pathfinder pick up game. [recruiting] - head West for an early death

yeah just use roll20 so i can see the attribute roles, aside from that you're free to use any paizo race/class etc.

Although i advise prioritising character over mechanical min maxing. the advantage system actively rewards interesting characters.

its meant to be a pretty casual occasion.
 
Put together a character with @Lorento and the rng gave us a strong and intelligent wizard. @Sallet Lad Jim hasn't been quite so lucky with his kobold barbarian!

Our first party is looking like being the above two plus who else? @Randall Fragg, @Tranhuviya, @DuskEngine? First sesh will be during the week next week sometime.

Anyone else is welcome to throw their hat in the ring. No prior experience needed and we'll rotate the cast between missions.

Im thinking 4 man missions to keep things quickish and fluid.
 
Hey, could I remove 2 from one stat to give to another, as an adjustment? Just because my intelligence is 14, which screws up being an actually useful caster/item maker.
 
Hey, could I remove 2 from one stat to give to another, as an adjustment? Just because my intelligence is 14, which screws up being an actually useful caster/item maker.
Im afraid not- such is the capricousness of the rng. We can use the swn rules to soften this - you can raise one stat to 9 for free and raise other low stats to 9 by reducing high stats to 11. But id encourage people not too. You are playing misfits living on the fringe of civilisation. Flawed characters are part of that.

Investing in skills or feats is your Best remedy there.
 
I'm actually fairly interested in this, what day are you planing on running and how will you handle group organization (sorta like a general chat about the game or something). would this be primarily a voiced game?
 
I'm actually fairly interested in this, what day are you planing on running and how will you handle group organization (sorta like a general chat about the game or something). would this be primarily a voiced game?
Yeah a voiced game.

The day is fairly flexible, my initial thought was fridays but the idea is whenever we can get 4 peeps and the gm we can run a one off. It is a system designed to allow play for people too busy to commit to a regular game.

General chat about scheduling, sharing anecdotes etc will hopefully be in this thread.
 
ah, thats unfortunate. the closest thing i have to a mic would be my laptops webcam and i've just never been too comfortable with voice related things regardless.
Hope you guys have fun though
 
  • Feels
Reactions: Vitriol
I'm interested I just need to sit down and do so arcane magic to make a character
 
I talk quietly, and have a deep voice, so if we use mics, you'll probably be hearing a barely audible roar.

Same reason I don't use Skype or Teamspeak.
 
  • Like
Reactions: Vitriol
Play a beholder and be spoopy ;)

Dont worry about how you sound- like most of my countrymen I sound like an alcoholic imbecile 24/7.

Butchering accents like a Saturday morning villian is half the fun of a ttrpg.
I talk quietly, and have a deep voice, so if we use mics, you'll probably be hearing a barely audible roar.

Same reason I don't use Skype or Teamspeak.
 
  • Like
Reactions: DuskEngine
Been reading up on your classes (as I say, this is my first time running pathfinder)

Some of them state you cannot learn a spell/potion/etc level that is higher than the relevant ability modifier. As we are using the 3d6 method please ignore this. A int 11 spellcaster will be able to learn all levels of spells as if he had a decent int. He will struggle to cast saud spells, but he can learn them.
 
If I end up free at the time I'm all for it. Love me some PF.
 
  • Like
Reactions: Vitriol
Friday nights was just a suggestion. I often work then too so we will hopefully run sone crawls on other days.

Depends on the times, but Sundays are my only fully free days. I can do weekdays depending on how early it is, but I leave for work at 3 pm cst.
 
Here's my sheet.
I assume this is the same as the one posted in roll20? If so you have a skill- proffession still to specify.

We now have 4 complete character sheets and i have four complete dungeons designed. Happy days. Time to start scheduling for mission 1. For me the earliest Friday I can do is the 29th, does that suit? Alternatively we could do a weekday before then.

The astral sea (a realm of geometric order) and the elemental chaos lie on top of each other like oil on water.

In time intelligences formed- the gods above and the primordials below.

Where the barrier between the planes ruptures the elemental chaos broils through and ceases its turmoil as it comes into contact with the permanence of reality. These bubbles of ordered elements are the planets.

