Half-Orc Warrior

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50 posts. Organized Play character for Whack-a-Rogue.



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The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city's necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they'll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

Feel free to check in and RP as desired. We'll begin the lottery once everyone's character is ready.


All around is a wall of sickly yellow fog, tumbling through the alley’s canyon of crumbling, gray brick walls like some jaundiced flash flood. Ahead, the unfamiliar alley splits, curving to the left and right. Behind, from the silent swell of mist, emanates the sound of footsteps — slow, but somehow keeping pace with the careening, hungry wave.

We're operating in combat rounds, but since you don't necessarily know your Initiative modifier at the moment, you can act now. You're 5ft from the fork in the alley - which is 10ft wide. If you don't act within 24hrs, I'll act for you.


N Construct Blank Slate 1
Vitals:
HP 10/10 | AC 10 T 10 FF 10 | F +0 R +0 W +0 (immune mind-affecting) | CMD 10 MSD 11 PSD 10 | Init +0 | Perc +1
Abilities:
Hit Dice 1/1 | Spell Points 1/1 | Channel Energy 3/3 | Rage Rounds 4/4 | Arcane Potential 0/3

This is a sample profile. You're not required to use this format, but I thought it might be helpful. The information in the "Vitals" spoiler is important to include in your profile header, though, so make sure to incorporate that somewhere.

Character Creation:
Stat allocation is a multi-step process, but it’s quite quick. Start with your racial attributes, and then add +2 to anything that hasn’t already been boosted. This can be used to negate a penalty if so desired. Example: An Undine would gain +2 DEX, 2 WIS, and -2 STR. I’m going to assign that +2 to STR.

STR 10 DEX 12 CON 10 INT 10 WIS 12 CHA 10

Due to amnesia, you have no background, so that step is being skipped. Instead, add +2 to any two stats. The only restriction is that you can't "double-up" on a stat.

STR 12 DEX 12 CON 12 INT 10 WIS 12 CHA 10

Third, gain +2 to a stat that’s tied to your class. This will generally be your spellcasting or practitioner modifier, but it’s fairly flexible. Example: The Undine is a Druid, so he’s gaining +2 WIS.

STR 12 DEX 12 CON 12 INT 10 WIS 14 CHA 10

Last, gain +2 to four different stats of your choice. The only restriction is that you can’t “double-up” on a stat. Example: I’m putting them in STR, DEX, CON, and WIS.

STR 14 DEX 14 CON 14 INT 10 WIS 16 CHA 10

Optional: Take -2 to two stats to gain +2 to one other.

STR 14 DEX 14 CON 14 INT 8 WIS 18 CHA 8
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You’ll also gain a single trait of your choice and 150gp to purchase gear.

House Rules
Perception is no longer a skill. Instead, your Perception bonus is equal to your character level + WIS + any additional modifiers. Skill Focus (perception) can still be taken, as can anything else that boosts Perception. Out of combat, I'll assume everyone is "taking 10" on Perception unless you state otherwise. Warning: Traps won't show up with this automatic check unless you have Trap Spotter or a similar ability.

I mentioned the Hit Dice mechanic in the recruitment thread, but as a reminder, you have a pool of “hit dice” equal to your character level. These can be used to power an ability related to your background or used to heal by spending an hour patching yourself up. In terms of actions, this is similar to the actions needed to prepare spells (and can be performed during that same period). The amount of healing is determined by your class (d6 for Wizards, d8 for Rogues, etc).

Feint and Demoralize are now “psychological maneuvers.” PSB (psychological maneuver bonus) is determined by BAB + CHA. PSD (psychological maneuver defense) is 10 + WIS + PSB.

The "social skills" have been reduced to two: Deception and Influence. Usage should be pretty self-explanatory. :-)

Jumping is no longer determined through the Acrobatics skill. It's been moved to the new Athletics skill along with climbing, swimming, and running.

Since the skill list has been changed, quite a few Combat Spheres have been adjusted. For example, the Gladiator sphere grants a bonus to Influence (threaten) equal to your BAB, and the Beastmastery sphere grants ranks in Handle Animal regardless of the selected package.
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Even though your characters aren't fully built, the game is starting right now. Head over to the Gameplay thread. Good luck!


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N Construct Blank Slate 1
Vitals:
HP 10/10 | AC 10 T 10 FF 10 | F +0 R +0 W +0 (immune mind-affecting) | CMD 10 MSD 11 PSD 10 | Init +0 | Perc +1
Abilities:
Hit Dice 1/1 | Spell Points 1/1 | Channel Energy 3/3 | Rage Rounds 4/4 | Arcane Potential 0/3

This is a sample profile. You're not required to use this format, but I thought it might be helpful. The information in the "Vitals" spoiler is important to include in your profile header, though, so make sure to incorporate that somewhere.

Character Creation:
Stat allocation is a multi-step process, but it’s quite quick. Start with your racial attributes, and then add +2 to anything that hasn’t already been boosted. This can be used to negate a penalty if so desired. Example: An Undine would gain +2 DEX, 2 WIS, and -2 STR. I’m going to assign that +2 to STR.

STR 10 DEX 12 CON 10 INT 10 WIS 12 CHA 10

Next select a background, gain one of the two listed stat boosts, and then add +2 to any stat that wasn’t boosted this step. Example: That Undine is a Hermit. He assigns the boost to CON and puts the free boost to STR.

STR 12 DEX 12 CON 12 INT 10 WIS 12 CHA 10

Third, gain +2 to a stat that’s tied to your class. This will generally be your spellcasting or practitioner modifier, but it’s fairly flexible. Example: The Undine is a Druid, so he’s gaining +2 WIS.

STR 12 DEX 12 CON 12 INT 10 WIS 14 CHA 10

Last, gain +2 to four different stats of your choice. The only restriction is that you can’t “double-up” on a stat. Example: I’m putting them in STR, DEX, CON, and WIS.

STR 14 DEX 14 CON 14 INT 10 WIS 16 CHA 10

Optional: Take -2 to two stats to gain +2 to one other.

STR 14 DEX 14 CON 14 INT 8 WIS 18 CHA 8
------------------------------------------------------------------------
You’ll also gain a single trait of your choice and 150gp to purchase gear.

House Rules
Perception is no longer a skill. Instead, your Perception bonus is equal to your character level + WIS + any additional modifiers. Skill Focus (perception) can still be taken, as can anything else that boosts Perception. Out of combat, I'll assume everyone is "taking 10" on Perception unless you state otherwise. Warning: Traps won't show up with this automatic check unless you have Trap Spotter or a similar ability.

I mentioned the Hit Dice mechanic in the recruitment thread, but as a reminder, you have a pool of “hit dice” equal to your character level. These can be used to power an ability related to your background or used to heal by spending an hour patching yourself up. In terms of actions, this is similar to the actions needed to prepare spells (and can be performed during that same period). The amount of healing is determined by your class (d6 for Wizards, d8 for Rogues, etc).

Feint and Demoralize are now “psychological maneuvers.” PSB (psychological maneuver bonus) is determined by BAB + CHA. PSD (psychological maneuver defense) is 10 + WIS + PSB.

The "social skills" have been reduced to two: Deception and Influence. Usage should be pretty self-explanatory. :-)

Jumping is no longer determined through the Acrobatics skill. It's been moved to the new Athletics skill along with climbing, swimming, and running.

Since the skill list has been changed, quite a few Combat Spheres have been adjusted. For example, the Gladiator sphere grants a bonus to Influence (threaten) equal to your BAB, and the Beastmastery sphere grants ranks in Handle Animal regardless of the selected package.
------------------------------------------------------------------------
While you’re building your character, there’s one more thing to do. All of you are an official adventuring party. You’re in the city of Wati preparing to participate in a combination archaeological expedition and grave-robbing excursion. This is (reluctantly) sponsored by the Church of Pharasma. Work together to figure out how you formed your group and what its name will be. :-)


Here's the thread for Strange Aeons. As a reminder, we're on the second stage of recruitment: character concepts. No real crunch at this time - I'm looking at party roles to make sure things are relatively balanced. The amnesia aspect of this campaign leaves the potential for things to go in interesting directions, so I'd like to know your thoughts regarding incorporating some "character creation during gameplay" elements. When I ran this in person, I started with freeform RP and then handed out pregens based on player actions, but that's not a great idea for a PbP with a group of strangers. ;-)


I'm looking for 3-5 people interested in playing through either Mummy’s Mask, Reign of Winter, or Strange Aeons. If none of these spark joy, I’m open to other ideas. I own all of the PF1 APs, Extinction Curse, Zeitgeist, Savage Tide, and Way of the Wicked.

