Seeking 4-6 players for 3.5 adventure - Red Hand of Doom


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The Exchange

The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one, the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banner stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms. "I am Azarr Kul, Son of the Dragon!" the warlord beloowed. "Hear me! Tomorrow we march to war!"

Another DM is already running a Red Hand of Doom game on these boards, but I believe that game is full and they're quite a ways into it, so I thought I would start a new one. It's a published module, but I'll be making some changes to add my own flavor (and maybe plopping some other mini-adventures from other modules into the middle of it), so even if you've read or played it before (or are currently playing in Dorak's game), this will be different enough that the spoilers won't ruin the fun.

This adventure is geared toward 4-6 characters, beginning Level 6. For those who aren't familiar with the module, the gist of the adventure is that a war is brewing between the human settlements of Elsir Vale, and a horde of monstrous humanoids. Generally, the PCs will be focused on carrying out many of the intrigues and diplomacies that will affect the tide of the war, battling raiders and advance scouting parties, undercutting the influence of the enemy, and aiding the allied humans and elves with specific missions.

So, anybody interested? And for those who are interested, I'd like to get a vote on whether you'd rather do regular 3.5 builds, or Pathfinder builds. I can do either/or.


I'd love to join !

I would suggest a Pathfinder build, out of respect for the folks who provide us this wonderful forum.


I'd be interested, and I'd rather use Pathfinder rules than 3.5.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

I'd love to join, and I'm all for using Pathfinder. I'm thinking maybe a sorcerer going Dragon Disciple...


I would love to join a pathfinder RPG PBP. I know nothing of RHoD, and have run a PBP on this board that is on its 36th page, but have never played in one that lasted more than a few weeks.

I have character ideas aplenty, and would love to play a rogue or ranger, single classed.


Pathfinder Lost Omens Subscriber

A Pathfinder Bard might be interesting. Something different from the basic four. Or maybe a 1/2 elf fighter with mad social skills.

The Exchange

Alrighty, Pathfinder it is! I was kind of hoping you guys would say that! Pathfinder is pretty much everything that 3.5 should have been. About the only thing I think 3.5 has on it is the number of skill points allocated at 1st level. I'm at work right now, but I'll post a little more info about how I do things this evening.


Okay because I'm really excited about playing the new dragon disciple prestige class, I went ahead and made Diego.

Picture the dashing man in a silk shirt with a Musketeer's grin and give him brass scales and wicked claws. Add in a silver tongue and a penchant for burning things and you've got Diego, a treasure hunter and spellflinger, a gentleman and a rogue.

I look forward to pitting my dragon against their dragons!


Got room for another martial character? Or cleric?

Let's go to war.

(Dear god, I can't believe I just said that.)


Following Diego's 20-point jump-the-gun lead, I went ahead and indulged in a character sheet myself. If I counted correctly, I'm the the sixth player to express interest in this game, so I realize the low man on the totem pole, but I enjoy building characters regardless, so what the hey. Meet Calambrust, a militant warrior for an orderly civilization. He likes him a good fight for a grand cause. ;)

The Exchange

scranford wrote:
A Pathfinder Bard might be interesting. Something different from the basic four. Or maybe a 1/2 elf fighter with mad social skills.

With Golem already making up a Fighter, I'd go with the Bard. They're always useful!

The Exchange

Diego Dellarillos wrote:

Okay because I'm really excited about playing the new dragon disciple prestige class, I went ahead and made Diego.

Picture the dashing man in a silk shirt with a Musketeer's grin and give him brass scales and wicked claws. Add in a silver tongue and a penchant for burning things and you've got Diego, a treasure hunter and spellflinger, a gentleman and a rogue.

I look forward to pitting my dragon against their dragons!

What is Diego's base Race, before taking the Dragon Disciple class? I noticed you didn't make any racial adjustments to ability scores, but didn't specify if he was human or non-human.

Also, you still have five more points of ability score buys, since I'm letting everyone build under Epic Fantasy points. Then add one more to one stat for your 4th Level bonus, then add/subtract your racial modifiers, if you're not running a human.

The Exchange

Taliesin Hoyle wrote:
I would love to join a pathfinder RPG PBP. I know nothing of RHoD, and have run a PBP on this board that is on its 36th page, but have never played in one that lasted more than a few weeks.

I know what you mean. PbP tend to have a short lifespan. Hopefully this one will stay around awhile, even if players come and go. I'm in one here at Paizo that is on it's 35th page and still going strong. I've got one I'm running at RPG.net (it's a nWoD game, not D&D) that is still hanging in there, though some of the players appear to have dropped out.

Quote:
I have character ideas aplenty, and would love to play a rogue or ranger, single classed.

