Arkhandus
First Post
(Edit: Recruiting is closed, found enough players on the OpenRPG forums and such. Information in this thread is out of date, but I may re-open recruitment later if anyone drops out.)
Hey there, folks! I'm considering starting up a Pathfinder campaign on Wednesdays, Thursdays, or Fridays over OpenRPG, since Reckless' PF game on that day ended several weeks ago and I miss it.
Time slot is negotiable, but preferably around 5 or 6 pm Pacific time (8 or 9 pm Eastern) for a 3 or 4 hour session each week. If enough folks want the game to run earlier, that's okay too, but I won't start any earlier than 12 noon Pacific (3 pm Eastern, which is 9 pm GMT I think).
The campaign will be called Pathfinder: Wierd Frontiers, and you'll find out a bit about "why" later. We'll be playing on the OpenRPG Dev II server, with Blackstar or Veav as possible back-ups if necessary (Dev II is not shown in the server-list sometimes, but it is still used and can still be connected to; I have the server address for anyone who needs it). Our game room will be named the same as this campaign.
Char-Gen Rules:
Starting level (or ECL) is 6th, with 15,000 XP (fast progression) and 16,000 GP for starting wealth. You may spend any portion of your starting wealth on an item, so long as you leave some coin left for basic supplies (rations, waterskins, bedroll, backpack, belt pouch, flint and steel, etc.). You will need to buy basic supplies; your characters will be traveling A LOT and often in strange or remote places. Also, you may want to buy any important magic items right at char-gen, since you'll have little, if any, chance of picking them up during play (see below). Your PC will also have a free clothes outfit as noted in the PF Equipment chapter.
Maximum Hit Points for 1st-level, plus half the maximum from each Hit Die beyond that (or you can roll each extra HD on the game-server in front of me; choose for each HD beyond 1st-level; if you roll less than half for any given HD, then you must take half the maximum result for your very next HD). Base ability scores will be determined with Pathfinder 25-point-buy (epic fantasy). Hero points from the APG/PFRD will be used, so PCs start with 1 hero point, but I'm not sure yet if I'll allow the spells and items related to hero points (the feats are OK). Traits from the APG/PFRD will be used as well, so PCs start with 2 Traits; there are no "Campaign Traits" available in this game, and some other Traits may be renamed to fit the setting.
Any alignment (except chaotic evil) is fine, but evil PCs won't be allowed if anyone plays a Paladin. And evil PCs cannot be treacherous, self-absorbed backstabbers (chaotic neutral PCs can't be crazy, either); they have to be capable of teamwork, and must have a plausible reason for wanting to see the group's mission through to the end (even evil people tend to have some friends, family, or other loyalties). Refer to the intro at the bottom of this post.
Allowed Rulebooks/PDFs:
The Pathfinder Reference Document
Pathfinder Core Rulebook
Pathfinder Advanced Player's Guide
Pathfinder Bestiary
Psionics Unleashed
Limited material from The Tome of Secrets (Adamant Entertainment)
Various "Genius Guides to:" (SuperGenius Games PDFs)
Untapped Potential: New Horizons in Psionics (Dreamscarred Press PDF)
Various "The Mind Unveiled" PDFs (Dreamscarred Press)
Races of the Mind PDFs (Dreamscarred Press)
A few High Psionics PDFs (Dreamscarred Press)
Campaign and setting are custom, but the rules will be pure Pathfinder with a dash of 3.5 material, and a houserule here or there for any particularly broken classes, feats, etc. For instance, I'll be imposing some kind of restriction or drawback on Summoners to tone down their utter brokenness. Most characters shouldn't have any HRs to deal with; it's just a few options that I'm considering a balance-fix for. You don't need to worry about learning much of the setting, either, as it'll be fairly basic aside from the strange regions the group will be exploring and searching in their quest.
We'll be using the Pathfinder core rules, and some of the Advanced Player's Guide material included in the PFRD. And a few things from the Tome of Secrets, like races and classes, but I'll need to tweak/HR the ToS classes a bit to fix them. As well as some material from SuperGenius Games, like the Shadow Assassin, Time Thief, Races of Wind and Wing, Races of Hoof and Horn, etc. BUT MOST IMPORTANTLY, PSIONICS! Yes, this campaign will heavily utilize psionics, primarily from the Psionics Unleashed core psionics book for Pathfinder, as published by Dreamscarred Press with Paizo's input. You can find the PDF for sale easily enough on the Paizo, Dreamscarred Press, or RPGNow websites, if interested. Likewise for the SGG PDFs if interested in them.
