J-Bone
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Howdy y'all
I'm intending to run the Hell's Vengeance Adventure Path for those interested. The basic synopsis is:
In Hell's Vengeance, Paizo's first Adventure Path designed for evil characters, the players take on the roles of villainous agents of the Thrice-Damned House of Thrune, which rules the devil-dominated nation of Cheliax. Under the leadership of a zealous paladin of Iomedae—goddess of honor, justice, and valor—a new knightly order called the Glorious Reclamation seeks to purge Cheliax of its diabolical taint by overthrowing the House of Thrune and reclaim the country for its people in the name of Iomedae. As the uprising gathers strength, the evil adventurers must defeat the valiant knights and their celestial allies to stop the rebellion's spread through Cheliax and preserve Thrune's oppressive rule. Will the wicked antiheroes quell dissent and uphold the infernal laws of Cheliax and its diabolic rulers, or will the heroic knights of the Glorious Reclamation overthrow the corrupt House of Thrune and usher Cheliax into a new age of peace, prosperity, and glory?
Remember this is designed for neutral and evil characters. To assess what that means, discussions will be held to understand what individual players may find acceptable within those parameters.
WHEN: Sundays bi-weekly at 1 PM EST
WHAT: We use maptools as the VTT and Discord for In Character and Out of Character conversation.
If your interested feel free to post of PM me.
J-Bone
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Here are the general rules I use when I run my VTT games:
Character Creation rules:
• 15 point Buy
• No Evil or Chaotic Neutral
• No Crafting
• 3rd party classes will be considered on a case by case basis
• No 3rd party races unless approved by the GM
• 2 traits and 1 additional trait which must be from the campaign guide
• The GM reserves the right to ask players who have made character more or less powerful than the group standard to make adjustments as he sees fit.
• Refer to the PFS rules set for feats, magic items and Archetypes that are banned from play in this AP.
No starting ability score should exceed 18 even after racial bonuses
No starting ability score should be lower than 8 after racial bonuses
General Rules
• Character death and return, that character will incur some kind of lingering penalty that can only be recovered from advancing to the next level.
Examples of which might be a lower level, reduced ability score, casting failure chance etc.
• Death to an Animal Companion or familiar will delay their return to the next level or upon GM consideration.
• Crits will be multiplied based upon the first roll. This is so I don't have to keep rolling macro chains.
• Characters Level at the same rate unless several games are missed
New/replacement characters will be introduced at a level lower than the party
Monster Rules
• I’m going to move away from feats and 3.5 based expectations to make my monsters function more open. So when a creature is able to do things unexpected by the standard functionality of feats and spells don’t freak out.
• The GM reserves the right to pre-modify monsters as he sees fit.
• Some of the foes encountered will benefit from Mythic tiers).
Treasure
I will award gear as it appears in the story with some additions or subtractions as I see fit.
Players should submit a wish list for me to consider. When doing so attach the cost listing for that item.
In the case of multiple players wanting the same item the players in question must roll for it on a d100. Highest gets the item.
Selling of items will take on the boards in between games and only when there is access to suitable merchants.
| Guy St-Amant |
Hell's Vengeance AP:
Here are the general rules I use when I run my VTT games:
Character Creation rules:
• 15 point Buy
• No Evil or Chaotic Neutral
• No Crafting
• 3rd party classes will be considered on a case by case basis
• No 3rd party races unless approved by the GM
...
Maybe you should be careful with the copy-pasta.
J-Bone
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LOL yeah that was a copy/paste from my last campaign, Second Darkness. This one you absolutely can be CN or evil. Its kinda recommended. Pallys need not apply
Full HP at 1
Starting wealth is 150 gp for all classes
No background skills
The other house rule I do is that the last level of the campaign before it ends I award the capstone ability if the PC was in that class the whole campaign.
| Guy St-Amant |
LOL yeah that was a copy/paste from my last campaign, Second Darkness. This one you absolutely can be CN or evil. Its kinda recommended. Pallys need not apply
Full HP at 1
Starting wealth is 150 gp for all classes
No background skillsThe other house rule I do is that the last level of the campaign before it ends I award the capstone ability if the PC was in that class the whole campaign.
You also mentioned PFS legal stuff, but a few of them are almost useless in this, and quite a few illegal ones are useful and/or recomended...
* What about HP after first level?
* Allowed Races?
* Allowed Archetypes?
* Ability scores adjustments for age categories, Core or PFS?
* Young Characters?
J-Bone
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Hit Points after first can be half of class die or roll. Players choice .
Races and most archetypes are all allowed (case by case but I'm fine with most), but 3pp races need GM approval. Also you should try to keep in mind the setting. Really odd races without explanation will lead to me bypassing your character idea.