A ranger or rogue would be equally beneficial.

The Exchange

Okay, we've got six who have expressed interest. JZ and Hogarth, feel free to shoot me a character concept, or if you want to go ahead and roll one up, look below for the guidelines (assuming the website doesn't lock up again). It looks like we have an arcane caster and a straight figher settled in already, and possibly a bard and a rogue or ranger. If one of you has a healer, such as cleric or druid, in mind, that would be most welcome! There may be undead at some point, so having a character that can turn/rebuke/control undead might come in handy as well. There may be another person coming along. I extended the invitation to a fellow gamer who posts at Wicca Forums, but I don't know yet if she's going to join us or not. We can go one or two people over 6, if need be. That upper limit isn't set in stone.

The Exchange

Okay, a few notes on how I will be doing things. There are primarily three Pathfinder books that we'll be using - the Pathfinder RPG Beta, the Pathfinder RPG Beta Web Enhancement, and the Pathfinder RPG Beta Prestige Class Web Enhancement, all three of which are available for free download here at Paizo. There may be some instances where we'll also use the 3.5 SRD, but where both versions address the same thing, we'll defer to the Pathfinder version.

Ability Scores

To avoid having wildly imbalanced characters, let's use the point buy system from Table 2-2 in the Beta. My game can get pretty powerful at times, so go ahead and set 'em up with the Epic Point Buy (25 points). And since you're starting at 6th Level, don't forget to add in your ability score bonus for 4th Level.

Equipment and Wealth

Your starting wealth is per Table 12-4 (pg. 293) of the Beta. For 6th Level characters, that is 16,000 gp. You can buy magic or mundane items as you wish, but no single item can cost more than half your wealth (so 8,000 gp is the max for individual items). The book recommends 25% for weapons, 25% for armor, 25% for miscellaneous magic items, 15% for disposable or one-use magic items (potions, scrolls, etc.) and 10% for mundane equipment. You don't have to follow that guideline, of course (arcane casters, for instance, probably wouldn't spend much on weapons and armor), but it does make for pretty balanced acquisitions. Consider the following free at startup: backpack, bedroll, water skin, trail rations (1 week). Spellbook, quill and ink are also free to casters who require them (they obtained their starting spellbook from whatever academy they studied at).

*Note: if you do not have ranks in Use Magic Device, you cannot use magic items that are restricted by your class.

Feats and Skills

Skills are as in the Pathfinder Beta. For Feats, if you want to take one from a source other than the three Pathfinder books mentioned above, check with me first to make sure I have the book it comes from. I've got most of the books, including several setting-specific books (such as Eberron, Forgotten Realms, etc.). I've also got the Feat Bible and feats lists from various online sources, such as Crystal Keep, so chances are I've probably got access to it.

Prestige Classes

For the time being, it would probably be best to limit the available PrC's to those listed in the Pathfinder RPG Beta Prestige Class Web Enhancement. I say this because there are some fundamental changes to how the PrC's are done, particularly with regard to Saves, from what I understand, and I want to study the differences a little more before I start allowing PrC's from outside Pathfinder (gotta make sure I know how to make the adjustments, know what I mean?). There may be PrC's from other Pathfinder books that I don't have yet, and if that's the case, just send me the specifics on the PrC, and I'll probably allow it.

The Pathfinder PrC's (that I currently have information for) are:

Arcane Archer
Arcane Trickster
Assassin
Dragon Disciple
Duelist
Eldritch Knight
Loremaster
Mystic Theurge
Pathfinder Chronicler
Shadowdancer

Experience Points

I do XP's a little different than most. The party still gets an even split of XP from encounters, but I also give additional XP for individual contributions to an encounter. The way I do this is by keeping track of your combat and/or skill rolls. Failed rolls do not net any additional XP, but successful rolls will gain you additional XP equal to how much you exceeded the AC (or DC, or SR, or PR) by. For instance, if you attack an enemy, and it has an Armor Class of 18, and your roll, with all bonuses added, comes to 25, then you will gain 7 XP for that attack, on top of whatever you get at the end of the combat from the party split. Likewise, if you're playing a rogue, and you successfully disable a trap with a DC 15 with a roll of 27, you will gain 12 XP for that trap, on top of the party XP generated from the trap's Challenge Rating. This also applies to actions where only one character ultimately performs the action, but other characters successfully Aid Another, in which case the aiding characters also get XP equal to whatever they exceeded their skill check by. It also applies when characters Take 10 or Take 20, as long as the end result is higher than the DC for the action (if it's equal, obviously, you won't get any extra XP). I do this to encourage players to make optimum use of their skills and abilities, because characters who who make regular use of their skills will advance quicker than players who hang back and don't get involved very often. On the other hand, I won't let players use this to abuse the system. Walking along and making willful Perception checks every ten feet on an abandoned road for no other reason that to generate XP isn't going to work - the actions need to somehow further the adventure. If you succeed on a Perception check to count the number of birds in a tree, I'm not going to give you bonus XP, unless the number of birds in the tree is somehow relevant to the adventure (or you can make a good argument for why your character believes it is relevant - in which case you're getting the XP for having a good idea, whether it leads to anything or not).

