Hello everyone, I'm running a game which some of my players have unfortunately disappeared from
Because of this I'm looking to replace them.
Now the current party consists of 2 players: 2 Humans- one a Fiend Keeper the other a druid.
here is the original recruitment
None of the players have encountered enemies yet(although you will soon) and each of them has received a Holy symbol.
I'm looking for 2-3 replacement characters. All the rules and questions I awnsered are in the link above.
You will use the same rules as the last recruitment only you get a free holy symbol (a silver or wooden one)
Its been a few days on the sea, A trek that only a few captians would take. However the Vilerdianan tasked with takimg you over clearly knew nothing of the black Reach... Clouds hung in the sky for the whole second half of the journey, although the sea was hardly rough.
You had been Tasked By Lord Viris Canewood to assess the local situation. You are to assess the condition of the oil fields, Contact the Local Lord, and determine the reason the Embassy has not been reporting back.
It seemed like a simple job, However the tales of the Black Reach where nothing to be scoffed at. Tales of Vampire lords and dark Curses filled stories from folks coming from the reach... Some of it must have had at least a little truth.
Near sunset on the second day you spotted it, The White Tower: a lighthouse on the Isle White. The Captain comes to your Quarters and Shouts down at you all. "On Deck, Yellow bellies, we've come to your stop!" says the Frilly man, His beard and Hair quite overdone for a sailor. "Remember, I'll be in Port for three days, If you finish your report by then, I'll take it back to Lord Viris." he says, Heading back up to deck.
The smell of the sea turns dark, and the scent of Rotting fish comes clear for a moment before vanishing as you pass the Isle White . The boat comes into port, a monster among all the small fishing boats.
As gangplank is sent out, A few people approach, One man Dressed In a suit of Full plate, His armor shining brightly. The other was a Woman, Dressed in more practical attire, She appears to be carrying a Bundle of notes, and by the look on her face she seems to have been waiting for your arrival.
Preface
It is the Year 1403 CT. You are an Adventurer, Come to the Country of Vilerdan In the hopes to find work. Luckily you happen across A flier posted by The Lord of Vilerdan's Northern provenance, Asking for the aid of skilled Warriors, Sages, and Adventures.
Across the sea, In a land wracked with a dark curse, Undead and hideous beasts Roam across the land. Very recently The lord has stopped receiving communication from the local embassy of the Black Reach. However he doesn't want to alert anyone something is wrong, and beleves if he sends a group of strangers with little to no attachment to the kingdom that (if this was an insurrection) his agents would have a much easier time learning what has happened.
He has called apon a small group of Adventurers to help him. He has weeded you out from a large pool, as those best to suit is needs.
overview
This is the basis of a campaign I've been working on for a while now, I have a full detailed history of the area and even a pretty good story.
However no knowledge is needed. I fully intend players to gather information as they go, Learning of the Black Reach as they go.
Currently I'll give a short overview of the basic History of the area, and the common knowledge of anyone you'd typically ask on the sode of the street.
The technology level of the world is simular to the Early 1800's, Therefore guns have come around, are fairly common, and folks arent running around in full plate armor, however such armor is still around and available.
I have some special rules for firearm proficiency, and will explain those later, But for now the rules for guns follow the Commonplace gun rules.
Other than that The Black Reach is on the Frindges of Civilization, and although the City of Reach once was a great place, It has fallen into disrepair and misuse under a dark curse lain many centuries before.
Character Creation Rules:
All Characters will be starting at LvL 1, With Average Starting gold, And a free set of either Thieves tools(normal ones), Spell component pouch, Silver Holy Symbol, or 1 Skill based Kit of yiur choice (ie. disguise kit)
I don't require you to get too in depth with your background, however I encourage you to create your own background. The Land of Vilerdan is simular to France in culture, and you can come from anywhere you wish, naming it yourself, and even establishing your own lore for it.
Class and alighnment: I am not limitimg class selection, however use unchained if you can, and Evil is Discouraged. Unfortunately the local Faith of the reach is dedicated to the erratication of Evil, and are the types to punish offenders harshly.
Equipment: Due to the Text level, almost everything is allowed, although guns are around too, With the Commonplace guns rule with this exception:
1-handed guns are simple weapons, 2-handed guns are Martial, And all pepperbox varients are Exotic, as well as the Double Hackbut. Please note that although guns are common, It isn't likely that your enemies will drop that much ammo...
Skills and Background Skills: Yes, I love this rule set, as for alot of those classes that don't get too many skill points, it allows you to round out your character pretty nicely
Languages: I will be usimg the basic Paizo languages, and all racial languages as appropriate.
Races: Here's where things get complex: I'm this world all the common races are out and widespread, However several of the less common ones are as well. Ratfolk are quite common in the Black Reach, Infact they make up a good portion of the slums.
The planetouched however are alot more rare than Usual: Teiflings are the most common, Typically Devil spawn, Followed up by the Elemental ones, Aasimar are extremely rare as Celestials of this world are quite... Chast. Typically Aasimar are not decent of angels, but rather just extremely blessed individuals, Folks who where human before, but exposure to a very powerful Celestial changed them, for the most part.
Drow do not live under the Reach, As the land is cursed, and is also a large island.the sea between prevents them from migrating and establishing nearby cities, However drow do inhabit other reigons.
Dhampir do exist, alot more than the local Faith would wish, However due to their nature many folks fear or scorn them, alot more than Teiflings.
Other than that most other races follow basic Paizo lore
Please ask if confused or if you require any further details
Basic Common Knowledge of the Black Reach:
The Black Reach once was a kingdom by the name of Breek. Unfortunately about 50 years ago, it's government fell, and Vilerdan's king took advantage of their disorders to pull them under his control. Unfortunately it seems the Reach is cursed, as the lands around the City of Reach are commonly known to house undead and Lycanthropes.
The last Lord's name was Killian Goodvale, He was Driven mad, and drowned himself in the green sea(the sea between Vilerdan and the reach).
Reach's primary Export is Pitch and Oil, As I the Nearby Southern Reach large oil deposits where found. The king of Vilerdan wanted control of this resource, under the advice of his Artificers.
The Reach Worships their own minor Deities, The common Two are known as the Lady White and The Lord Black, gods of Life and Death respectively.
A nearby Forest known as The Black Forest has Grown exponentially after a group of Adventurers slayed a Lich deep in the forest. Local druids claim responsibility, however more monsters keep emerging from the forest despite their efforts.
