Nightflier's Return to Golarion

Game Master nightflier


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Guys, here is the thread about my next PBP game, that will start as soon as the Midnight comes to a pause. This is the place to talk about your characters and other stuff and to ask for more info on the game, house rules and homebrew world.

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The races will be divided in two tiers. Tier One races are:

Humans
Dwarves
Elves
Orcs
Halflings
Tiefling
Asimar
Servitor
Iluminat
Moroi

and some others as well, but I don't know if they will be included in the playtest. To be honest, I don't even know if all of these races will be included. Most of them have at least two sub-racial variants. Elves and Orcs have 3, as things stand right now.

Tier Two races:

Half-Orc
Half-Elf
Mantoid
Leonid
Canid

Of those, only first two will be available, but only if the player manages to roll 10 or less on d100. Tier Two races will be significantly more powerful than Tier One races. They are equivalent of the old LA +3 races.

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some of the rules changes:

Magic will be divided in 3 categories: Ritual, Channeled and Divine. Ritual magic is essentially Vancian; Channeled will be used by spontaneous spellcasters, except that they will not use spell slots but spell points, similar to Midnight, but with greater number of points. Divine magic works as usual.

Elves will probably use Charisma as spellcasting stat for all classes.

Will saves will be influenced by Charisma not Wisdom.

Wisdom determines ranged weapon attack bonuses, Dexterity bonuses for light thrown weapons, Strength remains for thrown weapons bigger than light.

Charisma will determine the starting number of Fate Points.

All non-exotic weapons will receive another level of proficiency - Exotic. Exotic Proficiency in non-exotic weapon will bring its base damage up one category (d6 becomes d8 etc)


1d100 ⇒ 65 Rolling for half-elf

Liberty's Edge

Male Human {Black American} Monk 1 / Paladin 2 / Bard 1

So ... this is the game in place of Scarred lands? With modifications... can our Scarred Lands character work here?

EDIT 1: Uhmmm... SUNAMBER is a Half-Elf...will I need to roll for that?

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Sunphoenix72 wrote:

So ... this is the game in place of Scarred lands? With modifications... can our Scarred Lands character work here?

EDIT 1: Uhmmm... SUNAMBER is a Half-Elf...will I need to roll for that?

No, Sunphoenix72, this is not that game. I think that I have told you that I haven't decided what to do with Scarred Lands game just yet. That is still true.

Liberty's Edge

Male Human {Black American} Monk 1 / Paladin 2 / Bard 1

Ok. Sorry... just a little confused with what's going on or not as the case may be.


I'll play aasimar templar.

4d6 ⇒ (6, 1, 2, 1) = 10
4d6 ⇒ (5, 2, 5, 1) = 13
4d6 ⇒ (2, 3, 1, 3) = 9
4d6 ⇒ (4, 3, 2, 2) = 11
4d6 ⇒ (4, 3, 2, 2) = 11
4d6 ⇒ (3, 5, 6, 3) = 17

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Just to make things clearer a bit - I need specific classes playtested:

Magus (modified: Cha based casting, 6 skill points per level, some other changes)
Summoner
Samurai (modified to fit the game world. The class will be called Imperial Knight)
Ninja (modified to fit the game world)
Gunslinger
Cleric (templar or priest - game world mods)

and Hound Master archetype, but I am looking for a way to combine it with Samurai right now. Things may change, and I may add other classes to be playtested, depending on race choices.


1d100 ⇒ 25

I didn't see the method of rolling. Is it 4d6 drop the lowest?

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Duncan Bloodforged wrote:

I'll play aasimar templar.

4d6
4d6
4d6
4d6
4d6
4d6

Reroll, please.


