|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Generic Villain wrote:
Sound's like you're talking about Tucker's Kobolds.
Reign of Winter (Hardmode): Maptools and Mic (Looking at either Wed. 8:30p Est to 11p or Thur 9p to 2a Est)
This sounds cool! I've never played Dungeon World, but I'm intrigued by the option. Gerudo fighter or druid, Sheikah thief or wizard. Hmm...
It took a little digging, but I found your Races rules in your other game. You might want to post them here for any prospective applicants.
You said we can play any class that somebody else isn't as long as we provide a 'off'. What's a 'off'?
EDIT: Looking through your old recruitment thread, somebody posted a Google Sheet with links to a lot of different classes. Are those supported?
On a separate note, how does multi-classing work?
Spider Jerusalem was a joke idea. Transmetropolitan is a great series, but I had no expectation of being allowed to play him. In defense of both the character and the series, the entire world is a pretty cynical place and Spider is legitimately the hero. Maybe an anti-hero, but he's not a villain protagonist.
Reign of Winter (Hardmode): Maptools and Mic (Looking at either Wed. 8:30p Est to 11p or Thur 9p to 2a Est)
Reign of Winter (Hardmode): Maptools and Mic (Looking at either Wed. 8:30p Est to 11p or Thur 9p to 2a Est)
Sounds interesting. The inclusion of Path of War is particularly nice. I'm glad to see games warming up to it; it seems to be becoming a more common inclusion around these parts.
One note about the Kaiju, if you don't like the Spawn of Rovagug, there's the Valashmai Jungle in Tian Xia which is like Jurassic Wolrd: Kaiju Edition.
I'm currently finishing up my junior year as a chemical engineering undergraduate student. I've been playing D&D since I was 13 or 14 when a friend pulled out his dad's 2e stuff one day. In high school I played a fair amount over Maptools, way back before Roll20 came along. I've been with Pathfinder since 4e came out and haven't looked back. Golarion is my favorite campaign setting, but I haven't been in a stable game since high school, so I've never gotten very far in any AP and I've never played RoW. I'm very familiar with the lore of the setting. I'm comfortable with the rules, but I've always preferred theater-of-the-mind play over strict grid-based tactical combat. I'm particularly interested in the chance to play in a game where the characters are designed from the get-go to operate as a team; I imagine it would be a very different combat experience from the typical dungeon crawl.
Ah, thanks for the clarification, Ophelia and Castor. I had just noticed the WotR game on the sidebar as well. Digging through aliases and previous games only raised more questions when I went looking.
Since you mention it, GM, I might send in a submission. I was playing a Gunslinger with advanced firearms. What firearms level do you prefer to have for this game? If early, I might do a re-build, since I really don't want to bother with the double-barrel pistol weapon-cord cheese.
Here's a write-up for Rolando, a Varisian criminal who's very life feels like a prison. I'm presuming Brawler for now, but I'm ambivalent about the crunch at the moment. This submission is for the Second Chances character.
Rolando is a young Varisian boy, about 15 years old. He's thin and lanky, with brown eyes, greasy black hair pulled back into a short ponytail, and a few thin hairs starting to sprout on his chin. His parents came to Vigil shortly before Rolando was born. His father left the nomadic life behind for unknown reasons; neither of his parents ever talked much about their life before Vigil. Seeking to make his way in the world, Papa had intentions to start a small farm, but he found Vigil unwelcoming to people who wouldn't take their Oaths. The young family made do as they had before, performing for appreciative audiences and taking whatever work came their way. Things were not easy, but they always had enough to eat and a roof to sleep under. Papa would labor on local farms during the harvest season and find whatever work he could in the winter, and Mama found work as a seamstress for some of the women at the Castle. Rolando inherited his papa's musical talent and learned to play his violin. He also inherited his mama's temper and the impetuous child often got into fights with other local boys. And soon enough, the young family of three was joined by one more, and Rolando had a sister. But while his family had always been devout worshippers of the Song of the Spheres, Desna was not always kind to them. One winter, Papa became very sick. Though the disease passed, he never fully recovered and his health began to decline.
After years of slowly failing health, Papa died. Just before he passed, he made Rolando swear to take care of his Mama and sister, no matter what. Doing what he could, Rolando, about 11 or 12 years old, followed in his father's footsteps. He inherited Papa's violin, and he found a group of some older Varisian boys to play with, Felipe and Jorge. He and his friends were making good money, better than his parents ever had as performers, and things were starting to look up for the first time, until Rolando discovered that his friends were Sczarni con artists. The extra money came from picking pockets. Rolando was angry, but he couldn't ignore the benefits. Reluctantly, he went along with the scheme, and slowly started getting further entwined with the gang.
