
Darkmeer |

Darkmeer's Shackled City information:
I'm recruiting at least 2 players for my shackled city game. Your characters will be meeting the rest of the party (what remains, actually) from the initial section of my campaign. I have 3 (sometimes 4) players posting, and am in need of two more. I would very much like to fill out the party. I currently have a wizard and a wizard/cleric (0-level each) as first level characters. I also have a Swordsage and a Paladin, so anything is welcom (although I'd like to see at least one rogue). The rules are down below:
IC thread for Darkmeer's Shackled City is HERE.
OOC thread for Darkmeer's Shackled City (hardly used)HERE
Invisible Castle Dice Roller
I have the old Dungeon Mags and have always wanted to run the Shackled City Campaign. I started with my normal group, but, due to unforseen circumstances (schedules, starting a new job, school, etc.) the game didn't work out. So, I have obtained 2-3 players from the original group who have graciously agreed to play in a modified PF Beta/other 3.5 rules PbP campaign. I'm looking for 2-6 more players for the campaign. This is a 1-20 campaign, and if you decide you would like to leave the campaign, I will respectfully assist your character in leaving the campaign in a mutually agreeable method (death, as another PC's cohort, skipping town, etc.).
I will use the trust system initally for the rolls, as we should all be mature enough to be honest with our rolling.
There are house rules that will be posted in spoilers, all in all it's 4 pages printed. Honestly, I'd like to see people take advantage of them, but if one gets too obtuse, I will discontinue its use, and allow characters to "rebuild" if they took advantage of some of the options and would be hampered by their removal.
Expect the characters to go through ally gaining and contacts, as well as immersion in the aristocracy of the city of Cauldron, and a dungeon crawl or several. I've added to the campaign, and I plan on including many more RP opportunities and investigation opportunities once the campaign gets started. The dungeon crawls will be simplified, and rewards will likely edge on the "above average" group. There's a huge amount of information, and I'll try to help along, and remember that the Chultan Penninsula doesn't have much info, so I've got lots of room to include stuff!
Just remember, one may be a big fish, there are always bigger fish than that in the pond (meaning if it's getting scary, run!). I will also be limiting Attacks of Opportunity to failed rolls only, and NO movement based Attacks of Opportunity (unless someone has "Hold the Line"). If someone has Combat Reflexes, a successful roll will allow an AoO (i.e. you trip them, they hit you with their axe first), but otherwise it's as it is above.
The PC's will be starting in Tashluta, in the employ of one caravanner named Balthasar who is traveling to the Border City of Cauldron (and paying the tidy sum of 150 GP once you get there. There will be a few additional adventures here and there, with 2 possible adventures on the way to the first real chapter of the SCAP, which are included to guage how everyone will interact., as well as iron out any kinks that will arise.
General campaign rules (cut 'n' paste of the original rules, so that if I need to recruit or refer back to this later):
Rules are simple:
Start at level 1
PFRPG 25-point buy,
Set HP: max HP at first level, add 1/2 your hit die +1 + Con modifier every level thereafter (i.e. a 2nd level paladin would receive 6 + his con modifier for hit points at that level and each level taken of paladin thereafter.).
Set gold amounts. Arcane classes: 100 gp plus spellbook and/or bonded item, Divine Classes: 125 gp, Martial Classes: 175gp, Aesthetic Classes: 40 gp (includes battle Dancer and Monk), Roguish classes: 125 gp.
2 free traits (this represents the myriad of regional feats, although I am not banning those, but will convert them on a case-by-case basis, email me for details.)
Fast XP Chart
Good or Neutral with good tendencies for the alignments (no EVIL alignments)
This will be set in the Forgotten Realms, specifically in the Hazur mountains on the eastern edge of the Tashan Gap, just north of the Black Jungles.
Most any class you can imagine is "legal" in the campaign as follows:
Green Ronin's Master Classes: Avatar, Cavalier, Noble, Shaman, and Witch
