"The Winding Way" Discussion / Campaign Info


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Male-ish Dungeon Master Dungeon Master 5

This campaign takes place in my own little land of Tarela, which is in some ways like the world of Golarion, but in others quite a deal different. Many of the common tropes and cliches of fantasy literature are significantly changed, though a few are kept simply for my own amusement. Some of the most significant changes come in the way of the player character races, detailed below. A brief warning, as this is quite long.

Elves
Of all the races in Talera, elves are the most changed. An elf's life begins as part of a horde of tiny humanoid creatures that sweep over a small area near their birthplace, devouring anything they can within their path. After several years of this, the group engages in a sudden bout of cannibalism that leaves only the strongest of the creatures alive. The minuscule survivor then undergoes a transformation into a tall, willowy creature that most know as an elf.

During this point of their lives, elves retain a portion of their previously savage nature, but gain a keen intelligence that allows them even greater cruelty. At this point, many begin to have interactions with humanoid civilizations. Most become bandits, thieves, or outright murderers and prey on outlying settlements. The occasional elf seeks out larger cities and grander schemes. For these reasons, most common folk attempt to kill elves on sight.

As they age, however, most elves begin to lose their cruelty. They grow taller and wooden nodules grow across their skin, their bodies beginning to resemble those of the much larger treants. In their old age, they look back on their old lives and try to do what penance they can to remove the 'taint' of their transgressions. Ancient elves are often found aiding adventures with their lifetimes of knowledge and insight on the minds of the cruel and insane.

Half-Elves
Normally the products of rape, Half-elves are universally pitied for their birth. What few are born to Elven mothers are sometimes used as pawns in larger schemes, or as further soldiers in bandit raiding parties. Those born to Human mothers are raised in the typical fashion of the area, but are prone to being bullied and generally have few friends unless they hide their elven heritage. Past childhood, many find their place in Human societies as guards, hunters, or skilled tradesmen.

Dwarves
Exiled from their ancestral lands in the Black Spire Mountains by the war of the Giants and Goblinoids, Dwarves are still seeking a new place for themselves in the world. While they still tend to seek underground homes in which to raise their children, the stout folk are largely nomadic. Traveling from town to town, the Dwarves are known for their excellent craftsmanship and excellent business sense.

Gnomes
From the far land of Fireas, Gnomes are often found in other lands as missionaries and priests. While some Gnomes exist in cities as part of other humanoid communities, they mostly live their lives in any number of monasteries, worshiping an incredible number of different deities. Gnomish history is filled with holy wars of the numerous orders, though their daily lives are more often lead in search of knowledge and peace.

Halflings
The most famous of Halflings are the pirates of the Rel Islands. With incredibly fast ships and an incredible knowledge of sea-borne weaponry, the naval prowess of the Rel Halflings is world renowned and justly feared. The Halflings of Aract, Urram, and Glaslond are quite more sedate, favoring farming and a quiet homelife over adventures in the high sea. Curiously, even these Halflings tend to live close to lakes a rivers, for a reason none of them can quite put words to.

Jocab
Members of an ancient and honorable race, the Jocab were once a people at war with the vast human empire that reigned much of the continent in the distant past. After the fall of the empire, the brave warrior people integrated with humanity, becoming an important force in the rise of the current age. While bearing many cultural throwbacks to their warrior roots, they have become politicians and businessmen to rival humanity. Their lack fertility is perhaps the only thing keeping them from overtaking humans as the most powerful force in Tarela.
Jocab use the stats for Half-Orcs, gaining the Jocab subtype and losing the Orc Blood trait.

Humans
For the most part, humans remain much as they are in the vast majority of settings. They have a variety of differing cultures and make up a large percentage of the humanoid populations. While other races also have variety in their cultures, none quite so much reach the sheer number of cultures that abound in humanity.


What is the pantheon in this world?


What are jocab stat mods?


Male-ish Dungeon Master Dungeon Master 5

Religeons
For most of the Pantheon of Tarela, I shall be putting a chart like the one found in the PFRPG Core Rulebook, but a couple of gods demand a slight explanation. I will try to quickly cover the main points.