PFS in regards to age and adjustments. Young PCs are fine.
| Seth86 |
Here is my build, name is still WiP.
Unnamed Hero
Oread cleric (divine paragon) of Magdh 1 (Pathfinder Player Companion: Divine Anthology 15, Pathfinder RPG Bestiary 2 205)
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 10, flat-footed 17 (+6 armor, +1 natural)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee switchscythe +3 (2d4+4/×4)
Special Attacks channel positive energy 2/day (DC 9, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bit of luck
Cleric (Divine Paragon) Spells Prepared (CL 1st; concentration +4)
. . 1st—protection from chaos[D], forbid action[UM] (DC 14), shield of faith
. . 0 (at will)—create water, detect magic, guidance
. . D Domain spell; Domains Luck (Fate[APG] subdomain), Law
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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13
Feats Deific Obedience, Warrior Priest[UM]
Traits local tough, theoretical magician, thunder and fang performer
Skills Acrobatics -5 (-13 to jump), Appraise +4, Intimidate +4(+6), Knowledge (planes) +8, Spellcraft +10
Languages Common, Terran
SQ +4 to intelligence skill checks, devoted domain, divine brand, treacherous earth[ARG]
Other Gear four-mirror[UC], switchscythe, backpack, bedroll, belt pouch, hemp rope (50 ft.), holy text (Magdh)[UE], soap, spell component pouch, wooden holy symbol of Magdh, 7 gp
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Special Abilities
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+4 to Intelligence skill checks Gain a +4 bonus on Intelligence-based skill checks.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric (Divine Paragon) Domain (Fate)
Cleric (Divine Paragon) Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon] Domain [Fate]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Treacherous Earth (1 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
| Seth86 |
Went with Aasimar rather, more channel, less magic
Anapa
Angel-blooded aasimar (angelkin) cleric (divine paragon) of Magdh 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Divine Anthology 15, Pathfinder RPG Bestiary 7)
LN Medium outsider (native)
Init -1; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
hp 10 (1d8+2)
Fort +4, Ref -1, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee switchscythe +3 (2d4+4/×4)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—bit of luck
Cleric (Divine Paragon) Spells Prepared (CL 1st; concentration +2)
. . 1st—protection from chaos[D], shield of faith (2)
. . 0 (at will)—create water, detect magic, guidance
. . D Domain spell; Domains Luck (Fate[APG] subdomain), Law
--------------------
Statistics
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Str 16, Dex 8, Con 14, Int 10, Wis 12, Cha 16
Base Atk +0; CMB +3; CMD 12
Feats Deific Obedience, Selective Channeling
Traits local tough, theoretical magician, thunder and fang performer
Skills Acrobatics -6 (-10 to jump), Appraise +4, Heal +3, Intimidate +8(+9), Knowledge (planes) +12, Spellcraft +10; Racial Modifiers +2 Heal, +4 Knowledge (planes)
Languages Celestial, Common
SQ +4 to intelligence skill checks, crusading magic, devoted domain, divine brand
Other Gear four-mirror[UC], switchscythe, backpack, bedroll, belt pouch, hemp rope (50 ft.), holy text (Magdh)[UE], soap, spell component pouch, wooden holy symbol of Magdh, 7 gp
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Special Abilities
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+4 to Intelligence skill checks Gain a +4 bonus on Intelligence-based skill checks.
Bit of Luck (4/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric (Divine Paragon) Domain (Fate)
Cleric (Divine Paragon) Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Crusading Magic +2 racial bonus on caster level checks to overcome spell resistance.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon] Domain [Fate]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Selective Channeling Exclude targets from the area of your Channel Energy.
J-Bone
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The dragon PC (in the company of Dragons) is pretty strong but the player is cool and my GM in a Runelords game so I trust her pretty well.
I don't have the Nightblade book.
The idea of a Kobold on a drake is funny. I'd like to see a build.
Seth, a character that can actually heal sounds like your going to be these evil bastards best friend!
| derpdidruid |
How do you feel about this alteration to the drake archatypes?
After spending a lot of time trying to get a build that can at least do SOMETHING at low levels I figured I should ask... because I failed. Earliest I could get anything worth talking about going was 7th level.
| Lothar the Fellhanded |
I would be interested in the game. I don't know much about Hell's Vengeance, besides be bad guys for Thrune. I would like to play an antipaladin Hellknight, or some other type of Hellknight. Classic Hellknight, LN rather than evil, ruthless follower and enforcer of the LAW. are you still looking for players?
Saashaa
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I'm interested in playing a CE that moves to NE serial killer. Still finalizing a specific build but homeboy is gonna be crazy. I've been wanting to try this concept and AP out for a while. As long as a crazy character is okay (I will not hinder team or gameplay).