Interest for a homebrew Pathfinder game


Recruitment

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Hello! I'm checking for interest in a homebrew, play-by-post Pathfinder game set in a world driven mostly by player input.

The world itself will be themed around a low-magic, medieval Europe, but most of the other details are not finalized. The game's mechanics are going to be consistent, but it's up to us to create a world that we want to play in. Deities, races, firearms, psychic or psionic magic, third party content — everything's on the table for us to discuss.

As your Game Master, I will provide opportunities for you to adventure in this world and work towards your character's goals.

Character Creation

These character creation guidelines aren't finalized since I'm currently just checking for interest, but this is the bare minimum of what you can expect.

P6: To keep game mechanics from getting out of control and to keep the focus on what your character does as much as on what your character is, we'll be halting regular character advancement at 6th level. To continue advancing, we can adapt epic feats from The Abridged P6 Codex, create new epic feats tailored to your characters, or gain mythic tiers.

Automatic Bonus Progression: I'd like magic items to be rare, mostly not for sale, and a cause for awe or alarm. Automatic bonus progression solves some issues that this might cause.

Background: You grew up in a hamlet. In such a small settlement, you should all know each other, and at least two other friends or family. This should also inform the scope of your character's backstory. The hamlet's details — which gods are worshiped, which races are most common, what its renowned for — will be determined through your character concepts.

If you want to explore a specific concept (such as a halfling evoker), I'll write some lore around that concept (in this case, halflings, wizards, and how the school of evocation is regarded).

That's about it. Do you have a character that you wanted to play in a different campaign, but couldn't? Is there Paizo or 3rd-party content that you wanted to experiment with? What do you want to see in this world: dangerous dungeons, sprawling cities of intrigue, airships, or more? What do you think about Adamant Entertainment's Backgrounds and Occupations?

If you have any questions or comments, please let me know. I'm off to write my final exam and get some well-deserved sleep, but I'll return in about 8 hours to reply. Thank you!


Hey! This looks pretty interesting! I read through the Backgrounds and Occupations, Bonus Progression, and a good amount of the P6 document, and I think it'd be a really interesting idea to try a game like this out. I'm really open to the world that this takes place in, though generally enjoy playing Core/APG classes. I don't use third party material much, so I can't speak to any recommendations.

The one thing that I really want to push for is an ability to play a non-core race. While playing a human or elf has its advantages, it isn't as interesting to me as playing a creature with a different social or hierarchical structure, or a creature with a very different outlook on life than a human might. Not saying we all need to play goblins or something, but being able to introduce a ratfolk (etc) character sounds pretty fun!

Good luck on the exam, by the way!


Personally, and I hate to say this when SunstonePhoenix just did the opposite, I quite enjoy a lack of strange races in my game world. Unless they serve a specific role in the narrative, multiple obviously non-human races feels quite tacked on, with none of the races really serving much of a purpose in the world.

Not that I'm against having a few weird races. Just that if we could have human and two or maybe three others, regardless of whether they're core or not, that'd be good. I played in a game that did Humans, Dwarves(conquistador-flavored sailors and all-round bastard aliens), Tengu, Kitsune (these were super rare) and Tieflings once. It worked really well, and I think it'd be cool if we did something similar.

One thing I'd like to change about the ABP would be that people should be allowed to decide for themselves if they want a mental or physical stat bonus at level 6. As is, saddling say, barbarians with a bonus to mental stats seems both cruel and unusual.


Burnscar wrote:

Personally, and I hate to say this when SunstonePhoenix just did the opposite, I quite enjoy a lack of strange races in my game world. Unless they serve a specific role in the narrative, multiple obviously non-human races feels quite tacked on, with none of the races really serving much of a purpose in the world.

Not that I'm against having a few weird races. Just that if we could have human and two or maybe three others, regardless of whether they're core or not, that'd be good. I played in a game that did Humans, Dwarves(conquistador-flavored sailors and all-round bastard aliens), Tengu, Kitsune (these were super rare) and Tieflings once. It worked really well, and I think it'd be cool if we did something similar.

I'm tentatively interested myself in this. As a cautionary tale, there was a game I played recently that was too player driven, and when we stopped being able to decide what to do on our limited information, the game just sort of stopped.

Burnscar, I would consider how the statement "Unless they serve a specific role in the narrative, multiple obviously non-human races feels quite tacked on, with none of the races really serving much of a purpose in the world." Can be turned around as "Unless they serve a specific role in the narrative, multiple obviously near-human races feels quite tacked on, with none of the races really serving much of a purpose in the world."

I do like your idea in the second paragraph though. A new set of the "core" equivalent races.


Sounds like fun. I like the collaborative aspect, low magic, and P6. The backgrounds are a good idea and add flavor too.

As far as races go I have no real preferences.

I'll work on some world ideas to submit.


@Burnscar: With regards to automatic bonuses, you're absolutely right. I'll change the 6th-level bonus to mental or physical prowess +2 in the final version.

