Sheyln (Symbol)

Jaevin Darjudin's page

29 posts. Alias of Tie My Shöelace.




1 person marked this as a favorite.

The time has finally come. The time where you will no longer see the light of day. No longer smell the open air of the surface. The time has come for you to be exiled into the abyss.
 
 
 
Bright light pierces your eyes as the door grates open, overwhelming your senses for a moment. Before you can react two pairs of strong arms grab you from either side. As your vision returns to you Agent Francis stands outlined in the doorway. ”Take the light in boy, this will be the last time you will get to see it. Shame you did something to deserves this. But ya did bring this onto yourself.” He turns to go but pauses and looks back at you, ”Oh, and don’t try anything funny. We got quite a few precautions in place. The first you may realize is the Silence on you.” The two guards holding onto your arms reaffirm their grip on you, a sharp pain accompanying their tighter grip.

Moving outside you see the streets of your home, a few people have stopped to watch as you are dragged to a small carriage, others hurry along not wanting to be involved in anyway. Taking in the scene sparks a small bit of nostalgia, or perhaps hatred for the Empire and the predicament you find yourself in. Just as abruptly as you were grabbed you are suddenly thrown into the carriage, none too gently. The carriage has a musky smell, somehow familiar yet foreign to the senses. The door slams behind you and all light is cut off.

--------------------------------------------------------------------------- --------

A voice drills into your head, nagging incessantly at the back of your mind, ”Wake… company… lonely… punched a guard…. wake….. WAKE up Opening your eyes everything is a blur, the ceiling keeps going in and out of focus, the stonework shimmering, never quite settling down. ”Oh goody, you are finally awake. Now you can keep me company.” Your bones ache as if from working nonstop hard labor for a week straight. A little gnome jumps on top of you eliciting a sharp pain resonating throughout your body.


Male Elf Bard 1/Expert 1

Hello and Welcome!

Congratulations to those of you who have made it. Let's get started. As I stated in my introduction, this is my first time as a DM, and I based on the style of other DM's I have played with in the past and read, I want to run this game a certain way. Establishing a level of consistency during the campaign that I don't always see in other campaigns is paramount. That said, I need all of your help. This has to be a group effort. Past experience has shown me that I won't be able to do it on my own. So for each of you selected, I need you to be able play off each other. Introduce your own plot threads (or suggest them to me in the discussion thread, and I can introduce them). As a heads up, I don't plan to use map tools unless absolutely required. I think a pbp can work without them, and it makes the players use more imagination, *but* if I'm not clear on something, let me know. I appreciate feedback, and I want this to be enjoyable for all of us.

Some guidelines:

1. I roll Initiative for everyone to save some time. As long as you don't skip any enemies, you can take your turn anytime. (Example: Allies Bob, Henry, Fred, and Steve are at 20, 15, 10, and 5 respectively. Enemy goblins are at Initiative 13. At the beginning of the round, Bob and Henry can go. The goblins go next at 13. Following the goblins, all four of the characters can go in any order because no enemies would be skipped.)

2.I also roll passive checks. I'm not going to be asking for that Sense Motive check or that Perception check. It takes up time and an unnecessary post. You can however make the checks yourself as long as you are posting it before hand.

3. Everyone rolls their own to-hit and compares it to the AC of the target. The same goes for saves. Both will be provided for all enemies, as will hit points. This puts a lot of responsibility on you to write good combat narratives and not rely on me to do so. The description is a common-sense sort of thing; 3 hit points will not cause the enemy's head to explode - but 30 might if it puts them in the negatives. This is also very trust-based. I expect that if someone gets something they don't like on the preview, they'll have the integrity to leave it there instead of modifying it based on the roll.

3. With my in person group I play by the rule "Heroes never die." This basically means I won't be actively trying to kill you, and as a matter of fact tend to bend things helpfully. I don't like bad rolls to spoil the fun. This however does not exempt stupidity and bad tactics. Heroes are not stupid (with some exceptions but I don't think anyone here has mental dump stats) and bad tactics are just that, bad. Sometimes retreating is the best option.

4. At the beginning of any in-combat post, I expect everyone to include the round/initiative count, current hit points, current AC, current saves, and remaining spells or resources. (By current, I mean following whatever action is in the post.) After that section, I like a section breaking it down into standard/move/swift/whatever actions with appropriate rolls. This way, I don't have to go hunting for that information and check if it is right. Here's an example.

===========EXAMPLE===========
Round 1, Initiative 20
hp 10/12; AC 14/12T/12FF; CMD 14
+4F/+2R/+2W
Bardic Performance: 5/6

SA: Inspire Courage
> Perform: String: 1d20 + 10 ⇒ (16) + 10 = 26
MA: Move 15', avoid AOO
> Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8

The narrative would go here. In this particular case, the bard begins playing the stringed instrument to inspire the others. (This roll is technically extraneous, but I've always done them on my bard type characters.) He then makes his Acrobatics check to move while avoiding attacks of opportunity. With a 25, he succeeds and ends where he intends to go.
=============END EXAMPLE=============

Anyone have any questions or feedback?

Also, I want your opinions on who else you want to play with. Who do you think has a great story you want to see unfold?


Male Elf Bard 1/Expert 1

Hello and Welcome!

Congratulations to those of you who have made it. Let's get started. As I stated in my introduction, this is my first time as a DM, and I based on the style of other DM's I have played with in the past and read, I want to run this game a certain way. Establishing a level of consistency during the campaign that I don't always see in other campaigns is paramount. That said, I need all of your help. This has to be a group effort. Past experience has shown me that I won't be able to do it on my own. So for each of you selected, I need you to be able play off each other. Introduce your own plot threads (or suggest them to me in the discussion thread, and I can introduce them). As a heads up, I don't plan to use map tools unless absolutely required. I think a pbp can work without them, and it makes the players use more imagination, *but* if I'm not clear on something, let me know. I appreciate feedback, and I want this to be enjoyable for all of us.

