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![]() My favourite tabletop player ever, an old friend I sadly don't see so much of any more, was full of these. Mostly because he went for a sort of method-acing style of playing a character when it came to intelligence score, and... I'm not entirely sure whether he did it on purpose or not. Case in point, I (as DM) introduced the group to a beautiful moonlit village, heavy on the spoken purple prose as they looked to be there for a while. When I'd finished setting the scene, he decided to speak in character (a half-orc with a terrifyingly low intelligence score, back when I allowed min-maxing)... 'Well I don't know about you guys,'/b] he says with a completely straight face, [b]'but I want to find out more about that weird shining circle in the sky'. Bless him... he'd only been half-listening, and was genuinely talking about the moon without realizing it. The party spent a lot of time from that point onwards explaining to him, in character, what things like 'water', 'mountains' and 'weapons' were. Nice guy though - he took the ribbing with a smile... ![]()
![]() Miria, you'll have to wait a while for your trait until I've seen your character in play, but as for the others... Judge John, you gain the trait 'Eye for Detail' - it grants you a +1 bonus to perception checks, and you deal +2d6 damage on all attacks made against opponents who have had their weak points exposed (on top of the usual double damage dice allowed for such situations). Roger, you gain 'Leap into Danger' - once per day, when you deal damage to an opponent, you can regain hit points equal to half of the damage dealt as a free immediate action, and you gain an inherent +1 bonus on all checks made to jump, leap or climb. Jack, you gain 'Keen Sense of Loyalty' - you gain a +3 bonus to sense motive, and sense motive is always a class skill for you. In addition, you gain a +1 damage bonus on all melee attacks. Sallrana, you gain 'Planar Disjunction' - you gain an additional 6PP, and choose two of your known powers - these powers can function normally even under the effects of an Antipsionic field. Merry Christmas! ![]()
![]() The carriage sways slightly from side to side, and you shift in your seat as you turn to take in the view. The locomotive you're travelling in has just passed onto another of the ricking-bridges, marvels of engineering that connect mountain peaks miles apart, and the last one you'll need to cross before reaching your destination. You've been moving by road and rail for days, maybe even weeks, but the end is finally in sight. Jevenwist. You can see the lower tiers of the city below you, snow-covered rooftops and walkways layered and tessellating up the sides of the Katterfein mountains, occasionally shadowed by large iron-strutted platforms serving to house larger structures. You've moved through some of the outlying districts on your journey but this is your first glimpse of the city-proper, thousands of buildings perched precariously on the side of the continent's largest mountain. You're too far away still to see people but you know they'll be covered by warm furs, sprinting between covered markets and personal dwellings to keep out of the biting cold. You pull your own too-thin garments around you reflexively - even though you thought you'd packed warm, the temperature is far below what you expected. Your reasons for heading to the spire-city are personal, and the duration of your stay unknown. One thing is for certain, however... You're going to be damn cold. This is the recruitment thread for a homebrew pathfinder campaign set within the densely-populated mountain peaks of Auvenkine. I'm looking for between five and seven players that enjoy games driven more by roleplay and player-choice than combat, who enjoy building a character from first level and who aren't averse to gaming in a low-magic world. As far as classes and races are concerned, I will consider any combination that has a good backstory attached - this includes third party, and there will most definitely be preference given to the current versions of the playtest classes (as I have yet to see thm played properly...). There are also a few homebrew races for those feeling a little adventurous. As stated above, it's low-magic world (more details on the setting in the spoilers below), but casters are potential character choices as long as you're aware that you'd have to have a really god backstory or hook to have them considered. I'm expecting the finished party to have no more than two at the most (alchemists are a slight exception to this rule, and aren't counted as casters for the purposes of this campaign). So, if you're interested all you need to do is