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ninja's are fine, as there abilities more than make up for there lack of hp and saves imo in this game haha.
I would advocate the ninja, as I think we have a barb or two already, but don't let me tell you what to play! remember, you have more fun, and readily play when you like your CHARACTER, not just the numbers. :P
Got it! Make a nice character.
Ninja it is! Working on it.Any date limit?

Movin |
You have two unread E-mails at this time wou-
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>>>Mirridian Gates
Monoki Woods
Grysha Plains
Crystal Lake
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Tip: Be cautious of overindulging in alcohol, Due to the isolation and re purposing of signals to the brain that the netgear uses it can and will imitate all the effects of inebriation.
TL-DR: Alcohol makes you think you're drunk in SAO.

GM_Rorek |

Recruitment will remain open indefinitely. Apply with a character, a story and PM me and we will fit you into the game.
Also, I would like it very much should everyone who has responded so far to have there characters and stories completed by this coming Sunday. Also, please provide the link of the picture you chose in your profile so I know which to not offer newcomers. Should any mosey in.

Argus Ironeye |

Character list so far. Also, clicky links so you don't need to hunt for a post by them like I did.
"Zero" Alias of HavocXIII- human Slayer, Two weapon fighter and trap disabler.
"Eria" Alias of CyraXIII- human high armor class duelist
"Hornfell Fujirō" Alias of Maca673- Dwarf samurai
"Talori Lyons" Alias of Tsiron Ragmar human barbarian with a BFS
"Argus Ironeye" Alias of Movin, the angry dwarf archer monk
"Kyle Jongre" Alias of Saltykid, heavily armored shield specialist
"Aurora Blackrose" Alias of Azure_Zero, half-elf two weapon fighter with a dip in ninja.

Oceanshieldwolf |

Ok, thanks GM. BTW I love the concept of the indefinite recruitment.
Variant Heritage: 1d100 ⇒ 71 Corpse eater
Variant Heritage: 1d100 ⇒ 12 Sleepless
Variant Heritage: 1d100 ⇒ 85 Uber perceptive
Hmmm, given he's one-eyed, how about I choose the uber perceptive (+2 to Perception) and it can cancel out a proposed -2 for the eye-patch?

Movin |
You could take Adopted as a trait and get Deadeye as a trait. then you could negate the penalty and be super perceptive with your cyclops vision.
Deadeye
Source Orcs of Golarion pg. 23 (Amazon)
Requirement(s) Half-Orc, Orc
You have only one working eye, but that eye is especially keen. You receive a +2 trait bonus on all Perception checks involving sight.
Edit: Oh right, Link think it might have been one that got its name changed when D20pfsrd stopped being a non-profit site. As for some reason I can't find it there.

Movin |
actually you don't need to. Adopted gives you a race trait as part of taking it.
And if I am to believe the final arbiter and god of the game all the core races exist so Half-orcs at least could be around.
I also find the racial restriction on that one to be completely silly to be honest.
Adopted
You were adopted and raised by someone not of your race, and raised in a society not your own.
Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.

"Zero" |

Alright, since this is kinda my thing. If anyone wants their weapons drawn I can do that.

Movin |
I'd love a weapon drawing if you have the free time.
Do you prefer longer descriptions or bullet points so you can fill in the gaps yourself? I know folks who are on either side when it comes to art.
<Rorek> not yet but if the group decides that making friends by punching each other like a Shonen anime is the best decision then we will likely need you to generate us a random forest terrain map.

