Dawn of Legends (A Legacy of Failure) (Inactive)

Game Master JamZilla

Train!

Rolls sheet


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Greetings, True Believers!

Welcome to the recruitment thread for Dawn of Legends, my attempt to add a superhero flair to the core Pathfinder Ruleset.

I have spent some time working on a ruleset document that draws together rules from a variety of sources including Gestalt, D20 modern, the PF Technology guide and my own homebrew musings. This has led to quite a complicated character creation segment but one I hope you will embrace and take in the spirit it is intended - helping to create unique and interesting heroes as opposed to just squeezing out the very last drop of mechanical advantage.

The link to the campaign doc is HERE - be warned it is lengthy and I'm aware some of the formatting hasn't worked but those sections aren't hugely relevant to get you going anyway. I won't look to reproduce it all here, only a few important elements.

1 - Recruitment

I am looking for TWO players to round out the team. Four friends from these boards have been helping me from day 1 with this and so they are in and helped me get the game rolling - the thread is HERE. However one has needed to drop out due to time commitments which has given me the opportunity to open this out.

2 - Setting

This game will be set in a kind of cross-over between the Marvel comic universe and Marvel movie universe. You don’t need to have read Spiderman’s entire back-catalogue or seen every Marvel movie/TV series to follow what is going on but equally there might be a couple of nice easter eggs for those more familiar with the source material.

The game will follow your heroes as they begin protecting the streets of New York and progressing up to cosmic levels of world-altering power.

3 - Character Creation

Please read this section in the doc carefully. Certain elements are strightforward (Gestalt, 25 point buy etc) but others require a bit more thought (mutant and alien races, starting boons, changes to skills and classes etc)

Please note that no class is banned. However, I am changing certain classes and details of that will be found in the doc.

Honestly I am probably less inclined toward summoning-type classes and those with animal companions because with five players + pets + all at Gestalt - things could get unmanageable very quickly. It is something I am more than willing to discuss but see point 5.

4 - Posting Requirements

I pride myself on being a GM that is in for the long haul when he starts a game. I have three long-running games on these boards, all over 2 years in real-time play and see this new endeavour as another long-term commitment. I have drafted the outline of a full Adventure Path-length campaign but I will be asking my players for patience as I will need to produce maps and descriptions of every area from scratch as we go along.

Having said that, I think all pbp games die if they do not keep moving forward. I will be asking my players to post a minimum of once per day but preferably more. Rest assured I will be doing the same as GM in order to prompt and keep things moving.

I admit that I am also quite demanding. In as much as not only do I want frequent posts, but also good quality as well. Despite the flashy powers, I want this to be a story-driven game so please bear that in mind when you apply.

5 - (Huge) Caveat

This game is more a thought experiment than anything. Superheroes should be monstrously powerful in comparison to your average Joe on the street. But at the end of the day it is a game and requires challenge to remain interesting.

My friends and I have been playtesting scenarios and character builds for the past couple of months but honestly all the prep in the world will not throw up every issue that we might come across. I am fairly relaxed with the rules when it comes to conflicts but the golden rule here is going to be that I need players who will be open to changing elements of their character/tactics that are clearly breaking the game. I’ll be looking for your support as players in this since I see this as a collaborative effort and certainly not ‘players vs GM’ - I’m not interested in that sort of adversarial relationship at all.

6 - Nuts and Bolts (actual play)

I house-rule initiative so that each group rolls and then whichever side has the highest average goes first. All members of that group will act, then all members of the opposing group - I have found this to be the most efficient means of keeping things moving in pbp.

Maps will be produced for each combat and linked just as a static image each round in the main body of the game and in the Campaign Info tab.

I will roll all saves on behalf of characters, let you know if you have been successful, and then you will be able to respond accordingly in your next post.

…..

Rather than let this already very lengthy post continue rambling on, I will open this up to questions and allow you time to read the doc.

Recruitment will stay open until around the 24th Feb but I suspect there may be quite a few questions so I will come back to that and give a definitive date nearer the time. I am also in GMT so that will affect my posting times and when I can respond to you.

If you managed to get to the end of this, thank you for your patience and I look forward to hearing from you!

TL;DR - Superheroes, homebrew, gestalt, create your own race. Superheroes. Quick and quality posting requirements. Lots of house rules. Superheroes.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Skimmed and want in! I like where this is headed.

Edit: Is there a goal for unique heroes?

Edit: I just have always wanted to make a hulk :) There could be some solid storyline there as well. A hulk wanna be


Okay, gonna read the doc. All you ask for seems reasonable.

