Nestled atop the cliffs that rise from the Sword Coast, the citadel of Candlekeep houses the finest and most comprehensive collection of
writings on the face of Faerun. It is an imposing fortress, kept in strict isolation from the intrigues that occasionally plague the rest of the Forgotten Realms. It is secluded, highly regimented, and for some of you...it is home.
Within these hallowed halls of knowledge your story begins. Some of you have spent your lives within Candlekeep, being amidst a sea of
knowledge. Others have recently arrived, their admittance bought by a Tome of Knowledge, or tales of the outside world. Others have been invited within, or work with Candlekeep and the surrounding countryside. Many of you have met the man named Gorion, a scholar and mage of power. To some, he seems fatherly. To others, a friend. And to a few, simply a source of employment. To each of you he has proven to be a man worthy of respect, and he treats all of you as close friends, students, even as his own flesh and blood. He shares his knowledge freely, and seems to genuinely respect and admire each of your skills.
The only knowledge he will not willingly share for some of you, is knowledge or aid in determining your parentage. Specifically, your Father.
For those who have spent much time around Gorion, as of late he has been growing distant from you, as if some grave matters weighs heavily upon his heart. Those who have asked of his concerns, no matter how gently or subtly you try, your queries are in vain. The only comfort is that you know Gorion is a wise man, and you can only presume he will share his burden with you when the time is right. Nonetheless, his silence is troubling, and you cannot help but feel that something is terribly wrong.
Rasp, Gorion's visits with you have been few and far between, and as of late his questions and stories have strayed from the usual. He seems
keenly interested in your memories, especially of your childhood, and focuses on dreams and tales of their import. He seems concerned, and you cannot help but feel that perhaps part of what weighs upon him involves you in some way...
Dagoliir, as of late Gorion has taken an interest in your training, and at times can been seen watching you from afar, studying your intently.
He has asked to speak with you privately from time to time, always focusing upon your skills and knowledge of the lands around Candlekeep, and safe travel routes to the surrounding settlements. He always respects your answers, and despite obviously being a man of great knowledge, Gorion never contradicts your answers, simply seeming to accept your responses as fact. You have also noticed him speaking with your parents from time to time, but the conversation always ends when you come near, and they will not speak of it further.
Garrick, in the weeks since your wife has passed, Candlekeep has been largely a place of solitude. What few visitors that come keep to
themselves, and only kind, jolly ole Winthrop, an astoundingly obese and massive man, keeps you much company in the Candlekeep Inn. The Watchers of Candlekeep are not associated with the Flaming Fist, but recognize you as a skilled warrior and respectfully leave you alone. However, for the past couple weeks, the scholar Gorion has also kept your company if allowed. He does not talk much, and when he does the questions are always of your past, and what you remember of your parentage. He does not pry, and in exchange, tells you many a grand tale of the larger Realms, tales that are obviously meant to comfort or inspire you. He buys your drinks, and seems content to listen, and perhaps, be a friend.
Kemek, as a resident of Candlekeep, and perhaps the closest person to Gorion in the keep, you have most keenly noticed his change in mood. It is hard to track the exact time when this happened, though as of late he has been recieving a large number of messages, and is constantly sending letters out to associates in the Harpers, an organization you have long suspected he is part of. One letter in particular stands out. You were not able to read it, but you do know he keeps it upon him, and when he got it, grew distant, and began making preparations to leave Candlekeep.
Torrinaraxis, your infrequent visits with Gorion have been pleasurable, if sparse. As a follower scholar and gather of knowledge, your evenings
together have always been spent exchanging tales, or perhaps scouring the shelves of the vast library for forgotten knowledge. Though Gorion's request for seemingly mundane knowledge have often puzzled you, the obvious rapport and respect between the two of you grown over the weeks. Now though, Gorion has stopped visiting at all, and when you ask, is indisposed. The cause of this is as of yet, unknown...
Qorin, you have enjoyed a profitable, if sometimes unusual, career of bounty hunting, and a respectful working association with Gorion. Though his request for mundane facts of the lands you travel through are often puzzling, he obviously respects your prowess, and calls upon you often, even arranging for a couple of high profile bounties courtesy of the Flaming Fist mercenary company. You have returned from your latest hunt, bearing the news of the roots growing in the valley, but as of yet Gorion has not been reachable, and you have been waiting to collect upon your bounty.
To all of you, the day is the 13th of Mirtul, the first month of Spring. The day has begun as any other, a beautiful clear day overlooking the great fortress of Candlekeep. The smell of the Sea of Swords is heavy in the air, and the day seems bright with possibility. Around midday, each of you recieves a sealed letter, with Gorion's seal upon it. The letter reads...
My friends, please forgive my abrupt leave of absense, and repeated refusals to meet or exchange pleasantries. Matters have arisen of a most grave and dire nature, and I feel that perhaps the less people who know, the better we can prepare. And prepare we must, for terrible events are coming, and the world as we know it shall forever be changed from this day forward. I cannot speak of what is to come, but ask that you place your trust in me, and agree to meet with me tonight at the Candlekeep Inn. I have arranged for a private room, and will be their waiting by the 8th bell. Please, I implore you, meet with me, and hear what I have to say. I have need of your skills, but I can see no more. I shall pray to the Gods that I will see you there.
Your Friend and Mentor,
Gorion.
It is midday. You have approximately 8 hours if you choose to attend the meeting. What do each of you do?
Feel free to interact with each other, or describe bumping into each other throughout the day. You all stand out amidst the common folk here, so it would be hard not to notice each other.
Greetings and well met everyone! I'm looking to DM a playtest of the most recent DnD Next packet, set in the Forgotten Realms. Details are as follows...
