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Mr. Charles
Crew

PostPosted: Sun Oct 11, 2009 5:02 pm


Ben and I have been discussing the prospect of starting a D&D campaign on the forum, seeing as our meetings for RL D&D have become sort of sparse. I will be acting as the DM, and will, rest assured, be able to come up with a cohesive and largely non-whimsical plot/world due to the fact that I'm not improvising with 5-minutes of notice or so (the state of most of my previous fixtures as DM). Ideas, comments? I'm thinking of using Pathfinder for rules and such, and perhaps setting the story in a late age of the Realm of Sareth. I will obviously be collaborating with Ben as we determine the details of this age, but the breadth of things that I will be making up "on the spot" will largely be dependent on the degree of creative liberties he will bestow upon me, making the future of "Sareth" partially my work. All that I know is that the age will be characterized by it being principally composed of desert, with...magic, maybe. Systems of magic have been forever altered by the God-Wars, so it will act somewhat differently. Ben has created a brand-new system for representing magic, which we might use, along with his associated overall skill-based RPG system, which we briefly fooled with previously.
PostPosted: Thu Oct 15, 2009 12:43 pm


Magic in the world is a little odd, and so the mechanics behind it are going to have to change a little as well. Please note that, with this system, magic users grow both weaker and stronger - magic becomes a risky and time consuming affair, but the daily limit on spells has been revoked... kind of. Without further ado, I present the rules for spellcasters:


Nodes: Mana has grown more remote on Sareth, and so the acquisition of such a precious energy is much harder than simple arm waving and chanting. The first step to gaining the magical power necessary for spellcasting is by establishing what is referred to as a "node", an invisible, intangible object that is capable of drawing mana from outside the planes. However, these nodes can only be placed in areas that are receptive to mana, such as volcanoes, or great libraries, or bountiful forests. To establish a node, a mage enters a kind of trance, and taking any action other than creating the node will abort the attempt, where it must be retaken from the beginning. To create a node, make a check with your primary spellcasting attribute (Intelligence for wizards, Wisdom for clerics, Charisma for sorcerers) with a bonus equal to the highest level spell you are capable of casting. The DC of this check is determined by the DM, anywhere from 15 (for locations that are extremely receptive to mana) to 30 (for locations that are just barely receptive enough to establish a node within). A failed attempt means that no node was established, and the spellcaster is fatigued for the next hour. You may take 10 on this check, but you may not take 20.

Mana Bonds: Just establishing a node isn't enough, though. Once a mage has created a node, they must forge a mana bond whenever they wish to access that mana. Establishing a mana bond is a move action that provokes attacks of opportunity. Just like casting a spell, establishing a mana bond can be interrupted by an attack and a failed Spellcraft check. Each open mana bond allows a spellcaster to cast a spell one level higher than they previously could. For example, having one mana bond open means that the spellcaster could only use 1st level spells. By forging a second mana bond, they can now use 1st or 2nd level spells. Cantrips/Orisons do not require mana bonds to use.

Unfortunately, mana bonds aren't very safe. For every five levels a character has in a spellcasting class, s/he can keep one mana bond open permanently and without harm. For every mana bond beyond this, a spellcaster must make a DC 20 Will save every hour. On a failed attempt, the spellcaster suffers an ill effect, as shown on the table below:

Number of Mana Bonds Open...........................Effect
1.................................................Spellcaster becomes exhausted
2...............................................Spellcaster takes 1d2 Con damage.
3......................................1d6 damage to primary spellcasting attribute
4.............................Spellcaster becomes deranged, paranoid for 1d4 days
5......................................3d6 damage to primary spellcasting attribute
6.....................................................Spellcaster dies instantly
7...........................Spellcaster dies, then returns as an extremely violent Ghast*.
8....................................Spellcaster's alignment becomes Chaotic Evil*.
9....................................Spellcaster's alignment becomes Neutral Evil*.