If you have some time, you might want to have a look at my alias and check a bit if you like what you see or not. I don't have any problem in you sending a pm and saying 'sorry dude, you're not what I'm looking for'. Would probably save you and me some time. Ask whatever you want to, also, the likes of 'why did this campaign you were in die?' or 'would you be willing to bribe me with cheesecake?'. If you like what you see, I'll apply. And meanwhile, let's see what you came up with ;)


Very cool idea, and I love homebrew initiative. Will be looking over the document when I can. Sounds like a Vigilante sort of game, too.


I've had this idea for a hero who was suppose to be the 4th generation of super-villain in the family, but instead becomes a superhero.
I will look at the rules and see if I can finally bring him to life.


Would new characters be second level like the existing ones?

I'll need to think about what sort of superhero I'd be. One side will be an investigator with the scavenger archetype though.


I'm utterly fascinated by the concept. I used to assist in developing 3rd party material a while back and I have to admit this is very ambitious. I'll give my thoughts on the document as a whole when I'm finished reading it over a few times. So far it looks very interesting but I don't want to jump the gun on any specific idea or suggestion or even comment on it just yet.


Hey everyone I'm one of the players currently in the game. I'm kind of excited to see you lot come up with in terms of heros and have classes interact with each other.

We currently have -

Magus/Unchained Monk (That me - I iron fist type fighter)
Kineticist/Paladin
Alchemist/Rogue

And we're sadly losing a Bard/Oracle.

Hopefully that will help you decide on what might be needed in the group, so not to step on anyone's toes.

Good luck!


To further clarify, what roles do you guys currently hold within the party? Gestalt makes it a bit harder to tell admittedly.


That's a very good point :P

Magus/Unchained Monk - Front line, puncher/grappler/tripper
Kineticist/Paladin - Ranged with air blasts
Alchemist/Rogue - ranged with bombs/our tech guy as Techcraft is a thing now
Bard/Oracle - Little bit of healing/buffing

Simplifying them a lot as I'm unsure of where the others will be going with their heros. I will be going to lock people down battle field control style


Hello all :)

I'm the kineticist/paladin, and role-wise I'm aiming to be a tough to put down ranged striker, with a bit of talky and utility. But I'll be honest, aside from that, I've no idea what she is or how she's going to grow, the one thing I know for absolute certainty is that she's a character I really enjoy playing!

One of the things I've picked up over our playtesting thus far is that a player should just play the concept/idea they have in their heads, rather than pick a role. For some reason the concept is WAY more important than the mechanical expression, you don't want to pick Night Nurse just because the group lacks a healer, not when you really want to be playing SheWolverine or Spider-dudette.

We'll get beaten up, we'll run out of 'patch up' healing half way through a scene, we'll wonder if we can make it, some of us may get knocked out (I was in the battle with our last villain!). And that's half the fun! If the heroes win all the time, never get their proverbials handed to them, then there's no drama, no story! No room for angst and personal growth, both of which are integral to a comic hero's plot arcs!!

So... find the concept you know you want to play, be it an easy expy or a complete original, you'll know it when you see it. Trust JZ with everything else and you'll have a blast :)


avr wrote:

Would new characters be second level like the existing ones?

I'll need to think about what sort of superhero I'd be. One side will be an investigator with the scavenger archetype though.

Yep you'd be level 2. Liklihood is you'll have fairly minimal gear beyond starting equipment, the guys haven't really picked up much of note yet, but we can look at outfitting later, it's the concept and backstory I'm interested in for now.

Remember this game takes place 5 or 6 years after the events of the Avengers movie and now aliens, mutants, augmented humans and all that good stuff are a reality. So how do you fit into that?


Saashaa wrote:

Skimmed and want in! I like where this is headed.

Edit: Is there a goal for unique heroes?

Edit: I just have always wanted to make a hulk :) There could be some solid storyline there as well. A hulk wanna be

What do you mean by a goal?

So far, the team came together just by circumstance (all were in the vicinity of a bank robbery). Two of them already work for SHIELD so thought it would be a good idea for them to be debriefed there.

SHIELD basically said 'we're not giving you jobs but we can help and be a source of support when you need it"

The actual plot of the game is only now being hinted at so there is an over-arching story which is gradually revealing itself.


Melania Mezzanotte wrote:

Hello all :)

I'm the kineticist/paladin, and role-wise I'm aiming to be a tough to put down ranged striker, with a bit of talky and utility. But I'll be honest, aside from that, I've no idea what she is or how she's going to grow, the one thing I know for absolute certainty is that she's a character I really enjoy playing!

