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Once a land of great technological marvels, the world was close to perfect. No one went hungry, people were free to pursue their passions as androids performed menial labor, and free thought was an inherent right. Unfortunately, with the advent of science came a disregard for what came before as myths and legends faded away into obscurity. This proved to be the worlds downfall.

In a span of minutes, magic returned, shattering the entire planet. No one was safe as their infrastructure was destroyed, making all their technological advancements practically useless. Mankind was forced to parley with the creatures that came with this change, as only they could offer protection against supernatural threats.

Thus the world of Valendross was formed. What remains of the worlds population live on a series of floating islands, called Echelons. Large flying machines known as Skyshifters remain the only reliable method of transportation. Kings and Queens rule each of these Echelons, aided by divine powered agents, blade magic wielding Knights, and the rare collared Mage.

Our story takes place on one of these Echelons, Granson Internment. A prison island, the old King who was also the head warden, was killed during an escape attempt. As he was without a suitable heir, the Echelon selected the peoples greatest leader as the next King, a gang leader named Akele Varish. Upon taking over Granson, he made sweeping changes and started to reform the various criminals into a fighting force.

Every King requires three groups of people as their servants. The King's Hand act as his leadership cabinet, diplomats, generals, and advisers. The King's Shield are his personal bodyguard, almost always consisting of Paladin's and Knights. Finally, the King's Blade are his special forces, accomplishing tasks ranging from hunting down dangerous criminals to obtaining an artifact from some far away crypt.

Akele has selected you as one of his Blades. Whether a prison guard, recent arrival, or maximum security serial killer, it doesn't seem to matter to the new King. He selected you because you can get the job done. As for what that job is, he's summoned the new Hand, Shield, and Blade to unveil Granson's future.

Fair warning to all applicants, only some classes will be allowed. Those include all Path of War classes/archetypes (no psionics), Fighter, Rogue, Cavalier, Gunslinger, Brawler, Slayer, Swashbuckler, Cleric, Druid, Bard, Skald, Ranger, Hunter, Paladin, Warpriest, and Inquisitor. More information can be found below.

Player Details of the World:

This is just basic information about Valendross that most players would be concerned with. I strongly advise you read it before making characters.

Races
There are seven different major races in Valendross, each one holding one of the High Echelons and supported by a specific deity. As such these are mostly the only available races for play, with a few exceptions.

Elves rule the first Echelon Eskival and are currently the most powerful race in Valendross.
Aasimar rule the second Echelon Maldross and have the highest concentration of paladins.
Hobgoblins rule the third Echelon Kal and train most Knights.
Lashunta rule the fourth Echelon Vasenovis, dedicated both towards studying technology and restoring the planet.
Humans rule the fifth Echelon Novan and are incredibly productive, creating immense factories.
Tieflings rule the sixth Echelon Grollvun and are obsessed with their noble houses, which often turns towards spying and assassination.
Nagaji rule the seventh Echelon Samariss and presents itself as a vacation spot with brothels, gambling, and bloodfights, all the while perfecting the alchemic arts.

Offshoots
Naturally Half-Elves are fairly common, as the more militaristic elven families try to breed strength into their line and the more vain human families try to breed beauty into theirs.
Drow are an occasional genetic mutation that occurs once every 500 elven births. They are taken as children and trained by the matriarchal Spellseekers who hunt and collar Mages.
Some Nagaji are born more brutish and overly violent than their kin. Known as Lizans, they are treated as second class citizens and use the same stats as Lizardfolk.
When a human or elf breeds with a Nagaji they produce a Vishkanya, which is often more beautiful than either of it's parents.

Fallen Races
A few races don't live in the conventional Echelons, either eking out a life on the Primal Floor or dwelling on skyhills.
Dhampirs are the intentional offspring of the vampires on the Floor, often sent to live among humans on the Echelon as spies.
Changelings are a similar case, but more often serve their monstrous mother as an assistant.
Fetchlings are a recent arrival to Valendross and something of a mystery. They claim to have knowledge of a normal human life Pre-Calamity, but no other memories.
Strix and Syrinx both live among the skyhills. Most Syrinx live in incredibly elaborate towers made out of the hills and filled with wonders, something few other races will ever experience as the air outside these towers are filled with their black winged servitor race.

Classes
In the world of Valendross every class usually has a predetermined place in society. The following classes are the only ones available, so please do not request to play any others.

Mundane Classes
The vast majority of people in Valendross are incapable of shooting fire, changing the weather with a word, or summoning inner sources of ki. They use mundane classes, such as the Fighter, Rogue (Unchained is allowed), Cavalier, Gunslinger, Brawler, Slayer, and Swashbuckler. If you use a magical template you must also use a mundane class.

Greensingers
A few classes exclusively follow the Green, a kind of faith based magic that worships nature and the balance rather than a specific deity. Druids, Barbarians, Rangers, Bards, Witches, Bloodragers, Hunters, Skalds, and Shaman are all considered Greensingers, though most groups change the name.
How these classes are treated vary from Echelon to Echelon. If they don't reveal too much of their abilities, many can get away with simply being a skilled woodsman. Bards and Skalds are in fact celebrated for their entertainment and support skills. Barbarians, Bloodragers, and Witches most often get the worst end of the stick as people confuse them for Mages.

Divine Agents
As the most plentiful magical class, divine magic users often have great sway in their communities. This can be amazing as they lead righteously or horrifying as they abuse their position. Every church, even if their deity is chaotic, has a strict hierarchy for each divine class.
Paladins are missionaries, public servants, and the personal guard of high ranking clergy. Clerics make up the vast majority and are often jockeying for position. Oracles are something of a special case and are treated differently from church to church, as they're rare in the extreme. Inquisitors are supposed to only police members of their faith, though they're often used for more morally nebulous duties. Warpriests lead the militant part of the church, often with cavalier or fighter lieutenants.

Alchemists
Lacking in magic, but not intelligence, literally anyone can become an Alchemist or Investigator. Well, anyone with smart and wealthy enough. As the ruling class is tied closely with the church, there are strict laws that inhibit alchemy from spreading too far too fast.

Arcane Magic
Simply put, powerful arcane magic is a thing of the past. Mages are either controlled by Collars, put under heavy restrictions, or simply killed on the spot. Spellfury's, which is what is created when a Mage loses control of themselves, are always killed if possible.
Valendross has a very different version of magic than standard. Being able to cast Arcane Magic is a template, rather than a class. Only mundane classes can take these templates as the Arcane Mark prohibits its bearer from learning any other form of magic.

In addition, magical items are practically non-existent. The only ones still in any kind of production are the Mage Collars, the how of which is a closely guarded secret. Any item with distinctly magical benefits is either a pre-calamity relic, either with technological or magical origins. Unable to sustain itself in a world with a flow of arcane magic, most powerful magical items either violently blew up or turned to ash.

A Mage Collar has several properties. It has a strong magical aura equal to the Mark of the person it's on. It is invulnerable and changes shape/form to match the wearer. Removing the collar activates its failsafe, casting an immediate Maximized Energy Drain and Empowered Disintegrate on whomever is wearing it. This failsafe also activates if the wearer becomes a Spellfury.

Initiators
Blade magic is a large part of Valendross. Their fantastic powers can overcome problems ordinary people just cannot deal with. Rather than a specific class, your role is more often determined by your Martial Tradition. As every Initiating character has a martial tradition, they influence how you dress, cause some NPCs to become inherent friends or foes, even force you to against common sense. Every Martial Tradition plays a role in Valendross as stated here.

Black Thorn Knights- Are some of the most feared bounty hunters in Valendross, commanding both fear and high prices for their services.

Bloody Fangs- Most often ally with Greensingers, either protecting the pacifistic druids or forming fearsome warbands with barbarians.

Defenders of the Realm- The most powerful noble families always have at least one Defender in their retinue, with Kings going through great lengths to form a relationship with the order to provide for their Shield.

Empyreal Guardians- Surprisingly they often come to horns with paladins, whom they see as flawed for serving an often corrupt church. In turn, Paladins see them as dangerously unregulated and likely to harm someone through their heroics.

