Homebrew Campaign looking for couple of players


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Like the title says this is a Homebrew campaign and we are about to start the first encounter, I need a min. of 1 player and a maximum of 3 players.

The Hombrew setting is Final Fantasy Tactics (Not advance).

*Start at Level 2
*Maximum Starting Gold (not by level)
*Point buy 30 points (yes it will be very hard)
*Some classes have some changes, there is a new archetypes, feats and campaign traits that I will post shortly.
*You must have 2 Campaign traits, 1 region trait, 2 normal traits
*Only playable race is Human. (sorry rest of the races are extinct or in hiding)

Will post traits and such things when I am home.

Time Mage is an archetype for wizard.
Cleric = Templar
White Mage = Cloistered Cleric

Some classes just got name changes only and there are achetypes that substitute for a stand alone class instead.

Valid material for feats, magic items, etc... are: UC, UM, APG and core. No third party material (except my own lol).

There is also brave and faith to calculate or take standard number (highly advised).

I'll take character concepts and background.

You are in the kingdom of Romanda (basically think of linnorm kingdoms + shoanti barbarians (2 cultures that live in the same country).

Will post important knowledge of the kingdom when at home and got access to the info.


Very interested in seeing where this all goes. I'm a big fan of the FFT series, and a firm believer that the original would make an excellent world setting.

I'm interested in seeing how the classes will line up. Most of them seem pretty obvious (archer = ranger, geomancer = druid, chemist = alchemist), but I'm curious about the interesting ones like calculator and mime.

Looking forward to your subsequent posts.

Dark Archive

Geomancer is a PrC actually ^^

Ranger = Hunter

I use the setting from FFT but some " jobs" as to not encase them somehow in to a ranger forcefully be an archer.

Archer is basically a fighter archetype.
Hunter= ranger
Ninja=Ninja
Time Mage = Wizard Archetype

I'm testing this things of course.

Mime and Calculator are still in the works since they are very hard to port into pathfinder and mime is tricky so I did all the other ones (dark knight, holy knight, divine knight, skyseer, netherseer, dragoon, ark knight and geomancer).

White Mage = Cloistered Cleric and such

Squire abilities are feats.

Chemist Phoenix does does exists and made some other chemist items as well since they exists as spells in pathfinder.


Mystic Theurge (or a variant there-of) would be a great choice for the Calculator since it requires a basis in multiple forms of magic to even work.

Do you have any of this in writing? Google doc or whatever? I'd love to dig through it before I commit to a character concept to post here. I'm really interested though.


Sean FitzSimon wrote:

Mystic Theurge (or a variant there-of) would be a great choice for the Calculator since it requires a basis in multiple forms of magic to even work.

Do you have any of this in writing? Google doc or whatever? I'd love to dig through it before I commit to a character concept to post here. I'm really interested though.

^^ +1

I would love to see a few more examples of your classes before I get into the mindset of character building. I'm also very interested. Holy Knight (Paladin?) and Dragoon (Fighter Archetype or Cavalier?) are my biggest interests so far. There was also the Holy Swordsman which I'm guessing would shift into the Kensai Magus Archetype pretty well. I'll just wait for your info package before I get all excited about this.


Currently of interest to me: geomancer, calculator, and dancer. You've already mentioned the geomancer and calculator, but would dancer just be a bard or witch? Or would there be a specific archetype/prestige class for it?


I'm a huge fan of the setting. I'd love to play a Summoner (or someone headed that way).

I guess I'd start as a Black Mage (or the Time Mage archetype you mentioned, since one doesn't seem to be a prerequisite for the other in your game).

I'm picturing a young noble who's been away learning magic who's family was wiped out during the Lion War. (assuming it's near that timeline, we can go with another conflict if the Lion War was a long time ago)

His anger at his loss will lead him to dangerous magic and morally questionable choices. I'd love to have his story tied in with your main plot somehow. I love it when a character's motivations are connected with the story the GM wants to tell.

He'd have a high Brave and a low Faith, and I'm thinking would be born under Libra (if that's being taken into account).

