Sam "Heavy" Jankins wrote:
I could easily be wrong, that said I always thought it came from the anti-aircraft cannon name, either because it's not too effective and neither are ground based guns against planes, as a joke that it is super-effective enough to protect even against artillery fire, or as a reference to the exploding shells i.e. Something like anti-shrapnel armour. On maps theatre of the mind works for me.
Petalslice There was once a great and powerful wizardess, who’s through great effort became one of the most skilled arcane mages in the land. Her only rival was a sorcerer as charming as he was powerful, and she hated him more than anyone in the world, for the rewards she worked so hard for seemed to flutter to his fingertips like gifts from the sky. One night, she challenged him to a duel on midsomer’s eve, six months hence. He agreed, and as was the custom of that place, offered her the choice to duel of magic or steel. So the wizardess hatched a cunning plan. She contracted with the greatest swordmaker of that great city to craft her a blade she might wield, and searched far and wide with her magics for an armoursmith to craft her a suit she might wear, that she intended to enchant and enhance with all her powers so she might cut down her enemy, whom she found in the village of Barlily. The armoursmith drew many drawings, designed many designs, until finally they agreed upon the one perfect form that would protect her. Yet whispers of the wizardess’s plan reached the sorcerer, and he seduced the swordmaker to his side, that he would craft for him a blade just as wickedly deadly as the one he’d forged for this wizardess - and of this, the wizardess could do nothing, for the laws of that place prevented it. Yet she remained sanguine, for she and only she would have the magnificent, perfect armoured suit for their duel, that would keep her safe. As the date of the duel grew closer, and the sorcerer boasted of his confidence, the wizardess only grew more nervous. So when the she and the armoursmith had completed their great work, fitted perfectly to her body, just as in the sketches, she paid him - and with a bolt of pure magic, slew him. “Why?” He asked, for he had come to love her. “Lest you betray me,” she answered, with tears in hers, for though she had not realised it she had grown to love him in turn. Then the sketch stepped from the parchment and ran her clean through, for it had been given life by her magic and his soul, and wept tears of ink across their bodies. So passed the great archmage of that distant city, and the great smith of Barlily, both replaced by lesser men - but to this day, beautiful charcoal artworks can be bought from the old smithy in Barlily. Yet the artist too, is sad, for none of her daughters will quicken to life as she had, and she fears she will be ever lonely. Character concept: A two-handed fighter Painterlily, seeking something, somewhere that will allow her to quicken her drawings to life - perhaps the wizardess’s rival, who knew much of her magic, whom she knows nothing of but that he lives in a distant city, of which she knows neither name nor direction. Personality: Petalslice can be rude and forthright, with an intimidating air about her, but she has a good heart and is unfailingly kind. Painterlily Two-Handed Fighter
Siobhan Sable wrote:
Yep, that's correct - I changed the name.
Okay, so I've got a few of possibilities in mind. It kind-of feels like what the group could do with is an ordinary village human, an everyperson type to look at the world with wonder... so some options... 1) Death domain cleric of Flicker. A young boy of the village who crossed tHe river to play in his youth, he's indelibly touched by death. I'd use the dhampir race to represent this, channel negative energy and use spells for healing. He'd be a favourite of the goddess pushed out into the world to experience living a little. 2) A young words-of-power Sorceress, itching to get out of the village and see the world. 3) Somrthing similar, but with a fey theme, either a painterlily, or a trig or pixie
Thoughts?