One of the things I've picked up over our playtesting thus far is that a player should just play the concept/idea they have in their heads, rather than pick a role. For some reason the concept is WAY more important than the mechanical expression, you don't want to pick Night Nurse just because the group lacks a healer, not when you really want to be playing SheWolverine or Spider-dudette.

We'll get beaten up, we'll run out of 'patch up' healing half way through a scene, we'll wonder if we can make it, some of us may get knocked out (I was in the battle with our last villain!). And that's half the fun! If the heroes win all the time, never get their proverbials handed to them, then there's no drama, no story! No room for angst and personal growth, both of which are integral to a comic hero's plot arcs!!

So... find the concept you know you want to play, be it an easy expy or a complete original, you'll know it when you see it. Trust JZ with everything else and you'll have a blast :)

I would agree with this 100% - just submit what you want to play. The whole idea of gestalt is that you cover multiple roles so honestly, don't worry about that at all.


I'm working on an idea for a psychic/enchantment focused mutant. He's been blending and fitting in, not causing any trouble... Until now. I'm thinking of him as a pretty chaotic fellow. Mostly good but with a kind of 'being a superhero is too hard' mindset. So his intent is usually good but his methods are sometimes questionable.


I believe I will submit an Alien creature then.

Backstory:
Sir Gabriel Brightscale, as he likes to be called, was found standing in a small, burning crater north of a moderately sized town looking confused two years ago. When asked who he was, he gave his name willingly and openly, and then made a claim that would had half of those that found him laughing and the others skeptical.

He claims he is a Dragon of olden times. A real dragon. That, like the norse gods, his people were a race from beyond the stars that visited this world. In rare instances they became gods but in truth and others villains. The fact that he could actually change as well, take on a draconic appearance and fangs and wings, led credence to his claim. He could even take the form of a tiny creature that resembled a Dragon in shape.

And when he proceeded to hunt down a murderer, talk down a robbery and even save a man wishing to take his own life within the very next week of his arrival few thought to complain. So he is a Dragon, they say. So what. There are stranger things in the world. Before long his tale spread and naturally some heard it. His obviously heroic nature attracted the right sort and soon shield was knocking on the door the Town folk had given him for his bravery.

They were surprised when he told them he was expecting them. His story, he said, was simple. He is on a mission. Earth is in danger and from more then just the rifts. The exact nature of it was beyond the eyes of even the elders of his people but they sent him here, as the youngest warrior, the only capable of fitting through the rifts in space. He was told to wait near where he arrived for the guardians bearing shields would arrive.

The story was outstanding but nothing shield hadn't heard before. The problem came down to one element. They were willing to believe, based on his word alone, that he was here to fight the good fight. They were even willing to take his word that there was a danger coming, though the vague nature of it left them suspicious. The problem came when they revealed that after weeks of frantic investigation, they had found nothing proving Gabriel's story.

Though they can't say for certain, since it is certainly a wide universe out there, the fact is that Shield had made it their business to find out everything they could. Sometimes it took a while but eventually answers came and other visitors on the planet could corroborate stories.

Not so for Gabriel. The man looked confused, but then proudly professed his claim again. No questioning would deter him from this belief but the utter certainty that the agents had did worry the man. They explained that powers could come from any number of sources. Gabriel brushed off the idea as if it were nothing and went with them to aid in their battle against the growing meta threat.

As time went on though Gabriel started to run into something peculiar. He would encounter beings that should know of his people, beings that had legends of his kind just like Earth did... and yet they knew nothing. At first it was strange but easy to ignore. As the months passed, however, it became more and more disconcerting. At one point he encountered someone he was certain he had met on the way to earth, yet the being claimed to have never seen him before...

Doubt plagued Gabriel's mind. Was this the work of the threat somehow undermining even the memories of his kind? Then why did Earth still recall? Or was it simply Gabriel, a mad man who had convinced himself of his 'grand importance'?

Doubt became desperation as he questioned his own memories more and more. And then he heard a story from one of the agents he worked alongside. A human martial artist who claimed to have some connection to Dragons. Doubt washed away and immediately he sought out this warrior, this Akio Tashi.

Concept:
To give you an idea of where I was coming from I wanted to create an 'out of myth' sort of concept, much like Thor. Since this is D&D I decided to take a bit of inspiration. So Dragons. Shapeshifting dragons, yeah, but dragons! A heroic gold scaled man claiming a knights title and name, a warrior who seeks to defend the Earth and the many people on it. From there, I wanted to give him a unique problem, one that you wouldn't think would really be a problem. First, I gave him a vague mission and threat, and then I took away the one thing that might make him seem credible.