Scarlet Sentinels- A popular tradition for nobility, many young nobles enter into it with their personal guardsmen.

The Wayward Path- The Travelogue is changed to a technological mini computer that can only record buzzing audio and links directly to the main system in their temple.

The Quills- Though they don't often advertise their allegiance, Quills are dangerous enough with a harmless enough purpose that most people simply leave them alone.

Scales of Mourning- Their organization plays a bit of a balancing act between hunting the undead in Valendross and parlaying with the undead on the Primal Floor.

Lords of the Wheel- A bit of an oddball organization, most people see them as something of a Knight's gentlemens club with their various positions and vague sounding purpose.

The Cagebreaker Brotherhood- True champions of the people, they're reviled in the Upper Echelons as dangerous renegades and celebrated in the Lower as heroes.

The Lens Maker Society- Most Kings who know the Lens Makers true purpose often strike a deal with the seemingly harmless tradition. Leave them and their family alone and everyone else is fair game. Indeed, some even invite them, seeing only volunteers to keep their officials from becoming corrupt.

Stained Glass Champions- The Stained Glass Knight is a being from the original world of magic and seeks to go back.

Reverents of the Lance- These elite demonhunters are more found more often on the Primal Floor than not, seeking to permanently rid the world of demons.

Acolytes of the Arrow- Are currently locked in something of a challenge with the other traditions, seeking perfection in studying and defeating them.

Loyal Order of the Branded Waerloch- All four prison Echelons bear an Waerloch outpost whose members often act as parttime guards and thieftakers.

Descendants of the Golden Council- Entire family lines can belong to the Descendants, though the seven High Echelons have managed to keep them from holding any major power in their Echelons.

Crashing Tempest Academy- A popular spot for noble families to send disappointing offspring, they're often surprised and then upset when the graduate returns as a highly skilled Knight, offers insults, and then immediately leave again.

The Sultanate of Beggars- Many new Kings who receive offers from the Sultanate to establish themselves in their Echelon agree immediately, only seeing a group of peacemakers that don't need paid. Usually they're beset by complaints from their watchmen and tax collectors soon after, all about being beaten half to death.

Cirque du la Fumee- The Cirque trains as many Bards as they do Knights, performing all kinds, from running across a topwire, cutting six different apples with the same thrown knife, and stealing state secrets from the governors portrait safe.

Ordre des Repas Exotiques- The life of a Chef Knight has a strange duality. They serve the wealthiest of nobles at the fanciest of dinner parties, all with food they prepared from hunting chimeras on the Primal Floor.

Basic Information
Valendross is separated into the High Echelons, the Low Echelons, and the Outer Echelons. High Echelons are all dedicated to a singular deity and ruled by a specific race. Low Echelons, also known as Sub Echelons, owe fealty to a High Echelon. These Pacts are made between the Kings of each Echelon and usually include support from the High for the materials of the low, with the most common being the the High Echelon providing Knights and Clerics in exchange for the Low Echelons foodstuff and raw materials.

The most important people in Valendross are the Kings, Heralds, Knight Captains, and noble families. The position of King is one decided for life, chosen by the Echelon as whomever the majority of people see as their leader. This forces potential candidates to prove themselves or cost the royal family their position. Heralds are the chosen avatars of each god. There are only ever one for each deity and their word is law within the church. Heralds are chosen at birth and usually marked by their deity's holy symbol. Knight Captains are the respective leaders of each Martial Tradition. Most are detailed in the Martial Tradition description.

Character Creation and Guidelins:

You are one of the eight members of King Varish's new Blade. He has five Initiators (also known as Knights), a divine warrior (Paladin, Warpriest, Inquisitor), a Huntmaster (Rogue, Slayer, Ranger, Hunter), a support specialist (Cleric, Druid, Bard, Skald), and a single collared Mage (Fighter, Rogue, Cavalier, Gunslinger, Brawler, Slayer, Swashbuckler). You must fill one of these roles.

Crunch
Starting Level- 9th
Hitpoints- Max at first, half after that.
Ability Scores- You have a set of 18, 16, 14, 12, 10, and 8, or 14, 14, 14, 12, 12, and 12.
Equipment- You have 10000 gold to spend on starting equipment. This can include any magical object worth 2000 gold or less. Any weapon or armor purchased this way does not need the base +1 magical enhancement to qualify for the additional enhancements.
Traits- You start with three traits, which can include refluffed campaign or region traits. You may trade in all traits for a bonus feat.

Magic Items
You have three different options when it comes to magical items beyond the ones purchased by your starting gold. You can ignore this entirely, instead taking the Automatic Bonus Progression as if your level were 2 higher than it actually is.

Instead you may use Scaled Magic Items. Feel free to refluff these if you want. As the items are scaled by Bauble, Prize, and Wonder, you must have a combination of items that equals up to 90% of your treasure or less. The simplest solution is to just pick three Wonders.

Finally, you may use a Template. It must be a +1 or +2 template. If it is +1, than you may also receive either ABP equal to your level -2 or a scaled magic item(s) that equal out to 30% of your treasure, such as six Baubles or 2 Prizes. If it is a +2 they you will get APB, but starting at your next level. I'm willing to hear any template requests with the exception of undead, but my judgement is more based on how it fits with your character and backstory. I will not approve any template that makes playing the game annoying, such as one that grants a constant fear aura or incorporealness. I will also not approve any simple template. Templates I will automatically let in include Half-Celestials, Half-Fiends, Half-Dragons, Augmented, Lycanthrope (I don't count CR 2 or fewer creatures as having CR), and (Un)Seelie.

Allowed Material
All Path of War Expanded playtest as well as the standard Path of War material is allowed, in addition to the usual paizo content, with the sole exception of Zealot and respectively the Sleeping Goddess Discipline. If you select a position as one of the Initiators you may use all the archetypes found in the Expanded playtest, with the exception of classes that grant psychic powers.

Fluff
I'd like a decent sized backstory and you should feel free to do some worldbuilding if it helps set up your character. The only thing you really need is a reason for Akele to choose you as a Blade. This doesn't necessarily mean that you even need to come from Granson. You could be a relation, a burgeoning adventurer with a fast growing reputation, or even a skilled warrior who wishes to be a Blade no matter the Echelon.

Expect a mixture of combat and roleplaying. There will be problems and how you solve them is up to, but the story will move at a brisk pace so be prepared for that. If you like to examine everything from multiple angles and prepare for every eventuality, please do so outside of the actual game and keep your character moving along.

Guidelines
Valendross as I'm presenting it is a mixture of Steampunk Low Fantasy that sometimes moves into Dark Fantasy and Comedic Fantasy territories. Though guns and other old timey machines are commonplace, such as the telegraph and cotton gin, magical items and high tech items are also prevalent. Please expect to post at least once a day. I try to have combat at a brisk pace and will discuss various ways of moving that along with whomever winds up playing.

Valendross Expanded:

This section is entirely optional to read and is only for people more interested in Valendross.

Terminology
Echelon
They're large floating land masses, with a large variety of terrains, societies, and places. High Echelons rule all others and are the largest, though most are only about the size of a state or province. Low Echelons owe fealty to the high and have dozens of different uses and sizes, ranging from some that are only half a dozen farms to those that have been completely industrialized. Finally, there are the Outer Echelons. Home to a huge number of monsters, Outer Echelons are those that haven't been colonized.

The King
Though I am referring to the position as King, there are just as many Queens among the Echelons. Kings are chosen for life by the Echelon and are always the one person most people on that Echelon consider to be a leader, not necessarily the one most fit to lead. Royal families are common, but not absolute or traditional. A third cousin could become Queen if she accomplished some incredible task or was immensely popular. Fights over becoming Royalty are common and skilled assassins become very busy whenever a King is close to death.

Being King is more than just a title. Kings can tell the physical description and general location of any of their Citizens, so long as they remain on the Echelon. Their word is law, though many see fit to place some of that power in the hands of councilors and magistrates. They're also the only ones capable of swearing fealty to another King, removing Citizenship or granting it. Once per month they may even give a single order to one of their Citizens. This acts as Greater Geas.

