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Hi everyone. Here's the discussion thread.

I'm still a little ways out from getting a gameplay post up, but feel free to dot there if you'd like. In the meantime, introductions, character concepts, how gameplay is going to work, NPCs, and the like can be discussed here.

For ease of reference, the wiki link is here.

I'm going to crib Darkness Rising's post format for the Gameplay thread, because it is really easy on the eyes, and creates a more "narrative" look to everything. All dice rolls go in a spoiler marked "Mechanics" and all OOC comments go in a spoiler marked "OOC". To quote, Darkness Rising "It's a bit fiddly, but it does mean you get the game narrative without being distracted by dice functions, rules queries and player chat."

I'm going to steal from another campaign the below format for vital stats. Please make sure your character is in compliance:

How to Post Vital Stats

When you edit the profile for your alias, anything that appears these fields will appear on your tagline in posts on a PbP thread (in this order):

1. Gender
2. Race
3. Classes/Levels

All you need to do is put your vital stats in these three fields and you are good to go.

For this campaign, post your vital stats using this template. Please add a space at the start of both the race and classes/levels lines; it's very important for clarity!

Race:

| HP: 13/13| AC: 12 (12 Tch, 10 Ff) | CMB: +1, CMD: 13 | F: +1, R: +2, W: +4 | Init: +2 | Perc: +1, SM: +1

Classes/levels:

| Speed 30ft | Elemental Ray: 7/7 | Spells: 1st 5/5| Active conditions: None

Gender:

CG Male Half-Orc(taldan) Sorcerer(arcane) 2
or [ url=http://website.com/image.jpg]CG Male Half-Orc(taldan)[/url ] Sorcerer(arcane) 2 if you have an image you'd like to link with your character!

Questions? Comments? Concerns? I'd like to hear them!


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)

Hahahahaha Belicose Poultry?! Ah Nerk... this campaign is for you, wherever you are.

Question: How much ass is Istiel going to kick? I'd like for the answer to be in asses per second, please.

gp or whatever passes for currency around here: 2d10 ⇒ (10, 9) = 19


Thought you'd enjoy that, Galorit. Istiel's coming along well.

As to your question: given that PF combat is broken into 6 seconds a round, and that a UC monk can at first level potentially get off 4! attacks a round, vs. and average AC of 14 and with an average roll of 10.5 giving Istiel slightly better than 2 hits/per round...

Ah, as you know, math was never my thing so I'm going to say A lot. Istiel is going to kick a lot of asses a round.

Is it weird that Paizo's language filter doesn't mind "ass"?

I've got three confirmed players and a few more feelers out. Figure It'll take everyone a week or so to get characters up to snuff, and hopefully with everything on my end figured out by then, I'm going to aim for a start of sometime soon after a week from tomorrow.


gp: 2d10 ⇒ (7, 5) = 12
I'm pretty excited about this :)
Oh, did I get back to you? I think you are right about getting rid of Adepts. Under the sphere system, it's just a pair of Feats.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Heh. 'Bellicose poultry'

Dotting in - I'll read the PMs you sent and let you have my thoughts on that in a bit.


Alright, I've got an idea I'd like to run past you @GM Fighting Fowl
It'd involve a dash of world change. I understand if it's not what you are looking for.

crocodiles:

Given the geography - especially the seasonal flooding - seems to me that crocodilians are perfectly suited for the environment. That does depend to some degree on what the temperature is, but you haven't mentioned furs.
Seems like crocodiles might well be one of the peak predators in the area. Channels would have to be secured against them. Crocodiles are a threat, but a relatively safe threat if one knows how they operate.
Seems to be there would be a mythology associated with the crocodiles.

behind the scenes:

There was a Scaleheart in the early days of the kingdom - quite possibly their intrinsic ruthlessness helped them to take power.
Over the years the noble lines frequently threw Scalehearts (nobility interbreeding). These were always patient, always driven, always ruthless. At some point rules were formed to channel them into the service of the kingdom, rather than simply seeking power.
The Scaleheart lineages have all but bred themselves out now, but the occasional throwback is still thrown.
Scalehearts tend to be associated with poor swamp dwellers in modern times. I like the idea they're associated with nobility - Sobek was the god of military prowess, fertility and kingly power after all.

The Suriname:
note - change the name if you like. I like the Suriname crocodile legend I found.
Damballah is the Father of Waters, and the Crocodile is the undisputed king of those Waters. The mound on which the King's house sits is that of a crocodile for this reason.
While those with strong animal totems are born to all peoples, only the noble lines ever throw the Suriname, or Scalehearts as they are sometimes called behind their backs - and only ever behind their backs.
The Suriname are distinguished when children only by the way they display five of the seven kingly virtues. They are fierce, cunning, patient, creative and dutiful. They are also distinguished by their almost complete lack of the last two virtues: empathy and kindness.
At the age of seven all noble children are taken to see an execution. It is considered a good omen when there are no executions to see and the child must wait.
Executions: The preferred victim is a murderer. The victim is thrown, bound, into a pit containing the royal crocodiles. If the victim frees themselves and escapes they are considered innocent.
If the child is one of the Suriname they will, almost always, change when the crocodiles attack. They are subdued, taken from their families - regardless of rank - and raised as Suriname.
Suriname are given great tutors, and enormous freedom in what they learn and do. They are considered Gifts of Damballah to the People, given to accomplish a particular Purpose. Their is a core curriculum they must master - one which brutally emphasises Duty to the people in the person of the King.
Suriname are taught to channel their divine connection to the Water of Life. Many are taught secrets left by past scholars forbidden to all but the rarest of mystics.
There are two things forbidden the Suriname - they may not Rule, and they may not learn the arts of Shapeshifting. The first is because of a Suriname who turned traitor and sought power - her name has been scratched from the records, literally carved out of the monoliths she raised. The second because it is known all Suriname seek to take on divine crocodile form, and live forever in that form once they achieve it - so it is important to stop them achieving it early.
All Suriname are students until they find their Purpose. Once declared this is permanent and terminal as it will be the last thing the Suriname does. Once their purpose is finished they are taught the rites of transmutation and become crocodiles, joining the royal crocodiles forever.
Previous Suriname have declared purposes such as conquering an enemy people, designing a better channel, building infrastructure, or brutally crushing a rebellion. Their lack of empathy or kindness allows them to ruthlessly pursue their Purpose for the better of all people.
A Suriname who feels they have finished learning but not found their Purpose often become restless. They tend to put themselves in new situations, or take up new jobs, in the hopes they will have the moment of divine inspiration that tells them what their purpose is.
Suriname are surprisingly welcome when they wander. While their reputation is terrifying, they are often extremely competent healers due to their connection to the waters of life. channel energy
While a Suriname has no special power to achieve their purpose, many are highly educated, well connected, ruthless and prepared to murder those in their way. Most nobles and almost all commoners will tend to give way. Only the king can easily overrule them. Though history has no examples of a king overruling a Suriname, there have been occasions where the two consult and the Suriname takes a slower or less ambitious approach to their purpose.
When the kingdom was first forming the Suriname were relatively common. In these peaceful times they are all but unknown with perhaps one born a century.
The Suriname claim Hainu was the first Suriname. There is spirited - if polite - theological debate as to whether this is a metaphorical, allegorical or physical state.


True Neutral Human Sorcerer (6th Level)

Dotting. Greatly appreciate the invite, looking forward to this. I'll be reading up and brainstorming a character.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)

Will work on equipment and backstory more today. Trying to figure out what to do with equipment. In my mind I see a minimalist approach: clothes, belt pouch, fishhooks/string, and a bone paring knife is all. However being unprepared is a good way to get killed, and if she has other duties (such as tending the sick) a bit more equipment is in order.

Questions: What is the expected of a warrior-priest? Also, what deity should I be focusing on? All of them? Pick one? Do the priests of The Three Peoples venerate all gods equally? Will my original focus on attaining godhood still be applicable?


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

So what/whom do we have so far?

I'm going Rogue (Unchained) possibly Rake or Knife Master Archetype, or possibly not.

Istiel (hi there!) is a monk - and the Unchained version really, really, kicks ass. I think you're gonna have a lot of fun with that.

