Phantom Fungus

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What about running adventures in Darkmoon Vale? Some of these pretty much play as an AP anyway....and can be linked up to other modules in the area without much work. A nice blend of sandbox and railroad - and some are up to date with PF rules...


I love the setting you have described, Shadowborn - and the interesting roles you envision for the races.

I prefer playing inquisitive and charismatic types....especially if I am to play a character, who I can use to help drive the plot for the campaign. The post-apocalyptic qualities of the setting incline me to consider a seer with an interest in cosmology and history....but perhaps instead of a wizard ...maybe a cleric or an oracle....a human. Actually an Oracle of the Heavens might be a interesting fit. I shall start crafting an enchanting Oracle for you and post my results in a profile.

She will be a wanderer, with some skills to survive in the wilderness and some healing magic. The curse will be chosen carefully...Tongues or Haunted come to mind.

I will write a brief, generic background which could fit into any fantasy world.

May we select traits? And what of starting gold?


Thanks, Helaman for starting this thread. It is giving me ideas. I am thinking of trying my hand at DM'ing for the first time. My approach is probably the opposite of what Diabhol claims to prefer.

I understand the usefulness of running a campaign in a pre-fab setting.....but I just feel like it won't give me the freedom to make something unique and special for the players - and that I would lose the sense of discovery I get when exploring something new. I am not sure if Golarion - with all of its detail - works as a generic setting anymore anyway. I also don't have time to do all the work of inventing my own homebrew from scratch. I am really considering using sandbox play to assist me in the creation of the world. Can it work?

1. Use Golarion deities. Vanilla stuff. Just so everyone has a common starting point. Invent others as I go.

2. Use panorama-style trail maps I have plundered on my trip to Switzerland last year. Or topographical maps and nautical charts from my own adventures here in Ontario and in other wild places. These maps inspired me to adventure in my real life...I can use my memories of those fantastic places to inspire my own campaign setting. I can also insert hexed sections from the Wilderlands of High Fantasy setting and just start inveting as the players move from hex to hex.

3. Plunder old and new modules for adventures, town maps...NPC's etc. I will sprinkle these around the setting liberally. I will totally improvise.

4. Start with a very simple hook. The characters are sent by the village elders to recover a missing flock high up the valley. That's it. Or they are out hunting and find something strange.

5. Sandbox it from there! Use lots of random encounters. Let the dice roll! The game will be a PbP game....how are the players going to know that I am winging it? Eventually an epic will "emerge".....I hope.

6. Player characters will start low level....they are young and come from a remote local town...and none of them are advanced scholars...I don't wish to invent the wide-sweeping history of the Realm before we even start playing!

Am I crazy? Has anyone done it this way? Who likes Rocky Road better than vanilla?


Just letting you know that my Brutal Pugilist Dwarf, Kordic is still looking for employent. He makes a great bodyguard. The concept is to remain more or less the same...a digruntled ex-employee of the gasworks. A real blue collar type. Barbarian,Fighter or Monk....a kick-ass grappler.


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Kordic the Brutal Brawler: Dwarf:

The Gasworks are known for the filth they spew into the air. But you may not know about the filth they spew into the streets. Washed-up miners, black lungers, degenerates, picketers, brawlers and other unwanted wastrels who couldn't hack it down there. Many end up homeless in the streets or seek work as bodyguards. The worst are the Calphiakers. Mountain dwarves who are prized for their toughness and resistance to the fumes. Unfortunately some dwarves live for the high high alpine air and don't take well psychologically to the heat and stench of the conditions deep in the mine, which are bad even for hardy dwarves. Sometimes you get one that just snaps....goes wild. Young Kordic is fresh from the mine. He wasn't cut out for the job obviously. A few punch ups are expected down in the barracks. They even have a thriving boxing racket...and Kordic was a rising star in the ring. But Kordic got angry one night - and real nasty too...just crazy even...he nearly pummeled an opponent to death and then practically tore the head off of the foreman who was breaking up the donnybrook. Kordic is just too dangerous. So he was thrashed into submission, dragged to the surface and dumped in a Riddleport gutter with his bag of gear and a sack of coins as severance. He's a real sorry sight.

Class Barbarian: brutal pugilist
St. 17 Dx 13 Cn 17 It 10 wS 10 cH 07
Traits: Bullied, Brute
Feats: Improved Unarmed Strike
Skill Ranks: Climb, Dungeoneering


So when using Guidance, which has a duration that lasts "until discharged", the cleric can create a semi-permanent state of having a +1 on any skill or attack rolls for himself and allies. Just recharge after use.

Purify Food and Drink before every meal

Unlimited Create Water in a desert. .

I think this rule requires some limits.


veering towards human

I actually made up a trait for Brankh. I hope you approve.
"Scarred by Flames" or "Tattooed by the Holy Flame"
It is similar to the half-orc trait called brute.
Instead of putting the +1 to Intimidation I put it into to Heal.
I thought it would make more sense that way.

Of course I could put that +1 into intimidation to make him even more imposing than he already is!

from pfsrd:
Brute (Half-Orc)
Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you

The point is: I would like him to be as menacing as possible to his enemies, while reassuring to his allies.