Dark Exile (Pathfinder Sys)

Started by Argent Adonis, March 30, 2017, 06:29:31 PM

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Argent Adonis

Hello all, Argent Adonis (Argent is fine) here and new to the forums.  I'm looking to start up a Pathfinder system game for a small group of about 4-5 individuals, based on grit and survival, focused on lower-tiers of play.

As a basic story idea:

  • A group of prisoners (they can be minor criminals, political prisoners, wrongly imprisoned, etc...) are being transported to a penal colony across the ocean in newly discovered lands, where they can be used as cheap labour.  A series of bad coincidences sees that the boat runs short of food and water long before they get to their destination, and whilst they can turn back, there's still not going to be enough to feed everyone.  The captain decides, out of conscience, rather than just throw all the prisoners into the ocean, to drop them off at the only land near enough to reach that they can afford to detour to without compromising supplies.

    The land, however, is an infamous and sinister archipelago of islands known as the Devil's Haunt, reputed to have been formed in antiquity when the corpse of a dark god hurtled down from the skies to crash in that area, raising up the lands from the ocean's darkest trenches.  True or not, it is a place where at least three expeditions have disappeared without a trace, except for blood-soaked encampments.

    And it is here that the marooned group must struggle for survival.

The scarcity or resources and items will necessitate in characters needing to make their own, or scavenge what they can find.  Maybe even build a small home/fort, supply depots, and probably find ways to move between the islands.

Players will arrive on the island with little more than some food and a loincloth.  And maybe a dagger and/or some tool between them.  The idea that I'd like to reinforce is improvisation and creativity to get around their challenges.

With regards to sexual content; I don't want it to be the focus of the game, but I'm certainly open to including a healthy dose - in addition to what players want to get up to with each others characters, I'll also offer some fellow NPC prisoners, as well certain aspects of the ecology of the setting.





  • Ability Scores: Points-buy with 15 pts.
  • Races: Core races; aasimar, catfolk, changeling, dhamphir, ratfolk, tiefling
  • Starting Level: 3rd.
  • Background Skills applicable.
  • Automatic Bonus Progression applicable.
  • Traits: 2 starting traits, or 3 if flaw is taken.  You may not choose traits that grant money or items.
  • Wealth & Equipment: Loincloth for men.  Loose tunic for women.
  • House Rules
    Defence & AC
    Armour functions as DR, rather AC.
    • Strength: Provides a shield bonus to AC equal to character's ability modifier.  Stacks with other shield bonuses, but if caught flat-footed, the strength bonus is lost.  The character must be wielding something they are proficient with parry attacks with (weapon or shield).
    • Dexterity: Functions as normal.
    • Constitution: Provides a natural armour bonus to AC that stacks with other forms of natural armour.
    • Intelligence: A character can gain an insight bonus to AC, equal to the modifier, provided they spend a move action (representing analysis of the situation) on the round they wish to gain the bonus, which then lasts until the beginning of their next turn.  A character with the Alertness and Combat Reflexes feat can activate it with a swift action.
    • Wisdom: None (reserved for Monks who specially train to use this ability score.)
    • Charisma: A character who possess the Endurance feat, and 3 ranks in Knowledge [arcana] & Spellcraft can spend a swift action to obtain a deflection bonus to AC equal to their modifier for 1 round.  A character who possesses the Warrior Priest feat, and 3 ranks in Knowledge [religion] can spend a swift action to obtain a sacred/profane/luck (depending on choice of god; good [sacred], evil [profane], neutral [luck]) to their AC for 1 round.


    Level Cap & Mythic Tiers
    Characters can advance in level until 6th level.

    After 6th level, PCs continue to advance by gaining ranks in Mythic tiers.  Mythic tiers count as character levels for the purpose of determining what benefits they gain from the ABP (e.g. Fighter 6 with 3 mythic tiers gains the benefits of a 9th level character on the ABP.)

    PCs gain a bonus feat on every mythic tier, but only acquire mythic feats on 1st, 3rd, 5th, 7th, and 9th tiers (though they may elect to take normal feats instead).


    Arcane Spellcasters & Cantrips
    Arcane casters can increase the damage power of their cantrips at 3rd and 5th level, by spending a swift and move action at the respective levels.

    • At 3rd level, their cantrips can inflict twice as much damage (e.g. acid orb 1d3 normal, 2d3 enhanced) if they spend a swift action before casting the spell.
    • At 5th level, their cantrips can inflict three times as much damage (e.g. acid orb, 1d3 normal 3d3 enhanced) if they spend a move action before casting the spell (they can always spend a swift action instead for x2 damage).
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Argent Adonis' RP Request Thread

PhantomPistoleer

Always seeking 5E games.
O/O

Argent Adonis

Hello PhantomPistoleer thanks for your interest.  If there's any ideas you'd like to bring to the table, please do so.  Otherwise feel free to start pitching a character concept in rough.
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Argent Adonis' RP Request Thread

PhantomPistoleer

Quote from: Argent Adonis on March 30, 2017, 06:36:26 PM
Hello PhantomPistoleer thanks for your interest.  If there's any ideas you'd like to bring to the table, please do so.  Otherwise feel free to start pitching a character concept in rough.

