DM Destrina's Adventures in Alahn (Inactive)

Game Master Destrina

Roll20 Link

Crossbow Guards
AC 19 T: 14 FF: 15
HP 31
F: +5 R: +5 W: +2
CMD: 18

Woman:
AC: 11 T: 11 FF: 10
F: +1 R: +1 W: +2
HP 7
CMD 10

Axe Guard
AC: 20 T: 11 FF: 19
F: +6 R: +2 W: +2
HP 38
CMD: 20


1 to 50 of 137 << first < prev | 1 | 2 | 3 | next > last >>
Silver Crusade

Posted to get campaign info started.


Eyo!

Anywho...if'n we do a Sandbox style game...what sorts of ambitions would you guys perhaps like to undertake?

Form a kingdom?
Serve a kingdom?
Destroy a kingdom?
Random exploration?
Non-random exploration?

Just curious so as to know what sorts of things to build.


Hello!

I need to know much more about the setting. I can work with a wide variety of character concepts, so I'd prefer to build something that's going to fit the game.

If we're corporate representatives, I think getting our hands on some kind of resource would be fun. Oil, gold, some kind of mana crystal or whatever powers magitek, etc. Maybe another rival corporation is going for the same resource. Then it'd be like a race.


I've been itching to play something akin to a voodoo witch doctor.

Not bound to the idea, but it's on the table. Race is optional at this point.


I sent a PM to Dien, inviting them to check out the thread.

Silver Crusade

Okay, I'm just going to start typing about the part of the setting that your characters will be from and see where it takes us. Feel free to ask any questions you want, or ask me to explain any particular point better.

________________________________________________________________________

Tarsus

Tarsus is the northernmost continent of the eastern hemisphere of Alahn. It is a land of rugged mountain ranges, harsh tundra, evergreen forests, and numerous fjords. Most of it is anyway. Sheltered within the mountains the central high plains teem with greenery. Numerous thermal vents, geysers, semi-active volcanoes, hot springs, and warm caldera lakes combined with the mountainous shelter provided by the Bronzevein Range have combined to free the north-central and northeastern regions of Tarsus from the snow common to the rest of the continent.

Tarsus is distant from the other continents of the world, and its harsh winters often result in icebergs floating offshore when the summer heat breaks them free from the glacial shelves on the eastern and western coasts. These factors have led to the people of Tarsus being largely isolated from those of other continents until recently.

While the study of many forms of magic developed rapidly on other continents, most notably Maileeka, Bregande, the Sea of Silk, and North Alzemar (formerly known as Atasha), Tarsus was essentially unacqauinted with all but the most rudimentary magic. Instead, its people became inventors of the mundane sort, far outstripping other continents in technology. Just over 300 years ago, the first firearms were manufactured by Tumas Arcadia, in Bentros. At the time Bentros was a rather insignificant port city, where coal was shipped from the coal mines in the east across Lake Arcades west to Besaltra and north through the Great Eastern Mountain Pass, more commonly referred to as the East Pass, to Borsos and frostbitten Okiros.

The creation of the first firearms led to an industrial revolution in the city, quickly elevating it among the greater powers of the region as more and more gunworks, foundries, and other supporting industries took root in the city and Bentros was renamed Arcadia in the inventor's honor. A short war decades later brought the other major city in what is now called the Arcadian Valley, Besaltra, under Arcadia's control, and only the mountains kept the city from total dominance of the region. The East Pass was too long a chokepoint for any army, even with guns, to conquer. The guns themselves, however, spread among the people living in the Great Valleys, and eventually beyond the valleys to the nomadic Czeran people who lived in the tundra and taigas south of the Bronzeveins. The Czerans achieved a great empire with those Arcadian guns, but that is the story of another continent.

Approximately 200 years ago the first rail line was built, designed by partners Glann Geldling, a dwarven engineer, and Aleksundar Moranties, a human architect and inventor. The Geldling-Moranties line linked the human city Grantia with the gold dwarf citadel Albern, carrying freight and passengers between the two cities. Within a decade, Luvotra, a human city, and the copper elf cities Oltash and Faliria were also linked to the line. In that same decade rail lines were built in the other two Great Valleys, linking their major cities, but it took 25 more years for tunnels to be blasted through the Bronzeveins and connect all three valleys together by rail. This development led to the rise of, to this day, the newest of the great cities of the region, Zephyria. Originally a fishing and farming community on the southwestern shore of Lake Zephyr, it stood in the natural junction of the three rail lines, and became the region's metropolitan and multicultural center of trade and shipping.

Already marvelling at what they had accomplished, the people of the Great Valleys strove ever further, this time reaching out to touch the skies themselves. Around 150 years ago, the first airship, named the Westwind, was built by Alixandrus Zephyr, grand-grandson of Temothus Zephyr, the founder of Zephyria. Already an important city, Zephyria's control of airship design brought it to equal Arcadia in power and influence over the region. Over the next 58 years most innovation were improvements of existing technology, until Alixandrus Zephyr discovered aethermancy.

Aethermancy is the ability to create and work with Aether, a type of volatile magical energy. The energy itself is too volatile to use in most standard magical practices, and because of this was basically ignored after discovery on other continents. In Tarsus, it was different. Alixandrus invented a storage device and a converter that allowed the energy to be used to power Tarsian machinery. Soon the steam engines of old were relegated to backups, replaced by aetheric drives and aethermancers. With the energy in such demand, people across the continent were tested for ability to become an aethermancer, and those who succeeded became a rare commodity. Wealth flowed, and the lucky rose into the upper echelons of society.

The discovery of Aethermancy sparked a magical renaissance in the Great Valleys, leading to the discovery of other types of arcane magic and with Elementalism. With knowledge of Elementalism, there came a necessary knowledge of the Elemental Lords, a pantheon of deities that one must enter a pact with to gain the ability to use most elemental magic. The pacts with and reverence for the Elemental Lords sparked some controversy with followers of the Old Gods (Not the Cthulhu kind, just an older human/gemmil pantheon), the Elven deities worshipped in the region, and the dwarven deity Obreggun of the Deep Places. This in turn led to a more refined knowledge of the rudimentary divine magic that had existed on Tarsus for millenia.

Elementalism soon provdied a more stable, though less intense, form of power through Elementalism. Elemental magic is performed by drawing extremely specific shapes which act as gateways to specific portions of the evershifting elemental plane. These shapes then have marks added to them that signify how the element being connected to them will be used. These shapes and marks must be perfect or the magic will have unpredictable and sometimes catastrophic results. Finally a command word is spoke releasing the magic. The shapes and marks can be drawn in the air (though all but the most basic spells are staggeringly hard to perform in this fashion), drawn on a surface, etched, carved, or burned. Metal may even be cast into the appropriate shape, and many items enchanted with elemental magic are made precisely this way.

The steamgate is onesuch device, it is a permanently open portal that shunts steam through it at a specific rate determined by the markings on the octogram that represents steam on the elemental plane. The steamgates are inserted into steam turbines that produce power for the various machines used by the people of Tarsus. An odd ball of silvery metal that had rested in a museum in Zephyr for the better part of three decades was seen in a new light the discovery of elementalism. Covered in intricately marked octograms, it was discovered that the ball could generate amounts of steam that far surpassed even the most effecient steamgates made to date. They named this device the Steamfont. After great amounts of testing, it was found that the device, when harnessed properly with thousands of turbines, could produce more energy than several hundred aetheric generators.