@Green Smashomancer: I share your concerns. I have experience running adventure paths and homebrew campaigns, but I worry that we'll write ourselves into a narrative corner. Hopefully there never will be a dearth of information (or at the very least, a hook that gets you that information), and keeping a lively Discussion thread should help. I'm also looking at Ultimate Intrigue's nemeses rules and GameMastery Plot Twist Cards as potential play aids to drive the story forward if the game stalls.

This brings us back to our world's races. We want a small set of 'core' races that all have a purpose in the world beyond being the token nonhuman or anthropomorphic race. I see a lot of merit in Burnscar's idea for human + two or three other races. I like the idea of a human-centric world mainly because it grounds the base expectations of the world; an elf is older and more graceful than a human, and so on. It also informs us of how society at large would react to someone different. We can substitute different races here for the same effect.

We'll take a top-down approach with races by deciding which races are 'in,' then finding a place for them in the lore. If you were building your character, which race would you like to play? Which other races do you want to be playable, in case you need to make a new character or find a cohort? Should playable races be more or less harmonious with each other, or is conflict between races a major conflict that we want to explore? Finally, here are a couple rough ideas for race combinations I came up with; is there anything we can salvage from these?

  • Shamanistic tribes of lizardfolk, kobolds, and wyvarans have united in order to withstand the onslaught of 'civilized' races in their native domain.

  • After a dwarven kingdom fell, a community of like-minded dwarves, mongrelmen, myconids (Monster Manual II), and svirfneblins must scavenge to survive in the Underdark.

  • An Underdark watchpost commissioned by a minor drow house is home to derro, drow, duergar, and mindflayer (Monster Manual) retainers.

  • The world is mostly human and urban, but aasimar, dhampir, skinwalkers, and tieflings prowl the streets in a hidden battle for control. The night is dark, and full of terrors.

EDIT: I know some of the races I listed above are more powerful than others, and some aren't Pathfinder races at all. I used to be a 3.5e Dungeon Master before I became a Game Master, so I still have my copy of Savage Species; we could use a conversion of that book, use level adjustment, or find some other way to balance the characters. The game is ultimately about what we want to play. Pathfinder's race builder system is a last resort, only if we can't express the races we want through the races that already exist in D&D and Pathfinder — which is unlikely.


@SunstonePheonix: Thanks! I did fine on the exam, I think. I really don't know, since my english professor keeps giving me mixed signals about my writing. When one essay gets a 90% and a different one gets a 60%, I have no idea what my final mark for the exam essay will be. Though I guess it's my fault for taking this course...

@G-unit: Hello, and welcome to the discussion! I look forward to reading your ideas about this world.

Sovereign Court

Dot, I've always wanted to play as a warlock from D&D 3.5, and thiiiia sounds like a good place to throw the idea out there.


Which time period were you thinking of this being equivalent to? I guess that'll affect whether we're taking guns or not.

As for races, I'm generally easy. I prefer to play non-humans because they're typically more fun, but humans can work sometimes.


@JonGarrett: Low-magic, fantasy Europe is my baseline for this world — which rules out specific things, such as androids, modern firearms, and Technology Guide content. We'll determine as a group whether emerging or early firearms exist, and how common they are. The same goes for other time- or setting-specific content.

@DM waz up?: You can definitely play a warlock! If you're still interested when character creation starts, we'll go trawling the Internet for Pathfinder conversions.

The warlock class has a strong demonic tint, so perhaps that can inform us about how this world regards demons or other extraplanar forces, tieflings, and warlocks.


To start with, and for myself, I have played with the ABP system and found it neat, but ultimately unnoticable. Either you get it at an early level (1-3) and it having about zero effect, or realy realy high levels and things get confusing (no experence in the middle ground ^_^).
Do with it as you wish but I would do something else entirely. Since this game is also going P6, you will only gain 2 bonuses that you care about, the enhancement to weapons/armors and the physical/mental stat increase.
Why not just get rid of the ABP and give everyone the enhancements/stats for free at levels 3 and 6? Or as part of a quest, or something at that level?

I would also suggest (as an option) to go with a re-written crafting system and for low magic, item wise. I dont have the time to flesh it out here, and I can absolutely help to design it, but I dont have the time tonight.
As it is, mundane crafting takes years, and magic items are just sold to buy that one item you actually want.

I have not seen nor used the backgrounds and occupations rules. Should be a fun read :)

Classes: I am a big fan of Psionics. I have always liked their stuff. My two defaults seem to be humans and psionics if I can.
But if I cant, thats perfectly fine. I find that going as limited as core only is restrictive, but including Core, Base and Hybird you have plenty of freedom to work with (No idea about occultics).
I would say that whatever 3pp that you let in that you first go over it with a fine toothed comb together with its intended build first.

As for races, I am generally fine with human, so im easy.
As for which races to use, I am not sure right now. I will have to give it some more thought, but for now how is this idea?

o: 2 or 3 races have a special relationship with each other that is odd or unusual. Maybe emnity, strong bonds or something.
Examples;
o: there is a large social gulf, magic defines a persons social value, and the elves have all the magic and the dwarves have none. The elves gain spell penetration as a bonus feat and dwarves get steel soul as a bonus feat.
o: Kobolds are the main labor force in the cities. Most construction crews are manned by kobolds as have most buildings been built by them. Humans and kobolds work shoulder to shoulder. The kobolds lose their racial hatred but retain their draconic connections as a tribal identity and as a status symbol, setting them apart.
o: the Grippli and the Tengu have nearly unshakable bonds and are insepperatable. This comes about from their social standing and profession. Both tengu and grippli fish, one from the sky and the other from under the water. Together they share this lifestyle and together they sell to the great human cities as a vital role in keeping them fed. Yet together they are despised as low class citizens by the humans.
Indeed a wandering grippli would instantly come to a complete strangers aid if it was a tengu, no explaination needed.

