"Thank you all for coming. I've asked you here in the hopes of acquiring your services. You see, we've recieved word from the Hook Mountain region that the peasantry has lost contact with their liege lords and protectors, the Order of the Black Arrow.
"They're a rough sort of bunch, but they keep the roads open, and the local population of giants in check. Collect taxes too, and such. They're the local representatives of Magnimar, can't have them dropping the ball all of a sudden.
"Which is where you lot come in. I'm minded to pay you a full two thousand gold crowns to go out to their stronghold, Fort Rannick, and find out if they're still there. I'd send the city guard, but a squad of those lads are like as not to get killed on the road.
"Your first stop on the way would be the township of Turtleback Ferry. It's the largest town in the region, half a day's ride south of the Fort.
We have ourselves a deal?"
And that's how you found yourself headed out to Turtleback Ferry. It's a weeklong ride on a river barge, made anything but comfortable by the torrentous autumn rains.
Seven days from the outset, your arrive at your destination. It's a quaint little town, perched on the northern end of a large lake.
With the slanted roofs sagging under the rainfall, the towns main characteristic seems to be wet. The townsfolk aren't the sorts to go in for paved streets, so there's lots of mud to go round. To the distant north, you can just about spot the tops of the looming mountains.
The head bargeman is eager to be rid of you, letting you disembark before setting about unloading his cargo.
"Here we are, Turtleback Ferry, welcome and such, off you go."
The Lord-major of Magnimar, Hadmeer Grobaras, has put out a quiet request for locals of skill and grit to perform some mysterious service. You have volunteered. It seems that the city has lost communications with Fort Rannick, a frontier fortress safeguarding some of Magnimar's vassal townships. The lord-major is willing to pay good money for you to investigate.
Your first stop will be the frontier town of Turtleback Ferry.
Hi there, boards! I've been on here before, but it didn't really go well. Still, I'd like to poke my head into PBP, and I figure I should start with something relatively short and sweet. Hence this game.
As far as character backgrounds go, it'd be nice to know what your character has been doing that brought them this far. What's their biggest success? Have they tried and failed at something?
Character creation
Starting Level: You start at 8th level. You are local heroes perhaps, or otherwise experienced professionals.
Stats: roll 4d6 and take the best 3 for 3 of your stats, then create the other 3 by substracting your rolls from 27, 25 and 23, in whatever order you like. Finally, add +2 to one stat of your choice. You can put the resulting statline in whatever order you like.
Starting Wealth: 3300gp worth of equipment.
Number of Players sought: Four or possibly five.
Creation Deadline: Wednesday the 20th, a week from now.
Allowed Material: All first party material, except no alien races.
Variant Rules Automatic Bonus Progression is in place, with you counting as 2 levels higher, according to the "almost nonexistent magic items" variant. Consequently, magic items outside of consumables will be rare to the point that they're almost nonexistent.
Background Skills are in place.
Combat Stamina is gained as a free bonus feat for fighters.
Traits: You gain two from different categories. Drawbacks are not in play.
All of you have found your way to the Rogue Encampment; a sprawling collection of tents and wagons, filled to the brim with refugees of all stripes. The place teeters on the edge of a steep riverbank, protected on the remaining three sides by wooden palisades. The rogues of the monastery of the sightless eye appear to be in charge here; women in supple red leathers carrying their bows with practiced ease.
There's a rumor going around that the camp's priestess is looking for able-bodied adventurers to accomplish some sort of task, and so the lot of you soon find yourselves assembled outside her hut; it is the only solid building in the entire camp. You don't have to wait long before the priestess emerges - she's an elderly woman, stick thin and grey, almost drowning in the black and purple regalia she wears. For all that, there is steel in her gaze.
"I am Akara, High Priestess of the Sisterhood of the Sightless Eye. I welcome you, travelers, to our camp, but I'm afraid I can offer you but poor shelter within these rickety walls.
You see, our ancient Sisterhood has fallen under a strange curse. The mighty Citadel from which we have guarded the gates to the East for generations, has been corrupted by the evil Demoness, Andariel.
I still can't believe it... but she turned many of our sister Rogues against us and drove us from our ancestral home. Now the last defenders of the Sisterhood are either dead or scattered throughout the wilderness, and we who remain are barely enough to hold this encampment. Which is why I come to you.
There is a place of great evil in the wilderness. Kashya's Rogue scouts have informed me that a cave nearby is filled with shadowy creatures and horrors from beyond the grave. I fear that these creatures are massing for an attack against our encampment. If you are sincere about helping us, find the dark labyrinth and destroy the foul beasts. May the Great Eye watch over you. I should add that many Rogue scouts have died in that horrible place. We cannot afford to lose any more. If you choose to enter that Den of Evil, you must do so alone."
