Weekly Schedules
Libertad: East Coast US, unavailable on weekdays before 7 pm. Saturday Sunday anytime after 4 pm.
Ketaro: West Coast US, unavailable 5am-5pm Monday-Friday. Sunday anytime, Saturday available if not DMing.
Raineh Daze: United Kingdom, available every day until September
Syrasi: Available Saturdays and Sundays.
Lordxeno06: Wisconsin Central US, Any time but Sunday is preferred.
Sometime this week I'm going to hook up my microphone to my computer, and with that I plan on starting a live game on Roll20. I don't have a set date, as I'm first asking around for an interest check.
Roll20 has video, voice, and text chat, although none of them are mandatory to play.
Here's my Roll20 profile.Edit: Since we have more than a few 3.5ers with little to no Pathfinder experience, I'm going to post this
Handbook of Changes so you won't have to spend time relearning the game system you already know for little details and changes.
Arcana High is a high fantasy adventure for the Pathfinder Role-Playing Game where the PCs are new students at Highstone Academy, a world-famous magic school. You left your homeland to live for a year here, where a vast collection of magical lore and tutors will help you achieve your best potential! Life at school is far from the drudgery of long hours of scribing and studying text from arcane tombs: Highstone's foundations were converted on top of the ruins of an ancient Goddess, most of which is unexplored to this day. Dark forces with plots most foul seek to take the school's secrets for their own nefarious goals, and it's only a matter of time before you and your friends get wrapped up in this conflict. You will also get the opportunity to join a heroic legacy of defenders of old, and adopt masked guises to go out at night and fight evil. Part school drama, part superhero, part dungeon crawl.
Fresh-faced Recruits: Character Creation
Note: This campaign uses the slow experience track. Everybody starts at Level 1.
Step One: Determine Character Concept and BackstoryBefore rolling for ability scores, I want you to think of what kind of character you want to play. Think of how they ended up magically-talented? Are they a long line of influential mages, or a rare child with the only spark of magic in the family? Are they happy to be at Highstone, or did they part ways with their old lives reluctantly?
Additionally, talk with your fellow players and ask them about their own ideas for characters. Your fellow PCs are going to be spending a lot of time with you throughout their stay here, so you all should come up with a reason why they stick together, even if they don’t know each other until the adventure starts.
Additionally, pick at least two themes. Themes are motivations and complications important to the PC. They can be anything, ranging from a rivalry with a fellow student to being the inheritor of a familial legacy. The GM is encouraged to play upon them themes, and PCs who act in accordance with furthering the goals of their theme earn experience points for good role-playing. The entire party benefits from this experience, so the gaming table has an incentive to help each other out.
Step Two: Determine Ability ScoresI personally prefer the point buy method of ability generation, in that it’s fair and consistent. Arcana High is a High Fantasy type of game, the PCs recruited from the best and brightest young spellcasters across the realms. To that end, I present an alternate method of point buy.
Your key spellcasting ability score starts at 18. Roll 2d6 and add 6 for three other ability scores of your choice. Your remaining two scores are your Knack and your Fault. Your Knack represents a score your PC is gifted in, and is generated by rolling 1d4 and adding 12 to the result. Your Fault represents a personal shortcoming and is generated by rolling 1d4 and adding 8 to the result.
Or you can use 25 point buy as per Epic Fantasy for Pathfinder.Step Three: Pick your RaceHighstone Academy draws talent from many different nations and cultures. Thanks in part to its diverse staff and anti-discrimination policies, it’s not unusual to even see the rare and so-called “monstrous” races studying in its halls and socializing with peers. All the standard races from the core rulebook are available, as well as the Featured and Uncommon Races from the Advanced Race Guide.
There are also new versions of existing monsters such as harpies and centaurs in Arcana High, without racial hit dice and balanced in accordance with their more standard counterparts. I will detail them later on once I get the time.
Finally, don’t be afraid to reskin existing races. A short race of dragon-folk with a strong bond with the natural world might be no more than kobolds with the Beast Bond alternate racial trait, but in the campaign setting might be as culturally removed from kobolds as elves are from orcs. Don’t be afraid to mix and match racial traits of similar power levels and Race Point values to get the kind of fantasy concept you want! Of course, I will have approval to make sure that said results aren't too overpowered or underpowered as an option.
This post is a compilation of LA 0 equivalent races of popular monsters for Pathfinder. If you have any requests, I'll try making one.Step Four: Pick your ClassArcana High makes the default assumption that the PCs all have magical potential. While a Rogue with Use Magic Device and some clever material component props might be able to pass for a wizard for a limited time, classes are restricted to those which grant spells at 1st level. Alchemists are treated as spellcasters for this purpose. To that end, we leave out Barbarians, Cavaliers, Fighters, Gunslingers, Monks, Paladins, Rangers, and Rogues. To those who despair, do not worry, for there are many common party roles which can still be fulfilled: a Wizard with the Spellslinger archetype makes for a great pistol-packing spellcaster, while a Bard with the Archeologist archetype nicely serves as a Rogue replacement. The Abstract Thief (published by Quasar Knight Enterprises) presents a unique take on the mage-thief concept.
Step Five: Select Skill Points and FeatsPCs are free to choose the skills and feats which best suit their character concept. Due to the sheer magnitude of the number of feats (both 1st and 3rd party) available, there are no restrictions as standard beyond what the GM imposes.
Step Six: Select EquipmentArcana High PCs began as students, not adventurers. They’re allowed to take some personal possessions with them to Highstone, but spelunking kits, weapons, crowbars, and the like are deemed unsuitable and unnecessary. The school has a Dungeon Exploration class, but any required equipment is provided for assignments.
PCs belonging to a class which requires a spellbook begin play with one. Divine spellcasters requiring a holy symbol begin with one. Classes and archetypes which grant the PC a free armor, shield, or weapon are allowed, but weapons are magically peacebound on school grounds.
All PCs automatically begin with a school uniform, an assortment of require reading material for their classes, 6 jars of ink and 1 quill, 6 pieces of blank parchment, and a backpack. They have 5 gold pieces each worth of pocket money.
Step Seven: Miscellaneous StuffCalculate saving throws, combat maneuver bonus and defense, and other finishing details. After these steps, and consulting with the group to make sure your spellcasting apprentices can plausibly work well together, you’re ready to begin the game!
1st and 3rd Party Material I own a lot of 3rd Party Pathfinder books, especially ones made by the big-time companies.
Generally speaking, if you want something for your character concept which is part of a book I own and feel that it's not too gimped/game-breaking, I'll allow it. If I don't own the book, then I'll allow it under the previous criteria provided that the entry is OGL and can be accessed on the D20 Pathfinder SRD for me to verify. Feel free to repost any OGL stuff on here or the Roll20 page as well.
Regarding Paizo stuff, I own most of the "core" line but few of the setting books. Same applies above.
Link to my Roll20 Campaign Page. Unfortunately you need to be a paid subscriber in order to show the page to others. So if your interest is confirmed, then either you send me your e-mail (the one you used to sign up for Roll20) or I shoot you a special URL link you click on to gain access.