The entire Complete Line from Wizards (Minus Samurai, Ninja, Shugenja and Wu Jen, and anything from Complete Champion, as I do not currently own that book);
Dragon Compendium's Jester, Battle Dancer, Savant, and Sha'ir (from Zakkhara to the south)
The Marshall and Healer from the Miniatures Handbook,
The classes from the Player's Handbook II, Expanded Psionics Handbook, as well as the Binder and Shadowcaster from the Tome of Magic.
Restrictions are merely that all racial substitution levels are banned. No, you may not play an assassin. It is important to also note that there are very few changes I will be making to these classes (there are few dead levels to play with, but if you are interested, fire me an email and I'll go over them).
Races include many from official sources, but there are many that would also be allowed:
Mythic Races by Fantasy Flight: Blickish, Niomus, Pevishan, and Sendasti (See me for regions)
FR Racial differences are handled on a case-by-case basis, but for the most part I don't change the PF statistics for any race. 1/2 Drow would be allowed (from Dambrath), but full-blooded drow are not.
Raptorans, Goliaths, and half-ogres are open as well.
Racial restriction includes only Drow and Lycanthropes (of any stripe).
All +0 ECL races start with 1500 XP, allowing characters to scribe scrolls, etc. and may go down to 1000 xp for such
Those races with +1 ECL start with 1000 XP and take a -1 to all checks, saves, and abilities until 2000 XP
Those races with +2 ECL start with 500 xp and take a -2 to all checks, saves, and abilities until 2500 xp
Those races with +3 ECL start with 0 xp and take a -3 penalty to all checks, abilities, and saves until 3000 xp. (See xp chart below)
Those races with a Racial Class adjust specially (Gnolls, Lizardfolk, Centaurs, Wemics). The last level of their racial class concurs with the first level of a normal class, in order to save time on conversion and adjust for the +1 ECL. There are instances where I'll diverge from that rule of thumb, so let me know if you would like consideration (that is not a guarantee of anything). No outsiders will be using these racial classes.
The regions will be restricted (I'll set up a list here, but figure that Tethyr is the farthest north, and Dambrath/Golden Water is the farthest east). You will be allowed the standard gear from each region that you would normally be allowed, and a few regions are extras that I wrote to allow for some more variation in the campaign. Also, if you are a planetouched, there are MORE regions for you to choose from, as I think the 3.5 PGtF did a huge disservice to the planetouched the way they handled core regions (I'd argue for some of the other races as well, but that's another story for another day).
Regions allowed (along with races and suggested religions):
Mezro (FRCS 104 Sub region of Chult) This is primarily where the Outcast sorcerous bloodlines of Chult come from, this does not necessarily
Fort Belurian (FRCS 104 Sub region of Chult) This is a place to have someone from the Sword Coast, be it Human, Shield Dwarf, Moon ELf, Rock Gnome, Half-Elves, Lightfood Halflings, and even Half-Orcs. Religions include Tymora, Lathander, Mystra, Tempus, and the Dwarven, Elven, Gnome, and Halfling Pantheons.
Thindol (SK 128) Races include Humans, Gold Dwarves, Lizardfolk, Goliaths. Religions include that of Savras, Talona, Ubtao, Umberlee, and the Goliath Pantheon (Tching Mountains)
Samarach (SK 116) Races: Humans, Raptoran. Religions include Leira, Aerdrie Faenya, and the Raptoran Pantheon.
The Tashalar (SK 124) Races: Humans, Lizardfolk, Niomus along the coastal waters' cliffs. Religions: Chauntea, Malar, Savras, Talona, Waukeen (Savras and Waukeen being most common)
Cauldron Region (Dungeon Magazine, me, various other sources, including referencing the Grand History of the Realms) Races: Humans, Lizardfolk, Rock Gnomes, Gold Dwarves Religions: Helm, Lathander, Selune, Savras, Chauntea, Malar, Talona, Waukeen, Tempus.
Evermeet (FRCS 146) Race and Religions: Pick an elf, any elf, Elven Pantheon.
Lantan (FRCS 148) Humans and Gnomes inhabit this island almost exclusively devoted to Gond.
Moonshae Isles (FRCS 148) Races: Humans, Moon Elves, Half-Elves, Lightfoot and Stout Halflings, Gold and Shield Dwarves. Religions include Chauntea (Earthmother aspect), Tempus
Nimbral (FRCS 150) Humans, Half Elves, Moon Elves. Religions include Mystra and Azuth