As far as Earth and any creature that has visited it so far is concerned, his race doesn't exist! It gets even stranger as the character actually encounters beings he met on the way to Earth who seem to have no memory of him. The question is thus. Is he mad? Or is this the work of the dark enemy he's supposed to be fighting? If the latter, what sort of enemy could do that? And if the former... who is he really? His story is such that there's room for doubt all the way until there is a definitive answer from another source.

So with a dilemna in mind with lots of potential for payoff, I set about connecting him to the current story in a vague way. He hears about a man, through his contact in Shield, that has contacted a Dragon himself. As the doubts grow he feels compelled to find this man.

Number Crunching Basics:
Mechanically he will be a Bardbarian (Bard Barbarian). I know I could play the Skald but the truth is that it doesn't quite give the flavor of unstoppable juggernaught-yness that I was hoping for. He'll help on the front lines, dishing out pain and buffs at the same time. Mostly though his focus will be as a wall. Hopefully. I won't be messing much with natural attacks. He's got a bite and he'll use it, but I don't want the crazy that one can see with adding more.

Outside of combat he'll be able to provide literal super strength thanks to a barbarian rage stance called 'Strength Stance'. He'll also have minor shapeshifting abilities for scouting (and eventually for fighting) and be able to provide some first aid, though nothing too powerful. A wand of cure light wounds will probably be his main tool there. His greatest strength outside of combat will, ironically, not be his strength but his Diplomacy and Intimidation. As a 'Dragon Herald' bard he adds half his level to both, making him pretty persuasive. Finally he should be able to provide some magic expertise. Some.

I used the Skinwalker (Werebat) as a base and flipped some things around. Since the Skinwalker after Errata (i.e. after it's weakness was removed) is a 12 RP creature I had to take some things out. In the end, I just decided to take even more out and have fun with it. While the Ability Score seems a bit off, it's actually just the regular ability score stats (+2 to a physical, +2 to a mental, -2 to your choice), only slightly more restricive since the physical bonus only comes in the dragon form.

'Dragon' Race stats
Ability Score Racial Traits: +2 Charisma, -2 Wisdom [+2 Strength]
Size: 'Dragons' are Medium creatures and have no bonuses or penalties due to their size.
Type: 'Dragons' are humanoids with the 'Draconic' and shapechanger subtypes.
Base Speed: Dragon's have a base speed of 30 feet.
Languages: Dragon's speak Common and Draconic. With high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Feat and Skill Racial Traits
Natural Armor (2 RP)
Improved Natural Armor (1 RP)
Bite (1 RP)
Lucky (4 RP)
Linguist (1 RP)

Change Shape (3 RP)
-Grants Scent to a range of 30 feet
-Darkvision 60 feet


dotting, I post many times a day in my games and my longest active game is over 3 years so I am committed and I drive games forward as the active poster. I sit at work from 7:30-4:30 usually in front of my PC and keep the paizo boards open all day :)

I will see what I can come up with.


Is 3PP stuff open? Psionics? Path of War? Asking before I go too far down the rabbit hole.

I was thinking about playing Blade. I made him for other superhero games that have popped up on here over the years. I would treat him as a mutant, but use Alien for the custom race as I made a custom Dhampir. Would you be ok with this drawback:

Thirst (Blood Dependency) (-2RP) User must drink the blood once a day or suffer 1 point of Strength and Constitution Drain per day. If he has not yet fed for the day he must make a DC 15 Will save to resist feeding at the sight of blood. The DC goes up by 1 each round.

So I would be in the early stage of his career. Feeding off of blood from a blood bank or pigs blood or something until he can find an crazy old alchemist to synthesize it for him :)


I'm definitely interested, so here's my dot. I'll have something up fairly soon.


Ashe wrote:

Is 3PP stuff open? Psionics? Path of War? Asking before I go too far down the rabbit hole.

I was thinking about playing Blade. I made him for other superhero games that have popped up on here over the years. I would treat him as a mutant, but use Alien for the custom race as I made a custom Dhampir. Would you be ok with this drawback:

Thirst (Blood Dependency) (-2RP) User must drink the blood once a day or suffer 1 point of Strength and Constitution Drain per day. If he has not yet fed for the day he must make a DC 15 Will save to resist feeding at the sight of blood. The DC goes up by 1 each round.

So I would be in the early stage of his career. Feeding off of blood from a blood bank or pigs blood or something until he can find an crazy old alchemist to synthesize it for him :)

No 3pp content is open I'm afraid, initially I had people gaining Path of War abilities and so on but it became a mess of rules that I'm not familiar enough with.

