Garundi Futures

Game Master Apoplexic


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Decimus here.

I'm thinking a Galtan halfling who was jokingly acquired as a mascot by a cavalier order, but turned out to be quite competent. He decided to leave when he heard of the endeavour, it appealed to his sense of making the world a safer place, as Galt was a lost cause to his mind.

Mechanically, he would start with the helpful trait and build on that, assisting the others in combat and attacking with his own weapons as needed.

In terms of occupation, profession (soldier) seems the obvious choice but I'm open to suggestions.


Lessah wrote:

How do you feel about some critter reloading another critters guns?

(...)
But I guess this also goes for other familiar-like critters with manipulation appendages, proficiency and sufficient brains/training.

Okay so I took at look at this, and here's what I've decided.

If there is one size category (or less) between the critter and you, it can assist in reloading your firearm/crossbow. You spend your Swift Action for the round transferring the weapon to/from the companion, who reloads it as a Standard Action (theirs, not yours). When you hit bab+6, you may sacrifice an AoO for the round to allow this transfer an additional time - this costs the companion's Swift Action, irrespective of the number. If your companion is more than one size category smaller than you, it costs them a Standard+Swift for a single reload, and a full-round for any iteratives.

With full bab and the full twf line, you'll still have more attacks than your companion can reload - for your specific example you'll always have enough reloads for your attacks (unless I'm missing something). For your specific example as well - or any other that gets many companions that also have hands - two Tiny can replace one Small re: action economy.

Vrog Skyreaver wrote:
I was thinking about playing an Orang-Pendak native of Mwangi, but I would really like to play a medium-sized one. Would it be possible for me to give up one or more of my class levels to take the Giant simple template?

You can make a Medium Orang-Pendak by taking away the Size modifiers and the Tear Apart racial trait - this "new race" can be called whatever you like, and can work as a mutant Orang or an offshoot of the intelligent apes.

Creydon Clay wrote:

Sounds neat!


Are the Balanced Scales of Abadar still operating in and around Katapesh? What would their relation to our venture be? Looking to place a grave-robbing nemesis in a position previously owed to Noka for the lost legacy feat.


I'm planning on doing a Tiefling Alchemist and I'm wondering what your ruing for the age range for Tieflings in Golarion. Considering the boom in technology and that its 350 years into the future, how much would Tiefling's lifespans have been increased by, if at all?


Would variable multi-classing be allowed? I'm thinking cavalier with VMC bard so as not to lose BAB.


After a bit of thought, I think I will apply with a Garundi (or half-Garundi) Gunslinger, a dedicated Herbalist or Farmer (I will probably pick the one not chosen as Occupation skill with my Background skills as well).

Just out of curiousity, aren't there tanners and skinners needed in the new settlement? I thought of making one, but then I saw those jobs weren't in the list.


Noka Prose wrote:
Are the Balanced Scales of Abadar still operating in and around Katapesh? What would their relation to our venture be? Looking to place a grave-robbing nemesis in a position previously owed to Noka for the lost legacy feat.

There are still plenty of ruins to delve, especially in the jungles here - the Scales would still exist as the "Pathfinders of Abadar," just expand their reach from only Katapesh to anywhere with ancient ruins. At this stage of the game I'd say most of that effort should be concentrated in Arcadia (IRL, too - I want more archaeologists in the Central/South American ruins), but with the massive conquests over the last few centuries, I'd imagine that enough ruins of mystery are still around in the Inner Sea, too.

SCP-049 wrote:
Tiefling ages

Starting age as a human, other aging stages as an elemental-kin. It's probably already weird enough for a half-elf in human lands to mature 4 years slower, and the whole schtick with the aasimar/tiefling is that they're mostly human with a smattering of outsider - as opposed to the geniekin, which are mostly elemental with a touch of human - so they shouldn't take longer to reach maturity, but should live longer.

Creydon Clay wrote:
VMC

I'm fine with it - trading half of your character feats isn't really any different than trading away half of your class features for an archetype, and in some cases can even be more debilitating.

