus to armor is gained.

Enhancement bonuses to armor can also be extended to another set of armor, like a shield, at the cost of one bonus point (for example, at level 11, a character can have a +4 enhancement bonus to its armor, a +1 enhancement bonus and a Ghost touch ability, or a +3 enhancement bonus to both its armor and shield.

The maximum enhancement bonus to armor can only be +5, the rest must be taken special abilities.

Resistance Training
+1 Primary Save: L3, L5, L9, L15, L20
+1 Secondary Save: L6, L8, L12, L16, L20
+1 Tertiary Save: L7, L10, L14, L17, L20

Physical and Mental Training
A character picks a primary and secondary set of attributes from either the Physical and the Mental sets.
+2 Primary set of attributes: L7, L9, L11, L13, L15, L17, L18, L19, L20
+2 Secondary set of attributes: L10, L13, L16, L18, L20

Martial Training
+1 enhancement bonus to weapon: BAB +4, +7, +10, +12, +14, +16, +17, +18, +19, +20.

A character can apply this bonus to more than one weapon, used simultaneously, albeit the bonus is reduced by one for an additional weapon, and by two, for all additional weapons.

A character can also use his martial training bonuses to imbue his weapon, through a day long meditation, with special abilities like flaming.

Esoteric Training
Every day, a full spellcaster can recollect a number of spells, whose levels add up to half his caster level. For example, an 11th level cleric can recollect up to five levels of spells: one 1st, one 2nd and one 3rd, or a single 5th level spell, etc.
The spells thus recollected have a minimum casting time of ten minutes.

Spell Storing
Spellcasters can imbue special items to store their magic. Items must be wielded for the magic to be restored, as a standard action, or more if the casting time was longer. A caster can have spells of levels adding up to his caster level stored at any one time. Putting spells into items takes one hour of preparation per spell level and expends the spell on the caster list. Only the spellcaster can use the item.

Vast Knowledge
Spellcasters know one extra spell per spell level they can cast. For the wizard, it is spells he can add to his spellbook. For the bard or the sorcerer, it is spells known.

Skill Training
Skill training is only available to character who have levels in classes other than full spellcaster or full BAB classes. For each five levels in those classes, they can select a skill as their focus. They receive an enhancement bonus of +5 to that skill.

Basic Brewing Training
Characters can use their knowledge to craft potions, ointments, oils, perfumes, sniffing powders, balms, etc. that reproduce certain spells.
A character must have a minimum of three ranks in the following skills to be able to try and make a brew: craft (alchemy), heal, knowledge (engineering), knowledge (nature), profession (baker), profession (brewer), profession (cook), profession (herbalist).

A character knows a limited number of recipes. The sum of the recipes’ spell levels is equal or lower than his ranks in the appropriate skill. The rules for determining which spell can be translated to a magic potion also apply for brews.

The costs of crafting a brew are twice those for making magic potions. The DC for the skill is 10 + (2 x spell level). A character can only make brews of spells equal to half his ranks in the appropriate skill. The basic training only allows to make brews of spell level three and below. The feat Intermediate Brewing Training is needed for spells of level four to six and the feat Advanced Brewing Training is needed for spells of level seven to nine.

Each skill is treated separately to determine the number of recipes, the DC and the maximum spell level possible. DMs may wish to link certain skills with certain particular spells.

Marks
Characters can use feats to gain spell-like abilities. Those feats grant special marks that scale with the level of the character.

Benign marks give access to a spell of level 1 or less, twice per day. For every four levels beyond the first, the character gets another use of the spell.

Lesser marks give access to a spell of level 3 or less, once per day. For every four levels beyond the fifth, the character gets another use of the spell. Characters must have the least mark of the same family and have a related skill with 5 ranks.

Greater marks give access to a spell of level 5 or less, once per day. For every four levels beyond the ninth, the character gets another use of the spell. Characters must have the lesser mark of the same family and have a related skill with 9 ranks.

Supreme marks give access to a spell of level 8 or less, once per day. For every four levels beyond the fifteenth, the character gets another use of the spell. Characters must have the greater mark of the same family and have a related skill with 15 ranks.