I also am not using drawbacks so I suppose it would depend on whether it was essential (mechanically) for your character or if it something that could be roleplayed as effectively.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Here is my initial thought project build

build:

Unnamed Character
Male Human Barbarian (invulnerable Rager) 2 / Alchemist (rage chemist) 2
N Medium
Init +0; Senses ; Perception +6

DEFENSE
AC 11; Touch 10; Flat-Footed 11
HP 28;
Fort +5 ; Ref +2 ; Will +4
DR 1/-;

OFFENSE
Speed 40ft;
Melee +3 Fist (1d6+4, x2); B;
Melee +9 SMASH (1d8+10, x2); B;

Spells Known/Prepared
1st—Enlarge Person

STATISTICS
Str 14, Dex 10, Con 15, Int 18, Wis 14, Cha 8
Base Atk +2; CMB +4

Feats Toughness, Power Attack, Endurance, Improved Unarmed Strike

Skills Acrobatics +4, Climb +6, Craft: Tech-Craft +9, Intimidate +3, Knowledge Arcana +8, Knowledge Dungeoneering +8, Knowledge Engineering +8, Knowledge Local +8, Knowledge Nature +8, Knowledge Planes +5, Perception +6, Sleight Of Hand +4, Spellcraft +8, Use Magic Device +4

Languages Common

SQ Hurling, Lesser (Rage Power), Rage, Mutagen, Feral Mutagen


I'm pretty sure there are some math errors in the skills section as I changed from Vigilante (brute) at 1st level to a possibly 3rd level dip. This is my idea for a scientist who saw Hulk and realized the need for him.

EDIT: with my dip into vigilante I could get to size Huge and be a "Huge Meat Shield" :)


No worries, I have to think on what hero I want to play.

I did have a though on Hulk I built him for a same game as Blade a couple years ago. It used the synth summoner. It needed a alteration to make sense though. So would you be cool with trading out the Summon Monster SLA and the normal summoning ritual for basically a rage ritual like the SLA, It could be either Swift, Move, or Standard to summon the Eidolon. Let me know what you think. I understand if you don't want to change too much as you have a lot already going on. Just thinking of ideas as is Synth Summoner pretty much walks around with the suit on all day so making it more functional fits the theme. I have used Synth to build Colossus before as well and Lots of people like it for Iron Man :)


Dotting for interest- have my concept mostly worked up (similar classes to Saaahaa but very different concept) and I have a few questions:
*Are Unchained classes allowed, specifically the Unchained Barbarian?
*Are you allowing Traits?
*Are using Background Skills?

Thanks in advance for any answers!


fbdaury wrote:

Dotting for interest- have my concept mostly worked up (similar classes to Saaahaa but very different concept) and I have a few questions:

*Are Unchained classes allowed, specifically the Unchained Barbarian?
*Are you allowing Traits?
*Are using Background Skills?

Thanks in advance for any answers!

I have no problem with unchained classes.

I have not used traits, but some of the boons are kind of like traits.

Yes we can use background skills, although the new skills such as profession driver, techcraft etc are not background skills.


Oh! I have always wanted to play the hulk!
However that seems to be a common sentiment so I will probably think of something else ;)
Wizard/Mindchemist or Archivist Bard/Mindchemist? Make a mastermind?
Maybe make an agent of shield, appears unassuming to begin with but somehow survives, kinda like Falcon?
But first! Read book of Inchructuns!


GM-JZ wrote:
fbdaury wrote:

Dotting for interest- have my concept mostly worked up (similar classes to Saaahaa but very different concept) and I have a few questions:

*Are Unchained classes allowed, specifically the Unchained Barbarian?
*Are you allowing Traits?
*Are using Background Skills?

Thanks in advance for any answers!

I have no problem with unchained classes.

I have not used traits, but some of the boons are kind of like traits.

Yes we can use background skills, although the new skills such as profession driver, techcraft etc are not background skills.

Thank you- now I can finish up my character concept.


Okay, so a bunch of questions (in no particular order) incoming:

1: How does the Arcanist fit into the "all casters are spontaneous" theme? Do they just get sorcerer spells per day, or do they have a larger pool of spells that they can switch between day-to-day? Or can they study/prepare a few spells that they then cast spontaneously, like the class was designed to do?

2: How do the bonus spells that a specialist wizard gets interact with spontaneous casting? Do they get a bonus spell known of that school, a bonus slot that can only be used on that school, or both? How about domain spells? Are those spell added to Spells known, or is it simply a bonus 1/day cast of one of the domain spells? Do we have to choose beforehand which domain spell of each level we would be able to cast (i.e. prepare it), or would that also be spontaneous?

3: Are Words of Power allowed?

