Succubus

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Organized Play Member. 253 posts (5,319 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 17 aliases.


Sovereign Court

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Female Human (Taldorian) Sorcerer 1 (Celestial) l AC 12 | T 12 | FF 10 l HP 8/8 l F +1 R +2 W +2 l Init +4 l Perc +0

Kalima responds the elf's question with this response, "My father is Earl Drukril Raustald, so greater than a mere Baron but lower than a Duke. As for his distance from the throne of Taldor, he is three steps down from the king, with the king's living heirs as the immediate successors being the first step, then the Dukes being the second step, with the Earls being the third step. So I do not see my father getting anywhere close to the throne in his lifetime unless there is drastic change in leadership."

Silver Crusade

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Ok I've created a campaign for monster of the week. I'll need an idea of what kind of Hunter Group your party is going to be and what playbooks you want to play. Please follow these guidelines.

1. No PC should have the same playbook unless the group as a whole agrees on a "Drak Pack" type group, where you could use a mix of Monstrous characters (With maybe one Summoned to spice it up).

2. Your characters will be starting out hunters so while you might have some minor history between characters and a little pre-knowledge on the setting, your characters will not start out as movers and shakers in the world at large although might build to such a level. The power level I am thinking is the point of Season 1, Episode 1, where you might have solved a few minor mysteries but you definitely have not become a big shot. For creatures that have immortal lifespans like Vampires, Demons and or Angels, this can be justified in several ways such as being young or low on the totem pole or perhaps you lost a good deal of your power and have to work your way back to prominence.

3. It is assumed PC's either know one another before the game begins or will be introduced soon enough. Your characters while they might not always get along, they should be willing to put things in perspective and work together towards a common goal. Once the PC's are created we will discuss Historical links between them.

4. I will leave things open for variant mythologies when it comes to supernatural PC's but as the Keeper I am the final arbiter of what works and what does not. For instance, in my game Werewolves are either hereditary or can only be inflicted by a powerful gift/curse and simply being bitten by a werewolf doesn't make you one (Thus eliminating the potential for a "Werewolf Plague" which would be impossible to contain in any reasonable world).

Dark Archive

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Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Amanda says to the others before they leave, "I will contact the rest of you shortly. But first I must fulfill my obligations to the Archbaron. Whatever the case, I will be a part of the oath and will do all that I can to help with the success of the group."

When given permission to retire to a private location with the Archbaron, Amanda will go with the Baron while the others speak and gather outside. She does take a chance to listen and look about before divulging any information though.

Perception to hear eavesdroppers: 1d20 + 7 ⇒ (16) + 7 = 23

If she senses no one listening in, she will say to the Archbaron, "Forgive my apparent impertinence earlier Archbaron Darellus Fex but I could not swear an oath under my true name without giving up my cover identity as a farce. Currently in this identity I use Darla Felhand, a common rogue and mercenary as my cover. This is not my true affiliation however for I serve a much higher power. If I were to give the oath under my false name, I am sure the stone of Phlegathon would have detected it and likely reveal my lie to all those present."

After giving a chance to let her words sink in, she continues, "Allow me to explain Archbaron. When these individuals attracted the interest of the Church of Asmodeus, it was decided by the powers that be to gauge the usefulness of this group to the cause of the Lord of Darkness. Preferring a subtle hand rather than an obvious member of the clergy the High Priest of Longacre assigned me to ingratiate myself into the ranks of this group to gauge their loyalty as well as aid them in their endeavors. I serve the cause of the church better with the minimum number of people knowing my true affiliation for this allows me to better utilize my skills of misdirection. As for who I am, my real identity is Amanda Malburne, Inquisitor of Asmodeus. I have been given powers from the Lord of Darkness to disguise my affiliations and alignment thus allowing me to subtly work against the cause of righteousness that our Lord Asmodeus so adamantly despises. Hence why this false persona is an important deception to maintain as you might understand."

Dark Archive

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Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Amanda nods in approval to the Baron and says, "A cunning plan Archbaron. I relish the chance to shead the blood of those righteous sycophants of the Glorious Rebellion and see that they are crushed underfoot. The worshipers of Iomedae are a cancer on the realm and we shall cut them from the Empire of Cheliax before they can fester."

Shadow Lodge

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You will get some access to money and purchasing supplies but not until after you meet with the Cardinal.

Dark Archive

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Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Amanda helps move the box through the wall and says to Sister Ismene, "Well keep telling yourself that if it helps you sleep at night. I prefer accept things as they are than make an excuse for my actions. As for the Hellknights, they got better things to do than investigate a tanary robbery. At best the local guard will give it a look and give up quickly for their normal kickbacks. "

Shadow Lodge

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Round 2 Start

The Hound attacks with his sword twice on the Torturer, using the flank.

Attack 1: 1d20 + 8 + 2 + 2 - 2 ⇒ (7) + 8 + 2 + 2 - 2 = 17

Attack 2: 1d20 + 3 + 2 + 2 - 2 ⇒ (14) + 3 + 2 + 2 - 2 = 19

Damage Attack 1: 1d8 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Damage Attack 2: 1d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14

Two blows strike the Torturer, laying him low to the ground bleeding out on the ground.

The Hound growls and says, "You deserve nothing less you dammed bastard."

Shadow Lodge

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The chain will do 1d6 damage when it hits. It functions on the same level as a club.