The following families of marks are available:

  • Binding: B(Animate Rope), L(Hold Person or Crushing Despair), G(Hold Monster or Forceful Hand), S(Binding);
  • Cunning: B(Misdirection or Obscuring Mist), L(Nondetection or Obscure Object or Shrink Item), G(Mislead or Modify Memory), S(Phase Door or Screen);
  • Death: B(Ray of Enfeeblement or Death Knell), L(Ray of Exhaustion or Speak with Dead), G(Harm or Waves of Fatigue), S(Waves of Exhaustion);
  • Detection: B(Detect Magic at will or Detect Poison at will or Find Trap), L(See Invisibility or Arcane Sight or Detect Scrying), G(True Seeing), S(Moment of Prescience);
  • Finding: B(Locate Object), L(Locate Creature or Scrying), G(Find the Path), S(Discern Location);
  • Freedom: B(Grease), L(Fly or Freedom of Movement), G(Break Enchantment or Passwall), S(Ethereal Jaunt or Mind Blank);
  • Hospitality: B(Purify Food and Drinks at will or Prestidigitation at will or Unseen Servant), L(Create Food and Water or Tiny Hut or Secure Shelter), G(Hero’s Feast or Magical Mansion), S(Refuge);
  • Hustling: B(Expeditious Retreat or Mount or Dimension Leap (ECS)), L(Phantom Steed or Dimension Door), G(Overland Flight or Teleport), S(Greater Teleport or Plane Shift);
  • Life: B(Cure Light Wounds or Lesser Restoration), L(Cure Serious Wounds or Remove Disease or Restoration), G(Heal), S(Mass Cure Critical Wounds or Regenerate);
  • Making: B(Make Whole or Repair Light Damage (ECS)), L(Minor Creation or Repair Serious Damage (ECS)), G(Fabricate or Major Creation), S(True Creation);
  • Protection: B(Mage Armor or Protection from Arrows or Shield of Faith), L(Protection from Energy or Lesser Globe of Invulnerability), G(Globe of Invulnerability or Repulsion), S(Spell Turning or Mind Blank);
  • Relation: B(Arcane Mark at will or Comprehend Languages or Whispering Wind), L(Illusory Script or Secret Page or Tongues), G(Sending or Dreams), S(Demand or Power Word Stun);
  • Secrets: B(Disguise Self or Minor Image), L(Clairaudience/Clairvoyance or Zone of Silence), G(Prying Eyes or Programmed Image), S(Greater Prying Eyes or Greater Scrying);
  • Thunder: B(Endure Elements or Fog Cloud or Gust of Wind), L(Sleet Storm or Wind Wall or Wind’s Favor (ECS)), G(Control Winds or Control Weather), S(Storm of Vengeance or Whirlwind);
  • Truth: B(Zone of Truth or Command or Comprehend Languages), L(Invisibility Purge or Discern Lies), G(Legend Lore or Telepathic Bond), S(Greater Arcane Sight);
  • Warding: B(Alarm or Arcane Lock or Fire Trap), L(Explosive Runes or Glyph of Warding), G(Faithful Hound or Greater Glyph of Warding or Guards and Wards), S(Dimensional Lock or Telekinetic Sphere);

As this is obviously adapted from the Eberron Campaign Setting, DMs may want to associate marks with certain races.

DR/Magic
This requirement is replaced by DR/Mithril. Mithril still is equivalent to silver regarding DR, but not the other way around.

Incorporeal opponents
Normally, magic weapon had a 50 % reduction of their damage, while ghost touch weapons were doing full damage. Silver and Mithril give the same advantage than magic weapons against incorporeal creatures.

Please Let me know what you think.

Regards,

DW


Sorry, I missed the link for LordGriffin's thread. There it is.


I've always had a problem with a lot of the exotic weapons.

1. Some, to me, lacked realism: double weapons and spiked chain (fixed though IMO).

2. Others didn't really needed a feat (more like a trait).

Those who were truly exotic, like the mancatcher, the lajatang, etc. I was OK with and created some (like the historical sarissa: the 15 foot spear).

So this is what I did:

1. Removed the double weapons.

2. Created a version of most weapons as 1-1/2 handed (katana, scourge, maul, dire pick, warmace, etc).

But I'm still stuck: for the truly exotic, no problem, just spend a feat. But for the half-exotic?

I thought about regional proficiencies. If you are from Spearland, where all militia gets handed a spear and trained in them, you can treat the dire spear as a martial weapon.

I also thought of giving them a -2 penalty to hit when used with one hand, while creating a Mighty grip feat, that would remove this penalty for all 1-1/2.

But both those solutions are not exactly to my taste. I feel I'm missing something...