Notable NPCs:
-Warriv: A trader from the east, clad in long flowing blue robes. He's agreed to lend you 200lbs. of storage space in his caravan.
-Charsi, a tall, strong and blonde woman, and the Order's blacksmith. Has armor and weapons for sale.
-Gheed, a rotund merchant. Always willing to make a profit, even in these dark times.
-Kashya, leader of the Rogues of the Sisterhood of the Sightless Eye. Perpetually busy organizing defense of the camp.
-Akara, high priestess of Sisterhood. A rather powerful spellcaster.
Welcome around! This thread is for talking out of character. I'd like you to roll in spoilers in the IC thread though, along with a mechanical description of your actions in that same spoiler.
I.e. something like this:
----
<Awesome combat fluff!>
actions:
Std: Throw javelin at Skeleton S1: 1d20 + 4 ⇒ (7) + 4 = 11 for Piercing:1d6 + 4 ⇒ (6) + 4 = 10 + Fire:1d6 ⇒ 1
Move: Draw another
Free: take 5ft. step northwest.
Seemingly out of nowhere, monsters have overrun Khanduras. Towns are sacked, fields lie fallow, and the stench of death and misery hangs like a mist over the lands. It is rumored that the dead rise in the footsteps of a Dark Wanderer. In the chaos, you've found your way to the Rogue Encampment. Here Refugees, Opportunists and Adventurers huddle together behind hastily erected palisade walls, under the aegis of the remnants of Sisterhood of the Silent Eyes. It is but a matter of time before even this meager sanctuary is overrun by the forces of evil.
System: Pathfinder.
Style of Play: It wouldn't be Diablo if it wasn't 98% hack and slash.
Allowed Material: Material published by Paizo for Pathfinder only. Setting-specific material may be refluffed.
Posting Rate: I'll update combat roughly every 24 hours. People who haven't posted by then will be botted. Outside of combat it's much more lax. I won't update combat saturday or sunday.
Number of Players: 4-6.
Creation deadline: A week from now, tuesday the 13th. So long as it's still tuesday where you are when you submit, you're good. I may end up extending this slightly, who knows, but that's the baseline.
Character Creation:
1st level.
25 point buy scores.
Max hp at first level. Roll at subsequent levels, but if you get less than half max, increase results to half max.
50gp worth of starting equipment.
2 traits. No drawbacks. All race traits are available, regardless of your actual race.
You are effectively human. That said, you may choose to take the racial abilities of any core, featured or uncommon race. Your type remains humanoid(human), your size remains medium, and if the race has abilities that rely on extreme physical features (more than two arms, wings, natural attacks etc.) you don't recieve them. You also lose don't get low-light or darkvision if the race would normally get these.
Generally speaking, you may ignore racial requirements altogether.
Feat-tax returns are used. Further, Improved Grapple becomes part of Improved Unarmed Strike. Swashbucklers lose their Swashbuckler's Finesse ability and gain Weapon Focus. Unchained Rogues gain Weapon Focus. Class features that would normally let you choose a single kind of weapon now instead lets you choose a single weapon group.
Other Notes: We will be following the storyline of Diablo 2 fairly closely.
Crafting feats are not allowed, with the notable exceptions of Brew Potion, Craft Wand and Scribe Scroll. Treasure will be esssentially random, and merchants will have limited, random stock of magic items. This means that you probably won't have as much control over your gear as you're used to in a typical pathfinder adventure. That said, I can assure you that there will be plenty of treasure for everyone.
Firearms are not allowed, although the Bolt Ace archetype of the Gunslinger is playable.
We will be using group initiative to make combat go faster.
We will use XP, following the slow xp track. Bonus xp will be handed out for combat attendance. Perfect attendance recieves 150% xp(effectively following the "normal" xp track), complete botting recieves 100%.
There will be Diablo-style waypoints, but no scrolls of town portal. Resurrection is likewise harder to come by - you'll have to pay for components and spellcasting services, at the very least.
We will keep track of light.
Interparty RP is good, as is combat RP. You don't need to go overboard on backstory, but please do provide me with a paragraph of it.
Bonus points if your character is recognisably a diablo 2 hero, but it's not a neccesity by any means.
I just got done putting the item generation lists together, so I'm ready to get started. All credit to Yass Queen for the idea - she'll also be running a game of it, although I understand that she'll be using a conversion of 3rd edition official diablo 2 material instead of just straight pathfinder.