He was making good on his promise to Papa, he was taking care of Mama and Mirela, but he was ashamed of himself. He was becoming more irritable, and he started drinking heavily, getting into brawls and even ending up in jail for a week. In jail, he found something he hated even more than going hungry, even more than his own crimes - imprisonment. He couldn't stand being cooped up, and he found himself longing for the open road his parents had left behind before he had ever been born. He swore off his drinking upon his release, determined not to wind up in prison again. He promised Mama and Milena he would stay sober; he couldn't keep his promise to Papa if he was in jail.
But he couldn't keep his promise if he gave up his criminal ways, either. They needed the money, and it was getting harder and harder to find work as he grew older. People were even less trusting than they had been before, and deep down, he knew they had reason to be. He was as trapped in his life of crime as he had been trapped behind the bars of his jail cell. His prayers to Desna went unanswered, and that open road that he saw stretching out before him remained nothing more than an empty dream. He could always take his Oath, but that would amount to nothing more than another bar in the cage trapping him in Vigil, and an afront to his father's memory beside. At least this way he had his freedom, as long as he stayed out of jail. He could keep on telling himself that one day he might actually take his first steps onto that open road.
And so he did. Fantasies about escaping Vigil replaced the alcohol. They helped him fall asleep at night like all of Mama's stories and Papa's songs. He would dream about it day and night, and he told himself that all of this would be worth it in the end. He started volunteering for more dangerous jobs, hoping to score a prize big enough to free him from his promise. One day, soon, he would make enough to keep his family fed for months, maybe a year, and he could leave in search of a better life, and come back for them when he had finally made it. And soon enough, Desna smiled; the long-awaited opportunity presented itself. It would be a simple job, but very lucrative. Jorge hadn't wanted to bring him in on it, said he wasn't ready, but Felipe convinced him otherwise, a true friend. In the end, Jorge relented, especially since it was Felipe who had the tip.
But as easily as she smiles, Desna laughs. A trick of Fate's fickle hand: a botched job. The mark was being tailed by knights! The bluff hadn't worked, things were heading south... It was over almost before it had begun. Felipe lying dead in the alley. Jorge on his way to join him. It wasn't supposed to end like this. Rolando hadn't wanted to resort to swords, he tried to tell them they didn't need to use lethal force, but they wouldn't listen, and he was in no position to argue and...and...
Desna had one more trick up her sleeve, one more laugh. A choice: prison, or the Castle. Caught between the bull and the horns, as they say. But it was no choice. He had made promises, to Papa and to Mama. Perhaps the Song of the Spheres thought she was showing him mercy, but at that moment, Rolando thought maybe he'd be better off dead. Surely, death was the only way he would ever be free of Vigil now. He confessed, he sold out the others. They weren't even his friends. His only friend was dead in the alley. And so too was Rolando's life of crime. His life of freedom.
Rolando is torn between his love and duty to his family and his blooming wanderlust. He never wanted to be a criminal, always hated what he'd become, but it was his only ticket to freedom. He wants to make a better life for himself and his family, but he wants to do it on his own terms. Though he worships Desna, he blames her for his problems, never accepting responsibility for his own mistakes and always playing the victim of circumstance. He loves his Varisian heritage, having grown up on the songs and stories of his ancestral people, and he wants to reclaim what he thinks of as his birthright. He doesn't understand why his parents came to Vigil, but he understands why his family will never take the Oath. His father's violin is his most prized possession; it's all he has left of Papa besides the chains of his promise. He loves his Mama and Milena, but he wants to be free to live his own life, under his own stars.
Yep, I read it. I was impressed with Eilidh's dedication to the stutter. The interaction actually seems like it would work pretty well without much retconning as long as a pseudonym was given. I like it. Would you prefer full applications or are you more interested in seeing the fluff/RP before anything else?
In that case, I'll avoid marrying any concepts. There's plenty of flavor in Korvosa to go around. I'd like to mention that I'm not unfamiliar with the setting material; I had a Skull & Shackles character that hailed from Korvosa.
You don't seem to be looking for character concepts from us at this time. Is there anything you require from me at this moment? I'm very interested in the setting, I've heard great things about CotCT, and I prefer narrative roleplay more than anything else in an RPG.