If there are any questions, or anything I missed, Please ask away, or let me know.
Okay, I'm gonna begin this with a disclaimer:
I am not exactly known for keeping to my games, often times I get overloaded or life gets in my way. This does not mean I don't care for my games, infact I very much love doing this, even if it doesn't last long.
And in the hope that fun may be had despite that, I have some ideas.
I'm making this thread in order to toss some ideas out there, trying to find some interest out there as well as Garner some interest myself.
Idea 1: An Elder scrolls game! This idea has bounced around in my head for a while, now the most obvious issues would be coverting this to the Pathfinder system, or finding an easy to learn system to use it in. I obviously want to keep this in Pathfinder, as it helps greatly to keep things familiar. However I'll likely use the spheres of power system for magic, as it mist closely resembles the schools tamriel uses.
The settings will actually be during the oblivion crisis, as it not on is the time I'm most familiar with, but it's before s#$% got complcated with the nations.
Idea 2: honestly I'd just like tk do Mummy's mask, The AP is one I haven't DM'ed and one i very much like the idea for.
Idea 3: A starfinder game. With this one the system is newer, and I can't seem to wrap myself around ship combat, but the idea behind this one would be something Homebrew, as I don't have access to any modules yet..
Idea 4: Something evoking Classic Horror. Vampires, werewolves, Juju zombies, you know something like that ;P
Idea 5: Midevil Zombie Apocalypse. This one is interesting, a game based entirely around killing zombies. Obviously classes that are better against undead would make this game pretty well, but I want to do something where it isn't a magical undead, and the normally effective powers of cleric are not working as they should against the unliving swarm.
And those are my ideas, obviously I have bias twards the Elder scrolls one, and i have put a TON of thought into it. Bur I'd like to see first which of these have the most intrest.
If I do garner some interest, I'll do my very best to keep on track. I'm Limiting myself this time, and not taking on too many games at once. My life right now shouldn't spontaneously explode, so I should last at minimum a month or two ;P
So, This is Just going to be an interest thread at the moment, I do have quite a bit going on at the moment, and opening another campaign right now is gonna not be very good for me.
However, It's possible I could do something in the future (at least in the next 2 weeks)
So, I have the feeling to play a campaign either with your PC as Lycanthrope, or hunting said creatures and possibly becoming one.
It's rare that a campaign has Lycanthrope within them then have that be an integral part, or allow being a lycan without the whole alignment change.
What I'd want from this is either a short to mid length game where your characters have to adapt to the changes within them, or if they are hunters kill Lycanthrope only to discover some hidden third party (possibly something controlling or making more lycans.)
Now if I do something like this it will be very classic Transylvanian. Spooky forests and dark castles. Infact I might just set this within the ravenloft world(one of my favorite worlds) To add to the atmosphere. After all since ravenloft isn't a whole world I could add pretty much anything I wanted to it. Who says a villian in Gallorian hasn't done something worthy of Ravenloft?
So, for now it's just an interest check to see if many people would want to do something like this, as well as any suggestions on systems, Alternative rules, Character ideas(but not aliases quite yet), or possibly offers to do something like this and offer me a spot as a player (gods know I'd rather play this game than DM it.)
Also this game will likely have guns, after all silver bullets are a staple of the genre.
Hello! This is a reopening for a recruitment. The last thread didn't get much traction and frankly had some negative comments posted on it, which I'm sure caused it to stagnate and not gain any interest,
So I'm reopening recruitment in a new thread to try and bring it back into focus!(plus people are more likely to click on a fresh thread.
The Idea of this game is that you will be playing Curse of the Crimson Throne in a Victorian Steampunk setting, (Think Sherlock Holmes) And will be progressing through a Tweaked and Altetrd COTCT game. Obviously some of the themes will be different, and several of the enemies will be completely redone or altered to fit :P
Character Creation and Rules:
Important Changes: Guns everywhere- Characters with martial proficiency are proficient with all guns except those I will label as "Exotic Firearms" which are none of the standard Paizo guns.
Character with simple weapon proficiency (except wizards and Sorcerer) are proficient with pistols and revolvers, or otherwise "one handed firearms"
Wizards, Sorcerer, Monks and any class that has proficiency with only a few select simple weapons are not proficient with any fire arms
Classes: Any Paizo, however Summoner are Unchained only, otherwise it's up to you if you want to play rogue Unchained or not... Bonus points to Investigator and Vigilante.
Races:Any Paizo, however Core races are obviously more common, a Bonus to Ratfolk, Skinwalker, Changeling, and Dhampir, as they will be more common in the setting I have in mind.
Stats:25 point buy- Guns mean you need more power or your gonna get shot.
Traits: You can use any trait from the CotCT players manual, however if you give me a good reason/reflavor of any other Champaign trait I may allow it.
Also, two traits(one Champaign), +1 one for a Drawbac
Starting wealth: any ×10 in basic money is now ×100, in wealth. For example, a wizard who has 2d6×10 in wealth will instead have 2d6x100. This helps you pay for those pesky bullets.
Special feats: Everyone will be using the Feat Taxes Rules, meaning no more having to take power attack or weapon Finnese! However this also means Melee combat won't go out the window
rules:• Advanced firearms will only hit touch AC at 2×Range increment, rather than 10× an increment.
•Use Background Skills ans All skill unlocks
•we will be using piecemail rules, however any suits of armor will only be purchased as wholes.
•Special materials: metals have become easier to produce, Mythral and Adamantine items now const half their normal price, as well as several other materials, such as Cold Iron and Elysian Bronze costing only 1/4th their normal cost.
Background: I would like at least 1 paragraph explaining your background, a and this must include your reason for wanting to take down Geadren Lamm
Now, this Game is Based On Gallorian, But as if none of the Champains had happened until This period. So there is no need to research Gods or such if you are familiar with the setting ^-^ also no need for me to change names ^o^
But anyways, I am only gonna leave recruitment open until I have at least 10 players. If there are less within the next month than I'm just gonna take what I have, even if it's unbalanced.
Also, to clarify, anywhere I say "bonus points" at in the character creation, it simply means those are more common and are more likely to be picked for this game than they would other games, as Ratfolk, Skinwalker, Dhampir, and Changeling fit the setting VERY well.