Xorsharanthol, the Hungering Sun
Xorsharanthol is a physically manifested god that lurks in the sky thousands of miles from the actual planet of Tarela. The giant ball of roiling flame that is the evil sun god can be seen by all. Xorsharanthol is not a subtle god, or one adept at planning, it is instead a creature of fast and potent emotion. It's only goal is simple anhilation of all things, to see the universe burn it it's fires.

It is not a god native to Tarela, and was brought by Ochulire from the far reaches of the universe essentially as an emergency substitution for the now dead sun god Masab. This angers the great star-beast, which struggles daily against the bonds that hold it. Few actually worship the creature unless insane or suicidal.

Ochulire, the Solar Protector
Ochulire is the savior of Tarela, the god that fights a constant battle against Xorsharanthol's influence. Few gods actively go against Ochulire, knowing that his death may mean just the weakness that Xorsharanthol needs to destroy the world and their followers with it. Some of the good gods take his place on occasion to grant him the ability to gain followers or perform other tasks. It is said that whenever Ochulire is seen on Tarela, great things are soon to occur.

Ochulire has issued a challange, that anyone who can successfully replace or permanently subdue Xorsharanthol will gain all of his powers and the status of a god. Whether this task is even possible has been the topic of philosophy for 600 years.

Deities, Portfolios, and Domains

Fel Morath, the Law of the Pack:
Fel Morath - LG - Porfolio: God of Hunting, Wolves, and Justice - Domains: Animal, Good, Law, Liberation, Strength - Weapon: Longsword

Ochulire, the Solar Protector:
Ochulire - LG - Portfolio: God of Protection, Honesty, and Hard-Work - Domains: Community, Good, Law, Protection, Sun - Weapon: Longbow

Kel Thalis, the Bardic Muse:
Kel Thalis - NG - Portfolio: Goddess of Music, Poetry, and Inspiration - Domains: Charm, Community, Good, Glory, Travel - Weapon: Dagger

Wedimec, the Maiden of Hope:
Wedimec - NG - Portfolio: Goddess of Healing, Life, and Eternal Rest - Domains: Good, Healing, Protection, Repose, Water - Weapon: Quarterstaff

Adrik, the Eternal Creator:
Adrik - CG - Portfolio: God of Smiths, Tinkers, and Workmen - Domains: Artifice, Chaos, Good, Fire, Protection - Weapon: Guisarme

Hethal, the Great Earth:
Hethal - N - Portfolio: Goddess of the Natural World, Crops, Farming, and Animals - Domains: Animal, Earth, Healing, Plant, Weather

Jazarth, Knowledge Eternal:
Jazarath - N - Portfolio: God of Clerks, Secret, Doors, and Books - Domains: Knowledge, Luck, Magic, Rune, Trickery - Weapon: Spear

Ossitha, the Toll of War:
Ossitha - N - Portfolio: Keeper of the Fallen, Recorder of Battle, Silent Judge of History - Domains: Death, Destruction, Knowledge, Protection, War - Weapon: Halberd

Veln, the Egoist Prankster:
Veln - NE - Portfolio: Goddess of Thieves, Tricks, and Narcissists - Domains: Air, Charm, Evil, Trickery, War - Weapon: Light Crossbow

Gibach, the Lonely Emperor:
Gibach - LE - Portfolio: God of Tyrants, Slavers, and Darkness - Domains: Darkness, Destruction, Evil, Law, Nobility - Weapon: Rapier

Xorsharanthol, the Hungering Sun:
Xorsharanthol - CE - Portfolio: Sun-Beast, God of Destruction and Universal Death - Domains: Chaos, Evil, Fire, Madness, Sun - Weapon: Heavy Mace


I think my Inquisitor is going to follow Adrik, but I may switch to Hethal. There is no weapon under Hethal, could you post that for me.