Citizens
Becoming a Citizen of an Echelon is usually done by getting born on one, though Kings may grant Citizenship to any who pass the established test or perform some great service. Being a Citizen insures you fall under that Echelons laws and protection. Any Citizen that visits another Echelon falls under their protection, though the law is usually biased against them. For example, a Novanis visiting Eskival would face steep trade taxes, be unable to use any non-essential public services, and be considered guilty until proven innocent if accused by a crime from an Eskivalen citizen.

Exiles are those without an Echelon, either by not being born on one or by their King removing Citizenship. Exiles are not protected by any laws and though heavily frowned on in most Echelons, it is not illegal to harm, rape, or even murder them.

Knights
Also known as Initiators, Knights always belong to a Martial Tradition and usually bear the symbol of their order. Every tradition has a different relationship with any Echelon they have an outpost or base on. It greatly varies depending on what kind of services the organization provides. For example, Reverents of the Lance would have the most privileges on an Echelon that has demons inhabiting Outer Echelons near them, but practically none on an Echelon that rarely sees any monster more dangerous than a wyvern.

Primal Floor
Located below all the Echelons, the Primal Floor is the most dangerous and rewarding locale in all of Valendross. The vast majority of relics can be found there, in addition to some truly powerful monsters. Demons, dragons, undead, aberrations, and all sorts of other monsters prowl the Floor. Wild, unclaimed wilderness goes farther than anyone has ever searched. At least, anyone who came back alive to tell about it.

Technology
Roughly around the level of the late 1800s, though there a number of changes, namely in the form of Skyshifters and firearms. Skyshifters are much sleeker than most airships, most being powered by old age technology. There are number of places that have only heard about many of the new devices, as Valendross itself is entering into something of a golden age for technology.

The Seven High Echelons
Eskival, Land of the Elves
General Knowledge- The greatest of the Echelons, Eskival has over a dozen Low Echelons that owe it fealty. It is large, with vast forests surrounding impossibly beautiful cities. Ambassadors from every High Echelon and a few of the more powerful Low meet there once a year to discuss world spanning issues, an event known as the Summit.

Society- Eskivalen elves see themselves as even greater than others of their own kind and consider Exile to be worse than death. Many of their more powerful noble families rarely leave their estates. There is a small population of Greensinging Elves that never leave the forest and have a tense relationship with their kin in the cities.

Religion- Eona, TG Goddess of Light. Also known as the goddess of civilization, the sun, and life. Though not the eldest, Eona is the most powerful by virtue of having the most parishioners. Usually taking the form of a stunning beautiful and fair haired elven woman, Eona's main commandments take form of a series of epic poetry that most of her followers try to live their lives through.
Weapon- Staff
Domains- Rune, Weather, Sun, and Fire
Holy Symbol- A white robed woman holding up the sun.

Important People- Though it's practically unprecedented, Eskival is actually ruled by two sisters. Pharonis is the Queen of Eskival. Her ascension to the post came as something of a surprise to everyone but her, as she got almost the entire majority of half-elves on her side. Despite only being 200 years old, Pharonis has proven to be inspiring in public, but hard as steel in private.
Pharonis's younger sister Lavonis is the Herald of Eona and easily the second most powerful person in Eskival. Rather than see any potential problems with that much power held by one family, the entire Echelon loves the two sisters and idolizes them.

Maldross, Land of the Divine
General Knowledge- Maldross takes it's divine heritage very seriously as the birthplace of the gods. It is home to Infinite Mount, a steep spire that is said to lead to the god's domain. Though Tielia is their primary deity, all other faiths are welcome in Maldross. It is also one of the few places where Exiles are welcome, provided they agree to serve the faith in some respects.

Society- Religion is the way of life in Maldross. Everything, from days of the week to the time eggs are delivered, is patterned after one of the gods. They realize that way of life is a paradise for some and a prison for others, so the King is often busy granting and removing Citizenship. Despite strict laws against sinful acts, Maldross is also a bustling port, with many coming to pay respects and receive inexpensive healing magic.

Religion- Tielia, LG Goddess of Honor. Said to bar the gates of the god's domain, Tielia is the inspiration for paladins of all stripes. Her word, and that of her followers, is stronger than the toughest steel. Oathbreaker is the absolute worst curse her worshipers can call anyone and many in her church will attest to a deal being made for a small sum of money.
Weapon- Shield
Domains- Protection, Void, Nobility, and Community
Symbol- A steel shield with scratches that reveal gold underneath.

Important People- Marcus Brochevian is Maldross's current King, while Loxlieve is Tielia's Herald. While Marcus manages the Echelon, more people treat Loxlieve as Queen than him as King. Indeed, there are a number of high ranking clergy that consider him nothing more than a bureaucrat. One that performs a necessary duty for sure, but a bureaucrat nonetheless.

Kal, Land of Battle
General Knowledge- Since it is one of the very few Echelons with pre-calamity ruins still in place, as they rose with the city, it became a very dangerous place to live. Naturally, many Initiators settled there. Though the Hobgoblin tutors don't claim to follow any Tradition, every such organization has an outpost and they all look for new talent. Practically unsettled, Kal still has wandering monsters and the duels with fellow Knights can often be just as deadly.

Society- Kal is a place ruled by strength and not just the physical. When their current King feels as if he will no longer be fit enough for battle, a tournament is held. Leaders must assemble their own teams through any methods they possibly can. Cheating is non-existent, because there are no rules to break besides don't kill someone whose surrendered. They can bribe, threaten, cajole, inspire, anything. That mentality is shared across all of Kal.

Religion- Tramillion, CG God of Heroes. If fortune favors the bold, Tramillion favors the suicidal. His name is on the lips of every man that jumped down a dragon's gullet carrying explosives, charged a gang of trolls armed with nothing but a spoon, or wore copper armor while climbing a mountain in the middle of a thunderstorm.
Weapon- Double Bladed Sword
Domains- Glory, Liberation, Strength, and Luck
Holy Symbol- The top half of armor with several weapons embedded in it.

Important People- The current King is Locian Grave, the only man to ever survive a decade on the Primal Floor by himself. Kal's Herald is a hobgoblin, only known as Fletcher and is said to make the finest weapons in all of Valendross. Close to death from a constantly regeneration poison, Locian is said to announce the tourney any day now.

Vasenovis, Land of Freedom
General Knowledge- Though technically ruled by the Lashunta, they do very little actual ruling. Most of the Echelon is covered in scenic terrain, running the gambit from rolling hills, colorful jungles, and vibrant forests. Though their society is somewhat matriarchal, this is something of an old fashioned prejudice and more of an unspoken rule than anything enforced by law. Everyone is free to follow their own path and no one is denied anything so long as it does not bring harm to another.

Society- Most Lashuntans forge long time bonds, with everything from romantic partners to pets to siblings. These bonds are an important part of their society and anyone without at least one such bond depresses them. There are more universities than cities on Vasenovis and practically no standing military. Surrounded on all sides by powerful Echelons, the idealistic nation rarely sees any confrontation more violent than the occasional dire beast.

Religion- Eddon, NG Goddess of Nature. While the Greensingers might pray to the land itself, Eddon is the one that rules over it. From the lowliest insect to the most fearsome bear, all animals are drawn to her grace. She teaches that the land provides all, supports all, and all must live in harmony. Eddon's blessings come most often in the form of healing.
Weapon- Scythe
Domains- Animal, Earth, Healing, and Plant
Holy Symbol- A totem pole of four animals, always a fish, a harmless land dweller, a dangerous land dweller, and at top a bird.

Important People- Queen Joranis leads her people when necessary, but rarely leaves her garden nowadays as peace has been constant for decades. Most of the actual management falls to the University officials, who usually just control whatever town is nearby their school. Eddon's Herald recently died and the search for the new one is currently ongoing, though the lack of an infrastructure is making it difficult.

Novan, Land of Smoke and Steel
General Knowledge- After the calamity, what remained of humanity was forced to live on Novan, a practically barren expanse of rock. Though it's taken centuries, they've managed to make a comeback by exploiting the age old science. Most of the modern inventions still spreading across Valendross come from Novan, a fact human travelers don't often let people forget. What food they receive comes directly from Sub-Echelons, as almost their entire land is covered in cities and factories.

