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Please update all character information on the wiki.  if you have a character in a pathfinder based game please see the test character and use the template provided.

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Topics - Krathognis

#1
Kazen Nights / utility rolls
July 30, 2021, 08:10:51 PM
rolls
#3
Kazen Nights / Part I: Qalat
June 14, 2021, 04:01:25 PM
Stay Tuned.
#4
use this to ask questions, test the roller, discuss your characters, etc.

current characters:

Magic User:
Meat Shield: Enrik
Sneaky Bastard: Kuri
Healer:
#5
Kazen Nights / Campaign Info
June 14, 2021, 03:51:51 PM
-=LINKS=-


Join the DnDBeyond campaign

World Maps and articles


Forum Dice Roller instructions
*note: if you're using the TAPATALK app to view the forum on mobile BBCode and thus the dice roller won't work for you.  you'll see other ppls rolls but your own won't work. i'm work on thins.


Character Creation:
Progression: Milestone
Stats: use standard array

Available Races
Elf:
Wood
High
Gnome:
Forest
Rock
Goblin+
Half-Elf:
Base
Wood
High
Half-Orc
Halfling:
Lightfood
Stout
Human
Kobold

Available Classes:
Barbarian
Bard
Cleric*
Druid**
Fighter
Monk
Paladin*
Ranger
Rogue
Sorcerer***
Warlock***
Wizard***


Important considerations:
This campaign will start in what amounts to a prison colony in in an extremely hot and humid jungle. prepare accordingly.


*Divine magic users are viable, but do have a few limitations currently. any spell that requires direct divine intervention doesn't work as expected if at all.  no one is sure why, but there are rumors that the Gods have abandoned the world or have been killed.
***Arcane magic users are actively being hunted by The Knights of Truth, an occupying force that blames Arcane magic users and arcane races for the problems of the world and have been publicly killing many users for trumped up charges.
+Goblins in this setting tend toward Neutral / Neutral Evil but this is not hard and fast.
#6
UNNAMED NEW GAME / Part 1: The Shallows
April 24, 2020, 07:58:35 AM
~Welcome to the Shallows~



   If the merchant quarters are the heart of the city of Akterumn the The Shallows are it's colon.  One of the oldest districts, the shallows began life as a fishing village along the Avensold River.  Several centuries of 'progress' later it finds itself a slum consisting of dilapidated warehouses, mixed wooden and stone shanties, and dive bars along the once teaming wharf. 

   Until relatively recently The Shallows, while dirty and crime ridden, had served as one of the larger entry points to the city.  Barges carrying ore and wares from Valenshire and the other communities surrounding the Felnath traveled south toward the ports of Corisca and would return with tools, coin, and finished goods from far off lands.  Barge captains and and crews filled the dockside taverns and inns to overflowing while local residents worked the docks, warehouses, and wide variety of shops and services essential to the daily life.

   All that changed two years ago.

  All at once the world seemed to shift.  a dark cloud descended from the Il'Draeshad mountains to envelop the city of Valenshire while rumors of dark and wild magic circulated through the taverns.  Many of the temples and churches of the realms seemed to shutter overnight while the high priests and more prominent clerics either isolated themselves or disappeared altogether.  Trade from the north slowed to a trickle causing strain on the purses of not only the local dock workers, but also the taverns, inns, and shops that rely on trade.

   The nail in the coffin was the arrival of The Knights of Truth.  A foreign army dedicated to restoring the power and prestige of the gods and eradicating the scourge of arcane magic they insist is the cause of the instability in the world, the Knights of Truth seemed to fall from the sky on a dark and misty evening a year and a half ago.  They rode across the Il'Draeshad mountains and rained fire and soldiers from the bellies of their great flying ships.  They have since consolidated their power, taking over the entirety of Akterumn and the surrounding lands and ousting or killing the King Beldine and his line. 

   Currently, the world has settled into what passes for the new normal.  The region is at war with Corisca to the south and the now cleared Valenshire to the north at odds with The Knights of Truth based in Akterumn.  The city has been in complete lock-down for the past year with passage in and out heavily regulated by The Knights and each district controlled by checkpoints at regular intervals.  Access to The Shallows is controlled by two major checkpoints, one at the western gate to the merchant and residential districts of Forlorn Water, and another at the bridge over the Avensold.  While in theory citizens are free to travel between districts on 'approved' business, in practice only those with enough wealth to buy writs of passage, or those merchants who have traded their loyalty for supply contracts are allowed to pass through the checkpoints.


Stay Tuned for another update later today
#7
UNNAMED NEW GAME / Campaign Information
April 07, 2020, 10:27:04 PM
-=LINKS=-


Join the DnDBeyond campaign

World Maps and articles

Forum Dice Roller instructions
*note: if you're using the TAPATALK app to view the forum on mobile BBCode and thus the dice roller won't work for you.  you'll see other ppls rolls but your own won't work. i'm work on thins.


