| DM Lich |
I am looking to DM an PbP Pathfinder game derived from one or more Dungeon adventures. The action will center in and around various locations in Varisia while the actual adventures will be the best of those I can cobble together from my extensive collection (114-150 inclusive, many older ones) of Dungeon magazines. I might also be able to squeeze in a bit of sandbox-style play if everyone is interested. I will convert the modules on the fly to bring them up to the Pathfinder ruleset.
My current commitment is to run one such adventure and if interest remains high, continue with other adventures using the same characters. If things work out, the characters will grow over time and share additional adventures together.
I have 1 player already (fighter), and am looking for 4 more. If I get a sufficient number of responses, I will post character creation guidelines and other information. So, is there any interest in this sort of thing?
| 'Suny' |
If you are looking to DM...there's a group here => Capn Olmeks Skull&Shackles
Who've had Real Life take they's Dm away from them.
Jus', y'know, sayin'.... (>_>)
| DM Lich |
If you are looking to DM...there's a group here => Capn Olmeks Skull&Shackles
Thanks for ther offer, Suny, but I do not want to commit to DMing an AP at this time. I'd prefer to take things slowly and not set expectations of running so much material.
A couple of other concepts I plan on doing:
- If we decide to continue with the game after the first adventure, I intend for the characters to actually travel about Varisia and follow up on foreshadowing and other hints I weave into the tale for adventures in the region rather than just teleporting PFS-style to the action. This will allow the characters time to form a true adventuring group, roleplay, make use of backstory information and the like.
- Also, I have received word that the one player that I do have is switching to a barbarian.
- Posting frequency will be 1/day nominally.
- Lastly, I expect to begin at level 1 (maybe 2) and play onward from there. I have enough material to get the characters to 20th level if needed with multiple options at almost every level.
| GM Arkwright |
Very, very much interested in this.
Name: Irra Shattertongue
Race: Gnome
Class: Bard (Sound Striker)
Alignment: NG
Backstory: To come
GM, it's generally agreed that the Wordstriker archetype is poorly written and unusable. Would you permit these alternate rules I brainstormed with an old GM?
| DM Lich |
Looks like we have enough interest to make this happen. So, we are now into Recruitment. Here's the FAQ's:
What is Dungeon Magazine?
Dungeon was the premier adventure magazine published first by WotC and then under license to our friends here at Paizo. Dungeon consisted of 3 adventures every month, typically one low level, one mid level and one high level. Eric Mona was the Editor for most if not all of the modern Dungeon mags I own, and under his guidance, the magazine grew in writing, art and production quality.
It was also in Dungeon that the concept of an Adventure Path was born. The Shackled City, Age of Worms and Savage Tide AP's were born within the magazine. In fact, when Paizo lost their license to publish Dungeon (WotC/Hasbro pulled the licenses to focus on 4e), Paizo worked out a deal where they could publish the capstone adventure for Savage Tide in the last Dungeon magazine published. Paizo was at a crossroads when they lost their license to publish the magazine and decided to make the bold move to create Pathfinder. They published the rules for free and focused on what they did best – creating modules, campaign worlds and AP's. I think we can all agree their gamble was a success.
How will the campaign use Dungeon material?
My plan is to create at least one (hopefully more) adventures in Varisia, adapting the modules I have in my Dungeon backlog to Pathfinder. The adventures are standalone stories and most closely represent the standalone Pathfinder modules like these here. I will adjust the modules so they integrate into Golarian lore as much as possible. This might lead to some minor discontinuities, but I think I can work around those from a lore/cannon standpoint.
Assuming everyone enjoys the first adventure and folks want to keep playing, I will tie the adventures together in some reasonable way to provide continuity between adventures and allow for some sandbox and additional roleplay. I also hope to provide the means to allow the players a few hints concerning upcoming adventures so they can help direct the choice of the next adventure we play.
What types of adventures are we talking about here?
Most of the magazine contains dungeon crawl adventures or at least occurs indoors, but I have many adventures that are wilderness, urban, underwater or even planar-based. I would expect we would start out with more traditional crawls and as the characters grow, we expand the types of adventures we run. Also, most of the crawl-style adventures involve wilderness travel to their location and I will also handle travel around Varisia between adventures to keep continuity and keep the game from getting stale.
