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![]() I see what you mean by how many dragons there are, and it eventually gets old...though the name of the game has it in it-ironic huh? Still there are limits aye? Anyway, I really don't care what kind of enemy the BBEG is...the campaign I have has to do with only Yuan-ti, the BBEG of my friends campaign at one point was a giant kobold who stumbled upon an evil shard of power, then just recently we fought a huge dragon that was really tough but we had fun staying up until 7:00 in the morning to kill it. So, although they are overused, I still like them. I really don't have a problem with any BBEG, as long as it isn't some psuedo-natural baby...ugh! Gold dragons should be the new red if you ask me... Sir Smashes Alot ![]()
![]() Try this one on for size... Hellish Link
The targets seem to pull just a little towards each other as you finish this spell, and they start taking on little details of the other ones it was cast upon. There is no save for the spell. Whenever one of the opponents takes a damage, the others must make a fortitude save or take that damage also. If a spell was to hit more then one of them at the same time(such as a fireball), the damage does not affect the hit ones more then once, but the damage does hurt the ones not hit by it if they fail their Fort saves. They also take the highest damage done(incase some of them manage to dodge the fireball). To exit the area of the link, it requires a fortitude save. Now there are probably balance issues in there, and those could be easily fixed. Infact that could probably be made into an epic spell, but it seems to be a great spell for a caster of your types. It probably wouldn't hurt to bring the area to withink 30ft. of eachother, or if you didn't do that, change the casting time into a full round action. But that spell could be a huge help to you. Sir Smashes Alot ![]()
![]() There is a rather good DoT spell in the Spell Compendium known as Inferno or so I think that is what it is called. Either way it's a great spell that my druid uses, even more so against fire vulnerable creatures. It requires a reflex save, if they succeed they take half of 6d6 I think, and if they fail they take 6d6 fire, the next turn 5d6, then 4d6, then 3d6, and so on. They don't make continual reflexes, it all depends on the first save (I think) and it is divine and perhaps arcane, I don't have the book with me for the specifics, but that is one great DoT spell if I've ever seen one. Oh, and if you do make your own class, try using necromancy, that just seems to fit but I think already know that. Make sure to post it please. Sir Smashes Alot ![]()
![]() I usually don't say DnD words any differently then my friends, but we could be mispronouncing. Anyway, here are a few that might be mispronounced often enough. Lich:(L-itch) I couldn't think of calling it a Leak "O.k. so you cleave the Leak in half, now time to put them in the stew...make sure to let them boil for a while." Couatl:(Co-uh-tool) One of the monsters in Monster Manual I, it's a pretty strong creature, and my friends and I have always pronounced it as what was typed above. Svirfneblin:(Ss-vir-neb-lin) I'm not completley sure how to pronounce it, but it is a sub-race gnome from the MM, and it is basically the deep gnomes/underground like race of it. Scimitar: (Sim-a-tar) I know this seems like a dumb one, but I know so many people who say skim-a-tar, and it annoys the heck out of me. Githyanki: (Gith-Yank-E) A rather famous monster from the MM. Githzerai: (Gith-Z-R-A) This one I'm not sure about when it comes to pronunciation but it's the other famous monster from the MM, who inevitably must fight the Githyankis. Formian: (Form-E-N) Ant like creatures from the MM, not too hard to pronounce. Ettercap: (Et-err-cap) Weird aberration in the MM, not a very tough creature but can be used to make some big baddies, especially with their web attack, and poison. Drow: (Dr-oww) I'm pretty sure no one here mispronounces this, but I know some one of pronounces it Dr-O, and it sounds kind of stupid when I heard it said like that. Duergar: (Dur-gur) I may be mispronouncing it, but either way the same person in my class pronouncing Drow wrongly, mispronounces this all the same, sigh* Lemure: (Lem-yer) The weakest devil out there, and one of my personal favorites! Hehehe, little goo monster... Nalfeshnee: (Nal-fesh-knee) A rather strong demon. Marilith: (Mar-ill-ith) Other then the Balor, the toughest demon out there. Bebilith: (Beb-ill-ith) One of my favorite demons, rather strong, and really cool looking. I'm sure there are more out there, but that is how I say these and what'not. I hope this will spark up some conversations, maybe about how everyone says them, anyway, that's all I have at the time. Sir Smashes Alot ![]()
![]() I've decided my class/PrC selections(Eric the Cleric posted this above, and I thought it was a really great build):
With a full set of attacks, and 9th lvl spells, you really can't go wrong. Now I just need to know what kind of spells I should get to enhance my parties(and my) abilities in melee. Bulls Strength Mass and what'not are a must, but what others can really improve my group. I'm also trying to be a little protective against spells and other creatures because, as usual, there will be no healer in the group. Battle control spells are also a must(especially time stop), and I will be getting a few feats like Craft Magic Weapons so I can create that +5 kick @$$ Great Sword. So, what spells/feats do you guys have in mind for a caster like that? P.S: Thanks for the correction on the Gish problem Eric, and I don't have the PHBII so I don't know what the dusk blade is a whole, but it sounds like a damage dealing fighter. Sir Smashes Alot ![]()
![]() I've been trying to decide what class to play as in the upcoming Savage Tides campaign my gaming group is about to play. It has come down between the Spell Thief in the Complete Adventurer, and some form of an up close, melee Gish(I believe that is the correct term) caster. I already know if I do that, then Abjurant Champion is a pretty sure must have PrC. But then what? I've never played a gish before so I'm not sure what the best combination is, should I try the Rage Mage, the Spell Sword, or some other combination? I would like to be an actual able bodied melee character with some helpful spells on the side. I will probably start out as a barbarian or a fighter, and I will be a human...but aside from that, and the Abjurant Champion I am lost in a sea of possibilities. Oh, and is it just me or does the Spell sword seem a little underpowered, or has anyone played it and knows it isn't? Basically I need to know:
Thanks ahead of time everyone. Sir Smashes Alot ![]()
![]() These ideas are cool if you ask me. The Javelin should have a +2 and the armor should be +3. They would both be pretty worth the cost and the armor will help when monsters try to grapple you or, eat you alive...because I'm a bit tired of swallow whole abilities. Those look like some nice items though. How about this?