-Standard Roll method of 4d6, drop lowest, arrange as wanted. 1 set.
-No Kender
-All other races and classes are allowed.
-175 Starting Gold, or take Class and Background packages.
-Using current packed from 10-14 I believe.
I encourage heavy roleplay, and believe the rules light system of DnD Next as presented so far would go well over play by post. The year is 1368, and the campaign will begin on the 14th of Mirtul, the first month in Spring.
You will begin in Candlekeep, a secluded fortress along The Sword Coast south of the city of Baldur's Gate. Candlekeep is well known as a center of knowledge and scholars, as well as rumored to house much forbidden lore and ancient secrets...
Each of you must present me with a reason for you to be at Candlekeep, and if you were not born and raised there, must tie your story in with the Mage and Scholar Gorion, an older kindhearted man that some believe may be involved with the Harpers.
I will accept any story or background, though I would prefer characters from this region, especially Candlekeep, or Amn, the country to the south. Characters who are orphans from birth, or at least have never heard or seen their Father, will be seen favorably due to story reasons. If playing Drow, keep in mind the racial prejudice, as it will come up heavily in this area. Warforged are refluffed as Gondsman, arcane and clockwork creations from the Gnomes of Lantan. Dragonborn exist, but are exceptionally rare.
Again, character background and strong story narratives are important to me, as well as a commitment to the game. I except everyone to be able to post 1 a day, with weekends being slower of course. I will post at least 1 a day, though if you are roleplaying heavily amongst yourselves, you may not get much input from me as I want you to interact with each other.
This is a reimagining of the acclaimed PC game Baldur's Gate, by Black Isles and recently Overhaul Games. If you know the plot, know that there will be changes, but the premise will stay the same, so if you cannot refrain from metagaming, please do not apply. I choose to trust my players, but if I suspect anything, I will call it out.
So, to summarize...
-4d6 drop lowest, 1 set, arrange at will.
-No Kender.
-Be from Candlekeep or tied to Gorion there.
-Heavy on background story, make it good.
-Year is 1368, 10 years after Time of Troubles. Start in Candlekeep. Spring weather.
-Parties tied together are more likely to be chosen. Tie stories together!
Have fun, and I look forward to all entries...
Campaign Set Up:
The great sage Alaundo foretold the death of the god of murder, Bhaal, and also of his many children. The prophet's words rang true as always. Before the Time of Troubles, Bhaal saw his death coming as well and forced himself upon the women of every race in Faerûn, hoping to spawn vessels through which he could resurrect himself. In the year 1368 DR, these children of the dead god are now coming of age, unbeknownst to nearly everyone.
Meanwhile, an iron shortage is crippling the southern Sword Coast region. All of the ore coming out of the local mine near Nashkel rots soon after it has been smelted, turning whatever it is made into, be it weapons or armour, useless. The resulting iron shortage has resulted in items made of iron becoming more valuable than gold. Bandits now plague the roads in an attempt to steal what is left from those who paid far more than usual for it in the first place. The city of Baldur's Gate sends out Flaming Fist mercenaries in a near-futile attempt to police the roads but otherwise closes its gates and harbours to all traffic. Accusations are hurled at the state of Amn despite their pleas of innocence and war seems to be on the horizon while a group from the library-fortress of Candlekeep is told to prepare for travel.
DnD Next Disclaimer:
I will not provide the packet to those who do not have it. Not because im a cranky mean stingy person, but because I suck with computers and do not know how to. Sorry...anyway, I realize some of you probably find the thought of me hosting a DnD Next game on the forums dedicated to Pathfinder to be heresy. In some ways I agree. But I love Pathfinder. It is my favorite system. However, I do not have the time needed to commit to it on a PbP level. DnD Next I have found to be quick to run and easy to learn, and easier for me to commit to. Please forgive me!
So, I have been inspired by Elan from OOTS to make a Bard who believes he is the greatest swordsman in the land. I plan on using a rapier and whip, and either going vanilla Bard or Sound Striker. This character would be for ROTRL. These are the specifics...
Any core race.
Pure Bard.
15 point buy.
250 starting gold.
2 Traits, one must be campaign trait.
All Paizo books allowed.
Looking to build a swashbuckling, witless, dramatic Elan like bard.
Hey there everybody. So, in an upcoming game ill be playing in, I am interested in playing a Dragon Knight style character, a Paladin with Dragon Blood in his veins. Background info aside, what I'm mainly looking to do is...
-Play a Paladin with interesting Dragon based abilities and some casting.
-The game is very skill and roleplaying based, so I need skills.
-I would not mind some blasting, but I want to primarily use spells for buffing and utility.
-Im looking to focus on a Two-Handed Weapon, as im not sure how viable I can make natural attacks in Core only.
The game will be starting at lvl 4, Core Rulebook only, 25 point buy. Only core races, leaning towards Human or Half-Orc, though I can be persuaded otherwise. No traits, literally only the core book is an option.
So, to summarize, Im looking for a Dragon Knight, Melee with some spellcasting and neat tricks, and lots of roleplay and skill options. Needs to be survivable and fully playable all the way, not something only viable at high levels. I appreciate any help you all can give me, I have always found the boards to be full of advice. Thanks in advance for all the help!
Could use information quickly, as I need to present this character to the DM Tuesday evening.
Thanks for stopping by! My friends have recently been complaining of the complexity of the Pathfinder System, and seeking to move on to the next best thing as it were. However, I am still in love with Pathfinder. I love everything about it! However, I also love gaming with my friends. In an attempt to convert them, and to streamline the game in a more desirable fashion for them, I present to you Pathfinder Saga Edition!
