Asmodeus

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Dark Archive

Hey, guys.

I seem to recall that I've read an adventure published in Dungeon Magazine in which you play a bunch of familiars. Now, perhaps that was just a hallucination :) but I'd appreciate if any of you could help me out - is there in fact a low-level adventure with that theme? Perhaps not in Dungeon but somewhere else?

thanks in advance.

Dark Archive

A long road snakes through the ancient forest. Wheels clatter on the worn stones and horses neigh from time to time, but those are only sounds that can be heard while the caravan lumbers towards the City of Zobeck. The woods are dark and foreboding and the trees seem to be far more ancient than possible, almost as if they were old when the gods were still young.

The caravan numbers fourteen cars, all brightly painted and pulled by heavy and sturdy draft horses. All except the the first one, which are pulled by a pair of albino minotaurs. They are silent for the most part, except grunts and huffs from time to time - and the loud squelchy sounds when they eat.

Karivs from the Gvozdenzuba family travel in those cars, working as diviners and petty merchants in the cities and villages that the caravan passes through on its yearly circle around the Crossroads region of Midgard.

Karivs are friendly, as they tend to be, and they accept those who wish to travel with them, for safety's sake of for convenience. All are friendly, that is, except for the family head, Baba Svetlana, who never leaves her car, so the non-Kariv in the caravan have never seen her.

The forest is still in the grips of winter. Although the spring is almost there and the New Year celebration, the snow can still be seen under the boughs of the ancient oaks that follow the road.

As the non-Kariv walk behind the wagons, unnatural stillness of the woods seems oppressive to them almost to the point of making them feel uncomfortable and wary.

One of the fellow-travelers is undaunted by that. A bard, one would think, since he wears bright clothes, has a multicolored plume in his hat and a seven-string gypsy guitar on his back.

The man is jovial and merry, and since he was the last to join the caravan, yesterday evening, in the principality of Morgau, he seeks to make friends with the other non-Kariv.

So the first thing in the morning, when the caravan breaks camp, the bard approaches the others and with a broad sweep of his hand he bows, declaring: "Well met, fellow travelers! I am Rinaldo the Minstrel, Rinaldo the Bard, Rinaldo the Magnificent! Pray tell me, what are your names and from where do you hail, so that I may include your worthy names in the chanson of my life!"

Dark Archive

OK, guys. Here it is.

First, I'm gonna link here the files for my skills:

Nightflier's Homebrew Skills 2.0

There are two type of skills: Common and Uncommon. Uncommon skills can not be taken without some previous experience or teacher. Common are taken as normal. You do not have class skills, but you choose 4 background skills and gain +3 bonus (as you would with class skills). This reflect various backgrounds and interests of your characters (perhaps there are fighters who are interested in spellcraft, or rangers interested in alchemy).

Bellow the skills are my fate point rules. You start the game with the number of fate points equal to your Charisma modifier. You gain a fate point each time you level up and at my discretion (as a reward for role play or heroic deed).

Natural 1 on a d20 is a critical fail; in combat you loose all your remaining actions for the round and are considered flat-footed until your next initiative. When rolling for skill checks, natural 1 is the most negative outcome (you insult an NPC, fall from the cliff). Natural 20 in combat results in a critical hit that you do not need to confirm. In skill checks it gains you extremely favorable outcome (when rolling Perception, you may bypass all the traps etc.)

I would prefer that we choose a published setting that is available to all of us and is PF compatible.

I nominate Midgard by Kobold Press, since I have played it recently, but I will accept the majority opinion on this.

Dark Archive

I plan to run Empire of Ghouls by Kobold Press for my gaming group, but I'd like it to be a grand finale of a series of adventures set in Midgard Campaign Setting. And I need help in choosing what adventures to run up until 8th level. Can you guys help me?

Dark Archive

First post.

Dark Archive

Here it is.

Dark Archive

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The premise of the game is something like Dirty Dozen. Someone chose a number of people who are certainly not good, but not exactly pure evil to do a job that needs to be done. Perhaps on Golarion, perhaps on some other world completely.

For the story reasons, I'd need a character tied to Hellknights, a Winter Witch from Irissen, a drow and a dhampir or another vampire-themed character, with ties to Ustalav.

I need four characters minimum, but am prepared to accept twice as many if there's interest. All characters must be thematically tied to one of Paizo's APs. Advanced races such as Kasatha are allowed, but with a solid background.

Character Creation Rules

Everything by Paizo. 3pp on case to case basis.
Roll 4d6 drop the lowest 8 times, choose best 6
1st level.
No traits - bonus feat instead.

The game is an adventure that will take the characters to 3rd level. After that we may end the game or make it into a campaign, depending on everyone's feeling at the time.

Dark Archive

Hi, guys.

I'm looking for an advice for a Magus non-Dex build. I've rolled pretty high stats, but we rolled in order, so my stats look like this:

Strength 16
Dexterity 13
Constitution 16
Intelligence 17
Wisdom 16
Charisma 18

I've limited to Human, Dhampir, Tiefling and Half-Elf races and I'm starting the game with a proficiency with heavy cavalry saber, which is basically basket-hilted katana (d8/ 18-20x2).

Any thoughts?

Dark Archive

Sharn. City of Towers. The greatest metropolis and most populous city in all of Khorvaire. Mighty towers reach for the skies and winds and freedom. Sharn is the home of wealthiest and most fashionable traders, nobles and scholars. Not so in the Cogs. The great forges and foundries form the industrial base of the city and there are many who work there - but few who live there by choice. Those who do are mostly fugitives from either law or people on the other side of the law.

Deep chasms yawn stretching all the way to the lakes of fire and molten lave beneath the city and oppressing heat fights against the stench of many tanneries, slaughterhouses, alchemical workshops and other unpleasant trades to make the air almost unbreathable.