Some guidelines:

1. I roll Initiative for everyone to save some time. As long as you don't skip any enemies, you can take your turn anytime. (Example: Allies Bob, Henry, Fred, and Steve are at 20, 15, 10, and 5 respectively. Enemy goblins are at Initiative 13. At the beginning of the round, Bob and Henry can go. The goblins go next at 13. Following the goblins, all four of the characters can go in any order because no enemies would be skipped.)

2.I also roll passive checks. I'm not going to be asking for that Sense Motive check or that Perception check. It takes up time and an unnecessary post. You can however make the checks yourself as long as you are posting it before hand.

3. Everyone rolls their own to-hit and compares it to the AC of the target. The same goes for saves. Both will be provided for all enemies, as will hit points. This puts a lot of responsibility on you to write good combat narratives and not rely on me to do so. The description is a common-sense sort of thing; 3 hit points will not cause the enemy's head to explode - but 30 might if it puts them in the negatives. This is also very trust-based. I expect that if someone gets something they don't like on the preview, they'll have the integrity to leave it there instead of modifying it based on the roll.

3. With my in person group I play by the rule "Heroes never die." This basically means I won't be actively trying to kill you, and as a matter of fact tend to bend things helpfully. I don't like bad rolls to spoil the fun. This however does not exempt stupidity and bad tactics. Heroes are not stupid (with some exceptions but I don't think anyone here has mental dump stats) and bad tactics are just that, bad. Sometimes retreating is the best option.

4. At the beginning of any in-combat post, I expect everyone to include the round/initiative count, current hit points, current AC, current saves, and remaining spells or resources. (By current, I mean following whatever action is in the post.) After that section, I like a section breaking it down into standard/move/swift/whatever actions with appropriate rolls. This way, I don't have to go hunting for that information and check if it is right. Here's an example.

===========EXAMPLE===========
Round 1, Initiative 20
hp 10/12; AC 14/12T/12FF; CMD 14
+4F/+2R/+2W
Bardic Performance: 5/6

SA: Inspire Courage
> Perform: String: 1d20 + 10 ⇒ (6) + 10 = 16
MA: Move 15', avoid AOO
> Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15

The narrative would go here. In this particular case, the bard begins playing the stringed instrument to inspire the others. (This roll is technically extraneous, but I've always done them on my bard type characters.) He then makes his Acrobatics check to move while avoiding attacks of opportunity. With a 25, he succeeds and ends where he intends to go.
=============END EXAMPLE=============

Anyone have any questions or feedback?


1 person marked this as a favorite.

"We're almost to the gate, sir. How are the prisoners doing back there? It'll be just a few more moments to the accouterments and weapons station."

The voice echos through the dim windowless carriage as Agent Francis glares at the convicts enclosed with him. His gaze lingering on a short little gnome caressing a broken arm and a unusually hair man for longer than the rest.

"Alright now listen up, as I said before, I don't care about a damn thing you say, whether you did it or not. The Jury found you guilty and gave you your sentence. I got my list right here so there won't be no funny business about how you got jipped on anything. Now when we stop you all are gonna stay right here, no funny business or you'll end up like the little dumbass over there with the arm."

The carriage rumbles to a stop and a small elf enters the carriage from behind Agent Francis, "Berenbur Zookwinkle, come with me."

The gnome clumsily gets up and whispers a curse under his breath as he passes Agent Francis. "Same to you buddy."

A few minutes later the woman returns, "Alright next is..."





The Prison
Intrigue of the Empire




Hello and Welcome friends to The Prison.
In this adventure, your characters have been convicted for various crimes against the Empire or broken laws laid out by the Sovereign. In The Prison you will be fighting for survival and possibly making an escape back into the world above for vengeance. Your faith and reason for living may be tested but those who make it will only be stronger.

Before we get into the details of the campaign, I would like to lay out my expectations. In The Prison you have the chance to play an unusual sort of character. You will play as a group of convicts sent to The Prison -- someone who will take this new and challenging experience and turn it into wisdom and strength and possibly be the ruler of the underworld or the savior of those wronged above.

Any alignment falls into play, even lawful good, because the Empire is not a wholly lawful society and often gets rid of those in their way. This does not mean that your alignment gives you the right to make this into a free for all. As a matter of fact this will likely test your alignment and those who do not wish to cooperate with eachother will find themselves drowning very quickly. Those free for all campaigns exist elsewhere and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about surviving and succeeding in hidden desires. Someone mentioned a fantastic way to represent this type of campaign, remember the movie Alien well that is definitely a great way to describe the feeling your characters will have in the setting. I am looking for characters with interesting backstories, who would mesh well together. Good luck getting your "Ultra evil torture everything for fun" character into this campaign. Characters should be three-dimensional with personality, desires, and flaws. Disagreement between characters should be a natural occurrence based on strongly-held beliefs and philosophies, although they shouldn't derail the game.

For the ever important mechanics, Characters will start at level 2 to give your back story a little more umph, NPC classes are acceptable and slightly encouraged for your first level since it makes a bit more sense story wise. Characters will start with a 17 point-buy. But why such an odd number you ask? Read on and you'll see why. I strongly disfavor stat dumps without appropriate story justification. And if you do have dump stats, expect there to be consequences for them. One trait generic trait is allowed. All classes and archetypes published in Paizo books are allowed, I will also allow the psionic classes (but not races). All races found in the Advanced Race Guide are allowed. Also all characters will start with half (rounded up) their starting skill points per level. WHAT! GM you are so mean. Yes, but I haven't told you why yet, keep reading. These stats are the minimum that your character will start with. Once you have your character and back story written we will then go back and adjust your mechanics up to (could still be less) a 25ish point-buy, two traits, a bonus feat, and max skill points +2. This is to encourage you to write a full back story and incentives you to fill out your character so she can be the best she can be.

Here is a player's guide for you to get acquainted with the setting a little more and help flesh out your character. I strongly urge you to create NPCs and Organizations and Cities that interest you since I will be pulling from those to immerse you into this game. A great example of that is Trusk Warchild created by Unruly.