Some other (3.5) psionics material from Dreamscarred Press will also be utilized, with some tweaks by me to adapt those bits and pieces for Pathfinder. I'm considering a minor limit on how many power points a psionic PC/NPC may have available at once; maybe double their manifester level at maximum, with the ability to refill that reserve with points from their overall total as a full-round action, maybe a minute or hour of meditation.
Now, YOU DON'T NEED TO USE PSIONICS, but it will significantly enhance play and your immersion in the game if you do use psionics in this campaign. Most notably because the party will rarely encounter magic-wielders and will rarely find any magic items beyond initial character creation, let alone any place to buy or trade for them (no magic shops; you'll only find a rare few individuals in the campaign who have a limited selection of magic items they're willing to trade away or are capable of creating). The VAST MAJORITY of non-mundane loot and market goods in the campaign will be psionic, so you'll be sorely disappointed if you expect to stock up on magic scrolls, potions, wands, staves, rods, armor, weapons, or wondrous items. Your group will be seriously hampered in some situations if they do not have any psionicists. In fact, your overall mission may well be doomed to failure if none in the group has a decent grasp on psionics.
Perhaps more importantly to many, you will have few chances to pick up any kind of magical classes beyond initial character creation; there may be a few opportunities during the campaign where you can find someone or something to train/bless/whatever you for a magical PrC, or where you could learn a magical base class from an NPC or fellow PC, and there may be a few that you could just acquire naturally (such as Dragon Disciple for any spontaneous arcane casters that have dragon-blood in their family, and some contact with dragons to awaken that draconic blood; I will likely update the gem dragons from MM2 for Pathfinder in this campaign, and metallic/chromatic dragons may show up briefly in the campaign). Prestige classes will have some kind of appropriate roleplay requirement in this campaign; not too much, but enough that they'll actually be more prestigious than just "guy with a few levels of wizard and a few metamagic feats."
Minor Houserule: The Psicraft skill will be used instead of Spellcraft for psionic matters in this campaign, so replace Spellcraft on any psionic class skill lists with Psicraft. Same function, different name. Psionics and magic are different enough that they ought to require different skills to ID accurately, and Psionics Unleashed already uses Knowledge (Psionics) for other psionic purposes, so I don't know why Psicraft wasn't used in it.
Basic Campaign Info:
The Player Characters will start out as experienced adventurers of varied backgrounds, from different countries, organized by leaders of their home countries and tasked with finding a legendary artifact from a far-off land across the sea. The continent where the PCs hail from, or at least most of them (since a few PCs might be emissaries from the other continent), has been ravaged by war and left vulnerable. And an ancient, terrible evil is rising to finish the job the wars left half-done......
But the people of the main continent haven't faced this threat before, so they have no idea how to fight it, especially with their own militaries and magical resources all but depleted. Their only hope is a legend from the eastern continent, a distant and mysterious land that sailors have only had sporadic contact with. Those sailors brought back stories from that distant land, stories that include mention of an artifact wielded by the eastern continent's ancient leaders, against otherworldly invaders eerily similar to what those on the main continent now face......
And so the leaders of the main continent's remaining countries have decided to send out many of their most-capable countrymen to scour the eastern continent for the artifact, or for any easterners with the knowledge and power to repulse the ancient evil descending upon the main continent. Your PCs will be one such group sent on the search, one of the first in fact.
The main continent used to be dominated by religious and arcane organizations, but now has only a small amount of magic still in use. Psionics has been around for a long time, but was rare among inhabitants of the main continent and there was little psionic lore available there for the past several centuries. Now psionics is making a minor resurgence on the main continent, and it has long been the dominant force on the eastern continent where the PCs will be going. Whereas many on the main continent once believed psionics to be a rare talent inherited only be a few people, recent contact with easterners has begun to spread rumors that anyone can develop such power with the right training, study, and focus, just like wizardry.
Final Notes/Suggestions:
You'll need a reasonably mixed party; some kind of frontliners, some kind of ranged attackers, some kind of scout/sneak, some kind of wilderness-guide, some kind of socialites, some kind of blaster, some kind of healer, some kind of information-gatherer, some kind of utility-person, some kind of lock-picker or door/chest-buster, and some kind of trap-disarmer or trap-springer. Ought to have some kind of psionicists among them. You will not be able to fight your way through every situation, nor sneak/talk your way through everything, either (nor can you just avoid the parts where one solution or the other doesn't work). I'm looking for about 6 players.