To most people the most unpleasant part of the Cogs is Khyber's Gate. This city beneath the city is basically carved into walls that make the Cogs. It is still a maze of passages and tunnels, although the heat is more bearable and less intense than in the industrial district. The wast majority of inhabitants are goblin-kind, but there are many desperate beings of all races who seek to loose themselves in the Gate's warrens.

The largest and most successful tavern in the district is called Shamukaar. It caters to Droaam immigrants, among them minotaurs, gnolls, ogres and harpies. The goblin cooks prepare wide variety of foods for different tastes, but it's mostly disgusting for humans.

Somehow, you have found yourselves in the Shamukaar, sitting at a table with bunch of strangers. The press of patrons around you is almost unbearable and din of many voices, some of them not even remotely humanoid, makes it difficult to hear one another. For now, you are limited to simply watching those who share your table...

Dark Archive

Please post here under your PC profiles.

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Discussion Thread is up.

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Frigid are the winds that blow from the high peaks of the Spine of the World and the great frozen expanse beyond them. Frigid and eerie, filled with lost voices of great empires long gone, old gods and friends lost to the mists. To those who dwell in the shadows of the great mountain range, those winds are something to be tolerated and endured when needed, but never something enjoyable or friendly. Cold are the winds that bear the worg's howl and banshee's wail, but none are colder than the breath of the Spine of the World.

In the foothills of the great mountain range nestles a large village of mostly stone houses, cobbled streets and even great granite lamps built wherever one street crosses another, all in the shadow of great fortress built on the crag far above the village, with only a narrow road leading up to it. The ruins of the castle are covered with snow and centuries-old ice, that has frozen to hardness of steel and holes in the walls and crenelations are filled by crusted layers of snowfalls, so old that they've compressed into stone-like mass.

The castle is large and it's central tower tall, but not enough to explain that sharpness of view, that richness of detail laid bare to the eyes of casual observer. It almost seems that the air of the small mountain valley beneath the crag possesses some unnatural quality that lends clarity to each glance pointed in the direction of large ruins, but not anywhere else.

A crow flying above the village would note smoke rising from about a fifth of the surprisingly well kept houses. Most of the village is empty of life - there is no livestock tended in the pens and barns, there are no pets chasing vermin... and there are no children. What few people that can be seen on the streets are all adults, of various races and ethnic origins, of various backgrounds - as seen by their diverse clothing and weapons that are always near at hand.

Said hypothetical crow would in time land on the rooftop of the large building in the central square of the small town or large village, call it what you will.

The house is three stories high above the ground floor and its roof is peaked enough to have a large attic, but the huge windows of stained glass are indication enough that the attic was converted into living space.

Indeed, the ground floor of the building is also converted so that much of the front wall is covered by similar windows, of small glass panes set into a led frame colored and put together in such a way as to show great forest of oak and birch, trees spreading their branches above various small animals nestling in the brushes. Such windows would be almost beyond belief even in the great towns of Cormyr or even in Watterdeep. This far north, in a village that seems forgotten by both mortals and gods those windows are nothing short of a miracle.

Above huge oaken doors is a large iron spike from which hangs a figure of a pig, roasted with an apple in its mouth. The pig looks to be made of gold, but the small cracks reveal that it is in fact made of wood, covered by golden-colored paint.

The Golden Pig inn, run by the dwarf named Kagain. The last home for many a exile, lost soul and wanderer who came to the edge of the world...

The crow that may or may not be perched on the inn's peaked roof would crane its head, carefully looking who would approach the oaken doors next.

Dark Archive

Okay, this is a Recruitment Thread for the 2nd game chosen in the Campaign Setting Interest Check thread. Eberron was chosen, so here it is.

Character build rules are:

Roll 4d6 drop the lowest 8 times, choose best six.
1st level.
Max HP and starting gold.
Edit: You get 2 traits or one bonus feat instead. In addition to all your standard feats, you will get 1 extra feat per level.
You can use anything PF, 3pp or WotC from 3.x era, pending my approval.

For Eberron-related stuff, such as world-specific races and classes, use Eberron Pathfinder. site.

Those of you who were accepted in my previous Eberron game are accepted automatically, but if you wish to change characters, you'll have to roll again and be subject to competition.

I'll accept up to 8 players for this one. The game will start in Sharn.

If you have any questions, feel free to ask.

Dark Archive

Okay, so here is Recruitment Thread for a FR game.

The game will be set just before events brought by 4E. Party upper limit will be 8 players, but I will accept two substitutes in the case that someone drops out.

Build rules are 4d6 drop the lowest, roll 8 times, use 6 best.

We will use PF rules, although I'll accept almost everything 3pp and WotC material from 3.x era.

1st level, max HP and gold.

You can use 2 PF traits or replace them with a feat of your choosing.

You will also get a bonus feat every level in addition to the feats you would get normally.

I will decide on the characters based on their backstories. Mechanics are of secondary importance to me.

The game will probably be set in Silverymoon region, but that is not set in stone.

Dark Archive

So, as the title says, what world would you like to play in?

I have most if not all campaign setting published in 3.x era and I'm interested to run a game in a setting that players are passionate about. I ran pretty successful Midnight game on these boards and it was very much player-driven. So, what would you like to play and in what world? Thunderscape, Midnight, Eberron, Forgotten Realms, Scarred Lands, whatever?

My goal is to get 6-8 interested players for a world.

Basic character creation rules will be roll 4d6 drop the lowest 8 times, choose 6 best.

Most races and classes will be allowed, depending on the game world, of course.

Dark Archive

This is a Game thread for my homebrew game, set in the frozen north of Midlands region of the continent of Norgir.

