jedi8187 wrote:
I loved that show, and now want to play that as a character concept.
Male Dwarf Paladin (Stonelord) 1
Hroren peers around the area before him. "There seems to be three paths ahead. The one to the right is some kind of small nook, and the one ahead and the one to the left lead off somewhere. I can't really see much. Shall we inspect the nook first?" Hroren turns to inspect the area to his right. perception: 1d20 + 3 ⇒ (2) + 3 = 5
James Jacobs wrote:
I'm really excited to hear more about this. Without tipping your hand, are the PCs likely to have all been in a similar place prior to waking up in the asylum, or is it more diverse than that? How do the campaign traits tie in?
Male Dwarf Paladin (Stonelord) 1
Stealth (this is going to be great): 1d20 - 9 ⇒ (3) - 9 = -6 As the scraps land near the creature, Hroren tries to stealthily lead the way down the alley. However, so focused on avoiding the creature's attention, he slams whole bodily into the cave wall leaving the metal of his armour sounding a resounding clang.
Male Dwarf Paladin (Stonelord) 1
Before Dromer starts his climb, he feels a tug at his sleeve. Hroren has sidled up behind him and has an apologetic look on his face. "Lad, there are two things I'm not particular good at, and I'm about to do both. Firstly, sorry I couldn't stop you getting hurt. I know it weren't much damage, but I've been protecting people my whole life and I still failed you." The dwarf inhales deeply, obviously struggling to find the right words. "And secondly, you hit well. I'll leave that there." The dwarf briskly turns and starts a slow deliberate climb up the slope. Take 20 on the climb for a 16 total.
Jax Omen wrote: ... and is now borderline fraud. I cannot express how much it agitates me when people bandy about phrases like this. This is not fraud, this is a company who specialises in making RPG games, expecting far less sales from Humble Bundle than have eventuated, and their IT infrastructure not being up to muster. They are not an IT company, they have an IT team and that team (I would wager) has never been through something like this before. And before you say "THEY SHOULD HAVE KNOWN", Humble Bundle - a seperate organisation - should have known. But even if they did know, the point is that Paizo were caught with their pants down. That's negligence at best, but certainly not wilful deception intending to result in financial gain. And they're doing their darnedest to fix the issue and communicate those fixes to people. By all means, continue to be angered and disappointed, but please stop throwing around words like fraud.
Skeld wrote:
This isn't rocket science... On the other hand, as a tax lawyer with 2 years experience I strongly recommend that Paizo utilise complex trust structures to route the humble bundle money through the cayman islands, followed by luxembourg, lithuanian, mongolia and finally the moon. [/tongue-in-cheek]
Liz Courts wrote:
That's ok Liz, you're allowed to be wrong. It means more scotchy-scotch for me!
To help welcome some of our new Humble Bundle friends to Paizo and Pathfinder, I've opened up a Play-By-Post game of Hell's Rebels over at THIS LINK RIGHT HERE. I'm hoping this will be an opportunity to let people who are new to TTRPG or pathfinder get settled in, and in particular for people who don't yet have a gaming group to get a feel for an AP and then one day step into the GM-ing role for others. Apart from that though, a hearty welcome to all those who are new to the forum :)
Hi forum-goers! With so many new people joining the forums due to the humble bundle, I will be running a game of Hell's Rebels for new people who have recently purchased the humble bundle and are maybe new to Pathfinder or to tabletop roleplaying altogether. This play-by-post is open to anyone who has recently purchased the humble bundle and is either:
As the first three chapters of Hell's Rebels is attached to the Bundle, I'm hoping that the players will get a chance to play the campaign by play-by-post and then take it away and GM it in person with your friends/family having already experienced it and having a feel for it. Given this, I do request that if you make it into this Play-By-Post that you avoid reading ahead until after we've finished up the campaign. Understanding how delayed downloading on the website is at the moment, I will keep the application process for this game open for quote some time, to give everyone a chance to get books and start having a read through. In addition, I'm happy for people to discuss character creation in this thread so that new players can get their heads around how it works :) Some quick notes:
Available Resources:
For creating your character, the only resources you are allowed to use are those that are available in the bundle: - Core Rule Book
In addition, you should get a copy of the Hell's Rebels Player's Guide, which is available free from this website.
