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TRM's Second Darkness, a Pathfinder RPG game (closed)
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<blockquote data-quote="The Rolling Man" data-source="post: 4613639" data-attributes="member: 24451"><p><span style="font-size: 12px"><strong>Character Creation</strong></span></p><p></p><p><strong>Core books</strong> (You can use almost everything in these books to create your character.)</p><p>Pathfinder Roleplaying Game, Beta playtest, including the web enhancements (PFRPG)*</p><p>Pathfinder Chronicles, Campaign Setting (PFCS)</p><p>Second Darkness Player’s Guide (SDPG)</p><p>Curse of the Crimson Throne Player’s Guide (CotCTPG)*</p><p>Rise of the Runelords Player’s Guide (RotRPG)* <em>note that you won't get a bonus 'regional' feat as shown in this. I'll instead use the traits system of the SDPG (see below). The feats presented here are still available as normal feats however.</em></p><p></p><p>* all these are available in PDF format for free on the Paizo web site.</p><p></p><p><strong>Races</strong></p><p>All the standard PFRPG races except that humans with at least 10 intelligence have an extra (in addition to Common) automatic language depending on their cultural background. Humans with 9 or less intelligence only speak Common or 1 of the cultural languages. Here's a non-exhaustive list of the human languages of Golarion (for more info on these consult the PFCS or ask me about them).</p><ul> <li data-xf-list-type="ul">Common (Taldane/Chelish)</li> <li data-xf-list-type="ul">Varisian</li> <li data-xf-list-type="ul">Skald</li> <li data-xf-list-type="ul">Shoanti</li> <li data-xf-list-type="ul">Hallit</li> <li data-xf-list-type="ul">Kelish</li> <li data-xf-list-type="ul">Osiriani</li> <li data-xf-list-type="ul">Polyglot</li> <li data-xf-list-type="ul">Tien</li> <li data-xf-list-type="ul">Vudrani</li> </ul><p></p><p>The SRD tiefling is also available with the following modification :</p><ul> <li data-xf-list-type="ul">There's no level adjustment.</li> <li data-xf-list-type="ul">The favored class of tieflings is rogue or wizard. This choice must be made at 1st level and cannot be changed.</li> <li data-xf-list-type="ul">The tiefling automatic languages are Common and one of the following : Abyssal, Infernal or one of the human cultural languages (Varisian, Shoanti, etc ...).</li> </ul><p></p><p><strong>Classes</strong></p><p>Only the standard classes as presented in the PFRPG. I might allow the class variants from the PFCS as long as it doesn't conflict with the rpg changes.</p><p></p><p><strong>Ability Scores</strong></p><p>15 Points as in the PFRPG (Standard fantasy)</p><p></p><p><strong>Alignment</strong></p><p>Any alignment is available but be aware that the adventure isn't very friendly to very lawful good type characters. Riddleport isn't exactly the most friendly city.</p><p></p><p><strong>Starting level</strong> : 1</p><p></p><p><strong>Hit Points</strong> </p><p>At 1st level, your character gets maximum HD hp + con bonus + 1/2 your constitution score (rounded down). </p><p>At all following levels, your character get a fixed amount (depending on your HD : d4 = 3, d6 = 4, d8 = 5, d10 = 7, d12 = 8) + con bonus.</p><p></p><p><strong>Saving throws and multiclassing</strong></p><p>You can only get the +2 bonus to a saving throw at the 1st level once. For example, a fighter 2/barbarian 1 would only have a fortitude save bonus of +3 (not +5). A mage/fighter would get both the bonuses to will and fortitude since they simply aren't the same.</p><p></p><p><strong>Traits</strong></p><p>To better reflect your character experiences before becoming an adventurer, he/she will get 2 traits. One will describe his recent past and link the character with the starting adventure and/or with the other characters (I'll list those below). The second trait can be more general in nature. Traits offer small bonuses and are somewhat similar to feats. The differences is that traits offers more details on the character's life but the bonuses are only about half as good as feat's. Note that all bonuses offered by traits are of the 'trait' type and don't stack with one another. The SDPG present a long list of traits that I'm not going to reproduce here. Feel free to create your own (and get my approval). In general, traits grant a +1 bonus to a saving throw, +2 to initiative, +1 to one skill and make that skill a class skill, or some other small bonus or ability. If you don't own the SDPG and want to consult the trait list, you can leave your email address here or contact me by my hotmail account (philkav@ you know the rest ...).</p><p></p><p>Here's the list of traits that is supposed to help bring the characters together at the beginning of the adventure. You must pick one of these as your first trait or come up with another one that places you at the Golden Goblin during the 'Cheat the Devil and Take His Gold' gambling tournament.</p><p></p><p>[Sblock=Campaign Traits] <ol> <li data-xf-list-type="ol"><em>Fools for Friends:</em> You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.</li> <li data-xf-list-type="ol"><em>Into Enemy Territory:</em> The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the<br /> three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type.</li> <li data-xf-list-type="ol"><em>Looking for Work:</em> Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.</li> <li data-xf-list-type="ol"><em>Optimistic Gambler:</em> You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t<br /> owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.</li> <li data-xf-list-type="ol"><em>Researching the Blot:</em> You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.</li> <li data-xf-list-type="ol"><em>Scouting for Fiends:</em> You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.</li> </ol><p>[/SBLOCK]</p><p></p><p><strong>Starting wealth</strong> </p><p>Your character gets a random amount of gold coins to purchase his/her starting equipment. You must spend at least half the starting amount or lose the extra cash. The amount depends on your starting class as shown on page 98 of the PFRPG. As with most rolls you can use invisible castle (and provide a link) or let me roll for you.</p><p></p><p><strong>Experience</strong></p><p>I'll use the 'medium' column (see page 13 of the PFRPG) for the experience needed to level up. I might revise this later.</p><p></p><p><strong>Non-core feats, spells or class variants</strong></p><p>I'm open to allow up to one of these (at lvl 1) per character but you'll have to check with me first.</p><p></p><p></p><p>I think that's everything, don't be afraid to ask additional questions.</p></blockquote><p></p>
