Allacosta


Recruitment

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>

What:This is a game I'm running to test out my new homebrew campaign setting and houserules. It has a significant amount of house/variant rules and the setting is quite different from Golarion. It draws heavily from real world mythology. It's also inspired by Midnight, Arcanis, and Lord of the Rings (amongst other things).

I will be running an adventure (hopefully more than one, we'll see how it goes) converted to Pathfinder from basic D&D. It's called the Keep at Koralgesh and was published in Dungeon #2 in November 1986. It's a classic old school D&D adventure. It starts in a tavern and ends in a dungeon.

Allacosta Setting

The Legend of Koralgesh

As ships sailing towards the rising sun crossed over the dark waters of the Eastern Sea, their crews viewed with awe the appearance of a great white fortress embedded like a bright jewel in the dark rocks of the coast of Gesh. As the ships approached the Keep, the shining city of Koralgesh slowly came into view over the horizon. Koralgesh was a solace, granting safe harbor to all who sailed within.

Koralgesh seemed to be truly blessed by her patron Mazda, for the city was a legend among the seaports of the Eastern Sea. Her riches were uncounted, her merchant fleet swift, and her harbor nearly invulnerable to storm or enemy. In addition, the great Keep that overlooked the harbor had more than once repelled attacks by pirates foolish enough to come within range of its catapults and other engines of war.

It is said that the stone blocks of Keep itself were cut from the granite walls of the White Mountains and transported to Koralgesh by the oread of that land. Their skill in stonecraft had no equal, and they built the Keep into the very face of the great mountain called Monte Elmo, that towered like an Immortal itself over the harbor.

All went well for Koralgesh for many years. Her fame as a seaport spread throughout the Empire, and her riches grew ever larger. Her very streets were paved in gold, and no citizen within her walls knew sorrow or loss. She even endured the Great War basically unharmed.

Then came the ill-fated day of the final battle when the face of Mazda shone across the land in triumph over the darkness that was Ahriman. Upon this day, a vast pirate fleet that followed the ways of Ahriman somehow breached the defenses of Koralgesh and attacked in the midst of the celebration of Mazda. Magical fire and death were brought with them, and many of the city's inhabitants died without drawing arms. The King of Koralgesh rallied his troops, and they fought the invaders in desperation; many heroic deeds were done, but to no avail. The defenders of Koralgesh sold their lives at great cost to their enemies until all in the city were slain or had fled, save for those defenders in the Keep above the city.

What happened next is only conjecture. It is believed that the last defenders of the city appealed to the Wise Lord Mazda himself for vengeance. If this was so, then Mazda heard the pleas. A deep rumbling sounded through the whole of Monte Elmo. For the first time in the memory of man, Monte Elmo voiced its rage. With a rushing wind, great fissures opened in the side of the mountain. Smoke, lava and choking ash rained down upon the city. With a tremendous blast, the side of Helm's Peak below the Keep burst out, burying the ruined city in fire and ash. Glowing rivers of lava wound their way to the rolling sea to send great vaporous mountains towering into the sky. Finally, the mountain slid back into silence. Koralgesh, jewel of the Eastern Sea, was no more - and the pirates who captured that jewel were no more as well.

Sailors of the Eastern Sea will claim to catch occasional glimpses of the Keep in the mists, high on Monte Elmo, but none venture near the treacherous waters below it, which boil and steam with Mazda's wrath to this day. What secrets the Keep holds, it holds to itself alone.

This adventure takes place in the imperial province of Gesh.

House and Variant Rules:

-Hero Points

-Armor as Damage Reduction

-Called Shots with the following modifications:

Critical Called Shot: A called shot that deals half the creature’s hit points of damage or more (whether a critical hit or not) results in a a critical called shot. Critical called shots can cause ability damage, bleeding, and other serious effects.

Debilitating Blow: When a called shot is confirmed as a critical hit it results in a debilitating blow that has extra effects. A debilitating blow inflicts major consequences and potentially permanent consequences.

-No alignment. No spells/powers that deal with alignment don't exist. No classes have alignment restrictions. Characters should still be 'non-evil' team players.

