For the Greater Good [Pathfinder sandbox]

Game Master Michelle A.J.

Roll20


1 to 50 of 122 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

You are a hero, destined for greatness. A week ago, you boarded a ship; the final leg in your journey for honor, glory, or fortune. However, there are forces at work that have other plans for you. Your destiny will have to wait.

This campaign will take place in my own homebrew setting within Golarion. There is a general outline set for the early levels, but outside of a few key encounters, the game will be largely shaped by the choices made by the players. The initial game is planned for levels 3-7, and I don’t expect it to take longer than a couple of months. If we get a good group of players together, and we all want to keep it going beyond that, there is certainly potential to extend it.

Character Creation:

  • 25 point-buy, starting at level 3
  • Max hit points at lvl 1, half+1 after
  • Most races are allowed, but don’t go crazy
  • All classes are allowed, but I don’t like occult classes. Submit one if you’re feeling lucky.
  • 3rd party only allowed with approval
  • Starting wealth for a 3rd level PC
  • Two traits, a single drawback for a third

  • About the GM:

  • I have a few years of GM experience, but this is my first time GM’ing play-by-post. But from what I’ve seen so far, it seems to fit my playstyle (and schedule) better than other methods of online play. So I want to give it a shot.
  • I typically run roleplay heavy games. There will be more character interaction than combat, and many encounters can be resolved diplomatically (assuming intelligent enemies). Don’t expect a murder hobo to fit in too well.
  • I am pretty open-minded when it comes to tweaking or house ruling underpowered feats, items and archetypes. Discuss it with me, and I’ll probably be willing to come to some sort of compromise.
  • I’m not a fan of power gaming. I am much more likely to choose a fun, thematically interesting character than the heavily optimized but boring one. If you’re going to submit your most op theory-crafted build, at least have the best backstory to go with it.
  • House rules: I have a few. Among them are hero points (with some tweaks), crit tables (when appropriately dramatic), and Rule of Cool (small bonuses to your rolls when roleplaying is especially good). I’ll go into more detail later.
  • I try not to kill people. At least, not all at once. I usually put a decent amount of work into the story, and I prefer when my players make it to the end. That said, no one is immortal, and you only get so many chances. If your character thinks it’s a good idea to taunt the dragon, well…
  • I’m closing recruitment on the 12th (next Friday) . I’m hoping for a party of 4-6. Please do your best to post once a day if chosen. Feel free to ask any questions. And above all, let’s have fun.

    Dark Archive

    I'm gonna go Head and Dot here. I want to play a Vigilante of some kind, most likely the warlock Archetype, however I may just make a standard Vigilante.

    As for race, either Drow, Catfolk, Or Kobold.

    Kobold is unlikely given that I'm not rolling but some of my favorite Persona are Kobold.... Hmm... A Kobold Lawyer... Yes for sure...

    Ah but I might just do a skinwalker...

    Silver Crusade

    (before I change my mind) I present Xiz the mighty! Note, this is just an alias and I will be mashing the character together as time goes by.


    Hi there,
    looks like I may have a fittingly (weird) character for this.
    I love the concept of him and tried to enter a few games with him already, but since it needs quite some gm-fiat / ruling due to awkwardly written archetype it revolves around, I was not lucky for now.

    Presenting Old Snowbeard a weird, old dwarven eremite with bald-shaved head and ground-length braided white magical white beard that can grapple unsuspecting targets and even channel freezing magic through it to disable it's victims!

    Just have a look at the prelude in the alias for the problems making the concept reality.

    The background and char sheet was created for another campaign, but the gist of it will remain. Just have a look and tell me if he may find a place here - or if he's to strange for your game xD

    Just as a side-note: if I wanted to power-game this character, he would be elf or tiefling instead. Dwarf is really low-powered for the build I target, but I love the concept of the beard-fighting dwarf more than a powerful built.


    Dotting in. I have a nagaji naga aspirant that id like to try out =^^=
    Applied to another AP with same build. Just as a heads up


    Dotting for interest. Any character concept is just a thought at the moment.

    Leaning toward a swashbuckler, very likely an inspired blade.


    Btw, background skills?