Bron swings his chain at one of the guards but completely misses with his metal chain as the attack is inaccurate.

Shadow Lodge

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You are chained to the wall by your hands and feet as well as to each other. You have enough slack to eat and drink with but beyond that you are pretty snugly chained to the wall. Any action that requires a roll using your hands and feet is at a -2 difficulty.

Sovereign Court

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NPC's don't have to follow the same rules as Player Characters so you don't have to Nit-Pick about every single detail of a character. I've done stuff like given character levels to Ogre Magi to give them more class features and spells and while technically boosting their CR, they aren't overpowered because they don't get AC or equipment bonuses from those extra levels. NPC's are there to be a challenge so I often gloss over game balance to give them stats and abilities they would plausably have.

Sovereign Court

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Science Fantasy: Advanced technologies such as steam and/or magical powered vehicles, factories and the like. Some nations embrace these wholeheartedly while others forsake them for the more natural arts of Wizardry and Druidism. Magic and science existed side by side for centuries before the discovery of manite allowed the true fusion of such elements.

Cybernetics: Through the use of a mineral called "Manite" as well as Arcane Magic, people can be augmented with implants giving them powerful advancements. Unfortunately, they have a lot of side effects. Having manite in your body significantly shortens your lifespan as the implants feed on your life force for power. The the more severe form of this this are the Golemoids, who bear huge amounts of augmentations. They have great power but it comes at a price. In addition, the risk of becoming a Wasted is a frightening possibility.

Ancient Technology: There are numerous ruins of forgotten ages that litter the world, some contain artefacts of magical power of times long forgotten and not seen in the age of Thunder.

Crazy Robots: The first example of this is the Wasted. Golemoids who have been raised from the dead as some kind of Cyber-Zombie by their implants. They become berserk monstrosities who use their own unlife as a power source for their implants, giving them significant power for their internal devices. Golems also can become corrupted by the darkfall, some become sentient and develop their own personalities.

Survival, Exploration and colonization: The Darkfall wiped out a good deal of the world's civilization. Many nations were nearly wiped out by unnatural disasters and the Nocturnals. Exploration is prevalent as there was much lost in the age of the Darkfall and much can be recovered, including those from the ancient ruins of the past. Colonization, rebuilding society from the world being ravaged by the darkfall.

Sovereign Court

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There is also Thunderscape: The World of Aden. You got Advanced Steamtech in a world ravaged by a supernatural apocalypse called the "Darkfall". You've got examples of pretty much all those things in the setting.

Mutants: The Fallen / Corrupted, people who have been transformed by the powers of the Darkfall, bearing hideous stigmas that grant them powerful dark gifts but also constantly wrack them with suffering. This comes in a lot of variety for instance:

The Befouled: They are walking plague carriers, riddled with horrible diseases of different forms. They generate unnatural poison and disease and can spread them to others.

The Behemoth: A hideous mutant with rippling muscles and twisted blackened veins. They are constantly driven to hatred and violence.

The Horror: Walking embodiment of corruption and horror. They have innumerable disfigurements but all of them provoke fear in those that see them.

The Incinerator: Burned husks that can channel eldritch fire within their bodies to burn the world.

Madcap: Fallen twisted with madness and insanity, their features are those of madmen and fools and they gain sick amusement on the most menial of things.

Apperation: A person who is half way into the grave. Part living, part incorporeal, they bear aspects of ghosts and the dead and seek to bring suffering to those who truly live.

Cataclysm: Walking embodiments of destruction. Terrible mutants with destructive energies burning within their bodies looking to be unleashed upon the world.

Drake: Twisted into Draconic forms by arcane energies, they are combinations of man and beast and bear the might of dragons in their veins.

Drowened: Appear as people who are constantly waterlogged, dripping foul liquid from their veins and seeking to smother people in their suffocating embrace.

Midnight: Creatures who bear the taint of darkness within them. They look normal on the outside but their shadow shows the corruption of their soul and moves of its own accord into nightmarish forms.

Rimeweaver: Tained by unholy cold, these people suck heat from the world and leave only chilling frost in their wake.

Sanguine: Covered with numerous wounds weeping with blood, a constant look of suffering and torture, they seek to spread their wounds upon those that provoke their ire.

Scrapheap: Walking combinations of man, machine and metal, they are hideous monstrosities, a reminder of the corruption of technology and the tools of man.

Stormwracked: Bearing the marks of the storm, they strike like a raging gale and unleash lightning with untempered fury.

Withered: Hideous crones ravaged by time, they represent the horror of the passage of time and the entropy ages bring.


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One thing I don't get about Bards is why they get Healing Spells on their spell list. Its been established in the fluff that Bard Spells are Arcane Magic. No where in the Sorcerer/Wizard spell list (The Archetypical Arcane Casters) does it give a character an ability to heal wounds, with the exception of a few necromancy spells that drain life like Vampiric Touch. This also is an oddity for Witches who also get Healing Spells but then again they do get their powers from some demi-deity sponsor who may have divine magic so that makes greater sense than a bard having healing spells.

This definitely causes conflict in a lot of settings like Dragonlance where it specifically says that healing magic is DIVINE.

As for fixes to this problem, here are two suggestions:

1. Remove all healing type spells from the Bard spell list. Instead give them access to a wider array of other spell lists.

