when a captured party member is in the back of one cart and his items are in another cart with 16 boxes that are closed but not locked how long will it take him/her to find them if freed
Simulationist approach: GM assigns loot to one of the 16 chests. "You sneak into the wagon to look for your gear, and spot 16 unlocked crates in the back. Name a number from 1 to 16 to represent which box you're looking through, and we'll see what you find in the first round"
Fate-die approach: GM doesn't assign the loot to any particular chest. "You sneak into the wagon to look for your gear, and spot 16 unlocked crates in the back. Roll 1d6. If you roll a 6, it's in the crate you're checking. If you roll a 1, you fail to get at your gear before a guard finds you. 2-5 you find your gear, but it is not as expedient as you'd have wanted"
Narrativistic approach: "You sneak into the wagon to look for your gear, and see a bunch of unlocked crates in the back. It takes a bit of searching, but you find your gear. What do you do?"
Freedom of movement allows you to move normally, while under the effect of movement-impeding spells. It also makes grapple checks against you automatically fail. A net uses an attack roll, so it can hit you just fine. Once it does, you're entangled, and freedom of movement has no interaction with that condition.
You: Aleristhe starts chanting in a low whisper. As he does so, other whispers seems to join it, in a chorus that reverberates through the air. Tendrils of black serpent-like smoke seems to rise from the ground, and wind around him,...
It's looking almost like black and purple cigarette-smoke.
Suddenly the whispers are pierced by a creepy, high-pitched scream and the tendrils strike forward like biting snakes, or the scythes of a mantis, tearing at the flesh of the orc. Then they fade, dissipating into the air.
picks up 2d4 and roll them. They come up 4 and 2
The orc takes 8 damage.
Your GM: Okay, very cool. The orc lets loose a cry of pain as your dark assault starts ripping at his body. He falls to the ground, dying. You notice that off to the side, the orcs' spirit-caller is staring at you, unblinkingly, trying to figure out what sort of vile dark arts you're employing. Just to be clear, that spell you just used functions like magic missile, right?
You: Yes, it's magic missile.
Your GM: Well, it probably isn't. It's probably some weird, unpronouncable spell, gleaned from the other side of the dark tapestry, but mechanically it's magic missile, cool. Ahem... It's the spirit-caller's turn, and you see realization in his eyes, as he notices how you weave the eldricht powers and realizes the properties of your dark arts. He starts stomping the ground with one foot, yelling in a guttural language, and shaking a stick adorned with goat-bones. He's casting shield. Would you like to try to identify the spell as it is being cast?
This is probably entirely unhelpful to you, but I feel like it's obligatory that I suggest you take a look at the RPG Torchbearer, since Darkest Dungeon is basically that.
If we had to build him by RAW, then yeah, we'd have to increase his HD. What we attempted was to build something we felt could represent the count, as he is in the book. It was easily attainable at much lower level than what you generally see suggested. Same for Van Hellsing.
Don't remember the exact detail, but I do remember we placed Abraham van Hellsing as a level 1 aristocrat/2 expert.
So I had to look back a bit in my skype-log, but I found a conversation I had with a friend of mine. She'd read Dracula and the we talked about Van Hellsing being this overblown vampire-hunter in pop-culture. Somewhere in that conversation, this happened.
Dracula talk wrote:
Count Dracula
NE male undead (vampire )
level 3 aristocrat/1 warrior
Init +6; senses darkvision 60ft, perception +12
AC 19 (10base +2 dex + 6 nat +1 dodge)
hp 34(3d8 + 1d10 + 12cha + 4 toughness)
Ability scores
Str 21, Dex 15, Con -, Int 12, Wis 10, Cha 16
Skills Appraise +5, Bluff +16, Diplomacy +8, Fly +3, Intimidate +13, Knowledge (History) +5, Knowledge (Nobility) +6, Knowledge (Local) +5, Perception +12, Sense Motive +11, Stealth +17;
Feats skill focus (stealth), skill focus (intimidate), cleave, alertness, combat reflexes, dodge, improved initiative, lightning reflexes, toughness;
SQ blood drain, children of the night, create spawn, dominate, energy drain, change shape, gaseous form, shadowless, spider climb
Should probably be built with exceptional wealth, increasing his CR by 1.
Just felt like I should share that, what with the present conversation =]
Not extremely confident in my Golarion-fu, but I do know that it is possible, in Golarion, to be afflicted by madness that prevents you from being able to distinguish your own illusions from reality. Although this doesn't answer whether you can elect to not see through your own illusions, it does tell us that if afflicted with the right dementia, you may not have a choice.
source (spoilers for RoTR):
This is proven in the Golarion-based adventure-path Rise of the Runelords, in the 5th book - Sins of the Saviors. In that story, a wizard from ancient Thassilon, named Vraxeris, becomes incapable of telling his own illusions apart from reality, and wastes away in front of his mirror, garbing himself in illusions, until he dies. The same character slept in an unadorned bedroom that he would decorate with illusions, although the path doesn't explicitly state whether he was able to enjoy them, or merely the translucent outline that would be left if he automatically disbelieved them
EDIT: Vraxeris also had simulacra of Delvahine, a succubus he fancied, in his bedroom. Again, this doesn't explicitly prove or disprove anything, but I'll take the opportunity to repeat that I prefer to think that the illusionist has the choice whether to disbelieve the illusion or not. If not, then Vraxeris enjoyed the "pleasures" of 6 elaborately crafted snowmen, draped in a translucent outline. An amusing mental image, sure, but also somewhat pathetic in comparison to the alternative.
The RAW of your question can basically be read in two ways.
disbelieving illusions wrote:
A character faced with proof that an illusion isn't real needs no saving throw
If you're arguing that an illusionist CANNOT disbelieve her own illusions, then the argument is that since no saving throw is needed, you automatically see through it.
If you're arguing that an illusionist CAN disbelieve her own illusions, then the argument is that the rules tell you, you don't need to make a save, but not that you don't get a save. This means you can elect to take your save and then choose to fail it.
None of these readings are wrong, by RAW, so it becomes a matter of preference and what you want illusions to do.
Personally, when making these decisions, I like to ask myself what either decision will ADD to the game, and what they will DETRACT from the game.
Now, at my table, Illusionists can choose to whether to disbelieve their own illusions or not. I like the idea of a vagrant wizard who has made her stinking alleyway look like a nice, warm study, even as she wastes away in squalor. I like the idea of the aging sorceress, who is deluding herself into thinking she's young by hiding her looks from herself, behind a veil of illusions.
16 year old spoiler:
In Baldur's Gate II - Shadows of Amn, there's a circus-tent that the guards have quarantined, because weird stuff is going down inside. When you enter, you find the tent contains a vast lake, with a single bridge guarded by a genie, leading into a luxurious crystal-domed palace, where a mighty monster holds court for a number of mystical beasts. The twist? Exploring the palace was just you walking circles inside a completely normal circus-tent, and the palace and all its wonders were the products of the circus' gnome illusionist, who, angry with the way the world treated him, had made his own little universe inside the tent, using illusions. Once you deliver the fatal blow to him, and the illusion drops, he screams in torment as his world dissipates around him, and everything is returned to normal.
Regarding the ability to follow the group of bad guys, the obvious solution is to use survival checks to track them. Tracking a large group of creatures, is not gonna be too hard, and even if the players lose the track, the occasional corpse could bring them back on it.
Survival can also be your way to showcase the dangers of journeying. Journeying in plain old wildlands can be incredibly dangerous, even if you're properly prepared, and the dice are against you, and these darklands are probably not gonna be more hospitable than grassy plains.
Further, and this holds especially true for undeveloped routes or regions, there is not always a path to follow. I'm not just talking about a path, in the sense that someone had walked where you're not walking and have trodden a brown trail into the ground for you to follow. I'm talking about the way you want to travel, abrubtly ending in a deep ravine. There's not always a path.
A long, steep incline, that either needs to be travelled around, taking you through unknown terrain and off your general direction, or perhaps you have to go back and try a different route entirely. Maybe you elect to try to climb it? Maybe the giant spiders living in the holes in the incline would like you to try to climb it too?
Dungeons can sometimes be the least dangerous part of the journey, because depending on the leniency of the GM, travelling can either be super dangerous, or trivially easy. Sticking with the dice, and accepting the randomness of the system, can sometimes provide great challenges for the players to overcome. Sometimes the challenges are even too much to handle, but that's okay - the players will then have to decide if they want to go that way, or find another.
This is why rangers, or people who know the lay of the land, in general, are so valuable. This is why you bring maps and put ranks in knowledge (geography). Let's say you bring Aragorn along, because you want someone to guide you through the Kodar Mountains. Well, unless one of the PCs step up and teamwork with him, Aragorn is not only gonna be your pathfinder, but also your scout, meaning if something goes pear-shaped, he's probably the first to step in it. Now you're all alone in the Kodars, with the corpse of a dead ranger, biting cold, deceptively forceful winds cooperating with narrow ledges, and a GM with table full of high CR beasties and a bloodthirsty d100.
The travelling rules alone can make their trek into the darklands intense and dangerous as heck. If you want to change up the pace, offer them a skill-challenge that they can chose to try to overcome, or go another way and encounter a different challenge. Use monsters, hazards and traps, and palette-swap them as appropriate. Maybe they didn't encounter an elephant, maybe it's a west-varisian black-striped storm-elk (that just so happens to have the elephants stat-block), and maybe it doesn't attack, maybe it just blocks the way, leaving it to the players to decide if they wanna tango, run or get creative. Maybe that trap is not actually a mechanized spear-launcher, that harpoons you with spears from the ground, but rather a deceptive layer of gravel and sand, covering some wickedly pointy stalagmites. You can use the existing material, give it your own spin and make it fit the setting, and still have solid challenges without having to write anything =]
You feed on sentient, living creatures to survive. You take their lives, not to save the world from anything, but to continue to exist.
The response isn't "helpful" because, from what I can tell from this thread, people want all of the power of being undead, but none of the consequences.
Mmmm no. The response isn't helpful, because it doesn't actually address the question I asked. The same holds true for your response, which is also not helpful to what I asked.
As for what people want, I'm afraid I cannot speak for "people", but what exactly I asked for, can be read in post 709 of this thread.
You're dead, the GM runs the NPC inhabiting your body. If you're a particularly gifted roleplayers who's down for it you could run it for him within certain criteria, but that's unlikely. Most likely your undead self flees the party or attacks them. Your options are: 1) party tracks down and kills undead, resurrects PC, or 2) roll a new character.
Appreciate the answer, but your answer happens to avoid the context of my question. I'm asking this because it has been made evident, that some people believe that were I to remain in control of my character, through the transformation to vampire, my personality would then be radically changed. My question asks for their clarification on how they would have that change be a thing, at their table. So this response is not really helpful.
As a point of curiosity. Can someone who has been advocating the "undeath turns your alignment to evil, which changes your personality" point of view, kindly tell me how exactly they'd make that work at the table?
I'm curious how this situation plays out in your mind's eye. So I'm a player at your table, I'm playing a LG Order of the Dragon cavalier, and as I ventured into the crypt of scarlet ashes, to scout ahead of the party, I was attacked by a vampire, drained and turned. My party, noticing signs that I've had a scuffle with a vampire, decide to retreat and go shopping in the Van Hellsing armory, for the proper equipment to deal with the longfang, and rescue me, if I'm still alive.
Now you describe my character awakening, I've been turned into a vampire. The argument here is that now that I've been turned, my alignment has been changed to any evil (Let's say Neutral Evil), and this is something I should roleplay. What do you, as the GM, tell me when my character wakes up?
What is my character's personality? It has just been changed, and not by me. If my alignment changing has forced an entirely different mindset, to such an extent that I now act and think in a way that fits the bill of neutral evil, what do you say to me? I have NO way of knowing what you expect of my new personality, or how my character justifies ANYTHING. I knew how my character thought and WHY she thought what she did, before, when my character was something I had constructed. Are you going to explain an entirely new character to me? And what does my character believe the basis for her new actions and thoughts are, having been a lawful good white-knight of friendship and loyalty, no more than 1d4 days ago?
When you give the reins back to me, and say "there, now roleplay your neutral evil vampire cavalier", what have you told me that would enable me to properly portray your vision, and how long have you taken to explain this to me?
I'm asking because, as I attempt to imagine my GM telling me these things, I'm left with an impression that I would be left with not nearly enough information to properly portray and understand my character.
Well, my first addition to this thread will be to leave this link here.
That is a link to my old thread with advice for aspiring GMs, but can reasonably be employed by GMs of all calibers. It also lists tools to make the nitty-gritty of GMing go by a bit more smoothly, which can be useful no matter how accustomed you are to being behind the screen.
Since then I've happened upon an idea to help making NPCs. There is a really amazing roleplaying game out there called Burning Wheel, and this idea is taken directly from a mechanic of that game.
Making NPCs can be a bit daunting, you don't generally want to write a 5-page background for them, since the players will then reliably ignore the NPC or kill him when they first lay eyes on him. Don't question it, that is just the way the universe has decided it works. On the other hand, you don't wanna have nothing for your NPCs, or you risk them becomming stale and samey. Instead give every NPC one to three beliefs and one to three instincts. A belief is an assertion, followed by a statement of purpose, this is used to keep track of what would drive the NPC. Instincts are things the NPC does without thinking about it - they're generally great if acting on them can get you in trouble. A person CAN suppress an instinct.
When done, it takes this shape:
NAME: Briawick Riccaby. Merchant person.