Hi again TD, hi again Harakani! Watchu thinking of playing? Looks like some arcane support wouldn't go amiss...


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)

Hello Rigel! I'm definitely looking forward to playing a monk, it's been a dream of mine for a while. On top of that, I'm excited to revive the personality of Istiel, which has been one of my favorite characters.

I'm happy to act as flanking buddy for your rogue, which will increase our ass-kicking per second.


Glad to see so many have dotted in!

Questions and comments:

@ Harakani - Yep, Adepts don't exist. I think magic is rare enough and special enough that any magic users will be PC-classed.

Re: Suriname - go for it! It is a pretty cool idea you've come up with. I'll think over what (if any) changes need to be made and let you know, but any changes will be minor in nature.

One thing that jumps out - There is a winter in the Baunti Valley, that can be quite cold actually. As the game begins, the valley is just coming out of winter. The snows are melting, ground, still hard, is beginning to be tilled for crops. A real-world analog for the valley would be in the west the valleys of the West Virginia mountains, with the eastern part of the Baunti resembling more a traditional Mississippi River floodplain.

As such, our real-world crocs probably wouldn't live there. But, this being fantasy, the Baunti crocs are much more resilient. They hibernate during the winter, in special sacred river pools designed and maintained by the nation's engineers, that stay a bit warmer than the surrounding winterlands. Over the years, Baunti crocs have become a bit more docile and domesticated - as much as a large reptile can be at any rate, which is to say that they are docile until they aren't. And then that pretty much sucks for anyone around.

@ Toxic Dragon - glad you're joining us! Take your time coming up with a concept.

@ Rigel - speaking of concepts, I'm more concerned with getting good players than roles filled. I've got the players, and that I'm very pleased with. And we've got some great characters brewing.

So, for TD, or anyone else, don't worry about filling a specific role in a traditional party. Play what you want to play. We'll work around any deficiencies in traditional party make-up.

Though I suspect that Harakani will be playing a magic-user of some sort...

@ Istiel - since I unapologetically lifted religion almost whole-hog from Haitian and West African voodoo and loa, your concept of divinity still works. The voodun world is rife with lesser divinities - spirits that have very specific domain and function. Monks probably never ascend to be the equivalent of Damballah, but they could certainly ascend to become a minor divinity with localized influence or a specific sphere of influence.

I want you to have some latitude with what you think expectations for Istiel outside of war would be, but in general I imagine that Takayah soldiers would seem very similar to those of some Native American tribes in role - protectors of the community and fierce fighters when conflict breaks out, with a lot of time spent assisting the community as needed in other times - construction work, hunting, whatever the individual's skill set caters to.

As for gods to worship, go with whatever you want to do - Takayah people in general are pretty polytheistic, but may focus on worship to a deity that fits their particular role or personality.

I'm interested to see how Istiel shapes up. I'm playing Cueta in a S&S game, and she's turned out quite different from the Cueta of Nerk's Golden Pegasus game.


True Neutral Human Sorcerer (6th Level)

Are Suli a race that are present in Three people? I feel like a barbarian might be fun here, and I'd like him to be on fire all the time.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)

Goooooood. Now I write...


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day
GM Belicose Poultry wrote:

Glad to see so many have dotted in!

Questions and comments:

@ Rigel - speaking of concepts, I'm more concerned with getting good players than roles filled. I've got the players, and that I'm very pleased with. And we've got some great characters brewing.

So, for TD, or anyone else, don't worry about filling a specific role in a traditional party.

I have to admit, I'm mainly (and selfishly!) just hoping to see the Spheres of Power in play before I opt to buy it... :-)

EDIT Quick skills question: Disable Device. In the absence of metal, presumably there are no real locks as we understand them? Or thieves' tools? How useful is this skill to a Rogue in this setting?

Thanks


True Neutral Human Sorcerer (6th Level)

Disable device works on wagon wheels, saddles, simple to complex rigs and you can do it in a way that the devices fall apart after some predetermined amount of use. Just for your consideration.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)

How's this for the monastery background BP? I can go more into detail if you'd like for less to be up in the air.

Monastery Background:
Clerics and other spiritual members of the Pantheon become spiritual beacons, pillars of communities, and strive to become the standard by which other followers can hold themselves. There are other worshipers that spend decades or more training and studying in Cornucopia's government-sanctioned monastery, pledging their lives to protect the interests of the Takayah people and chasing the possibility of ascending to godhood. Joining the monastery is known as The First Step.

These ascendant hopefuls cast aside their old lives and become monks, the Takayah's caste of warrior-priest. Legend has passed down that ascension is possible only through becoming a new person, forgetting and removing oneself from everything that previously defined oneself. The body is recognized as but a vessel for ascension to take place in. All trainees are issued black robes and hoods (think kuroko from Japanese bunraku) that completely cover the body with the exception of the hands, feet, and eyes. These important tools are left exposed to provide a connection between the mortal world and their new identity, as well as freedom of movement.
These robes are only removed for bathing in pitch-black rooms, and the hoods are equipped with veils that hide the face when eating and drinking.

The trainees study and train with masters in a manner similar to an apprenticeship, working in the day while training and studying at night. After several years a trainee is judged and put through trials to determine if they are physically, mentally, and emotionally capable of becoming a full-fledged monk. Those found unworthy are released from the monastery, and can typically find work using the skills they learned during their training. This is one of the few ways a person can move up the caste system to become professionals, but most that can endure the demanding life of the monastery do not leave.

All trainees deemed worthy of perusing enlightenment swear to a lifetime of service to the people of Takaya. During times of peace they offer services and skills, and in times of strife they protect the peoples of the land. On the day of the initiation into monkshood, the hopeful is given a special brew crafted by the monastery’s herbalists, The Journey, to allow one a glimpse of the spiritual realm. This secret, poisonous, and hallucinogenic mixture (containing yahuasca vine, chacruna shrub, and jimson weed) begins a body-wracking three-day Vision outside of the mortal realm. While entranced, the trainee is shown how they can gain enlightenment and become a god of their own. Each person is given a different tenant to follow if they seek to become a god, which would define their jurisdiction if they ascend into the pantheon. The monk is free to share this tenant or keep it secret.

In addition, on becoming coherent, the monk is gifted with two visions- a new name, and a new face. The name assumed by the monk becomes their new identity, and the old name is ordered to be removed from all records of their old life, if any. The new face envisioned by the monk while entranced takes a longer time, as the monk must guide the monastery’s craftsmen to create a mask that is worn over the hood of the monk’s face. This, combined with the traditional body-concealing robes or clothes of the monks choice, become the monk’s new body which will be their assumed form should they attain godhood. Most of the masks and clothing chosen by the monks are suited to continue their physical training, especially those that extensively travel in their search for enlightenment. However, some monks that envisioned extravagant or unwieldy masks or costumes have made it into the annals of history, normally with disastrous results.

Not all survive the trance that transports their mind’s eye to the spirit world, as a glimpse past the end of the mortal coil is too much for some to bear. Those that survive completely cut off contact from their old life and permanently assume their new identity to continue training. Regardless if a monk survives the drug trance or not, the monastery reports to all family or other contacts that the person is dead, for they consider the person the monk was before to be gone and replaced by one hoping to achieve ascension. For all intents and purposes the monk’s birth takes place on the day they pass through the trance and re-emerge as a fully fledged monk, known as The Rebirth. At this point they can choose to attempt to become a Master at the monastery, take on tasks from the government, or travel the land aiding the peoples of the Baunti; whatever helps them achieve their tenant.

No mortal form has ever survived two uses of The Journey. When a monk feels they have successfully completed their tenant and learned all the world has to offer, they once again imbue the trance mixture and attempt to guide their soul to enlightenment and godhood. None ever wake again, but some are entranced for months before their mortal forms finally die. Others pass hours in. Whether an attempt succeeds or fails is often left to the interpretation of the priests and monastery masters by watching for signs of the new deity's influence.

While exposure of a monk’s body is meant to be limited to maintain the godly imagine they aspire to, all monks recognize they are still mortal and consider their material forms vessels for enlightenment. As such, they strive for physical perfection and good health, and most will not put themselves in harm’s way unless inaction conflicts with their tenant, their tenant involves dangerous endeavors, or they must endanger themselves to protect the peoples of the Baunti.