2. Give Bards the option of being "Divine" casters, perhaps sponsored by some God of music or other performance style deity.

Shadow Lodge

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Disregard the 1st post of this thread as it crashed on me before I could fully develop the character creation rules. I decided to simplify things when it comes to character creation rather than homebrew a pile of classes. Now PC's will take an advanced class at 1st level disregarding any prerequisites. Psionic Characters MUST take a psionic class at 1st level.

Ever since the dawn of humanity, there has been a rare few people who have wielded power that defied rational explanation. These people were called by many names, witches, warlocks, sorcerers, wizards, wise men, gods. But whatever the case these individuals became the basis of numerous legends that have spread throughout history. This power which these people wielded would later be classified as "Psionics".

Psionics was rare enough that most failed to acknowledge its existence. While some psionicists created pagan cults and religions most did not wield mastery enough than to pull off some minor tricks, many that could easily rationalized. A few governments did acknowledge these rare individuals and during the second world war both the Nazis and the Allies started their own programs harnessing these individuals. After the war and seeing the power of Psionics first hand, the PSID (Psionic Scientific Investigation Division) was founded. Knowing if the world knew about Psionics it would drive nations into utter panic it was decided that the existence of psionics would be kept under wraps. Psionics would be rounded up and monitored and any Psionic disturbances would be swept under the rug.

When drawing on the power of Psionics as an asset, it was discovered by the PSID that there was other threats to the world than just Psionic users. There was numerous alien races that have infiltrated society and secretly pursuing their own agendas. Many of these Aliens bearing powerful technology and/or psionic powers and thus were a danger to the world at large. Thus the PSID was forced to extend its operations to also counter the numerous alien threats that lie hidden from the world.

Fortunately for the PSID, Psionic users were extremely rare among the human population. Until the "Event" hit in the year 1990. A powerful solar flare struck the earth bathing the world in increased cosmic rays. While not immediately apparent the number of Psionic Users has increased tremendously. What is worse that some manifested dangerous and uncontrolled powers, allowing them to create psionic manifestations of their ID creatures. The PSID now must work to not only keep the existence of Psionics under wraps and fight against the alien threats but also deal with the increasing number of Psionic users with unstable psionic powers. Only the agents of the PSID stand between the world and utter chaos.

The Game:

The PC's of the game are agents of the PSID that have recently completed their training. Only the most competent of individuals who can survive the intense training regiments of the PSID can become agents. In addition this game is High-Psionics and high action so certain homebrew psionic rules will be implemented into the game. Normal Hero Classes will not be used in the game. Instead everyone will start with a level in an advanced class, disregarding any prerequisites. Hero Classes will not be used in this setting.

1. Stats:

Agents of the PSID undergo intense training regiments in mind and/or body. All PC's will be built on 36 point buy (Using normal d20 modern rules). You MUST buy one stat at at least 16 or higher as your PSID training will seek to focus at least one of your attributes to peak performance. Your characters must also be 18 years of age or older as the PSID will not put Minors into the field. Only humans can be played in this game.

2. Starting Feats: All agents of the PSID receive the following feats for free ignoring any prerequisites due to skills learned during their training period.

Basic Weapon Proficiency
Personal Firearms Proficiency
Light Armor Proficiency
Improved Unarmed Strike

2. Focus: Agents of PSID are either Normal Agents or PSI-Agents.

Normal Agents: Normal agents are specialized recruits of the PSID who lack any Psionic Powers. Instead they receive an intense training regiment to maximize their skills in the field. Normal Agents get the following benefit.

1. As Normal Agents are expected to deal with Psionic threats, during their training they are taught to bolster their resistance against psionic powers. Normal Agents get a +2 bonus on any fortitude, reflex or will saves versus psionic powers. They may NEVER gain any psionic powers, feats or classes. They also get Knowledge (Psionics) as a class skill.

2. Normal Agents rely more on enhanced natural ability rather than psionic powers. They receive an additional bonus feat at 1st level.

3. Normal agents are more trusted by the organization and gain a +2 modifier to any social based checks dealing with the organization.

4. Normal agents start with an Advanced Class at 1st level, disregarding the prerequisites for the class. The following classes are available (These are out of the Core Book, Urban Arcana and Players Compendium 1 & 2).

Soldier
Martial Artist
Gunslinger
Infiltrator
Daredevil
Bodyguard
Field Scientist
Techie
Field Medic
Investigator
Negotiator
Dead Shot
Criminologist
Enforcer
Profiler
Survivalist
Bounty Hunter
Confidence Artist
Fixer
Hacker
Transporter

Psionic Agents: PSI-Agents are Psionic users who have been trained by the PSID. They are vital assets but also a liability as those who have gone "rogue" have become persistent threats to the PSID. Psionic agents gain the following benefits.

Psionic Powers: PSI-Agents gain the Wild Talent feat. In additional they gain Autohypnosis (Wis) and Knowledge (Psionics) (int) as class skills no matter what class you may multiclass into.

On top of this PSI-Agents gain psionic powers. At first level a psionic agent must take one of the following classes disregarding any prerequisites:

Battle Mind: http://www.d20resources.com/modern.d20.srd/classes/advanced/battle.mind.php

Psionic Agent: http://spellbooksoftware.com/d20mrsd/urbanpsiagent.html

Telepath: http://www.d20resources.com/modern.d20.srd/classes/advanced/telepath.php

5. Feats
As this setting will deal with both psionic and alien threats, certain feats from the following sources are allowed.