I'm still interested in the possibility of a Skype game. I'd be looking at a play time window starting about 8 PM EST.
Do you have other people interested, or is this your main outlet for recruitment?
What sort of characters are you interested in having? How do you feel about Diabolists? Acadamae students/graduates?
The Aspis Consortium is Golarion's megacorporation. Founded hundreds of years ago in Cheliax, they've since grown worldwide. A massive organization with vast resources and hordes of lower-level underlings to do their bidding. Many times Aspis is behind something and nobody knows it; they like to hire people anonymously. Even their official agents don't typically know much about what's going on; the Consortium's biggest plots are intricate, long-term, and tend to be very VERY lucrative.
They're evil capitalists that are completely unhinged; profit is their ONLY motive. Did you see Pirates of the Caribbean? The East India Trading Company works very well for some inspiration. As do the various historical counterparts to that organization. Did you see the Robert Downey, Jr. Sherlock Holmes movies? Professor Moriarty would not be out of place in the Consortium.
These are the guys that start wars in the middle east to jack up oil prices and create demand for their munitions. These are the guys that bomb planes and short-sell the airline stock, while introducing some alternative transportation solution to the market. These are the guys that are slowly buying up all the unusable land out in the desert because it's secretly got the water resources for the entire region underneath. And that's just the big stuff. At the lower level, they've got their fingers in dang near everything. If there's a pocket, their hand is in it. If there's a pie, their fingers are there. If there's a politician to be bought, they own them.
If your players want to go after Aspis, they might discover they're in for way more than they bargained for. Or maybe they never do find out. Maybe it's just a little thing, and they put them out of their mind, only for it to come back in a big way later on. Maybe the hit was a botched job, but maybe it was never supposed to succeed. With Aspis, all you can know for certain is that money's changing hands.
I'm very interested in CotCT. Do you plan on using Skype for IRL-style gaming, or do you intend for characters to be played via the chat on Roll20 and Skype to be the OOC stuff?
You're currently thinking Mondays, what time? What's your timezone? I'd be very interested, but it's important that I'm available at the right time.
Thanks for the clarification Papa.DRB. That tool looks very handy!
On the other side of the fence, I disagree with the OP about the inelegant system for selecting players. Aside from the fact that there are as many play styles as there are players, there are numerous ways of recruiting. Nonetheless, supply and demand make it a GM's market.
One of the problems with having a bunch of character LFG threads is that a prospective GM has to go through a lot of different threads to find characters that they think will work with the game. That puts even more work on the GM at the beginning. There are plenty of posters who create in-depth characters tailored to the specific game they're applying for; that's what GMs who care want to see. Players who care enough to create awesome characters who intentionally fit in the setting and tone are probably going to be more fun to play with.
There are also plenty of posters who want to play one specific character and apply all over the place with that one character or without really trying to tailor their character to the game. That's not typically an effective strategy, and players who do so are likely to end up very frustrated. I'm sorry, but Skull & Shackles is probably not the game for your favorite four-armed pony Doctor Who-Lelouch Lamperouge lovechild character. As tragic as it is, there probably isn't any game for that character this side of Gaia Online.
The conversation about recruitment is definitely worth having though. I'm really glad we have this new General Discussion section for the Online Campaigns subforum. For now, the overwhelming supply of players and the very high rate of game failure are huge obstacles that we should all be working to overcome.
Finally finished, save for equipment. I decided to go Gunslinger instead of Ranger; the Ranger abilities were flavorful, but Gunslinger does everything I want to do better than Ranger could hope to. And with access to real revolvers, I couldn't resist the opportunity to play a guns akimbo Gunslinger the way everybody wants to without the weapon cord juggling routine cheese.
The site seems to be having problems with aliases at the moment, so I haven't been able to make one. I also don't have Hero Lab, so I'll have to do the statblock by hand.
I present to you Erasmus 'Raz' Ames - ex-Shieldmarshall, outlaw, adventure capitalist.
Name: Erasmus Ames
Crimes: Conspiracy, Nighthawking, Disturbing the Peace
Notes: Suspect was last seen fleeing north into the Mana Wastes following the Urstradi River. Considered to be armed and dangerous.