*In these cases, the spellcaster wishes only to see destruction. In the case of a now chaotic evil character or a ghast, it is unable to hide it's change and simply lashes out at the first thing that it sees. In the case of a now neutral evil character, it is able to hide it's alignment and try to subtly kill off anyone close to him or her, before moving on to more destruction.

By using a move action, a spellcaster may break the connection between them and any number of their mana bonds. These mana bonds may be later re-established as normal.

Spells: Whenever a spell is cast, the DM rolls 1d% to see if the spell functions properly once cast. There is a 5% chance that the spell changes to another spell or backfires, at the DM's discretion. There is a 5% chance that the spell becomes weakened, and all of its effects are reduced by half. Finally, there is a 10% chance that the spell is strengthened, as if it had been effected by the Empower Spell feat.

Wizards: Wizards are masters of their craft and are well versed in the science behind magic, and so they can minimize the risks of spellcasting. Wizards gain a bonus on Will saves to prevent the negative effects that have to do with mana bonds equal to 1/2 their level (minimum 1).

Clerics: Clerics are the most powerful of all who choose to worship a deity, and so their deity gives them increased abilities with mana. The DC to resist a cleric's Channel Aura ability is increased by 2 for every mana bond they have open at the time.

Sorcerers: Sorcerers have magic in their blood, and thus are less liable to be corrupted by mana bonds. A sorcerer may keep one additional mana bond open permanently without risk.

Items: Certain enchantments are capable of assisting mages with mana bonds and nodes. These enchantments are listed below:

Stable Mind: A weapon can become a weapon of stable mind, traditionally a staff or knife called an athame. While carrying a weapon with this enchantment on their person, a mage is less apt to succumb to the risks of having multiple mana bonds open, and gives it's wielder a bonus on Will saves to resist the negative effects of mana bonds equal ranging from +1 to +5. To find the price of the enchantment, use (bonus)² * 1,000.

Controlled: Any wearable object may be a controlled item, which reduces the chance of a spell cast by it's wearer going awry. The enchantment can reduce the chances of the spell changing or backfiring by 1%-4%, depending on the enchantment. To find the price of the enchantment, use (percent)² * 1,000.

The Spork Wizard
Captain


The Dead Kitten Wizard
Vice Captain

PostPosted: Thu Oct 15, 2009 8:12 pm


Well I have to say I like the idea of a online campaign because we rarely are able to get us all in one place for a long period of time (just wait till one of us gets a car...just wait), but we should decide on level and whether or not we are doing gelstalt so we can begin working on characters.
PostPosted: Fri Oct 16, 2009 12:33 pm


Indeed, and I apologize for not having gotten out word regarding level restrictions and such yesterday. No Gestalt, and we're using Pathfinder rules. I'm thinking that most of the characters will start out at level 3 or so, which means that while the character won't be new to the world, there will be significant room for character development as we progress. Ben is going to post deeper information about the setting elsewhere on the guild sometime today, so you should probably wait until then to decide on a character concept, but assume that any races other than elves, dwarves, and humans are very rare. We're playing about 25 years after the exodus from the underdark, which occurred after the god-wars had ended, the reason for which Ben is withholding due to its significance to our current in-person D&D campaign. Magic-users are also rare, although I deem that magic will play a large part in the plot. I would like for most of the characters to have been born fairly recently, having never seen the underdark themselves. A human city is positioned next to a mysterious forest, where elves dwell, and neither have much contact with the other, the elves having retreated into such isolation that eclipses even that of their past. The chaotic and difficult magic of the higher gods has fundamentally tainted the earth, the elder middle-gods that once regulated the mana-flow having been obliterated in their violent war previously, This location is were the link to the higher gods is strongest, and so it is where the influence of that magic will show itself initially.

Mr. Charles
Crew


The Spork Wizard
Captain

PostPosted: Fri Oct 16, 2009 1:29 pm


Alright, I'm going to edit this as I make the character. If you want, use this as a template for yours, I don't mind.

