Okay, said I'd get this up, and here it is.
Starting Level: 1
Starting Credits: 1500
Starting Gear Level:
1) Point buy - Rules found here.
2) Rolling - roll 4d6, drop lowest. Allowed 1 free 18
3) Ability Picks - Choose Ability Scores from the following array: 16, 16, 11, 10, 10, 10. Then apply Race and Theme modifiers.
Note: No Ability Score can be over 18 (including modifiers)
Races Allowed: Any from this page
Ten years. That is how long it has been since you were tricked into slaying your wife by those 'holier than thou' bastards. While you killed the four men that were with you that day, the other three, you've been hunting. The first you got six years ago and after much exposure to exquisite pain, he gave up the location of the second. And when you finally caught her, well, it took a year to break her. And now, you stand in front of the bordello that Davick visits occasionally. Surely, one of the courtesans within will have information for the next step in your journey.
It’s been days since your trial which sentenced you to imprisonment at Branderscar Prison, a place known throughout Talingarde for being inescapable. Now the time has finally arrived for you to be transported to the fortress turned prison. While chained, you are roughly dragged from your holding cell into the caged wagon with a few others, also sentenced as you.
Days pass as you are transported from Daveryn to Branderscar. In one village, you overhear Caravan Master state that he doesn’t like the state the roads ahead. The Captain disregarded the warning, stating, ”This waste of skin needs to be delivered to Branderscar, and I have never missed a delivery. We push on.”
The prison caravan begins moving on.
I've been looking at the Drift Engine table on page 298, and I'm a little confused.
The Max Size seems to be backwards to me. I would think that the most powerful Engine wouldn't be limited to such a small ship size. I know Medium isn't really small, but it prevents Capitol Ships from truly benefiting.
Am I wrong? Or is this actually a typo?
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.
Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.
You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.
Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom.
For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?
Well, here it is, the Discussion/Character Gen thread for GMSCV's Way of the Wicked.
As far as the CGen goes, I'll be fairly open to most anything concerning Race and Class. When it comes to ability scores, you have two choices.
1) Focus and Foible: Choose one stat to be 18 and another to be 8. The other 4 stats are determined in order by 1d10+7. No re-rolls.
2) 25-Point Buy: I'm confident you're all fairly familiar with this, and don't need it explained.
Any further questions, either ask here or PM me.
So I've been thinking lately, 'I wonder if other players have come up the idea of creating characters inspired by rock/metal bands?'
I'll start, here's my first attempt, based off of several songs by Hammerfall:
Human warpriest (champion of the faith) 15/Champion 6
LN Medium humanoid (human)
Init +11; Senses tremorsense 20 ft.; Perception +9
AC 31, touch 13, flat-footed 28 (+14 armor, +1 Dex, +2 dodge, +4 shield)
hp 240 (15d8+120)
Fort +16, Ref +9, Will +18
Defensive Abilities fortification 25%, hard to kill, mythic saving throws, sacred armor (+3, 15 minutes/day); Immune disease, fear; Resist cold 20, electricity 30, fire 20; SR 17
Speed 30 ft. (20 ft. in armor), fly 60 ft. (average)
Melee heavy shield bash +14/+9/+4 (1d4+3) or
. . retribution +17/+12/+7 (2d6+5/Ã—3 plus 2d6 vs. evil plus 1d6 electricity)
Special Attacks blessings 10/day, fervor 11/day (5d6), mythic power (15/day, surge +1d8), sacred weapon
Warpriest (Champion of the Faith) Spells Prepared (CL 15th; concentration +19)
. . 5thâ€”breath of life[M] (DC 19), righteous might, summon monster V
. . 4thâ€”cure critical wounds[M], mythic severance (2, DC 18), order's wrath (DC 18), restoration
. . 3rdâ€”cure serious wounds[M] (2), daylight[M], invisibility purge, remove curse, remove disease
. . 2ndâ€”bull's strength (2), cure moderate wounds[M] (3), lesser restoration
. . 1stâ€”cure light wounds[M] (2), detect undead, remove fear (2), stunning barrier[ACG] (DC 15)
. . 0 (at will)â€”guidance, light, mending, stabilize, virtue
. . M mythic spell
Str 16, Dex 13, Con 18, Int 13, Wis 18, Cha 16
Base Atk +11; CMB +14; CMD 27
Feats Additional Traits, Death From Above[M], Distance Thrower[UC], Divine Protection[ACG], Dodge[M], Eschew Materials[M], Improved Initiative, Improved Shield Bash, Iron Will, Leadership, Power Attack, Quick Draw, Toughness, Weapon Focus (warhammer)
Traits natural-born leader, oathbound
Skills Acrobatics -2 (-6 to jump), Fly +3, Heal +22, Intimidate +21, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Knowledge (religion) +9, Perception +9, Spellcraft +9
Languages Common, Dwarven
SQ amazing initiative, blessings (glory: demoralizing glory, glorious presence, law: axiomatic strike, battle companion), detect alignment, force of will, recuperation, smite
Combat Gear helm of electric radiance; Other Gear iron hide, spellwall, retribution, periapt of health, ring of cold resistance (major), ring of fire resistance (major), tremor boots, wings of flying
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Death from Above [Mythic] When charging from higher ground or flying, +2 to crit multiplier (max x6) and free trip on a hit.