Dark Archive

Do you have room for one more ?

Spoiler:
please say yes please !

The Exchange

baron arem heshvaun wrote:


Do you have room for one more ?

** spoiler omitted **

I suppose I could allow one more. I'm cutting it off after you, though, unless one of the previous posters decides not to join. With you, and if my fellow Wicca Forums poster joins, that will make a party of eight. That's a little on the large side, but still manageable. Any more than that, and it's hard to keep focused on everyone.

The Exchange

Diego Dellarillos wrote:

Okay because I'm really excited about playing the new dragon disciple prestige class, I went ahead and made Diego.

Picture the dashing man in a silk shirt with a Musketeer's grin and give him brass scales and wicked claws. Add in a silver tongue and a penchant for burning things and you've got Diego, a treasure hunter and spellflinger, a gentleman and a rogue.

I look forward to pitting my dragon against their dragons!

By the way, why do I get the idea that Diego has just a little bit of Captain Jack Sparrow in him, hehe?


Does this pass muster?

I assumed max hp at each level.
He dabbles in a lot of skills, as a sort of ever-curious dilettante.

Spoiler:

TATE ARGENSIER OF SIXGLAIVE
Male human Rogue 6
NG Medium humanoid
Init +9 ; Senses Perception +6
==DEFENSE==
AC 20, touch 15, flat-footed 20 (+5 armor, +5 dex)
hp 67 (6d8+6)
Fort +3, Ref +10, Will +1
Defensive Abilities Uncanny Dodge, Trap Sense, Rogue Evasion
==OFFENSE==
Spd 30 ft./x4
Melee Rapier +4 1d6 18-20/x2
Melee Sap +4 1d6 20/x2
Ranged +2 Longbow +12 1d8+2 20/x3
Ranged Mwk Dagger, thrown +10 1d4 19-20/x2
Special Attacks Point Blank Shot, Precise Shot, Rapid Shot, Sneak Attack, Bleeding Attack
==STATISTICS==
Str 10, Dex 20, Con 13, Int 16, Wis 8, Cha 10
Base Atk +4, Cmb +4
Feats Armor Proficiency (Light) (PFB 82), Improved Initiative (PFB 88), Point Blank Shot (PFB 92), Precise Shot (PFB 92), Rapid Shot (PFB 93), Weapon Focus (PFB 97)
Skills Acrobatics +14, Appraise +12, Bluff +9, Climb +9, Craft (alchemy) +7, Craft (bowmaking) +8, Diplomacy +9, Disable Device +14, Disguise +5, Intimidate +6, Knowledge (dungeoneering) +8, Linguistics +7, Perception +8, Perform (act) +4, Perform (oratory) +4, Profession (advocate) +3, Profession (bookkeeper) +3, Profession (cartographer) +3, Profession (teacher) +3, Sense Motive +3, Sleight of Hand +14, Stealth +14, Swim +6, Use Magic Device +6, Use Magic Device +6
Languages Celestial, Common, Dwarven, Elven, Sylvan
SQ Trapfinding, Fast Stealth
Combat Gear +2 Longbow, Rapier, Mwk Dagger, Sap, Studded leather +2
Other Gear Armor & Shield, Weapons
Class Abilities • UNCANNY DODGE - 0 (PFB 15).
• TRAP SENSE (+2) - +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. (PFB 15).
• ROGUE WEAPONS AND ARMOR - All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield. (PFB 38).
• SNEAK ATTACK - Deal +3d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by the rogue. Ranged attacks must be within 30 feet to do sneak attack damage. (PFB 38).
• TRAPFINDING - The rogue can use the Perception skill to find traps whose DC is over 20. (PFB 38).
• ROGUE EVASION - If the rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor and is not helpless. (PFB 39).
• ROGUE TALENT - You have chosen the following rogue talents: Bleeding Attack, Combat Trick, Fast Stealth.
- Bleeding Attack - A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. (PFA3 39).
- Combat Trick - You have selected the combat feat Weapon Focus. (PFA3 39).
- Fast Stealth - This ability allows a rogue to move at full speed using Stealth without penalty. (PFA3 39). (PFB 39).