PS: In leu of a player's guide, Rangers and the like will be interested in knowing that Undead, Outsiders(evil), Humanoids(corrupted), Monstrous Humanoids, Magical Beasts, Humanoids(giant) and Vermin will all appear.
I've been wanting to play some of Necromancer Games' - I guess they're Frog God Games now? - dungeons forever. Sadly, my current gaming group is pretty much only into APs, and so I turn to the forums.
Slumbering Tsar, The Tomb of Abysthor or Rappan Athuk, would a GM be interested of running one of those for pathfinder? They're more or less listed in declining order of interest.
And would there be other players interested in joining such a venture? I know dungeon crawls aren't for everyone; my current real-life group does not enjoy it, for instance.
Or really, anything that can replace Knowledge(Engineering) with something else would be cool.
Obviously, the agenda here is to combine with the Investigator's Applied Engineering talent, to sing at stuff until it explodes.
Comparing how strength checks and Knowledge(engineering) checks scale, and further looking up the break DC of things like stone wall, heavy doors and cell bars we see that the ability is already nicely ridiculous, but I'd like to add further sillyness by being able to sing at objects (or play my lute, whatever) until they explode.
Ford is just about to leave the house to make his investigations within the city guard, when he notes a note left for him on a side table.
Upon closer inspection, it turns out not to be a note at all, but rather an elaborately painted harrow card, depicting an armored rider holding a bowl of some kind.
There's a message scrawled boldly upon the back of the card. "I know who framed your uncle - he has wronged me as well. Call on me at 3 lancet street at your earliest convenience."
Welcome to! I think we're about ready to get started. This thread is for all things ooc; I'd like to limit nongame text in the gameplay thread, if you please. I know there's OOC tags on this site, but I don't like them. I can stomach rolls, although I'd prefer if they were spoilered.
Hi there, recruitment board! I was wondering if anyone would be interested of GMing an E6 game. For those of you who haven't heard of it, it's basically the idea that leveling caps at 6th instead of 20th, and after achieving level 6 you instead get a feat for every 5k xp.
It's really captured my imagination lately, so I figured I'd go look if anyone wanted to run a game using it on here. As for the game, it could be a homebrew game, or a scenario, or the first 2-3 chapters of an AP; I'm not picky at all. I *would* like to request that we be allowed to access most or all paizo material for building characters, although I don't really mind race restrictions.
Sometimes people add extra 'capstone feats', letting characters gain a single power that would normally be beyond the reach of a sixth level character. I don't really care if we use some of those or not.
You're a cleric of Erastil with the Animal Domain or a Sacred Huntsmaster Inquisitor of Abadar, and in both cases you take the Chivalry Inquisition.
In my view, so long as you pick a rideable mount from the mount list, this gives you a horse animal companion under an effective druid level of sacred huntsmaster level*2, or cleric level+(cleric level-3).
Supporting Rules text & FAQ;
Core rules, druid/animal companions wrote:
If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion.
Cavalier: Do animal companion levels from the druid class stack with cavalier mount levels? wrote:
If the animal is on the cavalier mount list and on the list of animal companions for your other class, your cavalier and druid levels stack to determine the animal's abilities. If the animal is not on the cavalier mount list, the druid levels do not stack and you must have different animals (one an animal companion, one a cavalier mount). For example, if you are Medium druid and you choose a horse companion, levels in cavalier stack to determine the horse's abilities. If you are a Medium druid and you choose a bird companion, levels in cavalier do not stack to determine the bird's abilities, and you must choose a second creature to be your mount (or abandon the bird and select an animal companion you can use as a mount).
This same answer applies to multiclassed cavalier/rangers.
(Note that the design team discourages players from having more than one companion creature at a time, as those creatures tend to be much weaker than a single creature affected by these stacking rules, and add to the bookkeeping for playing that character.)
Question of RAW; You guys know of any rules text to the contrary? This is definitely abusing the rules, no question, but am I reading the rules incorrectly? Please avoid PFS specific rules, if you can, they don't apply to my GMs game. Although other people might benefit from knowing about them so bleh.
Into the Opinions: This obviously allows for a stronger than normal mount. Is that okay? How would you make the rules on this issue look, in an ideal world? If you put up a cap of effective druid level = character level, or perhaps = # of levels classes that grant AC's, Would you extend that to other classes' abilities as well? Would it apply to things that are normally supposed to break caps, like Orange Ioun Stones, Bracers of Smiting, the Huntsmaster feat, the Aasimar Oracle FCB and so on?