Divinitus |
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Hey everybody! Looking for a group to PBP on weekends in a a planet-hopping campaign set in Golarion's universe. Already have a few people onboard, but am looking for a few players to vet and add. The campaign will start at level 1 and the story will be a sandbox where the players choose their goals, missions, ect.
Divinitus |
Oh, and just some specifics about the campaign.
Race: Any official PF, homebrewed as per the standard ARG guidelines, or 3PP (Subject to GM review and approval, of course,).
Class: Any official PF and any 3PP (Again, subject to GM approval,).
Alignment: As long as alignment is not used to antagonize other players, any are fine with me.
Starting World: Whatever the group consensus agrees upon, except for the Sun, Aposte, or Aucturn, for obvious reasons on each of those.
Group Background and Storyline: Whatever the players can agree upon. You can be space pirates in search of gold and glory, agents working for a specific group, a group of crash survivors that bond together, or anything else you can think of. Storyline will be influenced by the group's background, as well as player input about what they want out of this campaign. For group background, discuss this amongst yourselves and post your decision here. This will determine your campaign trait set (You can choose from 7 once a decision has been made,). For the storyline flow, just PM me about what you are interested in incorporating in the storyline and I will consider it.
# of Posts Per Day: I would prefer 1 post per day except on weekends, when I would like at least 2 or 3. If there is a problem in being able to post, just PM me and let me know why you missed posting and I'll try to work with you in keeping you in the story.
Oh, and there will be firearms in this campaign. Whether you choose to use them or not is up to you. I will be posting the selection list in a few seconds with a few weapons. The official PF firearms will be used in addition to these. I am copy-pasting these, so the format will likely look odd.
Divinitus |
Energy Weapons
Stun Baton Cost: 500GP Damage (S): 1d10 Damage (M): 1d12 Critical: 20-x2 Range: - Weight: 2 lbs.
Ray Gun Cost: 750 GP Damage (S): 2d4 Damage (M): 2d6 Critical:20-x2 Range: 40 ft Weight: 2
Plasma Pistol Cost: 1,000 GP Damage (S): 3d4 Damage (M): 3d6 Critical: 20-x2 Range: 60 ft Weight: 2
Plasma Rifle Cost: 2,500 GP Damage (S): 4d4 Damage (M): 4d6 Critical: 20-x2 Range: 100 ft Weight: 8
Drone Cannon Cost: 5,000 GP 1Damage (S): 6d6 Damage (M): 6d8 Critical: 20-x2 Range: 120 ft Weight: 50
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
Energy weapons each have 40 charges which are renewed each day at dawn. These charges are expended with each attack made with the weapon, regardless of whether the attack was successful or not. All ranged energy weapon have to cool down for 1 round after 10 charges are used up in under 1 minute.
Energy weapon created without the use of Craft Magic Arms and Armor do not have a magical aura.
Stun Baton
This 3-foot long metal rod has two prongs on one end and is used for subduing attackers in close quarters combat. The stun baton deals nonlethal electricity damage and doesn’t add your strength bonus to damage.
Ray Gun
The ray gun was the first ranged energy weapon developed by the greys.
Plasma Pistol
This is the improved version of the ray gun.
Plasma Rifle
This is a two-handed version of the plasma pistol.
Drone Cannon
1.The drone cannon fires a ball of energy that explodes on impact, dealing 2d6 splash damage to everything within 5 feet of the point of impact (reflex 14 half).
Divinitus |
There will be more coming, but these are a start. The characters can start with any one of these weapons, but while the drone cannon's damage is absolutely insane, I am ruling that it requires cooling down after 4 shots. Also note that it takes a FULL ROUND to fire one shot and weighs a whopping 50 lbs., so that eliminates balance concerns. Any input?
Divinitus |
There is room for more PCs (2 to 4, I believe,) so Ryan Costello, Oceanshieldwolf, and SpaceChomp, go ahead and make those characters!
As for classes, pick any you want, so long as someone else hasn't picked it already. The only reason I put this stipulation is because I don't want two people being overly competitive with each other. And don't worry about class roles, I build campaigns around party dynamics, so if there is a lack of 'healer' for example, I will simply up the GP rewards players receive, to allow each player to purchase more healing items.
Rax Drann, there is a 25 point buy, with no scaling, base stats are 08. There is a level 1 limit on each stat of 18 + or - any racial mods (So an elf has a level 1 Dex cap of: 18 + 2 Racial = 20 DEX,). No, the energy weapons have to be bought, as those are a bit more powerful.