Sir Smashes Alot ![]()
![]() Not to long ago a friend of mine asked me why a monk couldn't use punching daggers and add his punching damage to it. I thought about it, and I couldn't see what was wrong with the idea except it might overpower his damage at lvl 3 and whatnot. I just wanted to know if there is a rule against this or if anyone has had previous experience with the subject. It seems like it should do the damage, but I'm afraid of letting him use it at this lvl so at the moment I chose not to allow it. Does that sound fair or should I let him? Suggestions? Sir Smashes Alot ![]()
![]() I believe a good PrC to always take for any rogue would be the Invisible Blade (Complete Warrior). You just have to use kukris, daggers, or punching daggers to get all the bonuses. Not only does the Invisible Blade get full attack bonus, it also gets full sneak attack damage and can give you an easy way to actually get a sneak attack off without all the flanking and whatnot. All you have to do is feint, and when you get to 5th lvl in it, you get feint as I believe either a move action or a free action. It's probably one of the best rogue PrC's out there. And if I'm not mistaken it also isn't really hard to get into, you just need a few feats and some other easy stuff to get so getting in isn't a problem at all. Sir Smashes Alot ![]()
![]() R-type wrote:
Wow...most interesting choice...most interesting indeed... Sir Smashes Alot ![]()
![]() Renmus wrote: I would be a rouge so I could sneak everywhere like my character in DnD. A famous song sung by Sir Smash Alot makes it definate "Renmus adventure such a fun adventure doing lots of damage with a sneak attack..." you'll have to ask him to sing the rest I don't think I will sing the rest...I'm still in the transition to bard, my preform vocalist really isn't that good at the moment. I can't wait until I can add 4 skill points into it! Sir Smashes Alot ![]()
![]() I'm going to have to say that a good mix of the two is your best bet to running a good and successful campaign. And I'm not just saying that because I am going to be playing in this adventure you made. I'm afraid, however, that your shooting for a TPK. At least that's what it seems like. Anyhow a combination of the two is the best way, unless your party really likes any particular type. The last game I ran had a group who loved to fight and were only slightly on the role-playing side. Well good luck preparing and I look forward to playing it this weekend. Oh, and I prefer role-playing. Sir Smashes Alot ![]()
![]() Arctaris wrote: I did give it low skill points because thats how most other spellcasters are. However, since it doesn't seem that anyone would have an objection to more skill points I'll happily make the modification. I don't think that it would be unbalanced for them to get a caster level increase at 1st, 3rd and 5th levels and the runes known at the 2nd and 4th levels. I made casting the runes a fairly time consuming process so as to make them different from spells. The Runecaster's abilities are more suited to buffing a party before a battle or preparing an ambush than spellslinging. Upping the duration might be a way to make the runes more effective. I'll probably work up a level 1-20 Runecaster within the next week. After you've played a Runecaster please post your experience with it here so that I can know how to improve it. That's actually pretty good that I can test out a rune caster that you made in a short while. I will be playing a pre-made game (made by two friends) before we actually start the Savage Tides series and that will give me a chance to try one out. I think we will be lvl 12 so if I start rune caster at lvl 8(I believe that is the lowest lvl to start the PrC) I will end up at lvl 4 in it. I was, however, planning to be the cleric so maybe my DM will allow me to knowledge divine instead of arcane. Well, I will tell you how it goes. ![]()
![]() I really do like this PrC. The only problem I have with it is, as Onrie posted, if your caught off guard you really are screwed. The money cost is a good idea, and it isn't so much as to make the runes not worth it. Maybe this could-with the right adjustments-even be made into a 20 level class. But until then, this class is exactly what I'm looking for! I wish it would gain spell caster levels at lvl 1,3, and 5 instead of just in total 2 spell caster levels, because without that extra third one you can't gain 9th lvl spells. Maybe that would unbalance the class or maybe it wouldn't, I don't know, but I sure would like it more with the bonus of 9th lvl spells. I do hope you know that even without the 9th lvl spells this is still very good and right on to what I wanted from a class, thanks for making it Arctaris. I know this is alot to ask, and I mean alot! But is there any way to make this into a full 20 lvl class? Once again no one has to do this if they don't want to. But if you can that would be extremely great. I already know some stuff it might have. Runes known: as said above and add a couple of new runes like Dmg Reduction and fly or something else of the sort. You learn a new rune every 2 lvls. Runic Template: At lvl 5 you may use Runic Template. Once per day when a runecaster uses a rune it also gives the subject a template like fiendish or maybe some other template weaker then that. I don't really know if this class would work, or the rest of it, or even if the runic template is fair. But I'm just hoping it will work as a full class two. If not, I will deffinetly go with the PrC. For the full class though I would like it to be a partial meleeist like a bard, however if he is the runes will have to work differently then using spell levels because obviously if I even do get spell levels then they will be really low and the effects will be much worse. I really do hope this can work as a full class. But the PrC is still great. Sir Smashes Alot ![]()
![]() Well, I remember back in elementary school when I was asked what I wanted to be when I grew up...all the common jobs were said by the first kids picked in the class, "Fireman, Policeman, Lawyer, Actor, Music Star!" And here I am today thinking, what would you want to be if you could be any type of creature-excluding gods/demigods-in DnD? I'll start. I would be the gnome that tinkered, toyed, and destroyed! I would build little machines to play pranks on all of the other people in the town, I would basically be a no cares in the world gnome who loves to tinker. I guess I would like to be this because it sounds like something fun and I always love a good joke. And gnomes are the bomb...or maybe I'm thinking of the bombs they build... So, now it's your turn. Just tell what you would want to be, it's personality, and why? Remember, as long as it isn't it a god/demigod you can choose it. Sir Smashes Alot ![]()
![]() Onrie wrote:
In truth Onrie...I have no idea how we talked him out of it. It sure would have been a waste for a lvl 15 to die because a PC thought it would make him all powerful. You know, just asking, were you ever going to let him become a vampire if he did kill my character? Either way I was lucky to get out of it with a still working Character Sheet-Phew' Sir Smashes Alot ![]()
![]() Lady Lena wrote: I'm shy and I hate being thought of as a dork.(even though I readily admit that I am) You gotta love being the dork, nerd, geek, or whatever you call yourself. I think all people should embrace their geeky side. Anyway back to the actual posting, I like this idea. It makes sense, I mean if you just saw the Wizard casting a fireball in your direction and you see it again, you know what's about to happen, you should get a bonus. However, this is a bit unfair against the average blasting sorcerer...but I suppose even they could mix up their blasty spells. I might actually try that out for a game or two in my campaign...one thing though, who does it hurt more, the PCs or the NPCs/Monsters? It might depend upon your group though, if your mainly composed of casters then this could be a problem. However if they switch up their spells it shouldn't be as bad... even my sorcerer(Blasty one at that) switches his spells up. Do you think they would get this bonus if something like this happens... Example:
Basically, would the person retain the +2 bonus to the next fireball if the wizard casts another spell in between it? Because if that is the case then that's good and what'not. Also, would an undead or some other mindless creature gain a +2 and so on bonus to saves. It can't think, so it can't really know what's coming, or even if it can, it can't fortify its self by reasuring that it can do it, this may or may not apply to reflex or fort though, but giving this bonus to a mindless creature trying to make a will save...I don't think that would make too much sense as far as practical things go. In the end who or what really gets the bonuses should be up to the DM-if they even choose to use this-but what do you guys think should happen? I think undead wouldn't get any of these bonuses, and mindless creatures like oozes would only get it to Fort...maybe reflex-but not will. So...uh...what does everyone else think? Sir Smashes Alot ![]()
![]() Arctaris wrote: If you want I'll work up a PrC for you. What kind of abilities do you want it to have? Obviously a focus on spells with a runic component. It seems like you want it to have a Nordic feel, is that accurate? Actually that is what I thought would feel like, all Nordic and what'not. But you don't need to go making up a PrC unless you really want to. If I did create one or you created one it would probably have somethings about traps with runes, being able to give weapons certain bonuses for a short while...not to mention runes with some good battle control. Of course my DM would have to approve but since he just posted above (Onrie) I guess he will already know. Maybe instead of making a whole new PrC or using some current ones, we could perhaps change the rune caster class from 2nd Edition to 3.5? I don't know how difficult that would be because I never gamed during 2nd Edition, but it probably can't be too hard. Either way, I'm really hoping this entire rune caster class can work out in some way or another. We'll just have to see where the post goes. P.S.: That prestige class would be really great but I don't really want to have to make it, if you want to make it, that'd be great! But you don't need to spend your time on it unless you feel like it. I hate forcing people to do stuff that they don't need to... Sir Smashes Alot ![]()
