
♣♠Magic♦♥ |

Like it says on the tin.
I think an Alice type campaign would be fun.
Characters would start as children from the same age group, probably 12-15 range. Something happens, be it rabbit hole or looking glass, you all wind up in Underland and acquire the abilities you made characters with.
Obviously, we'll be ignoring the "no class levels as children" rule, and probably multiple other rules along the way. I'll keep things fair, because this is for fun. I'm fine with people making stuff up sometimes, but if you're making it unfun for others, we'll have to talk.
I'm not here for power building. I just want to have fun. So, if you see rules light and your first thought is "he'll let make Stabby McDeathKill who can kill stuff in one swipe," please don't apply.
I also won't be super strict on posting schedule. We have lives. This is a hobby and not a chore for most people, so I won't require certain amounts of correspondence. If you haven't said anything in a while, we can ssume you're staring at the fantastic landscape. If you dissapear entirely, you'll be missed and I may or may not find someone else as the game requires. I'm going to be making this up as I go along, mostly, with suggestions from the players of course.
Preliminary character build is 20 point buy, 1st level, one class, human, no age modifier to ability scores. Just keep in mind that you are kids, even if you are super cool. 5 players. Two traits. 1 drawback.
So, what do you think? Does this sound fun, or have I gone mad? ;)
Let me know if you have any questions.

Me'mori |

*perk* I am intrigued. I'll toss something into the ring. Question: Can I use the Harrow Handbook's "Deadly Dealer" feat?
Prerequisites: Arcane Strike, Sleight of Hand 5 ranks.
Benefit: You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way.
Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.
A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used. Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards’ enhancement.

♣♠Magic♦♥ |

Gladly. Love that feat and it fits the game well.
Feel free to ignore the five rank requirement, but you will need arcane strike and something magic to trigger it.
If it's part of the build I would appreciate /some/ ranks in SOF. I feel like the ranks puts it off until a level where it's no longer all that relevant.

Jack Skilleton |
1 person marked this as a favorite. |

If you haven't already, I'd strongly suggest you check out JAGS Wonderland and the Book of Knots at the bottom of this page. They're a pair of Alice and Wonderland sourcebooks for a different rpg but if you've got the time to breeze through them they've got some insanely phenomenal ideas.

Seth86 |

Why not. sounds fun :)
thinking summoner
with cat-like eidolon ;)
also : Hello Carter! :P
No gear yet
Luthian
Male human (Azlanti) summoner (unchained) 1
CG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +2; +2 trait bonus vs. fear effects when eidolon is in 30 feet
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Offense
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Speed 30 ft.
Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—summon monster I
Summoner (Unchained) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—acid splash, daze (DC 14), detect magic, mage hand
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Statistics
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Str 10, Dex 14, Con 12, Int 12, Wis 11, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Extra Evolution[UM], Spell Focus (conjuration)
Traits perpetual companion, seeker
Skills Knowledge (arcana) +5, Knowledge (planes) +5, Perception +5, Spellcraft +5
Languages Azlanti, Catfolk, Common
SQ eidolon (unchained), life link
Other Gear 150 gp
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Special Abilities
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Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
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???
Quadruped
CGN Medium outsider (psychopomp)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 12 (+2)
Fort +3, Ref +4, Will +0
Immune death effects, disease, poison
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)
--------------------
Statistics
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Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (can't be tripped)
Feats Multiattack
Skills Acrobatics +6 (+10 to jump), Climb +6, Perception +4, Stealth +6
Languages Common
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Magic Attacks (Su) Your natural attacks are magic.

YoricksRequiem |

Oh man, so many ideas.
What I'd really like to do might require a bit too much fudging, but I figure I'll ask anyway. I'd like to play an Umbral Bard, who has the ability to control shadows. They'd reason that everyone is afraid of the dark, so it's this kind of "turning my fear into my enemies fear" sort of thing. I'd also like to have a protective Wolf companion, which I suppose I can do with a couple of feats - Nature Soul followed by Animal Ally - but I wouldn't be able to get it until 5th and it would perpetually be 3 levels below me. Maybe there's something I can trade off to get it earlier / without the feat tax? Like, "one fewer spell per day" or something?