The Basics
Name: Rovenan Kallim
Race: Human
Alignment: Lawful Good
Deity:
Gender: Male
Age: 27
Class: Paladin 3
Languages: Common, Celestial, <>, <>
Favored Class: Paladin

Str: 12 (12)
Dex: 10 (12)
Con: 14 (12)
Int: 16 (14 + 2 Racial)
Wis: 12 (12)
Cha: 14 (14)

HP: 26 (3d10+6)
Speed: 20 feet
Initiative: +1
AC: 18 (10 + 7 Armor + 1 Shield)

Fortitude Save: +7 (3 Base + 2 Con + 2 Divine)
Reflex Save: +3 (1 Base + 2 Divine)
Will Save: +6 (3 Base + 1 Wis + 2 Divine)

Attack: Longsword +4 (3 Base + 1 Str)
................................1d8+1, 19-20/x2

Crossbow +4 (3 Base + 1 Feat)
...................1d10, 19-20/x2
Combat Modifier Bonus: 4 (3 Base + 1 Str)
Combat Modifier Defense: 14 (10 Base + 3 BAB + 1 Str)

Skills

Bluff: +6 (4 Ranks + 2 Charisma)
Diplomacy: +6 (1 Ranks + 3 Class + 2 Charisma)
Handle Animal: +6 (1 Rank + 3 Class + 2 Charisma)
Heal: +6 (3 Rank + 3 Class + 1 Wisdom)
Knowledge (Nobility): +6 (1 Rank + 3 Class + 2 Intelligence)
Knowledge (Religion): +6 (1 Rank + 3 Class + 2 Intelligence)
Intimidate: +6 (4 Ranks + 2 Charisma)
Profession
Ride: +0 (1 Rank + 3 Class - 4 Armor)
Sense Motive: +5 (2 Ranks + 3 Class + 1 Wisdom)
Spellcraft: +6 (1 Rank + 3 Class + 2 Intelligence)
Survival: +5 (4 Rank + 1 Wisdom)

Feats
Combat Expertise (First Level)
Weapon Focus [Crossbow] (Human Bonus)
Improved Feint (Third Level)

Abilities:

Aura of Good: Rovenan, when detected by spells such as Detect Good, shows a more prominent aura.

Detect Evil: Rovenan can use the spell Detect Evil at will as a spell-like ability. With a move action, Rovenan can concentrate on a single item or individual within 60 feet to learn if it is evil and see the strength of it's aura. While focusing in this manner, Rovenan can't detect other objects or individuals.

Smite Evil: As a swift action once per day, Rovenan can choose one target within sight to be the target of a smite attack. If the target is evil, Rovenan adds his charisma bonus to his attack rolls and his paladin level to his damage rolls made against that target. If the target is an evil outsider or undead, the bonus on damage rolls becomes 2 per paladin level. Regardless of the target, a smite attack bypasses any damage reduction the target possesses.

In addition, while smite evil is in effect, Rovenan gains a deflection bonus equal to his charisma modifier to his AC against attacks made by the target of the smite. If Rovenan targets a creature that isn't evil, the smite has no effect, but is still used up.

The smite evil effect is used up when the target is dead or Rovenan rests and regains the use of his spells and abilities.

Divine Grace: Rovenan gains a bonus equal to his charisma modifier on all saving throws.

Lay On Hands: Rovenan can heal wounds with a simple touch, up to three times per day, and heal 1d6 points of damage on the target. To use this ability on another person is a standard action, but it's a swift action if he chooses to use it on himself instead. If this ability is used on an undead creature, it deals damage instead of healing it. This form of the ability requires a melee touch attack to hit, and the undead gets no saving throw against the damage.

His mercy ability allows Rovenan's Lay on Hands to also restore some of the vigor into their target, removing the Fatigued condition.