![]() I was in a group with a person similar to this, but he decided not to kill me...this is how it went: We were in the middle of fighting a very powerful vampire with some amulet of protection from spells, you know those amulets that can suck up so many levels of spells, anyway I was stunned from one of his spells and my group member really wanted to become vampire and thought that killing me would let the vampire bite him and what'not...I barely managed to convince him not to kill me. Ever since that day I cannot stand even thinking about those players who do that! I would kick him right then and there if I was DM, rash? Yes. But I don't care for those who kill their group members when the member has done nothing to them! If your players disagree with kicking(I don't see why they would) then talk to and about him with your group and decide to give him a second chance I suppose...still I wouldn't. When it comes to this stuff I'm not one to give second chances much if at all! This guy is coming back to our group because our DM has a shortage on players and we are starting a new campaign, it has been almost a year since he has played under the DMing of my friend and if he tries anything like that again he is out for good, I am also allowing him to come to my DM sessions because our shortage on players...we really need to get some more people to come, but we have some possible people to come. I will allow this guy to stay even when we get enough people because he had been my friend for a good 5 years or so...when it comes to DnD though he is not always easily controllable. Sorry for the rant... Your friend,
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![]() Fizzban wrote:
I thought the exact same thing because I recently finished the series and what'not. Either way, as a Wizard your choice-as said before-is almost definitely the best choice for you. When it comes to Blasters go with a sorcerer, that's my sorcerers spells, but even with a blaster versatile spells such as ghost form and Evards Black Tentacles will always help. Being a Wizard that uses battle control get some illusionists spells such as solipism from the Spell compendium, and try using a few conjuration spells like summon monster. Also Grease and web are great spells to get. Don't count all direct damage spells out though, always have a fireball stored or when you get sixth level spells try out the ever popular Delayed Fireball Blast, because if your a little on the cruel side use a hold monster/hold person and drop a Delayed Fireball Blast in their eye lid(once you get it, try this with Time Stop)... Well, just go the way your going and you should be absolutely fine as a wizard! Your friend,
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![]() I was curious if there was a class or prestige that went by the name of Rune Caster or something that specialized in runes? I am reading a really great book series "The Twilight Giants" by: Troy Denning. In the book there is a Verbeeg(giant-kin) named Basil who is a rune caster. I really like the rune like spells and traps, especially how he makes rune arrows that explode when a command word is said. So if anyone would know of a sort of caster like this or has some suggestions of how to make a rune based caster I would be really grateful because my friends and I are starting "The Savage Tides" campaign in a short while-about two weeks-and I either play a Wu Jen or whatever a rune caster is if I can find one. I trust that all of the posters here have some good suggestions, I'll check back later. Your friend,
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![]() That seems pretty overpowered IMO, but maybe you could put time between each attempt on it. Perhaps like a dragons breath weapon you could tell the PC to roll a 1d4 or some other die-add 1 and that's how many rounds until he can use it again. If you find that is still overpowered, try decreasing it to 8d6. If you let him use it and then wait 1d4+1 rounds until he does it again, it would not only balance it a little more but it would prove the point of the description of the attack actually draining the users power. Perhaps that will balance the ability, oh and what are the requirements to use the feat? Just curious. Your friend,
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![]() My friend and I will be starting The Savage Tides Adventure Path under the DMing of a good friend, and I am making a Wu Jen, whilst my friend is to become a swashbuckler. I need to know if there is enough water to make me completely useless in a lot of the adventures because I plan to become an Earth based Wu Jen. So, about how much of this game adventure path takes place in or around water? Nothing about the storyline though, I'm just afraid all I will get out of becoming an Earth Wu Jen is some cool role playing possibilities. Oh, and Earth is my favorite element. If it isn't too much to ask for, could you post your thought on the Wu Jen and if it is a valid looking class with good spells? Your friend,
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![]() First, I would like to say that that Campaign sounds very cool and original. Well, as for the sword, the Paladin sword(as Fatespinner suggested) would be a good idea and could even out the equipment problem. Obviously it should do some extra damage versus evil, or maybe it could even have the Paladins soul in it(The evil lord thought that would be a good torture), so it's a sentient object...he could tell them about what had happened if they ask him, and he could say that he would not fight with them unless they used him to vanquish the evil son perhaps? Well, I hope that helped. Also, the natural instead of Divine power to revive with the altar (as Fatespinner suggested) would make sense with that little loophole. Your friend,
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![]() So, under estimated spells aye? Unseen Servant A great first level spell, not to mention it still rocks at high levels as a good trap-soaker, and can help you scout, and if I'm not incorrect it allows you to even pick up some light objects... Yep, it's a spell to be under estimated with a look through, but it's usefulness is most impressive. Your friend,
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![]() Against humans and other normal PC races, Brilliant is at it's fullest potential because these races don't have natural armor, and thus forth must use real armor. But even then, a +3 seems more appropriate. It looses much of it's affect when fighting certain creatures...so I'd actually change it to +3 cost, home rule and what'not. Your statement has enough valid points that I would agree. Obviously for it's cost it is intended for higher level characters but at some high levels it actually is much weaker, because natural armor and the other armor bonuses kick in(and when fighting undead it really wouldn't help in almost any way). So, no, your not going crazy, your correct IMO. Your Friend,
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![]() I'm pretty excited to see what Pathfinder has to offer, and although I can't sign up yet (money) I am really thrilled by this new magazine. Well, goodbye Dragon and Dungeon, your good information has given me more then a few adventure ideas, and your adventures themselves have always helped me. Well, that is about it...one more thing. If anyone can even have a sliver of hope of getting us back up from this tragedy, it is Paizo!!! Go Paizo, keep us in good spirits with your new magazine, you can do it! Best Wishes,
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![]() I'm playing a good old fashion, low level game this Saturday. Actually, to be more specific it's actually the adventure "Shut-In" from Dungeon issue #128. Thanks to a friend on the boards for lending me the magazine, it fits almost perfectly in my current campaign. I am actually changing it around a little to fit the campaign just a little better, but all in all it's a great looking adventure. Again, thanks to the lender of this magazine. I hope I can manage to freak the players out just a little with it, that is why I have chose to play it at night. Wish me good luck! Your friendly poster,
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![]() AWED wrote: JUst make sure if you have spell caster they should check all the spells they have so they know what they are casting and if it will be helpful in the campagin. More to add onto that, ask the spell casters to put down on an index card all of their spell levels they can cast and how many times they can cast it a day, when they cast it just put a check or tally mark there and when it reaches their limit it's over for that spell level today, it works for our group. Also, if you can, memorize most of the players AC and your attack bonus, it isn't needed but knowing your players attack bonuses can both prevent cheating and can speed combat up a slight bit. I would still let your group chat a small bit on possible options so battle can be done easier, but it can sometimes add a little time during the combat. If the group is clear on what they basically do during combat that is great, and if not help them out with rules (I'm sure you already do that) and also try to keep any momentum you have, like if your group is flying through rounds, don't let it stop. Still, sometimes it takes a little measure to know when you are pushing your group through rounds and when your just asking them to hurry, my group doesn't like to be rushed, so I don't tell them to hurry often at all. Well, I hope that helped, just to add on a bit, I hate when battle takes forever also. I just played a game at a convention today, and a battle took almost an hour...oh well. Sometimes I guess it just can't be helped, you know?(I'm sure you do know) ![]()