ToxicDragon wrote:
Are Suli a race that are present in Three people? I feel like a barbarian might be fun here, and I'd like him to be on fire all the time.

I'd shied away from them as the 16 rp seemed a bit strong when I've got 6 rp races floating around out there.

I think with the following nerfs Suli would be OK: no low-light vision, elemental assault does 1d4 extra damage. You still would get the nice resistances a buff to damage, and good synergy with the barb. Sound amenable?

Rigel wrote:

I have to admit, I'm mainly (and selfishly!) just hoping to see the Spheres of Power in play before I opt to buy it... :-)

EDIT Quick skills question: Disable Device. In the absence of metal, presumably there are no real locks as we understand them? Or thieves' tools? How useful is this skill to a Rogue in this setting?

I'm interested to see it in play too, and am happy that Harakani seems to be leaning in that direction.

Re: DD, and metal in general. I mainly went with the no forged metal thing to give this culture a little bit of alien flavor from the standard Euro-centric fantasy flavor (not that there's anything wrong with that - I happen to quite enjoy it myself), and to give some weapons that don't usually see any play a little play.

As such, I'm thinking for a lot of things, there's a roughly analogous item or way of doing things. Things that are metal most likely have a similar build and function, but use wood, or stone ground down, or weaving. They'll be more breakable, but there are wooden locks made with wooden pins, wheels done similarly, masonry is exquisite, and so on. Oh, and reed ships, because those things are pretty cool.

I don't want to get bogged down into questions about what does and doesn't work have an analogous non-metal item, so I'd say in general things work the same unless I make a point of stating they don't.

That said, I'm not a huge fan of the Paizo trap system in general, so you'll probably not be encountering a lot of those, as long as you're not going into places that they'll be expected (like an important person's treasure vault).

Your average guy or girl in Shadeholme may have a poor quality lock on their door or most valuable possessions, the wealthy most certainly have a decent quality lock, as does the average person in the big bad city to the east.

DD is probably a mid-tier skill if you're creative with it as TD mentions above. There'll certainly be applications of it, but as the game goes on you may get just as much or more from Profession (Farmer) or something similar, to pull a random prof skill out of the air, especially when it comes to the downtime rules portion of the game.

EDIT: That's probably a lot longer an answer than what you're looking for, but I've been mulling over what the no metal means, both thematically and mechanically, and decided that I don't want it to impact the game too much if possible, mostly to save me time. Sorry for the wall o' text!

Also, Rigel, since you're the only person as yet playing a 6 rp race, I'm going to buff you a bit: instead of the worthless to you fire affinity trait you can take a weakened wildfire heart trait for +2 init.

Istiel wrote:
How's this for the monastery background BP?

Fantastic! I'm loving what you all are coming up with.

I've added the monastery information and Rigel's NPCs to the wiki. I'm going to try and get done some info on the three peoples tonight (they're all ethnically a little different). I'll add the Suriname stuff then.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)
GM Belicose Poultry wrote:

Fantastic! I'm loving what you all are coming up with.

I've added the monastery information and Rigel's NPCs to the wiki. I'm going to try and get done some info on the three peoples tonight (they're all ethnically a little different). I'll add the Suriname stuff then.

Glad you like it! It just took some tweaking from the stuff I wrote earlier.

If you're posting this to the wiki, could ask for one change to be made?

Please replace: The name assumed by the monk becomes their new identity, and the old name is ordered to be removed from all records of their old life, if any.

With this: The name assumed by the monk becomes their new identity, and they are formally born into the order.

I don't know why their old name would be stricken from records, they just consider the previous person to be dead is all. Family has a funeral or whatever. If they have family, probably a lot of orphans and such.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Thanks DM! I was going to take the actual Wildfire Heart racial trait - will it stack?


True Neutral Human Sorcerer (6th Level)
GM Belicose Poultry wrote:


I'd shied away from them as the 16 rp seemed a bit strong when I've got 6 rp races floating around out there.

I think with the following nerfs Suli would be OK: no low-light vision, elemental assault does 1d4 extra damage. Sound amenable?

Whoa, 16 point? I'll admit, I hadn't even looked at the racial stats for the Suli, just had a barbarian / inquisitor concept and Suli come with their own igniter fluid. I'd hate to lose low lite vision but I suppose I can spend a trait on low light vision and be a jann-dragon blooded creature.


@Istiel - ha, yes, I'll change it. Striking their names from the records does seem a little extreme.

@Rigel - so I'm a dummy who didn't pay enough attention to which trait the Wildfire Heart trait swaps out. They won't stack, but choose a different trait you weren't going to take and swap that one out for the fire affinity trait. Sorry about that!


ToxicDragon wrote:
GM Belicose Poultry wrote:


I'd shied away from them as the 16 rp seemed a bit strong when I've got 6 rp races floating around out there.

I think with the following nerfs Suli would be OK: no low-light vision, elemental assault does 1d4 extra damage. Sound amenable?

Whoa, 16 point? I'll admit, I hadn't even looked at the racial stats for the Suli, just had a barbarian / inquisitor concept and Suli come with their own igniter fluid. I'd hate to lose low lite vision but I suppose I can spend a trait on low light vision and be a jann-dragon blooded creature.

Hmm, I'm trying (badly) to buff the ifrit so that the RPs are more in line while debuffing the suli. How about you can choose a different trait to lose instead of the low-light?


True Neutral Human Sorcerer (6th Level)

I can definitely work with that as well


Added the following feat fixes to the wiki, on the character creation page:

The following feat fixes are now in effect:
- Combat expertise, power attack, deadly aim are now combat options for anyone with a +1 BAB. Feats that are keyed off of these feats now need the ability to use this combat option as a prerequisite.
- Mobility is merged into the dodge feat. Feats with dodge as a prerequisite now just need dodge.


Male Human

Thanks for the invite DM :). I'm thinking of an Inquisitor of the Pantheon styled as kind of a traveling legal expert. His Role would definitely be 'Priest' but the niche I see him filling in society is kind of the divine representative of the law. The entry in the 'Government' section might go like:

"Of course the laws of Takayah are handed down by the King who is the mortal son of Damballah and thus the divine vessel of the wisdom of the Father of the Waters. There is some ambiguity however on how perfectly a fallible mortal son can interpret this divine wisdom and one of the responsibilities of the senior clergy of Damballah is to assist the King in interpreting Damballah's will. This ensures that the laws passed down remain in accord with the traditions of the society and maintains an amicable relationship between the two sources of divine authority in the land, the King and the priesthood.

Lower levels of the priesthood are charged with ensuring the various guards, judges, thief-takers, and even members of the military, do not abuse their authority as upholders and protectors of the law and, instead, hold to both its letter and spirit. Priests and laypriests are encouraged to help resolve any dispute between the forces of the law and the people they serve. Serious matters are to be reported up the hierarchy of the priesthood. By this mechanism the people of Takayah can rest assured that the holy men and women help make certain that the divine will of Damballah, justice, reigns throughout the land.

The Inquisitors are the order within the clergy that pay special attention to upholding Damballah's divine law. Members of the Inquisition are expected to be deeply well read in matters both legal and spiritual and have the authority to pass judgement and impose the rule of law in cases the regular authorities can't or won't do so. This not only includes investigating reports of abuse but also by travelling to the remote hamlets and villages of Takayah which are not large enough to warrant even a guard outpost or a resident judge. Should darker times arise the Inquisition is authorized to implement even harsher measures. "

What do you think? I'm thinking of a middle aged LG type who's more on the pragmatic/merciful side so that he can get along in a group setting... to a point of course.


@Azih,

I dig it! Please go forward with your concept. I'm excited to see how you and Rigel interact, given her more larcenous nature (not that you'd know this being an outsider most likely) and [REDACTED].

One two-part question I'd like you to consider: How did you come to Shadeholme and how long have you been there?

For the beginning of the campaign at least, and perhaps longer depending on what you all do, Shadeholme will be your home, so you'll need a reason to want to (or have to) stick around.