    Zeelex and Nagi:

    Zeelex
    Male nagaji druid (naga aspirant) 3 (Pathfinder RPG Advanced Race Guide 196, Pathfinder RPG Bestiary 4 199)
    N Medium humanoid (reptilian)
    Init +2; Senses low-light vision; Perception +10
    --------------------
    Defense
    --------------------
    AC 22, touch 13, flat-footed 20 (+6 armor, +1 deflection, +2 Dex, +1 natural, +2 shield)
    hp 28 (3d8+10)
    Fort +5, Ref +3, Will +5; +2 vs. mind-affecting effects and poison
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee dagger +5 (1d4+6/19-20) or
    . . darkwood shortspear +6 (1d6+6) or
    . . shortspear +5 (1d6+6) or
    . . shortspear +5 (1d6+6)
    Druid (Naga Aspirant) Spells Prepared (CL 3rd; concentration +5)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10
    Base Atk +2; CMB +5; CMD 19
    Feats Power Attack, Toughness
    Traits armor expert, bandit (river kingdoms), savage
    Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +6, Diplomacy +0 (-2 vs. creatures of a different race or culture), Handle Animal +6 (+8 vs. reptiles), Knowledge (nature) +7, Perception +10, Sense Motive +2 (+0 vs. creatures of a different race or culture), Stealth +4, Survival +10 (+11 to get along in the wild); Racial Modifiers +2 Handle Animal racial bonus vs. reptiles, +2 Perception
    Languages Common, Druidic, Nagaji
    SQ nature bond (constrictor snake named Nagi), nature sense, resistant, serpent's sense, trackless step, wild empathy, woodland stride, xenophobic
    Other Gear dragonhide breastplate, mwk ironwood heavy wooden shield, dagger, darkwood shortspear, shortspear, shortspear, ring of protection +1, bandolier[UE], bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, grappling hook, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), small tent, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 26 gp, 5 sp
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
    Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
    Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
    Woodland Stride (Ex) Move through undergrowth at normal speed.
    Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture

    --------------------

    Nagi
    Constrictor snake
    N Medium animal
    Init +4; Senses low-light vision, scent; Perception +7
    --------------------
    Defense
    --------------------
    AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
    hp 21 (3d8+3)
    Fort +4, Ref +7, Will +2
    Defensive Abilities evasion
    --------------------
    Offense
    --------------------
    Speed 20 ft., climb 20 ft., swim 20 ft.
    Melee bite +5 (1d3+7 plus grab)
    --------------------
    Statistics
    --------------------
    Str 16, Dex 18, Con 13, Int 2, Wis 12, Cha 2
    Base Atk +2; CMB +4 (+8 grapple); CMD 19 (can't be tripped)
    Feats Power Attack, Weapon Focus (bite)
    Skills Acrobatics +4 (+0 to jump), Climb +11, Perception +7, Swim +11
    --------------------
    Special Abilities
    --------------------
    Climb (20 feet) You have a Climb speed.
    Evasion (Ex) No damage on successful reflex save.
    Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Swim (20 feet) You have a Swim speed.


    If we are doing question session, here I go ...
    - Background skills? (Seth beat me by a few seconds with that one!)
    - Traits restrictions? (local dependant from far away discouraged, only-one-of-each-type, ...?)
    - Background story? (depth, text or only some glances, story will be more around one location or lots of traveling -> #hobo-adventurers, ...)


    I have a Swashbuckler, Witch, or Arcanist I can play very easily.

    Thirded on the Background skills. Also wanna suggest ABP.


    Old Snowbeard wrote:

    Hi there,

    looks like I may have a fittingly (weird) character for this.
    I love the concept of him and tried to enter a few games with him already, but since it needs quite some gm-fiat / ruling due to awkwardly written archetype it revolves around, I was not lucky for now.

    Presenting Old Snowbeard a weird, old dwarven eremite with bald-shaved head and ground-length braided white magical white beard that can grapple unsuspecting targets and even channel freezing magic through it to disable it's victims!

    Looking over it, I don't see any major problems with reworking the witch archetype. Adding INT to your natural attack rolls and CMD should be fine. For the errata, I'd be much more inclined to apply both. I am a bit wary of what the character might look like once you start throwing magus levels into the mix, but I'll allow it for now.

    Quote:

    If we are doing question session, here I go ...

    - Background skills? (Seth beat me by a few seconds with that one!)
    - Traits restrictions? (local dependant from far away discouraged, only-one-of-each-type, ...?)
    - Background story? (depth, text or only some glances, story will be more around one location or lots of traveling -> #hobo-adventurers, ...)

