Interest Check: Pathfinder Ravenloft Game

Started by CharlieSariel, January 07, 2012, 08:07:21 PM

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CharlieSariel

So here’s the thought:  Ravenloft in Pathfinder.  It’s Fantasy Horror gaming on the cusp of gaslight.  Here’s what I’m planning:

The basic setting is one of the Isles of Mist.  There’s no direct contact with any of the other realms, so for all intents and purposes, it will be an isolated setting no one traipsing in and out of the other realms as part of the story.

The Realm will be known as Brittania, and it is loosely based on the actual island of the UK, in terms of shape and size, sans Ireland.  There will be a couple of large cities, and a number of small villages throughout the land.  A full on Realm description will be posted in the game thread once it is determined that there is sufficient interest in the game concept.

Characters will be starting at low power (2nd or 3rd level), and I have a plot which can span years of character lives, so there is a lot of potential for character growth and development.  Characters will be created using the Pathfinder Point Buy system, with 20 points.  I will only be using the SRDs, the core Player’s Guide, and the Player’s Guide II for character creation.  Also, I will not be allowing psychic concepts at this point in time.

I will be trying to include multiple adventure types, but the bulk of the initial work will be a mystery, followed by the exposure of the plot, and of course, the stopping of the “Big Bad” as a climax.

Combat will be largely cinematic in nature, and I will warn everyone that while I will be judging success and failure of actions based on character sheets, I will not be relying on dice rolls for this game to function.

I will only be accepting a party of 4 characters for the game, and no more.  It will not be first come first served, and I will be picking and choosing from available character concepts.

Current Posting Rate - Approximately 1 to 2 posts per week

Callie Del Noire

Player's guide II? That isnt' pathfinder is it?

I confess I'd like to try something like a gunslinger or alchemist type. But I will wait to see if you put up more.

or

CharlieSariel

By Player's Guide II, I did mean the Advanced Player's Manual.  I still sometimes use old terminology  :P

I will be trying to avoid gunslingers, as the setting I have envisioned doesn't make use of firearms technology as a rule.  I will keep you posted on the setting as I discover whether or not writing up the whole thing will be worthwhile at present  :)

Current Posting Rate - Approximately 1 to 2 posts per week

Callie Del Noire

Quote from: CharlieSariel on January 07, 2012, 08:41:28 PM
By Player's Guide II, I did mean the Advanced Player's Manual.  I still sometimes use old terminology  :P

I will be trying to avoid gunslingers, as the setting I have envisioned doesn't make use of firearms technology as a rule.  I will keep you posted on the setting as I discover whether or not writing up the whole thing will be worthwhile at present  :)

Well i'm leaning towards the Alchemist more and more.. (been looking over the Archetypes like I told you in the PM).. and I know that not EVERY GM is happy with the gunslinger.. so I figured I'd ask first. :D better to ask before the data comes down.. wastes less of you time in the process.

Muse

Oooh!  Solid, I love the idea. 

I was in an adult Raveloft campaign forever.  It was awesome.  :) 

Is Britania too human heavy for another race to appear?  Maybe, say, a Caliban?
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

CharlieSariel

I'll be explaining the racial make up of the realm in more detail in the setting precis I'm preparing, but yes, I'm going to be going with a massively human-predominant realm.  Anything else at this point is going to be one of a kind at best, and even then, I'll have to consider carefully before allowing it.

Current Posting Rate - Approximately 1 to 2 posts per week

Callie Del Noire

I confess to being stuck on Teiflings.. so I am stringently going human this time. :D

Muse

  I have a concept for a Caliban monk who could be really fun. 

  A Caliban has the statistics of a half orc, but they come about when the parent's are cursed. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

CharlieSariel

I'm familiar with the race, yeah.  I'll be honest, though, I am going to be giving preference to full humans for the game.  It's a better fit with the setting I have in mind.  I'm working on writing it all up formally, so that everyone will have a better idea of what to expect.

Current Posting Rate - Approximately 1 to 2 posts per week

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

AndyZ

Something about this game catches my interest.  I'm not very knowledgeable on Pathfinder, but I used to know 3.5 and I'm told it's 95% the same.  I also know only bits and pieces of Ravenloft but have always wanted to try it out.
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

Ons/Offs   -  My schedule and A/As   -    My Avatars

If I've owed you a post for at least a week, poke me.

Muse

I can help you find your way around Pathfinder, bro. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

CharlieSariel

#12
To make this easier for people to make decisions on character types and interest in the game, I'm including a brief rundown of the setting and the plot:

The Setting:

The Realm is called Brittania, shaped and sized exactly like the island of UK.  From there, things get a little different.  There are three major cities on the island, separated by large tracts of land.  In the southeast, roughly where London sits in the UK, is the island’s capital city of Kaerlud.  It’s primarily a fishing port, and straddles the only major inland river (the River Tafwys).  Apart from being the seat of government and civilization on the island nation, Kaerlud is also known for being the center of the nation’s military and navy, as well as the only shipyards in the country.  From Kaerlud, two main roads span the country.

The Great North Road follows the eastern coast all the way up to the northernmost city of Cathures.  This city, is the primary gathering point for all of the natural resource harvesting done from the northern mountain ranges.  A bit of a rough-and-tumble city, Cathures grew from its origins as a mining camp to the city it is today, and it maintains the same feel to it.  Almost a bordertown, Cathures is better known for its slightly dirty streets and less than couth inhabitants.  It is, however, a critical city for the development of practically everything in the country, thanks to being the primary location for the gathering of the granite blocks that are used in construction across the land.

The Westroad leads from Kaerlud across the vast farmlands to the very edge of the peatbogs in the far West, to the third city of Taff.  Founded by the peat-carvers who provide yet another valuable resource to the island nation, Taff is the third, and smallest of the settlements that can be called a City.  In addition to the abundant resources of the bogs, Taff also serves as the primary source of the nation’s alcoholic beverages, making this location a hotly preferred trading location.  Naturally, the commercial nature of its function flavours the people and city just as much as the other two are flavoured by their own functions.