-No diplomacy or intimidate. People will react to what you say and do, not what you roll. Having a high charisma will still influence this.

-No firearms

-Magic/Psionic transparency. Ie detect magic will detect psionics and vice versa. Same with dispelling, anti-magic fields and anything else that comes up. They effect each other equally, but are still separate things. SR=PR.

==========================

Who:I'm looking for five players who can make one post or so a day. I want there to be a consistent flow in this game. If you are causing delays (especially in combat), I may GMPC you to advance the story. Characters will be members of the Venture Syndicate, a pseudo-governmental adventuring organization very similar to the Pathfinder Society.

Venture Syndicate

Character Creation:

Level: 2

Ability Scores: 17 point buy. No higher than an 18 starting score after racial modifiers.

Races

Classes (All archetypes subject to veto, but most should be fine. Unless otherwise stated in the document. Note magic users other than druids will be subject to constant death threat if they use their abilities.)

Traits: One Venture Syndicate trait, and one of your choice (any category).

Starting Gold: Average for your class. Weapons and armor available for purchase can be found here. Other mundane adventuring gear should all be available except for alchemical items.

No 3PP besides Psionics.

PBP/DM Style stuffs:
I roll initiative for everyone individually in combat, I also use maps. I will occasionally make other rolls for the PC if it would be faster than requesting it. All rolls are done in the open. I will try to prompt you for skill usage when appropriate.

I try to follow rules as written as best possible. If you make a mistake I will correct you, and if I make one (which I do) I hope you'll correct me.

To submit please make a character using the above information. You need an alias, which the stats listed in a stat block inside (no links to character sheets), along with a 3-5 paragraph background and a description of your character's appearance. The fewer spoiler buttons I have to click to see your stats the better. I will only consider complete characters.

Recruitment will be up for 11 days or until I get 20 complete submissions. Decisions will be about 1/3 build strength, 1/3 writing and 1/3 creativity/mojo. I'm sure there will be questions, feel free to ask anything. The setting is largely fluid at this point so feel free to make up names/locations for your character's background. I'll veto anything I don't like, but I'll try to offer an alternative.


I can't get access to your google docs. Might need to change that so it can be viewed.


Onyx
Elan Psion Telepath,
Elan council Agent


I'm excited to join you here, DM Jelani! Love your stuff...

I'll post more as soon as I can access those docs :)


Yeah, making the docs viewable would be important.... x_x' Should be fixed now sorry about that.


Alright, trapper and skirmisher replace spellcasting which I can tell is important for the setting but can we blend ranger archetypes as long as one of those archetypes is either trapper or skirmisher?


As long as you don't have spellcasting, and they don't replace the same abilities, yes. Some of them might require re-flavoring as well.


That's what I was figuring. I actually prefer my rangers without spellcasting.
Edit: What do you like better in a ranger crossbow or two handed weapons?
Edit Part 2: the Quickening: I forgot, no crossbows.
Edit Part 3: Return to Edit Rock: So is the Falcata merely a slightly more expensive Spatha? In the main weapon stats it has a 19-20x3 critical modifier.


Onyx is fully Church licensed Aasimar Psion [Telepath]. GM


Ptolmaeus - The falcata was meant to be 19-20x3 like normal. Fixed that.

Onyx - Sounds like a cool concept, go ahead and stat her up using the rules above, then stick a background in there. She would likely have been trained in Allacosta itself at the Academiae Primus Mentalis. It's the only school for psionic learning in the Empire. The other way of becoming licensed is through a master-apprentice relationship. Psions serve in the role of priests and protectors of man. Not all priests are psionic though, just the aasimar who develop their talents.


I have an idea which will require some GM assistance and approval to make work.

A holy vessel for the soul of an imprisoned sorcerer. Basically, some kind of voluntary martyr who cleansed themselves for years and received special instruction to be able to take the soul of a Sorcerer into themselves and control it, turning it's evil back on it's fellows. This character would probably be under the oversight and direction of one of the other PCs.

I'm not sure how to work this mechanically, but I thought it was a neat idea. If you don't like it i'll come up with something else.