4: For the Crossblooded Sorcerer archetype, am I allowed to take a Wildblooded alternative bloodline as one of my two bloodlines? In this case, I'm interested in taking the Sage (wildblood of Arcane) bloodline and the Draconic bloodline, to get my casting ability set to intelligence as opposed to charisma.

5: Is VMC allowed?

6: Can I play as a Lushunta as a mutant, or would it be automatically classified as an extraterrestrial?

7: For extraterrestrials, can RP be 'saved up' to buy higher-RP cost abilities later on?

8: How do languages work? What do we have? Is it worthwhile to take Sylvian as a language, or should we instead take Japanese?

Depending on your answers, I'll likely come up with some combination of Wordcasting and Vancian, that utilizes some combination of Arcanist, Sorcerer, and Wizard, eventually going into the Dragon Disciple class.

Character-wise, I'm thinking about going with a mutant or extraterrestrial, trained as a Sorcerer in Kamar-Taj.


Dotting! :)


Kewl!

I've always wanted to play a Teleporter, so I'm thinking Arcanist as one side to get Dimensional slide.

For the other side of the gestalt, I will need something with a powerful strike that can really lay things down. I'm thinking Magus (Kensai). Will pull together the concept a little later.

Do you allow spheres of power? I'm thinking that it's really tailor made for Superhero campaigns as it allows you to specialise in a few powers, and the feedback I've gotten is that it's not Overpowered (if anything, quite the opposite).

My mind is working overtime, so I'm thinking someone who is able to use their Warp powers to imbue objects with power (hence the Magus side). I'll stick a concept together, and we'll see what we can see.


Gavmania wrote:

Kewl!

I've always wanted to play a Teleporter, so I'm thinking Arcanist as one side to get Dimensional slide.

For the other side of the gestalt, I will need something with a powerful strike that can really lay things down. I'm thinking Magus (Kensai). Will pull together the concept a little later.

Do you allow spheres of power? I'm thinking that it's really tailor made for Superhero campaigns as it allows you to specialise in a few powers, and the feedback I've gotten is that it's not Overpowered (if anything, quite the opposite).

My mind is working overtime, so I'm thinking someone who is able to use their Warp powers to imbue objects with power (hence the Magus side). I'll stick a concept together, and we'll see what we can see.

I was thinking about Nightcrawler and my mind went to Spheres of Power as well.

To clarify, I'd say that SoP is perhaps a little more powerful at low levels, but it increases power at a slower rate than normal casters. It ends up less powerful at high levels.


Daedalus the Dungeon Builder wrote:

Okay, so a bunch of questions (in no particular order) incoming:

1: How does the Arcanist fit into the "all casters are spontaneous" theme? Do they just get sorcerer spells per day, or do they have a larger pool of spells that they can switch between day-to-day? Or can they study/prepare a few spells that they then cast spontaneously, like the class was designed to do?

2: How do the bonus spells that a specialist wizard gets interact with spontaneous casting? Do they get a bonus spell known of that school, a bonus slot that can only be used on that school, or both? How about domain spells? Are those spell added to Spells known, or is it simply a bonus 1/day cast of one of the domain spells? Do we have to choose beforehand which domain spell of each level we would be able to cast (i.e. prepare it), or would that also be spontaneous?

3: Are Words of Power allowed?

4: For the Crossblooded Sorcerer archetype, am I allowed to take a Wildblooded alternative bloodline as one of my two bloodlines? In this case, I'm interested in taking the Sage (wildblood of Arcane) bloodline and the Draconic bloodline, to get my casting ability set to intelligence as opposed to charisma.

5: Is VMC allowed?

6: Can I play as a Lushunta as a mutant, or would it be automatically classified as an extraterrestrial?

7: For extraterrestrials, can RP be 'saved up' to buy higher-RP cost abilities later on?

8: How do languages work? What do we have? Is it worthwhile to take Sylvian as a language, or should we instead take Japanese?

Depending on your answers, I'll likely come up with some combination of Wordcasting and Vancian, that utilizes some combination of Arcanist, Sorcerer, and Wizard, eventually going into the Dragon Disciple class.

Character-wise, I'm thinking about going with a mutant or extraterrestrial, trained as a Sorcerer in Kamar-Taj.

All good questions.

Part (a good chunk actually) is me trying to balance the players doing cool, superhero-y things and feeling powerful, without the game getting so bloated in rules that it becomes too much to administrate.

So that's why I didn't bring in VMC, Spheres of Power, Path of War or any 3pp stuff. I'd be pretty confident there's enough between gestalt, boons and race to successfully make any concept you want.