It is possible by descending far enough underground to reach the elemental chaos and if one flies high enough to reach the astral sea. Beyound the stars of the astral sea and the borders of reality is the Far Realm. A place of ancient unreality and madness. At the bottom of the elemental chaos is the abyss- a malestrom of demiplanes inhabited by demons and worse.

A ruinous war erupted in the earliest years of history as the primordials invaded the astral sea. They were defeated and most were slain or imprisoned however the unimaginable magics unleashed in the war marref the perfect order of the upper plane and the distortion created both the tiny demi-planes of the fey on the world and twisted gods and primordials to create celestial powers of chaos and elemental powers of order. Bane, a God of war and Ignatio the Stone of Permanence, a rocky primordial, are examplesof both.

Those pcs who are arcane or divine users are also aware of a shadow plane where souls go after death, created by the downward pull on souls by the abyss stalling the natural pull of the celestialrealms. The Goddess of death rules this shadow realm and ensures as many souls as possible reach the appropriate afterlife, be it heaven, hell or something stranger. And that the abyss is not allowed to grow further with the spirits of the dead.

All characters are aware the undead are a problem stemming from souls not passing on as they should.

Arc/div characters with high int are aware that souls are struggling more and more to leave the shadow realm to the astral sea and angels and other outsiders from that plane are finding it harder to visit the material world.


Arcane characters with very high int are aware this began to get worse 2000 years ago
When a continent on the otherside of the world inhabited by dragon empires was destroyed in a cataclysm.

All characters are aware Dragons are now rare.

The characters begin in the isolated frontier town of Groveton, nominally the westernmost part of the nation of Nestia, in practice a tiny self governing fief.

The town has around 4000 inhabitants about half of whom are human. It also has a growing Kobold population of around 400 living in a particularly rundown tenement block.

The year is 2156 since the fall of Ascalonia. 150 years since the end of the great war that ravaged the eastern nations and echoed round the world.

Since then the east has been home to stifling, rigid, feudalesque societies born in the crucible of total war and bloated on the idleness of lasting peace.

Nestria is typical of such a place- a nominal feudal monarchy, the kingdom lost its royal family and the bulk of its gentry/knightly class in the fighting. This left 12 families inheriting almost all the former smallholdings. These super rich few have spent the last 150 years sqabbling over the throne in incomprehensible legal battles while a Lord Protector rules as regent administrating the country via a vast and ponderous medieval bureaucracy and the nation stagnates without effective leaders.

Social advancement has effectively ended and bereft of legislature or executive the country is in steady decline.

From here and other realms in the East the desperate, the ambitious, the disgraced, the foolhardy and the destitute head to the abandoned West in hope of riches and prosperity.

To the great unknown and the lands of the setting sun itself.

Here are the starting missions, decide between you whose mission to attempt. Each character brings a hook to a mission. There is no benefit to a character for having their mission picked. It is purely for narrative purposes. Each mission is different.

Ballzek the Kobold is aware the Kobold matriarch is worried after her patriarch led 200 kobolds to investigate claims by a scouting party to have found a more fitting burrow a few days nort of the city than the slum the clan currently inhabits. The patriarch has not been heard from since and his mate will no doubt pay handsomely for information as to his fate.

The half elf Vagator's contacts in the Royal Western Trading Company are offering a contract to deliver a shipment of tools to their new mining outfit outside a hamlet to the north west.

The wizard Timothy has heard rumours of a powerful artifact in an old temple to the south West.

Zov zadok learned from a client that the former beurocrat-turned-venture-capitalist, Sir Rett Smythe, who bought a title to a hamlet in the south from the Lord Provost of Groveton, has not received a penny of his due taxes or rents from his new subjects. He will pay a little for a potion to ease his trouble, but far more for a solution to the issue.
 
Last edited:
I assume this is the same as the one posted in roll20? If so you have a skill- proffession still to specify.

We now have 4 complete character sheets and i have four complete dungeons designed. Happy days. Time to start scheduling for mission 1. For me the earliest Friday I can do is the 29th, does that suit? Alternatively we could do a weekday before then.

The astral sea (a realm of geometric order) and the elemental chaos lie on top of each other like oil on water.

In time intelligences formed- the gods above and the primordials below.