Also, you'll be Sphere caster as the default. Let me know if I need to help with that aspect of design. I'd suggest looking at the magic section of the wiki and choosing a couple of spheres that most fit your character thematically - you'll start with access to one or two spheres.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)
GM Belicose Poultry wrote:

Added the following feat fixes to the wiki, on the character creation page:

The following feat fixes are now in effect:
- Combat expertise, power attack, deadly aim are now combat options for anyone with a +1 BAB. Feats that are keyed off of these feats now need the ability to use this combat option as a prerequisite.
- Mobility is merged into the dodge feat. Feats with dodge as a prerequisite now just need dodge.

So this means Istiel doesn't have to take Power Attack as a Feat? And if you have dodge you also get mobility? Do you realize the sheer number of brownie points you've just earned with me?

Now she can get Improved Grapple instead! They're going to put a grapple flowchart on your grave, muwhahahaha!

Really though now I have to decide what feats I want again.


True Neutral Human Sorcerer (6th Level)

Looking over roles and noticed "priests of Damballah" which begs the question, are both genders referred to as priests or are priests exclusively men? Begging the next question, are gender roles more akin to our world's historic misogyny or is it something else?


True Neutral Human Sorcerer (6th Level)

Drazan's bio:

Despite his origins from the mountain people of Fire Peaks, Drazan has little left in common with his brothers. Though he speaks the common tongue (or whatever passes for common) well enough, it would be a mistake to think him civilized because of it: Drazan learned his manners as a slave in the gladiator schools. Battle and bloodshed have been his only purpose in life up until recent.

When the jann blood in Drazan manifested the mountain people of Fire Peak mistook him for a divine spirit of the great volcano they venerated. In turn, Drazan’s Suli heritage earned him salvation from slavery. The people granted him freedom, power and influence in his community, but Drazan wanted only revenge against his former masters. He abused his power to kill his old masters which upset the most powerful and influential people of the community. The backlash was sudden, and swift: the elders banished Drazan from his homeland.

‘The only good slave trader is a dead slave trader’ is Drazan’s credo and it is the reason Drazan has settled into Three People. During the course of his travels he “stepped in” when foreign slavers were taking victims from the well travelled roads in and out of the valley, and while his original intention was not necessarily to save anyone, one of the consequences was having saved a prominent figure. Ever since the gracious family of the victim has taken to ensuring he stays in Three People providing food, lodging, and ample supply of activities.

Drazan was quickly accepted as a hunter at the advisement of the grateful family and has been eager to learn the trade since. He is happy to serve in a slave free society, though the rigid caste system does have one too many similarities with Fire Peaks so it has, on occasion rubbed him wrong. The organized government, the family previously mentioned is closely tied to, provides well for its people and makes a useful tool when used properly. However, Drazan’s past leaves him ever wary of the power the people at the top have and how easily it can be abused.

NPCs of note
Helaya: All but the promised bride to be, Helaya is the eldest daughter of the influential family Drazan spared from slavers, though she is just shy of becoming whatever is considered “of age”. Drazan and Helaya are friends, but neither are romantically mature enough to be a good match, or really interested in pursuing such on their own accord despite Helaya’s father’s best wishes.

Lijart: Helaya’s father and owes his life to Drazan, Lijart is very grateful and is largely responsible for Drazan leaning towards trying to be a better man than his upbringing would normally have allowed.

Sarre: Child of Damballah, but an Anaisa Pye faithful and close friend of Drazan. She is slightly older than Drazan and she has a complex relationship involving mentorship, friendship, and an agenda to convert Drazan to her following’s fold.

Starter money 2d10 ⇒ (3, 1) = 4


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)

Just an FYI to everyone, because we are using the Wounds Thresholds from Pathfinder Unchained, the Endurance feat becomes much more useful. I'm debating between it and Improved Intiative (+4 to initiative)

Wounds Thresholds:

In a standard Pathfinder game, when a dragon with 800 hit
points has taken 798 points of damage, it’s still fighting at
full capacity, but as soon as it has taken 801 points of damage,
it’s knocked completely unconscious. Though this ensures
that injured characters remain useful and effective, it can
feel unrealistic, and it devalues any healing that doesn’t
strictly prevent a knockout. Consider using the following
variant to add tension and increase the strategic value of
healing, but be aware that it can lead to situations that
punish the side that’s already behind, and that the pace of
fights could drag in the late stages as two injured parties
slug it out. Wound thresholds also make it especially
dangerous for a party to take on higher-CR opponents.

SETUP
In the wound thresholds variant, a character divides her
hit point total into four quarters, and takes penalties
whenever she’s not in her top quarter. A character at 3/4 of
her maximum hit points is less effective than one at full hit
points, one at 1/2 is less effective than one at 3/4, and so on.
To prevent the need to divide on the f ly, start out by
calculating 3/4, 1/2, and 1/4 of your total hit points and add
them to your character sheet as “Grazed (–1),” “Wounded (–2),”
and “Critical (–3).” If you have a Constitution bonus of +1 or
higher, also write down the negative of your Constitution
bonus next to the word “Disabled.” These terms indicate
the conditions a character gains as her hit points drop. For
example, a 7th-level sorcerer with a maximum of 71 hit points
would become grazed at 53 hit points, wounded at 35 hit
points, and critical at 17 hit points. If she had a Constitution
score of 12, she would be disabled if she had 0 or –1 hit points,
and would start dying at –2 hit points. As usual, she would
die when her hit points drop to –12 or lower.

THRESHOLDS AND CONDITIONS
This rules variant uses three special conditions that
apply automatically when a character reaches the
corresponding wound thresholds: grazed,
wounded, and critical. These conditions are
not cumulative—only the most severe one
applies at a given time. The disabled and
staggered conditions have the same effects
as in the core rules, but apply to a wider
range of hit point totals, as described below.
Unlike grazed, wounded, and critical, the disabled
and staggered conditions stack, so a character who is
disabled or staggered is still critical as well.

Healthy
A character above her grazed threshold (3/4 of her maximum
hit points) is healthy, applying no special modifiers. The
character doesn’t gain a condition in this state.

Grazed
A character above her wounded threshold (1/2 of her
maximum hit points) but at or below 3/4 of her maximum
hit points is grazed. She takes a –1 penalty on all attack rolls,
saving throws, skill checks, and ability checks, as well as to
AC and caster level.

Wounded
A character above her critical threshold (1/4 of her maximum
hit points) but at or below 1/2 of her maximum hit points is
wounded. She takes a –2 penalty on all attack rolls, saving
throws, skill checks, and ability checks, as well as to AC
and caster level.

Critical
A character at or below 1/4 of her maximum hit points is in
critical condition. She takes a –3 penalty on all attack rolls,
saving throws, skill checks, and ability checks, as well as to
AC and caster level.

Disabled
A character with a Constitution score of 12 or higher
who is at or below 0 hit points is disabled until she falls
below a number of hit points equal to the negative of her
Constitution modif ier. For example, a character with a
Constitution score of 18 would be disabled from 0 to –4 hit
points and unconscious at –5 hit points. A character with
a Constitution score of 11 or lower is disabled only while
she has exactly 0 hit points.

Staggered
Instead of being staggered only when their amount of
nonlethal damage equals their remaining hit points,
characters using this system continue to be staggered from
that point until their nonlethal damage exceeds their current
hit points by an amount greater than their Constitution
bonus, at which point they fall unconscious. A character with
a Constitution score of 11 or lower is staggered only when her
nonlethal damage exactly equals her current hit point total.

Endurance Unchained:

Harsh conditions or long exertions do not easily tire you.

Benefit: You reduce the penalty from being grazed,
wounded, or critical by 1 (to –0, –1, and –2, respectively).

In addition, you gain a +4 bonus on the following checks
and saves: Swim checks to resist nonlethal damage from
exhaustion, Constitution checks to continue running,
Constitution checks to avoid nonlethal damage from a
forced march, Constitution checks to hold your breath,
Constitution checks to avoid nonlethal damage from
starvation or thirst, Fortitude saves to avoid nonlethal
damage from hot or cold environments, and Fortitude
saves to resist damage from suffocation.

You can sleep in light or medium armor without
becoming fatigued.

Normal: A character without this feat who sleeps in
medium or heavier armor is fatigued the next day.

Bonus related feat!

