Jakardros Sovark

Jonathan Haykes's page

316 posts. Alias of JDPhipps.




I'm not sure if this is already on the agenda, but I would greatly appreciate some changes in font color. I know their are changes in the size of font and link color, but I think some of the previously colored text (like the names for accounts and aliases, stuff like that) could stand to be a different color. Maybe a blue or a dark purple, like before? I think it might help with the 'new layout gives me a headache' problem.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

The Docks of Absalom are bustling with activity as dockhands load and unload various crates full of cargo and passengers bustle to and fro, but even then one ship stands apart from the rest. The Gyrwood, a ship generously donated by the Primarch for the voyage to Azlant, stands in the harbor with her azure sails furled. The massive wooden dragon head that serves as the ship's figurehead stares out toward the Inner Sea, the mouth affixed into a permanent roar. While the dock workers load food and other supplies onto the ship, some of the undoubtedly many settlers have gathered and are preparing to board for the coming voyage. Most carry only a few bags or nothing at all, and it's clear that all of them have their unique reasons for leaving their previous lives behind.

Dot and delete, please.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Hey guys! Here's the new discussion thread for the game, and I'll have a gameplay thread and everything else up soon as well. Once everyone checks in here I'll deactivate the old game. I have the prequel adventure all written out, so I'm ready for it when you guys are. Just need to put up the last few edits for the characters, and we'll be ready to go!


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

The Starstone Cathedral towers above the rest of the Ascendant Court, its high marble towers gleaming in the light of the midday sun. The God's Market, hiding in the shadow of the Cathedral, bustles with noon activity as worshipers and those passing through browse the wares being pushed by various merchants. With midday services having recently let out, the Court is perhaps at its busiest time of day; the cobbled streets of the Court are covered in people of all shapes and sizes, with elementals and planar beings walking side by side with humanoids. Scattered amongst them all are the Graycloaks, their thin woolen garb the only marker of their station, watching over the proceedings of the Court. Chelish dignitaries move through the crowds followed by all manner of devils and infernal servants, while others still praise the Inheritor only a few feet away. Stranger things still walk the streets--or haunt the skies, perhaps--of Absalom, and it seems no one bats an eye. Through it all, the chorus of voices of worshipers of every faith imaginable fill the area, each shouting their truths and decrying the others in turn, all about the Pit of the Starstone in a religious frenzy.

One such voice belongs to a follower of the Last Disciple, espousing the glory of his prophet. Surrounded by a hearty crowd--consisting of equal parts dutiful believers and vicious naysayers--he chants and raves of the glories of the second coming of Aroden, here to bring prosperity again to Golarion. A group of Graycloaks stand between those preaching and the crowd, pushing them each back in equal measure in an attempt to keep the peace. A few clouds in the otherwise clear sky pass over the sun for a moment, cloaking the Court in shadow. A few people cast apprehensive glances toward the display; shows of violence have become more frequent in the Court as of late.

I'm just setting the scene here, you all can feel free to post in with what you're doing here and why, perhaps you're with some of the other party members. You can engage with anyone you like--the protesters, the worshipers, someone in the Market--or not do so at all, and merely take in the scene or talk amongst yourselves. When I feel the time is appropriate (either because you've all done your introductions or I just feel like it's an appropriate time to set things off) I'll post in again.


Hello everyone! This is a recruitment for a homebrew Pathfinder game set in Absalom. Your characters, whether originally from Absalom or either recent guests or immigrants, are well-aware of the newest major player in the city-state. The Last Disciple is a man who claims to be what most consider the impossible; a survivor of a shipwreck that washed up on Old Azlant, he claims that on those islands he discovered the secret to Aroden's disappearance and the god once again grants him power. While many were obviously skeptical of his claim, he's amassed quite a following among the lay folk and others have found it difficult to disprove his claims. The man can clearly call down divine miracles, and he prays to Aroden for his magic. Many are still unconvinced, but they're quickly finding it harder and harder to have a leg to stand on. Recently, some of his followers and those of other gods have been fighting in the Ascendant Court where he does most of his preaching. The most recent incident saw two men tumble over the edge into the pit surrounding the Starstone Cathedral. Tensions are rising, and they show no sign of stopping.

As for mechanics, here's what you're working with:

  • 9th Level
    [*[20 point-buy
  • All races are allowed, but the weirder you go the more you have to justify why you're playing a Werebear Kasatha.
  • We will be using the Automatic Bonus Progression rules from Pathfinder Unchained, treated as two levels higher than you are (i.e. you gain bonuses as if you were 11th level), with the addendum that weapon/armor qualities stack rather than overlap with a maximum net bonus of +10. You can have more than a total of +5 in terms of other magical effects, but they reduce from the static bonuses as normal.
  • Two traits, you may take a drawback for an additional trait.
  • Standard WBL

    I also have an extensive house rules document for Pathfinder, which you can find right here that almost definitely addresses any and all other questions you might have. If you don't see it in there, feel free to ask and say you didn't see it on there, but otherwise I probably won't answer a question if I know the answer is on there.

    The last thing I need to say is there are already four characters slotted for this campaign, as this is a redo of a campaign that kind of collapsed due to a large number of people dropping out and shifting about, which made everything just kind of a pain to keep straight. As opposed to retcons, I decided to just start over. The characters already slotted for the game are:

  • Human Brawler
  • Elf Magus
  • Human Inquisitor
  • Rogue (Unsure of race at the moment)

    I'm not sure when recruitment will close, but it'll be up for at least a week and a half or so. I'm looking for 2-3 more players for this game, with a somewhat relaxed but hopefully consistent posting rate.


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    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Hey guys! Here's the Discussion thread for the new campaign, and Recruitment has already been set up. Feel free to pop in here and talk about updating your characters as well as deciding whether any of you know one another this go-around. Also, let me know if you have any questions about rebuilding rules and stuff, the info is in Recruitment.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    The salt in the air is what hits you first; it's so thick you can nearly taste it when you breathe in, far stronger here at the docks than in the city proper. At this time of night most of the dock workers and fisherman have headed home, the boats now rocking gently in the waters of Elliot Bay. It isn't hard to navigate the area--even after a few years of being away--and soon enough, you find the right row of warehouses. A group of seagulls, cawing at eachother as they fight over food, take flight and settle on the edges of rooftops as you walk through the dimly lit shipping yard, watching you until you travel far enough that the scavengers resume picking over the chum and rotten fish left behind. You finally stop outside one warehouse--indistinguishable from the others besides the flaking 'K-15' painted in white on the rusted metal exterior--and look around out of habit, making sure no one else is around. After a second, you walk past the rusted-shut access door and plant your hand on the false wall; it takes a second to find the catch, but your fingers eventually find purchase and the rusted hunk of old sheet metal pulled inward and to side the side with a hydraulic hiss, letting you inside. It shuts as quietly as it opened, leaving you in darkness for a moment; when you lived here, there used to be motion-sensitive lights when you came in, but now you're forced to feel around for a switch before an overhead flourescent light comes on, illuminating the corridor into the main warehouse. The place is no longer as well-kept as it once was--no surprise, considering the only tenant is a junkie--and exposed wire hangs from the ceiling in places, with the carpet you all previously installed now patchy and torn. The furniture seems to be the same as what you all left behind, if stained and falling apart from lack of care, although it looks like some of it has been removed recently, probably selling it to pay for BTLs. It's not like Derek ever spent much free time outside of his rig.