What you should not expect is PFS-style play where the characters feel like they are being teleported around Varisia/Golarion to solve some sort of problem that is heavily on railroad tracks. The modules all allow a fair amount of flexibility and I can handle the rest.
What about post frequency?
Most online games die, at least in my experience. I really hate it when that happens, so I would like everyone to commit to a daily post frequency (once every 24hrs). I get it – things come up – just post and let us know you think you may miss a post and the group will work around it. Consideration for your fellow players is the key here; please keep us posted and we will all work with your RL issues to keep you in the game and get you back into the action.
What is the recruitment period?
Recruitment begins with this post and ends Thursday Jan 17 at 1PM (1300) GMT. I will post final choices soon thereafter.
What is needed to be considered?
Please post a character synopsis (race, class/archetype, sex and other basics) in this thread. Also include a well-written (but short) backstory under a spoiler tag. The backstory should explain a bit about your character, why he or she is risking his neck for gold and the like. As I am not certain where we will begin in Varisia, please ensure your backstory allows your character to start more or less anywhere – from on the road in the wilds to in Magnimar. I will provide refinement after selections are made and any backstory adjustments can be made at that time if desired. Once we have our selections, we will do character creation immediately and get things rolling with the first post.
Furthermore, please read all the material here and direct all questions to me.
What will drive recruitment choices?
I am looking for a well rounded group that synergizes well. Writing quality also will impact selection.
What about post frequency?
Most online games die, at least in my experience. I really hate it when that happens, so I would like everyone to commit to a daily post frequency (once every 24hrs). I get it – things come up – just post and let us know you think you may miss a post and the group will work around it. Consideration for your fellow players is the key here; please keep us posted and we will all work with your RL issues to keep you in the game and get you back into the action.
What are the character creation basics?
- Use d20pfsrd.com as the ruleset
- No 3rd party sources without approval (some are just not designed well)
- 20 point buy. Min stat is 8 after racial adjustments applied please
- No rolled HP – max HP at first, average HP thereafter (round up) + 1
- All classes and archetypes OK except Summoner (just a hassle to run online, ping me if this is huge issue for you please)
- I prefer good and neutral alignments. Evil on exception basis only and only if character is very strong and there are no objections from the other players.
- Core or Featured races only please (see the site under Races for a list)
- No psionics please
- Gunslingers are allowed but not recommended given that the source material won't have much to offer them. Up to you.
- 2 Traits any type except those specifically from Campaigns.
- Max starting gold, magic items at start are ok if you can afford them
- Level 1
What are the general rules changes?
- Food and water tracking is not needed assuming you have a backpack and waterskin on hand. If you have these items, you have sufficient food & water. If you lose these items, you might have to fall back on magic or Survival.
- Don't forget to select an initial set of clothing (no cost, but weight matters)
- Have a bedroll and blanket on hand for sleeping. A tent is optional but may be handy as it may rain. You may want to invest in a single pavilion tent and make a dwarf carry it :)
- By and large you will not get lost when traveling between points unless circumstances are extraordinary
- Fighters get Full BAB on all iterative attacks and a Full Attack action is Standard rather than Full Round action. This keeps them relevant longer.
- Monks get D10 HD, full BAB (as Fighter) and Flurry of Misses is always done for all attacks at BAB -1. A Full Attack action is Standard rather than Full Round action. This keeps them relevant longer.
- Carrying a weapon, shield or anything in your hands is a PITA if you do it long enough. When traversing the wilderness or are in town, I assume that your hands are free – weapons are sheathed or stowed and shields are slung unless you tell me otherwise.
What are the magic rules changes?
- I have rules for specific spells that are too high level to worry about now. Just for disclosure's sake, Teleport, Freedom of Movement, and Wind Walk have some adjustments..
- Magic items are available for purchase in any civilized area. All items with a list price at or below the GP value of the community will be available.
- Crafting is ok, knock yourself out.