Dark Archive

Here's the first post in the DT.

Please post here only under your characters' profiles.

All questions pertaining to the game and character creation will be answered here from now on.

Dark Archive

Okay, so I have this homebrew world of mine with long history (it was created in 1995) and now I have a set of house rules to support the gaming in said world. You can find the rules by clicking on my profile and following a link to pdf file. The rules are constantly improving, and I'm adding new options of various kinds.

You should now that right now available races are limited to 3 subraces of humans, 2 subraces of dwarves, 3 subraces of elves and 2 Gral races, basically intelligent ghouls/zombies and something like dhampirs, who have an option to become full vampires. There are no orcs, halflings and gnomes (but there are replacement races, which will be available when I decide to do a major rules expansion).

There four base classes: Channeler, Fighter, Rogue and Wildlander. The classes are very modular and use talent system which allows you to create an unarmed martial artist assassin using Rogue as your basic chassis, or to create something like Magus class using Fighter combined with the Channeler.

Channeler is the magic-user of this world. There are no clerics (or paladins) and the church is more like the church of our world - a political organization, rather corrupted and heavy-handed. Think Dragon Age, if you've played it. Channeler can learn healing spells and they can specialize in various stuff. At lower levels they are more powerful than standard PF spellcasters, but they receive only limited number of spells per level and their casting abilities are reduced. They use mana points and in generally get 1 mana point per level. Magic Missile costs 1 mana point. Fireball costs 3 mana points. At 10th level a Channeler has mana points: 10 + spellcasting ability modifier + whatever he gets from feats, so I guess 20 at the most. That means they have to conserve them, not spam fireballs against every obstacle. And they are healers in addition to everyhing else - if they decide to be so.

There are some other setting-specific classes, such as Bladedancer and Lycan. You can check them out in my rules document.

I'm using a system of traits that are more powerful than standard PF traits and Fate Points system, that can be quite useful.

My games use either 28-point buy character creation or an array of ability scores (18, 16, 15, 14, 13, 12). This game will use the latter option.

Also, in my games you get a bonus feat each level, independently from feats that you gain from class or level advancement.

So, my question is - what kind of game would you like to play in this world? Since it's homebrew, there are parts of the continent where I can place a post-apocalyptic game, a dungeon crawl or grimdark Far North game, or political game or whatever really suits you.

I already have 4 interested players, but I'd like to get 4 more. So, take a look at my rules and tell me what kind of game you'd like to play.

Dark Archive

Okay, here it is.

This game will be played in my homebrewed world, in a region called the Wastelands.

The Wastelands

Once a mighty human kingdom of Cymbria, the Wastelands, or more commonly known as the Wastes, are now a desolate land of dead cities and aberrations. Population of Cymbria was almost completely annihilated four centuries ago, in a devastating war against the elves. Militaristic and rich human kingdom sought to expand its territory to the west, thinking that the elves were decimated during the Long War and no more a power to be reckoned with. High Queen of the Elven Court was forced to unleash terrible magic that destroyed the human kingdom and proved to every other human nation on the continent that the wrath of the elves can be swift when provoked.

Wastes are bordered with Kingdom of Aliatar to the north, Kingdom of Karn to the east, Many-Colored Land to the south and Great Elven Forest to the west. This region is approximately the size of Texas, Arizona and New Mexico of our world combined.

What was once a rich and prospering kingdom, with huge advances in arcane arts, alchemy and iountech for the last four centuries is nothing more than a collection of sad remnants of once mighty cities, excavation sites of those who hunt the buried treasure of the ancient magocracy and patchwork tribes of mutated goblinoids, ferrans, trapped demons or even worse things.

Obviously, this region is huge and I can not go into great detail about, since there is really no other option than to write a gazetteer about if I want to present it in any useful way. This is why you will not be able to play the characters who are from the Wastes. You will explore them and in time Waste-specific options will become available to your characters (such as taints, mutations, symbiots and iountech items), but your characters must hail from beyond the Wastes.

The game will start in the shadows of Solitude - a huge castle maintained by the Last Watch, a special part of Aliatar army that watches over the Waste-border and stands as the first line of defense against the mutant and goblinoid hordes that surge from the Wastes once or twice per century.

Anyway, ask what you need for your character background and I'll provide the necessary info on case-by-case basis.

So, character creation rules:

1) Use this array for your abilities:

18, 16, 15, 14, 13, 12

1a) Charisma is not a dump stat. You will frequently find yourself in situations when you can get killed if your personality is offensive or if you lack in social skills. Also, Charisma determines your starting Fate Points, which are something like Hero/Action points, only cumulative. They are explained in my house rules.

2) Races and Classes

You can use only races and classes provided in my house rules. The link is provided below, as well as in my profile. Classes are modular and with four base classes presented in the rules you may create most fantasy concepts easily. Also, some classes are rolled into one. For instance, some aspects of the Monk and Assassin classes are rolled into Rogue.

Here is the document:

Nightflier's Homebrew 1.0.

3) Limited Gestalt

You gain a bonus feat at each character level, in addition to your other feats, bonus or otherwise.

4) Feats presented in my document supplant the feats of the same name from standard PF rules. Some feats are scalable, such as Two Weapon Fighting.

5) You get maximum gold for your class and 10 bonus hit points when you start.

6) Magic works differently. If you want to play a spellcaster, take a look at Channeler class.

If you have any questions, please feel free to ask them.

Dark Archive

DT is up.

Dark Archive

Caliphas is the city of fog. A place where the thirsty waters meet the Hungry Mountains. A place of towering spires, cathedrals of colored glass, grim stone gargoyles and weeping alabaster angels. A place of music and light for the chosen few, and mist and darkness for the common throng. The streets are crowded with people from all the countries touching the waters of Lake Encarthan, brought by the sleek messenger ships and fat and wallowing merchant galleys. It is said that everything can be bought somewhere on the cobbled streets of Caliphas - for a price.