In what some call 'We Mortals' Greatest Hubris', it was decided that a flying city would be built, and the Steamfont would be its heart. The creativity and ingenuity of the entirety of the Great Valleys and especially Zephyria, where the city would be located, was harnessed. Exceedingly efficient turbines were manufactured, along with extremely durable and powerful propellers and engines. Eventually the new city, called Upper Zephyria was complete. A hollow disc, two miles in circumference, was the ground upon which the buidlings of the city stood. Within the disc was a labyrinth of steam pipes and turbines, eletric cables and engines. 20 years ago, the city took to the sky, and there it still hangs, tethered to the cliffs that have become Middle Zephyria, and floating over the original city, Lower Zephyria. It may just be the greatest achievement mortal hands have ever crafted.

In time, weapons using the aether and elementalism were developed, but conflicts still didn't take to the skies. Airships still needed their huge baloons to provide lift, as the amount of aether or steam required to provide lift for all but the tiniest unarmed aircraft was untenable. The baloons were easily destroyed by weapons both conventional and magical, and any armor strong enough to stand up to such weapons was too heavy to carry. This remained the case until 4 years ago, when the brilliant inventor Markaas Kelbrine invented solid aetheric field generators. Originally to be used for windows, doors, temporary bridges, and other pedestrian use, Kelbrine quickly learned to strengthen the weightless fields to the point that they could withstand cannon fire and elemental attacks, while merely absorbing aetheric blasts. Kelbrine earned a massive fortune selling the generators to cities through the Great Valleys, eventually starting the Kelbrine Aeronautical Engineering and Shipping Co. Through this business, Kelbrine, only 25 years old, has become the richest man on the continent.

________________________________________________________________________

That's all for the moment, I'll write more later, possibly tonight. I'll also dig up my document on the religions and philosophies of the world. Some of those pertain to Tarsus, though many only pertain to Maileeka. There's obviously a lot more setting material, but I do have to do SOME work at work today.

RPG Superstar 2015 Top 16

Hello *waves* As the screen says, I'm Dien, and I've played with Jelani before. I'm... tentatively interested, tentatively because I'm already in ten play by post games, and I was just thinking to myself the other day that I should probably cut down. Ahem. And yet here I am. >__<

Anyway, not absolutely promising I'll join in, but I'll read the stuff you've got and see if anything sparks stuff in my brain.

Silver Crusade

Not a problem. I'll be adding more and more to the setting as I have time to type it out. Most of it is already in my head or on paper, but sadly paper means I have to type it all out, which takes time.

Silver Crusade

I'm making a gameplay thread so you guys can dot if you want to see it in your my campaigns tab. Also, it'll probably be at least a few weeks before we start, or even at the start of the year, both to give me time to hammer out enough content to stay ahead of you and so you guys can take as much time as you need to to make characters you like once I've got enough campaign info for you.

So far I know this much about character creation:

Level 3

20 point buy

I have no problem with dump stats

Races: Human, Elf (sapphire, bronze, copper, or granite), Dwarf (gold, red, or black), Gnome, Halfling, Gemmil, Orc, Ifrit, Sylph, Undine, Oread, Tiefling, Aasimar, Ranga, Malamn, Kakazi (ravenfeather or dovewing), Umbral, Lucent, and Halfbreeds of the following list (Human, Elf, Orc, Dwarf, Gnome, Halfling, Gemmil, Kakazi). Being any planetouched race (Aasimar, Tiefling, Ifrit, Oread, Undine, Sylph, Umbral, Lucent) overwrites being a halfbreed. These races are all common enough in the region to have no need of approval. If you want to play something not listed we can hammer out the stats for it, assuming I can see it making sense (should be ok on most things). Any race listed here that is not standard Paizo will receive a write up in the 'Campaign Info' tab, though feel free to ask me about any of them.

Classes and Archetypes: Anything goes. Even the most evil bad munchkin archetype: THE SYNTHESIST!!!!!! Archetypes will be unbound from their races unless it would be physiologically impossible to use the archetype as another race, such as needing wings on a wingless race or something like that. The playtest classes are fine too, and will need to be updated when the book comes out. If you want to do anything custom, just ask. I will adjust the difficulty of the combat encounters to the power level of the party (though I'm a bit rusty at that, but it should work out).

Full WBL for level 3.

Two traits, you may take a drawback for a third. Ignore region restrictions for regional traits, just make it work.

Alignment is stupid, but, sadly, tied to mechanical aspects of the game. Play whatever alignment you want, just don't be a jerk to fellow party members. (That means both evil characters not being a jerk on general principle, and good ones not being a super jerk because of every little think the not-good guys do.)

Backstories are super!!!!!!! Descriptions and personalities are even more super!!!!! Feel free to ask me any questions that need answers for your background.


I kinda want to try a kineticist from the Occult playtest. I heard it was really interesting. Can you tell me more about the dwarves? What about elves? They seem pretty different from Golarion versions. What's a Malamn, Kakazi, or Ranga?

RPG Superstar 2015 Top 16

I second Jelani in that it'd be good to know more about the races and also the cultures, like... what does being an elf in this world entail, that sort of thing. How close to the standard fantasy tropes do they hew, or not?

Also, the one thing I'm always leery about in gun-heavy settings is that I usually wonder if it's worth playing any martial other than a gunslinger or gun-using class. Obviously casters are still useful, regardless, but if everybody and their cousin that we'll run into (in terms of humanoid opponents, at least) has access to firearms, and from the world description it seems that might be a feasible assumption, then playing a good ol' fighter in plate starts to seem like a way less fun thing, if most enemies have the option to target my touch AC. So... I hear what you're saying about adjusting combat encounters to the party's level, but does it even make sense in this world for people to still care about things like 'shields and armor' if so many combatants have guns?


From some stuff he said to me, I got the impression that we have guns but the natives won't. If guns are simple weapons, it makes them accessible to everyone. Then your fighter in plate can have an axe-rifle or something.

Silver Crusade

Now, while you have access to this technology in your homeland, you're going on an expedition to a foreign continent that, in all likelihood, will not have the refined versions of the raw materials required to reload your guns and magical tech items. They will certainly not have weapons like yours. So playing a fighter in plate will be a completely viable choice.

Basically the idea is that one of the corporations in the area is sending you to explore a recently discovered (at least to the people of Tarsus) continent. Airship technology has only very recently gotten to a level where people can reliably fly all the way to another continent, and travelers from other lands are very rare on Tarsus.

Races: I forgot I only sent the short explanations of the to Thron in a PM.

While there are, of course, racists and other stupid people about, these races are all generally accepted in modern society.

Gemmil, genetically, Gemmil are the racial cousins of humanity. They both come from a common ancestor species. Gemmil have evolved to be larger and stronger, though somewhat less agile, than their human cousins. Gemmil typically stand from 8 1/2 to 10 feet tall, with the extremely short standing 7 feet tall and the extremely tall reaching as much as 11 1/2 feet tall. Their cultures vary as much as human culture. Within Tarsus, gemmil are basically treated exactly the same as humans. Halfbreeds are common, and there is very little racism toward them.

Ranga, A group of lizardmen with prehensile tails. Some groups are tribal, while others have fully integrated into modern societies. Exceedingly rare outside of the Great Valleys, at least on Tarsus, because they don't deal well with the cold, they are't cold blooded, however.

Malamn, a group of mole like people, they tend to get along well with dwarves and gnomes, and can usually be found living with/near them. They have a more nature-based focus than the martial/tech dwarves or arcane/tech gnomes. They are short in stature, and their natural proclivity leaves them stronger, rounded out by a natural wisdom.

Kakazi, they essentially look like humans with wings. They are as varied as humans as far as custom and personality go, with different groups have vastly different cultures.

