
GM Sappy |
4 people marked this as a favorite. |

Gentlemen, gentlewomen and Elves, welcome to another of my weird games! This time, involving an implausible set of venerable heroes, who had their glory days a long time ago and are now forced to come out of retirement.
This is your chance to play the old codger who's yelling at the housekeeper for no sensible reason, grumbling at the young kids, or maybe the kind, wizened old paladin, or a wizard with a long, white beard and foggy eyes. Who said that world-saving belongs to those young guys? Let old age shine!
What to play? I'm not sure yet. Tomb of the Iron Medusa, Witchwar Legacy and The Moonscar are all in the right level range, and so is the last book of Curse of the Crimson Throne. Otherwise, I really like Doom Comes to Dustpawn, and I think I could rework it to fit the levels. Those chosen will get to decide, and it's possible that we may play more than one module.
There are two spots already filled, so I'll be choosing three or four characters to play. Also, I'm picking without any regards for party balance, because it's more fun that way. Choose something you want to play.
So, here are the character creation rules: the basics.
Abilities: 16, 14, 14, 12, 10, 10 array.
Race: Core, Featured, and Uncommon, but keep it plausible. Svirfneblins will be nerfed a bit if you want to play one, Drow Nobles will be laughed at, and generally expect people to look at you in a weird way if you play something weird. Kobolds will have some buffs if you want to play one. Basically, choose what you want and we'll worry about mechanics later.
Class: Any Paizo. Guns are emerging. Summoners must use the unchained spell list, unchained rogues can ask to take talents that are chained-only, monks and barbarians can choose.
Archetypes: If you would like to stack two archetypes that are unstackable just for that tiny little detail, or to use an unchained class but with an archetype that would not be valid (looking at you, Zen Archer) ask. I may allow it.
3rd Party: Spheres of Power is allowed. So is Ethermagic. If at least five people show interest in them, Psionics and Path of War can be allowed. Other content might be allowed on a case-by-case basis. No godlings.
My Golden Rule: If you like an idea, but it's bad in gameplay terms (see Dwarf Paladin or Kobold whatever), ask away. I might help. Or just go for it, what's a -2 when you have -6 age penalties? Jeez.
Starting Level: 15. This means that you have 3 ability increases beyond starters.
Starting Wealth: 120,000 gp. I use Automatic Bonus progression, boosting it a bit. Attunement bonuses and weapon special qualities stack instead of eating into each other. No pre-game crafting.
Traits: Two, no drawbacks.
Skills: Background Skills are in effect. A Bard or Skald must have at least half of their Perform skills as non-background skills.
Feats: Everyone gets one bonus feat. "Improved" and "Greater" versions of feats are free once prerequisites are met, this applies to style feats.
Skill Unlocks: Investigators and Slayers can take Signature Skill in place of a talent for one of their class skills. Other characters can take the Signature Skill feat for skills that are, well, signature: for example, a Wizard could unlock Spellcraft or Knowledge(arcana), a ranger Survival or Stealth, and so on.
Combat Stamina: No.
Favorite Class Bonus: Pick any race's.
And here we have THE most important feature of this game:
Old Age Rules: You start the game at Venerable: however, not everyone ages the same way. You can choose any of these options:
* -6 to all physical scores and +4 to all mental score. Almost default adjustments.
* Among the following pair of abilities, choose one to grant a -6 penalty and one to grand a +4 bonus: Str/Dex, Con/Wis, Int/Cha. So if you wanted a +4 to Strength, you'd have to take a -6 to Dex and viceversa.
* You can trade one or more -6 penalties for an equal number of following disadvantages:
--- Feeble Arms: you have a -4 penalty on weapon attacks and damage rolls, and you automatically fail Strength checks. This disadvantage is reserved to classes who have a 3/4 or full BAB.
--- Clouded Eyes: You can't see further than 60 feet. You take a -5 penalty to Perception checks for every 5 feet of distance beyond 30.
--- Weak Legs: Your movement speed is halved. This includes any fast movement skill, but not armor or load reductions, and applies to any other movement mode.
--- Ruined Liver: You automatically fail saving throws against poison, nausea and sickness.
--- Slow Reactions: You take a -4 penalty to initiative rolls and Perception rolls to avoid being surprised.
--- Degraded Memory: You take a -10 penalty to Knowledge rolls. You can cast one spell per day less than usual. This disadvantage is reserved to classes who have at least level 6 spells on their spell list.
--- Heart Condition: You're always fatigued. This condition does not prevent you from doing things that cause fatigue (like barbarian rage), but those actions make you exhausted. You become exhausted after three rounds of combat.
Of course, I know that there are a thousand and a half items, feats and whatnot that could help you circumvent these penalties, so I'm trusting you to be honorable and not abuse them. Age weakness is supposed to be part of the game. For that matters, greater age resistance is not banned, but its duration is nerfed to 1 minute and you can't use it more than 1/day. Any item constantly duplicating the effect is banned.
If you have an idea for another disadvantage, or anything that I may homebrew, propose away. I make no promises, but I'll try to have you play what you want to play.
About Background: You're level 15. There are APs that end before that level. I don't want you to list every heroic deed your character performed, but you're supposed to have been strong, acclaimed and famous back in your days, someone that bards sang about.
As always, the rule is to avoid min/maxing and powerplaying. I'm not against boosting the stats you use and taking disadvantages that don't harm you too much, but I'm choosing flavor over power and balance.
Deadline for submission: January 20

