Raistlin

EltonJ's page

9,149 posts (9,325 including aliases). 2 reviews. No lists. No wishlists. 5 aliases.


1 to 50 of 452 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

Assuming everyone is on board, the sailors hoist the main sail and the ship is untied, with the gangplank retracted. The anchor is pulled up and the ship goes underway.


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

A sailor approaches Beren. "Are you a philosopher?"


2 people marked this as a favorite.

Recruiting for an original Eberron Campaign using PF1e, Spell Points from Unearthed Arcana, and Advanced d20 Magic. Looking for 5 recruits!

SECRETS OF MAGIC
Some say that the combined might of armies is power. Some say, the will to dominate another is power. Others say that physical strength is power. Well, they are all wrong. Knowledge is power. In the Secrets of Magic campaign, Scientia est Potentia is taken to the storied halls of Arcanix.

In this campaign, you are playing recent graduates from the Arcane Congress. You have yet to be invited to the floating castles of Arcanix. But you have aspirations to be. You are on your Journeys to become great, to learn magic for yourselves -- and to be invited into the halls of Arcanix's legendary libraries and learn the secrets there.

Campaign Dynamics
This campaign is centered around Arcane magic casters. Wizards, Sorcerers, Summoners, Arcanists, and Magi (singular Magus). Adventurers start in Aundair, but your Journeys as Journeymen might take you far and wide. This campaign has you started with the goal to join the Arcane Congress, but you may have other goals. We will use:

* PATHFINDER Roleplaying Game, Core Rulebook: The bulwark of the campaign.
* Advanced Player's Guide: Summoner class, other class options, and new spells.
* Advanced d20 Magic: Contains the magic system we will be using.
* Unearthed Arcana Specifically, the Spell points optional rule. On page 156. After reading the rules on drain, it should be easy to understand why we are using spell points.
* Ultimate Magic: Magus class and new spells.
* Advanced Class Guide: Arcanist class.
* Eberron Campaign Setting: This contains the basics of the world we are using for this campaign.
* Races of Eberron: Talks about the four new races introduced in the ECS.
* Five Nations, especially the chapter on Aundair.

Classes Allowed: Wizard, Sorcerer, Arcanist, Summoner, and Magus. Multi-classing into other classes is possible. Just not the Gunslinger. Gunpowder doesn't exist on Eberron. Just remember that the Arcanist, Summoner, and Magi has to be converted to Advanced d20 Magic. Should be easy, after looking at how the other spell using classes work. I'll be willing to work with you. NO CUSTOM CLASSES!

Races: Any race in the Eberron Campaign Setting book and Races of Eberron book works out fine. Kalashtar also work as a choice, just remember this game is centered on spellcasters. Just remember, some Warforged feats work best as Alternate traits.

Character Creation Dynamics
* Purchase method; 20 ability points.
* Two traits.
* Average starting gp.
* 1st Level
* Starting spells from Advanced D20 Magic and the Pathfinder Core Rulebook. You will discover more powerful magic on your journey. Try to choose starting spells with 1 slot to learn.
* You start off knowing each other as friends and/or colleagues. Your friendship between each other should grow as the campaign progresses.
* Alignments: Any of the alignments are possible -- but try to stay away from evil alignments, I'd like to play all the bad guys.
* Character backgrounds: You can use Ultimate Campaign to generate your background. Or, if you are feeling adventurous, you can get a copy of Central Casting: Heroes of Legend by Paul Jacquays and generate your background using that.

Okay, that should cover everything. You start on your journeys as Journeymen. You won't be acknowledged as a Master until you reach 10th or 15th level. If you have any questions, don't hesitate to contact me.


1 person marked this as a favorite.

Cheliax is an empire in Decline. After being conquered by the Thrice Damned House of Thrune after a bloody civil war, the nation has certainly changed in the last hundred years. It's generally known as the nation where people consort with devils and demons. In the Secrets of Magic campaign, player characters play in a campaign where they seek after magical secrets.

I really want to run a campaign using Advanced d20 Magic or Dynamic Spellcasting. I also wanted to run a campaign set in Cheliax. It's about as close to Gor as someone's going to get.

Campaign Dynamics
* This campaign is Mature. Slaves, demonic pacts, and other things normally taboo happens in Cheliax. If you can't handle slavery or consorting with devils or demons, I suggest you pass on this campaign.

* This Campaign uses the Dynamic Spellcasting system from Advanced d20 Magic. Unfortunately, this book is rare and not available to buy from Drivethru. So you have to download it second hand. The book is so rare that it costs $100.00 to buy from Noble Knight or Amazon.com. This is not the only third party book we will be using.

* This campaign uses More Magic and Mayhem from the World of Warcraft roleplaying game. Some of the spells from More Magic and Mayhem have been converted for use for this campaign. Like firebolt and shadowbolt.

* Advanced d20 Magic and More Magic and Mayhem are the only third party books we will be using.