![]() I'll be working with a bard and a barbarian so I think I can be more than just another melee class. The shadow inquisitor looks like an excellent choice but the rogue multi-classing isn't much to my liking. Basing myself around a mount sounds pretty good, and I've never tried it before. So Cavalier(Complete Warrior) looks pretty nice, combined with Wild Plains Outrider(Complete Adventurer) seems like a deadly duo. If I was to become a mounted fighter, from anyones personal experience, is ranged or is melee better? That Quintuple damage with the lance is very appealing.... Thanks for the suggestions so far everyone, keep em' coming! Oh and does anyone know what the rules for multi-classing and Prestige classes are in Greyhawk? I do hope they aren't too bad, our group at home doesn't care too much for the rules about multi-classing, we just have a limit on the number of classes/prestige's you can be. Anyway, that would be great to know, thanks again. ![]()
![]() I am going for my first time to a Living Greyhawk session with my friend, and I need help with what class I can be. I at first intended to be a spell thief, but my friend said out of the four classes that are restricted that is one them, bummer.... So, living in SC I am supposed to be in the Grand March, all lawful good and what'not. So, why not be a paladin right? I have never been one before and it would seem almost too perfect in the campaign, and being a pally will be a great opportunity to role play. So, after a few levels I would like to prestige class into something, maybe a knight protector(complete warrior), or bloodhound(complete adventurer). But I would like to know what you guys/gals think would be a nice class that I could try out. Personal favorites are, and I would like to keep it from complete spell caster because my home campaign main character is a sorcerer. Any and all suggestions are appreciated, I'll check back later. Prestige classes that work with paladins work just as well as complete other classes. I have access to Complete: Adventurer, Warrior, Mage, Arcane' and the three core books Thanks everyone. Your friend,
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![]() Wow...that's probably one of the most idiotic things I have ever heard. I don't even think this is a problem in any way, the people I know that play Dungeons and Dragons are a lot more thoughtful and are just as popular as other people I know in my High School...Dungeons and Dragons can actually improve your ability to think, why take it as a negative to parenting. Maybe they might think that you would neglect your children, but I doubt that because my best friend has parents who play Dungeons and Dragons yet they neglect him in no way, infact they are very polite, nice, respectful, and helpful. I believe Dungeons and Dragons is actually a positive and should help the process of adopting... I wish the best of luck to you! Sir Smashes Alot...bewildered by this problem
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Homo Sapien Current Arena Map; Current Monster Stats
![]() In the years since, Razmiran, as the theocracy came to be called, has expanded its borders five times at the expense of various River Kingdoms and Ustalav. Threatened the Outlaw Council made up of rulers of all the kingdoms predominated by Daggermark, Gralton, Lambreth, Mivon, Pitax, the Protectorate of the Black Marquis, Sevenarches, Tymon and Uringen met up and discussed the growing powers of Razmiran. In order to appease the living god Razmir, the Outlaw Council agreed and signed a pact to recognize the divinity of Razmir. As a show of their declaration of Faith, they have agreed to send their finest warriors every year to Thronestep to take part in the arena games. To keep these warriors in check, the Priest administered a highly addictive drug, the Tears of Razmir which is a combination of narcotics and hallucinogens which was created by Razmir. The winner of these games will be given a choice to either ascend Priesthood by traveling to the Exalted Wood for training and acting in league with the faith despite any previous misgivings. In return, the kingdoms of these warriors will be given amnesty from Razmiran and even tribute and military might for the next 3 years. It is called The Immortal Games. ------------------------------------------------------------------
Prologue The preparations are in place your Holiness A gold masked priest wearing with the the symbol "α", the first of the Visions bowed before a Living God. A council of high-ranking priests known as the Visions. The goldmasked priests carry out Razmir’s erratic mandates, each in a unique way. While some Visions are gifted sorcerers, and others still use honeyed words and bribes to accomplish their goals, a significant portion is skilled at martial combat from the winners of the Immortal Games. The Revelations is made up of 5 priest among the Visions. They are the most blessed and Razmir closest council.
A divine being clothed in bright shimmering robes that captures the bright sunlight beaming above him through a glass ceiling atop and reflecting the beams all around the throne room. Looking at him, you would believe his divinity as he looks like an Archangel that descended unto this world. He wears an ornate Ivory Mask of a Serene Visage as he looks down at his council upon a 31-stepped mithril throne, in reference to the steps he supposedly took to achieve divinity. Release Omega to Tymon...Alpha.. It has been done my Lord... ------------------------------------------------------------------
Chapter 1: The Sacrilege The city-state of Tymon lies southwest of Daggermark on the very western borders of the River Kingdoms, next to the kingdom of Razmiran. It is renowned for its gladiators, as Tymon boasts both a huge arena and many prestigious gladiator colleges. Tymon's history of gladiatorial excellence goes back to its founder,Maldar Tymon, who was a renowned Taldan gladiator and hero of one of Taldor's Fifth Army of Exploration. Unfortunately, this proud heritage has made Tymon a visible target, and the living god Razmir greedily eyes the city with conquest on his mind. the current ruler of Tymon is Ullorth Ungin. A dark shadow cast upon the town as a floating ship powered by Arcane Magic flew past the Colosseum where Gladiators are fighting each other to the death. The loud cheering of the bloodthirsty crowd drifted off into silence....A gladiator lifting to bring his huge axe downwards to crush the head of a prone defeated gladiator paused as he place his axe down and relaxes his grip as they cast their sights upon the engineering marvel. Turning around he offers a hand to the fallen gladiator as he pulled him to his feet. It is unspoken but it means. Tomorrow we will be opponents once more. Today...we are brothers. The floating ship caused commotion where its shadow passed as the crowds started following the ship. The destination castle Stone Rock of
How the mighty have fallen... Ullorth Ungin looked at the fallen flag and thought its appropriateness of Tymon's shame. The enforcer of that shame walked out as a set of 31 steps slide down from an opening of the ship. Gold plated Razmiran soldiers rushed out and formed a formation around the king as a being of impressive proportion walked down the 31 steps. His huge form was concealed under a heavy silk white cloak. he wears a golden mask with the symbol "Ω" imprinted on the forehead. Tymon welcomes the will and divinity of Razmir!! We prepare and present ourselves for the Immortal games. Omega looks impassively at the King before responding in a booming deep voice. Glory to Razmir... He walked towards a platform made of steel ignoring Ullorth Ungin. Clenching his fist, the king is visibly burning with fury as he calmed himself and followed after Omega as they ascended the stairs to the platform. Facing the gathering crowd, a large golden chest was carried by a 4 Tymon guard and placed at the feet of a weasel looking man as he stuck his hands into the chest scrambling the hundreds of golden ingots bearing the names of the various gladiators names. We will now choose the representative for the Immortal Games! May they bring honor to Tymon!! Alright, You may start as doing something in the town or arena and then saw the floating ship before heading to the towns square. You may indicate your feelings perceptions emotions as you stand in the crowd looking at all this. Your names is written on one of the golden ingots in the chest. Your thoughts can be an inner conflict to be picked or not to be picked. ![]()