4d6 ⇒ (4, 3, 1, 5) = 13
4d6 ⇒ (6, 2, 4, 1) = 13
4d6 ⇒ (4, 1, 3, 2) = 10
4d6 ⇒ (5, 6, 4, 1) = 16
4d6 ⇒ (6, 2, 5, 6) = 19
4d6 ⇒ (6, 2, 4, 5) = 17


So that would be: 12, 12, 9, 15, 17, 15

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Kratzee wrote:

1d100

I didn't see the method of rolling. Is it 4d6 drop the lowest?

Yeah, it is. If you get to low rolls, you can try again.


Interested in this as is Cyra. I have a ninja who could be reskinned for this as a tiefling. Not sure for Cyra yet.

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Duncan Bloodforged wrote:

So that would be: 12, 12, 9, 15, 17, 15

Better. As Templar you loose access to Domain Powers, but your BAB is equal to your Cleric level and your Cleric Hit Die becomes d10.

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havoc xiii wrote:
Interested in this as is Cyra. I have a ninja who could be reskinned for this as a tiefling. Not sure for Cyra yet.

I am not sure that there is room, Havoc. I am waiting on confirmation from several players.


I can live with that.


1d6 ⇒ 4 1d6 ⇒ 1 1d6 ⇒ 1 1d6 ⇒ 1 = 6
1d6 ⇒ 2 1d6 ⇒ 3 1d6 ⇒ 4 1d6 ⇒ 1 = 8
1d6 ⇒ 3 1d6 ⇒ 4 1d6 ⇒ 2 1d6 ⇒ 4 = 11
1d6 ⇒ 2 1d6 ⇒ 1 1d6 ⇒ 4 1d6 ⇒ 1 = 7
1d6 ⇒ 3 1d6 ⇒ 1 1d6 ⇒ 4 1d6 ⇒ 5 = 12
1d6 ⇒ 1 1d6 ⇒ 3 1d6 ⇒ 6 1d6 ⇒ 1 = 10

I am guessing I should reroll.


4d6 ⇒ (6, 2, 1, 5) = 14 = 13
4d6 ⇒ (1, 2, 5, 1) = 9 = 8
4d6 ⇒ (5, 4, 6, 2) = 17 = 15
4d6 ⇒ (4, 5, 1, 5) = 15 = 14
4d6 ⇒ (5, 6, 6, 3) = 20 = 17
4d6 ⇒ (2, 5, 3, 3) = 13 = 11

That's better.

I'd like to see more of the setting before making a decision on a class or race.

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I'm gonna try to put more info on the setting tomorrow. I have already posted what classes do I need as things stand right now. Roles of Templar and Hound Master (possibly Samurai) are filled, since High Duke and Mark expressed interest in them.

I must mention that not all race/class combos will be available. For instance, no elves can be gunslingers.


I think I'll jump on the gunslinger.


I would like to jump on the Magus class...rolls are:

4d6 ⇒ (1, 1, 2, 4) = 8 = 7
4d6 ⇒ (3, 5, 1, 5) = 14 = 13
4d6 ⇒ (1, 1, 3, 3) = 8 = 7
4d6 ⇒ (1, 3, 2, 4) = 10 = 9
4d6 ⇒ (1, 1, 2, 2) = 6 = 5
4d6 ⇒ (5, 4, 4, 6) = 19 = 15

OK Attempt #2:

4d6 ⇒ (6, 5, 2, 3) = 16 = 14
4d6 ⇒ (5, 3, 1, 2) = 11 = 10
4d6 ⇒ (4, 2, 4, 1) = 11 = 10
4d6 ⇒ (6, 5, 4, 6) = 21 = 17
4d6 ⇒ (1, 2, 4, 6) = 13 = 12
4d6 ⇒ (3, 1, 6, 4) = 14 = 13

Much better.

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Kratzee wrote:
I think I'll jump on the gunslinger.

Okay. I'm gonna post more info on the class and available races tomorrow, but I can recommend right away one of the dwarf subraces or human. I'm gonna post what I have considering races right now. Crunch-vise, that is.