Also, look at the lifespans of some of the races, especially some of the longer ones. I dunno, I always saw gnomes as these hyperfast, high energy creatures, and the reason being that they only lived a short 25 years and had so much to do in that short period of time :)


I completely agree with what everyone else said above. While I personally am not the most fond of playing a human, I didn't mean to imply that other people shouldn't. The idea that there are two to three races with a symbiotic relationship is a lovely idea.

Just wanted to throw some support for the concept out there!

Edit: The grippli/tengu idea above, or at least two races with an inseparable bond, is wonderful, and seems like it would allow for some really interesting scenarios.


This sounds interesting.

I'm not sure about the races. The above suggestions are awesome.

As for the class... What do you think of this?


I'm personally inclined to be a brawler. That martial flexibility seems really quite interesting in an e6 environment.


Not starting at level 1 would be nice. And if it's pathfinder E8 would be better than E6. Feat tax rules, allowance for 3rd party stuff, and my personal favorite, the Wound threshold rules.

If you are going to make magic items rare why not use the innate item bonus system? It makes more sense to me that if you want to emphasize the rareness and special qualities of a magical item than it should do more than just be you standard cloak of resistance or whatever. I would just use that but bring the cost down some what and call it a day. Give us a decent point buy and we are good.


E6 is honestly quite close to E8 already, at least if you include 'lean upwards'; the ability to buy some of the higher-level features as 'capstone feats'. The P6 codex linked in the OP does this.

Obviously, we'd have to make up new ones for the classes not covered, and any 3pp classes included, but I personally really like that e6 rewards full BAB types with that elusive extra attacks that the partial-BAB types can't easily duplicate.


I got a cavalier that might work. She's actually from a small farming hamlet. She has high aspirations to be a knight even though its not a status females usually attain. Or ever attain depending on the setting. Because of that, she disguises herself and adopts a persona. P6 should work well for the cavalier since its full BAB and the animal companion gets some good stuff at 6.

As for setting: I once tried to start a story with some friends where one of us would write part and another would take over, round-robin style. The starting point was a city called Trinity. Imagine two rivers joining together at the base of a mountain. So one quadrant has a mountain, one has a large, ancient forest and the other plains. Around this is a walled city. The mountain is home to dwarves, the forest to elves and the plains to humans. The city is controlled by a representative from each. The hamlet could be located close to this city or be the goal for the players.


@Angelpalm: I'm looking at both scaling items from Pathfinder Unchained and Weapons of Legacy for cool magic items, but I want to avoid a MagicMart scenario where you can buy and sell magic items to get the ones you want. Consumables (potions, scrolls, and wands) will be available for purchase, but I'd like you guys to quest for, craft, or at least give me a wish list for unique or wondrous items. I guess this rules out character builds or concepts that depend on specific magic items.

As Burnscar notes, we'll play P6 and lean upward for class features when we get there. I think everyone gathered here is okay with reasonable 3rd-party or homebrew rules, but removing feat taxes (I hear this one is popular, though everyone has their own ideas about it) or using the wound threshold rules are things we should discuss.

We'll also be starting at 1st level, since "villagers getting a call to adventure" is the premise of this game.

It's up to you guys if you want to roll ability scores, use a point buy, or roll then use a point buy if you don't like what you get. I'm partial to a 20-point buy or "roll 4d6 and drop lowest."

@Burnscar: Brawlers, adaptable both during fights and during worldbuilding; I approve.

Finally, here's a list what you guys have shown interest in so far.

  • Burnscar: Interested in playing a brawler.
  • Cam Jones: Interested in playing a human, psionic character. Familiar with content up to Occult Adventures.
  • DM waz up?: Interested in playing a warlock (Complete Arcane, conversion pending).
  • JonGarett: Interested in playing a non-human character.
  • Madcaster: Interested in playing a wyrmer.
  • SunstonePheonix: Interested in playing a non-human character, generally enjoys playing Core Rulebook and Advanced Player's Guide classes.
  • Zayne Iwatani: Interested in playing a cavalier.

EDIT: I'm off to work, but maybe we can build the world around the characters that we'd like to play. We should also determine how common dragons (if we have a wyrmer) or psionics (if we have a psionic character) are. And thanks, Zayne; I think I can use Trinity as a springboard for some ideas, and I'll write them out once I get back in about 10 hours.


If we're going with a 'villagers called to action' setup, and decide to go with the idea of a human middle/upper class and tengu/grippli lower class, I think I'be developed a character that would fit the common villager idea whilst still using magic.