Dark Archive

Dancers/Bards are just the Bard class it was the best way to port them into pathfinder rules.

I have the setting in a .doc if you provide me with your email I'll send it to you ;)

Yes actually the setting is a few years after the Lion War.

You can be many of the noble families that lost their nobility when King Delita rearranged Ivalice and established some new regulations and such, destroying some unruly houses in the process for more in-line ones.

So yes many nobles fled to other countries swearing revenge and what not against the Crown, not to mention Orinas is still alive and is no 18 years old ^^ but we are not focused in that war right now we are focused in Romanda in the War of the Beasts.

Time Mage

Spoiler:

Time School
Associated School: Transmutation.
Replacement Powers: The following school powers replace the physical enhancement, telekinetic fist and change shape powers of the transmutation school.
Critical Quick (Su): Whenever you receive damage from a single source, you gain an immediate bonus to your Initiative equal to your ½ your wizard level (minimum +1). This effect lasts until the start of your next turn. This benefit stacks with itself; whenever you receive damage from a different source, you gain an additional bonus to your Initiative.
Swiftness (Sp): As a standard action, you can touch a creature and grant it either a bonus to their initiative equal to your ½ your wizard level or a +10 enhancement bonus to one type of movement speed the target has. At 10th level, the enhancement bonus to initiative is equal to your wizard level. The movement speed increases by +10 for every five wizard levels you possess, to a maximum of +50 at 20th level. Swiftness lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spell Shield (Su): At 8th level, as an immediate action, you can sacrifice a spell to grant yourself an insight bonus equal to the spell level to your AC and all saves. This bonus lasts for 1 round.


Sweet! Shoot me an email if you would:

Spoiler:
xeorsos@gmail.com

Does the doc contain info on the geomancer? That's probably what I'm most interested in, particularly if it's more "turn the land against you with powerful debuffs" and less "I love the earth and animals and all things green."


Hey Deiros, you can email me at

Spoiler:
imjohnnyrahrahrah@yahoo.com

Geomancer seems like it would kinda fit in with the Horizon Walker Prc...?

Dark Archive

The file contains all the info with other prestige+fluff accordingly so it will be a long read 200+pages xD

Geomancer is using for now the favored terrain feature of the ranger for his powers. Still testing it but works fine so far.


Looks good, shoot me an email

Spoiler:
wolfsong_@hotmail.com

I'll have a mechanical character framework for the character up on Tuesday or Wednesday. (after Halloween)

Dark Archive

Sent, I will throw you in with the small group that already exists since its there are some missing players and it's been a while since I have seen them.


Digging through the info. I'm not really a fan of the geomancer's presentation (it's REALLY limited), and the current pathfinder rules don't really give you what you need to make a FFT dancer. I'm really interested in the setting though, so I'll continue reading and see if I can come up with something good for you.

Dark Archive

Sean FitzSimon wrote:
Digging through the info. I'm not really a fan of the geomancer's presentation (it's REALLY limited), and the current pathfinder rules don't really give you what you need to make a FFT dancer. I'm really interested in the setting though, so I'll continue reading and see if I can come up with something good for you.

I know its very hard and was thinking of instead boosting abilities like the bard I will make them debuff with dancers, but I'm still working on that part and this is just Version 1.0 (beta) of what I'm working on so I know some things will have to change or removed.

Thank for the feedback ^^ no problem if it's the bad you share first gives me a heads up on what to look for.


Deiros wrote:
Sean FitzSimon wrote:
Digging through the info. I'm not really a fan of the geomancer's presentation (it's REALLY limited), and the current pathfinder rules don't really give you what you need to make a FFT dancer. I'm really interested in the setting though, so I'll continue reading and see if I can come up with something good for you.

I know its very hard and was thinking of instead boosting abilities like the bard I will make them debuff with dancers, but I'm still working on that part and this is just Version 1.0 (beta) of what I'm working on so I know some things will have to change or removed.

Thank for the feedback ^^ no problem if it's the bad you share first gives me a heads up on what to look for.

Lol, sorry, I didn't mean to be so negative. Those were the two options I was looking into and neither one really achieved what I was hoping to.