Across the land in between the two cities, are myriad little villages, rarely more than a few dozen homes, and a couple of necessary services.  There are a few that grow slightly larger, at the conjunction of the farming roads that lead to the main highways, or at particularly large concentrations of one resource or another.  All in all, the land is sparsely, yet regularly populated, with a few notable exceptions.

Construction styles in the land are reminiscent of medieval Europe in general, with exposed timberframes, jettied upper floors, and steep-peaked roofs.  This tends to give the cobbled main streets a bit of a claustrophobic feel to them, with tiny alleys between them.  Side roads are often tightly packed dirt, barely wide enough for a cart, or two men side by side.

The whole northern quarter of the island (what is basically Scotland in the modern UK) is mountainous, with many well known veins of ores and a huge quantity of granite rock, which is used nation-wide as a primary building material.  There is a narrow band of relatively sparse heathland in the foothills, which then lead down to the Great Dark Wood.  This forest, which spans the entire middle third of the island nation is the only significant source of wood in the realm of sufficient size to manufacture with.  While copses and smallish woods do cover the land elsewhere, the Great Dark Wood is the biggest stretch of untamed and untouched forest in the nation.   Finally, in the southern third of the island, four fifths of it is taken up by arable land, well developed as farms stretching literally from the ocean’s edge to the borders of the bogs, which make up the lower southwestern corner of the island (in what is better known as Wales, in the modern UK).  While land formations sound largely contiguous, there are exceptions to the rules, of course, too numerous to name and count.  The ones listed here are the formations that are best known.

~*~*~*~

Before discussing the people of Brittania, it’s important to review their beliefs and how they came to have them.  While there are churches to various gods, those are not the most prevalent parts of their beliefs.  What drives their nightmares and keeps them locking their doors at night are the Fae.  Not the light, pleasant, elfs and nymphs of stories that make one glad and happy, but rather the dark ones that survive by eating people’s dreams until they have no mind left, and come in the night to steal away newborn babies to swell their ranks, leaving changeling children in their wake.  The realm of Brittania lives in constant terror of these Fae, and all of their myths and superstitions revolve around them.  They avoid rings of toadstools, and always remember to toss a handful of salt on the floor of the kitchen before bed. 

It should come as no surprise, then, that the only people of the realm of Brittania are Humans.  They will stand no others, as everything not human must, perforce, be created by the Fae, or be some manner of terrible changeling child, sent to vex mankind and destroy all that they have built.  They have myths about the stout folk, and the dwarves, and the terrible brutish goblin-kind that others know as caliban.  Even their faiths are built, in some way, around this mythology of the Fae, with their gods and goddesses forming some manner of protection from the terrible dream-hunters. 

Faith-wise, the people are split, much like their realm is.  In the Cities, and indeed, even throughout the rest of the Realm, a number of gods and goddesses represent a small pantheon of regular worship.  These gods and goddesses have churches (sometimes communal in nature in smaller communities), hold services, and serve the function of religions throughout the medieval world.  The other side of the people’s faith rests on a much much older religion.  In the rural countryside, and in places where there are those who refuse to give up the old ways, a pagan faith blossoms.  Naturistic in form, these druids practice the old rites of sacrifice and the worship of nature itself.  Naturally, the pantheonistic religions strive to eliminate this ‘old faith,’ but they continue to fail.

The Faiths:

There are now three main religions in Brittania, as follows:

The Pantheon
   The Pantheon is a conglomeration of 5 inter-related and commonly worshipped deities in the standard style.  They represent external forces who are worshipped to increase or decrease their effects on people’s lives.  The Five are worshipped together as a whole, and individually invoked on separate occasions depending on the need of the individual worshipper.  On the whole, this religion allows (and encourages) its worshippers to believe in external forces to help them with their daily lives.  The individual members of the Pantheon are as follows:
   The Champion – The stereotypical God of Good, the Champion is represented in the Sun, and such concepts as Protection, and War.  The Champion is often invoked in any of the above cases, as well as by many paladins when entering combat. {LG Deity, Domains of Sun, War, Protection, Glory, Nobility}
   The Goddess – She is the primary female deity in the pantheon, representing all things motherhood, including such things as agriculture, husbandry, and many of the day-to-day home-making tasks.  {NG Deity, Domains of Plant, Animal, Community, Healing}
   The Dark One – This is the quintessential God of Evil.  The Dark One is often invoked in inverse, rather than for actual effect.  His worshippers generally keep quiet, and go along with the crowd to avoid drawing attention to themselves.  Other worshippers of the Patheon as a whole only invoke the Dark One in attempts to divert his attention away from themselves, rather than draw it to them.  {LE Deity, Domains of Darkness, Death, Destruction, Evil, Madness, Trickery}
   The Smith – A deity devoted to handicraft and construction, this god is commonly invoked in any manner of ways in which the common worker produces a living. {LN Deity, Domains of Artifice, Fire, Strength, Travel}
   The Sage – The final deity in the pantheon is the repository of learning and knowledge.  Like his namesakes throughout the land, he is invoked in every case where someone wishes to learn something.  {N Deity, Domains of Knowledge, Magic, Repose, Runes, Void}
   Priests of this faith are given great respect within the main cities of the Realm, and while it’s a little lessened in the rural portions of the realm, they are still given at least lip service respect.

