I like the concept. I think I will submit Lord Cobbledarn Meadowlark, heroic paladin of the realm. Let me know if you don't like spoilers and if any other changes are warranted. Btw - this is a character from a previous game that never got off the ground. You can reference some of his dialogue/play style for that game on his posts tab.
I'll give it a shot. Submitting Kridor the Red for your approval. Let me know if any adjustments are required to qualify.
DMBleedsGreen wrote: Kridor the Red - The first thing that came to mind reading your history was He's got some serious balls to try & pull this one off! Yes, they are Dragon Balls! On a side note, here is some of the inspiration for my character. WARNING LINK INCLUDES SPOILERS FOR THE MOVIE 'IRONCLAD' - NERDPORN
Made a few corrections and final tweaks to Kridor the Red, let me know if I need any adjustments to qualify.
Submitting Kridor the Red for your review. He is a barbarian now, but will likely go sorcerer/dragon disciple later. I'm thinking Francis Dollarhide (from the movie Red Dragon) if you know what I mean.
We are nearing the end of our year long Kingmaker campaign and although the rules for mass combat were plenty fun, my friends and I who are all fans of boardgames like Samurai Swords, Greyhawk Wars, and Battlelore got to talking and we all agreed if there was some way to implement these "War Games" in a Golarion based Kingmaker style campaign, it would be something special. Unfortunately with real life comes responsibilities and that was the reason we played APs, because none of us have the time to really create so we utilize Paizo's wonderful material. That being said, I'm definately interested. I could play Andoran or Lastwall both are shining forces of good. On a side note, I know there are some programs floating around on the net where you can play a digital version of Greyhawk Wars. I believe my friend stumbled across it on a site devoted to playing Axis & Allies, AAA I believe it was called.
I'd be interested, if we could come up with some sort of concrete campaign rules. Below I've spoilered some guidelines borrowed from someone who posted an arena thread here last year. Their campaign never got up and running, but I thought their rules were pretty cool. Because these rules were created some time ago, they may need to be updated. Feel free to use or edit these rules as you see fit. Gladiators of the Ironstone Arena:
Arena Description:
The arena is a large oval building (300' long x 200' wide). The battle area is contained within a 200' x 100' rectangular area, whose walls extend 25' high. The battle area sits deep within the area floor, sunk about 22' below ground level. This provides a 3' high wall for the spectators which sit all around the arena in raised seating. There is a yellow line painted on the battle area wall at the 20' high mark. Although there is a very slight slope inwards, the near-perfect smooth stone wall is almost impossible to climb (DC 30). Any gladiator crossing past the yellow mark is filled full of crossbow bolts from the Arena Watchmen (dwarven sharpshooting crossbowmen). Prior to each match, a map will be posted with grid coordinates referencing each square. It is recommended that each player record or print the map as they will need to be able to track their movements and their opponent's location. General Arena Rules: 1. Gladiators will not be told ahead of time of the arena configuration.
Character Creation Rules:
Matches:
You win your match either by defeating the NPC's (If it is a player versus monster match) or by defeating another gladiator (either by showing mercy or killing him/her). When your opponent is knocked unconscious or surrenders you may choose to show mercy. (You cannot show mercy on monsters). If you do not kill your opponent you gain: 2 victory points
For every opponent you kill (unless it is a "monster" match, in which you must slay all the monsters) you gain:
Victory Points:Every 5 victory points earned may be exchanged for a new character level. Glory Points:These points earn you ranks which can allow you access to better equipment:
Item Chits:
Ranks:
Initiate:
Combatant:
Gladiator:
Champion:
Grand Champion:
As I mentioned, these rules are borrowed from an Epic Words site PBP, that can be found here. All credits go to DM Orclord.
With the recent release of The Modern Path: Heroes of the Modern World 2.0 (PFRPG) and the free Herolab dataset/update containing the Modern Path rules, I'm wondering if there is anyone interested in running a Modern Military Pathfinder PBP. I think it would be fun to play a game in the vein of Call of Duty or Battlefield 2, but in a PBP format. It would take some time to stat up some enemies, but thankfully the free herolab update somewhat speeds the process up. Any Thoughts?