Character Creation:
Progression: Milestone
Stats: use standard array

Available Races
Elf:
Wood
High
Gnome:
Forest
Rock
Goblin+
Half-Elf:
Base
Wood
High
Half-Orc
Halfling:
Lightfood
Stout
Human
Kobold

Available Classes:
Barbarian
Bard
Cleric*
Druid**
Fighter
Paladin*
Ranger
Rogue
Sorcerer***
Warlock***
Wizard***

Background Urchin should be chosen for story purposes.  if you have a compelling reason for something different I may allow on a per case basis

Important considerations:
This will be in an Urban Setting. 
Starting area is 'The Shallows' a squalid section of the capital town Akterumn.  The shallows is a lowland area along the river consisting of old docks and warehouses.  The area often floods and as such is constantly damp,muddy, and uncomfortable.  Food is scarce and the populace is feeling the strain of being locked down by an occupying force for over a year.


*Divine magic users are viable, but do have a few limitations currently. any spell that requires direct divine intervention doesn't work as expected if at all.  no one is sure why, but there are rumors that the Gods have abandoned the world or have been killed.
**as this is an urban area druids are few and far between. those that ARE in town are feeling the strain of being confined in an urban area.
***Arcane magic users are actively being hunted by The Knights of Truth, an occupying force that blames Arcane magic users and arcane races for the problems of the world and have been publicly killing many users for trumped up charges.
+Goblins in this setting tend toward Neutral / Neutral Evil but this is not hard and fast.
#8
UNNAMED NEW GAME / SETUP stuff
April 04, 2020, 03:37:04 PM
possible themes for a new corisca game:
BACKDROP: The town of Valenshire is still surrounded by an impenetrable cloud of mist. Arcane magic has been acting out of sorts. Divine magic isn't working at all in some cases. The Knights of Truth, an anti-arcane zealot army claiming that Arcane magic users have murdered the gods and must be punished have invaded in never before seen flying ships and subjugated the City of Aktrumn.

1) URBAN: about 1yr after the Knights of Truth invaded and locked down the capital city of Akterumn. a small group of young street urchins are trying to survive in the Shallows and carve out a place for themselves.

2) Rural: standard dungeon crawl/adventure of the week style game.
#9
Silent Darkness / Part V
November 14, 2013, 01:54:51 AM
Two years.  Two long years since Xonn Valenshire opened his city to the talented of the land in the hopes of providing safe harbor for those that seek knowledge and power. Two years since the city of Akterumn has fallen to the Knights of truth. Two years of war, of death, of despair... Yet strangely hope still exists. even in this dark place. 

Jace Claremont and his order fight valiantly. trying desperately to keep the highroad and the western trade routes relatively safe for the common people.  Gripthor and the Western Lords under his control continue to build routes bypassing the lands controlled by the knights.  The merchant council of Corisca has stayed openly neutral while quietly supportive of the resistance movements throughout the land.  The Crimson Shadow continue to act as part information network part special forces unit helping to coordinate the efforts of each region.

But still the influence of the knights spread...

The lands to the east of Akterumn has been all but conquered by the knights of truth.  Villages and small towns devoted to the order and their hatred for all things magical seem to grow like mold.  They have even found allies in the Dwarves of the blasted lands; their natural aversion to magic making them more accepting of the knights' message of hate.


Drana shook off the dark thoughts and quickened her step as she moved down the stairs and out toward town.  It was time to strike back and there was no time for brooding.  the others were waiting...


Timeline has been pushed 2 years in the future.
Everyone needs to get me lvl 10 sheets.
if you are already lvl 10 shoot me a pm.
current characters:
Omen
Kaven
Dwoar
Razzien " One Eye"
#10
From Thredok:

QuoteI reread the AOO and Combat Maneuvers sections and this is what I read.  All are called maneuvers and not attacks but disarm, sunder and trip all explicitly state they can be made in place of a melee attack (reinforcing in my mind the idea they are not attacks themselves) or bull rush to replace the melee attack at the end of a charge. Grapple specifically states that it requires a standard action and not an attack.  All of the maneuvers provoke their own AOO unless you have the relative improved x feat.  And you can only threaten a square if you have a weapon in hand or can make lethal damage attacks barehanded.

So for my PF games we will say that the options for an AOO (baring a feat or ability modifier) are:
A Single melee attack at highest attack bonus OR
A Disarm attempt (provoking an AOO) OR
A Sunder attempt (provoking an AOO) OR
A Trip attempt (provoking and AOO)