I've been preparing for an upcoming Blood Lords campaign for some time now, but I'm having some trouble finding some specific information on what being a Blood Lord actually entails. I've been reading through the adventure path, Book of the Dead and Impossible Lands but I've only seen pretty vague descriptions of the political power that Blood Lords possess. Am I just missing something in my search?
For example, I know that Kemnebi is the chancellor and second to Geb when it comes to authority, but I don't really know what an individual Blood Lord does. Are they all equal to each other, barring the sway they have with the factions? How beholden to the Blood Lords are the factions? They seem to have most of the power, but I'm still not entirely sure what a Blood Lord can do. Do ordinary citizens have to comply with whatever a Blood Lord wishes?
How are Blood Lords given jurisdiction over things? Does Geb just tell them what they're in charge of, then they do it? If a Blood Lord wants to change something, does it just happen unless another Blood Lord opposes? If that happens, does it just come down to whichever Blood Lord has more sway with relevant factions?
I don't need specific answers for everything, and I completely understand if this is left open-ended to be elaborated on by GMs. I am mostly interested in knowing if this information exists at all and I would greatly appreciate being pointed in the right direction!
I was just wondering if the Twisted Nail orc clan described in the player's guide will come into play in books 5 or 6, as I have a player who's backstory is pretty heavily woven in with them. If not, I have no problem writing them in!
If it does turn out that they aren't featured, what sort of role do you think they could fill? Undead monstrosities created in the Tyrant's wake? Regenerative juggernauts infused with positive energy from the blasts, making orc ferocity even more ferocious? Would their cannibalistic tendencies flourish amongst the destruction?
I am interested to see what sort of ideas everyone can come up with!
I was just wondering if the Twisted Nail orc clan described in the player's guide will come into play in books 5 or 6, as I have a player who's backstory is pretty heavily woven in with them. If not, I have no problem writing them in!
If it does turn out that they aren't featured, what sort of role do you think they could fill? Undead monstrosities created in the Tyrant's wake? Regenerative juggernauts infused with positive energy from the blasts, making orc ferocity even more ferocious? Would their cannibalistic tendencies flourish amongst the destruction?
I am interested to see what sort of ideas everyone can come up with!
I'm DMing a group through Strange Aeons at the moment, and have a player using a Telekineticist with the healing archetype. So far, it's been extremely effective and flavorful, and he has been able to heal the party with careful management of burn as well as nearly any other healing build.
He's started to transition into a melee build (he picked up the Promethean corruption with a mechanical arm), and it's been great watching him use the kinetic blade in conjunction with his ability to pull people in close with his wild talents.
Though faint, and difficult to hear over the sound of patting rain and Father Grimburrow's speech, your excellent attention to detail reveals a murder of crows squaking to each other as they fly overhead, looking down at the casket.
"Crushed his mouth, so the dead can't speak. Crushed his head, his head."
"Somethin' ain't right with you. C'mon everyone, we don't need no trouble with a live one."
The leader spits at the ground, turning to the rest of the group--all frightened fathers, mothers and lanky young farmhands tightly gripping their makeshift weapons, fear of sorcery strong in their eyes.
Suddenly, the strange squawking of a curmudgeonly old man begins to echo toward the resting party. In the distance, a feeble old man is running at the group with surprising energy and speed, waving his arms in the air with vigor.
"Get! Get! You're all worth nothing more than the dirt on these graves, shoo!"
Father Grimburrow's gaze is easily the last straw needed before the group of low-lives finally leave, allowing the procession to continue.
After what seems like an eternity, the group arrives at the burial of Professor Lorrimer, led by Father Grimburrow. He gives a haunting eulogy, and for the first time you see Kendra finally break down into tears, watching her father sink into the earth.
We'll be headed straight back to the manor to continue, unless you'd like to make a speech or say a few words. If so, make a diplomacy or perform check to gauge the effectiveness of it.
Before Kendra can spout an insult in defense of her father, the elderly farmer is taken aback by the threatening tone of Seranel's cold-blooded demeanor.
Nodding silently, sweat and mist mingling on his wet brow, he shakily extends a hand.
Here are the stats for Magnus, celestial blood included.
Magnus
Male Wolf 3
Alignment: N
Init +6; Speed 50; Perception +1, Low-light Vision, Darkvision 60ft (celestial), Scent (can track targets based on scent)
Defense
AC 17; Touch 13; Flat-Footed 14;
HP 30, Resist Cold, Acid, Electricity 5 (celestial), Spell Resistance 5 (celestial)
Fort +5; Ref +6; Will +2
Statistics
Str 14 (+2), Dex 16 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +2; CMB 4; CMD 14
Feats: Improved Initiative, Dodge
To attack, Magnus uses a bite. When attacking, these are the stats for the bite:
(Attack Roll) BAB (2) + Strength Mod (2) = +4
(Damage Roll) 1d6 + 3 damage, the target is tripped.
Magnus can also Smite Evil once per day as a swift action, which will add 3 to all damage against an evil enemy until it dies or Magnus rests.
If you want Magnus to follow an order, you can command him as a free action (so, you command him on your turn then on his turn he does what you say), but you have to roll a Handle Animal check to do so. You get an additional +4 to these checks for Magnus.
Dr. Falcroft offers solemnly to take shoulder of the coffin, joining Halsinger as a pallbearer. Immediately a hand shoots up, the young man adorned with a rapier offering his service. The town apothecary wipes dry her eyes, volunteering to carry the coffin.
We have the four pallbearers: Halsinger, Falcroft, Adivion and Jominda (the apothecary.) Halsinger and Falcroft have no issue lifting their end, though Jominda seems to be struggling greatly.
Continuing down the long path known as the "Dreamwake," the procession encounters a hiccup. A dozen men armed with farming equipment and tools stand blocking the way, their torches steaming in the fog.
The tallest and gruffest looking of these men, an elderly farmer with thick grey sideburns stands before the others, waving his torch quickly before spitting in Kendra's direction.
“That’s far enough. We been talking, and we don’t want Lorrimer
buried in the Restlands. You can take him upriver and bury him
there if you want, but he ain’t goin’ in the ground here!”