Alahn's elementalism magic has 6 elements as the base and another 15 demi-elements, combined from the base 6. The primary 6 are Water, Earth, Air, Heat, Light, and Darkness. The secondaries include such things as Fire (Air+Heat), Lightning (Air+Light), Mud (Water+Earth), Ice (Water+Air), Steam (Water+Heat), Shadow (Light+Darkness), Void (Air+Darkness), Magma/Lava(Heat+Earth), etc. I don't know how I'm going to model this system in PF, but it'll probably be just reflavoring things and adjusting damage types. The Kineticist makes a great elementalist.

As to why I threw that in the middle of races: I mentioned in the planetouched races Lucents and Umbrals. Lucents are touched by the light portion of the elemental plane, and Umbrals by the dark portion. Note that light and dark, within the context of Elementalism, have no association with good and evil. They are simply one of six basic building blocks of the universe according to Elementalists.

Elves. Elves are as populous around the world of Alahn as humans. They each make up about 20% of world population, 40% together. (Dwarves and Gemmil make up another ~10% each.)

One of the oldest tales told by elves is of a time when all elves were the same, and all their gods still lived. Before the two Godswars, the land was one, and no oceans separated it. The people were one, and nothing separated them. The gods were together, and nothing separated them. The Eternal Dark came, releasing demons upon the land, warring with the gods across the face of Alahn. Demons were slain, mortals were slain, even gods were slain. In the end, the Dark was pushed back, but at great cost. Where once the land had been one, it was now eleven. The elves had been one, and now were dozens. The gods had been together, but now they spread out, keeping watch over their children. This brought on the Change. Each group of elves, now having the attention of only one god, saw their forms, and even their personalities, shift within a generation.

This section goes on for a really long time, I'm going to just put in the sections pertaining to the types of elves commonly found in Tarsus, but there are over two dozen subraces/ethnicities of elves all told. I can explain other subraces if you want, and I'll at least put the entire subraces list in the campaign info.

The scions of Tanieth, the Copper Goddess, found their children shorter, their colorations turning progressively more brown with each generation. Their hair soon took on the glossy luminosity of burnished copper, and their eyes did the same. Their personalities shifted toward the creativity, ingenuity, and industriousness of their matron. They gained an ever deeper love of art, especially sculpture. They became the Copper Elves.

Those children of Anfaltur, the Lord in Bronze, bore children of regal bearing. Their skin lightened, near to the color of the human northerners. Their hair turning from black to light brown and blonde. Their eyes shone yellow and green. They embraced their Lord's regal demeanor, his love of order, his strength of arm, his ability to lead others, and his brash courage. The became the Bronze Elves.

Balisey's grandchildren became as pragmatic as the Granite Father himself. They worked the fields and forests, and danced beneath the starry skies. Their skin turned ashen, the color of stone, their hair in blacks, greys, and whites. Their eyes became chips of onyx and opal, their bodies hale and hearty. They became the Granite Elves.

On Kiliviesta's heart, her offspring thrived, and their children loved the sea even more than they. Their skin ranged from the color of ivory to the blue of the sky, their hair deep ocean hues, from blue to black. They traveled all the oceans of the world, and only they know all the other elves. Quick and charming like the Heart of the Sea, the became the Sapphire Elves.

Dwarves- Dwarves are, in many cases, like dwarves in most fantasy settings, though they have no dislike of elves (most of the time).

Gold Dwarves tend to live almost exclusively underground, and as such their skin is more pale and their hair lighter than other dwarves. Their culture is most like standard fantasy dwarves.

Red dwarves tend to live in a mixture of underground and aboveground locations, generally in forests, especially mountain and hilly forests. They are adept woodsmen, free spirited and independent. Red dwarf communities tend to be small, and only lightly regulated. Ranching, especially goats and mountain sheep, is a common profession among them, as is leatherwork. Their hair tends to be reds and ruddy browns, their skin tanned from a life in the outdoors. Their eye color tends to be brown and black, with the occasional green eyed dwarf appearing.

Black dwarves have lived on the surface for millenia, having abandoned caves completely. They live much as humans do, in sprawling cities, with stone castles. Their culture has become metropolitan, and each individual is free (well, as free as anyone is) to choose their own vocation, whether that be art, architecture, farming, merchantry, politics, or dung shoveling. Black dwarves tend to have black or dark brown hair, and darker skin than other dwarves, though with large variation is actual shade (think anywhere from mediterranean to sub-Saharan African).


Granite Elf Kinetecist so far.

So we won't be able to manufacture ammunition on the new continent? If so, it seems like using firearms as our main weapon would be stupid.

I'm also interested in things like racial abilities and stat modifiers, beyond just fluff.

Silver Crusade

When you first land, in the wilderness, you'll have what you carry. Once you find a place where they have decent quality refined metals, aka not ore, as well as saltpeter and sulfur (charcoal is easily available anywhere there are trees), you'll be able to craft more. So carry some kind of backup weapon. There will be a huge benefit to knowing the abundant ammunition spell too. I won't give you access to guns and then never let you use them, that'd make me a grade A a#+@!@!$, you'll just have to watch resources a little bit at the start.


Are they going to be simple weapons? Martial? How expensive will they be?

Silver Crusade

As per 'Guns Everywhere'. I'll also be making a limited number of tech items powered by Aether available. I have to go through the book to decide which ones though.


Once I see stats for the races (mainly interested in Granite elves and dwarves for the moment. Or anything else with a racial con bonus), I'll create my character's crunch.

I'm going to try to base them off Bolin from The Legend of Korra ability/personality wise.

Silver Crusade

Granite elves will be +Con +Cha -Wis, +2 to all craft checks to create items from wood or stone, elven immunities, those with at least 11 charisma may cast goodberry, detect poison, and purify food and drink 1/day each, DC 10 + spell level + cha, +2 saves vs. poison, spells and SLAs, ans +2 to one profession skill of your choice, and proficiency with bows, battle axes, and short swords.


Are there any other earth themed races with a con bonus?

Silver Crusade

Malamn will be +Str +Con -Cha, small size, burrow speed, not sure on the rest.

Gemmil can certainly be earth based, and will have +Str -Dex +Con

Ranga will be +Dex +Wis -Cha they will have prehensile tail and access to kobold tail weapons

Kakazi are +Dex +Int -Con and have flight

Lucents are +Wis +Cha -Str

Umbrals are +Dex +Cha -Con

Copper Elves are +Int +Cha -Con

Bronze Elves are +Str +Cha -Wis

Sapphire Elves are +Dex +Wis -Con

Gold dwarves are standard dwarf traits

Red Dwarves are +Str +Wis -Cha

Black Dwarves are +Con +Cha -Dex


Tell me more about black dwarves.

Silver Crusade

Black Dwarves

Medium Humanoid (Dwarf)

Move Speed 20 ft. (Not reduced by loads/armor)

Languages: Albernian, Dwarven, Zephyrian May choose from Arcadian, Aledaran, Breckti, Falirian, Grantian, Malamni, or Orcish with high intelligence.

+2 Cha, +2 Con, -2 Dex

Darkvision 60'
Greed +2 appraise to determine value of precious metals and gemstones
Hardy +2 saves against spells, SLAs and poison
Stonecunning
Weapon Familiarity with Dwarven Weapons + the Glaive
Silver Tongued - +2 Diplomacy and Bluff, can adjust the attitude of a creature by 3 steps rather than 2 with Diplomacy.

I'll write stuff about their background tomorrow if you'd like. Need to sleep for work.

Note on these languages:

Albernian, the language of Black Dwarves, named after their citadel and largest city Albern.

Dwarven, spoken primarily by Gold Dwarves, but known to red and black dwarves.

Zephyrian, the primary language spoken in the central valley, and one of the two lingua francas of the Great Valleys.

Arcadian, the primary language of the eastern valley, and the other lingua franca of the Great Valleys.

