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The Fall of Amarath - Let's Be The Bad Guys! (No longer accepting new players. Sorry!)
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Author:  Garren_Windspear [ Mon Mar 17, 2014 8:01 pm ]
Post subject:  The Fall of Amarath - Let's Be The Bad Guys! (No longer accepting new players. Sorry!)

You ever wanted to play the villain? To spread darkness across the lands? To lie, cheat and steal your want to fame and fortune? To acquire absolute power - whatever the costs? Well then, my friend, this may be the game for you.

Ground Rules
Okay serious face for a second here. If we are going to do this we need to lay down a few simple rules to stop this thing burning down or being locked. I'll try to keep this brief and relatively painless so bear with me.

Rule #1 - Obey the Code of Conduct
This one should come as a given but its worth mentioning anyway. Just 'cause your playing the bad guys here doesn't mean you can throw the sites CoC out of the window. It's perfectly fine if you want to 'interrogate' that annoying gnome merchant but we don't need a three page essay describing in graphic detail exactly what you mean and how you intend to go about it. Same applies to profanity - the occasional f-bomb is fine (and the sites filter will catch it anyway) but don't drop 'em like you would normally use punctuation 'kay? Everyone knows you get bonus points for making up new and world-appropriate profanity anyway.

Rule #2 - Try and Get Along
I know your all going to be evil and that means you not all going to be best of buddies. That fine - no one is saying you have to even like each other all that much but its going to be a short game if everyone's first post is 'I stab X in the spleen and steal their things'. Only the most powerful are capable of doing everything by themselves so your going to need each others help to stay alive and come out on top. Trust me on this. Your going to have enough hurdles to jump without falling to infighting five minutes in.

Rule #3 - Not for the Evulz. Seriously cut it out.
Okay so I'm not expecting you to be super-happy-nice-people here (kinda the point really) but for the love of all that's unholy try to control yourselves a little eh? You will be part of a world in which Detect Evil is a 1st-level spell - random acts of pointless violence *will* attract the attention of the appropriate authorities and that will just make your lives more difficult. I'm not saying you all have to play subtle sneaky schemers but if your only justification for a course of action is 'because I'm evil' then you might want to re-think it. Remember: Evil wins because good is dumb.

And that's it! Let's get on with the game!

---

Standard Game Information Thing
Information
System: Pathfinder
Setting: Sandbox
Player Count: Five (though I can run as low as four or as high as six)
Style of Play: Varies

Character Creation
Sources: Anything Here
Level: Level 9
Hit Dice: Maximum per Level
Starting Gold: 46,000 gp
Ability Scores: Standard (4d6 and discard the lowest) or Point Buy (20 points)
Traits: Each character may choose up to two Traits (found here).
Alignment: LN, N, LE, NE, CE*
*I'm willing to be flexible here if you can convince me why *looking at CN's absence*

---

Boons of Evil
So let me say going into this that your going to have a whole world against you here - just because your not Team Good doesn't mean your on Team Evil. It doesn't work that way. However your not entirely alone in your struggles. The Dark Powers reward those who show promise and skill. I'm actually perfectly okay with your characters being a little more powerful then the norm for their level. As such I will be providing each and every character with a boon or two before the game begins proper. Exactly how this boon will effect you is left to my twisted imagination but by all means if you have something in mind feel free to ask for it. Want a powerful artifact to aid you? Are you perhaps the son of an outsider? Maybe you wish to taste the blessing of lycanthropy or vamprism? Perhaps a unique and useful power tailored specifically for your character? Ask away - whats the worst that can happen?

---

About the Campaign World
The campaign world itself is pretty much a sandbox - very little is currently set in stone and your action will drive both the story and will change the people and places you meet (for good or for worst). As a jumping off point for the campaign I will however give a little information about the current status of the group and how it has come to be in it's current state.

Amarath, having long been a bastion of corruption and decadence, is in flames. A host of crusaders beneath the banner of the Silver Knight have laid siege to the city and with the aid of summoned celestials have laid it low. The Dark Lord of Amarath is said to have fallen in single combat with the Silver Knight himself and while many inhabitants of the city were killed in the fighting many more escaped and fled to the countryside - carrying all they could hold and gathering into small group for protection against the crusaders and celestials who patrol the region seeking to eradicate the survivors. Yours is one of such groups.

