Grace the aspiring Templar's page

89 posts. Alias of Viluki.

Discussion up

Whatever the reason you came Hollow's End you are now all standing before a bounty/jobs sign next to the deserted tavern.

Help wanted, the herbalist Laurel requires able bodied adventurers to assist her in gathering supplies. Pay will twenty five gold per person, Laurel may be found at her shop in the middle of town.

Welcome to Alkenstar land of guns, steam and magitech! Read on if your looking for guns and (magi)technology instead of swords and sorcery.

This game is designed to test out Thunderscape content as such at least three of the five party slots must be Thunderscape classes, the Hollows last hope trilogy (and perhaps Hungry are the Dead) will be what I am running albeit it heavily modified. This will be a more outdoors type of game against such things as mutants, undead and so forth.

Combat will be theater of the mind since this will rarely if ever involve dungeon diving.

Selection will take place a day or two after New Years, you will be given twenty four hour notice.

Hollow's end:

Hollow's End is a small village deep within the mana wastes, it was founded on a small vein of manite ore and is a typical boom town from the wild west.

Notables include Boss Tweed who is the local 'boss" of the mines and is a petty, vicious individual who will try to get away with as much as he can in the mines.

Deldrin Baleson is a half elf (of the Drow variety) and is the sheriff of Hollow's End. He is perhaps the only authority figure in Hollow's End that regularly stands up to Tweed and company.

Gavel Thuldrin Kreed, the head of the mines when it comes to paperwork and management. Suspected by many both of extortion and embezzlement.

Magistrate Vamros Harg, a vicious bastard who is the "mayor" of the town. His more evil excesses have so far been restrained by Baleson despite Harg's threats and (attempts) to remove him.

Players (with GM review) can create connections and so forth here for their backstory.

Alkenstar, the uncanon version:

Years ago a desperate band of refugees made their way to the mana wastes, they encountered all manner of mutants, abominations and even greater dangers from the blighted desert...
Then they came upon a group of Drow explorers and history was changed forevermore... The Drow quickly learned the information they desired from these refugees and concluded that the refugees would be more valuable alive and loyal then as bleached bones in the desert...

The Drow sent the refugees supplies and weapons... In exchange the nation of Alkenstar as it would become known would beholden to the Drow city-states of the Underdark, serving the Drow as their hand upon the inhospitable surface world...

From the Underdark flow guns, ammo, grenades, cannons and all manner of strange items. Alkenstar takes these items and sales them to the outside world and use them to survive...

Untold rewards and riches unfathomable await those who would dare the wastes of Alkenstar...alongside unimaginable horrors and strange wonders from a war of mages...

Do you have what it takes to make it in Alkenstar? Will you retire upon a a bed of gold or will your bleached bones serve as a grim testament to the dangers of the wastes?

The crunch:

point buy 20
level 2
starting gp 500
Alignment any non evil
races allowed all core plus Drow and Mutant (see their sections), featured and uncommon races will require more convincing.
Classes allowed. Fighter, Alchemist, Rogue, Slayer, Investigator, Gunslinger, Cavalier, Swashbuckler, Spell Less Ranger, all thunderscape classes except for the Thaumaturge.
Firearms (see Firearms section).


Drow, we all remember them as spider worshiping, demon loving psychopaths with a severe case of backstabbing disorder. Or as clichéd rangers duel wielding scimitars with panther companions, frankly I don't know which is worse...

Say hello to these Drow who are neither of the above, they are a hardy and intelligent race of industrialists who gave the surface world guns, magitech and a host of other interesting stuff.

Relations with other races: Most of the world only knows legends and hearsay about the Drow (since they tend to lurk in the Underdark or in Alkenstar) as such they have a reputation as amazing scientists and engineers who can seemingly defy any challenge... While this quite true the Drow do nothing to dismiss such illusions and flights of fancy.

Drow and Elves however have a deep (but recent) racial hatred (or at least apathy). To the Elves the Drow are earth destroying monsters who seem to only exist to strip mine entire regions of all resources. To the Drow elves are backward primitives desperately fighting to hold territories with what...paintbrushes?