Breckti, the language spoken in the southern reaches of Tarsus, past the Bronzevein Mountain Range. Primary speakers are the Granite Elves, Red Dwarves, and the Brecktan humans.

Falirian, the language of the Copper Elves, named after their city Faliria, an dialect of this language called Oltashi is spoken in and around Oltash, but though there are some differences, both languages are understandable by one who knows either.

Grantian, the primary language of the humans who live in the western valley (the black dwarves and copper elves live here as well).

Aledaran, the language of the Bronze Elves. It shares many similarities with Falirian, but the languages are only partially understandable, much like French and Portuguese in the real world.

Malamni, the language of the Malamn

Orcish, the language of Orcs


Could we do some half breed with +con, +dex? Don't much care where the penalty goes.

RPG Superstar 2015 Top 16

Hmmmmm, alrighty. *ponders* I'm loosely considering trying out the Hunter class, since I have yet to give the ACG classes a run in earnest, and thinking possibly a red dwarf with a bird companion, an eagle, or a roc if permitted. Because reasons.

Mechanically, this should provide us with the necessary skills to get by in a frontier environment, and useful aerial scouting (though I'd get better scouting out of an actual familiar, I suppose), and, if roc is allowed, even some limited aerial transport down the line.

Storywise, I can get into a young woman who loves the out-of-doors and has been climbing trees since she was a wee thing. The growing industrialization of Tarsus has made her yearn for wide-open new lands and the chance to live on the edge. This is just a rough idea of personality right now, but I can flesh it out and nail things down more as we work things out. ...Jelani can probably testify that I write overly-long backstories.


So far, I'm thinking along the lines of the following:

Ranga Voodoo Witch Doctor (actual class to represent this yet to be determined).

Bronze Elf Arcane Duelist

If allowed to do a custom race...

Centaur Paladin

Imp Sorcerer (defected from the Ranks of Devil kind and now roams the Material Plane just trying to live his own life after the wizard he served as a familiar died)

RPG Superstar 2015 Top 16

Ha, the imp backstory sounds admittedly fun.

I may be jumping the gun a bit with this, but may I suggest that when purchasing starting gear, everyone withhold 187.5 GP from their starting wealth to contribute towards a communal wand, either CLW or IH? I've made the mistake of not budgeting for that before in big exploration type games, and it's painful.


If you start at level 0, and we start at level 3, that would be approximately equal power level. Then whenever we get XP you do too. Whenever you get 1000 you get your first class level.

What do you think about that Destrina?

Silver Crusade

Being an imp would generally get you killed in most places by most people. Having an imp for a familiar would get you killed in most countries by most people. However, being a centaur is 100% doable.

Taking a centaur directly from MM would leave you at level 0, just a centaur. We can work together to make a weaker version (as in not +4 +4 +4 +0 +4 +2 to stats) that will allow you to have class levels as well.

Jelani, you were open to being an elf, yes? Let me look at other elf subraces for a minute, I'm sure I can find one that makes sense for Dex/Con.

Also, my dad's going to play some sort of healer/divine caster build it seems.


I'd be willing to go with either option that suits you. Also...I'm lurking on the RotR roll20 if you wanna chat.

Also...depending on the way religion works...I may just go fighter or ranger...either way...


Yeah. I don't care what the race is that much, I just want the build to fun to play. Whatever race I settle on I'd like to see a full writeup for though. Just so I can make the character fluff better/more relevant.


Same here. The draw of playing a centaur or imp is not for any mechanical benefit but for the flavor and theme. So if the base centaur is too powerful for your tastes, I'm totally fine to build it with you.

Silver Crusade

Pearl Elf

Medium Humanoid (Elf)

Speed 30 ft. Swim 30ft. and +8 to swim checks (2RP)

Languages: Silktongue, Amihanan

Bonus Languages from int: Any (1RP)

+2 Dex +2 Con -2 Wis (1RP)

Weapon Familiarity: Elven + Trident (1RP)

Elven Immunities (2RP)

Darkvision 60' (2RP)

Cast Water Breathing 1/day as an SLA (3RP)

Alternate Racial Trait:

You may trade the water breathing SLA for Stonecunning and Stonesinger (Which I will allow to be used for Kineticest Abilities)

The progeny of Asinaya had children with skin pale as pearls, ranging from pink to white to blue. Their hair black and green like the plants beneath the waves, their eyes dark as the blue-black depths. They swept across the seas like the Pearl Wind, their patron, and planted themselves in the soil of Amihan. They became the Pearl Elves.

Pearl Elves live on the islands called Amihan in the Sea of Silk. Like their Sapphire cousins, they have great respect for the sea, and many of them spend their lives as sailors. Unlike their Sapphire cousins, they also have a great reverence of the earth, for the Pearl Wind touches both land and sea. Most Pearl Elves have a wanderlust that strikes them at least once in life, causing them to venture to other lands, even other continents. Most Pearl Elf ships are vessels made for fishing or travel between the closeby islands of Amihan, so Pearl Elves will often act as crew aboard a Sapphire Elf vessel in order to sate their wanderlust. As a result, a Pearl Elf might be found anywhere in the world, though usually singly or in a very small group.

Have to do work things for a bit, should be back in around an hour.


Nah it's okay, I can be a waterbender water kineticist. I'll get to work.


Also for the record, I'm totally fine with Centaur being rarely seen or interacted with by most civilized folk. Adds to the "oooo wow a horse man" theme of it.


Pearl Elf Kineticist
Pearl elf kineticist 3
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 33 (3d8+15) (2 Burn NL damage)

Fort +7, Ref +7, Will +0; +2 vs. enchantments
Defensive Abilities elemental defense (shroud of water), elven immunities; Immune sleep

--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.

Ranged water blast +6 touch (2d6+2)

--------------------
Statistics
--------------------
Str 10, Dex 18, Con 18, Int 10, Wis 8, Cha 10
Base Atk +2; CMB +2; CMD 16

Feats Point-blank Shot, Precise Shot

Skills Perception +5, Stealth +10, Swim +8

Languages Common, Elven

SQ burn, elemental focus (water), feel the burn, kinetic blast, wild talents (pressurized blast infusion, slick)

--------------------
Special Abilities
--------------------
Burn 1/round (3 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Water Blast (Sp) You slam a single foe with a stream of water as a ranged attack. If you hit, the target suffers an amount of bludgeoning damage equal to 1d6+1 + your Constitution modifier. This damage increases by 1d6+1 for every 2 kineticist levels you possess
Elven Immunities (Ex) +2 save bonus vs Enchantments.
Feel the Burn +1 (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Immunity to Magic Sleep You are immune to magic sleep effects.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pressurized Blast Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Shroud of Water (+4 armor or +2 shield, + 1/burn) (Su) As an immediate action, you surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants eit
Slick (DC 15) (Sp) Use your slick for any of the effects of the grease spell for 1r
Swimming (30 feet) You have a Swim speed.
Water Hydrokineticists.

Appearance

Needs gear, and fluff, and traits, and...stuff. Must sleep.

Silver Crusade

The centaurs will be from Breck's Woods, a simple name for a staggeringly large forested area. (I named it after one of the guys I played WoW with for like 3 years) This is also where the Granite Elves and the Red Dwarves live, along with humans, elves, halflings, and some fey creatures. That said, they are extremely rare within the Great Valleys, so in the first little part before you board the airship to another continent, you'll definitely get that mystique. You'll also get it on the other continent.

This table is how you would level up as a base game centaur.