Character Creation:
We will be using the "20 Point Buy" to generate your character stats, as this is the standard format for playing Pathfinder Society (PFS) games. This way, if you wish to play PFS in the future you will be well equipped. Your character needs two traits, one of which must be from the Player's Guide. Starting gold is 150GP for each player's character. Your character starts at level 1. Backstory:
Given that people may be new to the world of Golarian (the setting for pathfinder) and in particular Cheliax (the particular nation that this Adventure Path is set in), I will be endeavouring to provide links and suggestions for forming your characters backstory. The Hell's Rebels Player Guide really is an excellent starting point for understanding the campaign, but if you have any other questions feel free to ask away. Welcome again to Paizo, and good luck with Pathfinder!
ffujita wrote: They haven't even paused the selling on the Humble Bundle page. Why would they? Humble bundle doesn't gain anything by pausing, and doesn't lose anything because of the backlog. In fact, no one buying the bundle loses anything due to this backlog, they just wait. I find all the distress confusing. I too can't access my downloads, be them humble bundle or the new Players Guide or even a back up or an AP I'm running next week. But I know they'll sort it as soon as possible, and when they do all my downloads will still be there. If a company offered a $350 phone for $20 (to charity) and had 10 times the orders expected, it would be reasonable to expect delays. Those rules don't stop applying just because we're dealing in digital. I don't say any of this to diminish people's disappoint, you're entirely entitled to feel upset. On a sidenote, to all those who are totally new to pathfinder and Paizo, welcome. You are in for a great read and a great product. Once you're settled in, dig into the forums more it's a wealth of resources. In particular, the play by posts are a lot of fun.
Howdy forum goers. As per THIS THREAD, I'm opening up recruitment for Hell's Rebels. The first two slots are reserved for Co-GMs who are playing:
I'm looking for 3-4 more individuals based on the following: Character Creation:
- All Paizo classes allowed, no third-party, no 3.5 - Core races. Additionally, tengu, tiefling, aasimar and ratfolk. - 25 point buy - Maximum average starting gold for class - Max hitpoints at 1st, then half+1 every level after. - Two traits, one must be a campaign trait. I'll allow a third trait in conjunction with a drawback, but the drawback must tie into your backstory sufficiently. Backstory:
Please provide a brief backstory for the character, as well as why they are at the protest in Kintargo.
Additionally, I'd like a short answer to the following questions: - What is your character's short-term goal? - What is your character's long-term goal? - How would you describe your character in a nutshell? - How would your character describe themselves (in their own words)? General Consideration: I tend to prefer games with robust, fun characters roleplaying and interacting with each other. As such, I'll pretty much always take a character that is going to provide better interaction with the party than a character that is finely tuned or interesting in a void.
Female Samsaran Bard (Archeologist) | Perception +8 | HP 8/8
Hey friends! Congrats on getting in :D Dakash is a whispy female Samsaran, dressed in practical khaki clothing that accentuates the pale blue of her skin. Unlike a lot of Samsarans, Dakash is in a constant sense of wonder at the world around her. Given that she has difficulties remembering her past lives, she is quick to laugh at jokes because she is generally hearing them for the first time. Dakash would describe herself as studious, but she's taken to flights of fancy and often will find herself getting distracted by grand dreams or little things going on around her. Happy to tie her in anyway that's possible.
Howdy forum goers. As per THIS THREAD, I'm opening up recruitment for Hell's Rebels. The first two slots are reserved for Redelia and Shadowlord, and once they have locked in their characters, I'll open up recruitment for the remaining 3 positions. Here are some spoiler tabs containing my terms and conditions for this rebellion: Character Creation:
- All Paizo classes allowed, no third-party, no 3.5 - Core races. Additionally, tengu, tiefling, aasimar and ratfolk. - 25 point buy - Maximum average starting gold for class - Max hitpoints at 1st, then half+1 every level after. - Two traits, one must be a campaign trait. I'll allow a third trait in conjunction with a drawback, but the drawback must tie into your backstory sufficiently. Backstory:
Please provide a brief backstory for the character, as well as why they are at the protest in Kintargo. Additionally, I'd like a short answer to the following questions:
General Considerations: I tend to prefer games with robust, fun characters roleplaying and interacting with each other. As such, I'll pretty much always take a character that is going to provide better interaction with the party than a character that is finely tuned or interesting in a void.
GM ShadowLord wrote:
I'd be happy to play any of Second Darkness, Giant Slayer, Jade Regent, Hell's Rebel's, whatever you most want to run. But my preference is probably for one of the last three. I think Redalia is running Mummy's Mask. I'm happy to run pretty much anything. I've just gotten Hell's Vengeance pt1 and would be willing to run that once the players' guide is out, but I am honestly happy to run just about anything.