Drow Racial Traits
+2 Constitution, +2 Intelligence, –2 Charisma: Drow are both hardy and intelligent but know that honeyed words will not stop a roper from strangling you...

Elf: Drow are humanoids with the elf subtype.

Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Drow have a base speed of 30 feet.

Darkvision: Drow can see in the dark up to 120 feet.

Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Skill Training: All Drow consider the Perception and Stealth skills to be class skills.

Underground Sneak
Drow gain +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.

Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.

Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Weapon Familiarity: Drow are proficient with all Firearms except the Sniper Rifle.

Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.


Mutants are those who have been tainted by the storms that ravage the mana wastes, they are mistrusted by most and are the tieflings of Alkenstar.

Mutant Racial Traits
+2 strength, +2 Constitution, -2 Cha. Mutants are strong and hardy but their appearance damns them in social encounters.

Mutants are Aberrations (they gain darkvision 60 feet).

Medium: Mutants are Medium creatures and have no bonuses or penalties due to their size.

Mutations: Mutants are a wild and varied lot, select three mutations from the following list. Each mutation can only be selected once.

Natural Armor +1
Natural attack
Poison Resistance
Spell Resistance, Lesser
Terrain Stride

Normal Speed: Mutants have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Mutants with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Firearms in world of Aden are much simpler then in Pathfinder and will be used, they are house ruled however to maintain the attack to touch AC rule (natural armor is considered touch AC).

Holdout pistol: cost 10 gp, damage 1d6, crit x3, range 30 feet
pistol: cost 25 gp, damage 1d8, crit 19-20x2, range 30 feet

Scattergun: cost 75 gp, damage 3d4, crit x3, range 20 feet
Rifle: cost 50 gp, damage 1d10, crit x3, range 60 feet

Sniper Rifle: cost 100 gp, damage 2d6, crit 18-20x3, range 110 feet

Armor Piercing (10) 5 gp
Bull (10) 10 gp
Heavy (10) 2 gp
Rubberized (10) 1 gp
Sniper (10) 3 gp
Standard (10) 2 sp
Wounding 20 gp

Firearm Weapon Descriptions
Holdout: This is an extremely small and easily concealed
firearm, designed to be used as a last resort. The holdout grants
a +4 bonus to Sleight of Hand checks to conceal it. The range
penalties for a holdout firearm are double that of a normal ranged
weapon (-4 per range increment). Reloading a holdout is a move
Pistol: This basic weapon is the most common firearm
weapon. It consists of a short handle and trigger and a short
barrel. Reloading a pistol is a move action.
Rifle: You need at least two hands to use a rifle, regardless of
its size. This firearm features a long barrel and a sturdy stock,
granting the weapon an excellent mix of range and firepower.
Reloading a rifle is a move action.
Scattergun: This weapon has two parallel barrels and allows
two shots (one from each) before it requires reloading. The
scattergun requires a full round action to reload (both barrels are
reloaded at the same time).
Alternately, you can fire both barrels in a single attack. When
doing so, you can either choose to inflict 4d4 damage against a
single target or attack two adjacent targets, applying a -4 penalty
to your attack roll against each and inflicting 2d4 damage per
Sniper Rifle: Though this weapon counts as a firearm, it
requires an exotic weapon proficiency to use. Precision damage
(such as sneak attack) may be applied to an attack with a sniper
rifle as long as a move action is used to aim the weapon in
the same round in which it is fired. The Sniper rifle requires a
standard action to reload.