    When you hear the whirring of what sounds like a turret, you spin and reach for your weapon (it wouldn't have surprised you if Derek had called you all here to sell you out, after all), but staring back at you is Derek's favorite drone Asimov. It clings to the ceiling with its metallic, spider-like legs, and beeps a greeting to you as the minigun turret built into its back winds down. It drops down to the floor with a heavy thud, prodding one of your legs with its small mandibles Derek installed to help it manipulate small objects. After a moment it wanders off with a mechanical whine, and watching it wander off leads your eyes to Derek. His limp body hangs in a simsense rig, surrounded by empty bags of soychips and cans of knock-off soda, along with other trash. You can see from here the small cartridge jutting out the side of his skull, and his fingers twitch ever so slightly while the remainder of his body lies still.

    That's just like Derek; some things never change.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Hey all, welcome to Discussion! I'll be trying to get Gameplay up and moving along shortly, so it'll be up by Friday at the latest (hopefully Wednesday or Thursday). For now, feel free to discuss some team dynamics and such and perhaps flesh out some more reasons why your characters might have split up. While I do love a lot of the reasons you all have, most of them stick more or less to Derek, and I'd love to see some branching out even if he's the main reason. Feel free to ask me any questions you have and I'll answer them ASAP.


    "Hey chummer; long time no see, eh?" The video pops up on your commlink without warning or provocation, playing before you even realize what's going on. You recognize the face in the video--Derek Wilson, he used to be a rigger for your team back in the day--but you haven't spoken in years. The elf doesn't look too worse for wear, but he still has the same sunken eyes of someone who slots too many BTLs. "Look, I know it's been a while... and the lot of us didn't all part ways amicably. I don't know if you've spoken with any of the others--I know I haven't, anyway--but I hope you all don't hate my guts enough to shut this off before you hear me out." Derek was one of the reasons your old team drifted apart, with his BTL addiction causing problems for everyone and forcing people to take sides, but his life choices weren't the only thing that made you split up. When he mentions you hanging up, you think about it for a moment. Derek was a good rigger, but he was an ass and a chiphead, why should you care what he has to say? "Anyway, I'm not hear to rub salt in old wounds, but I'm sending you all this message because I've got a lead on a good job--better than good, really--and despite our difference, you all are the only ones I trust. You know, we might've hated each other's guts sometimes, but we worked well together. We were a team, you know?" Derek pauses for a second, scratching at the datajack built into the side of his head; he'd had the thing installed by a second-rate street doc, and evidently it still hadn't stopped itching. "I haven't run with a team in a long time. Haven't needed to, really... but this is different. It's too big for one person. I need a team for this," he says, pausing for a second before he sighs. "I need you; the team." A few seconds later, a couple of documents pop up alongside the video. They're security details for a museum; either the Johnson gave this to Derek or he did some surveillance himself, but it's surprisingly thorough. You can't tell everything from what he sent you, but from what you can see it looks like Derek's right... it is a good job. Still, the thought of 'getting the gang back together' makes your stomach turn a little bit.

    "Look, I dunno what you've all been up to. I tried not to look into it too much after we split up, honestly. I was still feeling a little raw afterward, and by the time that passed it just seemed like... I dunno, an invasion of privacy or something. I heard some of you might've even gone straight; if you had, I didn't want my poking around in your business to frag up whatever drek you had going for you as a wageslave, y'know what I'm saying?" He laughs for a second at his own comment, then sighs again. He adjusts the camera screen, showing for a second the ratty apartment behind him. "Anyway... this job's not hard, but there's too many moving pieces for me to handle them all. I'm not asking to start running together again on the reg, but... just one last job, for old time's sake. And, y'know, a drekload of nuyen. If you're interested, come by our old hideout. My name's still on the lease... I keep it as a safehouse." He shrugs, twiddling his thumbs before staring straight into the camera.

    "C'mon, chummer. It'll be a milk run."

    That's what they always say.

    -----

    Hello one and all, and welcome to my Shadowrun 4E recruitment thread! As you can see, the premise of the game is pretty simple; the group will have be runners that once all worked on a team together several years ago, until they eventually split up and went their separate ways... that is, until a former teammate pops up with an offer of a lifetime. He says it'll be one last job, but... well, we all know how that goes. To account for the little bit of backstory already presented, your characters will be getting a little bit of a boost above normal character creation rules. These are:

  • You will start with 440 BP, as opposed to 40.
  • You can still only spend half of your total BP on Attributes, but all other restrictions have been lifted.
  • All restrictions on skill purchasing are lifted.
  • You can spend up to 60 BP on gear, and you are limited to Betaware as opposed to Alphaware.

    In addition, I do have a particular selection of house rules that I'll be using. In addition to being posted here, these rules are always available on my DM alias; I have a spoiler labeled House Rules, and clicking on the link labeled Shadowrun 4E will take you there. The house rules have been crafted with two purposes in mind, which are to discourage egregious min-maxing and help to alleviate some balance issues I feel are prevalent in SR 4E. If you have suggestions for tweaks or changes I'm always open to them, but obviously I reserve the right to not use them if I don't want to. Also, please don't ask about other editions as I only own the 4E rules and I'm not going to look around and familiarize myself with another edition of the game.

    With that out of the way, other than being mechanically well-polished, the other thing I'm definitely expecting is a good backstory. You used to be a part of a runner team, and you broke up. What conflicts might have caused your runner to leave behind the people they worked with, and what did they do afterward? You might have continued running with other people, I suppose, but maybe you tried to go straight or perhaps you did some work for organized crime or even ended up in prison. Maybe you and another member of your team split off on your own and now you're thinking about whether or not you really want to get everyone back together. Given the story presented and the fact that you won't know who'll be selected, the reasons why you left can definitely be vague. Alternately, feel free to work with each other and establish a relationship with another character that might have fueled why you left if it isn't related to just you, or to Derek.

    Last thing before I cut you loose; don't worry about building a character that conflicts with the one established member of the party; building a rigger won't make you less likely to be picked, and Derek won't be sticking around as any sort of DMPC, so he won't be stepping on your toes much. Anything else you might want or need, feel free to PM me.

    Alright, that's it chummers. Have fun.

    EDIT: Sorry chummers, forgot one last important thing. Recruitment will remain open for exactly two weeks, meaning you have until FRIDAY, JANUARY 27th, 11:59 PM to submit and refine your characters.


  • 2 people marked this as FAQ candidate.