I'm pondering the idea of playing a Gothic/Victorian game, with themes of Steampunk and Intrigue. Although, since most of my Hombrew games tend to move slower than a snail on depressants and my published games do alot better, I've decided I wanna do a game that I have yet to DM yet(and really would love to DM) and that's CotCT.
My idea was to do a game using the Guns everywhere rules as well as a few others
And to make it feel a bit more like Victorian England I'll be ramping up the Intrige and such.
But I want to get this game going quickly so I'll lay down the rules here!
Character Creation:
Important Changes: Guns everywhere- Characters with martial proficiency are proficient with all guns except those I will label as "Exotic Firearms" which are none of the standard Paizo guns.
Character with simple weapon proficiency (except wizards and Sorcerer) are proficient with pistols and revolvers, or otherwise "one handed firearms"
Wizards, Sorcerer, Monks and any class that has proficiency with only a few select simple weapons are not proficient with any fire arms
Classes: Any Paizo, however Summoner are Unchained only, otherwise it's up to you if you want to play rogue Unchained or not... Bonus points to Investigator and Vigilante.
Races:Any Paizo, however Core races are obviously more common, a Bonus to Ratfolk, Skinwalker, Changeling, and Dhampir, as they will be more common in the setting I have in mind.
Stats:25 point buy- Guns mean you need more power or your gonna get shot.
Traits: You can use any trait from the CotCT players manual, however if you give me a good reason/reflavor of any other Champaign trait I may allow it.
Also, two traits(one Champaign), +1 one for a Drawbac
Starting wealth: any ×10 in basic money is now ×100, in wealth. For example, a wizard who has 2d6×10 in wealth will instead have 2d6x100. This helps you pay for those pesky bullets.
Special feats: Everyone will be using the Feat Taxes Rules, meaning no more having to take power attack or weapon Finnese! However this also means Melee combat won't go out the window
rules:• Advanced firearms will only hit touch AC at 2×Range increment, rather than 10× an increment.
•Use Background Skills ans All skill unlocks
•we will be using piecemail rules, however any suits of armor will only be purchased as wholes.
•Special materials: metals have become easier to produce, Mythral and Adamantine items now const half their normal price, as well as several other materials, such as Cold Iron and such.
Background: Now! This is where I want to get some reading.
The ears will be rough mid industrial revolution, with steampunk themes
We will be based in gallorian (Just in a very late future where none of the campaigns happen until now) so no need to worry about strange God's or an unfamiliar setting.
We will be using all the same names and such, just updated to a Victorian era when it comes to the Character themselves.
When you create your Character I would like an explanation for why your Character hates Geadren Lamm and his gang, please note these characters are more akin to a mafia or an old style gang.
In addition, I'd like some motivations, A secret you have from the party, a secret you have from your Character, and where you want the Character to develop.
I believe thats all for now, if you have any questions, or I missed something, go ahead and ask!
I will run recruitment until midnight on Christmas (meaning December 26)
It has been boiling in my mind to play a game where our players are plainwalkers( as from magic the gathering), and base the game around the presuit of an envil force attempting to destroy all plains.
Right now I'm in the middle of the concept phase, but this idea really intrigues me! I would most likely have my characters be around lvl 5 to start(having to have ignited their spark previously) and I will also be making a few custom races for certain world's due to them having unique races, Such as the Aetherborn.
I'll most likely use spheres of power instead of the standard magic system, as it fits more fluidly into how magic and Mana works. And for the system that makes you a plainwalker I'll most likely use a modified Mythic system. Add new traits and a special thing called "Plainswalking"
And as for a time period in the official cannon, this will be before the gate watch is created to help battle the Elderazi in Zendikar.(it is possible that I will have YOU become the gatewatch instead :P)
It is dark... You hear nothing. Not wind, not water... Not even the sound of your own breath. The air is stale, thick with the taste of dust. Years have passed... Decades lost... Millennium flown by.
Then there was sound... Deep inside your chest came a beat like drums, it was your heart... Your alive... But why? And how?
It doesn't matter... You hear something else... Whispers. Your inside something... A box? It's hard to tell... You, can't move... Why? Suddenly you hear a grinding, the box is opening... But you can't see. They are waking... said someone just outside of reach.
Then all went silent, and your body is released. You open your eyes and see the room before you, just as a light from above fades away. All that is left to see is the others... And the paper on their chest... Then you feel yours... And look down to see it...
I want to do a game where your players are lost deep in ancient ruins. How they got here, no-one knows. They awoke, with no memory of who they are or how they got here. They have nothing, only the rusty blades of the long dead. But that isn't even the worst part. Something is here with them... Something... Dark.
I wanna do a game where the characters wake up basically naked. And it's their job to navigate these ancient ruins and learn who they are, how they got here, and why they are here. All the while being chased by enemies too powerful for them to fight on their own.
This game is based in a world between, where Anything could be true and nothing is impossible.
I'll be looking for 4 players, particularly a diverse group of characters. I will not focus on balancing the group. Infact I expect you to adapt as we go. And learn ways to take out Enemies efficiently and with minimal resources.
Players will start lvl 1, no Equipment, save for one item essential to your class. This can be a Spellbook, Holy symbol, Spellcasting focus if some kind, a simple Weapon (less than 20gp value), or a light wooden shield.
I recremend classes that don't rely on mounts, guns, or pets. However you have the chance to find pets in game. Equipment will be limited. Also, I am banning Monk/Brawler because they take the challenge out of unarmed combat.
Character Creation:
Stats:20 point build or 3d6. One or the other, if you don't like your rolls you can try the build.
RACE: Any Paizo- No Race bulder- Except Lizardfolk. You may ask about my custom races.
Class- Any Paizo, BANNED:MONK, BRAWLER, GUNSLINGER, CHAINED SOMMONER
Traits:Any two, and a Drawback.
Background: None- you are all strangers, yet I'd like at least a summary of Personality.
Alignment: NO EVIL! Although I do like the idea, I have no intention of doing this.
Also when you wake up, you will have a note pinned to your chest, with a pin. It will be important to your story, and will be based on your Personality.
This note will grant each of you something unique. And it will be useful in the future.
A Unique Twist:
As your Character advances you will all gain strange abilities or powers that have no explanation. Several of these things will seem useless or strange... Some may also just be bad. I'm limiting it to one unique ability for now, but this ability has drastic changes to your Character
With the release of the new System, I got my hands on this fine book.