Downloaded and imported the free GRC Modern Path Update for herolab. It says a new game should appear in the select game dialog box, but I see no new game system. Also no box to check in the configure hero box. Am I missing something? When I load up Herolab I get the following message: The data files could not be loaded due to errors. Herolab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors. The following errors occurred: File: Bloatmage.user (line 12)- Thing - Duplicate record encountered ('cBloatmage')
I've had the first file error for some time, the second file error showed up after the recent update. I have every update for the Pathfinder game of Herolab, and I would like to check out the Modern Path Dataset. Any help would be greatly appreciated. BTW - Not sure the File Errors have anything to do with the real problem which is how do I use the dataset?
Male Human Rogue 12
Not trying ta nit-pick but... Web (Ex) Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty. Bold emphasis mine. I usually, research my actions before going through with them. Don't wanna screw up and waste a turn ;)
Better late than never, submitting Thorn. He's a character from an old 2nd edition Night Below Campaign that never quite took off. Added some Golarion flavor. BTW - I know you probably don't want templates but at least I tried to balance it with a Madness. If I were chosen we could play it any way you want. ;) History: In 4703 they came to finish what they had already started in Wolf’s Ear. Inquisitors of the White Elk and Bush Knights of the Churlhorn, all faithful followers of Erastil, intent on purging the region of any remaining werewolves that may have been overlooked in the recent annex. The order was decreed, by the Lord Mayor of Magnimar in 4701, to find and execute with extreme prejudice, any and all lycanthropes, in the name of all that is just and good, and for the safety and piece of mind of all civilized folk in the region .
The horsemen rode in the dead of night. On the backs of well trained steeds, capable of tracking wolves by scent, they brandished torches and weapons of silver and sported crowns of fresh wolfsbane upon their brow. Divinations had proved fruitful and they had cornered a small pack of suspected werewolf refugees, rumored to have escaped the recent democide, and gone in to hiding somewhere deep in the Churlwood. In a foggy creek bed, with their backs to the Lampblack River, the pursued refugees made their last stand. Vehemently denying their lycanthrope heritage, the Ulfen shapechangers never took their animal or hybrid forms, but instead called upon foul Thassilonian sin magic. Invoking the ideal of Wrath, the spellcasters flung dangerous spells composed of force and fire, spewing the curses of the forgotten runelord Alaznist upon their murderous hunters. While many died on both sides, it was the pious clergy of Old Deadeye that emerged victorious, a precious few of their numbers surviving the destructive encounter. In the wake of the battle, all that remained were the butchered and smoking corpses of the dead, and a single Ulfen boy. No one can say why the surviving hunters took mercy on the blighted young orphan. Perhaps it was the fact that his parents, while obviously powermad evokers, never took their bestial forms in the battle and denied their cursed nature with their dying breaths. Not more than ten summers old, the young boy showed no physical signs of his parents suspected affliction. Rather than destroy the innocent offspring of the alleged lycanthropes, it was decided the boy would be raised in the service of Erastil until he was of an age to make decisions for himself. While the boy could only speak Ulfen, he proudly proclaimed himself “Thorn Son of Angrahd”. For the next three summers, Thorn was reluctantly inducted in to the strict hierarchy of the Erastil faith. While not forced to worship the nature god, Thorn was expected to do his share of chores, which consisted of heavy farm labor and tending to livestock. During his time with the faith of Erastil, Thorn grew to be a terrible child. One that almost always shirked his duties, and constantly defied authority. The church elders suspected it was the inherent flaw of his parentage, corrupting his pubescence and subsequently began watching the troublemaking youth more closely. On the third anniversary of his parents death, Thorn lashed out at his divine peers. Under a full moon, in a heated confrontation with several acolytes, the raging boy transformed in to a full fledged werewolf and in a display of madness, injured many before being captured and restrained in silver manacles by senior clergy. In the weeks that followed, Thorn remained shackled to a bed and force fed wolfsbane as an experiment to see if they could cure his malady rather than execute him. Unfortunately, while the wolfsbane did nothing to diminish Thorn’s natural lycanthropy, it did slowly poison him, sending him into a deep coma. While in his coma, Thorn experienced vivid dreams of glowing arcane runes and whispers of the untold power of wrath. The mysteries of magic began to unravel in his subconscious. Somehow after being slowly weaned from the wolsbane, Thorn fought back from the brink of near death. Tended by druidic nuns, they hung a silver amulet of the Elk Lord about his sleeping neck, in hopes of warding off the evil wolf taint. His coma lasted nearly six months, and on a fateful day in Pharast he awoke with absolutely no memory of his past life, except for his name, and an insatiable appetite for the learning of magic, particularly Evocation. He dismissed his prior disease as fleeting evil spirits, and insists that he’s been cured. Thorn suffers from Multiple Personality Disorder, and currently has two personalities; Benevolent Thorn and Hateful Thorn. Benevolent Thorn is Lawful/Good and worships Erastil faithfully. He has a hunger for knowledge especially when it comes to magic, and is generally good natured. From time to time Benevolent Thorn blacks out and when he wakes he can’t remember what he’s been doing. Benevolent Thorn doesn't know about hateful Thorn. Hateful Thorn is Chaotic/Evil and Thorn’s original personality. He worships death and blood, and not necessarily in that order. Although Hateful Thorn is a werewolf and is aware of his nature, he knows he is in the company of do gooders, and also realizes that he is not in complete control of himself and as such, rarely takes his animal/hybrid forms. He has discovered a weird knack for spellcasting and for some reason, he finds himself inexorably tied to the malign silver amulet of Erastil hanging about his neck. In the five years since his awakening, Benevolent Thorn has started an apprenticeship with the Evoker Tauster. He is fiercely loyal to the wizard, but sometimes doesn’t understand why he’s being disciplined for unruly acts he doesn’t remember committing. Hateful Thorn wants to steal Tauster’s secrets, and hopefully unlock the power of ancient Thassilonian Sin-Magic.