This is a work in progress, of which I dearly hope for the Communities input. I would love for this to one day become a publishable game, as I have long desired to open my own company, but we shall see. In the meantime, my goal is to merge elements of Star Wars Saga Edition, Pathfinder, and other systems to create a more streamlined game that retains the feel and complexity of Pathfinder, but fixes some of the imbalances while still providing a fresh breath of air to those burnt out on standard D20 systems. With that being said, I present my very, very, very as in I just wrote this 5 minutes ago after working all day and being exhausted with no form of game design skill whatsoever rough draft! Please give advice and opinions on each little blurb, and as I update the document, I will update this thread, and hopefully together as a community we can make something new and great!
Rough Rough ROUGH Draft, please don't break me to badly:
PATHFINDER MEETS SAGA: HOMEBREW EDITION
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This document aims to be a combination of the Pathfinder and Star Wars Saga edition rules, taking the complexity and spirit of the Pathfinder RPG rule set and combining it with the streamlined format of Star Wars Saga Edition. The eventual goal would be a whole new Fantasy RPG, complete with a Campaign Setting to support it, as well as a Core Rulebook. This work is purely for recreational and personal use, though the goal of the Author is to someday legitimize it and turn it into a full fledged published Game System, under the business entity known as Grey Citadel Gaming.
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Problems inherent in Pathfinder that need to be fixed are as follows;
-Martial/Caster Disparity- In essence, at higher levels Casters control the game, with Martials existing purely for the purpose of proving HP damage, with few or limited tricks. The goal of this revision of the system is not to limit Casters, but instead shrink the gap between the two, and ideally do away with it completely, if at all possible. However, with that being said, the author realizes that Magic contains world changing abilities that no mundane martial can hope to replicate. Too that end, I propose that instead of taking away those powers, Martials be given mastery over combat and physical abilities, and Magic become more subtle, with fewer direct battle spells, focusing more on battlefield control, buffing, and debuffing rather than actual damage to the foe.
-Speed of Combat-In Pathfinder, Combat can take a long time. Indeed, at higher levels it is not uncommon for the average combat round, which is supposed to represent 6 seconds of time, to actually take 30 or more minutes to complete! The goal of this revision would be to shorten the rounds by reducing the amount of actions each combatant can take, while not losing any of the combatants impact upon the battle. To that end, Iterative Attacks will be replaced by a scaling plus to Weapon Damage(Including Natural and Unarmed Attacks), as well as a plus to Weapon Attack Rolls. The goal is to only have 1 attack each round to roll, but for the Damage to be higher, thus lowering the amount of time it takes to resolve your turn without lowering your Damage Output. Actions would
also be split into Standard/Move/Quick, with Quick Actions having two sub categories(Swift, and Immediate). Again, the design goal is to retain options but increase fluidity of Combat.
-Feat Tax-In the current Pathfinder Game, some Feats are viewed as necessary evils, options chosen purely for the need to have them in some shape or form. Some, such as Point Blank Shot, are chosen as perquisite Feats, to access better Feats down the road. Others, such as Power Attack, are options that are so good, they must be utilized in order to stay relevant. And finally, we have Feats such as Natural Spell that are requirements to fully access a Class Feature, without which the before mentioned class would never go without. Pathfinder Saga Edition aims to replace all Feat Taxes with viable, balanced options by doing 1 of 3 things.
-Option 1-Prerequisite Feats such as Point Blank Shot will be rolled into other feats, or made into Mechanics of the Game that never need to be chosen separately to work. For example, Point Blank Shot would cease to exist. Instead, any Ranged Attack, including spells that require Attack Rolls, made within 30 Feet would receive a +1 to Hit and Damage.
-Option 2-Feats that are too good, and indeed almost necessary, would be again replaced or baked into the system. For example, Power Attack, Piranha Strike, Weapon Finesse, Dervish Dance, Deadly Aim, and Combat Expertise are all examples of Feats that certain Builds must take to be relevant. Feats such as these will be made into Combat Options, such as all Characters who make a Melee Attack can choose to Power Attack, taking a scaling -X to hit to receive a +X to Damage. Any Finessable Weapon automatically uses Dexterity to determine To Hit and Damage, and much like Power Attacking Strength based characters, can choose to Precisely Strike for a scaling -X to hit to receive a +X to damage. In addition, all Characters can choose to receive a scaling -X on all Attack Rolls that round in order to receive a +X to Armor Class(Or Reflex Defense).
-Spells-Pathfinder, and indeed all prior editions of a D20 based DnD game, have had numerous spells throughout their existence. Some, such as Magic Missile and Fireball, have become iconic attack spells that no self respecting Wizard would go without. Others, such as Teleport and the numerous Divination based spells, change the game on a fundamental level, completely changing the options open to the Characters, and opening up the world to reality changing possibilities. However, this power comes with great risk, risks such as;
-Unbalancing the Game-
-Taking other Character's Role-
-Trivializing Encounters-
-Making essential parts of the game no longer relevant-
Pathfinder Saga Edition aims to both reduce the overall spell bloat inherent in the system, restore Magic to its mysterious nature, and promote balance by the following;
-Reduce the number of Spells in the Game-
-Continue Vancian Casting, but with Skill Rolls playing a part in the Casting-
-Cut out some spells, such as Teleport, that completely nullify large aspects of the game-
-Reduce Magic's impact upon class's such as the Fighter and Rogue, whom in Pathfinder and previous editions could be entirely replaced through magical means-
Again, the aim is not to "nerf" Casters, but to bring them more in line with the power of the other classes, while still adding a new element into the game that does not diminish Magic.
