Hand of the Inheritor

Divinitus's page

1,072 posts (3,566 including aliases). No reviews. No lists. 1 wishlist. 51 aliases.

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Okay folks, I finally got done with my work for Jan term. Now, to help summarize things, let me copy-paste what I placed in my Kingmaker campaign.

I wrote:

Okay, so I'm back. As I was telling Arawn, Jan term final essays require a bit of work. That said, I apologize that I was not more transparent with that bit.

I also had a raid scheduled last night on WoW for the mythic difficulty version of Hellfire Citadel, which pretty much required my character's presence and could not be rescheduled by several members about a month or so ago, so that people could get their limited time grove warden mounts.

Now there is finally time to be able to post!

I talked with Arawn quite a bit since I woke up around 4:00 PM EST today about the campaign, my obligations, how I can fix things so that you guys do not feel abandoned, and such things. I originally, when I read the thread earlier, got the basic gist of what everyone was saying, but misconstrued the proposed solution. I thought that people were wanting a set time frame of when people can post so that there could be multiple posts back-to-back. However, after trying to figure out a time frame idea, I spoke to Arawn and I found out that I misread that.

So now I am here just to ask you a simple question: if I can start posting as per normal, is everyone still game for playing in this campaign?

I also want to alleviate fears of those who think that I am stringing them along. If Arawn is okay with it, would you like me to send a series of pictures with my antibiotics, essay, and grove warden mount, so that he can confirm to you all/share on Skype with you all that I have had legitimate reasons for being absent all these days, even if my notifications to you, or lack thereof, were lackluster? I can even write 'JIGGYWIGGYZ' on a paper next to the items so you know that I didn't fish for a picture online.

I really am trying to rebuild trust in this community after the unfortunate circumstances that caused me to lose said trust. I know it may not seem like it, but I really am.

I am going to answer questions from you all in a few moments, but I just wanted to post this so that you could get a decent explanation.

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Yay! Natural 1!

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Okay, so most of you have probably seen the interest check for this campaign and have at least a basic idea of what's going on, but for those who do not, please allow me to explain.

Barmy in Sigil is something that I came up with when I looked at an old AP that a friend and I created called Echoes of the Sephira upon my return to the messageboards. I was initially interested in redoing it exactly as it was, but with a few minor retoolings. Then the idea hit me: I missed the nostalgia of playing in D&D's old multiverse, because Planescape was one of my favorite settings. So I decided to rework the AP to fit the setting better and reduced the level for... reasons. And here we stand, after weeks of retooling the setting, rebalancing the encounters for tristalt, and such!

Now, the basic premise of the campaign is that you are all planar adventurers that have been previously acquainted. Your names are almost synonymous with getting results, at least to those who know you. The campaign begins in the famous World Serpent Inn, a planar tavern whose winding back hallways lead to virtually every plane of existence. The bar's owner, the snake-bearded man Mitchifer, hands the group a letter that someone left for them, an invitation to meet up and discuss a job of some sort. From there, the campaign will span from the wild and wonderful early days of wandering the planes, doing odd jobs for the various movers and shakers of the multiverse, to the later days when the stakes grow much higher. In a way, it's like the progression of the old Planescape modules, at least in spirit, if you played them in order.

What should you expect from this campaign, you may ask? Well, I will tell you. Expect to reach level 20. Expect mythic levels. Expect the ability to push to level 25 and, yes, each class will have abilities that proceed past their 20th level capstone, if you are interested in taking a few classes all the way. In the last portions of the campaign, the players will have the option of becoming full-fledged gods, complete with a set of rules governing it stripped from 2 sources (Deities and Demigods is where the bulk of it comes from,). Expect artifacts to be occasional rewards. Expect to come face-to-face with some of the powers of D&D's multiverse. And, above all, expect barminess! It's a tristalt Planescape game, after all, and either one by themselves is pretty barmy!

So, moving away from that exposition, let's get to the nitty-gritty of character creation, shall we? I will offer the caveat that, if options are too extreme, that I can ban them, but that's always a given, is it not? Now, if you have any questions after this, feel free to ask me. I hope I covered most of what people would be asking about in this massive first post in recruitment.


Starting Level: 14 tristalt (As gestalt, but melding THREE classes together into one!)

Alignment: You may be of any alignment, BUT evil is expected to be smart and/or child's cartoon evil. If you are the type that will burn down an orphanage of Aasimar babies, chances are you are not the type that will fit into the Planescape vibe.

Classes: I have went through a plethora of classes and the only ones that I am putting the ban hammer on from my personal library and d20PFSRD's list are these: the Monster Hunter and all associated classes by Northwinter Press (On account of being too broken), the Hellenic Sorceress by Sean K Reynolds Games (As it is more of an NPC class in power level), and the Pugilist by Wordcasting Entertainment (For the same reason as the Hellenic Sorceress). I will even allow some of the old 3.X classes, although they will receive boosts from a premade list. If it is not on d20pfsrd, just ask me on whether the class is allowed or not. Otherwise, unless it is one of those listed above, it is allowed.

*On Alignment and Class*: I am loosening alignment restrictions on classes. Monks can be of any alignment, although some aspects of their class will change to fit, such as their alignment types upon becoming outsiders. Paladins may be of any good alignment or LN, Antipaladins may be any evil alignment or CN, having alterations to class abilities made based on their alignment. All classes, like Barbarian, with meaningless alignment restrictions now have them removed (In the case of Barbarian, a lawful alignment actually makes sense, because they suppress their rage to the point where, when they choose to release it, it is powerful indeed!).

Races: Now, races are something that will require a little better explanation. You may play a base or custom race, either of which you will be able to power up to a threshold of 20 RP. I would prefer the former, as it is easy to use a base race and adding stuff on to it. If you choose to go the route of making a custom race, however, I want a full write-up from you of the race's appearance, customs, society, home environment (And plane, if it is plane-specific), general personality, and such. For modifying base races, I expect explanations if you use extreme alterations to the base race. For example, if you wanted to give your Human wings, celestial resistances, and such, you could say that a good-aligned deity blessed you. There is no particular need to explain things like low-light vision or ability score increases, as those can be explained away by simple variance. Also, you may use a 3.X race, but will need to ask me the RP value of it.

Playing a Creature:
Now, since this is Planescape, I am definitely going to allow the option of playing creatures. Now, there are a few rules to this, which I will outline below in this spoiler tab. Now, for obvious reasons, I reserve the right to ban any type of creature but, as you will see below, there is not as much of a list of things that I will ban.

1. If you play a creature and/or add templates, the conversion rate for CR-to-level is CRx1.5, rounded up if necessary. To give an example, if you play a CR 8 creature, it is worth 12 levels. If you added a template that gave it another CR, it would be worth 13 levels. You are also limited to 2 templates, tops.

2. The above levels MUST fit within one side of your gestalt. I will not allow someone to begin play as a Solar, Balor, or Great Wyrm dragon by fiddling with gestalt rules.

3. Creatures with 'save-or-die' powers are generally banned, unless there is a legitimate reason given as to why such a creature would not be broken. Templates that are just straight stat bonuses, such as advanced, are likewise banned.

4. Creatures with Energy Drain and/or Ability Drain/Damage will be scrutinized. Bear this in mind. In the case of certain creatures, I can alter those abilities into something more appropriate, such as giving a vampire immunity to sunlight in place of energy drain, a more than fair trade, in my opinion. It is FAR too easy to kill with ridiculous combinations like Flurry of Blows-Energy Drain to not scrutinize the abilities before allowing or disallowing it.