1 - Arcanist throws a spanner in the works of 'all casters are spontaneous.' And honestly, I'm kind of softening my position on that since we started anyway because the game is more reliant on fluff than mechanics to get concepts where they want to be. For example, the team recently took down a low-level gang leader who was an extraterrestrial (goblin) lightning-thrower like Electro (but was an alchemist who threw lightning bolts instead of bombs).

Let me think on it and discuss with my players but I see two outcomes regarding Arcanist. Either we switch back to traditional roles of prepped vs spontaneous in which case Arcanist is fine as is or if we continue with what we've been doing then I'd likely point you to the Exploiter Wizard instead.

2 - Potentially see answer 1 but otherwise I'll get back to you

3 - Sadly, no, I'm just not familiar enough with the rules with everything else going on

4 - On the face of it I see no problem but see point 5 in the original recruitment post :)

5 - Sadly, no. Simlicity sake and also because gestalt should give you a whole host of options anyway

6 - Lushunta are more uncommon than an elf as an extraterrestrial would be more uncommon than a mutant. I'd prefer it to remain that way but if you have a good reason why you want it as a mutant beyond pumping a single stat with double bonus then that's cool

7 - Yes, that's fine. Again point 5 may come into play down the line if something crazy occurs that wasn't foreseen (by me)

8 - Good question. The dialect languages such as Skald, Taldan etc wouldn't apply but real world languages would. Fey exist as ETs so Sylvan is still a viable option.


Okay, cool. I may need to change my idea without WoP.

Actually, how common are energy resistances? WoP makes a great blaster because of energy flexibility, but if resistances are rare, it makes a more traditional "fireball first, questions later" build more viable.

What are your rulings on illusions? Would an illusionist be effective in this campaign?

Finally, I know you disliked summoning (to prevent action economy from getting out of hand), but would you consider allowing a summoner whose 'summon monster' abilities instead transformed him into the creature 'summoned,' or simply granting their special attacks and abilities?


A DM with a good posting record, and an interesting proposal? Sounds great. I skimmed over the document a of couple of times.

My first idea is for a minor "demon" (in the Marvel sense of the word) who is trapped on Earth. His name is Valefar and he's got a thing for thievery, and tempting others to thievery. Race wise he's probably an Extra-terrestrial. I want to mimic the caligni race, but I don't know how many race points it is. I'd love to improve the race by getting rid of light sensitivity or adding another racial feature if there are enough points to do so. His classes would probably be ninja and telekeneticist. His boon would probably physical perfection 2.

I think he'd be staking out the bank to rob himself, when the robbery goes down. He flees the scene and is caught by your two Shield people, thinking he might be an accomplice. He talks his way out of it, and meets the other PCs. What do you think, GM-JZ?


How does my application hold, GM-JZ? If it works I'll start making the character on Paizo now.


GM-JZ wrote:
No 3pp content is open I'm afraid, initially I had people gaining Path of War abilities and so on but it became a mess of rules that I'm not familiar enough with.

You may want to consider allowing the godling classes offered by Rogue Genius Games. They might be a great way to make help create characters like Thor, Loki, Hercules, etc.

Also, I was not aware this game would be based in the Marvel Universe? That changes my initial concept, since it's more DC-oriented.


I am quite interested and will devour the rules tomorrow.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Should I polish my build or should I ditch it?


Under the wording of the Mutant Race: Any race that would normally be classed as a core race or advanced race, is a Mutant. Would Inhumans be then classified as Mutants?


"Preparation is everything – You gain the Resourceful feat as a bonus at character creation but can use the ability a number of times per day equal to your Intelligence or Wisdom modifier."
What does the Resourceful feat do?

The concept I'm going with is a back room techie who's heading out in the field for the first time. Scavenger Investigator // Talisman Crafter Occultist (or maybe standard occultist; still deciding). Human or mutant depending on whether I want the Resourceful feat or not.


GM-JZ is in the UK timezone folks so give him some time to answer your queries, it's evening time for me here in NZ so I'll help where I can in the meantime :)

DM Jelani: I built my Auroran race using the race builder, and what you're after I think could be achieved with the 12 RP available :)

The bank scene was our opening scene and we've moved on past that by a couple of in game weeks, so don't worry overly about how to intro your character!

TheWaskally: No 3pp is pretty firm I'm afraid. Also..

GM JZ's recruitment post wrote:

2 - Setting

This game will be set in a kind of cross-over between the Marvel comic universe and Marvel movie universe.