I run a heavily-modified version of Pathfinder that includes Elephant in the Room, a slightly adjusted Automatic Bonus Progression, Spheres of Might/Power, PF2e-esque character creation, and numerous subsystems and adjustments to almost all of the classes. If this doesn't scare you away, I have a private website linked in my profile that contains all the info. Don't worry: you don't need to become an expert in this – in fact, you don’t even need to look at the website right now. While I use it in my PbPs, it was originally set up for my in-person group, so there are certain elements that won’t be used. If you do glance over it, I'm more than happy to answer questions, but get more into it during the next recruitment stage.

Recruitment: I run my PbP recruitments in stages, so I'm not looking for character submissions at this time. I repeat: do not give me anything character-related aside from the barest fluff – and even that isn’t needed and will not be taken into consideration for this stage. Due to the idiosyncrasies of the PbP format, crunch is the least important part to a successful campaign. What matters more is player investment, sustainability, and "being on the same page," so to speak. In other words, the first step is for us to get a feel for each other. I'll go first. XD

About Me:
Hi, I'm Whack-a-Rogue/YBD, a sign language interpreter and former PFS Store Liason. I live in Colorado (MST) and work in the public school system. I'm in my mid 30s and happily married to a fellow gamer (10 years and counting). Non-PF hobbies include miniature painting, sleight of hand, and modded Skyrim.

I've been playing Pathfinder since Ultimate Equipment came out and would consider myself extremely knowledgeable system-wise. As a player (and as a GM), I prefer a good balance of roleplay and rollplay. Interactions between PCs are a particular love of mine, and if PCs are roleplaying well, I have no problem delaying a plot update until the interaction is done. I like my combats interesting and will often cut out or handwave encounters that the party would steamroll. Since PbP is so slow, it's important to keep things moving, and nothing bogs a game down like combat.

As a PbP GM, I've run a wide variety of games. Notable highlights include Rise of the Runelords with an all-Goblin party, a solo mythic tristalt “forgotten deity” homebrew, and an eight-person RoW campaign that lasted for almost six years. I’m currently running a gestalt CotCT campaign (started September 2020; currently starting Book Six) and just completed a solo gestalt S&S campaign (started June 2021; finished February 2024) on these boards if you want to see samples of my style. My posting availability varies (especially when school is in session), but you can generally count on a post or two every evening.

Other game-related stuff: I'm not particularly verbose, so if you're looking for thousand-word essays about crinkling grass and falling leaves, I'm not the GM for you. On the other hand, if your approach to NPC interactions is "I roll Diplomacy. 23", I won't be a good fit, either. As mentioned above, I'm quite knowledgeable about Pathfinder RAW, but I'm also a big fan of 'Rule of Cool.' If you want to do something that's not exactly in the rules, we can probably work something out. If the extensive homebrew ruleset didn’t make it clear, I own a massive library of 3pp material and am not afraid to pull things from it as needed. I've even ported over Dungeon World and 5e material on occasion. Player agency and fun are huge things for me, so I'll do everything in my power to facilitate your cool ideas in a balanced fashion. As an example, I particularly enjoy the “traps as puzzles” philosophy, so while rolling Disable Device is always a viable option, I love it when players find a creative workaround. That's about it for me right now. If you have any questions, feel free to ask. I'm looking forward to gaming with you. XD

Now it's your turn. Don't forget to tell me which AP is your preference. I'll advance to the next recruitment stage at the end of next week.


Jacques Lacrimoisi
You wake up with a terrible headache. Still, that's a small price to pay for the incredible time you had last night. You met someone who sailed with your grandmother! He must be a lot older than he looked, though. That would explain why he kept saying her ship was the Banshee. Regardless, the drink he brought you was incredible - and strong! Knocked you right out. Come to think of it, where are you now? This definitely isn’t the tavern….

Ragnhild Demondottir
You wake up with a terrible headache. Still, that’s a small price to pay for the incredible time you had last night. Stories, singing, making new friends! And one friend in particular… You don’t remember what happened after you followed them out back for a bit of fun, but it must have been good. Although this doesn't look like your bedroom ... or their bedroom ... or a bedroom. More like a cargo hold. What the hell happened?!?

Zenj'ya
You wake up with a terrible headache. Still, that's a small price to pay for the incredible time you had last night. Last night was nothing like you’ve ever experienced. Beautiful singing, pleasant company, and wonderful food. Oh, heavens, the food! Such delicacies! So nice of that lady to buy them for you. You definitely ate way too much, though, since you passed out shortly after finishing your meal. Wait a minute… Where are you now? A cargo hold? What’s going on?
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As your eyes adjust to the dim light, you realize that you’re not alone. There are three of you in total – all people from the Formidably Maid tavern last night. They all seem to be in the same condition as you – slightly the worse for wear and just waking up. You also realize that (aside from the item I gave you in the Discussion thread) your gear’s gone. That includes armor, but not clothing. What the hell happened? You each have time for one post, then things start happening….
Jacques Perception DC 7: 1d20 + 2 ⇒ (16) + 2 = 18
Ragnhild Perception DC 7: 1d20 + 2 ⇒ (8) + 2 = 10
Zenj'ya Perception DC 7: 1d20 + 5 ⇒ (17) + 5 = 22
Your morning breath tastes a bit like nutmeg. Strange, you don't remember eating any last night....


Howdy! Let's figure out what we're playing. I have every PF1 AP, a couple PF2e APs, and several 3pp APs - although I have yet to read through all of them. As this is a rather spur-of-the-moment decision on my part, I'm very flexible regarding campaign selection. In no particular order, here are some potential options. I've run all of these in the past to various degrees of completion.

- Kingmaker (traditional party, Goblins, or Kobolds)
- Rise of the Runelords (traditional party or Goblins)
- Curse of the Crimson Throne (GMd to completion)
- Skull & Shackles
- Reign of Winter
- Strange Aeons (this would be tricky, as I tend to use partially pregenerated PCs to simulate amnesia)

I've also run portions of both Zeitgeist and Way of the Wicked, but I don't consider either campaign a good fit for PBP. The former is extremely lengthy, and leveling happens very slowly - potentially an entire year IRL before you'd reach Level Two. The latter is a weird combination of super-railroady and extremely open-ended, and I've found that it can leave players confused as to what to do - especially since it's not particularly well-written.
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I'm including a link to my website in the campaign header. It's approximately 95% complete, but I often tinker with it as new things come out. For example, Legendary Games just released their martial class compendium, and it'll probably lead to me making some minor adjustments to Barbarians and Fighters. There's no need to think too hard about classes yet - we don't even know exactly what we'll be playing. I'll go through notable houserules later, but feel free to glance through the website if the mood strikes you. XD


I've been running a "Curse of the Crimson Throne" campaign for *checks date* exactly two years now. It's been a great time thus far, but about a month ago, one of the players disappeared. To keep things moving, we're sent the character off on a solo quest (in case the player comes back) and are now looking to bring in a new PC. If anyone's interested in throwing their hat into the ring, now's a great time. XD

There is something you should know, though. I run a very extensive homebrew ruleset that modifies a large portion of the game. Elephant in the Room, Spheres, psychological maneuvers, innate bonuses, etc. Honestly, there's way too much to put in a post. I have a website where all the details can be found, but that's not needed right at the moment. After all, this recruitment is for an existing, long-running campaign, so mechanics are the least-important part of a character submission right now.