5. Creatures and/or templates with regeneration will likely have it reduced to fast-healing that can be halted by the same type of damage. There is a cap on how much fast-healing that you can have.

6. DR and SR from your creature type is capped as well, with the amount varying based on what else you gain from your creature/template, what CR it is, ect.

7. You may be any alignment, regardless of your creature/template specifications. Planescape's infamous Falls-From-Grace is a Lawful Neutral Succubus Cleric and Cirily is a CN Firrinal Eladrin Bard, so set alignments are out of the door as far as race goes.

Ability Scores: You gain 30 points to distribute, on a 1-1 basis, amongst your scores with a base of 10. You may dump ability scores at your leisure, but I will expect those ability scores dumped to taken into account when making roleplaying decisions based around it. Your 07 INT Dretch is going to be as dumb as a bucket of bolts and can probably barely spell his own name (Assuming he even knows it!), your 07 CHA Halfling is going to be hideous/socially inept, ect.

Skill Points: You gain TWO extra skill points per level, so enjoy.

Feats: You gain a feat on those levels when your class level would normally not grant you one, giving you a feat every level up (Plus whatever bonus feats and such you gain!).

Traits: 2, although you may take a Drawback for a third.

Wealth: 200,000 GP. Yes, it's 15K gold above the basic WBL table listing, but you're not exactly an average adventurer, are you?


1. No Variant Multiclassing, as the complexity is probably going to be up there for people unused to tristalt anyway.

2. No Background Skill bonus points, as you already have two extra skill points each level.

3. The Plane of Faerie was boring and not very fleshed-out, so the First World is the plane that the Fey originate from. It is primal, spanning realities, which is why, even though it is originally from Golarion, it is part of the D&D cosmology.

4. You may combine magic items effects, as per the usual rules on the SRD.

5. You cannot talk your way out of every encounter in this game, given how normal rules for CHA skills usually infers that you can talk your way out of anything with a high enough skill. So don't think that can happen.

5. The Factions of Planescape are still around, although they have long since fled Sigil or at least keep themselves as low-key as possible. If you want to be a part of one of the Factions, feel free to note which one in your character creation. And yes, if you want to be a crazed Bleaker, you can be one!

6. I will try to find out if the founders of the Planescape site mind me putting up their free Planescape documents as a link for you all to peruse. If they do not, I will add a summary for some of the major points of Planescape.

7. You may be from nearly any plane in the multiverse or from nearly any world on the Prime Material Plane (Such as Athas, Eberron, Toril, Oerth, Ravenloft, Mystara, Wild Space ect.,). This allows you a MASSIVE amount of leeway in constructing a background. Want to be a disgrunted imp lawyer from the Nine Hells? An gothic, emo angel who once wiled his days away in a Sigil cafe, sipping on lattes and playing music with your trusty lute? A mighty Thri-kreen warrior from under the burning sun of Athas? What about a Wild Space-faring awakened Gorilla gunslinger decked out in power armor and wielding a laser cannon? A wizard-king from the land of Mystara? A mermaid priestess of Lathander with an amazing singing voice from Toril? Yeah, you really have a LOT of options for a character! And no, they don't have to be as silly as some of the ones listed here, but trust me, there are definitely some weird individuals in Planescape's setting, Sigil in particular.

8. You may not play as a pre-existing character, such as Mordenkainen, Drizz't do'Urden, the Lord of Blades, ect. I want to see YOUR creativity.

9.Remember the unwritten rules of the game: be respectful to other players and your DM/GM, ask about a rules conflict before going rules-lawyer about it, no PvP, and just have fun!

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A truly amazing book! The Old One template is just... beyond awesome. I was nearly speechless when I first read it. It really captures the way that I envisioned them working.

I will likely write a review on it at some point in the future, although I believe that Endzeitgeist's review has already trumped mine!

I will probably review the other books in the line as well, once I purchase them. I definitely want to get Four Horsemen Present: Gruesome Constructs at some point, as the idea of the mythic template in that is... something that could be of use in a campaign. :)

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Fine, it will be a lovely squiggle baby then!

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Just so long as there is no, you know, apocalypse god coming to twist that baby into a horrific beast or anything!

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Me as a deity? This should be fun to stat up!


Title: The Metal Messaiah

Alignment: Lawful Good

Domains: Law (I am a firm believer in laws and justice), Good (I believe in good and strive for it, even if I'm not even close to being saintly), Artifice (I love crafting things and have always liked the idea of machine angels), Protection (I believe in the protection of the innocent and have no regard for those who would oppress or destroy them)

Typical Worshippers: Inventors, paladins, city guards, those in need of protection

Symbol: A mechanized, electified longsword with its point down, flanked by metal angel wings of purest silver.

Garb: White and gold robes over armor.

Favored Weapon: Bastard Sword (Usually paired with a tower shield for the ultimate sword and board!)

Preferred Outsider Races: Archon, Angel, Inevitable

Herald: A huge angel formed out of silvery metal with large wings made out of unbreakable stained glass. The herald would wield my preferred weapons and would have the power to protect those around it, transferring all wounds onto itself, healing to full health nearly instantaneously, and otherwise being a bulwark against the forces of darkness.

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I am wondering how many people would be interested in this? The campaign would be level 14, tristalt, with most options open for PC use and would be a planes-hopping adventure that extended into the level of mythic play and epic levels, with the possibility of continuing the campaign later on as full-fledged gods.

The story would begin in Sigil, the (in)famous city in the middle of the Outlands, at the center of the known multiverse. The PCs would all be part of a planar adventuring party and would spend the early game doing adventure-y stuff, albeit from a very high power level. The late game, as in most campaigns, would be some pretty serious stuff.

And yes, the implications of this campaign is that you can play someone from Greyhawk, Eberron, Ravenloft, Kara-Tur, Mystara, Faerun, Athas, the vastness of Spelljammer space, or any other old-school setting!

So, who's up for this sort of campaign? Any takers? The rules have already been figured out, the various class options playtested (Therefore I have a complete list of which classes are allowed, core, 3PP, or otherwise.)... all I need is an idea on whether people are interested in this sort of thing or not.

If you ARE interested, just post as much here and, if you have a concept, feel free to post it. At 5 separate posts, I will create the official recruitment.

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Well, I can't say that I can match some some people in terms of how odd or exotic of pets that I have had, but I had three that most people would never own.

The first was a rose-haired tarantula. I will warn you, those bristles on the spider's can cause a pretty itchy spot if they jab in you, so be warned if you get one of these tarantulas!

The second was a black emperor scorpion, which I initially got as a curiosity because I am a Scorpio. I got one that did not have the venom sac removed, so it still had it's powerful toxin. It was fascinating to see that thing hunt small mice.

The third, which I adored, was a savannah monitor lizard (I believe that is the correct term!) that my parents and I named Mikey. He was my buddy back during middle school and we used to walk him outside on a leash like a dog, feed him table scraps and such. R.I.P., my faithful lizard-hound.

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Let's agree to disagree.

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Have you heard the Word of Atom, brother? He welcomes all into his radiant presence! These weapons of war are our salvation!

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My rule is that, if you're sick, then:

a. You should care enough about your fellow gamers enough not to want to risk getting them sick because you were selfish and wanted your own enjoyment over their well-being.

b. You should care enough about yourself to choose getting good bedrest and such over a game anyway.

c. You should be more worried about me booting you for violating the 'don't be a ****' rule than trying to act like you're the victim, Typhoid Mary!

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The Green Tea Gamer wrote:
How do you do that? If you try to open up his inventory he's just like "Nope". Only companion that does that.

