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Pathfinder - Emerald Spire

For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as
civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the
depths—one with ties to undying evils and a might beyond time itself. The promise of
wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into
a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they
seek to unveil the secrets locked below the legendary Emerald Spire.

My normal house-rules are as follows:
- 1st Hitdice you have, will be full HP
- Firing into melee results in a penalty of max -4 (-2 for firing into melee and -2 for cover if applicable) which get reduced to 0/0 with Precise Shot and Improved Precise Shot Feats.
- Neutral And Good Deity Paladins can have the alignment of their deity. Anti-Paladins can have the alignment of their evil deity - if i allow evil aligned chars for a given campaign.

My normal character creation rules are:
- Standard Purchase or Modified Standard Roll (you roll 6 times 4d6. drop the lowest each time, if you have two or more results with 9 or below you can reroll the entire batch - as often as necessary)
- 2 Traits and if applicable 1 Campaign trait - no drawbacks
- All Core and Base Classes and associated Archetypes (paizo release only)
- All core races and all featured races with an RP of 13 or below
- no evil aligned characters in this campaign.
-PCgen generated character files can be imported by me. Rolled stats still have to get rolled live.

Above limits are not negotiable.

Voice will be handled via Teamspeak. Text only is not acceptable.

New game, characters start out at level 1.
We already have: Rogue, Fighter, Sorcerer and Alchimist

Want to join this game? Make a post in the discussion forum below and let the GM know!

Listing Discussion

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1469150950 by Dice Goblin