What do you think of a grippli druid who works as a fisher and a hunter? I feel as though they'd be a pretty laid back character, and be fairly naive about the world outside of their stretch of the woods. Their commonly used spells would be along the lines of spark, guidance, and create water as cantrips and ant haul or speak to animals as first level spells, more utility based than offensive. Magic to them is a tool to be used within daily life. As for a companion, they'd either have a tracking animal to help them locate quarry, such as a wolf or bird of prey, or an amphibious animal that they related emotionally with.

Eh, this is just me throwing ideas out there. I'm wanting to focus on making a believable character that would fit into the setting. Feedback would be appreciated.


I think I'd probably be a human brawler, myself. I quite like the idea of rolling for stats.

Fluff-wise, he's a human blacksmith apprentice. He has a bit of a temper, which has gotten him comfortable with his fists. He's also a bit envious of cavaliers and other higher-ranking warriors, who've had official training. He covers it up with disdain.

I quite like the idea of rolling for stats. Feat tax removal is interesting, although not neccesarily a must; it would allow me a lot more flexibility with my martial flexibility, obviously.


Just for funsies
4d6 ⇒ (2, 6, 1, 5) = 14
4d6 ⇒ (5, 4, 5, 4) = 18
4d6 ⇒ (5, 6, 4, 1) = 16
4d6 ⇒ (6, 3, 5, 3) = 17
4d6 ⇒ (2, 4, 4, 5) = 15
4d6 ⇒ (6, 5, 4, 4) = 19

Regarding dragons, maybe there's three pretty big ones we know about in our part of the country/continent/world?

One of them took over the nearest city once, and ruled for some six years before being driven off by heroes. They maimed it, and it has returned to its lair.

Another one has been sighted quite a bit; it's supposedly good-aligned, although who has ever heard of a good dragon? All that glitters is not gold. Besides, if it was so good, why didn't it help off the other one that was oppressing the people?

The last dragon is shrouded in rumor and mystery, and most people don't think it exists.


Roll and if you don't like the result, take 20 point buy. That's less random than pure roll.

Wound thresholds sounds fun, and a bit dangerous.

Removing feat taxes is a nice thing, I think, for many classes.

Now, for the wyrmer character. He can be an apprentice of a druid or a witch, but without much patience to finish his apprenticeship, so an easier way is to make a deal with a dragon. Or, it could be like a sorcerer's bloodline - some dragon ancestor far-far down the family tree.

Burnscar wrote:

Regarding dragons, maybe there's three pretty big ones we know about in our part of the country/continent/world?

One of them took over the nearest city once, and ruled for some six years before being driven off by heroes. They maimed it, and it has returned to its lair.

Another one has been sighted quite a bit; it's supposedly good-aligned, although who has ever heard of a good dragon? All that glitters is not gold. Besides, if it was so good, why didn't it help off the other one that was oppressing the people?

The last dragon is shrouded in rumor and mystery, and most people don't think it exists.

Sounds neat. That second one could have made a deal. Or the third one just gave a random human (non-human) some powers to see what will happen.


I'm going to put the idea out there that the wyrmer is a higher status character. A dragon may be more likely to make a deal with a character with more power in society...? Just an idea, no need to use it if you don't want to!

As for the grippli character, I think that he's going to have a snapping turtle companion that he rides upon. As grippli are small and lack strength, the turtle effectively acts as a friendly beast of burden that carries supplies and meat/fish upon its back. The turtle also acts as a tracker, as it has the scent ability and will have track as one of its tricks.

...I'm now imagining a grippli happily riding a lumbering turtle through the woods of his homeland. I love these two.

Going to roll now.

4d6 ⇒ (2, 6, 1, 4) = 13 =12
4d6 ⇒ (1, 3, 1, 6) = 11 =10
4d6 ⇒ (6, 1, 6, 3) = 16 =15
4d6 ⇒ (2, 6, 2, 5) = 15 =13
4d6 ⇒ (2, 6, 4, 2) = 14 =12
4d6 ⇒ (2, 5, 5, 3) = 15 =13

Eh. I think I'll go with point buy.


I support the idea of a fallback point buy option.


Burnscar wrote:

Regarding dragons, maybe there's three pretty big ones we know about in our part of the country/continent/world?

One of them took over the nearest city once, and ruled for some six years before being driven off by heroes. They maimed it, and it has returned to its lair.

Another one has been sighted quite a bit; it's supposedly good-aligned, although who has ever heard of a good dragon? All that glitters is not gold. Besides, if it was so good, why didn't it help off the other one that was oppressing the people?

The last dragon is shrouded in rumor and mystery, and most people don't think it exists.

[rant]I despise rolling with a burning passion. I saw one recruitment where a 20 point buy was offered to those less than 20. Nice thought but there were two people with stats at like 36 and 42 points. Really makes for an unfair advantage. 16 or above in everything means, more AC, better saves, more skills, more health than just about everyone.[/rant]

Sorry wanted to get that out there. As for dragons. This is P6. We will never be able to handle a dragon in combat. The abridged codex mentions that creatures like that are exceedingly rare or non-existent. Driven off by level 6 hero's? Unlikely. An army? Maybe.