Tharsult (PgTF 18, and PgTF Errata) Humans, air and Water Genasi. Ilmater, Selune, Tyr, Valkur, and Waukeen are worshipped here.
Calimshan (FRCS 155) Humans, Half-Orcs, Halflings, Half-Elves, Tieflings, Genasi of all stripes, and Sendasti. Religions include Tyr (Anachtyr), Azuth, Talos (Bhaelros), Ibrandul, Ilmater, Shar, and Sharess.
The Lake of Steam (FRCS 151) Humans, Any Dwarf, Any Elf, Any Halfling, Gnome, Orcs, Half-Orcs, Planetouched, Lizardfolk, Half-Ogres, and Half-Elves. All Deities are represented here.
Tethyr (FRCS 157) Humans, Lightfoot Halflings, a few wood elves. Helm, Ilmater, Siamorphe, Torm, and Tyr are worshipped here.
Wealdath (FRCS 158) Wood Elves and other Fey (Centaurs), Gnolls as well. Elven Pantheon and the Seelie and Unseelie Courts hold sway here.
Chondalwood (SS 176) Centaurs, Wild Elves, Ghostwise Halflings, and half-ogres. Religions include Rillafane Rallathil, Sheely Peryroyl, Urogalan, Silvanus, Mielikki, or Lurue.
Dambrath (SS 94) Half-Drow, Half-Elf, Gnoll or Human. Religion includes Loviatar, with hidden cults to Ilmater and other deities.
The Forest of Amtar (SS 96) Wild Elves, who primarily revere Rillafane Rallathil
The Gate of Iron Fangs (SS 97) Gnolls, Fire Genasi, and Tieflings. Religions include Kossuth, Loviatar, or even Yeenoghu.
Swagdar (SS, can't recall the page). Humans and outcast half-Drow Religions: Malar (master of the hunt aspect), Eilistrae.
Rethild (FRCS 198, mention in SK) Lizardfolk.
Halruaa (SS 124) Humans, Lizardfolk, Gold Dwarves, Stout and Lightfoot Halflings. Religions include Mystra, Azuth, Velsharoon, and Savras.
Lapaliiya/The Lapal League (SK 98) Humans, Rock Gnomes, Wild Dwarves. Religions include Talos, Denir, Chauntea, Eldath, Garl Glittergold, Ilmater, Kelemvor, Lliira, Selune, Silvanus, Tempus, Tiamat, Umberlee, and Waukeen.
Luiren (SS 142) Halflings. Halfling Pantheon.
The Shaar (SS & FRCS 197) Gnolls, Humans, Thri Kreen, Wemics, Wild Elves, and Ghostwise Halflings. Akadi, Mask, Malar, Mask, Shar, Tempus, Nobanion.
The Great Rift (SS 160) Gold Dwarves who revere the Dwarven Pantheon
Channath Vale Ghostwise & Strongheart Halflings who revere the Halfling Pantheon.
Zakkhara (Dragon classics article, homebrew info). Humans, Sendasti, Pevishan, Blickish. This is primarily an arabian nights type of area, and I would prefer to not see clerics from this region, as my personal knowledge of the region is limited.
Skill Tricks: Purchaseable by any character, and requiring 2 skill points to do: (these are from Spycraft, and are OGC as far as I know.)
Forte: Forte's are a measure of skill with groups weapons. Forte's cost 2 skill points, and are able to be purchased by any character. This provides a benefit of +1 to attack and damage rolls with each particular forte. This does stack with Weapon Focus, and also counts as Weapon Focus for the purposes of qualifying for feats.
Weapon Forte categories include the same ones fighters use.
Unarmed Proficiency (yes, 2 skill points)
You hit like a pro.
Benefit: Your unarmed strikes deal damage equal to 1d4+your strength modifier.
The other skill tricks you may use come from Complete Scoundrel.
Armor has Damage reduction equal to half it's base amount, and cannot be modified by magic. Adamantine stacks with this damage reduction. (Adamantine Full Plate is just nasty, and very expensive).
I had originally required XP for magic items, but I no longer require that.
Feats: NO to Collegiate Wizard. Ever.
additional feats as part of this campaign:
Requirement: Level 3
Benefit: You gain a cohort with a level equal to your level -3 (at level 3 you gain a personal lieutenant of an NPC class). You must pay and treat them well, otherwise they will leave you. The cohort may be any of the core 11 classes or NPC classes, and is not as strong as a normal PC, only using 20 points to build.
Special: This stacks with the cohort gained through the Leadership feat, allowing 2 cohorts. Let me know in advance if you are looking into this feat.
Reckless Offensive
Better pick up the pace. Kronk is getting angry.
Prerequisites: Cannot possess Tightening Guard
Benefit: You gain a +2 morale bonus to Melee Damage Rolls and your Speed increases by 5 ft. while your current hit points are equal to or less than 1/2 your maximum (rounded up).
Tightening Guard
Better pick up the pace. This is getting serious.
Prerequisites: Cannot Possess Reckless Offensive