* First Party Materials. Pathfinder Roleplaying Game, Inner Sea Magic, Advanced Player's Guide (note that the magic using classes will have to be converted to Advanced d20 Magic), Ultimate Magic, Ultimate Combat, and other hardbacks and splatbooks can be used. Remember, magic using classes will have to be converted to Advanced d20 Magic's magic system before approval.

* NO CUSTOM CLASSES!

Other Considerations for Secrets of Magic
* No elephant in the room -- no the world is square. I'd rather keep this close to the core rules as possible. (except for Dynamic Spellcasting, which is a major change in and of itself).

* Races: Core races -- yes. Tieflings and Aasimar -- yes. Drow -- no. Skinwalkers -- no. Changelings -- no. Orcs -- yes. Goblins -- no. Beast races (Tengu, Vanara, Catfolk, Kitsune, etc.) -- yes. Other races -- no. See the Advanced Race Guide and the various splatbooks (aka. Blood of the Beast) for information.

Character Background
One can use Ultimate Campaign to figure out your background. Although, if you are feeling adventurous, you can use Central Casting: Heroes of Legend by Paul Jacquays to round out your character. Heroes of Legend also has to be downloaded second hand. It's also dated, but the results are amazing.

Contact Information
If you need to contact me and chat outside of the boards, here is my email.
:: elton[dot]atlantean8[at]gmail[dot]com


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

"This ship can go up river," says the mate. "Rhukaan Draal is certainly possible."


2 people marked this as a favorite.

I'd better playtest Advanced d20 Magic, lol!

I'd like to run a game playtesting Advanced d20 Magic or the Dynamic Spellcasting system. It's simple enough, all you do is addition. Also, you can't get Advanced d20 magic on drivethru, don't know why White Wolf won't release it. So you have to download it second hand (sorry, Paizo for breaking the rules, but Advanced d20 Magic isn't available any other way). Oh, you can purchase a hard copy of Advanced d20 Magic for the grand total of over $100.00! Fun for your wallet, right?

The system is revolutionary. It works like the Shadowrun spell system, although you are making fortitude saves to cast magic. Metamagic increases the DC of the spell you cast, though there are ways you can increase your bonus to the roll. :) Like incantation or invocation (both grants a +5 to the fortitude roll, and they stack!). By ritual (adds a variable bonus based on how long you perform the ritual). By using a focus (like a Divine Focus or material reagents [bat guano, anyone?]), through an investment of body (burning hit points to cast spells), or an investment of mind (burning XP to cast spells). Yes, there is some math involved. But you can roleplay your invocation ("Abra-kadabra!").

This system will allow you to cast magic by pure will alone, of course. But that will eventually take a toll on you (psionics anyone?).

The system is balanced by the DCs to the spellcasting check each spell has. For instance, a 0-level spell only has a DC of 15, while a 3rd level spell like Fireball has a DC of 30. Wish (yes, your favorite spell) has a DC of 91. But you can learn any spell you want, regardless of level. (First level wizard dusting off fireballs, woohoo!)

So, who is interested?


1 person marked this as a favorite.
Evindyll wrote:
Hey there! So psionics are allowed, not allowed, or they just don't have a system you've chosen yet?

Oh, sorry. They are not allowed for this game.


1 person marked this as a favorite.

Just checking if anyone would like to play in Greyhawk on Mondays (5:30 pm MST (7:30 pm EST) to 8:30 pm MST (10:30 pm EST) using Roll20. I don't have a full story planned. But you may find Greyhawk: the Adventure Begins or the Living Greyhawk Gazetteer useful. I'd like to review the Living Greyhawk Gazetteer on my blog. So, I want to playtest it.

The game is not play-by-post. It's a weekly live game played over roll20. I know some races in the Living Greyhawk Gazetteer will need some adjustment.

Allowable Races
* Human, Dwarf, Elf, Halfling, Gnome, and Orc. As always, see the Advanced Race Guide. Orcs are interfertile with humans, so Half-orcs are possible.

Allowable Classes
All the classes in the Core Rulebook, Advanced Player's Guide, Ultimate Magic, and Ultimate Intrigue. I will also be allowing the Warlock from Complete Arcane, and the Shaman class from the World of Warcraft RPG. No prestige classes. Yes, I think the Shaman class from the WoW RPG is better than the Shaman in the Advanced class Guide.

Gods and Clerics
All of the Gods in the Living Greyhawk Gazetteer are viable as patrons. Those players wishing to use the subdomains from the APG (or other sources) should work with me to get their domains selected.

Psionics
Yes, I am a big fan of psionics. No, we won't be using either source for psionics. I'm, or we are, playtesting the Living Greyhawk Gazetteer, not Ultimate Psionics.

Character Creation details
Generating stats. You may roll 4d6 dice six times, dropping the lowest die and taking the total of the three highest dice for your scores. Normally I would do point buy, but not for this campaign.
Traits. You may choose two traits per campaign guidelines. You may select traits from the APG, the ARG, and Ultimate Campaign.
starting Level. The campaign will start at first level. Don't worry, you will start with full hit points.
Alignment. Try not to choose evil alignments. I want to play all the bad guys.