Kendra is quick to respond, her sadness swiftly transforming into
anger. “What are you talking about?” she cries out. "I arranged it with Father Grimburrow. He's waiting for us! The grave's already been--"
"You don't get it, woman. We won't have a necromancer buried in the same place as our kin! I suggest you move out while you still can, folks are pretty upset about this right now.
"Necromancy!? Are you that ignorant?
Half of the men (so, 6) approach, weapons tight in their grip. The other half of the group doesn't seem so eager to fight, and so stand back further on the path. Kendra seems to be getting very angry.
I was introduced to D&D through 4th edition and served as a 4e DM for quite some time. I have access to the majority of books, and while I'm a bit fuzzy on the rules, (it's been some time) I could brush up on them fairly easily.
I'm afraid I can't guarantee a place in this, as I tend to be quite busy and wouldn't be able to post often, but I'll let you know if I become available. I'd be willing to DM or play, either's fine with me.
The night passes, thick thunderstorms drowning out the typical silence of Ravengro, though the sunset proves an auspicious omen. The dark shadow of the city's largest building atop a hill is cast over the manor, assuring that the dark never truly leaves Lorrimer Manor. After a day of preparation, the party finds themselves standing before a large iron gate, opening into an unusually massive cemetery.
The cemetery is so large, in fact, that multiple pathways branch off and go deeper across a spider-web like design, broken and weathered tombstone scattered across your vision.
A small crowd has gathered at the gates alongside you, in Ravengro tradition of escorting the casket to the funeral across a very long road known as "The Dreamwake."
The casket is beautifully carved of ebony, thick ivy and dahlias grown into a bouquet to rest atop. Amongst the crowd you see numerous grieving faces hidden behind light veils, though Kendra keeps a strong heart and holds her tears back, politely greeting each and every of the dozens of locals who attend.
Numerous faces stand out, including a grizzled young man with sharp, steely-eyes and a wide-brimmed hat, beard a rough shadow etched across scarred face. Grieving with him is a rather beautiful young woman of blonde hair, crying into the grizzled man's shoulder. Kendra points them out to be the town sheriff and herbalist.
A tall, youthful and dashingly handsome man stands alone, hand on a sheathed, ornate silver rapier as he bows his head in respect, though not without a bit of a disappointed sigh. He mutters to himself. Kendra notes him to be Adivion, an old friend and former student of the Professor from Leipstadt, noting his skill and intelligence but slight loneliness and awkwardness.
Lastly notable is a very large man whose sad face is obviously more suited to laughing than crying, thick mustache blown from his face as he presses a puffy red nose into a ratty handkerchief. The town's innkeeper, according to Kendra.
As the preparations begin, Kendra stands forward, clearing her voice then asking for those who wish to carry the casket to step forward.
We need four pallbearers, but Halsinger seems to have arrived early and already volunteers, leaving three volunteers. The casket seems rather heavy and awkward to carry.
After--and for clarification, you all can still make checks whenever you want, but passive things like perception and sense motive I'll prompt, like I just did.
Halsinger escorts Kendra to the door, steely eyes cutting across the scene in the library. The paladin turns to Kendra, the very large figure whispering to Kendra, who nods slightly in agreement.
Perception 20:
Of course, Mistress Lorrimer. I will begin investigation immediately--Light will be brought to the situation."
Kendra leaves, retiring for the night, though Halsinger remains and finds a table far from the others, removing the idol of Sarenrae from his neck and placing it between closed palms.
Doctor Falcroft lingers, his eyes heavy and tired. Casually, he glances over what few books catch his eye, mostly consistent of alchemical compendiums, herbal codices and catalogues of fantastic metals. They would seem quite dull to any other, though the Doctor's tired eyes and the flick of a smile every so often reveal quite the opposite; he seems to find comfort in the esoteric tomes.
You're unable to find any tomes detailing your connections or adventures with the Professor--it would seem he didn't keep any journals on you, or at least that they aren't here in the library.
For Lythra Only:
It's been quite a while since you and Magnus have seen the Doctor, though the Doctor's familiar scent hasn't changed--and it's much more noticeable than the others in the room.
Kendra leads the party to the library, having each take a seat as she dries her hair by the fair, ivory brush passing through her dark hair. She looks up with a sorrow-tinged smile, producing a small letter from her pocket, running her fingers across the waxen seal.
The funeral is early in the morning, and it is getting late. Perhaps we should all retire early, to prepare. There are rooms for each of you upstairs, though I'm afraid two of you will have to share accommodation, at least for the night.
Sense Motive 25:
Kendra seems distracted, but in a way different from that of a grieving daughter. Something rests uneasy on her mind, though whatever it is remains unclear.
We'll go ahead and end the day to actually get the adventure going, unless you want your characters to interact some more. Everyone seems to just be playing reserved characters, so I don't see a whole lot happening between you. But, if you'd like to go ahead, we can RP the night out for a bit then head to the funeral.
Alright, all characters are present and Kendra's having them meet in the library/den. It'll be a chance for you to each interact with each other and figure out more about them. Set up friendships, romance, rivalries, whatever, it'll be a good time to lay the foundation. It'll also be a good chance to roleplay your character and stretch their legs, so to speak.
In the game, tomorrow morning the funeral will take place and we'll start progressing with the plot. For now, explore your characters!
If you have any questions about characters or what we're doing, just let me know here.
Dr. Falcroft nods in agreement, standing to find his way to the door, however distracted by a golden liquid-filled alembic, quickly pulling a small journal from his jacket's breast pocket to jot a few notes down.
He quickly looks to the door.
"Yes, I suppose we should.
Kendra and a rather daunting figure enter through the main gates, her dress now wet with rain. She quickly begins to untie the ribbons from her hair, lifting her veil to reveal an embarrassed pout.
"I had hoped to make a better first impression, Sir Falsinger. If I had only control over the weather, I assure you your journey would have been much more pleasant."
The figure she had brought in was tall, a full head over most men. He was bound in a silver-sheen suit of plate, thick helmet entirely sealing away his face behind a small eye-slit. Upon his forehead and in the center of his very intricate, Ustalavian-styled armor rests the symbol of a blazing sun, the figure of a winged woman draped in flame on a chain around his neck.