DH - That won't really work, and here's why. The reason Elven/Gnomish druidry isn't considered magic is that the Immortals who created those races gave up essential parts of themselves to create those races. That's where the 'juice' for their powers is coming from. Those two immortals are not involved in the seal on Ahriman's realm.

Races with sorcery (the elemental ones, orcs) were created through the Elemental Lords or Ahriman and his servants interbreeding with men. So the 'juice' from their power comes from the Elemental Lords (or the dark one himself), stolen by use of their blood. Because the Elemental Lords [i]are[i] now the seal on Ahriman's prison, weakening them by using magic cannot be allowed.

You could be a sorcerer who uses magic to fight magic, but you'd need to be very sneaky. There are people around who don't see it so black and white, but anyone mainstream would have you killed if they caught you using magic. Note, that doesn't include racial SLAs or abilities.


Hmmmm...ill dot for interest. I like this idea. Pathfinder, roman style. Id play a human knife weilder, from beyond the northern forests, in the uncivilized lands. Fighter barbarian., flaunting my uncivilized nature in everyones face. Yeah I like that idea


Gotcha. nevermind then. I'll just roll up an aasamar fighter and play a witch-hunting avenging angel type.


Are the alternate aasamar types available (angel-blooded?)

How about the racial feats?


So average gold for 2nd level or average gold by class for a first level character?


I'll roll up an Aasimar Inquisitor with the Witch Hunter archetype but I second Doomed Hero's question.

From a fluff point of view, which social class would an Inquisitor fall into? I suspect the Plebians which could make for some interesting roleplay if he ever has to investigate someone above his class.


Doomed Hero wrote:

Are the alternate aasamar types available (angel-blooded?)

How about the racial feats?

No to the alternate types (but you can choose your SLA from the list) and yes to the feats. If there's a specific alternate racial ability you want we may be able to work something out.

Ptolmaeus - Another brain fart there, meant to say standard WBL. So 1000 GP. Psionic items are available, but no magic items.

Kastarr - See classes document, there is no inquisitor class in this world. There are inquisitors, but they are mostly psions, and psychic warriors. With a smattering of other classes. It's the branch of the church that seeks out heretics and magic users and deals with them. Most of the inquisitors are Plebians or Patricians. Someone from the Proletarrii would have to be an exceptionally talented Psion or something like that. Libertii and Servii as non-citizens are barred.


Hi Jelani,

Since our random game and the greenskin campaign unfortunately died, I would like to participate at your new campaign.

I will come with an concept in a few hours.


Rough concept stands:

Tiberius Cornelius Scipio, former Signifier form the allacostian army.

Class will be Fighter (Aldori Swordlord Archetype) going versus Aldori Swordlord prestige class.


HP for 2nd Level: 1d10 ⇒ 10


We'll do half hit die+1 for HP after first level. Former legionnaire, cool!


Hm... I think I'll go with an aasimar psychic warrior. He'll probably be a Plebian, and devoted to hunting down and killing witches.. though I don't think I'll be playing him as a totally black and white character. Certainly not a form of lawful stupid.


(I promise this will be my last ranger for a while. I’ll fill out the backstory and personality more if selected.)

Rastavar Gravis
Male, Human, Ranger (Skirmisher/Falconer) 2

Str: 17
Dex: 15
Con: 10
Int: 13
Wis: 12
Cha: 10

Medium
Initiative: 2
Senses: Normal, +9 Perception
Land Speed: 20ft in armor
Health: 18/18
Non-Lethal Damage:
Status Effects:

Defense:
Defense: 12
Flat-Footed: 10
DR: 6/Armor
Fort: 3
Ref: 4
Will: 2
CMD: 17

Offense:
BAB: 2
CMB: 4

Weapons:
Masterwork Magnus Spatha
Attack Bonus: +6 (Power Attack: +5)
Crit: 19-20x2
Damage: 1d10+4 (Power Attack: 1d10+6)

Longbow
Attack Bonus: +4
Crit: x3
Damage: 1d8
Ammo: 10/10 (Durable)