HD/Class; Total Level
4 / 00; 3
4 / 01; 4
4 / 02; 5
4 / 04; 6
4 / 05; 7
4 / 06; 8
4 / 07; 9
4 / 08; 10
4 / 09; 11
4 / 10; 12
4 / 11; 13
4 / 12; 14
4 / 13; 15
4 / 14; 16
4 / 15; 17
4 / 16; 18
4 / 17; 19
4 / 18; 20

Note that you would gain two class levels going from 5 to 6 to make up for inferior racial HD.

Ability Modifiers: +2 Str, +6 Dex, +4 Con, +4 Wis, +2 Cha (as well as +1 to any one ability score for your 4th racial HD) (also keep in mind you need to adjust for size after this giving you a net +4 str and +4 dex)
Size: Large (10 x 10 ft.)
Type: Monstrous Humanoid (4 HD)
Speed: 50 ft.
Reach: 5 ft.
Armor Class: +1 natural armor bonus
Natural Attacks: 2 hooves (secondary attacks, base 1d6 damage)
Skills: No racial bonuses, but you get a +8 bonus to Acrobatics checks made to jump due to high speed.
Special Attacks: none
Special Qualities: Darkvision 60 ft., Undersized weapons (can only use medium weapons)
Starting Languages: Common, Elven, Sylvan

HP: 10 + 3d10 + (con x 4)
Base saves: +1 Fort, +4 Ref, +4 Will
Base Attack: +4
Bonus Armor/Weapon Proficiencies: All light and medium armors, shields (except the tower shield), and all simple weapons plus the longsword
Feats: 2 general feats (one at your first HD, and one at your 3rd)
Skills: You have 16 ranks to assign (modified for intelligence) and you can have up to 4 ranks in any given skill. Your class skills are Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim.

With that option you'll have no class levels to begin with.

On to the other option:

Centaur

Large (7RP) Monstrous Humanoid (2RP)

Speed 40ft.

Languages: Breckti, Centaur, Sylvan

Bonus Languages: Arcadian, Dwarven, Zephyrian, Falirian, Albernan, Malamni, Kiliviestan (Sapphire Elf language)

+2 Str +2 Dex +2 Con +4 Wis -2 Int (4RP) (Note that you need to adjust for large size as well)

Natural Armor: +1 Natural Armor Bonus to AC (2RP)

Darkvision 60' (granted by type)

Quadruped: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (already reflected in the speed above). In addition, members of this race use weapons and armor as if they were Medium (instead of Large). (2RP)

Total RP: 17

This is only 2 RP more than Aasimar, and only 1 more than Suli. It's the same cost as Fetchlings and none of those adjust your level. I think you should be ok to take full class levels.

Silver Crusade

Here's an older, but mostly correct version of my religion document. It doesn't have as much detail as the current one. That file, however is on an external hard drive buried in a box somewhere in my room. I just moved a few weeks ago and I'm on the heavy part of my schedule, so I haven't unpacked everything yet.

This is lacking some of the newer religions I've worked on. It mostly covers a continent called Maileeka, the first continent I created for the world.

Religions:

Pantheons

The Elemental Pantheon:
The Elemental Pantheon are 21 Elemental Lords and Ladies who rule the 6 elements and 15 demi-elements. This is the largest religion (according to number of adherents) of the continent. People of any race may be followers of one of the Elemental Pantheon. The 21 Lords and Ladies are as follows:

1. Vorassa, Lady of Heat
2. Ferrenus, Lady of Air
3. Gravah, Lord of Water
4. Grakkus, Lady of Earth
5. Alonsus, Lord of the Dark
6. Dethendrelle, Lady of Light
7. Nagu, Lord of Shadows
8. Dalaku, Lady of Lightning
9. Greel, Lord of Smoke and Ash
10. Shala, Lady of Lava
11. Akren, Lord of Rain
12. Reyanna, Lady of the Sun
13. Gurd, Lord of Mud
14. Drea, Lady of Steam
15. Dren'Soka, Lord of Acid
16. Vekus'Nol, Lord of Fire
17. Borross, Lord of Metal
18. Miresti, Lady of Dust
19. Issallun, Lord of Ice
20. Amentha, Lady of Jewels and Crystals
21. Leilanna, Lady of the Void

The Five Sisters:
The Five Sisters are Five Goddesses that represent mortal alignments. Eren is the goddess of good, she is kind, nurturing, and self-sacrificing. Marea is the goddess of law, she is stern, unforgiving, and stoic. Liltra is the goddess of neutrality, she is serene, intelligent, and open-minded. Kora is the goddess of chaos, she is free-spirited, belligerent, and emotional. Gend is the goddess of evil, she is selfish, hateful, and manipulative. The reverence of the Five Sisters is the second largest religion (according to number of adherents) of the continent.

The Elven Pantheon:
The Elven Pantheon are the gods of the elves of Alahn. Once, in millennia past, the elven gods ruled a single group of elves. The coming of the Eternal Dark and their demons broke the elven people asunder. The elves were scattered about the world and only with the help of the Crystal Souled and the Nordir, the forbears of the modern human and gemmil races, were the demons thrown back. The once whole elven people underwent drastic changes in the millennia to come. Today's elves are much different than they were, and their gods and goddesses have embraced the differences of their people. All elves share a kinship with one another even though they now prefer much different climes, and have different cultures.

The Gold, Onyx, and Silver Elves, revere three elven deities known as the Heavens. The Gold Elves worship Somar Vital, God of the Sun. He fights against the Eternal Dark ceaselessly with his holy magic. He resides on the plane Solus, while his people live in Aelona Lor, where the Sun Portal, the gate to Solus, is located. Somar Vital's wife is the moon goddess of the onyx elves, Dedrena Kazan. She uses arcane magic to fight the Eternal Dark. Her people make their home in Aemon Val where the Moon Gate, the portal to her realm Lunus, is located. Finally, their child An Ikun Azuth, god of the stars, is revered by the Silver Elves. An'Ikun'Azuth uses stealth to spy upon and holy magic to fight the Eternal Dark. The Silver Elves live alongside the humans of the Starlit C. The Temple of the Stars in the city Azuth has the portal to his realm, Stellus.

Velastrun is the god of the Ruby Elves. He commands the powers of fire and earth, and is a great warrior as well. His people emulate him, learning earth and fire elementalism, as well as heavy weaponry and armor. He is a god of justice, he is stern, and those who fail to follow his law meet his fiery temper. Velastrun's Eye, a massive volcano in the Eastern Spine, is the home of his people and portal to his plane.

Kiliviesta is the Goddess of the Sapphire Elves and mistress of wind and ocean. She is a secretive goddess and a master of the Arcane, like her sister Dedrena Kazan. Her priesthood contains as many arcane spellcasters as it does divine. The portal to her home is between a pair of islands called Kiliviesta's Heart, which lie on the western side of Maileeka in the Kiliviesta Ocean. The portal itself is a massive maelstrom between the two islands, which are connected to one another by bridges. The Sapphire Elves come from an archipelago far to the southwest of Kiliviesta's Heart.

Odranian Tor is the martial god of the Diamond Elves. He teaches that a strong, pure body will lead to a strong, pure soul. He and his elves fight back the demons of the Eternal Dark by strength of body and soul, through weapons and Ki powers. Diamond Elves live in the grand cities of Siona Kal. Monasteries that seemed carved from diamonds dot the forest, where Diamond Elves take yearly pilgrimages to train in the martial arts. The portal to Korvus, Odranion's home plane lies in a giant diamond tower of the same name deep in the heart of the primordial forests of Siona Kal.

There was once a God named Darantolle who was the god of the Emerald elves. He was killed in the second coming of the Eternal Dark. His people who inhabit the Darantolle Forest were left without a god. Selenia Morningmist, one of the few remaining Old Gods of the Nordir, of whom many had been slain in the same war, saved the Emerald Elves in, and took them as her own people. The Emerald Elves now revere the Old Gods, but especially Selenia Morningmist, their savior. The Emerald Elves still revere the rest of the Elven Pantheon but their fates now lie in the hands of the Lady of the Shining Vale. Some other elves look down upon the Emeralds for their choice, as they believe they could have simply joined other elves.