Here is the players guide on the forum for those that cannot access google documents. I warn you though this is not formatted for the forum and therefore is messy.

Unformatted Player's Guide:

GENERAL INFO
This campaign is firstly a survival campaign emphasizing the lack of resources on the party. There is also the limiting factor of magic. There are magical deadzones and places called twisters which warp magic in unpredictable ways.
Players are thrown into The Prison for committing a crime against the Empire, very little is known as fact to the common person about The Prison though there are several rumors about the place but cannot really be confirmed.
There will likely be a lot of downtime for the party as they travel about trying to initially survive, and gather resources to survive the upcoming Flood. Which means lots of opportunities for crafting and community building.
Eventually they can settle in a town and start building their own kingdom, or they can try to find a way to escape back to the surface for some ulterior motive.
The Surface Empire
The Human Empire first came to power 600 years ago and has since expanded to cover most of the main continent, slowly assimilating all in their way. They were harsh and strict showing high favoritism to the higher races, and treating the lower races as slaves. Many races are now extinct from genocide on the main continent because of Human greed for power. However the last two Sovreaigns, Chaundler and Eigen has shifted away from that bloodlust. They realize in order to expand their territory further off the main land into the world beyond they will need the help of the other races.
About 150 years ago, Chaundler made the move towards a fauxdemocracy where races are “equal” and those who committed crimes were given a trial by their peers. These trials were often rigged with threats and bribes, clearly innocent people being executed and murderers getting off free with many questions asked.
About 80 years ago at the end of Chaundlers life, the Empire discovered a magic portal leading to a HUGE underground cavern. The first initial explorers where not heard from and they assumed it to be a one way portal, so they sent in a top military group consisting of several very experienced magic users and fighters. Though they were able to communicate with this group some, the magic was very distorted and eventually after a few years of not figuring a way out the portal was “converted” into a prison.
This allowed an easy way to deal with criminals and members of society who were useless and unproductive. Since the cost of keeping them was the transport to the portal. About 50 years ago there was a revolt with how many people were being convicted and basically given a death sentence even though they were “guilty” of minor “crimes.” In response to this Sovereign Eigen implemented different types of sentencing with varying levels of equipment people would be given to survive.
The Empire has a strong hold on the justice system and can swing any case in their favor. They tend not to get involved in minor squabbles between the common people. These cases not of interest to the Sovereign are done by legitimate trial by peers with little sway on either side.
Sentences
Reformatory
People that have committed minor misdemeanors such as a bar fights, public drunkenness, involuntary property damage are sent to a local Reformatory. Here they are put into a bare cell and fed awful food for a certain amount of time relating to their crime. Once they have served time they are then released back into society. (Basically like a normal penitentiary)
Level 1 Conviction
People that have been sentenced to Reformatory multiple times without showing any signs of becoming a productive member of society are given this sentence. People who are medical hazards are also given this sentencing.
Given a survival kit and allowed to take in whatever they own up to 200g
Level 2 Conviction
People who have caused a decent damage to private or public property accidentally are given this sentence. This could be from an over the top barfight, or an accidental home laboratory fire that spread to others houses. This level also includes those who have stolen. This can be as minor as stealing a piece for food from a bazaar vendor as long as there is proof to convict. Other ways of earning this level of conviction is through public slander of the Empire. This is relatively easy to prove and only requires an employee of the Empire and two other witnesses (which can also be employees) to put their word forth. This can also be disproved by the same method.
Given a survival kit; choice of leather, studded leather, Lamellar cuirass, hide, scale mail, Four-mirror armor; choice of any simple or martial weapon under 40g, Choice of Limited spell component pouch or Light wooden shield
Level 3 Conviction
People who have cause purposeful large destruction of somebodies property such as arson, or intentionally destroying a vendor stall are sentenced here. Large scale stealing and stealing form the Empire also falls under this level. Lastly conspiring against the Empire, e.g. hiding a fugitive, trading with known terrorists will earn a person this sentence.
Given Survival kit; choice of leather, FRAGILE studded leather, Lamellar cuirass, hide, FRAGILE scale mail, FRAGILE Four-mirror armor; choice of any simple or martial weapon under 20g or choice of any simple or martial FRAGILE weapon under 40g, Choice of Limited spell component pouch or Light wooden shield
Level 4 Conviction
Those convicted of murder and those convicted of terrorism are under this category. Terrorism includes fighting against the Empire, sabotaging Imperial equipment, slowing Empire expansion among other things.
Given Lesser Survival Kit; Choice of Leather, FRAGILE studded leather, or hide armor; Choice of simple or martial weapon under 15g or choice of simple or martial EXTRA FRAGILE weapon under 30g.
Level 5 Conviction
This is the highest state and only given to serial/mass murders, those who commit treason (e.g. giving out secrets, betraying the Empire) and murdering an Imperial agent.
Given a water skin and 2 days’ worth of rations

Survival Kit (*included in Lesser)
Backpack*
Bedroll*
Bell
Building tools (Hammer, Saw, Nails, ect.)
Candle X3
Chalk*
Charcoal*
Earplugs*
Fishhook*
Flint and Steel*
Oil 1lb
Rations x5*
Rope 30ft*
Rope 20ft
Shovel*
Signal Whistle
Sling*
Tindertwig x3
Tindertwig x2*
Torch x3*
Torch x2
Twine 50ft
Utility Knife*
Wandermeal (10 meals)*
Waterskin*
Waterskin

(Extra) Fragile Weapons and Armor
Any time you confirm a critical failure with a fragile weapon it gains the broken condition. Extra fragile weapons are broken on a single natural 1. Fragile armor is broken whenever someone confirms a critical hit, however you only take normal damage for that hit (Exceptions apply).
Limited Spell Component Pouch
Any time a spell is cast with with a nonpriced spell component pouch there is a 10% chance the component is missing (this can be checked for before spells are prepared). From then on that spell component is permanently missing until replaced. For every two times the spell is cast the percent increases by 5%
Organizations
This is open to you. You can pretty much create any organization you want for your backstory. They will probably get tied into the game at some point. Create your character into something that you would love to play through and it could very well happen.