![]() The northeastern shores of Lake Encarthan have always been a turbulent place. For centuries, this land was part of the unruly River Kingdoms, changing hands dozens of times from one burgeoning prince to the next. All of that changed 47 years ago, when the living god Razmir came to the shores and claimed his dominion. He appeared first before the people of Xer, then part of the Arch-Duchy of Melcat, and told them of his power. Razmir claimed to have taken the Test of the Starstone in far-away Absalom, and through this test he claimed to attain divinity. Using his arcane powers, Razmir set about gathering a flock by ousting the local magistrate and the Trades Guild — a front for thieves and extortionists. In the years since, Razmiran, as the theocracy came to be called, has expanded its borders five times at the expense of various River Kingdoms and Ustalav. Threatened the Outlaw Council made up of rulers of all the kingdoms predominated by Daggermark, Gralton, Lambreth, Mivon, Pitax, the Protectorate of the Black Marquis, Sevenarches, Tymon and Uringen met up and discussed the growing powers of Razmiran. In order to appease the living god Razmir, the Outlaw Council agreed and signed a pact to recognize the divinity of Razmir. As a show of their declaration of Faith, they have agreed to send their finest warriors every year to Thronestep to take part in the arena games. To keep these warriors in check, the Priest administered a highly addictive drug, the Tears of Razmir which is a combination of narcotics and hallucinogens which was created by Razmir. The winner of these games will be given a choice to either ascend Priesthood by traveling to the Exalted Wood for training and acting in league with the faith despite any previous misgivings. In return, the kingdoms of these warriors will be given amnesty from Razmiran and even tribute and military might for the next 3 years. It is called The Living God Games. 20 years have passed since the first Living God Games. Razmiran has strengthened considerably from the creation of a council of high-ranking priests known as the Visions. The goldmasked priests carry out Razmir’s erratic mandates, each in a unique way. While some Visions are gifted sorcerers, and others still use honeyed words and bribes to accomplish their goals, a significant portion is skilled at martial combat from the winners of the Living God Games. Since they are all identically attired, most obey Visions without question, for fear of angering one of the more cruel members. Razmir himself holds council with his Visions from atop a 31-stepped throne, in reference to the steps he supposedly took to achieve divinity. From there, he hides his divinity behind an ornate ivory mask. However despite the pact signed by the Outlaw Council, there are still tensions between Razmiran and some of these kingdoms. Once such kingdom is Tymon. The city-state of Tymon lies southwest of Daggermark on the very western borders of the River Kingdoms, next to the kingdom of Razmiran. It is renowned for its gladiators, as Tymon boasts both a huge arena and many prestigious gladiator colleges. Tymon's history of gladiatorial excellence goes back to its founder, Maldar Tymon, who was a renowned Taldan gladiator and hero of one of Taldor's Fifth Army of Exploration. Unfortunately, this proud heritage has made Tymon a visible target, and the living god Razmir greedily eyes the city with conquest on his mind. Ullorth Ungin has to contemplate turning his valuable gladiators loose on the field of battle, supported by the bloodthirsty priests of Gorum. Each year Ullorth Ungrin seeks to win The Living God Games thus postponing Razmir's invasion for another 3 more years. However the odds are stacked against them as Razmir seeks to deny them the championship through treachery and incredible opposition in the games. Unfortunately despite the fighting prowess of these Tymon's gladiators, they have lost the Living God Games consecutively for the past decade. Tensions are mounting and through reliable sources, Tymon spies have reported the vast armies of Razmiran are preparing to invade Tymon by next spring. Desperate, Ullorth Ungin knows his army is not ready for an invasion yet and would require more time. Thus he has decided to call for the greatest warriors in the lands of Tymon for a single purpose. To survive through incredible odds and win the 21st annual Living God Games... Looking to recruit 8-10 players. Creation Rules Character Level 5, 20 point buy. All Pazio contents allowed, 3PP check with me but I am very open. Class Allowed: Barbarian, Fighter, Paladin, Ranger, Cavalier, Antipaladin, Samurai, Gladiator, Rogue and Ninja and Monk allowed with no class alignment restriction. Yes you read me right, you may create a Barbarian/Monk if you want. Race allowed: Human, Half Orcs, Half Elves, Dwarves, Halfling, Aasimar, Tengu, Vanaras, Catfolk, Elves, Nagaji, Tieflings, Vishkanya, Kitsune Traits: None. Players choose Persona instead. Refer below. Starting Gold: Max starting gold of 10500GP. Some House Rules Restriction on magic
Persona:
A gladiator develops a distinct persona in the arena, with signature moves, personality, and appearance. His persona must have a name, a developed appearance and style, even it’s own alignment, all of which can be different than the gladiator’s, and must be maintained to stay in character. If a gladiator violates his persona, he must make an immediate Charisma check (DC 25) or lose the audience’s favor. The gladiator’s reputation also goes down by one point if the Charisma check fails. Choose Face OR Heel Face: A face is a hero in the arena. A face never backstabs or cheats, and plays the role of the “good guy” for the crowd. The crowd loves a face and cheer for him to win time and time again. The face trait gives a gladiator a +2 bonus to Charisma. The face also receives a +2 bonus to his reputation score. Heel: A heel is the villain, the “bad guy”. He is the one the crowd loves to hate, and they boo the heel loudly every time. The heel is often is a backstabber and/or a berserker. The heel trait gives a gladiator a +2 bonus to his Charisma, but suffers a -2 penalty to his reputation score. Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait gives the gladiator to add his DEX bonus to attack OR damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator. Berserker: The berserker is a gladiator that is wild in combat, howls like a beast or grunts and growls, cuts his arms or forehead and displays the blood to the crowd, and generally acts in a barbaric fashion. The berserker trait gives a gladiator a +5 bonus to Intimidate and Perform (act) checks. Braggart: The braggart is a gladiator that makes loud boasts before, during and after a match. He claims no one can beat him, that he is the best there is. The braggart may even antagonize and challenge members of the viewing crowd. The braggart trait gives a gladiator a +5 bonus to Perform (oratory) and Bluff checks. Daredevil: The daredevil is a gladiator that makes dangerous moves, performs reckless stunts and takes unnecessary risks in combat, though always with extreme confidence. The daredevil trait gives a gladiator a +5 bonus to Acrobatics checks. Once per combat, the daredevil can make a charge attack without needing a straight line to the target, and can take a full attack at the end of the charge, though the gladiator suffers a -5 penalty to AC for one full round beginning when he starts his charge. Joker: The joker is a gladiator who pulls practical jokes on his opponents and makes derisive or derogatory jokes about his opponent to the crowd. ou get a +5 to Perform (Act) or Perform (Oratory) and the following ability: Joke (Standard Action) (Ex):You can use this ability to cause an opponent to become enraged for a number of rounds, taking a -2 to their AC, Saving Throws and Skill Checks. To make a joke about them roll a Perform (Oratory) check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. Success: If you are successful, the target is enraged for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only joke about an opponent this way if it is within 30 feet and can clearly hear you and understand you. Using Joker again on the same creature only extends the duration; it does not create a stronger condition. Fail: The opponent is not enraged. Joker Action Joking about an opponent is a standard action. Showy: A showy gladiator is one who customizes his armor in such a way that it takes on an exotic and visually stunning appearance. It might include overly large shoulder guards, a helmet with long animal manes or tails, spikes on the leg or arm protection, a long, flowing cape, or any other sort of dramatic addition. No addition to the armor actually adds to the armor bonus of the armor. The showy extras do give the gladiator a +5 bonus to Intimidate and Perform (oratory). Reputation:
A gladiator develops a reputation during his career, and the reputation can go up and down throughout that career. Reputation is used to determine the DC of the gladiator’s Perform skill checks during combat. The higher the gladiator’s reputation, the lower the DC, representing a well-loved gladiator’s ability to easily get a crowd on his side. Reputation increases by 0.5 point each time the gladiator advances a level, each time he wins a fight, and sometimes at the GM’s discretion (for acting in persona outside of the arena, for instance). Reputation decreases by 0.5 point for each fight the gladiator loses, for each time the gladiator acts out of persona (beginning at 3rd level), and sometimes at the GM’s discretion (for refusing to meet adoring fans, for example). Reputation can also affect how others treat the gladiator outside of the arena. Shop owners may give a highly reputable gladiator a discount, while tavern owners might jack up the price of ale for a much despised gladiator. REFER TO REPUTATION TABLE Signature Move:
A signature move is a particular combination of moves that is used time and again by a gladiator, which the crowd comes to expect from the gladiator. The signature move is a combination of a move action (usually acrobatic in nature) greater than 5 ft. and but no more than double the gladiator’s normal movement rate, a combat maneuver, and a full round melee attack. The gladiator could also choose to make his signature move a move action followed by two combat maneuvers, or two combat maneuvers and a full round melee attack also. The signature move trait allows the gladiator to take all three actions as a full round action (even though normally all three could not be taken in a round) once per combat. Combat Modifications Bloodsport Showman
Charisma Bonus:
In addition, combat maneuvers such as trip, disarm, feint, and sunder (Exclude Sever) — maneuvers that provide a distinct edge in battle but do not directly hurt one’s opponent - all get a +1 bonus to skill check, as they add more variety than just hammering one another with blows. Such techniques draw out the spectacle and showcases the gladiator’s skill and prowess more fully than a quick kill would, and give the audience a better show for their entrance fee. Likewise, a gladiator will often extend a fight by resorting to grappling if possible. A gladiator may add his Charisma bonus to his CMB IF he makes a successful Perform (act) skill check (DC based on the gladiator’s reputation). The Perform check is made each round of combat as a free action on the gladiator’s turn. The character then fights dramatically, including feigning injuries or fatigue, making flashy moves, brandishing weapons, taunting their opponent, and other impractical but entertaining techniques. In addition, the gladiator may make a Bluff roll against their opponent as a standard action. The Bluff is opposed by the opponents Sense Motive. If successful, the Bluff provokes an immediate attack of opportunity from the opponent, which must be taken and which counts towards the number of attacks of opportunity the opponent gets in a round. Fatal Combat:
To make combat more realistic a gladiator learns the Sever combat maneuver which may be included in your signature move. NOTE: You take -4 penalty to your CMB if you attempt to sever with a blunt weapon or unarmed attack. The limb is considered broken instead of server. Each creatures can only be attempted upon Sever Limb Maneveur once per round only You can attempt to sever an arm, foot, hand, or leg at the joint as part as a standard action. Normally you cannot sever other limbs than those four extremities, but your GM may deem some special limbs fragile enough to qualify (a wing, for example). If you do not have the Improved Sever feat, or a similar ability, attempting to sever an item provokes an attack of opportunity from the target of your maneuver. Declare which limb you are targeting before your combat maneuver roll. If your attack is successful, you have a chance at severing the targeted limb. Depending on the target's HP, it will determine if the Sever Limb happened. Calculate the percentage (Round off to nearest 2 decimal place) of the remaining HP against the Original HP of the target. For example: Guard left 29/40. It is 29 divided by 40 which is 0.725 round up to 0.73 there for 73%. Once you know the percentage the inverse is the Chance for it to happen when you roll 1d100. For example: Guard is 29/40 which you calculated he is still at 73% health. So your chance of the Sever Limb successful after rolling successfully against his CMD is now 27%(100-75=25).
If the sever limb is successful, your opponent can make a Fortitude save (DC equal to your combat maneuver roll) to ignore the effect. Although horrific, the mind blocks out the pain of losing a limb. This attack deals no damage. However, due to the lose of limb the target will receive iD6 of Bleed Damage unless treated with a Heal DC20 or a burst of magical healing. (Use Treat Deadly Wounds) Treat Deadly Wounds:
Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack. When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.[/i] If the Fortitude save failed, they go in a state of shock and is helpless for 1 round. During the helpless stage As a full-round action, you can use a melee weapon to deliver a coup de grace to automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. Either that you may perform a Sever Limb Combat Maneuver to decapitate the opponent. This attack has no damage.NOTE: For blunt or unarmed attack, take a -4 penalty to your CMB and the target is deemed to have broken his neck rather than decapitated. Decapitation is a terrific crowd pleaser. Each creatures can only be attempted upon Sever Limb Maneuver once per round only Example of a Limb Sever Maneuver in combat:
1. It is a standard action. 2. You may roll a Perform(Act) check against the DC of your reputation table to check if you may add your CHARISMA bonus to your CMB score. NOTE: Due to the Bloodsport Showman your you can add your STR or DEX score to your Perform(Act)- Gladiators do not just fight, they fight to entertain, and as such, during combat they may add either their Strength or Dexterity bonus (not both) to any Charisma-based skill check. 3. If unsuccessful, you use your normal CMB for the Sever Limb. If successful you add the CHA bonus to your CMB and perform the Sever Limb. NOTE: For blunt weapons and unarmed attack, the CMB for server limb is at a -4 penalty. 4. If you do not have Improved Serve Limb, then the target will resolve Attacks of Opportunity on you. 5. You will roll against the target's CMD with your final CMB. If successful the target is at risk for Sever Limb, if not successful the Sever Limb move missed and you end your turn. 6. Depending on the target's HP, it will determine if the Sever Limb happened. Calculate the percentage (Round off to nearest 2 decimal place) of the remaining HP against the Original HP of the target. For example: Guard left 29/40. It is 29 divided by 40 which is 0.725 round up to 0.73 there for 73%. 7. Once you know the percentage the inverse is the Chance for it to happen when you roll 1d100. For example: Guard is 29/40 which you calculated he is still at 73% health. So your chance of the Sever Limb successful after rolling successfully against his CMD is now 27%(100-75=25).
If the dice rolls within the chance of it happening, the limb is successfully severed. The crowd will go crazy (Depending on how you describe it, I will serve as the crowd bloodlust) which in turn will help your reputation score. The target receives 1d6 bleed damage unless treated with Heal DC20 (Use Treat Deadly Wounds) NOTE: For blunt weapons and unarmed attack, the limb is considered broken rather than severed. It still carries the same penalties for losing a limb and same excitement level for the crowd. 8. The target who lost the limb now MUST roll a Fort Save against the DC of your final CMB score again. If the Fort Save pass then he will take the penalties of losing a limb but he will not enter into a state of shock and may perform normally on his turn. If the target fails the Fort Save, then he enters into a state of shock and become helpless until the end of his next round. 9. Coup De Grace may be performed on the target by another gladiator or by you next round. The good thing is that it scores a crit damage and if the damage do not kill the victim then He must roll a Fort Save against (DC 10+the damage dealt to him) or die. The downside is that it do not tickle the crowd's interest that much. Thus gladiators may make a choice to perform a Decapitation instead. It is the same as a Sever Limb maneuver. Roll a perform(act)check to add CHA to CMB. Roll CMB to target CMD. The difference is that if it is successful, the gladiator need NOT roll the chance dice. (Auto success). The target will be decapitated (of course describe the gory scene for me) and the crowd goes wild adding a substantial favor to your reputation score. NOTE: For blunt weapons and unarmed attack, the CMB for decapitation is at a -4 penalty. NOTE: For blunt weapons and unarmed attack, the target is not decapitated but rather the neck is broken. The same effect to reputation will be in place Loss of Body Parts Penalties:
Hand Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried. A character who has lost a hand incurs the following penalties: -5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
A character who has lost both hands, or one hand and one arm, cannot use any of the listed skills, make attacks, cast spells with somatic components, or handle objects, without the aid of prosthetics or magic. Arm Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable. A character who has lost an arm incurs the following penalties: -10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic. Foot Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement. A character who has lost a foot incurs the following penalties: -5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
A character who has lost both feet, or one foot and one leg, is always considered flat-footed, cannot use any of the listed skills, and can only move 5 feet as a full round action, without the aid of prosthetics or magic. Leg Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or fellow adventurer. A character who has lost a leg incurs the following penalties: -10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
A character who has lost both legs is always considered flat-footed and prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic. Penis Extreme shame. Treatment for Severed Limbs:
The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). The Cost is 2,500 gold. Earning Reputation:
From infuriated to frenzy. Your performance on the combat field plays to the audience mood towards you and therefore your reputation. Crowd's Mood
At the end of every match a favored gladiator will be chosen for his exceptional performance on the arena. He gains +0.5 Reputation. All gladiator gains +0.5 after each victory. Additional Feats Which Can Be Learned: Improved Sever (Combat) You are particularly good at cutting off body parts in melee.Prerequisite: Str 13, Power Attack.Benefit: You do not provoke an attack of opportunity when performing a sever combat maneuver (see below). In addition, you receive a +2 bonus on checks made to sever a foe’s limb. You also receive a +2 bonus to your CMD whenever an opponent tries to sever your limb.Normal: You provoke an attack of opportunity when performing a sever combat maneuver Limb Ripper (Combat) You sever limbs through sheer force.Prerequisite: Str 22, Improved Sever, Improved Unarmed Strike, Improved Grapple.Benefit: When you are grappling an opponent, a successful check allows you to continue grapplingthe foe, and also allows you to perform a special sever combat maneuver (see below) as part of the standard action spent to maintain the grapple. Designate a limb (arm, foot, hand, leg) like you normally would when severing a limb, then make a Strength check. This is the save DC for your sever limb attempt. If your target fails this Fortitude save, you rip off the designated limb. This ends the grapple Agile Defense (Combat) Prerequisite: Dodge Benefit: You gain a dodge bonus to AC, based on your Base Attack Bonus.