I really like survival D&D.  The old 3.5 quintessential ranger guide was my favorite book, and I really recommend incorporating some of its unique crafting rules into the game.

For my part, I'd like to play either a thief or a ranger.
Always seeking 5E games.
O/O

Kathyan

Showing interest here as well, probably would make a fighter, barbarian or monk

Argent Adonis

Welcome Kathyan!  Sounds great and will look forward to it seeing the draft.
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Argent Adonis' RP Request Thread

PhantomPistoleer

Kathyan, would you consider making a brother-sister criminal duo with me?
Always seeking 5E games.
O/O

HopeFox

This looks like fun! Survival can be a great challenge.

As much is it would be sensible to make some kind of druid wilderness ninja, I'm actually really tempted by a bard. Will there be much interaction with NPCs, whereby social skills and powers will be useful?

What are your thoughts on races?
If you're such an iconoclast, where were you when we trashed Constantinople?

Argent Adonis

A very underused challenge at that!  Welcome and thanks for showing interest HopeFox.


It always helps to have someone that can help influence people.  The total number of prisoner-exiles will number at around 30 odd to begin with, then allowing for other survivors found will bolster group numbers to around 80 - 150.  At such numbers people will eventually split down into factions.  The PCs, however, are meant to be among the most capable of a motley lot.


I'll be allowing for the core races, but mainly the requirement is that they be humanish and not overly exotic or monstrous.




As a general rule, I'm looking to bring into play the various other mechanics Pathfinder has into play, and while there will be the occasional battle, it is not going be focus - PCs are more likely to rack up experience points from challenges than they are from fighting.
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Argent Adonis' RP Request Thread

HopeFox

A bard it is, then!

I've just recently developed a concept for a kobold bard with the Street Performer archetype, who makes a living dancing and telling jokes on the street. He or she could easily have been arrested for Busking While Kobold, and could be helpful in keeping the prisoners' spirits up if nothing else!
If you're such an iconoclast, where were you when we trashed Constantinople?

Chulanowa

You have my interest.

Though, I would advise not using all those AC bonuses. maybe allowing players ot use an standard action to trigger those bonuses a few times per game would work, but it can quickly spiral into everyone being untouchable.  ;D

Sally Aces

I'd love to bring in a heretical Cleric, someone with a connection to a forbidden God (maybe a cultist of the old God whose bones made the archipelago?)

Could this work?

Kathyan

Quote from: PhantomPistoleer on March 30, 2017, 07:07:42 PM
Kathyan, would you consider making a brother-sister criminal duo with me?
If you want to have a pre existing relationship I would prefer not going siblings but something else instead ^^



Quote from: Chulanowa on April 01, 2017, 06:14:37 AM
You have my interest.

Though, I would advise not using all those AC bonuses. maybe allowing players ot use an standard action to trigger those bonuses a few times per game would work, but it can quickly spiral into everyone being untouchable.  ;D
+1
I had not seen those before, I might reconsider what class to play
The automatic bonus idea sounds good and me be enough to go around the shortage of resources but don't how will those go with E6?

Also about magic I guess we should really consider Eschew Materials right? yet the alchemy based classes will still have a hard time.

Vonandi

Interested if there is still some room.

EndofDivine

Tentatively interested. Mind if I ask a few questions first? Well...maybe more than a few. :P

Why Pathfinder? Just curious. Seems like a strange choice for something that falls so far outside of what Pathfinder games usually aim for.

Do you have an overarching plot in mind that you plan to introduce or is this meant to be more of a sandbox game? What gets the characters motivated to get out and adventure instead of just hanging out at camp and focusing on surviving?

Quote from: Argent Adonis on March 30, 2017, 06:29:31 PMWith regards to sexual content; I don't want it to be the focus of the game, but I'm certainly open to including a healthy dose - in addition to what players want to get up to with each others characters, I'll also offer some fellow NPC prisoners, as well certain aspects of the ecology of the setting.

Could elaborate on what you had in mind for the bolded part?

...aaand I think that's all I've got for now. I'll probably send you a PM to talk about some ideas.


Nameless One

I'd like to be in the party, if there's still place for one! Sounds like an interesting scenario. If I get it right, we have a tough character (fighter, monk or barbarian), a cleric, a bard and a thief or ranger. I guess I'll pick a wizard, a sorcerer or an arcanist. Or if needed another first line.

Let me know if there's still place for me!  ;D
It is "Torment". It is that which draws all tormented souls to you. The flesh knows it suffers, even when the mind has forgotten. And so you wear the rune always.

Ons and Offs

Argent Adonis

Quote from: Chulanowa on April 01, 2017, 06:14:37 AMYou have my interest.

Though, I would advise not using all those AC bonuses. maybe allowing players ot use an standard action to trigger those bonuses a few times per game would work, but it can quickly spiral into everyone being untouchable.  ;D
Thanks for the interest Chulanowa, and you just brought to my attention something that I had forgotten to include in the opening - armour as DR rather than AC.  I've done this house system on at least three previous occasions and has seemed to work fairly well.

Quote from: Sally Aces on April 01, 2017, 10:10:54 AMI'd love to bring in a heretical Cleric, someone with a connection to a forbidden God (maybe a cultist of the old God whose bones made the archipelago?)