Dark Archive

Nightwish wrote:


I suppose I could allow one more. I'm cutting it off after you, though, unless one of the previous posters decides not to join. With you, and if my fellow Wicca Forums poster joins, that will make a party of eight. That's a little on the large side, but still manageable. Any more than that, and it's hard to keep focused on everyone.

Had no idea I was numero eight !! Hmmm I do not want to take away from the other players nor make you have to rescript some of the module - are you other players ok with me tagging along ?

Spoiler:
If I do come in it will be most likely a Ranger or a pre Eldrich Knight Ranger/Wizard


I'm going to work on a cleric.

The Exchange

Taliesin Hoyle wrote:

Does this pass muster?

I assumed max hp at each level.

Yeah, max at each level is fine.

Spoiler:
I do have a question about your ability scores. You've got a 20 Dex, which is fine, but we'll need to find a way to explain it. Technically, for a human character, the highest you can go on any one stat is 18, and I presume you applied your 4th Level stat bonus to your Dex. If you maxed your Dex at 18 for 1st level, then your scores would cost a total of 28 points (17 for the 18, 10 for the 16, 3 for the 13, none for the 10s, and regain two for the 8, for a total of 28). However, if you put 17 in Dex at 1st level, and left the others the same, it would only cost you 24 points, which would leave you one more point that you could put to your Str, Wis or Cha. With the 4th Level bonus applied, that would leave you at 18 Dex, so you would need to buy/steal a +2 magic item to boost it to 20 (which would typically cost 4000 gp). Your +2 shortbow costs 8000 gold, and the +2 studded leather costs 4000, leaving you 4000 to spend on the rest of your gear. However, there are a couple ways that we can work a +2 boost item (amulet, belt, whatever you prefer) into your inventory.

Method 1
You may be able to buy your magic items at a somewhat reduced cost. You'll need to make a successful Appraise Check at DC 20, and either a successful Bluff, Intimidate or Diplomacy Check at DC 20. You can try all three, but if you fail at one, the next one you try will be at DC 21, and so on (so, if you fail to Bluff him down at DC 20, you can try Diplomacy at DC 21, and failing that, try to Intimidate at DC 22). If you succeed at both Appraise and Bluff/Diplomacy/Intimidate, then the merchant(s) will come off the price of those items by 5% per point of your Appraise roll above the DC - if you roll 22 Appraise vs DC 20, he'll come down on those items 10%). That should give you just enough gold to get your magic weapon and armor, the boost item, and all your mundane equipment.

Method 2
You're a rogue! Do you see where I'm going with this? With a successful Sleight of Hand DC 25, you can lift your boost item from a merchant's shop, and you won't be out any money for it! Of course, if you fail the roll, we may just have to add an interesting chapter to your background! Of course, once you got out of jail (posting 10% of the pilfered item's value as bail), you could still try Method 1, or Method 2 again.

The Exchange

baron arem heshvaun wrote:
Nightwish wrote:


I suppose I could allow one more. I'm cutting it off after you, though, unless one of the previous posters decides not to join. With you, and if my fellow Wicca Forums poster joins, that will make a party of eight. That's a little on the large side, but still manageable. Any more than that, and it's hard to keep focused on everyone.

Had no idea I was numero eight !! Hmmm I do not want to take away from the other players nor make you have to rescript some of the module - are you other players ok with me tagging along ?

** spoiler omitted **

Don't worry about it. I won't have to rescript anything. You're actually numero 7. The lady from Wicca Forums will be 8, if she decides to join us. If I think the party is too tough for my monsters, I'll just toss a few more into the fight!

The Exchange

By the way, everyone, my spoilerific discussion with Taliesin reminded me of something I forgot to mention.

If, by the time you get your shopping done you find that you are just a little bit over the gp limit, there are a couple ways to take care of it. First, you can attempt to barter the merchants down. To do that, you'll need to make a successful Appraise roll at DC 20 (for +1 items or less) or DC 25 (for +2 items, etc.), and a successful Bluff, Diplomacy or Intimidate roll at DC 20. The Bluff/Diplomacy/Intimidate will determine if you can talk them down, and the Appraise will determine how much you can talk them down. On the Bluff/Diplomacy/Intimidate checks, you can do all three (though I would probably save Intimidate for last), but each one you fail will add +1 to the DC for the next one. After you've succeeded at both checks, then the merchant will come off the price by 5% per point you rolled above the DC.