Tharivello Siannodel |

Dotting for interest. Thinking an Elf or something else long-lived, practicing an ancient form of magic known as Veilweaving from the same people who made the pathfinder Psionics and Path of War, Dreamscarred Press. Just as their Psionics supplements are a port of 3.5e psionics, and path of war is a port of 3.5e Book of Nine Swords, Akashic Mysteries is a using the term liberally port of the Magic of Incarnum supplement from 3.5e.

EmissaryOfTheNorth |
1 person marked this as a favorite. |

Consider this a dot with high interest.
I am right now thinking about an old human Wizard, of the Evoker variety most probably. A man who scoffs at new magic users and their fancy spells while he uses only the classics and most particularly the classicest of all: Fireball.
He'd have a valet familiar by the name of William.
"These youngsters, with their flashes and their walls and their monster conjuration. Shenanigans, I say! I tell you, William, back when I rode with Valora's Five I had only a handful spells on my book! A handfull, you heard that right William." says the almost mummified wizard to his impeccably dressed little helper as he puts his glasses backs on and his wizardly hat on his balding head "And did we cry and whine? NO! We threw a fireball and called it a day. Youngsters these days are feebleminded and weaklegged, couldn't find a Tarrasque if it was biting their asses... if you want an Ancient Evil gone, you better do it yourself, William."

GM Sappy |

@Tharivello Siannodel: Akashic Magic seems nice, yes, no objections there.
@EmissaryOfTheNorth: You reminded me of something I forgot to mention: while Leadership is, like in pretty much every game, not allowed, PCs may have a few (no more than four) 1st-level followers, valets, grandchildren or the such. They wouldn't be of any use for adventuring duty, but if you like the idea of bringing some caretakers, you may. And the concept is great!
@thunderbeard: I had evidently missed that. Undead characters are pretty strong by themselves, with all their immunities and qualities, and CR is a bit wonky when measuring power level, so I'd avoid them.
But I like the concept, so if you like you can take the dhampir (any heritage) and reluff it to your heart's content. And I'm open to any other suggestion.

Ouachitonian |

Is the Reincarnated Druid allowed? He'd start as old as everyone else (or older, having reincarnated more than once already), but the first time he's killed in combat, he'll pop back up in a young adult body. Seems like that might run afoul of your prohibition on getting around age weakness.