If you haven't been scared off, yet, we're looking for a Level 10 gestalt character. Due to where we are in the campaign, it makes the most sense for the character to be a Shoanti. In regards to party composition, we have a Dwarf Brawler/Incanter who's focused on pulverizing people with his bare hands and being practically unkillable. The missing player is a Half-Orc Fighter/Urban Ranger//Sorcerer who's focused on feinting, fire, and divination.
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If you're interested, tell me a bit about yourself. Don't worry about anything mechanical right now; in my experience, player dynamics make or break a campaign, so we're going to focus on that instead of character submissions. Besides, it's not fair to make people spend a bunch of time making a 10th-level gestalt character in a homebrew system if we're only looking to select one person. Feel free to browse the Gameplay and Discussion threads to get a feel for our style. In addition to the Batman motif that permeates the campaign, there've also been general themes of "working through past hurts for the greater good" and "finding my purpose."


And so you were captured for your wicked deeds and justly condemned. Perhaps at first, you weren’t sure of your destination. Perhaps you did not know where they sent criminals as wicked and as unrepentant as you. Soon enough you would learn your fate. You were thrown in a wagon, manacled and bound. You were hooded with a sackcloth bag. You were watched and ordered not to speak a word. Any disobedience was punished by a sharp knock to the head or in the gut. You could feel the movement of the wagon, but where were you headed?
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Hooded and bound, there was little you could see as you were brought to Branderscar prison. But you’ve always had sharp ears, and you remember hearing quite a bit. There was the cry of a seagull. You must be near the ocean. The wagon came to a stop, and you heard the bark of a dog, which was quickly silenced by a command. That means a well-trained guard dog, and judging from the sounds you heard later, more than one. The wagon began moving again and only a few minutes later did you arrive at your destination. You were dragged inside a building past more than one mocking guard. You went upstairs and heard the heavy *thunk* of a door being unlocked. Only then did they remove your hood and put you in your cell, chaining you with your arms above your head. You could smell the burning brazier in the next room. You were about to be marked as one of the forsaken. Welcome to Branderscar prison.

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 you have 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. Or perhaps you await the ‘gentle’ ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. 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 been chained in a cold cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. 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 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.

Your old life is over. Hope is a fading memory. Justice will be fairly meted. And who can blame fair Talingarde after what you have done?


You awake with a splitting headache. Must have drank too much. Someone had made it big and was celebrating by buying the entire tavern all the drinks they wanted. And you certainly indulged yourself. They don't have good pirate rum in Tian Xia, so you had several years of catching up to do.

Looking around, you realize you're on a ship! It's a bit dark belowdecks, but you can see three other people - two men and a woman. They seem to just be waking up, too. Like you, they appear to have nothing but the clothes on their backs. What happened?

Perception: 1d20 + 1 ⇒ (13) + 1 = 14
You can faintly taste nutmeg, which is odd since you don't remember eating or drinking anything with that spice.


Post all out-of-character discussion here. This is also the place to post level-up changes and gear purchases. For the moment, dot here with your character concept and any questions you might have. I've listed some preliminary crunch in case you want to start working on your build, but don't feel like you need to rush that part. Since there's so much homebrew involved, I want to make sure you're as comfortable as possible.
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Before we do anything else, solo games are challenging, so you deserve a buff of some sort. First off, you'll get Toughness as a bonus feat. Second, you'll gain max hit points each level. Third, you have a fun choice to make. You can either play a gestalt character OR begin the campaign a level higher than usual. Let me know which is your preference. The reason I say "a level higher than usual" is because I'm pretty sure you've played through a portion of this AP before. If that's the case, we don't need to start at the beginning (most games end during/immediately after the prison break) if you don't want to. Let me know your preference in that regard. XD
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A few things to note, rules-wise.
- Perception is no longer a skill. Instead, it's calculated according to (character level + WIS mod + any bonuses). Essentially, all characters get max ranks in Perception for free, but nobody gets it as a class skill.

- Feint and Demoralize are now considered "Psychological Maneuvers." PSB (offense) is BAB + CHA mod + any bonuses. PSD (defense) is 10 + BAB + WIS mod + any bonuses.

- Lore is a skill now. This has two uses. First, you can use Lore to make relevant Knowledge checks untrained. For example, if you don't take Knowledge (divine) but have Lore (Aroden), you'll be able to attempt checks on anything Aroden-related. Second, if you DO have the associated Knowledge skill, you can add your Lore bonus to the Knowledge check. So, if you have both Knowledge (divine) and Lore (Aroden), you'll get a nice bonus when attempting Aroden-related checks.

- Climb, Swim, and Jumping have been rolled into a new skill: Athletics.
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STAT GENERATION
This is a four-step process that will result in all attributes between 8 and 18.
1) Select a race and gain the relevant attributes and abilities. You'll also get a free ability boost that can go anywhere except a stat that's already been boosted. This can be used to eliminate one penalty if desired. If the race you want isn't listed on my website, feel free to run it past me.
2) Choose one of your starting classes and gain an ability boost in that class's spellcasting or practicioner attribute. Wizards use INT, Bards use CHA, Monks use WIS, etc. This ensures you're capable of using all class features at Level 1 even if you normally have a racial penalty. If you have a selectible attribute (like Fighters do), the ability boost needs to match. For classes with a wonky attribute (like Barbarians and CHA), feel free to run an alternative attribute by me if desired.
3) Choose a Background and choose one of the ability boosts. You'll also get a free ability boost that can go anywhere except whatever ability you already picked.
4) Boost four unique stats of your choice.

In case you need extra clarification, this is basically identical to PF2e's character creation system, so feel free to reference that as needed.

Traits: Select one trait of your choice. This doesn't have to be a campaign trait if you find a different one you'd like more.

That should be enough to get started. Send me any questions you have.


Post all out-of-character discussion here. This is also the place to post level-up changes and gear purchases. For the moment, dot here with your character concept and any questions you might have. I've listed some preliminary crunch in case you want to start working on your build, but don't feel like you need to rush that part. Since there's so much homebrew involved, I want to make sure you're as comfortable as possible.
--------------------------------------------------------------------------- -------------
Before we do anything else, solo games are challenging, so you deserve a buff of some sort. First off, you'll get Toughness as a bonus feat. Second, you'll gain max hit points each level. Third, you have a fun choice to make. You can either play a gestalt character OR begin the campaign at Level Two. Let me know which is your preference. XD
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A few things to note, rules-wise.
- Perception is no longer a skill. Instead, it's calculated according to (character level + WIS mod + any bonuses). Essentially, all characters get max ranks in Perception for free, but nobody gets it as a class skill.

- Feint and Demoralize are now considered "Psychological Maneuvers." PSB (offense) is BAB + CHA mod + any bonuses. PSD (defense) is 10 + BAB + WIS mod + any bonuses.

- Lore is a skill now. This has two uses. First, you can use Lore to make relevant Knowledge checks untrained. For example, if you don't take Knowledge (divine) but have Lore (Aroden), you'll be able to attempt checks on anything Aroden-related. Second, if you DO have the associated Knowledge skill, you can add your Lore bonus to the Knowledge check. So, if you have both Knowledge (divine) and Lore (Aroden), you'll get a nice bonus when attempting Aroden-related checks.

- Climb, Swim, and Jumping have been rolled into a new skill: Athletics.
--------------------------------------------------------------------------- -------------
STAT GENERATION
This is a four-step process that will result in all attributes between 8 and 18.
1) Select a race and gain the relevant attributes and abilities. You'll also get a free ability boost that can go anywhere except a stat that's already been boosted. This can be used to eliminate one penalty if desired. If the race you want isn't listed on my website, feel free to run it past me.
2) Choose one of your starting classes and gain an ability boost in that class's spellcasting or practicioner attribute. Wizards use INT, Bards use CHA, Monks use WIS, etc. This ensures you're capable of using all class features at Level 1 even if you normally have a racial penalty. If you have a selectible attribute (like Fighters do), the ability boost needs to match. For classes with a wonky attribute (like Barbarians and CHA), feel free to run an alternative attribute by me if desired.
3) Choose a Background and choose one of the ability boosts. You'll also get a free ability boost that can go anywhere except whatever ability you already picked.
4) Boost four unique stats of your choice.

In case you need extra clarification, this is basically identical to PF2e's character creation system, so feel free to reference that as needed.