Society- To sum up Novan in two words, they would knowledge and crime. All it takes is one bright idea to elevate someone out of poverty and the government ran school system is constantly on the lookout for those with above average intelligence. For those without it, life is hard on Novan. They have a choice between serving the wealthy, killing their bodies working in a factory, or crime. For a lot of Novanites it's not a hard decision.

Religion- Adur, LN God of Industry. Adur, once known as the God of Smithing, rebranded himself after the calamity and adopted humanity as his former people, the dwarves, were left behind. Now his followers hunt down every last invention from the last age, replicating them if possible or more commonly developing new ideas from their design.
Weapon- A Hammer
Domain- Knowledge, Artifice, Earth, and Destruction.
Holy Symbol- The outline of an anvil filled with gears.

Important People- Beldreth Quelson is the current King of Novan. Once the president of the labor union, his politics underwent a complete 180 upon becoming King. Taxes are crushingly high and Beldreth uses his full power to support the businesses he once claimed to oppose. Unfortunately, Aldur's Herald Vanessa Curve cannot help as she disappeared on a Primal Floor expedition five years ago.

Grollvun, City of Blood
General Knowledge- In Grollvun it doesn't matter who you know, what you can do, or what you've done. All that matters is who your parents were. Though Tieflings are a majority, there are a number of human and elven noble houses that are constantly vying for position. All too often ordinary people get caught in between.

Society- How rank is determined in Grollvun is by prestige and what position you hold within your family. The family's head and primary scion, which is a position decided by the head, hold the most prestige of a house, followed closely by the head's spouse, their other scions, their own siblings, and then their siblings scions. Prestige itself is rated by how wealthy the house, if members of the house have done something noteworthy, how old the house is, and how lavish their events are. It's all very complicated, but most of them understand it.

Religion- Disaris, TN Goddess of Fate. Disaris doesn't play favorites, which is most likely how her people get away with everything they do. She is inexorable, granting spells to whomever prays to her, even if they oppose one another. Surprisingly, Disaris never appears to her followers or gives them commandments. If Disaris has a Herald, he or she has never revealed themselves.
Weapon- Handaxe
Domain- Death, Repose, Air, and Darkness
Holy Symbol- A blank piece of parchment most people decorate with their own name.

Important People- Tinara Fentrix is the current Queen of Grollvun, being the Head of the most powerful family. In her early forties, Tinara is fast losing control of her house. Fentrix expended too many resources gaining the crown and now doesn't have enough to defend against the other houses, particularly House Brec and House Talleath.

Samariss, Land of the Snakes
General Knowledge- Despite being a High Echelon for over eight centuries, Samariss is still considered the newcomer and must prove itself. Originally an Outer Echelon filled to the brim with dangerous reptilian cultists, one Lizan Shaman rose above the rest and with a truly astounding amount of bloodshed brought Samariss to heel. No one knows exactly when it became the den of depravity it is now, but tourists flock there all the same.

Society- For visitors, even those that live there as no one without scales is allowed to become a citizen, Samariss is a wonderful place. Pleasures are cheap, laws are incredibly lax, and enough gold is bandied around that it's easy for some to stick to your fingers. For the inhabitants, it's a different story. Nagaji are the undisputed rulers, with Lizans as their workers and warriors, and Vishkanya as their public face.

Religion- Oris, CN Goddess of Masks. Though she rules over almost anything with scales, Oris considers herself above such pointless restrictions. She teaches to find a goal and achieve it, no matter the cost. As Oris herself gets distracted with a dozen different plots and ideas a day her followers can only do their best to keep up.
Weapon- A hidden blade.
Domain- Trickery, Travel, Charm, and Scalykind.
Holy Symbol- A potion bottle filled with a rainbow of different colors.

Important People- Umeranith is the current Queen of Samariss and has been for quite some time, which is still somewhat surprising to her. A gorgon, she plotted to simply control the new King by using a series of disguised Nagaji. It came as a shock when the Echelon selected her instead of a patsy. Vill Xelk is Oris's Herald and has long since been driven insane by her demands, reducing the once attractive male Vishkanya to a broken shell.

Magic Templates:

There are 21 different Arcane Marks, three for each school of magic with the exception of divination. Only 1 in 1000 people are born with an Arcane Mark, while those who are born with more than one Mark or born with the Master Mark only number in the dozens.

Being born with a Mark acts a template, but one that can increase class levels rather than one that just increases CR. Choosing an additional Mark or upgrading your mark from Novice to Adept or Adept to Master costs an additional level/CR.

While every Mark grants spells, casting these as spell like abilities costs stamina or willpower. Every character with a Mark has a number of stamina points equal to their class level (not including the Mark)+strength modifier+constitution modifier. Willpower points are equal to wisdom modifier+intelligence modifier+charisma modifier. Spending more of these than you can afford has drastic consequences.
Running out of stamina points causes you to become fatigued, which applies a -2 penalty to your spellcasting modifier in addition to its regular effects, but also restores your stamina points to full. Running out again also restores your stamina points to full and causes you to become exhausted, but increases the modifier penalty to -5. If you run out of stamina points while exhausted, no matter how you became so, you die.

Running out of Willpower points brings with it more drastic consequences. Every time you run out of Willpower points you must roll on the Tiefling or Aasimar alternative physical features table, gaining the feature you roll. This restores your willpower points, but you gain that feature in a sudden mutation that is both incredibly painful and paralyzes you for the full round while it grows. Running out of Willpower points more than once per day can actually grant a boon. The second time your run out of willpower points not only do you roll on that table, but your relevant spellcasting modifier increases by +2 while your other two ability scores decrease by -2. This is permanent. Running out of Willpower points a second time causes your relevant spellcasting modifier to increase by +10, but reduces the others to 2 and causes you to gain unlimited willpower points in addition to the regular mutation.

Casting a spell-like ability requires you to expend a number of points, either stamina or willpower, equal to the spell's level. Cantrips expend no points. You may use Metamagic feats with these spell-like abilities, but doing so increases the point cost by +1 for every spell level the feat would have cost. Points are restored after 8 hours of sleep.

Every Mark has three different stages, Novice, Adept, and Master. Each stage improves the base power of the Mark and allows the bearer to cast more powerful spells. Base powers do not stack. Each Mark from the respective school uses charisma, wisdom, or intelligence as their spellcasting modifier.

Abjuration Marks
Mark of the Shield (Charisma)
Novice Mark- +1 Permanent bonus to Deflection AC. Can cast Shield, Shock Shield, and Bullet Ward.
Adept Mark- +2 Permanent bonus to Deflection AC. Can cast Greater Stunning Barrier, Stone Skin, and Wreath of Blades.
Master Mark- +3 Permanent bonus to Deflection AC. Can cast Repulsion, Spell Turning, and Prismatic Wall.

Mark of Protection (Wisdom)
Novice Mark- +1 bonus to all saves. Can cast Resistance, Endure Elements, and Protection From Arrows.
Adept Mark- +3 bonus to all saves. Can cast Protection From Energy, Lesser Globe of Invulnerability, and Life Bubble.
Master Mark- +5 bonus to all saves. Can cast Guards and Wards, Circle of Clarity, and Protection From Spells.

Mark of Pacification (Intelligence)
Novice Mark- +1 attack and +2 damage when using non-lethal attacks. Can cast Peacebond, Alarm, and Arcane Lock.
Adept Mark- +2 attack and +4 damage when using non-lethal attacks. Can cast Dispel Magic, Dimensional Anchor, and Dismissal.
Master Mark- +4 attack and +6 damage when using non-lethal attacks. Can cast Banishment, Anti-Magic Field, and Dimensional Lock.

