Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

[LFP] 3.5/Pathfinder Gestalt w/ Original Setting/Story - Thursdays 14:00 GMT

Will you cross the Ledge? Come join us for a night of harrowing truths, solemn vows, and peaceful death. Learn the secrets of the immortals, live the intrigue of the old houses, and revel in the power of the avatars. Perhaps by the end you'll make your own mark on the World of the Ledge. Who Call me Lake. With 20 years of GM experience now I've decided to go semi-pro (while between contracts). I'm looking for other experienced or patient players that are willing to make the investment to get the kind of game they can't find anywhere else. What Pathfinder/D&D 3.5. All books, all sources. Will use Tiered Gestalt house rules (other house rules to be decided by players, see House Rules post below). Characters will start at level 4 and may advance to as high as 14. May allow Mythic rules depending on player choices in game. This will be an original setting (see Campaign Setting Intro post below), with Game of Thrones-levels of political intrigue. We'll start with about a 50/50 split for combat and roleplaying elements, with a minimal sandbox, then adjust for your preferences. I believe in delivering on story and gameplay equally - one can build optimized characters and still focus on roleplaying. When I've planned and tested a campaign that should run about 1 year or up to 50 sessions (it's not set in stone, however). That's weekly sessions of up to 4 hours each. Group 1 has finished after 43 sessions, and Group 2 is tentatively full, so I'm looking for players to join  Group 3 (Thursdays @ 2 pm GMT, 3-4 openings). The start time is somewhat flexible. We've had 1 session so far, so you can still get in early. You We're all here to have fun. As long as you remember that, we shouldn't have any problems. Apply by making a post of your own (here or on the Roll20 page), and let me know some of the following: Why do you want to join this campaign? What's your playstyle? How much experience do you have with Pathfinder or Dungeons and Dragons? How do you handle conflict at the table? What's your favorite type of character to play and why? Are you comfortable with mature content (gore, racism, sexuality, etc.)? When do you want to play? What combination of video, voice, and text do you prefer? What's your skype or how can I contact you? (you may PM me instead, if you prefer) I'll try to contact you for a follow-up interview. How Apply by making a post below, character pitch optional. I'll interview you and if you're accepted you're welcome to try an introductory adventure for free (1 to 3 sessions, original character optional). After that, my asking price is $7 per player per session. You'll need to sign up for the Ledge site (includes the campaign wiki), and I'll also run text-based solo adventures (a few paragraphs/posts a week). If you have any other questions or comments, feel free to PM me or add them to your post. Welcome across!
House Rules The following are changes to the rules of Dungeons and Dragons 3.5 and Pathfinder that players and game masters will use in the World of the Ledge. Some suggested house rules are given at the bottom of this card, we still have to vote on those. As a reminder, the system reference documents can be found here and here . A summary of the updates and conversion guide can be found here and here . And the FAQs for both systems can be found here and here (take these with a grain of salt). Tiered Gestalt We'll use the Gestalt variant rules from Unearthed Arcana with a few important changes: Each character receives a number of Character Points (CPs) based on his or her effective character level. Each class or significant character option (such as a template) costs a certain number of CPs based on its tier or the effective tier increase. See Tier System for Classes for examples. We'll try to compose a full table of 3.P class tiers soon, but in general lower tiered classes went up in Pathfinder while higher tier classes stayed the same. Templates cost a minimum of the cumulative