Important NPCs
Sovereign Eigan: Eigan began her reign about 50 years ago and her life looks to be coming to an end. She is human and about 90 years of age, though she looks more like someone in their 70s, which doesn’t say much since that is still very old.
Agent Francis: He oversees all prisoner transportation. He is a relatively nice guy and usually tries to have a conversation on the ride with the convicts. He also oversees the equipment partitions before the convicts are throw in making sure everyone has what they want as best he can, though is strictly follows the customs of each level. However, Francis is not a person to be tested, he is not afraid of giving a few injuries to those who get out of line, even going so far as to break a few bones if necessary.

OTHERS: Make your own NPCs that may make an appearance later on. They may have gone down into the prison before you, or are coming after, or even be awaiting your return from below. Help me tell you a story you want to hear and be involved in, the more you want to interact with the people surrounding your character the more attached you become and the better story I can tell.

The Realm Below
The Rumors: Every few years there is a flood where horrors come in great numbers to feast upon the convicted. To date no one is known to have escaped. Magic functions strangely or doesn’t work at all under the ground which is why it is so hard to get information to the surface and making it impossible to escape. The Prison was created by Sovereign Chaundler as an easy solution to getting rid of all who opposed him.
The facts: Magic to the surface is heavily distorted, the only magic know to work reliably are sending type spells. This has been the only way to communicate to people of the surface and then it isn’t reliable due to only pieces being coherent to the receiver. There is native fauna and plant life below, how it got there is up for debate. There is a supply of water down below, again its origins are highly debated, There are light sources from bioluminescent mushrooms that grown in abundance in certain areas of the cave.
Resources: Certain resources don’t exist down below and people have used substitutes to good effect, while some have no known substitutes. Other resources are rare and thus much more expensive, while some are even more bountiful than the surface. This also includes spell components and other expendable resources for classes.
Magic: Arcane magic uses magical currents that flows around the world, the cavern below the surface is sometimes outside the normal flow of magic causing deadzones, other times magic gets twisted up into a highly concentrated area, and magical effects can get very distorted. Divine magic is a direct connection to the gods above who are granting some of their power. However, the connection to the gods is much weaker down below for some reason and sometimes the gods don’t respond to their followers, other times you may get the wrong god granting you power through some strange mistake or misunderstanding.

RACES
Humans
Humans only came into power in the last 600 years on CONTINENT. Extremely power hungry and hostile Humans have taken land from the other civilized races to create large cities and fertile farms. Only recently however have then be a lot more tolerant and even accepting of other races. Under Sovereign Eigen Human rule has expanded faster than her previous five Sovereigns, mostly due to her policies dealing with nonHumans.
Humans are the most populous civilized race in the region. In The Prison there are relatively less of them compared to monstrous races, though they still are the most populous.
Elves
Elves used to rule the land before the Humans started taking everything over. They have an innate dislike of Humans but have relented to the fact that Humans aren’t leaving anytime soon. Since Sovereign Eigen’s new policies have come into effect more and more elves are moving into the city to take advantage of the comfortable living arrangements and to avoid undue prosecution of being a drain on society.
Elves are also not as long lived as in standard fantasy, living only slightly longer than Humans, with an average lifespan of 100 years. Their children mature at the same rate as Humans as well.
Gnomes and Halflings
Prior to the Human era of history these races were nomadic and excelled at trading. Even before Sovereign Eigen came to power they had already integrated into Human society as politicians and traders. These two races have integrated so seamlessly that interracial marriages are not uncommon.
Dwarves
Dwarves and Humans have a cordial relationship. Prior to Sovereign Eigen’s rule were hired to help build cities or undertake other massive construction projects in Human cities, and then were returned to their homes and not welcomed to live in what they built. Recently Sovereign Eigen has actually been encouraging Dwarves to settle in the cities to help make better weapons and stronger buildings.
Half-Orcs and Half-Elves
With Humans expanding their territory at such a fast rate interracial breeding was a non-question. At first they were considered dirty and given all the bad jobs around the city. Now it is not uncommon to find forth and sometimes even fifth generation half breeds in the city, even in prominent positions.
Aasimars and Tieflings
Tieflings are mostly found in the noble houses whereas Aasimars are usually found in middle class families, though a few can be found in prominent positions in the hierarchy. Seeing Tieflings populating so many noble houses has spurned unspoken rumors among the other races that the reason Humans have come into power so quickly is due to pacts with powerful fiends long ago.
Tieflings are more common than Aasimars on the surface, though nearly equal in number in The Prison, due to Aasimars having an obscenely high conviction rate compared to any other race.
Catfolk, Ratfolk and Other Civilized Races
The less common civilized races have been assimilated in Human society as they expanded. Though they are not unwelcome, the other races have not mixed in with society and often keep to the selves working and staying out of trouble. Each having their own little distinct district in the major cities.
Orcs, Goblins and Other ‘Noncivilized’ Races
Originally conquered as slaves and used as such for nearly 500 years, they have been freed under Sovereign Eigen. Though most still work for coppers a week, several of the smarter ones have successfully started their own businesses. They still face an uphill battle for identity and are usually grouped all grouped as Laborers by most Humans regardless of their actual race.
Shifters
There are a very few shifters in the world, they are not natural and are experiments of the Empire within the last 50 years. Generally keeping their secrets to themselves after the Empire has abandoned them, there are few cases known to the public. Those that are known have already been killed, mistaken for lycanthropes.
STATS:
Humanoid Type (Shapechanger Subtype)
Medium Size
Base Speed: 30'
Attribute Modifications: +2 Dex, +2 Wis, -2 to Cha
+2 racial bonus to Acrobatics and Climb.
Low-Light Vision
Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of power.
At character creation, a shifter chooses one of the following traits. Once chosen, this trait cannot be changed. Natural attacks while shifting qualifies as a natural attack for prerequisites, as does special powers or movement rates, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.
Beasthide: +2 racial bonus to Constitution and +2 natural armor bonus to AC.
Cliffwalk: +2 racial bonus to Dexterity and gains a Climb speed of 20'.
Dreamsight: +2 racial bonus to Wisdom and affected by the Speak with Animals spell. Shifters with this trait also gains +2 racial bonus to Handle Animal and Wild Empathy checks even when not shifting.
Gorebrute: +2 racial bonus to Strength and gains a natural attack (gore) for 1d6 (bludgeoning).
Longstride: +2 racial bonus to Dexterity, are always considered to have a running start when jump while shifted, and a +10' racial bonus to your land speed.
Longtooth: +2 racial bonus to Strength and gains a natural attack (bite) for 1d6 (piercing).
Razorclaw: +2 racial bonus to Strength and gains two natural attacks (claws) for 1d4 (slashing). These claw attacks always involve the hands and thus cannot be used anytime the hands cannot be used.
Swiftwing: +2 racial bonus to Dexterity and gains a fly speed of 30' (clumsy). This fly speed is provided by the arms and hands transforming into wings, which means anything that is held or wielded is automatically dropped. Likewise, the shifter cannot take actions that involve her hands, including attacks.
Truedive: +2 racial bonus to Constitution and a swim speed of 30'. Shifters with this trait also can hold breath for 4x Constitution score even when not shifting.
Wildhunt: +2 racial bonus to Constitution and the scent ability. Shifters with this trait also gain +2 racial bonus to Survival even when not shifting.
Winterhide: +2 racial bonus to Constitution, a +1 natural armor bonus to AC and cold resistance 5. Shifters with this trait also gain a +2 racial bonus to Fortitude saves to resist environmental effects of extreme cold.