Could this work?
Welcome Sally!  I hadn't actually thought of that before, but yes - I can definitely get behind that idea.  I haven't solidly developed the actualities of the deity beyond being one that is CN or NE in alignment.  If you have some ideas, feel free to pitch :-)

Quote from: Kathyan on April 01, 2017, 10:42:40 AMThe automatic bonus idea sounds good and me be enough to go around the shortage of resources but don't know how well those go with E6?

Also about magic I guess we should really consider Eschew Materials right? yet the alchemy based classes will still have a hard time.
I figure it's a useful thing to have, but there will be opportunities for scavenging such things to find the materials needed to make such items if needed.  With regards to the Automatic Progression; for the purpose of this campaign, the Mythic levels attained will count as character levels for ABP.

Quote from: Ithnuul on April 01, 2017, 11:53:44 PMInterested if there is still some room.
Quote from: Nameless One on April 03, 2017, 04:31:01 AMI'd like to be in the party, if there's still place for one! Sounds like an interesting scenario. If I get it right, we have a tough character (fighter, monk or barbarian), a cleric, a bard and a thief or ranger. I guess I'll pick a wizard, a sorcerer or an arcanist. Or if needed another first line.

Let me know if there's still place for me!  ;D
Welcome Ithnuul and Nameless One!  At present, no selections have been made, so you may feel free to throw in a character concept (as can everyone).  I will come up with the character build soonish, but the general idea of a PC is good enough for now.

Quote from: EndofDivine on April 02, 2017, 05:37:36 PMTentatively interested. Mind if I ask a few questions first? Well...maybe more than a few. :P

Why Pathfinder? Just curious. Seems like a strange choice for something that falls so far outside of what Pathfinder games usually aim for.

Do you have an overarching plot in mind that you plan to introduce or is this meant to be more of a sandbox game? What gets the characters motivated to get out and adventure instead of just hanging out at camp and focusing on surviving?

Could elaborate on what you had in mind for the bolded part?

...aaand I think that's all I've got for now. I'll probably send you a PM to talk about some ideas.
Thanks for your questions EndofDivine!  To be honest, I was originally thinking of using the Star Wars SAGA system to do the game with, but my distinct preference for fantasy eventually won out, and Pathfinder is what I'm most acquainted with after that.  I've done quite a few games using PF, but non-combat side of things tends to get underused a bit, which made me want to give them some exercise - there will be battles certainly, but I'd like to give the non-combat side of things a try and hopefully get a fairly good game out of that as well.

With regards to direction, I do have a general idea in mind for a plot I want to get going.  What I would like to do, is to give players a reasonable free sandbox game to start with (with some prodding and direction if/when needed) and then slowly bring the plot into focus as the game progresses.  I'm a fan of intelligent playing, so if players make plans and contingencies, it contributes to their success (or at least bettering their odds) in the future.

Figured at least one person would ask about that piece eventually, lol.  Obviously, this can be taken to mean that flaura and fauna can factor in (I'd rather not use the cliche of tentacles), but this can also include hallucinations, herbal/alchemical aphrodisiacs, strange cults, monster males/females.  That said, all of it fairly optional and if there's a demand for it, generally applicable to the players who want it.
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Argent Adonis' RP Request Thread

yesiroleplay

Love this idea.  In fact I'm now playing a bard in a solo game that has very much this sort of flavor.

I don't know what concept to go with - maybe poor maiden that got in trouble for theft, though she stole something minor and her punishment way out of proportion to the crime 
Rogue probably, or one of the many bard archetypes. 

Also would suggest scrapping the extra AC bonuses - there is a reason the spell DC abilities don't provide many direct combat benefits.  The shield bonus for power-fighters cuts deeply into any reason to go with a finesse fighter.

HopeFox

 This all sounds very cool! I like the idea that survival and dealing with other survivors will be the primary thrust of the adventure at the start, and then moving into specific plot later.

I'll get working on my kobold bard idea, then? I think I'll make him male, to make any potential sexual situations less physically difficult. :)
If you're such an iconoclast, where were you when we trashed Constantinople?

Vonandi

I was thinking a finesse based fighter, one if given the option would likely only ever use light to medium armour and a short sword(if they ever get a chance to use as much at least), but is focused on combat not speciality skills unlike a thief. Just to put my concept out there.

Sally Aces

Yay! I like the idea of playing a Cleric whose agenda was ending up where they just happened to be marooned. Perhaps there's a prophesy she's trying to make come true and bring the dead god back to life. Or she could be following visions or an ancient scripture she found in the bowels of the temple she was trained it. Either way, CE and me, so cool. Can you tell me more about the dirty, either here or in PM?

Idej


Argent Adonis

Quote from: Idej on April 06, 2017, 02:10:19 AMIs there an opening still?
Nothing as of present Idej, players having been chosen.  I'll presently be putting up the character building guidelines so that people can get started.