Beliefs:
The merchant guild is charging their members too much. I will get influence in the guild and help the smaller businesses.
Adventurers are wealthy braggarts. I will charge them extra.
Shops are a mark success. When I become rich enough, I want to replace my stall with a real shop.
Instincts:
Talk down to dwarves.
Don't admit fault.
Respond to threats with snarkiess.
This is quick and easy to do, depending on how many beliefs and instincts you want for a given NPC, and it gives you an impression of how the person would act, both in the pressence of the PCs, but also once the PCs go off and do something else.
...and statements in the CRB that GMs should seriously consider not allowing evil PCs. <-- attempt to give a nod to the thread topic
The wording you're thinking of, is as follows:
CRB: Alignment wrote:
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM's permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.
While this does not permit a GM to take away a character, it does let them disallow the creation of evil characters. Naturally, talking about the right to take away a character could be a moot point, as a sufficiently determined GM can just declare that rocks fall and you die.
I would probably react to a GM who assassinated my character, because they disapproved of him, in much the same way I'd react to a GM who intends to take away control of evil characters, and then introduces elements in his campaign that forcefully changes alignment to evil. That is to say I'd inform the GM of their collossal conceit, and then leave the table.
On a note related not to taking away characters, but related to the disruptive quality of evil characters in good parties, I maintain that this is a myth, born of disruptive players.
A little slice of my own experience with evil characters and how disruptive they are:
When I mastered a Rise of the Runelords campaign, the monk and the rogue were effective LE and CE, but they were mechanically LN and CN because neither player was comfortable declaring their characters were evil. These characters worked in perfect tandem with the rest of the group, the chaotic good bard, the neutral good witch, and the lawful good paladin. The influences of the party even made the rogue change alignment during play, culminating in her change to CG, following the death of the group's Paladin.
In my present Jade Regent game, I'm playing half of a twin duo of chaotic evil ulfen Gorum-worshippers, and what conflict there is in the party stems not from their alignment, but from the neutral good gnome spiritualist being a racist who disapproves of their religion. The one time my character almost caused trouble for the party, was when he attacked a sexist dockworker who was cowing his wife - the attack happened after offering the dockworker the chance to run away and not fight. In a recent twist, the group's ratfolk alchemist, who likes the twins quite fine, saw them get hit with unholy blight, and realized they were unaffected. Realizing this made them evil, the player is now putting her character through a bit of a personal crisis, where she's wondering about the meaning of evil, and whether she should be judging the twins on this information, or on her friendship with them. It's fun watching her acting with cautious wonder, whenever my character does something, her character's does not equate with evil.
All around, no matter where I turned, grey seemed to dominate. The landscape itself resembled an uneven wilderness, the ground jutting up one place, and drastically sinking another place, forming an impomptru, low-walled valley. Making up these walls, were rocky outcroppings and crags, appearing simultaneously weirdly spiked and jutting, yet softly rounded as if by the hands of someone of ungleanable artistic purpose. As my gaze travelled between the rocks, I saw a similar landscape stretching for as long as I could see, in all directions, all of it seeming to have been molded by the same alien hands that had touched the cliffs around me. And suffusing the world, as if dipped in a pale, completely saturated light – grey. Someplaces darker, a dark sometimes so deep, my eyes almost couldn't distinguish it from black. Someplace brighter, virtually indistinguishable from white. It lent an unsettling quality to the landscape – the grey of the sky, and the grey of the horizon matching perfectly, meshing togeter, seeming to bend the horizon up over the dome of the sky itself.
For the first time, I realized I was moving forward. I also realized I wasn't alone – not in the least. All around me, moving in the same tempo and direction as I, was the disembodied spirits of the departed, their bodies willowy and insubstantial, but their expressions terribly pained or confused. Most of them seemed to be caught, as I had just been, staring out into the grey expanse, moving forward inexorably, not seeming to know where they were going. Fear gripped me – wherever these spirits were drawn, so unwaveringly that most of them seemed not to realize they were even moving, I was not too intent on heading there myself.
I strained against my own movement, and through a considerable mental exertion, brought my pace to a halt. The world seemed to shift and become more clear around me, as if I'd been looking at it through the bottom of a glass. The clarity hurt my eyes, I turned my gaze from the horizon, and suddenly recoiled in shock. Next to me, standing within arms-reach, stood the form of a female human woman, but her visage was one of death – her form had long since lost any skin it once had, and perhaps it never had had any skin to begin with. From the skull-head of the skeleton lady, long locks of curly hair fell down over her beautifully embroidered dress. She seemed amused, her expression perfectly readable despite being completely unmoving, and she raised a hand as if trying to calm a wild doe.
”Why have you stopped?”
Her voice was almost like a pearly laugh, reverberating slightly in the noiselessness of the landscape – devoid of accusation, but filled with sympathy and curiosity. I didn't answer, my eyes were transfixed on her colourful dress, stading out against the grey as clearly as a house on fire. I tried to tear my gaze away, and repay her words with something more than slackjawed gawking.
”I don't want to go where they're going” I finally said, my gaze flickering briefly to the souls who had never stopped moving past me, like autumn leaves, slowly sailing down a forest brook.
”I know you feel uneasy, but you must not stop. You must follow your path to its end. This journey has been laid out before you, since the day you were born. It is time to see it to its end. Do not be frightened, for at the end of this path, lies only a new beginning. The cycle must continue”
Her voice was comforting, reminding me of a mother tucking in her child before blowing out the lantern. I felt myself not wanting to disappoint her, but my mind was racing, and I had so many questions.
”What will I find at the end? What will happen to me? I am sorry miss, but please tell me what is going on. I should not be here, I remember… I remember my companions. They still need me. Are we going to them. What will happen to them without me. What will happen to Kasey?”
She shook her head slowly, extending a bone-fingered hand, and closing it on my shoulder. It felt warm.
”You must keep going. Staying here will not help you, the clarity you are feeling will bring you nothing but pain. It is time to stop worrying about others. It is time to accept what cannot be avoided. You feel where you have to go. Don't resist it, let it carry you, and cease your worries, little one”
Her words resonated within me, for I indeed felt compelled to let my legs carry me on. Standing here, my mind felt clearer, but the landscape strained against the inside of my head with every passing moment. I wanted to know more, but her voice made it clear she would not tell me. I thought, perhaps, if I let myself get carried along, I would find my answers at the end of my path. Perhaps there, I could learn what had happened to my friends.
I looked up at her and nodded my silent agreement. She nodded comfortingly, and took a step closer as if to hug me. I wanted to give her a proper farewell, as well, but as I extended my arms towards her, it was her turn to recoil in horror. As she jerked back away from me, I was filled with confusion, for I saw in her eyes a horror so deep and so profound, that it almost drowned out the loathing with which she now regarded me, holding her hands between us, as if shielding herself from some vile smell. Then the pain happened. As if struck by the clawed fingers of invisible hands, burning gashes of white-hot agony opened across my being. I looked down myself, and saw the object of her horror – for my body was suffused with black, crawling tendrils. Small darts and flickers of reddish energy, danced across my frame, like tiny bolts of lightning, and the grainy, unidentifiable blackness, coalesced into more black tendrils and continued their uninterrupted crawl about my shape, wrapping me in their blackness. Another pang of pain cut through me, and I finally screamed through the shock. Panic had my heart in a vise, and I reached desperately for the woman, who seemed to want to reach for my hand with a mixture of rage and deep sorrow painted on her face. She didn't reach, instead she raised her hands, shielding her eyes from me, and hissed.
”Sacrilege. Sacrilege! The cycle must continue!!”
If she had any more words for me, I did not hear them. The claws of the unseen hands had embedded themselves in me, and despite not moving, I felt myself being pulled backwards. Grey turned to black, and the noiselessness of the world was replaced with an altogether different silence.
The blackness receeded as I opened my eyes, and I awoke, though I had not slept. My mind grabbed hold of something, something tangible, something that belonged to me, and instinctively, I pushed it forward. The world shifted before my gaze, and I sat up. As I did so, the roaring noise of the world slammed into me, and I closed my eyes reflexively, as the booming roar of the material plane replaced the noiselessness of the boneyard. For an unknowable length of time I sat there, whereever I was, as my mind adjusted, and the roar of moving air, falling dust, and shifting fabric, slowly died to nothing, and my senses readjusted to the physical. The time that passed, truly was unknowable to me, for my attempt to count my heartbeats was met only with cold nothing.
”Is she going to be okay?”
”Of course she is not! Look at her!”
”Be silent, both of you. She will be fine, she is adjusting”
The voices all rang with familiarity, and joy washed over me. I opened my eyes again, now recognizing the inside of Adwyn's chapel. I turned, looking for my companions, and felt claws dig into stone. My claws. I gazed at the faces of my friends, but their looks were worried, matching the confusion I knew was visible on my face. My body moved under my will, fast, strong, and with none of the heavy slowness I expected, what with my recent… waking.
”It is you” I cried, though I felt no tears. My lungs felt weird.
”It is you! You are all okay. You are all okay!” I shifted, wanting to move closer, and immediately felt gravity's merciless hold, as I shifted my weight from the altar my body had been placed on, out into thin air, and fell. My form shifted swiftly in the air, my reflexes, a concious effort, my body completely at my command. As I landed nimbly on all fours, shocked horror gripped me, and I beheld the grey-skinned, hook-clawed hands I knew to be my own. I looked up, confused, wanting to ask questions, but it wasn't necessary. There they were: Kasey, my love, looking at me with a combination of elation and deep worry, burning in her blue, expressive eyes. Jorrik, my sword-brother looking more grim-faced than ever, one hand tugging worriedly at his magnificently combed beard, the other one in a white-knuckled irongrip around the hilt of his short-sword. And there, finally, was Rymn. The Halfling's expression was what had stiffled the questions in my throat. I had seen that look in his eyes many times before. Pride and caution. But this time it was not directed at his man-sized glass containers, or a circle of powdered silver – this time, that gaze was solely for me, and I knew from that look, that my unique awakening had been at his hand. And for all Rymn's power, he had never been able to bring the dead back to life. Not to life.
I willed my body to stand, and as it did, I felt a deep, black lump form in my stomach. A sucking feeling of emptiness - and unquencable appetite. A longing, previously unknown to me, shot through me, riding on the pangs of hunger-pains, rolling out of that black lump inside me. I looked back up at my friends, and following their gaze, saw that I had unknowingly placed a clawed hand over my grey-skinned stomach. My body was elongated, and deform. A rattling sound made itself known at the edge of my hearing, something I had never heard before – Jorrik's blade, clattering against the inside of the scabbard, his sword-arm shaking. It was then I realized that the dwarf was afraid. That I was the object of his fear. And I knew then, with certainty, that whatever I had now, was not a continuation of what had been, but the beginning of something altogether different. A warmth snaked up my arm, and my eyes darted away from Jorrik to find the source. Kasey. She was holding my hand in both of hers. Confused, I caught her gaze, and in her big blue eyes, I saw determination and elation slowly pushing away fear. Her grip on my hand tightened.
Naeryn: Are you saying you could animate a ghoul PC with create undead to play as a ghoul in a standard game without some special dispensation from the GM, including continuing to gain class levels?
You are saying that is possible under the rules?
It is absolutely possible to continue playing a character, that has been animated with create undead. I'd personally like my GM's cooperation in the matter, since there is no ghoul template - meaning I'd rely on my GM and myself adjusting my newly ghouled character with the rules found in the bestiary, which include adding class-levels to monsters.
I cannot say if you would count that as "special dispensation", but it is very much within the rules of the game. =]
Kind of a hair splitting arguement there. What about a disease makes it more likely that the personality changes than say, being crafted from black necromancy?
What you call hair splitting, I call paying attention to the words of the game, and playing by the rules.
And just to provide you with a potential in-world explanation:
Ghoul Fever... is a disease.
Create Undead... is a necromantic ritual performed at night, by a caster spending a full hour weaving eldricht sigils and chanting ominously, in a ritual during which a clay jar full of grave dirt, and an onyx gem of variable value(that is based on the HD of the creature you're attempting to raise), is destroyed to provide the catalyst for the spell to work.
If the rules themselves aren't enough for you, maybe that difference provides you with what justification you'd need? =]
Getting Ghoul Fever is not the only way to turn into a ghoul, and wasn't even mentioned. The Ghoul Fever entry specifies "A humanoid who becomes a ghoul in this way..."
If you become a ghoul through a casting of create undead, there is no reason to believe the same would apply. So it is perfectly feasible for a player to play a ghouled character.
Ashiel has never contested that a cursed item (like helm of opposite alignment) can tempoarily force a change in the alignment of a character. Your claim, that the quotes from the CRB are being used as a tool, to try to justify nullifying such an effect, is false. This may be because you have failed to properly grasp what is being written, making it a simple matter of misunderstood intent, or it may be that you already know, and have elected to make yourself a strawman.
I am not discussing this with you, I am telling you. Accept or do not, you have been informed, and I have no intention of turning this assertion of plain fact, into a discussion.
That's a pretty poorly crafted strawman you got there, The Sword.
It is also either a prime example of you not actually reading what the person you're debating with has been posting - OR it's the thinnestly veiled, most transparent attempt at discrediting the person you're debating with. Neither or these options are particularly positive, but I hope that you've merely failed to properly read and absorb what's been written, rather than the other, much less sympathetic alternative.
The stat-block entry to any kind of creature is inconsequential to whether or not the creature can be of a given alignment.