The Old Faith
   This religion was prevalent across the land in ages gone by, before The Pantheon became the officially recognized faith in the cities.  It can still be found in smaller communities, and the rural backwaters of the land.  Sacrificial stones and standing circles still dot the landscape, seemingly deserted, but secretly used on nights of the full moon and so forth.  A naturistic faith, it doesn’t rely on any external personifications of its faith (i.e., Gods and Godesses) to protect its followers.  Instead, they follow the cycles of life and death as nature intended, and allow the realm to take its path in whatever manner the world chooses to have happen.
   The priests of this religion are Druids one and all, and they practice their particular faith in the traditional manner, although virgin sacrifices have all but ceased in general.  They do still gather condemned criminals and perform the ancient wickerman ceremonies from time to time, however.  Given their grass roots nature, these priests are treated with immense respect by their followers, and often looked at as de facto lawmen in the more remote areas of the Land.  Within the city, however, they are looked upon as bygones and has-beens, and usually ignored in terms of faith.

The New Faith
   As mentioned below, the New Faith is less than six months old, and has no specific following, or even dogma.  The priests of this faith are cowled monks who do not openly preach, but do answer questions posed to them.  They are largely secretive, and when asked, they only ever talk about shrugging off the shackles of the Pantheon and the Old Faith, and learning to be self-reliant.  Only people can guide how people live.

{Game rules – I will be accepting Human characters.  With a stupendously good argument, I may accept a changeling, as per the Eberron race.  Nothing else will fit, as all other races are hated with a passion, and considered evil beyond words.  Faiths and religions will be provided in brief if they become needed.

While I will be open and understanding to most character concepts for this game, there are some which truly don’t fit.  Anything with a full mariner concept will be awkward, and I will absolutely say No to the Gunslinger class.  The technology level of the realm doesn’t really allow for guns in common usage.}

~*~*~*~

The basic Plot:

Three months ago, the capital city of Kaerlud saw a miracle.  A block of abandoned buildings were razed, and literally almost overnight, a massive new cathedral rose up in their place.  This huge cathedral was significantly different from all the other buildings in the city, with flying buttresses, looming gargoyles, and majestic gothic style.  The cathedral is the center of a third faith which has taken root there and ever so slowly spread through the populace.  Unlike the Pantheists who preach faith and dependence on their gods and goddesses, and unlike the Old Faith who worship nature and the wild as their protector and purpose, this New Faith preaches only self-sufficiency.  The people of Brittania need to stand up for themselves, and stop relying on external forces for their protection and empowerment.  While the local government is not all that thrilled with the concept, they make no moves against this New Faith.  Strangest of all are the monks of this New Faith.  Cowled so deeply that none see their faces, they dress in black robes only, and do not venture far from their Cathedral.  They hold no services, and demand no tithes.

This New Faith has grown, and gathered a small congregation of sorts.  Only a month ago, they established their first outreach church in a small village near the border of the Great Dark Wood.  Within days, the people of the village had eschewed their former faiths to a man, and were all claimed to the New Faith.  By the end of the week, however, no news came forth from this village.  No traders arrived with their crop, or the harvestings of the Dark Wood.  The monks in the capital said nothing, and simply walk away from conversations about what happened there.

Yesterday, the government of Kaerlud has put out a call.  They are in need of a group of adventurers to trek to the village, two weeks out, to discover what has happened, and report back…

Current Posting Rate - Approximately 1 to 2 posts per week

Sabriel


It will come no doubt as no surprise to you Charlie that I am interested in this, I will post up a character idea when I decide upon which would be best of the multitude of ideas your setting inspires and conjures forth in my crazy little shoe box of a brain.

:-)

Muse

Is someone like this good, Charlie? 

Name: Aiden Nightstone
Race: Human
Class: Wizard (Evoker: Cannot Enchant or Illusion)
Gender: Female
Appearence: Small, waifish platinum blond gilr in indigo wizard's robes. 
Motivation:  Make her parents proud of what she's done with the art they taught her before going to sea.  (They have yet to return.)


Str    8
Dex   12
Con   12
Int   20
wis   10
Chrs   11

Hit Points   11

Armor Class   11(15 with Mage Armor)

Saving Throws:
Fort   0
Refl   0
Will   3




Evocation Arcane School:

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su)

Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp)

As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

CharlieSariel

That is definitely more inline with the setting, Muse, thank you!  I am curious, though, how you managed to get an Intelligence of 20 for a starting human...?

Current Posting Rate - Approximately 1 to 2 posts per week

Callie Del Noire

#16
EMERALD DANTE
Female Human Alchemist (Chirurgeon) 2
NG Medium Humanoid (Human)
Str 10, Dex 14, Con 11, Int 18, Wis 12, Cha 12
Init +2; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 13 (2d8)
Base Atk +1; CMB +1; CMD 12
Fort +3, Ref +5, Will +1
Resist Poison Resistance +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Mace, Light +1 (1d6/20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Bomb +4 (1d6+4 Fire) and
. . Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Bomb 1d6+4 (6/day) (DC 15)
Alchemist (Chirurgeon) Spells Known (CL 2, 1 melee touch, 3 ranged touch):
1 (3/day) Enlarge Person (DC 15), Jump (DC 15), Cure Light Wounds (DC 15)
--------------------
STATISTICS
--------------------
Feats Alertness, Brew Potion, Throw Anything
Skills Acrobatics -4, Appraise +8, Climb -6, Craft (Alchemy) +9, Diplomacy +2, Escape Artist -4, Fly -4, Heal +6, Knowledge (Arcana) +9, Knowledge (Nature) +9, Knowledge (Religion) +5, Perception +8, Profession (Merchant) +5, Ride -4, Sense Motive +4, Sleight of Hand +0, Spellcraft +9, Stealth -4, Swim -6, Use Magic Device +6 Modifiers Alchemy +2
Languages Common, Draconic, Dwarven, Elven, Orc

SQ Infused Curative, Mutagen (DC 15) (Su), Poisoning (Standard Action) (Ex), Spontaneous Healing (5/day)
Combat Gear Armored Coat, Bolts, Crossbow (10), Crossbow, Light, Mace, Light; Other Gear Alchemist's Kit, Backpack (26 @ 42 lbs), Bedroll, Blanket, winter, Flint and steel, Healer's kit (10 uses), Lantern, bullseye, Oil (1-pint flask) (10), Pouch, belt (1 @ 0 lbs), Rations, trail (per day) (10), Tent, Small
--------------------

SPECIAL ABILITIES
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Mutagen (DC 15) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Spontaneous Healing (5/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons.  +1 to hit with thrown splash weapons.