So, I am gonna run a test of this game taking players from lvl 1 to lvl 4. Perhaps beyond depending on how the game goes.
I'm looking for a group of 3-6, trying to keep it small to keep it nice and easy.
I'm gonna keep the rules close to just the core. However I'm open for suggestions from you as players. Since most of the game is backwards compatible with Pathfinder I'm gonna be mix and mashing monsters and aliens. Magic and technology will work hand in hand :P
But to keep it simple I'm restricting players to the Starfinder classes only.
The idea is that your group is a bad of mercenaries hired by a corporation to find and stop some black market smuggling. Story will be very liniar, and I will throw a few encounters out there to test combat.
I expect this game to stall occasionally, but mostly during the points where rules become foggy ;)
Character Creation:
Race: to be Fair, you can use any of the races in Starfinder, and if you can convince me I may allow others from Paizo.
Class:Starfinder only
Theme:well Starfinder only ;P there aren't any anywhere else anyways!
Starting money: Average
Ability: 4d6 drop lowest or 25pt buy. Those who wish to go below 10 I will allow down to 8 to give extra, otherwise standard rules apply.
Background: keep it simple. I don't need a biography
Hello one hello all! After the disappointing falure that was trying to get my Greek game back up and running, I Feel like I should give people the opportunity to try something. So, Recently I began exploring old campaigns, and I felt like playing this one!
Now, with it being a 3.5 game there will be extensive changes to the campaign, mostly in monsters and such. But that's beyond the point. I want to allow almost anything for this game (Paizo that is), so I'm very open to rules, races, and other such things. Of course they have to be logical. No Driders or Centaur in the middle of a populated City! However given the Diversity of Varisia and it's Cities I will allow most other races.
Here's the rules:
Character Creation:
Starting level:1(obviously)
Races: Most Paizo(No green martians or other four armed aliens) as long as you make sense(also, Kobold get a change to make them suck less)
Classes: Any Paizo, Unchained if available,
Archetypes: any Paizo(3pp up for review)
Starting Gold: Average,
Traits: 1 Champaign, 1 other, take a Drawback for a third
Rules in use: Background skills, Skill unlocks(Occult and Unchained), VMC(Can't multi class in another way if using this), Other rules up to approval
Changes to races:
Kobold: new stats!(+2 dex +2 Cha, -2 con, -2 Str,)
Gripli: gains Sticky tongue (As the race builder trait)
Other races with >or= 6Rp get a change depending on race, ask if needed.
Will not change humans °-°
Now, A short taste!
The king is sick... A form of leprosy has kept him in bed. And his dear wife has been desperately trying to keep him alive... It won't be too long before he is gone...
But this is just a minor problem for you, for the criminal Gaedren Lamm has been the irk of all your problems this last few years... I'd only someone where to find him and stop him
Okay! Let's do this!
Recruitment will be open to the 30th.
Note, some things will be quite thematic, such as a harrower or a Vigilante,
So, I was wondering, my friend gave me the wonderful idea to do a conversion of the setting in Adventure Time to Pathfinder, or at least something similar.
The world on the surface looks like a mix of modern and fantasy, with magic and such being prominent. However, under it all is the history that the world itself used to be much different, and far more like our own, until the lich king came and destroyed it all, shortly before billy(a powerful hero) stoped the lich from destroying all life.
Now, oviously this can't convert exactly to Pathfinder, so I was thinking more along the lines of a similar world.
Any ideas?
Other notes:
Now, I wanna note there are alot if things in the world of oo that are just hinted at, such as "The Great Mushroom War" which from context is the nuclear apocalypse
As well as before the rise of the Ice King, Marceline's Father and her history, and many more things.
There where the dog wars with the rainicorn, the fact that alot of the monsters eat humans, and that there is alot more dark and adult themes in the show than an adult would think.
It's a good show, and for more than just one reason.
Okay, my current game has lost half if it's party, we are now down to three players who so far have sailed to the isle of Minos and have entered the labrynth.
Now, I need roughly 2-3 new players following these rules
Character Creation:
players begin at lvl 2, each of you have traied to be hero's and will only become stronger. Your first lvl will end with you becoming mythic. We are using a custom advancement(I will keep track).
Races:core, featured, Warforged(with bronze instead of steel), and others subject to scrutiny, including: Half-minutar, Centaurs, and a custom race of mine called Fawn. Now, the Half-minutar and Fawn are custom races of mine. I will have those posted up soon for you to look at.
Class:Any Paizo, with some 3pp class traits(such as Oracle curses/mysteries, sorcerer bloodlines,etc...), no guns so no gunslinger except for the bolt ace archetype since it doesn't use guns.
Starting gold is 1000gp, steel items base cost is 1.5× normal, but masterwork items retain their original price(no 1.5×500 gp)
Stats:a choice of 3d6(drop the lowest)+6 or a 25pt buy.
Extra rules:Background skills, unchained crafting, ask for more
Traits:2 from different categories, plus a drawback. Every hero has a flaw. You may ask for a custom drawback of none of the traits appeal to you.
Plz ask about anything I missed. I will be making a balanced party, so be aware of other submissions.
The two things I look for most in a character is the passion of it's creator, and the potential for the future.
The only difference is that you are now lvl 3 and start with 1500gp
Also, I'll add a link to the original page in just one second.
Our current party consisted of a Fawn Cleric, a Human monk, and a Human Sorcerer. So I'm looking for a skilled and a Melee
You will be lost adventures in the labrynth. Who's quest was given to you by the oracle, but you have no idea how long you've been down here in the labrynth.
So, after an abounding interest in my desire to run an evil game I have decided to make a Skull and Shackles campaign with evil/neutral characters. After all who doesn't want to pillage, plunder, sacrifice your victims and raise them as an undead crew?
Character Creation:
Race:Any- the more monsterous and evil, the better(although try to keep it Paizo)
Class:Any- so long as you make sure to flavor it pirate... And Unchain it.
Stats:either 2d6+6 or 25 point buy.-you may reroll once.
Other rules: background skills, VMC, skill unlocks(Occult and Unchained), and more subject to change/suggestion.
3pp allowed:Oracle curses, In the company of dragons, and more subject to suggestion/approval.
Alignment:Any Non-Good. I'm not letting neutrals feel left out, but make sure you understand that your party is a bunch of murderers and thieves.
Traits:Two-day one campaign and one other, with a drawback available for a third.