It's a glitch that you can exploit on the console versions. Not sure if you can do it on PC though, as I have never played the PC version.

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Joshua Graham is amazing... especially if you put some spare power armor on him! And let's just face it, he has some of the coolest lines in the game.

Daniel was a nice enough guy, if a bit naive. I almost always sided with Graham apart from when I made my hippy drug addict with 10 INT and CHA who talked her way out of most situations (And, in the case of Benny, slept her way through that one, then proceeded to knife him in his sleep... PEACE AND LOVE!).

I read the story of the survivor from the terminals and his last note and felt a little melancholy after reading it. That's some deep stuff... the 'gritty parts of your soul' stuff. Reminds me of what the old man said on Pet Cemetery about "A man's heart is stonier, Lewis..." and all that jazz.

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Okay, so an idea that I have implemented in a storyline once could be something that you might consider.

Imagine a villain, or just a very morally-ambiguous jerkwad of a character, who has family/a lover/a secret crush that they are quite attached to. Well, the PCs, heroes that they are, end up saving said individual from a sticky situation that the villain could not rescue them from. The villain then feels honor-bound to repay them in kind.

There's a lot of fun things that could result from the villain feeling obliged to help the PCs. Maybe they make an idle wish about liking some uppity noble's head on a silver platter because he stiffed them on payment and, a few days later, a colorful package comes in that is, you guessed it, the noble's head on a silver platter. The villain could vouch for the PCs, tarnishing their good name because people now associate them with an individual with so unsavory a reputation. Let's not even mention what could happen if a villain FALLS IN LOVE WITH A PC (Such as the 'damsel in distress' being a sociopathic serial killer who just happened to get ambushed and put up as the sacrifice by the cultists!). There's a lot of options for exploiting this situation to make PCs miserable... you just need to be creative.

I much prefer to portray a 'friendly villain' as being quite a likable, sympathetic character in the beginning, with no knowledge of his dark side being forthcoming. Then, when the PCs start receiving the unasked-for 'help', they start noticing small things that are wrong about the person they helped out, all culminating when they found out his/her's 'darkest secret' and then decide to bring them to justice.

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YES! Please send me a message with a link to the kickstarter when it airs, Mr.Pett! I made a mini-campaign out of the Styes adventures back in 3.X, which culminated in Tharizdun partially manifesting and driving all the PCs mad.

After the campaign ended, one PC plucked out his eyes and ate them to try and stop his mad hallucinations, another PC went homocidally insane and died after terrorizing the Styes like a familiar villain, and the last surviving member lived out the rest of his days in near-catatonia on his estate miles away, haunted by the darkness he saw in the Styes.

The other PCs were Kraken tentacle-pulp and eviscerated remains by the campaign's end.

All in all, it was a successful campaign! :)

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I meant the Elder Evil Party, which still comes across as more human than the two parties and their candidates, sadly enough.

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That's a good question. I have a few suggestions.

Christina has done a lot of good-quality material.

Thilo Graaf, AKA Endzeitgeist, has also done good work with the small amount of material that he has contributed and would prove an excellent way of having an in-house litmus test, so to speak.

Is Amanda still freelance? I am unsure as to her freelancer status.

The Four Horsemen! You know who they are, I presume? Not the Biblical ones! :P

I would gladly add some material with no expectations of pay other than a copy once the product is complete and my name in the credits. The nature of my work allows long hours of free time and I have a knack for cool stuff, particularly sci-fi and eschatological type campaign settings.

Those are the actual freelancers that I could think of. Most freelancers have gotten recruited by one publisher or another, if I recall correctly. Still, you've got some awesome writers just with the companies that you listed!

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Hey, I'd vote for the Elder Party 2016 candidate rather than an American Democrat or American Republican (Let's just face it, there IS a difference between American versions of these and classical versions of these!).

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That's pretty awesome... and has now possibly inspired me to create a recruitment for a space campaign in a few weeks.

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True enough, although I wouldn't vote for any of the morons running for office now. I would feel safer with Cthulhu in office than any of the people in the two parties now. Cthulhu for 2016?

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There is way too much poster butthurt in this thread... WAY too much! Just calm down and take a Xanax already! It's not really a big deal. If this was a Gary McBride-type post, that would be one thing, but it really isn't, so don't be 'that guy' that turns a thread title into a big deal. It's neurotic.

As for the post itself, I will probably back the book! I happen to love a lot of the LMPJR books, particularly the NeoExodus and Obsidian Twilight/Apocalypse settings.

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*If you reply to my post, PLEASE read the entire post fully. If you are going to quote me, don't use snippets, use the entire post. I would prefer context with what I said and we all know that soundbites and snippets are notorious for misconstruing a point!*

The OP stated that it 'quickly became obvious that the cultists were evil'. I wonder what happened to give that impression?

If the impression was given because of a blood-soaked altar, tied-up captives, or some such other indicator that these were the 'typical cultists' PCs find adventuring (The psychos or the evil ***holes who will kill anybody to get some boon from their fiendish master,), then I would say that they were well-justified in executing the cultists, sleeping or no, helpless or no.

Most situations, as described above, would make this act fall under the neutral category.

Let's be honest people, who cares about bloodthirsty cultists? Moreover, who SHOULD care about bloodthirsty cultists?

If it was for some other reason, what reason was it? I presume the Detect Evil part came AFTER seeing whatever it was they saw, right?

EDIT: Also, some of these 'if you think this is okay, then you must also think this entirely different scenario is okay too' just seem a tad bit ridiculous.

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Hello everyone and welcome to my Kingmaker campaign recruitment! It has been a while since my last campaign, due to some medical problems, but I have overcome those and now am looking for a few good people to tame the Stolen Lands and forge a new kingdom in the wilds of the River Kingdoms.

This campaign will have an additional thread, due to an advice thread that I read that stated to create two threads, one for gameplay and the other for kingdom-building, so that gameplay is not bogged down with the rather post-heavy kingdom building process. So if having to track an additional thread, which will have it's own campaign tab and stuff of that nature, is too much for you, you may wish to apply elsewhere. It will not require that much extra time posting, so it's not like a whole other campaign... it just serves to keep things neat, orderly, and will help facilitate a smoother campaign in general.

Also, I will eventually create maps, so those who can download the maps I create or print them will likely appreciate having a visual of combat areas, so there is no confusion about where people, monsters, and objects are placed.

Be warned: some 'boss' creatures, including the main foes at the end of each book and an assortment of others, will have mythic ranks. One thing that has bothered me in the past is weaksauce bosses and how easy they are to trample under the PC steam engine, so to speak. Not only that, but this AP is notorious for it in some places, because PCs have so much time to recuperate in between a lot of the encounters. Don't think that every foe is getting this treatment, so don't expect Mythic Dire Squirrel juggernauts or something like that. Bosses will not roll over and die that easily though.

Now, I believe that I elaborated on most of the major points that needed to be expounded upon in this recruitment, but if I missed something, feel free to ask me about it.

Starting Level: 1 gestalt, since there was some clamoring for it in the other thread.

Race: Most Paizo races are allowed. No space races, such as the Lashunta or Kasaath. I reserve the right to deny individual races, but don't anticipate this to be a problem.

Alignment: No Neutral Evil or Chaotic Evil. We're not looking for psychos or those without any form of loyalty but to themselves in this game, we're looking for people that will build a kingdom and will actually care about it.