-Class Imbalance-Though wildly speculative in nature, and indeed ever changing depending upon whom is asked, there is a perceived Class Imbalance in the system, both through Class's witch have had their Primary Roles replaced, or Class's that have only limited viability in certain situations, thus lowering the Player's involvement in the game at hand. Pathfinder Saga Edition seeks to change that by;
-Introducing New Mechanics-Some Class's, such as the Fighter and Rogue, will receive all new mechanics to boost their Combat Potential, as well as new Out of Combat Abilities to help with the perceived imbalances in the Class.
-Redefining Existing Mechanics-Some Class's are defined by their Class Features, such as a Druid's Wildshape, or a Rogue's Trapfinding. Pathfinder Sage Edition aims to revamp and improve upon these features by adding new options, or modifying existing features to bring them more into line.
-Ability Score's and Bonuses-Pathfinder has a large list of stackable bonuses, as well as 6 Primary Attributes. However, through different options inherent in the game, these Bonuses can grow to staggering amounts, raising Ability Scores into ridiculous numbers, creating nigh unstoppable Characters that are both disruptive and imbalanced. Magic Items, Spells, High Point Buy combined with Racial Modifiers, whatever the reason Pathfinder Saga Edition aims to lower the amount of bonuses in the system. By doing so, I hope to achieve;
-Ability Score Significance-In the current game, Ability Scores are always boosted through Magic and Race to be as high as possible, to in turn make the Character as powerful as possible. Under Pathfinder Saga Edition, the different bonuses one could stack onto an Attribute would be lowered, reducing total bonuses and making those high Attributes much more special, as well as meaningful. It will be one thing for an Orc Warrior to have a Strength of 18, but when the Characters encounter an Ancient Dragon with a Strength of 30, it will truly seem powerful and beyond the normal scope of what is achievable, hopefully reclaiming the epic feel of the Creature.
-System Mastery-By lowering the total bonuses available, as well as the heights to which Attributes can be raised, Pathfinder Saga Edition would aim to have less math for the Player to worry about. Less Bonuses to add, or Penalties to subtract, can lead to less confusion and mistakes, making the System easier for both Veterans and New Players alike. The gap between a Player with full System Mastery, and one whom is completely new to the game, would be reduced, leading to more well balanced Characters without glaring flaws, such as a Fighter built with too little bonuses to Attack Rolls, thus lowering his viability in Combat.
-Magic Items- Currently, Magic Items feel less magical, and more like requirements. Numerous times we have seen Characters that simply are not viable without the Big 6 Items(Stat Boosters, Deflection Rings, Cloaks of Resistance, Amulet Nat Armor, Magic Weapon, Magic Armor). Beyond these required items, other items that would normally feel Magical and Unique are passed over, as they do not provide the mechanical advantage needed for Characters to survive. Pathfinder Saga Edition aims to change this by;
-Eliminating the Big 6-The bonuses acquired from the Big 6 would no longer be necessary, whether by combining existing mechanics to make them obsolete, or by eliminating requirements and changing the nature of Magical Items such as the requisite +1 to Weapons and Armor before they can be further enchanted. No longer would you be required to have a Ring of Protection +3 and a +5 Flaming Longsword. Under this revision, a Longsword can simply be a Flaming Longsword, with additional Enchantments placed as time and money permit.
-Lowering Mechanical Bonuses-By lowering the Mechanical Bonuses available through Magic Items, Pathfinder Saga Edition seeks to both increase the importance of each Character's natural Attributes and Skill, as well as lowering item dependency, thus encouraging Players to use Unique and Flavorful items that would be more fitting, but in previous Editions impractical.
-The Allure of Magic-Magic is mysterious, subtle, world changing. Magical Items should embody that ideal. This system seeks to promote that by making each Magical Item unique and interesting, with items being chosen more for roleplaying reasons than pure mechanical advantage. No longer would you need to discard your Father's sword in order to have the +5 Sword required by game mechanics. Your Father's Sword could grow with you, acquiring Magical Abilities throughout the Campaign for roleplay reasons.
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If you stuck through it and read it all, I appreciate it! Any input and advice would be much appreciated! I plan to begin with the basics of the game, such as Attack Rolls, AC, Saves, and other things such as that and move on from there.
Hey everybody! I am looking to host a Pathfinder game at my home in Clinton, Tennessee. Obviously I would need to meet you in person first and get to know you to ensure a safe environment and such, so lets begin with the basics.
Im 25, have been playing Pathfinder since release, and ADnD as well as 3.0/3.5 before then. Im a bit of a rules stickler, though the Rule of Cool always wins in my book. I am wanting to find 4 players that are willing to commute to my home for a game two to three times a month, in 4-6 hour blocks of time, most likely on Tuesdays, as I am off that day. I would like for us to keep in contact through email and by phone, as well as here on the boards.
I have some experience GMing, though my normal group is 8 players, so im looking to get into a normal, more standard game format. I do not want to GM everytime, rather im looking to start the group by GMing first, and then we can switch off campaigns or such as we go. I am most interested in playing the Paizo AP's, and that is what I will be running, though I may run in my Homebrew from time to time.
Anyway, I think that about covers it. If you are interested please PM me or post here, and bonus points if you also have friends that would be interested. I am looking to make this happen as soon as possible, so if you can also meet within the month, even better!
Things to post about yourself.
-Age
-RPG experience
-Brief idea of your personality
-Favorite Character ideas you like to play
-Do you prefer HacknSlash, or Roleplay, or both?
-Are you available on Tuesday afternoons?
Thanks for your time, and I hope to be meeting you soon!