- Mages and other prepared arcane casters can buy spells for their books. Spells are priced as scrolls; essentially, the caster can buy a scroll and scribe it into his/her book. There is no chance of this operation failing. Please use scroll pricing, not "copying spell from another caster" or other types of pricing. Spells can be transferred between party members or from captured books for whatever the seems agreeable to the characters. There is no price for magic ink or special resitrictions on spellbook pages. You need not pay-per-page to copy a spell. As long as you have a captured spellbook, a scroll or a willing friend in the party to share spells, you may do so at no cost and no risk. It may be possible to get spells directly from NPCs during adventures, but this will be the exception rather than the rule. No "generic" NPCs will be available in towns to sell you copying rights.
What are Hero Points?
I do not use the optional Hero Points rules as presented in Pathfinder but I do have something that I use instead. Hero points help keep the character from suffering cruel fate at the hands of the dice. The rules for these are below.
- Each character gains 1 Hero point per Adventure (Dungeon module). In addition, there are 2 hero points available to the party as a whole in any module. Typically the group votes on the use of these common points but really, it's up to the party to decide these things.
- Hero points of any type must be used before the start of the next Adventure. Unused hero points are discarded.
- A hero point can only be used to affect the character expending it. They cannot ever be used to affect another target, be it friend or foe
- A hero point can have one of two effects: Heal or Save.
- If Heal is chosen, the charcter expending the point is the target of a Heal spell. This can be applied at any time – like after an affect that would otherwise have killed the character.
- If Save is chosen, the target is assumed to have rolled a 20 on a save that was just failed.
Who is the DM?
I have 35ish years of D&D experience and have run many online games, though not on Paizo's site. I also have DM'd 10-15 PFS scenarios for a local gaming group and have DM'd a weekly tabletop game for the last 13 years or so where we completed both the AoW and Second Darkness AP's. I recently stepped down as DM for the weekly game so I could play in Reign of Winter and decided to run this game to keep my hand in at DMing while I play through that AP.
My game of choice is Pathfinder, but I like D&D 3.5, Savage Worlds, Cthulhu and Shadowrun as well as strategy board games. I am also an avid fan of Dota2, where I am currently languishing in the MMR trenches.
| dien RPG Superstar 2015 Top 16 |
Application for Ven, half-elven Varisian traditional scarf dancer (magus, possible lore warden dips later)
Ven learned a bit of fighting from her father, and a bit of magic from her mother, but she also learned the arts of the dance: specifically, the art of Varisian scarf dancing, and the ways in which the traditional scarves could be used as weapons by those with deft fingers. She has developed her own, unconventional fighting style: a mix of the scarf and the spell.
In appearance, she is unremarkable-- of average height, wiry thin, with
tanned skin, black hair worn shorn at jaw level, and gray eyes. She dresses in plain clothes, rather than the flashy and colorful clothing usually favored by the Varisian caravanners, and prefers to watch quietly from the background.
In personality, Ven doesn't quite fit into her loose caravan family-- she's much too serious for the generally light-hearted and colorful world of the Varisian travelers. Her mother Sarai is a nurturing caregiver, and her father Lys a charming con artist-- Ven seems to have taken after neither of them. She is studious, determined, and while she dances technically well, there is no spirit or joy of performance in her dancing style. 'Humorless' is a word her cousins usually use in conjunction with her, or 'buzzkill'.
Yet while she seems to have little in common with her father, she loves him dearly: Lys is one of the few who can make her smile. She grew up hoping for the day she'd be able to go with him on his adventures... but now that he hasn't come home, Ven has decided to find him-- wherever he may be, whatever deep dungeon or trouble he's found himself in.
Ven
Female Half-Elf Magus (Kapenia Dancer) 1
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex) (+1 AC from Canny Defense)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +2; +2 vs. enchantments
Defensive Abilities canny defense; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) and
. . dart +3 (1d4) and
. . bladed scarf +4 (1d6)
Magus (Kapenia Dancer) Spells Prepared (CL 1st; concentration +4):
1st (1/day)—vanish
0 (at will)—detect magic, daze (DC 13)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Exotic Weapon Proficiency (scarf, bladed), Skill Focus (Acrobatics), Weapon Finesse, Weapon Focus (scarf, bladed)
Traits reckless, Varisian Wanderer
Skills Acrobatics +11, Knowledge (arcana) +7, Perception +2, Perform (dance) +5, Spellcraft +7, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Halfling
SQ arcane pool, elf blood, spell combat
Combat Gear Potion of cure light wounds, Scroll of Mage Armor (3); Other Gear Dagger, Dart (5), Scarf, bladed, Backpack (empty), Blanket, Waterskin, 5 GP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Magus level).