Across his back is slung a heavy warhammer, though the head seems to be small and precise, as if for making very clean and surgical strikes. The back half of the hammer, rather than also being blunted, is adorned with a silver spike.
Pulling his helmet off, the fully armed and armored paladin gives a somber bow of the head, revealing a shocking sight.
The paladin was clearly of Orcish decent, pointed ears, frayed nose and twin, fang-like tusks jutting from his lower lip. His skin is rather gray for a Half-Orc, and his eyes a pale pink. Long silver hair tied together in sophisticated golden claps falls to back and over his shoulders.
His voice booms from his mouth, an aura of strength and conviction coming from the statue of a man.
"Kendra, rest assured that I will fulfill my duty as a Knight of the Dawn. I will bring matters into the light, even if I have to drag it there.
Kendra nods, seemingly wounded and weak, though she quickly recovers her stately and sophisticated manner in an act of showmanship.
"If everyone gathers in the library, I would like to have a chat about tomorrow, should everyone comply."
He shakes his head "no," smile wide and blush thick as he walks back to the piano, bowing to pick up parchment that had fallen to the floor.
"Talchurstein's Fourth, nothing I could claim the fame to. I rarely play, never could I compose such a piece."
He stands slowly, eyes drifting down to the parchment, his Taldan-accented (British equivalent) voice slowing.
The trill in the fifth measure is something I've never truly been able to pick up, and the way...
He looks up, once more.
Oh dear... It appears you've fallen victim twice now to my ramblings."
His face pales, blush seeming to settle as he finds comfort again behind the piano, strong, cut-riddled hand drifting lightly across the wood of the instrument.
"My heart is heavy, my soul gone to Kendra's side."
The piano stops, followed by the muffled shuffling of feet and the creaking open of the door. As the door opens, a large room with an extravagant balcony connected is revealed, numerous stacks of books and papers covering the floors and shelves.
It's easy to tell that the books and scraps of ink-bled papers have been put away with as much care as possible, but the sheer amount of the things has caused them to begin to spill about haphazardly. A rather grand piano is pressed near the balcony, and in the doorway stands a man.
The man is rather handsome, though his eyes flick back and forth from the ground, window and Cairath, obviously a bit surprised. His skin is pale, though not sickly so, and his hair curls itself to a moderate length. His beard is well-trimmed and tended to, though a few of his misplaced hairs give him a rather rugged and wild look.
A pair of half-moon glasses are pressed down his nose, a thick crack covering the left lense. He wears a long leather jacket, ruffled shirt beneath unbuttoned to reveal a tangle of thick chest hair. The man is tall and rather strong looking, though the lack of confidence presents an interesting contrast.
His belt is looped with numerous pouches, the smell of wildflowers thick on the man's breath. Vials string their way across a belt thrown over his shoulder and tied across his torso, as well as along the belt at his waist. Softly, they hum and glow, waxing and waning with light and strange alchemical properties.
"I, uh, am sorry if the piano disturbed your rest. I wasn't aware that anyone had arrived, and what name would I carry should I not be able to comfort Kendra in such a ti--
He pauses, shaking his head with a bit of a laugh.
I am endlessly sorry, I get ahead of myself. My name is William, William Falcroft.
William extends a hand in greeting, cheeks tinged with blush. Looking to Cairath directly for the first time, it's easy to notice that his eyes are rather unusual--a strange, pale yellow.
Cairath, you head up the stairs and find the music to be coming from a door farthest from you. The door is closed, however, you have a great viewpoint from a nearby window to see the streets below.
Perception 10:
It seems that the clacking of iron-hoofed horses has begun ringing throughout the streets outside, and the rain is beginning to pick up once more. You see a rather large carriage drawn by two armored stallions has arrived, and out steps a figure clad in intricately designed platemail.
For those in the library:
Knowledge Arcana, History or Linguistics 15:
It would seem that Professor Lorrimer's collection is mostly composed of strange books describing esoteric orders, cults and guilds. Many very old books dedicated to the study of the ways of these people are organized throughout the shelves, though there are almost many old tomes on the theory of spell craft, particularly his favored school of magic, Divination.
Kendra begins to head to the door, slipping outside. Before leaving, however, she gives a quick smile and speaks.
"Please, get to know the other guests. It's important that we share interest in each other, just as my father would have made a point to show.
Letting fall the veil of mourning over her eyes once more, she heads outside into the rain, apparently to greet the final guest.
Replace skillname with the skill you want to roll, like perception or knowledge arcana. Replace x with your skill modifier, and replace the parentheses with brackets.
Kendra poses a grateful smile, obviously deeply affected by the death of her father, though bravely her voice remains steady and calm, her eyes dry and focused. She steps to the side of the door, inviting all in with a wide gesture.
"Please, this is your home for now. Make yourself more than comfortable, it is the least I could do. May I ease your travels? Food, drink, music, literature?"
Her soft accent tips each of her delicately spoken words, and as she does the music from upstairs begins to quiet and eventually fade all together. However, it is not long before another song, this one with notes that stretched into the night, long, soft and elegant.
Knowledge Nobility 10:
The music seems to be that of a waltz, the sort played at extravagant royal balls and masquerades. It's obviously a piece that only a well-to-do member of society would have any great familiarity with.
"There are only two guests yet to arrive according to the list, and I'd hate for you all to stand around wearing your heels into the cold wood. Please, help yourselves to the meal I prepared in the kitchen. My father's library is also...
She pauses, a bit caught on mention of her father, "Rather extensive. I'm sure you'll find something to suit your taste. The upper floors are open to you, and I hope you don't mind the music. The Good Doctor was just playing a song for me.
Let's post dialogue in bold, for ease of readability.
The inside of the manor, familiar to Lythra, is open and ostentatious. A large fireplace lights an immediate den across from the entrance, silken curtains and portraits of far-off lands dotting the walls. The octagon-shaped den is lined with bookshelves, each covered with dusty old tomes.
A hall on the left side of the den leads further into the manor, appearing to head into a kitchen area. To the right, a very large staircase of dark wood leads to upper floors.
All in the house is quiet except for the now clearly audible sound of piano flooding the lower floors from above--though it isn't so for long. The sound of piano is soon accompanied by the clicking of heels down the wooden stair, a beautiful woman dressed in all black greeting the guests with a smile.