Where the barrier between the planes ruptures the elemental chaos broils through and ceases its turmoil as it comes into contact with the permanence of reality. These bubbles of ordered elements are the planets.

It is possible by descending far enough underground to reach the elemental chaos and if one flies high enough to reach the astral sea. Beyound the stars of the astral sea and the borders of reality is the Far Realm. A place of ancient unreality and madness. At the bottom of the elemental chaos is the abyss- a malestrom of demiplanes inhabited by demons and worse.

A ruinous war erupted in the earliest years of history as the primordials invaded the astral sea. They were defeated and most were slain or imprisoned however the unimaginable magics unleashed in the war marref the perfect order of the upper plane and the distortion created both the tiny demi-planes of the fey on the world and twisted gods and primordials to create celestial powers of chaos and elemental powers of order. Bane, a God of war and Ignatio the Stone of Permanence, a rocky primordial, are examplesof both.

Those pcs who are arcane or divine users are also aware of a shadow plane where souls go after death, created by the downward pull on souls by the abyss stalling the natural pull of the celestialrealms. The Goddess of death rules this shadow realm and ensures as many souls as possible reach the appropriate afterlife, be it heaven, hell or something stranger. And that the abyss is not allowed to grow further with the spirits of the dead.

All characters are aware the undead are a problem stemming from souls not passing on as they should.

Arc/div characters with high int are aware that souls are struggling more and more to leave the shadow realm to the astral sea and angels and other outsiders from that plane are finding it harder to visit the material world.


Arcane characters with very high int are aware this began to get worse 2000 years ago
When a continent on the otherside of the world inhabited by dragon empires was destroyed in a cataclysm.

All characters are aware Dragons are now rare.

The characters begin in the isolated frontier town of Groveton, nominally the westernmost part of the nation of Nestia, in practice a tiny self governing fief.

The town has around 4000 inhabitants about half of whom are human. It also has a growing Kobold population of around 400 living in a particularly rundown tenement block.

The year is 2156 since the fall of Ascalonia. 150 years since the end of the great war that ravaged the eastern nations and echoed round the world.

Since then the east has been home to stifling, rigid, feudalesque societies born in the crucible of total war and bloated on the idleness of lasting peace.

Nestria is typical of such a place- a nominal feudal monarchy, the kingdom lost its royal family and the bulk of its gentry/knightly class in the fighting. This left 12 families inheriting almost all the former smallholdings. These super rich few have spent the last 150 years sqabbling over the throne in incomprehensible legal battles while a Lord Protector rules as regent administratering the country via a vast and ponderous medieval bureaucracy and the nation stagnates without effective leaders.

Social advancement has effectively ended and bereft of legislature or executive the country is in steady decline.

From here and other realms in the East the desperate, the ambitious, the disgraced, the foolhardy and the destitute head to the abandoned West in hope of riches and prosperity.

To the great unknown and the lands of the setting sun itself.

Here are the starting missions, decide between you whose mission to attempt. Each character brings a hook to a mission. There is no benefit to a character for having their mission picked. It is purely for narrative purposes. Each mission is different.

Ballzek the Kobold is aware the Kobold matriarch is worried after her patriarch led 200 kobolds to investigate claims by a scouting party to have found a more fitting burrow a few days nort of the city than the slum the clan currently inhabits. The patriarch has not been heard from since and his mate will no doubt pay handsomely for information as to his fate.

The half elf Vagator's contacts in the Royal Western Trading Company are offering a contract to deliver a shipment of tools to their new mining outfit outside a hamlet to the north west.

The wizard Timothy has heard rumours of a powerful artifact in an old temple to the south West.

Zov zadok learned from a client that the former beurocrat-turned-venture-capitalist, Sir Rett Smythe, who bought a title to a hamlet in the south from the Lord Provost of Groveton, has not received a penny of his due taxes or rents from his new subjects. He will pay a little for a potion to ease his trouble, but far more for a solution to the issue.
I vote for the Half-Elf's mission. And I'm fine at pretty much any date.
 
I assume this is the same as the one posted in roll20? If so you have a skill- proffession still to specify.

We now have 4 complete character sheets and i have four complete dungeons designed. Happy days. Time to start scheduling for mission 1. For me the earliest Friday I can do is the 29th, does that suit? Alternatively we could do a weekday before then.