Conjuration Marks
Mark of Weaponry (Intelligence)
Novice Mark- Can summon a single weapon as a standard action. If it leaves your hand it disappears in one round. Cam cast Icicle Dagger, Fiery Shuriken, and Returning Weapon.
Adept Mark- Can summon a single +1 weapon as a swift action. If it leaves your hand it disappears in one round. Can cast Ice Spears, Pellet Blast, and Whip of Centipedes.
Master Mark- Can summon a single +1 weapon as a free action. If slashing it gains Wounding, if bludgeoning it gains Impact (even if light), if piercing it gains Negating, if ranged it gains Endless Ammunition (even if a firearm). If it leaves your hand it disappears in one round. Can cast Chains of Light, Instant Summons, and Rain of Arrows.

Mark of Aid (Charisma)
Novice Mark- Can channel Positive Energy as a 2nd level Cleric. Can cast Unseen Servant, Obscuring Mist, and Summon Monster 1.
Adept Mark- Can channel Positive Energy as a 4th level Cleric. Can cast Summon Monster 3, Black Tentacles, and Mage's Faithful Hound.
Master Mark- Can channel Positive Energy as a 7th level Cleric. Can cast Summon Monster 6, Rampart, and Maze.

Mark of the Land (Wisdom)
Novice Mark- Gain an Animal Companion as a 2nd level Druid. Can cast Drench, Mudball, and Mud Buddy.
Adept Mark- Gain an Animal Companion as a 4th level Druid. Can cast Swarm of Fangs, Ghost Wolf, and Geyser.
Master Mark- Gain an Animal Companion as a 7th level Druid. Can cast Acid Fog, Create Lesser Demiplane, and Wall of Lava.

Enchantment Marks
Mark of Control (Intelligence)
Novice Mark- Gain a +2 bonus on all charisma based skill checks. Can cast Charm Person, Hypnotism, and Oppressive Boredom.
Adept Mark- Gain a +4 bonus on all charisma based skill checks. Can cast Suggestion, Charm Monster, and Dominate Person.
Master Mark- Gain a +8 bonus on all charisma based skill checks. Can cast Unconscious Agenda, Insanity, and Euphoric Tranquility.

Mark of Support (Wisdom)
Novice Mark- Gain a bonus Teamwork feat that all your allies are considered to also have. Can cast Moment Of Greatness, Compassionate Ally, and Tactical Acumen.
Adept Mark- Gain two bonus Teamwork feats that all your allies are considered to also have. Can cast Heroism, Antithetical Constraint, and Hold Monster.
Master Mark- Gain three bonus Teamwork feats that all your allies are considered to also have. Can cast Greater Heroism, Mass Hold Person, and Power Word Stun.

Mark of Weakness (Charisma)
Novice Mark- Singular enemies hit by your spells take a -2 penalty on all their checks until the start of your next turn. Can cast Daze, Bungle, and Unprepared Combatant.
Adept Mark- Singular enemies hit by your spells take a -2 penalty on all their checks until the end of your next turn. Can cast Psychic Leech, Terrible Remorse, and Feeblemind.
Master Mark- Singular enemies hit by your spells take a -2 penalty on all their checks and AC until the end of your next turn. Can cast Vengeful Outrage, Power Word Blind, and Imprison.

Evocation Marks
Mark of Power (Charisma)
Novice Mark- You may cast any Evocation spell of up to 1st level by paying double the stamina or willpower points. Can cast Light, Magic Missile, and Admonishing Ray.
Adept Mark- You may cast any Evocation spell of up to 3rd level by paying double the stamina or willpower points. Can cast Battering Blast, Resilient Sphere, and Wall of Light.
Master Mark- You may cast any Evocation spell of up to 6th level by paying double the stamina or willpower points. Can cast Forceful Hand, Mage's Sword, and Sunburst.

Mark of the Elements (Wisdom)
Novice Mark- Gain a single Metamagic feat of your choice. Can cast Ray of Frost, Shocking Grasp, and Fire Breath.
Adept Mark- Gain two Metamagic feats of your choice. Can cast Fireball, Ball Lightning, and Cone of Cold.
Master Mark- Gain three Metamagic feats of your choice. Can cast Hellfire Ray, Vortex, and Stormbolts.

Mark of Destruction (Intelligence)
Novice Mark- Increase the damage dealt by your spells by +2. Double this bonus against objects. Can cast Spark, Ear Piercing Scream, and Shatter.
Adept Mark- Increase the damage dealt by your spells by +4. Double this bonus against objects. Can cast Call the Void, Detonate, and Sonic Thrust.
Master Mark- Increase the damage dealt by your spells by +6. Double this bonus against objects. Can cast Elemental Assessor, Hungry Darkness, and Greater Shout.

Illusion Marks
Mark of Shadow (Charisma)
Novice Mark- Gain the Hide in Plain Sight Rogue talent, choosing a single terrain. Can cast Blend, Shadow Weapon, and Blur.
Adept Mark- Gain the Hide in Plain Sight Rogue talent, choosing two terrains. Can cast Illusory Poison, Shadow Step, and Shadow Evocation.
Master Mark- Gain the Hide in Plain Sight Rogue talent, choosing three terrains. Can cast Shadow Stride, Greater Shadow Conjuration, and Greater Shadow Evocation.

Mark of Creation (Intelligence)
Novice Mark- Increase the Will save to disbelieve your illusions by +1. Can cast Ghost Sound, Silent Image, and Mirror Image.
Adept Mark- Increase the Will save to disbelieve your illusions by +2. Can cast Major Image, Hallucinatory Terrain, and Major Phantom Object.
Master Mark- Increase the Will save to disbelieve your illusions by +4. Can cast Permanent Image, Subjective Reality, and Scintillating Pattern.

Mark of Disguise (Wisdom)
Novice Mark- Choose one of the spells available to you and always treat it as if casted with the Improved Duration metamagic feat. This does not increase the spells cost. Can cast Disguise Self, Illusion of Calm, and Invisibility.
Adept Mark- Choose one of the spells available to you and always treat it as if casted with the Improved Duration and Empowered metamagic feats. This does not increase the spells cost. Can cast Adjustable Disguise, Greater Invisibility, and Seeming.
Master Mark- Choose one of the spells available to you and always treat it as if casted with the Improved Duration, Empowered, and Quicken Spell metamagic feats. This does not increase the spells cost. Can cast Mislead, Project Image, and Screen.

Necromancy Marks
Mark of Raising (Intelligence)
Novice Mark- Can channel Negative Energy as a 2nd level Cleric. Can cast Disrupt Undead, Repair Undead, and Command Undead.
Adept Mark- Can channel Negative Energy as a 4th level Cleric. Can cast Halt Undead, Animate Dead, and Ghoul Army.
Master Mark- Can channel Negative Energy as a 7th level Cleric. Can cast Create Undead, Control Undead, and Animate Greater Undead.

Mark of Pain (Wisdom)
Novice Mark- Your attacks inflict 1d4 bleed damage for 2 rounds. Can cast Touch of Fatigue, Chill Touch, and Stricken Heart.
Adept Mark- Your attacks inflict 1d6 bleed damage for 3 rounds. Can cast Howling Agony, Enervation, and Feast on Fear.
Master Mark- Your attacks inflict 1d8 bleed damage for 4 rounds. Can cast Unwilling Shield, Finger of Death, and Orb of the Void.

Mark of Blood (Charisma)
Novice Mark- Every time you deal damage to a creature with a spell, regain a number of hitpoints equal to the spells level. Can cast Bleed, Ray of Sickening, and Brow Gasher.
Adept Mark- Every time you deal damage to a creature with a spell, regain a number of hitpoints equal to the spells level +2. Can cast Vampiric Touch, Bloody Arrows, and Vampiric Shadow Shield.
Master Mark- Every time you deal damage to a creature with a spell, regain a number of hitpoints equal to the spells level +5. Can cast Eyebite, Temporary Resurrection, and Wilting.

Transmutation Marks
Mark of Change (Wisdom)
Novice Mark- Gain a +1 bonus to a single ability score. Can cast Mending, Monkey Fish, and Alter Self.
Adept Mark- Gain a +1 bonus to two ability scores. Can cast Beast Shape, Adjustable Polymorph, and Polymorph.
Master Mark- Gain a +1 bonus to every ability score. Can cast Disintegrate, Giant Form, and Form of the Dragon 3.