Traits: Select one trait of your choice. This doesn't have to be a CAMPAIGN TRAIT if you find a different one you'd like more.

Starting Gear: any class-specific gear (holy symbol, spell component pouch, etc) + 150gp worth of equipment. Then roll 1d100, and I'll give you something interesting.

That should be enough to get started. Send me any questions you have.


I'm looking for someone interested in attempting to solo an Adventure Path. I own all the PF1e APs, Zeitgeist, and Way of the Wicked and am rather flexible when it comes to which adventure to run. Either "Skull & Shackles" or "Way of the Wicked" would likely be easiest, though, as both have easy access to supporting NPCs and an overarching plot that makes sense for a single character. In addition, both of these campaigns have sections that are rather open-ended, so having a single decision-maker will help prevent stalling.

I run a heavily-modified version of Pathfinder that includes Elephant in the Room, variant Automatic Bonus Progression, Spheres of Might/Power, PF2e-esque character creation, optional subsystems, and adjustments to almost all of the classes. All told, it makes for a rather high-powered gaming experience. If this doesn't scare you away, I have a private website linked in my profile that contains all the info. Don't worry - you don't need to become an expert in this. I'm more than happy to answer questions and offer assistance as needed. We'll hash out the nitty-gritty bits during character creation.

Recruitment: I run my PbP recruitments in stages, so I'm not looking for character submissions at this time. Due to the idiosyncrasies of the PbP format, crunch is the least important thing. What matters now (especially for a solo game) is player investment, sustainability, and "being on the same page," so to speak. In other words, the first step is for us to get a feel for each other. I'll go first. XD

About Me:
Hi, I'm Whack-a-Rogue/YBD, a sign language interpreter and former PFS Store Liason. I live in Central Florida (EST) and work in the public school system. I'm in my early 30s and happily married to a fellow gamer (7 years and counting). Non-PF hobbies include miniature painting, sleight of hand, and League of Legends: Wild Rift.

I've been playing Pathfinder since Ultimate Equipment came out and would consider myself extremely knowledgeable system-wise. As a player (and as a GM), I prefer a good balance of roleplay and rollplay. Interactions between PCs are a particular love of mine, and if PCs are roleplaying well, I have no problem delaying a plot update until the interaction is done. I like my combats interesting and will generally cut out or handwave encounters that the party would steamroll. Since PbP is so slow, it's important to keep things moving, and nothing bogs a game down like combat.

As a PbP GM, I've run quite a few high-powered solo campaigns and once had a RoW campaign that lasted almost six years. It survived a serious illness and two moves, so you can know that I'm not the kind of GM who will just vanish on you. My posting availability varies (especially when school is in session), but you can generally count on a post or two per day. For a solo game, this component isn't as important, as we'll generally be able to learn each other's posting habits and work around them, but it's still good to know my norms.

Other game-related stuff: I'm not particularly verbose, so if you're looking for thousand-word essays about crinkling grass and falling leaves, I'm not the GM for you. On the other hand, if your approach to NPC interactions is "I roll Diplomacy. 23", you won't be a good fit, either. As mentioned above, I'm quite knowledgeable about Pathfinder RAW, but I'm also a big fan of 'Rule of Cool.' If you want to do something that's not exactly in the rules, we can probably work something out. I have access to a massive library of 3pp material and am not afraid to pull things from it as needed. I've even ported over 5e material on occasion. Player agency and fun are huge things for me, so I'll do everything in my power to facilitate your cool ideas in a balanced fashion. That's about it for me right now. If you have any questions, feel free to ask. I'm looking forward to gaming with you. XD

Now it's your turn. XD Don't forget to tell me which AP is your preference. I'll keep this recruitment stage open until the end of the week.


Post all out-of-character discussion here. This is also the place to post level-up changes and gear purchases. For the moment, dot here with your character concept and any questions you might have. I've listed some preliminary crunch in case you want to start working on your build, but don't feel like you need to rush that part. Since there's so much homebrew involved (and Spheres + Gestalt is already complicated), I want to make sure you're as comfortable as possible.

STAT GENERATION
This is a four-step process that will result in all attributes between 8 and 18.
1) Select a race and gain the relevant attributes and abilities. You'll also get a free ability boost that can go anywhere except a stat that's already been boosted. This can be used to eliminate one penalty if desired. If the race you want isn't listed on my website, feel free to run it past me.
2) Choose one of your starting classes and gain an ability boost in that class's spellcasting or practicioner attribute. Wizards use INT, Bards use CHA, Monks use WIS, etc. This ensures you're capable of using all class features at Level 1 even if you normally have a racial penalty. If you have a selectible attribute (like Fighters do), the ability boost needs to match.
3) Choose a Background and choose one of the ability boosts. You'll also get a free ability boost that can go anywhere except whatever ability you already picked.
4) Boost four unique stats of your choice.

In case you need extra clarification, this is basically identical to PF2e's character creation system, so feel free to reference that as needed.

Traits: Select one trait of your choice. Since you're not starting in a Brandescar prison cell, it doesn't have to be a campaign trait if there's something else you'd rather take. If you're so inclined, you can select an additional trait by taking a drawback, but it needs to be something that can be roleplayed at least occasionally.
Starting Gear: any class-specific gear (holy symbol, spell component pouch, etc) + 200gp worth of equipment. You also get a silver unholy symbol of Asmodeus and an iron circlet that functions as a hat of disguise. Then roll 1d100, and I'll give you something interesting.

Oh, and you'll start at Level Three since we're skipping the prison escape and the Nine Lessons minidungeon. I don't remember there being any major loot in the first part of Book One, but I'll look through it tomorrow and make sure I'm not overlooking anything. There's a fair chance you'll get a little extra starting gold, but that's probably about it.

That should be enough to get started. Send me any questions you have.


Post all out-of-character discussion here. This is also the place to post level-up changes and gear purchases. For the moment, dot here with your character concept and any questions you might have. I've listed some preliminary crunch in case you want to start working on your build, but don't feel like you need to rush that part. Since there's so much homebrew involved (and Spheres + Gestalt is already complicated), I want to make sure everyone's as comfortable as possible.

STAT GENERATION
This is a four-step process that will result in all attributes between 8 and 18.
1) Select a race and gain the relevant attributes and abilities. You'll also get a free ability boost that can go anywhere except Dexterity. This can be used to eliminate one penalty if desired. If the race you want isn't listed on my website, feel free to run it past me. Korvosa is predominantly human, but there are a fair few dwarves, elves, and halflings. Other races are rather rare, but don't let that stop you. If you want to be the city's only Kitsune, for instance, that's perfectly fine.
2) Choose one of your starting classes and gain an ability boost in that class's spellcasting or practicioner attribute. Wizards use INT, Bards use CHA, Monks use WIS, etc. This ensures you're capable of using all class features at Level 1 even if you normally have a racial penalty. If you have a selectible attribute (like Fighters do), the ability boost needs to match.
3) Choose a Background and choose one of the ability boosts. You'll also get a free ability boost that can go anywhere except whatever ability you already picked.
4) Boost four stats of your choice.

Traits: Select one trait of your choice. If you're so inclined, you can select an additional trait by taking a DRAWBACK, but it needs to be something that can be roleplayed at least occasionally.
Starting Gear: any class-specific gear (holy symbol, spell component pouch, etc) + 150gp worth of equipment and mundane items. Then roll 1d100, and I'll give you something interesting.

That should be enough for everyone to get started. Send me any questions you have: my weekend just started and the wife's visiting their parents, so I'm extremely available for the next two days.


Korvosa, the Jewel of Varisia, has long sparkled on the shore of Conqueror's Bay. Established just over 300 years ago by Cheliax at the height of that empire's expansion, the city now commands its own destiny. A line of Korvosan kings and queens emerged to rule the city, establishing an infamous seat of power - the Crimson Throne. Rulers have sat upon the Crimson Throne for more than a century, and the city has flourished; yet the monarchy always seems on the brink of disaster. The Crimson Throne is not a prize to be won - it is a curse. No monarch of Korvosa has died of old age, and none has produced an heir while ruling. Even though King Eodred II controls Korvosa more fully than any previous monarch, that control remains tenuous, and many secretly count the days until their latest king falls to what they call the Curse of the Crimson Throne.