So, who would like to play in Greyhawk?


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

"Yes, Aeren," said Lady Eladryn. "He's alive."


1 person marked this as a favorite.
Cevendyl wrote:

Good afternoon sir! Could we maybe finally finish the development of a Spellfire Wielder for this?

I want to breakdown the "Chosen of Mystra" trope and really look at a character, like Shandril Shessair, who is blessed/cursed with having been 'chosen' by The Weave itself. Maybe not so much creating an anti-Elf, but an elf who is in many many ways antithetical to all that elves in Daerun are and strive to be. An elf who struggles with raw magic and has almost no hope of ever using structured magic, let alone High Magic.

Yet they still love their people, they still love their culture, and they would still do anything in their power to save it ... which may be in part why Fate & The Weave set them apart with access to Spellfire.

Just a thought.

That might work. Spellfire can be powerful, though.


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

Are you sure you don't want to do a little research?


1 person marked this as a favorite.
Rabscuttle wrote:

What would you recommend for making a wood elf? I'm thinking standard swap out elven magic for woodcraft, and then for stats +2 DEX, -2 INT and either +2 STR or +2 WIS?

Wood Elves (except for the Grugach) are the most primitive of elves. Just a sec . . .

From the FRCS (yep, I got a pdf copy today):
• +2 Strength, +2 Dexterity, –2 Constitution, –2 Intelligence, –2
Charisma. Wood elves are strong but slight, and tend to be less
cerebral and intuitive than other elves.
• Automatic Languages: Elven, Common, home region. Bonus
Languages: Chondathan, Draconic, Gnome, Goblin, Gnoll, Sylvan.
• Favored class: Ranger.


1 person marked this as a favorite.
SqueezeMeNow wrote:
If the party survives the mission do they get to kill a certain Marty Stew drown ranger as a reward?

What? You don't like him?


1 person marked this as a favorite.
Silas Hawkwinter wrote:

Turns out that there are multiple products, I was thinking of this one: https://forgottenrealms.fandom.com/wiki/The_Fall_of_Myth_Drannor

There's also this which seems rather expensive: https://www.abebooks.co.uk/9780786912353/Forgotten-Realm-Fall-Myth-Drannor- 0786912359/plp

And of course there is the ruins of myth drannor 2e box set.

A friend of mine gave me the pdf of the Fall of Myth Drannor, so I was reading it last night.


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

"What's this?" the Warforged says. "For the lord of blades, exterminate them all!"

Initiative::

Warforged: 1d20 + 3 ⇒ (16) + 3 = 19
Kobolds: 1d20 + 1 ⇒ (15) + 1 = 16
Ini(Usgar): 1d20 + 1 ⇒ (15) + 1 = 16
Ini(Kaine): 1d20 + 4 ⇒ (13) + 4 = 17
Init(Lia): 1d20 + 3 ⇒ (10) + 3 = 13]
Init(Karsh’e): 1d20 + 2 ⇒ (8) + 2 = 10
Init(Beren): 1d20 + 3 ⇒ (16) + 3 = 19
Init(Escher): 1d20 + 1 ⇒ (4) + 1 = 5
Init(Lambda): 1d20 + 2 ⇒ (9) + 2 = 11
Init(Jacen): 1d20 + 1 ⇒ (4) + 1 = 5


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10
Karsh'e wrote:

I like the inn. Is it the Broken Anvil again?

Yes!


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

Jacen: "Very well, Elayne."


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

A week has passed.
=============================================================

Thunder rumbles in the distance as you cross the rain-slick skybridge that leads to Barmin Tower. The rain falls at a steady pace, causing waterfalls to spill over the sides of the slanted rooftops and balcony railings.

Ahead, the door to the House Sivis message station hangs open at a strange angle, one of its hinges separated from the doorframe. Lightning flashes, and you think you hear a groan from somewhere inside the otherwise quiet shop.

==============================================================

Okay Evendyl and Ouachitonian, your characters are found at the door. You also hear the groan from somewhere inside the House Sivis message station.


1 person marked this as a favorite.
GM DavidC wrote:
Just so everyone is up to date, I have procured books 1-3 of the AP for the GM.

Yep, I got them.


1 person marked this as a favorite.
Male Human Evoker 3
Quote:
"I am holding both of you personally accountable for my daughters well being."

"My purpose is defeating evil, but I promise to look after your daughter," William states.


2 people marked this as a favorite.

Well, if someone can have a vampires campaign set in the Wild West, I can do Werewolves in the Wild West. Since I have a few games already running, I wanted to gauge interest in playing a horror game set in the Wild West (1840 A.D. - 1900 A.D.).

You will be playing loupe-garou, beings of savagery and violence. I'm the storyteller, and this is a game of horror fantasy. You will be playing one of twelve tribes of Werewolves, taking a certain auspice of the moon. A Werewolf is a reflection of the Wyld. And each tribe has it's own goals and expectations. The setting is called the Savage West for a reason.