We can still have fantasy creatures but CR 8 is about the best we could handle. And that's only several epic feats after 6. Didn't mean to single you out. This was just a good opportunity to check the power level of this game before it spiraled out of control.


Zayne Iwatani wrote:
Quote:

Regarding dragons, maybe there's three pretty big ones we know about in our part of the country/continent/world?

One of them took over the nearest city once, and ruled for some six years before being driven off by heroes. They maimed it, and it has returned to its lair.

Another one has been sighted quite a bit; it's supposedly good-aligned, although who has ever heard of a good dragon? All that glitters is not gold. Besides, if it was so good, why didn't it help off the other one that was oppressing the people?

The last dragon is shrouded in rumor and mystery, and most people don't think it exists.

[rant]I despise rolling with a burning passion. I saw one recruitment where a 20 point buy was offered to those less than 20. Nice thought but there were two people with stats at like 36 and 42 points. Really makes for an unfair advantage. 16 or above in everything means, more AC, better saves, more skills, more health than just about everyone.[/rant]

Sorry wanted to get that out there. As for dragons. This is P6. We will never be able to handle a dragon in combat. The abridged codex mentions that creatures like that are exceedingly rare or non-existent. Driven off by level 6 hero's? Unlikely. An army? Maybe.

We can still have fantasy creatures but CR 8 is about the best we could handle. And that's only several epic feats after 6. Didn't mean to single you out. This was just a good opportunity to check the power level of this game before it spiraled out of control.

You want to be using quote tags around that, I think. A little confusing to read otherwise.

And anyway, I think you're wrong. Dragon's Demand faces off four seventh level characters against a single young adult green dragon(which was huge size). Paizo does not put fights in their modules that they don't consider winnable.

The heroes would need to be smart; they'd need to have dragonbane weaponry, enter the fight buffed up on consumables, pitch the battle in close quarters, make sure the dragon is seperated from its minions, and maybe even find some kind of secret weak spot like they did in Dragon's Demand.

They have a better chance of doing it than an army would, anyway. Most of the army, having less than stellar will saves and less than 4 hd, would break as soon as the dragon activated its frightful prescence.

But you can definitely punch pretty far (CR APL+8 is probably the cap) above your CR if you do it right, especially against single monsters. I've had fights of a party of six e6 characters face off against several wildly inappropriate CR fights and come out fine. It works out, if they make sure that they're buffed beforehand, research what they're up against, catch them off guard, and make sure to bring all your resources to the table.

Although dragons should probably be capped at CR 12-14, or thereabouts, I'll give you that. I'm not proposing having ancient dragons running around in an E6 setting.

As for rolling, eh. It's not a competition. Some characters have better stats than others. This is a feature, not a bug.


Oh, there's no need to actually fight dragons, but having them in the lore is okay, right? I think it's GOOD that beings exist that we'd never be able to take down. It is an indication that while we as characters could become somewhat powerful, we are still completely mortal.


SunstonePhoenix wrote:

...I'm now imagining a grippli happily riding a lumbering turtle through the woods of his homeland. I love these two.

That reminded me of one cartoon. Just imagine grippli instead of a lion.

Burnscar wrote:
[rant]I despise rolling with a burning passion. I saw one recruitment where a 20 point buy was offered to those less than 20. Nice thought but there were two people with stats at like 36 and 42 points. Really makes for an unfair advantage. 16 or above in everything means, more AC, better saves, more skills, more health than just about everyone.[/rant]

Yeah, that happens too.

We could reroll 1's. Or take 2d6+6. Or just use point buy.


Welp. That's eight minutes of my life I'm not getting back, hahaha

I'd started sketching the two of them last night, actually, and you've just given me a little bit more encouragement to work on it. Thanks!


Having dragons is fine. 3 in the whole world, sure. 3 just in our country, probably not. Statistically that means there are many more. Humanity probably wouldn't survive unless there was a power just as great to keep them in check.

That being said, anyone remember Xorvintaal, The Great Game dragons played. That could be the premise. We're all hand picked pawns in the Great Game.

Using your dragons:

Dragon is young and new to the game. He moved on dragon two's area when he saw an opportunity.

Dragon two let it happen then re-took the land with his own pawns which got him much more points than he lost.

Unbeknownst to both, dragon three was the one who weakened the area dragon one invaded. He know prods both sides to weaken them so he can usurp them both.

We can be "pawns" of the supposedly good dragon and find out he isn't as good as he seems.


I think the reason why dragons were brought up was to explain the wyrmer. We certainly could base the plot around them, but we don't have to.

Edit: The GM hasn't posted in a while. We should probably just let them figure out what to do with all of this new information. Besides! We don't want to know the plot twist from the very beginning!


Eh, Xorvintaal always struck me as a little bit silly. Agreeing to rules of intrigue to make things fun because they're bored is a cartoon-villain sort of thing to do.

I like dragons better when they're isolationists that don't really much care about humanoids, except as sources for gold.

The dragonking would be the exception to a general rule, not an example of how dragons generally behave. From other dragons perspective, wanting political power over humanoids is a little bit perverse.

Edit: I also like the idea of the dragons just being background elements that aren't the main bit of the plot. Sort of like earthquakes.


