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 Post subject: [Maptool] The Exiled
PostPosted: Sat Jul 19, 2014 10:19 am 
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The Exiled

Hermea
Hermea is an isolated island nation in the Steaming Sea. It was uninhabited until 4552 AR, when the gold dragon Mengkare decided to use it as the site of a unique social experiment he called “the Glorious Endeavor"

Glorious Endeavor
The Glorious Endeavor is Mengkare’s attempt to perfect the human race. It is a long term project which aims to make each generation healthier, more intelligent and more talented than the last. Most of the subjects are human, but members of other races are occasionally included if they have particular skills or traits that are felt to be beneficial.

Life in Hermea is peaceful, comfortable, and progressive, the envy of the world. It is also communal; citizens are encouraged to give and take in accordance with their needs. Abuses of the system are reported to the Council of Enlightenment. Organized religion is banned in Hermea. The island is heavily defended, and foreigners are usually restricted to the docks in the sole major settlement, Promise. Only a handful of foreigners, a fraction of those who would like to join, are welcomed into society each year. Many disappointed applicants are turned away each year; a daring few risk Mengkare’s wrath by trying to infiltrate Hermean society by stealth. However, there are rumors that Hermean society is not the utopia it appears. Some foreign sailors perceive an undercurrent of fear beneath the citizens’ apparent contentment. There are even tales of rebels opposed to Mengkare’s rule hiding out in the forests at the far side of the island. And are the charred corpses that sometimes wash up on the shores of the island really the work of pirates?

The Exiled: Chapter 1 - Survival

"Hear ye, hear ye!"
"You have been tried by the People's Council of Enlightenment and have been found guilty of crimes against the his excellence, Mengkare, the Shepard of Light, absolute ruler of Hermea. In his benevolence, Lord Mengkare sentences you to exile from his perfect kingdom. Your parents, siblings, spouses, children and friends you leave behind in Hermea shall never see you again. Worry not for them because any taint your dishonor places upon them is cleansed. Those you leave behind who are to young or old to care for themselves shall be cared for by the benevolent people of Mengkare's perfect utopia. You are all clean slates with no further obligations to anyone. You are born anew."

"Upon landing you shall each be issued one standard issue weapon of your choice, standard kit of supplies, and one thousand gold pieces to start your new life. May you choose to make something good with the remainder of your lives."



You've been at sea for five days now since hearing your sentencing. Most of the time you've been chained in the ship's hold with three dozen others like you. You see two tough looking fellows chained across from you in their thirties who were convicted of sedition. Next to him is a frightened young woman in her late teens convicted of five counts of theft. Next to her is a depressed-looking fat bald man in his forties convicted of tax evasion. Next to him another couple convicted of worshiping Abadar. Next to him is a foreigner half-elf who tried to cross the border and is being deported. Everyone in the hold has been convicted of non-capital crimes and judged to be not the kind of person who belonged in the perfect utopia.

On the sixth day at sea a terrible storm appears. The ship is tossed for a whole day. Water rises around your ankles and then your knees as the ship gradually takes on more and more water. You start to think you are going to drown chained in this hold when a cry of "LAND HO" is heard above deck. Suddenly the ship lurches to a stop. Three guards race down below and start to unchain everyone as the ship takes on more and more water. The ship has run into a reef and is starting to sink. You are one of the lucky ones. You are unchained and manage to make it out of the hold before the ship goes under. You make it to the life boat or you swim on your own the 100 yards to shore. Either way, you have arrived on shore and promptly black out from exhaustion.



Recruiting for a new game using the pathfinder game of my own making. Here is what you need to know.

1) What game system are you running (IE Dungeons and Dragons, Pathfinder, Fate, Riddle of Steel, Call of Cthulu, GURPS, etc) and what edition?
Pathfinder RPG

2) What is the setting for the game and the style of game?
The game will start upon an unknown shore after a shipwreck. Chapter 1 will be survival in an unknown land, Chapter 2 will be created based on decisions made by the PC's

3) What is the game medium? (PBP, Mpatool, live etc)
MapTool b90 and PBP

4) How many players are you looking for?
Starting once we have 4 players and characters created. Maximum of 6 players.

5) What are the generation rules (Stating status/level, funds, stats)
Characters start at 5th level.
25 point buy for attributes.
Characters start with explorer's outfit, one standard class kit (ex: fighter's kit, barbarian's kit, wizard's kit), and one standard non-masterwork weapon of choice. (class dependant items received for free at level 1 allowed too (ex: spellbook, holy symbol, witch's familiar.. etc)
(Please still make your list of WBL items though, you will find them in a chest somewhere early on in the adventure. WBL 10,500 not including the kit and non-magic weapon given to you)
- NO evil characters. Evil characters would have been executed and not permitted on the ship.