    I'm currently playing an investigator and I've run into a bit of a conundrum. Obviously, you can spend that Inspiration in order to roll a d6 and add to a d20 roll, but my question is about the bolded section below, as well as Investigator talents that allow you to do it with other skills:

    Investigator's Inspiration Ability wrote:
    An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

    So, you can use it on those skills without spending any Inspiration. There are other talents that let you do this with other skills as well. But what if I don't have any Inspiration left for the day? It never states that I can't, while other classes like the Gunslinger/Swashbuckler include caveats that certain abilities merely require you to have a point remaining. No matter where I look, I can't find any text that supports requiring Investigators to have points remaining to use that function of the ability.

    Do you think that's intentional, or an oversight? Some guidance on the matter would be helpful.


    Hello everyone! My name is Jon, and as you can obviously guess this is a recruitment thread for my currently running Kingmaker game. This game, while it does follow the Kingmaker books, does feature both some published modules and a fair amount of homebrew content. The group will soon be heading back to the village of Corran's Pass to partially wrap up a side-quest, before heading back to Oleg's Trading Post to rest and regroup. I've somewhat recently lost a player, and I'm seeking to find a replacement as well as potentially bring in a few new people as well. See more details below, but at the moment I will be accepting either two or three new applicants. How many exactly will depend on if I feel there are three characters that I really like and whom I feel fit both the tone this game is going for and the current group dynamic. Experience with the AP is not disqualifying, but be sure you can separate player knowledge from character knowledge. Details for character creation, as well as player expectations and what a completed submission should include are below.

    Build Rules:

  • All characters are starting at Level 2.
  • Characters have a 15 point-buy, using the point-buy system detailed in my house rules for Pathfinder, which also contains all my house rules for the system and should answer all questions about "Can I take X" or "Are you using Y". Please read it, and if you don't find the answer to your question, let me know.
  • Two traits, one of which can--but does not need to be--a campaign trait. You may take a Drawback for an additional trait.
  • I have no restriction on races, but be aware that the more outlandish the race the better backstory you'll need for me to pick you. In addition, there are a lot of elves/half-elves in the party, I'd prefer something a little different.
  • I'd prefer no evil characters, but if you really want to play one PM me and we can talk about it. We have a Paladin in the party, so you'll need a damn good excuse.
  • You start with average starting wealth for your class, plus an additional 200 GP.
  • Player Expectations:

  • I am a college senior, so my posting will occasionally be sporadic. I do my best to post once a day when I have free time, and closer to five times a week during crunch time for things like exams; I expect you to keep up a similar posting schedule. I will, at times, not be able to keep up with that schedule for a variety of reasons, and I will do my best to let you know ahead of time. That said, if I forget and don't post for a little while, I'll be back. The game isn't dead unless I kill it, you get what I'm saying? If something happens and you can't post for a while, please let me know. I'm reasonable.
  • If you don't post for more than a week and don't inform me that you won't be able to, I reserve the right to remove you and find a new player. If you show back up, do feel free to message me and explain the situation, and if I feel your reasoning for disappearing is acceptable, I'll let you back into the game.
  • Read the Kingmaker Player's Guide, and have a passable knowledge of Golarion. I do not know everything about the setting, so I don't expect you to do so either, but don't be completely ignorant of it. Also, have some knowledge of Kingmaker's first book; if you don't know about it, read through the Gameplay thread or ask me.
  • Roll20 will be used for combat, so please have an account and be ready to join the game on there.
  • I will roll initiative for players, as well as things like Perception if it seems reasonable that your characters would automatically assume to do so; if not, I will use a passive bonus (Total skill bonus +10) if necessary. You, of course, are always allowed to make your own checks if I do not.
  • Please be somewhat well-written, and be dedicated to role-playing. I don't expect you to be capable of writing the next Great American Novel, but I'm a writing major and I expect at least things like correct grammar.
  • Completed Submissions Will Include:

  • A completed character sheet that I can look at and read over. It doesn't need to be attached to an alias, but I don't have programs like HeroLab so I can't look at sheets on that program.
  • A written backstory for your character, including at least a basic description of their personality. Things like physical appearance get you bonus points, but aren't required.
  • If you're submitting to take over the role of my missing player (more on that down below, outside the spoiler!), I will need a role-playing sample to see your take on the character; I want to see how you take what you already have and build on it and change it, which will be a significant factor in your being chosen. Other players may submit one for bonus points, but it's not necessary.
  • So, now that that's out of the way, onto the last thing. This is the list of characters that are currently playing in this game; Creon 18 is the character of my missing player, and I very much enjoyed his role-playing style and the direction he wanted to take the character. If you wish, you may take over this character as opposed to making your own; I ask that you don't do a complete rebuild of the character, but you may change things if you wish. If you want to take the character as is, no sheet is required, but do note the required role-playing sample listed under what you'll need in a completed submission. Feel free to PM me any questions you have about the character if you're interested in taking over for him.

    If not, don't worry! As I said, I'm taking on up to three new players from this recruitment, so you can submit a completely new character as well! I ask that you look at the characters in the game currently and try to build a character that you think compliments the party as it stands now. You will be coming in part of the way through the story, so in your backstory definitely include why you're thinking of joining up with the party and why they might take you in; maybe you're a guard at the training post who wants to make a mark on the world, or you're a thankful villager from Corran's Pass (a village they've just saved from a werewolf) who wants to make it up to the heroes by helping them take down the Stag Lord. Those are just suggestions, so feel free to come up with your own reason as well! You could potentially be connected to another character in the party; if you're interested in doing that, let me know and we can talk about who it makes sense for your character to know and why you might have sought them out. This thread is connected to the campaign, so you can also check out Gameplay for inspiration on this aspect of your character. Group submissions--if for instance some of you wanted to be a group of villagers or guards or whatever who try to join the PCs as a group--are perfectly acceptable; just make sure to let me know if you only want to be in the game if all of you get in or not.

    I'll be keeping recruitment open for the next two weeks or so, until around the 17th. When we get closer to that date, I'll let you know if it's going to run a day or two extra. As long as you've expressed interest, you will have 24 HOURS after I close recruitment to finish your character. Then, I will make my selections and work out with those selected how they join the party.

    That's it! Feel free to ask me any questions here or through PM, I'm currently on break from college so I should answer questions pretty quickly. I hope to see some great submissions!

    EDIT: Along with your submissions, please take a look at the Kingdom Building rules and think about what role you'd want your character to take. Several characters from the game have already let me know their thoughts on the matter, which I will list below for your convenience. I might also include a second choice, just in case.

    Annika: High Priest
    "Prophet": General
    Theodore: Ruler


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    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    OPERATION DESERT SPEAR: 11:19 AM GMT, APRIL 6TH, 2019

    - - - - - - - - - -

    "Alright, we're about ten minutes out from Basra. Unfortunately, there's still no way to know who or what leveled this city; we have no idea whether or not the city might be occupied, or how many civilians might still be hunkered down." The staff sergeant takes a long drag off of a cigarette, wiping his forehead as the sweltering desert heat creeps up into the bed of the truck. "Just remember, our primary goal right now is to secure the area in order to care for any remaining civilians; setting up a perimeter is our first job. Any survivors can be brought to our base camp outside Basra until a relief effort gets rolling. After all, there's not much of a point in sending aide if there's, well..." The sergeant pauses, the end of his unspoken phrase hanging in the air.