Repost without lascannon Ingrid Ingorsen Alphabetically assigned together by an administratum functionary, Ingrid and Tatania are a capable heavy-weapons team. Neither are particularly strong, so they tow their lascannon around on the standard rubber-tyred truck. They work well together, but rarely get close to anyone else. They know they’re likely to die in battle, but some parts of this life aren’t too bad, and they figure if they keep their heads down they’ll at least get a few good experiences in before they bite the lasbolt. Ingrid is short and stocky, whilst Tatania is somewhat taller. Both have the characteristic Teutonic blond hair and blue eyes. Heavy Gunner: Ingrid Ingorsen. Comrade: Tatania Ingorson. Weapon Skill 28, Ballistic Skill 40, Strength 37, Toughness 40, Agility 33, Intelligence 28, Perception 34, Willpower 40, Fellowship 30 XP Spent, 550/600. Comrade Advance: Stabilise, Comrade Advance, Loader Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness
Equipment: Common Craftmanship Heavy Stubber, standard equipment Wounds 12 (10+1d5)
Tarrisa
Background (to follow) Mechanics
Spoiler: Age 141, Height 5’9”, Weight 135lbs, Languages Undercommon, Sakvroth, Common, Abyssal
Superior Darkvision 120ft STR8, DEX16, CON12, INT8, WIS17, CHA18 Saves -------------------------------------- Reflex +3 = +0 Base + 3 Dex Fortitude +5 = +2 Base + 0 Con Will +5 = +2 Base + 3 Wis Light Sensitivity (racial): Dazzled in areas of bright sunlight Attacks -------------------------------------- Base Attack Bonus +0 Touch, Attack: 1d20-1 Rapier: Attack: 1d20-1 (-1 STR + 0BAB), Damage: 1d6-1) Cat ‘o Nine Tails ‘Slaver’s whip’, Attack: 1d20-1, Damage 1d4-1, disarm, nonlethal Hand Crossbow: 1d20+3, 1d4, 19-20/x2 Initiative +3 (+3 Dex) Speed 20' (30’ unarmoured), Stalker: No difficulty navigating underground, Nimble Moves as bonus feat (move 5ft through difficult terrain as if it were not) CMB -1 (0 BAB - 1 STR) Channel Negative Energy 1d6, 30ft radius, DC14 save halves, 7/day Madness Domain: Vision of Madness, Melee Touch, Duration 3 rounds. Target gains +1 to one of attack rolls, saving throws or skill checks and -1 to the other two. 6/day Chaos Domain: Touch of Chaos, Melee Touch, Duration 1 round. Target must roll twice whenever they roll d20 and take the worst result. 6/day Defenses -------------------------------------- HP: 8hp AC: 18 = 10 + 4 Armor + 3 DEX + 1 Shield Defensive Training: +4AC vs. aberrations Touch: 13 Flat-footed: 15 CMD 12 = 10 + 0 BAB - 1 STR + 3 DEX Skills -------------------------------------- Favored Class: Cleric (+0.5*level/day additional use of domain power) Skill points/level: 3 Heal +7 (+1+3+3), Sense Motive +7 (+1+3+3), Diplomacy +1 (+1+3+4), Perception +3 (+0+0+3), Background Skill points/level 3 Knowledge (Religion) +4 (+1+3-1), Linguistics +2 (+1+3-1) Traits: -------------------------------------- Devotee of a Dark Power, Terrifying (+1 Intimidate, +1DC of Fear Spells), Religion (Flames of Hell) +1DC channel energy Feats: -------------------------------------- Selective Channeling (exclude up-to 4 from channel energy) Equipment -------------------------------------- Hide Armor, Rapier, Slaver’s Whip (Cat o’ Nine Tails), Hand Crossbow
Ingrid Ingorsen Alphabetically assigned together by an administratum functionary, Ingrid and Tatania are a capable heavy-weapons team. Neither are particularly strong, so they tow their lascannon around on the standard rubber-tyred truck. They work well together, but rarely get close to anyone else. They know they’re likely to die in battle, but some parts of this life aren’t too bad, and they figure if they keep their heads down they’ll at least get a few good experiences in before they bite the lasbolt. Ingrid is short and stocky, whilst Tatania is somewhat taller. Both have the characteristic Teutonic blond hair and blue eyes. Heavy Gunner: Ingrid Ingorsen. Comrade: Tatania Ingorson. Weapon Skill 28, Ballistic Skill 40, Strength 37, Toughness 40, Agility 33, Intelligence 28, Perception 34, Willpower 40, Fellowship 30 XP Spent, 550/600. Comrade Advance: Stabilise, Comrade Advance, Loader Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness
Equipment: Common Craftmanship Lascannon, standard equipment Wounds 12 (10+1d5)
I'll definitely be making a character for this! I had in mind a cleric (perhaps a combat-focused one, since the group is weaker in that aspect at present) - how would that work given that the patron deity is a bit ill-defined at this stage? Also, any thoughts about how to handle healing, since I'd presumably have to channel negative energy since all the demon lords are evil?