So, I have always loved playing Evil characters more than good (after all what fun is it being good and helping everyone when you can be doing it just because you love to kill?)
So I have had an idea. I want to run an AP where instead of they standard good character thing that most games expect, your all evil. You help people and such, but most if the time it is an accident or you really just wanted to have fun and never intended to help.
Alternatively it could be a game where your the evil that the hero's have to deal with. In a Dungeon keeper kind of game. Players would be mid level and it would work as a sort of kingdom maker campaign.
I'm just throwing ideas out there right now and am looking for your ideas more than my own.
As a last option I could also just play way of the wicked... Or hell's vengeance
It's been weeks... Storms and Giants alike have made this trip all the more unbearable. The captain gave orders to start taking from the supplies a week ago, and you thankfully still have enough dried food and water for at least a month.
Everyone is sick of watching the endless wastes of Silt when someone shouts: An Island? No! That's coastline!
The captain moves to have a look and cries out in joy. Land! Oh, lords know I never thought there'd be a day I was relived to see Desert... he orders the crew to pull the ship over to the waiting sands...
Well, due to the efforts for one Nostalgic DM I am in the mood for some Dark Sun. Now he's doing it in a Mummy's mask format, and I thought... What's the easiest game to convert into a different world?
WELL! my solution is Kingmaker, a game I'm running IRL at the moment and having some fun with. Of course converting it to Dark sun means doing some work(and research into where this might take place). And because Dark sun is about struggle and Endurance, Kingmaker makes a great setting. Now it won't be a perfect convert (I am a majority unfamiliar with the world details) and the setting will be far more dessert. The Greenbelt being turned into a massive monster-infested Oasis. And of course a rich source of metals (like iron instead of the gold that's normally there) And of course Obsidian,(in place if the iron)
Starting level:1
Starting money: Average for class, but make sure to reffer to the material restrictions in the guide.
Stats:4d6 drop the lowest, and a 25 pnt buy if you don't want your rolls(Subject to approval I may let you reroll)
Races:those detailed in the guide plus official Paizo Races subject to approval.
Class:Any official non-tec/gun based class
Traits:2- third can be taken with drawback. Also, traits may be altered to fit the game. They do not have to be Campaign due to the fact that this is Dark Sun.
As for wild Talents go ahead and Roll twice, taking whatever fits your character better- however use the Occult versions, not the ultimate psionics
Other Rules:
Background skills
Skill unlocks(Occult and Unchained)
Piece mail armor(As suggested in the conversion)
And Automatic Bonus Progression(I can't seem to remember where the rules are at the moment...)
3rd party subject to approval
Also:A note about Thri-Kreen and age: if you die of old age don't worry, I will allow you to either find ways to extend your age cap or transfer your mind into younger bodies.
Hello everyone and welcome to my legacy of Fire game ^-^
I would like to start by saying yes... I'm going to allow some 3pp. Just run it by me and I'll deside.
Other than that here are the rules:
Character Creation:
Race: Any Paizo, so long as they don't have 4 arms or are drow noble.
Class:Any Paizo, even Vigilante(although out there in the desert it'll be difficult to do)
Archetypes: Any Paizo
Stats:2d6+6 or 20 point but
Other Rules: Background skills, Unchained crafting, peicemail, Called shots, and... Ah give me ideas, I might accept them.
Currently allowed 3pp
In the Company of Dragons
Spheres of power
... To be debated
Traits:2 with one being a Champaign trait, and a third can be taken for a drawback. None can be the same group.
Starting gold: Average or Roll
Background: Give me some meat
... and free NPC Ideas.
FIRST:Curse of the Crimson Throne
SECOND: Legacy of Fire
Or Third:Kingmaker.
Now, I am fairly new to these campaigns and have never gotten all the way through them. I do however have decent enough knowledge to begin games.
For those of you that know me you know I usually allow some pretty strange things. But go now i want to do something normal(ish) and start on one of the classic adventure paths. Of course I will still not have many limitations.
First thing's first, the game. I will keep this thread up until Friday, letting you guys let me know what game intrest you most of the three.
Most likely I will make some changes to them, although I may also take interesting ideas. First and formost:no mythic or gestault for now, don't want to muddle the rule too much, although I may do a higher power game if you have some input.
And out of these three kingmaker gives me the most freedom to do as I please with you, but ibreally want to play legacy of fire.^-^ so let's start working!
Hello all shadowrunners, or even those willing to remember this old game, I have recently felt a need to go back to older games and try them out ^-^ so mind you, if this takes off it will be an experimental thing with me, and may or may not end prematurely. But if I get some help from you guys it will last a great while ^-^
So, my Idea was that your characters are criminals, part of one of those gangs or under ground scindicates that control almost everything. Your job will be those mobbsters that take care of posers and Rob banks. I was inspired by payday, for this... well just the bank robbing part. ^-^
For now, this is an intrest check, but let me know how many of you are willing to work with me, I'm planning on doing a small group of 3-4 players.
Hello one hello all! Just want to give you all time to make your characters connections so go ahead and continue some banter in gameplay of you want ^-^
You all are spending the night at the white deer, a very well kept tavern and inn, despite the low price for rooms. The town is filled with talk of tomarrow's festival!
Roumors have it that all of the greatest preformers and cooks have come into town with wagons of valuble goods and collectibles. Infact, you may have come into town in one such caravan...
For now you drink and make merry, for the night is still young!
Hello one, hello all! I have recently come apon this fine Champaign and have desided to DM(on this site) the first officaly published Champaign! So this recruitment will be for newcomers and old faces alike, I just want to see how I do with a pre-made adventure.
Creation Rules!:
Race: ANY! Officially published races, including groll and lizardfolk. Also I may allow one of my custom races upon inquiry, some are unfinished so keep that in mind. this is galorian, and it's diversity after all, however I'm gonna say no to any of the "noble" versions of any race, including drow, Dugaur, and deep gnomes. Note! any commonly monstrous races will be treated as such, or at best with suspicion. Goblins will have the brunt of the hate.
Class:ANY! Officially published classes and archetypes. You are limited one per class.
Traits: one Champaign from the anniversary handbook, and any other one non-Champaign. You may have annother of you take a drawback, but it will be used to exploit you and you have to remember what it is or face penalties.
Stats:2d6+6, or a 20 point build, whichever is higher.
3pp: NO!
Starting level and gold: lvl 1, and roll or average, whichever is higher.