    Background skills yes, Lore/Artistry no

    No more than one trait per category
    For your backgrounds, I'd like a couple of decent paragraphs at least. It doesn't have to be too in-depth.

    The campaign will start off with one central location, but there will be plenty of opportunities to explore and travel. Expect to spend a lot of time in the wilderness. I don't want to go into too much detail, but suffice to say your characters do not arrive in the place they were expecting to go. Getting home (or not home) will be an adventure in itself.

    Quote:
    Also wanna suggest ABP.

    I'll have to think about that one.


    I've got to say, I am loving the creativity of the submissions so far. :)


    Coolio! Thanks for the quick reply - and your fiat!
    Will bring up mechanics over the next couple of days.

    What I want from going magus ... Get access to spell strike, decent hp and bab and later get a few hexes back.
    All in all: Get more debuff-spells and melee reliability and sustain.

    EDIT:
    @Players: If I am picked, I'll work wonders with a rogue (or other sneak attacker), as I will grapple people A LOT thus stand ready for flanking thus set up the enemy for sneak attacking. Plus I will drop tons of debuffs on them so hitting them should be easy-as-shooting-fish-in-a-barrel. Just as a note for nice teamups ^^


    Freya Solheim, Arcanist Extraordinaire!

    Jiang Tai, Adventurer from Tian Xia!

    Valeriya Ilyinishna, Cute Witch of the North

    ABP is great for boosting Martials and allowing more fun and flavorful items.


    Hi GM Mimi! Here's my submission for the game: Krayn is a Tiefling Fighter. Please feel free to let me know if you have any questions.

    Are we using Combat Stamina on the game, by the way? If yes, is it free for fighters, does it cost a feat...?

    Thanks!


    Thinking it over, I will allow ABP if all of the players selected are okay with it. I will just reduce the overall amount of loot (which is fine for me, honestly. Means less work.)

    Combat Stamina is allowed, but it will cost a feat.


    I like ABP, and am definitely interested in this campaign. I have an idea for a wide-eyed adventurer with budding magical powers, as amazed by the wide world as their own abilities.

    Would you allow young characters? It would fit my concept fairly well, but it's by no means a requirement.


    dot


    This game won't really be a good fit for a young character. Teenage (or the non-human race equivalent) might be pushing it, but if the backstory justifies it, then maybe.


    I will be submitting a human witch (probably) shortly, my plan is for him to take all the Hero Point feats and spells. He is a 'lucky' son-of-a-gun and it shows. Don't worry, I won't take the Slumber Hex. Although I am also considering an oracle or cleric of luck. Would still fit with the backstory I am working up.

    1) Do I need to know about your 'tweaks' to the Hero Points for my build?

    2) Without spoiling anything, is there any significant chance that NPC's will have Hero Points? It matters to a few of the spells that are only useful if the opponents have Hero Points.

    3) For your campaign, is there any way to tell if someone has Hero Points? Could I research/find a spell that would determine such?

    4) Are any of the witch Patrons particularly appropriate for your setting?

    5) Feel stupid, but was is ABP stand for?

    6) Is VMC allowed?

    7) To the other potential players, does anyone want to partner up as siblings or BFF's with/or without teamwork feats?

    Edited as I thought up more questions.


    Advanced Bonus Progression.

    Okay, I'll think of something, then. Hmmm... What do I want to try....


    ElterAgo wrote:


    Do I need to know about your 'tweaks' to the Hero Points?

    Are any of the witch Patrons particularly appropriate for your setting?

    Is VMC allowed?

    The tweaks are minor buffs, and should not effect your build.

    Any patron that you would typically choose for a wilderness adventure should do fine here.

    Yes to VMC


    If selected, I can adjust Krayn for ABP. I actually think the system is kind of neat.


    ElterAgo wrote:


    2) Without spoiling anything, is there any significant chance that NPC's will have Hero Points? It matters to a few of the spells that are only useful if the opponents have Hero Points.

    3) For your campaign, is there any way to tell if someone has Hero Points? Could I research/find a spell that would determine such?

    Hero Points are a PC-only feature in my games


    Hi GM Mimi,

    How do you feel about a character concept as follows.

    A present day human scientist who fell through a rift created in a lab (think non magical well of many worlds) He finds himself in the wilderness. He uses his skills to first survive, then adjust to new world (Probable investigator build)


    Do you allow Words of Power (still not sure what I'll make, just figuring out what I have to work with)?