Looking at the entry for ghouls and saying "ghouls are neutral evil" is no more valid than looking at the entry for Aasimar and saying "Aasimar are neutral good".
If we're going to talk about the bestiary, why don't we talk about how there is only one creature type in the game that is stated to always be of one alignment, and that is animals.
Animals are Always Neutral. The only creature type in the bestiary, who have their alignment set in stone.
If you read on, you'll notice that it says that conventional skeletons are always neutral evil, and that conventional zombies are always neutral evil, but we're talking about individual creatures and the mindless undead here. The undead creature type, the category of creature shared by all undeads, provides no alignment restriction whatsoever.
-Nearyn
*Edited, ironically, because of DnD-related brainfart
Alot of made-up evil going on in this thread, now. Alot of flavour and personal narrative, delivered by people whose arguments are completely removed from the word of the game.
If, by now, you're among those who have yet to read the chapters on alignment, and as such have yet to understand that the list of things that are evil, according to the game itself is:
Debasing innocent life
Destroying innocent life
Hurting others
Oppressing others
Killing others
Then let me be the one to point you to that very list and say "This is it". Those 5 things are the complete and total extent of any and all acts that ARE actually evil, in the Pathfinder Roleplaying Game.
Any other thing, any thing that in its execution, does not make itself guilty of one of those 5 things, is not evil as far as the game is concerned. YOU may find it morally reprehensible, entities IN your setting, be they gods, societies, religions or ethnic groups, may find it morally reprehensible, but it is not evil. It is a thing that someone doesn't like, it may be icky, sticky, amoral, wrong and injust, but it is not evil. Not unless it qualifies on the above list.
I would say that now that we know this, we can all stop making up nonsense, but I don't truly expect certain people to care. Someone is bound to ignore it and stick to their own vision of how the game "should be". And how they think the game "should be", they will argue that the game actually IS, and heed no argument to the contrary, even when provided with proof in the form of the written word of the game itself.
So by your logic anytime your character suffers a magically induced alignment change all they have to do is tell the GM nope and then can change their alignment?
I am only aware of one way to magically have your alignment changed, and that is via a cursed item whose sole function is to inverse your alignment. That effect also explicitly lasts for as long as the helmet is not removed. Outside of that, am I arguing that you can just change your alignment by saying so? Yes, I am. Because the game is telling me so.
Brain in a Jar wrote:
The rules your are speaking of help determine normal alignment. If you get cursed by an item or changed into an undead that results in you changing from Lawful Good to Lawful Evil. That is in game your characters morality now.
I don't believe the game supports your assertion. I didn't see any such qualifying statements in any of the chapters I read through or posted quotes from, anyway. I think this is your opinion, but it is not described as being the opinion or intention of the game, which instead tells us what I have already posted. Regarding getting cursed by an item, I've addressed that.
Brain in a Jar wrote:
It might not be permanent but magically forces literally changed how your character thinks and acts. It will take more than just saying i don't want to in order to change that.
The game can be seen to clearly disagree with your opinion on how it works. I don't think your opinion is bad, or that it would not make for dramatic story-telling, just saying that the core game assumes you can change your alignment by asking for it. Again, which makes sense, seeing as how alignment is supposed to summarize how your character thinks, and the player is the arbiter of that.
Brain in a Jar wrote:
At least in my opinion Alignment determines actions and actions determine alignment. They work hand in hand to determine your in-game behavior.
Most of the time the player has full control over how their character grows during a game.
Sometimes situations, like with curses and undead (specifically evil undead), can change your characters morality and outlook. This can be reversed but should require atonement and hard-work.
I think your opinion could lead to some interesting games, and I'm sure it already has. My opinion is not quite the same as yours, especially on the whole 'alignment determines actions'-bit. Nevertheless, my opinion matters not to this particular discussion.
Instead I choose to just say that while I can see your opinion adding a certain kind of flavour to a game, I maintain that the core assumption of the game disagrees with the notion that it takes anything more than player suggestion to change the character's alignment. This is based on my reading of the words of the game itself.
Pretty sure becoming undead falls outside "in most cases"
full wording provided for the sake of clarity wrote:
It's best to let players play their characters as they want. If a player is roleplaying in a way that you, as the GM, think doesn't fit his alignment, let him know that he's acting out of alignment and tell him why—but do so in a friendly manner. If a character wants to change his alignment, let him—in most cases, this should amount to little more than a change of personality, or in some cases, no change at all if the alignment change was more of an adjustment to more accurately summarize how a player, in your opinion, is portraying his character.
That's an interesting take on that sentence. I read that sentence the following way:
If you have a player who says he would like to change the alignment of his character, just let him.
Usually this will amount to little more than a change in personality, or no change at all, if you think the new alignment better match the way the character is being played.
I'm not sure about what I perceive to be your take on it. It seems like it would be the only case in the CRB of such weird, implicit and unhelpful language.
I'm assuming you're suggesting the sentence be read as follows:
If a player wants a character to change alignment, you should let him, most of the time
Is that right?
I personally find it unlikely that that is the intention, simply based on the language used; you should let them change it, except sometimes not? I'd like to think, based on the general language of the CRB, that were that the intention, they would have made examples of cases where the GM should not permit alignment change, instead of just letting those words hang in the air.
Let's come at this from the perspective of someone who wants to play the Pathfinder Roleplaying Game. Not a person who wants to play "my ideal narrative"-simulator 2016, but someone who is playing the game, by the game's own words and therefore implicitly, by the game's own design and intent.
I'm playing a Lawful Good character. I have chosen this alignment for my character, at character creation, because it fit what I wanted to play, and matched what I believed to be my character's philosophical outlook on the world.
Alignment wrote:
A creature's general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.
Alignment is a tool for developing your character's identity—it is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.
Okay, so my character is Lawful Good, but being an adventurer and living the adventuring life, he's very often doing aligned acts, that are not LG. This is fine, nobody can reasonably only conduct themselves according to a single alignment. Even Paladins do a truckload of neutral stuff all the time.
Anyhew, now my character dies and rises as an undead. Let's assume for the sake of argument that I rise as one of the types of undead that have their alignments change. I am now the very same character, but I am also a neutral evil undead. Now what do I do?
Well, to find our answer, let us look at the section of the game that talks about changing alignment.
Changing Alignment wrote:
It's best to let players play their characters as they want. If a player is roleplaying in a way that you, as the GM, think doesn't fit his alignment, let him know that he's acting out of alignment and tell him why—but do so in a friendly manner. If a character wants to change his alignment, let him—in most cases, this should amount to little more than a change of personality, or in some cases, no change at all if the alignment change was more of an adjustment to more accurately summarize how a player, in your opinion, is portraying his character.
Great. So the game is directly and clearly telling me, that I can just inform my GM that I want to change my alignment. That is great, I didn't think the whole Neutral Evil thing was something that fit my character's personality anyway. It is clear, from this, that it is the explicit, and easily-pointed-to intention of the game itself, that a person can change their ways, simply by wishing to do so. It says so, right there in the CRB.
So as a player character, there is no problem here. If you're the GM and an NPC turns into an undead, then we look to the rules again.
Changing Alignment wrote:
Alignment is a tool, a convenient shorthand you can use to summarize the general attitude of an NPC
Oh well, that was easy. So we just have to make up our own minds what motivates the character. Well that sounds pretty easy, because it is based entirely in the heart of whatever story we want to tell.
Ser Gawain, the recently turned: "What is this. This feeling... this feeling of power so tanglible, of strength so true. I feel no fatigue, my body feels at peak condition, I feel no heartbeat, yet I could sprint for a year. This power, I cannot fathom how I ever thought of what I had before as life. This! This is truly what it means to live! I am so much more than I was but a day ago! I can take what I wish! Do what I wish! Now, for the first time, I can truly feel what I was meant to be!!"
Ser Gawain, the recently turned v2: "Don't look at meeeh! Don't looook! I am a monster! Oh woe, oh terrible woe. What is this horror that has befallen me, that I look on you now, my friends, and see you just the same, yet my heart does not beat, my lungs do not breathe. Oh what cruel tragedy that has befallen me, to experience my body as a corporeal shell and nothing more. Oh woe! Oh appalling fate!"
Ser Gawain, the recently turned v3: "Sup guys... why... why does everything feel so different? Oh! OH! Oh dearest gods, wow... this... this is certainly new. I... I don't know how to respond to this, I... I feel so alive, yet at the same time... What happens now? I am a monster now, am I not? I dare not assume you'd want anything to do with me, but... but if you do. I still feel like myself, just... different. Will you still be my friends?"
Take your pick or write your own. It doesn't really matter as it is just whatever fits the NPC in your story. Make the NPC into a villain, make a plot our the heroes talking him back to his old self, - do something entirely different.
It doesn't rightly matter, the game flat out said you could work this however you wanted.
Not naming names, but certain people should stop posting their opinions as fact and read the rules of the game they're discussing.
I am sick and tired of people with artifact-opinions, dragged with them from former experiences and other roleplaying games. Opinions and biases cobbled together from X units of experience, that they now feel compelled to insist all other people share.
Just read the system. This is not your friend's DnD home-game. This is not that one time where you made that really cool world that should totally have been published professionally, and as a result its rules should apply to all other tables. This is the pathfinder roleplaying game. If you're gonna talk about a part of the game, from an honest fact-sharing position, at least have the common courtesy to read the relevant chapters before you start talking. That way we can cut out the parts where people state objectively wrong, opinionated drivel as gospel, and instead keep the conversation somewhere where disagreements are born of genuinely different interpretations of the written word of the game.
But spare me the made-up collage of tropes and 'classic fantasy values', fabricated in your personal mindscape, that is simply so amazingly cool and obviously superior, that everyone should just accept it as much better than the core assumption of the game. Especially when you're presented with the written word, taken out of the game-book itself, that clearly speaks the intent the game was designed with.
In Pathfinder, undead are not evil by default. The reason for this is that the game says so. =]
@Nox Aeterna: The game can't possibly account for every possible situation, quite right. However the game does provide a clear frame to avoid bias, and it works quite acceptably if you play it as written.
The link I provided in my first post has all the info from the relevant chapter of the core rulebook, but here's the piece about what makes something evil, or good.
Additional Rules wrote:
Good Versus Evil
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.
So while, as you so correctly stated, the book cannot, and indeed does not, attempt to account for situations, it lays out which acts are good and which are evil.
Protecting innocent life
Acting altruistically
Acting in a way that shows respect for life
Acting in a way that shows concern for the dignity of sentient beings
Acting in a way that makes personal sacrifice to help others
In a vacuum, if you're doing any of those things, you're doing something good. Usually you're not doing these things in a vacuum though.
Example: You're putting the orc encampment to the sword to protect the villagers who have been raided these orcs.
In this case your actions are killing, which we can see the rules say very clearly is evil, but you're doing it to protect innocent life, which the rules equally clearly says is good. What we wind up with is an evilgood action. That sounds like neutral to me =]
Very little GM adjudication is necessary in these situations if sticking to the rules in the aforementioned chapter. Naturally there can be corner-cases. Rare are the arbitrary game-rules that cannot be made to look ridiculous in the right circumstances. That's just the way the cookie crumbles.
When you look at a character, there are two different kinds of alignments at work.
One is the alignment of a character.
The other is the alignment of a character's actions.
The alignment of a character is their philosophical values. It's the notions that guide their life and shape their opinion of right and wrong, what they consider ethical, and so on. The alignment of a character is very malleable, very flexible, in order to permit the players to create a wide mixture of characters. You can add alot of interesting angles on a character, without the game straightjacketing you into a certain alignment. This is what permits you to make a Shining Knight-type character, who is LG, but also offer no quarter. Or a simple, boring merchant, who is CE because he believes in anarchy, and is a terrible murderous racist, but he lacks the conviction to act on his beliefs, preferring instead to live his life, acting like polite society expects him to.
The alignment of a character is flexible, because it allows more freedom to create different characters, than if it was not.
And then there's the alignment of a character's actions. These are the exact opposite. They're simple, they're precisely defined, and they're not flexible. "Is my character's action good or evil? Lawful or chaotic? Neutral?" consult the Additional Rules chapter on alignment - good vs evil, law vs chaos sections. Link provided.
The reason the alignment of an action is very inflexible, is probably because there are classes in the game who have very hard-and-fast interactions with alignment. A person playing a paladin for instance, may want to ask his gamemaster "is Sir Gawain committing an evil act by <insert example here>", or "Would this be a good act?". In such a case, the GM needs to be able to provide a clear and unbiased answer, based on a baseline for what the game, not he, considers good, evil, lawful, chaotic and neutral.
Hope this helps you, and hope it helps in future decisions about alignment. Remember, it is not forbidden, or even discouraged for a good aligned fighter, to commit evil acts. In fact, classic adventurer-behavior is riddled with all sorts of aligned actions. Having these decisions change a person's alignment however, is a decision exclusively in the hands of the GM, and is not part of the core assumption of the game. Consult the same link and look in the "changing alignment"-section, for more detail.
Now, because you also asked what other players/GMs think about the alignment of killing the sleeping people in this example, I'll chime in.
Yes, it is evil. Plain and simple. That does not mean every player around the table should hang their heads in shame, just wipe off the swords on their pajamas and move on - life is tough. You don't know if these guys would have escaped - they could have... and boxed you in... they might at least. Not taking chances could have saved you, or saved someone else... could. It is still evil, you're killing people, people who are of no immediate, only potential, threat, and you're doing so without offering surrender or any other out. You can't even claim to be protecting anyone, as nobody is in danger of these sleeping men. If they woke up, took out their weapons and attacked, then you'd be defending yourself, which is neutral.
