Feiya

Wintyr's page

72 posts. Alias of Bender is great.




The once great city-state of Methyis is overburdened. The only thing more terrifying than the steady stream of refugees pouring into the city over the past month was when it abruptly cut off. The local warlord, Granth, who ran the city has tried to maintain order within the walls, but everyone's nerves are frayed down to the bone. While food can still be scavenged safely during the twilight hours surrounding noon, sightings of the Shuffling Horde (DC 15 knowledge local or religion) have been reported less than 50 miles from the city. When it arrives, leaving for food will no longer be an option. Granth has requested every able bodied individual, especially those with superior vision, report for shifts of guard duty on the wall, as well as making note of those who enter the city, deputizing those who volunteer to do so. An important unspoken role of these deputies is to keep hope up amongst the populace. The last communication received from the southern city of Crel'ya was, "They've breached our defenses. Gods know how, but one got inside. Death before undeath." That was a week ago. Things seem grim.

Knowledge: Shambling Horde:
The Shambling Horde is an uncontrolled mass of zombies, an insidious creation of some lazy necromancer. The infection that they carry causes them to move in a contiguous unit, some thousands large instead of scattering across the countryside. They are uncontrolled, and unfocused, but their sheer numbers allow them to overwhelm even the mightiest of creatures. Several dragons were caught slumbering by the horde and converted. Perhaps worst about them is that the infection they carry is transmitted through the air. Anyone who dies for any reason within a week of being exposed will rise as a zombie, with a strong urge to join the horde.


Welcome heroes and survivalists alike! I'll get a post in gameplay up soon, but here's a good place to finalize character choices, such as teamwork feats, gods, how you might know each other, and how you got to level 3 in your backstory!

@Lettu: It sounds like you might have been gone from the prime material plane for quite a while! In that case a lot of the human gods that were active when you left would be gone at this point. However, the elven pantheon has remained untouched, and nature + archery sounds very much in line for Eesoch, god of natural places, silence, and archery. You'd also have the dubious honor of being the only player to subscribe to a non-human deity to my knowledge!


Hello! I'm looking for 3-6 players for a game! I've tried to organize this massive text blast, feel free to contact me with any questions you might have! For reference, I try to run serious games, with moments of levity, where the rule of cool is in effect. I grew up reading a lot of Neil Gaiman, Diana Wynne Jones, Terry Pratchett, and Douglas Adams, and there's a pretty high chance you will see their influences in the tone of the game. Post expectation is about once a day, more if you can, let us know if there's gonna be a gap. Leniency on weekends.

All that being said, the theme is undead apocalypse. Maybe you're from a village that was devoured by the hoard. Maybe your family managed to flee to one of the safe cities in time to escape the onslaught. Maybe you lived in one of those cities before the sun went dark. Or maybe something completely different! Something needs to be done before the necromancers running this apocalypse manage to snuff life out on this world forever!

The Cube:

The world that this adventure takes place on is known as The Cube. This is because it is shaped like a cube, with 6 "planes" serving as continents. Like all planar boundaries, things get kind of strange near the edge of the continents. Some scientists argue that a cube shaped planet is incredibly improbable, and shouldn't be able to stand under the tremendous pressure. The answer of The Cube's continued existence is incredibly simple. Magic.

Some have speculated that the Cube is near the end of creation. This certainly would explain why so many strange things occur there. The sheer frequency that extraplanar beings try to gather even the smallest amount of influence in The Cube. The two thoughts are either that The Cube is on the edge of reality, making it a prime location for any faction that wants to carve something out of all the nothing that's next to it. The other is simply that outsiders have nothing better to do other than in the best of cases a general nuisance, and at the worst, an extreme hazard to life and limb.

Two of the faces are predominantly occupied by humans, both of them being rolling plains and light temperate forest. One houses a great city, built by mages for mages. The other face consists of several factions of kingdoms, plagued by constant skirmishing, as well as monsters. The elves once sprawled across the entirety of the Cube, but now they mostly exist within the dense forest and jungle that double as gates to the fey wild. One plane is a great desert, in the center of which lays the mighty Tavern of the Gods, from which mutagenic energies spill forth. All the strange races come from the desert. Ratfolk, catfolk, kobolds, goblins, all come from the peripheries of the desert, where the radiation is not too strong. One face has been lost the the mysterious event known as the future wars. Before the plane was leveled, the dwarves made their home there, now they are nomadic, looking for a way to reclaim their lost home from the strange metal contraptions that fight there. The last plane is surrounded by mountains. To cross the mountains was to never return. The sun never shines upon that face. Efforts to scry upon it inevitably end in either failure or insanity for reasons that will be become clear.

The game will begin in the human lands, in one of the warring kingdoms, the city of Mullern.

Current time: The Time of Endless Night:

For the past hundred years, the sorcerer/wizard war has ravaged the great city of mages, as well as the countryside, and the general peace of mind of anyone who doesn't want a stray fireball to burn their entire village to the ground. 100 years of war has culled the most powerful mages of the time. Except all the necromancers the wizards had banished. Dozens of necromancers, armed with the knowledge of lichdom had been sent to live in solitude. They made their way to the face where the sun does not shine, and there they formed a sinister coalition, raising their armies, searching for the remains of dead gods, summoning allies, and biding their time. When Grand Mage Merrick the Mighty perished, they knew their time was nigh.