post a name, race, class and single-paragraph story hook - why are you travelling to the central district of Jevenwist, what are you like as a person and one goal or ideal that you hold above all others will be sufficient. Don't roll up complete characters yet, definitely - a suggestion is more than enough. What would be worthwhile is to forge an alliance with other potential players here, try to work out some interpersonal relationships - anything from sitting in the same locomotive carriage and having had a brief conversation at some point during the journey to sharing a common goal or family relationship would be good. A closer-knit party normally runs better, in my experience. When characters are created...:
... it will be a level 1 20-point buy, archetypes allowed, double starting gold but no magic items, a set of warm clothing given for free, and 2 base traits (with a third optional if you also take a drawback). But as I said, don't get ahead of yourself! The recruitment process will begin with basic character idea submission, then there will be a short roleplay test where players are encouraged to interact with eachother, and then I'll choose the 5-7 characters I think work best for the world, thy can draw up the crunch for their characters and the game will start. For the main game, I'm looking for a 1-post-per-day absolute minimum, a few more than that encouraged. Good luck, and be creative. If you have any questions, don't hesitate to ask! Gatsby The Continent of Auvenkine (in General):
Auvenkine is a mountainous continent, isolated from even its closest neighbours by miles of storm-wracked sea. Although the continent itself is nominally peaceful, this is largely due to the precautions taken by its civilised residents. The cities, towns and villages are built on the easily defensible slopes of its major mountain range, leaving the badlands to tribes of orcs and savage humans and the mountaintops to the wolves. It is rare for travelers between cities to run into any kind of trouble more serious than bandits and highwaymen, and the roads and trade-canals between settlements are policed by well-intentioned amateur guards. The mix of sentient species on the continent is reasonably even, with humans outnumbering the other core races but not by a huge amount. The non-core races are reasonably represented in towns and cities, but most keep themselves to villages and encampments on the fringes of society through choice, relishing their individuality and living by their own rules. Religions are tolerated but none has risen up to a position of dominance, and each major city is ruled by its own government (usually run in a vaguely democratic fashion, but there are exceptions). The average person would rarely stray more than a few miles from the place of their birth unless forced to, and existence is comfortable if sedentary. Auvenkine's major cities are plunging into an industrial age, but the engineering fervour has yet to reach outside their walls. Apart from the presence of a few logging stations, smelting plants and sawmills the average township is rarely concerned with what advancements the cities are working on or incorporating into their daily lives. Although the civilised areas of the continent are rarely troubled by unexpected violence, illnesses continue to take their toll. With little access to eldritch research or magical healing fast-spreading minor illnesses and plagues represent a real hazard, many of them brought by travelers who have frequented the badlands past the lower frontier. Town and village dwellers have built up immunities to many of the more infectious diseases over the years, but the strict policing of city borders has led to the populace being more susceptible to illnesses, and they thank the stars that such outbreaks are infrequent. The cities and towns are surrounded mostly by forests and farmland, but there are occasional anomalies that most right-thinking people steer clear of. Underground networks of brass-coloured corridors are occasionally found and walled-up, and hard-to-reach monuments of an ancient civilisation can be seen jutting from the higher slopes of the mountains. These are seen as bad and unlucky places, the birth-holes of beasts best left undescribed. Every now and then a group of adventurers and restless souls will depart, stating that their intention is to make their way into one of these monuments – of those that can make the hard trek across the upper slopes and the unmapped regions few return, and those that do bring with them incredible riches to tempt their fellows, and even more incredible stories to keep them away. As for the history of the region, it is a subject of debate for city-bound scholars all across