I'd suggest a cavalier of some description. It's just the two of you, so pick a utilitarian teamwork feat like Escape Route or something along those lines, and you'll always know who is gonna be the target of your Tactician ability. Your mount can add a third body to the mix, and you have what's needed to take and give punishment in equal measure.
If not, then maybe consider a druid with a beefy animal companion, or a conjuration-focused wizard. Teleportation subschool of conjuration will let you reposition effectively in fights, mitigating some of the problems with the low amount of party-members, and a good familiar can provide excellent scouting.
Finally, think about (and ask your GM about) investing in some hirelings if a certain part of the adventure looks too rough. 400ish GP for a team of cavalry-men(presented in Ultimate Campaign) is 5 level 3 warriors complete with gear and mounts, fighting loyally, even earning you money. It's a very good purchase at those lower levels, far better than most conventional items of the same price, and viable no matter what class you choose to play =]
The 50% chance to avoid crits and SAs is really, really good. Pick that one, is my advice. It guards equally well against the odd natural 20 crit from some big beastie that'd slap you with a 40 STR x4 crit, or the quintuple scimitar lawnmower monster who has 11 feats dedicated to critting. It's basically a moderate fortification enhancement on your person, instead of a given defensive item. It leaves you with extra room to pimp your armor with other goodies.
Your Norgorber cleric would only need to brandish his unholy symbol to cast spells with the Divine Focus component and to channel energy. Since channelling, according to Pathfinder artwork, looks like an explosion of brightly coloured energies, channelling negative energy would probably alert your immediate surroundings that something is wrong, anyway. So your main problem is using the spells with the DF components. The most obvious solution is to not rely on those spells when you're in the company of people you want to hide your allegiance from.
I'd advise picking whichever type of cohort you think would be fun to have tag along with your character. If you're asking what type would be the strongest choice, then the answer, of course, if a wizard.
Personally I'd go for a cohort that would fit a role my character would want in his retinue, or perhaps even have my queen as my cohort, your most loyal of followers =]
The consequence for death is not playing that character anymore. The consequence is the shared experience of the players around the table, and the change in companions for the characters in the world. Character death should not affect the player's next character. Dying is a part of the game. You die, then you make a new character and continue to have fun. If the party is going to "waste" a 10k ressource, it'd be an excellent time to teach them about speak with dead and other divination spells, with which they can double check if their compatriot's spirit would actually accept ressurection.
Don't impose "consequences" on players for changing characters, people aren't going to have more fun if you do, so you're just artificially contracting the scope of your players' options, if they don't want to deal with said consequences.
Had it been any other template, I'd have said "Why not do it?", but in case of lycanthrope, I'd say don't.
This is solely based on the fact that the material on lycanthropes is a horribly disconnected mess of weirdness, brought on by artifacting and general non-functionality. The less you have lycans in your games, the less you'll have to tinker with the nonsense mechanics.
This perfect sphere is made from an otherworldly metal, lighter than mithral, cool to the touch, and with a dull, dark sheen. When touched barehand, one can feel grooves running along the immaculate-looking surface, seeming to form a pattern mimicking a whirlpool.
Whenever the possessor of this sphere attempts a knowledge check, the sphere thrums with alien purpose, and whispers and images wash over the user. The sphere grants a +10 bonus to any knowledge check. In addition, whenever the user rolls a knowledge check, he rolls 2d20 and adds the result, rather than roll 1d20. The unfathomable knowledge hidden away in the sphere cannot be accessed without risk, however.
Each time the sphere is used it deals 1 point of wisdom damage. Furthermore the result of the die rolls can affect the user of the artifact.
If both d20s roll the same uneven number, except double 1s, the user is the target of a feeblemind spell. A DC 19 will save prevents this effect, but the user takes 1d4 points of wisdom damage.
If both d20s roll the same even number, the user is rendered permanently insane as if by an insanity spell. A DC 19 will save prevents this effect, but the user takes 1d4 points wisdom damage.
If both d20s roll 1s, the sphere steals the knowledge of the user, imposing a -10 penalty to all knowledge checks. This penalty is a curse-effect and cannot be removed for 1 full week except through wish, miracle or divine intervention. For the duration of that week, the sphere goes inert and will not function for the cursed user. Once a week has passed, the curse can be removed by a a succesful casting of Remove Curse - the DC to dispel the curse is 15.
DESTRUCTION
<insert whichever means of destruction you think would fit your campaign, here>
Okay that makes it a bit easier. You might be able to simply redesign existing artifacts, and as a GM I would definitely look into this, if only to get an idea of the scope of certain artifacts.
Suggestion for the first artifact:
Sphere of inestimable transfiguration
Aura strong transmutation; CL 15th Slot none; Weight 2 lbs.
DESCRIPTION This perfect sphere is made from an otherworldly metal, lighter than mithral, cool to the touch, and with a dull, dark sheen. When touched barehand, one can feel grooves running along the immaculate-looking surface, seeming to form a pattern as if a sun was collapsing in on itself.
As a full-round action, the sphere can be made to release its transformative magics on an object it is touched to. An object so touched has its basic material transformed by the sphere. The sphere is capable of generating a value of 10.000 gold pieces per day in valuable transmutations. The transmutive magics are not stable, however, and using the sphere is not without risk. When the sphere is used roll 1d100.
1: Perfect transmutation - increase the target object's value by 10.000 gp.
2-10: Near-perfect transmutation - increase the target object's value by 8.000 gp.
11-30: Brilliant transmutation - increase the target object's value by 5.000 gp.
31-50: Great transmutation - increase the target object's value by 3.000 gp.
51-70: Succesful transmutation - increase the target object's value by 1.000 gp.
71-80: Fickle transformation - increase the target object's value by 100 gp. The object loses 80% of its hp and gains the broken condition.
81-90: Twisted malformation - the target object contorts into a jagged, gnarled material resembling charred wood, dotted with greenish postules and becomes utterly worthless. The postules burst immediately, squirting and oozing a luminous green goop. The person using the sphere must make a reflex save DC 19, or be hit by the goop, taking 1d8 points of con drain.
91-99: Catastrophic malformation - the target object is enveloped in a flash of uncontrolled transmutation and immediately explodes in a shower of shards, dealing 6d6 points of piercing damage to everyone in a 30 ft radius. A DC 19 reflex save halves this damage. The user must make a DC 19 fortitude save or be struct blind, in addition to taking the piercing damage.
100: Cry of the beyonders - The object warps and contorts, bending in an astounding display of physics-defying ways before imploding and turning to nothing. Witnessing this deals the user 1d4 points of wisdom damage, but that is not the true threat. The reality-defying warping of the object attract the attention of 1d6 Hounds of Tindalos, who immediately enter the plane within 1d100 miles of the artifact's location. These otherworldly hunters are perfectly aware of the identity of the person who used the sphere, and will never stop hunting her for as long as they remain alive.
No matter how succesful the user of the sphere is, the sphere cannot generate more than 10.000 gp value per day. For example: rolling 2 near-perfect transmutations will not yield 2 transmutations of 8.000 gp, but rather the first will be of 8.000 gp, and the following will be of 2.000 gp. Once the sphere has generated 10.000 gp in value, it becomes heavy, increasing it's weight from 2 lbs to 10 lbs. This lasts until the next sunrise.
DESTRUCTION
<insert whichever means of destruction you think would fit your campaign, here>
I'll drop by with suggestion for the other spheres at some later point.
Well, given the title of the thread, I'd be remiss if I didn't offer you a look at these, my advice for aspiring GMs
Now as to your questions. I'll start by saying that it's hard to properly consider their strength when we don't have anything solid to go on. You've described ideas, but not mechanics, and usually we look at the mechanics when we wanna gauge power. At a glance, only one of these approach artifact-level power and that would be the one that can turn stuff more precious. The rest are interesting and cool baubles.
If you can be more precise about what you want each item to be able to do, how big bonuses they provide, and how strong their effects are, then I'll be able to give you better advice =]
Very easy in both cases, you should be able to use these encounters, no problem.
Valeros, Harsk, Kyra and Seoni are walking along, minding their own business, thinking about sweet, sweet loot, WHEN SUDDENLY!! THEIR GM ASKS THEM TO ROLL PERCEPTION CHECKS!!
Their GM informs them that with Harsk coming in at 18, he's the first to spot their enemy. Someone is up ahead, 180 feet away, and he doesn't look friendly. Provided their enemy has seen them too, combat begins. We assume the terrain does not permit run-actions.
que Final Fantasy Battle Music
VS Evangelist Cleric:
Round 1:
The Evangelist acts, casting levitate and ascending 20 feet.
Harsk acts, double-moving 40 ft closer, drawing his heavy crossbow.
Valeros acts, single-moving 20 ft closer, drawing his shortbow and taking an ambitious shot with a -4 penalty to hit, for distance. Despite the target's low AC, Valeros misses.
Kyra acts, casting shield of faith on herself and single-moving 30 ft forward.
Seoni acts, casting mage armor on herself and single-moving 30 ft forward.
Round 1 is at an end. Evangelist and party are 140ft apart.
Round 2:
The Evangelist acts, casting wind wall between himself and party. The wall is 30 ft long and 15 ft high. Seoni reacts to his spellcasting by rolling a spellcraft check, successfully identifying the spell as a wind wall. She talks out of turn, informing the party that a wall of wind is preventing their shots from passing through.
Harsk acts, he uses a move-action to reload his heavy crossbow and then single-moves 20 ft forward
Valeros acts, double-moving 40 ft forward.
Kyra acts, single-moving forward 25 ft, not wanting to overtake Valeros or Harsk. She spends a standard action aiding Valeros' AC.
Seoni acts, single-moving forward 25 ft, not wanting to overtake Valeros or Harsk. She spends a standard action aiding Harsk's AC.
Round 2 is at an end. Evangelist and party are 120 ft apart.
Round 3:
The Evangelist knows that his lightning arc only has a range of 30 ft, so he's waiting for one of his enemies to come close enough. Meanwhile, he fires his repeating crossbow at the target who looks to be least armored, which is Seoni (based on her artwork). Her AC is 19 because Valeros gives her soft cover, so his shot flies wild.
Harsk acts, he uses a double-move to move 40 ft forward.
Valeros acts, he uses a double-move to move 40 ft forward.
Kyra acts, she uses a double-move to move 40 ft forward, still staying behind the front-line.
Seoni acts, she uses a single-move to move 30 ft forward, still staying behind the front-line. As a standard action she casts magic missile, targeting the Evangelist, automatically hitting him for 1d4+1 dmg, coming out to 3.
Round 3 is at an end. Evangelist and party are 80 ft apart. The Evangelist has taken 3 dmg.
Round 4:
The Evangelist sticks to the strategy presented by the OP, and fires his crossbow, impatiently awaiting the moment his targets enters the distance of his lightning arc. This time he rolls really high, and hits Seoni for 5 dmg.
Harsk acts, he uses a double-move to move 40 ft forward.
Valeros acts, he uses a double-move to move 40 ft forward.
Kyra acts, she uses channel energy, healing Seoni of 3 points of dmg. She then moves in front of Seoni, providing soft cover.
Seoni casts magic missile, hitting the Evangelist for 3 dmg.
Round 4 is at an end. The wind wall ends and the Evangelist and party are 40 ft apart. The Evangelist has taken 6 dmg.
Round 5:
The Evangelist, predicting one of his targets will enter his range this rounds, readies an action to hit Harsk with his lightning arc ability.
Harsk acts, not knowing the wind-wall is down, he uses a double-move to move 40 ft forward...
The Evangelist interrupts, striking at Harsk with his lightning arc. The ranged touch attack hits, dealing 4 points of dmg.
Harks continues his double-move, he is now beneath the Evangelist and on the other side of the non-existing wind wall. He cannot see the wall, but he's guessing that if the wall was between them before, it is not between them now.
Valeros acts, he uses a double-move to move 40 ft forward.
Kyra acts, seeing the Evangelist's tactic, she now rushes forward to assist the party, double-moving 60 ft. She is now with her party.
Seoni acts, deciding she'd rather not come within striking-distance of the lightning, and instead fires her last magic missile, dealing 3 dmg.
Round 5 is at an end. The Evangelist and the party are now only parted by his levitation. The Evangelist has taken 9 points of damage.
From round 6 and forward, the party lays into the Evangelist with ranged attacks. If another wind wall is cast to prevent attacks from below, they move again to strike from a different angle. This battle either ends with the Evangelist horribly shredded by ranged attacks and dead, or using obscuring mist to try to escape.
Against the wizard, this encounter is trivially easy and I won't even bother writing it out. The wizard has 1 advantage - he can reliably hit any target within 130 ft. He is beset on all sides with disadvantages though. The party outranges him, meaning they can whittle away at his 30 points of arrow-protection from a safe distance, while he cannot attack them. Valeros can suffer a -4 penalty to his attack rolls, while Harsk shoot unimpeded. The wizard is the one who has to go on the offensive. If he doesn't win before his protective spell is out, he has to retreat. This means he has to levitate in place and get shot at until his protection breaks, or he has to be on the ground, in which case the party moves towards him, shooting him while they approach, and making sushi of him once Valeros enters melee.