Wilhelm Shieldbreaker |

This sounds like a good laugh, and is crying out for a Terry Prachett style barbarian (ruined liver goes without saying!). I may even stat that up. However, I also like the idea of something druid/ranger/(possibly even nature cleric) esque character, almost more tree in nature than human. Or maybe a very old bard with a fading memory. Have been playing other systems recently, so I will have to read up a bit.

GM Sappy |

@Alecak: I'm using a boosted Automatic Bonus Progression, which halves WBL and removes +X items and enhancements, in exchange for giving you bonuses for leveling-up. It should also help overcome aging penalties. Here.
@Ouachitonian: Reincarnating into a younger self would be "getting around it", yes. However, you may be cursed to always reincarnate into an equally old body.

GM Sappy |

@Alecak: Precisely. Also, magic weapons and armors lose their enhancement bonuses but keep their special abilities.
Items that only grant bonuses to AC, saving throws, and ability scores don't exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor do exist, but grant only special abilities, not enhancement bonuses.
If you wanted an item such as a Monkey Belt, which acts as a Belt of Dexterity and has an additional effect, you would subtract the cost of a BoD and remain with a 5400gp belt with the secondary effect only. Same deal with magic weapons and armor, and this way you can focus on the fun and flavorful items.
@Valjoen_KC: I'd say so for Spell Focus, yes, but more "disconnected" feat chains would be on a case-by-case basis. You may make a case for Whirlwind Attack coming with Spring Attack, for example, but it would be a hard sell. Style feats apply because they usually have harsher requirements as they go up, so I'm just cutting some feat taxes.

Gavmania |

I like this. Can I have a hard of hearing disability, so he walks around with a large ear trumpet going "Eh? Wassat? Speak up young Elf!" and generally complaining loudly about the younger generation because he doesn't realise that he is being loud. Probably with a staff in the other hand so that it helps him to walk. Which probably makes him some kind of magic-user or perhaps a staff magus.

GM Sappy |

@Gavmania: I had thought about adding a "Deaf" option, but it felt both mechanically weird and frustrating (everyone hates spell failure except non-casters). However, limping is up with "Weak Legs" halving movement speed, and you may reflavor "Slow Reactions"' Perception and Initiative malus as being hard of hearing. Or just add them to fluff with no mechanical effect.

EmissaryOfTheNorth |

@EmissaryOfTheNorth: You reminded me of something I forgot to mention: while Leadership is, like in pretty much every game, not allowed, PCs may have a few (no more than four) 1st-level followers, valets, grandchildren or the such. They wouldn't be of any use for adventuring duty, but if you like the idea of bringing some caretakers, you may. And the concept is great!
While I originally meant a wizard's familiar that served him as valet, I do entertain the concept of poor low level NPCs being brought to an epic adventure. Bouncing ideas with you and the rest, both to order them for me and to inspire others:
-A shieldbearer/squire/apprentice to the PC-A distant familiar visiting you, which you ought to protect and care for. Or not, who knows.
-The descendant of a friend to whom you owe a favour. He is crashing in your couch for a while.
-A cook/gardener/stylist to help you eat properly/???/be dashing while you go on a last adventure.
I would also like to request more info regarding a couple things. I'll put a bit more information after the request for you to understand why do I ask about it.
At level 8th Create Demiplane comes online. With its permanency cost being 20.000 gp. Is the spell and having it permanency'd allowed?
And second: Would it be up for discussion the Leadership feat if it were only to staff a 'facility'?
As you said we could bring a couple 1st Level people with us I thought 'Man, tis the chance to play a retired Wizard turned Arcane teacher that has returned to the adventuring bussiness! Yeah, having an apprentice and rocking hard!'.
But then I said to myself 'We are level 15... and Sappy has said we were the stufd of legend! People that appeared in bard songs! Why go small? You could have your own damned extra-planar University!"
With Create Demiplane -a spell I could caste- permanency'd for only aa mere ifth of my funds, I could have my own demiplane spanning 1500 feet. Complete with flora, fauna, seasons and a damned huge castle-school!
But how do I populate it?
And I turned to the Leadership Feat: A 10th Level or so Teacher/Guardian/Co-director plus around 20-40 apprentices and teachers of varying abilities. That sounds like a plan.
Obviously, said followers and cohort wouldn't be relevant in combat, or even in downtime, as they have an established role and occupation. But they would be there, as my pupils and staff.
Anyway, this could be achieved by mere background and talking it out with you. But 1)I wanted you to know how much I am decided to give up -a precious feat and whatever money is needed- for the idea and 2)Having easy to find numbers in the remote case that the GM wanted to attack my beloved University.