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Human racial traits

+2 to any two ability scores: Humans are the most diverse and versatile race on the continent of Norgir and demonstrate a wide range of physical and mental strengths.
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Speed: Human base land speed is 30 feet.
2 extra feats at 1st level: Humans are unrivaled in their ability to learn specialized tasks, and they feature many different talents.
8 extra skill points at 1st level and 2 extra skill points at each additional level: Humans are adaptive and uniquely competent in their chosen fields.
Weapon familiarity: In order to survive the Long War, humans had to become uniquely proficient with various weapons. A human may choose a single exotic weapon not associtated with any other race and treat that weapon as martial weapon, rather than exotic.
Hard life: Humans begin with 4 bonus ranks in one Craft or Profession skill of the player’s choice. Life was hard during the Long War and many humans had to develop useful trades and crafts in order to survive.
Automatic Language: National/Ethnic language and Common Tongue (Imperial). Bonus languages: Any.

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Dwarves

Dwarven racial traits

+2 Constitution, +2 Intelligence, +2 Wisdom: Dwarves are tough and sturdy, the race of engineers and inventors, but deeply spiritual people as well.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Speed: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Weapon familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Hatred: +1 racial bonus on attack rolls against orcs. Dwarves and orcs are ancient enemies that have fought each other for thousands of years.
Resilient: Dwarves are notoriously tough, both against external attacks and internal attacks. They gain a +2 natural armor bonus and a +2 racial bonus on saves against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

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Dwarf, Mountain

Defensive Training: Mountain dwarves receive Giant-Slayer (see Combat Feats) as a bonus feat.
Favored Enemy: Mountain dwarves receive orcs as a favored enemy, as the ranger class feature. They gain a +2 bonus on Bluff, Knowledge, Perception, and Survival checks when using these skills against creatures of the selected type. Likewise, they get a +2 bonus on attack rolls and damage against such creatures. They may make Knowledge or related skill checks untrained when attempting to identify these creatures and their weaknesses. Mountain dwarf rangers are vanishingly rare. Their ranger favored enemies are in addition to their racial one, and the racial favored enemy bonuses improve with ranger level.
Lorekeeper: Mountain dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (lore) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Stonesinger: Mountain Dwarves are treated as 1 level higher when casting spells with the [earth] descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the favored soul’s Stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.

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Dwarf, Orinor

Weapon familiarity: Orinor dwarves gain martial proficency with all firearms. If they belong to gunslinger class, they receive +2 bonus to attack with firearms. Also Orinor dwarves treat war hatchets as martial weapons, rather than as exotic weapons. Additionally, when wielding two war hatchets, Orinor dwarves suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats.
Alchemycraft: Orinor dwarves receive Skill Focus in Craft(alchemy) as a bonus feat.
Favored Terrain (Ex): Orinor dwarves automatically have Favored Terrain (underground), as the ranger class feature.
Gift of Tongues: Orinor dwarves love languages and learning about those they meet. Dwarves with this racial trait (from the Pathfinder Advanced Player’s Guide) gain a +1 bonus on Bluff and Diplomacy checks, and they learn to speak and read one additional language every time they put a rank in the Linguistics skill (rather than having to choose whether to speak or read).
Natural Traders: For Orinor dwarves, mercantilism is not just trade, it's a lifestyle. Whenever engaged in interactions involving trading or smuggling, Orinor dwarves gain a +4 racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.