Male Human Rogue 12
Leveled up. Drawing for hero point. Ability Score Roll: 1d6 ⇒ 3 Alignment Axis Roll: 1d9 ⇒ 7 Result: 3 = Shields (Con): You can spend a shields card on your turn to gain an additional standard or move action this turn. 7 = Lawful Evil: You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mind-affecting effects. The DC of this command is equal to 10 + your character level. My cards so far are The Tangled Briar, and The Vision.
Hero lab for the win. I have all the data sets and speaking as a player and a DM in several RL games and PBPs, the value is definately there. I know many people don't like laptops at their game table, but for high level play, I think there is nothing better. Personally, I love being able to apply several conditions, spells and feats to my character and see it calculate the math across the board. I understand it's simple math mostly, but at high levels with several cohorts/companions/summonings it can get a bit tedious, and Hero Lab solves all this with the checking of a few boxes and presto you have saved 10 minutes of in game time reconfiguring all those stats. Not sure if PC Gen has this function, but it hands down makes for the most efficient character sheet.
Male Human Rogue 12
So I guess we are on pause. Well it was fun while it lasted. I will keep an eye on the thread just in case it fires back up. On a side note, great playing with all of you. Scipion, best of luck to you sir, I hope your load lightens in the coming months and if you decide to start things back up, I'll be ready.
Awesome! Except the guide does not list the cards numerically. Oh well, I think I can make due. Suit Roll: 1d6 ⇒ 4 Alignment Axis Roll: 1d9 ⇒ 6 Result: The Vision (Books, Chaotic/Nuetral) - This is the chaotic neutral card of intelligence. It represents esoteric and arcane knowledge, or madness. Books (Int): You can spend a books card to recall a spell
Chaotic Neutral: You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every
Sorry, been busy with RL issues. Still here and dedicated. My Varisian Rogue Cutpurse is ready to play, although I haven't yet wrote her background or description. I also chose Chance Savior (seems popular) as my AP trait and for my DM Boon I created "Deft Thievery". Let me know if any changes are warranted.
Here is an early draft of Reyelle. I'm not much of an optimizer, more about flavor. I'll tweak her profile and add a description/background later if I'm chosen. I would enjoy any AP but I have either played or dungeon-mastered most of them starting with the Shackled City all the way to Kingmaker. I'm partial to Carrion Crown because I haven't played it and Reyelle is inspired by the section on Tamrivena in the Rule of Fear accessory on Ustalav. BTW- I play Talbot Flynn in squad 1, the Crimson Kings in Pentor's Mercenary Game.
Male Human Rogue 12
I am still in. Although I loved their characters, and the both of them will be sorely missed, I will say I felt that Abitan and Hakon were kind of out of place for a mercenary squad. As for the new Dming style, all I gotta say is, if it ain't broken, don't fix it. Up to this point I think everything was going fine and I was having fun. Not saying we won't still be having fun just that the status quo was fine with me.
I'd be interested if you still have a slot available. I've been waiting for you to run something ever since MotFF and SS. If you don't have room that's fine I'm sure I would enjoy lurking. Don't know what I would make if accepted but I'm flexible. Perhaps just advance my existing PFS character Learnur Longwind, you can check him out in my profile. |