Don't post here yet; I'll have unique introductions once character creation's done.


Post all out-of-character discussion here. This is also the place to post level-up changes and gear purchases. For the moment, dot here with your character concept and any questions you might have. I've listed some preliminary crunch in case you want to start working on your build, but don't feel like you need to rush that part. Since there's so much homebrew involved (and Spheres + Gestalt is already complicated), I want to make sure everyone's as comfortable as possible.

STAT GENERATION
This is a four-step process that will result in all attributes between 8 and 20 (normally 18, but Goblins are special).
1) Since Goblins aren't one of the listed races on my website, use THIS for the first bit. You'll also get a free ability boost that can go anywhere except Dexterity. This can be used to eliminate one of the penalties if desired. All alternate race traits are fair game.
2) Choose one of your starting classes and gain an ability boost in that class's spellcasting or practicioner attribute. Wizards use INT, Bards use CHA, Monks use WIS, etc. This ensures you're capable of using all class features at Level 1 even if you normally have a racial penalty. If you have a selectible attribute (like Fighters do), the ability boost needs to match.
3) Choose a Background and choose one of the ability boosts. You'll also get a free ability boost that can go anywhere except whatever ability you already picked.
4) Boost four stats of your choice.

Traits: Select one trait of your choice. If you're so inclined, you can select an additional trait by taking a DRAWBACK, but it needs to be something that can be roleplayed at least occasionally.
Starting Gear: any class-specific gear (holy symbol, spell component pouch, etc) + one Dagger, Dogslicer, or Horsechopper + 75gp worth of equipment and mundane items. No, you can't sell the weapon for extra starting cash, but you can give it to a party member or elect not to take it. Unused gp is lost, so if you have extra, feel free to give it to party members who are feeling cash-starved. Then roll 4d100, and I'll give you some miscellaneous items of potential use.

That should be enough for everyone to get started. Send me any questions you have: my weekend just started and the wife's visiting their parents, so I'm extremely available for the next two days.


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Male (he/him) Aberration (bodysnatcher)

The town of Sandpoint needs you!
The coastal town of Sandpoint has faced few trials and dangers over the course of its forty-two year history, until recently ... Now, the sleepy fishing town's citizens are beset with strange nightmares and the hinterlands are in turmoil with a troubling uptick in goblin activity. What Sandpoint needs are
*ugk*


I've been taking a lengthy hiatus from the forums, but since in-person gaming isn't really an option right now, I thought I'd get back in the PbP saddle and try to start something up. :-)

I'm looking for people who'd be interested in playing through a PF1e Adventure Path. In my experience, the PbP format works best with a small party, so I'll only be selecting 2-3 people. If there's a great deal of interest, I'll consider opening up a second table, but we'll play that by ear.

I run a heavily-modified version of Pathfinder that includes Elephant in the Room, variant Automatic Bonus Progression, Spheres of Might/Power, PF2e-esque character creation, customized scaling magic items, and adjustments to almost all of the classes. All told, it makes for a rather high-powered gaming experience. If this doesn't scare you away, I'll provide the info in more detail.

In terms of adventures, I'll leave that up to you! I own all the PF1e Adventure Paths, Way of the Wicked, and Zeitgeist. In my experience, Kingmaker and S&S don't work great as PbPs, and Zeitgeist is iffy due to the slow-paced investigation-heavy nature. I'd prefer to run RoW or CotCT but am quite flexible. The important thing is for everyone to be invested in keeping the campaign going for what could potentially be several years. :-)

If you've read all this and are still interested, tell me a little about yourself and let me know what you'd like to play.

About Me:
Hi, I'm Whack-a-Rogue/YBD, a sign language interpreter and former PFS Store Liason. I live in Central Florida (EST) and work in the public school system. I've been playing Pathfinder since Ultimate Equipment came out and would consider myself extremely knowledgeable system-wise. As a player (and as a GM), I prefer a good balance of roleplay and rollplay. Interactions between PCs are a particular love of mine, and if PCs are roleplaying well, I have no problem delaying a plot update until the interaction is done. I like my combats interesting and will generally cut out or handwave encounters that the party would steamroll. Since PbP is so slow, it's important to keep things moving, and nothing bogs a game down like combat.

While it's been a while, I used to be heavily active as a PbP GM. I've done quite a few high-powered solo campaigns and once ran a RoW campaign that lasted almost six years. You can generally expect one daily gameplay post from me at a minimum. I'm very consistent in that regard. The RoW campaign I mentioned survived job changes, moves, and a serious illness. I'm not the kind of GM who will just vanish on you.

Other game-related stuff: I'm not particularly verbose, so if you're looking for thousand-word essays about crinkling grass and falling leaves, I'm not the GM for you. On the other hand, is your approach to NPC interactions is "I roll Diplomacy. 23", you won't be a good fit, either. As mentioned above, I'm quite knowledgeable about Pathfinder RAW, but I'm also a big fan of 'Rule of Cool.' If you want to do something that's not exactly in the rules, we can probably work something out. That's about it for me right now. If you have any questions, feel free to ask. I'm looking forward to gaming with you. XD


I know there's a fair bit of Harrow material out there, but one thing's sorely lacking: unique summoning options. Here's an attempt to rectify that.

Summon Monster One:
Big Sky - Eagle
Cricket – Cave Cricket
Tangled Briar - Vegepygmy
Vision – Dream Spider
Owl – Great Horned Owl
Betrayal - Beheaded

Summon Monster Two:
Forge – Small Fire Elemental
Peacock - Cockatrice
Teamster - Horse
Snakebite – Venomous Snake
Midwife - Homunculus
Marriage - Faun

Summon Monster Three:
Paladin – Silvanshee Agathion
Rabbit Prince – Advanced Pooka
Brass Dwarf - Azer
Wanderer - Centaur
Lost – Thought Eater
Twin - Doppelganger

Summon Monster Four:
Beating – Schir Demon
Crows – Raven Swarm
Waxworks – Waxwork Human
Joke – Faerie Dragon
Publican - Satyr
Theater – Medium Animate Object (theater mask)

Summon Monster Five:
Uprising – Thoxel Demon
Demon’s Lantern – Will-o’-Wisp
Mountain Man – Crag Man
Idiot – Gibbering Mouther
Queen Mother – Giant Ant Queen
Unicorn - Unicorn

Summon Monster Six:
Bear – Dire Bear
Juggler – Stone Giant
Survivor - Protector
Foreign Trader – Denizen of Leng
Carnival - Elephant
Liar – Lamia Matriarch

Summon Monster Seven:
Keep – Shield Archon
Avalanche – Greater Earth Elemental
Desert - Androsphinx
Inquisitor – Zelekhut Inevitable
Eclipse – Greater Shadow
Courtesan – Advanced Succubus

Summon Monster Eight:
Cyclone – Elder Air Elemental
Locksmith – Kolyarut Inevitable
Sickness – Advanced Leukodaemon
Rakshasa - Rakshasa
Mute Hag – Mute Hag
Empty Throne – Akhana Aeon

Summon Monster Nine:
Fiend – Ice Devil
Dance – Danse Macabre
Trumpet - Trumpet Archon
Hidden Truth – Advanced Thriae Seer
Winged Serpent - Couatl
Tyrant – Adult Blue Dragon

------------------------------------------------------------------------
I'm not thrilled with my picks for Midwife, Marriage, Lost, Survivor, and Empty Throne, so if anyone has ideas for replacements, I'm all ears.


I've been dissatisfied with Summoners for a while now but couldn't identify why until just recently. Then it hit me: if you get rid of the Eidolon, they're generally pretty similar from a summoning standpoint. 90% of the time, you're summoning Celestial/Fiendish Eagles, then it's Elementals, then it's Lantern Archons, etc. The summon monster I-IX lists are massive - especially when you include all the feats, deific summons, and archetypes, but the vast majority of the creatures never get summoned. For example, when's the last time saw someone summon a Poisonous Frog or a Mephit? Therefore, I've decided that a complete rewrite of these spells is in order.