So, for an online game I will be hopefully playing soon, I am really partial to the Brawler archetype for Fighter. I love the idea of a shield bashing, face pounding, neck snapping drunken hero. So, im asking the forums for advice. Basically I am considering two routes for this build...
Route 1
Brawler, focusing on Heavy Shield bashing and Unarmed Strikes, maybe mixing in MoMS Monk for Dragon Style. I would prefer a STR based build, as I do not want to rely on Agile magic items for this. How would you build this to be viable from lvl 1 up to 15 or so, its for Kingmaker.
Route 2
Brawler, focusing on Heavy Shield bashing and either using a gladius, spear, or another Close weapon to synergize with Brawler better. This guy would preferably be straight Fighter, but again, im coming up short on how to build this and still be a powerful addition to the team.
Either route im looking more for fun and flavor than pure min maxing, though I want to have the idea relatively optimized. I would prefer to be dangerous in combat yet still have some minor out of combat utility, even if its just 1 or 2 skills.
Requirements are as follows...
-15 Point Buy
-Core 7 Races only(I would prefer Human)
-1 Trait(Has to be Campaign Trait from Kingmaker, I went with Bastard.)
-150 Starting Gold
-Any Official Paizo material is allowed.
Again, the primary things im looking for are...
-Shield Bashing
-Grizzled Drunken Hero vibe
-Out of combat utility through 1 or 2 skills.
I had roughly considered stats as...
Str-16
Dex-14
Con-14
Int-10
Wis-8
Char-12
Any thoughts? Help me Paizo boards, you are my only hope.
So, in the game im currently playing in, we have...
-Kitsune Sorcerer focusing on Rays and Enchantments
-Weird Gnomish Fire Elemental Wizard that loves Fire Spells
-Sea Elf-homebrew race-Knifemaster Rogue
-Wood Elf-homebrew race-Archery Undead Hunting Ranger
-Aasimar Dervish Dancing Paladin who refuses to wear any armor
-Human Cleric of the God of Death and Time, also Undead Hunter.
-Blind Human Qingong Monk
-and Myself, Dwarven Invulnerable Rager Barbarian.
This is a homebrew game, and will feature mainly Undead and such, as the plot seems to be us stopping the God of Necromancy from killing the God of Time and taking her place. At least, thats what we think is happening.
Last session I would have died, if the Cleric had not spend a hero point to cast a higher level spell to use Breath of Life on me. This got me to considering other characters.
Dont get me wrong, I love my Barbarian. He is amazing in combat, and fun to roleplay as well, as im essentially playing a Dwarf with a death wish(think Trollslayers from Warhammer Fantasy.)
However, im toying around with these ideas at the moment...
-Conjuror Wizard who focuses on Conjuration and Enchantment Magic.
-Lore Warden/MoMS Monk/Duelist.
-Some other version of a Swashbuckling Bad ass.
-Druid.
-THW Paladin
-And least, but not least, a complicated Paladin/Sorcerer/Dragon Disciple, though ive never built one and dont know where to start.
Books I have available are CRB, APG, and UC. I can get access at the table or online to most everything else.
Point Buy is 25, standard buy out of the CRB. Im looking for build advice on each of those characters, though primarily the Dragon Disciple and Wizard. I am currently the dominant Melee Presence in our group, but on some level, im worried I may get tired of the character after awhile. We are currently Level 8. The character would have to be built at lvl 5, and then leveled to 8 from there. DM wants us to show exactly where we put every point and such every level after 5 for some future quest where we start going backwards in levels I believe.
So, TLDR.
I need a 25PB Pally Dragon Disciple, Conjuror Wizard, or really any other cool Melee or Gish Ideas you can give me. I want an optimized character, but at the same time it needs to be dripping with flavor, and ill provide backstory and such. Ive been playing Pathfinder so long that the basic characters are starting to feel stale, and I need something unique and powerful to spice it up, hence why I tried a Barbarian. So please, any thoughts?
ALso, dont account for Magic Items at all. Unsure what Wealth would be with a new character, so please just list suggested items. Im counting on you, Forums!
Mission Details:The Inquisition offices on Scintilla have been formally issued with a request for assistance fro the settlement of Stern Hope on Iocanthos. The report, while vague, suggests suspicious disturbances, possibly psychic or warp-based, occurring in the area of a new cathedral raised to honour Saint Drusus. The cathedral lies at the heart of the remote outpost and its successful completion will do much to further the Imperial faith on this trouble world, a laudable goal and one that the Holy Ordos shares.
You are requested and required to proceed to the planet Iocanthos where you will assist a Senior Inquisitorial Agent, Aristarchus the Seer, in investigating the incidents and ensuring that the consencration of the cathedral goes as planned. Your principal tasks are to gather data about any phenomena encountered and, where needed, eliminate any threats that you find. For the duration of the mission Aristarchus has the honour of command over you in my name. Assist him and afford him the same loyalty as you would give me, in the God-Emperor's name.
Passage for you has been arranged on the trade-hauler Brazen Sky for immediate departure to Iocanthos. Make yourself known and familiarise yourself with your fellow Acolytes on board using the codes you have learned during your training.
Landing close to the site of the incident is imptractical due to its geographical location in a mountain range and the potential hostility of the natives. Instead you will make planetfall at Port Suffering(Iocanthos' primary Imperial Outpost) and meet Aristarchus there: from Port Suffering arrangements have been made for your hourney to Stern Hope.
Addendum 1:The Cathedral Mission.
Missionary-Abbot Orland Skae successfully petitioned for the first Iocanthan cathedral to be build in the settlement Stern Hope two years ago, and since then reports indicate that he gathered a sizeable congregation of native converts and worthy off-world pilgrims to his cause. Skae himself, a very distant scion of Scintillan nobility, has managed to garner both off-world donations and considerable local support to his mission, so far succeeding where others have failed.
