![]() About PharasmaThe goddess of fate, death, prophecy, birth on Golarion - and the DM alias for Kruelaid in the Dead Reckoning PBP. The cast and story so far Captain Gravid Book and his right hand man, "Righty" are some of the most infamous slavers of Golarion. Book is a vile trader in all manner of illegal commodities, but most notorious for the brutal theft and enslavement of Varisian women whom he sells off far in the south. He is wanted for plunder from the northern coast of Varisia and south-east throughout the Inner Sea. Rumors have put him as as far south as Geb. Book's ship is the Intractable (until it sank anyway), a supernaturally fast 75 foot lateen sail caravel of Qadiran origin that hoists a black flag and runs grey sails. Crew of The Intractable have a +2 intimidate bonus against anyone who has knowledge of the ship's terrible deeds. It is here that the heroes first find themselves shackled as slaves as bound for ports unknown. The fearsome Captain Book turns out to be cursed, however, and the ship is destroyed, leaving the heroes stranded in the desert north of Katheer. They march toward the great southern city as the crow flies, hoping to catch Book before he finds a new ship, but while clearing their path of dangers they are sucked into a lost temple of Aroden. Accidentally unleashing a body snatching demon from its prison, they resume their journey toward Katheer where they seek aid at the Temple of Iomedae. Player Characters
Dead Reckoning Loot List
PBP RULES 1. CHARACTER CREATION Spoiler:
2. ROLLING Spoiler:
Personally, whatever, guys. But I will be using Invisible Castle. If you use something else and are always rolling awesome other players might get suspicious, but I don't care. So if you've gotta roll the bones to have fun then so be it. 3. PRE-ROLLS Spoiler:
I would like to keep a bank of 10 rolls for behind the screen rolls or for those times you are AWOL. I'll tell you when I use them up. This is to keep things rolling as best we can. Are you all okay with this? Can you just post 10 Invisible Castle rolls for me to cut and paste? And I'm gonna randomize them after you give them to me.
Tobus (Ryor): 1d20=9, 1d20=8, 1d20=20, 1d20=11, 1d20=17, 1d20=19, 1d20=18, 1d20=18
4. POSTING FREQUENCY Spoiler:
Once a day - okay, you don't always HAVE to. If you know me, you know I'll check this thread about 4 or 5 times during my day (your evening Americanos). If someone misses a post when one is absolutely needed to keep the game rolling I may NPC your character to get a round summary done. Don't worry, I won't do anything transformative or fatal and I won't post dialogue. Also, you can post more than once a day and sometimes frequent posters will be allowed to get the better of infrequent posters just because they get the chance to speak first, take something first, and so on. The early bird.... 5. PARTY INITIATIVE Spoiler:
The whole party will use the same initiative roll so initiative feats may appeal to you more. The first person to post when a combat begins should roll initiative for the group.
The Deceiver: Init +7 (DEX 16)
6. ACTION POINTS Spoiler:
A slightly altered Unearthed Arcana version.
Each character can have their character level+1 in action points up to a maximum of 5. That gives you three to start out in this campaign. Using Action Points
You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa. Add to a Roll
When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20. Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. 7. COMBAT WANDS Spoiler:
Combat Wands by Fake Healer
(Under consideration for this campaign - KA) I think this concept works better for a spellcaster than having a wizard using a crossbow. It fits them more, flavor-wise, in my opinion. Attacks with Combat wands are ranged touch attacks. These wands are made by saturating the wand in rare resins and alchemical substances that are infused with the energy type of the wand to be made. Although they channel arcane energy, most wands are not magical themselves. For purposes of further enchanting them, they are considered masterwork weapons which are limited to only being able to receive enhancement bonuses (+1 through +5) and not the special abilities of weapons. Special- For every 3 points the wielder’s concentration check exceeds the wand’s DC, the wielder may add 1 point of their ability bonus (of their primary casting ability, determined by highest caster level) to damage. So a wizard who exceeds the DC by 9 may add up to +3 points of his/her intelligence modifier to damage. Special- Combat wands are considered one handed weapons for the purposes of two weapon fighting. They require great mental training and focus to use. Special- Any effect that applies a penalty of bonus to the wielder’s attack, is also applied to the concentration check. Examples: Two weapon fighting penalties, being prone, recipient of a Bless spell. Special- An attack with a Combat wand is treated as a ranged attack for determining things like attacks of opportunity. Combat Wand Stats: Wand Type/Base Cost/Base Damage/Concentration DC/Range 1/ 750gp/ 1d4 / 10 / 40ft
Energy Type/Multiplier Cost*
* multiply the energy cost by the wand’s type, and add this cost to the wand’s base cost to determine the overall price. So a Type 5 Combat wand of Force will cost 7500gp. Eg. 5000gp (Wand type 5) + 2500 (Price of the Force energy type times the Wand type: 500 x 5) 8. FIREARMS
Spoiler:
Coming Soon. |