Special: This ability is reduced by worn armor. Subtract 1 point of dodge bonus for light armor, 2 for medium armor, and 3 for heavy armor (to a minimum of +0 bonus). Unarmored Specialist (Combat) You are so well-trained at fighting without armor that you find yourself better protected without it. Benefit: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor) you gain a +2 dodge bonus to AC. At 10th level, this bonus increases to +4. Martial Strike (Combat) Prerequisite: Improved Unarmed Strike, Wis 13, Dex 13, BAB +4. Benefit: Your unarmed strike damage equals that of a monk of the level of your character level -3. Improved Martial Strike (Combat) Prerequisite: Improved Unarmed Strike, Martial Strike, Wis 15, Dex 15 Benefit: Your unarmed strike damage matches that of a monk of the level of your character level. ![]()
Homo Sapien Current Arena Map; Current Monster Stats
![]() South of most civilized lands, sprawling across a valley of blazing-hot sand, is one of the most incredible and wondrous cities in all of Golarion: the great desert metropolis of Katapesh. Katapesh is a city of organized chaos where cash is king and commerce is the highest god.The metropolis of Katapesh is the home to many bazaars and fairs that sell anything one might desire. Two notable permanent markets within the city are the Peculiar Emporium and the Nightstalls. A few miles away from the city of Katapesh in the middle of the desert lies a bustling town named Olumsuz. Trade routes and caravans from as far as Osirion herald the gates of this town which is named "Deathless" by the locals. It is on one such caravan we find a group of wretched slaves... You find yourself on a wagon. You are slipping in and out of consciousness and into the after life. A sound startles you and you come back to life. You are dazed and hallucinating. Scenes of the last 15 minutes of your life quickly flash across your mind before you woke up to the blazing Katapesh heat. Hi guys, do write and live out the last 15 mins of your former life before you were captured. After which you will awake and find yourself in a caged wagon ![]()
Homo Sapien Current Arena Map; Current Monster Stats
![]() Barnabas the tavern keeper looks around at his dusty tavern cleaning his mugs ready for the day. He is a large burly man with thick biceps and a broad chest. He has a large scar running across his face that gave him a scary visage. He yawns loudly. It's always a slow on the first day of the week. Wonder if any gladiators would come by today since it's their off day today. Barnabas smiles as he fondly remembers the times he spent as a gladiator. He lost a hand during his time and got it replaced with a hook. What glorious times that was...the chanting of the crowd, the hot sand upon my face, the saltiness of the opponent's blood sprayed upon my face as i slit their throats. Here he is, a successful gladiator that managed to pay off his debt and even earned the approval and delight of a Katapesh Lord which purchase his bond and gave him his freedom. ![]()
![]() The dust and heat blow across the arena floor, the caked dirt already spattered with bright crimson. The clash of steel echoes into the packed amphitheater and sunlight gleams off bronze helmets and the sheen of muscle as the combatants gauge each other, their strikes testing one another. A splash of blood, a cry of pain, the roar of the crowd. A thumb turns, and both live to fight another day — or die, to be forgotten in a mass grave. This is the world of the gladiators, the kings of the arena. Hi Guys, I am running a Gladiator only campaign where a team of 4-5 Gladiators will seek their glory in the arena. They form a team and survive each week of battle. Death is PERMANENT. The Class We will be using is This Interested applicants please do the following. 1. 25 Point Buy 2. Level 5 character, 2 levels in a Class(Your Previous Life) and 3 levels of Gladiator 3. Starting Debt
4.Determine Persona
Spoiler:
A gladiator develops a distinct persona in the arena, with signature moves, personality, and appearance. As such he must make a successful Perform (act) or Perform (oratory) check (and, if he has an elaborate costume, a Disguise check as well) before entering combat or suffer a -3 penalty to all combat rolls. The DC of all skill checks is based on the gladiator’s reputation score.
His persona must have a name, a developed appearance and style, even it’s own alignment, all of which can be different than the gladiator’s, and must be maintained to stay in character. If a gladiator violates his persona, he must make an immediate Charisma check (DC 25) or lose the audience’s favor. Loosing the audience’s favor results in a -3 penalty to all rolls (including damage) for the duration of the combat. The gladiator’s reputation also goes down by one point if the Charisma check fails. When the persona is first developed and every four levels afterwards (at 7th, 11th, 15th and 19th levels), the persona evolves, developing a new trait that is in effect only when the gladiator is successfully in character. The first trait chosen at 3rd level must be either Face (representing the good guy/hero) or Heel (representing the bad guy/villain). Backstabber: A backstabber is a gladiator who takes advantage of his opponents lack of readiness or his disadvantages, striking from behind or the side when his opponent least expects it. The backstabber trait gives the gladiator a +5 bonus to attack and damage versus any opponent that is flat-footed, blinded, or has a back to the gladiator. The target also suffers a -2 penalty to Dexterity until healed because of the nature of the wound. Alternatively, a gladiator using the Exerceo class feature adds the +5 bonus to his Perform check in the same situations, and the target suffers no extra damage.
5.Determine reputation. 10 + 1d3. A gladiator develops a reputation during his career, and the reputation can go up and down throughout that career. Reputation is used to determine the DC of the gladiator’s Perform skill checks during combat. The higher the gladiator’s reputation, the lower the DC, representing a well-loved gladiator’s ability to easily get a crowd on his side. Reputation increases by 1 point each time the gladiator advances a level, each time he wins a fight, and sometimes at the GM’s discretion (for acting in persona outside of the arena, for instance). Reputation decreases by 1 point for each fight the gladiator loses, for each time the gladiator acts out of persona (beginning at 3rd level), and sometimes at the GM’s discretion (for refusing to meet adoring fans, for example). Reputation can also affect how others treat the gladiator outside of the arena. Shop owners may give a highly reputable gladiator a discount, while tavern owners might jack up the price of ale for a much despised gladiator. 6. Determine signature move (Describe it)
Spoiler:
A signature move is a particular combination of moves that is used time and again by a gladiator, which the crowd comes to expect from the gladiator. The signature move is a combination of a move action (usually acrobatic in nature) greater than 5 ft. and but no more than double the gladiator’s normal movement rate, a combat maneuver, and a single melee attack. The gladiator could also choose to make his signature move a move action followed by two combat maneuvers, or two combat maneuvers and a melee attack also.