Skills:
(Class+Bonus+Ranks+Misc)
Climb: 8 (3+3+2)
Handle Animal: 5 (3+0+2)
Heal: 6 (3+1+2)
Knowledge Dungeoneering: 6 (3+1+2)
Knowledge Nature: 6 (3+1+2)
Perception: 9 (3+1+2+3)
Survival: 6 (3+1+2)
Swim: 8 (3+3+2)

Equipment:
Masterwork Cuirass
DR: 6/armor
Max Dex: 3
Armor Check: -2

Sundry Items:
Gold: 58
Healer’s Kit: 10/10
Surgeon’s Tools
Pathfinder’s Kit
Climber’s kit
Crowbar
Dagger

Class Abilities:
Favored Enemy: Bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, Attack and Damage against creatures of his selected type
+2:

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy

Feathered Companion: Gain a bird animal companion, Half health until lvl 4

Combat Style: Two-handed weapon

Feats and Traits:

Traits:
Indomitable Will: +1 on will saves
Venture Blade: Reduce Armor Check by 1

Feats:
Racial: Combat Expertise
Racial: Skill Focus (Perception): +3, +6 at 10 ranks
Level 1: Improved Called Shot: +2 to called shots, one a round.
Combat Style: Power Attack: -1 attack, +2 damage (Increase by 1 and 2 at bab 4, 8, 12, 16, 20)

Story:
Rastovar is a human mutt, named by a mother who wanted to harken back to mostly forgotten Slavoi or Teutoii roots and to a prouder time for their family. Rast will be the first to tell you that he could not care less just where he came from. He was born a slave but managed to earn his freedom through service in the Auxiliaries. Normally it takes years of service, but some are able to earn their freedom through extraordinary service in times of need.

Rast never talks about just what he did to earn his freedom. A considerable number of his comrades did not survive whatever it was.

Not having any real skills apart from what he learned in the Auxiliaries, Rast decided he best bet would be the Venture Syndicate. Their retirement plan was a lot better than the Auxiliaries’ that much was certain. Risk his hide for untold wealth? It was not like he was worth anything at the moment. He has been on a few jaunts with the Syndicate already and proven his worth as a member, with luck he would manage to survive until his big break arrived.

Personality:
A rough sort, his time in the Auxiliaries has distinctly colored his personality. He is somewhat jaded toward authority figures from that time as well. He has little faith to spare Mazda, much less his representatives on the mortal plane. Usually he pays only the bare minimum of respect required to members of the Church and far less than that if pushed. It is a habit that has gotten him into hot water before but shows no signs of fading.

He does the tasks assigned to him with the speed of a man wishing to carve out a niche for himself. Rast is not the most social man but he does take care of those he is travelling with, even if one of them happens to be a pet Psion of the Church. The easiest way to get to know him is by getting a few drinks in him. Once inebriated, he likes to tell tales of his time in the Auxiliaries. The sort of tales that make even the most well travelled Venturer turn a bit red.

He spoils his bird, Ossa, and is rarely out of sight of her. If Rast could be described as having a friend, it would likely be the bone eating avian.

Ossa:
Lammergeier, Female, Animal Companion 2, Small
Speed: 10ft (Land), 80ft (fly, average)
Health: 14/14

Str: 10
Dex: 15
Con: 12
Int: 2
Wis: 14
Cha: 6

Defense: 12
DR: 1/Armor
Fort: 4
Ref: 5
Will: 2
CMD: 13

BAB: 2
CMB: 1

Bite
Primary
Attack: +4
Damage: 1d4

Talon x2
Primary
Attack: +4
Damage: 1d4

Skills:
Fly: 7 (3+2+2)
Perception: 6 (3+2+1)

Tricks: 7
Come: Returns
Attack: Attack on command
Attack: Attack abnormal targets
Distract: Attack roll on target, no damage, target shaken on hit
Heel: Follow close
Down: Cease attack
Seek: Searches area for living or animate things

Feats:
Weapon Finesse

Description:
Standing about four feet tall and possessing a wingspan wider than the average man is tall, Ossa is an imposing creature. Her body is a faded rust red, with dark wings and the rather stark white and black facial coloration typical of her species. A leather strip is tied on one of her ankles at all times.

Her size means she cannot perch upon her master’s shoulders. If she has need of being carried, the best option is to tuck her under an arm.