Male-ish Dungeon Master Dungeon Master 5

Aract, the Land of Stone
Ruler: Ruled by The Council of Thirteen Lords.
Government: All thirteen lords are elected by the nobles of the district the represent.
Capital:Kingsblood
Prominent Towns: Blackstone, Fort Dragge, Haldshod, Orfal, Ventinus
Population: 48% Human, 21% Jocab, 12% Dwarf, 19% other
Alignment: Predominantly Neutral Good

Aract is a land of stone and hills, with little in the way of wooden goods being produced in the country. Quarries or mines are found in most larger cities, while few forests are available to be harvested from. What forests exist are incredibly dangerous and generally thought to be haunted or worse. Glass is also produced in great numbers thanks to Aract's proximity to the sands of the Godscar, which provide a perfect starting ingredient for the product. The waters of Lake Dragge (in actuality a massive freshwater sea) provide numerous rivers that allow for quick travel to three of the main cities of Aract, as well as innumerable smaller villages.

The climate of Aract is vastly influenced by Lake Drage, which causes incredible blizzard conditions starting in late fall. Torrential rains are common in the summer, but generally occur for a few days during each month. Curiously, the weather near Blackstone remains fairly mild throughout the year, and snow is almost unheard of there.

Aract as it stands today is a recent invention, with the ruling council coming to power in the past 40 years. Previously, Aract was ruled by a tyrannical king by the name of Hetarax. One late summer's day, the people dethroned the ruler in a rather large spectacle and giving rise to the capital city's new name. The family of Hetarax fled the city, his son forming the smaller nation of Urram in the south west. The council of Aract have allowed the smaller nation continued existance, insisting that Hetarax's sons were vital in his dethroning, but they will intervene if they show signs of their father's tyranny. The future between the two nations holds at a tenuous peace.

North of Blackstone, the nation of Tharvainus presents a much more violent problem. Beginning just a few short years ago, the upstart empire began taking land from Aract's northern borders, and has sent constant raiding parties southwards. Still recovering somewhat from the tyrant Hetarax's rule, Aract has had trouble facing this new threat that arms itself with strange magical weapons. Hope remains, as armies of any size seem incapable of finding their way to the mysterious city of Blackstone, losing their direction despite the relatively clear terrain. This has not stopped smaller incursions from making their way far to the south, but their influence has been little more felt than frequent bandit attacks thus far.

Map of Aract


Male-ish Dungeon Master Dungeon Master 5
Gerald wrote:
What are jocab stat mods?

Jocab use Half-Orc stats, except for gaining the Jocab subtype and losing the Orc Blood trait.

AlQahir wrote:
I think my Inquisitor is going to follow Adrik, but I may switch to Hethal. There is no weapon under Hethal, could you post that for me.

Hethal uses a Warhammer. Terribly sorry that wasn't in there.

So, unless anyone has anything against it, I'd like to start at level 3, with 20 point point-buy.

Feel free to post any questions you have here from now on, and I'll be happy to answer them whenever I have time. At least as much as I can without giving any possible plot away.


That sounds good Hammith. I will have my character up tomorrow evening after the others all declare classes.


Human Psychomancer

Just some questions for making a background...

Any naming conventions different from default setting?

Where is the campaign starting?


Male-ish Dungeon Master Dungeon Master 5
Tanner Nielsen wrote:

Just some questions for making a background...

Any naming conventions different from default setting?

Where is the campaign starting?

Naming conventions are broad enough to suit pretty much anything, aside from that which is blatantly silly.

I'm not 100% certain on where the campaign's going to start, but I'm thinking around a small little town I've been working on called Dorias, which is east of the Meltran Woods, across the Grand Highway (that's what almost all the road on the map is, forgot to label it). I'm debating between that, Fort Dragge, and Kingsblood at the moment.


Hammith DM wrote:


AlQahir wrote:
I think my Inquisitor is going to follow Adrik, but I may switch to Hethal. There is no weapon under Hethal, could you post that for me.

Hethal uses a Warhammer. Terribly sorry that wasn't in there.

Feel free to post any questions you have here from now on, and I'll be happy to answer them whenever I have time. At least as much as I can without giving any possible plot away.

Thanks for answering that. Two last questions before I flesh out my Inquisitor. Do Jocabi favor one god over another, and is there one or more gods more fervent in the persuit of apostates or more suitable to the inquisitor class?

Liberty's Edge

As unlikely as it is that I'll be playing, I'm just curious about a few things if I were... :)

I'm going with the CN Battle cleric for now. But I'm torn between choosing Ossitha and Xorsharanthol as a patron. So I'm wondering if you would object to a deity-less cleric who has venerated both Ossitha and Xorsharanthol in the past, but who now follows the sacred nature they espouse without praying to these gods directly. I'll get to work on the character sheet. Also is there any objection to the bastard sword?