Ajako is the wild god of the Amber elves of the In'Dule plain of Ukaje. He is a god of the hunter, the warrior, the mother defending her young, and the predator of the savannah. His followers are the most tribalistic of the elven subraces. Ajako teaches that the cycle of life and death, hunter and prey must be maintained to allow new growth in the world. His primary ritual is the sacrifice and consumption of animals. (This is not a dark ritual but more like hunting a turkey for thanksgiving in real life.) The portal to his plane, the Eternal Hunting Ground, is in an ancient temple on the savannah known as the Moyo In'Dule, or Heart of In'Dule. (In'Dule is the Ukajeen word for amber elf) The only permanent amber elf settlement, Shar Agasha, is within sight distance of the Heart.

Zylanshin Ress is the god of the amethyst elves who inhabit northeastern Delrith. He is an ascetic god who encourages his followers to use their minds to solve their problems and the mysteries of the universe. He is an adept psionicist and many of his people follow this path as well. Many of the great philosophers of the world have studied with, or are themselves Amethyst Elves. The portal to Zylanshin's realm, Ascordia, is in the underground portion of the great library Assan Jyes, the cultural center of Amethyst Elf society.

Firesa Talen is the war goddess of the Iron Elves of central Dara. Her people, along with their close allies the Rift Dwarves, have fought back the demons who have taken control of the Kingdom of Dara for centuries. Her temple is a grand fortress called Bestal at head of the only navigable trail down or up the approximately 200' tall, nearly sheer Bestal Cliff. Firesa Talen is a consummate warrior and her people are no different. The Iron Elves are especially close to the Rift Dwarf neighbors, and some of the very finest weapons and armor in the world are crafted by a collaboration between these two peoples. Firesa Talen resides on the plane known as Lostalus, Soul's Rest, where the souls of the dead go between lives. Firesa and the goddess Eren are its protectors, and for this reason Firesa allows no portal to her realm in the material, as an easy path to Lostalus would be disastrous if the demons were to claim it.

Asinaya, the Pearl Wind, is the goddess of the Pearl Elves of Amihan in the Sea of Silk. She is a goddess of travel, trade, sea, and soil. Her people maintain neutrality in the many territorial wars of the Sea of Silk, offering safe harbor and trade to all. The portal to Asinaya's realm, Langit, is in a temple that stands in the center of the Great Bazaar of Ilnama.

Platinum Wei Shang, Sea of Silk

Citrine Alzari Forest, Bregande

Jade Gensanchi, Sea of Silk

The Totem Spirits of the Gemmil Tribes:
The Gemmil of the Gemmil Tribelands revere Tribal Totem Spirits. Each one is a different animal that can be found in the Tribelands. Some tribes have died out through the course of history, including the Mouse, Sparrow, Finch, Crane, Moose, Bull, Beaver, Mole, Weasel, Bison, Ape, Wasp, Spider, Mantis, and Mongoose. Currently, 32 tribes exist today, each revering one Totem Spirit. The Totem Spirits are:

1. Uruz of the Auroch Tribe
2. Gravling of the Badger Tribe
3. Bjorn of the Bear Tribe
4. Eber of the Boar Tribe
5. Sur of the Crab Tribe
6. Kaimann of the Crocodile Tribe
7. Hundur of the Dog Tribe
8. Orn of the Eagle Tribe
9. Gawrfill of the Elephant Tribe
10. Elhaz of the Elk Tribe
11. Valk of the Falcon Tribe
12. Chwilota of the Ferret Tribe
13. Reven of the Fox Tribe
14. Eftir of the Gorilla Tribe
15. Haas of the Hare Tribe
16. Rykia of the Hawk Tribe
17. Ehwaz of the Horse Tribe
18. Kissa of the Lion Tribe
19. Hagedis of the Lizard Tribe
20. Abe of the Monkey Tribe
21. Gwidh of the Owl Tribe
22. Rund of the Ox Tribe
23. Pardus of the Panther Tribe
24. Svikja of the Rat Tribe
25. Nashyrn of the Rhinoceros Tribe
26. Hysgor of the Scorpion Tribe
27. Hlykk of the Snake Tribe
28. Orava of the Squirrel Tribe
29. Karlinn of the Tiger Tribe
30. Kilpikonna of the Tortoise Tribe
31. Geier of the Vulture Tribe
32. Varg of the Wolf Tribe

The Akhenite Pantheon:
The Akhenite pantheon are the gods of the Akhenites, the people of the Akhenaton Desert. There are seven gods in the pantheon. Aton is the god of life and the sun, he and Zuka, the goddess of death and the moon, lead the pantheon. Aton and Zuka are also the Emperor and Empress rank in the caste system. The other 5 gods each symbolize another rank in the caste system. Khenti is the god of the noble caste, Mdjai, the soldier caste, Remmao, the merchant caste, Azibo, the peasant caste, and Azarel, the assassin caste.

The Old Gods:
The Old Gods are the Gods that were revered by the Nordir, the precursor to both the Human and Gemmil races. The vast majority of the Old Gods died in the first two war against the Eternal Dark and only eight are known to be alive at this time. After the second war the Nordir were scattered across the world and most became the Humans and Gemmil we know today. They were slowly indoctrinated into the religions of the places they came to stay in, and the reverence of the Old Gods waned. Selenia saved the Emerald Elves and knowledge of the Old Gods was preserved through them. A number of Humans and Gemmil have begun to venerate the Old Gods once more in recent times. Another important aspect of the religion is belief in the Vaettir, or spirits of the land. Every rock, tree, blade of grass, river, waterfall, building, or other part of the land has a spirit. Honoring these spirits keeps them happy and leads to a happy life. Also, reverence of ancestors is just as important as that of the Gods and Vaettir. We stand on the shoulders of our ancestors and proper respect is due.
Selenia Morningmist is perhaps the best known of the Old Gods, she saved the Emerald Elves in their time of need, and her worship has spread to all denizens of the Darantolle Forest. The Fae and the Dryads call Selenia their queen, the Skirikiri, the Tchik'Ti of Darantolle call her the Great Willow, and the Gnomes and Malamn call her the Earthmother, and worship Selenia and Obreggun together. Some Kakazi revere her as the Wind Mother, and a few Shiotans follow her as well. She is a nature goddess, concerned with forests, animals, rivers, mountains, and all natural parts of the world. She is a goddess of love, sex, and magic.
Tornos, The Thunderer is a god of rain, thunder, lightning and fertility. He is a powerful god, and can call up gale force winds, with driving rains, hail and lightning, as easily as nourishing rains with light breezes. He is also the prime protector of the remaining Old Gods and strikes down demons with his mighty Thunder-hammer. His faith is slowly being taken up by farmers and soldiers alike.
Laguna, the God of the Arts is exactly what his title suggest, a god of poetry, singing, writing, painting, calligraphy, and swordsmanship. In ancient times he was both the bard and diplomat of the gods, and while he can use a bit of magic, he has no where near the level of skill that Selenia or Igg. He is the constant companion of Tornos, and the two complement each other's skills well. Tornos is wild strength and cunning, while Laguna is the elegant versions of those same strengths. It is said that Laguna was the god of another people who were either conquered or joined with the Nordir.
Igg, the Wise is the master of magic among the Old Gods. He appears as a grizzled old man, walking with either a staff or spear. He is a shaman, always wandering, and communing with nature. He oftentimes helps good people, and causes misfortune to those who would harm others without cause. Igg is the leader of the Old Gods, and has seen many battles with the Eternal Dark. Logan is his blood brother.
Fensalir is the wife of Igg, queen, and mother of the Old Gods. She is not just a hearth goddess, she is the defender of the home, and is a leader as well. She is a great seeress, and can read into the weave of the past and present to gain insight on possible futures. She is a goddess of nobility, and she is a great counselor to those who would rule.
Cheru is the god of justice, and that of righteous war. He is the god of proper action and the structure of society. He is also a god of the sky and sun. He wields a broadsword and shield against the Eternal Dark. Marton the brutal, a god revered in Golgorra is his constant nemesis. They have opposing visions on the reason for war.
Logan is Igg's blood brother and is a trickster god. He is the force of necessary change, of useful and necessary deceit, and of all the arts of the rogue. He is carefree and haphazard, and causes mischief among the gods. He tends to fix the problems that he causes and is the embodiment of wisdom gained through experience. Followers of the Old Gods cannot decide whether or not Logan is to be reviled or revered, as one of his many tricks, (the demons were unknown to the gods at this time) led to the death of a number of gods at the very beginning of the First Godswar.