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Elves

Elven racial traits

+2 Dexterity, +2 Intelligence, +2 Charisma:
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Speed: Elf base land speed is 30 feet.
Weapon familiarity: All elves receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats. The elves practice archery for hunting, entertainment, and defense.
Natural Spellcasters: All elves have a natural facility with magic. They gain the Innate Magic feat as a bonus feat, and those who gain levels in spellcasting class have 2 bonus spells of the highest spell level they can cast.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain Arcane Defense (enchantment) as a bonus feat.
Eternal Grudge: In some cases, elves grow up in elitist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves receive a +1 favored enemy bonus against all other PC races. Elf rangers’ class favored enemies are in addition to their racial ones, and the racial favored enemy bonuses improve with ranger level.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

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Elf, Eldar

Weapon familiarity: All Eldar have Martial proficiency with rapiers, long swords and short swords.
Elven Magic: Eldar receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on skill checks made to identify the properties of magic items.
Natural Spellcasters: Eldar are especially accomplished with magic, even more so than other elves; they may select an additional known spell for their Innate Magic bonus feat, and those that gain level in spellcasting classes gains 3 bonus spells rather than 2.
Bonds of nature and magic: In Eldar the magic is inseparatebly blended with nature. They gain Obtain Familiar feat even if they are not spellcasters. If they belong to the class that allows them to attract familiar, they gain Improved Familiar as bonus feat instead, and their level is counted as 3 levels higher for the purposes of attracting a familiar. Eldar may choose not to attract a familiar.

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Elf, Silvar

Ambidexterity: Silvar elves gain Ambidexterity trait in addition to standard traits.
Weapon familiarity: All Silvars treat longknives as martial weapons, rather than as exotic weapons. Additionally, when wielding two longknives, Silvars suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats.
Favored Terrain (Ex): Silvars automatically have Favored Terrain (woodlands), as the ranger class feature.
One with nature: Silvar elves are even more attuned to their surroundings than other elves. Silvar elves gain additional +2 racial bonus on Perception skill checks to a total of +4 , +4 racial bonus on Climb and Acrobatics when climbing trees and +4 racial bonus to Survival and Knowledge (nature) when in natural settings.
Silvar shadows: Silvar elves gain a +4 racial bonus on Stealth checks in natural settings.
Natural personality: Silvars gain a +4 racial bonus to Handle Animal checks and for the purposes of Divine magic they replace Wisdom with Charisma.
Nature bond: Silvar elves live their lives in a close connection to the natural world. They gain an animal companion as druid of their level. If they belong to a class that has animal companion as a feature, their animal companion is treated as 4 levels higher. Silvars may choose not to attract animal companion.

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Eric Swanson wrote:

I would like to jump on the Magus class...rolls are:

4d6 = 7
4d6 = 13
4d6 = 7
4d6 = 9
4d6 = 5
4d6 = 15

OK Attempt #2:

4d6 = 14
4d6 = 10
4d6 = 10
4d6 = 17
4d6 = 12
4d6 = 13

Much better.

The second attempt is much better.


I'll have to look up the new ultimate combat classes, but I'm partial to the ninja first or magus second.

Edit damn, ninjaied by eric for the magus, let's be a ninja then.

4d6 ⇒ (1, 5, 1, 4) = 11
4d6 ⇒ (6, 6, 6, 4) = 22
4d6 ⇒ (5, 3, 3, 3) = 14
4d6 ⇒ (2, 5, 3, 4) = 14
4d6 ⇒ (6, 6, 3, 3) = 18
4d6 ⇒ (6, 1, 6, 6) = 19

Wohoo, that would make 10, 18, 11, 12, 15 and 18

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Eric, do you wish to roll for half-elf or half-orc?


nightflier wrote:
Eric, do you wish to roll for half-elf or half-orc?

Sure, I will try for half elf. Here goes...

1d100 ⇒ 62

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Okay, so we have

Templar (aka Cleric) - High Duke
Knight (aka Cavalier) Hound Master - Mark
Magus (variant) - Eric
Gunslinger - Kratzee
Assassin (aka Ninja) - Llaelian

and Doomed Hero to be determined.

If I manage to roll Samurai and Hound Master into one, that will leave Summoner for DH, although I may yet do some work on several other concept I wish to try and bring another player into this. If DH is not interested in Summoner, I'll most certainly do that.


I am thinking an Orinor Dwarf Gunslinging smuggler named "Blast the Gunslinging Dwarf".