Human Psychomancer

Another class question...

Could the small vials used to create alchemist bombs be used for sling ammunition? Since creating a bomb is a move action and loading a sling does not take an action (similar to notching an arrow) it could still be prepared and thrown in the same round. It would increase the range but use a normal attack rather than a touch attack. Seems like a fair trade to me. Has anyone seen this asked anywhere? What do you think?


Male-ish Dungeon Master Dungeon Master 5
AlQahir wrote:
Thanks for answering that. Two last questions before I flesh out my Inquisitor. Do Jocabi favor one god over another, and is there one or more gods more fervent in the persuit of apostates or more suitable to the inquisitor class?

Hethal generally seeks very few followers, and is typically content with those that seek her out for peace and tranquility. Her most typical worshipers are farmers.

Adrik is the god of the city and craftsman, he seeks out followers mostly only amongst the guilds and those that make things. He's not often one to send his priests looking for converts, but does so fervently when he gets to it. He tends to leave the outskirts of civilization alone.

Truthfully, it's better to ask if you want to have been raised in a city or the country. Hethal favors the country, while Adrik the city.

stardust wrote:

As unlikely as it is that I'll be playing, I'm just curious about a few things if I were... :)

I'm going with the CN Battle cleric for now. But I'm torn between choosing Ossitha and Xorsharanthol as a patron. So I'm wondering if you would object to a deity-less cleric who has venerated both Ossitha and Xorsharanthol in the past, but who now follows the sacred nature they espouse without praying to these gods directly. I'll get to work on the character sheet. Also is there any objection to the bastard sword?

Deity-less is fine, but having worshiped Xorsharanthol typically leaves people scarred and half-crazed. Not to mention with various unexplained burn marks. Ossitha is far more passive and aloof to his/her priests (Ossitha's appearance differs greatly between any two sightings), rarely intervening unless something far more important than a single priest or priestess is involved.

I wouldn't object to a bastard sword, so long as it's the weapon of your 'deity'.

If you just don't feel either of the gods are right for you, feel free to make a unique cult of Ossitha that worships the version you feel best with.


Male-ish Dungeon Master Dungeon Master 5
Tanner Nielsen wrote:

Another class question...

Could the small vials used to create alchemist bombs be used for sling ammunition? Since creating a bomb is a move action and loading a sling does not take an action (similar to notching an arrow) it could still be prepared and thrown in the same round. It would increase the range but use a normal attack rather than a touch attack. Seems like a fair trade to me. Has anyone seen this asked anywhere? What do you think?

I haven't seen it before, but it seems like a fair idea, so long as it loses the AOE damage portion of the bomb. More of a single target thing, useful in certain circumstances. I would probably rule a reflex save on it you roll a 1 for your attack roll, or risk it blowing up in your space.


I don't want to be bothersome, but I just noticed Fel Morath (don't know why I skipped over him to begin with), I think this is the deity I will go with as long as this fits with Jocabi in your world. Honestly I was looking through the deities by alignment and weapon since I only get profficiency with the weapon of choice of my deity. Unless Jocabi gain profficeiency with Falchions like half-orcs do, in which case it doesn't matter.


Male-ish Dungeon Master Dungeon Master 5
AlQahir wrote:
I don't want to be bothersome, but I just noticed Fel Morath (don't know why I skipped over him to begin with), I think this is the deity I will go with as long as this fits with Jocabi in your world. Honestly I was looking through the deities by alignment and weapon since I only get profficiency with the weapon of choice of my deity. Unless Jocabi gain profficeiency with Falchions like half-orcs do, in which case it doesn't matter.

Yep, still have the greataxe and falchion proficiencies. Fel Morath is one of the deities I have the most information made up for. I can give you plenty of it if you actually want to make a character devoted to him. Worship of the different deities is mostly based on region rather than racial heritage, the ones I've provided are simply the ones common to Aract and friendly neighboring countries.


(Starfire here)

Another few quick questions.

Can we use traits? Are we starting with the wealth of 3rd level characters?