Class: If it is on the SRD, I will probably allow it. Paizo material is automatically allowed. I may also allow other 3PP material for submission, but if you use ANY 3PP material, ask me first. And I know what this infers: technological archetypes and such can be a thing as well. While it is not something found in the River Kingdoms, they do not exist in a vacuum and Numeria exists in the Golarion setting. As such, I am fine with them being used in Kingmaker, despite what many people consider 'genre-wrecking'. Not only that, but Numeria already has some influence in the River Kingdoms. It is not much, but there is one small area that has an embassy.

Ability Scores: Focus and Foible, setting a score to 18 and another to 08 before modifiers. Then, after that, distribute 16 points on a one-for-one basis among the other scores as you wish, which are by default set to 10, before modifiers.

HP: Max HP per HD, because you will need it!

Gold: 1,500 gold. Why so much? Well, you WERE given a charter to build a small kingdom by Brevoy. It would make little sense for them to not invest some money into making sure that you were properly outfitted and have some spending money for use in the River Kingdoms, for whatever reason you may need the money. To be honest though, I want players to be able to get at least one decent item, all the necessities, and still have some money for fluff items, while retaining some funds for down the road.

Special Items: You start out with one of any nonmagical outfit, not including a royal outfit. In addition, all PCs may select any one item that they have purchased or have gained through their class and make that item Masterwork. In addition, players who put points into Profession or Perform gain an appropriate Masterwork tool or instrument matching their profession or perform skill specialization.

Skills: In addition to regular skills, you also get 2 additional background skill points per level. See Background Skills for more information, should you know nothing of the system.

Feats: You gain two bonus feats at first level. You also gain a bonus feat of your choice at 4th level and every 4 levels thereafter.

Traits: 2 standard traits and a campaign trait. You may take a drawback, obviously.

Hero Points: 3 per character. The party will also gain an additional point after each objective that they complete that I believe is worthy of one. These are your trump cards for when you get a string of natural ones or an enemy gets off a crit that would otherwise spell the end of the campaign for your character. It is my suggestion that they be saved until you truly need them, not just when you want to end an easy, if obnoxious, fight quickly.

Starting Age: You may be of any age category of young or above, but just be warned that most venerable players will not live to see the end of the campaign, as the adventure path takes place over several years in-game. This rule of mine will allow you to play concepts like the young savage raised by wolves from the River Kingdoms or the old, grizzled soldier. Also, age penalties and bonuses are NOT cumulative, meaning that the bonuses and penalties are just as listed under each age category. You may also opt to NOT have your age carry any penalties, but if you do so, you gain no bonuses from it either. This does not apply to any magical aging that may occur in-game.

Fluff: You MUST include fluff with your characters! This is a roleplaying game after all and, as such, I expect there to be something to roleplay with. 'I grew up as a 1st level Fighter' doesn't quite cut it! Add some backstory, your appearance, what your character's personality is like, ect. I encourage you to post whatever you desire in the beginning, even if it just a blurb, but your final character must have at least a decent amount of fluff.

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Matthew Downie wrote:

"Just crazy" can be an offensive characterization to a (fairly small) number of people.

The dialogue tends to go:
Adventure designer: "(Villain) worships a demon who plans to devour the souls of all mankind."
"Uhh... He's crazy bonkers insane."
"Speaking as someone whose (relative) has (chronic mental illness), I find your characterization of people with mental health issues offensive."
"It's like if you said someone was a terrorist 'because he's a Muslim'. It's not a real reason. You're stigmatizing all the decent law-abiding crazy people who don't want to destroy the world."

Meh, that just seems neurotic to compare games and real life. I have heard similar arguments for things like: alcoholic adventurers, NPC demonic rituals ("Look Jimmy! That Gygax fellow is trying to subliminally influence our children become Satanists! I told you that D&D was no good!"), Half-Orcs and Half-Dragons (Or rather, how they came to be,), and a lot of other things.

That sort of argumentation tends to get old real quick, as it seems like people are riding a proverbial high horse and drawing false parallels just so that they can have a chance to vent their frustrations about their real-life circumstances.

Portray things how you want to in your campaign and if people get overly offended, they take more out of the game than is intended and have only themselves to blame for being offended by a fantasy game. My girlfriend plays GTA, but she doesn't get offended by all the sexist jokes and portrayals of most women as bad drivers in that game because, guess what, it's a GAME.

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After playing Warlords of Draenor, I have a newfound respect for Orcs and, as such, would like to create an AP that stars them as the exclusive PC race.

Of course, there will be several Orc subtypes and Half-Orcs available for PC use, so don't be discouraged by the burdensome 8 RP of the base race. Options would include the Trueblooded Orc (Base Orc stat array as it should be), Tome of Horror's Orc races with appropriate RP boosts (Black Orcs, Blood Orcs, Ghost-Faced Orcs, Forest Orcs, ect.), and a few homebrewed Orc subraces as well, such as the subterranean Pale Orcs.

The base start for any of the campaigns would be a moot between the various Orcish clans to handle a certain problem (Demons seeping from the Worldwound making their way to Belzken, Giants pillaging the Hold of Belzken, a band of Orcish exiles deciding to carve a kingdom out of the Stolen Lands, ect.). The PCs, obviously, would be a part of this moot.

Not sure on character creation rules yet, as I am just checking for interest right now. I like gestalt, but I am not sure whether it would fit this campaign or not.

Also, having saw the ridiculous changes to the Scarred Witch Doctor, I am telling everyone in advance to ignore errata unless I say otherwise or unless it boosts something in power that was formerly weak.

EDIT: In those APs which feature mass combat rules, Orc siege weapons are going to be allowed.

EDIT #2: Way of the Wicked could be pretty awesome with all Orcs, if a few things could be changed around.

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I will be absent from the boards today, due to an awesome party that is occurring tonight. I will try to post in the early morning hours for you all!

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Lady Satha's eyes narrow as she responds to Tazennin, "Reward? Yes, that is quite appropriate, I suppose. Tell you what, if you succeed you may remain my subject and NOT be fed into the mushroom slurry pits and be made into food for our Kobold slaves. My offer is most generous to you, yes? If you do exceptionally well, I might even give you your very own Svirfneblin slave to change your chamberpot!" She lets out a light chuckle, a smile drawn across her lips like a wicked dagger.

Lady Satha straightens up at Kolaiah's questions, "Ah, so at least one of you has some manners after all. It is most pleasing to see someone who knows their place!"
She motions to the assembled group, pointing with a delicately manicured hand unused to manual labor, "Why you all, you ask? Because some of you have proven yourselves a bit more useful than most of my subjects, apart from my royal guard of course, and some of you have yet to prove how useful you are to me. So it is simply me assigning a few capable individuals to the task in the hopes that it be accomplished and sending a few 'extras' so that their value to their Baroness can be determined."
She cocks her head to the side when looking at Kolaiah, seeming to take a moment to think something over, "As for who is the leader, why not yourself? You seem to have a good head on your shoulders, you know your position here, and you seem to be well-suited to the task of leading this 'expedition', since you took the initiative to ask such a question. I will, however, be sending my majordomo, Galius Malathorn, as your advisor. You will find he is well-suited to the task. After we finish up here, go fetch him from his chambers."

She looks around, "Was there anything else?"

Hurkkagg, glad to see someone remembers black mithril from the olden days of 3.X!

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It is evil, according to the RAW, because of the Evil descriptor attached to it.

The question is, why does it have the descriptor? Is it because of the cultural stigma of necromancy and otherwise 'defiling the dead'? If so, there is a case for it losing the descriptor in certain cultural settings. If not, is it because it creates evil undead? If that is the case, can the spell still be corrupting if it is used for a good cause and if the body to be animated already belonged to an evil creature? Moreover, why are mindless undead evil if they are incapable of thought?