Argus Ironeye |

Cool, Argus has one weapon he uses right now. He has more of them but it seems kind of silly to get a drawing for a weapon I'm highly likely to replace later on anyway.
Greenwood longbow- The bow is effectively a living tree that happens to have a shape as a composite longbow, when given water and sunlight it will grow and recover from damage just like a normal tree growing back to longbow form and no larger. Its useful because the bow recovers at an unnaturally fast rate compared to normal trees. A totally destroyed Greenwood weapon will recover to full functionality in 5 hours.
I'm imagining it as a heavily scarred 5' tall longbow of a darker green/ olive shot through with brighter green pieces where the bow has recovered from damage inflicted on it. It might have leaves or small branches growing off it as well.
Rorek I don't actually have Rolld20, off to go do that at some point in the future

Oceanshieldwolf |

What did you have in mind for reflavoring?
How about:
Anim-eye
Heroes of epic fantasy don't need to makes sense, they just need to look way, way cool. Petty realworld considerations such as physics nor story-based constructs such as logic and verisimilitude do not get in the way of your physical handicap.
Requirement(s): Brooding personality, eyepatch, heroic forelock.
Benefit: You have only one working eye, but that eye is especially keen. You receive a +2 trait bonus on all Perception checks involving sight.
Special: You must generate a suitably epic backstory for how you lost your eye, who has it now, what kind of alchemagitechnological reliquary it is contained in and just how you intend to get it back.
GM - Have you decided on a suitably epic name for the game we are in?

Khode |

Okay, getting there. This is OSW's submission so far. Sorry for the delay.
Can I get a re-hash of the character creation rules?
What wealth/equipment do we have?
Power Attack is free/everyone has it?
Max HP?
Question - I have a -1 Int mod - do I apply that to my skill ranks?
I want to wield a small greatsword in one hand. Possible?

Movin |
because he isn't proficent in EWP:bastard sword.
I'd say that going for a 2handed weapon focus for you will make your life easier. The picture doesn't imply that he uses one hand to wield the weapon. Just to draw it, Guts of berserk draws his weapon one handed, but there is no way in hell he could use it like that in normal combat. The character looks like he enjoys putting flair on his combat style so perhaps it is just that.
I copy pasted all the stuff Rorek had said in the thread so far about character build. Its jumbled from the chrono format.
He had said he was planning on putting everything together in the campaign Info bar some time today so this information is quite likely to change.
No limit on races except core + aasimar.
Take max HP
-no spells
-no scrolls/wands/staves
- all class abilities not including actual spells will remain the same.
-classes such as paladin/ranger and others that have SOME spells will be given a feat every odd level after 4 in exchange for spells lost.
-if anyone wishes to play a cleric you will gain Full BaB and HD as well as a bonus feat every 4th level. (so, 4/8/12/16/20)
-most combat feats will require you to "slot them", or to use/activate them. Because of this most feats will be buffed.
-other feats will remain the same, I will list feats I have prepared later today or tomorrow morning.
-Skill slots will be gained at every 4 levels,(every time you would gain a feat normally) starting with 2 slots at 1 with an additional 1 received at 2 for and fighters.
- note this is pretty much playtesting all this, so things might be bumpy.
FEAT CHANGES- note, not all feats will be under the same as these, most feats will be left alone, but combat type feats are subject to change, please make sure I remember to get all the ones you wish to use.
Spoiler:
swapping skill slots is -, swift for 1, move for 2, standard for 3, and full round for 4.
power attack/deadly aim(note, PA or DA are gained for free, but you may only choose one for free)- reduce the penalty by 2. (so at level 1-11 there is no penalty)
TWF- reduces all twf penalties to -2/-2. (improved twf gives same benefits as normal, the extra attack plus an additional +2 for TWF, leaving you at a 0 modifier to hit.)
vital strike- increase weapons damage by x2. (all attacks)(higher ranks are iffy)
dodge- increase ac by +1 for every 4 levels, (dodge bonus)
shield focus- increase shield AC by +1 for every 4 levels
weapon focus- increase attack bonus by +1 for every 4 levels
Point blank shot- +1/+1 within 30ft, additional +1/+1 for every 4 levels.
Cleave- Attacks become AoE out too 5ft away from your main target.
improved will/reflexes/fort- +2, addtional +1 every 5 levels (maximum of +5 at 20)
Shield Master- gain +2 damage when bashing with shield.
this list is still under construction, If you have any ideas for other combat feats let me know! If not listed under this list, assume the feat functions as normal.