The Setting: Southern Utah, around 1849-1850, somewhere near Capital Reef, National Park. You are at a ranch where cattle are being raised for food and other things. Most of the apes (humans) are Mormon (LDS), but you don't have to be. Werewolf tribes can be any of them, although to stay true to the setting (Utah) -- most Utah pioneer Werewolves are Children of Gaia, Fianna, and Get of Fenris. Although it's not impossible to expect an Iron Rider or two (Glasswalker).

The Game System: Werewolf: the Wild West. It's based on Werewolf: The Apocalypse Revised (I have both). One of the original game designers was Mark Rein*Hagen, so you know you're in for a treat.

This is a campaign of horror, but also set in the Wild West. Try and watch a few classic movies on the Wild West and read some books to get an idea of your character. The book has a few suggestions on what you can watch and read.

Incidentally, I also have Classic Deadlands and the three dime novels that put Werewolf: the Wild West rpg along side the Deadlands RPG. Worth mentioning, and while the Werewolf game is serious, I don't think the original Deadlands took itself seriously enough.

If there is enough interest, I can go for full time recruitment.


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10
Nbazi Samba wrote:

It looks like we might have a smaller party than we thought? We may not end up with the 8 or 9 characters we had 2 weeks ago, it looks like Kikina (13 days), Ukube(12 days), and Inyoni (14 days) havent posted in almost 2 weeks.

Of course they could be just lurking and waiting for the adventure to begin, but either way I think a Summoner, his eidolon, a sorceress, A Faerie Dragon, a Grippli, and a Mongo sound like a good party too.

I might write a 14 episode season, then. 14 episodes will be enough for this group. If we are successful in the first season, I might add more. :) I've been heavily invested in the ORC license.


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

Right. Ensemble cast nearly made. Just waiting on DavidC to respond to my PM.


1 person marked this as a favorite.
friendly sauce wrote:
EltonJ wrote:
friendly sauce wrote:
I see you have allowed the unchained versions of the classes that have the option, are you also allowing Chained versions of them? I'm looking at making a merchant who's Eidolon is his bodyguard.
That sounds like an interesting concept!

Thank you, did you have a ruling on chained summoner? Are background skills being used?

sorry if I'm asking alot of questions haha

I don't see anything wrong with Chained Summoner, and you can use background skills.


1 person marked this as a favorite.

In memory of Wallace William Thornhill (1942-2023).

Recently, the Electric Universe has lost it's greatest supporter in Wallace William Thornhill. He was the one that championed the Electric Universe theory, also called Plasma Cosmology theory. He was the chief Science Advisor to the Thunderbolts Project. He recently died in peace in his home in Canberra, Australia among friends and family.

Strangely enough, he also asked me to continue his work. Plasma Cosmology was first formulated by Hannes Alfvén devised the first Plasma Cosmology theory in the Twentieth Century. But it was Immanuel Velikovsky that drove the point home to many with his book Worlds in Collision and that was what started both Wal Thornhill and David Talbott in exploring the Electric Universe, although in different ways.

So, how am I going to continue the work of Wal Thornhill? Well, I'm a creative as much as I am a scientist. I worked on 3D art in the past, and have somewhat many pieces of 3D artwork on Deviant Art. So I propose a book entitled The Starfinder's Guide to the Electric Universe which will bring the Starfinder RPG into the Electric Universe.


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10

The Warforged is defeated, but an Expeditious Messenger leaves his body to go else where. Apparently, he was going to deliver a message anyhow.


1 person marked this as a favorite.
Driftbourne wrote:

Will the ORC alliance grow by 1 more?

Ryan Dancey Predicts WoTC Will Join Paizo's ORC Alliance.

WotC is a pragmatic company. If they do, they can sell a lot of product. If they don't, then they will not sell a lot of product. I'm sure Ryan Dancey's prediction holds a lot of truth to it.


1 person marked this as a favorite.

Just seeing if anyone would like to play a game set in the Mwangi Expanse. I've been reading about Jungle races in Unearthed Arcana, and an idea struck. A game based on sub-saharan Africa. I couldn't get Nyambi, but I do have Pathfinder Chronicles: Heart of the Jungle. Not exactly the Songhai Empire but a place to start.

I almost picked up Mwangi Expanse for Lost Omens today, but decided to wait on that. So this is what I propose:

* A hypothetical T.V. Show type campaign based on Sub-Saharan Africa.

* Jungle elves, jungle orcs, jungle dwarves, jungle trolls (from WoW RPG), it's limitless.

* Serpent folk would figure in the campaign.

* Places to come from: a city based on Timbuktu, Gao (of the Songhai Empire), etc.

* Have your characters wear colorful clothes based on the cultures of Western Africa (Niger, Gana, etc.)

PRODUCTION DESIGN
I hate to say this, but get a copy of the Mwangi Expanse or Heart of the Jungle. Look through them, feel inspired. Look at National Geographic shows on Africa (although that would mean getting on Disney Plus). Take a look at this Fall of Civilizations podcast for ideas.