I'm the type of GM who, despite being a Ravenloft/Masque of the Red Death junkie, does not necessarily view it as corrupting, at least no more so than Charm Person, which is about what it equates to if both target an evil individual. Of course, the whole thing about whether Charm Person should be an evil spell is a matter up for debate among others as well, but still, the point remains.

This is why, in truth, I am glad that the White Necromancer class came out, so I can point good/neutral PCs there without bringing up RAW vs rational comparisons.

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+1 luck bonus for being my GM toadie! :P

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I will agree, Ravenloft and Greyhawk were amazing settings, although 3.X Greyhawk was a bit... underwhelming compared to the earlier ones that Gygax worked on. I love Zagyg! Actually thought up an entire megadungeon based on him and not the one under Castle Greyhawk either! Of course, Iggwilv/Tasha was my girl back in the day! One of the best villains ever, in my opinion. I also used to love Masque of the Red Death, which was something that I toyed around with the notion of doing on the boards. Overall, I figure most people wouldn't be interested, given how little support the setting has gotten over the years, apart from the fine folks at the Fraternity of Shadows. Planescape was a favorite of mine too, because it's was all barmy and planar Common made some conversations reminiscent of a British sitcom, with 'binking some cutter's jink' being an actual common phrase! I never really played Birthright and only rarely played Dragonlance, for whatever reasons.

Megabeus, sorry to see you go man!

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As the title implies, this is an experiment to try and do the impossible: get bundles of PCs together with characters already made for their preferred AP so that prospective GMs can come by, inspect them, and pick some up. It may just be a good Samaritan sort of thing, but I think this is a great way to help out people.

So, any PCs out there with dream APs and the characters to match? Any GMs who want to take them on?

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Wow, the thread blew up whilst I was busy playing some Magic the Gathering!

CE can be an alignment with careful schemers too. One of my favorite examples of this was Graz'zt the Dark Prince from 3.X and earlier. Definitely one of my favorite demon princes because of his scheming and the way that he layered plans so that if you took action A, which was highly likely, then you accomplished his goal directly and even if you took option B, you still set things up nicely for him.

Jaelryn, the houses will have varying roles to play, depending on which book we're in. They don't really have an actual PHYSICAL presence for quite some time, though appear in the spoilers for later books as playing a pretty large role. Of course, a GM may or may not alter this, which I will neither confirm or deny is going to be a thing! :P

Lessah, there ARE some pack animals from Azathyr that you may be interested in. Are you planning on buying one?

Black Dow, Hobgoblin or Bugbear are both fine options, though Bugbears will always have a special place in my gaming heart, floppy-eared brutes that they are! I have some great stories about using Bugbear assassins against some PCs, the antics of which were quite memorable. One of them failed a Stealth check, which led to a very comedic exchange between each other and the PCs, whereupon the one smart Bugbear threw down a smoke bomb to cover their escape. They later succeeded in the ambush and took down two party members before being fireballed into oblivion by the pyromaniac wizard.

HighonHolyWater, is silent killer an archetype or just a description? And yes, it is definitely fine!

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Hello everyone and welcome to my first venture on Paizo's PBP campaigns! This is not my first shindig as far as PBP GMing goes, so don't worry about me being me doing any PBP-greenhorn nonsense or anything. Well, enough babbling about me, let's get to the actual recruitment!

This recruitment is for the Throne of Night AP wherein the PCs play Drow in what equates to an underground Kingmaker-esque campaign. In this campaign you will conquer, by force and by guile, large swaths of the lightless deeps of Azathyr, form alliances with strange races and creatures, and explore wondrous and alien locales that those on the surface could scarcely dream of.

Here listed below are some nice fluffy bits that are pretty much required reading for prospective Drow overlords. After reading those, jump on down to character creation guidelines to check out how characters are built.

Starting Locale:
The drow call this entire region of the underworld the Azathyr (pronounced ah-zah-theer rhymes with fear). It means web, so named for its many labyrinthine passages. The Azathyr is vast. These upper reaches are only a small part of that dominion. And yet they are critical enough to warrant watching. Thus was a small outpost on the very edge of drow influence built here many years ago.
This outpost is Vothys. Vothys (pronounced VAH-this) is a minor outpost of the drow city-state of Taaryssia (pro. TAH-rissia). It controls access to the lower regions. It secures the entire area including the vast Fungal Jungle. It ensures that neither the deep gnomes nor anyone else can infiltrate the drow holdings beyond. And yet absolutely no drow wants to be here. The most remote and forgotten installation of the drow empire, to be stationed at Vothys is to be banished here. Vothys resembles a tall tower carved of black stone with numerous barbed protrusions, a spiked and crenelated spire like some dark crown, and an adjoining tower about half the size of the actual spire, both structures featuring demonic statuary interspersed throughout the architecture and are lined by a well-defended wall with a single gate allowing entry. Surrounding the ground around the main spire is the Garden of Barbs, a stonecrafted area of stalagmites and barbs of sharp stone created by Drow lithomancers back in the days when Vothys was a semi-prestigious location for the nobles. The stalagmites are carved with images of the Drow's enemies being impaled, various runes sacred to dark entities across the planes, and other, more depraved imagery. Apart from the obvious living and dining quarters of the outpost, there is also a slave camp of Kobolds beneath Vothys, Leopard kennels, numerous alchemical laboratories, the usual torture chambers, and the 'throne room' of the Baroness.

Things to Keep in Mind:
1. Travel is slow. Each hex represents a vast amount of space. A hex is eight miles across or approximately 55 square miles. Caverns, with their shifting elevations, winding indirect passages and ease of getting lost always count as difficult terrain for overland travel unless everyone in a party has a climb speed and is native to the underworld.
Small parties of unarmored Drow could manage one and a half hexes, but even one armored individual with them slows them down to again one a day. And larger bands have little hope of traveling more than one hex a day. Every hex you traverse takes a full day of travel. The passages of the underworld are not level, and while some are more difficult than others, this simplification better approximates average travel times. Even in the comparative wide open spaces of the Fungal Jungle, this rule still holds. The floor of that vast cavern is anything but flat and the giant mushrooms that grow everywhere can be slow to circumnavigate.
Three types of passages are shown on the hex map, which shall be included in the Campaign Information tab once the campaign starts in earnest. These are:
-Major Passages (double line): These wide passages are consistently twenty feet across or even wider. Huge creatures can pass without issue.
-Secondary Passages (single line): The passages are ten feet across. Large creatures can pass without issue.
-Minor Passages (dotted line): These passages are traversable by medium sized creatures but often only just. Often not level, travel times are doubled. Large creatures and wagon caravans cannot take them.

2. This is a world without the sun. Darkness is the norm in the Azathyr and everything down here has adapted to that fact. Anyone without darkvision (or similar non-light based senses) is at a serious disadvantage. Using fire or magical light attracts every sort of predator and signals to intelligent opposition that you are outsiders. Most enemies will use magic to counter magical light and try to extinguish torches and lanterns, realizing that such blindness creates serious problems for their enemies.

3. Water is not a problem. The Azathyr is located beneath a great forest and water filters down through the cave almost everywhere. Many cave walls are wet. Water drips and small pools are the norm. This water is largely fresh and fine to drink. In short, water is not a problem unless specifically noted.