If you have thoughts, suggestions or comments, I would love to hear them.

Regards,

DW


Although they show important differences, like double damage if you have a bracing weapon (spears, halberd, etc.), the Setting against a charge and the Hold the line feat, duplicate similar effects.

1. Should they both apply if you have the feat AND ready against a charge ? This would mean double damage from the readying AND an AoO from your opponent entering the square.

2. Forgetting the Hold the line feat for a second: readying with a reach weapon, would you get an attack at double damage AND an AoO from your opponent leaving the square to get to you?

3. What do you think about a new version of the Hold the line feat that would state that it acts as if you are always ready to receive (meaning double damage with a bracing weapon, but no Ready AND AoO as in question 1)?


In the Eberron CS, access to dragonmarks was usually, for the lesser ones, at level 6, as you needed two skills with nine ranks and you got a feat too.

With the Pathfinder's feat progression, you get a feat at level 5 and 7.

As the lesser dragonmarks give you SLA with spell levels of 3 or 4 mostly, I am torn and unsure. Some now seem really early, if it's at level 5, while others seem really late, if it's at level 7.

Anyone else stumbled upon this problem?

Found any solution?

Thanks in advance for your suggestions.

DW


I always believed that a touch attack would stack with a sneak attack if the PC was able to apply the sneak damage. So a flanking rogue/sorcerer could be able to add his sneak damage to the effect of the touch spell. It could also be possible to do the same against a FF opponent with range touch spells requiring a range touch attack.

You could also argue that the sneak damage could be added to a regular spell against all FF opponents.

But reading the capstone power of the arcane trickster which seems to allow just this, I'm wondering if I've been wrong all those years and stretching the rules a bit too far.

I wish to know if others shared the same views.

DW


I would like to create a series of threads where players and DMs can exchange ideas on certain difficulties that arise when certain spells, abilities and powers become available to PCs and monsters.

What to do if he/she/it has an unbelievable AC?

Please make sure that you specify if your suggestion or solution comes from:

  • the beta;
  • the 3.5;
  • a splat book (and which);
  • a house rule;
  • a fuzzy interpretation.

Your suggestion or solution can be to even the odds, neutralize or even reverse that spell/ability/power. Feel free to be creative. Feel free to tell inspiring anecdotes.

I wish these threads to be useful for players who meet those chalenges and DM who try to entertain players who have access to these.


I would like to create a series of threads where players and DMs can exchange ideas on certain difficulties that arise when certain spells, abilities and powers become available to PCs and monsters.

What to do if he/she/it is flying?

Please make sure that you specify if your suggestion or solution comes from:

  • the beta;
  • the 3.5;
  • a splat book (and which);
  • a house rule;
  • a fuzzy interpretation.

Your suggestion or solution can be to even the odds, neutralize or even reverse that spell/ability/power. Feel free to be creative. Feel free to tell inspiring anecdotes.

I wish these threads to be useful for players who meet those chalenges and DM who try to entertain players who have access to these.


I would like to create a series of threads where players and DMs can exchange ideas on certain difficulties that arise when certain spells, abilities and powers become available to PCs and monsters.

What to do if he/she/it is invisible?

Please make sure that you specify if your suggestion or solution comes from:

  • the beta;
  • the 3.5;
  • a splat book (and which);
  • a house rule;
  • a fuzzy interpretation.

Your suggestion or solution can be to even the odds, neutralize or even reverse that spell/ability/power. Feel free to be creative. Feel free to tell inspiring anecdotes.

I wish these threads to be useful for players who meet those chalenges and DM who try to entertain players who have access to these.


Jason Bulmahn wrote:


- Scenario 2 (EL 16): Eight Fire Giants in a stone fortress with 10 foot wide corridors around a central chamber. There are some fire pits in the main chamber that the giants can exploit. The ceilings are 15 foot high. 2 rounds of preparation.

- Scenario 5 (EL 18): An 11th level human lich with a pair of iron golem minions. This encounter takes place is a large, vaulted chamber, with balconies on the walls (where the lich starts). There is a large pit in the center of this room that drops 100 feet. The iron golems start on opposite sides. 3 rounds of preparation.

In addition to these scenarios, I would also like to take a look at the following issues specifically.

- How do high level characters compare to one another? There are some inequities when facing one another, but do the classes still successfully fill a role when played as part of a group? Which classes need better high level abilities and what might they be within theme?