Could you tell us a bit more about the brave/faith system? How difficult is it to raise either stat (on a per level basis) and is there any way to start with a higher faith score without accidentally gimping myself considerably?

Dark Archive

Well Faith is raised according to some actions that are dictated by your zodiac sign you have.

The recommendation is to start with the average rating of 10 - 11 for faith and brave (or brave and faith).

Faith and brave are not level dependent stats are role playing achievement based. This achievements or ways to do things are based on your zodiac signs.

Each zodiac sign has a certain way to let you raise brave/faith and failure in the attempt will lower one or the other accordingly.

You can start with a very high Faith but the only ones that have to worry are those hybrid characters like Red mage (magus) that depend of both things so he needs to keep them balanced, while a Black Mage can have high faith and average low brave and he is not very gimped since he wont be going into melee combat any time soon.

I hope I was helpful.


Very helpful, yes. Now am I to understand that archetypes are off limits unless it specifically calls for them (like the Caller)?


I have a pretty good idea for a Cavalier/Dragoon going right now but I have a couple of questions.

1 - Sean brings up my first. I'd prefer to go with the Gendarme archetype from UC but from what I understand, the classes are prettymuch set in stone.

2 - Is there a table for Brave/Faith effects?

3 - A few of the magic items list a bonus to physical or magic, are these stats that we should be working into our character sheets or are they bravery and faith related?

4 - Are Paizo magic items off limits?

5 - The 2 normal traits we're taking are APG traits, right?


I'm drawing up a character sheet so I now have just a couple more character specific questions.

1 - What are the available mounts for the Cavalier?

2 - Is the a specific Order I need to be a part of or are they all ripe for choosing?

Sorry for the double post...

Dark Archive

Sean FitzSimon wrote:
Very helpful, yes. Now am I to understand that archetypes are off limits unless it specifically calls for them (like the Caller)?

Archetypes can be used if you desired to do so there.

Just that those specific archetypes are a class themselves for this setting. Nothings stops you from taking the other archetypes but you would still be considered for example a Fighter (archetype).

Dark Archive

Normal traits are APG traits.

Magic Items from pathfinder are valid the ones on the setting are just items added that belong to the setting.

Yes there is a table in the .doc file that shows the faith/brave just in case:

Faith

Spoiler:

The overall measure of the character's faith in both themselves and the creator. Faith comes into play often when magic is involved. A character with a lower faith will take less damage from magic but faces a lower chance of success of being revived or healed by magic. Vice versa, a character with a high faith faces the prospect of being hurt more by magic but has a much better chance for revival and being cured more effectively. Players should roll 3d6 to get their starting Faith and determine their bonus or penalty. Faith affects casters spells DC, touch attack spells and loose or gain one dice from damage or healing spells accordingly (this effect is only if a character has Faith 20). Warriors with low Faith have a bonus to their saves against spells and take one less dice of healing or damage spells (this effect is only if the character has Faith 3).

Brave

Spoiler:

The overall measure of the character's brave in themselves and their skills at arms. Brave comes into play often when battle is involved. A character with a lower brave will do less damage from attacks; less chances to strike accurately. Vice versa, a character with a high brave faces the prospect of doing more damage, a much better chance for striking down his enemies. Players should roll 3d6 to get their starting Brave and determine their bonus or penalty. Brave affects warriors weapon damage rolls, attack rolls and loose or gain one dice from critical multiplier accordingly (this effect is only if a character has Brave 20). Casters with low brave have a penalty to attack and damage rolls and a bonus to AC.

Chocobo Animal Companion for Cavaliers:

Animal Companion Chocobo

Spoiler:

Starting Statistics: Size Large; Speed 50 ft; AC +4 natural armor; Attack Beak (1d6), 2 claws* (1d4); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities: Low-light vision, Darkvision, Scent, Choco Cure 3 +Wis modifier, Choco beak, Choco Esuna; *This is a secondary attack.

4th-level Advancement: Ability Scores: Str +2, Con +2; Special Qualities: Combat Trained.

