Pick you own adventure!
Party 1-
Tank:
Healer:
Spell Caster: Miss
DPS: MordosKull
Support: justaquestion82
Open:
Party 2-
Tank:
Healer:
Spell Caster:
DPS:
Support:
Open:
-- Level: 1
-- HP: Level 1 Max
-- Traits: 4) 2 Normal not from the same group | 1 race | 1 campaign.
-- Feats: As Pathfnder Rules
-- Stats: Point Buy: Epic: 25 points
-- Starting Gold: By Class -- Max Roll
-- Character Sheet: Aproved By DM before first post.
How to make a character:
-- Read the Lore
-- Come up with a character idea, you can play any class or race allowed via the House Rules.
-- PM me with your history idea and I will help you make it fit~
Because of what happened toward the end of the lore, most of the world's knowledge is either new or lost, so 95% of things will be learned through your character as your actions shape the world around you in this "Pick your own Adventure" story~
Erebus, once a world of magic and power, now finds itself in the starting years of an time known as the Age of Rebirth. After nearly a millennia of ice and cold, finally, the world had begun to thaw. Years passed, people started to rebuild. Histories and knowledge long lost to the nations that once again start to dot the land, and with them a new life had begun.
When the ice receded, life had once again returned to areas that had been left vacant. Man, forced to rebuild again but do so stronger, and a bit more knowledgeable than before. There were more sorcerers than there had ever been, but that wasn't to say they were common. Because of this, any individual sorcerer's power didn't compare to the legendary powers of the sorcerers of the Lost Age, The Age of Magic. The elves still remained split, and although most have returned to the sunlit surface, some made a pact with darker forces and opted to stay in their deep home.
However, before the many and varied children could begin to re-establish themselves, nature had already begun to spread, and retaken much of the world. Dragons once more ruled the deepest wilderness, with wild tribes of barbarians wondering what lands they could claim, beyond the hunting grounds of the dragons and giants which filled the darkest parts of the world.
Despite this, however, the Compact, millennia before, had taken with it the worst of the creatures that haunted the world, finally allowing the mortal races to truly claim Erebus as their own.
In these waking days, however, the world still shudders from the aftershocks of the Age of Ice, and the rapidly-spreading civilizations shudder in sympathy. Some seek a return to the Age of Ice, while others seek the end of all Creation, and the destruction of the Compact, allowing Demons to once more roam the world. Most, however, merely wish for survival – And the chance to begin again.
Only in retrospect will the point that marks the move into the next age be known. It is suspected that the next age will be known as the Age of Enlightenment and be marked by a dramatic polarization of good and evil, law and chaos which will be followed by the return of the One, and the judgment that ends creation. Some sages predict that that Age of Enlightenment is already upon us and point to the nearly fanatical discipline imposed by the Bannor as evidence, a rigid allegiance so intolerant of infractions; it is now becoming difficult to distinguish it from the planes of most evil totalitarianisms.
Evil cults seem to be taking root in even the most peaceful of farmland villages. Adventurers are sorely pressed to keep up with the activity as new creatures are spawned and ancient creatures are awakened to terrorize the land. In the shadows, it is whispered that the Godslayer may not be capable of killing a god forever and Mulcarn may return. Sages fear that like Sucellus, he may return more powerful than he left. Other rumors speak of a group of men that have found the gems at the center of the elemental planes that Agares stole so long ago. They say the gems of death, water and air are all being held by mortal men, now with as much power as the gods themselves.
It is said the outer planes are now becoming active and that the long dormant enemy may now return. Mankind has proven that it does not need the gods to survive; its growing maturity is removing the innocence that protected it so long ago. Without the Gods to intervene, all of these decisions lie now, in mortal hands, here at the beginning of this new Age of Rebirth.
--- When war drums call the guards and soldiers away from their homes. It is now up to the adventures of the world to keep the land safe from local threats. But what happens when task start to unvail hidden secrets....
Party 1-
Tank:
Healer:
Spell Caster: Miss
DPS: MordosKull
Support: justaquestion82
Open:
Party 2-
Tank:
Healer:
Spell Caster:
DPS:
Support:
Open:
-- Level: 1
-- HP: Level 1 Max
-- Traits: 4) 2 Normal not from the same group | 1 race | 1 campaign.
-- Feats: As Pathfnder Rules
-- Stats: Point Buy: Epic: 25 points
-- Starting Gold: By Class -- Max Roll
-- Character Sheet: Aproved By DM before first post.
How to make a character:
-- Read the Lore
-- Come up with a character idea, you can play any class or race allowed via the House Rules.