    "You and another section or two are heading into a block of neighborhoods on the eastern side of the city, along the river. Dig through the rubble, see what, and who, you might be able to find. Engage hostiles if you have to, but things are up in the air right now; do your best to avoid hostile contact." As the sergeant finishes speaking, the truck hits a bump in the road, equipment rattling as he takes another drag off his cigarette. "Any questions?"


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Alright everybody, welcome to Discussion! I'm ready to get this whole shebang started ASAP. That said, there are just one or two things I want you all to do before we get started. As I've mentioned to some of you, I have a process for dealing with Knowledges that is a little different than how the book does it Basically, I allow you all to take what I call Specialties; areas of study that your character should reasonably be aware of, but might be too specific or out-there to require a Knowledge skill for.

    You get three Specialties, and what these allow you to do is roll for Common Knowledge, even if that information isn't ACTUALLY Common Knowledge. So, while say Special Forces Tactics aren't common knowledge, if you took that specialty you could then roll Common Knowledge for that kind of information. Depending on how relevant your Specialty is in conjunction with your background, you might get a bonus or penalty to your roll. Kristophe, for example, would receive a bonus when rolling for Special Forces tactics for places in close proximity to his home country, but would take a penalty if rolling for somewhere like Brazil. Make sense? I'd prefer them to be a little more specific than knowledge skills, but not by much; if it makes sense your character is schooled in it, take it as a Specialty. If that means you'd like to remove some Knowledge skills and mess around with skills, go ahead. Just let me know what you decide. Once everybody has done that, we'll get this show on the road. I'll get Gameplay started so you all can post in and get acquainted, but we won't get into the meat of it until this is done. Sound good?


    Hey all, I'm going to start up a game in the vein of the XCOM series. I'm not going to give away the story yet, exactly; suffice to say, you will not actually start as part of the XCOM initiative. Instead, you are all serving as members of the UN Peacekeeping Force who will stumble upon proof of an alien invasion, which will lead to you being inducted into XCOM proper. What I will tell you is the general basis of your first mission: In the year 2019, something eradicated the Iraqi city of Basra. While armed conflicts in the region have begun to die down in recent months, this threatens to ignite a full-scale war as different nations accuse the other of attacking the city for their own ends. As a neutral force, you have all been sent in as UN Peacekeepers in order to secure the area and figure out what happened to the city. Whatever did the damage kicked up sandstorms and a lot of dust, meaning it's been difficult to impossible to reach the city until now, five days after the incident.

    As for the crunch, I'll be using Savage Worlds system for this campaign, and at least for the moment we'll be using just modern day armor and weaponry. Later on in the game I'll be bringing in more variant rules, such as cybernetic or genetic modifications (including things like MEC troopers), as well as introducing Arcane Backgrounds in the form of Psionics. However, for now I ask that characters be made with only the SW Core Book. If there's something from another book you'd like to use that fits with a modern setting, let me know and I'll approve it on a case by case basis. Without further ado, here are the character creation rules:

  • Point Buy: 6 Attribute, 16 Skill.
  • Edges: No Arcane Backgrounds; once introduced Arcane Background (Psionics) and any edges requiring it will become available.
  • Hindrances: 1 Major, 2 Minor.
  • Wealth: $1000.
  • Experience:10 XP, giving you two Advances.

  • Skills:When purchasing a new skill, you may also increase a skill that is lower than its linked attribute by one die type, including the newly purchased skill.
  • Arcane Backgrounds: Once available, purchasing an Arcane Background also automatically grants a d4 in the associated skill required to use that Background's powers.

    What am I looking for in a character?

    Other than being finished mechanically, I do want at least some basic backstory elements for your characters. UN Peacekeepers are not necessarily members of a nation's military; they can also be private contractors or civilian police officers. Tell me a little about your character, so I know they aren't just a stat block. Also, keep in mind I AM trying to choose a balanced party, so I am looking for characters that will mesh together mechanically. The game will feature elements other than pure combat as well, so neglecting skills that you wouldn't use in a fight isn't necessarily a great idea. There will be a place for characters with good Charisma, or who are skilled at operating vehicles or at traversing areas unnoticed. However, you ARE fighting aliens: making a character who doesn't participate in combat isn't going to get you far either.

    If anyone has any questions, feel free to ask here or PM me. If you would like to play but don't know the system/don't have access to the books, get in touch with me and I'll see what I can do. SW is a very simple system and easy to pick up, in my opinion. A lack of familiarity will not disqualify you.

    Happy hunting!


  • One of the games I'm in has been on hiatus for a while, but it never actually stopped. Today, I noticed it was gone and thought perhaps the GM had decided to mark it inactive. However, it just got randomly moved down to my Previous Campaigns on the profile. I am listed as an active player on both the Players and Characters tab.

    The game is Deadlands: The Flood.


    Hello, one and all, to another one of my recruitment threads! I've recently had a number of characters drop from my game for personal reasons, and another member of the party will be switching characters. I'm looking for two characters for this game at the moment, with the details for character generation posted below.

    Character Creation Rules:

  • 15-point-buy, point for point. No scores above an 18 or below 8 before racial modifiers.
  • Level: We will be starting at 1st level. I do not hand out XP, I will let you know when you level up.
  • Alignment: I'd prefer no one evil. If you want to run an evil character, I will need a good reason.
  • Races: All Paizo material is allowed, but the stranger/more exotic your race, the better a backstory I'll expect from you as a result.
  • Classes: Again, all Paizo material is allowed. I will allow third party favored class options, but no classes. I'm not overly fond of psionics and I have not read through Path of War. Vigilantes are technically allowed, but don't much fit the campaign flavor.
  • Firearms: They are allowed. Enemies will have them if you have them, so be warned.
  • Traits: Two traits, one must be a campaign trait. You are allowed to take a drawback for an additional trait.
  • Gold: Average gold for your class.
  • Unchained: Unchained classes are allowed. To anyone interested in playing an Unchained Rogue (or Slayer, for that matter), please PM me. I do have a small change I am making to the class. In addition, I will be using:

    --Background Skills
    --Combat Stamina
    --Disease/Poison Trackers
    --Removing Iterative Attacks
    --Wound Thresholds

  • House rules: I have a few house rules I always use. Others make come up in play, but these are relevant for character creation.

    --You may use the higher of your STR or DEX for attack and damage rolls with finesse weapons, without a feat. You can also add DEX to your damage rolls with ranged weapons.
    --Endurance now works as it does in Unchained, under the Wound Threshold entry. Diehard now allows you to ignore wound penalties for a number of rounds equal to your Constitution modifier, but after this expires, you are fatigued.
    --Combat Expertise is NOT required for Improved ______. I have eliminated some other feat taxes, though none of them SHOULD come up in character creation. If I spot any perusing your entries, I will let you know.