ability score bonuses given by the template, while other options like the leadership feat or the symbiotic template can effectively double a character's total options. Generally, anything that doubles your options (or makes you twice as effective), increases your tier. If you're unsure, ask. You may ignore the restrictions on prestige classes for gestalt characters. Classes or prestige classes that advance class features continue on that class's track (see below). Unused CPs carry over to the next level. If you retrain something you spent CPs on, you get any remaining after purchasing new options back into your pool. Extra feats can be taken based on the cost of the tier 3 track, and you can take more than one per level (for example, you could gain 3 bonus feats for 7 CPs). The tier system is only a rough outline, and the CP amounts aren't meant to be especially restrictive. It may be that CP costs are changed due to power level concerns. Once you're confirmed for the game, and you're building your character, please track the CPs you've spent by outlining your class levels in a table and the amount you spent on each option. Character Point costs by Level and Tier Level | Points Per Level | Total Points | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | 1 2 2 1 1 1 1 1 1 1 2 4 6 2 2 2 2 2 2 1 3 8 14 4 4 4 4 4 2 1 4 16 30 8 8 8 8 4 2 1 5 24 54 16 16 16 8 4 2 1 6 24 78 32 32 16 8 4 2 1 7 24 102 64 32 16 8 4 2 1 8 24 126 64 32 16 8 4 2 1 9 24 150 64 32 16 8 4 2 1 10 24 174 64 32 16 8 4 2 1 11 24 198 64 32 16 8 4 2 1 12 24 222 64 32 16 8 4 2 1 13 24 246 64 32 16 8 4 2 1 14 24 270 64 32 16 8 4 2 1 15 24 294 64 32 16 8 4 2 1 16 24 318 64 32 16 8 4 2 1 17 24 342 64 32 16 8 4 2 1 18 24 366 64 32 16 8 4 2 1 19 24 390 64 32 16 8 4 2 1 20 25 415 64 32 16 8 4 2 1 Tier 0 : Nothing (no published class is this powerful, but they can be with certain options like the Incantatrix or infinite power point Spell-to-Power Erudite abuse). Tier 1 : Wizard, Cleric, Druid, Archivist, Artificer, Spell-to-Power Erudite, Razmarian / False Priest / Psychic Bloodline Sorcerer, Shaman, Arcanist, Anything with Paragon Surge, Lunar / Ancient / Lorekeeper Oracle, Psychic, Anything with Augmented Psychic Reformation Tier 2: Oracle, Sorcerer, Summoner, Favored Soul, Psion, Binder (w/ all vestiges), Eurdite, Truenamer (w/ infinite summing), Deathmaster, Mystic, Sha'ir, Spirit Shaman, Wu Jen, Magician Bard, Monster Tactician Inquisitor, Preservationist Alchemist, Student's Surge / Human FCB Wilder, Taskshaper Tier 3: Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder (only basic vestiges), Wildshape Ranger, Duskblade, Factotum, Warblade, Psychic Warrior, Alchemist, Skald, Inquisitor, Magus, Investigator, Warpriest, Hunter, Incarnate, Totemist, Wilder, Cryptic, Dread (w/o fear immune enemies), Stalker, Tactitian, Vitalist, Vizier, Warlord, Warder, Ardent, Shugenja, Synthesist Summoner, Guru, Sacred Servant Paladin, Mesmerist, Occultist, Spiritualist, Monstrous Physique Bloodrager, Spirit Dancer Medium, Warlock / Zealot Vigilante, Gifted Blade Soulknife Tier 4: Rogue, PF Ninja, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Adept, Spelltheif, Marshal, Archetyped Fighter, Paladin, Adept, Bloodrager, Slayer, Archetyped Brawler, Archetyped Monk, Pistolero / Musket Master Gunslinger, Aegis, Marksman, Archtyped Soulknife, Dragonfire Adept, Jester, Montebank, Savant, Shadowcaster, Sohei, Daevic, Medium, Vigilante Tier 5 : Fighter, Monk, CA / Rokugan Ninja, Healer, Swashbuckler, Soulknife, Expert, OA / CW Samurai (w/ Imperious Command) , Knight, Soulborn, Gunslinger, Battledancer, Divine Mind, Dragon Shaman, 3.5 Eidolon, Lurk, Noble, Master, Magewright, Mariner, Mlar, Cavalier, Kineticist Tier 6 : CW Samurai, Aristocraft, Warrior, Commoner, Truenamer (w/o infinite summoning), Dread (w/ fear immune enemies) Character Creation and Advancement We'll use the standard Pathfinder ability score point buy system (high fantasy / 20 points). See here and here . Characters will have a public and private alignment. See here . When you create your character, you'll message or