Muse

#17
*chuckles* 

Well,
A.  We're doing PAthfinder, Humans (like half elves and half orcs) get to choose 1 +2. 
B.  It all started when i was talking to Andy Z about point buy.  He showed me 4th edition D&D point spreads that usualy invovlve 1 18 or 2 sixteens and the rest not so good. 

I thought I'd prove that a charecter like that was playable.  :) 

Here's a bit more of Aiden, at a level 2 build. 


Name: Aiden Nightstone
Race: Human
Class: Wizard (Evoker: Cannot Enchant or Illusion) 2
Gender: Female
Appearence: Small, waifish platinum blond gilr in indigo wizard's robes. 
Motivation:  Make her parents proud of what she's done with the art they taught her before going to sea.  (They have yet to return.)


Str    8   +1
Dex   12   +1
Con   12   +1
Int   20   +5
wis   10   +0
Chrs   11   +0

Hit Points   11

Armor Class   11(15 with Mage Armor)

Saving Throws:
Fort   0   +1
Refl   0   +1
Will   3   +5

Base Attack   +1
--Melee   +0
--Missile +2
----CMB +2
----CMD 13

Quarterstaff
--TAB +0
--Damage d6-1
--Crit 20X2

Light Crossbow (Masterwork Bolts)
--TAB +3
--Damage d8
--Critical 19X2

Dagger
--Damage d4-1
--critical 19X2

Class Abilities:
Arcane Bond:  "The Nightstone":  A golden ring set with a silver flecked saphire. 
Cantrips:
Concentration:  d20+13 (Class +2, Intelegence +5, Trait +2, Feat +4)
Evocation Arcane School:
--Intense Spells (Su):  Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
--Force Missile (Sp):  As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Feats: 
Combat Casting
Expert Cipher
Scribe SCroll

Skills: 
Appraise      2 +3 +5
Craft: Alchemy      2 +3 +5
Craft: Scribe      1 +3 +5
K. Arcana      2 +3 +5
K. Local: Britania   2 +3 +5
K. History      2 +3 +5
K. Religion      1 +3 +5   
Linguistics      2 +3 +5
Spellcraft      2 +3 +5

Spells/Day:
L 0   
E. 
1
2
3
4

L 1
E. Burning Hands
1
2
3
4

Spellbook:
Alarm
Burning Hands
Endure Elements
Identify
Magic Missile
Mage Armor
Snapdragon Fireworks
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

CharlieSariel

@Muse>  Thank you so much for the explanation.  As soon as you mentioned it, I had myself an "a-ha!" moment, and remembered just such a thing.  As for the character itself, it looks well balanced, and would indeed fit as a nice low-level character with potential for growth.  Thanks for letting me see her as her 2nd level incarnation, as that's where the campaign will be starting.

@Callie>  She does indeed look well put together as a character.  I am somewhat confused about something, though.  Correct me if I'm wrong, but in taking the Chirurgeon alternate class, does not an Alchemist lose the Poisoning ability?

I'm still looking for a full party, as I'm not going to be up for running an extra character as well as all of the NPCs.

Current Posting Rate - Approximately 1 to 2 posts per week

Callie Del Noire

Quote from: CharlieSariel on January 09, 2012, 07:21:36 PM

@Callie>  She does indeed look well put together as a character.  I am somewhat confused about something, though.  Correct me if I'm wrong, but in taking the Chirurgeon alternate class, does not an Alchemist lose the Poisoning ability?

Poison Use.. yes.. Poisoning NO. IE.. I CAN poison myself.. but since there are not that many 'harmless' poisons I don't see her using posions.

CharlieSariel

With apologies for taking so long to respond to this, thank you for the clarification, Callie, but I wouldn't have thought that being able to use Poisons deserved an (Ex) entry under Special Abilities unless there was something more to it than the same poison using abilities that everyone has, hence my question about it.  :)

Current Posting Rate - Approximately 1 to 2 posts per week

Callie Del Noire

Quote from: CharlieSariel on January 10, 2012, 10:32:29 PM
With apologies for taking so long to respond to this, thank you for the clarification, Callie, but I wouldn't have thought that being able to use Poisons deserved an (Ex) entry under Special Abilities unless there was something more to it than the same poison using abilities that everyone has, hence my question about it.  :)

Now worries.. just noticed it when I posted myself.. so I went to reread the Archetype.. Poisoning is something ANYONE has.. (though it's a class style thing for Alchemists) Poison use exists in 1 race, and 2 classes

Callie Del Noire

We still need a front line fighter type.. and possibly a healer and/or skill monkey

Callie Del Noire


CharlieSariel

I appreciate your keen-ness for the game, Callie  :)

I'm willing to modify the encounters a little to accommodate a "lighter" party, but a party of entirely second-tier and backup characters would be disastrous.  Hopefully, we'll hear from other interested parties in the coming week.

Current Posting Rate - Approximately 1 to 2 posts per week

schnookums

Hrm, Muse brought this up to me and it sounds interesting enough for me to throw my hat into the ring.

Callie Del Noire

We need a punch monkey (fighter), or a healer or a sneak

I am a sorta healer WITH bombs

CharlieSariel

To be fair, at this point, we're just looking for interest and concepts.  Don't feel pressured to fit the "perfect" party combination or anything.

And thanks for your interest schnookums.  :)

Current Posting Rate - Approximately 1 to 2 posts per week

Callie Del Noire

#28
Just as long as I get to play my "midnight bomber what bombs at midnight, bwahahahahaha baby! Boom!"

http://www.thetick.ws/wavs/boombaby.wav


CharlieSariel

Because it might become important in the game, I have updated the main game write up with the Faiths and Religions portion in more detail.