While much of the city’s commerce is conducted in shops and stands throughout the varied districts, it’s said that one can find anything one wants on Barragaro road. From dusk to dawn, vendors, barrow boys, and traders of all types loudly haggle over goods, from folksy crafts and jerked fish skewers to stolen wares and mysterious curiosities.

A novelty on Barragaro road is an inn. A winter ago, several buildings caught fire. Fortunately, nobody was hurt - but nevertheless a glaring charred ruin was left in one of the most busy parts of the city. Several months after the event, someone bought the burned buildings and brought dwarven masons and elven gardeners to build something new.

Now, a huge 4 stories tall building stands and bright light shines through large windows of the double height ground floor.

A sign of golden pig on a stake rotates above the door and criers stand at the front, shouting at the top of their voices: "Welcome! Welcome! The Golden Pig Inn is open for business! Welcome!"

Dark Archive

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I've received an email from Paizo informing me that starting on Tuesday, November 19th,I'll be able to download the Advanced Class Guide Playtest PDF.

I am now thinking of running a short game (possibly with an option to make a campaign out of it later on) with Advanced Class Guide classes exclusively, plus Magus.

For fun's sake, I would place the game on the Ustalav/Numeria border, and I'd allow only non-Core races.

Character creation rules:

28 point-buy
1st level
Max hp and wealth
3 traits or 1 bonus feat

Also, you can take feats, traits and similar from sources by Kobold Press and Super Genius Games (conditioned by my approval).

This is just an interest check to see if there are some folks who would like to try these new classes once the Playtest document becomes available. So, there it is...

Dark Archive

Spring, LA 99
Plains of Eris Aman, on the road from Foul Bog to Steel Hill, the journey of more than 600 miles

The long lines of slaves follow the carts laden with tribute gathered from the peasant hovels and lordly manors alike. One hundred slaves from all the races of Eredane trail the carts, chained to one another, guarded by the horseman on Sarcosan steeds and hobgoblin slavemasters with whips and flails.

At the beginning of the column rides a tall legate in a segmented black armor. A large black dog follows his horse, growling at the slaves from time to time.

Most of the chained slaves are Erenlanders and Sarcosans, intended for the mines and foundries of Steel Hill, but there are some captives among them, caught at the edges of elven forest...

Please roll 1d100. That will be your position in the slave column. Than introduce and describe your character. You wear the simple clothes you were caught in.

Dark Archive

Here's the DT.

Dark Archive

2 people marked this as a favorite.

I was away from these board for several months, and even before that I had some serious issues with my internet access and health. Fortunately, those issues have been resolved and I am once again in a position to run a game here.

This game will be set in Midnight Campaign Setting by Fantasy Flight Games, so some familiarity with the setting is required. Fortunately, all Midnight crunch material, such as setting-specific feats and heroic paths, can be found online. Also, fluff is available in pdf form via usual internet sellers of RPG material.

All who gamed with me before are instantly welcome to this game. They only need to create characters. New players are more than welcome and even encouraged. This is what you need to know about character creation:

1) All necessary rules are provided here: A Hope Reborn Campaign Rules. These are rules for races, classes, new feats and skills, as well as feats that work differently from standard PF feats.

2) Character level 1st.

3) I will allow all Midnight-specific Heroic Paths and feats, which can be found online. Just google. I will require that some characters have Heroic Paths specific for this campaign, such as Beloved of Death. These are my own creations and will be made available to selected players.

4) All d20 and Pathfinder feats are provisionally allowed. You need to check my rules document in case there is a changed version of the feat you want (for instance, Cleave is changed from standard PF). If the feat is standard Pathfinder, you will in most cases be allowed to take it as is. Feats from old 3.5 sources will be allowed on case by case basis.

5) As usual for my games, if you create well thought out backstory, at least 1800 characters in length, you will get a bonus feat.

6) Maximum number of players for the party is 9. Minimum number is 4. If there are more than 9 players, I will run another game for them.

7) You will begin the game as prisoners, and you will not know each other, unless that is provided by your background (siblings, lovers etc.), so you will have no possessions. You are encouraged not to have familiars or animal companions at 1st level.

That's it for now. In the next post, I will describe changes to standard Midnight fluff. The game begins LA 99

Dark Archive

Skies over Korvosa slowly grew dark as the swarms of imps and pseudodragons rise to fight their endless battle above the sharp towers and peaked roofs built in Cheliax manner.

Storm nears from the sea and the great castle built above the flattened pyramid that is Great Mastaba sharply stands out over the city, alighted by the crimson rays of the setting sun.

Throngs of people are walking the streets of burgeoning metropolis. Native Korvosans in their dark clothes, cut in the last year's Cheliaxian fashion; Shoanti and Varisians, covered by tattoos; grim Hellknights of the Order of the Nail from the Citadel Vraid outside the city walls; forlorn elf whores and halfling slaves in golden chains.

It seems that there is twice as many people in Korvosa than only a year ago, but the increased number of people inside the city walls is not the only thing that is different. Instead of black and crimson flags above the castles and towers, pure black banners with sihedron runes fly over the city. No queen rules from the Korvosa Castle. There is new king now, with new armed forces. Instead of Korvosa Guards and Sable Company there is Crimson Guard and Black Company. Although similar to their predecessors, those soldiers are new to the city and most of the people seem to be wary of them.

In fact, two squads of men with crimson cloaks are standing guard in front of an inn located in the old part of the city. Curious citizens are encouraged to move on by the scowls of the soldiers on guard, who seem to be waiting for someone to arrive.