D20 Modern, D20 Urban Arcana (except magic/divine/racial feats), Players Compendium, Players Compendium 2 and D20 Future (on a case by case basis).

6. Skills: Skills are distributed as normal based on the classes you take. All PC's get 1 rank in Knowledge (Psionics) for free due to the training they receive.

7. Profession: Chose 1 profession to represent what you did before you did before joining the PSID.

8. Wealth Bonus and Gear: Roll 2d4+Profession bonus for personal wealth. It is assumed that PSID provides you a place to live, a standard vehicle and normal household amenities. All agents are given a Glock 17 (2d6 damage), a utility knife, a cellphone and a ear bud communicator. Any gear beyond this must be purchased out of your personal wealth or requested from the PSID as an "Asset". The PSID may also provide gear on a case by case basis for your mission.

Shadow Lodge

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Ever since the dawn of humanity, there has been a rare few people who have weilded power that defied rational explination. These people were called by many names, witches, warlocks, sorcerers, wizards, wise men, gods. But whatever the case these inviduals became the basis of numerous legends that have spread throughout history. This power which these people weilded would later be classified as "Psionics".

Psionics was rare enough that most failed to acknowledge its existence. While some psionicists created pagan cults and religions most did not wield mastery enough than to pull off some minor tricks, many that could easily rationalized. A few governments did acknowledge these rare individuals and during the second world war both the Nazis and the Allies started their own programs harnessing these individuals. After the war and seeing the power of Psionics first hand, the PSID (Psionic Scientific Investigation Division) was founded. Knowing if the world knew about Psionics it would drive nations into utter panic it was decided that the existence of psionics would be kept under wraps. Psionics would be rounded up and monitored and any Psionic disturbances would be swept under the rug.

When drawing on the power of Psionics as an asset, it was discovered by the PSID that there was other threats to the world than just Psionic users. There was numerous alien races that have infiltrated society and secretly pursuing their own agendas. Many of these Aliens bearing powerful technology and/or psionic powers and thus were a danger to the world at large. Thus the PSID was forced to extend its operations to also counter the numerous alien threats that lie hidden from the world.

Fortunately for the PSID, Psionic users were extremely rare among the human population. Until the "Event" hit in the year 1990. A powerful solar flare struck the earth bathing the world in increased cosmic rays. While not immediately apparent the number of Psionic Users has increased tremendously. What is worse that some manifested dangerous and uncontrolled powers, allowing them to create psionic manifestations of their ID creatures. The PSID now must work to not only keep the existence of Psionics under wraps and fight against the alien threats but also deal with the increasing number of Psionic users with unstable psionic powers. Only the agents of the PSID stand between the world and utter chaos.

The Game:

The PC's of the game are agents of the PSID that have recently completed their training. Only the most competent of individuals who can survive the intense training regiments of the PSID can become agents. In addition this game is High-Psionics so certain homebrew psionic rules will be implemented into the game. Here is the character creation rules.

1. Stats:

Agents of the PSID undergo intense training regiments in mind and/or body. All PC's will be built on 36 point buy (Using normal d20 modern rules). You MUST buy ones stat at at least 16 or higher as your PSID training will seek to focus at least one of your attributes. Your characters must also be 18 years of age or older as the PSID will not put Minors into the field. Only humans can be played in this game.

2. Focus: Agents of PSID are either Normal Agents or PSI-Agents.

Normal Agents: Normal agents are specialized recruits of the PSID who lack any Psionic Powers. Instead they receive an intense training regiment to maximize their skills in the field. Normal Agents get the following benefit.

1. As Normal Agents are expected to deal with Psionic threats, during their training they are taught to bolster their resistance against psionic powers. Normal Agents get a +2 bonus on any fortitude, reflex or will saves versus psionic powers. They may NEVER gain any psionic powers, feats or classes. They also get Knowledge (Psionics) as a class skill.

2. Normal Agents rely more on enhanced natural ability rather than psionic powers. They receive two additional bonus feats at 1st level and every 4 levels gain 2 feats instead of 1 when they advance.

3. Normal agents are more trusted by the organization and gain a +2 modifier to any social based checks dealing with the organization.

Psionic Agents: PSI-Agents are Psionic users who have been trained by the PSID. They are vital assets but also a liability as those who have gone "rogue" have become persistent threats to the PSID. Psionic agents gain the following benefits.

Psionic Powers: PSI-Agents gain the Wild Talent feat. In additional they gain Autohypnosis (Wis) and Knowledge (Psionics) (int) as class skills.

On top of this, PSI-Agents gain psionic powers. They need to chose one of three focuses.

PSI-Warrior:

Shadow Lodge

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One could call this game a "NO HOLDS BARD!"

Sovereign Court

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Another point that is brought up. Summoners can use their minute summons as Trapfinders. Why bother having a rogue disarm or search for traps if you can have a summoned creature set them off? If the trap kills the summoned creature, there is only a minor loss of 1 use of Summon Monster.

Sovereign Court

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I as a DM refuse to allow players to play the summoner class. The reasons are as follows:

1. You get TONS of summon monsters per day even at level 1. An average summoner with 16 Charisma can summon monster 6 times a day at level 1 where most spellcasters don't have that many spells at level 1. Summon monster is a better spell that a 1d4/1d6 bolt from a wizard school or sorcerer bloodline. This does not include that they can also spend their normal spell slots to summon as well.