Benefit: You gain a +2 morale bonus to armor class and your Speed increases by 5 ft. while your current hit points are equal to or less than 1/2 your maximum (rounded up).
Action Dice will be used in the Campaign, gaining them as follows:
Level/Die Type/Number of Dice
1-5 / d4 /3
6-10 / d6 /4
11-15/ d8 /5
16-20/ d10 /6
And yes, you may earn them.
You may use them to do the following:
To add to any die roll (Damage, attack, saving throw, skill check).
To add +2 to the DC of any spell
To add +5 to the DC of a turn undead check
To add +5 to an initiative check
to Automatically stabilize when at -1 to -9 hp.
Confirm a critical hit automatically
A character may spend 2 action dice with a Slashing Weapon during a critical hit on a Vampire to sever its head, as well as a character with a woode hafted piercing weapon to "stake" the vampire.
A character may spend 3 action dice to activate a critical hit against a construct
The DM gets action dice using the following formula (3 action dice plus the 1/2 the CR of the "biggest, baddest evil vile thing" of the adventure. The DM's Action dice are always one "step" above the PC's action dice.
A couple of feats related to this:
The following feats are adapted from FantasyCraft (in order, Black Cat is B's Blessing, Fortune favors the bold becomes Lucky Hero, Lucky Break becomes Tymora's Luck. These have been tweaked from their original versions, and the rules are similar, but not exactly the same.
Beshaba's Blessing
You may spend one hero point to raise an opponent's fumble range on a weapon by the amount you roll for the remainder of your current combat. (no, this does not allow a save).
Note: You may not possess this feat and Tymora's Luck.
Lucky Hero (not the regional feat)
When you spend a hero point to boost a die roll, the roll you make is increased by the number of remaining hero points you have +1 (obviously, minimum +1).
Tymora's Luck
When an attack hits you and succeeds by hitting your exact AC or your AC+1, you may spend a hero point immediately to negate the damage.
Note: You may not possess this feat and Beshaba's Blessing.
The world will be the Forgotten Realms. Specifically, MY Forgotten Realms. Most everything up to 1372 is considered Canon, anything beyond that is up to the players, although some events will be used if you travel far enough.
I'll allow the following extra races: 1/2 Drow (swapping low-light vision for 60 feet of darkvision, otherwise the same as a half-elf), any Genasi, Aasimar, or Tiefling as they are written, but I'll be lowering all of their ECL's by 1, making them ECL 0. No subraces further than that (as in all dwarves, regardless of subrace, are just pathfinder vanilla dwarves, there aren't 50 different species of elf, etc. This is to accelerate the character generation, not hinder creativity, as I'm personally fond of the extra subraces, but want to make this easy on everyone (especially ME). You can call yourself whatever kind of elf, dwarf, or gnome you want, but it's all the same to me.
All races get to choose their favored classes at 1st level.
Please create an alias to place your character into. I'll be using this alias (Darkmeer) to post all of the campaign information.
Dice will be rolled using Invisible Castle (I like that dice roller, and it's in the top of this alias).
The year will be 1371 (meaning that neither the Shades nor Bane have returned).
I ask for two replies per week, and in many cases you can predispose your character to me or another player if you know you are going to be unavailable during a period of time (especially if there is plot based information that will be set up that you can read later, this also goes for if you go on vacation or other extended trip).
I also need to know what Prestige Classes you are interested in playing, as I'd be glad to help you set that into the new rules (PF style).
As to posting (and posting etiquette). I will be posting for sure every Sunday night and Thursday evening/Friday Morning (Central United States time). I hope this allows everyone a chance to post between those days, and will not allow the game to lag. If something comes up in a spoiler, I will try to reply to it within a day.
If you do not post for two consecutive posts of mine, I will take temporary control of the character to not allow lag. This will be done quicker if there is a combat involved. After 4 weeks of inactivity, your character will be a GMPC until the next available time to remove the character, and a new player will replace them.