Divine Health: The blessings of a paladin give Rovenan immunity to all forms of disease, natural or otherwise.

Inventory

Armor: Masterwork Breastplate (+6 AC, -3 Armor check penalty)
.............30 lbs

Shield: Light Steel Shield (+1 AC, -1 Armor check penalty)
.............6 lbs

Weapon: Longsword [1d8, 19-20/x2]
................4 lbs

Weapon: Heavy Crossbow [1d10, 19-20/x2, 120ft]
................8 lbs

Gear:
10 Crossbow Bolts (10 lbs)
Waterskin (3 days) (2 lbs)

Backpack (2 lbs)
- Winter Blanket (3 lbs)
- Bedroll (5 lbs)
- Map and case (Waterproof)
- Common Lamp (1 lb)
- Trail Rations (6 days)
- Spyglass
- Flint and tinder
- Whetstone
- Silk Rope (50ft, 5 lbs)
- 2 pts of Oil (2 lbs)
- Courtier's Clothes (with jewelry)
- Charcoal

Background

Rovenan was born in the Year 36 of the Sixth Age of Sareth, born to a second generation paladin and a cleric of healing. His father raised him from a young age to know good from evil and, just as important, know how to combat it no matter what form it may take. At the age of twelve, Rovenan was accepted into the Order of Paladins, there to spend his life dedicated to rooting out what evil remained in the world and to die with honor and glory. Despite his upbringing, Rovenan was always a shrewd child, and quickly saw that all the pomp and honorable ways of the paladins were a double edged sword - they protected the paladins from becoming like those they hunted, but they also made them predictable, much easier to manipulate and kill.

When he brought this topic up with one of the masters, he was shooed out of the room without any further words on the subject, and any other attempts to say such things were quickly and decisively dealt with. After a while, Rovenan simply came to accept it as one of life's cruel twists, and he forgot it for many years. He became a full paladin at the age of twenty after eight grueling years of training away from home, but he came back to find only his mother. He was told that his father had been captured by a rogue cell of dishonorable knights who had shot him down with a crossbow from afar when his father had declared himself on the battlefield. However, the bolt was poisoned with a paralytic, and so his limp body had been dragged off the field - all this almost three years before. Rovenan, head still full of everything the Order of Paladins had taught him, knew that he could not save his father, and simply prayed that he had died with honor.

A year passed, with Rovenan travelling across the countryside where he would, when he came upon the very fort that his father had been taken to, accompanied by many other knights of like abilities as he. Knowing it to be a bastion of the enemy, they declared themselves and asked for the best warrior of the knights to come forth in combat. The knights, agreeing out of malice, sent down Rovenan's father who had defected from the order and become a Blackguard, an anti-paladin. Luckily though, Rovenan was not forced to fight his father, but one of his fellows was killed by that time. As his friend fell to the ground, men poured forth from the fortress to attempt to engulf the paladins, and it was only through heavy resistance that Rovenan and a few others managed to escape. As Rovenan was hacking his way through to safer ground, one of the men he slew dropped a crossbow. Being on a high ridge at the time, Rovenan picked the weapon up and sighted his father. When he let the bolt fly, it pierced the hamstring of the blackguard, and he was carried back into the fortress in anguish. Sorry that he couldn't have killed his father but knowing that he had prevented him from causing harm for some time, Rovenan then fled.

Now Rovenan continues to travel as he will across the land, righting what misdeeds he can and assisting those who are deserving, by word of his order. However, Rovenan isn't in the best of standing with his order after that fateful day at the fort. He is convinced that had they not declared themselves so openly, rout and the death of many paladins could have been averted, further proving his childhood ideas of the double edged sword that is honor. He has taken to unorthodox tactics as a paladin, and will declare himself with trickery, or call his opponents attention to a combatant many feet away to distract him, or attack from afar with the crossbow that he still has in his possession. The masters of his order both do and do not like how Rovenan has turned out; On the one hand, he is the son of a blackguard who is acting in the grey areas of the Paladin's Code, and never fully upholding the spirit behind it. On the other hand, he has proven himself as loyal as he is cunning, and one or two masters now consider confronting him to join the ranks of the Greyguards.