If you're playing a roguish character, you can also try to steal items. DC is 15 for mundane items, 20 for +1 or similar value magic items, 25 for +2 or similar value magic items, and so on. If you succeed, you won't be out the money (but the 16,000 gp max total value, and 8,000 gp max individual item value will still apply for limitations on what you can have at startup - but you'll still have the item's worth of gold in your inventory as well, if you succeed). Failure doesn't preclude you from trying again, but you will need to amend your characters' background to show a criminal history and it will cost you 10% of the pilfered item's value in bail each time.

Going either way will give you a little bit of wiggle room if you're right up against that 16,000 gp limit and want something that might push you slightly over (but not significantly over).

Also, max hit points at each level.


In pathfinder, humans choose a score to put an extra +2 into. I started with:

Strength 10
Dexterity 18
Constitution 13
Intelligence 15
Wisdom 8
Charisma 10

Then put my +2 into dex, and my fourth level boost into int.

I also took a skill point at each level, due to rogue as favoured class.


Will purchase ring of sustenance and ring of protection +1 with remaining funds.

The Exchange

Taliesin Hoyle wrote:

In pathfinder, humans choose a score to put an extra +2 into. I started with:

Strength 10
Dexterity 18
Constitution 13
Intelligence 15
Wisdom 8
Charisma 10

Then put my +2 into dex, and my fourth level boost into int.

I also took a skill point at each level, due to rogue as favoured class.

Ah, okay. Serves me right for not reading that closely on the humans! I usually give them the least attention since they usually have the fewest special abilities and considerations.


Urk! A lot of posting overnight. I'll come up with an idea today.


Nightwish wrote:


By the way, why do I get the idea that Diego has just a little bit of Captain Jack Sparrow in him, hehe?

Doesn't hurt that I'm listening to a great book-on-CD in the car right now about the golden age of piracy...

Diego's now up-to-date, I think. He's a half-elf, with all assorted outcasty issues. But, boy is he charming!


Pathfinder Lost Omens Subscriber

Bard will be done tonight.


O.K., I think I'll whip up a druid (maybe with a level of something else thrown in for good measure).

I'd love to see someone play a shadowdancer. Hide in Plain Sight is awesome!


Okay, I've changed Cal's stats using the extra 5 points for the Epic build. I actually lowered his WIS to 8, gaining another 2. I used the 5 points to take his CON from 14 to 16, and then plugged the 2 points into DEX. The DEX remains at 14, however, because I decided to use the 4th-level bump (which had previously been used to get DEX from 13 to 14) to raise his STR to 19 instead.

I adjusted his Survival skill, too, to reflect the WIS drain, and modified his Saving Throws accordingly. Next, I'll get him some gear. Soon, he should be good to go.

I've also typed up a dramatic monologue to give him some flavor and serve as his introduction/description, although I'll probably add a physical description and perhaps a bit more of a backstory, too. I'm going to post the monologue here as well as on his character sheet.

Dramatic Monologue: An Introduction to Calambrust Ozar

A heavily-muscled man in chain mail stands on a plain broken and burnt by battle. The crimson bruise of the setting sun forms the background, backlighting this warrior.

"Call me Cal. I've been a soldier, a constable, and a city guard. I've defended street orphans from the predatory gargoyles of the night because it needed to be done. I've purged cemeteries of hordes of ghouls, because ghouls defile cemeteries. They don't belong there. I've evicted the unemployed and destitute from their scrappy little homes, because that's what the law serves up to people who can't pay rent. I've rounded up drunks, thugs, thieves, and street performers performing without a license, and I've put them in jail. I'd do it again, too, gladly. I've cut off heads of anarchic orcs and other nasty excuses for life that run over the land without regard for any order, natural or civilized.

"Let me be straight. I don't like to think too hard about hoity-toity things, and I prefer action to sitting around the fire, making merry. I enjoy a good cup of grog, mind you, but I also like to fight when I'm drunk, so look out. Now, if I were to get downright disorderly in such a state, I'd expect you to put me back in line, and I'd agree with you when I woke up in the drunk tank. I'd pay my dues and get back to helping the structure of society run smoothly. What people need is structure, and discipline, and sometimes a hearty shove in the right direction.

"You want freedom, of course you do. I do, too. We all do. But our freedom comes when we all work together under the law. Codes and edicts, those are the underlying beams and nails of freedom, not this wild running about the wilderness, looking for adventure. Want adventure? Stand your ground for the common order. Adventure will come to you, and then you got to put it in its place."


Working on Lucky Hans...


Here's Red Feather. Still have to do equipment, background, and spells, but the basics are done.


O.K., I've finished the character sheet for Lucky Hans, master of birdcalls and barnyard noises. :-)


What is the setting? I am loath to do background without something to weave it into.

The Exchange

Taliesin Hoyle wrote:
What is the setting? I am loath to do background without something to weave it into.