2. It makes the Conjurer wizard/sorcerer totally underpowered builds. A summoner's summoned monsters last MINUTES instead of ROUNDS. Why bother even playing a summoner-style wizard/sorcerer if the Summoner can summon better than them?

3. With forewarning, a Summoner can blow all their summons and totally gimp a planned encounter. For instance in a game I played in the Master Summoner in the group knew we were entering a Goblin Infested fortress so blew all his summons to summon 9d3 dogs and use his canine army to pretty much clear out the entire dungeon. With a 4 minute duration that was more than enough time in battle to wipe out most encounters.

4. Summoners slow down the game WAY too much. When you have tons of summoned monsters on the field being controlled, you have to include the actions of each summoned monster.

5. The Summoner's Eidolon has more combat potential than most fighters and druid animal companions. It also can't be permanently killed. A summoner can just summon it back later if it dies.

SO what's your opinion on the Summoner?

Sovereign Court

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Thunderscape: Shadows of Carraway

Spring is in the air in the nation of Carraway and many have travelled far and wide to the City of St.Lucca. With the growing Nocturnal threat in the land, there has been an increased demand for Mechamagic and Science in the nation. In addition with the coming of spring is the great festival of Saint Leria attracting bards and entertainers throughout the land to take part in numerous festivities. You have arrived in the city by fate, fortune or choice to take part in the festivities. But little do you know that this trip shall be your first step on the path of heroes.

Greetings gamers. When checking out the Play By Post boards I was VERY surprised that no one had taken up the mantle of running a game in the new "Thunderscape: World of Aden" setting. I am looking to start my own game based in the nation of Carraway. For Golarion comparisons, Carraway is somewhat like the nation of Ustalav, a land marked by darkness and threatened constantly by the Undead as the Nocturnals. The nation resembles mostly Renaissance Romania, with cold winters, mild summers and middling temperatures in Fall and Winter. The government is benevolent and highly influenced by the Church of All Saints who revere ancestral spirits of great heroes in ages past. Despite this, Carraway is somewhat backward in technology compared to other nations but is seeking to change this, especially under the influence of newcomers from the destroyed magical kingdom of Aramyst.

Character Creation

Characters will be using a 20 Point Buy mechanic.

The races available are:

Common Races: Human, Elf, Dwarf, Half-Elf, Half-Orc

Aden Specific Races: Faerkin, Ferran, Goreaux, Jurak, Rapacian

Rare Races: Echo, Oread, Ifrit, Undine, Sylph, Sulis, Tiefling

As for other races, those will be considered on a case by case basis. Gnomes and Halflings could easily fit in as an offshoot of the Faerkin Race. The Tengu could be a rare throwback of the Ferran race for instance.

It is suggested players purchase or acquire the Thunderscape: World of Aden book for this game. I would like at least some of the party to play an Aden-Specific class or archetype. The book is easy to get in PDF format through a number of different sources (including the Paizo site).

There is no Gods in Aden, although there is Divine Magic. Clerics and Oracles get their powers by upholding the ideals of their chosen Domains or Mysteries. There is some established religions however, such as the Church of All Saints. As Clerics do not serve gods, instead of a favored weapon they may chose ONE martial weapon of their choice to be proficient with. This weapon should relate somewhat to the Domains they chose. A Cleric with the Mechamagic Domain might have a proficiency with Rifles but a Cleric of Nature would more likely take a Staff as their favored weapon. Druids in the setting get their power from nature itself represented by their Nature's Bond (Either giving them a domain or an animal companion respectively)

As your characters may be traveling with a good deal of their life savings all players start with max gold for their class.

You may choose two traits. Traits may be any Golarion trait (Save Rich Parents) or traits from the World of Aden book.

The game will be using a limited Hero Point mechanic. Player characters get a flat 1 Hero Point per level and may never have more than 3 at one time to promote using them or losing them. Other than that, Hero Points may be rewarded for completing a major quest or storyline milestone.

The Critical Hit deck will optionally be used in this setting with the following adjustments.

1. You only can draw from the deck by rolling a natural 20 on your attack roll. For weapons with higher critical ranges, you merely just get the normal result.

2. When you score a critical you can chose either to draw a card or do the listed critical hit damage for your weapon.

3. If your weapon has a critical multiplier higher than x2 then you draw an additional card for each multiplier (So 2 cards for x3 or 3 cards for x4). You then pick which kind of critical hit you wish to apply from the drawn cards. Monsters will always draw from the deck on a natural 20 critical hit.

If a PC takes a critical hit, they can spend 1 hero point to have the monster discard the card and pick another. You must accept the result of the 2nd card.

Sovereign Court

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Ogre Battle: The Ovis Rebellion

The Island of Ovis is under brutal occupation by the Holy Lodissian Empire. While there was a time where there was some atonomy given to the rulers of the island, the chaos of the Shathar insident left the island in disarray and was ample justification for the Lodis empire to annex the entire island into their Empire. The order of the Sacred Flame, the militant branch of the Holy Lodissian Empire have brutally supressed the local religions and indotrinate the populace in worshiping their god Filarhh above all others. Other that this, the Lodissians are seeking to also destroy aspects of Ovis culture to better make the people of this island ideal citizens of the Empire. They have also lead a brutal campaign against the Demihumans of the isle slaying hawkmen, faries, mermaids and other creatures no matter their affliations.