There. That should give you all something to work with. Of course the details are up to you. Why were you in Amarath? What did you do there? Do you know the people you are now forced to travel with?

---

A Few Final Odds and Ends
Background
I don't need an essay or anything here but honestly the more you want to put into it the better. I know the world doesn't really have much to work with but every little helps. At the very least I will expect each character to have a few basic motivations outside of simply surviving the next few days. You don't have goods advantage of generic motivations like 'wanting to make the world better' so I'm going to need something to help yank the game forward when it starts to bog down.

Posting Frequency
While outside of combat I ask only that you post as often as you feel is needed - don't feel pressured to make a random post just because you haven't said anything in a little while. If you feel such need well that is what we have an OoC thread for. Once combat begins I will become a little more stringent with the posting frequency if only for the sake of the group not sitting around waiting. Ideally I would like people to be able to post once every 24 hours but would be willing to go up to 48 hours under normal circumstance.

---

Author:  Zinger2099 [ Mon Mar 17, 2014 8:58 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

I'd be down.

Can I be a time-traveling lich?

Author:  Garren_Windspear [ Mon Mar 17, 2014 9:04 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Unfortunately I'm afraid not. I'm perfectly okay with you being a Chronomancer or something along those lines (because who doesn't love reducing the time-stream to their own personal plaything?) but the ritual required to craft a Lich's phylactery requires you to have a caster level of 11.

...of course acquiring the materials and power needed to attain lich-dom would certainly be a solid motivation for an evil spellcaster.

Author:  Zinger2099 [ Mon Mar 17, 2014 9:10 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

okay... a chronomancer who seeks to attain lichdom one day. good?

Author:  Garren_Windspear [ Mon Mar 17, 2014 9:14 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Good enough to start work on a character. Just a heads up but with one of your feats your going to want to take 'Craft Wondrous Item' as it it needed for the construction. As a further follow up think on why your character wants to become a lich - do you crave the power that that form brings? Do you wish to escape the inexorable flow of time and become immortal? Becoming a lich after all is but a stepping stone in a grander scheme.

Author:  Zinger2099 [ Mon Mar 17, 2014 9:16 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Actually, I can even go more broad than that, a Chronomancer who seeks to gain immortality...by ANY means necessary. Lichdom is merely one of many options he is considering to achieve his ultimate goal of living forever. For him, no price is too high to pay. He'd kill a billion people in a heartbeat if it meant reaching his goal. He is a time traveller because he feels like time is a constraint he doesn't want to live with, and he sees immortality as the ultimate release of time's shackles because he now has all the time in the world.

It's a start anyway.

Author:  Garren_Windspear [ Mon Mar 17, 2014 9:25 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Sounds good to me. What's your experience with Pathfinder like? There isn't a Chronomancer class per say but I would be more than willing to help you with your options and the like to create as close as we possibly can.

Author:  Shockwave07 [ Mon Mar 17, 2014 9:31 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

This seems really interesting... Just got ahold of the Pathfinder core rulebook.

How about a business mongul seeking to work his way up to lordship through backroom dealings and manipulating heroes into either falling to dangerous quests or falling fate to his blade, while still staying "clean" as far as the law is concerned?

:evil: This sounds fun as hell! Think I'll go with a rogue-based multiclass.

Author:  Garren_Windspear [ Mon Mar 17, 2014 9:38 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Sounds fun! Reminds me of an assassin I ran once who taunted/cajoled/bluffed his targets into engaging him in a duel at which point he killed them - all perfectly legal of course.

Author:  Bounty Hunter [ Mon Mar 17, 2014 9:42 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

I've never been in an evil game, but have been wondering about running one or being in one.

Of course you know I'm deploying soon so I'm not certain of my activity level over there yet, but you can bet if I have access to the net that I'll be around. If another slot needed to be filled I could totally drum up something.