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Darkmeer's Shackled City information:
I'm recruiting at least 2 players for my shackled city game. Your characters will be meeting the rest of the party (what remains, actually) from the initial section of my campaign. I have 3 (sometimes 4) players posting, and am in need of two more. I would very much like to fill out the party. I currently have a wizard and a wizard/cleric (0-level each) as first level characters. I also have a Swordsage and a Paladin, so anything is welcom (although I'd like to see at least one rogue). The rules are down below:
Awesome! I've always wanted to play Shackled City. You will have your rogue within the next 24 hours.

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Oooh, I have always wanted to play shackled city, my regular DM would never run the AP.
I would like to put my name down as well, if at all possible. If not, I am happy being a substitute if anything comes up (just email me, my email address in in my Peebo profile).
I was thinking about a Calimsham half elf druid eventually going into Elemental Archon (pg 190 Faiths and Pantheons).
If this is unplayable, I will probably play the same thing, but drop the PrC, making me a straight druid
I will create her in a few hours, look out for the anme Lial Siannodel.
Peebo :D

Darkmeer |

Oooh, I have always wanted to play shackled city, my regular DM would never run the AP.
I would like to put my name down as well, if at all possible. If not, I am happy being a substitute if anything comes up (just email me, my email address in in my Peebo profile).
I was thinking about a Calimsham half elf druid eventually going into Elemental Archon (pg 190 Faiths and Pantheons).
If this is unplayable, I will probably play the same thing, but drop the PrC, making me a straight druid
I will create her in a few hours, look out for the anme Lial Siannodel.
Peebo :D
Go right ahead, we'll have to convert the skills over to PF, but the class should fit with no real major issues.
/d

Darkmeer |

Darkmeer wrote:Awesome! I've always wanted to play Shackled City. You will have your rogue within the next 24 hours.Darkmeer's Shackled City information:
I'm recruiting at least 2 players for my shackled city game. Your characters will be meeting the rest of the party (what remains, actually) from the initial section of my campaign. I have 3 (sometimes 4) players posting, and am in need of two more. I would very much like to fill out the party. I currently have a wizard and a wizard/cleric (0-level each) as first level characters. I also have a Swordsage and a Paladin, so anything is welcom (although I'd like to see at least one rogue). The rules are down below:
Welcome! Any further ideas on the rogue?

Darkmeer |

I might come up with something too, still reading all the info though. You're making us sweat for this aren't you?
Yep }:)
Part of the reason for so much info is to make sure everyone has what they need. This is a HARD adventure path, especially without action dice or other handy stuff.
/d

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Oops, I missed that Tensility wants to be a rogue. I'll think up something else very soon.
To recap, as far as I can tell, the current party is:
- Thammarazs Hovaraszk - Swordsage 1
- Dreav Mistcaller - Cleric 0/Sorceror 0
- Moonpate - Wizard 1
The players expressing interest in joining, in order, are:
- T&M (getting close to ready, btw) - Rogue
- JZ - Rogue or something else
- Peebo - Druid
- Brass Pigeon - ?
Darkmeer, is this correct?

Darkmeer |

JZ wrote:Oops, I missed that Tensility wants to be a rogue. I'll think up something else very soon.To recap, as far as I can tell, the current party is:
- Thammarazs Hovaraszk - Swordsage 1
- Dreav Mistcaller - Cleric 0/Sorceror 0
- Moonpate - Wizard 1
The players expressing interest in joining, in order, are:
- T&M (getting close to ready, btw) - Rogue
- JZ - Rogue or something else
- Peebo - Druid
- Brass Pigeon - ?
Darkmeer, is this correct?
Correct. I hope to have characters ready by Sunday so that we can have as little of a lull as possible.
/d