I will provide more-specific details on the campaign and setting when I have the time, and I'll be posting a character sheet template sometime around then as well. Everyone will need to use that character sheet template when submitting characters, and must submit them in this thread or the OpenRPG forum thread; I don't care if you use something else for your own reference and your own macros or char-gen or whatever, but I intend to keep organized notes on the entire party and their adventures, so I'm not bothering with any sheets posted on other websites, or in different formats.
Hey there, folks! I'm considering starting up a Pathfinder campaign on Wednesdays, Thursdays, or Fridays over OpenRPG, since Reckless' PF game on that day ended several weeks ago and I miss it.

The campaign will be called Pathfinder: Wierd Frontiers, and you'll find out a bit about "why" later. We'll be playing on the OpenRPG Dev II server, with Blackstar or Veav as possible back-ups if necessary (Dev II is not shown in the server-list sometimes, but it is still used and can still be connected to; I have the server address for anyone who needs it). Our game room will be named the same as this campaign.
Char-Gen Rules:
Starting level (or ECL) is 6th, with 15,000 XP (fast progression) and 16,000 GP for starting wealth. You may spend any portion of your starting wealth on an item, so long as you leave some coin left for basic supplies (rations, waterskins, bedroll, backpack, belt pouch, flint and steel, etc.). You will need to buy basic supplies; your characters will be traveling A LOT and often in strange or remote places. Also, you may want to buy any important magic items right at char-gen, since you'll have little, if any, chance of picking them up during play (see below). Your PC will also have a free clothes outfit as noted in the PF Equipment chapter.
Maximum Hit Points for 1st-level, plus half the maximum from each Hit Die beyond that (or you can roll each extra HD on the game-server in front of me; choose for each HD beyond 1st-level; if you roll less than half for any given HD, then you must take half the maximum result for your very next HD). Base ability scores will be determined with Pathfinder 25-point-buy (epic fantasy). Hero points from the APG/PFRD will be used, so PCs start with 1 hero point, but I'm not sure yet if I'll allow the spells and items related to hero points (the feats are OK). Traits from the APG/PFRD will be used as well, so PCs start with 2 Traits; there are no "Campaign Traits" available in this game, and some other Traits may be renamed to fit the setting.
Any alignment (except chaotic evil) is fine, but evil PCs won't be allowed if anyone plays a Paladin. And evil PCs cannot be treacherous, self-absorbed backstabbers (chaotic neutral PCs can't be crazy, either); they have to be capable of teamwork, and must have a plausible reason for wanting to see the group's mission through to the end (even evil people tend to have some friends, family, or other loyalties). Refer to the intro at the bottom of this post.
Allowed Rulebooks/PDFs:
The Pathfinder Reference Document
Pathfinder Core Rulebook
Pathfinder Advanced Player's Guide
Pathfinder Bestiary
Psionics Unleashed
Limited material from The Tome of Secrets (Adamant Entertainment)
Various "Genius Guides to:" (SuperGenius Games PDFs)
Untapped Potential: New Horizons in Psionics (Dreamscarred Press PDF)
Various "The Mind Unveiled" PDFs (Dreamscarred Press)
Races of the Mind PDFs (Dreamscarred Press)
A few High Psionics PDFs (Dreamscarred Press)
Campaign and setting are custom, but the rules will be pure Pathfinder with a dash of 3.5 material, and a houserule here or there for any particularly broken classes, feats, etc. For instance, I'll be imposing some kind of restriction or drawback on Summoners to tone down their utter brokenness. Most characters shouldn't have any HRs to deal with; it's just a few options that I'm considering a balance-fix for. You don't need to worry about learning much of the setting, either, as it'll be fairly basic aside from the strange regions the group will be exploring and searching in their quest.
We'll be using the Pathfinder core rules, and some of the Advanced Player's Guide material included in the PFRD. And a few things from the Tome of Secrets, like races and classes, but I'll need to tweak/HR the ToS classes a bit to fix them. As well as some material from SuperGenius Games, like the Shadow Assassin, Time Thief, Races of Wind and Wing, Races of Hoof and Horn, etc. BUT MOST IMPORTANTLY, PSIONICS! Yes, this campaign will heavily utilize psionics, primarily from the Psionics Unleashed core psionics book for Pathfinder, as published by Dreamscarred Press with Paizo's input. You can find the PDF for sale easily enough on the Paizo, Dreamscarred Press, or RPGNow websites, if interested. Likewise for the SGG PDFs if interested in them.
Some other (3.5) psionics material from Dreamscarred Press will also be utilized, with some tweaks by me to adapt those bits and pieces for Pathfinder. I'm considering a minor limit on how many power points a psionic PC/NPC may have available at once; maybe double their manifester level at maximum, with the ability to refill that reserve with points from their overall total as a full-round action, maybe a minute or hour of meditation.