Since we're going with Pathfinder builds, I think it is appropriate to set it somewhere in Golarion. Of course, only a part of that world has already been mapped, but an interactive map of the inner sea region can be found here

I'm thinking that a good place to set the adventure would be in the area that lies between Varisia and Cheliax, which is mostly dominated by two countries - Nidal and Nirmathas.

Nidal is a very dark place to live, where things like art, music and dance are forbidden. The dominant religion is the worship of the Midnight Lord Zon Kuthon, an old god from the realm of Shadow. In fact, that is the only religion that is legal to practice. In the uncharted mountains, there are some worshippers of the goddess Desna who are working to undermine and eventually overthrow the Midnight Lord and his stranglehold on the nation. PC clerics could be part of that Desnan resistance. For a sense of the political atmosphere, imagine living in Germany during the Nazi reign, where strict control over anything subversive (like writing, art, music, religion) was rigidly maintained by the ruling party.

In start contrast to the oppressiveness of Nidal (both physically, as Nidal is mostly mountains, and politically), its neighbor to the east, Nirmathas, is dominated by a gigantic forest. All the pleasures that are absent in Nidal are rampant in Nirmathas. It's a wild and untamed land that is populated by a variety of races, but mostly elven, half-elven and human. Just as Nidal rules with the iron grip of law (albeit a dark law), Nirmathi are much more libertarian, and rule is split between small clans and villages, with the Forest Marshall acting only as a political figurehead, though in military matters his word is law. There is a good chance that PC rangers, druids or bards may come from here.

Of course, your characters can come from anywhere on Golarion, but the most likely origins would be Nidal, Nirmathas, Varisia, Cheliax or Molthune. All of these are detailed in the Pathfinder Chronicles: Campaign Setting, which I managed to borrow from a friend earlier today. There are also a few additional Prestige Classes offered in this book - Harrower, Low Templar, Red Mantis Assassin, and Shackles Pirate. If anyone does not have this book and wants a description of any of the nations or prestige classes mentioned, let me know.


Oh, man! Cal is totally from Nidal. He's all about the law, doesn't matter if it's "good" or "evil." He could easily fall under the fascist spell of this unimaginative country.

Nightwish wrote:


Nidal is a very dark place to live, where things like art, music and dance are forbidden. The dominant religion is the worship of the Midnight Lord Zon Kuthon, an old god from the realm of Shadow. In fact, that is the only religion that is legal to practice. In the uncharted mountains, there are some worshippers of the goddess Desna who are working to undermine and eventually overthrow the Midnight Lord and his stranglehold on the nation. PC clerics could be part of that Desnan resistance. For a sense of the political atmosphere, imagine living in Germany during the Nazi reign, where strict control over anything subversive (like writing, art, music, religion) was rigidly maintained by the ruling party.

Say, Nightwish, what's the Low Templar PrC all about?


Zon-Kuthon is f'ed up. He's like a Cenobite.

Er, on second thought, NW, what info do you have on Molthune? I see that it is a nice LN military oligarchy.

Cal will wait to declare his citizenship. ;)

The Exchange

A 2E Floppy-Eared Golem wrote:

Zon-Kuthon is f'ed up. He's like a Cenobite.

Er, on second thought, NW, what info do you have on Molthune? I see that it is a nice LN military oligarchy.

Cal will wait to declare his citizenship. ;)

Give me a few minutes, I'll read up on it, and the Low Templar.

The Exchange

Cal, Red Feather, and Lucky Han all look pretty good, though Red Feather still needs to do some shopping.


Family roots in Galt, but lived in river kingdoms for years. Recently packed bags after death of sons, and am travelling across Avistan, looking for a niche.

The Exchange

Okay, Cal, here is the info on the Low Templar. To take it, you would have to switch out one of your feats for Mounted Combat, as that is one of the requirements (and unfortunately, it doesn't give you a new feat at Low Templar 1). You may also have to make some changes on your skills and proficiencies, if you don't already meet those requirements.

LOW TEMPLAR

Spoiler:
Low templars are an enigma of Golarion. They represent those who took the Crusader’s Oath to shatter the powers of the Worldwound and eradicate its taint from the world.

Members of this prestige class, however, represent those crusaders who involved themselves in this holy cause for entirely different reasons. Under a sanctified veneer, they are greedy, grasping, treacherous, and often brutal as they walk a wavering line between heroism and thuggery. Some still hold the sparks of faithfulness within them, with remembered courage or the pangs of guilt or duty eventually leading them back to a true renewal of the crusading spirit. Others fall ever deeper into a dissolute miasma of drunken hypocrisy that betrays every false-mouthed piety they ever uttered. The church of Iomedae constantly struggles to maintain the morals of the crusaders, but when faced with the raw destruction of a demon host, sometimes the decision to support of the lesser of two evils is the only real choice that can be made.