Keep track of any animal companions, for they will be a thing and you will need to keep an eye on them.
If there are any questions just let me know ^-^
I will be looking for a balanced group of at least 4, at most 6 (which means i will pick 6 unless no-one wants to play). So I will look for two casters (one arcane, one divine), a melee/tank, a skill/stealth, and a support. The extra will be someone who impresses me.
So. IRL, I have a group playing this game. But because they are super....chaotic... yeah the Champaign has taken a dive into the deep end, so I thought Iigjt try this out here, on Paizo where PbP can slow the game down to where the players are making logical choices.
So, the Idea of the campaign is that you are the heros of a myth. You will be charged by the oracle to set out on a quest to vanquish evil monsters and such.
the game will be highly Greek/Roman inspired. Bronze weapons, highly trained NPC's, dangerous monster...
And of course the gods. Now I understand that almost all the Greek gods where utter and complete @$#holes and the Roman counterparts where a bit nicer... so this is my predicament. i will be using mostly the Roman versions of the gods, except for Athena, Hadies, Hermies, and several minor deities.
So here is the slice;
Character Creation!:
players begin at lvl 2, each of you have traied to be hero's and will only become stronger. Your first lvl will end with you becoming mythic. We are using a custom advancement(I will keep track).
Races:core, featured, Warforged(with bronze instead of steel), and others subject to scrutiny, including: Half-minutar, Centaurs, and a custom race of mine called Fawn. Now, the Half-minutar and Fawn are custom races of mine. I will have those posted up soon for you to look at.
Class:Any Paizo, with some 3pp class traits(such as Oracle curses/mysteries, sorcerer bloodlines,etc...), no guns so no gunslinger except for the bolt ace archetype since it doesn't use guns.
Starting gold is 1000gp, steel items base cost is 1.5× normal, but masterwork items retain their original price(no 1.5×500 gp)
Stats:a choice of 3d6(drop the lowest)+6 or a 25pt buy.
Extra rules:Background skills, unchained crafting, ask for more
Traits:2 from different categories, plus a drawback. Every hero has a flaw. You may ask for a custom drawback of none of the traits appeal to you.
Plz ask about anything I missed. I will be making a balanced party, so be aware of other submissions.
The two things I look for most in a character is the passion of it's creator, and the potential for the future.
Fawn:
unlike their wild cousins, who drink and revel in lust and destruction, Fawn are much more civilized, if less magical. These fey are defendants of satyr and nymphs who moved away from the wild revelry. They eventually diverged, resulting in a much more docile race with both male and female members. Their top half appears humanoid, with goat horns and pointed ears. Males often have larger horns than females. Their lower half is goat-like. With cloven hooves and thick wool, they are found mostly in temperate climates. They often are found in positions within Druid circles or as scholars in large cities. They rarely have large communities, and are most commonly found in elven communities.
Some belive Fawn are the children of Humans and Satyr. Although this is somewhat true, such children aren't considered true Fawn, instead being called Half-Satyr.
Type; fey
Size: medium
Speed: 40ft
Stat bonus: +2 Dex, +2 Wis
Language: start with sylvan and common. Can learn: elvish, gnome, terran, Aklo, dwarvish, auran, ignan, aquan, tengu, orc, and goblin.
Forest-bond: +2 AC in woodland.
Fearless: +2 vs. Fear/moral effects
Performer: +2 to any one preform skill, or +1 to two separate preform skills
Object of desire: +1 CL on charm and compulsion spells.
Low-light vision.
Goat affinity: you gain a +4 to handle animal when interacting with goats, cows, sheep, and similar animals.
Half-Minotaur:
Creations of the tryst between a Minotaur and a human, these half-breeds tower over their human family, but are only runts compared to their Full blooded parent.
Type:Humanoid (Human,Giant)
Size:Medium
Speed:40ft (1Rp)
Stats:Paragon(1Rp):+4Str, -2 Cha and Int
Language:Standard:start:common, Giant, Bonus: Goblin, Orc, Gnoll, Undercommon, Dwarven, Aklo
Resistant (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Gatecrasher (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Gore:(1Rp) has a Gore attack for 1d4 DMG, this is a secondary attack
Powerful Charge (2 RP): (Gore)Prerequisite: Natural attack trait; Benefit: Select one of the race's natural attacks. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.
Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability .
Any questions, feel free to ask. Magic is high in this campaign, so spellcasters need not worry.
The deities are the Greek/Roman gods. Plz ask about them specifically if you wish to be a divine spellcaster of one of them.
Alignments of the gods:
Zeus/Jupiter=LN
Hera=LG
Poseidon/Neptune:CN
Hades/Pluto:LN(Hadies was never evil, he just got the short end of the stick and was a little bitter about it.)
Athena/Merdia:LG
Aphrodite/Venus:CG
Aries:CE
Mars:CG (if you wonder why Aries is evil and mars good, look at the gods IRL. Mars was a very important figure in Rome, Aries was a jerk and sort of forced war on people, and mars was about the honor and glory of war.)
Hermies:N
Plz ask for others of interested. Go ahead and look some up ;)
But I warn you, the Greek gods where all huge egomaniacs who killed anyone who dared say they where better. The Roman gods where a bit nicer, but just as brutal.
So, I'm sure alot of you have seen at least the first two seasons of game of thrones... if you haven't that doesn't matter that's all I've seen so far. While I was watching the show, I was inspired by the rangers (the wall) and wanted to create a game where the party is part of a similar organization...
While I've been contemplating this consept, it came to me to create a game where it evolves as tthe characters advance. So here's the full gyst of my plan: every so-and-so levels your characters will reset. As in they will reincarnate into one of the future members of the group, or rather that it would transition into them. The "new" group would be influenced by the old ones. Decisions can unlock new classes and races.
Those of you wondering why there are only these right now: elves are reclusive and tend to avoid other races, same as dwarves. However orcs still are around and still have a tryst every now and then.
Class: fighter, ranger, rouge, paladian, barbarian, brawler, Please ask about any others,
Lvl:1 for
Stats:3d6 or 15 point build, minimum of 6 after racial bonuses.
Traits:2 and/or an additional with a drawback.
If there are any questions or concerns please ask.
So, here you can dot, i will post a "common Knowledge of the Islands" in the Champaign Info later. Right now I'm a little busy, but I can Answer your Questions.