Some however still seek to resist the Lodissian empire and liberate the island from their control. The Ovis Liberation Front is on the move and is looking to one day see Ovis free from the Lodissians and once again chose its own destiny in the world. Now destiny has called a chosen few to stand up for freedom. Will you be among their number?

Game Description:

This game is based in the world of the Ogre Battle series, some time after the events of the video games. It is a world with a lot of human drama and while there is monsters, angels, demons and demihumans, human conflict is the most prevalent aspect. As this is generally a human drama, player characters should consider playing humans. I may with a good backstory allow a Hawkman or a Mermaid in the game but I would rather have most, if not all the PC's in the game be human. There are no elves, dwarfs, halflings, gnomes and half-elves in this setting. Half-Orcs do exist in small numbers (as there is Orcs) but are not preferred as player characters.

For classes, all the Pathfinder Classes can be represented in this setting. There are also firearms (thus the Gunslinger class is allowed) but firearms rare and highly expensive. Most are imported and few have the means or the ability to craft them. For Wizards, most wizards of this world are either Generalists or adherents to one of the Elemental schools of magic although I will allow traditional schools as well. Witches are commonplace although somewhat distrusted as bewitchers and hurlers of curses. Sorcerers have a smaller list of bloodlines to chose from as there is not as many supernatural elements. The elemental, divine and infernal bloodlines are the most commonly seen, although undead bloodlines have come into being with the growing rise of undead and necromancy.

As for the Gods of this setting they are as follows:

Philaha: The High God, lord of Heaven father of the Gods. (Lawful Good)
Fellana: Goddess of Justice and mother of the Gods (Lawful Good)

From Philaha and Fellana came 7 Daughters who are:

Berthe: Goddess of Earth (Lawful Neutral)
Harnella: Goddess of Air (Chaotic Neutral)
Zoshonel: Goddess of Fire (Chaotic Neutral)
Gruza: Goddess of Water (Chaotic Neutral)
Lyuneram: Goddess of Ice (Lawful Neutral)
Nestharot: Goddess of Lighting (Lawful Neutral)
Ishtalle: Goddess of Light (Lawful Good)

The Dark Gods are:

Diablo: Dark God of Hell, lord of the ogres and known as the God of Destruction. (Chaotic Evil)
Asmodee: Dark God of the Netherworld associated with the element of Darkness (Lawful Evil)
Sentoul: Dark God of deception. (Neutral Evil)
Danika: Queen of the underworld (Lawful Evil)

Other Gods:

Fillarh: The Sun God. The God worshiped by the Holy Lodissian Empire and is seen as the only true God. His existence is in debated by non-Lodissians but he does grant spells to his worshipers although his philosophies are interpreted by the book of the prophet Lodis, who was said to a saint in his service. His alignment is unknown but Lawful Neutral seems to be the closest approximation. Some see him as good, others as evil.

Demigods of the wind (The 4 Sons of Harnella)
Euros (West Wind)
Zepyulos (East Wind)
Notos (South Wind)
Boreas (North Wind)

Character Creation:

Player Characters will be built with a 25 point buy, with an average number of Gold Pieces (Goth) for their class. You should play a human character unless you can come up with a good reason to play a demihuman race. I will come up with racial stats for that race if I am convinced to allow demihumans into the game. All players will start at level 1.

For traits, you may pick one trait from the Pathfinder list of traits.

For your other trait, roll 1d22 to figure out what your tarot aspect is. Every person of the world is born under the influence of one of the 22 Arcana. You will then answer a question based on that Tarot and will be given a powerful trait based on that answer. This could be a stat boost or a spell-like ability of some kind.

Shadow Lodge

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The lands of Ionara are the farthest north in all of Aden and the harshest realm on the planet to survive. The biting cold can freeze a man solid and the fearsome winds can tear apart the hardiest of individuals. And this is but only some of the dangers that are prevalent in this realm. But also within the frozen wastes lie many great and unclaimed treasures. Mineral wealth virtually untapped by civilized folk and veins of diamonds and mantle that are in high demand for both murdane and magical means.

While the mining settlement of Permis taps into one vital source of resources, there is still many unexplored places where vast resources lie unclaimed. Thus a call has been put out by a new mining company from Urbana for mercenaries to be hired to travel into the northlands and survey for a location where a new mining colony can be built and new resources can be exploited. Thus you have all traveled to the city of Floe, where the mining company has set up shop to take advantage of this opportunity. But what dangers will you face in the frost storm of the frozen north?

Character Creation:

20 Point Buy characters.

You may pick 2 traits for your characters either from the core list or from the World of Aden book.

Max starting money for your class. It is recommended you purchase some cold weather gear for your character due to the nature of this campaign.

Hero points will be used.

Races

Common Races Available: Human, Elf, Half-Elf, Dwarf, Half-Orc (Technically Half-Jurak but same difference)

Aden Specific Races: Ferran (Predator, Brute or Sneak), Goreaux, Rapacian, Faerkin, Jurak

Rare Races: Elemental Races (Undine, Sylph, Ifrit, Oread), Tiefling, Echo

Any race not mentioned on this list requires justification to play and must fit in as a sub-set to an existing race. For instance a Gnome or Halfling would be an Offshoot of a Faekin and a Tengu would be a rare Bird Ferran throwback.