  • Player Expectations:

  • I ask that you be able to commit enough time to the game to post at least once a day. The game may not always move fast, but unless I say it's stopping, it will always move. If you'll be unable to post for more than a day or two at a time, I request you let me know ahead of time.
  • If you don't post for a week without an explanation, or have frequent absences lasting several days, I reserve the right to remove you from the game.
  • Please, don't be a jerk.
  • I use a few house rules, but otherwise run rules as written. If a character concept you really want to play just doesn't QUITE work with RAW, mention it to me and I'm willing to work with you on it.
    Read the Kingmaker Player's Guide, and have at least a passable knowledge of Golarion.
  • Please be a decent writer and have a commitment to role-playing.
  • Roll20 will be used for combat maps, so please make an account if accepted.
  • I will roll initiative for all players during encounters. In addition, I will try to let you know whenever a skill check could be beneficial for you. If you, in character, would not think to roll a skill check (such as entering an area where you expect no resistance, so no Perception), I will use your passive skill check (Bonus +10) against their rolls and inform you if your character notices anything.
  • Completed submissions will include:

  • A completed stat block, with all relevant information on it. If I spot entries with missing information, I will inform you of it. If submissions have been closed and I inform you, you will have 24 hours until I consider your submission void.
  • A completed backstory, along with a physical description and an outline of your character's personality.
  • At your own discretion, feel free to also submit a small snippet of your writing/roleplaying in character. This is NOT required, and I will NOT hold it against you if this is not done. That said, if you want to showcase just how good at it your are, the option is there.
  • Now then, onto the the really important part. This game has THREE front-line characters, and so I will not accept any applications built as such. I have two slots left, and I am looking for any combination of the following:

  • An arcane caster
  • A ranged combatant
  • A skill-focused character
  • A divine caster

    I know there's a rather large Kingmaker recruitment going on at the moment, and I have no problem if you apply here with the same character and have to withdraw if you get picked in that recruitment. I'll have a link to the Gameplay thread below, and the remaining players will be looking over your applications as well.

    Kingmaker Gameplay Thread


  • I've been having an issue where campaigns I'm playing in are disappearing from my Active Campaigns tab without any warning. I haven't been marked as inactive in them, the game itself is not inactive, it simply disappears from my tab and I have to go through and look at the posts from my alias to get into the game.


    Our Way of the Wicked party has had a tough time with GMs. Our first flaked out on us without any kind of warning, simply disappearing on us and never showing back up. Another GM showed up on the forums who offered to run our party through the AP, but due to some IRL issues it seems he may also be down for the count, as we haven't heard from him since August 3rd. We're holding out hope that he'll show up, but it seemed a good idea to err on the side of caution.

    The party hasn't left Branderscar, and we're still level 1. It was a gestalt game, and I know none of us want to do a massive rebuild on our characters or concepts, so being able to roll with the party as it is now is preferred.

    This is my own character for the game, and you can see all my stats as well as find the rest of the party and the game itself.


    After the brawler came out, I was originally enamored with the idea of the snakebite striker archetype. The idea behind it seemed interesting, and it seemed like the perfect choice to play a brawler who was a little more underhanded. Unfortunately, I then realized the archetype was... a little lacking. That is what I'm hoping to fix with this re-design. Without further ado, the redesigned Snakebite Striker.

    Spoiler:

    Snakebite Striker
    - - - - -

    Studied Combat: Beginning at 1st level, a Snakebite Striker learns to study her foes to exploit their weaknesses. When in combat, a Snakebite Striker can expend a move action to study a single enemy she can see. Upon doing so, she adds 1/2 her Brawler level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to her Intelligence modifier (minimum 1).

    At 5th level, the Snakebite Striker's uncanny insight into her opponent's improves. When designating a creature with her studied combat ability, she expends a swift action, rather than a move action.

    A snakebite striker can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same snakebite striker's studied combat again for 24 hours, unless the snakebite striker expends one use of martial flexibility when taking the action to use this ability.

    This ability replaces Close Weapon Mastery.

    Inquisitive Mind: Beginning at 1st level, a snakebite striker can use her martial flexibility to gain the benefits of a select number of investigator talents in addition to combat feats. The snakebite striker treats her brawler level as her investigator level for the purposes of this ability.

    All references to dealing damage with the investigator's studied strike are instead applied to the snakebite striker whenever she is under the effects of studied combat. All other references to the investigator's studied strike are ignored.

    The list of selectable talents is as follows:

  • Blinding Strike
  • Confusing Strike
  • Deafening Strike
  • Prolonged Study
  • Repositioning Strike
  • Rogue Talent (Hard to Fool)
  • Rogue Talent (Peerless Maneuver)
  • Rogue Talent (Stand Up)
  • Sapping Offensive
  • Sickening Offensive
  • Slowing Strike
  • Stealing Strike
  • Studied Defense
  • Toppling Strike

    This ability modifies Martial Flexibility.

    Two-Pronged Assault: Beginning at 3rd level, a Snakebite Striker becomes adept at striking her opponent's unawares. Whenever she is flanking an opponent, she gains a +2 insight bonus to all combat maneuver checks made against that foe, and receives a +2 insight bonus to her CMD. These bonuses increase by two at 7th level, and every four levels after, to a maximum of +10 at 19th level.

    This ability replaces Maneuver Training.

    Harried Assault: Beginning at 4th level, a snakebite striker learns to harry her opponents into making mistakes. At the beginning of her turn, the snakebite striker can choose any creature adjacent to her and designate them as being harried by her attacks. While an opponent is harried, the snakebite striker can choose to designate a number of squares adjacent to the harried creature; while that target remains harried, the snakebite striker is treated as being in those squares for the purposes of flanking, even for enemies she is not harrying. At the beginning of each round, the snakebite striker can designate new squares adjacent to the creature, or choose another creature to be the target of this ability.

    This ability lasts until either the original target is dead, or the snakebite striker chooses to harry a new target. In addition, the target can attempt an opposed combat maneuver check versus the snakebite striker; if the target succeeds, they are cannot be treated as harried by the snakebite striker until she succeeds at a contested combat maneuver check against them.

    This ability replaces Knockout, Awesome Blow, and Improved Awesome Blow.

  • Alright, there it is. Let me know what you think, even if it's a little brutal. I'm looking for opinions on things that are too powerful, too weak, or not properly balanced with the abilities that are traded out for them. Re-balancing abilities, adding different ones and perhaps removing or changing certain aspects of these new features are all things I'm wide open to, however.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    At the center of Absalom, the Ascendant Court stands as a testament to the city's creation. Surrounding the Starstone Cathedral, the Court houses grand temples to the god of nearly every god worshiped on the face of Golarion. Dozens of market stands sell religious paraphernalia, from incense to fetishes to holy symbols of this god or that god, all protected by the infamous Gray Guard, their drab gray cloaks marking every street's corner. All roads in Absalom eventually feed into the Ascendant Court, standing at the center of the vast City at the Center of the World.