Grizzled First who commands them raises his head from the piece of paper he was reading just in time to see a group of black-clad soldiers approaching him.

"Halt!", he yells. "Identify yourselves! Name and rank!"

Dark Archive

This game will be set in Varisia region of Golarion. In time, it may shift to other parts of the world(s), but it will start in Korvosa.

The game assumes that the events of the Rise of the Runelords, Curse of the Crimson Throne, Second Darkness and Shattered Star have come to pass. The game also assumes that the new rulers of Korvosa played a hand in stopping Xin's return and that they control the Sihedron. After the events of Shattered Star, political climate in Varisia changed a lot and the population of Korvosa grew.

After the demise of Sable Company and Korvosan Guard during the events of the Curse of the Crimson Throne, new rulers have established new armed forces of the city, especially having in mind the fact that the city's population almost doubled after the defeat of Xin at the hands of Korvosa's new rulers. Those new armed forces are: The Crimson Company, Black Company, Shadow Company and Hellknight Order of Sihedron.

Crimson Company replaced Korvosan Guard as the principal armed force of the city of Korvosa, and it will be covered later.

Black Company is currently 300 strong and it is comprised of the remnants of Sable Company, Gray Maidens and various mercenary groups that operated in Korvosa and Magnimar. Black Company members serve in small squads as troubleshooters or as a means for the removal of serious threats away from the city when in full force.

Shadow Company members are recruited from the small ghetto of strange dark-skinned elves that have taken residence in Korvosa slightly before the Shattered Star event. Not much is known about them, except that small number of them, up to 20, serve the city rulers - sometimes working together with Black Company squads.

Order of Sihedron emerged soon after the events of Shattered Star transpired, when it became obvious that the ancient threats are not content to sleep beneath the waves or mountains. They were founded to protect the Sihedron and to be unflinching bodyguards of the new rulers of Korvosa. Order of the Nail still functions outside the city limits, since the Order of Sihedron is very small. In fact, the smallest of all Hellknight orders, since it consists of only 7 senior knights and 4 probates.

Character creation rules:

0) Rules: Pathfinder; feats and classes from other sources (3.5 or PF 3pp) allowed, subjected to my approval.

1) Races allowed: Any, subjected to my approval.

1a) After choosing a race, you must roll d20. On natural 1 you get to play a "noble" of that race. For instance, if you choose Human and roll 1 on d20, you will get +2 to all attributes and 2 Human bonus starting feats instead of 1.

2) 25 point buy; no attribute can be lower than 10 before racial modifiers are applied.

3) Traits: 3 traits from any legal source (see 0). No two traits can be from the same group.

4) Classes: Summoner and gunslinger are banned. Fighter is modified (see 4a). All other classes allowed, according to 0.

4a) Instead of regular PF Fighter, Talented Fighter by SGG will be used, with the addition of following house rules: Fighter gains Vital Strike feat tree at appropriate levels for free. Vital Strike feats can be used (only by Fighters) as Free Action. If you do not have the rules, I will provide them.

5) Archetypes: Up to two archetypes may be taken. Archetypes do not cause usual penalties. (For instance, Bladebound Magus has the normal amount of arcane pool points and he gets all of his arcana.)

6) House rules: Critical hits are automatically confirmed. On a roll of natural 1 you suffer a Critical Failure. I may ask you to roll for the effect, or assign it randomly. Other house rules may come into play.

7) Additional rules: Epic Feats and Epic Points for now. Epic Feats will be bonus feats that you will get for me as a reward for various stuff and Epic Points will be something between Fate Points I used in Midnight Game and Heroic Points by Paizo. Also, I will introduce additional rules such as those that will be presented in upcoming Ultimate Campaign.

Ok, that's it. Questions?

Dark Archive

I have two players in the party, and they want to play in a campaign loosely based around KIngmaker/Reign of Winter APs. One of them will be Asimar Cleric and the other one Human Magus. Do you have any suggestion how to give them more staying power? I've thought about allowing them to take up to 2 archetypes for their classes without incurring archetype penalties.

Dark Archive

Here is the Discussion Thread for this game.

Dark Archive

The blessings of Rava, the clockwork goddess, shines on the Free City of Zobeck. The streets are thronged with people of various races - humans of various nations, as well as kobolds, elves, dwarves and even strange gearforged of Zobeck.

A crow flies over the city wall and over the busy streets and markets, various districts of the city and over the stalls of street merchants and hawkers. Finally, the crow lands on the creaking sign above the inn doors. The sign is faded so much that only the most basic dragon-like shape can be discerned. The crow hops once or twice, as if watching for someone. When seeing several figures approaching the inn from the main street, the bird caws and flies away, as if satisfied by what it has seen.

Dark Archive

I am looking for 4-6 players for a game that will be placed in Midgard setting, by Kobold Press/Open Design.

Character creation rules:

1) 4d6 drop the lowest 8 times, choose 6 best.
2) Races and Classes allowed are: Everything Paizo and Kobold Press/Open Design, except Summoner and Gearforged and four-legged races, such as Centaurs. Rangers are allowed, but I encourage you to play Spell-less Ranger by Open Design.
3) Two traits at character creation. Traits can be chosen from any Paizo source.
4) All characters start with a bonus feat, in addition to all other feats they would get from race, class or other sources.

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Hi guys. I need 2-3 players for my Midnight game. The game is very long - over 6000 posts - and the characters are 5th level currently.

I must mention that the game tends to be very deadly and PC deaths are much more frequent that usual.