TheSilverDreamer |

Ooh, this sounds fun as sin. Monk could actually be kinda neat for the Wisdom bonus to AC along with the base AC bonus. Plus, the old man who wears a shawl and waddles around with a cane, only to throw his props away and drop into his stance when combat starts. Probably gets his kicks by making people think he's weak and useless with that maxed-out Bluff skill. I'm gonna put something together...

GM Sappy |

@Alecak: Yes, sounds nice. However you wouldn't be able to use a shield either, and a hook wouldn't help much (in terms of mechanics). If you take it for a class that's built around one-weapon fighting (a swashbuckler, for instance) I'm going to scowl.
@EmissaryOfTheNorth: Yes. This seems positively awesome. The problem with Leadership is having people abuse it in combat, but making your own school of magic is a lovely idea, so I'll change my wording to "Leadership is allowed outside of combat."
Also they could have some relevance in downtime as well, since you're willing to invest money and energy on your school.
@drbuzzard: Yes to all three.
I'm writing the various things that I add on the road on the Campaign Info tab.

EmissaryOfTheNorth |

True! Pre-game crafting! I was going to go with the classical [i]This seems like a big old book but I actually simply bound all my scrolls for ease of access."[/b]
And a last question -for now-: do you want the tone of the game to be comical or yet serious despite all of us being old farts?
Because if we'll fall a bit on the comical side, I am a 15th level wizard. With a 1st level NPC coming with me. And wizard's usually have poor common sense, like movie scientists.
All of that leads to a Rick & Morty couple, sans the sociopathic nature of Rick, of course. Daaaamn! Rickerilanicus sounds like a good wizard name.