Thanks for waiting, guys! I'm working for the next couple of weekends before the new semester starts, at which point I'll only be working Sundays. I'll be able to post more frequently then.

@Zayne Iwatani: Well, Burnscar's rolled scores actually look like 13, 13, 14, 14, 15, 15. It's technically a 30-point buy, but a far way from an optimized array of ability scores that you can get from using the point buy method. Let's stick with the "roll, and use point buy if you don't like what you get" for now, but if everyone is rolling really well, we'll bump the point buy to 25 points so that no-one feels left behind.

I've begun to write out a rough draft for our game's setting. Let me know what you think, or what I should write about next!

    Eventyr, a Kingdom of Banners

    On the westernmost frontier of the known world, between the snowy peaks of the Worldspine to the north and the marshes to the south, lies the kingdom of Eventyr. Eventyrians are fiercely loyal to their local communities, and by extension their banners (equivalent to baronies or knightdoms), and somewhat suspicious of magic — traits well established by the time they overthrew their magocratic, imperialistic former masters in Thalassa. This war of independence was the first time the banners — established by the Thalassans as a tool to govern their empire and keep the Eveyntrians divided — united under a common cause. In their retreat, the bitter Thalassans invoked terrible magics that sundered most of Eventyr apart.

    Almost a hundred years has passed, but Eventyrians still live confined in their villages and towns. The dangers on the road have made travel something only the brave or desperate seek. Old King Hadrick, son of the queen who united Eventyr against Thalassa, rules in name from his throne in Plynth. The banner-lords have yet again descended into petty squabbling among themselves. Their wars continue to deplete the defenses of their villages, which are plagued by monsters emboldened by Eventyr's rampant magic — and worse.

    Themes: Thalassa is Graeco-Roman, Eventyr is almost Dark Ages England.

    On Dragons: The hundred years since the end of Thalassic oppression has not always been peaceful. Several great eastern cities were razed by a massive dragon known as Old Embermaw, and it was only after the banners united once more under King Hadrick that the dragon was driven back, mortally wounded, to the Worldspine. Crucial in this conflict was the aid of a dragon with golden scales, who asked for a banner of its own as payment. King Hadrick granted it the banner of Greenfast, now named the banner of Goldenmeadow.

    The golden banner-lord has become reclusive over the remaining decades, but Goldenmeadowers are supposedly graced with great powers from their draconic patronage. The old lord of Greenfast was once King Hadrick's kin. He is rumored to be the lord of the Banner With No Hold, a posse of brigands and traitors that live in the Tanglebriar and consort with monsters.

    Grippli

    In their ancient oral traditions, grippli elders sing of a time when shining humans of bronze and gold drove the grippli into the marshes that they now call home. There, the grippli encountered the aven (tengu) — and the Covenant of Mere and Mire has bound their fates together since. From atop their mountain perches, aven bring their crops to the grippli in exchange for the bountiful fish in the wetlands. When danger looms, aven and grippli defend their territory together.

    It has only been a few decades since the humans of the banner of Wyrwood have made contact with the grippli. The humans of nearby villages first brought baubles and metal tools in exchange for food and guidance. Since then, some aven and grippli have made new homes for themselves in neighboring villages, almost always under the auspices of their tribes.

    Though this relationship has been mostly profitable, the grippli find that their camouflage cannot help them in the larger human towns of cold, dead stone, and that the social conventions of humans is oftentimes confusing. On the other hand, Eventyrians — who often call grippli the stiltfolk, for the shape of their houses in the marshes — are divided between villagers who live in contact with the grippli and see them as neighbors and friends, and 'civilized' city folk who look down on such savage beastfolk.

Naturally, we're starting somewhere in a swampside hamlet, tentatively named Moorshire, in the banner of Wyrwood. Here are a few questions for your characters and their backgrounds.

@Burnscar: Knighthood is usually reserved for the upper crusts of Eventyrian society, and the highest honor someone drafted from hamlets like yours is often to die fighting for the lord of his banner as a foot soldier. How does this make you feel? The smithy you work at is probably the only one in this hamlet, and owned by your family. Who are they, and what are they like?

@SunstonePheonix: Your grippli character is most likely from one of the tribes neighboring the hamlet of Moorshire. Who is your tribe led by? What defines your tribe from all the other tribes? Who are your closest friends and family back home, and who are your new friends in Moorshire? If there was a druidic organization for grippli, what would your relationship to it be?

@Zayne Iwatani: As a wyrmer, you're either descended from or a traveler from the banner of Goldenmeadow, on the other side of Eventyr from Moorshire. Why did you, or your parents, make this journey? What does your character do in Moorshire? I know little about wyrmers except that they're dragon-flavored, so you'll have to help me out here.


I think you got some names and backgrounds confused. Burnscar is the smith and Madcaster is the wyrmer. That is a cleverly merged story using all the suggestion posted. One thing though. How did this happen when level 5 spells are the best we can cast? Or is the shattered country the reason for low-magic? The devastation destroyed the ley lines and stunted magic in the area?

Kenneth Kim wrote:
Knighthood is usually reserved for the upper crusts of Eventyrian society, and the highest honor someone drafted from hamlets like yours is often to die fighting for the lord of his banner as a foot soldier. How does this make you feel? The smithy you work at is probably the only one in this hamlet, and owned by your family. Who are they, and what are they like?