♣♠Magic♦♥ |

I'm interested! :) I'm thinking of a paladin...
So all the children would be from Golarion?
Would they still worship its gods and goddesses?
I was actually intending them to be from Industrial Revolution era England. And therefore, probably Christian if they were of faith.
If you're going to play a paladin, you're going to need a reason that they're morally devout as a 12 year old. Maybe a kid living in the local Abbey came out to play?

♣♠Magic♦♥ |

Oh man, so many ideas.
What I'd really like to do might require a bit too much fudging, but I figure I'll ask anyway. I'd like to play an Umbral Bard, who has the ability to control shadows. They'd reason that everyone is afraid of the dark, so it's this kind of "turning my fear into my enemies fear" sort of thing. I'd also like to have a protective Wolf companion, which I suppose I can do with a couple of feats - Nature Soul followed by Animal Ally - but I wouldn't be able to get it until 5th and it would perpetually be 3 levels below me. Maybe there's something I can trade off to get it earlier / without the feat tax? Like, "one fewer spell per day" or something?
I'm afraid that feats are hard to quantify in power level because they're so stepwise, but I think I can allow it. Keep him, but you have to add small size category until the level you would get him normally, and he doesn't scale until that level.
That seem fair to everyone?

♣♠Magic♦♥ |

Entries so far:
Seth86 Mostly built Unchained Summoner
Me'Mori Something with Deadly Dealer
Ythiel possible Paladin
Mar undecided
A.P.Y.I.K.H.,H. Umbral Bard
What would people think of this as a gestalt game? If that's a resounding yes, we may do it. I'm here for everyone to have fun. Let me know if I can help you do that. :)

Seth86 |

Here is a rework, going cavalier
Now with added gear =^^=
Luthian
Male human (Azlanti) cavalier (beast rider) 1 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
LN Small humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +1
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee lance +5 (1d6+7/×3) or
. . longsword +4 (1d6+5/19-20)
Special Attacks challenge 1/day (+1 damage, mount gains +1 to hit while cavalier threatens), tactician 1/day (Paired Opportunists, 3 rds)
--------------------
Statistics
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Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Paired Opportunists[APG], Power Attack, Weapon Focus (lance)
Traits seeker
Skills Acrobatics -1 (-5 to jump), Handle Animal +4, Knowledge (nature) +4, Perception +6, Ride +3, Survival +5 (+6 to follow tracks)
Languages Azlanti, Common
SQ beast's skills, mount (wolf (charger) named Zhema), order of the beast
Other Gear scale mail, lance, longsword, backpack, bedroll, belt pouch, feed (per day) (5), flint and steel, hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 3 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 to hit bonus while cavalier threatens target.
Beast's Skills +1 +1 to follow tracks.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tactician (Paired Opportunists, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
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Zemha
Female wolf (charger)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
hp 20 (+4)
Fort +5, Ref +5, Will +1
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Offense
--------------------
Speed 50 ft.
Melee bite +1 (1d6+4)
--------------------
Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Endurance, Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+9 to jump), Diplomacy -2 (+0 vs. people from chosen country), Intimidate -2 (+0 vs. people from chosen country), Perception +5, Swim +4; Racial Modifiers +4 to survival when tracking by scent
SQ combat riding, mounted challenge
Other Gear parade armor, bit and bridle, riding saddle, saddlebags
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Challenge +0 +0 to damage target, +1 AC vs. others when used
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

YoricksRequiem |

A.P.Y.I.K.H.,H.
I lol'd.
I'm afraid that feats are hard to quantify in power level because they're so stepwise, but I think I can allow it. Keep him, but you have to add small size category until the level you would get him normally, and he doesn't scale until that level.
That seem fair to everyone?
Making sure I get this: In exchange for 1 less spell per day, I'd get a small wolf companion at level 1, he'd stay small and level 1 until I hit level 4, at which point he'd become medium and from then he'd scale in level with me? That seems totally reasonable. I'd be fine with burning 1 feat if it's deemed that the benefit I'm getting is still considerably more than the cost - I just hate the idea of burning three and several levels.
Unless we go gestalt - then I'll just take my second class as one that gives me a companion. Probably Inquisitor (Sacred Huntmaster). I'll wait to build out the crunch until a decision is made on that front. I'd be fine going either way as far as Gestalt goes.