Appearance

Rovenan stands at a little past six feet in height with a broad shouldered, bulky frame. Sandy blonde hair hangs down a little past his eyes, framing a face that appears open and innocent, lightly tanned with a mouth often curved up into a smile. High brows reveal blue eyes, the one part of his face that seems both shrewd and devious. His fingers are strong and his form is well muscled, but his natural charm seems to imply someone much smaller and more agile.

His frame is often encased in a suit of darkened chain mail with shining breastplate, pauldrons and greaves above it. His boots and gauntlets are made of supple leather so that they might be less hampering, and about it all is a large blood red cloak. Often hidden by the cloak, Rovenan wears a sword sheathed on the left side of his waist and carries a heavy crossbow, complete with bolts, in a case on the other. On his back he carries a pack filled with various equipment he needs to travel, and on a leather strip going from his waist to his shoulder is a water skin that holds several days worth of the precious liquid.
PostPosted: Sat Oct 17, 2009 8:50 pm


The Basics
Name: King Lorach
Race: Human
Alignment: Lawful Good
Deity:
Gender: Male
Age: Roughly 1104
Class: Fighter 2
Languages: Common

Str: 18 (16 + 2 Racial)
Dex: 18 (16 + 2 template)
Con: - (8 )
Int: 8 (10 - 2 template)
Wis: 14 (14)
Cha: 12 (12)

HP: 35 (2d12+2)
Speed: 20 feet (30 feet base)
Initiative: +8 (+4 Dex +4 Imp Initiative)
AC: 21 (10 + 2 Natural Armor + 6 Armor + 3 Dex)

Fortitude Save: +3 (3 Base)
Reflex Save: +4 (0 Base + 4 Dex)
Will Save: +2 (0 Base + 2 Wis +1 Against fear)

Attack: Large Masterwork Falchion +6 (2 Base + 4 Str +2 Enh-2MG)
................................2d6+6, 18-20/x2
Attack: Claws +6 (2 Base + 4 Str)
................................1d4+4, 20/x2

Combat Modifier Bonus: +6 (2 Base +4Str)
Combat Modifier Defense: +20 (10 +2 Base +4Str +4Dex)

Skills

Climb +9 (2 ranks +3 class +4 Strength)
Craft
Handle Animal
Intimidate +5 (1 ranks +3 Class +1 Charisma)
Knowledge (dungeoneering)
Knowledge (engineering)
Perception +0 (1 ranks +3 Wisdom -4 Flaw)
Profession
Ride
Survival +7 (2 ranks +3 Class + 2 Wisdom)
Swim

Feats
Improved Initiative (Skeleton)
Improved Toughness (Human)
Quick Draw
Power Attack
Cleave
Monkey Grip
Weapon Focus (Falchion)

Abilities:
Immunity to cold, mind affecting spells/abilities, stunning, critical, energy drain, and physical effects.
Damage Reduction 5/Bludgeoning
Bravery (+1 to will save against fear, additional +1 every four levels beyond 2)

Flaws
Shaky (-2 to all ranged attacks)
Inattentive (-4 to perception)

Inventory

Armor: Breastplate (+6 AC, -4 Armor check penalty)
.............30 lbs

Weapon: Large Masterwork Falchion [2d6, 18-20/x2]
................8 lbs

Gear:

Background
Lorach's life as a human was quite stressful. Since he ruled over Belan after the death of Landes much was expected of him. Because of this his rule was fairly loose even though he was a very strict person himself. He knew that Belan counted on him to keep their nation together, and this eventually lead to their own downfall. He tried his hardest to keep his people defending Belan, but eventually the Holy Rautian Empire defeated them. They stormed the throne and Lorach fought valiantly against the horde of Rautians, but he was overwhelmed and mercilessly slain. This is when his new life began.