[QUOTE="The Rolling Man, post: 4613639, member: 24451"] [size=3][b]Character Creation[/b][/size] [b]Core books[/b] (You can use almost everything in these books to create your character.) Pathfinder Roleplaying Game, Beta playtest, including the web enhancements (PFRPG)* Pathfinder Chronicles, Campaign Setting (PFCS) Second Darkness Player’s Guide (SDPG) Curse of the Crimson Throne Player’s Guide (CotCTPG)* Rise of the Runelords Player’s Guide (RotRPG)* [i]note that you won't get a bonus 'regional' feat as shown in this. I'll instead use the traits system of the SDPG (see below). The feats presented here are still available as normal feats however.[/i] * all these are available in PDF format for free on the Paizo web site. [b]Races[/b] All the standard PFRPG races except that humans with at least 10 intelligence have an extra (in addition to Common) automatic language depending on their cultural background. Humans with 9 or less intelligence only speak Common or 1 of the cultural languages. Here's a non-exhaustive list of the human languages of Golarion (for more info on these consult the PFCS or ask me about them). [LIST] [*]Common (Taldane/Chelish) [*]Varisian [*]Skald [*]Shoanti [*]Hallit [*]Kelish [*]Osiriani [*]Polyglot [*]Tien [*]Vudrani[/LIST] The SRD tiefling is also available with the following modification : [LIST] [*]There's no level adjustment. [*]The favored class of tieflings is rogue or wizard. This choice must be made at 1st level and cannot be changed. [*]The tiefling automatic languages are Common and one of the following : Abyssal, Infernal or one of the human cultural languages (Varisian, Shoanti, etc ...). [/LIST] [b]Classes[/b] Only the standard classes as presented in the PFRPG. I might allow the class variants from the PFCS as long as it doesn't conflict with the rpg changes. [b]Ability Scores[/b] 15 Points as in the PFRPG (Standard fantasy) [b]Alignment[/b] Any alignment is available but be aware that the adventure isn't very friendly to very lawful good type characters. Riddleport isn't exactly the most friendly city. [b]Starting level[/b] : 1 [b]Hit Points[/b] At 1st level, your character gets maximum HD hp + con bonus + 1/2 your constitution score (rounded down). At all following levels, your character get a fixed amount (depending on your HD : d4 = 3, d6 = 4, d8 = 5, d10 = 7, d12 = 8) + con bonus. [b]Saving throws and multiclassing[/b] You can only get the +2 bonus to a saving throw at the 1st level once. For example, a fighter 2/barbarian 1 would only have a fortitude save bonus of +3 (not +5). A mage/fighter would get both the bonuses to will and fortitude since they simply aren't the same. [b]Traits[/b] To better reflect your character experiences before becoming an adventurer, he/she will get 2 traits. One will describe his recent past and link the character with the starting adventure and/or with the other characters (I'll list those below). The second trait can be more general in nature. Traits offer small bonuses and are somewhat similar to feats. The differences is that traits offers more details on the character's life but the bonuses are only about half as good as feat's. Note that all bonuses offered by traits are of the 'trait' type and don't stack with one another. The SDPG present a long list of traits that I'm not going to reproduce here. Feel free to create your own (and get my approval). In general, traits grant a +1 bonus to a saving throw, +2 to initiative, +1 to one skill and make that skill a class skill, or some other small bonus or ability. If you don't own the SDPG and want to consult the trait list, you can leave your email address here or contact me by my hotmail account (philkav@ you know the rest ...). Here's the list of traits that is supposed to help bring the characters together at the beginning of the adventure. You must pick one of these as your first trait or come up with another one that places you at the Golden Goblin during the 'Cheat the Devil and Take His Gold' gambling tournament. [Sblock=Campaign Traits][List=1][*][i]Fools for Friends:[/i] You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects. [*][i]Into Enemy Territory:[/i] The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type. [*][i]Looking for Work:[/i] Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. [*][i]Optimistic Gambler:[/i] You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result. [*][i]Researching the Blot:[/i] You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level. [*][i]Scouting for Fiends:[/i] You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.[/LIST][/SBLOCK] [b]Starting wealth[/b] Your character gets a random amount of gold coins to purchase his/her starting equipment. You must spend at least half the starting amount or lose the extra cash. The amount depends on your starting class as shown on page 98 of the PFRPG. As with most rolls you can use invisible castle (and provide a link) or let me roll for you. [b]Experience[/b] I'll use the 'medium' column (see page 13 of the PFRPG) for the experience needed to level up. I might revise this later. [b]Non-core feats, spells or class variants[/b] I'm open to allow up to one of these (at lvl 1) per character but you'll have to check with me first. I think that's everything, don't be afraid to ask additional questions. [/QUOTE]
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