I am recruiting to fill out a party for an Ironfang Invasion PbP I will be running for three RL friends. As such, this game will use more of the common house rules that we use in face-to-face play than I usually include. Further, we will be playtesting a custom class, the bladesinger.
You can find the current list of included house rules here, as well as the Irongfang Invasion Player's Guide and the work-in-progress Bladesinger.
Please check the house rules document before asking questions.
Yes, I put that in here three times on purpose. It is one of my biggest pet peeves. Obviously I am more forgiving with people for whom English is not their primary language.
Recruitment closes on May 17 at 2359 GMT, or 1859 CST. (a.k.a. 6:59PM)
Recruitment deadline subject to change.
I look forward to your questions and excellent submissions.
|Viridios the Green|
@ alexgndl - The bladesinger is intended to be a mixed martial and arcane class. The document is now in the linked folder, but is still in a state of flux as it gains polish and balance.
I am looking to recruit 2-3 more players.
@ Viridios - It is certainly an interesting character. Whether it is worth modifying is up to you.
I have not created a new alias yet but I will be playing the Elven Bladesinger. Mr. Lurch and I are working on this concept and will be play testing it in this campaign. The class is intended to to have diminished spell availability but still be able to achieve level 9 spells with a pace slightly behind that of a full wizard. They are intended to also be able to achieve a degree of martial combat ability thru careful study and precise application of battle techniques. Inspiration for this class began with the 3.5 Bladsinger and many of the class abilities from that class were carried forward into this one. Addition points of inspiration are Eldritch Knight, Magus, & Grammaton Clerics from the movie equilibrium Not the gun part but rather the approach and mentality with which they approach combat, very cerebral. One additional source was how the Asari Commandos in Mass effect focus on the protection of the Asari nation and combine martial prowess with biotic ability (Magic for pathfinder). One theme is to allow the mixing of magic and martial combat, not the ability to do both independently but not combined.
While the class is not expressly restricted to elves, it was the elves who created the techniques and who teach them. In the interest of the spirit of the class I will be playing an elf and will have a generally rigid outlook on the world. He does have a code of ethics that he must adhere to but that code is focused around the elven nation. If you think of a city boy gone to the country as he travels the world as a part of his final training then you will have the starting concept of this character. He has spent the last 80 years in formal training and just recently went out into the world to round out his 'real world' understanding and experience.
I will work on an alias and will post is when it is done.
Thanks and I greatly look forward to playing with everyone.
|1 person marked this as a favorite.|
After reviewing the Bladesinger, I've decided that I'm no longer interested. I'm sorry, but that is by far the most overpowered class I have ever seen. Just a few things I thought I should mention for people who can't see the class writeup:
-You get ALL the skills as class skills, more or less. I believe you're missing Bluff, Disguise and Fly. That's about it. Doesn't say how many ranks you get per level, but you're an INT-based class. You outskill all dedicated skill monkeys.
-You get what is essentially the Two-Weapon Fighting chain for free
-You don't need to make Concentration checks after level 5
-You're essentially full BAB at level 6 with Song of Fury
-Bladedance is Improved Uncanny Dodge-again, can be taken at level 6
-Bladesong is...ridiculous. You get your INT to AC as long as you're wielding a weapon that you were going to use already. Your casting stat. Also, you can wear armor without penalty already. Just light at first, but you get Medium for free at 9th.
-Battlegrace lets you move and take a full-round attack. This is a mythic path ability (Fleet Charge) that even then, is only available a certain amount of times per day. This is unlimited use here.
-You can add Divine spells to your spellbook. No level requirement, as long as you can actually cast it. Almost any divine spell, with a few token exclusions. Any. Divine. Spell. Hear that sound? It's the sound of this ability being broken by anyone who has ever played a caster.
-At 7th level you no longer provoke Attacks of Opportunity while casting spells. Every spellcaster in the game would like to know how you managed to pull that off, because I cannot find a single ability that is even remotely similar to this. You put what would be an overpowered wizard capstone (level 20 ability) at level 7.
-Why is a spellcaster getting a Fighter-specific ability? They get full Weapon Training. It's completely unnecessary. You're already at this point (level 8) basically untouchable and able to hit anything. It's such overkill.
-Improved Sidestep is a four feat chain. That you get for free.
-The capstone is insane. You get Weapon Mastery (Fighter capstone) BOTH sides of True Magus (Magus capstone) AND you can ignore immunities/resistances, for some reason. Which again, there isn't anything like this in Pathfinder. You can't just ignore all elemental resistances or immunities. The closest thing I can see is the Winter Witch's (PRESTIGE CLASS, not base class) 8th level ability Unearthly Cold. And even then, it merely changes cold damage to be half cold, half untyped. And that's just with 1 energy type, not all of them. This capstone is like...just absolute insanity.