4. Food is a problem. Every living thing in the Azathyr struggles to find enough food. Starvation is a constant threat and even in the sprawling fungal jungle, food is not easy to acquire. Many of the mushroom that grow there are either not very nutritious or genuinely poisonous. Randomly eating mushrooms is surely asking to die.
That said the staple diet of the underworld is the mushroom. About a hundred different varieties of mushrooms are commonly eaten in the Azathyr from the common button to fire-caps to yellow frills and brown-heads. These mushrooms are consumed by almost every inhabitant of this region and provide a solid base for their diet. These mushrooms consume everything that dies underground. In the case of the Fungal Jungle that great cavern was once a sprawling bat cave before it got sealed up by seismic activity millennia ago. The mushrooms thrive on ancient guano hills that are in places hundreds of feet deep. Further, the giant mushrooms of the fungal jungle (and the Deep Gnomes’ mushroom fields) produce spores in such vast quality that they can be collected and milled into a sort of flour that can be baked into spongy grey bread known in Undercommon as Veska or mushcakes in the common tongue. Mushcake is hardy and nutritious but has an earthy flavor that is definitely an acquired tasted for surface dwellers.
There are even species of mushrooms that can be brewed into sweet wort. That wort can be fermented into beer. These “black beers” are very alcoholic and dark in coloration. Their flavor closely resembles an oatmeal stout - malty, sweet and perhaps slightly bitter. They have a unique musky aroma that those born on the surface sometimes find off-putting. But the Azathyrians themselves relish these black brews and every race proudly brews their own variation. Black beer can be further distilled into a hard liquor. These home-made “shines” are made a thousand different ways. However, if you triple distill the beer, you end up with night whisky. This powerful stuff is black as ink and, if well-made, smooth as silk. The finest night whisky comes from the drow city of Taaryssia. The drow sometimes lace their whiskey with powerful
hallucinogenic extracts.
But as nourishing as mushrooms are, most species of the Azathyr also need animal protein. The Deep Gnomes raise eyeless cave fish in their stock lake. Here is the secret to eating them – they must be eaten raw and whole. By eating them this way, the valuable vitamin C in their organs is not destroyed by cooking. Of course, the Svirfneblin do not understand why this works. They simply relish a small cave fish quickly scaled, soaked overnight in a peppery-salty sweet candycap vinegar brine and eaten whole the next day. Needless to say, surface dwellers often consider this ‘delicacy’ revolting. The fungal jungle also supports lizards, salamanders, cave crickets and pteranodons all of which may be eaten. But most prized of all, and very rare, are the cave auroch. It was likely the duergar who originally bred this species of miniature cattle for the depths. Whatever the source, these cattle are often treated as more valuable than gold. They graze on mushrooms and produce meat, leather, milk and beef tallow just to name a few. Wild herds are very rare, but a large free herd does yet supposedly wander the fungal jungle. This valuable resource, if true, as yet remains unclaimed.
Food imported from the surface is eagerly sought and ludicrously expensive when you can get it at all. Honey, wine and dried fruits and meats are particularly valued and fetch at least five times their surface cost.

5. Everything is unfamiliar to you as a player. The Azathyr will be a constant source of weirdness and wonders for you as a player. This is an incredibly isolated ecology. Virtually every animal and fungus found here is found nowhere else, to say nothing of the alien locales.

6. There is no weather. The Azathyr is a fairly constant 60 F/16 C. Certain areas are warmed due to geothermal activity and those will be noted. But for most areas there is nothing equivalent to surface weather. It is always dark, damp and cool. Most dwellers here like it this way. The Fungal Jungle by the way does have weather of a sort, but that will be discussed when it becomes necessary.

7. Wood is scarce. Another surface commodity that the PCs may take for granted is wood. Wood is a precious and rare commodity that must be imported from above. Wood items are rarely available for sale at all, but when they are they usually fetch ten times their list.
However, the inhabitants of the Azathyr have learned to make due. Giant mushrooms stalks can be cut into fibrous planks. If these planks are dried and kilned at a low temperature, they become hard as pine wood. This “grey wood” is commonly used in everything from crossbow quarrels to wagon wheels. Mechanically, it has no difference from normal wood. It is unquestionably inferior to good hardwood however, particularly in terms of longevity.

8. Metal and stone are not scarce The Azathyr is blessed with rich deposits of iron and marble. Items surface dweller would never dream making out of such materials commonly are in the underworld. For example on the surface, hammers always have wooden hafts. In the Azathyr, hammers are often entirely metal perhaps wrapped with leather to avoid conducting heat.
Another example – every Deep Gnome peasant in Fasturvalt lives in a house made of carved marble. This is not because of the beauty and opulence of the stone (though it is lovely). Instead, this is because marble is easily acquired from the nearby quarry and the Svirfneblin are masters at working it.

9. The Azathyr is a wild and lawless place. There is no central government in the Azathyr. No great empire unites the disparate peoples of this region. When you leave a town or city, you are on your own. Even the so-called Gnome King’s Highway that connects to great Svirfneblin cities outside of the Azathyr is not routinely patrolled.
This anarchy has two effects upon almost anyone the PCs meet for the first time. First, strangers are always regarded with suspicion and caution. Weapons are kept at hand and a fight is expected. Second, people who don’t want a fight are often very polite and formal in their speech. They know that a single slight could start a deadly battle and so they seek to head off such confrontations by being pleasant.
The closest thing that there is to a central power is the drow vault of Taaryssia. It is very distant from where the PCs begin the campaign and the Drow are disinterested rulers. Almost all of the Azathyr is a wilderness. Perhaps it will be the PCs who will change that and bring law to this sunless borderland.

Character Creation Guidelines

Starting Level: 1

Race: Drow, but I may allow a single Drow-blooded Tiefling or perhaps one 'loyal servant/slave' of a different race. If you take the latter option, be aware that even though you may be treated well by your compatriots, you are still most likely considered property to them.

EDIT Alignment: Any non-good, though evil is more the point of the campaign.

Class: If it is on the SRD, I will probably allow it. Paizo material is automatically allowed. I may also allow other 3PP material for submission, but if you use ANY 3PP material, ask me first.
EDIT: Antipaladins are altered slightly. They can be of any Evil alignment and have a code written according to their patron, which is highly flexible. I don't imagine the dark entities from beyond the material plane are very "BE ALL THE EVIL YOU CAN BE SLAVE! BE SO EVIL EVEN I DESPISE YOU! BETRAY EVERYONE! WALLOW IN YOUR OWN SELF-LOATHING! DRINK BLOOD FROM THE HEADS OF SLAUGHTERED HALFLING ORPHANS! EVIIIIIIIIIIIIIIILLLLLLLLLLLLLLLLLLL!!!!!!!!! NAMELESS SERVANT 56, PREPARE MY AIR GUITAR!", because frankly, they probably just want to use everyone that they can. They are also AntiPALADINS, which means if they are the Paladin's inverse, they likely are not as closely bound to a code of conduct. Fiends and dark deities seem much more ends-oriented rather than means-oriented. Not only that, but the standard Antipaladin writeup is VERY party-unfriendly. So yeah, consider all that murderhobo-necessity code and alignment eliminated.

Ability Scores: Focus and Foible, setting a score to 18 and another to 08 before modifiers. Then, after that, distribute 16 points on a one-for-one basis among the other scores as you wish, which are by default set to 10, before modifiers. Also, choose one of the following ability score 'packages'.