Because his rule was a failure, and he blamed the fall of Belan soley upon himself his spirit never moved on to the next world. After many years of torment he finally decided that he wanted to redeem himself. He awoke in his old body, now merely a skeleton. Not sure how to redeem himself since Belan was merely ruins now he wanders the ruins in search of a reason to fix his own mistake.
Appearance
Lorach appears as an average sized human skeleton, wearing a breastplate and a large falchion on his back. He wears his old tattered cloak that goes down to his ankles, complete with a large hood. The cloak bears Belan's insignia. Besides this he wears a pair of leather boots and a pair of leather gloves.

The Dead Kitten Wizard
Vice Captain


The Dead Kitten Wizard
Vice Captain

PostPosted: Wed Oct 21, 2009 7:37 pm


5th: none
6th: -4 hp
7th: none
8th: -1 save penalty
9th: -1 attack penalty -2hp
10th: none
11th: none
12th: -2 hp
13th: -2 attack penalty
14th: none
15th: -2 hp
16th: -2 save penalty
17th: none
18th: -3 save penalty -2 hp
19th: -2 hp
20th: -2 hp
Ritual Costs: least 2,500gp; lesser 12,500gp; greater 40,500gp.

testing this out.
PostPosted: Thu Dec 03, 2009 1:39 pm


A rock, half submerged under the hard dirt of the desert but still obtrusive enough to cause inconvenience, proved Rovenan's downfall - literally. The paladin caught his boot on the lip of the rock and tumbled to the ground with a curse, catching himself before he could take injury to anything but his pride, armor and mail clanking noisily at the sudden violent motion. Sighing, the man picked himself up again on tired muscles and got back to his feet, deciding it was a good time to take a momentary break. Removing his gloves and dropping them at his feet, he wearily rubbed his eyes with his fists before refreshing himself with a sip from his waterskin. He was careful not to use too much, though his dry throat demanded he gulp down the rest of it as well, and replaced it on the strap across his chest. He was currently travelling north across the northern deserts of Solsten, the northernmost piece of land in Sareth, and he had no idea why he was there. Oh, he knew that the task assigned to him by the Order of Paladins away in the south, but he couldn't even begin to guess at what madness must have possessed the masters to make him go to this god-forsaken place.

Supposedly, there was a rogue cell of bandits gaining increasing influence over the country of Nysere somewhere in the region, but so far Rovenan had found no evidence of their existence. Though Nysere technically controlled Solsten, tales of a dark mage and a lack of returning explorers had made the entire plateau taboo, and even bandits wouldn't establish their base in the desert. Besides, even if they were somehow good enough to hide themselves from Rovenan -trained to track down single men over the hard packed desert soil- and were mad enough to make Solsten their home, it was so isolated that just getting from their basecamp to the nearest city would take as many resources as what they could pull in from robbing merchants. Still, he was on shaky ground with the council as it was, and so he hadn't dared to bring it up.

Scanning the surrounding terrain for any change from the flat, baked desert he found himself in, a small outcropping to the north-east caught the paladin's eye and held it. There wasn't any other landmark for two days travel, so the outcropping was as good a mark as any. Rovenan picked up his gloves and continued on, expecting to reach the outcropping -wasn't there supposed to be a mountain somewhere in the Solsten Desert?- by dusk.

The Spork Wizard
Captain


Mr. Charles
Crew

PostPosted: Sat Dec 05, 2009 12:59 pm


Although Ben's post was written in the fashion of a typical RP, I deem that a more appropriate style would be, in general, more concise and local; the environment is a character too, so you should give it the same Right To Free-Will that you would normally give any other autonomous character. I will normal post after everybody, but until you meet up I'll probably post once after every one of your posts. Ben's was an introductory post.
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