Also, for guns, all official PF guns are utilized, plus the ones above, and I will add some more in time. This thread will be open for another two weeks, so if there is something that interests you, PM me or post and I will do my best to prioritize posting game mechanics for it.
Rax Drann |
Rax Drann, there is a 25 point buy, with no scaling, base stats are 08. There is a level 1 limit on each stat of 18 + or - any racial mods (So an elf has a level 1 Dex cap of: 18 + 2 Racial = 20 DEX,). No, the energy weapons have to be bought, as those are a bit more powerful.
Stats have been adjusted and a background has been written. So no starting with energy weapons, just the standard starting guns from the book, right?
For as long as he could remember, Rax wanted to be a shieldmarshal of Alkenstar. His father, two uncles, and one aunt were all marhsals, and young Rax grew up surrounded by them and their friends sharing stories about their adventures and heroism.
Rax's father, Blin, could not have been happier with the fact that his first born son wanted to follow in his footsteps. Blin would make as much time as he could to teach Rax how to shoot, showing him the back ways around Alkenstar, and teaching him the ways of the shieldmarshal.
When Rax was old enough to join the shieldmarshals, he insisted to all of this marshal family memebers that he wanted to be stationed on the frontier of the Mana Wastes. It was his turn to take part in the heroic tales of the shieldmarshals, and he wanted to be sure he would get his share.
During a patrol to track down a pack of Mana Wastes Mutants, a series of tornados began erupting out of the ground. Rax's party quickly turned to run from the eruptions of stone, and dust in howling black winds with arcane lightning crackling between them. The party had almost reached the saftey of a cave network when one of the tornados erupted directly beneath Rax.
When Rax awoke he knew two things. First, was that he wasn't in the Mana Wastes anymore, and second, he had to find a way home to let his family know he is ok. The second has proven slightly more difficult but it continues to be his driving force. At least he'll have one hell of a story to tell when he gets back.
Divinitus |
Sorry I'm so late replying! Or early, depending on the time zone! Had a rather hectic day with TWO research papers today! I'll try to answer your questions as good as I can.
Mortimer, it looks good so far, but I'll have to look over it again tomorrow to double check it.
Ryan Costello, works for me, so go ahead and make one. Eager to see an android barbarian.
Captain Moonscar, either one is fine, make whatever you prefer. You will likely be player #6, the last slot open, though I'll probably need to double check that.
I apologize again for my disheveled and sporadic posting these past 3 days. Shouldn't be a problem for another 2 months though!
Rax Drann |
Shoot. "Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects." My concept was not that Xero actually got mad but that his processor glitches in combat situations and overrides his motor commands.
I kinda like that actually. Maybe modify the rage activation to have a % chance to activate whenever Xero takes a hit? Then his eyes and circuits start glowing bright red and sparks start flying out of his seems while he goes into some sort of unstoppable murder mode and he has to make a will save to unrage.
Divinitus |
Ryan and Azaelas, I considered the emotionless aspect of androids and used the same line of reasoning that the android goes haywire when it rages, so it is allowed.
Captain Moonscar, yes you do. Campaign traits will be ready soon! And no rush on the background. It will likely be another 2 weeks or so before everyone is finished and I have the first adventure typed up.
Speaking of adventures, has everyone discussed what the common thread tying the characters together is? And does anyone have an idea what world they want to start on?
Also, what amount of roll-play/roleplay does everyone want?
Nebari Freyr |
Throwing my vote for Castrovel. Lots of rp? Its a role playing game on a forum what else would I do Mind rush everyone for kicks? Common interests... hmm options include; bounty hunters, pirates, military, couriers, blank for hire, explorers, ect. I don't really mind. See what every one else can think of and if something stands out Ill bring it up.
I've got 75g and nothing to spend it on...
Viluki |
Here goes nothing Sua'ke, Drow adventurer (I swear that he aint and will not become a Drizzt clone) Class: fighter (Cavern Sniper archtype). For the sake of being competive though Cavern Sniper will need to be switched when it comes to crossbow (or make crossbows that can fire bolts of plasma etc...like say Chewbacca's crossbow from star wars)
Level one drow fight stats
9 strength
18 dex (16+2 racial mod)
12 con (14-2 racial modifer
8 intel
13 wis
cha 13 (11+2)
Feats:Drow Nobility, Rapid reload.