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Varisian Wanderer (Perform [dance]) +1 to Perform (dance) checks, Perform (dance) is always a class skill for you.
I'm not really sure how mechanically effective this character's going to be, given the limitations of a bladed scarf, but I'd like to at least try it out and find out, heh.
| V'Thamuus Diwanimi |
Name: V'Thamuus Diwanimi
Race: MaleHuman (Chelexian/Mwangi decent)
Class: Wizard (Thassalonian Evoker)
Alignment: Neutral Good
V'Thamuus, Thim to his friends and companions, is a talented young wizard determined to prove himself to his people. He was born in the Expanse to a Mwangi mother and quickly absent Chelaxian father. (Mother does not speak of him, but she smiles then scowls each time the subject is broached.) Magic was banned to him by his family, so much of his training comes from the single spell book he stole from deep storage in his uncle's house. He believes it belonged to his missing father; it's cover and several marginal notes are inscribed in Chelexian, though the book itself is a handwritten modern copy of an ancient Thassalonian wizard primer. He doesn't understand why he was forbidden magical study because his homeland is usually comfortable with the Arcane arts, so when caught and beaten for using his favorite spell (Magic Missile) against monkeys attacking his female cousins, he left to follow in his (imagined) father's footsteps far to the north to Varisa. Save for this one rebellion, V'Thamuus was an obedient son, but the pull of adventure was too great.
The long journey is at an end. During his travels, he studied his primer and with a few helpful fellow travelers added a few additional magical techniques into the spell book. He was especially grateful to a Taldoran pathfinder - Balwin Lackhand, who allowed Thim to read a few chronicles and marvel at some ancient scrolls he was transporting. As he steps off the ship to the shores of Varisa for the first time, his thoughts turn to the secrets under the hills and monuments dotting the still savage land.
As my father before me, I will share your mysteries within me. Mother and Uncle forgive me; I must now and forever be a man.
Thim is a young wizard searching for a place. He is following in the completely imagined steps of a father who left before he was born. He is bold and a bit reckless. I see him as a swashbuckling wizard, specializing in blasting magic, and dancing across the battlefield as he casts. His favorite spell is magic missile, and I'd like to try for the Force Missile Mage Prestige class from Paizo's best of Dragon.
If V'Thamuus is under consideration, I'll write out a complete character sheet.
| Turad Osiro |
Name: Turad Osiro
Race: Human( Verisian)
Class: Barbarian
Alignment: CG
Turad knows little of his birth parents; all he knows is that he has left at the door step of a temple of Iomedae, near the city of Nybor. The priests in the temple did their best to keep Turad focused on his studies of faith, but Turad would not be tamed. Where they taught patience, Turad demanded action. When they demanded obedience, he rebelled. In every task they set before him whether it be prayer, cleaning or even learning his letters, Turad struggled and ultimately failed to live up to expectations. Indeed, the only task in which he excelled was in the mastery of arms and armor. Once introduced to the blade, the priests could get nothing else from him; Turad would lock himself in the training room for hours, abandoning all other duties.
As he entered manhood it became clear that the only lesson the priests impressed upon him was a sense of responsibility for others. This lesson, while important, was deemed insufficient to be of any use to the priests and paladins who raised him; Turad was just too self willed to be trusted with anything of importance. While the priests debated his fate, Turad decide to strike out on his own. He took what he could from the temple stores and left one night. Since he departed the temple, Turad has decided that only through complete freedom can one best aid his fellow man.
| DM Lich |
GM, it's generally agreed that the Wordstriker archetype is poorly written and unusable. Would you permit these alternate rules I brainstormed with an old GM?
Looks good to me, go for it. As an aside, I try to let characters play what they want; after all, it is all about the characters. I only hesitate when a particular concept is going to hog the action, not synergize well with the other characters or otherwise be disruptive in some way.
| DM Lich |
List of Accepted Characters (4 more slots remain)
1. Turad Osiro, Human Barbarian (this is the player I mentioned in the OP)
2.
3.
4.
5.