Just kidding about the name.


nightflier, does one of the tweaks you intend to make to the gunslinger class involve changing the damage bonus through Gun Training at level five from Dex based to Wis based?

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Kratzee wrote:
nightflier, does one of the tweaks you intend to make to the gunslinger class involve changing the damage bonus through Gun Training at level five from Dex based to Wis based?

I'm still working on the gunslinger, to be honest, but that is very probable.

I intend to diversify the class a bit, so that pistol-using gunslinger relies on Charisma as his main stat, and the rifleman uses Wisdom. Don't forget that Charisma will be used to determine Will saves. Most dwarves would go with rifles instead of pistols, especially because they like to use bayonets at close range.


male Dorn Barbarian 2, Spiritual Channeler 2

Never played a summoner, but I'd be willing to give it a shot.

For whatever race I pick 1d100 ⇒ 10

Hey, cool!

So what are Leonids, Canids and Mantoids, ? cat people, dog meople and, um... Manticore people?


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Also, it occurs to me that Ragnar is an awful lot like an undead-themed summoner. I can probably create one who's a lot different flavor-wise, but I'd really like to try something that's more mechanically different.

Anyone willing to trade, or is there anything else you'd like NF?

if not, I'll go with the summoner. Just looking at my options.


Doomed Hero wrote:

Also, it occurs to me that Ragnar is an awful lot like an undead-themed summoner. I can probably create one who's a lot different flavor-wise, but I'd really like to try something that's more mechanically different.

Anyone willing to trade, or is there anything else you'd like NF?

if not, I'll go with the summoner. Just looking at my options.

If you want to go ninja, I'll trade you for the summoner.


Ragnar Death-Speaker wrote:

Never played a summoner, but I'd be willing to give it a shot.

For whatever race I pick 1d100

Hey, cool!

So what are Leonids, Canids and Mantoids, ? cat people, dog meople and, um... Manticore people?

Manatee people.


nightflier wrote:
Kratzee wrote:
nightflier, does one of the tweaks you intend to make to the gunslinger class involve changing the damage bonus through Gun Training at level five from Dex based to Wis based?

I'm still working on the gunslinger, to be honest, but that is very probable.

I intend to diversify the class a bit, so that pistol-using gunslinger relies on Charisma as his main stat, and the rifleman uses Wisdom. Don't forget that Charisma will be used to determine Will saves. Most dwarves would go with rifles instead of pistols, especially because they like to use bayonets at close range.

That would work for me. I am thinking of a rifle for primary, and a war hatchet as melee.

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Ragnar Death-Speaker wrote:

Never played a summoner, but I'd be willing to give it a shot.

For whatever race I pick 1d100

Hey, cool!

So what are Leonids, Canids and Mantoids, ? cat people, dog meople and, um... Manticore people?

Mantis people. Thri-kreen.

RPG Superstar 2009 Top 16

Here, will post more tonight

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Doomed Hero wrote:

Also, it occurs to me that Ragnar is an awful lot like an undead-themed summoner. I can probably create one who's a lot different flavor-wise, but I'd really like to try something that's more mechanically different.

Anyone willing to trade, or is there anything else you'd like NF?

if not, I'll go with the summoner. Just looking at my options.

Let me first finish a write-up of Half-Elves and Half-Orcs. There are classes that fit them better than Summoner. FYI, the HE have following ability modifiers: +4 Cha, +2 Dex, +2 Int; HO +$ Str, +2 Con, +Wis.

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Mark Thomas 66 wrote:
Here, will post more tonight

No need to hurry. Just wanted to make sure that you see the discussion.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Llaelian wrote:


If you want to go ninja, I'll trade you for the summoner.

Dude, you just made my night. I will totally trade you.

Thri-Kreen Ninja all the frickin' way. You will fear my jump checks!


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Kratzee wrote:


Manatee people.

Gha! Can't... unsee....

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