The astral sea (a realm of geometric order) and the elemental chaos lie on top of each other like oil on water.

In time intelligences formed- the gods above and the primordials below.

Where the barrier between the planes ruptures the elemental chaos broils through and ceases its turmoil as it comes into contact with the permanence of reality. These bubbles of ordered elements are the planets.

It is possible by descending far enough underground to reach the elemental chaos and if one flies high enough to reach the astral sea. Beyound the stars of the astral sea and the borders of reality is the Far Realm. A place of ancient unreality and madness. At the bottom of the elemental chaos is the abyss- a malestrom of demiplanes inhabited by demons and worse.

A ruinous war erupted in the earliest years of history as the primordials invaded the astral sea. They were defeated and most were slain or imprisoned however the unimaginable magics unleashed in the war marref the perfect order of the upper plane and the distortion created both the tiny demi-planes of the fey on the world and twisted gods and primordials to create celestial powers of chaos and elemental powers of order. Bane, a God of war and Ignatio the Stone of Permanence, a rocky primordial, are examplesof both.

Those pcs who are arcane or divine users are also aware of a shadow plane where souls go after death, created by the downward pull on souls by the abyss stalling the natural pull of the celestialrealms. The Goddess of death rules this shadow realm and ensures as many souls as possible reach the appropriate afterlife, be it heaven, hell or something stranger. And that the abyss is not allowed to grow further with the spirits of the dead.

All characters are aware the undead are a problem stemming from souls not passing on as they should.

Arc/div characters with high int are aware that souls are struggling more and more to leave the shadow realm to the astral sea and angels and other outsiders from that plane are finding it harder to visit the material world.


Arcane characters with very high int are aware this began to get worse 2000 years ago
When a continent on the otherside of the world inhabited by dragon empires was destroyed in a cataclysm.

All characters are aware Dragons are now rare.

The characters begin in the isolated frontier town of Groveton, nominally the westernmost part of the nation of Nestia, in practice a tiny self governing fief.

The town has around 4000 inhabitants about half of whom are human. It also has a growing Kobold population of around 400 living in a particularly rundown tenement block.

The year is 2156 since the fall of Ascalonia. 150 years since the end of the great war that ravaged the eastern nations and echoed round the world.

Since then the east has been home to stifling, rigid, feudalesque societies born in the crucible of total war and bloated on the idleness of lasting peace.

Nestria is typical of such a place- a nominal feudal monarchy, the kingdom lost its royal family and the bulk of its gentry/knightly class in the fighting. This left 12 families inheriting almost all the former smallholdings. These super rich few have spent the last 150 years sqabbling over the throne in incomprehensible legal battles while a Lord Protector rules as regent administratering the country via a vast and ponderous medieval bureaucracy and the nation stagnates without effective leaders.

Social advancement has effectively ended and bereft of legislature or executive the country is in steady decline.

From here and other realms in the East the desperate, the ambitious, the disgraced, the foolhardy and the destitute head to the abandoned West in hope of riches and prosperity.

To the great unknown and the lands of the setting sun itself.

Here are the starting missions, decide between you whose mission to attempt. Each character brings a hook to a mission. There is no benefit to a character for having their mission picked. It is purely for narrative purposes. Each mission is different.

Ballzek the Kobold is aware the Kobold matriarch is worried after her patriarch led 200 kobolds to investigate claims by a scouting party to have found a more fitting burrow a few days nort of the city than the slum the clan currently inhabits. The patriarch has not been heard from since and his mate will no doubt pay handsomely for information as to his fate.

The half elf Vagator's contacts in the Royal Western Trading Company are offering a contract to deliver a shipment of tools to their new mining outfit outside a hamlet to the north west.

The wizard Timothy has heard rumours of a powerful artifact in an old temple to the south West.

Zov zadok learned from a client that the former beurocrat-turned-venture-capitalist, Sir Rett Smythe, who bought a title to a hamlet in the south from the Lord Provost of Groveton, has not received a penny of his due taxes or rents from his new subjects. He will pay a little for a potion to ease his trouble, but far more for a solution to the issue.

Im working on a character and if this happens when I am avalible i'd love to join.
 
Back