Traits(pending gm approval) Veteran Jungle Guide and Noble Savage
starting gp 175 (standard for fighter class, light crossbow (35 gp), crossbow bolts (fifty=5 gp), studded leather (25 gp), longspear (5 gp), waterskins 5 (5 gp) and trail rations 10 (5 gp).
Alignment CN, lauguages 2 Elven and undercommon.
Class skills Stealth and Survival (survival is my choice of skill from Veteran jungle guide trait)
Cavern Sniper (Fighter)
Perfectly at home in the darkness, the cavern sniper capitalizes on stealth and ranged attacks imbued with his spell-like abilities to harass his opponents. The cavern sniper focuses on surprise, his innate magical abilities, and poison to take down unwary foes. The cavern sniper has the following class features.
Class Skills: The cavern sniper adds Stealth to his list of class skills and removes Intimidate from his list of class skills.
Imbued Shot (Su): At 1st level, the cavern sniper gains the ability to imbue his arrows or bolts with the effect of one of his drow faerie fire, darkness, or deeper darkness spell-like abilities (provided he has access to the ability) as a swift action. When such an arrow or bolt is fired, the spell's area is centered where the arrow or bolt lands. If the target of the attack has a space larger than 5 feet, the cavern sniper can choose which square of the creature's space is the center of the spell-like ability's effect, as long as that square is within line of sight of the cavern sniper. The cavern sniper can instead choose to target a single square within line of sight with an imbued arrow or bolt, and uses that square as the center of the spell-like ability's area of effect on a hit (AC 5). The arrow must be fired during the round it was imbued, or the spell-like ability is wasted. If the arrow or bolt misses, the use of the spell-like ability is wasted. This ability replaces the 1st-level fighter bonus feat.
Silent Shooter (Ex): At 2nd level, a cavern sniper gains a +2 bonus on Stealth checks made when loading a bow or crossbow, poisoning ammunition, and making sniping attempts. This bonus increases by +2 for every four levels beyond 2nd. This ability replaces bravery.
Quick and Deadly (Ex): At 4th level, the cavern sniper can move at full speed while using Stealth at no penalty and can apply poison to a single arrow or crossbow bolt as a swift action. This ability replaces the 4th-level fighter bonus feat.
Sniper Training (Ex): At 5th level, the cavern sniper chooses the bow or crossbow weapon group and gains a +2 bonus on attack rolls and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1, 3, and 4.
Greater Imbued Shot (Su): At 9th level, the cavern sniper gains two extra uses of both his faerie fire and darkness spell-like abilities, but can only use these extra uses to imbue arrows and bolts with the imbued shot class feature. This ability replaces weapon training 2.
Weapon Mastery (Ex): At 20th level, when the cavern sniper gains weapon mastery, he must choose a weapon in either the bow or crossbow weapon group
The story of Sua'ke.
This led for the first time in the history of their race a lasting if fragile peace. As the demonlords who had guided them in the underdark forsook them. Now Sua'ke a young, ambitious and more to the point in love drow must depart on a quest of exceptional importance...at least to him.
For Sua'ke is a drow noble of great personal power if low social status. In order for him to wed Kali,Civu he must become a great hero of the drow, but the only way to do that was to conquer another tribe's mountain or somehow run the beasts of the island and tame the fuana. So Sua'ke descended into the jungle and searched for a period of five long years. Then he found the "ruins" a set of derelict building's with a portal that activated the second one stepped onto the platform.
The lauguage switched from it's foreign runes and described destinations the portal could you to. Now Sua'ke will make a Journey into new lands and worlds. Where he intends to gather massive amounts of new weapons, magic and a strange think called 'magi-tech', with these treasures he hopes to become the "Kun,Ki,Toth'hyu", Lord of the Deadly Paradise. A figure of great importance in drow legend who would break the Island's savage spirit and then tame it to the benifit of all drow. Now he departs to this portal for glory, power and love.
Divinitus |
Dash, I was asking about RP amount to determine whether everyone wants a standard game with half and half or whether they wanted less combat and more roleplaying. That choice will determine how I design things. And you don't have anything to spend your gold on lol?
Viluki, sounds good. And as for the cavern sniper, I will allow the abilities to be used with 2-handed guns and energy weapons. After all, not like Pathfinder had plasma rifles, rail guns, and other such things in mind when designing it lol. It does fit extremely well though. Sniper in a dark area and all foes see is thin beams cutting them down. I like it! How are you going to compensate for light blindness, dark goggles?