List of Completed Applications
1. Ven, half-elven scarf dancer (magus)
2. V'Thamuus Diwanimi, Human Wizard (Thassalonian Evoker)
Notes
I just noticed I munged the cutoff date and time for recruitment in my FAQ post above. The actual cutoff date and time is Thursday Jan 16 11pm [2300] GMT. That is 6pm EST in the US.
If you aren't on the lists above, it is because I am still waiting for your synopsis and backstory posts. If you are on the lists above, you are good to go.
| Javell DeLeon |
Monks get D10 HD, full BAB (as Fighter) and Flurry of Misses is always done for all attacks at BAB -1
Could you explain this one to me? Now, when you say fighters get full BAB on iterative attacks: Do you mean that there is NO -5 on those?
And if there is no -5, and the Monk uses Flurry... Does that mean all of his attacks will only be at -1? I would also guess that would be all the time - if I'm reading this right, of course - due to the fact you are removing the -5.
I just wanna be sure I understand this correctly. Because that would be pretty cool if that's the case; but I tend to usually read these things wrong so that's why I ask.
| DM Lich |
Could you explain this one to me? Now, when you say fighters get full BAB on iterative attacks: Do you mean that there is NO -5 on those?
Right. A Fighter under 6th level is run per RAW. Once you hit 6th, instead of being +6/+1, you are instead +6/+6 and can use both attacks as a standard action.
A monk is not run per RAW. Replace the stated monk BAB with that of the Fighter (+1 BAB/level) and give the monk d10 HD. This makes the monk what he should have been - someone that can compete as a front line fighter. Secondly, the monk gains the same benifit as a Fighter does when he hits 6th level - his BAB is +6/+6. Again, this is to keep pace with the fighter. Finally, a Monk's Flurry of Blows (aka Flurry of Misses) follows a simple progression of BAB -1 on all attacks and again is a standard rather than full attack action. Thus a 1st level monk has a BAB of +1 and a FoB of +0/+0 and a 6th level monk has a BAB of +6/+6 and a FoB of +5/+5/+5. I should also note that using this approach, FoB is modified to grant one additional attack than his BAB indicates. This means that at 12th level, the Monk has a BAB of +12/+12/+12 (3 attacks) and a FoB of +11/+11/+11/+11 (4 attacks). All of this replaces the normal monk FoB Progression.
I made these changes so the Fighter and Monk remain somewhat viable as casters start to come online with powerful spells. Keep in mind that a 6th level wizard uses web + stinking cloud back to back, create pit, fly, slow, and other battlefield control spells that remove groups of enemies from the fight while clerics can bestow curse, cause blindness and use other nasty spells that end fights. Bumping up the fighters and monks helps these classes have an impact on the field a bit longer. If they can get within striking range, they can do enough damage to demand the enemy's respect. I can assure you that once casters get 4th level magic (7th level) and absolutely by the time they get 5th level magic (9th level), the Fighter and Monk really begin to wane in power comparitively, even with these changes. Additionally many casters have good defensive options by this level and operate at range whereas the melee types have to go toe-to-toe with the nasties and are not usually using magic like mirror image + displacement to avoid damage. They should get some return for this level of risk.
| GM Arkwright |
@DM Lich- thank you kindly, I'll start backstorying up.
One question as per your changes to Fighters and Monks; as Full Attacking is now a standard action, does that mean that a full attack can now be combined with a move action, IE fighters and monks can move and full-attack?
Name: Irra Shattertongue
Race: Female Gnome
Alignment: CG
Class: Bard (Sound Striker)
Party Role: Support, Secondary Caster (Illusion Specialist)
Backstory: Irra was born to a gnome caravan, travelling throughout Varisia and the world. Her parents- Enara and Tain- sang and entertained, others taught or did accounts, others bought or sold, others stole or cheated. Having reached the age of adulthood, Irra has decided to go out into the world for a year or two, away from the caravan for the first time, and learn and experience what she can on her own. Naturally, it is not quite that simple. No gnome caravan hoping to survive more than a year gets by without some means to protect itself. Irra is an initiate in her family's art of sound manipulation, able to create fantastic illusions or blast apart rock with a single syllable; other members of the caravan have skills of similar devastating effect. Irra is not on holiday, she is out to hone her skills in the dangerous world of adventuring and learn anything she can that will protect her family and her caravan. Though this practical purpose does not diminish her otherwise awfully pleasant demeanor.