Natural attacks while shifting qualifies as a natural attack for prerequisites, as does special powers or movement rates, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.

Shifting can be activated once per day as a free action that does not provoke and lasts for a number of rounds equal to 2+the shifter's Con modifier (After Shifting). It can be ended prematurely as a free action and is automatically ended anytime the shifter goes unconscious or dies.

Shifter Feats (Many monster feats listed can be taken by shifters and count as a Shifter Feat)
For each Shifter Feat taken by a shifter, add 1 round to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.
For every two Shifter Feats taken, add 1 to the number of times you can shift per day.
Shifters must still qualify for these feats normally.

Automatic Languages: Common. Bonus Languages: Elven, Giant, Gnome, Goblin, Halfling, Orc and Sylvan
Favored Class Options:
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Druid: Add +1/4 to the druid's total number of Wild Shape per day.
Fighter: Add +1 to the fighter's CMD when resisting reposition or trip.
Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: Add +1/5 of a new rogue talent.
Witch: Add +1/6 of a new witch hex.
Age:
Adulthood: 20 years
Intuitive: +1d6/Self-Taught: +1d8/Trained: +2d8
Middle Age: 40/Old: 60/Venerable: 80
Base Height & Weight:
Height: 4' 7" (male) or 4' 5" (female)
Weight: 100 lbs (male) or 85 (female)
Modifier: 2d8 / Weight Modifier: x7
Shifter Feats
Shifter feats are only available to shifters and often only to those with the appropriate shifter trait. Almost all of the shifter feats also add rounds to the duration a shifter's shifting ability. These additional rounds stack.