So, Ideas in my head. I was thinking of playing a high powered game with 1-3 players. They can be any race, but powerful races are favored. I'm putting together some custom races that would fit well into my power level, including a winged elf, a half-minitar, half-ogre (inspired by the D&D version), Dragonborn(again D&D), and a few others...
Now I would like to know what the interest for this is before I create a game... Ideas I have for the Champaign involve a monsterous setting, where creatures and monsters have just as many rights and Sway as humanoids...
Probably based in my homebrew world of Astril. There is infact a monsterous country in my world, but is a secluded Island known as the Walking Isle.
Please give your suggestions and Ideas. The more you feel like it, the more I feel like it. ;)
so, this is an idea i have for a campaign... it's based in a world i have created and am using in my games, It is a sort of... flexible world...
Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!
creation rules:
LVL=1- you are fresh adventurers after all
race= any, but i have some things to say about this... core races are by far commonly accepted. the world you are based in is very... low on magic. the featured races are rare and uncommon races are all but unheard of... so you better have a good story to back up any non-core races
Class= any, but once more, magic is rare. below i will have a list telling you what the most common classes there are and the rarity of the magic user classes.
traits=any 2, and a drawback if you want 3
background skills: what where you before? plus i will give plenty of time to craft and such :)
starting gp: average or roll, can only take back the roll if i feel like it is a pitiful role.
feel free to ask questions if i left anything out.
the world:
I normally use my own gods and such, but since i don't want to familiarize you with them, just use the paizo gods and such for religon.
MAGIC: magic is in the process of being discovered... so wizards and alchemists are rare. clerics and other divine casters are not as rare, but still are uncommon...and any pysionics are little known.
Class Raritycommon:fighter, rouge, ranger, barbarian, bard
very rare/nonexistent: pysionics(all of them), gunslingers, sommoners,
I know I missed some, please ask and i will let you know what any that are missing are in rarity.
What to expect from me as a DM:
1)first and foremost, i am a realistic person. you may be lvl one, but if you happen to walk up to a dragon then that's because a dragon lives in the area!
i'm not level-scaling anything. so expect to find a troll or such early on. but anyways...
2)the game won't have a definite path to follow. I want you to choose what your party does, i will trow an occasional hook at the group to start a quest or such, but it is a very, "sandbox" like game. i want you to explore and discover yourself what there is out in the world, not for me to just show you...
3) i like to create things, so you may encounter one or two new custom monsters, or perhaps even a magic item or two that has a strange effect, or is intelligent but is a complete and utter @$$.
ask more questions if you would like to know more :)
i want to do a campaign where you can use your own custom race. now the details are't down tightly, but what I'm thinking is that your characters are stranded on an island(as normal people... ish.) and on the island they find a powerful artifact that changes them into completely different things. now, it's going to be less than 20RP races only.
here's how it'll go: you wake up changed, a whole new race. what you where before is gone, save for some select memories that seem odd to you, but for some reason you cant remember any details of your past.
now, I want to see some suggestions before i decide to open this as a real recruitment.
I have a few race that are above 20RP that i will allow others to play if they wish, but they are powerful in a sense that their exessive RP comes from things like more than 2 arms of the ability to fly.
But here are some rules for race generation: no more than 2 spell-like abilities(not including ones from special traits), you may rename or alter traits all you wish, but make sure you state what it is altered from. altering includes changing the traits's effect/result. such as changeing the effect of lightbringer from creating the light spell to creating the dancing lights spell. just make sure you keep the spell on the same level.
other than that, lets get cranking!
Race
Human
Classes/Levels
Bard (Thundercaller) 1 | HP 10/10 | AC 18 | Touch 14 | FF 14 | CMD 15 | CMB +0 | Fort +2 | Ref +6 | Will +2 (+4 Charm and Compulsion) | Init +4 | Per +4
Gender
Male
Strength
10
Dexterity
15
Constitution
10
Intelligence
12
Wisdom
12
Charisma
16
About Michael the Warsong
Alain Leduc
Male Human Vampire Bard (Dirge) 11
CE Medium humanoid (human)
Init +7; Perception +16
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+6 armor +2 Dex +2 deflection +1 dodge +1 nat)
hp 80 (11d8+2)
Rapier +2 +11 (1d6+1)
Fort +8, Ref +12, Will +10 (+4 bonus on saves against fear, energy drain, death effects, and necromantic effects)
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 12, Wis 11, Cha 22(+2 racial)
Base Atk +8/+3; CMB +9; CMD 22
Feats Skill Focus (perform)
Traits Diplomat, Intense Artist (String)
Languages Common, Sign Language
Bard SQ Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +3, Versatile performance, well-versed, Inspire competence +4, lore master 2/day, Suggestion, Dirge of doom, Inspire greatness, Jack-of-all-trades
-------------------
--Modifiers--
+1 trait bonus on Diplomacy
+1 trait bonus on Knowledge (Local)
+1 trait bonus on Perform (string)
+1 trait bonus on Perform (dance)
+2 racial bonus on Perception checks
+6 to Perform
--------------------
Gear:
--Equiped--
--------------------
Racial Traits:
Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
--------------------
Traits and Feats:
Friend in Every Town (Diplomacy): You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Intense Artist (Dance, String): Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
-Feats-
Lingering Performance: Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Spellsong: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
Arcane Strike:
Dodge:
Improved init:
:
Discordant Voice: Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.
--------------------
Bard:
Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Dance of the Dead (Su): At 10th level, a dirge bard can use his bardic performance to cause dead bones or bodies to rise up and move or fight at his command. This ability functions like animate dead, but the created skeletons or zombies remain fully animate only as long as the dirge bard continues the performance. Once it stops, any created undead collapse into carrion. Bodies or bones cannot be animated more than once using this ability. Unlike animate dead, dance of the dead requires no components and does not have the evil descriptor.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
[b]Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
[b]Haunted Eyes (Ex):
At 2nd level, a dirge bard gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects.
Haunting Refrain (Su):
At 5th level, a dirge bard is able to stir primal terrors in the hearts of listeners. He can use a Perform (keyboard) or Perform (percussion) check in place of an Intimidate check to demoralize an opponent, with a bonus equal to half his bard level. In addition, saving throws against any fear effect he creates are made with a –2 penalty, and this penalty increases by –1 every 5 levels beyond 5th.