Character Creation
25 points, 2 traits, average starting gold; 1st level. Any class allowed, except Samurai and Ninja. Unchained Summoner, Monk, Rogue, and Barbarian allowed.

Recruitment to end on March 31st.


1 person marked this as a favorite.

Hi Dark Mistress. Nice to see you back.


3 people marked this as a favorite.

The lich may have backed down, but this is a temporary set back for them.


2 people marked this as a favorite.
Doktor Weasel wrote:


And recall that this isn't even the first time they've tried this. Back in 2008 they tried to stop people from using the OGL with the GSL, and a clause in it that anyone using the GSL couldn't make any OGL content. This part was stripped after outcry, but the GSL was still more restrictive. And now 15 years later they pull a similar stunt. WotC in control means there will always be an incentive to try to do this again. Having something universal and not controlled by any company with a profit motive in it will be useful.

Hopefully the ORC will be better managed. So far, I think Paizo is doing the right thing.


5 people marked this as a favorite.
Onesiphoros wrote:
breithauptclan wrote:

Ah, sorry. I don't always notice rhetorical because Autism.

Definitely don't worry about it. Just because it was more meant as a rhetorical doesn't mean I'm unhappy that you replied and backed up your reasoning. Maybe at some point someone can figure it out and make everyone happy...but I don't ever see it happening.

Benjamin Franklin said that it's impossible to please all of the people all of the time. You can't make a roleplaying game that appeals to everyone (I didn't get PF2 because I didn't like some of the design decisions to make it).

I figure my world (Phaeselis, Middle Kingdom, and Orcs of Kara'kar) was made with inspiration from World of Warcraft and Warcraft 3. I don't expect it to appeal to everyone, because everyone has different ideas about orcs, or psionics, or fantasy China. WotC's hubris is making the changes to the OGL, and Paizo responded with the ORC.

I may not like PF2, but I love what Paizo is doing.


1 person marked this as a favorite.

This is a sequel to my Phaeselis campaign setting. It focuses on the orcs. Instead of doing orcs from Orcs of Golarion, it converts the orcs from the World of Warcraft RPG. It's found here, so I thought I might put it up here for consideration. I'm running a campaign using it, and so far the group likes it. I am also currently writing an adventure for it.


1 person marked this as a favorite.

I signed up for the ORC Alliance because I want to work to publish my own stuff for the time being. It's exciting to say the least!


1 person marked this as a favorite.

"A long time ago, on the World of Faerun . . ." Welcome to the Casting of the T.V. Show: "A Realms Odyssey." Set in the Dale lands, specifically Shadowdale; this show chronicles the adventures of five characters through the Realms. The PCs!

Formula: five friends leave the Dalelands to go in search of adventure in other parts of the Realms.
the Twist: War is rumored to happen. This sparks adventure for a group of five unlikely PCs.
Theme: With rumors of war, can the PCs avoid fighting in a war?

PRODUCTION DESIGN
One should have a copy of the Forgotten Realms Campaign Set, 1e. You should also have Pathfinder 1e. Also watch Hercules: the Legendary Journeys (just your favorite shows). I'm taking inspiration from that show along with (surprise, surprise) Lord of the Rings by J.R.R. Tolkien. The Dalelands is the start.

Character Creation
You may use the Advanced Race Guide (ARG) for selecting a race. Any race is allowed even Dragonborn. Just be aware that if you do choose to play a drow, I don't want a Drizzt knockoff. I expect you to be more creative in drafting your PC. Also, you may choose just about any class. Just no ninja or samurai (they are found in the Far East).
Ability Scores
Since your starting as a farm boy or close to it, resolve your abilities in this way: 20 points buy, 2 traits. Talk to me about playing a minor, though.

Character Portraits: You may scour the web for a good portrait. Sometimes the best portraits weren't made by paizo. Be creative and selective.

Gods: The Powers of the Realms are varied. You may select a patron from the Campaign Set. Remember, the people are polytheistic. They may pray to different gods under different circumstances. Clerics who choose a patron can check Faiths and Pantheons and the FRCS (3rd edition) for domains. Or we can work out a set of domains (and subdomains) for the power you want to represent.

Alignment: Try not to play evil (unless you can show that you can cooperate with the party!) I want to play all the evil guys.

Just have fun crafting your characters. Oh, and character creation will end on the 20th of January, 11:15 pm MST.


1 person marked this as a favorite.
Galahad0430 wrote:
How many submissions do you have now? I noticed a couple dropped. I absolutely love the Eberron setting

Alright. I'll let you submit a character for consideration. I think I'll have to choose after you submitted as to who is going to be on the team. :)


1 person marked this as a favorite.
Jacen d'Orien wrote:
You full GM Elton?

Six players is the most I'm willing to go for. So submit your character for consideration, if you want to play.


1 person marked this as a favorite.

That might be okay.


2 people marked this as a favorite.
Trscroggs wrote:
Darn I seem to have missed it, I love Eberron.

I'll let you submit a character.


1 person marked this as a favorite.