Mark of Metal (Charisma)
Novice Mark- All equipment you wear and wield is considered to be Mithral. Can cast Gravity Bow, Stone Fist, and Blood Armor.
Adept Mark- All equipment you wear and wield is considered to be Mithral and Adamantine. Can cast Keen Edge, Stone Shape, and Hungry Earth.
Master Mark- All equipment you wear and wield is considered to be Mithral, Adamantine, and have a +1 magical enhancement bonus. Can cast Dimensional Blade, Control Construct, and Iron Body.

Mark of Force (Intelligence)
Novice Mark- You may cast Telekinesis at will, but only to use Sustained Force and with a max range of a 100 ft. Can cast Animate Rope, Longshot, and Telekinetic Volley.
Adept Mark- You may cast Telekinesis at will, but only to use Sustained Force and Combat Maneuvers and with a max range of a 100 ft. Can cast Fly, Resilient Reservoirs, and Fickle Winds.
Master Mark- You may cast Telekinesis at will, but only with a max range of a 100 ft. Can cast Sonic Form, Reverse Gravity, and Temporal Stasis.


This is the discussion thread for Corruption players. Introduce yourself and repost your finished character sheet (if it's stored somewhere besides on these forums).

For ease of access here is the gameplay thread.
http://paizo.com/threads/rzs2qkyx?Corruptions-Prologue-The-Cobalt-Blade#1

The first order of business is whether or not to use Roll20. I've never used it before, but I've heard good things. If not using roll20, I will just use Imjur links for maps and whatnot. Does anyone have a preference?


The rumors on everyones tongue are all about the powered freaks running around. But underneath that, where the bloated spider of black market information dwells, lies another rumor. This one about an incredibly rare artifact, one worth a king's ransom. Using guile, money, or violence, a group of ne're do wells seek to steal it.
Reportedly held within the Kelovar pathfinder branch, several individuals sneak in the dead of night. Brought together by happenstance, this night will forever seal them together.

*You approach the Pathfinder's warehouse, a squat brown building in the western half of Kelovar. There are no guards, but the it's protections are supposed to be extreme in nature.*


This is the discussion thread for Branded players. Introduce yourself and repost your finished character sheet (if it's stored somewhere besides on these forums).

For ease of access here is the gameplay thread.
http://paizo.com/campaigns/CapesAndCrownsFightForTheFutureOfKelovar/gamepla y#1

The first order of business is whether or not to use Roll20. I've never used it before, but I've heard good things. If not using roll20, I will just use Imjur links for maps and whatnot. Does anyone have a preference?


In the south tenement district, otherwise known as the Bootknifes, trouble is brewing. Sounds of distress announce a terrible calamity. Screams, along with smoke from over a dozen fires, blanket the sky. People are charging through the street, the smallest getting trampled. The Raven Guard are trying to keep order and failing.
Wait! One rubbery black tentacle grasping the side of building reveals this foe. It’s one terrible eye focuses on the emerging heroes. It begins to cast, calling down buffeting winds. Several heavily armed fighters rush forward, no doubt thralls to the enslaving aberrations.

*This entire fight is taking place inside the Bootknife district. Make a local knowledge check to find out about it, though a DC 10 will tell that it's ruled by various gangs and is one of the poorest in the city. Which might explain the lack of a guard presence.
http://imgur.com/UJIK3Pd
This is a quick workup of the area. There are Aboleths on each of the buildings, with fourteen thralls in the streets. Two Raven Guard squads and a Stag squad (four members each) are trying to push their way through the crowd to reach the Aboleths. Running through the crowd puts a 1/2 penalty on movement.
The thralls are moving from the center of the street and are attacking anyone who gets in their way. Tall and brutish, they carry an assortment of axes and swords.*


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There are many different kinds of Dragons in the world, but only one kind of Half-Dragon. With Skinwalkers, optional Tieflings, Aasimars, and Dhampir's it only seems fair to include some love for one of the most popular/abused templates of all time.
These are variations on the abilities offered by the Half-Dragon template, namely the ability score bonuses, defenses, and breath power.

Half-Outer Dragon
Unlike their (relatively) ordinary brethren, Half-Outer Dragons have no natural home or alignment. Where ever they end, most assume roles similar to their draconic parent, usually a lone wanderer if neutral, mysterious hero if goodly, or random destroyer if evil.
Whatever their alignment, Half-Outer Dragons are constantly torn between wanting to explore the stars and being forced to remain in a stable environment.
Special Defenses- Half-Outer Dragons are not immune to Paralysis, a certain type of energy, or Sleep effects. Rather, they do not breathe and are immune to effects that require breathing. This does not grant immunity to cloud or gas attacks.
They also gain SR 21, but it only functions against Transmutation Spells.
Replace the Breath Weapon with the one of the following spell like abilities, used a number of times per day equal to your racial HD.
Lunar Dragon- Blur
Solar Dragon- Dispel Magic
Time Dragon- Slow
Void Dragon- Lightning Bolt
Vortex Dragon- Displacement
Ability Score Bonuses- +6 strength, +4 constitution, +4 intelligence, +4 charisma

Half-Imperial Dragon
Widely celebrated, Half-Imperial Dragons know none of the prejudice of their chromatic or even metallic cousins. Being marked in such a manner is considered incredible fortune and in their homeland most Half-Imperial Dragons rise to positions of power. Of course, if they were to ever leave, most places don't share the same mentality.
Special Qualities- Half-Imperial Dragons are not immune to paralysis effects, sleep effects, or a certain type of energy. Instead, they may use Alter Self 3 times a day.
Replace the Breath Weapon with one of these special movement types.
Forest Dragon- Gain Woodland Stride, as the Druid ability.
Sea Dragon- Gain a swim speed of double you standard speed.
Sky Dragon- Fly speed now has good maneuverability rather than average.
Sovereign Dragon- Increase base speed by 10 ft.
Underworld Dragon- Gain a burrow speed equal to your base speed.
Ability Score Bonuses- +8 strength, +4 constitution, +4 wisdom, +2 intelligence.

Half-Linnorm
The most feared of all Half-Dragons, those born of Linnorms are capable of unspeakable evil. Incredibly arrogant, but shunned by their parents, Half-Linnorms would go to great lengths to prove their superiority, even over their own parents.
In some few remote places, these Half-Linnorm have even garnered the reputation of heroes as they seek to slay Linnorms and other dragons.
Special Qualities- Half-Linnorms do not gain wings, are not immune to paralysis effects, sleep effects, or a certain type of energy. Instead, they act as if under a constant Freedom of Movement spell and are immune to curse effects.
Replace the Breath Weapon with a curse spell like ability. Each curse may only be cast once per day and lasts the entire day. The DC to resist each curse is a Will save equal to 12+the Half-Linnorm's racial HD (minimum 3)+their charisma modifier.
Cairn Linnorm- Target takes 1 point of Constitution damage every minute until reduced 2.
Crag Linnorm- Target gains vulnerability to fire, taking 50% extra damage from fire effects.
Fjord Linnorm- Target can only hold their breath 1/2 the usual time and if spends 2 rounds submerged in water is considered sickened.
Gare Linnorm- If target imbibes any amount of liquid, they are struck by the Suffocation spell. The spell only happens once; if the target survives it the curse is lifted.
Ice Linnorm- Target gains vulnerability to cold, taking 50% extra damage from cold effects.
Taiga Linnorm- Targets gains vulnerability to electricity, taking 50% extra damage from shock effects.
Tarn Linnorm- Target cannot heal through magical means, including potions, spells, or channeling energy.
Tor Linnorm- If target takes at least 10 hp of fire damage from a single attack, they are staggered for 2 rounds, with a Fortitude save reducing it to a single round.
Ability Score Bonuses- +6 strength, +4 constitution, +2 dexterity, +6 charisma