the continent. Some evidence points strongly to the civilised nations being the remnants of a great purge conducted by unknown entities, a thinning of the ranks of sentience a thousand years in the past. Others hold that the elves are the true owners of Auvenkine's bountiful forests, and that the other races emerged from the badlands to bring industry, plague and a mixture of cultures to the mountain slopes, disrupting and co-opting a previously peaceful existence. An emergent theory is that the brass ruins that can be found dotted around the land are all that remains of a race of powerful Ifreeti, the last vestiges of the 'Smoldering Empire' mentioned in the oral traditions of the badland-dwellers to the far south. While it is rare that scholars can agree on exactly what the history of their continent is, they do settle on a single point – that Auvenkine is not truly theirs, and was once greater and more peaceful than it now stands. Jevenwist, The Immediate Setting:
High up above the snowline of the Katterfein mountain range lies the Jevenwist, a sprawling city with districts spread across several peaks and connected by walkways and trainlines. The city is one of the most technologically advanced places in the continent, mostly due to the lack of available rivers for water-powered machinery, and local engineers are both prolific and inventive. An under-street heating system keeps the harsh cold out of the richer districts, and the peaks of the mountains themselves are partially hollowed and have been adopted as additional housing for those not hardy enough to live on the frozen exterior. Certain districts of the Jevenwist are also noted for their high levels of reliance on the continually-refined technology of alchemical interaction, although for some residents these districts are seen as unstable or inherently unlucky due to the stigma associated with the arcane arts. Magic, and Those Who Use It:
The cities of Auvenkine are places of great learning, but this rarely encompasses a study of the arcane arts. There are no official magical institutions to join and, although there are occasional noble houses who pride themselves on creating practitioners of the esoteric arts, the common citizen will often breeze through life with no magical interference. Magic-users are regarded with a mixture of apprehension, awe and pity, and most individuals who have skill with the arcane decline opportunities to demonstrate in public, preferring to live normal, every day lives. However, the inhabitants of the badlands to the south of the frontier have no such compunctions. Legends and myths tell of powerful mages and keen-minded alchemists who carve out petty fiefdoms amongst the sickly trees and hills of the badlands, marshaling small armies of magical beasts with which they hope to gain entry to the verdant mountain slopes. Few people believe these tales, or at least admit to believing them, yet the number of individuals who volunteer to help shore up the defences of the frontier towns are still markedly low. Religion, or the Lack of It:
With the inherent lack of high level magic in the setting, traditional ‘divine action’ based religions do not have much of a foothold in Auvenkine. The lack of miracles, martyrs and, particularly, divine-channeled magical cures for illnesses or injuries means that although the majority of the population believes in the gods, they do so in a somewhat relaxed fashion. Auvenkine citizens are rarely supporters of the fervent worship seen in other parts of the world, although it's true that some individuals of that type certainly exist. This does not mean that clerics or paladins are particularly rare, however, simply that they are more likely to devote themselves to the strengthening or reinforcement of an ideal over the whims of a deific being. It is more common to find a monument constructed to honour the abstract concepts of 'purity', 'bravery' or 'beauty' than a shrine devoted to Sarenrae or Calistria. Foreign visitors to the continent of Auvenkine often find this vaguely unsettling at first, although strong adherence to religious principles is only the subject of negative stereotyping when the doctrines of said religions clash with local laws. The Sink and Rise Hours:
Living as they do on an incredibly mountainous continent, the people of Auvenkine have developed a slight idiosyncrasy when it comes to describing the times of the day (Due to the sun being blocked by the mountains for large amounts of time, throwing entire regions into shadow whilst leaving the surrounding slopes and hillsides bathed in the glow of dawn or dusk). These times are known as the 'rise hours' when they happen in the morning, and the 'sink hours' in the evening.