    Welcome to Book 1 of the Adventure Path, "To Those of Faith"; All Roads Lead to Heaven.

    -----

    "Keep calm, everyone. Nothing to worry about here." The Gray Guard stands tall, the butt of his spear planted in the ground. A few of those wounded are being carried away by other members of the Guard on stretchers, and already the blood is being cleaned from the streets. A crowd has gathered quickly around the scene of the incident, although details are sketchy surrounding the details of the crime. All you've managed to gather is that some kind of fight took place, and it involved those who have been following the supposed "Last Disciple" of Aroden.

    While the crowd continues to gather, the assembled Gray Guards become more aggressive. They begin to shove away those who move to close, using the shaft of their spears to form a blockade from those attempting to get near the scene of the incident.

    Alright guys, here we go! I found a Starbucks to post from. I'll likely post some time tomorrow as well, and on Wednesday I should be back to my regular schedule. Please place yourselves in the scene, in whatever way you wish.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Congrats, guys. This game looks like it's gonna be a blast. While I did enjoy the RP going on in the recruitment thread, it will all be non-canon for the game. Other than that, chat amongst yourselves! Feel free to link backstories if any of you want to, and ask me any questions you might have.

    Gameplay will go up ASAP, once everyone is up to date here in Discussion.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    "Hello there, lover." Came a voice from behind you, seemingly from the shadows. You turned as the velvety voice struck your ears, spinning to find the source of the sound. A young human woman stands before you, her leathers doing little to hide her curves. She flips her crimson locks with one hand, the other resting on the pommel of a blade. "You may not know me. Oh, but lover, trust me... I know you. And I know you're none too happy with the state of Westcrown today. Bandits, devils, beasts that lurk in the shadows... no, not happy about it at all. We... I've been watching you, and I think we can help each other. What do you say?" Not waiting for a response, she flicks a card into your hands with a simple message scrawled on it in elegant, loopy Common. As you scramble to grab it, she sashays away through the crowd, gone before you manage to look up from your reading.

    "Meet me at Vizio's Tavern, this afternoon at 4, for an early supper. Don't be late now, lover. I'll be waiting for you."

    Vizio's tavern, as far as you can tell, is an unassuming family business within the Parego Spera, in southwestern Westcrown. Once a family-owned establishment, it seems the original owner passed away, with his family having sold the tavern and moved to distant Corentyn to be closer to family. According to locals, the tavern was purchased soon after by two business partners, and elven male and a human woman, although it seems they've taken their time getting the place set up.

    The interior of the tavern, while nicely built, has seen better days. From the inside, most of the windows are clouded with dirt, the bars holding the colored glass in place rusted. As you enter, the door creaks audibly, cobwebs torn from the wall as the door screeches open. Within, the tavern is empty, with no trace of the woman who beckoned you here. Tufts of dust lie on unwashed floors, and all but one table is smothered by a thick layer of dust.

    Seated around the table are seven chairs, each cleaned and polished, all empty. Sitting in the center of the table, a small placard stands alongside a small vase of flowers, written in the same loopy script as the note. As you move closer, you make out the message; "Reserved."


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Hey guys, congrats! Just dot in for now, and if any of you would like to link your backstories together at all, feel free to do so. Expect the first gameplay post to go up some time tomorrow. If you've got any questions, feel free to ask. I'll be around.


    For those who were involved in the interest check for this campaign, sorry I took so long to get it up and running. For everyone, this is a recruitment for a home-brew game taking place largely within Absalom. I'll give you a quick run down of the campaign, and then I'll list rules for building characters, etc.

    At the center of Absalom stands the Ascendant Court, the final resting place of the Starstone, maker of Gods. Raised from the sea by Aroden, the Last Azlanti, the Starstone stands today as the beacon of Absalom, solidifying its place as the City at the Center of the World. However, little is known of the Starstone or the god that raised it from the depths, and since Aroden's disappearance, more knowledge has been lost to time. Recently, however, you have heard tales of a man having arrived in the city who claims to be a disciple of the Last Azlanti. Over the last several weeks, the man has gained a following, with those who count themselves among his believers referring to him as "The Last Disciple". While originally assumed to be a charlatan, more and more have flocked to his cause for one reason; his miracles and magic have worked.

    Now on to character build rules!

    Character Creation Rules:

  • 20-point-buy, point for point. No scores above an 18 or below 8 before racial modifiers.
  • Level: We will be starting at 1st level. I do not hand out XP, I will let you know when you level up.
  • Alignment: I'd prefer no one evil. If you want to run an evil character, I will need a good reason.
  • Races: All Paizo material is allowed, but the stranger/more exotic your race, the better a backstory I'll expect from you as a result.
  • Classes: Again, all Paizo material is allowed. I will allow third party favored class options, but no classes. I'm not overly fond of psionics and I have not read through Path of War. Occult Adventures will be allowed, but once the official book is printed, all characters will have to be re-built according to those specifications.
  • Firearms: They are allowed. Enemies will have them as well. You have been warned.
  • Traits: Two traits, one must be a campaign trait. You are allowed to take a drawback for an additional trait.
  • Gold: Average gold for your class.
  • Unchained: Unchained classes are allowed. To anyone interested in playing an Unchained Rogue (or Slayer, for that matter), please PM me. I do have a small change I am making to the class. In addition, I will be using:

    --Background Skills
    --Disease/Poison Trackers
    --Removing Iterative Attacks
    --Wound Thresholds

  • House rules: I have a few house rules I always use. Others make come up in play, but these are relevant for character creation.
    --Dexterity to attack and damage is free, provided that you would be able to use Weapon Finesse with such a weapon OR you are using a ranged weapon. In addition, both the scimitar and falcata qualify for Dexterity to damage. Two-handed weapons that qualify for Weapon Finesse add 1.5x Dexterity modifier on a hit. You may also use the higher of your Strength or Dexterity to calculate your CMB.

    --Endurance now works as it does in Unchained, under the Wound Threshold entry. Diehard now allows you to ignore wound penalties for a number of rounds equal to your Constitution modifier, but after this expires, you are fatigued.
    --Combat Expertise is NOT required for Improved ______. I have eliminated some other feat taxes, though none of them SHOULD come up in character creation. If I spot any perusing your entries, I will let you know.

    If I remember any others for character creation, I WILL post into this thread. If a submitted character is using something modified by one of my rules, I will ALSO shoot you a PM. If you have played with me before, feel free to remind me of any I may be forgetting.