Quote from: Sally Aces on April 04, 2017, 10:25:20 PMYay! I like the idea of playing a Cleric whose agenda was ending up where they just happened to be marooned. Perhaps there's a prophesy she's trying to make come true and bring the dead god back to life. Or she could be following visions or an ancient scripture she found in the bowels of the temple she was trained it. Either way, CE and me, so cool. Can you tell me more about the dirty, either here or in PM?
Generally speaking, I don't have a set fixture on what type of smutty content is going to feature - I generally wait to see which players I select; then, based on their O/Os, I can start to build an idea of what to feature, especially if it's something that intersects with my own O/Os.  My own tastes run from vanilla to extreme, so there will at the very least be some diversity.
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Sally Aces

Quote from: Argent Adonis on April 06, 2017, 10:41:31 AM
Generally speaking, I don't have a set fixture on what type of smutty content is going to feature - I generally wait to see which players I select; then, based on their O/Os, I can start to build an idea of what to feature, especially if it's something that intersects with my own O/Os.  My own tastes run from vanilla to extreme, so there will at the very least be some diversity.

Sorry... can I say this once... I HATE autocorrect. That sentence was SUPPOSED to be:

Can you tell me more about the DEITY, either here or in PMs....

But, I do appreciate the quick rehash on smut in the game, though *giggles*

EndofDivine


PhantomPistoleer

Hi!  I have to withdraw interest.  Health reasons.  Good luck with your game!
Always seeking 5E games.
O/O

Sally Aces

I hope you feel better soon, PhontomPistoleer

Argent Adonis

Okay, character creation guidelines have been put up in the OP post.  Happy building!  Any questions, please ask.
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Argent Adonis' RP Request Thread

Kathyan

#28
Ok here is my character, might still make some little adjustments but overall she is ready

Spoiler: Click to Show/Hide


Razhia Seirri
Female Tiefling(oni spawn)
Alignment LE
Init +1; Senses Darkvision60' Perception +7

STR 18(+4) 10pts +2racial
DEX 13(+1) 3pts
CON 13(+1) 3pts
INT 08(-1) -2pts
WIS 16(+3) 5pts +2racial
CHA 05(-3) -4pts -2racial

Unarmed Attack bonus 6: 2BAB+4str
Unarmed Damage 1d6+4

CMB +8/+10: 3MonkLevel+4str+1trait/+2 on grapple or dirty trick maneuvers
CMD 21/23: 10base+2BAB+4str+1dex+3wis+1shield/+2 on grapple or dirty trick maneuvers
FCMD 19

Defense 19: 10+1dex+3wis+5shield
touch defense: 15
flat footed: 13
DR 2/magic: 2natural
Critical Defense 8: 2DR+1dex+5shield

Saves
Fort 5: 3base+1con+1resistance
Ref 5: 3base+1dex+1resistance
Will 7: 3base+3wis+1resistance

Monk feats
Unarmed strike: 3 per day DC14
Improved Dirty Trick
Improved Grapple
Stunning Fists

Feats
L1 Snapping Turtle Style   one hand free you gain a +1 shield bonus to AC.
L3 Snapping Turtle Clutch   the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.

Traits
Bred for war: +1 on intimidate check and CMD
Liar's Tongue: +1 on bluff check and is class skill
Reactionary: +2 initiative

Drawback
Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Monk Features
Bonus Feats
Flurry of Maneuvers: when full attack can make an aditional maneuver, all maneuvers at -2
Stunning Fists: once per day per monk level DC14
Unarmed Strike: damage 1d6
Evasion
Fast Movement: +10 speed
Maneuver Training: use monk level instead of BAB for CMB
Maneuver Defense: any maneuver attempted provokes AoO if maneuver master has that improved maneuver feat
AC Bonus: add wisdom to AC and CMD, +1 every 4 levels
Favored Class Bonus: +1/4 stunning fist per day

Tiefling Traits
Scaled Skin: Res 5 Cold, +1 nat ac
Beguiling Liar   +4bluff to convince a lie is truth
Spell-like ability: Alter Self
Darkvision 60'
Prehensile Tail

House Rules
+4 (str) shield bonus
+1 (con) nat ac
+1 resistance bonus

Skills
Acrobatics (Dex)   +5   1ranks+3class skill+1dex
Bluff (Cha)      +4/+8   3ranks+3class skill-3cha+1trait/+4 to convince a lie is truth
Climb (Str)      +8   1ranks+3class skill+4str
Craft (Int)
Escape Artist (Dex)
Intimidate (Cha)   +2   1ranks+3class skill-3cha+1trait
Linguistics (Int) BG   +0   1ranks-1int
Knowledge (history) (Int)
Knowledge (religion) (Int)
Perception (Wis)   +7   1ranks+3class skill+3wis   
Perform Dance (Cha) BG   +3   3ranks+3class skill-3cha
Profession Stripper (Wis) BG   +7   1ranks+3class skill+3wis
Profession Bruiser (Wis) BG   +7   1ranks+3class skill+3wis
Ride (Dex)
Sense Motive (Wis)   +7   1ranks+3class skill+3wis
Stealth (Dex)      +5   1ranks+3class skill+1dex
Swim (Str)

Languages
Common, Infernal, Orc


Never having met her parents, Razhia was raised in an orphanage on a big city, it was home to many different races yet mostly populated by humans many of which them stepped over the minorities and tieflings were no exception, even the other races discriminated and were mean to her. Having no family and living in a place with no other tieflings she was always picked by other children and youths for her devilish appearance and even from most adults that visited the orphanage making her resentful toward everyone and kind of a tomboy when she was little, always fist fighting with others kids and even grown ups. She was constantly punished and she learned to fear those who were in charge even if she actually felt no respect for them for they controlled the lives of everyone else, the head of the orphanage, the city guards, the mayor and so on.