The Ancients:
The Ancients are five spirit dragons revered by the Shiotan people. The dragons embody the five Shiotan elements: fire, water, earth, air, and wood. Udda, the wood dragon resides in Darantolle Forest, and is revered by the Skirikiri as well as the Shiotans. He has a good relationship with the Emerald Elves and all He is the warden of life and wood. Kasai is the fire dragon, she lives in Velastrun's Eye, and has a good relationship with the Ruby Elves. Mizu is the water dragon, she lives in the Baraan Sea. Koudo is the earth dragon, he lives at the southern end of the Eastern Spine, and routinely interacts with the Crystal Souled, as he lives within the Crystal Caverns, where the Crystal Souled find their Soulcrystals. Finally, Tenkuu, the wind dragon, just south of the Bejeweled City, and has a good relationship with the Crystal Souled. The Five Dragons protect the Shiotan people from the various dangers in the world, especially the Eternal Dark. The faith is centralized in 5 great temples in the Shiota region, although each town has a shrine to at least one of the five. The Ancients are revered mostly by Shiotans, but a few people from other places revere them as well. Reverence of the Ancients does not exclude the ideas of the Teachings of Bensei, and a good portion of each religion follows the other.

Dualism

Shesiz'Tha and Maressa:
Shesiz'Tha and Maressa are the deities of the Ranga. Shesiz'Tha the Warrior is the male war god. Maressa the Broodmother is the female goddess of peace and the home. Priests called angakok are the clergy of the two deities.

Galleus and Vogrande:
Galleus and Vogrande are the modern day sun and moon gods and their reverence is the third largest religion in Maileeka. Galleus, the Sun God, is a god of science and knowledge, and is revered as the lord of alchemy and engineering. Vogrande, the Moon God, is a god of magic, prophecy, and oracle.

Monotheism

Vajra:
Vajra is the goddess of the Vlasti. She is a kind and loving goddess of peace and knowledge. She guides the Vlasti in a peaceful quest for knowledge.

Obreggun of the Deep Places:
Obreggun is a Titan who lives deep within the bowels of the earth where he crafts things from stone. He has the power to make stone come to life. Obreggun created the dwarves, gnomes, malamn, and nordir, and by extension, humans and gemmil. Dwarves almost exclusively revere Obreggun, while gnomes are split between Galleus and Obreggun. The malamn are almost equally split between druidism and Obreggun's reverence. Gemmil of the Velaan Islands and Dun Baram also revere Obreggun.

Verona:
Verona is the goddess of the Veronans. She is a goddess of trade of agriculture. Her influence has lead the Veronans to be the single most wealthy people in the world. Veronans give a weekly tithe to the church based upon their income. Kyraceans were originally Veronans and still revere her today. Verona is one of the survivng Old Gods, but left and is no longer worshipped as one of them.

The Tantar:
The Tantar is the leader of the Great Northern Empire. He is revered as a living god among his people. All other religion is aggressively put down, with offenders either publicly converting under torture, or being killed in said torture. The people are required to pay heavy tithes to the Holy Church of Tantar, and coupled with crippling tax rates, the people are left poor and completely dependent upon the corrupt government.

Philosophies:

The Crystal Path:
The Crystal Path is the religion of the Crystal Souled. They are taught self-sufficience, and to work toward enlightenment. While there are no deities in their religion, they do not deny the existence of deities. The vast majority of crystal souled follow only this religion, while some small amount of others incorporate the Crystal Path into another religion, primarily the reverence of the old gods.

The Teachings of Bensei:
The philosophy of Bensei teaches peace and harmony with oneself and the world through meditation. The teachings started in Shiota but have since expanded into the Tumani Plain and the Broken Coast. Bensei was a great sage from Shiota and spent a lot of time in the Crystal City, where he adapted his teachings from the Crystal Path.

The Arcane:
Members of the arcane believe that magic itself is a living entity, and seek to become closer to it. The origin of the religion is very old and only the masters of magic are ever even introduced to this philosophy.

The Holy Chronicle of Baldric Pendragur
Around 350 years ago a man named Baldric Pendragur lived in a small town on the edge of the Channel, called Jorsala. As an old man, he wrote a chronicle of his life. He portrayed himself as having always done the right thing. Some things are known about him: he was a great healer, he could raise the dead without damaging the soul (a feat very few could accomplish), and he was killed in the Tantar empire for heresy when he went there to heal an old friend's child. After his death, the autobiography was found and reproduced, and now many people try to emulate his life as a path to the heaven he describes as believing in, in the Chronicle.

Animism

Shamanism
Shamanism is a religion that harmonizes with spirits of nature. The shaman's power comes from totem animals, revered ancestors, and the elements. Shamen usually train under a mentor, usually alone or with one or two other apprentices. Some shamen come to the path entirely on their own. A great majority of their power comes from alliances with the great families of animal spirits.

Druidism
Druidism is a reverence of nature in all its forms. Their powers come from the cycles of the sun, moon, and Maileeka. Their powers come from the plants and animals. Their powers come from the interconnectivity of all things. Druids abhor demons, undead, and any other kind of desecration of nature. Druids welcome any lover of nature to join their ranks.

Krivega
The Krivega have an animistic religion where they harmonize with the spirits of water in the Kresfin and the Golgorran Mire. They are trying to bring the water back to their ancestral homeland of Golgorra. They also revere their ancestors.

The Vada
The people of the Vada Hills are a group of tribes that revere their ancestors. Their lives revolve around performing honorable deeds to become one of the ancestors they so revere, and the greatest deed is victorious combat.

The Tumani
The nomads of the Tumani plain worship a host of spirits of the land, water, and sky. The greatest among them are Todanga the Skyfather and Asase the Earthmother. They live in harmony with the plain, take only what they need, and use what they take.

Cults

The Cult of the Fates
The people of the Broken Coast follow a cult that believes that all life is random, and can be controlled only through the use of oracle. The cultists draw cards, throw lots, use pendulums, cast runes or bones, and flip coins, among many other practices to decide the course of their lives, and direct almost every action. The cult is extremely pervasive in the Coast and people from outside see the place as extremely chaotic, which it is, because they do not understand how things are done. Strangely the Broken Coast is the second most wealthy place in Maileeka, behind Verona, which leads many to believe some benevolent power is at work with the cult. There are small pockets of cultists all over Maileeka.

Shyekanne
Shyekanne is a huge sentient leviathan that lives in the Channel. Most residents of the Channel do not worship Shyekanne, but leave offerings so their cities, ships, and villages will not be destroyed. There is a cult that worships Shyekanne as a God incarnate and wish for her to wash the entire world under the water and destroy everything.