Beasthide Elite [Shifter]
Prerequisite: Shifter with the Beasthide shifter trait
Benefit: The natural armor bonus provided by the Beasthide shifter trait increases to a total of +4.
Cliffwalk Elite [Shifter]
Prerequisite: Shifter with the Cliffwalk shifter trait
Benefit: The climb speed provided by the Cliffwalk shifter trait increases by another +10'.
Dreamsight Elite [Shifter]
Prerequisite: Shifter with the Dreamsight shifter trait
Benefit: While shifting, you gain a +5 racial bonus to Perception and can see invisible creatures and objects as if you under the effect of the See Invisibility spell. This is considered part of your shifting and cannot be dispelled or suppressed unless your entire shifting is dispelled or suppressed.
Extended Shifting [Shifter]
Prerequisite: Shifter, at least 1 other Shifter feat
Benefit: Add 3 rounds to the duration of your shifting ability. These additional rounds stack with other increases to the duration of your shifting ability.
Special: This feat can taken multiple times. Each time it is taken, it's effects stack.
Extra Shifter Trait [Shifter]
Prerequisite: Shifter
Benefit: Choose an additional shifter trait from the list detailed in the shifter race description. When you shift, you take on all shifter traits except the racial bonus to your attribute from the shifter trait chosen by this feat. For example, if you took Longstride as your primary shifter trait and choose Razorclaw as your shifter trait granted by this feat, when you shift, you would gain a +2 racial bonus to Dexterity, a +10' bonus to your land movement, are always considered to have a running start for jumping and would have two natural attacks (claws) for 1d4 damage. You would not gain the +2 racial bonus to Strength. The swiftwing and truedive shifter traits are mutually exclusive. You may not choose one if you already possess the other.
Gorebrute Elite [Shifter]
Prerequisite: Shifter with the Gorebrute shifter trait
Benefit: You gain the powerful charge special ability, but only for the gore attack provided by your Gorebrute shifter trait. The total damage is your powerful charge ability is twice the normal amount of damage from your gore attack.
Great Bite [Shifter]
Prerequisite: Shifter with the Longtooth shifter trait, +6 BAB
Benefit: The critical range on your bite attack from your Longtooth shifter trait improves to x3. This does not stack with other effects that increase the critical multiplier, but does stack with other effects that increase the critical range.
Great Rend [Shifter]
Prerequisite: Shifter with the Razorclaw shifter trait, +4 BAB
Benefit: You gain the rend special ability, but only if you successfully with both claw attacks granted by your Razorclaw shifter trait. This usually equates to an additional 1d4 + 1-1/2 Str modifier damage.
Greater Shifter Defense [Shifter]
Prerequisite: Shifter, Shifter Defense, three other shifter feats.
Benefit: While shifting, the damage reduction provided by the Shifter Defense feat improved to a total of DR: 4 / silver.
Healing Factor [Shifter]
Prerequisite: Shifter, Con 13
Benefit: While shifting, you gain the regeneration (1) special ability. Damage caused by silver overcomes this regeneration. Since going unconscious causes any shifting to prematurely end, this regeneration cannot help you if you go below 0 hit points unless you are normally capable of acting in such circumstances.
Longstride Elite [Shifter]
Prerequisite: Shifter with the Longstride shifter trait
Benefit: The bonus to your movement rate granted by your Longstride shifter trait increases to a total of +20'.
Longtooth Elite [Shifter]
Prerequisite: Shifter with the Longtooth shifter trait
Benefit: Your bite attack deals 1 Con damage on successful hit while shifting.
Razorclaw Elite [Shifter]
Prerequisite: Shifter with the Razorclaw shifter trait
Benefit: You gain the pounce special ability, but only when using the two claw attacks provided by your Razorclaw shifter trait. Both of these claw attacks use your full base attack bonus and both gain the +2 benefit from charging. If you have the rend special ability and successful hit with both claw attacks, the rend damage is also applied.
Reactive Shifting [Shifter]
Prerequisite: Shifter, Improved Initiative
Benefit: You can use your shifting ability as an immediate action, even when flat-footed or surprised.
Shifter Acrobatics [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride or Swiftwing trait, 5 ranks in Acrobatics
Benefit: While shifting, you gain a racial bonus to your Acrobatics skill equal to the number of Shifter feats that you currently have, including this one.
Shifter Agility [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride or Swiftwing trait
Benefit: While shifting, you gain a +1 dodge bonus to AC and a +1 untyped bonus to Reflex saves.
Shifter Defense [Shifter]
Prerequisite: Shifter, two other shifter feats
Benefit: While shifting, you gain damage reduction equal to DR: 2 / silver.
Shifter Ferocity [Shifter]
Prerequisite: Shifter, Wisdom 13
Benefit: While shifting, you gain the ferocity special ability. This will allow you to remain conscious if brought below 0 hit points.
Shifter Magnetism [Shifter]
Prerequisite: Shifter, wild empathy class feature
Benefit: You gain a racial bonus to your Handle Animal skill and wild empathy checks equal to the number of Shifter feats that you currently have, including this one. This bonus applies even when you not shifting.
Shifter Instincts [Shifter]
Prerequisite: Shifter
Benefit: While shifting, you gain a +2 competence bonus to Initiative and a +1 competence bonus to Perception and Sense Motive checks.
Shifter Savagery [Shifter]
Prerequisite: Shifter with either the Gorebrute, Longtooth or Razorclaw shifter trait, +6 BAB, ability to rage
Benefit: While shifting and raging simultaneously, the critical threat range of all of your natural attacks increase to 19-20 and the base damage improved by two steps, as if your size had increased by two size categories. This increase to the threat range does not stack with any other effect (such as Improved Critical), nor does the base damage increase stack with any other source that does not actually increase your size category. This leads to the following progression: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Shifter Stamina [Shifter]
Prerequisite: Shifter with either the beasthide, truedive or wildhunt shifter trait, Endurance
Benefit: While shifting, you are immune to nonlethal damage and any fatigue or exhaustion effect is suppressed. When your shifting ends, any fatigue or exhaustion effect that has not already expired during your shifting affect you normally.
Shifter Stealth [Shifter]
Prerequisite: Shifter with either the Cliffwalk, Longstride or Swiftwing trait, 5 ranks in Stealth
Benefit: While shifting, you gain a racial bonus to your Stealth skill equal to the number of Shifter feats that you currently have, including this one.
Swiftwing Elite [Shifter]
Prerequisite: Shifter with the Swiftwing shifter trait.
Benefit: The fly speed provided by your Swiftwing Elite shifter trait improves to a total of 40' and the maneuverability improves to good.
Truedive Elite [Shifter]
Prerequisite: Shifter with the Truedive shifter trait
Benefit: The swim speed provided by your Truedive shifter trait improves to a total of 40'. Also, you do not take penalties for fighting underwater.
Wildhunt Elite [Shifter]
Prerequisite: Shifter with the Wildhunt shifter trait
Benefit: While shifting, you gain blindsense 30'.
CLASSES
Alchemists
Above: Alchemists are commonly employed by the Empire to create cheap potions to heal as well as to increase production on various tasks. Many own their own shops/labs to try and find new and better ways to create potions.
Below: Alchemists are much harder to find underground since there is a lack of supplies to create their potions. Many Alchemists take up a new profession once underground. Several join with the druidic sects underground because they tend to have a small supply of common ingredients. There are a lucky few who have adapted their practice to use what materials they can scrounge from the underground.
Recommendations: Due to the lack of resources early in the campaign this class will be extremely challenging to play, but may be a boon to a party later on once established.
Barbarians
Above: Barbarians are extremely rare on the surface, mostly because they are quickly throw into The Prison for some outburst or another.
Below: As a conjugate to the above, Barbarians are fairly common below due to being thrown down there so very often and join one of the established barbarian tribes. Most tribes do some amount of raiding on other settlements, though there are a few that tend to keep to themselves.
Bards
Above: Theater is the most common form of entertainment in the Empire and many of the tropes travel from city to city. The bigger cities usually have at least one stationary troupe. Bards tend to stay away from anything mentioning the Empire or ancient civilizations as those topics tend to get their fellows a case of disappearing.
Below: Bards are welcomed in most areas and settlements. They are one of the few classes that do well economically since entertainment is scarce and in high demand.
Cavaliers
Above: Almost all Cavaliers have a military background, though a few are athletes that participate in the Garganmoth games every few years to show off their skills.
Below: Not many trained military officers make their way down into The Prison, mostly due to being smart enough not to mention anything about the dictatorship being run by the Sovereign. Those that do end up do end up down below sometimes get recognized if they are prominent. Most end up adapting their skills towards domesticated Giant Spiders and Giant Lizards.
Recommendations: Mounts likely won’t be accessible early on in the campaign, so several class features will be collecting dust until such a time that mounts are accessible. But perhaps riding a giant spider is worth the wait. So make sure you are able to survive the early game well enough to get to that point.
Clerics
Above: The Empire has allowed religion to exist under strict circumstances, which more or less forces many clerics to become healers. Those that wish to be more involved with their god and carry out their will must do so secretly for fear of repercussions.
Below: Clerics are also a well-respected class that can fit in anywhere due to their innate healing. However they are much farther from their gods so sometimes they won’t respond (they are still affected by the magical deadzones that populate The Prison). Unlike the surface people are much more openly pious and several settlements revolve around certain faiths.
Druids
mostly against the empire, have set up an underground network for people.
Thrive below but keep to themselves, prefer to be imprisoned away from oppressive empire, help out certain settlements who return the favor
Fighters
Above: People fight everywhere, in the military, in the bars, in competitions. The world belongs to fighters (metaphorically).
Below: See Above.
Gunslingers
Above: The Empire has put a lot of research into creating a triggered explosive powder but has not revealed its secret to the world yet. Most people that a gun shoots out a small round metal ball at high speeds, but they do not know why or how it does so. Guns are strictly military issue and used to keep the “peace.”
Below: Guns are scare down below, but not unheard of. The rare wielder of such a weapon is generally respected for fear of the damages it can cause. Explosive powder is extremely hard to come by and is hoarded by settlements lucky enough to have some.
Recommendation: Since supplies are hard to find, a secondary weapon is likely necessary. A smart gunslinger will be able to make use of her environment though.
Inquisitors
Above: Inquisitors are find themselves commonly out of a job due to the Empire’s tyrannical ways of enforcement. Some work in the bounds of the law, while others secretly move behind the scenes.
Below: Inquisitors are slightly more common below ground, but the link to the gods is weak and as such they have a harder time upholding their faith because sometimes their faith isn’t there for them.