At present, we have the following suggested character concepts:
- Callie wants to play an Alchemist
- Muse wants to play a Wizard
- Sabriel has expressed interest in an Inquisitor concept.

- schnookums has expressed interest in the game without getting into character specifics.

The game is still open to expressions of interest, and I am still seeking players.

Current Posting Rate - Approximately 1 to 2 posts per week

Chajesdad

Muse keyed me in to this game, and I saw the spread that you have going here. I like the dynamics, we should have plenty of occult aide (divine and arcane by the looks). I was hoping to play a second-story man, rogue, with  focus on toy (magical) usage. This comes as a viably useful opening, a side to the party that I just didn't see available before. I wish to have a rather colorful character though only marginally unlawful.
What were you thinking just now?

https://elliquiy.com/forums/onsoffs.php?u=31109 Ons and Offs

Amethyst Dreams

Looks interesting enough.  Seems like close-line warriors are missing.  I'm willing to pitch with either a barbarian or samurai, if those are permissible.
                                                                                                    A/A Update (16/4)

Muse

The setting is based on the British Isles, Amythest.  But i bet a barbarian would fit.  (Maybe a highlander with a Scottish style claymore.) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Amethyst Dreams

Aye, barbarian it must be then, though I had hoped for a small chance of having a wanderer from the east :P.  I guess I'll get to working on one, and if there is still a spot available, at least he'll be ready.
                                                                                                    A/A Update (16/4)

CharlieSariel

Thanks for the interest fellows!

Chajesdad:  I'd love to see the sheet when it's put together.
Amethyst:  While I'm absolutely not going to tell you not to play a barbarian, given that it's appropriate for the overall setting, I do wish to advise you that there will be stretches of the game in the cities, as well as in the wilds.  As with Chajesdad... I'd love to see the sheet regardless of your decision!

Current Posting Rate - Approximately 1 to 2 posts per week

Callie Del Noire

Quote from: CharlieSariel on January 17, 2012, 07:33:51 PM
Thanks for the interest fellows!

Chajesdad:  I'd love to see the sheet when it's put together.
Amethyst:  While I'm absolutely not going to tell you not to play a barbarian, given that it's appropriate for the overall setting, I do wish to advise you that there will be stretches of the game in the cities, as well as in the wilds.  As with Chajesdad... I'd love to see the sheet regardless of your decision!


I suddenly have the image of a scottish savage running around in a kilt. :D

Amethyst Dreams

A curse of Mythweavers (well not really :P since I can see the reason for it) for the delay since I got my character finished.  I've decided to go with the Barbarian after all, given the nature of the setting.  Until mythweavers is back up, I'll just give a little about him so that a general idea can be garnered:

Dorn Cannack (Barbarian 2)
STR 16 (+2 for human bonus), DEX 13, CON 14, INT 10, WIS 12, CHA 14
Skills: Climb +8, Intimidate +7, Perception +6, Survival +6, Swim +8
                                                                                                    A/A Update (16/4)

Amethyst Dreams

Well, I've transferred Dorn Cannack to plothook (given that we might have to wait for a little too long with Myth-Weavers), and hope he'll meet with approval.
                                                                                                    A/A Update (16/4)

Kuje

#38
Well, if you all need a healer type I can fall back on one of my favorite character classes which is the druid. I mean really, any game set in the old British Isles needs a druid. I think I got most of the mechanics down, least I hope I do and correctly.

Bradven
Male Human Druid 2
Lawful Neutral Medium Humanoid (Human)
Str 10, Dex 14, Con 12, Int 12, Wis 18, Cha 11
Ini +6
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed: 12.
hp 15 (2d8)
Base Atk Melee: 1; Base Attack Range: 3 + range; CMB: 1; CMD: 13
Fort 4, Ref 2, Will 7
--------------------
OFFENSE
--------------------
Spd 30 ft.

--------------------
STATISTICS
--------------------
Feats: Improved Ini, Natural Spell
Skills: Fly 4, Handle Animal 4, Heal 3, Know Nature 4, Percep 4, Spellcraft 4, Survival 4,
Languages Common, Druidic, Elven, Sylvan

Spells:
DC: 14 + Spell Level
Spells Per Day: 0th: 4, 1st: 3

Meloueg - Hawk Animal Companion.
3HD. BAB: 4. Fort: 4. Ref: 5. Will: 3.
Skills: Fly, Acrobatics, Perception.
Feats: Combat Reflexes, Improved Ini.
Tricks: Down

Gear: Traveler's Outfit. Sickle. (2) Short spears. Leather Armor. Backpack w/ Flint & Steel, (4) Trail rations, (4) Fish hooks, Explorer's Outfit, and (2) Waterskins. Wooden Holy Symbol. Spell Component Pouch. 30 Gold Pieces.

swordwind

Aaric Wisler: http://plothook.net/RPG/profiler/view.php?id=10079

All places of power need someone to work behind the scenes. Someone to gather information, deal with unknown issues, and discover what to do when things take a turn for the worse. All in the name of a nation, creed, idea, or faith. Aaric discovered that people like this existed and wanted nothing more then to be like that.

Brought up in Kaerlud with his farther and mother. He learned the family trade quickly. His father being a pickpocket  and his mother a high end courtesan. His hands and words were trained well.  With his upbringing he lived very well, as much one can be within a brothel, and he became fascinated by the people he met and saw.

Lower class to upper class came and went within the establishment and he picked up bits of information from person to person. He noticed the weave of lies people took great pains to conceal and the gems they careless left within grasp of a roaming hand.

During a typical day he tended the tables and rooms of the establishment while at night he worked with his father. Bringing in the coin that some didn't think they had to pay for. Anyone that dealt with his mother in poor fashion he was quick remember and dealt with within the week.