If you want either of these encounters to present a viable threat, you have to force the group to fight in an area(and at a distance) that favors the enemy. But that's not really a strength of the enemy, since any encounter can be made difficult if the terrain is used against the players.
Total pages: 975 pages.
A standard spellbook has 100 pages worth of space for spells. In other words there would be at least 10 spellbooks, assuming standard size.
@Doug M: There's something to be said for creative use of water-spells, and I won't pretend the Omox is useless, it can't be, even with just one casting of acid fog. The problem of the size and the restriction on grab persists though, making this thing's grappling really only useful against medium-sized creatures. You can't even enlarge it either, since enlarge is humanoids only, and the Omox is an outsider :(
By the way: Nearyn, have you read my Guide to the Diabolist? If you like playing casters who call things, you might find some items of interest in it.
That's a pretty good read. I've bookmarked it for reference on future characters. Thanks.
Omox [CR 12, Will +12, SR 23, Cha 18] This creature makes me sad, because it is very close to being good. Well... decent, - for its CR at least. The only thing this creature needs to be worth having on the battlemap is a size-increase(and reach). Alas, it's a medium-sized creature with no exceptional reach, and as such, it falls short. This outsider has two things going for it, and that is its grab ability into smother, and a load of immunities. However, since grab has a size-limitation, and this creature does not come packed with any grapple-feats, the usefulness of the smother ability becomes unreliable. If your lair is flooded, these guys could be decent sentries. Other than that, your efforts are better spent calling something else.
Man... imagine how great this guy would be if he was huge with 15 ft reach! You'd place him in the centre of the battlemap and let his 25 DEX + combat reflexes + grab + smother wreck bloody havoc on any enemy who as much as thought about taking a move-action. *sigh*
Nalfeshnee [CR 14, Will +21, SR 25, Cha 20] This is more like it. This creature's a better addition to the board. With a decent mobility, AC, DR and HP, this huge demon is a good blocker. It has a good fortitude and will-save, but its reflex-save eats, so keep that in mind. It has 3 solid attacks on a full-attack - it can even power-attack, turning a +11 dmg on each hit into +19 dmg on each hit. Unholy Nimbus is an OK ability too. The save DC is on the better end of 'not good' and it takes a round to go off, but if it works you're dazing your enemies for 1d10 rounds. The big selling features on this guy is constant true-seeing and at-will greater dispel magic. Couple these with his +31 perception, and the amount of creatures that are gonna sneak up on you, is gonna be limited. Finally, let us not discount the fact that calling this thing means commanding a hybrid boar/great unclean one, the size of an obese Orca.
Given that most any high level wizard can bind and hold several of these at the same time, how can you ever really defeat a high level wiz/sorc?
It -IS- really hard to defeat high level wizards and sorcerers... or really any primary spellcaster. But it's not supposed to be easy. After all, a guy being a high-level wizard tends to be the only thing needed to make an entire Adventure Path, with said wizard at the centre of trouble. This is not exclusive to NPCs, this level of power is applicable to PCs too.
There are, of course ways you can defeat these high-powered reality-warpers, but let's not speculate on that in here, since it'd depend on the specific situation, and take up time we could use to help Douglas make his compilation :)
Mathius wrote:
Also how do run a balanced game with this spell? I can see allowing for 1 bound outsider at a time but with spell you can get a dozen or more with little effort. If you bind something that can bind more for you then the size is limitless.
That depends on what you define as a "balanced game". I've been binding outsiders for a long time, ever since my first character in fact, and I've had my ability to do so "dealt with" by GMs before.
I had a GM who, upon witnessing the effectiveness of my binding a succubus, and directing her abilities to assist us, had her sent back to the abyss, using a spontaneous anti-magic effect. Then when I tried to call another creature, he had a Solar appear in the trap, for no readily explainable reason. The solar scolded me for using this kind of magic and threatened me with harm if I tried it ever again. Needless to say, if you do this, do not be surprised if you have alot of vacant chairs at your table in the future.
This ability CAN be extremely powerful - heck, it SHOULD be extremely powerful, it should feel amazing to negotiate a deal with a powerful creature from another dimension and have it assist you, whether it's a partner or it's enslaved, you SHOULD be able to feel the massive kick your power gets.
Personally I feel like the GM should not be adjusting the use of this spell. It should instead be on the player to adjudicate their use of it. Nobody wants to see the campaign broken after all, so as a player, you just have to not be an a**hole :).
In my Way of the Wicked campaign, my GM and I have talked about the use of outsiders, and I've told him I intend to make alot of use of it. But in order to not break the campaign, I'll be using a few, specially selected ones at a time, and the rest will be sent across the country to work missions in secret, direct the efforts of my character's cult, or otherwise do stuff that still means it feels awesome that I -have- these outsiders bound, but do not invalidate any kind of opposition we may face =]
Mathius wrote:
Can you bind an outsider already bound to someone else?
There's nothing in the rules preventing it. If you know the outsider in question, and he's not on the material plane, then you can try to snatch him up with a planar binding, even if he's already in a binding contract with someone else. If he fails his save, he's called into your outsider trap, and what happens from there is between the player, the GM and the dice :)
Seraptis [CR 15, Will +13, SR 26, Cha 21] This creature looks pretty meh compared to some of the other options you've got available. Its AC and DR means it'll stay around for awhile, but you look at its attack routine and it simply looks too weak to really have an impact, even with the 15-20 threat-range. It looks like it becomes better when you look at her grapples - 4D6+12 + 2d6 bleed + 1d4 strength drain, it sounds pretty good, yes? The problem is that her best way of grappling is with her claw attacks and grab, but remember that grab is limited by size, and this demoness is medium sized. So you're thinking she can use standard grapple maneuvers, since they're not limited by size, and you'd be right, but she doesn't have improved grapple, so if she tries it she's taking AoOs. Even though she has a fun set of SLAs, the DCs are generally too low to be reliably used in combat. She has 3 real draws that might save her – She has constant true-seeing. She can cast dispel magic at will. And finally she has a gaze attack that drains charisma, and once the enemy reaches 0 charisma, they try to kill themselves. This gaze attack is not one of those where you become immune for 24 hours if you save, so if you know you're heading into combat against a certain type of creature, and you've used a relevant knowledge check to learn their stats and learned that they sport low Cha, then maybe bringing the seraptis along could be a smart move. Finally, if you use her to dominate creatures out of combat, she has better control of them, than most other dominating outsiders you can find, so there's that.
Oolioddroo [CR 13, Will +16, SR 24, Cha 23] Let's be clear: this is not a combat option. If you're considering calling this creature strictly for combat purposes, reconsider and call something useful. This creature may have SLAs, but the DCs are too low to be reliably useful in combat. This demoness' usefulness in combat is more or less limited to doing doing a series of weak sneak-attacks with a low chance to hit. So why do you want to call this thing? Well, ladies and gentlemen, meet your new spymistress. This creature can go full-on 80's sci-fi B-movie on your foes, implanting eggs in the brain of victims, and immediately erase the memory of such an egg being laid. When it hatches she can then cast select SLAs directly into the brain of the victim over any distance as long as they're on the same plane. You can have some real sleeper-agent fun with this demoness, so if you take your time and tinker with her abilities in a situation where you have the time and option to fail a few times, the payoff could be really good (or at least really fun).
Pit Fiend [CR 20, Will +18, SR 31, Cha 26]Before we start talking about calling this guy, let's take time to understand what we're going, okay? If you're calling this creature, while playing in the pathfinder campaign-setting, you're calling one of the top-dogs of the most ruthlessly efficient militant meritocracy in the multiverse. This means you run the risk of pissing someone off, someone that is not just the creature standing in your warding diagram. It could go over well, but it could also go over really, really bad, so make your preparations. This is likely the most dangerous creature one can actually call, and I'm not talking about CR here.
The Pit Fiend is a powerhouse. If you manage to get control of one, there are very few things that can challenge you. It comes strapped with 350 hit points, and those aren't going anywhere in a hurry. Without touching on the regeneration, that can only be stopped by Good aligned weapons or spells, this creature also has DR 15/Good AND Silver, against the attacks that manage to get past its AC of 35, which it is capable of buffing to 39 using an at-will SLA. It has the mobility to be a dangerous melee'er, as well as make good use of its SLAs, and both as a caster and in melee, this creature is a terror. Sporting the highest to-hit rolls of any outsider of its CR, on a series of 6 natural attacks, means that this creature has a good chance of hitting anything not optimized for AC. It's attacks can land the target with a strength-damaging disease, a fast-acting con-poison and the grappled condition (with constrict for added hilarity), all in the same full-attack. Yet despite these attacks, its SLAs are by far the most scary thing about it; featuring such heavy-hitters as blasphemy, create undead, trap the soul, greater dispel magic, mass hold monster, and power-word stun, all at-will. It further comes with meteor swarm, the ability to summon ANY CR19 or lower devil at 100% (that is ONE HUNDRED PERCENT) chance, and it may even have the ability to grant you a wish. Even out of combat these things will be of great use to you, as they effortlessly craft powerful undead minions, casts greater scrying and invisibility, and trap the soul (automatically creating the binding gem) of any other outsider you call, meaning you can simply break the gem later and demand the service of the trapped creature, when you need it – no negotiation required. This guy is a horror with almost no equals. If you decide to bind one, go conquer a nation or something, you're about as well equipped as you need to be.
-Nearyn
ADDENDUM: I misremembered the part about attack routines. It does NOT have the highest among the CR 20 outsiders. The highest is the Void Yai with +39 on its first weapon attack, followed by the Draconal Agathion with +36 on its bite. The Pit Fiend is on a shared third-place with +32 to hit on its 6 nattacks.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Here is my interpretation of the ability:
Since the duration is 1/2 your character level and I assume that as a melee touch attack it requires a standard action to use (regardless if used against friend or foe), that means that for levels 1-3 the duration of the ability is 1 round. Which means that the effect of Death's Kiss are gone before the cleric who used the ability could cast a spell or channel energy. He is not able to use his own spells/channeling to take advantage of the effect until level 4.
So as I understand it, at low levels this ability is mostly worthless. The only times it would be useful is if the party was built around it, or if you were trying to use it proactively against enemies.
I did think of one way this problem may be alleviated. What if you cast an inflict spell, held the charge, and then used Death's Kiss on a living creature? The inflict spell was being held and will discharge automatically upon touching a creature, which the Death's Kiss ability requires. How would the sequence of events unfold? Would this successfully heal the target?
Steam and soot darken the skies above the docks as the clamor of voices and machines clash with each other for dominance. Winds sweeping across the harbor to blow the choking products of industrial forges into the snow capped mountains that loom around the city. Across the inner ring of the enclosed Yundalite Mountains, the march of progress and the demands of national defense produces similar results.
The great human colonies no longer fear the natural threats of Yundal, and tensions from home nations have spilled over into the colonies to end previous alliances. What was once a united front against the monstrous natives, savage barbarians, and formless abominations has become a cesspool of distrust and corruption and betrayal. The ever-present march of progress clashes with the prophetic warnings of the Church, and everybody from barbarians to soldiers of fortune want a piece of the profits and glory.
Times are turning. The last seven years of uneasy peace is overshadowed by the previous thirty years of war. The clash of the Church and technologists raises tensions by the day. Pirates and mercenaries make their fortune at the expense of others. The natives and barbarians seem to grow bolder with every skirmish. Even some of the skyseers begin preaching the warnings of the Church as the starry wheels of heaven tell of a new age. But what they cannot see, hidden beyond the steam and soot of the night sky, is if the new age is one of progress, or of catastrophe.
Congratulations for being chosen! Please dot with your character alias and we will start working on any finishing touches to backgrounds, as well as potential connections between the characters. I will be around all day and will be very active :D
As for stats, if we have Saxikath with us then we can go ahead and get started on those. She said she would be unavailable from today until Tuesday, but I'm not sure when that starts. So for the time being at least, let's hold off on rolling stats*
*:
Also because I'm still somewhat nervous about creating wildly unbalanced stats, I reserve the right to ask you for a reroll if you get truly abysmal or incredible rolls. Unfortunately that means no 40 point buys, but it should also save you from 5 point buys.
Steam and soot darken the skies above the docks as the clamor of voices and machines clash with each other for dominance. Winds sweeping across the harbor to blow the choking products of industrial forges into the snow capped mountains that loom around the city. Across the inner ring of the enclosed Yundalite Mountains, the march of progress and the demands of national defense produces similar results.
The great human colonies no longer fear the natural threats of Yundal, and tensions from home nations have spilled over into the colonies to end previous alliances. What was once a united front against the monstrous natives, savage barbarians, and formless abominations has become a cesspool of distrust and corruption and betrayal. The ever-present march of progress clashes with the prophetic warnings of the Church, and everybody from barbarians to soldiers of fortune want a piece of the profits and glory.
Times are turning. The last seven years of uneasy peace is overshadowed by the previous thirty years of war. The clash of the Church and technologists raises tensions by the day. Pirates and mercenaries make their fortune at the expense of others. The natives and barbarians seem to grow bolder with every skirmish. Even some of the skyseers begin preaching the warnings of the Church as the starry wheels of heaven tell of a new age. But what they cannot see, hidden beyond the steam and soot of the night sky, is if the new age is one of progress, or of catastrophe.
Introduction
Hello everybody, and welcome to my homebrew Zeitgeist flavored campaign!
First, stuff about me. My main alias is CampinCarl9127, and I've been around the boards since 2012. I've run a number of games IRL, and one game on the boards that spanned a few years and went from levels 1-11. I'm currently active as a player in 7 games, and in the past I've been active in up to 20 at once. To make a long story short, I'm here for the long haul. And if you're going to apply for this game, I expect you to be as well.