Scarab Sages

I'm interested in seeing the .doc to see if I have further interest (and time).

Send me an email, will you?

email:
chibiamy@gmail.com

Thanks!


Thanks for the info. I'll have a full fledged application up tomorrow. I have to take my son begging for candy so I'll be focused on other things for a bit.

Dark Archive

imjohnnyrah wrote:
Thanks for the info. I'll have a full fledged application up tomorrow. I have to take my son begging for candy so I'll be focused on other things for a bit.

Totally understand I'm about to leave with my daughter too xD


well, im intigued

email:
redhawk.azx@gmail.com


Ok! I think I've finally come up with a character concept for you. It's my understanding that we're only submitting concepts & backgrounds now, right?

Bisaiden Lodune:
Bisaiden Lodune is a recent graduate of the magic academy in Ravelle Magic City and a talented Caller.

Personality: Bisaiden is well meaning in his actions but has trouble opening up to new people. he is methodical in his approach to problems, relying on previous knowledge and confidence in his own ability. In social situations he tends to be incredibly serious, struggling with humor and the arts. In combat and times of stress he is stoic and determined.

Background: Bisaiden was born to a low nobility family and is the second youngest of seven children. He spent several years at the magic academy studying summoning magic, where he fell in love with a young woman two years his senior. The two became quite serious over the next year and eventually were engaged to be married once each of them had graduated. A few months after Tilandra graduated she left on a trip to the capitol city but was beset upon by brigands and killed along with the rest of her travelling party.

Bisaiden was devastated by her death, and struggled through his remaining years of school. Three years later he has finally graduated and readjusted to his life. He is no longer morose, but thinks of her often and wears a small charm around his neck; a gift from Tilandra.

I'm a bit unsure as to what the campaign specifically entails, so I kept the details pretty vague.

Dark Archive

War of the Beast Campaign is a campaign for survival against what it seems to be a well organized beastmen attacks trying to take over the kingdom.


Sean,

We have fairly similar backgrounds and concepts for our concepts. Being as you have a number of siblings built in to your background, what would you say to our characters being brothers?

My basic idea was that while My character (and yours if you like my idea) were away studying magic, our family was wiped out by the forces of the Beastmen.

I don't mind the overlap as long as it's planned and somehow synergistic. We could even go so far as to "theme" our spells (one takes Ice the other Fire, light/dark, Holy/Unholy, or any other duality we can think of.)

What do you think?

Dark Archive

Doomed Hero wrote:

Sean,

We have fairly similar backgrounds and concepts for our concepts. Being as you have a number of siblings built in to your background, what would you say to our characters being brothers?

My basic idea was that while My character (and yours if you like my idea) were away studying magic, our family was wiped out by the forces of the Beastmen.

I don't mind the overlap as long as it's planned and somehow synergistic. We could even go so far as to "theme" our spells (one takes Ice the other Fire, light/dark, Holy/Unholy, or any other duality we can think of.)

What do you think?

Sounds fine by me ^^


Doomed Hero here dotting with my character.

The sheet is evolving. Framework's up. I'm filling in numbers now.


As I'm creating the character I'm getting a few ideas that are pulling me away from my original concept, so here's a question-

What are your thoughts on the Spellslinger archetype? (Mage with guns)


Doomed Hero wrote:

Sean,

We have fairly similar backgrounds and concepts for our concepts. Being as you have a number of siblings built in to your background, what would you say to our characters being brothers?

My basic idea was that while My character (and yours if you like my idea) were away studying magic, our family was wiped out by the forces of the Beastmen.

I don't mind the overlap as long as it's planned and somehow synergistic. We could even go so far as to "theme" our spells (one takes Ice the other Fire, light/dark, Holy/Unholy, or any other duality we can think of.)

What do you think?

I feel like a dork because I'd read your post earlier and it didn't occur to me (or it did and I ripped you off). Regardless, this sounds like a really fun idea and I'm totally game.

My character is a caller (master summoner archetype) so I don't think there will be a lot of overlap, despite both being arcanists. I like the idea of working on a theme for the two of us, but I don't know how successful that would be with the summoner spell list. I'll have to look into it.