Different places experience these pockets of darkness at different times, and they can be dangerous for travelers who are moving alone or in small groups and don't know the local schedules, as the forests and slopes become progressively more dangerous to move around in throughout the night. Local legends (with more than a little truth to them) in many places describe the sink-hours especially as the favoured time for many savage creatures to hunt larger prey caught unaware by the sudden change in light conditions. The Languages of Auvenkine:
The forests, slopes and cities of the Auvenkine region are home to a diverse mix of cultures and peoples, and a similarly diverse set of regional languages also exist. The list that follow details the most important... Common Languages: Unsurprisingly, Common is the most usually-heard language throughout the region, spoken by just about everybody that belongs to some kind of recognisable social group. Dwarven is the language of choice in the dwarf-owned hill forts around the region, and it's common knowledge that the ability to speak it greatly increases your chances of entry. Those who commonly deal with elvish settlements often pick up a smattering of the Elven language, and it is seen as essential for a non-elf to know if they want to attempt to trade with such communities. Religious Languages: Abyssal, Celestial and similar languages are very rarely spoken in Auvenkine due to the general lack of organised religion. However, the region does have its own historical 'religious' language in the form of Low Targiss, an ancient language very small amount of extremely out-of-the-way communities. It is written with a modified form of the elven runic alphabet and is most often found on extremely old relics and monuments out in the depths of the forest. Planar Languages: Of the four planar languages the only one that is anywhere near common on the continent is Ignan, which is often found scribed across the interiors of the brass ruins near the lowlands and mountain peaks. Bestial Languages: Gnoll and Goblin are most commonly spoken by the savage tribes of the badlands (whether the members of the tribe belong to those species or not) and by some individuals in frontier towns. Most other 'bestial' languages are very rarely heard. Unusual Languages: Brass-tongue is the traditional language of bargemen and travelling tinkers, although it is rarely used for anything other than trading or insults. Hunter's Cant is an unspoken language of hand gestures used by trappers and woodsmen out in the forests to communicate without startling nearby animals, and finally Gearish is an emergent variation on common used by inner-city engineers, although they see such a name as an insult to what they hold is simply the obvious language of blueprints and new technology. (A note for language-learners here, you are treated as 'fluent' in any bonus languages granted by your int mod. However, languages learnt through the linguistics skill are automatically set at 'learner' proficiency unless you spend an additional skill point to become fluent. A learner has no problem following basic conversation, but may have to take a linguistics skill check when trying to understand complex ideas and multi-clausal sentences. Gatsby) Additional Races: Tsykera
A race hailing from the sunward side of the Nasurai Water (known locally as the Orphansea), the Tsykera rarely journey to the lowlands and are spoken about with the same lack of knowledge and speculation as the durahjan. A typical Tsykera has fragile elf-like features and a slim upper torso, and could pass for elves if it weren't for the glistening darkness of their eyes – and their extremities, an unsettling parody of human limbs but thickly-plated with dark chitin that runs from shoulder to elbow and from upper thigh to the end of their over-long legs. Although their hands are human enough the Tsykera have no feet, instead balancing adeptly on two blade-like jags of chitin, giving them a slow but graceful 'dancer's step'. The Tyskera habitually live in small communities below the snowline on the far eastern slopes of the Katterfein range, and although they rarely leave their homes and are protective of their culture they are more than tolerant of outsiders, relying on them for produce from above the snowline and past the swamps and marshes that run into the orphan sea (two places they feel particularly uncomfortable in). It is rare to find a Tsykera not fluent in Brasstongue, the language of travelling traders and their ilk. A Tyskera has the following features... Tyskera are Medium-sized Humanoids with the Insectoid subtype
Tyskera benefit from the following racial traits... Mountain-Born: Tyskera gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness. Natural Armor: Tyskera gain a +1 natural armour bonus to their Armour Class. Chemical Sense: Tyskera are particularly sensitive to minute changes in the body chemistry and pheromone output of those around them, helping them to see when certain topics of conversation or various actions anger, disturb or please those they are in contact with. Sense Motive and Diplomacy are always considered class skills for the Tyskera. Nimble Faller: Tyskera land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. Weapon Familiarity: Tyskera learn the traditional ways of hunting before they reach adulthood, and how to use the weapons of their ancestors effectively, though many do not practice the art after their childhood. Tyskera treat any weapon with the word "tyskera" in its name as a martial weapon. Darkvision 60 Feet: Tyskera can see in the dark up to 60 feet. Meiharo
A Meiharo has the following features... Meiharo are Medium-sized Outsiders, originally native to the plane of earth, and thus have Darkvision extending out to 60ft and eat, sleep and breathe as normal.