Ability Score Bonus Packages:
1. Cruel Slaver: You are enslaver of the helpless and slayer of any who oppose your clan and cause. However, as mighty as you are, you are also reckless and overly quick to anger. Benefit: +2 Constitution, +2 Strength, -2 Wisdom
2. Devotee of Dark Powers You are a follower of a wicked or even demonic faith and are destined to lead a cult to great and terrible glory. Benefit: +2 Charisma +2 Wisdom, -2 Constitution
3. Master of Arcane Secrets You would use your great intelligence and experience to lead yourself and your clan to dominate all others. Benefit: +2 Intelligence, +2 Charisma -2 Constitution
4. Silent Killer You are a born assassin, ready to slay for family, your cult or perhaps even for the sheer pleasure of the kill. Benefit: +2 Dexterity, +2 Strength, -2 Charisma
5. Treacherous Infiltrator There is no lie you cannot sell, no lock you cannot pick and no enemy you will not strangle in their sleep. But in a straight fight, you are out of your element. Benefit: +2 Dexterity, +2 Charisma, -2 Strength
6. Drow Exemplar You believe in pushing yourself to the limits, becoming the best that you can be without giving up anything in return. Benefit: +2 to any score

HP: Max HP per HD, because you will need it!

Skills: You gain an additional +1 skill point per level. You also gain an inherent bonus to certain skills, based on what ability score package you choose.
1. Cruel Slaver: +2 Intimidate and Perception.
2. Devotee of Dark Powers: +2 Knowledge: Religion and Knowledge: The Planes
3. Master of Arcane Secrets: +2 Knowledge: Arcana and Spellcraft
4. Silent Killer: +2 Acrobatics and Stealth
5. Treacherous Infiltrator: +2 Bluff and Disable Device
6. Drow Exemplar: +4 to any one skill of their choice

Traits: 2 standard Traits, plus a bonus Trait if you take a Drawback. In addition, you gain one of the following Campaign Traits.

Campaign Traits:
1. Dangerous Beauty: The drow are famed for their dark beauty and you are a fine example of this. There is something alluring about you that draws victims into your web. Benefit: +1 trait bonus on Bluff and Diplomacy checks made against anyone potentially attracted to you.
2. Dark Bargainer: You have a particular affinity for dealing with the denizens of the dark realms beyond the material plane. Benefit: You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of one Evil Outsider type of your choosing.
3. Exile’s Stolen Treasure: Before you were driven out of Taaryssia you managed to take one piece of magical or well-made gear with you. Benefit: You have one item (be it a masterwork weapon, armor or minor magic item) worth 900gp.
4. Gifted Poisoner: You have worked with poisons all your life and have become a virtuoso at their use. Benefit: +1 trait bonus to poison saves and a +1 trait bonus to any knowledge skill roll concerning poisons.
5. Hatred of Surface Dwellers: You have a particular hatred for those who hail from above. Perhaps you believe them invaders or perhaps you carry an ancient grudge. Whatever the cause, you are eager to see them die. Benefit: You inflict +1 damage against any surface dweller you encounter.
6. Improved Darkvision: Even for the Drow, your Darkvision is impressive. Benefit: You gain Darkvision 180 ft.
7. Memories of Taaryssia: Though you have been longed exiled (or perhaps even exiled as a child), you still remember the great city of the drow Taaryssia. Benefit: +1 trait bonus to Knowledge (local) and Knowledge (nobility) and one of those is always a class skill for you.
8. Noble Courtesan: At some point you have been a courtesan. Perhaps you did this out of desperation or perhaps you simply enjoyed the lifestyle. Regardless, you know how to listen and how to ask without asking. Benefit: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
9. Ruthless: You never hesitate to strike a killing blow. Benefit: You gain a +1 trait bonus on attack rolls to confirm critical hits.
10. Skilled Backstabber: Fair fights have never held any interest to you. You much prefer to strike unseen from the shadows. Benefit: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.
11. Terrifying: There is something about your words and mannerisms that strike fear into all who meet you. Benefit: You gain a +1 trait bonus to Intimidate skill checks and a +1 save DC to any spell with the fear descriptor.

Fluff: You MUST include fluff with your characters! This is a roleplaying game after all and, as such, I expect there to be something to roleplay with. 'I grew up as an evil 1st level Fighter' doesn't quite cut it! Add some backstory, your appearance, what your character's personality is like, ect. I encourage you to post whatever you desire in the beginning, even if it just a blurb, but your final character must have at least a decent amount of fluff.

Now that all of that is out of the way, let me say that I am aware of the situation regarding Throne of Night's 'completion schedule'. While it IS taking a while to receive the books, I am quite certain that they will be released. If, in the unlikely event that it takes longer than anticipated for a book to come out, or if the series is canceled for some reason, I am more than willing to 'wing it' and homebrew the rest of the AP, something I am somewhat experienced with. Hopefully it will not come to that, but I just want people to know that this is a campaign that I intend to see reach fruition and thus am not going to let something so small cause the campaign to be shelved, which would be disappointed for PCs and GM alike.

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This is the official recruitment for a campaign set in Ravenloft, using the amazing Pathfinder system. Rather than ramble for an hour about my Ravenloft fanboyism, let's get to the recruitment!

Link Redacted

As I'm sure you noticed, I have not listed which domain we are to start in. Why is that, you ask? Because I want those I select to decide where the game begins, due to it being a semi-sandbox. I have scenarios for nearly every domain in Ravenloft at almost every level, so I just want the PCs to start in an area they feel would make more sense for them.

As for character creation...

Starting Level: 2

Max HP per HD (You'll probably need it in some cases!)

Available Classes: Any official Pathfinder, along with most official archetypes. 3PP material may be allowed, subject to my review.

Available Races: Human*, Elf, Dwarf, Halfling, Gnome, Caliban, Vistani, Giomorgo (Half-Vistani), Abber, Dhampir (Any subspecies), Tiefling (Any subspecies), Aasimar (No Agathion or Gerudo-blooded, because celestial furries do not fit the setting lol), Changeling, Fetchling, and Gillman (MUST take the trait to become fully capable of living on land). That said, those wishing to be something other than one of the Core Races, or Giomorgo and Vistani, MUST work with me on their background, because these races are NOT something that are widespread and are, indeed, quite rare. Each are pretty much unique individuals that exist due to unique circumstances. Calibans, for example, are those twisted before birth into something barely human, while Tieflings and Aasimar are the product of unions between trapped outsiders and mortals, Gillmen are the remnants of a lost civilization long since sunk beneath the Nocturnal Sea, ect.
*You may also choose to be a Human from one of the noble houses. If you do, PM me, because they have alternate racial bonuses and penalties, depending on the family in question.

Character Age: You may be any of the ages at adult or above (Note that I consider high school-age teenagers to be adults, keeping with the old world views on adulthood.). You may only be of Young age if you play as a child genius of some type, in which case it would be prudent to PM me.

Ability Score Generation: 20 point buy, on a 1-1 basis, from a base of 10. You MAY, if you so choose, effectively 'offset' your race's negative ability modifier by using an additional 2 points, thus allowing you to cap out the score at the normal, unmodified score. For example, if you play a Dwarf Bard and want that 18 CHA, simply pay the additional 2 points it would take for you to take your 'starting racial cap' of 16 to 18. This way, you are not constrained into a certain range of classes by virtue of your race.

Traits: 2, plus a bonus if you take a Drawback

Skills: Knowledge:Ravenloft is a new skill that is both wide-ranging and restrictive. For more details, see the books in the link.

Alignment: Any, but see the section on Power Checks in the campaign setting book. Those who regularly perform evil often end up cursed and twisted by the Dark Powers.