Half-Primal Dragon
Born from Dragons that are practically part elemental themselves, Half-Primal dragons are some of the toughest and strongest creatures around. They have far fewer hangups regarding parentage in comparison to most half-breeds, considering things not concerning survival unimportant.
Most find them too blunt and willing to use their draconic advantages, but Half-Primal Dragons, even the evil ones, tend towards loyalty and responsibility.
Special Qualities- Half-Primal dragons do not gain immunity to paralysis effects, sleep effects, or a certain type of energy. Instead, they gain a single favored terrain dependent on their dragon type.
Umbral Dragon- Urban
Magma Dragon- Desert
Crystal Dragon- Underground
Cloud Dragon- Mountains
Brine Dragon- Water
Replace the Breath Power with augmented melee. Each Primal Dragon has an additional effect added to their natural attacks.
Umbral Dragon- Deals 4 extra points of negative energy damage and is considered to have ghost touch.
Magma Dragon- Deals 4 extra points of fire damage and deals that damage to any enemy that attempts a grapple.
Crystal Dragon- Deals 4 extra points of sonic damage and grants +4 on all Sunder attempts.
Cloud Dragon- Deals 4 extra points of cold damage and gains +2 attack and +4 damage against any enemy in gaseous form or effect that replicates gaseous form.
Brine- Deals 4 extra points of acid damage and any enemy that is hit by a critical hit is also stunned for 1 round. Any ability that grants the same thing, extends the stun for 1 round.
Ability Score Bonuses- +8 strength, +8 constitution, +2 intelligence.

Others
These are even more optional than the templates above. While those at least made some sense, these do not. Still, they're neat and especially allowing GM's should have fun with them. I'm mostly making them for fun.

Half-Ravener Dragons
How or why these undead monstrosities bore children is the stuff of nightmares. As Raveners themselves are incapable of laying eggs, any Half-Ravener must have a draconic father.
Special Qualities- Half-Ravener's do not gain immunity to paralysis effects, sleep effects, or resistance to a certain energy type. Instead, they gain the negative energy affinity trait, healing from negative energy and taking damage from positive energy.
Replace the Breath Weapon with the following power. All Half-Ravener Dragon's possess a greatly weakened version of their father's Soul Ward.
Minor Soul Ward- Whenever an attack would reduce a Half-Ravener Dragon below 1 hitpoint, it instead reduces him to 1 hitpoint.
Ability Score Bonuses- +6 strength, +2 dexterity, +2 wisdom, +4 intelligence, +4 charisma

Half-Jabberwock
'Twas brillig, and the slithy toves
Did gyre and gimble in the wabe;
All mimsy were the borogoves,
And the mome raths outgrabe.
Defenses- Instead of a +4 bonus to AC, Half-Jabberwock's gain DR 4/Vorpal.
Special Qualities- Are no different than a standard half-dragon's, being immune to sonic energy.
Replace the Breath Weapon with the following ability.
Minor Burble- Targeting one enemy within 30 ft, a Half-Jabberwock can Burble at them, which is a solid ball of nonsense words in various languages. This deals 1d6 sonic damage equivalent to the number of languages the Half-Jabberwock knows (max 5). This ability can be used any number of times per day, but each language can only be used for a single 1d6.
Ability Score Bonuses- +8 strength, +6 constitution, +2 wisdom, +2 charisma.

Half-Woundwyrm
A templar that falls near the World Wound may find a fate worse than death...
Movement- A Half-Woundwyrm does gain wings, but with fly speed limited to 20 ft (average maneuverability). He also gains 20 ft of swim speed and 20 ft of burrow speed.
Special Qualities- Half-Woundwyrms are not immune to paralysis effects, or sleep effects. They are immune to gaze attacks, poison, and acid damage.
Replace the Breath Weapon with power to cast Acid Fog once per day as a spell like ability.
Ability Score Bonuses- +8 strength, +6 constitution, +2 intelligence, +2 charisma

Half-Spine Dragon
Hailing almost exclusively from Numeria, Half-Spine Dragons are the most physically shunned of their kind. Rows of razor sharp spikes cover their skin, cutting both those going for punch and hug alike.
Special Qualities- Half-Spine Dragons are not immune to paralysis effects or sleep effects. They are immune to rays and sonic energy.
Replace the Breath Weapon with the following ability.
Spines- Half-Spine Dragon are always considered to have masterwork armor spikes, even when not wearing armor. Once per day they may fire these armor spikes, which functions as a normal melee attack with them, but with a range of 30 ft.
Ability Score Bonuses- +8 strength, +6 constitution, +4 wisdom.

Half-Clockwork Dragon
Not born so much as made, Half-Clockwork Dragons are far more than flesh and bone.
Movement- Half-Clockwork dragons do not gain wings and cannot fly.
Special Qualities- Half-Clockwork Dragons do not gain standard Half-Dragon immunities. Instead, they gain all immunities of the Construct type.
Replace the Breath Weapon with the following power.
Adamantine- Half-Clockwork Dragon's gain DR 4/adamantine and their natural attacks are considered adamantine.
Ability Score Bonuses- +10 Strength, +10 Dexterity


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Kelorav. Golarion’s newest metropolis, it originally began as a penal colony and alternative port to Absalom. It has since transformed into a full out city of over forty thousand people, most from Absalom seeking a better fortune. Built by ramming dozens of siege towers and magical fortresses into the remnants of an ancient Azlanti settlement, Kelorav has grown by leaps and bounds. Unfortunately, those leaps are usually into the second floor window and the bounds are running away from guards. It’s citizenry is comprised of entrepreneurs seeking to get rich in the boom town and criminals seeking to prey on those entrepreneurs.
Hastily built docks, overflowing prisons, still active magical dungeons, and very few rules means Kelorav is constantly blurring the line between city and dungeon. It’s a place of danger where the smart can get rich and the violent steals the smart’s riches. Nefarious pirates and smugglers, wishing to avoid Absalom’s practiced scrutiny, dock with no questions asked. Failed and corrupt guardsmen are sent to Kelorav as punishment, with most assuaging the sting by taking any and all bribes.
Perhaps the most dangerous secret lies beneath the city itself. The Azlanti ruins, which most believed to be a vacation town or a port for overflow, was actually a secret military base where the Azlant conducted hundreds of strange experiments to combat their Aboleth masters. With so much activity on the surface, something is bound to give and it does. One night, just a few months ago, a ball of blue light shone in the center of town.
It began to expand and in just a few hours had enveloped all of Kelorav. At first, everything seemed normal. That just two short days later. Rumors began to fly around, of ordinary people bending steel or outrunning horses. These tales grew in both detail and impressiveness. From spitting fire to summoning spiders, people with no magical talent began to perform miracles. People being people, it wasn’t long before they began to prey on the innocent. Those who used their powers to take what they wished and kill without mercy, they became known as the Corruptions.
However, there is always balance. Others with powers awoke with mysterious brands of golden flame and became focused on Kelorav’s protection. They were known as the Branded, heroes without peer, and forced into impossible danger.

The party consists of four to five Branded, people granted extraordinary powers. The rules for character creation are pretty different than usual and should be read through carefully before making a character. In case it wasn’t obvious, this is not a Society sanctioned game.

Character Creation

Spoiler:
This is a gestalt campaign. For those of you not familiar with Gestalt D&D, it’s where you take two different classes and mix them together. There are a few different ways to do this, but we’ll be using the most simplistic one. Simply put, combine two different classes together, gaining the benefits of both. For example, a 10th level Sorcerer/Barbarian would have a fort save of +7, a ref save of +3, a will save of +7, a BAB of +10, and have access to all the class features of both a 10th level sorcerer and 10th level barbarian.
Most of the character templates presented below are monsters or empowered monsters. For these templates, your appearance, size, and alignment do not change. Simply gain access to the creature’s stats, senses, natural abilities, etc. How these effects appear in game is entirely up to you. A dragon might breath fire and have massive wings, but you could simply fly without physical attachments and blast flame from your hands. For any truly strange abilities, be sure to state how they appear in game in your character description.