Twist the Knife:

Twist the Knife (Combat)

You’re especially dangerous against enemies who are
suffering from injuries.

Benefit: You gain a +1 bonus on attack and damage rolls
against grazed, wounded, or critical enemies.


If Drazan is a priest I might push more into the Engineer/Administrator space.

crocodiles:

Quote:


One thing that jumps out - There is a winter in the Baunti Valley, that can be quite cold actually. As the game begins, the valley is just coming out of winter. The snows are melting, ground, still hard, is beginning to be tilled for crops. A real-world analog for the valley would be in the west the valleys of the West Virginia mountains, with the eastern part of the Baunti resembling more a traditional Mississippi River floodplain.
Quote:


As such, our real-world crocs probably wouldn't live there. But, this being fantasy, the Baunti crocs are much more resilient. They hibernate during the winter, in special sacred river pools designed and maintained by the nation's engineers, that stay a bit warmer than the surrounding winterlands. Over the years, Baunti crocs have become a bit more docile and domesticated - as much as a large reptile can be at any rate, which is to say that they are docile until they aren't. And then that pretty much sucks for anyone around.

Hibernation makes sense - Crocodiles have one of the most efficient, slowest metabolisms systems of any animal. They could well simply not eat for those months. The catch would be if the cold actually kills them. Persistent Cold below 80F is problematic, and too low compromises their immune system.

Hmm - I'd actually like them to be a good model for the culture. They're already quite social (despite their image). How is this?
Baunti crocodiles have an unusual symbiotic relationship with a particular species of bacteria.
In fall crocodiles will seek out warm dry areas, communally dig shallow "mines", and fill them with fallen leaves, sticks, branches and their own excrement, forming a mound. At the onset of winter the crocodiles will cover the resulting mound with larger sticks and mud. They then dig "doors" into these mounds, and hide inside with only their nostrils exposed.
These mounds form perfect compost piles for a species of bacteria that creates significant heat while decomposing the wood. The crocodiles within the mound go into a state of hibernation, the heat from the decaying matter, and occasional movements, keeping them alive. The bacteria gives off a distinctive smell which keeps the crocodiles placid. People smothered in this bacteria are often able to avoid crocodile attacks during much of the year. Freezing hunters have been known to crawl into crocodile mounds during winter nights to stay warm, and are not attacked by crocodiles. The bacteria is not especially toxic to humans, but does cause hair bleaching, hair loss, psoriasis and (if in the eyes) vision problems.
These mounts resemble huts - especially from a distance. The tendency of crocodiles to stack stones in heaps, clear the area of vegetation, topple trees and the occasional wisps of 'smoke' (steam) led to a mythology that crocodiles "build houses for the winter". The fact that areas with geothermal activity tend to attract crocodiles year after year mean there are actually crocodile "villages" and even "towns".
There is a legends that says that crocodiles and people used to share houses, but an argument over humans living in houses all year, while crocodiles only did it in winter, led to crocodiles storming off to build their own houses.

Might be going too far with this. Was figuring it was an interesting way to give crocodiles a way to survive the winter.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Right, posting the fluff bits as they currently stand. Feedback welcome. @Azih - I foresee conflict in our respective characters' future!

DM, thanks for your offer of swapping out the racial traits - I'd like to take either Fiery Glare or Snap Ignition; do you have any thoughts on either?

I've updated Issy's profile with a bit more information, but it's essentially the same.

Background:

Takayah society doesn't really have a place for someone like Rigel (pronounced 'wriggle') – so she created one that fits her nicely: influence-peddler, broker of information - and other goods... It's a much nicer title than 'whore,' although she has no qualms about using her body as a commodity if the prize is worth the winning.

Born into a mid-tier family, she and her brother Tolworth were adopted by Halton Gilders, a family friend, when her parents died in one of those Winter pestilences that sweep the Baunti valley from time to time. Gilders was of a much higher caste and even then was being groomed to take the Lord Mayor's place when the post became vacant; as a result, both Rigel and Tolworth had access to far more leisure time and education than they would have received otherwise. The two siblings however went in completely different directions as a result.

Tolworth's quick brain and agile mind absorbed all of the information he was now receiving, and test after test confirmed his calling into the priesthood of Damballah. After a novitiate of barely five years, he was swiftly transferred to the home temple in Cornucopia. He was glad to leave Shadeholme by that time, seeing an escape both from a rather dull backwater and from his sister's fledgling notoriety. They have not stayed in touch.

Rigel discovered how greatly she enjoyed the pastimes available to those higher up: less in the way of back-breaking labour outdoors, more in the way of hot baths and warmth in general (she hates the cold; unknown to her, this is a legacy of her ifrit heritage); and better ways of spending leisurely hours. She became particularly fond of gossip, and of dancing. Her ability to coax information out of others quickly became extremely useful to Gilders, and doubtless aided his rise up the hierarchy. To this day, he relies on Rigel for a number of services; for her part, Rigel is grateful for the care he has showed her and does her best to repay it.

As she grew up, Rigel became aware of the admiring glances thrown her way (sometimes subtle, often not); and realised that her looks were another tool she could use in her desire to escape anything resembling hard work or boredom. Beyond the obvious physical attractions, part of the joy of her company was in the fact that she could listen, and talk; and suggest ways around difficult problems, such as tax collection.

Nowadays, Rigel is – nominally – part of the underclass of Shadeholme and of Takaya society more generally, although that's mainly just because she doesn't fit into any of the other roles. She has a knack of making herself useful to the rich and important, the leaders and decision makers, which she has found to be profitable. She deals mainly in small goods, valuable packages, and information. Often such packages are passed to her by those keen to avoid troubling the Excise-men; Rigel can get things spirited away before they have to be accounted for and has made a profitable business doing so.

More rarely, she'll take a commission to relieve someone of their goods, always non-violently and mainly through burglary. If she can't buy, she'll sell; and if she can't sell, she'll trade; and if she can't trade, she'll chatter, seemingly without art, but always trying to learn what's really going on. She also understands that sometimes the best way to be paid is not in goods or money, and has accumulated a small network of favours across Shadeholme, where her reputation as a fixer of problems has spread, and her role is (in a quiet way) generally known throughout the steading.

Appearance:

There may be (a few) women in Shadeholme who are prettier; there are certainly women who are more... buxom (if that's your thing); but there are few indeed with Rigel's grace and ease of movement. With her light-footed step, she dances like a flame where everyone around her seems leaden-footed by comparison. She attracts envious and admiring glances both – and she knows it. Rigel can move fast, her lithe frame – curvy enough to keep her being mistaken for a boy – seeming almost to blur at times; usually just before she's jabbed you somewhere painful (“it's not how hard you hit someone, it's where you hit him that counts”).

Her fiery, ifrit heritage also shows in her colouration: her blonde hair is tinged with copper tints, which seem almost to move as she catches the light; and her bronzed skin makes her look positively exotic in a land where most are fair and pale. Rigel trades shamelessly on her appearance, with a wink and a smile and a flirtatious glimpse of bare flesh, as circumstances demand. She's good at getting her own way, but good also at doing so without leaving grudges in her wake.

Personality:

Easily bored, Rigel is a quintessential thrill-seeker; she needs the rush of adrenaline coursing through her veins, the thumping sound of her own heartbeat under stress, the testing of her reflexes, her speed, against someone else.

Fast on her feet and with her mouth, Rigel can occasionally run ahead of her own brain; she generally relies on Iseult for planning.

Rigel loves movement, activity, dancing especially: she finds it difficult to stay still without fidgeting, either shifting her weight from foot to foot when standing or constantly shifting position when seated.