Ammunition Description
Armor Piercing: This type of ammunition ignores up to 2
of natural armor bonus to AC. The firearm
inflicts damage as if it were one size smaller, skipping Small size
if the firearm is designed for a Medium creature. (See Tiny and
Large Weapon Damage, Chapter 6, Pathfinder Core Rulebook.)
Bull Shot: This special scattergun ammunition is designed
to deliver extreme amounts of kinetic energy to its targets over
a wide area, knocking them off their feet. A scattergun loaded
with bull shot always delivers a bull rush or trip attack (their
choice) after inflicting damage on a target within the weapon’s
first range increment. This maneuver is made with a -4 penalty to
the shooter’s CMB. If both barrels are fired at once, the scattergun
gains no bonus damage but also receives no penalty to CMB.
Scatterguns using this ammunition inflict one less die of damage
than normal.
Heavy Shot: This ammunition type is expensive but is made
of purer metals and hits especially hard. It grants a +2 damage
bonus. (This bonus is doubled if you are firing both barrels from
a double barreled scattergun.) Attack rolls while using heavy shot
suffer a -1 penalty to hit.
Rubberized Shot: This advanced form of ammunition uses
a magically treated form of Kyanite tree sap. These bullets are
designed to remain as hard and inflexible as metal until exposed to
high velocities, whereupon they soften and flatten. The resulting
mass strikes its target with great force, but does relatively little
lasting harm. Half of the damage inflicted by these bullets is
nonlethal damage. The range increment of a weapon using this
type of ammunition is halved. This ammunition cannot be used in
rifles or sniper rifles.
Sniper Shot: This type of ammunition is designed for
maximum aerodynamics and range. The weapon gains a +1
bonus to hit, rather than a -2 penalty, for each range increment
of distance between the attacker and his target. This applies only
for the first five range increments; you begin accruing penalties
normally beyond this point. Attacks against enemies within the
weapon’s first range increment suffer a -2 penalty to hit. This
ammunition can only be used with rifles and sniper rifles.
Standard Ammunition: This ammunition type is inexpensive
and offers a +1 damage bonus. (This bonus is doubled if you are
firing both barrels from a double barreled scattergun.)
Wounding Shot: This type of ammunition is designed to
fragment upon striking, and it causes grisly wounds. The target
suffers 1 point of bleed damage every round until it receives
magic healing or a DC 15 Heal check.

Note to Gunslingers:

Due to the nature of firearms in this game some of your deeds may not be as useful as previously imagined (or not work at all), talk with me and these useless deeds will be replaced with something more useful...

We are in need of assistance with our new homebrewed Drider Queen class, specifically her Web Weaver abilities called "Web Traps".

Web Trap, crude (1st level spell equivalent)
Web Trap (2nd level spell equivalent)
Web Trap, Improved (3rd level spell equivalent)
Web Trap, Fine (4th level spell equivalent)
Web Trap, Exceptional (5th level spell equivalent)
Web Trap, Perfect (6th level spell equivalent)

Since we don't have much in the way of expertise we are hoping that some resident trap experts might arise from the woodwork. Also if you wanting to see what we've done so far with the drow queen take a gander here( page=2).

And in advance thanks to any homebrewers and trap experts.

male Xen'Dragon level 20 Xen'Dragon

You all "awaken" in the same room, it smells of the sea, salt and something you cannot even describe...

Barnacle ignore the following two spoilers you were captured in a different manner.

Perception 10:

You taste a spice on your tongue called "nutmeg"...

Craft, alchemy 15 or knowledge nature 10:

The aftertaste of nutmeg is a clear sign of Taggit poisoning...

A strange looking construct is right next to all of you, he is bound in a massive net...

The Capture of Barnacle:

You walked out of the inn and were beset upon by numerous thugs, you were quickly captured in a net...


Make a sleight of hand check, if you beat the dc of 15 you can have one thing on you such as a dagger in your boot...

male Xen'Dragon level 20 Xen'Dragon

Discussion is open.

Recruitment is closed for now.

Alright I know that somewhere on these boards lurk those such as myself who have a taste for the following links (please note that I have Murphy's Law of clickable links, they refuse to do it).