Jereru wrote:
Tanners and skinners

So my idea with the Occupations is that, while they represent normal skills, they're expanded with Commerce/Production to include the big picture urban development attributes. At this point, we're moving away from the huts and simple developments (most of the jungle societies already have stone buildings with at least thatched roofs), and so leather products are relegated to small economic items. Anything they'd bring mechanically to the Occupation system is covered by Armor or Merchant, and other than garments there's no need to mass-produce anything of leather.


Thank you, GM, that was a real quick answer. Sticking to Herbalist then.


Dotting for interest.

A few questions:

Geb is close by. Is Geb considered an enemy? What is the position on necromancy and raising undead in the game? I have a necromancer character I would like to try out but it is hard to find the right game for that.

If that doesn't work for you there are lots of other things I could try.


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Peet wrote:

Dotting for interest.

A few questions:

Geb is close by. Is Geb considered an enemy? What is the position on necromancy and raising undead in the game? I have a necromancer character I would like to try out but it is hard to find the right game for that.

If that doesn't work for you there are lots of other things I could try.

The Hall wrote:
Harakani wrote:

Trying not to make this about the proximity to Geb, but... attitude to controlled mindless undead?

Edit: Geb has farmers with mindless undead as farm machinery. Mindless undead have terrible Profession:Farmer skills. Would they actually help with farming? Technically oxen have terrible Profession:Farmer skills as well...

This was an edit to my last post that vanished somehow - forum is being screwy, so I'm going to stop for the night so I don't lose any work.

Basically, so long as you aren't killing people to make new zombies, no one is going to pay you much mind for having mindless undead. Controllers of mindless undead make the checks for Occupations.


Quick question. Age adjustments to stats or age as just a visual/background flavor? Considering making a middle-aged or possibly even old Dwarven Merchant.


Another quick question, because of Variant Tiefling Abilities, should I roll the d100 for the selection, or you need to roll and tell me the result. If you do, please include the first roll as I am not using Fiendish Heritage.


The Hall wrote:
You can make a Medium Orang-Pendak by taking away the Size modifiers and the Tear Apart racial trait - this "new race" can be called whatever you like, and can work as a mutant Orang or an offshoot of the intelligent apes.

Excellent! I'll get started right away!


TheUnthinker wrote:
Quick question. Age adjustments to stats or age as just a visual/background flavor? Considering making a middle-aged or possibly even old Dwarven Merchant.

Honestly, I'm fine with either - I've made a mage that relied on the age stats before, but most of the time no one wants the penalties. I'm not going to enforce aging (I've never seen a campaign go on long enough to actually change a character's age stats anyway), but if you want the +1/-2, go for it.

SCP-049 wrote:
Variant abilities
Roll or pick - if you want a specific one just go ahead and take it, but if you just want variance you can roll.


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Here's my character:

Mog'Ohm:

TN Orang-Pendak Shifter 3

STR 16
DEX 14
CON 14
INT 10
WIS 16
CHA 8

HP 27
AC 15 (10 base +2 dex +3 wis)
BAB 3 CMB +6 CMD 18
Init +2

Fort 3
Ref 3
Will 1

Speed 30'

Claws: +6/6 to hit; 1d6+3 damage; 20/x2 crit

Skills:
*Adventuring: Acrobatics r1 +6, Climb r1 +7/11 in jungles or forests, Knowledge (Nature) r3 +6, Perception r3 +9, Stealth r3 +6/10 in jungles and forests, Survival r3 +11/12 for tracking, Swim r1 +7

*Occupation: Profession (Architect) r3 +9
*Related Background Skills: Knowledge (Engineering) r3 +6, Production (infrostructure) r3 +9

Feats: Improved Natural Attack (Natural Weapons), Weapon Focus (Natural Weapons)

Traits: Child of Nature (Religion: Gozreh; +2 to Survival Checks and Survival as a Class Skill), Patient Calm (Faith; When I take 10 with Profession: Architect checks, I treat my roll as a 12), Vandal (Combat; +2 to str. checks to break objects and reduce the hardness of objects by 2 when I damage them with my melee attacks)