For those who are not familiar with the setting:

Midnight:
heroes struggle against overwhelming odds. A century ago,
the free peoples of Eredane fought the final battles in a des-perate war of survival against the Shadow, the dark god
Izrador…and lost. The lands of men were crushed by Izrador’s
armies, or succumbed to his insidious corruption. The shat-tered remnants of the once-great elves and dwarves retreated
to the hearts of their homelands to vainly resist their inevita-ble defeats. Many of the gentler races were simply enslaved
or reduced to hopeless refugees.
One hundred years have passed since the Shadow fell.
The elder races—particularly those of fey ancestry who have
battled Izrador for millenia—are being systematically hunted
down and exterminated. Their great forest kingdom has
become an island of light in a darkening world, its elven keep-ers fighting losing battles against hordes of shadow orcs and
other servants of the dark god. The surviving dwarven clans
have locked themselves in their mountain holdfasts, and the
streets of their subterranean cities have become meat grinders
for the endless waves of foes sent to root them out.
The lands of men are ruled with an iron fist by the min-ions of the Shadow. Once great cities lie in ruins, and nearly
every isolated town and village now exists to serve the needs
of the Shadow first, and local populace a distant second.
Literacy, magic, and weapons are illegal, and even long-dis-tance travel draws suspicion. With each new human genera-tion grows general ignorance and complacency. Soon, none
alive will remember the days before the Shadow fell.

The Veil
Aeons ago the dark god, Izrador, was cast out of the
heavens and banished to the surface of the mortal world. The
forces behind this banishment intended to seal Izrador forever
within a material plane where his power would be weak. But
the barrier, known only as the Veil, that prevents Izrador from
returning to the heavens to spread his corruption also prevents
all other gods from answering the prayers of mortals.
The impenetrable Veil between the mortal and celestial
realms has other far-reaching effects, for now the spirits of the
dead have no final resting place. Many who die are now
doomed to remain bound to their bodies, rising from death in
a hideous mockery of their former selves, tainted by madness
and an insatiable hunger for the flesh of the living. Most refer
to these walking undead simply as the Fell. Other beings,
perhaps those of stronger will, escape that horrific fate upon
their mortal deaths only to realize an alternate eternity of
roaming the world as bodiless spirits, beings known as the
Lost

Midnight has its own specific world rules. The magic works differently and it is much rarer than usual. The world is grim and deadly. In addition to that, I have modified standard classes and races. You can find modified rules here: Nightflier's Midnight Rules.

Right now I am looking for Channeler and martial Channeler types. The game is 30 point buy, 5th level, max HP. The game will use my Rules document, in addition to standard Pathfinder stuff and Midnight specific stuff, which you can find at Darkness Falls.

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Here is the DT.

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A hot wind blows out of the Mournlands, carrying a stench of rot and decay, burned flesh and boiled blood. Dust and grit finds a way inside your armor and merciless sun is making you sweat rivers beneath your helmets.

The man who is to give you your directions does not help. Pallid and obese, he constantly wipes the sweat from his brow with a piece of silk that has long since became almost black with accumulated sweat and dirt.

Still, you stand at attention, fighting against yourself not to wilt under the black looks of the grizzled halfling sergeant, wide enough to be a dwarf, who was your training officer back in the camp.

"Allright, maggots", he pauses to spit a piece of blackroot, chewed into a pulp that darkened his teeth, "beyond that rock over there are Mournlands. Your mission is to go there and proceed in a straight line to a place about 20 leagues from here. Even you should be able to do something like that. When there, you are to retrieve an object and bring it to the camp. Now, all of you have your identity discs, so we'll now when and if you arrive there. If that proves to be the case, the discs will activate to give you further orders. Any questions?" Not pausing to wait for your reply, he spits again and nods to himself. "Very well. Move out!"

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I would like to once again explore an old idea of mine - to run a game in which the PCs are in fact members of a mercenary company, along the lines of Black Company or Malazan books. This time, the game would be set into slightly modified Eberron Campaign Setting. The premise is that you are members of an elite mercenary company called the Sellsword Syndicate. Your squad was recruited by a mid-ranking Master Merchant of Darkstar Company for a retrieval job into the Mournlands. The game will begin at the insertion point in the Mournlands.

Here are some basic stuff:

1) Roll 4d6 drop the lowest 12 times. Choose the best six.

2) Two traits at character creation. Traits can be chosen from any Paizo source.

3) All characters start with a bonus feat, in addition to all other feats they would get from race, class or other sources.

4) All races from the Pathfinder and Open Design sources are allowed, and all the classes and archetypes. Feats, races and classes from alternative sources, such as PFRPG 3PPs and 3.5 are allowed upon my approval.

4a) All Eberron races are allowed, with certain modifications. Warforged are modified the most.

Warforged aka Servitors::
Servitor build:

All Servitors builds are based on very few original schematics, so there are certain elements that all Servitors share: chassis, core, cortex, docent dock and plating slots.

Chassis is the Servitors framework, on which all other elements are placed and connected via artificial organic matter, whose growth is stimulated using ioun light. The chassis can be of any size and it determines the ultimate Servitor size.

Core is the source of power for the Servitor. Cores are built independently and can be replaced, as is the case with most Servitor components and elements.

Cortex is the essentially an artificial brain. A Servitor's personality can be transferred from one cortex to another, stored in certain devices and docents, or erased.

Docent dock is a round slot in Servitor's body, about two inches in diameter. This build element is essential to the Servitor creation and all attempts to create Servitors without have failed. Even Necroservitors have them.

Plating slots are places where armor plating is attached. They provide connection to other elements of the Servitor, so that armor plating becomes a part of the Servitor's body. Armor plating can not be attached or removed without special equipment and the process lasts for at least eight hours.

