Mithral Scarab

Pharasma's page

1,031 posts. Alias of Kruelaid.


About Pharasma

The 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
Rackham Pulsifer
The Deceiver
Jon Qiang
Aref Sami Shahrokh
Hoktsumisso
Brother Domo
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Dead Reckoning Loot List
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PBP RULES

1. CHARACTER CREATION

Spoiler:
  • No hardcore evil. I don't really want to limit your imaginations, the classes are limited enough for now, but you may find it hard to operate on revenge and hatred alone in this campaign. Maybe Sadomasochistic Neutral...?
  • Sources: PRPG, SRD minus psionics (unless you want to write your own rules), other must be okeedokeed,
  • 32 point buy,
  • 2nd level (1,300 XP, using fast progression),
  • Racial HP as per PPRG,
  • Standard gold for your level = 900 gp (p 135 DMG)

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
Rad (The Deceiver): 1d20=20, 1d20=14, 1d20=2, 1d20=16, 1d20=14, 1d20=1, 1d20=1, 1d20=9, 1d20=8, 1d20=7
Ian Dai (Jon Qiang): 1d20=7, 1d20=20, 1d20=15, 1d20=18, 1d20=5, 1d20=19, 1d20=10, 1d20=11
Fabesmini (Syd): 1d20=11, 1d20=14, 1d20=6, 1d20=9, 1d20=7, 1d20=3, 1d20=1, 1d20=16
Shiny: 5 19 10 15 4 18 17 6 11 11 18 10 7 4 10 13 8 11
Bohdan: 1d20=20, 1d20=5, 1d20=4, 1d20=14, 1d20=7
Aref: 1d20=11, 1d20=7, 1d20=8, 1d20=19, 1d20=12, 1d20=19, 1d20=9, 1d20=17, 1d20=16

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)
Ryor Saar'Narlok: Init +4 (DEX 18)
Aref Sami Sharokh: Init +3 (DEX 16)
Sydley Hentooth: Init +2 (DEX 14)
"Three Fingers" Turin: Init +2 (DEX 14)
Rackham Pulsifer: Init +1 (DEX 13)
Jon Qiang: Init +1 (DEX 12)
Katella: Init +1 (DEX 12)
Bohdan: Init +0 (DEX 10)
The Kids: Init +0 (DEX 10)

6. ACTION POINTS

Spoiler:
A slightly altered Unearthed Arcana version.

    Acquiring Action Points
    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 either to add to a single d20 roll, to take a special action, or to improve the use of a feat. I will consider letting characters use their points for uses other than those below as long as they seem fair.

    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
    1st-5th: +1d6
    6th-12th: +2d6

    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.

  • Special Actions
    A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.

  • Activate Class Ability
    A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.

  • Boost Defense
    A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).

  • Emulate Feat
    At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

  • Extra attack
    During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.

  • Spell Boost
    A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.

  • Spell Recall
    Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.

  • Stable
    Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

  • Improving Feats
    The use of action points opens up a whole range of possible feats. However, it’s easier on characters simply to improve existing feats to take advantage of action points—that way, characters needn’t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

  • Blind-Fight
    You can spend 1 action point to negate your miss chance for a single attack.

  • Combat Expertise
    You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.

  • Dodge
    You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.

  • Improved Critical
    You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.

  • Improved Initiative
    You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.

  • Metamagic Feats
    You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast.

    Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).

  • Power Attack
    You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.

  • Spell Focus
    You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.

  • Spell Penetration
    You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.

    Write-up is an edited version courtesy of the Hypertext D20 SRD.

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
2/ 1000gp/1d6/ 15/ 40ft
3 /1500gp/1d8/ 20/ 60ft
4/ 3000gp/1d10/ 25/ 60ft
5/ 5000gp/ 1d12/ 30/80ft

Energy Type/Multiplier Cost*
Fire/ 0gp
Cold/ 50gp
Electricity/ 50gp
Acid/ 75gp
Sonic/100gp
Force/ 500gp

* 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.