otherwise secretly inform the game master as to your private alignment. Your character may or may not be aware of his or her alignments, but both satisfy any requirements. Detect Alignment and similar spells or abilities have a built in chance to detect one, both, or neither alignment, etc. There are no experience points in this game. Characters will level about once per (in game) year, as long as they faced a life-or-death encounter. Technically, characters lose a level if they don't face such a challenge within a year. We model Non-Player Characters similarly, so most are lower level as they don't risk their lives often. In the A Maze of Grain campaign, players can expect to gain between 7-10 levels, with several chances to retrain levels or abilities. You get a free retraining opportunity each (in game) year (during your downtime). You don't have to pay the gold costs for this retraining. See here . Use the fractional bonuses for base attack bonus and saves advancements. You can refer to the table here or by bonuses below: Fractional BAB and Saves Level | High BAB | Medium BAB | Low BAB | Good Save | Bad Save 1 +1.0 +0.75 +0.5 +2.0*+0.5 +0.33 2 +1.0 +0.75 +0.5 +0.5 +0.33 3 +1.0 +0.75 +0.5 +0.5 +0.33 4 +1.0 +0.75 +0.5 +0.5 +0.33 5 +1.0 +0.75 +0.5 +0.5 +0.33 6 +1.0 +0.75 +0.5 +0.5 +0.33 7 +1.0 +0.75 +0.5 +0.5 +0.33 8 +1.0 +0.75 +0.5 +0.5 +0.33 9 +1.0 +0.75 +0.5 +0.5 +0.33 10 +1.0 +0.75 +0.5 +0.5 +0.33 11 +1.0 +0.75 +0.5 +0.5 +0.33 12 +1.0 +0.75 +0.5 +0.5 +0.33 13 +1.0 +0.75 +0.5 +0.5 +0.33 14 +1.0 +0.75 +0.5 +0.5 +0.33 15 +1.0 +0.75 +0.5 +0.5 +0.33 16 +1.0 +0.75 +0.5 +0.5 +0.33 17 +1.0 +0.75 +0.5 +0.5 +0.33 18 +1.0 +0.75 +0.5 +0.5 +0.33 19 +1.0 +0.75 +0.5 +0.5 +0.33 20 +1.0 +0.75 +0.5 +0.5 +0.33 Notes: * Apply these bonuses only once at your very first level. You still get iterative attacks for every positive increment of +5.0 BAB. Remember to choose the higher bonus when gestalting. There will be some setting specific content made for this game, and similar content from other settings can generally be reflavored for this game. See the game wiki for details. Gameplay Infinite loops stop after the first iteration. For example, if you cast Fabricate to create something insanely expensive to sell, you'll get it, but just that once (other attempts will fail). If you try to fill a valley with a decanter of endless water, you might only have enough to fill a small pond (then it's empty), but if you use it for different purposes day-to-day, it won't run out, etc. Magic has a strong emotional component in the World of the Ledge. The rule of thumb is: the same things that make a great story, make a great spell. If your spell ruins the story, it might just fail. Conversely, if you don't technically have a spell that would perfectly fit, you might find you suddenly do... (I don't expect this to affect more than 1% of the encounters)
Campaign Setting Intro "There is but one law: change. All who live tonight must one day die. By our words we recognize the right of each Citizen to grant at most one life and exact at most one death." -- Entirety of the Legal Code for Citizens of Ohma Over 18 hundred years ago the greatest civilization in the world sank beneath the waves... and today it is still sinking. Called the Tzahualtzhetl (or sometimes, Those that Waltz in Hell), their tale is a tragedy warped by untold millennia and compounded by a million meters of inky darkness. Although details are scarce as charity among these bottom-feeders, it is believed that the Tzahualtzhetl were the progenitors of the Qin, the Teotl, and other races that would live on to found their own civilizations, including the Ohma. But the task of rebuilding certainly wasn't easy... At the onset of the cataclysm Ohma was no more than a small frontier village on the eastern continent, while the Empire of Vei'Datha commanded massive armies, fielded even larger bureaucracies, and managed a web of legal systems enshrined in centuries of apathy. This suited the Arch-Empress of the Tzahualtzhetl, but when the very ground gave beneath her, no mortal subject could save her from