Years came and went and his father was sadly stuck down my the flu, unable to pay the outrageous prices the clergy wanted for a cure. His mother retired to a stone house within the upper class district of the city. Having made enough connections throughout life to live peacefully. This left Aaric to his own devices and it was then that he discovered the nightlife of the city had it's own people that came and went.

Thieves, murders, blackmarket merchants, information brokers, and best of all women. Everything an aspiring young man would find terribly exciting. He dove into the night world and quickly became a local name in some districts within Kaerlud. He worked for local merchants that wanted a problem dealt with or competitor that needed to have a shipment not show up. It was good work and Aaric did a good job at keeping his hands clean when the local militia came up.

Hell if your hands were to be chopped off or your tongue cut out you made yourself a ghost till things calmed down. Everything was going well until the miracle came to town. The blackmarket merchants went nuts. Everyone who was anyone had to know what was going on within that building or how such a thing could happen. Aaric was interested as well but he didn't touch things were gods could come into the equation.

It wasn't until his local companions started to act off that he took a more personal interest. This church was going to do something that didn't sit right with him. It was changing his world and that of everyone within the city. He had to find out what was going on. Upon hearing that the goverment was getting involved he decided that it was best he go help. He needed a few things cleared up so he would hang from a noose within the month anyways.

Chajesdad

Jada Marnaut "Jade"
Female Human Rogue 2 | [Chaotic Good]   
DESCRIPTION
Age 18
Looks Auburn hair, Emerald eyes          Height/Weight 5 tall, 110 lbs. (Medium)
Homeland ____________________     Deity Pantheon
Campaign ____________________     Representing Chajesdad

STRENGTH
12 (+1)   
DEXTERITY
16 (+3)
CONSTITUTION
10 (+0)
INTELLIGENCE
14 (+2)
WISDOM
11 (+0)
CHARISMA
14 (+2)

HIT POINTS
HP 16
Current HP
Initiative +3 = 3 [Dex]
Action Points (Lifetime) 6

SKILLS
SKILL   Total + Ability Mod. + Ranks + Misc.
Acrobatics*   +7 = DEX 3+1+3
Appraise   +6 = INT 2+1+3
Bluff   +6 = CHA 2+1+3
Climb*   +6 = STR 1+2+3
Craft    Jeweler +6 = INT 2+1+3
Diplomacy   +2 = CHA 2+0+0
Disable Device*†   +8 = DEX 3+2+3
Disguise   +6 = CHA 2+1+3
Escape Artist*   +7 = DEX 3+1+3
Fly*   +3 = DEX 3+0+0
Handle Animal†   +2 = CHA 2+0+0
Heal   +0 = WIS 0+0+0
Intimidate   +2 = CHA 2+0+0
K (Arcana)†   +2 = INT 2+0+0
K (Dungeoneering)†   +6 = INT 2+1+3
K (Engineering)†   +2 = INT 2+0+0
K (Geography)†   +2 = INT 2+0+0
K (History)†   +2 = INT 2+0+0
K (Local)†   +6 = INT 2+1+3
K (Nature)†   +2 = INT 2+0+0
K (Nobility)†   +2 = INT 2+0+0
K (Planes)†   +2 = INT 2+0+0
K (Religion)†   +2 = INT 2+0+0
Linguistics†   +6 = INT 2+1+3
Perception   +5 = WIS 0+2+3
Perform   +2 = CHA 2+0+0
Perform   +2 = CHA 2+0+0
Profession†Cook   +4 = WIS 0+1+3
Ride   +3 = DEX 3+0+0
Sense Motive   +4 = WIS 0+1+3
Sleight of Hand*†   +3 = DEX 3+0+0
Spellcraft†   +10 = INT 2+2+3+2 [Magical Aptitude] +1 [Classically schooled]
Stealth*   +8 = DEX 3+2+3
Survival   +0 = WIS 0+0+0
Swim*   +5 = STR 1+1+3
Use Magic Device†   +12 = CHA 2+2+3+2 [Magical Aptitude]+3 [Skill Focus]


* Armor Check Penalty 0
† Trained Only

EQUIPMENT

2g Cold Iron (Brass) Knuckles
5 Padded Armor
22g Silver Dagger
- Wooden Stake
10 Shortsword
50 MW thieves tools
150 Mighty Composite Shortbow
7 MW arrows (20)
1 arrows (20)

1 Jeweler's Outfit (Wire Monacle, Apron, gloves)
55 Jeweler's Kit
25 1/2 pound gold
10 silver 2lb
1 copper 2lb

15 Hand cart
1 Cook's Outfit (Apron, pair of leather gloves)
55g MW Spice Kit
55 MW cooks equipment
9 Light Steel Shield
9 Light Steel Shield
6 Hand Axe
6 Hand Axe
10 Shortsword
2 Dagger
2 Dagger
2 Bear Trap
2 Waterskin (2)
2 Half Barrel
2 Half barrel
110 Everburning torch

-- Dice Ox knuckles
3 Darts(6) Marked for play between two

50 MW backpack effective 13 Str for carry
--Explorer's Outfit
10 Explorer's Outfit
110 Everburning torch

NOTES

110 gold remaining

Class trick Weapon Finesse
Base Speed [ 30 (6 sq.) ]

AC [14] = 10 + 1 [Padded] +3 [Dex]
Touch AC [13]    Flat-Footed [11]

BASE ATTACK BONUS
+1
Basic Melee Attack +2
Basic Ranged Attack +4

Weapon
Attack Bonus
Critical
Cold Iron (Brass) Knuckles   4   x2
B         1d3+1
Type
Range
Ammo
Damage

Weapon
Attack Bonus
Critical
Dagger   4   19-20x2
P   10   2   1d4+1
Type
Range
Ammo
Damage

Weapon
Attack Bonus
Critical
Shortbow MC +1 Str   4(5)   x3
P   70   20(20)   1d6+1
Type
Range
Ammo
Damage

Weapon
Attack Bonus
Critical
Shortsword   4   19-20x2
P         1d6+1
Type
Range
Ammo
Damage