    Silver Crusade

    Ah, well... I think I might actually redo my concept from scratch, but keep the race and attitude, because I just love Kobold too much.


    GM Mimi wrote:
    3rd party only allowed with approval

    I'll take you up on that :)

    Would you allow SoP? Specifically I want to play a Whitesmith (an Armorist archetype). The basic idea for him to be missing an arm and so he has crafted a basic arm from metal and animates it with a small but constant portion of his magic, thrus gaining back the functionality of both arms.
    Mechanically he casts Animate Object on the prosthetic giving it the Graft trait. He then maintains this using the Whitesmiths Personal Refinement ability.

    In the end, this is a lot of resources spent for little mechanical gain but I like the concept of of a young and inexperienced man taking on the world with his artificial arm beside him, and this would go a long way towards building up that image.

    I am not yet sure what else he would do or what his fighting style will be but it will probably revolve around fighting with his mechanical arm. Maybe multiclass into Monk and have him be a really good unarmed fighter with that metal hand? Or maybe multiclass him with Gunslinger where he spends a Spell Point to transform his metal hand into a rifle (using Shape Weapon) and then fires from his arm cannon :3
    Either way, not sure yet.
    Core idea is a young and inexperienced human (late teens most likely, maybe 20) with a fake, metal arm that is the center of his fighting style, and whos full of enthusiasm and drive to take on the world.

    Oh ya, are guns allowed?


    Gobo Horde - A slightly simpler option might be to peruse 4 Winds Gaming Prophetics rules. A clockwork Arm only costs 500gp, and a Crossbow Arm 120gp - perhaps the GM would be kind enough to allow it to be upgraded to a gun?


    GM Mimi, I'd like to introduce Jolis Cailean, mighty godling of Cayden Cailean, ready for adventure!


    CucumberTree wrote:

    Hi GM Mimi,

    How do you feel about a character concept as follows.

    A present day human scientist who fell through a rift created in a lab (think non magical well of many worlds) He finds himself in the wilderness. He uses his skills to first survive, then adjust to new world (Probable investigator build)

    That sounds potentially very interesting or very awkward. I'd have to hear more to make up my mind.

    Quote:
    Do you allow Words of Power (still not sure what I'll make, just figuring out what I have to work with)?
    Quote:
    Would you allow SoP?

    I'm not familiar enough with either of those to say for sure yet. Give me a day or two to look them over. For now, consider it a hard maybe.

    Quote:

    Core idea is a young and inexperienced human (late teens most likely, maybe 20) with a fake, metal arm that is the center of his fighting style, and whos full of enthusiasm and drive to take on the world.

    Oh ya, are guns allowed?

    Quote:
    Gobo Horde - A slightly simpler option might be to peruse 4 Winds Gaming Prophetics rules. A clockwork Arm only costs 500gp, and a Crossbow Arm 120gp - perhaps the GM would be kind enough to allow it to be upgraded to a gun?

    You had me at gun arm. We'd have to work out the details, but that's a concept I'd be fine with working with you on. (Even if you don't go the gun route, a functional prosthetic arm is no problem.)


    For my background, Is it cool, if I take liberties with your world and what's in it. For instance, describing towns, cities and people? I figure he was trapped in your world a few years now, and he's still searching for a way back.

    He will be Investigator (empiricist). His to background skills will be Know(engineering) and Profession(scientist)[give the ability to use the scientific method to establish experiments] Most skills have a counterpart in the real world...like psychology = Sense Motive, or Craft(alchemy)= Organic Chemistry, etc


    Seems others have asked what I was going to,

    Also psionics 3pp yes/no

    I have a very cool idea for a LN Aasimar Psion Telepath. She works as a contracted mind guard for the powerful / wealthy nobility.


    CucumberTree wrote:

    For my background, Is it cool, if I take liberties with your world and what's in it. For instance, describing towns, cities and people? I figure he was trapped in your world a few years now, and he's still searching for a way back.

    The World is still Golarion, so you're free to take some liberties with towns or people in your background. But to clarify, the actual setting is going to be a place that you know little (if anything) about.

    Quote:
    Also psionics 3pp yes/no

    I like psionics even less than I like occult classes. I won't say no, but it's going to be very difficult to sell me on the character.


    GM Panic here, understood gm
    To help here is the starting build of my pc Psion Telepath at level 1

    If it's a no I'll work on another idea.