-- PM me with your history idea and I will help you make it fit~
Because of what happened toward the end of the lore, most of the world's knowledge is either new or lost, so 95% of things will be learned through your character as your actions shape the world around you in this "Pick your own Adventure" story~
Erebus, once a world of magic and power, now finds itself in the starting years of an time known as the Age of Rebirth. After nearly a millennia of ice and cold, finally, the world had begun to thaw. Years passed, people started to rebuild. Histories and knowledge long lost to the nations that once again start to dot the land, and with them a new life had begun.
When the ice receded, life had once again returned to areas that had been left vacant. Man, forced to rebuild again but do so stronger, and a bit more knowledgeable than before. There were more sorcerers than there had ever been, but that wasn't to say they were common. Because of this, any individual sorcerer's power didn't compare to the legendary powers of the sorcerers of the Lost Age, The Age of Magic. The elves still remained split, and although most have returned to the sunlit surface, some made a pact with darker forces and opted to stay in their deep home.
However, before the many and varied children could begin to re-establish themselves, nature had already begun to spread, and retaken much of the world. Dragons once more ruled the deepest wilderness, with wild tribes of barbarians wondering what lands they could claim, beyond the hunting grounds of the dragons and giants which filled the darkest parts of the world.
Despite this, however, the Compact, millennia before, had taken with it the worst of the creatures that haunted the world, finally allowing the mortal races to truly claim Erebus as their own.
In these waking days, however, the world still shudders from the aftershocks of the Age of Ice, and the rapidly-spreading civilizations shudder in sympathy. Some seek a return to the Age of Ice, while others seek the end of all Creation, and the destruction of the Compact, allowing Demons to once more roam the world. Most, however, merely wish for survival – And the chance to begin again.
Only in retrospect will the point that marks the move into the next age be known. It is suspected that the next age will be known as the Age of Enlightenment and be marked by a dramatic polarization of good and evil, law and chaos which will be followed by the return of the One, and the judgment that ends creation. Some sages predict that that Age of Enlightenment is already upon us and point to the nearly fanatical discipline imposed by the Bannor as evidence, a rigid allegiance so intolerant of infractions; it is now becoming difficult to distinguish it from the planes of most evil totalitarianisms.
Evil cults seem to be taking root in even the most peaceful of farmland villages. Adventurers are sorely pressed to keep up with the activity as new creatures are spawned and ancient creatures are awakened to terrorize the land. In the shadows, it is whispered that the Godslayer may not be capable of killing a god forever and Mulcarn may return. Sages fear that like Sucellus, he may return more powerful than he left. Other rumors speak of a group of men that have found the gems at the center of the elemental planes that Agares stole so long ago. They say the gems of death, water and air are all being held by mortal men, now with as much power as the gods themselves.
It is said the outer planes are now becoming active and that the long dormant enemy may now return. Mankind has proven that it does not need the gods to survive; its growing maturity is removing the innocence that protected it so long ago. Without the Gods to intervene, all of these decisions lie now, in mortal hands, here at the beginning of this new Age of Rebirth.
--- When war drums call the guards and soldiers away from their homes. It is now up to the adventures of the world to keep the land safe from local threats. But what happens when task start to unvail hidden secrets....
I like DPS and Support. I'll be down for either but I think I lean towards DPS if no one else wants it.
I am interested, but...I have no idea what I'd want to play yet. I'll try to come up with a list of potential candidates a little later. That said, DPS is my least favorite role, so I'm almost certainly going to aim for one of the other options.
Both, I would say. But I would lean them towards DPS.
It might depend on how you play it. Not every Magus has to focus on damage-dealing spells...
Thinking of having them use a two hander ripsaw glaive. More focused on melee for sure- though with a polearm.
Will third party material be available to select classes from?
Miss wrote:
Will third party material be available to select classes from?
Same house rules apply.
I wouldn't mind filling in a position. I would prefer Spell Caster or Tank.
MordosKull claimed DPS so I'll build a support character. This'll be fun.
After some guide reading it looks like a magus with a two hander isn’t really viable. However I can still fill the dps role by going gnome bloodrager, a class I actually have experience with too.
I will create a caster then. I have a few options that I would like to try.
rolled 1d100 and got 45
0-33 Sage, 34-66 Arcanist, 67-100 Summoner
Tank:
Healer:
Spell Caster: Miss
DPS: MordosKull
Support: justaquestion82
Open:
Healer:
Spell Caster: Miss
DPS: MordosKull
Support: justaquestion82
Open:
MordosKull wrote:
looks like we're getting an Arcanist, but what is a Sage anyways?
I dunno, that's what it made me think of...
Hmm, I don't think we quite have the numbers to pull off a whole group. A Spell Sage is an archetype of the wizard with a little slower start, but a larger late game than a standard wizard.
We still have time and there are a few others that wish to join.
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