  • Player Expectations:

  • I ask that you be able to commit enough time to the game to post at least once a day. When I'm not working, I will likely post as frequently as possible. When I do work, I'll probably only post once a day, and occasionally I'll miss a day. If you'll be unable to post for more than a day or two at a time, I request you let me know ahead of time.
  • If you don't post for a week without an explanation, or have frequent absences lasting several days, I reserve the right to remove you from the game.
  • Please, don't be a jerk.
  • I use a few house rules, but otherwise run rules as written. If you think there's a mistake, let me know. I will do the same for you. I will be as fair as possible, so please don't try to cheat.
  • Have at least a passable knowledge of Golarion.
    Please be a decent writer and have a commitment to role-playing.
  • Roll20 will be used for combat maps, so please make an account if accepted.
  • I will roll initiative for all players during encounters. In addition, I will try to let you know whenever a skill check could be beneficial for you. If you, in character, would not think to roll a skill check (such as entering an area where you expect no resistance, so no Perception), I will use your passive skill check (Bonus +10) against their rolls and inform you if your character notices anything.
  • Completed submissions WILL include:

  • A completed stat block, with all relevant information on it. If I spot entries with missing information, I will inform you of it. If submissions have been closed and I inform you, you will have 24 hours until I consider your submission void.
  • A completed backstory, along with a physical description and an outline of your character's personality.
  • At your own discretion, feel free to also submit a small snippet of your writing/roleplaying in character. This is NOT required, and I will NOT hold it against you if this is not done. That said, if you want to showcase just how good at it your are, the option is there.
  • That should be everything. No definite end date for recruitment, however most likely I will end recruitment Monday night so that I may browse through all the entries on my day off. You may make two submissions for this game. Any questions, don't hesitate to ask. The campaign traits for this campaign will be listed below.

    Campaign Traits:

    New Convert
    -----
    In Absalom, those of faith are by no means uncommon. However, recently someone close to you--a member of your family, or a close friend or lover--has begun to speak of a new religious movement within the city, with sermons being held in the Ascendant Court. While originally not worrisome, they've begun to spend more and more time at these sermons, and you've begun to worry about just what this new movement entails. Due to your own investigations, you've picked up some degree of skill in maneuvering through Absalom. Choose Diplomacy, Knowledge (Local), Knowledge (Religion), Perception, or Sense Motive. You gain a +1 bonus to that skill, and that skill is always considered a class skill for you.

    Starstone Scholar
    -----
    Like many, you have long been obsessed with the object now known as the Starstone. While many have tried, few who attempt to pass the Test of the Starstone survive, and even fewer manage to leave in any state to speak of what lies within the cathedral. Most are content to listen to old legends and folk tales, but not you. When you discovered a new religious movement that claimed to know new facts about the powers of the Starstone, you were hooked. While most of your research has turned up dead ends on the Starstone, you've learned a large number of things you'd have never discovered otherwise; you are able to make Knowledge checks untrained, and you recieve a +1 trait bonus to any knowledge skill of your choice.

    Rank and File
    -----
    While not a member of the infamous Gray Guards of the Ascendant Court, you are (or were) a member of the typical guards of Absalom. Recently, you've heard rumors that guardsmen have been drafted into the Gray Guard to keep the peace due to the arrival of a new, increasingly popular religious leader that has arrived in Absalom. While peculiar in itself, you've heard whispers a member of the Gray Guard has defected, pledging himself to the cause of the this new outsider. Your work as a guardsman has steeled you towards physical assault; you gain a +1 bonus to Fortitude saves.

    Servant of the Cloth
    -----
    Absalom's Ascendant Court features a litany of churches and cathedrals to the many gods that are worshipped across Absalom and Golarion. Whether raised to do so from a young age or a recent recruit, you've found yourself working in one of the many temples. Recently, you've stopped seeing some of the familiar faces that frequent your place of worship; after inquiring, it seems some of them have joined some new faith that has recently arrived in Absalom. The tenants of your faith have empowered you; you gain a +2 trait bonus to your Will save against mind-affecting effects.

    The Problem Element
    -----
    You've worked in Absalom's underground for some time now. You're by no means a big shot, or someone with a reputation, but you've done well enough that people have started to bother learning your name. You've heard a lot of rumors about some man attracting followers in the city. Not one to be made a fool of, there's a lot of money being offered for any information on this newcomer, and you're not looking to miss out on a jackpot. Your time in the seedy underbelly of Absalom has paid off through criminal connections; when rolling in an attempt to gather information, you may roll twice before you learn the result of the first roll. You must take the result of the second roll, even if it is worse.

    [b]Guildsman
    ----------
    Either an aspiring merchant or an apprentice to a master of your trade, you've been working an honest life in Absalom for many years. While business is restricted largely to the Coins, you have friends among those from God's Market that have told you of a strange man attracting a following in the Ascendant Court. With his growing popularity, many businesses--including your own, in some way or another--are attempting to gain his favor or even his endorsement for their wares. While none have had any luck, a man who's influence grows so quickly would be a valuable business partner.

    Chellish Ambassador
    -----
    Originally hailing from Cheliax, you've moved here to assist your employer--a prominent Chellish dignitary serving as an ambassador to Absalom--and now live in what was once the Temple of Aroden before his disappearance. Recently, the ambassador has been on edge, hearing news of some new religious upstart planning to claim the Temple of Aroden as his own, and force you and the other Chellish residents to either pruchase or construct a new embassy somewhere in the city. Having been embroiled in Chellish politics your whole life, you've developed a level of political savvy; whenever you roll either a Diplomacy check to persuade another person or a Sense Motive to determine if someone is lying to you, you gain a +2 trait bonus on your roll.


    3 people marked this as a favorite.

    As one might expect, this is a recruitment thread for the Council of Thieves AP. I typically allow around 4-6 players into my games, so that's what I'll be looking for. Exact number depends on the number of submissions, as well as how many of said submissions I believe would work together as a cohesive party. That said, I am going to try and get as many questions as possible out of the way in my first post, so hold on to your butts.

    Character Creation Rules:

  • 15-point-buy, point for point. No scores above an 18 or below 8 before racial modifiers.
  • Level: We will be starting at 1st level. I do not hand out XP, I will let you know when you level up.
  • Alignment: I'd prefer no one evil. If you want to run an evil character, I will need a good reason.
  • Races: All Paizo material is allowed, but the stranger/more exotic your race, the better a backstory I'll expect from you as a result.
  • Classes: Again, all Paizo material is allowed. I will allow third party favored class options, but no classes. I'm not overly fond of psionics and I have not read through Path of War. Occult Adventures will be allowed, but once the official book is printed, all characters will have to be re-built according to those specifications.
  • Firearms: They are allowed. Enemies will have them as well. You have been warned.
  • Traits: Two traits, one must be a campaign trait. You are allowed to take a drawback for an additional trait.
  • Gold: Average gold for your class.
  • Unchained: Unchained classes are allowed. To anyone interested in playing an Unchained Rogue (or Slayer, for that matter), please PM me. I do have a small change I am making to the class. In addition, I will be using:

    --Background Skills
    --Disease/Poison Trackers
    --Removing Iterative Attacks
    --Wound Thresholds

  • House rules: I have a few house rules I always use. Others make come up in play, but these are relevant for character creation.