NPC #1 – Iseult Tamurlame:

Iseult is a strange one to most residents of Shadeholme: she was born with a clubfoot and eyes of two different colours. Her parents died shortly afterwards and she was regarded by the more superstitious folk as cursed. She came to Rigel's attention almost 10 years ago, when a couple of the more thuggish youths tried to drive the child out of town, using sticks. The sight kindled in Rigel's heart a rage at injustice she didn't even know she had, and – with the advantage of surprise – she beat the hell out of the two youths, leaving them whimpering in the gutter and clutching at themselves. Ever since, she's taken Iseult under her (slightly absentminded) care. The much younger girl (now a teenager) has keen wits and the ability to plan ahead, which Rigel doesn't; the two of them are far more formidable than either would be alone. Issy (as Rigel calls her) has a raven familiar, which the two of them – somewhat blasphemously – have named the 'All-Feather' in slight mockery of Damballah's title (Rigel absentmindedly worships at the altar of Anaisa Pye; and it's not clear that Iseult is religious at all). Issy will often send All-Feather to keep track of Rigel when she's following one of their plans, to remind the Ifrit not to deviate too far off script (Rigel just can't help improvising, with decidedly mixed results most times).

Although not a mute, Iseult says so little, and so rarely, that most assume that she cannot speak. She communicates mostly through her facial expressions, and Rigel's conversations with her are generally one-sided, with Rigel interpreting Issy's views from her changes of mood.

Rigel is – of course – completely oblivious to the fact that “her little Issy” isn't so little anymore and that her adolescence may be a time of trial for them both. It depends very much on what Issy decides she wants out of life – and the lengths she's prepared to go in order to get it...

NPC #2 – Bertram Hamfatten:

Where Iseult is a foil to Rigel's own qualities, Bertram is an obstacle. Heavy on duty, both to Damballah and to the law of the land, he does not approve of the presence of uncategorised types in what he regards as his town. It isn't his town, but Bertram can sometimes forget that he is simply one of the lawmen, and not one of the law-makers. His role is most equivalent to a magistrate, or a prosecuting attorney, albeit one with his own retinue of thief-takers.

At least, in public. [REDACTED]

NPC #3 – Halton Gilders:

The young man who adopted her as a child is now no longer in his first flush of youth, and has ascended to the post of Lord Mayor. He and Rigel are still close, and Rigel is happy to assist him with problems that he has; in return Gilders turns a benevolently blind eye to Rigel's activities, as long as she remains discreet (which thus far, she has).

On occasion, Gilders will ask her to provide hospitality for visiting guests, including the Excise-men, if he wants them distracted. It is generally understood between them what this means, although Gilders would profess himself shocked – shocked! – that he was suggesting anything other than a quiet evening of dance and conversation with one of his youthful protégées.

NPC #4 – Helgya Dalsthotter:

The wise woman of the steading, she is the only person other than Rigel whom Issy will even remotely trust.

Rigel and Helgya have an arrangement where Rigel provides some of the harder to find magical components, while receiving payment in kind in the traditional form that wise women have provided throughout the ages.


True Neutral Human Sorcerer (6th Level)

Drazan is going to be in the hunter caste, I was just curious about the gender roles.

My character is mostly done. I'm a little concerned about thresholds, low magic, and no metal as all of those impact non spell casters the hardest so I think it appropriate Drazan has a bit of a deathwish.

Anyone interested in tying character backgrounds inn together?


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Sure thing! Shadeholm seems like a small place, so unless you're making an outsider, it makes sense that we know one another.


Male Human

What's the average life expectancy of Takayah? I'm thinking my guy just decided to retire and hang up his hat after a long time as a traveling judge/inquisitor and settled on Shadeholme because he knows the local clergy well and hey, one place in Takayah is as good as any other right? Can I ask that he gets a small pension from the state?

Thinking of a name but I think that'll come as the cultures get fleshed out.

Another question. Hainu is in the history page but not the Religion page is that an oversight?

For magic, I'm thinking his spheres will be Warp and Protection though I don't know much about the system.

For the free NPC class are we using fractional base bonus unchained system so the 0 BAB + 0 BAB of the Expert/Inquisitor will instead become a 0.75+0.75=1.5 (1) BAB etc?

1) How do you feel about living in a society with a rigid caste system?

*All for it, with the caveat that with more power comes more responsibility and if a member of a higher caste abuses their privileged position then the wrath of Damballah be upon them.

2) How do you feel about your government, which is strong and centralized. It provides good services (good roads, navigable waterways, enough to eat and survive the winter for most every citizen) but also takes its fair share of production and then some.

*Good works require communal effort and it is good that all contribute towards the well being of all.

3) How do you feel about your role/place within Takayan society?

*Had a hard and lonely life but it was dedicated to a good cause so he's happy enough.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 23 (19 Tch 20 Ff) | CMB: +9 CMD: 28 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 3/4 | Ki: 3/4 |SP: 5/5 | Dream (+2 stealth or swim): 1/1| Active conditions: Angsty. (Barkskin: +2 Natural AC (40 min)), (Water Breathing (5 hours), (Armor Enchancement, +2 deflection AC/CMD (7 hours), (Shield +1 ac)

I have to work on Appearance and Personality, Goals, Desires, Motivations, Istiel's background, and NPC connections still. Easily doable by the end of the week, I'll try not to write novels for everything.

I'm commissioning an artist friend to draw Istiel's mask for me, but she's a bit busy right now. I'll see if I can wring a sketch from her but she wanted to do a full pastel of it or something crazy, so it might be a while before I get a real design.

@ToxicDragon The meatshields will protect you, don't worry!

@Azih BP can correct me if I'm wrong, but the free NPC class level is just a boost in terms of BAB, saves, HP, skill points, and proficiencies. It doesn't count towards your actual level and if you don't get a whole number bonus out of it (BAB for instance) then it doesn't count. Again subject to GM discretion.


@ToxicDragon / Drazan:

Background looks good. I'm going to get up information about the Three Peoples' neighbors, geographically and politically, today or tonight. I'm going to incorporate the Fire Peaks into the nearby area. Am I interpreting things correctly in saying that Drazan has no love lost for his people? Not that it would ever have anything to do with anything regarding the metaplot or anything like that :)

A question and a comment:

- What does Lijart do? You mention he's influential...

- Takayan society is one devoid of slavery, so living on the outskirts of it is a good place for Drazan, especially since the mountain tribes occasionally raid Takayan border villages, spiriting away folk for slavery, or it is rumored, food during particularly bleak winters. Drazan would have a harder time in the more central parts of the kingdom. The Baunti Valley is effectively closed to visitors, although some limited trade happens with the civilizations to the north, and there is a small foreign quarter in the capital. Takayan citizens are also effectively barred from international travel unless they are a very rare merchant or diplomat. Not that your average citizen necessarily wants to see the world anyways. There is a little more freedom of movement (if technically illegal) in border towns and frontier areas, which means that in effect Drazan is a tolerated illegal alien. This also means that he's got no official status or rights in society, and is wholly something other than even an underclass. He's probably tolerated in town because he's strong and good in a fight, but he also is probably generally shunned and/or feared by the local populace. Most people just don't know how to relate to him, because they don't have other examples like him, nor any official guidance from the state on what to do.

Re. gender roles: I think a pretty good analogy for Takayan society might be Soviet-era Cuba. Men and women have equal access to education, to work, to all the other aspects of the social sphere, community life, and matters of law in the Baunti Valley. In theory at any rate - in practice, while there are plenty of examples of equality among gender roles, there is also plenty of equality needed. Men still hold more of the high military positions, the political positions, and women are more likely to take on a domestic role in a marriage.

Of course, the average Takayan, man or woman, may not see this as necessarily a bad thing.

Trans and other non-male or female gendered peoples are generally accepted as equals in the eyes of the law, society and culture, but like women face hurdles in accurate representation and power in proportion to their numbers.

@Istiel - I suppose I should just print out that flowchart and memorize it, eh? At least there is a flowchart!

@Harakani - Love the stuff with crocs. I'll add it to the wiki. There's a big world to design, I love that you all are contributing stuff like this - it makes my job a lot easier, and will make the world more "real" than I could hope to do on my own.

@Rigel - Looks good! I think you're ready to go. I'll get the NPCs added to the wiki today. Oh, the ideas I've got...

@ TD again, Re: wound thresholds, low magic, and low metal:

Wound thresholds: this could go away. I want to see how it plays, but we will make adjustments if needed, including and up to doing away with it and allowing anyone to retrain feats freely and immediately that are related to it (like Endurance).

I think PBP works best with set-piece encounters that are tough and resource taxing, rather than extended dungeon crawls. My design intent here is for wound thresholds to add to this. I was originally going to use the background rules, but in talking with Harakani I ended up adopting GM Nerk's old NPC level rule, in part to help offset the swingyness of low-level combat and the possible dogpile effects of wound thresholds on low-hp and low-bab PCs.