--------------------
Spells:
0th 6 known DC
-
-
-
-
-
-
1st 6 known
-Ear-piercing Scream
-Grease
-Sleep
-Summon Monster 1
-Cure Light
-Expeditious Retreat
2nd 5 known
-Blistering Invective
-Invisibility
-Mirror Image
-Silence
-Cat’s Grace
3rd 4 known
-Major image
-Haste
-Dispel Magic
-Slow
4th 3 known
-DD
-Dominate Person
-Greater Invisibility
Necromancy
-Ray of Enfeeblement 1
-Ghoul Touch 2
-Blindness/Deafness 2
-Unliving Rage 3
-Boneshatter 4
--------------------
Backstory:
Michael was born without a voice and, for the longest time, he thought it a curse. Even his friends and family referred to him as the mute or silent one from time to time. It wasn't out of spite or with any malice. It was the first thing they thought of when they heard the name Michael and it was what they remembered long after they had forgotten his name and face. It was how they identified and him and, for a while, how he identified himself. At the time there were books and manuals on finger spelling and signing but they were rare and expensive. His family were just tailors from a very poor area. There was no way they could afford them.
Michael feared he would have to live in silence for the rest of his life, until the day he attended a musical performance near the famous Kintargo Opera House. The Opera House itself was for the wealthy and affluent. It was also artistically above most of the common people. But they also hosted and funded a traveling troupe that brought much more lighter tones and entertainment to the masses in Chelaix. And the when the troupe was in their home base of Kintargo, the stars of the Opera House joined the show. So it drew a massive audience to say the least. But Michael didn't know any of that though and neither did it matter at the time. He was too caught up in the performance. There was one who especially stood out. Shensen, a beautiful and graceful half elf with a stunning voice, impressive range, and could dance like the fey under the full moon. She was the most beautiful thing he had ever seen. But more than that, without even using words, the music was able to stir the emotions and feelings of the crowd. It spoke to him. It conjured images in his mind of flying high like a dragon, dancing in a palace, or heroes in an epic battle. In that moment he had an idea. Maybe music could allow him to speak too.
After the show he snuck into the backstage area to talk with the performers in the hopes that one might teach him. Or he tried to at least. He was so excited he forgot he couldn't speak for moment and gesticulated wildly while opening and closing his mouth. Only one in the group seemed to understand what he was trying to say. A young girl he hadn't seen on stage appeared from around his new idol. Her name was Serena. She was Shensen's protege and understudy. And he didn't think it possible, but she also seemed more beautiful then even Shensen. Plus she was his age. After a good laugh at the boys antics, it became obvious to her what the mute child hoped to learn. He wanted to play music. The troupe of performers were only there for a few weeks to finalize their acts but they agreed to teach him what they could in that time. Michael met the performers everyday they were there and absorbed every medium of expression they could teach. Silent comedy, wind instruments, percussion, keyboard. He tried them all but the ones he excelled at were dance and string and he picked them up at astounding speed. His drive to learn was impressive. But what was more impressive was how well he could put himself into the music. All musicians were able to illicit emotions in their audience just by playing the music on the sheet. This child didn't just play it though. He owned it. He played it in such a way it seemed completely different. There was magic behind it. What they had before them was a bard in the making, and they couldn't let an opportunity like this slip away. On their last day they offered to bring him along. He couldn't physically say yes but the way he danced after they asked made it perfectly clear.
From then on life couldn't have been better. He had finally found his voice through music. He found people that actually heard him. He also found he had another incredible ability. The traveling troupe usually found open fields near smaller towns that did't have enough space for their performance. This time they were in a forest clearing, near a small town, with a river not too far away. Lights and decorations were hung up on a path to the clearing to guide people from the town to the show. Michael and Serena decided to take lunch by the the river to enjoy the sun, the sounds, and each other's company. As usual, Serena stood to sing what came to mind and Michael joined, adding harmony with his guitar. It was how they communicated and created new songs. They thought they were far enough away to not be bothered but their song attracted some unwanted visitors. Three men, obviously drunk from booze sold at the troupe's performance, staggered into their private moment. Serena tried to politely divert them back to the clearing but they seemed more interested in her than more booze. That did not sit well with Michael, especially when they proceed to make lewd and inappropriate comments. Michael tried to intervene but things turned violent faster than he could have predicted. The largest of the men batted him aside with he back of his hand while the other two grabbed Serena, making sure to cover her mouth to prevent her from crying for help. Yet again, Michael's inability to speak was back to haunt him. Serena was in trouble and he couldn't cry for help or talk down the men holding her.
Panic drove Michael to do something no sane person would consider an option. He played. At first he did it as a distraction, pouring emotion and magic into the song. He also hoped someone from the troupe would recognize the tense tone as trouble. And it seemed to work...for a little while. He had no idea what he was doing but the men seemed to have been entranced by the song and were moving sluggishly to the beat. Serena saw an opportunity and broke their grasp, fleeing to Michael's side. The movement seemed to knock the bigger man out of his stupor though. He charged, lost to a drunken anger. Now that she was free and capable of speech, Serena let loose a magic-amplified scream that hit the man like a wall of force. It caused him to halt temporarily and would likely alert anyone nearby. Somehow the drunk fool still remained on his feet and very angry. He continued forward. Just as he was right on the duo, fear released Michael's full potential. The musician let loose a chord of sound charged with enough magic to make it a solid blast of force sending the brute tumbling and finally knocking him unconscious.
Michael and Serena both were more than a little surprised at what he did. He looked down at his instrument with mixed emotions. Fear and awe being primary. He would have stayed starring at it until help arrived had Serena not touched his arm. The look he gave her however, was full of one emotion. He learned two things about himself that day. He found out he could manipulate aether using music...and that he was in love. While he could express his emotions and basic ideas to others, Serena seemed to be the only one who knew exactly what he was saying. Just by playing a few notes she could translate to others what he could never say himself, like they had their own language. Like they knew the other on a level deeper than anyone else. He vowed in his heart to always protect her from that day forward.[/s]
While their lives seemed to be going quite well, dark clouds were brewing on the horizon. And it all started with the arrival of Barzillai Thrune. With House Thrune came a number of changes, including martial law. Many were not happy, and those that weren't were gathering at Aria Park to protest. And sense Barzillai had taken over the opera house as his home, Shensen and the other performers were unusually conspicuous. Neither Serena or Michael had seen her in a long time since traveling Chelaix and this seemed the best opportunity.