There are no Aasmiar in Aden the as the interactions with the Alignment Planes are minimal and with the celestial planes even less in the wake of the Darkfall. Tieflings on the other hand have become more common and are either corrupted individuals by the Darkfall and/or demonic/devil magic or descendants of rare demonic/devil crossbreeds. Either way Tieflings suffer the same bonuses and penalties as Fallen do with social interaction (-6 racial on most diplomacy checks but +6 on Intimidation checks against non-fallen and non-tieflings). This does not stack with the Fallen Class however as they essentially are from the same source.

Classes: All classes are allowed except for Psionic Classes. At least half the party must take a class from the Thunderscape source book (As I wish to playtest some of the mechanics)

The Aden Specific Classes are:

The Arbiter: A powerful front-line style fighter who uses strength to fight their foes and intelligence to outwit them.

The Entomancer: A druid offshoot that casts magic like a sorcerer and can command, control and take on aspects of insects.

The Fallen: An individual corrupted by the darkfall but has not fully given themselves to evil. They use their own corrupted nature as a weapon against their foes.

The Golemoid: When a person gets extensive mechamagical upgrades and becomes a fusion of metal and flesh they become one of these. Their implants give powerful abilities.

The Mechamage: A variant wizard that trades a school, arcane bond and some schools of spells in exchange for the ability to command and augment mechamagical golems and work with Mechamagical componets.

The Seer: The seer can manipulate fate giving powerful bonuses to their allies and penalties to their enemies.

The Steamwright: The Steamwright instead of using magic, uses enhanced science, alchemy, invention and machinery to generate wonderous effects. Their crafting skill is without comparison to those of lesser skill.

The Thaumaturge: A class that ultilizes heroic spirits to alter their abilities on the fly. They could be a powerful warrior one day and a stealthy assassin the other depending on what spirits they draw on.

The Thunderscout: The Thunderscout specializes in driving and operating mechamagical vehicles. From the fast thundercycle to the roomy transport, there is no better drivers in all of Aden.

Altered Class Mechnics:

Clerics/Oracles/Druids: There are no Gods in Aden but there is divine magic. Clerics and Oracles draw power from their faiths in certain ideals (Some could be organized faiths others would be upholding the spirit of their domain). Druids draw power from nature itself and not from any God. As there is no gods in Aden, spells that commune with deities do not function. If a Domain gives such a power you are free to switch it out with an appropriate alternative.

There is also a new Mechamagic Domain available to Clerics and a certain build of Druid.

Paladin: Paladins in Aden draw power from upholding a vow. The do not necessarily have to be Lawful Good in alignment (but almost are are generally a variant of Good). You MUST chose one vow to uphold. If the Paladin grossly violate their vow they lose their class features until they atone for their misdeeds.

Other altered mechanics:

Magical Item Crafting: Most magical items require a rare metal called "Mantle" in their construction to hold a magical charge. Only Wands, Staffs, Potions and Scrolls do not require this kind of infusion. As part of the construction of a magical item, Mantle must be incorporated into creating the item.

Sovereign Court

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I have some Natural 20 house rules for skill checks, initiative, saves and combat maneuvers. These are as follows.

Skill Checks: Rolling a natural 20 on a skill check counts your skill as +5 higher on the die. So for instance if you rolled a natural 20 on a 1d20+5 skill check, it counts as a 30 instead of a 25.

Initiative: If you roll a natural 20 on initiative you get a surprise round. If you roll a natural 20 and have surprise you get a full action in the surprise round.

Saves: Rolling a natural 20 on a save has the following effects:

If the save does not require a natural 20 to succeed then you shake off the effect completely. So for instance if you would take a lesser effect on a save you instead take no effect.

If a natural 20 is required to save, rolling a 20 always succeeds.

Combat Maneuvers: If you roll a natural 20 on a combat maneuver check the DM can offer an additional advantage depending on what is done.

Sovereign Court

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As for new Paizo adventure paths, I don't know what's coming. However there is 2 3rd party adventure paths being developed. The first is the "Throne of Night" adventure path, an All Dwarf or All Drow adventure path based complacently in the Underdark. The other is an adventure path for the new Thunderscape setting, surrounding a bunch of adventurers investigating the island of Pharos after contact suddenly came to an end for some unknown reason. Those are the adventure paths I know are coming out in the future.

Sovereign Court

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Well my Orc Fighter Dreggrod is a pretty stubborn bastard. He's leary of doing anything unless he gets paid for it, he's a mercenary through and through. He killed Tetsuo in the fight (By accident, lucky critical hit that cleaved in him half) and then collected his head for a reward. He then helped deal with the creatures under the town. He then got PISSED OFF that they weren't going to pay him for taking out the goblins, Tetsuo and the creatures under the town. Only with some good social maneuvering of the rest of the party prevented him from shaking down the sheriff office and taking his share by force. He then refused to go to Thistletop as he expected that he wouldn't be paid for the job either. The only thing that convinced him was promise of riches to be found. Even then he decided that he would take Thistletop for his own because the town did not reward him for his work. So far he's taken down piles of goblins, the goblin king and the party is now exploring Thistletop to deal with the other threats. Then of course he's going to shower Shayliss with gifts and try and get her as his wife. If this dosen't work out, he'll probably nab her in the night as he's not taking no as an answer (Chaotic Neutral, he gets what he wants)

Sovereign Court

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One of the funniest parts of the 1st act of the Rise of the Runelords is when the daughter of the general store keeper seduces a member of the party to give her some "Lovin" in the confines of the store basement. This happened in a game when my Orc Fighter Dreggrod being the only male with the group got approached by her and asked to kill some rats in the basement. Being a war mongering intelligence 8, charisma 6 Orc he agreed and went to the shop to kill some rats.