    --Dexterity to attack and damage is free, 100%. This is for all classes, and this goes for both melee AND ranged combat. You can use Dexterity for your CMB as well.
    --Endurance now works as it does in Unchained, under the Wound Threshold entry. Diehard now allows you to ignore wound penalties for a number of rounds equal to your Constitution modifier, but after this expires, you are fatigued.
    --Combat Expertise is NOT required for Improved ______. I have eliminated some other feat taxes, though none of them SHOULD come up in character creation. If I spot any perusing your entries, I will let you know.

    If I remember any others for character creation, I WILL post into this thread. If a submitted character is using something modified by one of my rules, I will ALSO shoot you a PM. If you have played with me before, feel free to remind me of any I may be forgetting.
    [/list]

  • Player Expectations:

    • I ask that you be able to commit enough time to the game to post at least once a day. When I'm not working, I will likely post as frequently as possible. When I do work, I'll probably only post once a day, and occasionally I'll miss a day. If you'll be unable to post for more than a day or two at a time, I request you let me know ahead of time.
    • If you don't post for a week without an explanation, or have frequent absences lasting several days, I reserve the right to remove you from the game.
    • Please, don't be a jerk.
    • I use a few house rules, but otherwise run rules as written. If you think there's a mistake, let me know. I will do the same for you. I will be as fair as possible, so please don't try to cheat.
    • Read the Council of Thieves Player's Guide, and have at least a passable knowledge of Golarion.
    • Please be a decent writer and have a commitment to role-playing.
    • Roll20 will be used for combat maps, so please make an account if accepted.
    • I will roll initiative for all players during encounters. In addition, I will try to let you know whenever a skill check could be beneficial for you. If you, in character, would not think to roll a skill check (such as entering an area where you expect no resistance, so no Perception), I will use your passive skill check (Bonus +10) against their rolls and inform you if your character notices anything.

    Completed submissions WILL include:

  • A completed stat block, with all relevant information on it. If I spot entries with missing information, I will inform you of it. If submissions have been closed and I inform you, you will have 24 hours until I consider your submission void.
  • A completed backstory, along with a physical description and an outline of your character's personality.
  • At your own discretion, feel free to also submit a small snippet of your writing/roleplaying in character. This is NOT required, and I will NOT hold it against you if this is not done. That said, if you want to showcase just how good at it your are, the option is there.
  • Submissions will be open for at least a week. My schedule for work is posted through next Wednesday. My schedule will likely be posted by tomorrow/Sunday, so I will have a definite end date then. I'll be ending it before my next day off, so I'll have a day to peruse all your entries. This will give you at least a week, though, so no rush.

    Sorry for the length, but I tried to address as many common questions as I could. Have at it, guys!


    Hello there, all. I'm a relatively new face here on the forums, but don't let that discourage you. I've been playing DnD--as well as a number of other tabletop games--for about ten years now, so I know my way around a set of dice. While not on here, I've also ran and played in a number of PbP games. That said, I'm looking to run a public game here on the forums, and I'm interested in what people would like to see.

    1. Adventure Path-- There are a number of adventure paths I'm interested in running, and I'd be happy to run any number of the ones I'll list below. If one you'd like to play isn't on the list, feel free to ask about it. I'm also willing to run an adaption of a number of these, if you have ideas. APs with a twist are certainly fun, and if I were to run one that is substantially changed, I'd be more open to having those who have run them be involved as players.

    Adventure Paths I'd Like To Run:

    Curse of the Crimson Throne
    Council of Thieves
    Carrion Crown
    Wrath of the Righteous
    Giant Slayer
    Hell's Rebels (If you would all like to wait)

    2. Homebrew Pathfinder-- I've had an idea for a homebrew Pathfinder game set in Absalom. Expect a fair mix of political intrigue and combat, with a splash of dungeon-crawling on occasion. The game will focus around a new religious and political figure in Absalom that's drawing a lot of attention. If chosen, I will devise a number of campaign traits, much like a standard AP, of which you will need to choose one. The game will at times feature some horror elements, so if you're squeamish, you've been warned. You will likely start at first level. Expect to go to 20th, assuming the game hold together that long.

    PS: As this game would require more of my time, expect it to move a bit slower than an AP might. In a structured AP, I could most likely post 2-3 times a day. This would likely be scaled back to once a day, or an average of 4-5 times a week.

    3 Player's Choice-- Is there something you're dying to play? Pitch it to me, see if it sticks. This also does not have to be PF. I'm familiar with DnD 3.5/PF, DnD 5E, Shadowrun 4E, World of Darkness, Scion, Star Wars Saga Edition, and Savage Worlds. Keep in mind, anything you pitch is obviously approved at my discretion.

    If you have any questions for me, feel free to ask. I'll be checking this thread pretty regularly, so I'll do my best to answer questions as they pop up. Regardless of what is chosen, I will be using a number of variant rules from PF Unchained (assuming it is in fact a PF game). The list includes:

    Background Skills
    Disease/Poison Tracks
    Removing Iterative Attacks
    Wound Thresholds

    If there are others you'd like to try out, again, just pitch it to me. I may or may not be willing to remove items from that list as well, given a good reason. That's all from me for now.

    --Jon


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    "Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thrity-six miles east and west and sixty miles south of Oleg's Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punihsment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of March, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne."

    Each holding their own copy of this charter, the explorers sent by the Swordlords of Restov have, after several days of long travel, finally managed to make the trek to their destination, Oleg's Trading Post. While still a fair distance out, the trading post appears to be built in the ruins of an abandoned fort, with its heavy wooden gates studded with iron. While they appear to remain open for now, the afternoon sun is nearing the horizon, indicating they will likely be closing for the night within the next few hours.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Hey guys, I'm starting up the discussion thread first, to mention a few things. Most importantly, I'm using some of the new rules from Pathfinder Unchained (ask me about it if you don't have it, I'll send you the PDF), specifically these few:

    --Background Skills
    --Removing Iterative Attacks
    --Wound Thresholds
    --Diseases and Poisons

    Everything else in the book is stuff I'm not using, but certainly read up on these alternate rules. Also, a couple house rules I use people may not know:

    --Dexterity automatically applies to attack and damage, if applicable.
    --Classes such as fighter and paladin begin play with 4 + Int modifier skill points per level.
    --Certain feats are no longer prerequisites for other feats, such as Combat Expertise for Improved ________, Endurance for Diehard, etc. When looking at feats, check with me to make sure I haven't removed, or even added, some prerequisites.

    Other than that, we'll just use this forum for basic discussion of the game, any extensive OOC questions or concerns, and for silly jokes. Obviously.

    --Jon, your Evil DM


    This is a private recruitment thread for a Kingmaker game I'll be running. Please, no one else need apply, you will obviously be denied.

    For those of you who are supposed to be here, hello! This is where we'll be having our Kingmaker game. I hope to start fairly shortly, as I believe most if not all of you are ready to begin. I ask that you guys try to post at least once a day, preferably more often (if only so we can keep as brisk a pace as possible), but as long as you manage to post once every day or two we shouldn't have a problem.

    Any of you have questions, ask me through whatever means you would like to. If you are one of the few who are new to Paizo, I can help you set up an alias and get you into the game.

    --Jon, your Evil DM