We'll see how it works in practice, and I'm happy to revisit it in a bit.

Low-magic: I should say that while Takayan society is rare-magic, the world at large may or may not be. There's actually magic all around, I suppose, and you all will see the effects of it pretty early on.

Shadeholme has probably four or five magic-using NPCs as well the 2 or 3 PCs among its population. So about 1 in 100 people has the gift of magic use. Most of them are trained users, in the priesthood, or something similar, while a few are natural users of magic.

Mechanically, the spheres of power rules I think downpower 9 casters while offering all casters staying power more in line with martials. This is really appealing to me, and I want to see how the rules work in practice. I suspect they'll be well-received, and while there won't be any fight-ending magical effects like say, color spray (I don't think - I'm still reading and digesting the rules, and am probably going to rely on Harakani for a lot of this early on as well), casters should be able to provide more of value more consistently to the group and magic will definitely be more thematic. This is also really appealing to me.

Low-metal: In addition to wanting to see some lesser-used weapons in play and give distinctions between cultures by weapon groups, I've got reason for doing this that I can't give away without giving away a big part of the metaplot.

This was probably the toughest part for me to change, because it raises a lot of questions, and a lot of them I've simply decided to gloss over (wooden locks!).

I think I can say this without giving anything away - metallurgy, and the knowledge of how to use it, is out there, and once the sandbox opens up, I imagine that the PCs will come into contact with this knowledge. Though of course, being a sandbox I can't say for sure. Maybe you all just hang around Shadeholme and build a really nice canal for the rest of the game?*

*I hope not


@ Azih:

Re: life expectancy: good question, and one I haven't considered yet. Life expectancy is generally pretty good. As a (relatively) peaceful culture with good nutrition and low amounts of poverty and hunger, it is probably pretty long. Of course, disease does sweep through the valley on occasion and the wilds can still be dangerous, but an average person ensconced in a city or town and working a not-dangerous occupation could expect to live into his or her 60s, which is much higher than say the Mountain Tribes or the people of the Fire Peaks, or any of the surrounding areas, really.

I'd say retirement age could be around 45-50? A small twice-yearly pension as well as the expectation of food, etc. for one's service is expected of those who live long enough to retire.

Hainu is an oversight on my part. I'll have to figure out what I had in mind for the divinity. Right now I'm totally drawing a blank, though Harakani wrote a bit about him/her in the bit about crocs, so that'll certainly play into things.

I've got an idea for why you are in town, if the retirement age would be too old for what you're envisioning. I'll send you a PM tonight with the Sphere information as well as a couple of thoughts on why your character is in Shadeholme. If you want to retire there, that's fine with me too.

Re: fractional base attack bonuses: Istiel is correct. The bonus for the Warrior level is the BAB, d10 HD, Fort save and weapon group at the expense of skills. The bonus of the expert is the skills, customizable class skills(!), and Will save at the expense of BAB. The aristocrat is pretty great: good class skills, respectable 4 skill points, Takayan weapon proficiency and a will save, at the expense of BAB. I suppose a player could take commoner if he or she wanted, and the bonus for that would be my undying admiration.

Note that there is no adept NPC class. This is mostly because the sphere system gets a little wonky with a caster that is not a 4, 6, or 9 caster.

I think that warrior becomes a lot less attractive if we use fractional BAB, as that early BAB boost is made less important a bit by experts and aristocrats providing a half a BAB.

@Istiel - I'm looking forward to seeing your art when it comes in!


Male Human

Fair enough. The point of the fractional system was to keep a Sorcerer/Inquisitor/Oracle/Investigator/Witch from being a Level 5 character with a +0 BAB so I won't look a free NPC class gift in the mouth.

Inquisitors are proficient with the weapon of their deity. Can the branch spear be considered the general weapon of the pantheon?

My guy will be in his early 40s, gently pushed into an early retirement as he's a thorn in the side of the higher ups, but with a decent pension as he has his supporters too. He's incredibly competent but doesn't have much patience with politics. I can feel him coming together. Name and appearance will be the last thing I think for him.


Oh yeah, another note on the free NPC level. You all will still be 1st level PCs, in terms of tracking XP (and I think since this is a sandbox, we'll have to use XP). This being PBP, we'll probably use the fast XP track, though I'm going to wait and see how the pacing of this game plays out before making a decision.

I'm fine with institution of the the fractional system for all PC levels, though the P6 system tends to discourage multiclassing, with "epic" feats geared towards level 7 and 8 class abilities. With the sphere system, we'll probably have to hash something out as we go along.

Branched spear as a favored weapon is fine. I'll say that any class that has a favored weapon or weapon profs not covered by the simple or Takayan weapon groups (rogue, inquisitor, bard, etc.) can choose one weapon from the Takayan weapon group for proficiency.

I foresee lots of branched spear fighters...


And oh yeah again, it does make sense that those of you that are local to Shadeholme or have lived there a little while would know something about each other, as Rigel says above.

I hate to give you all more homework, but I'd like to see a list of three things that anyone who is local to Shadeholme knows about you. This should just be things like, Rigel is a good dancer, maybe the best in town. Nothing too secretive or involved.

New arrivals to town are known about to some extent - the arrival of a traveling priest, for example, would probably draw a lot of gossip.


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Wiki updated:

Race and ethnicity

Element-born

Skinwalkers

Suriname (scalehearts)

Crocodiles

Updated NPCs

Law and Damballah's Priesthood


Male Human

Money: 2d10 ⇒ (5, 2) = 7

Alright, here is the crunch for my character at the very least done. I don't think I'm missing anything. I'm thinkin the name Oios would work?

Left Languages and spells blank for now, assumed max HP for both NPC and PC starting classes. Would it be better for the group if I switched out the Protection Sphere for the Healing Sphere for healing? How is healing handled by the way?

I'm also debating between the Travel and Community Subdomain. Probably go Community as Oios' travelling days are behind him. Not sure how these domain powers affect the Spheres of Power system also.

Crunch Oios:

Advancement Choices
1st: Expert/Inquisitor FCB +1 HP

Male Expert/Inquisitor Age 41
LG Medium Human

Init +6 (+0 dex +2 trait +4 feat); Senses Normal; Perception +9 (+4 wis +2 rank +3 class)

Favored Class: Inquisitor

Languages: *BLANK*

DEFENSE
AC 14, touch 10, flat-footed 14 (+ 4 armor)

HP 19 (2d8(16) + 1x2 con + 1x1 class bonus)

Fort +5 (+4 base +1 con), Ref +0 (+0 base +0 dex), Will +12 (+4 base, +4 wis, +4 feat)

OFFENSE
Speed 20 ft.

Branch Spear 1d20+2;1d8+2 (+0 BAB +2 STR) (1d8 weapon +2 str x3, brace/reach)
Mace, Heavy 1d20+2;1d8+2 (+0 BAB +2 STR) (1d8 weapon +2 str x2)

Space 5 ft., Reach 5 ft.