"Welcome, everyone--Lythra, Magnus, it's wonderful to see you."
The woman stands before her long-time friend, Lythra, pressing a hand to Magnus' fur in an act of affection. She kneels to pet the dog with gentle hands, looking up to Cairath.
"Oh, I apologize--I don't believe we've met. My name is Kendra; the professor was my father. May I ask your name?"
She stands, bowing her head as politely. It's easy to tell that she's a woman of magnificent beauty, long black curls falling over her shoulders in golden-ribbon ties. She seems to be wearing the black dressing gown of a woman in mourning. She appears to be no older than twenty, though she carries herself with grace and elegance beyond her years.
This is a test, checking to see if I can get the dice expression right.
Hey everyone, this is the thread we'll be using for general discussion and out of character content. Ask any questions here, discuss what's happened and plans for your character.
Also, could I ask that you post your characters here? For example:
Halsinger
Male Half-Orc Paladin (Sarenrae) 3
Lawful Good
Init +2; Speed 20; Senses Low-light vision, Darkvision ; Perception +2
Defense
AC 20 ; Touch 11 ; Flat-Footed 19; (Full Plate Armor)
HP 38
Fort +9; Ref +7; Will +9
Immune to fear, disease grants allies a +4 to all fear-related saving throws
Statistics
Str 18 (+4), Dex 14 (+2), Con 14 (+2) , Int 12 (+1) , Wis 10 (0) , Cha 18 (+4)
Base Atk +3; CMB 7; CMD 19
Feats: Toughness, Iron Will
Languages Common, Orc
---
This is a rather complex example, and you don't have to go into nearly the much detail, but it's a way for other players to easily access your information, especially if we're going to be playing for a long time.
This is entirely optional, but I would like you to post your character's background here.
Hello everyone and welcome to my interpretation of the Carrion Crown adventure path. It's my goal to provide a compelling and mysterious environment for you all to explore and unravel--strong character development and powerful storytelling abound. I hereby place my trust in you, the players, and your promise to be truthful in your off-screen dice rolls and to avoid reading any spoiler-tagged posts which you would not have earned access to. I can't wait to play with you all again, and without further ado, I present...
Carrion Crown, Part I - The Haunting of
Harrowstone
You are hereby sentenced to live the remainder of your short life in
Harrowstone, which, I hasten to add, is a blessing compared to the extent
of your crimes and the suffering of your victims. There you will reside in
the misery of your thoughts until such time as you are drawn, hanged, and
quartered. May the gods have no mercy on your blighted soul.
—The final sentencing of Vance Saetressle (“The Lopper”) in 4661 AR
by Jurisdeclaris Axenris the Third.
---
The winding streets of Ravengro have been drowned in what seems to be an endless downpour, the thick swathe of rain fading and blowing to the wind just as the weary travels arrive. Thick grey clouds still cover the sky, leaving the sun little more than a pale white dot faintly piercing the curtain-skies. The cobblestone streets of the small township are winding, though it isn't difficult to find the manor you seek. The large building, the Lorrimer Estate, is easily noticeable in its grand and Gothic design. The stone building welcomes travelers eagerly, lanterns posted in every window and iron gate left open for the expected guests.
Approaching, there is little to suggest that any other mourners have arrived, the worn parchment of your message being sparse in detail.
Esteemed Sir or Lady,
Our dear Petros, more fondly referred to as "Professor", Lorrimer has recently passed away, and surviving heir, daughter to Petros, Kendra Lorrimer has invited you to her home. She has been made aware that each of you has been vastly important in her father's life, and so she wishes you to accompany her in mourning for the burial. The funeral and burial will take place at the end of the week, and she eagerly awaits your arrival.
You stand before the manor's entrance, a large set of dark, oaken doors barring entrance. Intricate ring-knockers are set into the wooden door, but all appears empty and the town of Ravengro seems to be particularly quiet, even for a village of Ustalav. The only thing made immediately apparent to the sense is the beautiful sound of a masterfully played piano, emanating from the open window above.
I'd love to. I'm a university student majoring in linguistics and geography, so this sort of thing is right up my alley of interest. Mixing that with my great love, Pathfinder?
Having used to GM 4th Edition, I had a player roll up a Dragonborn Sorcerer (he was a great character played by a hilarious guy), and he wanted a Greek or Roman-sounding name. He couldn't think of a name if it killed him, and so he scribbled down names on pieces of paper and would pass them to me. After a few hours, he slipped me the final piece of paper.
Testikles.
Of my Pathfinder players, the most recent group has come up with a few interesting names.
YOLO Swaggins, Halfling Bard who rapped. The party couldn't stand the idea, and so he was scrapped.
John Johnson, Human Fighter. He would go out of his way to make his character as boring as possible, which was humorous in its own way.
And a Tengu Summonor, named Tchoitoyou, something that nobody can remember--the party just invents a name whenever they want to speak to him, like Toyota or Gesundheit.
Hired to transport supplies to a fog-shrouded world in the Vast, the heroes discover that a small military force from the Azlanti Star Empire has invaded and occupied the Pact Worlds colony there. The heroes must liberate the settlement from its merciless oppressors, but when they do, they learn that the Azlanti have taken both an experimental starship drive discovered on the planet and one of the colonists—an old friend of the heroes—back to the Star Empire!
3-part arc by Ron Lundeen, Eleanor Ferron, and Larry Wilhelm.
Feat: Craft Creature (I - IV)
Crafting time: (Creature Tier ^3 + creature’s level) days, the last half of which uninterrupted.
Tables mentioned can be found in doc here.
Prerequisites:
Craft Creature Tier I: 4 ranks in Life Science and Mysticism
Craft Creature Tier II: 8 ranks in Life Science and Mysticism, Craft Creature I
Craft Creature Tier III: 12 ranks in Life Science and Mysticism, Craft Creature I & II
Craft Creature Tier IV: 16 ranks in Life Science and Mysticism, Craft Creature I, II, & III
Description:
This feat gives you the knowledge and ability to genetically create a novel creature based on field research and gathered samples. The creature is always sentient and operates under its own control, though as the creator you have influence over it. The DCs for Bluff, Diplomacy, Intimidate, and Sense Motive against the creature are 5 lower than normal for the creator.