She was still young when her life changed though, a day when without knowing she attacked someone she should not have, or perhaps it was her destiny, a lowly criminal dwarf known in the streets and taverns as 'The Scarred One'. He could have killed her easily but she saw the hatred in her eyes and the skill in her fists and even when he did leaved her severely injured and unconscious he looked after her once again to show her a new world.

By the time she was a teen she had already escaped from the orphan house to live instead on the streets and become a member of the gang of 'the Scarred One', she was no longer a tomboy but a hottie now and her fighting style had also been polished, which meant she was not only used to deliver beting but for sexual purposes too, be it on the bed or on the stage of the underground tavern. She actually enjoyed it, that speakeasy being the first place she was able to feel at home.

But everything changed when some lustful drunk tried to take liverties with her without paying claiming he was a very powerful man and she was quick to teach him a lesson. She didn't knew he was indeed an officer with heavy influences and without delay the main attraction of the bar was arrested and taken away to be imprisoned. To make things worse it was not even to the local jail where she was taken where it would have been easy to take her out but to far away lands overseas most probably to be used and abused by the soldiers who worked there instead of being put down for heavy work, she felt glad how things turned out instead...

Argent Adonis

Looks neat Kathyan.  Feel free to give a little bit about her personality and maybe a sentence or two about her background (prisoners are usually fond of revealing such things are all, so feel free to make it mysterious.

Likewise, just a reminder (since someone pointed out a typo to me); no selections have been made thus far, so anyone interested can feel free to put up a character.
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Argent Adonis' RP Request Thread

HopeFox

Okay, here's what I've got! I saw that kobolds weren't on the list, and fair enough, so I went with a ratfolk instead, which are similar but without all the evil.

Rixi, ratfolk street performer

Rixi grew up in a ratfolk warren much like any other. He learned the traditional skills of his people from his parents, and the art of the drums and their associated magic from a wise clan elder. His childhood was full of hard work, but also safety, camaraderie and love. He could ask for no better place to grow up.

Sadly, the very prosperity of his home warren was also what drove him to leave. The numbers of the clan grew prodigiously, until it was clear to everyone that the tunnels and the land around them could not support them all. As often happens for young ratfolk in such a warren, Rixi found himself consumed with a desire to see the wider world, and so he relieved the warren of the burden of caring for him by striking out for the nearby city.

City life was not kind to Rixi, which is a polite way of saying that it was a nightmarish struggle for survival. The trade goods he brought with him from the warren hardly turned a profit at all, and before long he was reduced to busking and occasionally stealing to earn his daily meals. The first thing he learned was how to make himself appear harmless, by carrying his body close to the ground and making jokes at his own expense. This skill kept him safe from townsfolk who might otherwise have attacked him as "vermin".

Rixi survived, and by some definitions he thrived. He even found himself part of a small gang of similar youths, humans and halflings and half-elves, all trying to scratch out a living in the indifferent city. With them he found safety, camaraderie and love once again, and as his skills sharpened and his magic grew, he was able to protect them and grant them some measure of prosperity.

But in the end, it was all for naught. A watch patrol hauled him up for some charge or other - theft, or unlicensed busking, or Loitering While Rat - and sentenced him to hard labour in the new world. He was bundled onto the convict boat, but never reached his destination...
If you're such an iconoclast, where were you when we trashed Constantinople?

EndofDivine

Vera, the Vestige
Level 3 Ghoran Druid

The victory against the mad god came not without sacrifice; the heavens were shattered and the gods that faced him were weakened. Rather than face her own oblivion, one of the goddesses that stood against him chose to cast the final ember of her dying flame into the void, a desperate gambit that she hoped would secure her own immortality. And so, as the sky opened and the dark god fell, so too did a single seed. The goddess' essence landed among the long dead soil, carried deep into the earth by it's fateful plunge from above. This one would grow into Ash, the First.

Ash remembered everything from the first moment she opened her eyes and knew what must be done to reclaim her place in the heavens. The salted earth raised from the ocean flourished under her footsteps, the first blades of grass peaking through blackened stone. Soon, tiny shrubs followed, then massive trees, and all manner of creatures that Ash's imagination could conjure came not long after. It would have been a paradise if not for the influence of her ancient foe's lingering power. Her sprawling forests became twisted and wild and her creations mutated into things of nightmare she could no longer control. Outraged, she fought against her former children, determined to cleanse her befouled creations and start anew. But she was outnumbered and hopelessly overpowered. Ash fought as best she could but soon found herself pinned against the ground she sprouted from, her own children leering over her as they made her suffer. That was how her first life ended.

Belladonna, the Huntress, was born knowing only darkness and hatred. She knew not why but the hatred she had for the unnatural beings that lurked in the shadows knew no limit. So she hunted - fury without reason - unsure why she killed but knowing only that it had to be done. But the island had become something far more sinister in this time; a beacon to all manner of foul things that sought to harness the power of a dormant god. That was how the huntress became the hunted. Twisted devils and their terrible weapons stalked her endlessly, driven by unholy hatred for everything pure and their own murderous instinct. Belladonna was a cunning prey but one that could not run forever despite her power. In the end, the devils were victorious and dragged the former goddess to their obsidian warrens deep beneath the island, intent on seeing how divine flesh fared against their cruel instruments of torture. It took weeks for her health to fail her down in that unending darkness, granting her a slow and miserable release from a fate that was infinitely worse.