Looking for anyone interested in playing through the official Eberron campaign (Adventure Path?), starting with the Forgotten Forge in the Eberron book. Just testing the waters, to see who will be interested.

You Will Need
* One copy of the Eberron Campaign Setting (3.5e)
* One copy of the Pathfinder core rulebook (PF1e)
* One copy of Races of Eberron (3.5e)

Additionals, but not needed
* Ultimate Psionics in case you want to play a Kalashtar, or Inspired Empty Vessel.
* Five Nations to help your background.
* Blood of the Moon for PF1e, in case you want to play a shifter.
* Dragonmarked in case you want to play a dragonmarked character, and you want ideas for a wonderful background.
* Secrets of Sarlona in case you want to beef up your background for your Kalashtar, or Inspired empty vessel.
* Races of the Dragon (3.x) in case you want to play a dragonborn or kobold. And admittedly, Dragons of Eberron will be helpful in that case.
* Complete Arcane (3.x), in case you really want to create a warlock for the game.
* Sharn, City of Towers, essential for creating characters who start in Sharn.

Try not to create evil characters, I'm playing all the bad guys.

We'll start in Sharn, City of Towers.


1 person marked this as a favorite.

Phaeselis: City of Psionics

Welcome to the era of Alexander the Great! Inspired by Monte Cook's Ptolus, Phaeselis is a city campaign set during the empire of Alexander the Great. Set in the world of Alexander the Great, you the PCs adventure in a town that has been reserved for the psionically gifted.

You may or may not have the gift. As a city with a multicultural heritage, you will find that they put people from the East in with people from the West. Besides that, the dominate method of teaching psionics is the Will and the Way. As an adventurer, you will find adventure in the most likely of places. Not only in the city itself, but possibly without!

===================================================

You Will Need:
* One copy of Pathfinder Core Rulebook, 1st Edition.
* One copy of Ultimate Psionics from Dreamscared Press.
* A copy of the Advanced Race Guide in case you want to play an exotic race. Although the Races part of the wiki provides all the races you can use. From Humans to Nagaji and everything in between.

Please read the wiki. It took many days to craft the world you are about to play in.

Character Creation

Standard 25 point characters, two traits, drawback optional, and first level. You are either natives of Phaeselis, or new comers to the city.

Backgrounds
Backgrounds should be intricate, so I have something to work with. Please note that your background can contain anything you wish (including being a "victim" of pederasty), please note that I intentionally do not talk about certain subjects on the wiki because they are sensitive (like the aforementioned pederasty.)


1 person marked this as a favorite.
Male Human Psion 10/Atlanteologist 10
Kendryl wrote:

So then could we look at total value and allow Kendryl to have 2 Rings?

Ring of Climbing
Ring of Jumping

Kendryl's Kat Rings :)

Total value = 5000gp (a touch more than the Headband)

Alrighty. The cost comes out of your treasury.


1 person marked this as a favorite.

Investigator

Not all rogues work against the law. Investigators use their skills to serve the law, often in the employ of nobles or in the pursuit of noble causes. In some cities cabals of investigators work for rulers or bureaucracies, but often an investigator is a free agent who pursues whatever mysteries come across her path. of course, not all investigators serve the law. Crime lords and guildmasters often have squads of investigators serving their own nefarious purposes.
Follow Up (Ex)

An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it.

False information is not revealed in this way if the people she questioned do not know it to be false.

This ability replaces trapfinding.

Rogue Talents: The following rogue talents complement the investigator archetype: coax information, fast picks, follow clues, hard to fool, and minor magic*.

Advanced Talents: The following advanced rogue talents complement the investigator archetype: hunter’s surprise, slippery mind*, and thought reexamining.
Section 15: Copyright Notice

Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

---------------------------------------------------

Okay, Kendryl, I don't see the Investigator archetype as "regent friendly." They are more like peasants or nobles playing detective. The regent, however, has more responsibilities. As for the snoop:
--------------------------------------------------------------------

Snoop

Snoops are the underworld’s version of detectives. They often act as information peddlers, specializing in gathering secrets through investigation, subterfuge, and coercion, and selling or trading those secrets for personal gain.
Inspiration (Ex)

At 1st level, a snoop gains an ability similar to the investigator’s inspiration class ability. The snoop begins with an inspiration pool equal to half her rogue level plus her Intelligence modifier (minimum of 1). Unlike an investigator, a snoop can only use inspiration on skill checks, not on attack rolls or saving throws. This ability is otherwise identical to the investigator class ability of the same name.

This ability replaces trapfinding and evasion.
Investigator Talents (Ex)

Beginning at 2nd level, and each time she selects a new rogue talent, a snoop can instead select one of the following investigator talents: eidetic recollection, empathy, hidden agendas, inspired alertness, inspired intimidator, item lore, or underworld inspiration. Her effective investigator level for the purpose of these talents is equal to her rogue level. She still can’t use inspiration on attack rolls or saving throws (so, for instance, she can’t use the second part of hidden agendas).
Uncanny Snoop (Ex)

At 4th level, a snoop gains a +2 bonus on Intimidate checks when trying to force an opponent to give her information (or Bluff and Diplomacy checks for the same purpose if she has the coax information rogue talent). She also gains a +2 bonus on Sense Motive checks to tell if someone’s information is false. At 8th level, these bonuses increase to +4.