Creature Size Unlocks:
Beginning at Tiny size with the Tier I feat, subsequent higher tiers unlock larger size options
Craft Creature Tier I: Creature size Tiny
Craft Creature Tier II: Creature size Small
Craft Creature Tier III: Creature size Medium
Craft Creature Tier IV: Creature size Large
Building the Creature:
The basis of creature building is to mashup the various special abilities confronted in foes to build a custom amalgamation. A creature must be created in a Science Lab for the entire duration of the build time and a crafted Creature can only have special abilities applied from samples of creatures that you have gathered or been given. Every creature starts with one of the three base stat arrays in Table 1-1. They are then leveled according to Table 1-2 up to the Creator’s desired build level. The maximum level a creature can be created at is the average of the Creator’s Ranks in Life Science and Mysticism - 3, rounding down. (E.g. 4 ranks in both Life Science and Mysticism yields a level 1 creature, while 6 ranks in Life Science and 4 in Mysticism yields a level 2 creature.)
A creature can purposefully be created at any level between the Creator’s maximum and 1. The time it takes to create them in a lab is found in days by the “creature’s Tier ^3 + creature’s level” or can be referenced in Table 1-3. The project can be moved to a new lab only during the first half of the build time, rounding down. Once the second half of the build time is started the creature must stay in its current lab and the remaining of the build time must continue in uninterrupted days until completion. Both Tiny and Small projects can be packed up and moved on one’s person, while a Small project also renders the carrier encumbered. Medium and Large projects must be transported by vehicles with adequate space for the project’s creature type. The project has hit points equal to the number of days spent on it and ACs of 5.
The Constitution modifier does apply to total HP (per every level) and Fortitude saves, as the Dex modifier applies to ACs and Reflex saves, and the Wisdom modifier applies to Will saves.
Leveling Up:
The creature levels along with its Creator, gaining improvements to its stats and feats, but the Special Abilities must be added on through surgery.
Creature Siblings:
Only one creation can exist at one time, else they succumb to Frankenstein Jealousy and fight each other to the death. A crafted creature can be set free and thus released from the creator-child bond. To break a bond this way requires a successful Life Science check of DC 10 + (Rank Prerequisite for tier *1.5) that can be attempted once per day. Other options are abandonment and death. These both cause you to enter a mourning state that prohibits you from beginning the crafting another creature after as many weeks as your highest Craft Creature Tier.
Levels 1-4 Tags: non repeatable, Faction (Wayfinders), Starship
"A Starfinder expedition's dusty data from an orbital scan shows signs of active technology on a distant, war-ravaged planet. Following up on this old lead, the Society dispatches a team of Starfinder to investigate the far-off world. Between making first contact and exploring the ruins of a dead civilization, long-buried secrets of the past are ripe for discovery."
My table and I have been chewing through and enjoying the Dead Suns AP a lot since it came out, but they've mentioned interest in playing a homebrew next and taking on something with a more open feel. I'm into the notion too, so to facilitate it I've begun some work on savage ripoff of the Dark Sun setting into the Starfinder realm that I'm calling Burning Void.
The Setting's History:
Initially, an united galactic culture flourished with technology that rivaled the highest forms of magic. This place existed as a civilization that encompassed thousands of species and spread its reach across hundreds of stars. As the envelope of power and enlightenment challenged traditional thresholds of existential perception, barriers into unknown realms were shattered and god-like mystics arose within the spiritual connections.
The ascension of these eight powerful Mystic Lords soon led to the decimation of the galaxy surrounding the culture’s core words. As the Mystics grew their inconceivable power they consumed the majority of nearby matter to create ideal domains, molding surreal keeps modeled in their connection’s view of perfection. When finished, little else was left than a void thousands of light years across with a cluster of eight lonely stars near the center. The Akashic and Xeno Lords soon withdrew into their own personal obsessions while the Star and Devastator Lords continued to wage their own vastly different chaotic crusades against all who remained. The last frayed remnants of the prior civilization was reduced to a stalemate between the Empathic and Healing Lord’s followers and the Mindbreaker and Overlord cultists.
Strewn across the last eight stars, the wills of these eight Mystic Lords struggled within the confines of each other’s presence as both subtle espionage and outright occupation broke the last remaining threads of trust. All efforts were ultimately failing to decisively shift galactic control towards one of the Lords interests when the Devastator Lord completed the construction of his Technomantic Hypernovae. Since the explosion, the remaining seven star cluster has since been wreathed in the dust of the Mad Mystic’s Technomantic Radiation, which is commonly referred to as the Burning Void. The Healing and Devastator Lords were both declared dead and the Empathic Lord in hiding. The former armies of the Empathic and Healing Lords have begun to dissolve and lose their strength while the Mindbreaker and Overlord cults seize the opportunity to close their grip on the Lordless domains.
The Setting Present-day:
With the severing of spiritual boundaries some aspects of the former Universe mutated and magic now consumes matter when used (at the cost of x^x kgs where x = spell level). Due to its historical role, all public use of magic is heavily chastised. Rumors of evaporating structures, creatures, settlements, and even planets feed fervor among the common populace. Newly manufactured technology is extremely rare to find and free energy is almost never offered. When new functionality is needed, old technology must personally be recycled, modded, and combined. There is no galactic or even system wide networks of information, instead all computers are either existing completely isolated or as parts of small primitive networks. The majority of the populations are ignorant to wide swaths of history, science, and culture as few individuals often succeed in pilgrimages to the remaining database outposts. Radiation dust from the Devastator Lord’s Technomantic Hypernovae has spread across everything with the intent to end all life. Though the Devastator Cult's ultimate goal failed, it was successful in rendering all of the accessible material plane essentially inhabitable (almost everywhere is at minimum low radiation). All planar travel has been barred from the Material plane, how and by whom is an open mystery though Drift engines still function. At the onset of the galaxy’s destruction, some populations fled to the Drift and built what have since been named the Lost Colonies. They live protected from the Burning Void, but suffer erratically shorter lives due to a condition known as Drift Madness. Despite physically removing themselves from the Void and its war, the tensions and plots eventually followed into the Drift and have ensnared the Lost Colonies in the feud despite their best efforts.