Addendum 2:Reported Phenomena.
As the cathedral structure has neared completion, unusual phenomena has been evidenced both at the site and in the surrounding area. These include strange lights in the hills, animal attacks, missing persons, an upsurge in accidents and unexplained deaths. These incidents have culminated recently in more serious and obviously unnatural events such as manifestations of phantom sounds, walls weeping blood, telekinetic disturbances and other such phantasmagoria.
Addendum 3:Planetary Briefing.
Society: Iocanthos is an anarchic pseudo-feudal society, where all power relationships are based on violence or its threat. A war-torn and brutal world, the control of the planet restws with various warlord and clan factions that compete to harvest or steal the planet's only tithed-material. Ghostfire pollen, in order to turn it over to the Imperium in exchange for supplies. The most powerful warlord is currently King Vervai Skull who is currently acknowledged as Iocanthos's de facto planetary governor. Iocanthos boasts a single fortified Administratum-controlled spaceport settlement, Port Suffering, where the tithe is collected and trans-shipped.
Founding:Iocanthos was taken by General(Saint) Drusus' 2nd Army Group during the first great crusades through the sector. As the planet lacked any significant technology, Drusus's forces defeated the indigenous people, known as the Ashleen, in a single week of bloody fighting. Drusus later remarked in his memoirs that the only memorable aspect of the planet was the vast fields of wild flowers which resembled "Shimmering fields of rippling explosions, caught at the fleeting moment between beauty and destruction"[Ref.pg.526-Breaching the Darkness]. As ever, the general was perceptive as the Ghostfire would become central to the world's future.
Additional Notes:In times past, Iocanthos served as a penal dumping ground for undesirables that the Scintillan authorites for various reasons didn't wish to execute or expatriate further afield. Such exiles were given minimal supplies and allowed to thrive or falter without further interference. The current population is largely a mixture of their descendants and the native Ashleen. Imperial xeno-botanist Mogren Thunt was the person who discovered that the pollen of the native Ghostfire flowers contained powerful psychoactive properties and refined their use.
After being graced with a powerful vission telling her to build a temple, "Where the flowers burn," Sister Semberle of the Adeptus Sororitas came to the world and ordered the building of the Abbey of the Dawn in one of Iocanthos's flint mountain ranges. The Sororitas facility is forbidden to outsiders.
Ref-Ghostfire Pollen:Iocanthos's sole tithe. It is a powerful psycoactive substance used as the base for a considerable number of combat drugs used by the Imperial Guard's penal legions throughout the Segmentum Obscurus.
Past Inquisitorial Involvement: To the average Iocanthan, the Inquisition is merely another half-legendary power from beyond their world, and while there are records of several Inquisitorial missions to Iocanthos in the past, they are all classified beyond your clearance rating. I have reviewed them and judge none to be currently relavant to your mission.
The planet historically registers a slightly higher per capita level of psyker birth, but not significantly so.
The Sisters of the Abbey of the Dawn regularly report any unusual heretical activity to the Conclave. Other than this, the Holy Ordos retain no standing presence on Iocanthos.
Each of you were chosen, whatever the reason may be, to serve as in Acolyte for the Holy Inquisition. Afters weeks of grueling training, each of you has been approached by a man dressed in simple grey robes, face masked and cowled. He did not speak, he simply handed you the dateslate and left.
After reading the slate, each of you journeyed to the Brazen Sky, a large and rather down-at-heel cargo vessel. You are hustled aboard past scenes of frenetic activity as the ship's crew load and offload goods. You are left in a large and dishevelled-looking open plan crew bay, and with the exception of a fawning, alarmingly obsequious purser named Sebek, left alone. His attitude is grating and annoying, constantly asking about seeing to your needs.
You have been instructed to make contact with your fellow Acolytes using prearranged codes and signals. You will have weeks onboard the ship.
Im looking to see if anyone would be interested in a Dark Heresy pbp game, either as a player or gm. Id prefer to play, but can GM if need be. This is just an interest check, but if enough people reply it will turn into a full fledged recruitment. There is at least one other person than myself interestes, so there is a start. So, Acolytes. Answer the call of the Inquisition!
Languages Dwarven, Common
SQFast Movement, Invulnerability, Extreme Endurance-Cold
TRAITS Glory of Old, Reactionary
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I figured showing the gear wouldnt be relevant, but we are not following wealth by level. Everything on the sheet right now cannot be changed, though there is possibilities for retraining later in the campaign.
Basically, the character is a Dwarf who committed a great wrong in the past, and seeks to die in battle to atone for his sins(aka Trollslayers from Warhammer.)
So, im looking for input on where to go from here and such not. I have numerous options, but I thought I would ask the boards for advice. I do not care about my AC, im looking to be the primary damage dealer and melee.
Hey everyone, Im from the Clinton, TN area, close to Knoxville. Im looking for other people in this area that might be interested in doing an online game of some sort, or possibly face to face games once or twice a month, more when able. I already game every sunday so I cant do that day, and the Wife wont appreciate me playing too much, so it cannot be more than twice a month unless its online.
Im an experience Pathfinder player, but haven't touched Pathfinder Society, and I would love to get that going in this area. I own the core Deathwatch and Dark Heresy books, and am well versed in the lore of 40K, though I haven't actually played the games yet.
Im looking to both run AND play, preferably play, but I am open to whatever I need to do. If interested, PM me or respond to this thread and lets work something out.
I love Pathfinder. I love the Adventure Paths. I love the campaign setting.