Personality:
Ossa is haughty to new people which is generally for the best since she can be quite intimidating. She is clever and prideful for a bird, but is well trained enough to respond to commands immediately. Those she grows fond of may often find gifts of dead turtles or freshly cracked bones around their possessions.


Charakter Build is ready.

Story will follow.


Looks interesting, and I've been dying to get into one of your games - I'm Drezen's player.

I've not played with the Armor as DR rules, but it seems they would favor heavy hitters such as two handed weapon wielders. Is this fair comment? Can you give us an idea of the implications of the variant rules in play? I've read over them all, but would appreciate an accessment by someone more familiar with their consequences.

Do Aasimar interbreed with humans? Would doing so be considered scandalous? At what age would a talented Aasimar child typically be sent to the Academaie Primus Mentalis? Do psions serve with the Legions?

My first thought is an Aasimar Psion Shaper, whose father is a Senatori, and whose mother is an Equestrian - possibly a widow before she met his father depending upon gender roles in the setting. Being a bastard and largely raised by his human mother until the emergence of his psionic powers, he would have been taken to the Academaie against his will. After completing his training he joined the Legions as an Officer and was dishonourably discharged after refusing to participate in the quelling of the Rondian (insert made up place) uprising. He is in disgrace in the Capital and has thus been give a small stipend and sent to tour out of the way Gesh until things are forgotten.

Any issues with that? I'm envisioning him as being a devout follower of Mazda who believes the Aasimar were supposed to guide rather than rule, and has issues with authority - though he would tend to be discrete about it.


Dotting for interest. Toying with the idea of doing a divine or arcane spellcaster as I kind of like the whole constant death threat thing. Living with secret powers and the like that can get me killed.


I'm still very interested in this. Still planning out an aasimar psychic warrior, probably of house Barone, though I'm trying to decide whether to play him as a semi-disillusioned veteran or a zealous inquisitor to the hilt, or somewhere in-between. I have a question-- I assume that I can, by virtue of racial ability, have as much of my equipment have a continual flame effect as I see fit? If not, that's fine as well.

I'll get to work on stats and story.


DM Carpe - Armor as DR does favor heavy hitters, sort of. Everyone's Defense is so low, that you basically never miss. So in the end it balances out. But normal Pathfinder favors heavy hitters anyway, you do way more damage than a one handed weapon wielder. Called shots I have little experience with, but I think they will make melee combat more interesting that just "I swing, you swing". My variant of it will be pretty realistic I feel. If you hit a low level character/creature in the arm with a big sword you're probably going to chop off their arm.

Aasimar do breed freely with humans, their children are always Aasimar. Aasimar of lower social classes often do this, while nobles usually would only do it with concubines, or a rich human of high social class. It's more about class than race. In fact the non-noble aasimar are either bastards or descendants of bastards. The fact that they breed true means there's a lot of them. Children are sent to the academy before they hit puberty, like 8-10ish. Psions may serve with the legions, though not all of them do. The legions all have a unit or two of combat manifesters and vitalists for medical support.

Gender roles are Romanesque. He would need to be in the Venture Syndicate, but other than that he sounds pretty cool.

Loup Blanc - Yeah, you can be a walking torch if you want :P


Back ground:

The Bonomo family have a long history with in the Empire, Grate uncle Pirneus Bonomo and his branch of the family are of the the Senatorial class, many others are dotted here and there thuw out its government.
The family as a whole has a vested interest in the status-quo and keeping the empire safe. Lady Onyx Bonomo how ever is from a lesser trading branch and as such her feather Thaxus Bonomo, is not close to the hard of the family, he lives in the hope that one of his six daughter will marry well.

Of the six daughters Onyx is the oldest as seen and tested but the church and found to be 'Gifted' they where told she was to be enrolled in the Syndicates Allacosta Academiae Primus Mentalis, for training. Of course no family of rank most of all a branch of the Bonomo would refuses such a honor, and so the marriage left Onyx's fate and the Syndicate entered.

Years away from home and time spent leaning lead in the end to her graduating, her family connections gained for her the Civic Church rank of Investigator Empirical, Warranted to the Syndicate.