But yeah, totally. I can just replace the dead fiance with a dead family. It's a character built on personal tragedy who's attempting to overcome it on a very internal level. Molding that to a direct tie to the campaign's plot sounds like an excellent idea. :D


I've finished my background & personality for my character. I've also got a good start on the crunch. Here is a link to the character sheet

Lindynt Auroral, Romandan Cavalier and Fenrisian Knight. I'll end up going into the Dragoon Prestige asap seeing as it's my favorite class in the game.

--------------------

Background:

Lindynt Auroral was born unto a recent widow in the servant quarters of the Noble house Cualo (subject to change). His father, like many other Romandans, had fought and died in Invalice during the 50 Year War. The benevolent lord Cualo had employed many war wives to his manor and saw fit to keep the families of the men at arms in good health and home. When the news reached the house of Lindynt’s father’s death, he sought to do right by the family of the departed. He let the boy stay in his home until the age of ten and then sent him off to the military Academy to train in arms and keep his family tradition alive.

Bold and courageous, Lindynt had no trouble at all in the hardships of the academy. He was continuously among the top of his class in grace and form, so much so that at 15 he was selected to train as a Fenrisian Knight. His skill with a halberd and Chocobo rearing seemed far beyond those within his age range were capable of and so he was normally chosen as squad leader for new recruits.

He frequently visited his mother at the Noble’s house when he had the free time to do so. She would tell him of the goings on around the manor or among the upper tier of nobles (being a mere servant she frequently overheard chats between Lord Cualo and his guests) as well as stories about his father.

As the years progressed, Lindynt’s ranking among the Fenrisian Knights rose and his mother’s health fell. Thankfully he was able to be at her side when she passed due to consumption. It was here at her deathbed when she told him that he was the last in the bloodline of Nobles which had been swept away over a hundred years ago due to marriage. His father had trained for war so that he would have the renown to give the name Auroral the strength it had in the last century and believed himself the last man to carry the name. As it turns out Lindynt was believed to have been conceived the night before his father had left for Invalice so he had would have had no idea that his wife was pregnant as he strode off on his chocobo the following morning. Lindynt promised her then and there that he would be the one fulfill his father’s dreams and restore the glory to his family’s name. Moments later his mother would pass away with tears of pride welling at the corners of her eyes.

When Lindynt returned to the Fenrisian Knights the following day he demanded to be put on patrol that he may see some serious action. His wishes were granted and for the last two years he has been stationing the borderlands repelling the beastmen who have recently been springing up in alarming numbers. He has pledged himself and his halberd to the great Captain Emmerich Rouzen due to the captain’s elite status and prowess among the Fenrisian Knights.


--------------------

--------------------

Physical Description:

A hulking frame at 6’1 and 195 lbs, Lindynt may as well be the poster child for the Fenrisian Knights. When he is not covered in his shining armor, he is dressed in finery not unlike that of a noble though he doesn’t care for the jewelry. He has short cropped black hair and emerald green eyes and very pale skin partly due to all the time spent armored while outdoors. He prefers to keep himself clean shaven when he is off duty but will let his beard grow in all the while he is on patrol. Many women would go as far to call him handsome, regardless of his chivalrous nature and stature. He tends to keep his helmet off as he finds it rude and unwelcoming to converse without eye contact but is quick to put it on in times of conflict.

--------------------

--------------------

Personality:

Genuinely good natured and easy going and despite his skill and stature Lindynt is the last person to look for a fight. He enjoys the art of conversation and has attracted many fans and well-wishers over years of patrolling the roads between cities. He speaks eloquently enough to serve in politics and has the face to match but he finds such things better for older and wiser men. He may be considered stubborn in his ways but is accepting of logical flaws so long as they are revealed in way that doesn’t upset his ever growing ego.

When beset with a task or challenge he will often face it head on. He accepts the help of those he finds formidable but only if their safety is assured. Many of the men he has led will say that Lindynt is inspirational with his words and actions, and it is incredible to serve shoulder to shoulder with a leader such as him.