The players would likely start in the contested binary star system and we'd just see what happened from there. I have write ups on the seven remaining star systems, each of the Mystic Lords with their followers, the new situations each species finds themselves in, and some other odds and ends, but thought I'd decrease the wall of content and get some overview feedback first. Hope you enjoy!
It started ten days ago with the disappearance of the city’s lord-mayor, Jilia Bainilus, accompanied with rumors that she had abandoned Kintargo by leaving on a ship bound to Arcadia. The Paracount Barzillai Thrune swiftly assumed her role, arriving the next day from the Chelish heartlands. Two days later, the Silver City awoke tarnished after a night of arson and murder known now as the Night of Ashes. Many civilians died that night, most said to have been associated with the Bellflowers, Sarenrae, and Milani.
As Kintargo prides itself on diversity, creative spirit, and artistry; the yoke of martial law has been particularly onerous. The Lord-Mayor Thrune’s merciless rule is punctuated by seven proclamations, giving the city’s citizens a grim preview of the times to come. Inquisitors and dottari (Chelish city guard) are growing increasingly aggressive in their enforcement and the undercurrent of uprising slowly builds on many Kintargan breaths. Numerous minor protests have already popped up only to be quickly dispersed by the dottari, by the Hellknights of the Rack who have recently arrived from the South, or by the local militia known as the Chelish Citizens’ Group.
Today Kintargo awakens to a cold, wet, and dreary morning that marks the one-week anniversary of the Night of Ashes. Although it has been a mere seven days, the city already feels like a completely different place. The old lively sounds and sights of the city have been stripped away, now replaced with silent glances between citizens and the rhythmic clang of heavy armor marching on cobblestone. Hushed rumors fill the streets that the largest protest yet will be gathering today in Aria Park, just south of the Kintargo Opera House where Barzillai Thrune has made his new home.
I'm extremely excited for this. Some of you mentioned tying in backgrounds and I'm all for that. Please feel free to hash things out in here and to dot/delete in the game thread. I'm also going to put together a NPC list of people you have all created in your backgrounds and build our personal Kintargo from that. I've found in other games that it really helped the immersion and relationships.
As this is an odd party makeup, I'm going to allow some fine-tuning to be done as the party levels from 1 to 2. Not as widespread as PFS, but abilities, feats, skills, and traits. I see this as a way to let the party to figure out how it functions and to make whatever minor adjustments people feel are necessary.
As the title says, this is recruitment for an all vigilante Hell's Rebels campaign. This is from Ouachitonian's interest check.
Build details
-All vigilante!
-Any Paizo Archetype
-20 point buy
-Background skills
-Core races and Tiefling
-Starting gold is 175 gp
-Max hp at level 1, half+1 thereafter
-PFS credit is possible if it's important to the group
Please submit your builds as a linked alias to avoid walls of text.
Recruitment will close at Noon, Central time, on Feb 18th.
A Pathfinder Society Scenario designed for levels 1-5.
The Pathfinder Valais Durant has lead a troubled existence, ever since the demon-worshipping former venture-captain Thurl fused her body with parts from two demons. Pathfinder agents destroyed one of the demons, bringing some solace to Valais and allowing her to resume a somewhat normal life. However, the remaining demon's essence recently asserted control in an event that could have resulted in great bloodshed were it not for Valais's quick thinking. If the Pathfinders are to restore her to her original form, they need help, and the Society has just a contact who can escort them into the libraries of Heaven itself to uncover a powerful healing ritual. Navigating the customs and laws of Heaven is only the first of the challenges that faces the PCs, for they seek to purge demonic forces from Valais without raising the ire of Heaven's inhabitants or risking the fate of her soul.
Contents in The Shores of Heaven also contribute directly to the ongoing storyline of the Silver Crusade faction.
I have a great opportunity, my Dead Suns group of 4 desire to hire a pilot so they can focus on other roles in combat. Essentially running the NPC pilot as a group in order to free up a set of hands for secondary gunnery, Science, or Engineering. So! I'm pumped to make a list of NPC applicants for this position, due to the PCs recent fame (having just finished book 1) a whole slew of folks will be drawn to the job. Yes, a certain NPC in the AP is perfect to slip into this roll, but the idea of them going through an interview process with whatever wacky NPCs I(we) can throw at them is too good to pass up! I'm thinking the AP's NPC will need time to get back to them, in the meantime the PCs can interview and then decide among the pool after all is said and done. In the end, the terms of this deal will be Credits per flight or a wage based on time. The chosen pilot will stay out of combat and adventuring, stating something like, "I'll fly your ship for a wage, but I'm not interested in taking on the full risk of these silly missions you and the Society are so eager to get into."
Any have fun NPC ideas for pilots looking for work?
This is a moved question from the Dead Suns GM thread after I started getting some good responses there.
From other thread:
pithica42 wrote:
One of the first PC's I'd like to play is an Ace Pilot Goblin Operative with Skill Focus: Pilot as his first level feat. I plan on playing him as a hyper arrogant stick-jockey from the diaspora with all the normal Goblin (in)sanity. He makes his living running miners around the asteroid belt with a side gig of posting videos of his antics/stunts on the Infosphere for internet fame/extra cash. He has a reputation for always taking the most stupidly dangerous route and would focus on stunt pilot checks in starship combat. I think it'd make a good option for an NPC hireling that only focuses on piloting the ship for the PC's. His total bonus would be 12 (1 Rank + 3 Class Skill + 4 Dex + 3 Skill Focus + 1 Ace Pilot), which is pretty solid at 1st level for most of what a pilot does.
Belabras wrote:
Definitely have a Barathu amalgam pilot (and maybe they lose cohesion in the interview and literally fall apart). You could throw a Haan at them as well, maybe some other of the more exotic races. Also, at least one core race pilot who's only experience is in flight simulators.
All Starfinders complete their training by conferring with Guidance—a network of uploaded personalities embodying paragons from the Starfinder Society's history. Before receiving the blessing of Guidance, the PCs must meet with and assist critical missions on behalf of key leaders of the Society's leading factions. With the events of the Scoured Stars Incident still fresh in everyone's memory, there's plenty that needs doing to set the Society back on track.