Now, YOU DON'T NEED TO USE PSIONICS, but it will significantly enhance play and your immersion in the game if you do use psionics in this campaign. Most notably because the party will rarely encounter magic-wielders and will rarely find any magic items beyond initial character creation, let alone any place to buy or trade for them (no magic shops; you'll only find a rare few individuals in the campaign who have a limited selection of magic items they're willing to trade away or are capable of creating). The VAST MAJORITY of non-mundane loot and market goods in the campaign will be psionic, so you'll be sorely disappointed if you expect to stock up on magic scrolls, potions, wands, staves, rods, armor, weapons, or wondrous items. Your group will be seriously hampered in some situations if they do not have any psionicists. In fact, your overall mission may well be doomed to failure if none in the group has a decent grasp on psionics.
Perhaps more importantly to many, you will have few chances to pick up any kind of magical classes beyond initial character creation; there may be a few opportunities during the campaign where you can find someone or something to train/bless/whatever you for a magical PrC, or where you could learn a magical base class from an NPC or fellow PC, and there may be a few that you could just acquire naturally (such as Dragon Disciple for any spontaneous arcane casters that have dragon-blood in their family, and some contact with dragons to awaken that draconic blood; I will likely update the gem dragons from MM2 for Pathfinder in this campaign, and metallic/chromatic dragons may show up briefly in the campaign). Prestige classes will have some kind of appropriate roleplay requirement in this campaign; not too much, but enough that they'll actually be more prestigious than just "guy with a few levels of wizard and a few metamagic feats."
Minor Houserule: The Psicraft skill will be used instead of Spellcraft for psionic matters in this campaign, so replace Spellcraft on any psionic class skill lists with Psicraft. Same function, different name. Psionics and magic are different enough that they ought to require different skills to ID accurately, and Psionics Unleashed already uses Knowledge (Psionics) for other psionic purposes, so I don't know why Psicraft wasn't used in it.
Basic Campaign Info:
The Player Characters will start out as experienced adventurers of varied backgrounds, from different countries, organized by leaders of their home countries and tasked with finding a legendary artifact from a far-off land across the sea. The continent where the PCs hail from, or at least most of them (since a few PCs might be emissaries from the other continent), has been ravaged by war and left vulnerable. And an ancient, terrible evil is rising to finish the job the wars left half-done......
But the people of the main continent haven't faced this threat before, so they have no idea how to fight it, especially with their own militaries and magical resources all but depleted. Their only hope is a legend from the eastern continent, a distant and mysterious land that sailors have only had sporadic contact with. Those sailors brought back stories from that distant land, stories that include mention of an artifact wielded by the eastern continent's ancient leaders, against otherworldly invaders eerily similar to what those on the main continent now face......
And so the leaders of the main continent's remaining countries have decided to send out many of their most-capable countrymen to scour the eastern continent for the artifact, or for any easterners with the knowledge and power to repulse the ancient evil descending upon the main continent. Your PCs will be one such group sent on the search, one of the first in fact.
The main continent used to be dominated by religious and arcane organizations, but now has only a small amount of magic still in use. Psionics has been around for a long time, but was rare among inhabitants of the main continent and there was little psionic lore available there for the past several centuries. Now psionics is making a minor resurgence on the main continent, and it has long been the dominant force on the eastern continent where the PCs will be going. Whereas many on the main continent once believed psionics to be a rare talent inherited only be a few people, recent contact with easterners has begun to spread rumors that anyone can develop such power with the right training, study, and focus, just like wizardry.
Final Notes/Suggestions:
You'll need a reasonably mixed party; some kind of frontliners, some kind of ranged attackers, some kind of scout/sneak, some kind of wilderness-guide, some kind of socialites, some kind of blaster, some kind of healer, some kind of information-gatherer, some kind of utility-person, some kind of lock-picker or door/chest-buster, and some kind of trap-disarmer or trap-springer. Ought to have some kind of psionicists among them. You will not be able to fight your way through every situation, nor sneak/talk your way through everything, either (nor can you just avoid the parts where one solution or the other doesn't work). I'm looking for about 6 players.
I will provide more-specific details on the campaign and setting when I have the time, and I'll be posting a character sheet template sometime around then as well. Everyone will need to use that character sheet template when submitting characters, and must submit them in this thread or the OpenRPG forum thread; I don't care if you use something else for your own reference and your own macros or char-gen or whatever, but I intend to keep organized notes on the entire party and their adventures, so I'm not bothering with any sheets posted on other websites, or in different formats.
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