GM ShadowLord wrote: Thanks for that tally NerdOfYear! Did you spot Redelia's proposition up above? I'm just thinking if there are a few different things that are popular, we could easily each run on of those games and offer spots to the other two GMs in those games. For example: Redelia's Mummy's Mask
Shadowlord's Giantslayer/Jade Regent
NerdOfTheYears's Hell's Rebels/Hell's Vengeance/Whatever we all decide on
Samy wrote: This adventure makes me wonder how I should run it as a GM. Should I play up children who are orphaned by the PCs' actions, people who are killed or their livelihoods ruined. Should I emphasize the pain and anguish they are creating. Is that part of the point of an evil AP? Or should I want to make the players feel good about what they're doing, that they're cool and badasses and whatever. Yeah yeah I know, table variation and talk to your specific players about their expectations, that's basic stuff. But I would like to hear peoples' opinions in general. When your *characters* murder a rescue puppy, should the DM make the *players* feel good or bad? Should I play up the puppy's sad eyes as the light leaves them, or describe what a cool arc through the air its head makes? I think this is as much a matter of the "shades of evil" as it is character expectation. So, for example: I think a character can be "evil" without being "indifferent". A villain could love puppies, but love himself more. He kills the puppy because it benefits him in a way he feels nescessary, but he may be conflicted in doing it. In the same way that a good character may be conflicted when called to do something less than good, an evil character may do something evil and regret that it was "nescessary". If that's the case, make the player feel that angst. If they're committed to playing the role, they'll appreciate it. On the other hand, turbo murder hobo? They'll revel in the gore.
Ok, to run with the idea above, I've made the following sound clip: https://dl.dropboxusercontent.com/u/47738127/Voices.mp3 I'm going to play this to the player over headphones (best heard with headphones) when the characters first suffer from headaches. The four voices are (from left to right): Far Left: Ygdrahst (his eidolon/dominion of the black entity)
Adam Daigle wrote: So, since I'm finishing this and getting it into the production cycle soon... aside from advice on how to play an evil character and be cohesive as a group and the normal character creation advice and setting background that we normally include in Adventure Path Player's Guides, what else do y'all think this guide needs? What's one thing that you'd expect to see in this one? I guess anything that emphasises that Evil doesn't nescessarily mean impulsive or reckless, and that evil also doesn't nescessarily mean being the main villain (straight away). I know this falls under "how to play evil", but I feel they're some of the biggest stumbling blocks. I guess the only other thing would be "influence", in terms of how to be an evil overlord going forward :P I trust you guys though, you haven't failed me in an AP yet.
Chitteron also drops by to get 5 trail rations with the others, before briefly stopping by the Sage to say goodbye to Brodert. Finding that the old man isn't home, Chiltern scrawls a simple, succinct note on the table and leaves. "Leaving town with group of strange men to find a criminal overlord. Please feed canary."
Heine Stick wrote:
I agree with everything you just wrote. You sir (or madam) are a wise man (or dame).
Corvino wrote:
I play a Abadar Inquisitor who is a lawyer in PFS. He has bluffed entry using "Warehouse Inspector", "Boat Inspector" and the vastly less successful "Abandoned Dungeon Inspector" using fake warrants before. Great times. The particular way that he views the law is simple, and quite helpful once he explained it to our Paladin: If it isn't illegal, then it must be lawful. So he won't directly break the law, but if there is a way to skirt around it, he most certainly thinks that's justified.
DM_aka_Dudemeister wrote:
Yeah, I'm definitely a big fan of the "flash forward" intro. I once played in a campaign where our story started with "Roll Initiative". We all had level one character sheets in front of us, but when we rolled to attack, the GM added extra descriptions of what was going on. Our fighter's sword was glowing with arcane runes, our lvl 1 sorcerer's magic missiles came out as immolating fireballs and so on. But he best bit was the BBEG who seemingly knew us all, and was super intent on killing us. After about 3 rounds of this powered-up combat, the dm just stopped. And then started the campaign with us actually meeting with the local guard of a small town. Obviously, milage may vary, but we were all hooked.
Rorrix wrote:
No one ever should ever have hard feelings about these things, we've all had the chance to see the legion of awesome and quirky characters you've had to pick and choose from :)
As promised, a few quick thoughts for you to consider. These are all just my humble take on how I'd try and do a similar set up: -0) Before you read the rest, please note that I like the basic idea, but I think it could take a bit of polishing. All the below is constructive criticism, and how I would go about setting up a similar scenario for MY particular playgroup given what they are like.