    In chances are slim, I'll go with a
    Female kitsune Ninja, [spy/body guard]
    "A girl has no name"


    You'll have better luck with the ninja.


    GM Mimi wrote:
    You had me at gun arm. We'd have to work out the details, but that's a concept I'd be fine with working with you on. (Even if you don't go the gun route, a functional prosthetic arm is no problem.)

    XD Glad to hear.

    However I realize I made a mistake that kinda fubars the idea :( You see, the Shifter has an ability called Shape Weapon, which lets you spend a SP to change a limb into a weapon. I though that the Armorist had the ability as well, but it only has an ability called Morphic Weapon, which lets you meld a weapon and your hand together.
    They sound similar but the main difference is that the Shifter one would allow me to have a metal hand that I can, as needed (and by spending resources) change into different weapons, either a sword or a hammer or a rifle. I can also dismiss it and have my hand return to normal.
    The Armorist one fuses a single one-handed weapon into my hand and kinda leaves it there. I lose the function of that hand and its locked into a single shape.

    So I dont think that portion of the idea will work, I will have to think about it some more and try and see if I can come up with something.

    Well that aside the basic idea of the character was to go Whitesmith 2, Gunslinger 1. The Whitesmith levels allow him to get the grafted construct arm, the ability to enhance his equipment and an Arsenal Trick, which I would have chose Shape Weapon (if it was an actual Armorist Trick). The Gunslinger level gives me proficiency in firearms.

    He would then walk around with a metal arm as he went places, if he got in danger he would then transform his arm into a rifle, literally "arming" himself ^_^ If he had the time, he could then cast Enhance Equipment on the rifle to grant it a 1-2 Enhancement bonus. But if ranged is no good then he could dismiss the rifle transformation and switch it to a longsword or something. If he had no time to do even that, well the Construct Graft also gives him a 1d2 slam attack so he is never "unarmed" XD

    Anyways, thats kinda what I was thinking of, take some time to think it through, I'll give some links to kinda direct you down my thought path and give you an idea where I would go.
    Whitesmith. Basic class, allows me to maintain Enhancements without concentrating.
    Animate Object on a prosthetic, granting it the Graft ability.
    Shifting Weapon Trick. Thought that this was the Shape Weapon Trait.
    Morphic Weapon Talent in the Alteration Sphere lets you shape an arm into a weapon. Use this to transform my robotic arm into a rifle, or a sword, or whatever I need at the moment. I have all Simple, Martial and Firearm proficiencies so I can switch hit as needed :)


    The moment you realize that a beard-fighting dwarf is not the most weird concept out there ...
    ;-)


    Female kitsune Ninja it is then GM :)


    Any clues about flavour? Urban? Nature? Politics? Adventures at sea?

    I would like to submit a character that suits the campaign!


    My Witch works best in a wilderness campaign but there are already multiple witches. I have a old Vanguard Slayer kicking around if we need more outdoors survivalist type characters.


    GM Panic here GM, So here is my PC Alts, still some small work to be done, but she is looking good.

    Miss Miya Setsuko Fuyaki
    LN kitsune Ninja-Nokizaru

    She is good in any setting, City, town, village or wilds.


    Alias ad Tempus wrote:
    Any clues about flavour? Urban? Nature? Politics? Adventures at sea?

    I just saw a previous post where you specified that it would be a wilderness campaign... Any more details?


    Dotting for interest.


    I decided to go with an oracle. I haven't bought any gear yet.

    Gruingar de'Morcaine (Grucky):