As such she has work in a number of Syndicate investigations her most notable case success was uncovering small group of lesser regional officers using magic to adulterate grain reserves for profit. The artifact involved was handed over to the Church.

Civic Ranks In order -

1: Lady Onyx Bonomo - Bonomo Family - Senatorial class. (Related)
2: Investigator Empirical (Government officer - Warranted - Syndicate)
3: Academiae Primus Mentalis. (Graduated cadet)
4: Syndicate agent.
5: Woman

Lady Onyx Bonomo of the Equestrian/ Senatorial (Related) Family Bonomo.
Her branch of the Bonomo family are know for there distinctive metallic Aasimar looks, The family is close nit, prosperous as miner land owners and traders.

Investigator Empirical (Governmental officer - Warranted - Syndicate) -
Working under a government Warrant for the Syndicate/Church.
*A letter of relevant authority, per investigation is given to her
Setting out what rights and powers she may have in any case.
When not she reverts to her lesser Rank of Genital Investigator Empirical, protecting at all times the Empire, Church and Syndicate from 'ALL' dangers she may find. From Graduation she has worked as such for the 'Eyes' and reporting to them.

Academiae Primus Mentalis - (Graduated cadet) and as such as rights to visit the Academiae Primus Mentalis, and she pays a yearly fee to aid poor Cadets and for its upkeep 5% of income.

Bonomo Family Senatorial class, (Related) a big family that is know in the empire, from land ownership to trade, She has a duty to NOT tarnish the family name, and protecting as she dos the empire.

Description:

Aasimar Psion [Telepath]
Skin: metallic sheen
Hair: metallic
Digits: metallic nails
Eyes: metallic orbs

Solaris is tall and fair of looks, Unlike may Aasimar her time at the Academiae drilled into her a stern and prim attitude. More the governess than the nanny. She wealthy and can dress with opulence but she tends to go have on her ranks inform of Investigator Empirical, as a lady her manners are impeccable. All in all she looks like what she is, a well educated high ranking lesser noble, Who's lives by the rule of "Straight and Honor" with the iron discipline of a noble and training of the Syndicate Academiae.

With Onyx is not about the Money is all about the family, she was born to rank and as such is held by her tightly restrictive duty to.
1: NOT harm the family name
2: Advance her rank, she little more than a spinster government officer - in a very some would say shady origination.
3: Protect the Empire, that's the same as Protect family in her view.
4: Keep her virtue and honor.


DM Jelani wrote:
DM Carpe - Armor as DR does favor heavy hitters, sort of. Everyone's Defense is so low, that you basically never miss. So in the end it balances out. But normal Pathfinder favors heavy hitters anyway, you do way more damage than a one handed weapon wielder. Called shots I have little experience with, but I think they will make melee combat more interesting that just "I swing, you swing". My variant of it will be pretty realistic I feel. If you hit a low level character/creature in the arm with a big sword you're probably going to chop off their arm.

I tried to set up my ranger build to take advantage of this. With power attack, improved called shot, favored enemy and eventually the vital strike feats, he is going to be lopping off limbs.


GM UPPS:
your Aasimar PC biuld gives a race skill +2 to diplomacy and you then removed diplomacy as a Game skill. Upps me thinks

GM Psionic Items? do we get access to them
I take it all SPA are in fact Psionic like abilitys


Onyx - Psionic items yes. SLAs are still "magic" but they are legal because they don't rob power from the Seal on Ahriman's realm. Similar to druidic magic. Aasimar would be an exception, their SLAs can be psionic flavor wise. It doesn't make a difference mechanically. As for the diplomacy, yeah, that's another mistake. Change it to a +2 to sense motive instead.

Ptolmaeus - "A called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The smaller or better guarded the area, the more difficult the called shot. A called shot is a single attack made as a full-round action, and thus can’t be combined with a charge, feats like Vital Strike, or multiple attacks with a full-attack action."

I guess I could allow people with improved/greater called shot to combine it with vital strike. We'll have to see if it's too overpowered or not once we get to 6th level.