My group, however, is not on the same page as me. We play every Sunday, but we only play in custom homebrew campaign settings, and never use adventure paths. I would love to run them through a couple, but as we switch GM's in between each campaign, this could take years. And, there are 9 of us, 8 players 1 GM. I do not want to have to rebuild every encounter to account for that.
So, what do I do? I want to play the Adventure Paths. Maybe run ROTRL AE, but I really want to play. I live in East Tennessee, United States, Knoxville area, but there do not seem to be alot of gamers in this area. Even if there were, I do not have time for another group as I have a 3 month old and the wife would kill me! So, I find my options very limited. I am playing in a PBP, and running one, but I don't think that would be the best way to do all the AP's, though I am certainly open to it. I also have very limited knowledge of Golarion, and low finances to buy more books.
So, tldr...I want to play the AP's, run ROTL AE, and do it with the same 4 people or so from start to finish. What are my options, and what would you all recommend? PbP? Some kind of online gaming?(Limited Time during the week to do this, would have to be in 3-4 hour sessions at most once a week). I would love to get into Golarion and the AP's, help me find a way!
Also, anyone from the same area as me that is also interested, send me a message and lets see what we can arrange!
Sorry if this is in the wrong forum, im still new here and Advice seemed like the right place at the time.
Hey there everyone, first post in something other than a gameplay or recruitment thread so here goes!!!
I am looking to run ROTRL pbp on the forums. I am currently running a homebrew. In the homebrew I am not using maps of any sort, but am worried that ROTRL will require them, and I have no experience with making maps for pbp,, no money to buy software.
So can I run it no maps? And if not, what would you fine folk suggesy I do?
The sun rises on a new day in the bustling town of Oakhurst. The hills are bursting with growth, and the midsummer heat causes many to seek the local Inn to quench their thirst. Situated on the Great Western Road, travel is strangely light for this time of year, and five newcomers to Oakhurst find themselves standing out more than usual.
Each of you has heard the rumours of the Sunless Citadel, an ancient ruin that lies miles outside of town. Legends have forgotten what ancient people built it, or why they left, but the ruins remain, guarding what lost knowledge remains within.
Some of you may be staying at the Ol' Boar Inn, where old Garon tends his flock of drunk and hungry with a sharp wit and caring gaze. Even the Hobgoblin and Lizardfolk cannot help but feel welcome, though out of place.
For those seeking other places to stay, there are a few empty buildings available for rent, as well as Hucrele's Boarding, a small waystation for merchants passing through. The Church of Eloria and Lorien can provide for those with a more religious nature, if they should so choose.
Each of you has come for your own reasons, but by midday have recieved a summons, either from Kerowyn Hucrele, an influential merchant, or from Vurnor Leng, the Mayor of this town. They have requested you attend a dinner the following evening at the Mayors manor, to dine and speak of a matter of import affecting the town, and the role you could play in it. Whether you attend or not, is up to you.
Midday has come, the summons recieved. You have until tomorrow evening to spend time. What do you do?
Im looking for 4-5 players, starting lvl 1. All rolls for wealth and hp need to be done on the boards here please.
-Lvl 1
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Available races and brief blurbs, more info on request:
Races of Verdan
Humans-as CRB-Humans of Verdan are a varied breed, originally all created by Lorien the Lightbringer but they have since scattered and changed. From the stoic men of Velathor, to the arcane philosophers of Shaldevar, humans come in all shapes and sizes.
Dwarves-as CRB-The Dwarves are an ancient race, only recently within the last Age having much of any presence beyond their homeland. Besieged by feral goblins and other horrors deep in the mountains, they wage a dying war to protect their traditions and ways, a war they are doomed to one day lose.
Elves-as CRB- The Elves are the oldest race, crafted from the four major elements of existence. They revere the land, and Eloria the Mother above all else. Sheltered deep in their magical forest, they seem to never change, even when change is forced upon them. Elves are immortal, and unless slain through war or tragedy can except to one day feel the call to leave Verdan, and sail west into Eloria’s embrace.
Half-Elves-as CRB-
Half-Orcs-as CRB-Outcast and Pariah, growing up in a land scorned by Orcs and feared by Humans, is it any wonder they wander the world, wild and alone? Like their human heritage, they have great ambition and potential, but can they master the beast that lies within?
Halflings-as CRB-Notorious travelers and scoundrels, they wonder the world as they please, seeing all and claiming to know all. Organized by clan, with family first, these people are a wonder to many that encounter them.
Goblins-as Bestiary(not evil in my setting)-Whether feral or smart, Goblins of both breeds have made their mark in the world. Smart Goblins rule their feral kin, and have devised many of the worlds most outlandish inventions. Feral goblins on the other hand are wild and ignorant, worshipping fire and their own strange God.
Hobgoblins-as Bestiary(not evil in my setting)-Strong, traditional, militaristic…all Hobgoblins are taught from birth their place in the world and how to wield a sword. Following the Martial Way of Hrisskar, God of War, they have earned a place as both loyal allies and feared enemy alike to the nations of Mortalia.
Lizardfolk-as Bestiary-A primitive tribal people, the Lizardfolk are a rarity beyond their homelands. Insular and proud, with deep shamanistic beliefs and reverence for Dragons, the Lizardfolk are a race to be respected, and wary of.
Drow-as Bestiary(not evil in my setting)-Mysterious, Enigmatic, Scheming…the Drow are all this and more. Operating the largest merchant empire in the world, Drow are born schemers, always looking for opportunity to strike. Their black skin and ember red eyes give them the look of demons, but they are always warm and welcoming…at least where there is a profit or advantage to be made.
Rules and Such:
-I will not be using maps, I will rely on narrative and the players to create their own maps of areas as I describe them. I am open to this changing if need be and you can help me find a free maptool to use.