    Male human (Shoanti) oracle (dual-cursed oracle) 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
    CG Medium humanoid (human)
    Hero Points 5
    Init +2; Senses Perception -1
    --------------------
    Defense
    --------------------
    AC 12, touch 12, flat-footed 10 (+2 Dex)
    hp 24 (3d8+6)
    Fort +3, Ref +3, Will +3; +4 competence bonus vs. mind-affecting effects
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Oracle (Dual-Cursed Oracle) Spells Known (CL 3rd; concentration +6)
    . . 1st (7/day)—ant haul[APG] (DC 16), bless, cure light wounds, ill omen[APG], sanctuary (DC 16)
    . . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 15), stabilize
    . . Mystery Time
    --------------------
    Statistics
    --------------------
    Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 20
    Base Atk +2; CMB +0; CMD 12
    Feats Blood Of Heroes, Hero's Fortune
    Traits dangerously curious, fate's favored, starchild
    Skills Acrobatics +3, Appraise -1, Climb -1, Diplomacy +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +6, Heal +2, Intimidate +6, Knowledge (history) +3, Knowledge (local) +0, Knowledge (nature) +0, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +2, Perception -1, Profession (fortune-teller) +2, Ride +3, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +3, Survival -1 (+3 to avoid getting lost), Swim -1, Use Magic Device +10; Racial Modifiers starchild
    Languages Common, Hallit, Kelish, Polyglot, Shoanti, Varisian
    SQ hero points, heroic[ARG], oracle's curses (legalistic, shattered psyche), pride, revelations (misfortune[UM], temporal celerity[UM]), vow to self
    Other Gear 300 pp
    --------------------
    Special Abilities
    --------------------
    Blood of Heroes Gain 2 Hero Points/level, rather than 1.
    Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
    Heroic Gain an additional hero point at each level.
    Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
    Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
    Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
    Shattered Psyche Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws mad
    Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order
    Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

    Backstory:

    Gruingar de'Morcaine Known to huis few close friends as Grucky) began life in the Lyrune Quah Shoanti tribes. He was raised by his father's sister and her husband, since his own family died of the plague when he was an infant.
    Though he was a generally nice young man, he was hassled for his weakness and inability to concentrate on the task he was set to perform.
    Over time, people began to notice that anyone that remarked overmuch on his difficulties started to have a run of bad luck. Before things got out of hand, his aunt gave him into the care of a wandering Desnan priest named Cweleral. She was afraid the whispers of possession and demon worship would lead to trouble.
    Cweleral helped Grucky hone his talents as well as learn when it was and was not appropriate to use them.
    When Cweleral took a stable post in the church, Grucky decided to keep wandering for a while. Though he still stops by to check on old Cweleral now and again, he has no desire to settle down in one place.


    GM Mimi wrote:


    Quote:
    Do you allow Words of Power (still not sure what I'll make, just figuring out what I have to work with)?
    Quote:
    Would you allow SoP?

    I'm not familiar enough with either of those to say for sure yet. Give me a day or two to look them over. For now, consider it a hard maybe.

    I have some experience with both - a lot with Spheres of Power and a moderate amount with Words of Power.

    Spheres of Power:
    Spheres is effectively a complete overhaul of the spell casting system. Instead of the Vancian slot system you get spell points. Each caster then chooses from a variety of Spheres. Each Sphere is broken down into a series of basic abilities (For example the Life Sphere has Invigorate, which grants a single Temp Hit Point for an hour but is free to use, Cure which heals 1d8+1 per caster level but costs a spell point and Restore, which removes a few negative attributes but also costs a level). Each Sphere will have at least one ability that doesn't require a Spell Point, allowing a caster to function all day without becoming useless.

    Next, each Sphere has a set of Talents that can either enhance one of the abilities you get for the base (So Restore Mind increases your Cure ability by 1d8 and allows your Restore Confusion and Dazed) or grant you an entirely new but related ability (Resuscitate lets you raise an ally from the dead...but only for one round after they die).

    A High Caster (level 1-9 Caster) will probably get a Talent each level, giving them access to a new Sphere or Talent within a Sphere. A low Caster (1-4) will get one every other level, and a Mid-Caster (1-6) will get somewhere between.

    Also, some abilities will run off your Caster Level (Remember how cure did 1d8+1 per caster level?) Think of that as BAB, but for casters - the 1-9 caster crowd goes 1-20, whereas the Low Caster crowd gets 1-10. Obviously, the ones who get 1-20 will be much stronger effects - with the destruction Sphere, for example, the base attack is 1d6 per two caster levels. Spend a spell point and you can upgrade that to 1d6 per caster level. A High Caster can throw 10d6 damage each turn at level 20.

    However, it should be noted that with the exception of Blasting, which can be strong and able to be done each turn, and Healing which can be levelled up very fast, Spheres is generally much weaker than Vancian casting. There are a lot less Save or Suck spells, and almost no Save or Die. Summoning works more like an Eidolon, but to power it up you need to constantly give it more Talents.

    Two last oddity, Spheres casters stack when multiclassing. A level 5 Magus and a Level 4 Wizard will be a Level 7 Sphere Caster.

    Secondly, there is no Divine/Arcane divine. Your Wizard can heal like a pro or your Cleric can summon balls of raging sound. It's up to you.