Starting Wealth: 1,000 GP, unless your character belongs to a noble house, in which case PM me for more details. Nobles begin with more money, but they also have certain obligations that they must perform, as well as certain codes of conduct they must adhere to in public, lest their house disown them.

Crafting: This is best done during downtime, unless it is needed for a quest, but I have no objections to it. Be wary of creating intelligent magic items though... lol.

Fluff: You MUST submit your character's background, appearance, personality, and a few people you have ties with, be they friends or foes.

I believe that does it for the recruitment, yes? If anyone has any questions, feel free to ask them on this thread or send a PM to my profile on the messageboards. I look forward to seeing what sort of characters you all create!

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Here are my suggestions, in no particular order.

1. Dwarven campaign, because every aspect of Dwarves happens to be awesome!

2. First World campaign, because let's just face it folks: you know you love the Fey!

3. A classic campaign where the Orcs of Belzken forge into an army under a dark sorceror and ravage the surrounding nations.

4. Norse-style Mythic campaign set in the Land of the Linnorm Kings, complete with a Bifrost-style bridge that leads to another world, perhaps one that holds some some secret that the villains seek.

5. A campaign featuring the Cult of Razmir would be quite interesting, especially if Razmir has mastered ancient Thassilonian magic and has enslaved legions of Angels and Inevitables to serve his dreams of true godhood.

6. A dark, conspiracy-based occult campaign set in Galt.

7. Nidal, because it is one of the least-explored, but most intriguing, regions on Golarion.

8. Space campaign. I'm in the final stages of creating one for the PBP boards, so material to supplement that would be awesome!

9. An Asian-themed campaign set FULLY in Tian Xia, involving several of the nations, Kami, and a corrupted Imperial Dragon.

10. A Law vs. Chaos campaign involving Inevitables and Proteans, NOT Demons and Devils!

11. A campaign set in Vudra, which I have REALLY been wanting to see Paizo publish ever since I read a certain AP module that had some villains from Vudra and the module, the name of which escapes me, that is set in Vudra.

12. An AP where the antagonists are NOT evil and are, in truth, somewhat sympathetic.

13. An AP involving Sorshen and Xanderghul, just because!

14. Planar campaign.

15. Darklands campaign.

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RogarStonebow wrote:

say a company is taking over the company you're working for.this company has found in recent studies that 9 out of 10 employees steal from their workplace. So this company has decided to just fire all of the employees. Doing this is for the greater good of the company. So although you have never stolen from your company you get fired and everytime you try to get a job, it comes out that you were fired for stealing. You are never hired again. You try starting your own company, but it failed because your "dishonest".

It really sucks for you doesn't it.

It would, but this scenario is not equal in weight with respect to the current discussion. All the company stands to lose is material goods, which are easily replaceable in most circumstances. In the case of raising Orcs and hoping they curb their natural bloodlust, there is much direr consequences if the extreme option is not implemented, because there would be multiple lives lost.

And again, if each life is worth an equal amount, is it not illogical to potentially sacrifice many for the sake of one, out of some hope that they will be one of the anomalies that turn out to not be murdering savages?

You cannot make a logical decision based on rarely-occurring anomalies, plain and simple. I feel that 'save the Orc/Goblin/whatever evil Monstrous Humanoid babies' is more of an emotional knee-jerk reaction than the product of a pragmatic view of what will bring the greater good.

Even the very description of Orcs is, according to the canon:

Pathfinder Canon #1 wrote:
"Orcs are aggressive, callous, and domineering. Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, orcs believe they are entitled to anything they want unless someone stronger can stop them from seizing it. They rarely exert themselves off the battlefield except when forced to do so; this attitude stems not just from laziness but also from an ingrained belief that work should trickle down through the pecking order until it falls upon the shoulders of the weak. They take slaves from other races, orc men brutalize orc women, and both abuse children and elders, on the grounds that anyone too feeble to fight back deserves little more than a life of suffering. Surrounded at all times by bitter enemies, orcs cultivate an attitude of indifference to pain, vicious tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them."
Pathfinder Canon #2 wrote:
"Society: Orcs usually live amid squalor and constant mayhem, and intimidation and brutal violence are the glue that holds orc culture together. They settle disputes by making increasingly grisly threats until, when a rival fails to back down, the conflict escalates into actual bloodshed. Orcs who win these ferocious brawls not only feel free to take whatever they want from the loser, but also frequently indulge in humiliating physical violation, casual mutilation, and even outright murder. Orcs rarely spend much time improving their homes or belongings since doing so merely encourages a stronger orc to seize them. In fact, whenever possible, they prefer to occupy buildings and communities originally built by other races."
Pathfinder Canon #3 wrote:

"Relations: Orcs admire strength above all things. Even members of enemy races can sometimes win an orc's grudging respect, or at least tolerance, if they break his nose enough times.

Orcs regard dwarves and elves with an odd mix of fierce hatred, sullen resentment, and a trace of wariness. They respect power, and, on some level, understand that these two races have kept them at bay for countless ages. Though they never miss a chance to torment a dwarf or elf who falls into their clutches, they tend to proceed cautiously unless certain of victory. Orcs dismiss halflings and gnomes as weaklings barely worth the trouble of enslaving. They often regard half-elves, who appear less threatening than full-blooded elves but have many elven features, as particularly appealing targets. Orcs view humans as race of sheep with a few wolves living in their midst. They freely kill or oppress humans too weak to fend them off but always keep one eye on the nearest exit in case they run into a formidable human.

Orcs look upon half-orcs with a strange mixture of contempt, envy, and pride. Though weaker than typical orcs, these half-breeds are also usually smarter, more cunning, and better leaders. Tribes led, or at least advised, by half-orcs are often more successful than those led by pure-blooded orcs. On a more fundamental level, orcs believe each half-orc also represents an orc exerting dominance over a weaker race."

Pathfinder Canon #4 wrote:
"Alignment and Religion: Orcs have few redeeming qualities. Most are violent, cruel, and selfish. Concepts such as honor or loyalty usually strike them as odd character flaws that tend to afflict members of the weaker races. Orcs are typically not just evil, but chaotic to boot, though those with greater self-control may gravitate toward lawful evil. Orcs pray to gods of fire, war, and blood, often creating tribal “pantheons” by combining these aspects into uniquely orc concepts."
Pathfinder Canon #5 wrote:
"Adventurers: Orcs usually leave their tribes only after losing out in a power struggle. Facing humiliation, slavery, or even death at the hands of their own kind, they opt instead to live and work with members of other races. Orcs who fail to rein in their tempers and the instinctive drive to dominate rarely last long once they strike out on their own. Though orcs who do manage to get by in other societies often enjoy the luxuries and comforts these societies can deliver, they still tend to dream of returning home, seizing power, and taking revenge."

Need more evidence from Pathfinder canon?

The way that Orcs are described, by the almighty canon, sounds quite like 'evil by nature', does it not? No different then than demons. Demons can choose to not do evil, as is the case with a certain demon in a certain Paizo AP, but they still choose to. Does that mean never strike down a demon? Does that mean never destroy hordes of Abyssal Larvae, because they are, in essence, 'demon babies'? Evil is evil, whether in the form of child or adult, man or beast, incarnate or formless.

EDIT: The quoted material is drawn from the Advanced Race Guide by Paizo, page 186, if my eiditic memory recalls correctly. It's the very first page on Orcs. If you do not have the ARG, you can find the spread on Orcs HERE.

EDIT 2: Given that the ARG was written years after the fluff of Orcs was written for Pathfinder, it is apparent that they were intended to be as they are written. Given this fact, it is not logical to believe that the majority of Orcs can be anything other than evil savages.