Lily cautiously pulled herself from the black soil, her head turning this way and that in search of the dangers she knew to be around every corner. She was unsure what those dangers were exactly but she was certain that she wasn't safe here. So Lily hid, shrouded both in magic and natural camouflage, with the faintest glimmer of hope that she would one day find salvation from the horrors that stomped through the forest at night. When a boat arrived filled with creatures so very similar to herself, her spirits soared. She immediately ran to them, begging for their help in a tongue completely foreign to their ears. Their leader, a massive man of green skin and dark hair, took one look at her and smiled with his crooked teeth. He could sense the magical energy around her - the trembling plant-like woman practically oozed it. He looked over his shoulder at his compatriots and nodded. She would make a far better sacrifice to the island than the woman they had brought along.

This cycle of fear, death, and rebirth went on for hundreds if not thousands of years. Sometimes it was her former children come to gloat to a mother that didn't understand their connection. Other times it was some diabolical denizen of the island looking for some quick fun, hoping to see some faint glimmer of recognition in her eyes as they made the vessel that once carried so much divine energy scream. Each time the former goddess lost even more of herself, power fading and memories forgotten with each new name.

Now the vessel wears the name Vera, a carefree flower that holds no memory of those that came before her or her purpose, and now only wields a relatively paltry store of natural magic. The cycles had slowed in recent years; her tormentors either growing too tired of the game, too uninterested in the lack of challenge she provided these days, or too apathetic to bother being threatened by the shell she had become. This gives Vera a little wiggle room that's she never had before, just enough for her to feel comfortable frolicking about the outskirts of the island, finding ways to fill her time with silly games of her own invention. Deep down, she's a terribly lonely creature carrying a deep sadness that she cannot explain and a burning desire to escape this rotten island.

Argent Adonis

Awesomeness!  I think that brings our total character count up to three, so we're just waiting on one (or two) more person and I'll get us started.
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Sally Aces

I'll work on getting my Half Orc Cleric done by the end of tomorrow.

Vonandi

Would a fighter still be appropriate considering you now have a monk?

Argent Adonis

Certainly!  No objection from me there.
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Chulanowa

Man, you guys keep taking the classes I was gonna go with!  ;D The "no equipment" thing sure does shaft a lot of them.

Might just have to double up on the monk or cleric or something  ;D

HopeFox

I'm looking forward to playing around with the "no equipment" situation! Mind, I did take "Summon Instrument" as a cantrip, and there are just so many fun percussion instruments to summon.
If you're such an iconoclast, where were you when we trashed Constantinople?

Chulanowa

Quote from: HopeFox on April 14, 2017, 05:51:14 AM
I'm looking forward to playing around with the "no equipment" situation! Mind, I did take "Summon Instrument" as a cantrip, and there are just so many fun percussion instruments to summon.

I always liked taking that spell, along with the improvised weapon traits and feats.  ;D

Kathyan

You surely don't get too many chances to use the improvised equipment feats and traits and this is perfect opportunity for it, another fighter would certainly be welcomed considering it may be hard to inflict heavy damage as armor and natural armor count as DR and not as AC, though another spellcaster would be great to have as well ^^

Vonandi


Chulanowa

Well, I've got ideas for a
Aasimar kineticist
,
Catfolk Bloodrager or Oracle
, or a
Catfolk ranger
But... I gotta get to work, so it'll have to wait.

Argent Adonis

Awesome!  Since we've at least got a core group of 5-6 characters to work with, I'll get to opening a OOC post soonish.  Thus far, I believe we have:

Kathyan - Tiefling Monk
Hopefox - Ratfolk Bard
EndofDivine - Ghoran Druid
SallyAces - Half-Orc Cleric (pending completion)
Ithnuul - Human Fighter
Chulanowa - Aasimar Kineticist; Catfolk Bloorager/Oracle; Catfolk Ranger (pending completion)

If I've missed someone, let me know!
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Sally Aces

Character sheet is still a work in progress for my very atypical Half Orc



Com'on...you know you want to click her...

Argent Adonis

Looks good so far Sally.

Just to put it up for those so interested with regards to the usability of Craft/Profession (italicised ones see the most use):

  • Craft: alchemy, armour, blacksmithing, bows, carpentry, clothing, jewelry, stonemasonry, weapons
  • Profession: cook, engineer, herbalist, miner, sailor, soldier, tanner, woodcutter
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RubySlippers

Is all official OGL material other than other races not listed, allowable.

I'm not planning anything too strange I just like some flexibility. But am thinking a Human, Witch/Herb Witch not sure of her patron since she would be a white witch but tossed on the convict ship for not screwing a corrupt magistrate but it should prove a useful character and well is colorful. But hope they didn't kill her familiar if so it might not work unless she has something that could hide well enough.

Kathyan

Yeah I couldn't resist, I do want to click her badly already >:)


Will give it a second thought on the Razhia's professions, mmm you listed cook but not brewer, since she worked in a tavern I guess she could have a little practice knowledge in that. About the other I though she could learn some of those later on as most of them have nothing to do with her backstory. Guess I could change bruiser to bouncer though to be closer to soldier.