When Dreggrod got there the woman gave her real motive. Being a Chaotic Neutral Orc, he decides to give in and ends up porking her over a barrel in the basement. That is until daddy comes home and catches Dreggrod in the act. Suffice to say things did not go well as the storekeep thought the daughter was being raped by the Orc. Despite being a 6th level commoner, my Orc beat him unconscious with unarmed attacks (Although was brought to 0 HP in the process). He is now infatuated with the Storekeeper's daughter and wants to make her his wife, once he claims Thistletop as his kingdom. The DM decided that the act of porking the woman got her pregnant and now the is going to be a little Dreggrod on the way.

So has anyone else had funny encounters with this part of the adventure?

Sovereign Court

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In my Way of the Wicked game, the PC's took care of Eddardly, Mott and the Tacticus in the same day. The Asmodeus Inquisitor in our party (Who had the ability to Misdirect his alignment), came to the keep with forged papers and a disguise, saying he was a member of the Inquisition at the keep to investigate the unsettling rumors of the Tacticus. With some good bluff checks, he was able to convince Lord Havelyn to allow him to search the laboratory and remove the Tacticus from the premises during the search so he would not impede the investigation. Given some time to search the lab alone, he planted a silver holy symbol Asmodeus under a loose stone tile in the laboratory and then used some cleaver slight of hand to "accidentally" find the hiding spot with Havelyn around. The Tacticus gets arrested for Heresy and his gear is confiscated (Including his Golem control stone and his wand). With some good bluff checks, the Inquisitor was able to convince Havelyn to give him the wizard's spellbook for further investigation.

As for Eddarly and Mott, one of the group members disguised herself as Katelyn and seduces Eddarly to get a room at the inn. The Inquisitor of the party calls in Mott to meet him at the inn to aid him in his further investigations. Mott catches Eddarly in the act with the fake Katelyn and challenges him to a duel. Eddarly was drunk and Mott had better combat stats so I ruled Mott would win the fight. To see if Mott killed him, I reduced Eddarly's Hitpoints to 1 and then rolled a longsword damage. I rolled max damage, which was not quite enough to kill Eddarly, but then Eddarly rolled a 1 on his constitution check and then promptly bled to death. Eddarly gets killed, Mott gets arrested for dueling to death, bam both taken out of the picture. The next day the Tactcus and Mott would be sent to Daveron to face trial.

As for other dastardly deeds, the party rogue snuck into the alchemist shop, killed the Alchemist in his sleep, stole all his potions and poisons and then with the aid of the party wizard rigged the shop to explode. The Alchemist shop went Michael Bay and the town is now out in force fighting a major fire. With this distraction the PC's are intending to hit the Rookery in the next session. They're also intending to ambush the prison wagon going to Daveron, to kill off the Tacticus and Mott, as they fear that if any real member of the inquisition investigates, they will find out that there is an impostor impersonating an inquisitor at the tower.

So far they've done quite well. 14 Victory Points towards their goal thus far in the game! (This includes VP's from other activities. I also gave them 2 VP for taking out the Alchemist, as this efficiently cut off the keep from a healthy supply of potions.)


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I am glad to be a part of the Kickstarter and looking forward to getting the books and starting my own campaign based in the World of Aden. What are the plans for the Gencon 2013 demo games at the moment? I am considering visiting Gencon for the first time ever and would be interested to take part in the World of Aden demo games when they are being run. Would you have your demo games in the Paizo section, the AEG section, or the Indie Games section of the convention?

As for other questions, as for designing the Fallen class, does this work much like purchasing levels of monster races, like what was offered in the Savage Species book back in D&D 3.0? For instance buying levels in Fallen increases your Darkfall Taint the more levels you take, thus giving Stat Advancements, additional racial features (such as claws, fangs, wings, a fiery breath weapon and others). It would definitely make sense that the Fallen would become more powerful but more "Changed" the more they embrace the darkness. Definitely puts the price of power into perspective.

Next question is concerning the Undead in Aden. Was there Necromancy before the Darkfall and thus Undead creatures existed as well? Or are Undead a new thing brought into existence by the Darkfall? I remember in the video game there was Undead and the protagonist mentioning the Darkfall being responsible for their animation. But Necromancy is one of the major schools of magic so it would make sense that the Undead could have existed before the Darkfall.

As for other races, what are the Trolls, Rapacian and the Jurak. Are these some other new playable races that exist in the World of Aden?

I like the fact that you're going to include Pharos in your upcoming Adventure Path. The situation of the island suddenly has lost contact from the mainland would be a good reason for an expedition and investigate the cause of this. I am curious about the fate of the Jagtera after the events of Entomorph and I am sure the Adventure Path will elaborate further on it.

Thanks for indulging my questions. All the best for you in the game development.