I'll ignore the smith part. Her family farms. The original concept was created in a game were a war took place about 24 years prior. Not 100. So how about this:

Heavy emphasis was put on heavy cavalry in the early medieval period but not all were knights. Some were simple men-at-arms. One of which was her great-grandfather. After her great-grandfather returned from the war, he settled down to a simple life. But the stories of battle filtered down through the generations inspiring each father to teach their son to fight. In this way they could help protect their home. Her father had a few sons and a few daughters. One was very ambition though. She was just as strong and tough as her brothers and wanted to learn how to fight too. Her father strongly opposed but lost the fight when her brothers helped her cause. So when bandits rear their ugly head, they mount up together and ride to help.

4d6 ⇒ (2, 2, 3, 6) = 1311
4d6 ⇒ (5, 5, 4, 1) = 1514
4d6 ⇒ (4, 4, 6, 1) = 1514
4d6 ⇒ (4, 2, 2, 6) = 1412
4d6 ⇒ (2, 6, 2, 6) = 1614
4d6 ⇒ (4, 2, 3, 6) = 1513
21. If I was making a monk or skilled rogue I might like this.

Sovereign Court

Okay, warlock it is. Going teifling and I will brew up some stuff for demons, devils, daemons, oni, and other outsiders.
4d6 ⇒ (6, 3, 3, 3) = 15 12
4d6 ⇒ (1, 6, 5, 4) = 16 15
4d6 ⇒ (5, 1, 2, 4) = 12 11
4d6 ⇒ (4, 2, 2, 5) = 13 11
4d6 ⇒ (1, 1, 2, 4) = 8 7
4d6 ⇒ (1, 3, 5, 6) = 15 14

Here we go!

:/ I may just take a 20pnt buy.

Okay, on the lower planes... besides the occasional raid, possession, and unleashed horror, demons and devils are above all, manipulators. They see the prime material plane simply as a huge ever-changing game board. Every person, creature, and resource a piece on the board. All they desire is to dominate and control, so that make "deals" with mortals. They grant their pawns bits of power and in exchange they do the outsiders a favor every now and then.

With their mortal pawns they cause wars, dominate countries, and establish control. In the end, the outsider wins, and the pawn never learns...


Don't want to speak for the GM, but I feel like there's a difference between castable spells and all of magic. Sure, we as spellcasters have some nice tricks in our arsenal, but old, ancient devices or powerful beings beyond our understanding can harness raw magic much more innately than a simple caster might be able to.

Eh, that's just how I think of it. We can cast spells up to a certain level (third level, actually), but third level spellcasting may not account for what fully powered raw magical energy can do.

----

I'm working hard on tribal lore. I'll be back to post it sooner or later.

Grand Lodge

Dot for interest

Sovereign Court

Actually I may be a catfolk... tempted by a rakshasa... I may have spelled that wrong... catfolk would fit in with the beast-folk like the aven and such ;)

As for converting, the hit die would likely become d8, since most d&d d6 became d8. I belive most of the skills would be the same, save for stealth and perception. I'll work on the other stuff...

Warlock focuses alot on UMD, letting them use most magical items without a problem, even a class feature let's them take 10 on checks to use them. They can even create magical items at later levels as if they had the required spells... meaning alot of magical items could be created by them...

Also another thing about warlocks... not all draw from evil outsiders, some actually draw from ancient forces or pools of power.


You might want to ask about the playable races. I went with grippli because it was suggested earlier. Speak with Kenneth if you want to introduce another one.

Alternatively, you could work on a tengu, and we could be friends.

Sovereign Court

SunstonePhoenix wrote:

You might want to ask about the playable races. I went with grippli because it was suggested earlier. Speak with Kenneth if you want to introduce another one.

Alternatively, you could work on a tengu, and we could be friends.

still thinking about race to be honest. I am more looking up my path as a warlock.

Tengu may be fun, allowing me to use blade weapons to channel my Eldrich blast power. But again... thinking


Kenneth Kim wrote:
As a wyrmer, you're either descended from or a traveler from the banner of Goldenmeadow, on the other side of Eventyr from Moorshire. Why did you, or your parents, make this journey? What does your character do in Moorshire? I know little about wyrmers except that they're dragon-flavored, so you'll have to help me out here.

Geoffrey is a son of two Goldenmeadow travelers. They, with a few other brave souls, ventured through Eventyr in hope to find lost treasures and to face challenges worth of bards' songs. Instead, some found death and some a new home.

Geoffey's parents found the latter. They settled in Moorshire as healers. Geoffrey isn't as gifted as his parents', but he inherited some of their's abilities, so he helps his parents and the people of Moorshire.
And that help includes not only healing, but also defending the village if necessary. Those rumors about Goldenmeadowers being graced by their dragon patron are more than just rumors.