the world's retribution. Tidal waves from the western continent crashed onto the shores of Vei'Datha, carrying with them the dying survivors of a once flourishing people. As floods and disease ravaged the overpopulated countryside, feudal lords turned upon one another – for none would admit his role in their karmic fortunes. After years of infighting, a dark tide rose again: this time it was wild, shameless undead that descended upon the living. The warring nation-states of Vei'Datha failed to contain the epidemic, but eventually the wise leadership, time-tested traditions, and uncompromising sacrifices of the Ohmani people ensured their continual survival... even after the fall of every other civilization on the continent. Infamously, the fledgling city-state harbored exiled Necromancers from Al'Maqadim, incorporated their black magicks into their fighting forces, and ultimately resolved that no living army will truly overcome the wild dead. Today, Ohmani society is divided between Residents (mostly new refugees/survivors from nearby territories), Citizens (mid-to-high class families holding all political power), and Denizens (controlled undead comprising the military and labor force). Though Citizens observe only the One Law, Residents and Denizens are bound by thousands of other statutes, some legal, others magical. The corpses of the dead have long lost their sanctity, and so it is expected that Residents and Citizens will donate their body for reanimation upon their death. Citizens are usually granted some degree of sentience in their undeath (in proportion to their honour in life), and allowed to serve their remaining family in whatever capacity they are able. Neither Residents nor Denizens may own land, vote on or create new laws, or exercise justice outside of a Citizen's court. The zombie apocalypse is still ongoing, but with their own undead armies, the Ohmani people are slowly clearing out livable spaces. Newcomers to Ohma will often wonder: how does one rule without the rule of law? Important to note is that while explicit laws for citizens are lacking, Ohmanis still observe customs and practices more seriously than some rulers observe their own laws. Traditionally, new acts, judgements, and decisions are reached by consensus of all adult Citizens, with two or more elected Consuls moderating the discussion. In times of crisis, a Dictator will be chosen whose Word is Law (for Residents and Denizens). It is an unenviable position, however, since many Dictators over the centuries have paid the ultimate price for their people, by their people. Senators and Masters of Phylacteries also hold powerful positions in Ohmani society, although they are expected to make personal sacrifices to counterbalance their control of decision-making and manpower. Entertainers of various stripes are well regarded and hold a subtler influence, while class-conflicts and power disparities fuel a thriving underworld. The mass exodus from the continent hundreds of years ago led to a diaspora that still continues to this day. Though many of these travellers now identify as Ohmani, they are diverse, culturally independent, and often oppressed in their own lands, where they are called derogatory names like "Rypsy" or worse... About 20 years ago the Great Avatar, Wryllen, bloomed for the first time since the cataclysm. As the Northern Passages opened, the world awoke from the nightmare of the dark ages. Trade was established, and with it an exchange of knowledge never before experienced outside the ivory towers of Al'Maqadim. Kingdoms the world over learned of the existence of Ohma, as well as of Avatars like Wryllen or those in the bloodline of House Svato, and many resolved to destroy what they saw as a blight on this new age. It is to their own defense, and the defense of other innocents awakening on their continent and beyond, to which the Ohmani people now rise. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Note: This game's story, setting, and characters are released under open sources licenses. There may be a novelization at some point.