--------------------

Faith: 3d6 ⇒ (4, 3, 3) = 10
Brave: 3d6 ⇒ (4, 6, 4) = 14

Dark Archive

Doomed Hero wrote:

As I'm creating the character I'm getting a few ideas that are pulling me away from my original concept, so here's a question-

What are your thoughts on the Spellslinger archetype? (Mage with guns)

I have no problems with that archetype.


Deiros wrote:
Doomed Hero wrote:

I have no problems with that archetype.

Great. I'll have the character fleshed out as soon as I can. Some time tomorrow.


As for rolling brave and faith, can we roll them both and then assign them as we please? Or must we roll brave and then roll faith?

Also, what sort of timeline are we on here? When will you select characters for the campaign, and should we prepare a character sheet before or after being chosen?

Dark Archive

Sean FitzSimon wrote:

As for rolling brave and faith, can we roll them both and then assign them as we please? Or must we roll brave and then roll faith?

Also, what sort of timeline are we on here? When will you select characters for the campaign, and should we prepare a character sheet before or after being chosen?

You can choose them there is no problem about that.

Timeline is done once you guys are done ;) we start ASAP so far I just picked you all since the party you are joining is 2 players since 2 just bowed out basically (stopped posting entirely).

Yes I need full character as soon as you can if you wish to do so and will post a link to the OOC and a link to the game thread which is basically not a long read only 2 pages so far we just started it.

Link to OOC War of the beasts OOC


Awesome! I'm looking forward to start. Let me know if there is anything that should be changed or altered in my background or sheet. I noticed there is a fighter going the Dragoon route too, is that person still going to be playing when we start? I'd hate to have overlapping classes and roles


Excellent! I'll start making my character now. I might have to change a few things up in his background due to collaborating with Doomed Hero, but I don't think that'll be a problem.

Also, here are my rolls for brave and faith (fingers crossed): 3d6 ⇒ (4, 4, 3) = 11 and 3d6 ⇒ (4, 6, 1) = 11

Edit: Wow, that's surprisingly lame.
Edit 2: Also, forgot to roll HP for 2nd level: 1d8 ⇒ 6

Dark Archive

Well you got the average 11 - 11 so it's not bad just no penalty or bonuses.


1d6 ⇒ 2


1d6 ⇒ 4


I'm struggling on what I want my Eidolon to look like. I'm between a serpent with translucent blue-green skin (looks like a water elemental) modeled after the Leviathan summon, or a thin vaguely humanoid plant creature modeled after the Treant from FFT.

How high a level do you expect this campaign will go? If it won't surpass 8 then there isn't much reason to build towards a mount. Also, what XP track are we on? Medium?


I think I'm 100% ready with my build. I'd be happy to go Cavalier 20 if the fighter has his heart set on the Dragoon Prc.

I glanced throught the IC thread and was wondering, do you use maps for combat?


Brave 3d6 ⇒ (4, 6, 3) = 13

Faith 3d6 ⇒ (4, 6, 4) = 14


And that's it. I think I'm done with the numbers.

Background to come pending some discussion with my widdle bwudder.


Holy wow! Nice rolls Doomed Hero.


imjohnnyrah wrote:

Holy wow! Nice rolls Doomed Hero.

Heh, thanks. I'm sure I'll be more excited once I figure out what they mean.


Vance Lodune wrote:
imjohnnyrah wrote:

Holy wow! Nice rolls Doomed Hero.

Heh, thanks. I'm sure I'll be more excited once I figure out what they mean.

It works pretty similarly to the games, actually. This is how I understand it:

Faith and Brave have a range of 1 to 20. Your star sign determines how you gain or lose either. So in order to use it you'll need to figure out it's modifier.

Faith: Your ability to use magic and be the target of magic. Add your faith modifier (or penalty) to your spell DCs. Your faith modifier becomes a penalty (or bonus if it's already a penalty) to your saves vs. spells.

Brave: Your ability to succeed with martial combat. It works the same as faith, but the bonus and penalties apply to attack rolls and AC.

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