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Eschew Materials [Mythic] Ignore M components up to 10 gp/tier. Use 1 power for 50 gp/tier or 2 for 100 gp/tier.
Fervor (5d6, 11/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flight (60 feet, Average) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 25% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Helm of electric radiance Grants weapons shocking ability.
Immunity to Disease You are immune to diseases.
Immunity to Non-Mythic Fear (Ex) You are immune to fear from non-mythic sources.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Leadership (Base Score 19) You attract loyal companions and devoted followers.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Mythic Power (15/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Oathbound (1/day) Reroll a saving throw against a Charm or Compulsion effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sacred Armor +3 (15 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon (1/day) (Su) As a swift action, grant weapon axiomatic for 1 min.
Smite (3/day) (Su) As a swift action, gain +3 att, +15 dam, and +3 to AC vs. chaotic foe in sight.
Spell Resistance (17) You have Spell Resistance.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +6 bonus and bypass all DR.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tremorsense (20 feet) Sense things and creatures without seeing them.
Bonus Spells: At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively.
My question is, what about the 7th level bonus spell? Does one still get it in addition to the one they would get at 10th, or is it just skipped?
You awaken in one of twelve cells lined up six on each side of a fairly large room, with the light of a single lantern casting shadows of the bars upon the floor and walls. The air of the room is musty and almost uncomfortable to breathe and despite the fact the room is made of stone no echoes can be heard. The last thing you remember was hearing some hauntingly beautiful flute music that seemed to call out to you.
There are more children in the other cells, most are human, but there appears to be a Half-Orc, a Sylph, a Nagaji, a Catfolk, and one that looks...different. The strange one looks like an elf, of which you have seen a few, but this one's head is hairless and has skin that is very dark. So dark in fact, that the Elf seems to blend into the shadows of the cell.
For the past several decades, the Isle of Cadranite has been plagued by a figure known as The Piper. He appears at random and abducts a certain amount children either from their homes or while they are out doing other activities. Once obtained, he demands ransom from the parents for their safe return. Many Adventurers have been hired to track down this fiend, but none have been able to succeed.
In the town of Swampwood, he has struck again. This time he has taken twelve and demanded two hundred gold pieces for their return.
Welcome everyone, to the very start of your character’s career. This one-shot adventure is designed to use the Young rules, listed here, and to provide a spring-board for characters to get to know each other prior to going out and becoming legendary heroes.
My goal: When this adventure is finished, your characters will proceed into adulthood and start their Adventuring Careers.
Starting Level: 3
Stats: 20 point buy. Don’t forget, as young PC’s you get a +2 to Dex and a -2 to Str, Con, Wis. These will be removed at the end of the game.
Hit points: Max at 1st, average plus one each level after or roll.
Races: Core and Featured from Advanced Race Guide
Classes: NPC Classes only.
Starting Gear: None, you’ll be starting in a cell. Don’t worry,
Party size: Six
Posting: At least 1/day during the week, and on weekends if possible.
What am I looking for in a character:
- What does your parent(s)/guardian(s) do for a living?
- Were you born in Swampwood?
- What interests does your character have?
- What does your character dream of being when they’re older?
Submission Cut-off: May 18th. Crunch need not be complete, but Fluff is required to be.
It has been some days since you first heard the call to arms, days spent travelling to Doronan, Capitol of the Known World. For some of you, the city is not a new sight. For the rest, the sight is something to behold. Every building seems to have some sort of ruinic mosaic upon its doors. Even the air seemed alive with the smells of exotic cuisine and the bustling of people in the marketplace. Eventually, you made your way to the Council Building, where you were instructed to wait until the days affairs were finished. The room was decorated in teal and royal blue banners, carvings of various beautiful creatures from all over the world. Looking around at the others who answered the call, you can’t help but wonder if the rumors were true. Did the Council truly intend to release the Tarrasque, or was it just a rumor?