Character Creation Rules
Ability Scores- Is 25 point buy, if not playing a monster template character. If using a monster template character, simply use their ability scores, but apply the ability score increases normally given to a level 10 character.
Hit Points- Is max at first level and half after that. If your monster template has class levels, apply half that classes’ HD to their for every level, obviously including any constitution bonuses. If the constitution bonus of a monster template increases, they gain additional hp, just like a normal character. If your normal class side of the gestalt has a higher hp than the monster side, than use the class side.
Gold- Every character starts with 20,000 gp in equipment. Their job takes care of rent and food. Please only select things that you would feasibly carry around with you. A guardsmen or noble would never have the gear of a dungeon delving adventurer.
Traits- Choose two, I don’t care which ones.
Allowed Material- Any official Paizo is fine, but feel free to ask for third party. Absolutely no Psionics.
Alignment- When it comes to alignment, consider this to be Eberron. There are definite shades of grey. A lawful good character could kill a child if he considered it be for the greater good while a neutral evil character would protect that child if it went against his personal code. Play characters, not alignments.
Backgrounds- I like an extensive background, but two or three paragraphs is all that’s necessary.
Gestalt- Choose one of the options below for ½ of your Gestalt. Some monster templates are CR10 and do not need class levels, but most aren’t. If you need help adding class levels to a monster, pm me.
Leveling Up- You do not accrue experience. Instead, leveling up is a story event and happens at certain milestones, such as a timeskip or defeating a notable enemy.
Templates- When I refer to Monster Templates, I mean templates that come from an actual Bestiary entry, not a template as presented by Paizo. Any Paizo template that has a CR adjustment doubles that adjustment in level adjustment.

Character Templates
Choose one of these. It represents the additional powers granted the mysterious event. No two characters can have the same template, except if that template has multiple options. In that case, not two characters can choose the same option.

Generic Templates
Powerless- This is no actual template. Instead, it’s a character that was actually unaffected by the event, but branded anyways. Choose both sides of the gestalt and gain an additional 20,000 in starting gold.
Lycanthrope- Gain the lycanthrope template, choosing any CR 3 or less Animal, Magical Beast, or Vermin. Gain 8 levels in another class.
Animal Lord- Gain the Animal Lord template, choosing any CR 2 or less Animal or Vermin. Gain 6 levels in another class.
Phase Creature- Gain the Phase Creature template. Gain 6 levels in another class.
Shadow- Gain the Shadow Creature template. Gain 8 levels in another class.
Shadow Lord- Gain the Shadow Lord template. Gain 6 levels in another class.
Diamond- Gain the Diamond creature template. Gain 6 levels in another class.
Broken Soul- Gain the Broken Soul template. Gain 6 levels in another class.

Dragon
Half-Dragon Gain the Half-Dragon template. (For the breath weapon increase 1d6 damage dealt by ½ character level, not racial HD). Gain 6 levels in another class.
Dragon- Choose any CR10 metallic or chromatic dragon. Add no additional class levels.
Drake- Choose a Flame, Forest, Frost, River, or Shadow Drake, adding the appropriate class levels.
Faerie Dragon- Gain 8 levels in another class.

Undead
Undead Template- Choose the Vampire, Lich, or Grave Knight templates. Gain 6 levels in another class.
Pale Stranger- Gain no levels in another class. Start play with the Pale Stranger’s equipment, but not treasure.
Witchfire- Gain one level in another class.
Mummy- Gain 5 levels in another class.
Phantom Armor, Phantom Lancer- Gain 4 levels in another class.

Fey
Fey Creature- Gain the Fey Creature template. For the purposes of this template, you are considered HD 13. Gain 6 levels in another class.
Nereid- Gain no levels in another class.
Nymph- Gain 3 levels in another class.
Pixie- Gain 6 levels in another class.
Quickling- Gain 6 levels in another class.
Spring Heeled Jack- Gain 7 levels in another class.
Bogeyman- Gain no levels in another class.
Cold Rider- Gain two levels in another class. Start with the Cold Rider’s equipment.

Construct (All construct template characters have at least 10 intelligence)
Glass Golem- Gain two levels in another class.
Alchemical Golem- Gain one level in another class.
Angelic Guardian- Gain 5 levels in another class.
Clockwork Mage- Gain 1 level in another class.
Bone Golem- Gain 2 levels in another class.
Guardian, Gargoyle- Gain 2 levels in another class.
Robot, Gearsmen- Gain 6 levels in another class.
Terra Cotta Archer- Gain 4 levels in another class.

Mythical Beasts
Blink Dog- Gain 8 levels in another class.
Dragon Horse- Gain 1 level in another class.
Dweomer Cat- Gain 3 levels in another class.
Giant Owl- Gain 5 levels in another class.
Manticore- Gain 5 levels in another class.
Unicorn- Gain 7 levels in another class.
Worg- Gain 8 levels in another class.
Chimera- Gain 3 levels in another class.

Elementals
Elemental- Choose a single greater elemental; Earth, Fire, Ice, Water, Lightning, Gravity, Air, Mud, Magma, or Cold Iron. Gain 1 level in another class.

Outsiders
Half-Fiend- Gain the Half-Fiend template. For the purposes of this template, your HD is 10. Gain 6 levels in another class.
Half-Celestial- Gain the Half-Celestial template. For the purposes of this template, your HD is 10. Gain 6 levels in another class.
Aeon, Theletos- Gain 3 levels in another class.
Agathion, Vulpinal- Gain 4 levels in another class.
Azata, Yamah- Gain 5 levels in another class.
Devil Steed- Gain 2 levels in another class.
Axiomite- Gain 2 levels in another class.
Bebilith- Gain no levels in another class.

Magical Humanoids
Doppleganger- Gain 7 levels in another class.
Mothman- Gain 5 levels in another class.
Girtabilu- Gain 2 levels in another class.
Dark Stalker- Gain 6 levels in another class.
Medusa- Gain 3 levels in another class. (Turn off petrifying gaze as a free action)
Storm Hag- Gain 3 levels in another class.
Harpy- Gain 6 levels in another class.
Minotaur- Gain 6 levels in another class.

Jobs- Select one of these jobs. Jobs earn a weekly income, can garner resources, or raise renown.
Income- Is purely how much extra gold you make in a fortnight. Bad is a 100, Decent is 300, Good is 500, and Best is 800.
Resources- Various equipment or services you can use from your organization. Bad is none, Decent is basic ammunition only, Good are 3rd level spells and masterwork ammunition, Great are 5th level spells and +1 ammunition, and Best is 8th level spells and +2 ammunition.
Renown- How well liked you are in Kelovar. This acts as both a bonus to charisma skill checks, requesting aid, and a few other effects. Bad is -2 on all charisma skill checks. Decent is 0 on all charisma skill checks. Good is +2 on all charisma skill checks and requesting the aid of any 3rd level character. Great is +4 on all charisma skill checks and requesting the aid of any 5th level character. Best is +6 on all charisma skill checks and requesting the aid of any 8th level character.

The Watch- Be a high ranking member of the Kelovar watch, as either the patrolling Stag Watch, the investigating Wolf Watch, or the special response team Raven Watch.
Income- Bad, Resources- Great, Renown- Good
Crime- Belong to one of the two crime organizations, the monstrous humanoid Bloodscar or the human only Vetch Family. Striking out as a solo criminal could be prosperous, but dangerous.
Income- Great, Resources- Good, Renown- Bad
Adventurer- Come to Kelovar looking for adventure!
Income- Decent, Resources- Bad, Renown- Best
Business- Either own a small business or have a large share in a big one or company.
Income- Best, Resources- Bad, Renown- Decent
Scholar- Get paid, usually by the Absalom government, to research the various structure and mysteries surrounding Kelovar.
Income- Decent, Resources- Decent, Renown- Decent
Agent- Work for a major religion or government looking for a foothold in Kelovar.
Income- Decent, Resources- Best, Renown- Bad
Merchant- Make a living buying and selling various goods.
Income- Great, Resources- Decent, Renown- Bad
Priest- Work in a temple devoted to one or more gods.
Income- Bad, Resources- Good, Renown- Best
Entertainer- Play music, perform acrobatics, etc.
Income- Good, Resources- Bad, Renown- Great
Profession- Any other job that comes to mind.
Income- Good, Resources- Decent, Renown- Decent