Male-ish Dungeon Master Dungeon Master 5
Kalathas Trimn wrote:

(Starfire here)

Another few quick questions.

Can we use traits? Are we starting with the wealth of 3rd level characters?

Yes, up to two traits, though if they're not from a freely available web enhancement, I'd prefer it if you list what they do.

And a second yes to basic starting level 3 wealth. No more than 1/3 spent on any one item, unless you've got a really good story behind it.


Fel Morath is my deity of choice, so if you want to post more information that would be awesome. I will have my character finished and posted by tomorrow afternoon.

Dark Archive

Hammith DM wrote:
Kalathas Trimn wrote:

(Starfire here)

Another few quick questions.

Can we use traits? Are we starting with the wealth of 3rd level characters?

Yes, up to two traits, though if they're not from a freely available web enhancement, I'd prefer it if you list what they do.

And a second yes to basic starting level 3 wealth. No more than 1/3 spent on any one item, unless you've got a really good story behind it.

Hey Hammith,

I'm working on a Summoner PC. I'll post it sometime this weekend.

Liberty's Edge

Kalathas Trimn wrote:

(Starfire here)

Another few quick questions.

Can we use traits? Are we starting with the wealth of 3rd level characters?

I meant of course (Stardust here). Silly Stars.


Male-ish Dungeon Master Dungeon Master 5

Fel Morath, the Law of the Pack
LG Major Deity
Symbols: Golden Wolf's Head, Silhouette of a Howling Wolf, Four Crossed Longswords, Wolf's Paw Above a Yellow Rose
Other Names: God of the Hunt, Wolf-Lord, Lawmaker, Justice, Executioner, Jailer, and Righter of Wrongs
Portfolio: Justice, Wolves, Hunting, Preservation of Society's Good and Order
Dogma: Follow the rules of society, so long as those rules are good and just. Face the consequences of any wrongdoing you commit. Usurp the true tyrants, defend the benevolent leaders.

Fel Morath is a god of supreme and uncompromising justice, who tasks himself with bringing those that go against society's rules their due. His creed is based much on the self-governing aspects of a pack of wolves, where those best able to rule do so and those that can overthrow them do, or suffer the consequences for failing to do so. Yet he cannot stand the tyrants that fail to care for their own people and force others to do their work for them. While he cares for all justice, it is cruel leaders and those that commit the foulest crimes that Fel Morath concerns himself most with. To these he deals out swift and terrible justice, sending his followers to execute them and to forever have the crimes they committed be perpetrated upon them.

During the few times he appears to mortals, Fel Morath has been seen in two forms. The first and most common is a gigantic golden wolf, nearly twenty feet tall and with softly glowing red eyes. In this form many have described him as having a wreath of yellow roses draped over his neck. His other form is that of a terrible and enraged knight covered in shining plate armor, wielding twin longswords that glow with a golden light.

The Worg Knights
Chief amongst Fel Morath's followers are the illustrious Worg Knights. Purveyors of justice and slayers of tyrants, each Worg knight is amongst the most well trained warriors in existance. Each Knight is also aided by a massive, incredibly intelligent wolf known as a Worg. These creatures are not pets, and serve as equals to the Knights in all matters of the order. It is said that to kill either Knight or Worg is to grant all the fallen's strength to the survivor, who becomes a being possessed with vengance for their fallen comrade.


Human Psychomancer

What are some of the major languages used in the setting? I'm picking bonus languages for high Int and I'm doubting the usefulness of Gnoll...


Do we need a front liner more, or a bard/rogue type more? I am leaning bard, as I think the eidolon can handle the front line. Please chime in and let me know what the group thinks.


Male-ish Dungeon Master Dungeon Master 5
Tanner Nielsen wrote:
What are some of the major languages used in the setting? I'm picking bonus languages for high Int and I'm doubting the usefulness of Gnoll...

Well, aside from the ones in the PFRPG book, there are a couple unique ones.

Galaf - Language of an ancient, fallen civilization
Helonth - Language of a far off land of mystics
Slazu - Language of the undead kings of Morteya
Jocabi - Replaces Orc Language

Useful ones from the PFRPG include

Draconic - Lake Dragge is home to a large number of dragons. While many are violent, their vanity can be used against them. However, they tend not to be please with languages other than their own.