When the signature move trait is chosen, the gladiator picks the specific types of move actions, combat maneuvers and melee attacks that make up his signature move. An example might be to Tumble up to the opponent, make a Trip attempt, and then strike with a cestus. The signature move combination cannot be changed once it is determined without taking the signature move trait a second time. The signature move trait allows the gladiator to take all three actions as a full round action (even though normally all three could not be taken in a round) once per combat. The gladiator receives no bonus to any attacks beyond normal bonuses from successful results of the signature move (for example, if the gladiator successfully trips his opponent, the opponent is treated as prone for any melee attacks that follow. 7. No starting gold. 8.Race: Human, Half elf, Half Orc, Nagaji, Dwarf, Catfolk, Elf, Orc, Wayang A gladiator who works in the arena can win a share of the arena’s take. Gladiators are generally scheduled to fight once per week to allow for healing and recovery. More experienced gladiators with a larger draw may only fight every two weeks or maybe even only every month. Reputation
Background An arena located in the wilderness of Tian Xia. I am looking for flavor, back story, your signature move and persona to determine. ![]()
![]() Hi all, concurrently I am doing an interest check for a lawful evil campaign of Fell Riders serving under the service of the Whispering Tyrant. It will be during his reign and war of the Shining Crusade. Epic battles where they will serve as Mounted Regiment on large scales battles between Orcs and the forces of good. Styling himself the Whispering Tyrant, Tar-Baphon united the orcs of Belkzen under his rule and conquered Ustalav, taking the city of Adorak as his capital.When his troops fell in battle, he simply brought them back to unlife, greatly bolstering the strength of his armies. He continued this for over five centuries, holding much of central Avistan in his skeletal grasp, and tolerating no threat to his rule. Fell Rider(Any race)
Inspiring Commander(Leader of Fell Rider)
Order Of the Whispering
Looking to form a regiment of 6-8 players, among which a commander will be chosen.
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![]() Hi all, I have started recently gamemastering and it has definitely been enjoyable so far. I hope I am doing a good job so far. Anyway I am thinking of a campaign involving a group of ratfolk adventurers along the line of "MouseGuard". This is not a Mouseguard campaign but it will be a homebrew campaign. The race we will be using is restricted only to Ratfolks. We will be using all classes and materials and I am looking at level 3. 20 Point Buy, 1 trait. The Fur Finder it will be called.
Fur Finder Law: Trusty, loyal, helpful; Brotherly, courteous, kind; Obedient, smiling, thrifty; Clean in body and mind. Motto: On my honour I promise to do my best to do my duty to my society. To help other ratfolks at all times and to obey the Fur Finder Law. I will update more lore and details if there is enough interest. ![]()
Homo Sapien Current Arena Map; Current Monster Stats
![]() Chapter 1: The Initiation We are now in 4515 AR. It is a time of darkness where the forces of evil are at it’s strongest since the defeat of the Whispering Tyrant. There are talks that a sinister demonic group is plotting to free the whispering tyrant from Gallowspire, the current site of the Nation of Lastwall. The Hordeline, a makeshift border of wooden palisades and crude forts marking the border between Lastwall and the Hold of Belkzen, is constructed. However it is quickly overrun by orc hordes. As a bastion against the orcs, the crusader and adventurer Ekat Kassen begins his service to the nation of Lastwall. Invitations to form the 16th generation group of 7 Peers were also sent to the selected group of 7 inquisitors. You receive the following correspondence- The 15th generation has been fulfilled. A passing of time and an age of renewal has come. Fate has chosen you along with the blessing of your deity. Your presence is hereby requested by our Patriarch of the Nightfall Scion. Proceed to the Raker's Bridge in the Mindspin Mountains marked in the map on the 12th Day of the month at midnight. Present yourself with extreme discretion. May you live through the night. It is sealed with the The Nightfall Scion. Lightning seared across the midnight sky illuminating the stone bride connecting the chasm. A full bright yellow moon is eluding behind dark clouds as they formed overhead. A slight drizzle of raindrops is propelled by the gale of wind splattering against the outline of the stone bridge. Dead lifeless trees withered along the edge of the ridge looks like skeletal hands warning any passerby of the certainty of death should they fall off. The stone bridge is well built and dwarven made. Hovering above a deep canyon of dark abyss, the fissure that stretched on as far as your eyes can see. The air carries a familiar musk scent of decay of a battlefield. Howls of wolf packs echoes in your ear drum heralds your arrival as the temperature of the night decline rapidly. Knowledge Geography DC 10:
The Mindspin Mountains are a range of mountains that begin on the Storval Plateau in eastern Varisia and stretch south for several hundred miles before petering out north of the Menador Mountains. As a natural barrier they form the east/west border between several nations. Farther south, the mountains form the western border of Nirmathas and separate dark Nidal and Molthune. The northern section of the Mindspin Mountains, particularly between Varisia and the Hold of Belkzen, are considered a deathtrap to all but the most experienced explorers. They are filled with giants, ogres, trolls and all other manner of dangerous beasts. The abundance of such unpleasant life may be one of the reasons that the Mindspin Mountains form such an effective border between the two nations. Do write your character's arrival at the bridge. Remember you are clueless about what is happening. ![]()
Homo Sapien Current Arena Map; Current Monster Stats
![]() Dear all, congratulations to making it. I do not have much time to type this out so I will be brief. 1. As this is my 1st time GM this campaign, please feel free to feedback to me if I am doing something wrong. For your knowledge, DM Doomed Hero has agreed to advise and consult me for this campaign. Kudos to him. 2. As you may have realized now I am living in another time zone in Asia. As such it's tough for me to do back and forth posting during the American or European hours but rest assured I will response asap everyday. 3. I am expecting 1 post per day and for prolonged period of inactivity such as 2 weeks, you may be replaced. 4. I will be making rolls as much as possible for you guys to save time and for the combat system I will be doing it the non traditional method which basically involve me rolling perception and initiation for you. Depend on the rolls, the battle will start to be moving in groups. Advantageous for the players as you may move in a group doing teamwork feats etc. That's all I can think off so do discuss among yourself. 1 other thing is that the Nighfall Scion upon passing the initiation test, a codename will be given to you. Think of one if you want or you can leave it open for me. It should be along the line like Wolfbane(Which is one of the NPC codename revealed later) or any cool sounding names that gives a glimpse of your character etc etc ![]()
![]() "The Only Thing Necessary for the Triumph of Evil is that Good Men Do Nothing"
Hi All, I am thinking of running a home-brew campaign of a band of inquisitors sent by their various deity to rid the world of various macabre horrors such as a witch coven, a vampire lord's castle, lycanthrope cave etc. The band will have a NPC Grand Inquisitor whom will assist the players in their adventures. The inquisitors will each represent from one of the following deities. (Other deities allowed but prefer the major ones) Abadar | Asmodeus | Calistria | Cayden Cailean | Desna | Erastil | Gorum | Gozreh | Iomedae | Irori | Lamashtu | Nethys | Norgorber | Pharasma | Rovagug | Sarenrae | Shelyn | Torag | Urgathoa | Zon-Kuthon just an interest check.
Guidelines: Looking for about 5-6 players 25 points, Max gold 16,000 GP Max 1st level HP, Followed by half + 1 of hit die. Eg: 1d8= 4+1=5 OR Roll your Hit Dices but keep results. Races: Core Only Alignment: Neutral, Good preferred. (Evil allowed but need convincing backstory and motivation) Looking at character levels 6 and must have minimum 1 level of Inquisitor. Also players are encouraged to have mounts too. Arcane magic is frowned upon by the churches. It is tolerated but not recommended. (Try to stick to divine magic users) |