- How does the game change if there is a limit to the number of "buff" spells that an individual character can benefit from? How does this affect the game if the limit is 3, 5, or a number equal to 1 per two or four levels.

- With the changes to many of the high level spells to massive damage dealers, how does this impact fights against high HP monsters. Does this give the melee classes a better role in a high level fight.

In our playtest, there were three players: one with a bit of experience at higher levels and two players with no experience at high levels. My own experience at higher levels is very limited.

We used the characters provided by The Wraith (great job, by the way!) and allowed time for the players to pick a team (they didn't know what they would be facing) and get familiar with their character.

So we had a dwarven cleric, a gnomish sorcerer and a halfling rogue, all level 15. They had a round for healing between the fire giants encounter and the lich and iron golems one. Buffs that lasted one hour per level were considered on before the start of the buffing rounds.

I will not go into a narrative of the combats but focus on the main observations made.

FIRE GIANTS

The buffs chosen: the cleric cast Extended Righteous Might and Divine Power, he had Shield Other on the Rogue already on. The sorcerer cast Displacement on the rogue and Mislead on herself. The rogue stretched her legs.

Observations: Righteous Might, followed by Divine Power was still considered a powerful combination. The cleric had switched a spell on his list for Summon Monster VII before the encounter. That spell got disrupted by a giant's charge. The sorcerer used Forcecage at the start for great results. Cone of Cold also did wonders for her (with the rogue dancing in the area). She also was never in any danger because the giants never figured out where she was. The rogue danced around the giants, using her Ring of Invisibility to get into position then sneak, then the Ring again, then sneak. She never managed to get a full attack of TWF-sneaking going (too bad though). The group got through the encounter as through butter. They used very few spells and didn't suffer much damage.

They got a round of healing then moved to the next encounter.

LICH AND TWO IRON GOLEMS

The buffs chosen: the cleric cast Spell Resistance on himself and the sorcerer (real pain for me after...) and used his domain power Body of Stone (didn't get much use after all). The sorcerer cast Protection from Evil on the rogue and Mislead and Fly on herself. The rogue used a potion of Fly, her Ring of Invisibility and a potion of Haste.

Observations: The lich, as it appears in the MM, has a spell list that I found limiting (even with my little experience). I changed a few spells when prepping, but should have asked for the time to do a complete overhaul. It had a great impact on the rest of the fight as it never once got the upper hand. The casting of Greater Dispel Magic by the sorcerer stripped it clean (no real chance for a CL 11 vs a CL 15). Its use, in response, of Dispel Magic had a very limited impact (got her spell resistance down though!). Also, the casting of Acid Fog early on really bogged everything down and put the lich into a dire situation. The flying cleric got a good Flame Strike on it and two nasty Channel Energy. The rogue got to use her two +4 daggers on the golems as the +4 bypasses the adamantine DR in the Beta, and the sneak now applies to constructs! It's got to be the first time a halfling rogue downs an iron golem by herself!

General thoughts:

-Channel Energy has great mechanics and, IMO, is a great improvement. I wonder if it's not too powerful though (less uses per day perhaps?).

-Both encounters were "very easy" and the group could have gone on and on (they still had very potent spell available after those two encouters). The EL were not good indicators of challenge.

-The encounters were not rule-heavy and moved along ok. But, to be honest, there were no summoning or animal companions involved.

-CMBs are easy to resolve.

-Fly and Invisibility have a huge impact on the game (in our playtest, the sorcerer never got in trouble, until I hit her with a little Disintegrate...). Rule for spotting (percepting) and flying in combat need to be real clear (for example, how high can a giant reach? Could he try jumping as part of a charge?)

-+4 beats adamantine DR and sneaking allowed against golems had a huge impact on the playability of the rogue in the second encounter.

-All classe got to shine; exchange of spells and buffs goes a long for a group.

-A wizard is only as good as its CL and its spell list. The lich in the MM lacks in both and never presented a real challenge.

Hope this helps.

DW


As it often spreads in different discussions, it appears the level of access to magic items (dubbed here "the Magic Shop") has a huge impact on gameplay, especially at higher level.

I'm really curious to know where you stand along the Magic Shop - Treasure table axis.

1. What level of access do you grant in your game?
2. How does it affect you game?
3. What are the pros and cons of working the way you do?

I don't want to provoke a "For or Against" discussion, but allow all to share how they play that particular aspect of the game.

Thanks for your input.

DW

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