A witch would be so cool to have and a great addition to the group abilities as well :-)

RubySlippers

I made some changes the Herb Witch wouldn't really be able to make potions all that easily, so went for a double Archetype since they work oddly well together Beast Bonded and Synergist its allowed they don't share any changes and lets say she is REALLY CLOSE to her Cat. She was arrested for Crimes Against Nature with her cat and they can't find the foul beast (she melded with it and its inside her).  ;D

But can I take as a Craft skill "Primitive Tools & Weapons" think flaking stone into tools and weapon heads, working with wood and leather etc. enough to make stone axes and spears, simple slings and things like carve small things like scoop out wood for a bowl? It would be odd but her mother oddly never had a lot of options so made a lot of things herself from what was around her in nature so learned from her these skills. I don't this this would overstep since there is a big difference between smelting a metal tool or making a stone or flint one.

RubySlippers

I have to withdraw interest I can't find any OGL source for Mythic Levels and have no clue what they are.

Kathyan

Quote from: RubySlippers on April 21, 2017, 04:03:18 PM
I have to withdraw interest I can't find any OGL source for Mythic Levels and have no clue what they are.

Pathfinder - Mythic Adventures is paizo material, I have a pdf so haven't read it on the site but it's explained here http://www.d20pfsrd.com/mythic/  ;) hope you find this useful.

RubySlippers

Whew, thanks they sometime tucked things in little hidden spots, but just to pick my spells and find a good picture and one of her kitty.

Vonandi

Quick question, what's the difference between blacksmithing and armour crafting as a skill? I chose blacksmithing as a background skill mainly to possibly make (relatively crude) armour at some point, but she also would have basic knowledge of making things like horseshoes and nails, common things she would of made before she was making armour. She would also have no knowledge of process of making swords or other weapons that would require any knowledge above basic metalworking to make. That would be the weapon making craft skill I presume, but what separates smithing and armour making as skills when one may include the other, should I be trying to put points in both?

RubySlippers

#52
Well any smith could make weapons at some level, IRL they did and so I suggest not being able to craft them above a basic weapon and limit armor to lower end metal armor. As an idea of course if we can find the tools and metal and the elements to melt it to work with - good luck.


HopeFox

Quote from: Ithnuul on April 21, 2017, 07:36:52 PM
Quick question, what's the difference between blacksmithing and armour crafting as a skill? I chose blacksmithing as a background skill mainly to possibly make (relatively crude) armour at some point, but she also would have basic knowledge of making things like horseshoes and nails, common things she would of made before she was making armour. She would also have no knowledge of process of making swords or other weapons that would require any knowledge above basic metalworking to make. That would be the weapon making craft skill I presume, but what separates smithing and armour making as skills when one may include the other, should I be trying to put points in both?

The basic Pathfinder rules seem to separate the Craft skills by end product, rather than by process, so Craft (weapons) is used for all sorts of weapons, from staves to swords, and Craft (armor) handles armour made from leather, metal and other materials. There is a certain amount of sense to that - while common blacksmithing skills let you turn raw material into metal suitable for smithing, they don't impart any knowledge of weapon design, balancing, or sophisticated sharpening techniques. A general blacksmith might be able to make a basic knife, but a worthwhile sword (and especially a masterwork sword) would require more specialized knowledge. Similarly, Craft (locks) and Craft (traps) are their own skills, despite often involving a lot of metalworking.

Personally, I would say that anyone with Craft (weapons), who is from a society that uses metal weapons, does, perforce, know enough about smithing that they can make simple objects like nails. For more advanced blacksmithing, I would actually recommend Profession (blacksmith), since blacksmiths produce all kinds of different products that can't really be itemized.
If you're such an iconoclast, where were you when we trashed Constantinople?

Chulanowa

Okay so, now I have time to sit down and really work on it, I have just one question - will we have access to spellbooks of some sort at game beginning? Or should Arcanist / Magus / Wizard just be tough luck?

RubySlippers

Quote from: HopeFox on April 21, 2017, 10:29:30 PM
The basic Pathfinder rules seem to separate the Craft skills by end product, rather than by process, so Craft (weapons) is used for all sorts of weapons, from staves to swords, and Craft (armor) handles armour made from leather, metal and other materials. There is a certain amount of sense to that - while common blacksmithing skills let you turn raw material into metal suitable for smithing, they don't impart any knowledge of weapon design, balancing, or sophisticated sharpening techniques. A general blacksmith might be able to make a basic knife, but a worthwhile sword (and especially a masterwork sword) would require more specialized knowledge. Similarly, Craft (locks) and Craft (traps) are their own skills, despite often involving a lot of metalworking.

Personally, I would say that anyone with Craft (weapons), who is from a society that uses metal weapons, does, perforce, know enough about smithing that they can make simple objects like nails. For more advanced blacksmithing, I would actually recommend Profession (blacksmith), since blacksmiths produce all kinds of different products that can't really be itemized.

With no tools, forge, metal to even work with on an island when we are practically naked?

Chulanowa

Quote from: RubySlippers on April 21, 2017, 11:11:22 PM
With no tools, forge, metal to even work with on an island when we are practically naked?