Movin |
@ Khode- no Idea, I think Rorek is planning on buffing combat feats in some method but I'm not sure what the plan is so far. Far as I can guess it looks to be an attempt to emulate SAO's Art skills.
I hate the book but honestly the Book of 9 swords from 3.5 could serve as an excellent place to crib the more extravagant attack combos from.
Edit: Oh and we have standard Pc wealth for L5. 10,500gp. Don't spend it all in one place

GM_Rorek |

well then, someone has complied most of my notes for me! Makes my job a bit easier lol!
as per combat feats- Yes, I will be changing most of them a tid bit to "buff them" and these will beopen to changes during play as I have not playtested these ideas enough to say yes or no on some atm.
some stuff I need to correct-
skill slots are gained every 4 levels, or every other time you would gain a feat, fighters gain a slot every 3 levels.
paladins/rangers and other half spellcasters gain a feat every EVEN level after 4th level, and one extra skill slot at 4th level.
skill slots- Two ideas for this.
1st idea-
all combat feats will require skill slots, all players start play with 2, and gain an additional one every 4 levels. (so you all have 3) fighters start with 3, and gain one every 3 levels, (any fighters would have 4 atm)
you can keep feats slotted indefinitely, but should you have say, weapon focus, power attack, TWF, and Dodge, at 5, (3 skill slots) you could only use 3 of these feats at any one time.
2.
skill slots are not required to gain the benefit of the feat, but only empower it. With this idea, you still Benefit from the NORMAL benefit of the feat, but if you skill slot it, t gains the bonuses it would have from idea 1.
example- dodge and power attack, normally, dodge is +1 ac, but, if skill slotted it increases to +1 per 4 levels. Power attack- normally has a penalty- if skill slotted, this penalty is lowered by 3, to a max of 0.
now, in either form, you can swap slots on the fly, to swap dodge with Power attack would be a swift action, but to swap dodge AND power attack with say, TWF and Iron will (yes, these feats will be considered combat feats for purposes of skill slots) it would require a move action-
note: this is subject to change depending on what I see happening mechanics wise.
Personally I feel the first idea of requiring the slot to use the feat is the best route, it add a different element to the game. Note not ALL feats will fall under the "must slot to use" pretext, things such as, acrobatic, armor/wep prof, stealth, toughness, etc. will be left alone, and given no different treatment than a normal pathfinder game.
any confusion still?

GM_Rorek |

mwk is added into the cost already.
Skills- are being left alone atm. I doubt I will touch them
skill ranks- same, as per norm.
both are pathfinder, now skill slots.
skill slots- (maybe I should change name to feat slots?)
These are my own ideas entirely in an attempt to represent SAO like "Sword skills"
they will be either a requirement to use a combat feat, or a "buff" for that feat.
skill slots have NOTHING to do with other skills/skill ranks. Think of them as ability buttons. you are "slotting" your feat into one so you can use it, but only have a limited number of "slots"
you stat with 2 at level 1, and gain one additional slot every 4 levels, and MAY be able to gain additional slots through in world quests and/or completing the main arc, or I may use them as tiny "level ups" along with a few other things I have not mentioned that I am considering to try.

Movin |
Yeah I think that will make much more sense if you make a larger separation between Feats and these Feat slots.
These slots (I'm calling them SA(sword art) slots ) Allow someone to invest a specific set of feats with increased power.
You get a number of SA slots based off of character level and can change the selections at will but with a delay based on how many are changed at one time.
Currently each of our players have 2 SA slots and can invest 2 combat feats with this ability.
Or at least that's the option 2 selection.
The other one is actually very punishing to stuff like two weapon fighting and archery due to the great number of Combat feats such selections require.
I'm not sure how to run the first option with out some weird kinks happening
I'm still not sure if that is going to be the best way to emulate the X-Art abilities that are part of the show, from my rewatching of the series I can see that most of them are less about the players individual skill and more about reaction time and knowing what *button* to press.
I'd liken it to the difference between fighting in real life and fighting in a quality Arcade fighting game.
I would argue that giving out the normal feats and leaving all that stuff alone and making "Weapon spells" that you can activate like spells would give you a closer reading to what the sword arts in SAO did.
Also, would it be cool to add in a HP regen mechanic like the SAO setting has? It would be slow but allow the lack of healing magic that comes with the rules you've laid down with less of a sting. It would mean potions get reserved for in combat encounters as heal outside of that is dealt with. The mechanic is similar to a party in pathfinder carrying around a large number of cure light wounds wands, so its not much of a change really.