Five hundred years ago, it fell from the sky, a mountainous tower of black metal that seemed to radiate pure evil. Since that time, hoards of unspeakable horrors have roamed the land, terrorizing all in their path. Many attempts to siege The Void Tower, as it is known, have failed. In these dark times, the surviving council members have hatched a desperate plan that many would call insane, releasing the Tarrasque. This mighty creature was imprisoned centuries ago by the Seven Heroes, a group of very powerful Adventurers who somehow managed to gain control of the monster with seven mysterious amulets. With these talismans, the Council hopes to somehow use the Tarrasque to destroy The Void Tower and then hopefully put it back into its prison. The only real problem with this plan, besides unleashing possible Armageddon, is that no one knows exactly where the talismans are. So a call to arms has been sent out for Adventurers willing to undertake the retrieval of these artifacts. Will you answer the call?
Starting level – Five
Stat Generation – Focus/Foible: One stat (your choice) 18, One stat (again, your choice) 8, all other stats 1d10+7 in order. Allowed two sets of rolls, choose best. No swapping rolls.
Hit Points – Max 1st level, Average each level after.
Traits – Two
Race – Core and Featured from Advanced Race Guide
Classes – All from Core, APG, Ultimate Magic and Combat are allowed.
Starting Gold - 10,500 GP
Note – All 3rd party content will be considered on a case by case basis.
Party size: Four
Posting – As GM, I will strive to post as much as possible daily, and wish the players I accept to post at least 1/day weekdays, weekends as well if at all possible. Please notify me, if possible, when you will be unable to post for an extended period.
What I am looking for in characters:
Sumbmittion cutoff date: Two weeks. You only need the fluff submitted to be considered for the campaign.
For those that have no idea what I'm talking about, look at this.
It seems pretty simple to convert to Pathfinder. I just want some fresh ideas on:
I am just curious what zany ideas the community has to offer.
Here is the situation.
I have a friend that wants to start a new campaign with 1st level characters and I've managed to talk my wife into giving it a try. After looking through the books, she has decided to play a Half-Elf Sorceror with the Verdant Bloodline.
Normally I don't have an issue coming up with a backstory but, I'm hitting a stone wall for ideas here. I've come up with two so far. One where she is looking for her parents after they were taken in a bandit raid and the other is her searching for an ancient artifact.
Can anyone help me on this? I just need some seeds here as to why she turned to a life of adventure. I can figure out the rest of the details later.
Thanks in advance.
This may be a little Metagamey, but basically this stems from a thought I had when I read the final BBEG in the Kingmaker AP. It consists of the Contingency and Fireball.
Think about it.
A Fighter runs up and cleaves the evil Wizard's skull in two, then BOOM, Maximized Fireball at point blank. Ouch.
Anyway just wondering if anyone else had any thoughts of how to make players a little leary about the old run up a hit him hard tactic.
I was looking at the Stalwart Defender Damage Reduction, which states:
Stawart Defender wrote:
Damage Reduction (Ex): At 5th level, a stalwart defender gains DR 1/—. At 7th level, this DR increases to 3/—, and at 10th level it increases to 5/—. Damage reduction from different sources does not stack; however, a stalwart defender of 5th or higher level that gains DR from armor (but not from any other source) increases his class-based DR by the value of the armor's DR. Thus a 7th-level stalwart defender wearing adamantine full plate (DR 3/—) has DR 6/—.
Then I got to thinking, what about the Barbarian DR (Yes, it's possible)? The way I'm reading it seems to be no, but yet I don't see why it couldn't. Is it legal to stack them, or do I need to houserule it?
Thanks in advance.
Gods controlled the flow of magic in the world until they died. After a few centuries, magic reappeared in the world.
How do Clerics, Paladins, and Inquisitors get their spells without Gods granting them?
It's easy to explain the other classes. Wizards and Magi study the mechanics, Sorcerors and Oracles are born into it, Druids and Rangers get it from Nature, and Alchemists use their own magical aura.
I'm not looking for a new game mechanic, just an explanation that works.
Thanks in advance.
Been trying to come up with a way to create a class that functions like the Benders in Avatar: The Last Airbender (TV Show not the Movie). I figured the Monk class would be a good starting point as far as base concept.
For the damage types of each style, I thought Air = Force, Earth = Bludgeoning\Piercing (dependant on how you shaped the rock), Fire = Fire (no brainer), Water = Slashing\Cold (Cold comes with more advanced moves).
The main issue I seem to be having is progression and flavor. Roughly what I have in mind is Low level = Basic attack (1d8 damage type), Block and High level = Ultimate (i.e. Fire = Lightning, Air = Tornado like effect, Water = Tidal Wave, Earth = This one's tricky, haven't figured it out yet.)
It's not much, but at this stage it's still a pretty rough concept. Any help is welcome.
Thanks in advance.