Might I suggest this youtube channel as an inspirational resource?  ;D

Vonandi

#57
Quote from: HopeFox on April 21, 2017, 10:29:30 PM
The basic Pathfinder rules seem to separate the Craft skills by end product, rather than by process, so Craft (weapons) is used for all sorts of weapons, from staves to swords, and Craft (armor) handles armour made from leather, metal and other materials. There is a certain amount of sense to that - while common blacksmithing skills let you turn raw material into metal suitable for smithing, they don't impart any knowledge of weapon design, balancing, or sophisticated sharpening techniques. A general blacksmith might be able to make a basic knife, but a worthwhile sword (and especially a masterwork sword) would require more specialized knowledge. Similarly, Craft (locks) and Craft (traps) are their own skills, despite often involving a lot of metalworking.

Personally, I would say that anyone with Craft (weapons), who is from a society that uses metal weapons, does, perforce, know enough about smithing that they can make simple objects like nails. For more advanced blacksmithing, I would actually recommend Profession (blacksmith), since blacksmiths produce all kinds of different products that can't really be itemized.



Thank you, that's very helpful. I guess that's what I'll end up doing then. I'm not to worried if It doesn't end up getting used as a skill, or if we never find the materials. It wouldn't make sense if everyone on the island was a perfect fit for the scenario they're in. Worst comes to worst It can just be a background element to flesh out the character, or maybe it could be used like a knowledge skill in determining how something was made or the like. Though I am worried about my character being the weak link that dies in the first five minutes, but she is still I fighter I guess... I have no Idea how this will turn out.


Argent Adonis

Sorry for the absence, as I hit a busy spell this week!

Basically Craft (blacksmith) will allow a character to work metal into usable tools and such.  (Weapons) and (armour) do as noted on the tin.  It is conceivable to use (blacksmith) to create weapons and armour, though the DC to craft them will be higher.  Crafting masterwork items with the relevant skill will not be possible.

As for the tools to do this sort of work... well, I can only suggest improvise at first and then your explorations might yield finds... such as previous camps made on the island?

With regards to spellbooks, such characters will have to get a little creative, though you may begin play with some torn out pages that you managed to scrawl your beginning spells on.
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HopeFox

Quote from: Ithnuul on April 21, 2017, 11:49:15 PM
It wouldn't make sense if everyone on the island was a perfect fit for the scenario they're in. Worst comes to worst It can just be a background element to flesh out the character, or maybe it could be used like a knowledge skill in determining how something was made or the like. Though I am worried about my character being the weak link that dies in the first five minutes, but she is still I fighter I guess... I have no Idea how this will turn out.

My character is literally a three foot tall comedian who survives by dancing and telling jokes on the street. I don't think you need to worry about being the weak link. :)
If you're such an iconoclast, where were you when we trashed Constantinople?

Kathyan

Well a monk does have the advantage of not needing weapons or armor but she is basically a stripper on a bar (who does double as a bruiser lol ) but yeah part of the fun is having them learn how to survive, and doing it quick.

Sally Aces

Absolutely, my character is a Cleric who has been following the call of a 'dead' God back to her people's lost homeland... the island we end up stranded on... So this will be all sorts of interesting for her... and... I'm a thinking she'd going to try and convert the survivors to 'the Old Religion'... did she mention the High Rite? It's a god touched, drunk orgy... any takers?

Kathyan

Quote from: Sally Aces on April 22, 2017, 12:32:52 PM
Absolutely, my character is a Cleric who has been following the call of a 'dead' God back to her people's lost homeland... the island we end up stranded on... So this will be all sorts of interesting for her... and... I'm a thinking she'd going to try and convert the survivors to 'the Old Religion'... did she mention the High Rite? It's a god touched, drunk orgy... any takers?

Tell me more about this drunk orgy plan of yours, err I mean god. ^^

RubySlippers

Quote from: Kathyan on April 22, 2017, 11:47:17 AM
Well a monk does have the advantage of not needing weapons or armor but she is basically a stripper on a bar (who does double as a bruiser lol ) but yeah part of the fun is having them learn how to survive, and doing it quick.

Clubs, Great Clubs and Staves should be easy enough to make if anyone is a carpenter with a hatchet and knife.

Kathyan

Yeah but I'd rather stay barehanded plus Razhia is a grappler as well so it's always good to have free hands for that so she can easily grab you, bend you, sit on top of you and then spank you with her tail. :P

RubySlippers

I decided to withdraw interest I don't want to go on quests to advance, in the end I would advance to Level 7 and stop so why bother. Mythic rules simply seem silly to me.

Sally Aces

I'm so loving the idea of going Mythic, it's very much a part of my character's concept.

Vonandi

#67
I've been I bit preoccupied with the end of the school semester coming up, but I still very much want to play. I'm hoping I can get my backstory and such added in the next few days, It's all outlined at this point I just need to put it to paper.

Argent Adonis

No problem Ithnuul!

Just to let all interested parties know, the game is still up and going to be launched.  My only problem over the last couple of days has been that work has been unkind to my free time.
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Sally Aces

Very cool, I'll get to finishing my Half Orc's bio


Argent Adonis

Alright!  Just about ready to launch this one, so all interested parties can now head off to the squeaky new OOC thread.
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