Maguses
Above: Masguses are elite military trained combatants. It is rare for one to seen in the major cities due to usually being out on special operations for the Sovereign. Not much is known about what they do and those that do talk to them don’t get much information out of the encounter.
Below: Even more rare that seeing them in the city is seeing them in The Prison, and those that are found are instantly assumed to have committed treason against the Empire.
Monks
Above: Monks have slowly assimilated into the current culture of the Empire. They used to be in remote locations away from prying eyes and civilization but Human expansion has changed all of that. Those that didn’t put up a fight were welcomed. Those that did not are no longer around.
Below: Fighting against the Empire is a surefire way to get thrown into the Prison, and that is how most monks ended up down there. Usually the entire clan was thrown in there and they tend to stick together.
Ninjas
Above: Another of the Empires elite forces. They are similar to Maguses except without the innate magical talent.
Below: See Magus
Oracles
Above: Oracles are one of the more free classes on the surface since they tend to not be affiliated with any politics like other divine casters. That being said they still populate the churches as well as the government and everywhere in between.
Below: Though Oracles don’t need a divine connection like other casters, they still need to touch into the arcane magic to be able to cast at will and are subject to both divine and arcane magical effects from the world, but to a lesser extent than others.
Paladins
Very rare above since the empire has such a strong lock on interpreting the law. And even then they are highly hypocritical.
Usually fighters that have converted to a faith down below
Rangers
Similar to the druid but more open in protest of the empire also more along the lines of diplomats for the druids in the settlements
Favored enemies: Human, Humanoid (general), aberration, animal
Rouges
Above: Typically Rogues are scouts or guides for the various areas. The iconic thieving rogue is very uncommon due to a highly law abiding regime. But that does not mean there aren’t those skilled enough to get away with such things.
Below: Rogues are much more common down below, especially because of the dim light and darkness everywhere giving them the edge in surprise. Thieves are also fairly common due to a generally lawless environment.
Sorcerers
Above: Sorcerers are people with extremely high emotions capable of controlling the magical force and bending it with those emotions. Generally feared for their explosive personalities and fits of destruction many are unjustly shunned by society for their gifts. Few of the more powerful one are recruited by the Empire for testing.
Below: Sorcerers generally find themselves the most powerful magic class in The Prison due to not needing nearly as many resources as the other magical classes since they bend magic by sheer force.
Summoners
Above: Sorcerers that displayed an acute understanding of magical beasts were sought after by the Empire. From there they were trained to attune their magical abilities to summon creatures from all over and keep them under control. The Empire also experimented with bonding these creatures to a host, though many died in the process a few lived and now have a beast connected to their very nature.
Below: Summoners are even rarer than Maguses and Ninjas because of the Empires investment in them. The few cases are people naturally gifted in the way of summoning and these are few and far between since there are no real mentors to train them in the world above.
Recommendations: Since the Eidolon is itself partially magic as well as bonded by a magical link they are also effected similarly to how regular magic is.
Witches
Above: Witches are all but nonexistent in the Empire. The Empire sees them as a threat since they spend so much time in isolation and are usually unwilling to help them in their quest for expansion. Only recently have they not been exterminated on sight when discovered in their hidden abodes. Now they are being captured and studied by the Empire, trying to learn their secrets of magic.
Below: Witches are found in the dark corners of the caves sometimes, and often times people never return from seeking them out. There are a few stable places of magic in The Prison and this is where witches tend to set up home since their magic relies so heavily upon preparing their spells and then casting them.
Recommendations: Witches not only have to cast magical spells but also have to communicate with a higher power through their familiar to gain spells. Most familiars will not be going into the cave with their master since they will have been confiscated by the Empire. To make things slightly easier on the Witch. The Familiar will keep ¾ of the previous days spells stored so the witch will have some spells to prepare in case she cannot communicate that days to gain new ones. Hexes are innate supernatural magical effects and thus are less a subject to the magic distortions of The Prison.
Wizards
Above: Wizards are the most common form of magic users on the surface world due to the vast knowledge the Empire has surrendered to the public about magic. Many are on good terms with the Empire because they know that they will be without a spellbook should they ever be convicted.
Below: Contrary to the situation above, wizards are few and far between. Since it takes such a long time to gather the resources to make another spellbook and then even more to fill it up to something worthwhile many wizards retire into another roll that can help out in settlements that offer them protection.
Recommendations: Wizards will be without a spellbook and limited spell components. Keep that in mind as you create your character and try to find possible solutions to this problem.
Psionics
Psionics will be played like magic. Though not nearly as common as magic, psionics are known well enough that the common person has at least heard about the abilities and it is more than a rumor at this point.