Meiharo benefit from the following racial traits... Stability: Meiharo receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Camouflage: Meiharo gain a +4 racial bonus on Stealth checks while in rocky or mountainous terrain. Stonecunning: Meiharo receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Natural Armour: Meiharo gain a +1 natural armour bonus to their Armour Class. Light Sensitivity : Meiharo evolved in the humid shadows of a great jungle, and are dazzled as long as they remain in an area of bright light. Ravkha
A Ravkha has the following features... Ravkha are Medium-sized humans and thus eat, sleep and breathe as normal.
Fearless: Ravkha gain a +2 racial bonus on all saving throws against fear effects. Scavenger: Ravkha gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. Sprinter: Ravkha gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Carrion Sense: Ravkha have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). Weapon Familiarity: Ravkha are proficient with spears, and treat the flindbar as a martial weapon. . Scavenger Empathy: Ravkha gain a +4 bonus on Handle Animal checks made to influence hyenas. Low-Light Vision: Ravkha can see twice as far as a race with normal vision in conditions of dim light. Hekajin
A hekajin has the following features... Hekajin are Medium-sized aberrations and thus eat, sleep and breathe as normal, but have Darkvision out to 60ft.
Abstract Tentacle: A hekajin has a disembodied tentacle that floats several inches behind their shoulderblades, a clear indicator of their heritage. Their tentacles can be used to carry objects but not to wield weapons, and can retrieve small, stowed objects carried on their persons as a swift action. It can be hidden by bulky clothing and a decent disguise check (DC 15), but does detect as slightly magical when in motion.
Skewed Mindset: Hekajin gain a +2 bonus on all Will saving throws.
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![]() Naneko, Amy, Gavin and Roland, although you each come to your realisations about your altered state and location alone, one thing ties you together incredibly quickly - the fact that you are, apparently, being stalked by a lunatic. You all hear the cry of "I can SEE! MWAHAHA...", and those of you who conversed with her can make a reasonable assumption that this would be your fellow patient, the blinded alchemist. You can make your way to her if you wish, her laugh being the perfect directional beacon - not only because of the volume of it, but because you have a useful visual reference in the form of a sudden, expanding ring of terrified birds and woodland animals that rushes past you, all fleeing from the mad woman's triumphant exultation. Find their origin, and you will have found your alchemist. Bora, the world seems very quiet when you finish laughing. As for where you are, you have very little idea. Anybody present can make a Knowledge:Geography [or d20+INT] roll to try and identify your whereabouts by the landscape and flora around you. Note the results at the start of your next post if you wish to do so. ![]()
![]() It hit Japan about six hours ago, so I am also experiencing future world- it seems pretty normal, although terrifying quantum tears occasionally occur, turning huge swathes of the country into a wasteland of unstable temporal anomalies... but it's no big deal. We just sigh and get a broom. Shogunai, as the Japanese say (I think it means 'it can't be helped', but my Japanese is still pretty shaky...). ![]()
![]() Saw you guys had a few questions / clarifications, so I gave Atterleigh a character post to let you engage him directly if you want to. Be warned for the future though, he's an NPC expert with absolutely no weapons or combat experience, so don't expect anything from him if a fight starts except an Atterleigh-shaped hole where he was just standing and a suspiciously rustling bush somewhere nearby. ;) ![]()
![]() Back in the good old days (when i was thinner and younger, in other words)and I only played Call of Cthulhu we just used to have everybody turn their phones off. Then I had a few years away from the hobby and when I came back... My group now keeps their character sheets on their phones or tablets, but they're still pretty good when it comes to not being too distracted. We did have one player who constantly checked something not-game related (I have no idea what it was) but he was thoroughly put off the idea when two of the other players ganged up and bombarded him with the text 'pay attention' every few minutes for the next hour. God bless free text messaging services, I didn't have to lift a finger. |