Goblin - The goblinoids contantly war amongst themselves and the giants in the Black Spire Mountains. While not outwardly hostile to outsiders, knowing their language can sometimes resolve awkward moments with a sword to your throat.

Giant - For much the same reason as Goblin, though it is less useful as giants tend to smash things before asking questions.

Gnoll - Gnolls tend to be rather mercenary, so it's useful if you're looking for a guide or hired muscle.

Sylvan - Fey are present in most of the forests around Aract, though they tend not to show themselves unless the wish to make trouble.

Undercommon - Drow and Duergar aren't often hostile to surface dwellers, and trade with them when there are easy passages to the surface. They are typically much more difficult to find, though. If you were to find some, this language might be necessary to talk with any of them.

The Planar languages are used for much the same reasons and are about as useful as normal.


Gerald wrote:
Do we need a front liner more, or a bard/rogue type more? I am leaning bard, as I think the eidolon can handle the front line. Please chime in and let me know what the group thinks.

It never hurts to have a second frontliner, but I say play whatever you like best and the party can adapt. My Inquisitor should have quite a few skills, so I can help out in that department.


Male Human Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10

Character sheet available in profile. Or here.

You see a young male halfling just over three feet tall with brown hair, blue eyes, manicured sideburns, and well-made, if slightly weathered, clothing. His apparel is scholarly everyday-wear, with numerous glass vials in a bandolier across his waist.

Born in Kingsblood, Dieter Stolzdorf was previously a retained apothecary and tutor for an ambitious noble family in that city. After experiencing a generally pleasant childhood and apprenticeship with an alchemist, he was hired by a chamberlain to serve a local noble household. Dieter formulated and dispensed materia medica for family members and servants and taught the children natural sciences and the arcane. While most of his work was upstanding and wholesome, he also managed a rather lucrative side business with young noblemen in the city. They had gold, and he had elixirs which could prevent conception. This arrangement worked well until his supplier sold him an expired batch of herbs. A sudden rash of embarassing and very inconvenient pregnancies among the gentry convinced Dieter to seek his fortune elsewhere before retribution came on his head. Now an independent alchemist with a few tricks up his sleeve, Dieter is eager to find new employment before his savings run dry.


Okay, I think I am going with a secondary melee character, monk. I will get some of it posted tonight, but will definitely have it finished tomorrow.


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

This is Gerald. Here's the skeleton of the monk. I'll get appearance and history up tomorrow.


I am working on my character now and he should be finished by tomorrow. As far as hit points go are we rolling for those, doing the max at first then average there after, or something completly different?


Hammith DM wrote:

Fel Morath, the Law of the Pack

LG Major Deity
Symbols: Golden Wolf's Head, Silhouette of a Howling Wolf, Four Crossed Longswords, Wolf's Paw Above a Yellow Rose
Other Names: God of the Hunt, Wolf-Lord, Lawmaker, Justice, Executioner, Jailer, and Righter of Wrongs
Portfolio: Justice, Wolves, Hunting, Preservation of Society's Good and Order
Dogma: Follow the rules of society, so long as those rules are good and just. Face the consequences of any wrongdoing you commit. Usurp the true tyrants, defend the benevolent leaders.

Fel Morath is a god of supreme and uncompromising justice, who tasks himself with bringing those that go against society's rules their due. His creed is based much on the self-governing aspects of a pack of wolves, where those best able to rule do so and those that can overthrow them do, or suffer the consequences for failing to do so. Yet he cannot stand the tyrants that fail to care for their own people and force others to do their work for them. While he cares for all justice, it is cruel leaders and those that commit the foulest crimes that Fel Morath concerns himself most with. To these he deals out swift and terrible justice, sending his followers to execute them and to forever have the crimes they committed be perpetrated upon them.

During the few times he appears to mortals, Fel Morath has been seen in two forms. The first and most common is a gigantic golden wolf, nearly twenty feet tall and with softly glowing red eyes. In this form many have described him as having a wreath of yellow roses draped over his neck. His other form is that of a terrible and enraged knight covered in shining plate armor, wielding twin longswords that glow with a golden light.