This will be my first campaign DM in a pbp. I have played D&D/Pathfinder for eleven years. Players who make it into this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence. I do emphasis Quality of Quantity. I don't care if you can post five times a day, if it isn't of substance it doesn't count as a post in my book.

I expect players to engross themselves in the roleplaying element and contribute interestingly to the story.

I do not use map tools unless required. And there should be very few times that happens. I will be taking applications until Sunday, 8/1/13. I have not decided how many players I will be taking, but the total will be between 4 and 6, depending on the exact needs of the party. As a warning, I also tend to select players over the course of the application period. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you but I may ask for a writing sample.


I had an idea for a campaign a long time ago but never had anyone to play it with. I recently dug it up during one of those nostalgic moments where you go and look at all your old stuff. But I digress, so let me get to the point.

This is just an interest check to see if enough people are interested. And since School is coming to an end I thought I would start working on this campaign and fixing it up. Assuming it gets a good response

Rough Basic Background Stuff:
Currently the country is run by a totalitarian “democracy.” Meaning that the common people believe there is a choice; they get to vote, trial by “peers,” capitalist economy. However everything is handpicked by the Sovereign, and her Advisors. And any Troublemakers (Read: YOU) are sent to The Prison.

Troublemakers are any people the Sovereign and her Advisors do not like. Could be anything from a puppet politician outlasting his usefulness, to a beggar on the street at the wrong time, to a member/leader of an underground cult, to a member/leader of a church with views not aligned with the Sovereign, even ex-advisors gone “rogue.” The Sovereign isn’t all bad though and will allow certain people to go in with equipment to “help” them out down there.

The Prison is a magic portal to an extremely large underground network of caverns that was discovered almost a century ago. To date no one is believed to have escaped, as far as anyone can tell there is no entrance or exit to the underground. Even magic has a difficult time penetrating the surface as recorded by the first explorers (which never made it out) and the people they communicated with on the surface. There are magical deadzones as well as twisters which can cause various effects on magic (amplifying, backfiring, twisting).

Down in the prison there are many small settlements in the area that prisoners have established. They have their own economic system and alliances/enemies and hierarchies. They also have semi-permanent light sources through bio-luminescent mushrooms that grow down there.

The most notable part of the Underground though is the Floods.
The Floods occur every few years and with them come all sorts of aberrations and other predators of the dark. During this time many of the settlements will bond together for more power to drive off the beasts and then go back to rebuilding their homes until the next flood.

This is the very basic idea of what I am willing to say so far. I want to gauge interest before I flesh everything out. Which means I’m not looking for any crunch because I have no idea what I want to do… Well I kind of do, but I may change my mind. If you REALLY want to do that just go the basic route of 20pt buy, 2 traits, 100 gold, Any race, Any class (Hint Hint: Resources could be scarce down below). However, if you want to start doing fluff that would be AWESOME because it would help inspire me in creating this world and filling it with other awesome people like you.

Ask any questions you want, except crunch related stuff, about how the world works. Feel free to create NPCs and everything, in fact I encourage you to. If enough people respond with interest I’ll have an official recruitment thread up next week (hopefully Thursday at the latest), with all the crunch stuff and a much much more in depth description of the world and how it works.


NOTE: there are some minor spoilers in here for the end of the second book.

My party has no "motivation" to go to Magnimar and I don't want to railroad them into it, but at the rate they are going they are likely to be the sandpoint villains.

Currently the game stands something like this:
5 Members all at level 8 (one may still be 7)
Human Fighter - Seaborn
Dwarf Druid - Giluk
Half-elf Rouge - Dipnose
Human Bard - Maera
Human Sorc - Belithiri

They finished up the Misgivings last session and I dropped numerous hints about the root of the problem. Xanesha letter, Foxglover manor key (successfully identified), I even gave them the ledger telling them about the Seven's Sawmill. But instead they headed back to Sandpoint to investigate the Old Light. Belithiri and Maera met with Brodert and learned some stuff. Dipnose went to stalk Titus Scarnetti since he owned the lumber mill. Dipnose wants to get revenge for the murder of Kathryn because he is "dating" Shayliss. The others didn't do much around town that day, just rested up and healed.

The next day Seaborn, Belithiri, and Maera went to Magnimar for the sole reason to get a Mithral Breastplate. I deemed the trip to be four days, so nine total there and back (one day to pick up the armor). Meanwhile, Dipnose all but disappeared from the town, using at hat of disguise to find out more about Titus, his routines and weak points in his protection. Giluk just meandered about town, crafted a wand or two. There were another two murders that "Seaborn" commited while he was gone . Faceless Stalker Hemlock came up to Giluk and was inquiring about the rest of the group and told him to have Seaborn come talk to him right away when he returns. They both rolled well, so Hemlock trusts Giluk about Seaborn being out of town.

The party returns, a fight almost ensues, but Hemlock said he trusted the party and knows they didn't do it. Well a couple more days have passed and the party has done nothing. Now Dipnose is set to kill Titus this coming session, another murder will take place and Seaborn will be arrested for it.

Any suggestions on what I should do?

I was thinking of having the faceless stalker steal Seaborn's weapon, then kill Titus and leave a note from Xanesha detailing stuff about playthings. Then a retired PC comes to the tarvern that morning and talk to them about the other murders and link them all to greedy people and that two possible targets are Titus and Ven. Then Hemlock bursts in and Seaborn gets arrested but Hemlock says it is for his protection before the Scarenttis Retaliate.
The only problem with this is that I am not so sure Seaborn is going to cooperate with Hemlock. This could either be a party wipe or very very bad for the story.