More about me as a DM:
I'm a story driven DM and will always ensure that the fluff of a character is what drives me to recruit them.
There is a well written site that has a thing called “GM Merits”, found here. My merits are as follows:
My game will tell an interesting story.
My game will be scary (at times).
My game focuses on exploration and mystery.
Characters in my game are destined for greatness, not random death.
My game includes disturbing content (at times).
My games focus on interesting Characters and Drama
I frequently tinker with the rules of the game (rules are not a strict code to be adhered to, they are a tool to structure and enjoy the game)
Tactics are an important part of my game.
Players in my game should be prepared to run when the odds are against them.
There will be player vs player combat allowed in my game (but you better have a good reason).
I will Mirror back player ideas I think are interesting in the game
The GM is in charge in my game and “rule-zero” is in effect (but I am always open to discussion and questioning my rules/judgments. I will listen to you and carefully consider what you say)
Players characters death are not extremely likely in my game, but it can happen with bad luck or recklessness.
Second, what I mean by "Zeitgeist Flavored". This campaign was heavily inspired by the Zeitgeist adventure path by Ryan Nock. I read the extended player’s guide and fell in love with the setting and for years have wanted to run a campaign in it. As such much of Ikeroth was built with this influence, and although the plot and world history and current events and etc. are of my own design, too much was stolen from Mr. Nock to call this an original work. Ikeroth was designed solely for my personal use and will not be used in any commercial way.
What does that mean for you as a player? Not a whole lot. If you're familiar with the Zeitgeist setting you will definitely feel some similarities. But all of the names have been changed, and nothing about the plot will be even vaguely similar. So there are no spoilers if you are experienced with the Zeitgeist adventure path.
Expectations
First, posting expectations. As detailed above, I expect my players to be dedicated for the long haul. In addition I expect to hear a post form players at least once a day (if currently involved in something) or at least once every other day (if not involved in something, such as waiting for another character to finish something before they can proceed). Weekends are an exception to this, and I will sporadically post on weekends if I suddenly find the time to do so.
Second, the google drive folder with the campaign details. There are four files: A player's guide, a shortened player's guide, a map of the area, and a map of the inner isles. I expect every applicant to be familiar with everything in the drive, with the exception of the longer player's guide (although you are more than welcome and encouraged to familiarize yourself with that as well, it's just rather long and not everybody wants to read 90 pages if they don't have to).
Third, character creation. Let me make this perfectly clear. I don't give a damn about your crunch. In fact you won't even get to generate stats until after you have been chosen for the game. Instead I want you guys to go through the google drive to familiarize yourself with the setting, then create the fluff of a character who is invested in the world. These are some of the answers I want addressed when creating your character, taken from this video. Although you don't have to watch this video I think it's a great resource for helping create a backstory.
1) Where were they born?
2) Who are their parents?
2a) Are they still alive? Are there any other guardians/close family members?
3) What were they doing before now?
3a) Why leave it all?
3b) What did they leave behind?
4) What does your character want?
Keep in mind this is just something to get you thinking. I don't expect you guys to answer these questions then be done, and you don't even have to answer these questions in some sort of formal format. I want to read a short synopsis about your character and be enticed as to how they will influence the world of Ikeroth if given the chance.
*Rolls eyes* "Yes we all know to do fluff" Ah except this campaign setting, while it exists and has a plot planned out, a massive amount of the story will be dependent upon the characters. Note that plot and story have different meanings. Plot is some background influences in the world, story is what's created by the characters and what they decide to do. It is impossible for this game to be run the same way twice, because so much of what happens depends on the characters selected. Do you have parents in the church of Azgaar who are influential? Perhaps you're researching a way to eradicate the Formless, and have petitioned governments to give resources for the endeavor? Maybe you think the Skives can be made into allies, and you constantly run peacekeeping missions? Your character backstory will create changes in Ikeroth before the campaign even starts. And throughout the course of the campaign you will be influencing where the world is going. This is not a written adventure path. Your decisions as a player will shape the future in ways that even I can't predict.
Once you've thought about this, I am interested to hear about your character theme chosen (see player's guide), as well as your class (and possibly archetype). And everybody is human, although there are some variant humans and a lot of variant racial abilities you should consider. And to keep in mind as far as crunch goes, here's something to consider: I am not a fan of the power creep that Pathfinder is currently suffering from. So as a general rule, if a source is more recent than around the 2013-2014 area, ask before you use it.
Now you won't get to see your stats yet, but I will tell you how the stats will be generated. Once chosen for the campaign, every character gets to roll 1d6+2d4+4, rerolling two 1's of their choice. They then place all of their numbers into a large pool, and all of the players decide democratically how to divvy up the numbers for their characters.
I will be picking 4 players. The recruitment will close once I have four players I am happy with. This campaign starts at level 4 and will go to around level 15.
Onto you
That is all for now. Please feel free to bombard me with questions/comments/concerns. As it is the weekend I will be available sporadically, but will certainly be doing my best to check as often as I can.
Hello, I have been having an issue with getting a certain game to show up in my campaign tab. A while ago we took a break and I marked the game as inactive in order to keep my campaign tab tidy, but recently it has made a comeback. I made sure to unhide the campaign and posted in both the gameplay and discussion threads, but it still won't show up in my campaign tab. Any assistance with this would be greatly appreciated.
I'm not sure if anybody else is experiencing this issue, but all of the discussion threads in my active campaigns are blank. I can follow the links, and it shows how many posts there have been, but no posts show up.
Does the ghostbane dirge spell allow creatures with the incorporeal subtype to be subject to sneak attack by magic weapons (that do not have the ghost touch special weapon quality)?
Incorporeal Subtype wrote:
An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.
Ghostbane Dirge wrote:
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.
First things first, I need to give credit where credit is due. Thank you johnnythexxxiv for writing your support from a mile away guide, and also thanks to RumpinRufus for writing your Stay-At-Home Wizard idea.
But onto the idea!
First know that there are some pretty questionable rules interpretations, particularly with each of the spellcasters. Also the "party" is definitely not optimized. Also you are required to be a fairly significant level (probably at least 10) with a good amount of wealth to blow on magic gear. But nobody really cares because the idea is actually viable which is hilarious.
Between these two threads and some brainstorming with my roommates, I have developed quite possibly the most entertaining party idea I have ever had. What is this idea you might ask? The one-man paladin party.
Well, as far as the paladin knows anyways.
There are four members who make up this hilarious party.
Albert Pointyhat:
First and foremost, the one who coordinates everybody, Albert Pointyhat. Albert wants to make all the money that an adventurer does, but who wants the danger that comes with that? Instead he coordinates a team from his own home. Albert is a beast bonded witch with some fun items that include: cat's eye crown, glove of familiar's touch, and a permanent telepathic bond. With these items he can, as RumpinRufus put it, "Perform all manner of murderation and murder-facilitation from the comforts of his own kitchen, in his pajamas, while his* tea is steeping." All of this is performed through his familiar, preferably one which can be rebuilt or regenerates, such as: arbiter inevitable, augur kyton, or a nycar. This familiar gains reach to better deliver touch spells, and since the familiar gains feats, it will also acquire its own animal companion. Somebody to accompany Richard, who we will get to later.
Next up in this lineup is Lazybones Mcgee. I could attempt to do this one justice, but I believe johnnythexxxiv has got it all covered, so you can either follow the link there or you can read my quote from his below! Lazybones Mcgee is simply too damned lazy to get up and go anywhere to earn his money or stop cooking, so he does it all from the comfort of Albert's home.
johnnythexxxiv wrote:
The idea behind this build is simple, never ever get into the thick of things alongside your allies, instead, you support them from the comfort of your home. By utilizing massive range buffs, scrying, distance healing and tactical maneuvering, you can safely have a significant effect on the battlefield or social encounters from a literal mile away.
Lazybones McGee
Human Geisha Bard 1/Oracle (Life) 1/Hedge Scarred Witch Doctor (Deception) 10/Oracle +3/Verminous Hunter (Worm) 1/Witch +4
Progression:
1 Extra Performance, Extra Performance, Tea Ceremony
2 Life Link
3 Racial Heritage (Orc)
4 Healing Hex
5 Extra Hex (Scar Hex)
6 Spontaneous Healing
7 Toughness
8 Fortune Hex
9 Extra Hex (Ward Hex)
10 Empathic Healing
11 Endurance
12 Waxen Image
13 Spell Hex (Hex Vulnerability)
14 Healing Hands
15 Diehard
16 Fast Healing 1
17 Fast Healer
18 Major Healing Hex
19 Healer's Touch
20 Witch's Charge Hex
So, what does Lazybones McGee get up to? Well, he uses some heavy rules exploits and questionable readings to allow him to inspire greatness in his allies at level 1 from literally anywhere in the multiverse by hosting a tea party that no one else actually attends since Tea Ceremony doesn't actually say that the allies have to drink the tea or witness the setup to receive its benefits. 2 d10 hit dice should be enough of a boost to carry his allies through to second level where he can begin to heal them while staying at medium range, which keeps him well out of most combats. 5th level lets him heal allies from up to a mile away and 11th level lets him teleport over to his allies while invisible so that he can steal their poisons and diseases to have them effect him instead without most enemies realizing what happened. 12th level lets him move his allies around the field on his turn to set them up into better tactical positioning, 13th level lets him spam healing hex while 17th level makes sure he doesn't die from his life link with the other party members.
Basically Lazybones stays as far away from his allies as he can and uses scrying effects to keep tabs on them to see how they're doing (now covered by Albert the witch). If their about to go exploring he'll throw them a tea party and then keep them healthy with hexes. If things start to go sour, he'll go invisible, teleport nearby and then give them buffs and emergency healing and might tag along for a while to heal them up with life links before teleporting back to safety. If done correctly, the party may never know what Lazybones actually is, since he should be invisible always from 6th level onwards and there is technically no reason for Lazybones to ever reveal the fact that he even exists.
Gunner 'Couch Potato' Compensatingforsomething:
Gunner was once an adventurer (a gunslinger in particular (supplement with ranger if you don't like firearms)), until he took a arrow to the knee (sue me). Anyways, since his injury all he does is sit around with his good friend Lazybones and try out his new recipes and monumental amount of tea. Because of this he has become immensely obese and spends his time sitting on the couch. But in front of this couch is one ring in a pair, in particular a pair of ring gates. He sits there all day eating and waiting for something to pop up on his wall-mounted ring, where he promptly shoots any evil creature that dares to show itself through the portal! Then he chuckles and reloads, waiting for the next stupid monster to get into his field of view. But how does this ring get around do you ask?..
Richard 'Lawful Stupid' the Blessed:
Richard here is a pretty staple sword-and-board hard-to-kill paladin. Richard is the absolute worst best kind of paladin. The kind of guy who simply is too stupid to see reason too honorable and noble to give into the temptation of evil. Even when it's not actually evil it's in its smallest forms. But for some reason all of his adventuring parties kept realizing what a moron he was leaving him, so he had a dilemma. He had to continue the crusade against evil, but nobody would work with him!But all of his troubles were solved when he found a new shield one day...
This shield isn't any ordinary shield. This shield was accompanied by a [insert Albert's familiar] and a [insert Albert's familiar's animal companion]! And the strangest thing was that the shield has this absolutely immense ring placed on the front of it! Now looking into the ring showed nothing but swirling energy, but the portal in his shield gave him whatever he needed! Money, food, and when he pointed it at enemies, bullets flew out! Not to mention that [Albert's familar] and [Albert's familar's animal companion] seemed deathly loyal to him now, like they must sense how honorable he is and how noble his crusade against evil was! With the aid of this clearly divine shield gifted to him from his god, he now has the power to set out on his own and vanquish evil, no party needed!
And that is how you run the "One man paladin party and his unknown lazy entourage". The roleplaying of such a group would be fantastic, and although it's not optimized by any means it would actually function! I welcome all questions/ideas/critiques/etc., and I hope to get this idea further developed in the future!
I ran into a situation last night where the party was going to fight a group of undead, so the cleric prepared undeath ward. The problem is, the cleric is a lich. How would this work? I threw out a quick houserule that seemed to satisfy the players and seemed appropriately challenging (I had him make a save against it otherwise the spell would fail), but I want to hear some other opinions on this. Thanks Paizo boards!
52 people marked this as FAQ candidate. Answered in the FAQ.
4 people marked this as a favorite.
How do the two abilities work together? Does the paladin get full smite damage on every single missile? Does that mean a paladin who buys a high caster level wand of magic missile and trains UMD is a machine gun of evil-killing nonsense?
I feel like this question may have been brought up before, but at best I can only find 4 year old threads that have reached no consensus. If I missed a relevant thread or FAQ, please feel free to hit me with the dunce hammer and point me in the right direction.
Below is the ability (relevant parts) and the spell quoted for reference.
Smite Evil wrote:
As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
Magic Missile wrote:
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution...
Courageous wrote:
...any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).
Furious wrote:
When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal.
So. Let's say our barbarian has an 18 strength when he's not raging, and his weapon of choice is a +2 Courageous Furious greatsword. What does his strength score becomes when he rages?
As far as I interpret the way these abilities work together, it's pretty scary. While raging the barbarian's weapon would count as +4 from the furious enchantment. Then the courageous enchantment augments the barbarian's rage, increasing his morale bonus to strength and con by a further +2 (to a total of +6). Am I interpreting this correctly?