Imimrtl - I'd love to have a spellcaster in the party. You'd probably want at least a one level dip in a non-casting class, lots of bluff, stealth, still spell, silent spell etc. I'm thinking about a variant on the False Casting feat, maybe something like this:

False Manifesting

When casting a spell, you can trick onlookers into thinking you used psionics instead.

Prerequisite:Aasimar, Able to cast 1st level spells, Bluff 1 rank, Sleight of Hand 1 rank.

Benefit: When you use a magic item or a spell to create a magical effect, you may add additional effects to trick onlookers into believing you manifested a power. If using an item that is recognizable as a magical implement (such as a wand or ring), you can trick viewers into thinking you are just using the item as a focus. Onlookers who have no ranks in Spellcraft have no knowledge of what is genuine spellcasting, and automatically believe you are manifesting a power. If an onlooker attempts a Spellcraft check to identify your “manifesting,” his check is opposed by your Bluff check. If he succeeds, he realizes the deception. If he fails, he believes you manifested a power. Regardless of the result of that opposed check, he uses the result of that Spellcraft check to identify the “power” you cast, except the DC is 20 + the spell’s level instead of 15 + the spell’s level.

The problem is that only Aasimar can be psionic. So your race would have to be Aasimar if you wanted to go that route.


1 person marked this as a favorite.

GM Sense Motive all ready there:

So that would be

Feat and Skill Racial Traits
• Skill bonus (Sense Motive) 2 RP
• Skill bonus (Sense Motive) 2 RP

you have Sense Motive + 2 all ready GM

Could I suggest you replace skilled all together with Alternate aasimars Racial Trait of

Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 (Race) bonus on Linguistics 'or' Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.


It should be perception and sense motive. That's what's showing when I look at it anyway.


Okay, I'm having a think about my reasoning on aasimar only psionics, and the reasoning for magic being illegal etc. I'm thinking psionics needs to be opened up to all races. That's going to necessitate a change in the story slightly. Mazda created the aasimar all the same, but instead of that being the source of psionic power, he just taught them how to use their minds to influence reality. So all aasimar are latent manifesters, but members of other races also can exhibit psychic talent. That makes pretending to be a psion more possible as well.

So, non-aasimar can also take psionic classes now. They still have to be licensed by the church. I changed a couple sentences of the backstory myth to reflect this. Also, add this feat to those available.

False Manifesting

When casting a spell, you can trick onlookers into thinking you used psionics instead.

Prerequisite:Able to cast 1st level spells, Bluff 1 rank, Sleight of Hand 1 rank.

Benefit: When you use a magic item or a spell to create a magical effect, you may add additional effects to trick onlookers into believing you manifested a power. If using an item that is recognizable as a magical implement (such as a wand or ring), you can trick viewers into thinking you are just using the item as a focus. Onlookers who have no ranks in Spellcraft have no knowledge of what is genuine spellcasting/manifesting, and automatically believe you are manifesting a power. If an onlooker attempts a Spellcraft check to identify your “manifesting,” his check is opposed by your Bluff check. If he succeeds, he realizes the deception. If he fails, he believes you manifested a power. Regardless of the result of that opposed check, he uses the result of that Spellcraft check to identify the “power” you cast, except the DC is 20 + the spell’s level instead of 15 + the spell’s level.

I also changed the ranger entry wording slightly to allow for other archetypes as described upthread.


Cool fixed


Hmmm, I always had interpreted the wording of Improved Called Shot to mean that it would allow you to designate one attack a round as a called shot but you're right, it might balance better if called shots and vital strike could not mesh until Greater Called Shot is taken.

Without vital strike it always seemed like you would be unable to consistently inflict the extra effects of called shots as your enemies became tougher.

Since you altered how called shots work slightly, what would be your ruling on Greater Called Shot's ability to lower the minimum damage needed to strike a debilitating blow?


Dotting. Definitely interested.


Ptolmaeus Arvenus wrote:

Hmmm, I always had interpreted the wording of Improved Called Shot to mean that it would allow you to designate one attack a round as a called shot but you're right, it might balance better if called shots and vital strike could not mesh until Greater Called Shot is taken.

Without vital strike it always seemed like you would be unable to consistently inflict the extra effects of called shots as your enemies became tougher.