REQUIREMENTS

BAB: +5
Feats: Mounted Combat
Skills: Bluff 4 ranks, Knowledge (Nobility and Royalty) 4 ranks, Ride 4 ranks.
Proficiency: Must be proficient with lance and heavy armor.

CLASS FEATURES

The following are all class features of the low templar prestige class.

Favored Enemy (Ex): Whatever his faults, the low templar is a skilled warrior against the demon hordes of the Worldwound. This ability is identical to the ranger class ability of the same name, applies only to chaotic outsiders or a specific humanoid subtype, and stacks with any favored enemy ability the character has from other classes.

Flag of Convenience (Ex): A low templar is adept at aligning himself with the winning side and has mastered the art of shifting or switching allegiance when convenient. He can disappear in one place and appear in another with new affiliations and associations, and yet without besmirching his reputation. Even when caught in illicit acts, he smoothly evades blame. Attempts to learn reliable information about a low templar with bardic knowledge, Gather Information, Knowledge (local, history, or nobility and royalty), or Sense Motive checks suffer a –4 penalty.

In addition, when requesting food, shelter, or similar aid befitting the low templar’s role, the initial reaction of humanoids is one step better than normal (hostile becomes unfriendly, unfriendly becomes indifferent, and so on). A low templar never suffers a penalty to his Leadership score for moving around frequently, aloofness, cruelty, or the loss of prior cohorts or followers, and can replace lost followers in half the normal amount of time.

Dirty Fighting (Ex): A low templar melds the stately forms of jousting and chivalric standards with the down-and-dirty style of a barroom brawler. No trick is beneath him, and he is an expert at making due with whatever weapons present themselves. A low templar never takes a penalty on attack rolls with improvised weapons and gains a +2 bonus on bull rush, disarm, grapple, and trip checks. In addition, when he lands a critical hit, the low templar may opt to deal normal damage and roll on the following table rather than dealing extra damage.

d6 Result
1 2 points of Strength damage
2 2 points of Dexterity damage
3 2 points of Constitution damage
4 Target blinded for 1 round
5 Target sickened by pain for 1 minute
6 Target becomes fatigued for 1 hour

Roll twice if the critical multiplier is ×3, three times if it is ×4. If the same result is rolled more than once, the effect or duration stacks.

Wolf in Sheep’s Clothing (Ex): The low templar can put people at ease even when on the edge of violence. At 3rd level, he gains a +4 bonus on saving throws made against divinations and Hide or Sleight of Hand checks to conceal weapons. A low templar can overcome uncanny dodge as a rogue of his class level (which stacks with any levels he possesses that already grant uncanny dodge).

Sneak Attack (Ex): This ability is identical to the rogue ability of the same name. This stacks with sneak attack ability gained from other sources.

Path of Darkness/Path of Light (Su): As a low templar advances, he must eventually decide how closely he wishes to hew to his oaths to Iomedae and her ethos of law and goodness. If he chooses the path of light, he may choose to ignore the lawful or good aspect of their alignment (choose one) for
determining alignment-based magical effects (e.g., reducing damage from unholy blight or an unholy weapon, masking alignment from detect good, or ignoring some effects of a magic circle against good). He also gains a +2 circumstance bonus on Diplomacy checks with creatures with the lawful or good subtypes.

If he chooses the path of darkness, he may do the same, but instead disregards either chaos or evil from his alignment and gains a Diplomacy bonus with creatures of the chaotic or evil subtypes.

Live to Fight Another Day (Ex): At 6th level, a low templar using the withdraw action can move three times his movement rate (rather than twice his movement).

He may instead choose to withdraw at double his normal movement and then attempt a Hide check as a free action at the end of his movement if there is some cover or concealment available.

He may also withdraw at his normal movement rate while simultaneously attempting a Bluff check to create a diversion and then Hide, even if no cover is available.

Reputation for Ruthlessness (Ex): Once per round, a low templar who makes a melee attack against one of his favored enemies can attempt an Intimidate check against that foe as a free action. Alternatively, as a standard action he can Intimidate all favored enemies he threatens or one favored enemy within 30 feet.

Parting Shot (Ex): At 9th level, once per encounter, a low templar using the withdraw action can also make a Bluff check to feint and take a single attack at the same opponent at any point during his move.

Path of Damnation/Path of Redemption (Su): At 10th level, a low templar must make a final choice of what path he chooses. He may mask a second alignment trait versus alignment-based effects, as the path of darkness/ path of light ability. A low templar can chose the path of darkness at 5th level and then choose the path of redemption at 10th level (or vice versa).