Author:  Garren_Windspear [ Mon Mar 17, 2014 9:48 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Sure thing BH. Like I said in the OP I'm perfectly willing to run up to six people so unless this thing fills up real fast there should be room enough for ya.

Author:  Zinger2099 [ Mon Mar 17, 2014 9:53 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Sounds good to me. What's your experience with Pathfinder like? There isn't a Chronomancer class per say but I would be more than willing to help you with your options and the like to create as close as we possibly can.

Never played pathfinder, though I played 3.5 religiously from the year 3.5 was released until the year 4e was released, which is basically the same system, more or less. I haven't played 3.5 since 4e was released so I am probably pretty rusty. I'm sure it's like riding a bike though.

Hey if you want to give me custom chronomancy stuff I'm definitely game.

Author:  Garren_Windspear [ Mon Mar 17, 2014 10:03 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Your pretty much right. Despite a few minor changes the system itself is much the same as 3.5 ed. The only real big differences are to the classes actual abilities and a few spells here and there. If you'd played as much as you say should be easy ti slip back into it.

As for chronomancy I'll have to look around and see what I can dredge up. Out of the box however there are still some decent options for a spell caster that would work with a little re-fluffing. Pretty much all divination is basically just peering through time and effects like teleportation and even a good number of illusion and transmutation effects can be fluffed out as time manipulation.

Author:  Zinger2099 [ Mon Mar 17, 2014 10:06 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Yeah, did a cursory glance through the google-verse just now and found most chronomancers go the way of transmutation wizard with a few divination spells thrown in.

Author:  Zinger2099 [ Mon Mar 17, 2014 10:28 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

But there is apparently a 3rd party Chronomancer base class that was designed by one of the developers of 3.5 D&D to fit with the system, albeit it isn't an official product (but, was designed by the same dude who did 3.5 so...).

I can't seem to find it anywhere though, only a brief mention of it. *shrugs*

Author:  squinty_eyes [ Tue Mar 18, 2014 1:20 am ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Hmm. I'm not a big fan of allowing players to be evil, but I do love Pathfinder.... is Gunslinger an allowed class? I never get to play one, mostly because I feel they kinda break the theme for me, but this might be a fun place to give one a try.

~SE++

Author:  Garren_Windspear [ Tue Mar 18, 2014 10:40 am ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Yep gunslingers are allowed. They do stomp all over the sword-and-sorcery theme but hey so do monks and they get away with it without question.

As for the whole evil party thing I do understand your concerns but I tend to find it all runs a little smoother when everyone knows going in that this is the evil campaign. It tends to be when you have one token evil teammate that things go pear shaped.

Author:  Bounty Hunter [ Tue Mar 18, 2014 11:38 am ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

I was going to start a thread about this in RPG general, and probably still will, but I was thinking last week that I'd like a discussion about playing evil characters. Because I'd like to play a game where people arent just evil jackasses but are in fact villains.

I'd be interested in playing:
Rogue - Skillmonkey in it for the money possibly with a silver tongue.
Fighter - Polearm wielding. Possibly a mercenary or some sort of soldier. Would need to work out a villian-y theme.
I could also easily do a ranger or an inquisitor its just that I'm currently playing one in other games here.

Could possibly see myself playing antipaladin, but I've never played a pathfinder paladin, let alone at this level.

Author:  squinty_eyes [ Tue Mar 18, 2014 11:55 am ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

Hmm, after looking things over.... maybe a assassin...

~SE++

Author:  squinty_eyes [ Tue Mar 18, 2014 12:00 pm ]
Post subject:  Re: The Fall of Amarath - Let's Be The Bad Guys!

squinty_eyes rolled 4d6 and got a total of 14:
2, 4, 4, 4

squinty_eyes rolled 4d6 and got a total of 15:
6, 1, 2, 6

squinty_eyes rolled 4d6 and got a total of 21:
5, 6, 4, 6

squinty_eyes rolled 4d6 and got a total of 15:
1, 6, 2, 6

squinty_eyes rolled 4d6 and got a total of 15:
2, 6, 4, 3

squinty_eyes rolled 4d6 and got a total of 18:
5, 1, 6, 6


~SE++

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