Character updated with equipment and so forth Skivven
Spoiler: Skivven is a gutter-rat(folk) from the slums of Flint. The runt of the litter, he was neither strong nor charismatic enough to lift himself up, eking a barely-tolerated survival on the nimbleness of his feet and the quickness of his wits. In an attempt to pick the wrong pocket, he was collared by Inspector-Academic Griswalde, who, recognising something admirable in the young ratfolk, took him in as a scholarship-student of the academy. Skivven’s talents of alchemy flourished in the academy’s laboratories, amongst the smokestacks and chemical factories of Flint, where the space and materials for experiments deemed excessive or dangerous could always be found by a nimble ratfolk. The academy, it seemed, would be Skivven’s home, an institution blind to race and prejudice, its gears driven by merit alone. Yet this proved to be a mirage, a concoction of chemical smoke and optikal mirrors, for whilst a student was the lowest of the low, ratfolk no more or less than human, Skivven could find only assistant scutwork, whilst his peers found success as journeymen. Knowing he would never be a master, Skivven retreated into the RHC, following Inspector-Academic Griswalde’s route. Even there, his talents were put to use as a Spy in the shadows, rather than an Inspector in the light, but at the least he is truly valued in the organisation, and in its shadowy upper reaches he still hopes to find promotion and success.
PS: I’ll do equipment if selected, if that’s okay(?) - also, I’ve taken three traits and a drawback, if that’s acceptable? If not I’ll drop one of them. Skivven
Traits
Deep Red Sphere Ioun Stone Cracked (+1 Stealth) 200gp, Magenta Prism Cracked Ioun Stone (+2 to any skill, changeable daily) 800gp, Mulberry Pentacle Cracked Ioun Stone (+1 to Diplomacy and Bluff) 400gp, Pale Green Trillian Cracked Ioun Stone (+1 to stealth) 200gp, Scarlet and Blue sphere Cracked Ioun Stone (+1 to intelligence skill, spellcraft) 200gp, Incandescant Blue Sphere Cracked (+1 Perception) 200gp + Wayfinder 500gp (Blind-fight) Hat of Disguise 1,800gp (Disguise at-will) Sleeves of many Garments 200gp Potions
Alchemical
10gp remaining
I'd imagined blasting our way through hordes of orcs... or elves... or rohirrim... would be part of the fun. That said, they could always overwhelm us by force of numbers, and there's certainly Nazgul and wizards and Dragons and Balrogs and Balrog-slaying-elven-warriors and Sauron, and that's without even considering 40k threats such as Eldar, feral imperial guard ratling squads hiding out amid the halflings, tyranid bio-pits bubbling in the dead swamps, necrons hiding out beneath the mountains of the dead and on and on and on... and quite apart from that there's the risk of picking up an innocuous looking ring and being taken over by the taint of chaos and shot by your own side, or worse, not shot by your own side...
Characteristic: 2d10 + 20 ⇒ (7, 10) + 20 = 37
Skivven
Skivven is a gutter-rat(folk) from the slums of Flint. The runt of the litter, he was neither strong nor charismatic enough to lift himself up, eking a barely-tolerated survival on the nimbleness of his feet and the quickness of his wits. In an attempt to pick the wrong pocket, he was collared by Inspector-Academic Griswalde, who, recognising something admirable in the young ratfolk, took him in as a scholarship-student of the academy. Skivven’s talents of alchemy flourished in the academy’s laboratories, amongst the smokestacks and chemical factories of Flint, where the space and materials for experiments deemed excessive or dangerous could always be found by a nimble ratfolk. The academy, it seemed, would be Skivven’s home, an institution blind to race and prejudice, its gears driven by merit alone. Yet this proved to be a mirage, a concoction of chemical smoke and optikal mirrors, for whilst a student was the lowest of the low, ratfolk no more or less than human, Skivven could find only assistant scutwork, whilst his peers found success as journeymen. Knowing he would never be a master, Skivven retreated into the RHC, following Inspector-Academic Griswalde’s route. Even there, his talents were put to use as a Spy in the shadows, rather than an Inspector in the light, but at the least he is truly valued in the organisation, and in its shadowy upper reaches he still hopes to find promotion and success. PS: I’ll do equipment if selected, if that’s okay(?) - also, I’ve taken three traits and a drawback, if that’s acceptable? If not I’ll drop one of them. Spoiler: Skivven Small Chaotic Good Ratfolk Alchemist (Grenadeir) 6 Age 14, Height 3’9”, Weight 71lbs, Speed 20ft Darkvision: Ratfolk can see perfectly in the dark up to 60 feet. Languages: STR 6, DEX 18, CON 14, INT 18, WIS 12, CHA 8 Saves -------------------------------------- Reflex +9 = +5 Base + 4 Dex Fortitude +8 = +5 Base + 3 Con Will +3 = +2 Base + 1 Wis Attacks -------------------------------------- Bomb 10/day, 20ft, 1d20+8, Reflex DC19 3d6+4 fire, 5’ splash 7 or Frost Bomb 3d6+4, 5’ splash 7 and Fort save and Staggered next round or Smoke bomb Fog cloud 10’ or Stink bomb, as fog cloud but nauseous, fort dc19 saves CMB 2 (4 BAB - 2STR) Defenses -------------------------------------- HP: 30(.5)hp (8+4.5*5) AC: 15 = 10 + + 4 DEX +1 SIZE Touch: 15 Flat-footed: 11 CMD 14 = 10 + 3 BAB - 2 STR + 4 DEX -1 SIZE Skills -------------------------------------- Skill points/level: 8 Craft (alchemy) +13=+6+4+3, Disable Device +13=+6+4+3, Perception +10=+6+1+3, Sleight of Hand +13=+6+4+3, Spellcraft +13=+6+4+3, Bluff +10=+6+4, Diplomacy +4=+0+4, Stealth +16=+6+4+4+2, Knowledge (arcana) +8=+1+4+3, Knowledge (nature) +8=+1+4+3, Use Magic Device +3=+1-1+3, Survival +5=+1+1+3, Heal +5=+1+1+3, Fly +8=+1+4+3 Skulk (Racial): Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty). This racial trait replaces tinker. Rodent Empathy (Racial): Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Traits
It's worth seeing in 3D if you can - look up where the sweet spot for your theatre is and try to sit there. If you're too close - I.e. In front of where the camera was filming the scene the 3D image overlapped in such a way that the solution should be behind you. Your eyes can see it - its projected on a flat screen, after all - but you brain can't interpret it correctly. If you're too far away it might as well all be flat.
GMEDWIN wrote:
Okay! I could do a blasting focused wizard (selective meta magic rod lets you exclude certain squares from the blast), or even a cleric, or a bomb tossing alchemist. I was basing that idea on Cretien's note that some AoE attacks would be useful. That would be either in the naturalist Skyseer direction or the Technologist direction (particularly the alchemist). I can't see how to make a gun-wielding class work and a bow-ranger feels kinda odd in a modern game, but that was my other idea.
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Whatever the reason you came Hollow's End you are now all standing before a bounty/jobs sign next to the deserted tavern. Help wanted, the herbalist Laurel requires able bodied adventurers to assist her in gathering supplies. Pay will twenty five gold per person, Laurel may be found at her shop in the middle of town.
Welcome to Alkenstar land of guns, steam and magitech! Read on if your looking for guns and (magi)technology instead of swords and sorcery. This game is designed to test out Thunderscape content as such at least three of the five party slots must be Thunderscape classes, the Hollows last hope trilogy (and perhaps Hungry are the Dead) will be what I am running albeit it heavily modified. This will be a more outdoors type of game against such things as mutants, undead and so forth. Combat will be theater of the mind since this will rarely if ever involve dungeon diving. Selection will take place a day or two after New Years, you will be given twenty four hour notice. Hollow's end:
Hollow's End is a small village deep within the mana wastes, it was founded on a small vein of manite ore and is a typical boom town from the wild west. Notables include Boss Tweed who is the local 'boss" of the mines and is a petty, vicious individual who will try to get away with as much as he can in the mines. Deldrin Baleson is a half elf (of the Drow variety) and is the sheriff of Hollow's End. He is perhaps the only authority figure in Hollow's End that regularly stands up to Tweed and company. Gavel Thuldrin Kreed, the head of the mines when it comes to paperwork and management. Suspected by many both of extortion and embezzlement. Magistrate Vamros Harg, a vicious bastard who is the "mayor" of the town. His more evil excesses have so far been restrained by Baleson despite Harg's threats and (attempts) to remove him. Players (with GM review) can create connections and so forth here for their backstory. Alkenstar, the uncanon version:
Years ago a desperate band of refugees made their way to the mana wastes, they encountered all manner of mutants, abominations and even greater dangers from the blighted desert... Then they came upon a group of Drow explorers and history was changed forevermore... The Drow quickly learned the information they desired from these refugees and concluded that the refugees would be more valuable alive and loyal then as bleached bones in the desert... The Drow sent the refugees supplies and weapons... In exchange the nation of Alkenstar as it would become known would beholden to the Drow city-states of the Underdark, serving the Drow as their hand upon the inhospitable surface world... From the Underdark flow guns, ammo, grenades, cannons and all manner of strange items. Alkenstar takes these items and sales them to the outside world and use them to survive... Untold rewards and riches unfathomable await those who would dare the wastes of Alkenstar...alongside unimaginable horrors and strange wonders from a war of mages... Do you have what it takes to make it in Alkenstar? Will you retire upon a a bed of gold or will your bleached bones serve as a grim testament to the dangers of the wastes? The crunch:
point buy 20 level 2 starting gp 500 Alignment any non evil races allowed all core plus Drow and Mutant (see their sections), featured and uncommon races will require more convincing. Classes allowed. Fighter, Alchemist, Rogue, Slayer, Investigator, Gunslinger, Cavalier, Swashbuckler, Spell Less Ranger, all thunderscape classes except for the Thaumaturge. Firearms (see Firearms section). Drow:
Drow, we all remember them as spider worshiping, demon loving psychopaths with a severe case of backstabbing disorder. Or as clichéd rangers duel wielding scimitars with panther companions, frankly I don't know which is worse... Say hello to these Drow who are neither of the above, they are a hardy and intelligent race of industrialists who gave the surface world guns, magitech and a host of other interesting stuff. Relations with other races: Most of the world only knows legends and hearsay about the Drow (since they tend to lurk in the Underdark or in Alkenstar) as such they have a reputation as amazing scientists and engineers who can seemingly defy any challenge... While this quite true the Drow do nothing to dismiss such illusions and flights of fancy. Drow and Elves however have a deep (but recent) racial hatred (or at least apathy). To the Elves the Drow are earth destroying monsters who seem to only exist to strip mine entire regions of all resources. To the Drow elves are backward primitives desperately fighting to hold territories with what...paintbrushes? Drow Racial Traits
Elf: Drow are humanoids with the elf subtype. Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Drow have a base speed of 30 feet. Darkvision: Drow can see in the dark up to 120 feet. Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects. Skill Training: All Drow consider the Perception and Stealth skills to be class skills. Underground Sneak
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels. Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Weapon Familiarity: Drow are proficient with all Firearms except the Sniper Rifle. Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. Mutant:
Mutants are those who have been tainted by the storms that ravage the mana wastes, they are mistrusted by most and are the tieflings of Alkenstar. Mutant Racial Traits
Mutants are Aberrations (they gain darkvision 60 feet). Medium: Mutants are Medium creatures and have no bonuses or penalties due to their size. Mutations: Mutants are a wild and varied lot, select three mutations from the following list. Each mutation can only be selected once. Natural Armor +1
Normal Speed: Mutants have a base speed of 30 feet. Languages: Humans begin play speaking Common. Mutants with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Firearms:
Firearms in world of Aden are much simpler then in Pathfinder and will be used, they are house ruled however to maintain the attack to touch AC rule (natural armor is considered touch AC). Holdout pistol: cost 10 gp, damage 1d6, crit x3, range 30 feet
Scattergun: cost 75 gp, damage 3d4, crit x3, range 20 feet
Sniper Rifle: cost 100 gp, damage 2d6, crit 18-20x3, range 110 feet Ammunition
Firearm Weapon Descriptions
Ammunition Description
Note to Gunslingers: Due to the nature of firearms in this game some of your deeds may not be as useful as previously imagined (or not work at all), talk with me and these useless deeds will be replaced with something more useful...
We are in need of assistance with our new homebrewed Drider Queen class, specifically her Web Weaver abilities called "Web Traps". Web Trap, crude (1st level spell equivalent)
Since we don't have much in the way of expertise we are hoping that some resident trap experts might arise from the woodwork. Also if you wanting to see what we've done so far with the drow queen take a gander here(http://paizo.com/campaigns/EngineeringDrowSteampunkish/discussion& page=2). And in advance thanks to any homebrewers and trap experts.
male Xen'Dragon level 20 Xen'Dragon
You all "awaken" in the same room, it smells of the sea, salt and something you cannot even describe... Barnacle ignore the following two spoilers you were captured in a different manner. Perception 10:
You taste a spice on your tongue called "nutmeg"... Craft, alchemy 15 or knowledge nature 10:
The aftertaste of nutmeg is a clear sign of Taggit poisoning... A strange looking construct is right next to all of you, he is bound in a massive net... The Capture of Barnacle:
You walked out of the inn and were beset upon by numerous thugs, you were quickly captured in a net... EDIT Make a sleight of hand check, if you beat the dc of 15 you can have one thing on you such as a dagger in your boot...