Movin |
With a google search I find other folks have had thoughts in a similar vein. apparently there is further explanation as to how the SAO system works mechanically in the light novels but I don't know Japanese so I wouldn't know.
Other folks
This guy
another
another
give those a read over if you have the time, perhaps it can help.

GM_Rorek |

@movin
I had considered that, but given the buffs I am giving to the feats, at level 7, the feats you "need" to twf (better than the original game) are TWF, and improved twf, possibly double slice, which, I was considering leaving a static.
why I like idea 1- introduces something different, and allows for individualization even amongst the same "type" of fighting style.
2-causes things to become more tactical, as certain feats may or may not be useful in a fight, while others more so.
3-Its a quick, simple, and fairly easy way to "kinda" implement Sword skills into the game.
4- it was just a way to limit the buffed up feats :P, its not the BEST idea in the world, it was just simple and easy in a way without messing to much with the normal way the feats worked.
why I wouldn't like it- most of the reasons you mentioned above.
I will look at the ToB stuff, but that is a lot to read through XD haha, though possibly simpler overall.
as for hp regen, I can see that. how does 1 full hit dice + con modifier an hour sound?
as I said, this was a spot of the moment thing after a bit of thinking, and I am unfamiliar with a lot of the DnD stuff as my area never played it much.
as far as weapon spells- I had considered this.... I had a few in mind, but you would need multiple weapon spells per weapon, figure out a way to level them up as you use them (showing increased prof.) ect ect.
I supposed I could just start out with the weapons the players have chosen, but still its daunting. I don't have the most time in the world ya see :P.
that aside, if I don't transfer to this, I may insert it later if I can get things figured out.
basic idea I have for it- 5 "spells" per weapon, now the tricky part- do I set them at 4 level increments? or do I force you too use that weapon for a certain period of time/grind in order to "gain" the weapon spell.

Khode |

@GM:
* Thanks for the heads up on the magic armor. It is weird that weapons require Mwk first before magic but armor does not.
* Sword Art/Battle slots as a name would help for these "slots".
* So I have three of these "slots" (2 at first, 1 at 4th)? Should I avoid picking combat feats for now, or do the slots merely affect how combat feats operate/are chosen during combat?
* So far, for normal feats I have chosen Toughness. I get another feat at 3rd and another at 5th from normal character progression. These are separate and disinct from the bew "slots" right?
* I also chose Precise Strike as my Teamwork feat. Any campaign changes to that?

GM_Rorek |

Khode- the ideal behind battle slots is that they are used to "use" (or buff) a feat you have. such as weapon focus.
you have weapon focus, in order to gain its benefit you must assign it to a battle slot. (consuming one of your 3 slots) This also come with the bonus that the feats are "buffed" you get +1 to hit with the weapon, as well as plus +1 every 4 character levels. (total of +6 at 20)
I have a list of feats I have changed, its small but I am working on others, this is of course, assuming I use this system, it was my original idea, but time brings new ideas. The reason I liked my original one was because it was simple and easy for me :P.
- teamwork feats, ah. hmm. I will get back to you on that.

GM_Rorek |

Oh yes, could everyone put there selected image as a link in there profile pretty please? I am running short on images and should others wish to join I may recycle and it would be much easier for me to make sure I don't use images already in use if all I have to do is click your name :)
Zero- I am liking the ToB things, we may go with that if the consensus is for it. Though it may trouble those whom wield 2 non light weapons with TWF :P