My goal is simple: make summons more flavorful. When you look at the attached document, you'll see that summon monster I-IX are significantly smaller. Instead, the majority of options come from a Summoner's Eidolon selection.

Summon Lists

This is a work in progress: I'm still making lists for Aberrations, Constructs, Elementals, and Nature (will replace summon nature's ally). Right now, I really need assistance making sure the lists I've put together are 1) roughly equal to each other, 2) not game-breakingly powerful (summoned Noble Genies will need to lose their wish SLA, for example), and 3) full of appropriate options (did I miss any thematic creatures?). Thanks in advance. XD


You were awoken by the morning sun shining directly into your eyes. That's typically what happens when you choose a cave with the entrance facing east, but who has time to think about such things? Certainly not the six of you. You have bigger concerns. Like how are you going to find a new tribe? After all, Chief said your screwup was unforgivable. Actually, his exact words were "Worst! Gobs! EVER!" And that just might be accurate. After all, you not only managed to blow up ALL the fireworks, but the resulting explosion destroyed the Chief's personal pickle stash. Running away while Chief was frozen in shock and rage was honestly the best idea you've ever had.

You're miles away by now. Too far for Chief to find you. That's the good news. The bad news is that you've never been anywhere remotely close to this far from home before. You're completely lost. And you weren't able to grab very much stuff as you fled, so you'll have to leave the cave eventually. And you hear something coming. In hindsight, you probably shouldn't have chosen a cave so close to the road. It sounds like 'venturers....

And we're off. XD


Welcome to the Discussion thread! To start with, let's get characters made. XD

Level: 1
Point-buy: 15
Normally this would be higher, but I chose this for three reasons: 1) you're Goblins (and Kobold) and thus weaker than a typical starting character; 2) due to Kingmaker's campaign style, you'll usually be at full strength when dealing with encounters; 3) I'm giving a few perks to make up for the lower power
Traits: one Race Trait + one other trait
Drawbacks: one from Here
Starting Gear: any class-specific gear (holy symbol, spell component pouch, etc) + one Dagger, Dogslicer, or Horsechopper + 75gp worth of equipment and mundane items. No, you can't sell the weapon for extra starting cash, but you can give it to a party member or elect not to take it. Unused gp is lost, so if you have extra, feel free to give it to party members who are feeling cash-starved. Then roll 4d100, and I'll give you some miscellaneous items of potential use.

We will be using the Elephant in the Room Feat Tax Rules. In addition, as mentioned in Recruitment, both Spheres of Power and Spheres of Might are available. If you're a martial or a spontaneous caster, see if your class has an archetype that uses one of these systems. I won't require their use (most of the archetypes remove or delay certain class features), but it's encouraged. We can also hash out a custom archetype if you like the system but want to modify an existing archetype.

Classes
The majority of you seem pretty settled upon your class, and I'm fine with what you've presented. If you're wanting to change something, run it past me, and we can probably work something out. The major modifications are firearms (as mentioned in the Recruitment thread) and Rogues. Legendary Rogues is an available resource.

Spellcasting Modification
All spellcasting has a 10% chance of triggering a minor wild magic event in addition to its regular effects. Spells cast through items (potions, wands, scrolls, etc) do not have this chance.

Extra Stuff
This campaign is making use of three subsystems that are thematically appropriate.
Culinary Magic - use the Craft(culinary) skill to cook meals that provide minor benefits when eaten.
Harvesting Creatures - use Heal and an appropriate Knowledge skill to harvest organs from slain creatures. These can serve as power components for spells, be incorporated into crafted items, and be used as cooking ingredients.
Innate Bonuses - I'll be using a variant to Automatic Bonus Progression to eliminate the need for the Big Six. In short, instead of a specific level-up bonus, you'll be able to choose from a list.

I'll put more in-depth rules for each of these systems in Campaign Info tomorrow, but for the time being, you just need to know that Craft(culinary) and Heal are significantly more valuable than usual.


Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the *ugk*


My schedule's opened up, so I finally have time to run another campaign. XD Instead of yet another bog-standard adventure, I'm feeling the urge to do something a bit different. What if an Adventure Path was taken over by Goblins before the heroes even begin? For example, what if the Goblin raid on Sandpoint at the beginning of RotRL was successful? How would the story play out? Could the encroaching evil be stopped ... by accident? Or would everything end in chaos, fire, death, and inane Goblin songs?

I've run something like this a few years ago but had to stop due to player attrition and a change in my work schedule. It was a great learning experience, though, and I'd like to try again - assuming enough people are interested. This thread is to gauge interest and (hopefully) decide which adventure to Goblinify. Here are a few examples:

- Rise of the RuneLords: as mentioned above, the Goblins successfully raid Sandpoint and slay the heroes. Locations in the town are important to the overarching plot of the AP, though, so all kinds of chaos is bound to ensue as Karzoug's minions pursue their agenda. If the Goblins catch wind of it, perhaps they'll set off to join the RuneLord ... or steal his shineys.

- Kingmaker: the quest-giver is ambushed before he reaches the heroes, and amongst his belongings, a piece of paper is found with nasty writings and bigbig words. Goblins can't read, of course, but if they realize that this 'charter' can let them become chiefs, perhaps they'll go exploring the Stolen Lands. This adventure would focus less on the kingdom-building and more on exploration and dealing with fey activities.

- Reign of Winter: a weird portal opens in the woods and makes everything cold. Then a group of Goblins discover a dead longshanks in black clothes. When they try to loot his body, they're hit with a geas to find a house with bird legs and rescue some old longshanks lady. It's highly doubtful that the Goblins are happy about this, but magical compulsion should keep them in line. Right?

APs that would NOT work well include Skull & Shackles (nobody's dumb enough to shanghai a bunch of Goblins), Wrath of the Righteous (for obvious reasons), and Zeitgeist (Goblins on the police force solving mysteries? Not gonna happen).
----------------------------------------------------------------------
Hopefully this wall of text is enough to attract your interest. Thoughts?


"In the earliest days, when the gods shaped the heavens and the earth, light flowed through the spheres into the world and all things were new. The gods made the genies, the first people, then the dragons and all the creatures of the earth. The gods were very pleased with themselves. Or rather, most of them were.

"Rovagug saw the creation of things, and at first he smiled, for he was newly risen as well. But then he gazed upon the land, and felt an itch to scratch the stones, to see what was inside a genie. His thousand feet must have claws of adamantine for a reason, and like a jackal with a bone, Rovagug tore and chewed and howled and spit, as if the earth were his to despoil.

"The other gods looked on, and spoke the first divine anger. 'How dare he destroy what we have made? Why does he kill and claw and break the shining harmonies of creation? We must stop him.'

"The gods spoke to Rovagug of peace. He ignored them, and vomited forth the bones of a forgotten race. The gods spoke to Rovagug of beauty and the harmony of new-made creatures. He ignored them, and tore open the sky with stones hurled from the heavens, setting fires across the world. The gods tried to pull Rovagug away as he climbed to the heavens, clawing at the moon. He turned and snapped at their hands. His teeth ripped the robes of Sarenrae, and shattered the shield of Abadar, and devoured the weak among the gods’ servants.

"The gods’ new rage made their former anger seem as nothing; they gathered their strength and fought Rovagug in a fury, and they were all cast down.

"No fury can stand before wrath, and nothing can destroy destruction."


I'd suggest doing a little reading about Ustalav, as the entirety of the campaign takes place here. Short version: it's basically a mix of D&D's Ravenloft and MtG's Innistrad. In terms of adventure hooks, an old acquaintance of yours (Professor Petros Lorrimor) has recently died, and you're specifically mentioned in his will. The AP starts with his funeral. While a Campaign trait isn't required, a couple of them have flavor that fit Robin pretty well - especially if you make her backstory slightly more Gothic tragedy. XD

Build Rules
Gestalt
Level 1
2 traits (3 with a drawback - but it MUST be roleplayed)
150gp

Everything else should be pretty standard.
------------------------------------
For the record, I'm currently leaning toward a Soaring Blade Armorist//Divine Channeler. The former is a SoP class that focuses on summoning weapons/armor. With a cosmetic reflavoring of the archetype, s/he'll have a ghost that telekinetically throws stuff at enemies. The Divine Channeler is a class from Rite Publishing that's basically a Cleric that's focused on augmenting and modifying channeling.