The Eternal Dark
The Eternal Dark are a council of the most powerful lords of the demons. There are Eight members of the council, though a few are currently subdued, though not dead. Many cults are devoted to all, some, or one of the members. Some cults, like the Eternal Shadows, are very widespread, relatively well known, and feared. Others, like the Night Blades, are very small and secretive. Many of the cults have no direct connection to the actual lords of the Eternal Dark, but some are directly controlled by one or more of their number. In addition the island nation of Korvind's state religion is a cult devoted to the Eternal Dark. The eight lords are:

1. Shu'Kal'Vin'Raal, Master of the Chag'Noth
2. Vaal, King of Succubi and Incubi
3. Shela'Ton, Tyrant of the Ogres
4. Golgorra, Packmaster of the Tchik'ti
5. Lukard, Wrath Lord of the Wrathborne
6. Gram'Gil, Overlord of the Imps
7. Delilah, Mistress of the Talenya
8. Marton the Brutal, Warmaster of the Pit Fiends

Shu'Kal'Vin'Raal and his Chag'Noth are based in Gorromaduul in the Daemonlands. They control the entire area of the Demonlands. Shu'Kal'Vin'Raal is and has been directing his Chag'Noth to attack the Western Heartlands and the Starlit Coast. This demon lord has been sent to distract the people of Maileeka away from the activities of Marton the Brutal.

Vaal cares little for conquering mortals. He simply wants to be pleasured, and let's his succubi and incubi do as they please. One of the few things he does pay attention to is his son Lucian Osuuvarde. Lucian has defied him and become a paladin, and Vaal routinely sends assassins to kill him, although all have failed thus far. To ensure his protection from outside forces, Vaal allows the Eternal Dark to use his minions as spies and manipulators.

Shela'Ton is the lord of ogres. He was the primary aggressor in the Second Godswar between the Eternal Dark and the Old Gods. Shela'Ton is invincible, and while he can be driven back and harmed, he cannot be slain. During peace negotiations it was determined that Shela'Ton would never agree and had to be bound. The Old Gods and Eternal Dark lured him into a plane they created as a prison for him, where he is still trapped to this day. His ogres, now free of his influence are still mostly chaotic and evil, but some have turned to a shamanistic, tribal culture.

Lukard is the lord, and least known, of the Eternal Dark. His Wrathborne are the guards of the Eternal Darkness, and he himself almost never meddles in the affairs of the prime material plane. Even so, a small cult, the Blade of Wrath, is dedicated to doing the work of Lukard. Along with Delilah he created the Eternal Darkness and formed the Eternal Dark. Together they recruited six other demon lords, and subjugated the rest, bringing almost all demons under their control.

Golgorra created the Tchik'ti race, and led them, during the Second Demon war, as packmaster to attack what was once a part of the Northern Plain. This area is now known only as Golgorra, and the final battle between the Old Gods and Golgorra left the southern portion partially sunk and has become the Golgorran Mire. After the battle Golgorra was sealed beneath the plains in the Temple of Deep Shadows. He still sleeps there, seeping evil into the plains, blackening the land, and driving mad anyone who stays too close. The Tchik'ti in Golgorra still tend to serve him, though a remarkable number have left Golgorra for the Darantolle Forest and now revere Selenia Morningmist.

Gram'Gil is the newest member of the Eternal Dark, new being a relative term, as he was once a human summoner two thousand years ago. He summoned imps constantly and eventually led the imps in a coup against Kaninji, who created and formerly led the imps. Since Gram'Gil is from Maileeka he constantly executes plots there. His imps act as primarily as assassins, but also as spies, and are widely feared. Gram'Gil is a demon of treachery and murder.

Delilah is the lady of the Eternal Dark. Her talenya are the clergy of the demons, and like the wrathborne, are very rarely seen on Maileeka. Delilah does not busy herself with planar affairs as much as Lukard, but is still detached from Maileeka. While Lukard defends against outside forces, Delilah deals with threats from inside. Her chief concern is keeping control over the demons under the command of the Eternal Dark.

Marton the Brutal was the first demon lord to join the Eternal Dark when Lukard and Delilah formed the group. He and his pit fiends are extremely involved in mortal affairs. The pit fiends act as generals in an army of lesser demons that Marton commands. Lukard and Delilah chose him to be leader of their armies on Maileeka. Marton sees each death in battle as a sacrifice to him and encourages brutality, needless conflicts, and murder.

There are many other Demon Lords, but the others had to be forcibly subjugated and, as such, are bot part of the command structure of the Eternal Dark.


A map would be useful. Hard to put so many names together without something visual.

RPG Superstar 2015 Top 16

LOL, well, I guess if one of us is playing a centaur than a roc animal companion is probably fine and dandy.

Still trying to decide right now if I'm going to be more melee focused or ranged focused, but other than that, the bulk of the character is done in my head. Do red dwarves have any mechanical changes from core Golarion dwarves that I should know about?

Silver Crusade

I have to scan the map, all I have is hand drawn ones. So, that shall happen soon, likely Saturday since I'm at work today and tomorrow. 12 hour shifts ftl.


Tell me about it.

This will be the alias I use. It's still a work in progress, but getting there.


What are elven naming conventions like?


Working Alias


Right now I essentially have two abilties, blasting+bull rush, or casting an unlimited number of grease spells. Other than that, I can't do much. Just FYI when you guys are building your characters.


Dwarf Hunter 3 * AC 20 - CMD 17 * HP: 24/24 * F+4, R+7, W+3 (modifiers apply) * Per +8, Init +3, Stealth +4
Austru mini-stats:
AC 22/15/17 | HP 15/15 | Per +9

<--dien, probably appropriating this old alias for my dwarf hunter, but have to change the sheet

No worries. Grease and positioning is always useful.

I think I'm going to commit the cardinal sin of creating a hunter that switches between ranged and close as needed. Ranged will be better long run, especially when I can ride my roc, but blah, feat investments.


Dwarf Hunter 3 * AC 20 - CMD 17 * HP: 24/24 * F+4, R+7, W+3 (modifiers apply) * Per +8, Init +3, Stealth +4
Austru mini-stats:
AC 22/15/17 | HP 15/15 | Per +9

Okay, Aurica's sheet is done, I think. Might tweak bits and pieces, but all the fluff and the crunch are there.

Silver Crusade

In my humble opinion, melee works just as well for a hunter, not getting improved precise shot till 11 puts them a good bit behind archer rangers/monks/slayers.

Pearl Elves can be named using Tagalog names if you'd like, as the Islands they live on are inspired by the Phillipines.

In other news, the old man is making a half elf or human or aasimar Oradin.


Dwarf Hunter 3 * AC 20 - CMD 17 * HP: 24/24 * F+4, R+7, W+3 (modifiers apply) * Per +8, Init +3, Stealth +4
Austru mini-stats:
AC 22/15/17 | HP 15/15 | Per +9

Missing improved precise shot doesn't bother me, and it's not a feat I really prioritize taking.

Honestly, and meaning no offense with this at all, I'll be really surprised if our game lasts enough for it to be an option regardless. Most PBPs I've been in have been lucky to have 2-4 level-ups over the course of a year or more of gameplay, and most PBPs don't survive a year. /possibly a bitter old cynic here

Yay for Oradin, though. Means I can be safely a backup/assistant healer rather than the only divine. :P

Silver Crusade

I've been in quite a few that have died. This should work out better as I have fewer obligations than most, and I can post from work except on the rare day that we have training all day, like today.

1 to 50 of 137 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Destrina's Adventures in Alahn Discussion All Messageboards

Want to post a reply? Sign in.