The Commencement is a replayable scenario designed to help introduce players to the factions of the Starfinder Society and areas of importance on Absalom Station.
Written by Eleanor Ferron.
Following the disastrous Scoured Stars Incident, the Starfinder Society fights to remain relevant as the rest of the galaxy moves on. With surviving agents stretched to their limits, the First Seeker launches a desperate bid to search the false moon of Salvation's End. Will the mission reveal a discovery that can stabilize the Society long enough for a new generation of Starfinders to come to the fore? Players use 4th-level versions of the Starfinder iconic characters in this debut special event of the Starfinder Society Roleplaying Guild.
Written by Larry Wilhelm.
It's getting close! Please post with your characters in here. If I don't hear from someone by Wednesday the 23 I'll start tapping people on the waitlist.
Also feel free to ask any build or rules questions!
It's getting close! Please post with your characters in here. If I don't hear from someone by Wednesday the 23 I'll start tapping people on the waitlist.
Also feel free to ask any build or rules questions!
Some of us, players and GMs alike, have gotten together on Roll20 in preparation and have setup a "game" for discussion and collaboration purposes. The intention is to organize groups for AP runs and to connect a network for SFS in the Virtual tabletop world. If something like this is happening elsewhere as well or in some official capacity with the Online Captains and Lieutenants we'd love to cooperate, the more players and game options the better!
Has there been any talk of mixing these species, like a nod to half-orcs and half-elves?
A Kasatha and a Vesk fall in love, by the Starfinder age I would hope that geneticists would have figured out how to make the adorable four armed reptilian baby! I always wanted to play a half-dwarf or a gnome-ling in Pathfinder.
Just an interest check at the moment, curious if this sounds too limiting for the players.
The idea is a Strange Aeons campaign with a 5 character party where everyone builds a character from the Mythos fiction as their PC. I would alter the AP to exist in early 1900's America, we'd probably act like guns don't exist to the point that they really did or skin Pathfinder items to act like them, and the adventure would span from the Eastern Seaboard to the Southwest. The focus would be to tie the surrounding lore from the Mythos cannon for each character into the AP as it goes, so their written experiences and arc would mesh into the game experiences.
Just as it sounds, this would require everyone to read the appropriate fiction that corresponds with their character and be interested in playing them, and leveling them, as depicted.
A growing list of characters from the fiction to model a PC after is here.
Character Build Rules would be something like...
-Human only (I'm sure some weird exceptions apply)
-Background skills
-Feat Taxes
-20pt Buy
-2 Traits, one of which campaign
-No one trick ponies, social and combat options
-Probably no companions
I figure I'm a bit behind just now reading the Numenera core book but the details of the Cypher System remind me of how the Starfinder playtest went. From what I remember they used stamina, hit points, and resolve. For those familiar with the Cypher System and who also saw the gameplay, did they seem to work the same? As to say, could Starfinder be running on a Cypher variant?
I'm interested in hearing how people play their androids and constructs in regards to explaining why skill checks, attack rolls, and things of that sort fail. Since the characters are essentially computers, is it chalked up to an algorithm they're still testing and debugging? Is their firmware faulty or glitchy? Were they designed with failure chance to better blend into biological societies?
The excitement of this "Year in Waiting" has me revisiting all my favorite Space Opera stories/movies/etc. Recently my mind has come back to Vernor Vinge's Zones of Thought series (mainly A Fire Upon the Deep and A Deepness in the Sky, wasn't as much of a fan of the Tines World) and I was really hit with a Wow moment of how cool the Starfinder to Pathfinder system blending could be in a universe like that.
For those not familiar with the Zones of Thought:
The novels are set in various locations in the Milky Way. The galaxy is divided into four concentric volumes called the "Zones of Thought"; it is not clear to the characters if this is a natural phenomenon or an artificially-produced one, but it seems to roughly correspond with galactic-scale stellar density. The Zones reflect fundamental differences in basic physical laws, and one of the main consequences is their effect on intelligence, both biological and artificial. Artificial intelligence and automation is most directly affected, in that advanced hardware and software from the Beyond or the Transcend will work less and less well as a ship "descends" towards the Unthinking Depths. But even biological intelligence is affected to a lesser degree.
I think it would be fantastic to play a setting like this, the Unthinking Depths and Slow Zone would be in Pathfinder with the Technology guide only available in the Slow Zone. While the Beyond is pure Starfinder and the Transcend is High Level Starfinder mixed with the AI God Triune's Drift.
A lot of interesting character development would proceed and these options would really paint the campaign's feel:
-Multiclass between a Starfinder and Pathfinder class during your travels as needed?
-Gestalt with one foot in each system?
-Just deal with the potential class crutch when you dip into a Lower or Higher Zone?
Mostly the Tech classes would get hit, to even it out Magic could run on an inverse system in comparison to Technology... So many thoughts..
Needless to say, I will be interested in GMing/Playing this idea come August/September. Re-skinning the Jade Regent AP to be a galactic traveler comes to mind right away in a dreamy sense, but that's insanely aggressive. I think re-skinning PFS scenarios or some 1-2 level modules would be best... much more forgiving.
Was reading PaladinDemo's thread and it got me wondering. What if you took a spaceship to another plane? Is that plane another essentially infinite universe or are you caught in some bizarre gravity well that becomes impossible to escape at a certain point?
I've recently had a character who is a Cleric of Gorum lose a family member due to some cultists of Norgorber. Now her passion against that cult and Norgorber is greater than to her devotion to Gorum and what I would love to do is to take a level, or several, in anti-Cleric of Norgorber.
Yes, home-brew rules would make this fly easily, but it got me thinking about the mechanic. Instead of having a deity give your character power, you declare war against a certain deity and all of it's nemeses give you divine aid to put a thorn in it's side. I think it is just as reasonable to have a god notice and reach down to imbue power to a lowly mortal worshiping them as it would be for a god to find someone driven by passion against another god and use that person to wage a little proxy war. Even if it is a passionate hate or vengeance, the anti-cleric isn't necessarily an evil person either. Just very, very serious about their grudges.
I think this AP will be amazing for you solo. There is a whole part to it that is the Kingdom Building. It doesn't come up until level 3 or 4 but think about whether you want to actively play that or put it on auto.
