Zelligar the Mystic |
I would say a ranger would probably complement the group better. I like rogues, and multiple rogues can work well together, but we do already have two.
A ranger could help our brawler in melee, do some emergency healing, and have some different skills. I can see tracking being useful in this AP. There are a lot of goblinoid enemies so that would be a good Favored Enemy choice. There are many good archetypes if you are so interested, and ranger is neither fragile nor so overpowered that it trivializes encounters.
Bran O'Dimm |
I only just noticed this now!
One of the players in this game, just dotting so it shows updates! Have to echo what Zelligar the Mystic says, its rough and tumble but well worth the scrapes and bruises.
Always fun to read more backstories and see what can come from them! Good luck and happy creation to all submissions!
GM Zelligar |
Re-opening recruitment for this as the new GM.
The party as it stands:
Bran O'Dimm, Human Brawler2/Cavalier (Constable)1/Barbarian2
Tal'ariel Rhuidon, Elven Rogue3/Wizard2
Shishka, Gnome Bard2/Gunslinger3
Mikail of the Planes, Aasimar Warpriest 5
The party could definitely use one or two primary casters. This is E6, so the Rogue/Wizard and the Warpriest will never get utility spells like Fly or Dispel Magic -- and since the adventure was written to go up to level 11, such capabilities may eventually become necessary. While the warpriest could get Dispel with a capstone feat, a full caster could get that normally, and get one of a selected list of 4th-level spells with their capstone feat.
Character Creation
A few changes -- some of the things the prior GM was comfortable with, I am not.
House rules: We use the E6 variant. This means that, once you reach level six, you will no longer gain levels. Instead, you'll gain a feat for every 5000xp you attain.
Starting level: 5. You are a very experienced adventurer.
Starting Wealth: WBL for 5th.
Ability Scores: Choose one of the following sets before applying bonuses and penalties.
17/16/14/13/10/8
16/16/15/14/13/8
16/16/15/12/13/10
Hp: Max at all HD. This goes for companions too, but not summoned creatures.
Traits: 2. Remember that they are for flavor first and foremost, and mechanical benefits second.
Variant Rules: Variant multiclassing is okay (except cavalier), but cannot be combined with regular multiclassing. Your capstone feat can be the ability you would have gained at 7th. Retraining allowed (though not much time in the AP to do so).
Races: Core preferred. Planetouched races might be considered (but no variant heritages for Aasimar or Tieflings).
Classes: Of the full casters: Cleric, Druid, Sorcerer, Wizard, Oracle, Witch, Arcanist. If you want to dip something else, generally all Core, Unchained Rogue, most APG and ACG are okay. For wizards, feel free to apply the PFS swap of Spell Focus for Scribe Scroll.
Other: Keep the optimization reasonable. While you will eventually need to be able to fight foes meant for an 11th-level party with only 6 HD and a ton of feats, I will not accept submissions that would trivialize the near-term enemies or marginalize the other PCs.
Recruitment will be open until Sunday, December 17, 9 PM EST.
Lazyclownfish |
Do you have the E6 rules that you're using collected someplace? I am finding various different versions of it so I'm not sure what is safe to read through. I'm vaguely familiar with the system, having run a campaign using the rules way back in my 3.5 days.
I want to make a caster that can help with crowd control but I'm a little concerned about eventual CR 11 encounters making a lot of saving throws. I'm hoping the rules allow for some way for a caster to augment save DCs in the endgame. Especially since I have no intention of optimizing save DCs much right away.
If not, there are ways to crowd control without saves and I'll just go that route.
Edit: Thinking about it, I'm remembering more about that game I ran. If this game is anything like that, there will be plenty of mooks to fail saves. I'll just go ahead with my original plan.
GM Zelligar |
The basic rule of E6 is that there simply are no class levels past 6th. Not for PCs, not for NPCs. This is compensated to a degree with additional feats -- including, in some versions, "Epic" feats and a single "Signature" capstone feat per character that make them function as higher level. With a 6-PC party and max HP, the party should be able to handle the foes if they use good teamwork.
Now, for the BBEGs that are higher level in the original... I haven't decided. Will they be E6 also, or level 6 + racial HD, or an exception due to the direct intervention of a major deity... not certain.