SPELLS
WARP
PROTECTION

SPECIAL ABILITIES
Race:
Bonus Feat at first level
Skilled +1 skill point every level
Class:
Expert: Add 7 class skills for Appraise, Disable Device, Kn:Geog,His,Local,Nobility,UMD
Inquisitor: Domain
Inquisitor: Judgement 1/day
Inquisitor: Monster Lore. Ad Wisdom on Knowledge checks when identifying abilities and weaknesses of creatures
Inquisitor: Stern Gaze. Morale bonus to Sense Motive and Intimidate 1/2 Inqusitor Level (min 1)

Feat:

TRACKED RESOURCES
Judgement 1/day

STATISTICS

Str 14, Dex 10, Con 12, Int 14, Wis 18, Cha 8

Base Atk +0; CMB +2 (+0 BAB +2 STR) CMD 12 (10 + 0 BAB +2 STR +0 DEX )

Traits
Reactionary - +2 trait bonus initiative
Strong Heart - +1 Bonus on saves against fear. DC of Intimidate against increases by 2
Role - Priest

Feats
First: Improved Initiative
Human: Iron Will

Skills
9 ranks per level (6 class +2 int +1 race)

Adventuring:
Acrobatics +0 (0 rank, 0 dex, 0 class)
*Appraise +6 (1 rank, 2 int, 3 class) Rank 1
*Bluff -1 (-1 cha)
*Climb +2 (0 rank, 2 str, 0 class)
*Craft
*Diplomacy +3 (1 rank, -1 cha, 3 class) Rank 1
*Disable Device +0 (0 rank, 0 dex, 3 class)
*Disguise -1 (-1 cha)
Escape Artist +0 (0 rank, 0 dex, 0 class)
Fly +0 (0 dex)
Handle Animal -1 (0 rank, -1 cha. 0 class)
*Heal +8 (1 rank, 4 wis, 3 class) Rank 1
*Intimidate +5 ( 2 rank, -1 cha, 3 class, +1 inq) Rank 2
*Kn:Arcana +0 (0 rank, 2 int, 3 class)
*Kn:Dung +6 (1 rank, 2 int, 3 class) Rank 1
Kn:Enginee +0 (0 rank, 2 int, 0 class)
*Kn:Geography +6 (1 rank, 2 int, 3 class) Rank 1
*KN:History +6 (1 rank, 2 int, 3 class) Rank 1
*KN:Local +0 (0 rank, 2 int, 3 class)
*KN:Nature +6 (1 rank, 2 int, 3 class) Rank 1
*KN:Nobility +6 (1 rank, 2 int, 3 class) Rank 1
*KN:Planes +0 (0 rank, 2 int, 3 class)
*KN:Religion +6 (2 rank, 2 int, 3 class) Rank 2
*Perception +9 (2 rank, 4 wis, 3 class) Rank 2
*Profession
*Ride +0 (0 dex)
*Sense Motive +10 (2 rank, 4 wis, 3 class, 1 inquisitor) Rank 2
*Spellcraft +0 ()
Sleight of Hand +0 (0 dex)
*Stealth +7 (1 rank, 3 dex, 3 class)
*Survival +7 (1 rank, 4 wis, 3 class) Rank 1
*Swim +6 (1 rank, 2 str, 3 class) Rank 1
*Use Magic Device -1 (0 rank, -1 cha, 0 class)

GEAR/POSSESSIONS

Location: On Person
Inquisitor's kit 34 lbs
Inquisitor's outfit 8 lbs
Branch Spear 10 lbs
Mace, Heavy 8 lbs

Location Worn:
Armored Coat 20 lbs

Location Home:
Lots of books

Carrying Capacity Light: 58 lbs. Medium: 59–116 lbs Heavy: 117–175 lbs

Money: 7 GP

Total Weight: 80 lbs. (most of the kit contents will be at his home though)

Let me know if I'm missing anything other than my questions.


True Neutral Human Sorcerer (6th Level)
GM Belicose Poultry wrote:


A) What does Lijart do? You mention he's influential...

B) ...Drazan is a tolerated illegal alien...

C) [Gender roles..]

D) [Wounds, Magic, and Metal...]

A> Accidentally deleted a sentence or two from Lijart. He is a veteran hunter for Three People. I'll update the bio on the completed sheet.

B> I like it! Drazan is tolerated probably because of all those things you mentioned, and because of some influence from Lijart's influence with his connections. Lijart's desire to have Drazan marry his daughter or any Three people citizen for that matter, probably has more to do with granting Drazan citizenship than anything.

C> That answers what I need in regards to how Drazan's relationships work better, including Lijart's suggestions to marry into the family.

D> I'm all for trying all this stuff out, don't get me wrong. I've just been where all good intentions lead to dark places. I'm also aware that in choosing the barbarian, I've got no one to blame but myself when I get there.


@ Azih:

Thanks for reminding me I still need to tackle languages.

Crunch looks good and I'll give it another pass later with a finer eye. I PM'd you how the sphere Inquisitor works. Spellcasting changes, but otherwise the inquisitor is pretty much the same. I haven't gotten around to casting traditions yet, but the inquisitor will probably function just like a regular old divine caster (verbal and somatic components, holy symbol focus).

Domain powers function the same as they do in core PF. The min-maxer in me would have a hard time passing up that travel domain!

How is Oios pronounced?

Healing is kind of interesting. Basically, when you take the life sphere, you get three options to heal. An at-will ability that functions as temporary HP (and can be boosted with a talent*), a real cure that can be cast by spending a spell-point (with an 18 wis, you'll have 5 spell points at 1st level), and a condition removal ability that also costs a spell point.

Since healing affects everyone, I've spoilered the rules below. I don't think the breaks Paizo TOS. I'll happily remove it if it does.

sphere healing:

Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following:

- Heals 1d4 points of ability damage to one ability score of your choice.

- Removes the fatigued condition or lessens exhaustion to fatigued.

- Removes the sickened condition or lessens nauseated to sickened.

- Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.

- Removes the staggered condition.

- Removes the dazzled condition.

If the condition targeted is part of an on-going effect, this sup­presses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

* a talent is a customizable class ability similar to rogue talents or alchemist discoveries in execution - you'll get four of these over 6 levels, and can spend feats to get more

@ToxicDragon:

D> I'm happy to revisit anything that isn't working, and hope you all will bring such things up. I contacted you all because I really like what you all bring to other games I'm in - I want happy players first and foremost!


RE Spheres:
Would be good to learn what people are getting. Even more than in standard magic I'd like to make sure we don't overlap too much. The standard "divine gets healing, arcane gets fireballs" isn't there in this one - we could all spec in healing and have an Inquisitor, Incanter and Sorceror healer.
I'd been looking at Nature, Healing, War and Enhancement... but very happy to switch things around.
Is Inquisitor as per the Expanded Options book?

RE Wound Thresholds
Happy to experiment but I have a feeling what you'll see is instead that people are extra keen on healing all wounds, and back off when they're at half HP than continue and take the risk.
How does this affect the Magic Tradition where the more wounded you are the better you magic is? Is your magic actually better, or does it just offset the standard penalty?


True Neutral Human Sorcerer (6th Level)

I present a nearly finished Drazan. Just looking to tie in some other pcs when they are ready and willing.


@ Rigel - sorry, I missed your question about traits. I think both look fine, though pyromaniac seems a little out of character for Rigel. However, that's easily enough re-fluffed.

@ Harakani - Re: Spheres - I agree that there's not too much need for overlap. Some of the spheres though, offer plenty for more than one person to take. It is a good conversation for you and Azih to have.

Re: Wound thresholds - that's a really good point that I hadn't considered, and it is counter to my design intent. I was worried enough about a dogpile effect, where the penalties are proportionally more debilitating for low-level characters to the point that death spirals of utter uselessness can occur. Taking into account the slower nature of PBP's, I'm wary of overcaution really slowing things down, and am thinking about ditching the wound thresholds. How would people feel about no wound thresholds and NPC class hd providing normal PFS hps - that is 1/2 hd +1 + con?

@ TD - Drazen looks good! One thing I noticed - the elemental assault racial trait should deal 1d4 damage, per our discussion of the RP nerf.

Drazen is going to be a terror on the battlefield!


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Heh. If we've got good mêlée types already, I'm going Rake; with the ifrit's glare racial trait, she will be a suitable force to be reckoned with outside the battlefield.

3 things everyone knows about Rigel:

1) She's great company - good conversationalist, excellent listener and good dancer; easy on the eye, too.

2) But don't touch her: you can't afford her.

3) She knows most of the important people in town; "knows" them, if you know what I mean - that's what I heard, anyway...


@GM: I guess I can go either way. I'm in two games at the moment that use them. I feel they make fights rougher, and we're certainly reacting by making sure we have healing magic when we can. On the other hand, they do encourage a grittier style of play. In the real world if someone takes an arrow through the knee, while they might finish the fight they're probably going to want to sit it all out. Are you looking for gritty, or heroic?

@GM: is the trait "Rich Family" okay? I'd like Imix to have ceremonial gear that "costs more than your house". Do the nobles have that sort of difference in wealth?

@GM: does the extra NPC level count as a character level for things like Magical Knack? Does it raise max skill ranks? I've got a feeling it did.

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