Erasmus Ames was never bothered by the corruption in the Shieldmarshalls. He took his bribes the same as anybody else, looked the other way for the right people the same as anybody else, neglected unimportant details the same as anybody else. It was just an ugly word for the grease on the cogs that kept the Clockwork City running smoothly, and his polished badge and oiled six-guns didn't shine any less for it. After all, the hours were long, the Wastes were brutal, and justice doesn't come cheap in the City of Smog. Greasy palms and greasy guns are what kept the mutants at bay and everybody knew it, so it didn't bother 'ol Raz one bit. That is, until the day he found himself on the wrong side of it.
Maybe it was political, maybe it was personal, but Erasmus Ames didn't stick around long enough to find out. He high-tailed it out of the Grand Duchy out into the Spellscar just as fast as his horse could take him. The snipers on the wall didn't even waste their ammo trying to pick him off; everybody knew that a lone rider, ill-equipped and unprotected, was as good as dead out in the Wastes - if they were lucky. If not - well, the life of a mutant is never very long anyway.
At least, that's what they thought. For his part, that's what Raz thought too, until he stumbled across one of the ruins. The Wastes were littered with them, the last remains of thousand-year-old cities blasted off the face of the planet during Nex and Geb's pissing contest of magical holocaust. Teams of outriders came through every so often and cleared the mutants out of them ahead of trade caravans traveling through the desert. Raz was familiar with the ruins, having cleared some of them out himself (and finding some trinkets to line his pockets with beside). But off the main highways you were taking your chances. It was a lucky break for Mr. Ames; there was no better time for taking chances. He rode that luck all the way through the desert, escaping on the other side into Nex. He worked his way north, guarding caravans all the way through Nex and Katapesh. He took a liking to Katapesh; a man like him could find a lot of work and make a lot of coin. He took a liking to the pesh, too, and found many ways to spend a lot of coin. Too many ways and too much coin. Plagued by debt and pesh nightmares, he took a desperate job, signing on to guard some whackjob scholarly expedition following some phony map out to some secret forgotten ruin in Osirion.
Sometimes looks can be deceiving. That was only the first lesson Raz learned on that expedition. He also learned that 'guard' translates roughly as 'expendable trap fodder' in Osiriani, to always bring a mirror into the tomb with you, that his shiny badge makes a surprisingly good mirror, and to never take an artifact without leaving a sandbag in its place. But the most important lesson of all, the one rule to hold to above all others, is that, when it comes to mummies, shoot first and ask questions never. Aim for the head, always make sure to double-tap, and burn the remains for good measure.
It didn't take long to become disillusioned with the treasure-hunting scene in Osirion. The thing about 'scholarly expeditions' is that the most dangerous jobs always seem to pay the least. Mr. Ames was used to putting his life in danger for petty monetary compensation, but the only thing worse than mutants are mummies. One close call too many and he finally decided he was done with 'guard' work. He was ready to get out of Osirion, with the 'scholars' and the 'collectors' ruining things for solid, honest adventure capitalists like himself. But he'd need a partner if he was ever going to strike it rich. Foreign lands and foreign tombs call for good friends to have your back. There was only one man that Erasmus Ames knew he could trust, and he'd always given Raz a frosty welcome.
From the moment they met, Baqir Iskandar and Erasmus Ames were doomed to make history. It would be the history of desperate fools, bad ideas, and success that comes at too high a price. Geb was a bad idea, possibly the worst, and it had been his. They escaped with their lives, but they would live with the scars. There aren't many terrors worse than pesh nightmares, but forbidden knowledge is one helluva drug.
Raz is good for two things: fodder and killing weird things real good. He has a special hatred for mummies and Mana Waste mutants. He has a good mix of Knowledge skills and investigative capability with Sense Motive and Survival, but he's not here to be the super sleuth.
Update: I'll be throwing in with a Ranger with the Trophy Hunter and Skirmisher archetypes for a little more gun expertise and to get rid of divine spellcasting. Changing the tech level does interesting things to the game mechanically, especially when it comes to picking feats.
Next post should include the crunch and hopefully backstory if Baqir and I can get it sorted out enough for both of us to submit that today.
Thematically, I'm channeling characters like Rick O'Connell and Jack Burton into a pulp action cowboy who shuns magic and whose only real expertise lies in knowing how to kill weird things real good. Like I told Baqir, I think this game could benefit from a mundane character to give the Holmes-lympics competitors something to play off of, like a rough-and-tumble cowboy Watson. Or maybe a little Karrin Murphy/Agent Scully if the DM prefers.