-Any class available, though some choices will be unusual and require roleplay reasons, such as goblin wizards.
-20 point buy
-2 traits
-1 hero point, in addition you can burn 1 point to stave off death, but with severe consequences such as loss of limbs and such.
-This game will be starting with the 3.5 adventure The Sunless Citadel, and will hopefully grown to level 20 overtime. It is set in my homebrew campaign setting, which I will post brief info for now. Any further details will be available upon request. The gods are not finished yet, so if you need a god, I will work with you on it. I allow evil but no PvP, must play smart evil.
-All core books allowed(CRB, APG, UM, UC) other paizo sources allowed as long as they are ran by me first.
-I will choose characters on the 25th, possibly sooner if able, and start as soon as possible. Backgrounds and heavy roleplay potential increase chances of being picked.
If i have missed any relavant details, just let me know! First time running a pbp, so lets work together to make this awesome!
Nations and Named Lands:
Nations and Named Lands
Mortalia has many nations, ranging from the scattered Wild Lands in the North all the way to magical Shaldevar to the southwest. They are:
-Velathor, land of the Sky Wardens in the northwest. This county sits between the vast mountain barrier knows as Lorien’s Wall and the marshland of Sissshovath south of it. It is a Human Kingdom, ruled by a King and his elite Sky Wardens. It is the only human country with a large Elven and Dwarven presence. It is a colder land, with long winters and short summers, with a vast navy and the largest military in Mortalia, for good reason. To the north of Lorien’s Wall lies hell on Verdan, the treacherous wasteland known simply as The Scar. Velathor guards the only known pass around the wall, and is at constant war with the demonic hordes and aberrations that come from the North.
-The Wild Lands, unclaimed and free, lie between Velathor and the Empire of Dawnstar to the northeast. The Wild Lands are simply that, unclaimed land where many a man has sought to carve out a kingdom. The land changes from rolling foothills to frigid tundra, with plains to the south. For those with ambition and the strength to stand between two powerful nations at war, the call of a kingdom is hard to resist.
-The Empire of Dawnstar, and home to the Church of the Lightbringer, is the largest human nation of Mortalia. It is a powerful nation, Led by the Emperor-God Lorien in name, but in truth by the Council of the Sun. It is an ambitious land, believing all Humans, as children of Lorien, by right belong to Dawnstar. It is constantly attempting to bring the other nations under its control, either by diplomacy or by force.
-Four Winds, land of the mysterious Drow, and largest city in all the world. More a city state than nation, Four Winds is led by the mercantile Drow, and neutral in all its dealings with the other countries. Four Winds exist so that trade can flow freely around the world, and as it is situated in the center of the continent, is in prime position to do just that. It is the richest land in the entire world, surrounding by rivers and vast farmland.
-Sissshovath, a vast forest and marsh, home to the largest presence of Lizardfolk in Mortalia. No true kingdom, merely a vast swamp where tribes of Lizardfolk and small villages of other races live. Dangerous, wild, and utterly ruthless, it is a land of dark secrets.
-Reichland, the most technologically advanced kingdom short of Four Winds, and the only one to openly ban Religion and the Arcane Arts. Their advancements in the mystery known as “Science”, as well as their strange weapons of war, have given them a dark reputation. Constantly at war, they will not stop until they control Mortalia.
-Roklor, the vast desert, home of the nomadic orc and half-orc clans. Dangerous, wild, and free. No central authority exist in the great land where might makes right, and those who live by the sword rule the weak.
-Shaldevar, the arcane capital of Mortalia. A Magocracy, where magic is the answer to everything and those without the Art are rare indeed. Ruled by the Magister, this nation controls Arcane knowledge and shares a loose alliance with all other Human nations but Reichland, with whom they are at war. They spread the lore of Magic throughout the land, and avoid conflict where they can.
-Ulthwyran, the Land of Elves and Dwarves is split into two kingdoms, that of the Ulthwyran, or Elvenfolk in common, and the KarakVul, or Dwarves. Each is a Monarchy, with colonies established with their ally Velathor.
Verdan and Geography:
Verdan
Verdan is a High Fantasy setting, with powerful magic and ancient evils, meddling gods and manipulative fiends. It has a rich history, with various races and cultures, continent spanning organizations, and wild unexplored lands. Powerful nations sit next to demonic wasteland, tribal dragon worshippers compete with oppressive churches. And behind it all incomprehensible forces seek to corrupt and destroy all.
Geography
Verdan has five major landmasses, of which only three are well known. In the center of the known world is Mortalia, named after the mortal race of Humans and Halflings that are its primary inhabitants, as well as the enigmatic Drow. It is a land of deep forest, with the center dominated by plains that slowly turn to rolling hills and treacherous mountains to the north, with rich farmland to the south, a vast desert to the southeast and marshland to the west. It roughly resembles medieval Europe in shape.
To the north is Ulthwyran, home of the Immortal Elves and their allies, Dwarves. It is a vast crescent shaped continent, split between magical crystal forest and vast mountain ranges.
To the south lies Vas Drakos, named by the Dwarves for the legends of Dragons that claim this land. Little is known beyond deep jungle, with rumors of tribes of Dragon worshipping humans and Lizardfolk.
To the west lies Gobshardlakar, home of the various goblinoid races. It is an island chain, with three major islands, each one home to the crafty yet wild Goblins, the militaristic and organized Hobgoblins, and the wild uncontrollable Bugbears.
And finally, to the far east, past the Sea of Tears, lies a forgotten continent, know only in the deepest legends as a place of agony and sorrow, where rumors say even Gods fear to tread…