Personality: Pleasant, quick to laugh, makes and supports her friends easily and steadily. Able to weigh her loyalties quite cooly; if her family or caravan is in danger, the ends can justify the means. Due to how her caravan is run, she doesn't much respect or like men, feeling them a little emotional and untrustworthy. Greatly dislikes goblins. Intrigued by elves and their haunting songs.
Personal hooks/quests: Among the highly-placed yet discreet, Irra's caravan is known for carrying confidential or dangerous messages, for a price. Irra carries two, and others seeing her may ask her to carry more. The matriarch of Irra's family is nearing the Bleaching age, and she is eager for any interesting trinkets or pieces of knowledge she can bring back to the old woman.
Apologies if the backstory seems a little like a summary than a story; decided I wanted to play a character with no parental angst or hidden destiny and a minimum of tragedy, and it doesn't quite lend itself to a dramatic tale.
| DM Lich |
One question as per your changes to Fighters and Monks; as Full Attacking is now a standard action, does that mean that a full attack can now be combined with a move action, IE fighters and monks can move and full-attack?
Correct. Just as casters can move and make full use of their abilities each round, Fighters and Monks can now do the same.
| Javell DeLeon |
Alright then. I got this guy I wanna throw out there.
Sorry about the backstory. He was created a few years back so I promise I just didn't slap that out there. :)
I typically am not a backstory guy, but this is a rare case where it just got away from me. :p
He's also not technically all correct, but that can be fixed easy enough. Equipment and several other minor changes are still necessary but this is the gist of him. All that can be taken care of if chosen. But if you want all that cleaned up beforehand then I can get it done. It'll be over the next day or two though.
And just ignore the Darnak BELOW the line. He was initially created as a high level pc. I put so much work into it, I just don't have the heart to erase it.
| DM Lich |
Not sure I like you're house rules however.
Well, I am by no means insistent upon using these rules. If the group feels that my approach disenfranchises other full-BAB characters, then I am more than willing to run RAW/RAI for Fighter and Monk. I will leave it up to the group, especially since we already have a Barbarian in the mix.
Typically I make these changes so people choose Fighters and Monks occasionally rather than spellcasters or more specialized melee types, but I am certainly not adamant about using this approach in the game. In addition, whichever way we choose to go with this, I will run the NPCs and classed monsters in the same fashion as we agree to as a group.
Thanks for the feedback.
| Javell DeLeon |
Not sure I like you're house rules however. They seem a bit drastic and make all non fighter/non Monk Full BAB classes look like fools
If you don't like them, then, isn't the simplest solution to just not apply? I know if I've got issues with some of the requirements in a recruit thread, ones that I just flat out don't care for, I just move on. No big deal.
I like the 'General rule/Magic rule changes'. I think they're great. I say don't change a thing. That's what drew me to this thread. Those set of rule changes get my vote. They're unique. That and the fact that there are 8 billion other pbp recruit threads out there that go by the rules exactly. Those can be joined any time. Gimme something with a twist to it. It makes it interesting.
Aside: As far as the Magic rule changes go, that's how my RL group use to run it. That's another reason I found this cool. Because that's how we played it for years. I've not seen that ANYWHERE else.
| DM Lich |
List of Accepted Characters (4 more slots remain)
1. Turad Osiro, Human Barbarian (this is the player I mentioned in the OP)
2.
3.
4.
5.
List of Completed Applications
1. Ven, half-elven scarf dancer (magus)
2. V'Thamuus Diwanimi, Human Wizard (Thassalonian Evoker)
3. Irra Shattertongue, gnome bard
4. Darnak, dwarf monk
Notes
I am not seeing a cleric or other healer type thus far. Perhaps those that have submitted applications can begin discussing a healing plan.
| dien RPG Superstar 2015 Top 16 |
A healing plan: heh. Wands of CLW once we can afford them, and just survive through combat long enough for Irra to use them... I always try and get a decent UMD with my chars, too, as an emergency thing.