Darkmeer |

I'm going to have to bow out of this one formally. I really enjoy Tham, but I just can't seem to keep up the way I want to with the threads, and I don't want to take up a spot for someone else that will have the time to do so. I'm really sorry all.
That's too bad, I liked Tham, and had some fun plot-things to do with him... This just means that they get shifted elsewhere, at least I hope so.
Well, that opens up this a little more than I'd hoped.
So, this means that we have the following slots:
1: Dreav
2: Moonpate
3: T&M's Rogue
4: JZ's character
5: Peebo's Druid
6: Brass Pigeon's character.
I'm open to 2 more players, if there's interest. Otherwise, I'll be pushing for the newbies to finish creating characters before Sunday (pretty please, with an adventure on top?).
/d

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i do apologize, Darkmeer, i have had a few family issues as of present, ill get to creating a character right now. it should be finished in an hour or so.
just a couple of questions though:
by traits, do you mean PF traits or FR regoinal feats only?
and
would i be allowed to swap out my studded leather armour, granted to me by my region, for plain leather armour, druids cant wear studded leather?
Peebo :D

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oh, and i need a quick clarification on something, you mentioned that characters start with a certain amount of experience for creating magical items,
All +0 ECL races start with 1500 XP, allowing characters to scribe scrolls, etc. and may go down to 1000 xp for such
but then you go on to say that you no longer need experience for magical items
I had originally required XP for magic items, but I no longer require that.
i just need a clarification on which one is correct, thank you.
Peebo :D

Lial Siannodel |

okay...not sure if this is correct, i wasnt sure on a few things, mainly starting money and traits, so i left the trait option open.
but this is my (Peebo's) character.
i will fill in traits when i get confirmation on the character being as your rules are written.
i will post this in the OOC thread too, just incase you dont see this post, although, the other thread could use a bit of dusting, and the medium monstrous spiders have covered everything in spider webs!
well i assume that way we can make Paizo Forum brand silk rope :P

Darkmeer |

I was thinking about a bard but am still going through the rules (both yours and pathfinder). Can I use the normal pathfinder rules (opposed to the beta ones)?
When you say "make an alias" does that mean making a new account for paizo? (I'm new to pbp here on paizo).
Yes the normal rules are fine. Looking up... yes I did use the beta... sorry about that.

Darkmeer |

Both Traits and regional feats are allowed. The reason being that the traits are more free-form (a big like of mine), and the regional feats allow for some things that don't appear in the traits. I watch for "doubling up" of certain things, but I see no reason not to allow both.
Studded leather to Leather armor for the druid... checking versus 3.5 druid armor restrictions... Go right ahead (cheaper for the armorer, honestly).
Lial:
Slots:
1: Dreav
2: Moonpate
3: T&M's Rogue
4: JZ's character
5: Peebo's Druid
6: Brass Pigeon's Bard

Darkmeer |

If there is still room, i would like to join. Maybe with a gnome cleric or an elan psion (both from expanded psionics handbook).
Gnome cleric from the XPH?? That's news to me...
Seriously though, either is fine. You are certainly welcome to join, however I do want to see the character choice by Sunday if possible. Also, as part of this, if you choose the elan please put how it came to be (region/other ideas) as part of this. There are a lot of things in the Realms that could work (a Tethyrian human, Calishite, Yuan-ti experiment, etc.).

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Otherwise, I'll be pushing for the newbies to finish creating characters before Sunday (pretty please, with an adventure on top?).
You will definitely have my character by Sunday (i.e. done by end of Saturday). It's been a busy week all around, so I'm glad you've been understanding.
I am a bit worried that the party appears to be shaping up without a front-line combatant. If JZ has no interest in playing a fighter type, perhaps I should hand off the role of rogue to him and make a more martial character. JZ, it's your call.

Darkmeer |

Brass Pigeon wrote:When you say "make an alias" does that mean making a new account for paizo? (I'm new to pbp here on paizo).Making aliases is a feature of your existing account. Go to the "My Account" page and look for a settings box called "Messageboard Aliases".
Thanks for the catch there T&M, I forgot to explain that when I posted earlier.
And don't worry about not having a front-line combatant. Heck, I'd be okay with JZ playing a second rogue. This just encourages thinking out of the box for the party involved.
I'm not concerned because I once DM'd a Cleric, Rogue, Wizard party that took out enemies by subterfuge and, mostly, ambushing the enemy. This was run in 3.0/3.5's early days. Most every adventure I ran assumed a 4-5 member party at the time, and they still defeated them because they realized they had to do something DIFFERENT. Tailoring some things works really well, and no Front-Liner just means that you all have to be careful }:)