Since you altered how called shots work slightly, what would be your ruling on Greater Called Shot's ability to lower the minimum damage needed to strike a debilitating blow?

It's the same. Instead of dealing half their HP being a "critical" called shot and needing a confirmed crit to get a debilitating called shot, if you have Greater Called Shot it jumps straight to debilitating blow when you deal half their HP in one hit. No need to confirm a crit, and no need to deal minimum 40.

The wording is slightly confusing since a critical hit and a critical called shot are different things. Make sense?

Basically before you have Greater Called Shot, doing half their HP in damage will mangle their arm but you need a confirmed crit to chop it clean off. After Greater Called Shot, doing half their health in damage will chop it off.


Story and Character ready.


How are gender roles in Allacosta? Is it a patriarchal society, can women join the military and the senate?


Tiberius - Ich mag dein build und deine Geschichte, leider dieser Welt hat keinen Aldori Deuling Sword. Du kannst aber mit dem Galdius, das gleiche machen. Mit EWP (Gladius) der hat 1d8 schaden, und kann noch mit Weapon Finesse benutzt werden. Ich würde auch erlauben dass die Aldori Feats und Prestige Class mit dem Galdius verwendet wird. Geht das?


may i play as an aegis?


Kein Problem. Ich hatte das ganze ja auch schon auf das römische Langschwert (Spatha) in der Beschreibung umgemünzt. Wie wir die Waffe nennen ist ja reine Kosmetik.

Kurzer Tip, da du ja mal gesagt hast, daß du noch etwas Übung im Deutschen brauchst:
Dein Satzbau war nicht ganz korrekt. Die richtige Reihenfolge wäre:

Ich mag deinen Build und deine Geschichte. Leider hat diese Welt kein Aldori Dueling Sword. Du kannst aber mit dem Galdius das gleiche machen. Mit EWP (Gladius), das hat 1d8 Schaden und kann auch mit Weapon Finesse benutzt werden. Ich würde auch erlauben, dass die Aldori Feats und Prestige Class mit dem Galdius verwendet wird. Geht das?

For the non german speaking folks here:
DM Jelani is learning german and asked me to speak from time to time with him german. We just clarified that the Aldori Dueling Sword doesn't exist in this campaign. It's function would be taken over by the gladius.


DM Carpe wrote:
How are gender roles in Allacosta? Is it a patriarchal society, can women join the military and the senate?

It's quite patriarchal, but not so much as true ancient Rome was. Women cannot join the Senate or the military (with the exception of manifesters, who can join the military). Citizen women can own property if unmarried, or widowed. Women of the Proletarii and Libertii are also relatively free compared to their social betters, though most of the time not having birth control readily available makes them end up as mothers and homemakers. Women have the most autonomy within the church. Once you are a priestess you are considered married to God, and aren't expected to bear children. As long as their duties are being completed in an acceptable and timely manner they have essentially complete control over other aspects of their lives. They only answer to higher ranking priestesses. The High Priestess is a Hierophant and holds quite a bit of political power as well.

Another popular career path for 'independant' women is The Venture Syndicate. They are incredibly progressive in this regard, they don't care what you have between your legs as long as you can get the job done. Many a girl has run away from home and somehow done what it took to make it into the Syndicate.

This is of course the dominant Allacostan culture. Many of the other ethnic groups have different views on the subject, and some are relatively egalitarian. Again, the lack of reliable, available, birth control puts a huge damper on women's activities unless they choose to remain celibate, abandon their children or are homosexual.


Geil. Danke für die Korrigieren. Ich würde immer mit dir auf Deutsch reden, aber dann müssten die Anderen immer google translate benutzen :P


unkown1234 wrote:
may i play as an aegis?

Nope, sorry. I don't have access to it.


How would you feel about a dwarven saurian shaman? What species might be available for animal companions in this world?

EDIT - also, what are the allowable armors/weapons for the various classes? Looking at the armor list, it looks like Leather is it for druids?


ok i was looking over your classes and is a ragechemist (alchemist archetype) available? i can provide a link for it

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Allacosta All Messageboards

Want to post a reply? Sign in.