When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma score, and burns her personal symbol into the undead creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature.
Devastating Brand:
Devastating Brand wrote:
When the kinslayer attacks a creature that she has branded with her slayer's brand, she threatens a critical hit on a roll of 19–20.
So, I have a question regarding this ability and combining it with effects that increase crit range: namely, do they stack? I know the age-old ruling for Pathfinder is "Nothing about crit range stacks with anything else ever!", and with good reason, because we all remember how out of hand 3.5 crits got. However, I think this is a special case that requires attention, because instead of altering the existing crit range of a weapon it will just automatically set it to 19-20 regardless of original crit range. For certain weapons this is actually a debuff, and for a lot of others it does nothing; clearly the ability is designed in mind to be used with a weapon that only crits on a 20. However, that's where my question comes in. Does it stack with other abilities, like keen or improved critical? Let's look at the wording of keen.
Keen:
Keen wrote:
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effects that expand the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
This leads me to reason that it would not stack with any weapon that normally only crits on a 20 since its threat range has effectively been "expanded" by the brand. However, I believe it would stack with all the other weapons that have at least a crit range down to 19, since their crit range has not been expanded by the ability.
I'm interested in this for two reasons: 1) Can a scythe-wielding kinslayer be the utter terror of undead everywhere with a 17-20/x4 crit range? 2) Would a keen longsword-wielding inquisitor be screwed out of his improved crit range by this ability?
I appreciate anybody that takes the time to answer this question!
The title says it all. I'm playing a character who would benefit a lot from being able to cast darkness or deeper darkness, but beyond buying wands or potions I can't find a way to do it. Does anybody out there know of an item that can cast one of these spells? Thanks!
Welcome to CampinCarl’s Character Creation Guide for Pathfinder PbP gaming!
If you’re here, you’re either a new player who wants to get his feet wet on the boards, an experienced player who wants to get better at formatting and resource tracking, a GM who wants to benevolently dictate his players make a more readable profile, or a critic to tear me apart. Any and all are welcome!
First, a little about myself. I have played Pathfinder for about five years now, and I’ve been around the boards for a little over two years. In my time on the boards I’ve played in dozens of games and am currently involved in nearly twenty, including running my own homebrew game. Throughout this entire process I noticed something. Almost nobody makes their character profiles the same, they are often hard to read and understand, and some are just downright illegible. After I ran a game or two on the boards, and when I got a little more used to the boards and started checking other people’s builds, what began bothering me was that almost every profile style has a learning curve to it. Most of the time all of the information was there, it was just hard to read and you had to do a fair bit of detective work to really understand where all the numbers were coming from.
So after some experience and experimentation, I designed my own standard for creating and formatting my PbP characters. It has inspiration from how stats look in bestiaries, but other things are more fleshed out and broken down, like special abilities and skills and equipment. The endgame of this formatting is so that when anybody looks at a character, they should be able to find what they’re looking for and understand it completely in seconds, no detective work required and no questions necessary. I’ve had numerous people praise my profile style and eventually I decided that for the good of gamerkind I would write this guide.
Now while this guide is a catch all for all races and builds (in Pathfinder), different builds will look differently. For instance, a Human Fighter will look vastly different from an Elven Wizard, mostly due to the increased complexity of the wizard class compared to the fighter. Similarly, a low level character will be different than a high level character due to the massive increase in complexity as the levels raise. While you can easily document everything on a low level character inside their profile, a 20th level character has too many options and abilities to be compressed down to a readable length, which is why hyperlinking some of your abilities/feats/etc. can be beneficial.
So, without further ado, let’s get to breaking down how to go about this PbP Character Creation guide!
Character Sheet Template:
First things first. Follow this link to a blank character sheet. Now copy and paste the entire thing into your profile and save it. This is your template and takes care of 90% of the formatting for you. You’re welcome!
Ability Scores:
So let’s really get started. You’re creating a level 1 character? Great! You’re creating a level 30 character? Great! Both of them start the same way. By building a level 1 character. First things first, determine your ability scores. These is usually done with die rolls or with a point buy system. If you’re using the point-buy system method, consider using this character generator. There are many other features available there, but I use it primarily to determine point-buy based ability scores because it will do the math for you. Once you have your ability scores, distribute the effects of them throughout your character sheet. Here is a quick breakdown of what each score effects. There are more things that each one effects, but this will get you started until you get further into your character.
Strength CMB, CMD, Carrying Capacity
Dexterity AC, Touch AC, Reflex Save, CMD, Init
Constitution HP bonus (we’ll add class HP in a minute), Fortitude Save
Intelligence Bonus Skill Points
Wisdom AC (if you’re a monk), Will Save, Perception
Charisma Nothing right now
I’m going to start with the stats Str 14 Dex 12 Con 12 Int 14 Wis 12 Cha 16. Now I need to sneak ahead a little and pick a race before I go in any further, because racial modifiers will be changing my ability scores. Let’s say you go with Halfling, so now my stats are Str 12 Dex 14 Con 12 Int 14 Wis 12 Cha 18. Remember that I’m not at racial abilities yet, so I’m only worried about the ability score modifiers. So now I distribute the effects of my ability scores throughout my sheet, and it will look like this and my formatting will look like this.
Race & Traits/Drawbacks:
Now you’re ready for the next step, picking things that are inherent to your character. This will be their race and traits/drawbacks. You’ve already picked a race when you determined ability scores, so now you just have to document the abilities of your race under the Special Abilities spoiler. Take a moment to stop and distribute the effects of these abilities throughout your character sheet. For instance, Halflings get +2 on saving throws against fear, +1 on all saving throws, and +2 on Acrobatics, Climb, and Perception checks. I document the bonus on saving throws by simply adding 1 to each save, and I document the circumstantial bonus by adding the bonus in parenthesis on the side of my saves. Then I put the skill bonuses under Non-Standard Skill Bonuses, and mark that they are racial bonuses. Also don’t forget any bonus languages you get for your race, as well as what gender your character is.
Now as a small race I have a few extra things to make note of. I’m going to have to change my speed to 20 ft., add a +1 size bonus to AC, subtract -1 from CMB and CMD, add a +4 size bonus to Stealth checks under the Non-Standard Skill Bonuses area, and lower my Carrying Capacity (round to the nearest whole number). Also take note of any special types of vision you have. A Halfling doesn’t typically have darkvision, but for the sake of this guide I’m going to add the ability to show how to document your Senses. Since my special Halfling has darkvision, not only do I note it in the special abilities section, but I also add it to the Senses section at the very top of my sheet. This helps GMs to quickly check what your senses are.
Next you add traits/drawbacks which you will add the exact same way as racial abilities, except you also mark them in the Traits section in the Statistics spoiler. If your campaign is not using traits/drawbacks, you can skip this section. Let’s say my Halfling takes the Reactionary trait and the Oblivious drawback. I document the existence of them at Traits and Drawbacks, then I put their written effects just after racial abilities, and finally distribute the effects the same way as before. My init bonus will increase by 2, and under Non-Standard Skill Bonuses I mark my drawback penalties. With racial abilities and traits/drawbacks added, your sheet should now look something like this with a formatting like this.
Class & Feats:
Now you choose your character’s class. My Halfling is going to be a bard. I’m also going to go with the Arbiter archetype. This part will be broken down into several sub-parts as detailed below.
Add your BaB. Some classes have a BaB of +0 at level 1, but others have a BaB of +1, which will affect their BaB (base attack bonus), CMB (combat maneuver bonus), CMD (combat maneuver defense), and later their attack bonuses under OFFENSE.
Next we add your base saves. Bards have the base saves Fort +0 Ref +2 Will +2, so I will increase my character’s reflex and will saves by 2.
Now onto class abilities. For some classes, like fighters, this is a very short step that only takes a few seconds. For bards and other more complicated classes it’s quite a bit of work. However you will tackle these nearly the exact same way as racial abilities. You add each ability under Special Abilities, then distribute them throughout your sheet where necessary. For a bard, the only thing I have to make special note of is their bonus to knowledge checks, which will go under the Non-Standard Skill Bonuses section. Other than that, the rest of it is about copying over all of their performance details into the Special Abilities section.
Next we move onto Skills and HP. Look at the hit die of your character and how many skill points they receive from their class. Typically, most games start you out at max HP so you can probably add your full hit die to HP. Then go to the Skills section and add how many skill points you get from your class. I get 6 for being a bard. Also this is the time to remember your favored class bonus, which is either +1 HP, +1 skill point, or a special one taken from your race/class combination. If you choose the unique favored class bonus, document it and distribute it just like a class ability. If you choose +1 HP, simply add 1 HP. If you choose +1 Skill Point, put it in the Skills section. I’m going to go with the +1 skill point, so I would mark it under my Skills section to add to my overall skill point pool. At this point you should have your total number of skill points, do distribute them amongst your skills as you see fit. Don’t forget about all of your miscellaneous bonuses you took note of in the Non-Standard Skill Bonuses section, as well as the +3 bonus for putting a rank into a class skill. Also put a * next to each skill that has your armor check penalty applied to it.
Let’s look at Feats next. This section will be pretty quick. Most level 1 characters have one feat. Humans get a bonus feat and certain classes (like fighter and monk) grant bonus feats, so once you determine how many feats you have you pick which ones you want and record them under your Feats section. As always, once you select your feat and record it, distribute the effects of it throughout your sheet where applicable. I’m going to pick Spell Focus (enchantment). At this point your character sheet should look something like this with formatting like this.
Spells:
Now let’s move onto Spells. If you’re playing a character without spells or one that doesn’t get them until later levels (like a paladin or ranger), you can delete the entire Spells spoiler and skip this section. For everybody else, spells is actually pretty quick. You document what spells you know and what level they are, then add how many spells of each level you have. Cantrips and orisons are always at will, while 1st level spell will vary from class to class. Also, if you’re a caster that has to prepare spells ahead of time, simply put (prepared) next to each spell that you have prepared. Lastly, if you have any non-standard spell DCs, make note of them next to the specific spells. For instance, since I took Spell Focus (enchantment), my Sleep spell will have a 1 higher DC than normal. With spells added your character sheet should look like this with formatting like this.
Gear/Possessions:
Onto equipment, or Gear/Possessions. You’re going shopping! See what your character is outfitted with (typically just a certain amount of gold to spend as you see fit) and outfit your character. For this you’re basically opening up the weapons, armor, and equipment sections and just buying whatever you think you need. Let’s say I have average wealth for my class, in this case 105gp. Also document anything your class gives you for free, like how a wizard gets a spellbook. A big trick that my guide does is track not only the cost of each item, but also how much they weigh. This keeps things more realistic, and that sticky-fingered rogue from trying to carry thirty sets of chain shirts out of the dungeon. However it also tracks the cost of every item so that if you ever sell anything or want to see how you’re stacking up against the typical wealth by level, the numbers are easily accessible.
Once you purchase gear, you (guess what) distribute the effects of it throughout your sheet! My character bought a longsword, dagger, and shortbow, so under the OFFENSE section I need to add the attack bonuses and damage for each weapon. If you have different ways to attack (such as power attack or rapid shot), feel free to add an extra line to show the different ways you can attack if you don’t want to do the math every time. Then add your armor bonus in the DEFENSE section if you bought armor, including the ACP (armor check penalty) by your Skills. Don’t distribute the penalty to the applicable skills, just keep it in mind when you’re making your skill checks. Your sheet should now look something like this with formatting like this.
Congratulations, you’re now done with the crunch for your character! You still need to do fill out your stat lines, but that should be a cakewalk now that the rest of your profile is done. Also you need to write a background and describe your character’s personality and appearance, as well as choose an avatar, but that’s fluff stuff and I’ll leave you to figure that out for yourself ;)
Let me know what you think either on the thread here or with a PM. I believe I’ve checked it over enough times so there’s no silly mistakes like spelling or grammar or bad links, but let me know if I’ve forgotten something important or should add something else to the guide. Thanks for reading, and happy gaming!
Ok, here's the scenario. You're playing a half-orc barbarian whose only weapon is a greatsword (I know, a crime to not have a backup or a ranged weapon). You are fighting a strix fighter who uses his natural flight to stay 10' above you and poke you with a polearm. Question is: Are you completely boned? The only thing I can think of to deal with him is to try and take the polearm away, but I'm not sure if you are allowed to make a disarm against somebody that is 10' away when you don't have a reach weapon even if you are trying to disarm a reach weapon. Love to have some rules clarification with this.
Hello Paizo boards, it's good to see you all! I am here because I am considering running a zombie style game with pathfinder rules, except things are going to be as non-fantasy as I can make them. No spellcasters, no magic items, no magical creatures, just a scientifically born disease that is causing the end of the world.
This idea is very, very, VERY raw. So I wanted to ask you guys: How would you go about doing this? I want generalizations as well as specific ideas so I can start writing down what I want to get doing.
So for example, I wanted to implement a "field of vision" system. Possibly something like you can be in one of two modes of awareness: Broad but shallow, or distant and detailed. Focusing on a zombie to attack/kill it would automatically put you into narrow focus, potentially allowing a zombie to sneak up on you (as we see in so many zombie movies).
Hello fellow board members! I am currently working on a character who covers rogue things and arcane casting for the party, and I ended up dipping into assassin before going arcane trickster.
Generally what I'm asking for is tweaks. What are some of the smaller things I can change? Between managing spells, poisons, and equipment things got fairly complicated. I had to go back and redo the crunch several times due to little mistakes.