In short, you have somehow made a strictly better Wizard. Which I didn't think was possible, but there you go. It's basically a Wizard/Fighter/Magus triple gestalt class, and it's going to overshadow the whole party so much it's not even funny. My level 4 Mythic alchemist might be able to take on a level 1 Bladesinger. Might. I'm sorry if I offended anyone, but my god. This makes the Synthesist Summoner look like the Chained Rogue.
Also, you forgot to put the Hit Dice in the document.
In my defense (not that I have much of one) I am not the primary author of the class and I am still in the midst of reviewing it. Given the responses to it, I am going to put recruitment on hold for now. I will get the concept under control, balanced, and playable, and re-open recruitment in the future.
Thanks for your feedback, alexgndl. I don't really have anything else to say.
|Vic Wertz Chief Technical Officer|
IYou can find the current list of included house rules here, as well as the Irongfang Invasion Player's Guide and the work-in-progress Bladesinger.
Please do not redistribute the Ironfang Invasion Player’s Guide. Even though it’s a free product, that doesn’t mean *you* can distribute it for free. (It’s still copyrighted material.)
Please instead ask your prospective players to get the guide directly from us here. Having people get the guide from us helps us understand the number of people who use these guides, and it also allows us to notify everyone who has it if we update the document for any reason.
I have sent a similar message via email.
Well aware this is on hold, but would still be interested in joining up, once Lurch wrangles the Bladesinger.
Btw, I have found that you can accomplish much of the feel/style of the Bladesinger via being a Kensai Magus, and choosing the right Arcana.
Here is the crunch for my, as yet, unnamed submission. I will probably re-use an older alias that is currently not in a game. Hope he is ok and meets with all your guidelines.
Human (Varisian) ranger (nirmathi irregular) 1 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +5; Senses Perception +5
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 14 (1d10+4)
Fort +5, Ref +7, Will +1
Speed 30 ft.
Melee sickle +6 (1d6+2)
Ranged longbow +7 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
Str 15, Dex 20, Con 16, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 18
Feats Weapon Finesse, Weapon Focus (longbow)
Traits chernasando hopeful, nirmathi militia, stalwart elk
Skills Climb +5, Handle Animal +4 (+8 to resist unnatural auras while on a Chernasardo riding elk), Heal +5, Intimidate +4, Knowledge (nature) +5, Perception +5, Profession (soldier) +6, Ride +8 (+12 to resist unnatural auras while on a Chernasardo riding elk), Spellcraft +5, Stealth +8, Survival +5, Swim +5; Racial Modifiers forest ghost
Languages Common, Elven, Varisian
SQ track +1
Other Gear studded leather, longbow, sickle, 134 gp
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Forest Ghost +0 (Ex) Gain +0 bonus on all Perception and Survival skill checks made while in forest terrain.
Track +1 Add the listed bonus to survival checks made to track.
|Lord Foul II|
|Lord Foul II|
likewisesince 3rd party is apparently a thing if aproved, I've found the cleric archetype "steal valkyrie" to be potentially interesing enough to actually play a cleric
That seems like an inconvenient archtype. Where do you keep all of the Valkeyries you steal? Can you also steal other types of psychopomps or other divine servants?
|Lord Foul II|
|The yellow boxes|
We are nearly finished with the new incarnation of the Bladesinger. We have also had another RL friend join us. So I will be opening recruitment only to those who have already posted in this thread. No new applicants will be considered. I will give a week for those of you who already posted to finish up your submissions (please let me know if you are already finished) and get them posted.
The pre-existing party composition has changed somewhat. It is as follows:
Elf Magus (Bladesinger)
Tengu Cleric (Undead Lord)
I am FAR less concerned with "good balance" than I am with "good characters". That is to say that I will be making my choice based on the best characters rather than on "needing to fill a particular role".
Please note that some changes will be made to the house rule document I linked in my first post. Some things that I forgot to add, etc.
I will make my selection in seven days, or once you have all posted a submission, whichever comes first.
Thank you, and I look forward to seeing all of your submissions...
@Monkeygod: The changes are incoming; I do not have my notes at work.
@BeastMasterFTW: I am mostly finished with the Bladesinger. A few of the class features that we are attempting to re-create from their 3.5 versions still need to be finalized. If you like I can give access to the sections that are ready, or I can wait and put the whole thing up at once.
@Monkeygod - That sounds like an interesting suggestion. I think I will allow something similar, but I will say it can be chosen only from the General, Story, or Racial categories as defined on the Feats page at d20pfsrd.com
@Daniel Stewart - I would like a background. I would rather have well-built characters that have a reason to be involved in these events that is more than the fact that the players are selected. I will be making selections based on more than just the mechanics of the character.
I have asked the existing players to post their characters here so you all can see them and their backgrounds, etc. I will be poking them to get some movement in this direction again today.
Obviously, NightSaber is going to have difficulty with this, as I have not yet completed my review of the Bladesinger. The others should be posting in the next few days.
@rorek55 - I would be open to it, I just have no experience with the occult classes so far.