The P6 Codex looks pretty good. I might add some rituals or feats. This is not set in stone, and I reserve the right to change anything. For now, it is just Pathfinder at 5th level.
As you note, this AP makes fairly frequent use of larger number of lower-CR foes, so super-high DCs are not imperative.
GM Zelligar |
A bladebound kensai would be a legal submission. I can't guarantee he'd get in (I actually hope to take two primary casters, or a primary caster and an exceptional support partial-caster, if there are two submissions that I like in those categories), but you may as well submit him and see what happens.
What would motivate him to take on this mission?
GM Zelligar |
When the party returns to Drellin's Ferry, they will find some renowned heroes waiting to join them.
Perhaps the paladin that left the group (holy vision / player disappeared) spread the word on her travels. Alternatively, certain of the townsfolk may have sent for help to those heroes they knew of.
Hubaris |
E6 means no one (barring special NPCs, deities, etc) goes above 6th level. 4th level and up spells are out for the most part, and by extension so is Raise Dead and other common spells.
The basic rule of E6 is that there simply are no class levels past 6th. Not for PCs, not for NPCs. This is compensated to a degree with additional feats -- including, in some versions, "Epic" feats and a single "Signature" capstone feat per character that make them function as higher level.
So you may be able to get a 7th level Revelation with a Signature or Epic feat, Zelligar can confirm/deny.
GM Zelligar |
This is an AP best for a classically "good" party IMO. Or at least "Neutral with Good Tendencies," as they said in 1e.
The original GM located the Elsir Vale basically where Isger is. But really, Golarion geopolitics don't enter into this AP; it's you, the inhabitants of the Vale, and the Red Hand.
A 7th-level revelation is definitely accessible with Signature and/or Epic feats. A few spells of 4th level are accessible as rituals.
Morgrym the Joyous |
Here is Morgrym the Just, a wandering disciple of Sarenrae eager to do good and enjoy excellent mead!
Dwarf Ecclesitheurge 4/ Unchained Hungry Ghost Monk
LG
Init +3; Senses ; Perception
Defense
AC 17; Touch 16; Flat-Footed 14
HP 58; Wounds —; Non-Lethal —
Fort +10 ; Ref +8 ; Will +8
DR —; Immune —; Resist —; SR —
Offense
Speed 20; With Armor 20;
Melee +7 Unarmed (1d6 + 1d6 3, 2x); ;
Melee +7/+7 Flurry of Blows (2d6 + 2d6 + 6, 2x); ;
Spells Known/Prepared
2nd—Cure Moderate Wounds (1/1)
1st—Cure Light Wounds (1/1)
0th—Create Water (1/1), Light, Resistance, Read Magic
Statistics
Str 16, Dex 16, Con 17, Int 12, Wis 17, Cha 10
Base Atk +4; CMB
Feats
Skills ; Conditional Modifiers 20 Skill Points
Languages Common, Dwarven, Orc
SQ Monk Bonus Feat (Combat Reflexes) (Class), Punishing Kick (Ex), Flurry of Blows (Ex), Unarmed Strike (Ex), AC Bonus, Blessing of the Faithful (Su), Domain Mastery, Bonded Holy Symbol (Su), Aura, Channel, Rebuke Death (Sp)
Gear Headband: Inspired Wisdom + 2, Neck: Amulet of Mighty Fist, Wrist: Bracers of Armor, Shoulders: Cloak of Resistance; Money 500 gp
pauljathome |
Definitely interested. Very possibly going with a witch.
Is there going to be any way of getting Improved Familiar at some point? Not a show stopper either way but could affect things :-)
On a related note, are the various ways of increasing level for the purpose of an animal companion acceptable or do these fall into the "Too cheesy" category? I'm thinking things like the Aasimar Favoured class bonus or a sorcerer with robes of Arcane Heritage.
GM Zelligar |
An epic feat that lets you count as 7th level for Improved Familiar is probably reasonable. Any specific Improved Familiar or archetype is subject to approval.
Is there something specific you have in mind?
And, generally, boosting animal companions beyond level 6 would be on the cheesy side, aside from the Horse Master human feat. If the animal companions weren't getting max HP I might have a different point of view.