The Worg Knights
Chief amongst Fel Morath's followers are the illustrious Worg Knights. Purveyors of justice and slayers of tyrants, each Worg knight is amongst the most well trained warriors in existance. Each Knight is also aided by a massive, incredibly...

Thanks for all of this info! I forgot to ask about domains. What domains may I choose from for this deity?


Male Jacobi Inquisitor 3

Ok this is my (AlQahir) inquisitor. It isn't completly finished, I should be able to polish it up tomorrow. Please take a look and let me know of any glaring errors you see. Thanks


Male-ish Dungeon Master Dungeon Master 5

Fel Morath's Domains are: Animal, Good, Law, Liberation, Strength

As for HP, Max on first level and then roll for the other two. If you get lower than average, take the average instead.


Human Psychomancer

Wow, all three characters so far are Charisma 8. Hopefully someone makes a good face for the group...


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

Here are my two hit point rolls:

1d8 ⇒ 8
1d8 ⇒ 3

So I assume, the 3 becomes a 4 for half.


Male Jacobi Inquisitor 3

Here is my roll for hit points:
2d8 ⇒ (3, 2) = 5

Wow crappy rolls! I'll assume both of these become 4's.

And as far as the face goes I don't mind altering my stats to be the party face. I like having a high charisma and being able to do the bluff/diplomacy thing. Hagrym was talking about being a bard which is when I did up my stats. So with that said assume I will have a decent charisma and ranks in all the social skills. One other question, do we have an arcane caster? If so I'll leave spellcraft to them, if not I'll take that skill as well.


M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’

Someone said they were playing a summoner. I think they are primarily arcane...


Male Jacobi Inquisitor 3
Hagrym wrote:
Someone said they were playing a summoner. I think they are primarily arcane...

Ok I'm going to drop spellcraft then.


Kalathas has a Charisma of 9, which is not that much better than an 8. It would be awkward for him to be the "face" of the group, considering its been horribly scarred and reddened by sunpriest torture.

1d10 + 1d8 ⇒ (2) + (1) = 3

horrible hitpoint rolls but I'd already taken the averages anyway.

(just a reserve character anyway)


This is MoFiddy. Here is my summoner. I'm not quite done yet, but here is what I have.

My HP rolls:

2d8 ⇒ (8, 4) = 12


Male Human (Chelaxian) Wizard 6 (Transmutation)

Do you want me to roll for my eidolon's HPs too or use the Monster tables in the Bestiary (avg. 5.5/HD)?

Here are my Eidolon's hit points if you want me to roll for them (max 10 for 1st hit die).

10 + 3d10 ⇒ 10 + (1, 7, 8) = 26


Keon wrote:

Do you want me to roll for my eidolon's HPs too or use the Monster tables in the Bestiary (avg. 5.5/HD)?

Here are my Eidolon's hit points if you want me to roll for them (max 10 for 1st hit die).

10 + 3d10

Posted as the wrong alias above. :)


Male-ish Dungeon Master Dungeon Master 5

Yes, rolling for your Eidolon is just fine. It's basically another character anyway.

Everyone looks fine so far, though I worry that Deranged has gone poof. He was the Cavalier, meaning we may be lacking a dedicated tank. It's something we can work around, but perhaps he just took a long weekend.

Sorry I've only just replied, reformatting my computer took FAR longer than I had expected. Damn you Windows updates!


Male Human Barbarian (Invulnerable Rager, Urban) 5 / Fighter (Unbreakable) 1 -- HP 67 : AC 20 CMD 21 TAC 11 FAC 19 : F+9 R+4 W+4 : DR 4/- INIT+2 Perception+10

Sooo.... are we good with four? Or do we need a fifth from the reserve list? Dieter is good to go.


I think my Summoner and Eidolon are ready to go. I have an idea for a background of the character and how he acquired the eidolon. I'll write something up and post it. Probably sometime tomorrow.


Male-ish Dungeon Master Dungeon Master 5

I've got a bit of a busy week, so I'll give deranged until the end of Thursday. We'll be starting with or without on Friday. Feel free to use the time to write up some background, make any changes you want, or just go fishing.

Might be some more background info coming for the starting city (leaning mostly towards Kingsblood at the moment). If anyone have any requests for any sort of info, I'd be happy to provide.

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