When the low templar makes this choice, he gains a planar cohort appropriate to his actual alignment, even if he does not have the Leadership feat. This planar cohort appears to him and pledges his loyalty to the low templar immediately. If the cohort perishes, the low templar must wait a week before calling
upon a replacement. If the low templar has the Leadership feat, he gains a +1 bonus to his Leadership score. If he replaces his cohort gained from the feat with the planar cohort, the maximum level equivalent for his planar cohort equals the templar’s class level -1, rather than -2.

The Exchange

Oops, forgot this part:

The Low Templar Hit Die: d10
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Favored enemy +1, flag of convenience
2nd +2 +3 +0 +0 Dirty fighting
3rd +3 +3 +1 +1 Wolf in sheep’s clothing
4th +4 +4 +1 +1 Favored enemy +2, sneak attack +1d6
5th +5 +4 +1 +1 Path of darkness/path of light
6th +6 +5 +2 +2 Live to fight another day, reputation for ruthlessness
7th +7 +5 +2 +2 Favored enemy +3
8th +8 +6 +2 +2 Sneak attack +2d6
9th +9 +6 +3 +3 Parting shot
10th +10 +7 +3 +3 Favored enemy +4, path of damnation/path of redemption

Skills (2 + Int bonus per level): Appraise, Bluff, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (local), Knowledge (nobility & royalty), Knowledge (the planes), Move Silently, Ride, Sense Motive, Survival, Use Rope

The Exchange

Here's where we're at so far:

Tate Argensier (rogue) - ok
Diego Dellarillos (sorceror/dragon disciple) - ok
Calumbrust Ozar (fighter/possibly Low Templar) - ok
Lucky Hans (sorceror/druid) - ok
Red Feather (bard/pathfinder chronicler) - basics ok, still needs to equip

So we're still waiting for JZ's cleric, and Baron Arem Heshvaun's ranger or ranger/wizard.

By the way, you don't have to do extensive character backgrounds, but I do give rewards, usually some kind of special item or gift, for well thought out and detailed backgrounds.

I'll go ahead and put up the OOC (discussion) and IC (game) threads in those forums, and I'll link to them in another post. I will call it "Pathfinder/Red Hand and More," since I intend to use the module as a jumping off point into a broader campaign, rather than simply ending play at the end of the module.

Also, I can usually post daily, but the game can only move as fast as it's weakest link, so to speak, so if anybody cannot handle posting at least once a day, give us some kind of idea of how often you expect to post, so that the rest of the players don't get prematurely disheartened thinking someone has disappeared.

The Exchange

A 2E Floppy-Eared Golem wrote:

Zon-Kuthon is f'ed up. He's like a Cenobite.

Er, on second thought, NW, what info do you have on Molthune? I see that it is a nice LN military oligarchy.

Cal will wait to declare his citizenship. ;)

Molthune appears to be one of the more industrious and wealthy nations in Golarion. It is run by a military oligarchy, but military service is not compulsory. The military is primarily human, but they do have some special units made up of monster types, including hobgoblins, orcs and lycanthropes. The population is divided into two main castes - citizens and laborers. Laborers don't have the full rights of citizens, though they still have a pretty quality of life compared to the poor of other nations. Laborers are permitted to become citizens if they perform five years of military service.

There are uneasy truces between Molthune, Cheliax and Druma, so they Molthune is reluctant to outright invade lands controlled by those nations, but they have been known to fund operations intended to undermine control and to destabilize the area, in hopes that they might be able to eventually annex them. The closest thing to open war currently is the state of affairs between Molthune and Nirmathas, which successfully rebelled and secceded from Molthune just within the past few years, and the Molthuni would love to get it back.

The Exchange

Here are the OOC and IC threads. Once we finish character development, we'll start the IC portion. You can finish character development either here or in the OOC thread.

"Pathfinder/Red Hand and More" OOC Discussion Thread

"Pathfinder/Red Hand and More" IC Game Thread


I'll get started on my cleric now.

Dark Archive

Nightwish wrote:

Here's where we're at so far:

Tate Argensier (rogue) - ok
Diego Dellarillos (sorceror/dragon disciple) - ok
Calumbrust Ozar (fighter/possibly Low Templar) - ok
Lucky Hans (sorceror/druid) - ok
Red Feather (bard/pathfinder chronicler) - basics ok, still needs to equip

So we're still waiting for JZ's cleric, and Baron Arem Heshvaun's ranger or ranger/wizard.

I will have rough character for you late tonight and ready to go by late Thursday. I was still debating on going Ranger/Duelist or Ranger/Wizard/Eldrich Knight - Any thoughts team?

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