Servitor traits:

+ 2 to any two, or +4, -2, -2
Any size
Speed: 30 feet, but never modified for armor or encumbrance
+2 natural armor bonus
Bonus feat
+2 racial bonus on saving throws against disease,mind-affecting effects, poison, and effects that cause either exhaustion or fatigue
Cannot be raised or resurrected
Servitors do not eat, breathe or sleep, unless they wish to achieve something, such as speech or powering down to regain ability to manipulate arcane energies

4b) Artificer class is replaced with two classes: Ardwright and Machinesmith.

4c) Least, Lesser and Greater Dragonmark are combined into one feat. Additional spell-like abilities are gained by gaining character levels and acquiring appropriate skill ranks.

5) Firearms are emerging. Many strange designs are out there and nothing is standardized yet. For humans and warforged, even advanced firearms are treated as martial weapons.

6) Since your party will be a mercenary squad, you will all have certain roles to play in the squad hierarchy. When you apply, please have one of the following roles in mind:

Commander/Party Face
Second in Command
Sergeant
Healer
Scout
Primary Spellcaster
Grunt 1
Grunt 2
Procurer (or Comic Relief)

These are also some of the standard tropes in the military fantasy literature, that this game seeks to emulate.

Ideally, I would like to have eight players, to reflect the standard number of men in Roman legion squads, but I'm willing to go from six to nine players, depending on interest. The six is absolute the lowest number of players needed for this game.

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Okay, here is the recruitment thread to the Badlands game. All info on the setting can be found in the Nightflier's Homebrew thread. Just click on my profile and there's the link.

Character creation rules:

1) 4d6 drop the lowest; roll eight times, choose best six.
2) All Pathfinder material, Open Design stuff, Machinist by LPJ and Ardwright (search Paizo boards). Also Soulknife by DSP
3) Some races are modified from standard rules. Ask.
4) I am looking for six players; 1st level, max starting gold.

Dark Archive

I am opening a thread for all my homebrew stuff, for the purpose of using it as a reference in PbP games. Of course, comments and questions are welcome.

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I've had some medical problems since December last year, but most of those are resolved and now I have the time to restart my games and start some new ones. I am considering running a 1st level game set in my homebrew world as the first of those games.

As the thread subject says, this is to be high fantasy game, with strong steampunk and post-apocalyptic elements. The continent on which the game will be set is kinda Scarred Lands/Iron Kingdoms/Eberron in vibe. I will start with the character creation rules and then proceed to the world description.

1) Character Creation

- roll 4d6 drop the lowest 8 times and choose best 6 rolls.

- roll d20. If you get 1, you can choose to play an advanced race, instead of the regular one.

- choose 2 traits from any Paizo source.

- all characters get 1 additional bonus feat at 1st level.

- all Paizo races, classes, feats etc. are allowed in the game, as well as all Open Design stuff and Machinist from LPJ Desing and Ardwright from this forum. Other races, classes etc. may be allowed from case to case basis.

- some races are changed in certain ways. This information will be presented when required, depending on the player interest. I will provide some basic info on the Core races and the races of the continent where the game will be set.

More posts to follow.

Dark Archive

I must say that I am very pleased with the quality of new alternate and base classes published in the KQ. Specifically, I speak of Spell-less Ranger, Elven Archer and Shaman. The classes are very well built mechanically, but they are also great fluff-vise.

It came to me that perhaps our industrious kobolds would find it useful to know which new alternate, base or prestige classes would be of interest to their readers.

For myself, I would love to see old Warlock and Binder class given new shine by Open Design.

How but you, dear Paizonians?

Dark Archive

I am looking for 6-8 players for Eberron game. The game will use Pathfinder rules. All Eberron races are allowed, including those with LA. The races will be modified to be compatible with PF. The game is 30 point buy, 1st level.

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I'm thinking of starting yet another PbP. I have 3 games currently active, but I have planed sufficiently in advance to have time to run another one. So, I am conflicted. I would like to give Eberron another shot, but I've recently finished with the latest novel in George Martin's Wild Cards series, so I am inspired to run Mutants and Masterminds game - or to try it, anyway, since I never played or GMed in M&M game.

So, this is just a probe to see if there is enough interest in either or both of these games.

If there are enough people interested, I'll post character creation rules and stuff like that.

Dark Archive

As the ship approaches the City at the Center of the World, its sides scrape along the rotten hulks of semi-sunken ships and broken masts that stretch out of the water, like giant black fingers clawing at the sky. The approach to the city lasts longer than your patience, but you have no choice but to sit still and wait for the pilot to guide the ship to the dock.

At the northern edge of the city, a massive stone fortress casts its shadow over the lesser buildings, and the cathedral spires in the center of Absalom draw your eyes towards the greatest mystery in the world.

After several hours, your ship has finally reached its ultimate destination. The ramp goes down and the first bales of cotton from Vudra and silks from the distant Dragon Empires start to go down to the screaming factors, who haggle and bid against each other, fighting for the best product for their employers.

Behind the bustle and hustle of the busy port city, a lone figure stands. A tall man, dressed in sable leathers, with a long slightly curved blade with a basket hilt at one hip and carved white wand at the other. This must be the man you were ordered to meet...

Dark Archive

Here it is.

Dark Archive

Nightflier's Blackdogs in Absalom will be a game that starts in the City at the Center of the World, but it will take players to Korvosa, Kaer Maga and Riddleport. This is my second attempt at doing what is essentially an Adventure Path. The first attempt is my Midnight game, which is still going strong after two years or so. You can check out both of my currently active campaigns in order to see how I run games and what I expect from players.

Nightflier's Midnight

Nightflier's Land of Ice and Blood

I am looking for 6-8 players and 2 reserves.

Character creation rules:

1) 4d6, drop the lowest, or 30 point buy - decided after the rolling for stats.