Regarding the Fighters/Monks vs other BAB classes: honestly I think I'd need to see what it looks like in play to decide whether it's 'disenfranchising' anyone. By the time it's going to matter, a 6th-level Ranger has some basic spellcasting to help buff him or her... a 6th-level Barbarian as compared to a 6th-level Fighter would be interesting to compare, as that's the closer comparison. (Cavalier too, might be an interesting comparison.)
But I agree with the fact that if you don't like it, you're under no obligation to app? You could ask for clarification on how the disparity between F/M and the other BAB classes is being handled without needing to sound quite so combative. ;)
| dien RPG Superstar 2015 Top 16 |
Curious, though, how you'd be handling multi-classers-- if I go with my plan of a few levels of Lore Warden fighter, am I now considered a 'fighter' once I get high enough level to have iterative attacks? Giving Magus full attack / no iterative penalties seems like it could be potentially unbalancing, though again, I'd have to see how it actually plays.
But I don't mind the idea of experimenting and seeing how it goes.
| V'Thamuus Diwanimi |
Pooling resources for wands is a good idea. I'm more than willing to provide my fair share. I'll throw some resources into UMD as well if we need it, though if agree Irra would be best to take point on that.
As for the house rules, bring 'em on. I have to admit, I like the idea of not pouring half my resources into my spellbook. Why shouldn't fighters get nice things too?
| V'Thamuus Diwanimi |
In other thoughts, did you have a preference on using the Force Missile Mage prestige class? It is 3.5, but was published by Paizo. It needs a bit of adaption, would you like me to have a go at the adaption and post the results, or are you familiar with it.
I love the idea of a campaign of old Dungeon mods. I did something very similar myself a decade and a half ago in tabletop. Turned out to be one of the best campaigns I've ever run.
| :Sunny: |
*Waves* (^_^)
No worries Master DM, sir...Unless, ye is a woman...(>_>)
So..here's an avatar with a character behind it fer perusalin'. (^_^)
It's workin' up ta' be a 'Magus'. Though I has a few other class ideas if'n Magus be all tapped out?
Fer example, I has an Oracle of life also if peoples think we need more healing type thing?
EDIT: I also see lots of other folks have gotten in pretty much che same ideas as m'self. Ah well...looking forwards to any feedback etc.
Much cheers to all. (^_^)
| DM Lich |
Curious, though, how you'd be handling multi-classers-- if I go with my plan of a few levels of Lore Warden fighter, am I now considered a 'fighter' once I get high enough level to have iterative attacks? Giving Magus full attack / no iterative penalties seems like it could be potentially unbalancing, though again, I'd have to see how it actually plays.
But I don't mind the idea of experimenting and seeing how it goes.
My thoughts exactly. To tell you the truth, I haven't had anyone multiclass a fighter for 6 levels so I don't have experience with this aspect of the mod; everyone that has played with this rule in the last 5 or so years has been single class. Let's give it a try and see what happens.
In other thoughts, did you have a preference on using the Force Missile Mage prestige class? It is 3.5, but was published by Paizo. It needs a bit of adaption, would you like me to have a go at the adaption and post the results, or are you familiar with it.
Please post a conversion. I would be interested to see it.
| V'Thamuus Diwanimi |
.
V'Thamuus Diwanimi wrote:In other thoughts, did you have a preference on using the Force Missile Mage prestige class? It is 3.5, but was published by Paizo. It needs a bit of adaption, would you like me to have a go at the adaption and post the results, or are you familiar with it.Please post a conversion. I would be interested to see it.
Done. It is spoilered in my profile.
| stormraven |
Here is Taizo, a male Varisian native and wanderer/entertainer [we seem to have a number of those :)] who specializes in storytelling and weaving myths. He's a Life Oracle who will be multi-classing into Sorcerer at some point for more offensive oomph.
I've kept his background barebones. If you want me to put more flesh on the bones, let me know. Thanks for the consideration.