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Hey magic,
Interesting concept, human only and non gestalt at first level
Hmm throw out that concept, that one, that one ... That one's a maybe with some tweaking
Hmmm I'll get back to you probably with a Druid or a sorcerer
A bard/sylvan sorcerer if we're doing gestalt, though it would be better if I could be a Kitsune,
Maybe I could eat a snack I shouldn't have upon entering under land and sprout fur
Ooh that'd be fun to roleplay learning to control!
Do all of our characters fall in together/come from the same area and/or wealth bracket
Are we the children of minor aristocracy as Alice was (relative to the commoners of pathfinder's normal setting, and still well off by her own time period)
And you know me, I'm always for gestalt :)

YoricksRequiem |

I'm extremely unfamiliar with gestal, as I've never tried it before. But I can still learn the rules.
It's very easy. Basically, you choose two classes instead of one. You get the Special Abilities / Spells of both classes. For BAB, Hit Dice, Skills, and Saves, you "mix and match", taking the best from each class. (Saves are as a group, though, not save-by-save, so you'll still have one that is weak)
A popular option prior to the Bloodrager becoming a thing, for instance, was being a Sorcerer/Barbarian, which meant full Sorcerer casting with the Barbarian's Base Attack and Hit Dice. You can make some very cool combinations.

Seth86 |

Reworked Luthian to Gestalt
Luthian
Male human (Azlanti) cavalier (beast rider) 1/fighter (dragoon) 1
LN Small humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 20, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 shield, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +1 (+2 trait bonus vs. charm and compulsion)
--------------------
Offense
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Speed 30 ft. (20 ft. in armor)
Melee lance +5 (1d6+7/×3) or
. . longsword +4 (1d6+5/19-20)
Special Attacks challenge 1/day (+1 damage, mount gains +1 to hit while cavalier threatens), tactician 1/day (Paired Opportunists, 3 rds)
--------------------
Statistics
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Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Mounted Combat, Paired Opportunists[APG], Power Attack, Skill Focus (Ride), Weapon Focus (lance)
Traits child of two peoples, orc impaler (lastwall), seeker
Skills Acrobatics -2 (-6 to jump), Handle Animal +4, Knowledge (nature) +4, Perception +6, Ride +5(+10 mounted), Survival +5 (+6 to follow tracks)
Languages Azlanti, Common, Elven, Orc
SQ beast's skills, mount (wolf (charger) named Zemha), order of the beast, umbral unmasking
Other Gear scale mail, light wooden shield, lance, longsword, backpack, bedroll, belt pouch, flint and steel, soap, trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 to hit bonus while cavalier threatens target.
Beast's Skills +1 +1 to follow tracks.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Orc Impaler (Lastwall) +2 to confirm critical on charge (+3 vs orcs).
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tactician (Paired Opportunists, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Umbral Unmasking You cast no/monstrous shadow (DC 15 Perception to notice)
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Zemha
Wolf (charger)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
hp 20 (+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +1 (1d6+4)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Endurance, Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Exclusive, Guard, Heel
Skills Diplomacy -2 (+0 vs. people from chosen country), Intimidate -2 (+0 vs. people from chosen country), Perception +6; Racial Modifiers +4 to survival when tracking by scent
SQ combat riding, exclusive, mounted challenge
Other Gear parade armor, bit and bridle, feed (per day) (5), hemp rope (50 ft.), riding saddle, saddlebags, torch (10)
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Exclusive [Trick] Takes orders only from its trainer.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Challenge +0 +0 to damage target, +1 AC vs. others when used
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

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(Saves are as a group, though, not save-by-save, so you'll still have one that is weak)
this is false
You can find the full rules here

YoricksRequiem |

YoricksRequiem wrote:(Saves are as a group, though, not save-by-save, so you'll still have one that is weak)this is false
You can find the full rules here
Whoa, s$+&, really? I've been doing Gestalt wrong for ages, then. I thought you took the saves as a whole from one class. PLOT TWIST.

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Base Saving Throw Bonuses
For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.

YoricksRequiem |

I'm definitely going Bard (Umbral Weaver), but I'm still a bit up in the air about my second class. I'll try to make a decision later tonight - currently weighing some pros and cons for a few different options.
Basically I'm considering Sorcerer, Inquisitor, Rogue, Magus, or Swashbuckler. So there are options, haha. I'll definitely be a Skill and Magic character, it's just a question of whether I'll have any value in melee combat.