drbuzzard |

OK, got my guy together. Used a retired PFS guy who I've played well into Seeker range.
Son of a Taldan nobleman, he had his shot at the easy life squandered as
his father blew what was left of the estate on foolish business deals.
Vars was an adept duelist, and decided to turn his hobby into his
vocation as his family was forced to sell their last possession -their
title. Vars vowed to claim enough glory to get their title back. He
traveled to Absalom to join the Pathfinder society as a clear road to
riches and glory.
The choice has served him well as he was able to become one of the most
capable warriors on Golarion, and he was able to reclaim a noble title
in the Taldan empire. Of course he also got something of a lesson on
Taldan titles. Apparently they have multiplied over the years and the
values of some have become rather questionable. Vars is now Duke of
Shady Mountain. While that doesn't sound bad, the only habitation is
Shady Mountain estates, which is little more than a caravan camp. On the
plus side his longtime compatriot Duh Woo (the hillbilly) is from his
new demense.
He did serve notably while in the Pathfinder society, being a key figure
in keeping Nerosyan safe when the demons of the Worldwound tried to
overrun it. Before that highlight of his career, he traveled from one
end of Avistan to the other, doing the bidding of the Ten, leaders of
the Pathfinder Society. After rescuing, or failing to actually, a number
of the council of Ten, he got disillusioned with the society, and became
something of a Wastrel in Oppara, partying with the various lesser
nobilty. Sometimes he could even find a noble foolish enough to duel
him. Those were not fair fights, and barely diversions.
Eventually he got tired of the rich life as a court noble in Oppara and
moved back to his estate at Shady Mountain. Of course being a remote
estate which presided over a caravan camp, it was hard to find decent
retainers so Vars had to learn to do a lot of it himself. He spends much
of his time keeping up the manor house, and keeping his tenants in line.
His life of partying and a rather drafty Manor house have taken a toll
on his health, with his liver going on him. He's also losing his
eyesight. He mangaged to get some spectacles so he can still see in
close, but anything at a distance is a blur.
Somehow, his physique is about the same as always. Must be beating down
drunken caravan trash to keep the peace around Shady Mountain. He does
remember wistfully his adventuring days, but those are long past.
Most of the tenants are really tired of his old stories by now, and make excuses to run off as
soon as he starts telling them again.
Vars is still an imposing figure, even at his advanced age. The balding pate, heavy wrinkles and liver spots might make one assume they can dismiss him as an old codger, but he's still able to whup some but on whippersnappers who sass him. He manages to still stand erect at his full six feet of height, though his brown eyes are no longer as clear as they once here. He still wears his armor a lot of the time, since his tenants are quite ornery as a rule because of their over consumption of cheap ale.
Duke Vars
Human (Taldan) fighter 15
N Medium humanoid (human)
Init +3; Senses Perception +26
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Defense
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AC 43, touch 18, flat-footed 39 (+16 armor, +2 deflection, +3 Dex, +1 dodge, +1 insight, +2 natural, +7 shield, +1 trait)
hp 124 (15d10+30)
Fort +16, Ref +18, Will +18 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities evasion; DR 6/—
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Offense
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Speed 30 ft.
Melee +2 evil outsider-bane heartseeker impervious adamantine falcata +31/+26/+21 (1d8+18/17-20/×3 plus 2d6 vs. Evil Outsider)
Special Attacks weapon trainings (fighter's reflexes, heavy blades +5, bows +4)
--------------------
Statistics
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Str 25, Dex 16, Con 14, Int 16, Wis 14, Cha 10
Base Atk +15; CMB +22 (+26 sunder); CMD 46 (61 vs. dirty trick, 50 vs. disarm, 61 vs. grapple, 52 vs. sunder)
Feats Advanced Armor Training, Advanced Armor Training, Advanced Weapon Training, Advanced Weapon Training, Armor Focus, Blind-fight, Blinded Blade Style, Blinded Competence, Blinded Master, Critical Focus, Dodge, Exotic Weapon Proficiency (falcata), Greater Blind-fight[APG], Greater Shield Focus, Greater Sunder, Greater Weapon Focus (falcata), Greater Weapon Specialization (falcata), Improved Blind-fight[APG], Improved Critical (falcata), Improved Sunder, Power Attack, Shield Focus, Staggering Critical, Weapon Focus (falcata), Weapon Specialization (falcata)
Traits defender of the society, seeker
Skills Climb +13, Craft (carpentry) +15, Handle Animal +5, Intimidate +17, Knowledge (dungeoneering) +10, Knowledge (engineering) +20, Knowledge (nobility) +6, Perception +26, Ride +6, Survival +20 (+22 to avoid becoming lost), Swim +13
Languages Azlanti, Common
SQ armor training 4
Combat Gear unfettered shirt[UE]; Other Gear +3 comfort adamantine full plate, +3 heavy steel shield, +2 evil outsider-bane heartseeker impervious adamantine falcata[APG], clear spindle ioun stone, dusty rose prism ioun stone, eyes of the eagle, gloves of dueling[APG], handy haversack, ring of evasion, wayfinder[ISWG], winged boots, 4,462 gp
--------------------
Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+6/+12) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Specialization +3 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Armored Juggernaut 6 (Ex) Gain DR based on armor worn, stacks with adamantine armor.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blinded Blade Style You hold no fear of blindness, as your other senses improve without the distractions of sight.
Prerequisite: Blind-Fight, Perception 5 ranks.
Benefit: While you are using this style, you gain a number of benefits whenever you are
Blinded Competence Your lack of sight enables you to strike your foes with uncanny precision.
Prerequisite: Blinded Blade Style, Blind-Fight, Improved Blind-Fight[APG], Perception 10 ranks.
Benefit: While you are using Blinded Blade Sty
Blinded Master Your skill at arms while unable to see is astounding.
Prerequisite: Blind-Fight, Blinded Blade Precision, Blinded Blade Style, Greater Blind-Fight[APG], Improved Blind-Fight[APG], Perception 15 ranks.
Benefit
Combat Maneuver Defense (Weapon Training [Blades, Heavy] +5) (Ex) May apply weapon training bonus with chosen group to CMD.
Critical Focus +4 to confirm critical hits.
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fighter's Reflexes (Weapon Training [Blades, Heavy] +5) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Greater Blind-Fight Melee attacks treat total concealment as 20%, and invisible ranged attackers you have pinpointed gain no benefits against you.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Improved Blind-Fight Melee attacks ignore the miss chance for less than total concealment. Invisible attackers within 30' you have pinpointed gain no advantages to hit you with ranged attacks.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Staggering Critical (DC 25) Critical hit staggers target
Weapon Training (Blades, Heavy) +5 (Ex) +5 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +4 (Ex) +4 Attack, Damage, CMB, CMD with Bows
Clouded Eyes You can't see further than 60 feet. You take a -5 penalty to Perception checks for every 5 feet of distance beyond 30.
Ruined Liver You automatically fail saving throws against poison, nausea and sickness.
Slow Reactions You take a -4 penalty to initiative rolls and Perception rolls to avoid being surprised.