Human (Varisian) Oracle 1
NG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +0, Ref +2, Will +3
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Special Attacks Channel Energy 1d6
Oracle Spells Known (CL 1st; concentration +7):
1st (4/day)—protection from evil, cure light wounds, ray of sickening (DC 15)
0 (at will)—spark (DC 14), mage hand, detect magic, ghost sound (DC 14), sotto voce (DC 14), light
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Statistics
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Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Fast Learner, Selective Channeling
Traits focused mind, varisian wanderer
Skills Diplomacy +8, Heal +5, Knowledge (planes) +5, Knowledge (religion) +5, Perform (oratory) +9, Sense Motive +5, Spellcraft +5
Languages Common, Draconic, Varisian
SQ mysteries (life), revelations (Channel Positive Energy [1d6])
Other Gear 180 GP
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Special Abilities
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Focused Mind +2 to Concentration checks
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Oracle Channel Positive Energy 1d6 (5/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Varisian Wanderer (Perform [oratory]) +1 to Perform (oratory) checks, Perform (oratory) is always a class skill for you.
In all likelihood, Taizo would have stayed with his familial caravan for his entire life, had he not been on the losing side of an unfortunate love triangle as a teen. Unwilling to watch his love be with another man, he chose to strike out on his own. Listening to the voices in his head, Taizo has taken up life as a part-time adventurer as well as a traveling storyteller (and healer when necessary).
Taizo is 20 year old, of medium height and build.
| Zachary McDurnon |
Just a FYI, Zachary...
DM Lich wrote:
- No 3rd party sources without approval (some are just not designed well)
- No psionics please
darn it.
Oh well, I have a few other character ideas.
A Skinwalker Vitalist, maybe?
Or can I be an Arcanist (Advanced Class Guide)? I've had my eye on that one for a little while now. Perhaps that elf-born fanglord I've been wanting to play...
Caquix
|
Longfeather
Tengu male Cleric (Merciful Healer) of Sarenrae
Longfeather comes from a long of tengus that have help a kind of leadership role in his small community. Longfeather is young but knows, in time, he will have to lead and he is not willing to just maintain the survival of his people. Longfeather believes the tengus deserve much more than a life of scavenging to just barely survive and believes they are capable of much more than anyone, including the tengus, think they are. He has been learning from his father, Softtail, to be a cleric and begins to notice that his father is increasing the pace at which he teaches with no explanation. He confronts his father and Shorttail explains that soon Longfeather will have take over. Shortail tells Longfeather that he was given a vision and, in one years time, Longfeather would lead. Longfeather leaves in anger, yelling at his father “there must be some other way for us to live”.
Longfeather is searching the world for some better way for his people. He isn’t sure what that is, maybe a great knowledge will enable his people to prosper, or some magic item could provide for them or he can obtain some great fortune or find some special skill he can teach to his people. Overall, he thinks knowledge is his people’s shot and he takes any chance he can to learn or to acquire books.
| DM Lich |
List of Accepted Characters (4 more slots remain)
1. Turad Osiro, Human Barbarian (this is the player I mentioned in the OP)
2.
3.
4.
5.
List of Completed Applications
1. Ven, half-elven scarf dancer (magus)
2. V'Thamuus Diwanimi, Human Wizard (Thassalonian Evoker)
3. Irra Shattertongue, gnome bard
4. Darnak, dwarf monk
5. Longfeather, Tengu cleric of Sarenrae (Merciful Healer)
6. Taizo, human oracle
Notes
Well, I just realized that this Thursday is my weekly tabletop game, so I have chosen poorly for a cut off date. Also, I have something planned for Friday evening. Given this, I am changing the cutoff date to Sat Jan 18 at 12pm EST [1700 GMT]. Sorry for the delay but I really will not be home either night so we might as well extend the period. I will announce the final party on Saturday.
Characters all look interesting so far. Keep up the great work!
I have narrowed down the first adventure to one of a couple of choices. Once I make the choice, I will provide the issue, adventure name and a couple of other pieces of info so the author gets credit. No, I am not worried about folks looking up the adventure - if that is what someone chooses to do, then they are merely spoiling the thrill of discovery. It's about the journey, not the destination after all. Additionally, if someone has a suggestion from an old Dungeon and we decide to play onward, PM it to me and we will see if we can work it in at the appropriate time.
| Kirzon |
Hello DM Lich,
Here's my submission for a battle cleric. I realize there are already a couple of divine character submissions, but I think Kirzon is compatible with them as more of a melee combatant than a spellcaster. I hope you'll consider it!
*Edit*: Also, if you like the concept generally but don't want too many clerics/oracles, Kirzon is easily recast as an Inquisitor. He still carries a big sword and becomes even more intimidating.