    Words of Power:
    Words of Power is close to Vancian casting, in that you have a limited number of Spell Slots available. The main difference is that you assemble Words into the spell you want - a Target word defines the shape or number of Targets, a Meta Word adds bonus effects, and the Effect word is the actual spell.

    This means that it's entirely possible to throw a ball of exploding lightning or a line of fire.

    The biggest difference is, at higher levels, you can put two Effect words into one spell and have it target all the people it hits. So you could put two level 4 words together to create a level 6 word with two effects.

    This does have several benefits - boosting the caster level and therefore DC of lower level spells, for example, or allowing abilities that boost a fire spell to affect one that does both fire and cold damage. However, this is limited - the spell last the duration of the shortest spell.

    The biggest issue with Word Casting is the lack of support, as Paizo abandoned the system after Ultimate Magic. It therefore lacks the variety and caster creep of Vancian spells, and with a couple of exceptions is generally weaker. The exception being Summoning, which can be done as a Standard action, and Blasting, due to being able to add other elements and bypass some of the damage reduction of enemies while keeping effects that boost DC and damage output.

    Hope that helps!


    Will the gunsmithing feat allow me to craft an advanced firearm?


    CucumberTree wrote:
    Will the gunsmithing feat allow me to craft an advanced firearm?

    It's an elaborate ruse!


    @Gobo Horde How important is it for you to have access to the Whitesmith class? If you were able to have the transforming prosthetic arm without using Spheres of Power, would you be alright with that, or is SoP crucial to your build?

    Quote:
    I have some experience with both - a lot with Spheres of Power and a moderate amount with Words of Power.

    Thank you for the input! I still haven't totally made up my mind, but that is helpful.

    Quote:
    My Witch works best in a wilderness campaign but there are already multiple witches. I have a old Vanguard Slayer kicking around if we need more outdoors survivalist type characters.

    Feel free to kick around a few different ideas. If you'd like to wait until closer to the closing date before you settle on one, that's fine. If you haven't made up your mind by then, I might be able to help you decide.

    Quote:
    I just saw a previous post where you specified that it would be a wilderness campaign... Any more details?

    I can tell you that there will be some villages and pockets of civilization that can serve as a home base of sorts, provided you make the right connections. There will also be some dungeon crawling as you explore further. You won't be forced to scrounge for food or resources, so your character doesn't have to be a survivalist. However, a player designed for an urban setting still might not be a good fit.

    That said, this is all player information. I'm telling you because I don't want your submission to be completely unsuited for the campaign, but I don't expect any of your characters to be fully optimized for the setting.

    Quote:
    Will the gunsmithing feat allow me to craft an advanced firearm?

    Early firearms only.


    GM Mimi wrote:
    Quote:
    My Witch works best in a wilderness campaign but there are already multiple witches. I have a old Vanguard Slayer kicking around if we need more outdoors survivalist type characters.
    Feel free to kick around a few different ideas. If you'd like to wait until closer to the closing date before you settle on one, that's fine. If you haven't made up your mind by then, I might be able to help you decide.

    I have over two dozen characters so it's not a problem to find something that fits the party. I also design every character to be able to start just about anywhere. The Slayer was designed to start in Sandpoint for RotRL but that can be tweaked easily.

    Valeriya (my witch) is from a big city but I designed her backstory that she can start the campaign anywhere.

    Jiang Tai (Swashbuckler) is from Goka and will be arriving to the Inner Sea via boat so it can land anywhere.

    Freya (Arcanist) is from Andoran but wants to explore the world.

    Can we get a list of the people and classes interested?


    So far we have


    • Old Snowbeard, Dwarf witch (white-haired witch)
    • Zeelex, Nagaji druid (naga aspirant)
    • Krayn La'Jal, Tiefling figher (dragonheir scion)
    • Jolis Cailean, Human godling
    • Miya Setsuko Fuyaki, Kitsune ninja (nokizaru)
    • Gruingar de'Morcaine, Shoanti oracle (dual-cursed)

    That is only counting the people who have finalized (or at least mostly finished) a submission. If I've missed anyone, please let me know.

    1 to 50 of 122 << first < prev | 1 | 2 | 3 | next > last >>
    Community / Forums / Online Campaigns / Recruitment / Recruitment for Pathfinder Sandbox All Messageboards

    Want to post a reply? Sign in.