Regarding Inhumans, rather than being a race all their own (being essentially normal humans with a bit of alien DNA meddling in their genetic ancestry), maybe it would make more sense to have being an Inhuman as a 'source of power' to explain the amazing powers a class might grant your character, much like 'escaped lab experiment' or 'accidentally got drowned in a vat of chemicals' might be for another character. Just my 2c of course :)


Would building an Asgardian as an extra-terrestrial be cool? Obviously they wouldn't be nearly Thor-level in power, but it was a thought I had.


I would also ask if you'd consider a Synthesist Summoner because I'd love to play a person bonded to a symbiote :p


Daedalus the Dungeon Builder wrote:

Okay, cool. I may need to change my idea without WoP.

Actually, how common are energy resistances? WoP makes a great blaster because of energy flexibility, but if resistances are rare, it makes a more traditional "fireball first, questions later" build more viable.

What are your rulings on illusions? Would an illusionist be effective in this campaign?

Finally, I know you disliked summoning (to prevent action economy from getting out of hand), but would you consider allowing a summoner whose 'summon monster' abilities instead transformed him into the creature 'summoned,' or simply granting their special attacks and abilities?

Energy resistance is probably as common as in PF. Demons and devils are running around (occasionally) and may be fluffed as ETs, extradimensional beings (like Dormammu in Doc Strange) or actually from Hell (like Mephisto).

But beside that, if you are a criminal or super villain with any means you'd likely take precautions against the heroes who might be out to stop you - kinetic absorbing armour for when Cap punches you in the face (adamantine maybe for DR) or some fire resistance in case Human Torch is around.

I play illusions that they need to be interacted with in order to get a save against them and that interaction could be touching it or just paying really close attention to it, like a standard action.

Your last question scares me a little if I'm honest. I guess I'd need to look at how that would actually affect you mechanically. The closest thing I can think of is the Beastmorph mutagen for Alchemists and the progression on that and the abilities you get are quite slow.


M. Arillius wrote:
How does my application hold, GM-JZ? If it works I'll start making the character on Paizo now.

I'd like to see more of it, but please bear in mind this recruitment is open and so don't take that as any guarantee that you'll be selected once all apps are in :)

Saashaa wrote:
Should I polish my build or should I ditch it?

As above :)


TheWaskally wrote:
Under the wording of the Mutant Race: Any race that would normally be classed as a core race or advanced race, is a Mutant. Would Inhumans be then classified as Mutants?

I was thinking about this recently and wondered whether it should have been mutant/augmented human.

I.e. Iron Man is a human, Cap is an augmented human, but not a mutant.

You could be an Inhuman as an elf, dwarf, gnome, tiefling - whatever.


avr wrote:

"Preparation is everything – You gain the Resourceful feat as a bonus at character creation but can use the ability a number of times per day equal to your Intelligence or Wisdom modifier."

What does the Resourceful feat do?

The concept I'm going with is a back room techie who's heading out in the field for the first time. Scavenger Investigator // Talisman Crafter Occultist (or maybe standard occultist; still deciding). Human or mutant depending on whether I want the Resourceful feat or not.

It took me forever to find this, and that's because the feat I was referring to was Well Prepared, not Resourceful :/


ElegantlyWasted wrote:
Would building an Asgardian as an extra-terrestrial be cool? Obviously they wouldn't be nearly Thor-level in power, but it was a thought I had.

No problem with that, that's exactly where my thinking was for this type of thing. Thor would be an Asgardian race (whatever that is) with about 18 levels in Oracle/Barbarian (not saying that's actually what he is in the game, or even that he will appear in the game - just an example)


ElegantlyWasted wrote:
I would also ask if you'd consider a Synthesist Summoner because I'd love to play a person bonded to a symbiote :p

A gestalt synthesist scares the bejeezes out of me.

I'm sure the same concept could be pulled off in fluff with Called Armour or something and then I don't have to worry about ten attacks a round.


As an aside, we also took the decision fairly early that it isn't very heroic to go around slaughtering bank robbers with Finger of Death or a raging, two-handed power attacking Greatsword-wielding Skaar, so there's huge handwaving going on that you can just select if you're dealing lethal or non-lethal damage with strikes and spells without penalty.

We see this kind of thing all the time in comics where one second Cyclops can optic-blast through a mountain but when he doesn't want to hurt Human Torch he doesn't have to

I guess the exception to this is if you wanted to use firearms, which is totally doable, but even then non-lethal rounds are available.


Since the others have done so, I'll check in as the Alchemist/Rogue. Lucas is a full on bomb-chucker/tech skill monkey. Patterned a bit after the Green Goblin (though he actually has a story tie-in there). I'm reflavoring a lot of his abilities as SHIELD tech too.

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