FORTITUDE SAVE
+0    = 0 [base] +0 [Con]
REFLEX SAVE
+6    = 3 [base] +3 [Dex]
WILL SAVE
+0    = 0 [base] +0 [Wis]

CMB
+2    = 1 [BAB] +1 [Str] +0 [size]
CMD
+15    = 1 [BAB] +1 [Str] +3 [Dex] +0 [size] + 10
FEATS
Magical Aptitude
Skill Focus [Use Magic Device]

TRAITS
Improvisational Equipment
Classically Schooled
CARRYING CAPACITY
Light Load: 43lbs.
Medium Load: 86lbs.
Heavy Load: 130lbs.
Lift Over Head: 130lbs.
Lift Off Ground: 260lbs.
Push or Drag: 650lbs.   
LANGUAGES
Common
2 Bonus Languages (Int)
SPECIAL ABILITIES
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)

Rogue
Evasion
1 Rogue Talents
Trapfinding
Sneak Attack +1d6




EXPERIENCE POINTS
1000
What were you thinking just now?

https://elliquiy.com/forums/onsoffs.php?u=31109 Ons and Offs

Muse


Name: Aiden Nightstone
Race: Human
Class: Wizard (Evoker: Cannot Enchant or Illusion) 2
Gender: Female
Appearence: Small, waifish platinum blond gilr in indigo wizard's robes. 
Motivation:  Make her parents proud of what she's done with the art they taught her before

going to sea.  (They have yet to return.)
Experience: 1,000


Str    8   +1
Dex   12   +1
Con   12   +1
Int   20   +5
wis   10   +0
Chrs   11   +0

Hit Points   11

Armor Class   11(15 with Mage Armor)

Saving Throws:
Fort   0   +1
Refl   0   +1
Will   3   +5

Base Attack   +1
--Melee   +0
--Missile +2
----CMB +2
----CMD 13

Quarterstaff
--TAB +0
--Damage d6-1
--Crit 20X2

Light Crossbow (Masterwork Bolts)
--TAB +3
--Damage d8
--Critical 19X2
--5LBS

Dagger
--TAB +0 or +2
--Damage d4-1
--critical 19X2
--1 LBS

Class Abilities:
Arcane Bond:  "The Nightstone":  A golden ring set with a silver flecked saphire. 
Cantrips:
Concentration:  d20+13 (Class +2, Intelegence +5, Trait +2, Feat +4)
Evocation Arcane School:
--Intense Spells (Su):  Whenever you cast an evocation spell that deals hit point damage,

add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a

spell, not once per missile or ray, and cannot be split between multiple missiles or rays.

This bonus damage is not increased by Empower Spell or similar effects. This damage is of

the same type as the spell. At 20th level, whenever you cast an evocation spell you can

roll twice to penetrate a creature's spell resistance and take the better result.
--Force Missile (Sp):  As a standard action you can unleash a force missile that

automatically strikes a foe, as magic missile. The force missile deals 1d4 points of

damage plus the damage from your intense spells evocation power. This is a force effect.

You can use this ability a number of times per day equal to 3 + your Intelligence

modifier.

Feats: 
Combat Casting
Cypher Script
Scribe SCroll

Skills: 
Appraise      2 +3 +5
Craft: Alchemy      2 +3 +5 +1   =d20+11
Craft: Scribe      1 +3 +5 +2   =d20+11
K. Arcana      2 +3 +5
K. Local: Britania   2 +3 +5
K. History      2 +3 +5
K. Religion      1 +3 +5   
Linguistics      2 +3 +5
Spellcraft      2 +3 +5

Langueges: 
Common: Britania
Draconic
?
?
?
?
?
?

Spells/Day:
L 0   
E. Spark
1  Light
2  Mending
3  Message
4  Prestidigitation

L 1
E. Burning Hands

2  Mage Armor





Spellbook:
Alarm
Burning Hands
Endure Elements
Floating Disk
Grease
Identify
Jump
Magic Missile
Mage Armor
Mount
Peace Bond
Snapdragon Fireworks
Unseen Servant

Scroll Case: 
--Scrolls (L2): Mount, Unseen Servant
Wizard Robes


Backpack, Masterwork
--Alchemist's Fire X2
--Alchemist's Kindness X10
--Antitoxin X1
--Antiplauge X2
--Blood Block X3
--Body Balm
--Sun Rods X3

Clothing, Adventurer's Sash
--Alchemist's Fire X2
--Flint and Steel
--Antiplauge X1
--Antitoxin X2
--Blood Block X3
--Body Balm
--Holy Water X2
--Potion of Cure Light Wounds
--Spell Book
--Spell Component Pouch
--Sun Rods X2
--Tinder Twigs X10
--Wand of Mage Armor Charges: 15

Pack Mule
Saddle, Pack
--Alchemist's Lab, Portable
--Alchemist's Kindness X20
--Alchemist's Fire X2
--Antitoxin X2
--Antiplauge X2
--Masterwork Artisan's Tools: Scribe
--Crowbar
--Grappling Hook
--50' Rope, Silk
--Shovel
--Sun Rods X10
--Tinder Twigs X20

Bodice Purse: 
2  Platinum
5  Gold

Purse: 
2  Gold
9  Silver
10 Copper
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

swordwind

*opens door, looks about, waits a moment, then closes the door, turns towards the crowd* Not yet

yesiroleplay

#43
Ashlyn d'Parkeville
  • Human Female LG Paladin of The Champion, Level 2, Init +1, HP 20/20, Speed 20
  • AC 20(+7 Armor, +2 Shield, +1 Dex), Touch 11, Flat-footed 19, Fort +7, Ref +3, Will +5, Base Attack Bonus 2
  • Abilities Str 18, Dex 12, Con 14, Int 7, Wis 10, Cha 15
  • Condition None
  • Equipment:

    • Field Plate Armor -
    • Heavy Steel Shield -
    • Longsword - +7/1d8+4

The village of Parkeville is a tiny place, typical of the southlands.  A quite hamlet just south of the Westroad and only a few hours walk from the gates of Kaerlud, the town is distinguished from hundreds just like it only by proximity to the Royal Parke.