GM Sappy |

@JoshB, EmissaryOfTheNorth: I said "no" on pre-game crafting because, at such a high level, it almost doubles a character's wealth. But I'm willing to compromise: each item creation feat means 15.000 gp's worth of extra (related) items. Also, it's not necessary to buy every item now at character creation.
About the tone, I'm going with light-hearted and comical but not downright silly. I'd like it to be a bit Pratchett-like, and to play with tropes and clichés, but it will still be RPG where players have their own motivations, playstyle and expectations. Therefore a Rick and Morty-style couple sounds nice, but with moderation.
That could of course change should all the players agree.
@Alecak: That would be a bit too circumstantial, I think. A caster not focused on ranged rolls would only have a -1 AC penalty against ranged attacks most of the time. But there's nothing against fluffing an eye wound without penalty, if you'd like.

EmissaryOfTheNorth |

@JoshB, EmissaryOfTheNorth: I said "no" on pre-game crafting because, at such a high level, it almost doubles a character's wealth. But I'm willing to compromise: each item creation feat means 15.000 gp's worth of extra (related) items. Also, it's not necessary to buy every item now at character creation.
About the tone, I'm going with light-hearted and comical but not downright silly. I'd like it to be a bit Pratchett-like, and to play with tropes and clichés, but it will still be RPG where players have their own motivations, playstyle and expectations. Therefore a Rick and Morty-style couple sounds nice, but with moderation.
That could of course change should all the players agree.
Just to make sure I understood what you said. If I have, let's say, Scribe Scroll I can use 15.000 gp out of my 120.000 total to craft scrolls.
If I had Craft Wand and Craft Rod, I could use 15.000 gp to craft scrolls and 15.000 to craft wands.
Isn't it?
Sounds fair, to be honest, as I was intending to buy mundane stuff, a lot of scrolls -perhaps a wand or rod- and maybe a fancy item to show how cool of a Professor I am.
Oh, and a musket. I do want to carry a musket for no other reason as to fail to use it.

thunderbeard |

Hmm, okay. I have an old (and old) character I was thinking of unretiring for this campaign; the guy had become an Iroran mummy (mummified creature without any of the supernatural abilities, not a very powerful undead template) but I can just ratchet him back to being in the process of mummifying himself.
Are things like Guided weapons etc. considered to be in poor taste?