This combination gives me d10 HD, full BAB, good proficiencies, and a mix of spherecasting and Vancian divine spells for buffing/healing/condition removal. Add Robin's rebuild, and I think the only thing we'll lack is a dedicated skill/knowledge guru - although if we plan our skill points, we should be able to mitigate that.


.


Dot here when ready


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For strategizing, table talk, and all your other OOC needs.


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Quote:

Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains.

Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.

The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this new urban labyrinth. Even their modern religions have no defenses against these fiends.

Times are turning. The skyseers (Risur’s folk prophets since their homeland’s birth) witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the next age. The zeitgeist.

For those of you unfamiliar with the title, Zeitgeist is a 13-part Adventure Path that involves investigation, conspiracies, and philosophy in a steampunk world. The story is incredibly epic and broad in scope, and the actions of the PCs truly matter. You'll be faced with many difficult decisions, and seemingly minor choices may come back to help (or haunt) you much later. The campaign spans levels 1-20 and comes HIGHLY recommended.

Character Creation Rules: None yet. I'll be doing this recruitment in stages. PbP games have a tendency to die out early on, but if we get a good group together right from the start, the odds of success increase drastically.

To start things off, tell me about yourself. How long have you been playing Pathfinder? What do you like/dislike about the system? Are you experienced with the PbP format? If you are, but your game/s ended early, what happened? What kind of combat/social balance do you like? Do you have previous experience with the Zeitgeist AP? That sort of thing. Make me like you. :-)

That's all I'm looking for right now. If you have a character concept, feel free to share it, but I most definitely DO NOT want a character submission at this point. I haven't even told you creation guidelines yet. ;-) I will mention that combats here will be tougher than your typical PFS scenario, but they're also much less frequent. You'll want a character who's well-rounded. AM BARBARIAN is a poor choice for this AP, but so is "Derpy the INT 11 Wizard."

Homework: This AP doesn't take place on Golarion and makes several large changes to the game's base assumptions. Teleportation magic functions differently, for instance. Another example: you begin the campaign as a member of (essentially) the FBI. As such, you'll often have the option to call in backup or request various favors. Instead of typing up everything, I'm assigning you some light reading. ;-)

Players Guide
Required Reading: Pgs 1-17, 41-45, 51-52, 55
Also skim Pgs 29-34

About Me:
I'm a two-star PFS GM who also has extensive PbP experience on these boards. In addition to multiple high-powered solo games, I'm running a "Reign of Winter" campaign on these boards that's been going strong for over 2.5 years. I'm a sign language interpreter who primarily works in an educational setting, so my posting availability is limited, but I can generally get at least one GM post in per day. More on weekends, of course. If you ask any of my players, you'll see that I'm not the kind of guy who will vanish on you. In addition, I see my primary job as making sure everyone's having a good time. If something happens (in or out of game) that's negatively affecting that, let me know, and I'll do everything I can to help.

I like my games to include two things: interesting combats and meaningful character interactions. If your idea of roleplay is, "I go to the guy and roll Diplomacy. I got a 23," this isn't the game for you. On the other hand, if you like to write 15,000 words about what your character ate for breakfast this morning, this also isn't the game for you. I like roleplay, not dramatic theater.

I'm also a huge proponent of 3PP, and they will be included in this campaign. While quite a few products will be allowed for PCs, they'll also show up in the game. Spellbooks will occasionally contain spells from Deep Magic or other sources, and you may run into NPC Eliciters and Swordmasters.

If you want to know anything else about me, feel free to ask. :-) Also go ahead and check out some of my other games so you can see my GM style. The application process is a two-way street, after all, and it's your responsibility to make sure I'm the right fit for you.


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Keep OOC chatter here. Otherwise the Paladins will hear you.


Dot here with your alias.


Dot here when ready...


Keep OOC chatter here. Otherwise the Paladins will know where you are.


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So, you’ve decided to walk the Way of the Wicked, have you? Are you sure you have what it takes? Your journey will not be an easy one, and it will most likely end in dismal failure. Still, while you’re alive, the rewards will be great.

DISCLAIMER wrote:
This is not your typical Pathfinder campaign. Those goody two-shoes, save the world, Captain America, “For Honor!” types? They’re your sworn enemies. Those awesome Celestials and Good-aligned Dragons that are cluttering up your Bestiaries? You’ll be fighting them.
DISCLAIMER #2 wrote:
This AP will almost certainly end in a TPK. That’s kind of the point. You’re playing out the story of a group of nameless Mooks who become BBEGs. As such, you most-likely WILL be killed by adventurers in a final climactic battle. Yes, it will be glorious and well worth it. Plus, if you somehow survive, you’ll have earned some SERIOUS bragging rights.

Campaign Info: The campaign takes place in Golarion’s distant past. Aroden is still alive. The island nation of Talingarde (where this adventure takes place) is located where you’d normally find the Eye of Abednego. The dominant (aka only) Deity here is Mitra. Think of Sarenrae as a LG holier-than-thou type, and you’ll have the general idea. Your characters are heinous criminals who’ve been captured, sentenced to death (or life in the salt mines – a slower, more painful death), and thrown in Brandescar Prison (think Alcatraz). Your sentence will be carried out in three days. Oh, and before you ask: Yes. You actually are the despicable scumbag the Talireans think you are. For more info, there's a link to the Player's Guide at the end of this post.

Character Creation Rules: None yet. I'll be doing this recruitment in stages. PbP games have a tendency to die out early on, but if we get a good group together, the odds of success increase drastically.

To start things off, tell me about yourself. How long have you been playing Pathfinder? What are your rules knowledge and optimization skills like? Are you experienced with the PbP format? If you are, but your game/s ended early, what happened? What kind of combat/social balance do you like? Do you have previous experience with the WotW AP? That sort of thing. Make me like you. :-)

That's all I'm looking for right now. If you have a character concept, feel free to share it, but I most definitely DO NOT want a character submission at this point. I haven't even told you creation guidelines yet. ;-)

I'll keep this open for a week or so before moving on to the next phase.

Player's Guide

About Me:
I'm a two-star PFS GM who also has extensive PbP experience on these boards. In addition to multiple high-powered solo games, I'm running a "Reign of Winter" campaign that just passed the 2yr mark. I'm a sign language interpreter who primarily works in an educational setting, so my posting availability is limited, but I can generally get at least one GM post in per day. More on weekends, of course. If you ask any of my players, you'll see that I'm not the kind of guy who will vanish on you. In addition, I see my primary job as making sure everyone's having a good time. If something happens (in or out of game) that's negatively affecting that, let me know, and I'll do everything I can to help.

I like my games to include two things: interesting combats and meaningful character interactions. If your idea of roleplay is, "I go to the guy and roll Diplomacy. I got a 23," this isn't the game for you. On the other hand, if you like to write 15,000 words about what your character ate for breakfast this morning, this also isn't the game for you. I like roleplay, not dramatic theater. Also regarding my GM style, even though WotW is a published adventure path (and therefore a railroad), I'll make sure your actions matter. Want to murder the essential NPC before he can give you directions to the MacGuffin you need? Go right ahead. I run a living world, so your life just got quite a bit more difficult. ;-)

I'm also a huge proponent of 3PP, and they will be included in this campaign. While quite a few products will be allowed for PCs, they'll also show up in the game. Spellbooks will occasionally contain spells from Deep Magic or other sources, and you may run into NPC Eliciters and Swordmasters.

If you want to know anything else about me, feel free to ask. :-) Also go ahead and check out some of my other games so you can see my GM style. The application process is a two-way street, after all, and it's your responsibility to make sure I'm the right fit for you.


The interior of the tavern is bright and cheerful, although there aren't many patrons here at the moment. Still, there's plenty of food, games of chance to be played, and a bartender who can supposedly brew any concoction you can imagine. He's an bespectacled, average-looking Human of indeterminate age with a friendly grin. Not particularly talkative, though, as he's continuously kept busy making drinks.