This ability replaces uncanny dodge and improved uncanny dodge.
Master of Whispers (Ex)

At 8th level, a snoop receives the rumormonger advanced rogue talent.

This ability replaces the rogue talent gained at 8th level.

Rogue Talents: The following rogue talents complement the snoop archetype: black market connections, coax information, fast stealth, follow clues, and strong impression (as well as certainty for an unchained rogue).

Advanced Talents: The following advanced rogue talents complement the snoop archetype: hard minded, hidden mind, skill mastery, and thoughtful re-examining (as well as cutting edge for an unchained rogue).
Section 15: Copyright Notice

Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
------------------------------------------------------------
The snoop is more regent friendly. I think I may have to rewrite the Guilder class as a Rogue archetype so that the Rogue will have a more regent friendly archetype.


1 person marked this as a favorite.
Sariana Nightsong wrote:

'Queen of the Underworld' has a nice ring to it, but I imagine a position as Regent of Trade probably doesn't get as good a title (at least officially).

This is Nik d'Shade btw, working on the alias now. :)

Gotta say I feel pathetic compared to some of these super-powered bloodlines... guess I'll just have to kill some other blooded and build my power that way!

Bloodtheft is one way of getting a more powerful bloodline. That's for sure. That part is definitely inspired by Highlander. But you have to stab your blooded guy in the heart or use Tighmaevril.

Quote:
Are we going to use background skills? I didn't see it in the starting post, so thought I'd check!

Yes, you can use background skills.


1 person marked this as a favorite.
Evindyl wrote:
EltonJ wrote:
Evindyl wrote:

K, so in real life, I'm pretty smart; in this thread, I think that's less likely: and on birthright.net, I seriously need like a Xanax.

As exctied as I was about having a Great Bloodline strength though, it's superfluous within this chargen paradigm, correct? Using Table 2-3 AND having no increased abilities like the original rules AND having a score cap of 30, a Great Bloodline is worthless because there won't be any Great Abilities. Not really shaping up like the flavor of the original sadly ...

We're going for an underpowered, minor scion approach?

No. Not really. :)

Well that was me being polite ... so what needs to happen? With the current math, great bloodlines don't matter and great abilities aren't possible, so what is all the rolling about? The current structure can only yield a major ability in 4 instances (24-30) LOLOLOLOLOLOL and in 9 out of 15 results, regardless of bloodlines, the scion is awarded no powers.

Just point me at what I am missing: it has to be something.

I want you to use the system out of the Rulebook. :) The system on BR.net is .. . flawed.


1 person marked this as a favorite.
Lapyd wrote:
Is it the first d100 for the derivation, or the second one? I think we used the first when calculating my results, and the second for the bloodline strength.

Hmm. It seems that Evindyl used the Rulebook to calculate his results.


1 person marked this as a favorite.
SodiumTelluride wrote:
Color me intrigued! I’ve never played (or even heard of) Birthright so I’ve got some reading to do, but at first glance I’m thinking maybe a fighter or a melee bard.

It's a rewarding campaign, if you play it right. It's somewhat inspired by Highlander.

Lapyd wrote:
I'm reading through the site forums and wiki to see if I can put up something. I never played birthright so I don't know exactly what to expect!

It's ultimately very fun. :)


1 person marked this as a favorite.
Lapyd wrote:
Is it possible to apply and play without purchasing the pdf?

Yes. It is. Birthright.net has all the information in making a ruler. Also, I can make the Birthright rulebook available for private download. I can still share .pdfs according to the law. :)


3 people marked this as a favorite.

Dark storm clouds gather over war-torn lands. Armies march wearily into battle once again, answering the ancient call to arms. The banners of noble houses flutter raggedly before the onslaught; some will fall, never to rise again, while others will weather the storm. Across the ruined empires of Cerilia, the dogs of war are let loose one more time. Somewhere on a muddy battlefield, a common man becomes a hero—and a hero becomes a king.

The BIRTHRIGHT™ campaign world is like no other AD&D® game world ever developed. In this setting, player characters are kings and nobles, prelates and guildmasters, great wizards, and royal heralds. They're the leaders of their own kingdoms and domains, wielding the power to wage war or preserve peace. At their commands, armies march and kingdoms fall.

Welcome to BIRTHRIGHT!
In this game, you play a king. A first level king that has gotten his throne. Designed to replace my d20 modern game (which unfortunately had to be retired) this is High Fantasy you never experienced before! You will get your own kingdom, and you may rule it as king.

Character Creation
You may choose the following races: Human, Elf, Dwarf, Halfling, and Half-Elf. Notice it's possible to play a half-orc, but his realm might be outside Anuire, in the Western Anuirean Colonies of Aduria. Humans are divided into 5 cultures: Anuireans (English/French), Brechts (Germans), Khinasi (Spanish Moors), Rjuriks (Scots Vikings), or Vos (Huns/Russians).