Characters can select 3 traits
We are only using Paizo created content. 3rd party source material permitted upon review.

Prestige classes require DM approval before adding them to your character sheet.
Please create a short background for your character. This should explain a little bit about the character’s history and the traits that they selected.

6) What material is allowed for the game?
Any 1st party source material, 3rd party upon review

7) What house rules are you using?

Leadership Role
If at any time it appears the party is split between 2 or more paths and no progress is made the GM may request a Leadership Role. Each player who was suggesting a path roles a d20 and adds their charisma modifier to it. The highest total is assumed to have won the argument.

Skills
Classes (Other then Wizard and Witch) that gain 2 skill points per level gain 4 instead.

Diplomacy table and such shall likely be ignored. The Diplomacy skill is still of use – we are just not using the hostile/unfriendly/neutral/friendly/helpful table and its results will also be based on how you roleplay it.

Hit Points
HP is done with 1st level max + 4
Hp per dice
1d6 = 4
1d8 = 5
1d10 = 6
1d12 = 8

Feats
Vital Strike (and its descendant feats) may be used on Charge or Spring Attack actions. It CANNOT be used in any conjunction with Pounce or Spirited Charge.

Weapon Finesse is a free feat.

Martial Weapon Proficiency grants you access to 1 Weapon Group of Martial Weapons (As per Fighter Weapon Groups).

Items
Worn outfits do not weigh anything unless they give a mechanical benefit.

Double weapons are treated as two 2H weapons, with both ends receiving 1-1/2x Str mod to damage.

Spells
Teleport and Greater Teleport take 10 minutes to cast and can only go to locations you’ve been before.

Classes

Druid: Druidic as a language does not exist.

Clarification: All the Shaman and regional druids do NOT gain Wildshape at level 4. They gain it at level 6 with the rules they apply as per normal.

Animal Companions do gain sentience upon gaining Int 3. They become Magical Beasts at this time and are no longer Animal Companions.

Magus’ and Wizards’ (And all similar classes) who take levels in a prestige class that grant continued spell progression learn 1 new spell per level.

Fighter: Fighter’s who take the Tactician archtype gain 6 skill points per level.

Sorcerer: Any ability that creates Claws (Such as the Draconic Bloodline ability) does not have a maximum per day in uses.

Arcane Archer can be pursued by any race.

Misc
If you Bull rush an enemy into a wall he will be knocked prone

Summoner class is prohibited, Gunslingers are prohibited

8) What do you expect from applicants? (Backgrounds etc)
Character concept is required for application. After approval, character build and background is required before play.
- alignments are to be good or neutral
- please list why you were on the ship. Either your crime or maybe you were one of the guards or sailors.

9) When are you running your game? (IF applicable, live/virtual tabletop. day/time)
Running sessions Friday, 7:30 pm Eastern

10) How many posts per day are expected? (If applicable, p
bp)

For PBP play, RP will need to be completed before the next session.


Last edited by Gardan on Sat Jul 19, 2014 8:38 pm, edited 10 times in total.

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 Post subject: Re: [Maptool] The Exiled
PostPosted: Sat Jul 19, 2014 10:58 am 
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I'm interested. Thinking of playing a witch/harrower from Varsia. Will post more soon


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 Post subject: Re: [Maptool] The Exiled
PostPosted: Sat Jul 19, 2014 8:05 pm 
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I'm game. Thinking of rolling Hunter, fighter or ninja.

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 Post subject: Re: [Maptool] The Exiled
PostPosted: Sat Jul 19, 2014 10:59 pm 
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This sounds great.
Also, could you take a look at this class? I'd like to give it a try.
http://www.d20pfsrd.com/classes/3rd-par ... malefactor


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 Post subject: Re: [Maptool] The Exiled
PostPosted: Sun Jul 20, 2014 2:34 pm 
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I'd be interested. Thinking about an arcane archer.


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 Post subject: Re: [Maptool] The Exiled
PostPosted: Sun Jul 20, 2014 4:52 pm 
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Jo_Tunn wrote:
This sounds great.
Also, could you take a look at this class? I'd like to give it a try.
http://www.d20pfsrd.com/classes/3rd-par ... malefactor


Sorry, gonna have to say no to the malefactor. You are welcome to roll something from the standard class sets or advanced class set.


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 Post subject: Re: [Maptool] The Exiled
PostPosted: Mon Jul 21, 2014 8:59 am 
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It looks like we have a full party.

Grom, Fisher, Jo, Avrion, and Brahm.

We will start with our first session this coming Friday, July, 25th.


Recruitment is closed.


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