There is a good chance that you'll want to be the eventual King of this nation you're founding. The Ruler is a charisma based station in the government. There are other stations as well if you want this to be a story focused on an ancillary figure.
Ruler Info:
The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom's most important ceremonies (such as knighting royals and signing treaties), is the kingdom's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).
Benefit(s): Choose one kingdom attribute (Economy, Loyalty, or Stability). Add your Charisma modifier to this attribute. If your kingdom's Size is 26–100, choose a second kingdom attribute and add your Charisma modifier to it as well. If your kingdom's Size is 101 or more, choose a third kingdom attribute and add your Charisma modifier to it too.
If you have the Leadership feat, the bonus from the feat applies to all kingdom attributes you affect (one, two, or three attributes, depending on the kingdom's Size).
If you marry someone of equal station, you both can act as Ruler. You both add your Charisma modifiers to the kingdom attribute (or attributes, if the kingdom is large enough). As long as one of you is present for 1 week per month, you avoid the vacancy penalty.
In a typical campaign where the kingdom leaders have no ties to actual nobility, "someone of equal station" is irrelevant and your marriage is between two Rulers. In a campaign where the leaders are nobles or royals, marrying someone of lesser station means the spouse becomes a Consort rather than a Ruler.
Vacancy Penalty: A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases by 4 during the kingdom's Upkeep Phase.
All Leadership Roles:
Ruler CHA
Consort CHA
Councilor CHA, WIS
General CHA, STR
Grand Diplomat CHA, INT
Heir CHA
High Priest CHA, WIS
Magister CHA, INT
Marshal DEX, WIS
Royal Enforcer DEX, STR
Spymaster DEX, INT
Treasurer INT, WIS
Viceroy INT, WIS
Warden CON
'Be it so known that the bearer of this charter has been charged
by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the
Dragonscale Throne, has granted the right of exploration and travel
within the wilderness region known as the Greenbelt. Exploration
should be limited to an area no further than thirty-six miles east and
west and sixty miles south of Oleg’s Trading Post. The carrier of
this charter should also strive against banditry and other unlawful
behavior to be encountered. The punishment for unrepentant banditry
remains, as always, execution by sword or rope. So witnessed on this
24th day of Calistril, under watchful eye of the Lordship of Restov
and authority granted by Lord Noleski Surtova, current Regent of
the Dragonscale Throne.'
Undoubtedly we the community will generate a good amount of re-skin and conversion ideas of Pathfinder modules and APs into the Starfinder universe. Paizo has mentioned several times that they fully intend to have the two systems inter-mixable which also makes me cross my fingers in hopes of a time-traveling system crossing AP someday... BUT, I want to hear what conversions everyone would be most interested in playing, be it Rise of the Voidlords, Emerald Spire Super Star Station, or Crypt of the Astro-flame?
My thought is we could create a pretty cool base of fan re-imagined perspectives of Pathfinder content in Starfinder.
Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map
'Be it so known that the bearer of this charter has been charged
by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the
Dragonscale Throne, has granted the right of exploration and travel
within the wilderness region known as the Greenbelt. Exploration
should be limited to an area no further than thirty-six miles east and
west and sixty miles south of Oleg’s Trading Post. The carrier of
this charter should also strive against banditry and other unlawful
behavior to be encountered. The punishment for unrepentant banditry
remains, as always, execution by sword or rope. So witnessed on this
24th day of Calistril, under watchful eye of the Lordship of Restov
and authority granted by Lord Noleski Surtova, current Regent of
the Dragonscale Throne.'
Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map
So, after a brief glance through everyone's campaign histories:
Game choices:
Possibly non-repeat APs:
Curse of the Crimson Throne
Legacy of Fire
Kingmaker
Serpents Skull
Jade Regent
Shattered Star
Mummy's Mask
Giantslayer
Hell's Vengeance
Along with:
Emerald Spire Superdungeon
The "Falcon's Hollow" Module line gets up to level 8ish?
We could also do the "We be goblins" quest line for comedy kicks, maybe try to play into a modifed Runelords after as the otherside.
Some repeat:
Runelords
Second Darkness
Council of Thieves
Carrion Crown
Skull & Sackles
Reign of Winter
Wrath of the Righteous
Iron Gods
Hell's Rebels
As a note, I have material for everything "Wrath of the Righteous" and older, as well as the first 3 books of Hell's rebels. I have no qualms with the newer stuff I don't own, but tie breakers will lean towards material that has already been obtained.
Character creation:
Books: Anything put out by Paizo is fair game except anything with the Occult.
Races:As weird as you want as long as you can convince the rest of us ;)
HP: Max at first level
Skills: Background skills will be allowed
Stats: 25 point buy
Traits: You will get 2 traits
Classes: Anything from Core, APG, ACG, UM, UC, or Unchained is allowed
Short Description
We're a group of six that just started the Crypt of the Everflame module, hoping to do the whole Price of Immortality line, and lost our GM due to RL. Our hope is to find someone who wants to join us as our new GM.
A Background of Us:
Right away we noticed that we all share a great amount of enthusiasm for the game, world, and each other's characters. The result is a pretty heavy RP with several posts per day and over the weekend from the PCs. The mood of our game is positive, a bit slapstick, with a few ominous dark clouds of backstory waiting to drop. The game's progress is minimal, for those familiar with the module we have left town and are camping out for the first night.
What We're Looking For:
A strong storyteller is a must. As we are all pretty into the RP aspect, a GM who will also enjoy and feed that is important. That is not to say that a GM who posts several times a day and over the weekend is necessary though. The common "Once a day and once a weekend" will work as a baseline.
Someone who is willing to hear out the player's interpretations of the rules is also important. While we're not the types to cheat the system to get one more hit in, we have a fun creative atmosphere and if a zany idea is produced we would like to be able to follow it withing the realm of reasonable rulings. Something down-to-earth that two of our character's are wanting to pursue early on it building a suit of full plate from scratch. Yeah, probably unnecessary, but that's our dedication to the characters and the RP experience.
Our first choice will be for someone to pickup the game where it is and continue the story.
Our second choice, if we're unable to fulfill the first, is to find a GM who likes our characters but wants to manage a different game than the Everflame.