Alright I know that somewhere on these boards lurk those such as myself who have a taste for the following links (please note that I have Murphy's Law of clickable links, they refuse to do it). http://www.d20pfsrd.com/magic/variant-magic-rules/binding-spirits
Now if these links kindle your desire for some occult fun I have some for you... If enough interest is displayed I will be rolling out a homebrew world (along with fellow players) however I won't do all the GMing, I myself want a piece of the action and yet no campaign for those of occult inclinations has emerged. As such I propose a different campaign then from most, instead of the traditional over arching adventure form level 1-15 like an adventure path this will be done by a far more "modular" basis. Adventures themselves will be relatively short affairs, lasting say two levels each, after each adventure we will rotate GM's via dice roll with the current GM's number being excluded form the die roll. Do I have any takers?
male Xen'Dragon level 20 Xen'Dragon
You all have arrived at the Leaky Dingy to meet with the famous Karnathi war hero who will be leading the expedition... The waves and wind outside batter the Leaky Dingy on its stilts and cause the place to rock back and forth. The patrons seem not to care though as they gamble away their gold and drink themselves into a stupor... Welcome to Xen'drik brave adventurers, welcome to your new home...
We all know that eberron is popular and so is kingmaker, so to satisfy both needs they will be combined. First brave adventurers read the poster. the poster:
The lords of Stormreach call upon you to join the Xen'drik expedition, join i the grand adventure of a lifetime! Explore the interior of Xen'drik and revel in wealth and glory! Those of you who prove themselves worthy will be ade viziers of the new territories and will be given great honors and wealth. Join today with expedition master Kalin Drask, fabled hero of karnnath and leader of the glorious expedition! Sign up at the leaky dingy in the harbor. character creation:
Any Common and featured race is allowed in addition to the Warforged and Changelings. Warforged also have the option of using the following subraces and tieflings, assimars and dhampirs may use bloodlines.
The agile are a variety of warforged suited for the more usbtle aspects of warfare, 2+ dex, 2+ wis and -2 cha. The officers are a variety of warforged made to command other warforged, 2+ str, 2+cha and -2 wis The Mindforged only come from Xen'drik and House Cannith never made any of them, 2+ cha, 2+ int and -2 wis. all non evil alignments are allowed. Hp is to be max for your first 2 levels and then half your hit dice+con modifier. You start at level 2 and any class except for the antipaladin, sythesist summoners and gungslingers can be used. Determine your stats by focus/foible, select one stat to be 18, another to be 8 and roll 1d10+7 for the remaining stats. Traits are 1 per character as for those who are selected I will give a custom trait. this recruitment will last for a week and you must just convince me but convince your fellow players who are already onboard. They are 137ben. Browman and Tenro. We have 2 slots available and we will be using hero points or you can choose an extra feat instead. Also psionics is allowed from dreamscar press. Use this for the Warforged and Changeling as well as eberron religions. https://sites.google.com/site/eberronpathfinder/ Any questions brave heroes (and antiheroes)?
The arcane rebellions is set in a world of my own making, or rather a kingdom at any rate. The setting is the Valkans a collection of loosely allied fiefdom's controlled by the clergy of the One True God, Astimas (LE, domains Evil, Law, Fire, Sun}. In order to put the Valkans under their complete control all magic not of Astimas is outlawed on pain of death by fire. Now brave heroes or vengeful anti-heroes must launch the arcane rebellions! Will you show compassion or will you seek revenge? Will you upon overthrowing the church of Astimas consign its members to their own pyres or will you give them the mercy of a swift death? The choice is your's, but remember the price of failure it beyond reckoning. Note I do not intend to GM this campaign unless no other GM's step forward in which case I will GM it, but do note that I will be a first timer GM. House rules 20 point buy, any paizo race allowed. Gunslingers may not join (this is set in the height of religious supersition think spanish inquisition). Ninja's, Samurai and wizards need justification. The former two not being western medieval approiate, must have exceptionally good backstories to explain their existance in the Valkans. The wizard due to the exceptional training they have to go through must either be a foreighner or have a suitably stealhy theme to explain surviving in the Valkans. The one other rule is thou cannot be a divine class of any description of Astimas, you may be an infiltrator of the church and attempt to brink it down from the inside out, but you cannot be an Astimas believer. Any others gods are allowed (all other gods are enemies of Astimas). The Gunslingers being forbidden and the Astimas rule are the only ones I want a GM who takes over this campaign to follow. Reason for making this campaign in the first place is not to allow a good idea to go to waste (may the arcane rebellion be glorious!). |