![]() |

@Alecak: That would be a bit too circumstantial, I think. A caster not focused on ranged rolls would only have a -1 AC penalty against ranged attacks most of the time. But there's nothing against fluffing an eye wound without penalty, if you'd like.
Maybe they only get half of there Dex(and dodge) bonuses VS ranged attacks and being flanked. I just came up with some interesting drawbacks

GM Sappy |

@EmissaryOfTheNorth: Yes, which is mathematically the same as giving 15.000 extra gp for buying.
@Thunderbeard: Guided weapons and the like are alright, you're high-level enough to use some toys. This does not mean that I'm allowing everything 3.5, but they sound reasonable.
However, I would be a bit displeased if they were to be abused (*cough* Monks *coughs*). Working around penalties is a thing, minmaxing is frowned upon.

Paccino |

This is the Alias to Alecak and my still working on it.
Having worked as a Soldier before finding his faith Paccino spent many a day fighting evil for his goddess Iomedae. Paccino spent his time seeking to follow in the footsteps of the his goddess through study of the miracles of her mortal life. After stopping an insane cleric who was trying to free Rovagug and experiencing the chaos in which he lost this hand he decided to hang up his sword. Paccino opened up an inn named Nothing Sharper, where he hosts bards from all over to do battle with their wits and sell drinks to those who attend.
Years later his goddess has called him to take up his sword once more. even though his joints ache and his vision is starting to fade and his one hand he will not complain (at least not to his goddess).

Gavmania |

@Gavmania: I had thought about adding a "Deaf" option, but it felt both mechanically weird and frustrating (everyone hates spell failure except non-casters). However, limping is up with "Weak Legs" halving movement speed, and you may reflavor "Slow Reactions"' Perception and Initiative malus as being hard of hearing. Or just add them to fluff with no mechanical effect.
There are ways around spell failure (cast spells with no verbal component and/or use still spell), though I can see how they can be frustrating for some. If I were an aging MU going deaf, I would probably invest in some Rods of still spell (some might consider that cheating, but I'm old so I'm allowed to cheat).
Still, I'm happy to go with your suggestion of slow reactions and reflavouring it. He isn't completely deaf, just hard of hearing. He has the uncanny ability to hear perfectly every time someone says something detrimental about him (does that count as a supernatural ability?)
I'm considering going with Master Summoner. I find the idea of summoning some big nasty critter, then being unable to hear what they are saying somewhat amusing. His Eidolon can possibly be reflavoured as a valet/skill monkey, along with whatever other hangers-on he has.

thunderbeard |

Hmm. Am planning on playing a monk, so no Guided weapon.
But my bigger concern is this: the ability score I'm going to be using to deal damage will either have a +4 or a -6. If I put +4 in Dex at the cost of -6 to Str, I'm either getting a big bonus (via dex-to-damage) or a big penalty; one might be a bit min-maxing, but the other is pretty non-optimal. Do you have a preference one way or the other?
EDIT: I'm also planning to have a character with a few missing limbs. If I have a missing arm replaced with a hook hand, should I just treat it as normal, or impose penalties and count it as an age effect?

Loup Blanc |

An idea occurs: an elven archer type, fully into the old age category, so he's old. (Or one of the other races that lives for a looooong time.) Occasionally recalls truly ancient events as though they happened yesterday, refers to things as they were centuries upon centuries ago. Is, as so many characters suggested so far are, rather ill-understanding of the way things are today, and doesn't appreciate what the youth are doing.
Followers are absolutely a thing. Maybe family?
Alternatively, I may build myself an Obi-Wan type and four kids who've followed him on some damn fool idealistic crusade (maybe like their parents did).
Are companions / familiars old as well?
The GM didn't answer, but they definitely should be. "Sic'em, Killer!...Killer? Damn cat hasn't been able to hear worth a damn in forty years..."

Ouachitonian |

Animal Companion Feats question: Do they get the auto-improving chains? That could be really helpful with their limited number of feats, not having to spend 3 slots for the vital strike chain for my T-Rex. :)
Also, is it foul play to take the Weak Legs disadvantage then just ride our companion whenever possible?