Nadeq |

I thought along the same line as T&M and made a human ranger instead. He's not really a fornt line fighter since most of his feats go towards ranged combat, but with high bab and 16 str he can be in the front.
I made him with the urban variant if that is okay with you darkmeer? If not, i will just make him a regular ranger. I still need to pick one feat and write him a background.
oh, and i'm Virvar btw

Papa-DRB |

Do you still have a slot open? If yes, I would like to play either a combat oriented Ranger, a Paladin(only if alignments are ok), or a Fighter.
-- david
Papa.DRB
I'm not concerned because I once DM'd a Cleric, Rogue, Wizard party that took out enemies by subterfuge and, mostly, ambushing the enemy. This was run in 3.0/3.5's early days. Most every adventure I ran assumed a 4-5 member party at the time, and they still defeated them because they realized they had to do something DIFFERENT. Tailoring some things works really well, and no Front-Liner just means that you all have to be careful }:)

Darkmeer |

Slots:
1: Dreav
2: Moonpate
3: T&M's Rogue
4: JZ's character
5: Peebo's Druid
6: Brass Pigeon's Bard
7: Virvar's Ranger (ranged)
8: Papa DRB's melee-type character
Papa: What exactly do you mean by "Alignments okay?" for the paladin? I just want to be clear on what you meant. Again, the Sunday deadline would loom, but otherwise we're good.
Virvar/Khaeden Mulnit: The urban ranger would be fine, although it may be to your benefit to do the non-urban ranger due to some of the wilderness stuff that will happen (yes, an inordinate number of dungeon crawls, but quite a bit of land travel added from the city). That is your call, as I'm good with it either way.

Papa-DRB |

Non-evil alignments.
I will stat up both a Fighter and a Paladin and decide later.
-- david
Papa.DRB
1: Dreav: Cleric/Sorcerer
2: Moonpate: Wizard
3: T&M's Rogue
4: JZ's character: Rogue(?)
5: Peebo's Druid
6: Brass Pigeon's Bard
7: Virvar's Ranger (ranged)
8: Papa DRB's melee-type characterPapa: What exactly do you mean by "Alignments okay?" for the paladin? I just want to be clear on what you meant. Again, the Sunday deadline would loom, but otherwise we're good.

Papa-DRB |

I have not played in the FR for a long time and do not have any of the FR books. It looks like for a human Paladin or Fighter, that one of the following regions would be best:
Cauldron - Helm or Lathander
Tharsult - Tyr
Tethyr - Tyr or Torm
Can you please let me know what the regional equipment is, and also what portfolios the deities are? (Torm = Paladins?, Tyr = Justice?, Helm = ?, Lathander = Healing and Undead Hatred?)
-- david
Papa.DRB

Darkmeer |

Papa, here's the requested info:
Tethyr Regional Gear: Either A: a potion of Cure Moderate Wounds (2d8+3) or B: a full suit of normal Chainmail
Tharsult Regional Gear: Either (A) Cutlass (masterwork) or blade boot (masterwork), or (B) studded leather armor* and potion of blur
Cauldron Regional Gear: Either A: Materwork Crossbow or B: Masterwork Hide armor and a Large Darkwood Shield.
Deity information is essentially the Dogma section from Faiths & pantheons:
Lathander is the god of the morning son, renewal, and hope. His clergy strives to foster hope, new ideas, and prosperity for all. They are beckoned to watch all the sunrises they are able to, and consider that the least of their actions can have the farthest reaching consequences. They try to avoid negativity, as death and destruction comes from that.They strive to place more importance in activities that help others than themselves. Essentially, they are selfless.
Helm is the god of guardians, protector of the weak and children. Although his alignment is LN, he does have a good number of paladins, wholly devoted to defending others. Generally the Dogma is that you don't betray your trust or others' trust to you, be fair & diligent in how you carry yourself. Protect the week, the poor, the injured and the young, and do not sacrifice them for others or yourself.
Be ready for attacks from the outside, and always maintain your gear in the best shape possible so as when it is called upon both you and it are ready for the challenge. Also, if you are in a chain of command, always follow the orders if it follows the ideals of the faith of Helm.
Tyr is the god of Justice. He is known to profess that all reveal truths, punish the guilty, and right the wrongs of these as best they can. Again, much like Helm, they are to be true and just intheir actions, upholding the laws wherever they travel, and punishing those who do wrong under these laws. They are encouraged to keep records of their own rulings, deeds, and decisions, so that if they make a mistake they can be corrected by superiors later. Again, vigilance is a part of the dogma, so that you can root out those who plan injustices BEFORE they end up harming others. And, the nice part, is that Vengeance is served to those who have harmed others through the breaking of the laws.
Torm the god of Duty, Loyalty,Obedience and paladins. He is the right hand of Tyr, and his dogma includes salvation through service. They perform duties, and each failure is bad for Torm, while successes increase Torm's reach. It encourages following orders, and watching for corruptions. They are to strike quickly and forcefully in those that try to corrupt the hearts of the people. They believe that traitors deserve a quick, painful death. They ARE called to question unjust laws, even to make suggestions to change those laws into something better for all. Their duties, in order, of their faith include Faith, Family, Masters (commanders), and the rest of the good beings in Faerun.