Working together, they wove a great spell, creating a miasma between the sun and The Cube. Full noon is now as bright as twilight. Night is now a pitch black. The hordes of the dead now roam across the countryside, shepherded by their deceased masters. If something is not done soon, no life will survive the onslaught. The graves of the long dead are now empty, and all manner of foul creatures roam the earth, from the Shuffling Horde, to the Boneyard, to the Vampiric Legion. Some cities stand against the darkness, with their great walls, but everyone knows in their heart of hearts that the dead have nothing but time, and with each passing day their ranks swell. 2 years have passed since the necromancers attacked. 2 years have passed since the last sunrise. This is the time of Endless Night!

Character creation + House Rules:

Start at level 3, and tell me how you got there.
Wealth by level for level 3
I love rolling for stats! But not everyone enjoys the randomness that comes with it, especially when someone ends up gimped by nothing more than bad luck. In compromise, I'm going to roll 5 sets of 4d6(drop lowest) You can choose any of the arrays that you want, multiple people can chose the same array! Any low stat in this case will be more voluntary than usual.
All the core races are allowed. Featured too. Changelings exist. Races with the native outsider tag are pretty common, and for the most part are treated like their non-outsider racial heritage.
All classes are allowed, but see the house rules if there are changes. I personally don't like getting guns in my fantasy, but considering the setting, they exist. Keep in mind that most of the arcane spellcasters just spent 100 years murdering each other!
Cheese is allowed, but not at the expense of RP. You wanna optimize? That's fine with me, just make it all work story-wise, and expect RP to exist.
All characters should know at least one other character in the party. You don't have to be friends, but some connectedness would be great! Feel free to interact in the recruitment, just spoiler it as RP.
Selfish is allowed. Active evilness is not.
Gimmie as much backstory as you're able/willing to! I won't definitely prioritize more over less, but I will absolutely prioritize something over nothing.
Last of all, have fun with this! Pathfinder's so versatile that there's no need for your healer to be a cleric, or even a spellcaster at all! I love seeing new things I hadn't thought of before.

House Rules
Fractional BaB and saves
Variant aid another (10=+1, every additional 5 points adds another +1)
CMB checks only provoke on a failure
Sorcerers are not a level behind wizards for progression, and get bloodline spells two levels earlier (Maintaining that spell, not WoP)
Witches, Sorcerers and Oracles use words of power (Unless otherwise desired, and an explanation is provided)
Rogue is full BaB
Fighter gains combat stamina for free at 3rd
Occult classes on a case by case basis
Channel energy buffs
*Add primary spellcasting stat to heal/damage
*Variant channeling save only removes the additional effect, instead of halving damage
*Clerics can only spontaneous domain spells, but domain slot is added to normal slots. Ask me about architypes if that's going to be a problem!
Smite evil works on any creature with an appropriate aura class feature
Bloodragers use unchained rage
Synthesist is still ok
May at any time chose one story feat
Elephant in the room taxes
1 free teamwork feat at 1st, 4th, and every 4 levels after.
VMC
Background Skills
2 traits, 3 with drawback

You made it to the end! Thanks for reading all of this! I'll leave the recruitment open until the 17th, or until we've got a whole lot of applicants. I love getting messages on the boards, so if you've got any questions that I missed, please don't hesitate to send them over.


Herbalism bond wrote:

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

And spirit share is a 1st level druid spell that lasts for 1rd/lvl, and allows you to
Spirit Share wrote:
For the duration of the spell, as a standard action you can touch a willing target to deliver 1 dose of a potable liquid (including alcoholic drinks and potions and elixirs, but not poisons or other liquids that are primarily harmful when drunk) in your possession (though not necessarily held in hand) into her.

Now I know that there is some controversy around the functionality of the herbalism bond, but that's kind of moot, the real question is does this mean that a 3rd level druid who made an herbal concoction of bull's strength for free could give it to 3 party members with a first level spell slot? If so, doesn't this mean that a druid could hypothetically make all the buff based spells into potions, and 'roid people out if they knew a combat was coming incredibly efficiently?

How would you handle that, and is it actually as strong as I think it is?


So I was playing in a game, and we had to fight some vampires. So the party wizard goes into a corner of the room, and starts preparing his spells for the day. He comes back, saying that he is confident of taking down these vampires. First thing he does is cast shadow projection, allowing him to chase down the two vampires into a crevice they misted themselves into. The next thing he does is cast Aqueous Orb. Now we all know that vampires have an aversion to running water. And Aqueous Orb is described as, "A rolling sphere of churning water that can engulf those it strikes." He hits the vampires with it, and they end up inside this orb, that is obviously running water. What happens to the vampires?


Hey, I was doing some character creation, and thought it might be neat to try and combine a wizard with a ninja. I was wondering if it was possible to make one that actually could be useful in a fight, along with other uses.
Thanks! :)


This is a thread to share your favorite super-amazing character. I have friends that love to make some ridiculous stuff that is almost cheesy, but isn't. Example: in another rules system, there was a character called Dang. He wielded a glave, and could hit anything within 15 feet. He also had whirlwind attack and great cleave (this was before cleaving was its own action.) So Dang would spin around in a big circle and kill most everything whiten a 15 foot radius from him. (this could still be done with improved cleaving finish)


Is it just me, or are they OP? I see the merit in having them live in a campaign, but as a PC race?! I just see having resistance almost everything is a bit weird. However, I would like to hear from the other side of the story, and if you think that Aasimars are perfectly legal, please tell me why. (I'm sorry for sounding a bit stiff. Its my first thread.)