Now if these links kindle your desire for some occult fun I have some for you... If enough interest is displayed I will be rolling out a homebrew world (along with fellow players) however I won't do all the GMing, I myself want a piece of the action and yet no campaign for those of occult inclinations has emerged. As such I propose a different campaign then from most, instead of the traditional over arching adventure form level 1-15 like an adventure path this will be done by a far more "modular" basis. Adventures themselves will be relatively short affairs, lasting say two levels each, after each adventure we will rotate GM's via dice roll with the current GM's number being excluded form the die roll. Do I have any takers?

male Xen'Dragon level 20 Xen'Dragon

This is design discussion

male Xen'Dragon level 20 Xen'Dragon

Prepping for a campaign, no recruitment at this point.

male Xen'Dragon level 20 Xen'Dragon

You all have arrived at the Leaky Dingy to meet with the famous Karnathi war hero who will be leading the expedition... The waves and wind outside batter the Leaky Dingy on its stilts and cause the place to rock back and forth. The patrons seem not to care though as they gamble away their gold and drink themselves into a stupor... Welcome to Xen'drik brave adventurers, welcome to your new home...

male Xen'Dragon level 20 Xen'Dragon

thread is ready to go

We all know that eberron is popular and so is kingmaker, so to satisfy both needs they will be combined. First brave adventurers read the poster.

the poster:

The lords of Stormreach call upon you to join the Xen'drik expedition, join i the grand adventure of a lifetime! Explore the interior of Xen'drik and revel in wealth and glory! Those of you who prove themselves worthy will be ade viziers of the new territories and will be given great honors and wealth. Join today with expedition master Kalin Drask, fabled hero of karnnath and leader of the glorious expedition! Sign up at the leaky dingy in the harbor.

character creation:
Any Common and featured race is allowed in addition to the Warforged and Changelings. Warforged also have the option of using the following subraces and tieflings, assimars and dhampirs may use bloodlines.
The agile are a variety of warforged suited for the more usbtle aspects of warfare, 2+ dex, 2+ wis and -2 cha.
The officers are a variety of warforged made to command other warforged, 2+ str, 2+cha and -2 wis
The Mindforged only come from Xen'drik and House Cannith never made any of them, 2+ cha, 2+ int and -2 wis.
all non evil alignments are allowed.
Hp is to be max for your first 2 levels and then half your hit dice+con modifier.
You start at level 2 and any class except for the antipaladin, sythesist summoners and gungslingers can be used. Determine your stats by focus/foible, select one stat to be 18, another to be 8 and roll 1d10+7 for the remaining stats. Traits are 1 per character as for those who are selected I will give a custom trait.

this recruitment will last for a week and you must just convince me but convince your fellow players who are already onboard. They are 137ben. Browman and Tenro. We have 2 slots available and we will be using hero points or you can choose an extra feat instead. Also psionics is allowed from dreamscar press. Use this for the Warforged and Changeling as well as eberron religions.

Any questions brave heroes (and antiheroes)?

The arcane rebellions is set in a world of my own making, or rather a kingdom at any rate. The setting is the Valkans a collection of loosely allied fiefdom's controlled by the clergy of the One True God, Astimas (LE, domains Evil, Law, Fire, Sun}. In order to put the Valkans under their complete control all magic not of Astimas is outlawed on pain of death by fire.

Now brave heroes or vengeful anti-heroes must launch the arcane rebellions! Will you show compassion or will you seek revenge? Will you upon overthrowing the church of Astimas consign its members to their own pyres or will you give them the mercy of a swift death? The choice is your's, but remember the price of failure it beyond reckoning.

Note I do not intend to GM this campaign unless no other GM's step forward in which case I will GM it, but do note that I will be a first timer GM.

House rules 20 point buy, any paizo race allowed. Gunslingers may not join (this is set in the height of religious supersition think spanish inquisition). Ninja's, Samurai and wizards need justification. The former two not being western medieval approiate, must have exceptionally good backstories to explain their existance in the Valkans. The wizard due to the exceptional training they have to go through must either be a foreighner or have a suitably stealhy theme to explain surviving in the Valkans.

The one other rule is thou cannot be a divine class of any description of Astimas, you may be an infiltrator of the church and attempt to brink it down from the inside out, but you cannot be an Astimas believer. Any others gods are allowed (all other gods are enemies of Astimas).

The Gunslingers being forbidden and the Astimas rule are the only ones I want a GM who takes over this campaign to follow. Reason for making this campaign in the first place is not to allow a good idea to go to waste (may the arcane rebellion be glorious!).