Could I spend my money better elsewhere? Should I take different feats? Perhaps a different arcane school? I don't want somebody coming on and saying "Actually you should do rogue 2/sorcerer 4/bard x!" or whatever. I'm open to suggestions on tweaks within the class, such as archetype or arcane bond and such, but generally no huge changes. That goes for race as well, I'm staying with elf but you can suggest other racial traits. All of the details are under this alias, although the fluff isn't necessary to read (it is pretty cool though).
Hello all, I've recently created a character with the intention of turning her into an arcane archer. Her character sheet is here, I started her off as a fighter (lore warden). While I realize that isn't a fantastic archetype, I figured the loss of shield and heavier armor didn't matter since I'd be casting arcane spells most of the time. So why not take a few extra skill points?
Anyways, there are two major routes I'm thinking about taking. The first is Fighter (Lore Warden) 1/Magus (Myrmidarch) 7)/Arcane Archer 2. The other is Fighter (Lore Warden) 1/Wizard 5/Eldritch Knight 3/Arcane Archer 1. There are a lot of pros and cons to each one, so I'll lay them out.
What this build has that the other doesn't:
Fort Save is 2 higher, Will Save is 1 higher
13 average higher HP
2 more skill points
Magus Arcane Pool (Works nicely with enhance arrows ability from Arcane Archer)
Ranged Spellstrike (Deliver touch spells via arrows)
Weapon Training (+1 to hit and damage)
1 Magus Arcana (undecided)
Ability to cast in light armor
Ability to cast in medium armor beginning at lv 8
Is ahead in Arcane Archer by 1 level
Spells
I decided this needed its own section because it's kinda a big game changer. If you look at just the above, then of course the second build is far superior. But the first build has much better spellcasting progression.
First Build
0th-4/day
1st-5/day
2nd-4/day
3rd-3/day
4th-2/day
Also note that wizards have a larger selection of spells to choose from.
Second Build
0th-4/day
1st-3/day
2nd-3/day
3rd-1/day
Also note this build can start casting through her bow at level 5, in addition to being able to use touch spells through her bow.
Any and all feedback is appreciated. Feel free to criticize any of my choices as well. I'm also not saying no to an entirely different build (some people say ranger is the better route to go than fighter), so feel free to suggest anything and everything. Thanks!
I'm in a game right now and just used summon monster 3 to summon 4 creatures from the summon monster 2 list. However, we have two enemies and I want to divide up my forces to deal with both of them. My question is, how do multiple monsters being summoned with one spell work with respect to their starting locations? Do I open up one portal and they all come flooding out (meaning they have to appear adjacently or otherwise as close as possible)? Or can I make them each show up individually within the range of the spell?
The sun is setting, bringing a cold nip to the air. As the orange glow of the sunset cast across the hills, the Andril army surges like a never ending anthill. People rush about their business, delivering messages, finding comrades in arms, milling about aimlessly. All the movement is accompanied by the many noises of such a large body of people. The baying of horses, the sharp pang as the blacksmiths made or repaired armor, the laughter and singing of men wanting to ease the tension, and when you got close enough to the red tents, the groans and cries of the dead or dying. Cast over everything is the ominous wall you are to siege tomorrow. Despite the war being such a one sided onslaught, tensions are high. The spellcasters, the tacticians, even the famous Colonel Geoffrey himself all failed to find an easy way into the city. No weak point in the wall, no underground entrances, no noble willing to sell out his country (or at least none that survived to see it through). On top of that the queen is demanding they finish the war quickly, which got rid of the backup plan of starving them out. In less than 12 hours, they were to storm a well fortified seemingly impenetrable wall that was defended by fresh troops. Nobody doubts their ability to win the battle...but nobody wants to think of the losses in such a direct approach. Some men are brooding, some men sleep early, some men laugh and jeer a little too loudly, and despite the officers best efforts some men drink, all of them wanting to escape the stress of the situation.
Bjorkus & Psotheos:
Bjorkus
While other men were relieving their stress in other ways, some of the men in charge of the prisoners took theirs out on you. Rocks and sticks are being thrown at you, as well as an endless stream of obscenities and racial slurs from some men, most notably one Fredeward Huets, a low ranking officer. "Oh come now you beast, do you really think we kept you for anything but manual labor? It's all you will ever be good for in this world!" Some soldiers pass and won't make eye contact with the abusive soldiers, and one or two even stepped up to say something, but a glance from Warrant Officer Huets and they walk off silently. You're chained together with a few other prisoners, all men, but one of them sticks out to you. He has that obnoxious air of nobility about him, even in his current state. The man on your other side takes another rock to the head, then glares at you "Oi, you could crush their heads with one hand, why not git up and do it?"
Psotheos
You've been mostly isolated from other prisoners, but they needed more room in anticipation of the wounded and you were brought here. You could almost feel your spine tingle as a soldier dragged you next to the huge half minotaur and manacled you next to him. Many of the other prisoners have poked fun at you, sensing your birthright, but generally they're tolerable. However this is a new experience, as you feel a rock whistle right by your ear, thrown by Huets once more.
Lindale:
Things are rough right now. News have reached your eye of your twin discovering a new type of gel explosive created by the dwarves. Even worse, he claims he managed to get a copy of how to make it! You know your twin often boasts and exaggerates, but he normally doesn't flat out lie to you. Your parents have expressed their pride for him...and their expectancy of you. As you are brooding, a man runs up to you with a stout dwarf at his side. You find out...
Toramin:
You have been presented with a hard situation. The explosive experts are stumped how to open the gate without causing too much destruction. However, you are aware of a new type of explosive, a gel that directs where the force goes. While you don't fully understand how it's made, you've seen it in action and know it's exactly what they need. However as the matter was brought up, one of your elders across the table looked at you with hard eyes and gave you the slightest shake of his head, clearly telling you to keep quiet. As you are brooding, a messenger runs up to you and says you've been drawn for guard duty, and he's here to introduce you to the soldier you will be scouting with.
Lindale & Toramin:
You have been drawn for outer guard duty tonight, one of the patrols that circles outside the ring of torches and who is chosen for their darkvision. When the soldier who was sent to tell you gathered you both, he snickered as he told you the news and walked away, mumbling something about 'if they dont kill each other first'.
Make nice kiddies. You got a few hours till you're on the job. Muahahaha
Dalton & Gabriel:
Dalton
You've had a long day. You were asked to be brought as a consultant for a tunnel, a small one that stretches across underneath the battleground and will allow a small force to get close to the wall. From what you could tell it was magically tunneled and seems completely stable. However the officer wouldn't stop asking questions about this and that until you had walked up and down the tunnel a dozen times, an arduous process at best. As you make your way back to camp you run across an scout patrol, and your eye can't help but be drawn to the tiefling paladin with them. Then you hear a call, and you see a messenger running up...
Gabriel
You've been running among the hills all day with a scouting party, trying to find enemy scouts, traps, tunnels, or anything else the army wasn't aware of. It's been a long, fruitless day, the only discovery a local farm hidden behind a hill with an elderly couple who nearly fell over at your approach. As you make your way back to camp you see another group of Andril soldiers, and accompanying them is a fluffy, well dressed half elf who's cheeks are red and looks rather short tempered. Then you hear a call, and you see a messenger running up...
Dalton & Gabriel
The young human, looking no more than 16, pants and tries to catch his breath while giving a salute. One of the officers quickly salutes so the boy can catch his breath properly, telling him to sit down. After a moment he manages to speak "Or...orders from Captain Baccus. He wants to speak with Dalton Barrowwheel and Gabriel Leoni at once" Captain Baccus is half-orc normally in charge of the vanguard. He's known for being reckless and never backing down from a fight, but he often leads the charge himself and inspires great moral in the men.
Dot here, giving a description of your character and what a stranger would know about them with a passing glance. It's a large army and you may or may not know each other, but at one point or another you've probably at least seen each other.
This is not going to be a light read or a light game. This game will have deep backgrounds, complex character relationships, and world changing events. Only continue on if you are wanting to get into a complex, fast paced, long term game.
A little about me:
I'm a story driven GM and will always ensure that the fluff of a character is what drives me to recruit them. However that doesn’t mean fights won’t be serious, in fact I like to keep things deadly realistic. If somebody crits you for 20 damage to your left arm, it’s either off or broken. More on that later.
There is a well written site that has a thing called “GM Merits”, found here. My merits are as follows:
My game will tell an interesting story.
My game will be scary.
My game focuses on exploration and mystery.
Characters in my game are destined for greatness, not random death.
My game includes (very rarely) disturbing content.
My game focuses on player skill rather than character abilities.
I frequently tinker with the rules of the game (only if there is a problem or something just seams more realistic)
Tactics are an important part of my game.
Players in my game should be prepared to run when the odds are against them.
There will be player vs player combat allowed in my game (but you better have a good reason).
The GM is in charge in my game and “rule-zero” is in effect (but I am always open to discussion and questioning my rules/judgments. I will listen to you and carefully consider what you say)
Players characters death are not extremely likely in my game, but it can happen with bad luck or recklessness.
For those of you still interested:
This thread is to gauge interest and recruit for a homebrew pathfinder campaign. The world and how it works will be similar to pathfinder based games, but the geography, people, and history will be completely of my own design.
So can you tell us anything about the setting?:
The north is encompassed by the coast. In the north center are a vast span of freezing mountains where mostly creatures and outlaws live. South of that is Xilres, the nation with the largest amount of land and natural resources, although the noble houses often bicker and squabble, causing more than just local problems. To their east is Andril who lead the area in military power and science, their capitol Taryin is the largest city in the world. Surrounding Andril from east to south are Yenrick (A dry, flat area with patches of desert. Has many caves with gems and natural resources), Gesthil (A nation of outsiders, only small villages are present and they are very in tune with nature. They will accept anybody in their borders), and Brumik (Center of trade due to their position in the middle of every nation. Often has to deal with barbarians in the southern forest).
And now a little about what’s going on.
Andril is a busy nation, constantly developing and trying to remain on top. As the first millennium comes to a close, so does a five year war with their former trade partner and ally, the neighboring nation Xilres. A power hungry brother, Nuro, somehow stole the crown when the king to be mysteriously died, throwing Xilres into chaos as they tried to eradicate the barbarian tribes on the fringes of both countries by burning down the forests. Pame, queen of Andril, couldn't reason with Nuro and war broke out. Always the superior military force, Andril quickly gained ground and now stands at Xilres's capitol, about to siege and find Nuro, removing him from power and setting the nation back into balance. But there's more going on than a war and a greedy brother...how did the prince die? Why was Andril unable to reason with Xilres? Trust is thin, small groups are forming, and alliances are going to be tested...
Crunchy Stuff/Character Creation Rules:
This is a military/subterfuge/special forces campaign. As the description implies, we are starting the campaign by sieging a capitol city. For some reason you are with the army, whether you are a foot soldier, a healer, hired by the army to perform a service, or simply traveling with them. However, you all have one thing in common; You all know Colonel Geoffrey, a paladin of Abadar who is the siege master for Andril's main force. Geoffrey is a kind man who always tries to find the best way to do things, often leading by example. Some of his history you could tie yourself into is him being raised in Taryin by a noble family before his parents were killed by bandits while touring the southern nations. He turned to the military and the church to take care of him, being taken in as his parents were well liked. He often makes his voice heard in the castle where he tries to be the middle man. He was eventually recognized for his brilliant tactical mind and sound decision making, and quickly advanced through the army. He lead the way in the war with Xilres.
It is the night before the first day of the siege, and everybody is tense.
Character Creation Rules
20 point buy
2 traits
Flaws (drawbacks, problems, whatever other name) are allowed if I approve it
Standard wealth, standard amount of feats...when in question you're a pretty common level 1 character
All races allowed, although more powerful races such as drow or aasimar are likely to be nerfed to be on par with the other races. Do not pick a powerful race for the power, pick them for an RP reason.
Classes NOT allowed are as follows: Cavalier, inquisitor, magus, summoner, antipaladin, ninja, samurai. Notice I did leave alchemist and gunslinger open for play, read the next paragraph for more info.
Technology is starting to come into play. Primitive guns and light sources mostly, a few slightly more advanced siege weapons, some engineering designs. If somebody decides to take knowledge (engineering) and had some money they could make quite a few things
More on character creation:
I put a huge amount of effort into my games and I expect my players to put some amount of effort into their characters. I do not want a reject from another game, I do not want somebody who was created with their class and abilities in mind. I want you to read the information on my world, ask as many questions as you need to, and create a character who fits in the world. You will be a catalyst, an element of change in my world. You will invoke your own will upon the pre-established order through your words and actions.
When I see a submitted character, I will not even look at their crunch until I am satisfied their background is sufficient. As I read through it, I want to feel like I have talked to your character. I want to feel their strife, know what they’ve experienced, understand their drive in the world.
Also, take the liberty of some creativity with my world. I do not have every detail of every corner of the world planned out, so feel free to create a few things to help flesh out your character.
Finally, the wall of text has ended!:
If you’re still here you’re probably thinking about submitting a character. Despite my note on rule-zero, I encourage my players to question and challenge me, so feel free to assault me with questions
Expectations for posting frequency:
At least 1/day, more if you can manage it. I like to keep things moving, and I have the option to check the boards several times per day. I understand that RL>games and people get busy, so if you are unavailable to post for one or several days it is fine as long as we're notified.
Please note, I have edited the original version of this.