The largest old-growth woodland in the area is protected from encroachment by Royal Decree - and more importantly by a royal bailiff and his deputies.  The Parke is preserved as a hunting reserve for the royal family and their privileged guests, the hunting lodge nestled at its northern access serves as headquarters for the bailiff and employment for many of the locals when there are royals in residence.

The village has no mayor - most of the functions of that office are handled by the bailiff.  The locals look to Josh of Parkeville as their representative and leader if they think of such matters at all.  Officially, Josh is a farmer, one of the most successful in the southlands.  He is also a druid of considerable power and even greater influence, and he oversees worship at one of the oldest stone circles on the Isle.  The fact that this circle lies within the King's Parke might explain why the preserve has so well resisted encroachment.

Josh's wife Breanne is the village midwife and hedge-healer, much respected by the local women-folk.  They have 5 children, all sans one settled into the local community as farmers or tradesmen or the wives of farmers and tradesmen.

Their problem child is Ashlyn - a proud and strong and healthy girl of wild imagination and small intellect.  It's not obvious from her appearance, which is striking and lovely, but Ashlyn might charitably be described as 'not all there.'  Less charitable folk describe her as 'dumb as a fence post'.

She tends to take things at face value, and prefers action over the wordplay she can so rarely follow.  She believes her father's Druidic teachings with a profoundly stupid acceptance of metaphor as fact.  She's also obedient, eager to please, and did I mention strong?  Her services are much in demand any time heavy work is required, as her limited range of focus and her strong back got the job done in short order.

Tenacity and an eagerness to please are perhaps her defining character traits, and along with her strength of arm earned her the attention of a young noblewoman visiting the King's hunting lodge.  The young noble was passionate and bright and at the age where injustice outraged her into activism.   And her most passionate cause was the plight of women in society. 

Feminism is a label for an attitude women have shared throughout history, and rarely been positioned to realize.  Young Lady Marguette wanted to change things, and a girl stronger than any of the boys was a weapon she desired in her struggle.

Sponsoring a mere girl to squire into one of the Knightly orders proved impossible.  Despite her family position and her considerable persuasive skill, Marguette could not get a mere peasant girl into any of the major brotherhoods.  The best she could manage was to enroll Ashlyn into a minor order of holy warriors.  Warriors - not even a knightly order.  Ashlyn didn't care and did what Maguette suggested.  Marguette was pretty and she never laughed at her and she smelled nice.  Besides, brutal hours of weapon practice were easier than building rock walls or pitching hay. They made her study theo… ology and meta… something, but once she learned the rotes the instructors seemed satisfied even if she obviously failed to grasp much of the meaning.  Ashlyn was very good at rote.

Mastery of rote helped with the instructors, and a desire to please and a strong back and natural athletic ability helped Ashlyn fit in with her fellow warriors.  Her fellows respected her skill at arms and shielded her from the need to speak to outsiders and they teased her less than had the kids back in Parkeville. For the most part she seemed happy with her position even after Marguette stopped visiting.

The young paladin was fuzzy on the details of how she ended up in the audience chamber in answer to a call for adventurers, but it must be something important or she wouldn't be there.

Callie Del Noire

I like her yes.. but don't you want to slip her a few points of wis so she can have some spells? Poor girl could use a little wisdom loving (makes a note to give her a circlet of wisdom +∞ sometime. )

yesiroleplay

I am well aware that she can't cast spells, and that detect evil isn't all that useful in a Ravenloft realm.
I might try to sweet-talk the DM into letting her exchange spellcasting for another class feature - maybe a feat every other level starting at 4th?

Even if not - I like her limitations.

Callie Del Noire

Quote from: yesiroleplay on January 23, 2012, 12:23:17 PM
I am well aware that she can't cast spells, and that detect evil isn't all that useful in a Ravenloft realm.
I might try to sweet-talk the DM into letting her exchange spellcasting for another class feature - maybe a feat every other level starting at 4th?

Even if not - I like her limitations.

I like her too. :D Check out the Archetypes.. might have somethign there.

AndyZ

IIRC, Complete Divine from 3.5 had some suggestions for paladins without spells.  They just gave them alternate powers.  Might be worth looking into as an option.
It's all good, and it's all in fun.  Now get in the pit and try to love someone.

Ons/Offs   -  My schedule and A/As   -    My Avatars

If I've owed you a post for at least a week, poke me.

Muse

  He he he he. 

  News flash, peeps.  Pathfinder paladins cast off of charisma.  ;)
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

yesiroleplay

Hey wow!  They do? They do!  Sweet.  I guess.
I was sorta in love with the idea she was gimped, but I'll take it.

CharlieSariel

Okay folks!

I think we've garnered about as many interested parties as we're going to get for this one.  There's enough here to be making a party with.  I'll be finalizing some details with people via PMs throughout the week, and I'll be starting the game threads on Saturday at the latest.

After some consideration, I'm thinking we'll only need two threads to start with.  One for Character Sheets, and OOC information and discussion, and one IC thread.  My intention is to keep any dice rolling and game mechanics conversation to the OOC thread, so as to make the IC one as seamless as possible.

That's where we have it!  :)

Current Posting Rate - Approximately 1 to 2 posts per week

Muse

*Applauds* 

Whoot!  The game will begin!  :) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

CharlieSariel

Thank you for all who expressed interest.  This iteration of the game has its party, and will be moving forward.  If you did not hear from me regarding your character, I have chosen to go with another at this time.

Depending on how things work out with the current party, there may be additional iterations of this game, or spin-offs as well.  If such is the case, I will be launching a new Interest Thread independently.

Current Posting Rate - Approximately 1 to 2 posts per week