Feel free to hang out/chat/order food and drink/play Liar's Dice or other pirate games/etc. While this particular tavern isn't officially part of the upcoming game, anything that happens inside can be considered canon if desired. The building itself, though, is simply an extradimensional holding area - although the characters are unlikely to ever become aware of this fact. By the way, the tavern is intentionally left nameless, as people can enter from any city, town, or locale they desire. It's a place of many names - although the bartender is always the same. If you want to give the tavern a name and/or describe it, go right ahead. You can even insert NPCs as desired. From an in-character perspective, if you're from Port Peril, the tavern's your favorite watering hole. If you're from out-of-town, the tavern's the first bar you stop by. ;-)


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Hello, everyone. I've heard good things about y'all and am looking forward to running you through this campaign. Realize that, due to the nature of the PbP format, we're looking at several years real-time. One of my other campaigns is approaching the 2yr mark and is almost 1/3 of the way through the AP. Of course, that means we'll have plenty of time for fun. :-)

As I get things put together, I'd like to learn a little about each of you. What do you like/dislike about the Pathfinder ruleset? What's your favorite class and why? Have you attended any gaming conventions? What's your time zone? That sort of thing. Also, let me know if you've played "Skull & Shackles" before and, if not, your level of familiarity with the plot.

For myself, I started playing Pathfinder in 2012 right as Reaper launched their first Bones Kickstarter. I quickly fell in love with the game and eventually became a two-star PFS GM. I've also GM'd for a couple local conventions. As I gained experience, I eventually left PFS as I found the "run as written" rule and large amount of houserules too restrictive. I have no issues with Organized Play - it's just not my cup of tea.

Since then, I've fallen in love with the PbP format and am currently running a half-dozen games on these boards. I play by the rules (as-written and as-intended) but am always willing to work within their framework if players have cool ideas that aren't explicitly covered. Want to pull a Legolas and ride a shield down a flight of stairs while firing arrows? I'll work out an appropriate skill check and let certain Archery or Mounted Combat feats apply, for example.

Other things of note: I'm married and live in the Orlando, Florida area. I work in the public school system, so my schedule is rather limited but can guarantee daily posting (usually in the evening). As I've heard everyone enjoys a large amount of character interaction, that should work out well for you. I'm an avid collector of miniature and pledged in two of the three Bones Kickstarters. My favorite class is the Wizard, although I also enjoy DEX-based Monks (chained) and Ninjas. Rules-wise, I dislike the static nature of most forms of melee combat. On the other hand, I love the various Style Feats and the Parry/Riposte mechanic.

Okay, enough about me, here's the stuff you've been waiting for.

Character Crunch:
Allowed Races: Core + Elemental-kin, Aasimar, Tiefling, Catfolk, Vishkanya, Tengu, Grippli (some 3PP races may be allowed upon GM approval)
Allowed Classes: Core, Base (except for Gunslinger), Alternate, Hybrid
Archetypes are allowed (and the Bolt Ace makes the Gunslinger legal)
Unchained classes: Rogues are allowed, Summoners/Barbarians are not, Monks get all good saves.

Realize that certain classes will not be a good fit for this campaign. Paladins and mount-centric classes in particular. Also, as-written, there's no support for the Ninja or Samurai, but that's a simple fix.

20pt buy
2 traits (one can be a campaign trait, but it's not required)
HP: max at first level, then PFS-style thereafter (half HD +1)
Starting wealth: 150gp (list equipment separately, as you may not be starting with all of it)
All alignments are allowed except Lawful Stupid, Chaotic Stupid, and Neutral Apathetic (realize that certain alignments are not a good fit for this campaign)

I'm a huge fan of 3PP and have a fairly large selection. Most things from Spheres of Power are allowed, and I will probably rebuild several NPCs to use the system. The "Swordmaster" base class from Dreadfox Games is also allowed and may show up on an NPC or two, as is Super Genius Games' "Time Thief". If there's a different class you're interested in, just ask.

In addition to the crunch, I'd like a picture or physical description of your PC and a brief backstory. Remember that Level One PCs are just beginning their careers and aren't epic heroes yet. Stopping armies and soloing dragons isn't something you're capable of doing yet. Short, sweet, and simple are best - I don't have time to read a full-length novel. Mainly, I want to know who you are, what you do, what your personality's like, and what you're doing in the Shackles. The (possibly subconscious) desire to become a pirate is going to be important too: it's kind of the point of this AP. ;-)

This post has gone on long enough, so let's get started!


For OOC chatter.


Dot here when ready


Nothing to see here - yet...


Dot here when ready. :-)


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Hey, everyone. I've been a part of these forums for several years and have had an amazing time both playing and GMing games. One of my goals is to eventually run every Paizo Adventure Path. As I'm only able to do PbPs at the moment, this has little chance of being accomplished.

Or so I thought. A couple months back, I discovered the amazing Dungeon World system. It's easy to learn, combat is dynamic, and characters get to be epic badasses starting at Level One. Plus, gameplay is very quick. With this system, my goal actually has a chance at being accomplished.

This brings me to the point of this thread. I'm getting ready to run Paizo's "Serpent's Skull" AP using the Dungeon World system. I currently have two (maybe three) players lined up but would love to get a couple more. I'm especially interested in people who are new to the forums, as it's often difficult for someone with minimal posting history to find a game.

My goal is to give a few new forum members a good experience with a fun system and (hopefully) finish the AP in a reasonable amount of time. If anyone's interested, I'd love to hear from you. :-)

Dungeon World Summary:
This is an incredibly simple system to learn. There's an SRD where all the basic information is covered, but it basically boils down to two things.

First, the GM doesn't touch the dice. Ever. The players do all the rolling.

Second, all decisions are resolved by rolling 2d6 + a relevant stat modifier. If you get a 10+, you succeed! If you get a 7-9, there's some kind of complication. If you get a 6-, you fail. And that's the system in a nutshell.

For example, let's say there's a mob of Goblins charging up a hill toward you, but there's a large cauldron of bubbling liquid nearby. You decide to spill the liquid onto the Goblins.

10+ The cauldron tumbles down the hill, bowling Goblins left and right. The liquid spills everywhere, burning them severely.

7-9 The cauldron is very heavy, and you'll have to use something as a lever. Your sword would work perfectly but will probably bend in the process. You only have seconds to make a decision. What do you do?

6- The cauldron tips, and boiling liquid spills all over the Goblins. Their eyes begin to glow red, and they seem to be even stronger now....


I had quite a few products in the "Saved Items" section of my shopping cart. I just logged on to check through the list, and all my items were gone.


It's been a long, difficult two weeks, but you've finally ended the Goblin menace! Those were definitely some nasty buggers, but with the death of their leader and most of their tribe, the few survivors aren't likely to cause any more trouble. They'll stay far away from Goldhead in the future. There's only one thing left to do: collect your well-deserved reward.

It's mid-afternoon by the time you arrive, and the sun is shining high in the sky. Strangely, the gates to the wooden palisade surrounding the village are closed and locked. No sentries are posted on the walls, and you don't see or hear any movement inside.


Post here when you're ready.


Build Guidelines
Level One
Triple Gestalt
Mythic Tier 1 (pick 1 bonus path ability)
30pt buy
+2 divine bonus to AC
+4 divine bonus to saves
+2 skill ranks per level
Starting gold: none

It's recommended that you take the Divine Source path ability at least once during the campaign. After all, you won't be able to answer your followers' prayers without it. It's also recommended to Dual Path, as the extra versatility will be useful. Keep in mind that these are recommendations, not requirements. It's your character.

If you want a Legendary Item, let me know, and we'll work something out together. For example, my fallen deity Astoroth has the "Book of Truths": a collection of all written knowledge. It boosts his INT and will increase in power as he levels, eventually becoming an intelligent magic item. As before, this is not required - or even recommended. I'm just letting you know that it's an option.

Fluff Requirements
Picture
Other Titles
Areas of Concern (pick 3-5 thematically-appropriate domains)
Favored Weapon
Holy Symbol (include picture if possible)
Sacred Animal
Sacred Color
Deific Obedience
Aphorisms

In your backstory, leave the circumstances of your death vague to nonexistant. One of the major arcs of the campaign involves figuring out what happened to you.