Era
The Era of this campaign is High Middle Ages (Rjurik, Vos), Late Middle Ages (Halflings, Dwarves), or Early Renaissance (Anuireans, Brechts, Khinasi, Elves, Half-Elves). Note, there is no gun-powder. Gunpower will change everything if I add it.

Character Generation
The original Campaign had players roll 4d6 six times, arrange to taste. However, you start with 25 points to generate your characters with. You also get two traits to choose from, and background skills. Wealth is at full, level 1 characters (you are young kings).

Classes
You may choose from the following classes: Bard (Royal Herald, Law or Trade), Barbarian (only Rjurik and Vos may be barbarians) (Law and Sources), Cleric (Royal Pontiff over a certain Temple), Fighter (Law), Inquisitor (Temple), Paladin (only Anuireans and Khinasi may be paladins) (Law and Temple), Ranger (Law and Sources), Rogue (Trade), Swashbuckler (only Anuireans and Brechts may be Swashbucklers) (Law), Sorcerer (only Elf and Half-elf, Sources), Witch (Sources, allowed because the White Witch Awnshegh is a witch), and Wizard (Sources).

Required Reading
You may get a copy of Birthright Campaign from Drivethru at a good price. Be sure to read the rulebook, although outdated, should provide you with enough information on creating your Regent. Birthright.net maybe of help, also.

Region of the Campaign
The campaign is set in Anuire, in the southern coast. All of you may pool together, and choose one realm in which to rule. This does not limit the culture you come from. As the five peaks is ruled by a Vos, and Elinie is ruled by Khinasi paladins.

Alignment
Any alignment is possible. But I'll frown on evil, because I want to play all the evil kings.

Bloodlines: Both the rulebook and Birthright.net goes over the acquisition of Bloodlines. Your bloodline may be Great, Major, Minor, or Tainted. You get a number of blood abilities from them (special abilities that mark your nobility). Becareful of Azrai bloodlines, as you might become a monster as you use them.

Religion
Almost all of the Gods are humans that have ascended or was born by marriage. having absorbed most of the blood from their patron diety. They are Avani (Sun Goddess, Greater Goddess), Haelyn (Rulership and Air God, Greater God), Erik (Nature God, Greater God), Cuiraecen (God of Storms, Lesser God), Nesirie (Sea Goddess, Intermediate God), Rournil (God of Magic and the Moon, lesser god), Sera (Goddess of Trade, Intermediate Goddess), Eloele (Goddess of the Night, lesser goddess), Laerme (Goddess of Fire and Art, lesser goddess), Kriesha (Evil Goddess of Winter, Lesser Goddess), and Belinik (Evil God of Violence, intermediate God). Then there is Moradin (Dwarf God), and various beast cults.

Realm Spells
Realm Spells are powerful magic wrought by arcanists and Priests. They are powerful 12th level magic.

Introductions
I am Elton Robb. And I've played many campaigns and own many systems. I currently run Dark Sun here, and I'm also running Eberron and Strange Aeons. I choose to run Birthright since it's my favorite AD&D (2nd) Campaign Setting. It's designed so that people can play kings of their own kingdoms. The campaign is Epic to High Fantasy. Here, players might forge their own Epics.


1 person marked this as a favorite.

Character Creation Guidelines.

1). Dark Sun is a High Psionics campaign. So figure on psionics playing a part. So we are going to create Gestalt characters. This makes ascension simple. One of your Gestalt classes may be "psionic." What I mean is you can choose your 1st Gestalt class from Ultimate Psionics or Occult Adventures (yes, I have the book, and no I don't have to like it). Your second class may be chosen from the Core Rulebook (1st Edition please), Advanced Class book, the APG, and Ultimate Magic. Just remember: Those of the Inquisitor class are called Templars, and Magi fight in the Arenas. Just remember to disguise your magic as psionics.

2). Races. The following races from the Core Rulebook are allowed: Humans, halflings, dwarves, elves, and half-elves. New races include: Dragonborn (2nd Generation dray), arrakocra, muls (human/dwarf half-breeds), half-giants (human/giant half-breeds), Pterrans, and Thri-Kreen (Kasatha can replace Thri-Kreen).

3). Ability scores. Normally, the players would choose 15, 20, or 25 points to distribute among their Abilities. However, Dark Sun is too dangerous for a character created with 15, 20, or 25 points to survive. Stats are rolled. Roll 5d4+4 dice six times and arrange to taste.

4). Archetypes. You may choose one archetype for your gestalt character. They may be chosen from the APG, Ultimate Combat, Ultimate Magic, and the Advanced Class guide.

5). Traits. You may choose two traits.

6). Starting level. 6th level. Wealth is accorded to ceramic pieces, because gold is hard to come by. Remember, Athas is not a metal rich world, so steel is very hard to come by.

1 to 50 of 452 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>