Now, the rolls:
4d6 - 2 ⇒ (3, 6, 2, 5) - 2 = 14
4d6 - 2 ⇒ (5, 2, 2, 2) - 2 = 9
4d6 - 2 ⇒ (2, 6, 5, 2) - 2 = 13
4d6 - 1 ⇒ (1, 4, 5, 4) - 1 = 13
4d6 - 1 ⇒ (4, 4, 1, 4) - 1 = 12
4d6 - 2 ⇒ (6, 5, 5, 2) - 2 = 16

Not bad.


@DM waz up?: I'd prefer if you chose tiefling; I won't be adding rakshasa to this game. As for warlocks, they'll have a d8 Hit Die and the following class skills:

Warlock Class Skills wrote:
Acrobatics (Dex), Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int). (Since warlocks had Jump as a class skill, they get Acrobatics. They didn't have Hide, Listen, Move Silently, Search or Spot, so they don't get Perception or Stealth.)

With deceive item, you'll be able to make Use Magic Device checks much more reliably in and out of combat, but P6 rules prevent you from getting imbue item. Warlocks don't have any dead levels so we don't need to worry about adding new class features. I think damage reduction 2/cold iron and fiendish resilience would make good signature feats for the warlock class.

@Zayne Iwatani, SunstonePheonix: No-one knows how the Thalassans sundered Eventyr.

In terms of game mechanics, SunstonePheonix is correct. The highest level of spells that people can achieve reliably is 3rd level (or 4th level, if tales of rituals are to be believed), but legends of those wielding unfathomable power that doesn't translate directly to a 3rd-level spell also exist. Encounters with higher-than-3rd level spells will be rare and planned out, so don't worry.

This brings me to dragons and higher-level magic, which is to say I will always signal when something might be beyond your abilities, but there will be entities beyond your abilities. For instance, if you're told at 2nd level by a fleeing tribe of friendly grippli that their home was invaded by marsh giants and you go to that part of the swamp, you will find marsh giants.

@SunstonePheonix: Looking forward to reading about the tribe!

@Zayne Iwatani: Looking at cavalry in the Middle Ages, it seems that all knights were technically mounted men-at-arms, but not all mounted men-at-arms were knights — so your background checks out. Your family is likely one of the few that have a long, military history. If you are itching to fight, you're probably one of the few members that constitute what counts as the hamlet's town watch, which mostly means dealing with drunks and rowdy travelers, and sometimes investigating crimes or banditry. Is your grandfather still alive?

@Madcaster: Are Geoffrey's parents still alive and working as healers in the hamlet?


Lore update:

The hamlet of Moorshire is near the Gnarlmarshes and the Wyrwood, and swears fealty to Lord Greenfast.

I'll find another name for the banner that used to be Goldenmeadow. I'll be fleshing out the hamlet today or tomorrow, but so far the salient details are: Madcaster's parents are its healers, Zayne's family constitute most of its justice system, Burnscar works at the only smithy in town, and SunstonePheonix is a friendly neighborhood grippli.

I've also taken a look at everyone's rolled ability scores:

  • Burnscar: 13, 13, 14, 14, 15, 15 (30 points).
  • DM waz up?: 7, 11, 11, 12, 14, 15 (12 points, considering point buy).
  • Madcaster: 9, 12, 13, 13, 14, 16 (22 points).
  • SunstonePheonix: 10, 12, 12, 13, 13, 15 (17 points, opting for point buy).
  • Zayne Iwatani: 11, 12, 13, 14, 14, 14 (21 points).
I'll stick with a 20-point buy for now.


Kenneth Kim wrote:
Are Geoffrey's parents still alive and working as healers in the hamlet?

Yes, alive and well. No dead parents and orphans.

Sovereign Court

I could do teifling, but even with a point buy I'd get a Cha that wouldn't suit my needs... teifling get a -2 to cha... that's why I thought catfolk or tengu. I'll try to build a teifling, be using some alternative traits though. I like fiendish runner and vestigial wings...

Dark Archive

Okay, here is the alias for my teifling... will be posting under her for the rest of this... thread...

Also, since I can't have imbued item, could I instead have a familiar? It won't really do much in game... just for a bit of flavor, plus I need something to make up for being able to create magic items without the spells.

Also, wouldn't fly also be a class skill? Most spellcasters have it as one, assuming because of flight spells.

I took the 20 point buy, but even so my stats are not where I want them :(


@DM waz up?: You could choose one of the tiefling bloodlines that grants you a +2 to your Charisma. They're detailed in Inner Sea Races, Blood of Fiends, or on the d20pfsrd website. It's not that I'm denying you imbue item, but normal character advancement stops at 6th level. If you'd like a familiar, you can work towards the Familiar Bond feat (no shortage of feats in P6) or multiclass. If you'd like Fly as a class skill, you can have it. I don't know what fiendish runner is, but vestigal wings seems okay.

@Madcaster: Definitely no orphans here!

Dark Archive

I ment sprinter, not runner.. sorry, but I'll look into those bloodlines.

Edit, doing demonspawn

Dark Archive

BTW, you forgot Use Magical Device.
I just took it :)

Everything is looking good on my side...


Sorry for not posting today, and I may not post again tomorrow. I have an eleven hour shift (with a small break in there, but still) of really physically intensive work, and I come home dead tired on Saturdays and Sundays. You can expect more from me come the week.

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