You're going for a Victorian feel and the year isn't set. How much freedom do we have with the setting elements, especially with some of the organizations? If, for example, somebody wanted to play a member of the Knights of Ozem? Are they intact as a well-known order of holy knights, or would they be a shadow of their former glory, a forgotten cabal of once-legendary heroes that now fight in obscurity? The same question could be extended to how the churches are perceived by the rest of the campaign setting as well. Do the common folk know much about the existence of monsters?
EDIT: A careful re-reading would at least suggest that most people are in the dark, but I'm still curious about the organizations. If we have some flexibility, I'd be more than happy to try to come up with something to satisfy the flavor. Golarion is full of organizations that could fit the bill, especially if we're going for a League of Extraordinary Gentlemen feel with horror themes.
Night action, eh? Can I try a Diplomacy check to get Peppery to help with keeping Sh'torek alive?
Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14
"I have a spell or two that may allow him to escape, but we would simply be trading our lives for his. There may be something of use in Ms. Longfarthing's laboratory."
Here's the link to the Community group of sub-forums. When you're on the main Messageboards page it's very close to the bottom, so it's easy to miss. The subforum you're probably most interested in is Recruitment, which is where the ads and applications for PbP games are posted.
EDIT: Gah! Ninja'd by a Gninja! How fitting. Btw, I've always wondered, what does the 'G' stand for?
There's also the Wizard. The Conjuration school has a sub-school specialization for this: the Infernal Binder. I'm playing one fluffed as a graduate of the Acadamae, known for its devil binders, and it's a lot of fun. You get the versatility of a full wizard but a bit of extra summoning power. Good feat choices are Improved Initiative, Spell Focus: Conjuration, Augment Summoning and Skill Focus: Diplomacy/Bluff/Sense Motive. The True Name arcane discovery for wizards fits extremely well. For Prestige Classes, Paizo has Diabolist and Blackfire Adept.
I agree, the twists do add a little wrinkle that should ripple out in very interesting ways. It should give more weight to the political aspect of the campaign that so often goes ignored. I'm looking forward to see how this turns out.
EDIT: And the Swordlords have already begun to pour in. Competition is going to get fierce.
I'm interested in most of the APs, but Legacy of Fire holds a special place in my heart, though I've never managed to get terribly far.
Also, there's usually one or two games looking for a replacement GM after having been abandoned. I'm in a Skull & Shackles game that's in that boat. If you'd consider picking that up, we'd be very grateful. If not, that's understandable. Link is here:
Honestly, while I don't hate the alignment system, I do think it sometimes leads to very silly things. I am perfectly ok with some spells making you a complete monster just by using them. But I've always dislike the "negative energy equal evil" that 3.5 and by extension PF have going for it, since negative energy is just another aspect of the 3.5/PF cosmos, that is opposed to positive energy. Presumably the cosmos needs both to function, so why is using negative energy to make some bodies without souls in it move around "Evil". Creepy? Sure.
We have multiple conflicting canonical stories of creation, so it hasn't been specified exactly how all that works. However, the general treatment seems to be that negative energy equals evil because positive energy equals good. It's a moral dichotomy made real. I agree with your assessment that the cosmos (which, in PF, includes separate planes of existence like Heaven, Hell, the elemental planes, the Abyss, and the Planes of Positive and Negative Energy) needs both to exist, it needs them in the exact same way it needs good and evil. But that raises the question about equivalent energies for law and chaos, and the whole system gets pretty wonky.
Honestly, while by RAW casting undead-creating spells is an evil action, it doesnt state HOW evil. For some, its evil assaying something mean to a farmer. For others, its nearly irredeemably evil, similar to murdering an angel child. So in some games yes, in some games no.
The RAW impose the [evil] descriptor, which informs, if not specifies, the degree of evil. Fireball, a spell that is nothing but pure destruction, is not inherently evil, as it lacks that mechanical descriptor. Evil spells are anathema to good creatures. If anything, the campaign would be defined more by the degree of evil in saying mean things to a farmer than in casting an evil spell.
Look casting Animate Dead makes you as evil as casting Protection from Evil makes you good. So I feel it sort of does a disservice to the magic system to pretend that casting evil spells is really an issue (also it shows how silly the alignment system can be). Really being able to switch your alignment on the fly by casting lots of spells with [X] descriptor seems like it could be really convenient in some situations.
Yeah, Protection From Evil's got the [good] descriptor. In that case, the soul-taintingly evil argument falls flat, and I abandon it as far as canon and mechanics are concerned. Now it's just my own unsupported preference.