Darkmeer |

sorry Darkmeer, but i have to pull out, family issues at the moment preventing me from gaming, even PbP, ill be lucky to post once every 2 weeks, so ill open up my slot for other people.
sorry.
Peebo :D
Thanks for letting me know. If you become interested later, I'll keep you in mind.
Good luck with the family stuff.
/d

Darkmeer |

So far, only Virvar and Papa DRB have completed characters. Brass pigeon has emailed me, so I know where that progress is. Here's the known list:
1: Moonpate
2: Dreav
3: T&M's Rogue
4: JZ's character: Rogue(?)
5: Brass Pigeon's Bard
6: Virvar's Ranger (ranged)
7: Papa DRB's Paladin
JZ and Brass pigeon, please let me know as soon as possible, I would like to get the new characters introduced this week if possible. (I hope I hope)
/d

Dirn Kellid |

Darkmeer wrote:Otherwise, I'll be pushing for the newbies to finish creating characters before Sunday (pretty please, with an adventure on top?).You will definitely have my character by Sunday (i.e. done by end of Saturday).
Largely crunch complete but still lacking appropriate amount of fluff, I'd like to present Dirn Kellid, Tiefling Rogue, for initial review.

Nadeq |

Virvar/Khaeden Mulnit: The urban ranger would be fine, although it may be to your benefit to do the non-urban ranger due to some of the wilderness stuff that will happen (yes, an inordinate number of dungeon crawls, but quite a bit of land travel added from the city). That is your call, as I'm good with it either way.
Ah, i don't know the AP and thought that a game with city in its name would be very urban based. Regular ranger it is then.

Dirn Kellid |

Largely crunch complete but still lacking appropriate amount of fluff, I'd like to present Dirn Kellid, Tiefling Rogue, for initial review.
Building a level plan; altering some of the crunch to place heavier emphasis on combat capability given party composition; will send another quick note when rearrangements are complete (next couple of hours).

Darkmeer |

Good to see everyone coming along!
Keep up the good work, I'll be working through a couple of things, and post to the Discussion thread when your character is ready. I plan on posting the next section (that includes all the new people) Tuesday or Wednesday morning, provided I can get everyone ready. Here's hoping I have a surprise here at Paizo when I wake up in the morning.
/d

Darkmeer |

1: Moonpate
2: Dreav
3: T&M's Rogue (Stats done, finish history & Description)
4: JZ's character: Rogue(?) (pending??)
5: Brass Pigeon's Bard (done & ready)
6: Virvar's Ranger (ranged) (stats ready, finish history)
7: Papa DRB's Paladin (done & Ready)
8: Borden (player requested another shot at the AP).
Okay, T&M & Virvar, please complete the histories & descriptions as necessary. Virvar, are you keeping the Ranger as-is? If so, complete the history, please.
We are full, pending JZ's character.

Darkmeer |

I've just read through the IC thread. Can I take over the character of Kysstaa? A huge cop-out, I know, but I don't think I have the time to create an exotic Southern character. I've DM'd a game in Halruaa and know that things can be quite different down there.
I'm good with that. Kysstaa's a fun character, and I'm pretty sure Foghorn won't mind.
/d