2) 1st level characters; max HPs and starting gold.

3) Two traits chosen from the list of traits that can be found by clicking on my profile and two traits chosen from any source published by Paizo.

4) 1 bonus feat in addition to all the other feats that characters receive at 1st level.

5) Upon creation, each character will receive a Heroic Path - a set of bonuses and abilities that you gain every level and are worth about a half of standard class level. This sets you as a hero chosen by fate (or whatever).

Dark Archive

So, my experience with PBPs is mixed one. I have one game with almost 6000 posts, that is about two years old, and I have a new game that is quite young, but it should ramp up a thousand posts any day now. The others mostly burned out, either because of players who lost the interest, or myself - because I got disappointed by the slow rhythm of the game.

I can't guarantee you that this game will not end the same way, but I'll try anyway.

So, I have this city in my home game, called Kaledun. The city is kind of Absalom, mixed with Ptolus, Kaer Maga and Korvossa. It is located in a small country that is essentially no man's land between two great states - Overduchy of Hohenbaurg and Sultanate of Tamur. The District and City of Kaledun was once ruled by Despot, but the last despot disappeared a hundred years ago, and after that the rule of the city fell to a Major, elected by various power-groups.

I will post more about the city itself, and the surrounding area, but - essentially, this is high-magic, high-power setting, appropriate for min-maxers, but with a lot of role playing involved.

I want to explore some of the aspects of the role-playing in the city environment, so I decided to start yet another pbp - hopefully, one that will last for thousands and thousands posts. :)

But there is a catch - character development will be a bit constrained. That is, I am looking for a specific combinations of races and classes. So, the character creation rules are as follows:

1) 4d6, drop the lowest, or 30 point buy - decided after the rolling for stats.

2) 1st level characters; max HPs and starting gold.

3) Two traits chosen from the list of traits that can be found by clicking on my profile and two traits chosen from any source published by Paizo.

4) 1 bonus feat in addition to all the other feats that characters receive at 1st level.

5) Upon creation, each character will receive a Heroic Path - a set of bonuses and abilities that you gain every level and are worth about a half of standard class level. This sets you as a hero chosen by fate (or whatever).

Race/class combos:

1) Asimar martial-oriented cleric.

2) Nagaji martial-oriented sorcerer.

3) Drow two-weapon soulknife (Dreamscarred Press)

4) Elven archer (Kobold Quarterly 20)

5) Samsaran witch

6) Tiefling ninja (called "assassin" in the game world)

The idea is for interested players to apply for certain race/class combo. The most interesting characters will be accepted, as well as two reserve characters, just in case.

Daily posting during the weekdays is required, though. Interaction between players is encouraged.

The basic premise of the game is that you are mercenaries from the Korvossa's Sable Company, called on a contract to another world. Your personal histories should be, therefore, tied to Golarion.

That's all for now. I hope that this game idea is interesting to enough folks.

Dark Archive

One of my favorite characters of all times is a Litorian Paladin from Ptolus game, called Num-Rah. I got pretty good rolls and GM allowed me to replace his Con bonus for Cha bonus. Unfortunately, the game died young, and I could not play him in any pbp after that. Now that Paizo kindly published a catfolk race, I'm thinking of reworking him for a game that should start in a month or so.

Num-Rah is a bit noble savage type of character. His idea of law is very harsh and personal honor is of greatest importance to him. He comes from a warrior culture, where all great warriors are great weaponsmiths as well. So, his a bit like a LG Klingon.

So, I would like to rework him as LG noble savage/honorable warrior, with fetish for claw-like curved blades, edged on the inside curve.

The other party members are LN nagaji (class to be determined; possibly cavalier with hound master archetype - hounds replaced by varans, NG kitsune (class to be determined) and N goblin ninja. We should have two more players.

So, advice?

Dark Archive

I am rebuilding my homebrew campaign setting to v2.0 and I've decided to make demon cults an important element of the setting. But, I want to simplify them a bit - that is, I want to limit their number, so that I can present them to the players in more concise way. Also, I like the Chaos Gods from the Warhammer, so I'd like to move Chaos Cults a little closer to the Moorcock's Chaos, but also to Zelazny's Amber series.

The eight-pointed star was a sign of Chaos from the days of Elric, so I decided to have eight Chaos Gods (and Empress of Chaos, that is above them). My (obvious) choices are:

Demogorgon
Graz'zt
Orcus

I need five more Demon Lords/Gods and I'd also like to have replacements for Warhammer Chaos Gods. Just as reminder, they are:

Khorne: bloodlust, war, death
Tzeentch: change, fate, mutation
Nurgle: plague, despair, disease
Slaanesh: lust, pleasure, excess

Grazz't can serve as a replacement for Slaanesh, and I was thinking Abraxas as a replacement for Tzeentch.

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The game will start as soon as your characters are finished.

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Here's the Discussion Thread, guys. Please post here.

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The winter is coming, as they say, and I had an idea for a short adventure that will take the PCs from 1st to 3rd level, with a possibility of making it a longer campaign if there is enough interest afterwards.

The game will be set in the Lands of Linnorm Kings, specifically in the Hagreach.

I am looking for seven players and I will not start the game with lesser number. Daily posting is required during weekdays. If you can't post five times per week, preferably more, your character will become an NPC. Of course, Real Life can be unpredictable, so I don't mind if you take a leave of absence as long as you need - but only if you post in the Discussion Thread that you are doing so.

Character Creation Rules:

30 point buy
3 traits
1 additional bonus feat

Races allowed:

Any found in Lands of the Linnorm Kings and Irrisen.

Material allowed:

Any published by Paizo and Open Design.

Your backstory will be of crucial importance for entering the game.

The game will start on December the 1st.

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