-2) An important thing to consider when constructing your long term villain is not merely to say "He's a tricky wizards", but work out why he wants to trick these particular NPCs in the first place. If he is able to 100% trap them, then why does he let them go to get done for a crime? Why couldn't he just kill them? More importantly, if them beating the major's son results in all the captured people being released, why did he really care about capturing them in the first place.
3) How far into this adventure are your players? Have you been GMing them a while or is this your first game? If this is the first game with these characters then you have the opportunity to do something really special: the flash forward.
EDIT: sorry if some of this makes no sense, I'm quite tired after work.
atheral wrote: Has it struck anyone else that the plot of Ayeron's "Into the Electric Castle" would make an awesome campaign. Not until you said it then, but I'm already drooling about it. I might have a crack over the Australian winter holidays. Trivia: did you know they Arjen Lucassen named his home recording studio "The Electric Castle"?
Davick wrote:
Of Particular importance are "The Human Equation" and "01011001". They will be my backing music for Iron Gods.
For a brief while in online play, I was playing as Nostrum, a Lawful Good bard of Rovagug who acts much more like a Paladin or Cleric. Due to rolled stats though, he managed a Greataxe critical hit of 39 damage at lvl 1. He was known not only to hand out pamphlets in loving devotion to Rovagug ("Remember, the Devourer is coming to wipe away all: clean up after yourself, cleanliness is next to Rovagugliness") but his bardic songs usually involved evisceration. His Holy Symbol He was confusing and hilarious :D I also play in society an Inquisitor of Abadar named Charlaxis Mephistopheles Wright (or Charles for short). I introduce him as a lawyer though, and present to each player at the table the following business card. He wears a suit, and his Conversion Inquisition gives him amazing Diplomacy, Intimidate, Sense Motive and perception rolls. He also weilds a two-handed sword for 2d6 damage. He's been a decent example to some of the younger players at our store in regards to roleplaying fully fleshed out characters, as opposed to just stats. Up until combat, charles really feel like a lawyer.
Hahah, I'm loving these single super dump stats. Could make for some very interesting pirates, with very obvious flaws :D In regards to the <7 int, I heard a story once about a 4INT 18WIS half-Orc, who mostly said very very stupid things in stunted common... Until he came out with a perfectly organized battle plan involving pincer movements. All the fellow PCs did double takes.
I may be really new to Pathfinder, but I definitely have a favourite character: Charlaxis Mephistopheles Wright, Expert (handed out to each player + DM at the start of a game) Introduction: Charles wrote:
Background:
Charlaxis was born into an upper-upper-middle class Chelaxian family and raised in Egorian. His parents had great aspirations to raise the esteem of their family and gain power by living vicariously through their children: all 12 of them.
Born the 3rd child of 12, Charlaxis' destiny was to be apprenticed and trained in Law and to become a travelling lawyer, judge and inquisitor, dispensing the convoluted justice of Asmodeus through out Cheliax. Unfortunately, whilst dispensing Asmodeus' will in a backwards agricultural town, Charlaxis put to death a noble who was visiting the town incognito. To make matters worse, the noble was currently in great favour with the Thrice-Damned house Thrune and so Charlaxis was deemed a national traitor. Charlaxis fled the country, changing his name to simpler 'Charles'. As is often the case, Charlaxis' existence was wiped from the official history books, and his family was greatly punished. Some of his siblings were enslaved, others killed. Curiously, some of them ended up rising in fame and esteem because of it. Despite his expulsion from Cheliax, Charles still believes in the absolute value of the law: If you trust in following the law to the letter, then you can generally get around any issue you face. Contracts are binding, especially if you write them to favour you greatly. For this reason, Charles has found a new family serving as a legal representative for the Sczarni. Even man deserves his day in court. Details: Inquisitor 1 (Conversion Inquisition Domain) Deity: Abadar Str: 16 Dex: 12 Con: 14 Int: 10 Wis: 16 Char: 8 (No One Likes A Lawyer) Useful Skills:
Appearance:
Charles is silver-tongued and quick to involve himself in any situation that he could benefit him. He can quickly gain both trust and fear based on his precise use of language and wisdom in matters of law. Often people find themselves trusting him because he just seems to KNOW the right course of action. The Twelve Children: My future plans is to play out as many of the Wright children as possible. Of course, as was mentioned some of them are dead, but this way I can pick and choose as I get inspiration. Here is the list of their intended roles so far: (1) Inheritor/Businessman/Politician
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