Gnar the Red Baron |

Super Rough Initial Pitch: Gnar definitely wants those goblins to get off his lawn. It took him a long time to earn people's trust and respect and he doesn't want any young wippersnappers who are still afraid of puny little mutts to ruin his garden. A very intelligent venerable Goblin he was always smarter than the rest of his clan. Originally got into alchemy purely to create bombs and although he was very good at it he got frustrated at his clan's stupidity in how they used it. They never really improved their lives and only ever succeed in making things miserable for everyone they came in contact with, including Gnar himself. His only consolation was in raising a baby dire bat he had found in one of the clan's underground caverns. It had been abandoned and he'd heard stories of Goblins riding bats and vultures into battle before, it sounded almost romantic to him at the time. One day he snapped and ended up attacking his clan mates and driving them off. A kindly cleric of Sarenrae thanked him and was able to look past his rather rough exterior to see the potential underneath. He ended up taking Blazing Ember, the dire bat with him and traveled with the cleric for over a decade. Learning of Sarenrae and seeking redemption for his past actions. He brewed his first healing elixer in order to later save the life of that cleric's husband, a brave warrior that took a blow which would have taken down Gnar. It meant he couldn't save Blazing Ember and he lost his first real companion in order to save another. But he was better for having made the sacrifice and with their help he sought out another dire bat companion, his current companion Burning Bright. They went their separate ways many years ago now, the cleric and her husband starting a family. Gnar settled down in a town that they helped save near the mountains where he could raise dire bats in peace. The title of Red Baron was given to him by these people for his insistence on wearing garish red outfits, as well as the crimson hue of his first bat Blazing Ember back when he initially helped save the town. But the fact that they smile and say it proudly to his face, rather than snicker and joke about it behind his back, makes him proud of the title. Every week he'll go into the village proper and whip up alchemical remedies for any sicknesses or maladies running through the town.
So basically I'm using this not-so-serious chance to place a race that for some reason I have always loved dearly, Goblins. An older Goblin who has had time to learn some of what is wrong with the "normal" Goblin approach to things without completely turning his back on what makes Goblins what they are. He's still very much a fan of fire and explosions, he likes to sing [badly] and he has a somewhat twisted sense of humor. But he's also learned to be patient and accepting of others, to try and help people change if they wish it. And that doing good doesn't mean being shackled to the law or a set of ideals, it can just mean doing good when and however you are able. So, I will add a bit to his background to flesh things out more and give it some more shape and personality. I already did a rough stat block on the Profile that will change around once I figure out how health works and a few specifics about animal companions [how hp works, can I buy barding or do they get auto-scaling to ac, would a permanency greater magic fang be possible for it, and a few more]. But I wanted to ask if this was a concept that could, at least potentially work, or if it was just too far in a weird direction.

GM Sappy |

@thunderbeard: I love Monks, it's just that they are a bit of a headache to balance. So, going the Dex to Damage route would be alright, since it requires some more investment. Not unlike a Swashbuckler. Or you could exchange that -6 penalty with an age effect.
For missing limbs, here's another Monk headache: having one arm is not a disadvantage when you can just kick and headbutt enemies into submission. So you can easily fluff yourself a missing limb without penalties (or those in the Skulls and Shackles guide, if you like having mechanical effects to go with fluff.
@Twistlock: You could go with Grumpy Old Dwarves (ah, the evergreen) or Grumpy Old Women (perfect for a Witch) ^_^
@Loup Blanc, JoshB: Missed the question. For familiars and companions you may choose to have them young, old, or young but flavored as old. After all it's plausible that they may retire (perhaps animal companions more than familiars) and I don't want to unnecessarily gimp some buddies while leaving others untouched.
@Ouachitonian: Yes, they do. For the Weak Legs trait, it could be considered a workaround, but unless you constantly ride your tyrannosaurus (I love this game) in combat it seems feasible. Af course, there may be several areas where you couldn't easily ride, so I'd refrain from investing in mounted combat.
@Gnar: Yay goblins! You may face some racism, but playing goblins is totally allowed.