Racial Features: Simian Empathy (+4 to Handle Animal and Wild Empathy checks with monkeys), Medium Sized (Replaces Small Size and Tear Apart), Low-Light Vision, Own Two Feet (whenever he rides in a vehicle or on another creature, he has a -2 penalty to d20 rolls and damage rolls)

Languages: Sasquatch, Common, Druidic

Class Features: Archetype (Weretouched); Defensive Instincts, Lycanthropic Empathy (+10 to Wild Empathy but can only use on monkeys), Lycanthropic Focus (Monkey; +4 to Climb checks; 6 min/day), Shifter's Claws, Track

Equipment: Cloak of Resistance +1, Explorer's Kit, Architect's Tools, Wand of Cure Light Wounds (50 charges), Wand of Mage Armor (50 charges)

Backstory:

Mog'Ohm doesn't discuss his history with anyone, but he bears obvious branding scars, at least one of which obviously incorporates the holy symbol of Asmodeous.

What Mog'Ohm is really known for is his jungle architectural designs, which blend stone works with the surrounding flora so seamlessly that several of his buildings have been mistaken for ancient ruins.

While Mog'Ohm mainly sticks to the Expanse, his designs have been purchased and studied by those across Golarion, so it was not all that surprising when the Church of Abadar approached him for help with a settlement project in the jungles.

In the jungle, Mog'Ohm is a master of the terrain, able to disappear and appear seemingly at will; retractable claws always ready to help rend slaves from the masters that would keep them oppressed.


Dropping out due to lack of time. Have a good game.


Here we are. Crunch in the profile.

Backstory:
Noka’s feathers are patterned like the Sri Lanka Blue Magpie with a red head and neck, blue body, red talons, and a white, book-mark-shaped tail. A Tengu of good faith and impeccable taste, Noka wears layers of mythril, silk, and platinum jewelry.

Reputation is a powerful thing, and Noka Prose, Merchant of Abadar has spent the better part of a decade fostering a reputation as an unwavering voice of law by working various ventures with the banks. Being a Tengu, this was especially difficult. There is little trust in the hearts of greater races that a Tengu can govern themselves let alone others, but Noka is by no means a typical Tengu. Fortunately, the Prose family name is well known.

So it was a great surprise to the temperate Tengu to be told, upon arrival, that Noka’s next caravan had left, cart and carriage. They were not at all impressed with the cleric’s assertion that the provided documentation was a forgery, nor were they interested in helping to track down the Prose wagon and bring the fraud to justice.

Thus, Noka Prose (the real Noka Prose, mind you) will have to start fresh with this ill-advised venture in the south. Maybe if the funds can be raised, Noka will get a chance to out the impostor and reclaim this lost legacy.

Grand Lodge

I think I will drop out as well.

Liberty's Edge

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the Hall wrote:
Bigby's Insulting Fingers

This is my new favorite spell.

Ever.

Of all time.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

@Peet: I had a similar concept bubbling away. With this many players we might be able to cooperate, perhaps one divine and one arcane necromancer?

I'm waiting on the update about Mzali before I post anything though.


I'm looking at an occultist with the psychodermist archetype. What was the word on elves from Castrovel?


Lessah here with the rough draft of Cathrine's backstory, my Sylph shipwright (Craft: Ships). I'm (re)using this alias for my applications (hope you don't mind) and I'll keep everything updated under the appropriate header. Right now there's really just the bellow, but I'll post a note when there's something more worth looking at.

Backstory:
Cathrine grew up in Alkenstar and spent almost all of her youth in the city state capital. Her family had originally come from Nex and, before that, her linage touched the elemental plane of Air. They liked to claim that at least - with all the side effects of Nex and Geb arcane onslaught who could really tell what was natural and not.

Growing up she had always dreamed about moving out of the poor and gritty Smokesides and up the brilliant spires of Skyside. A desire to reach the sky yes but also one of not having to breathe trough a continuously blacker napkin. She shared those dreams with many of her neighbours no doubt, elemental blood or not. Luckily for her her heritage offered some advantages. When others worried about family and future she worked on with fervour, knowing that there would be plenty of time for that later. Unless of course the foul air got to her first of course.

The sylph started her career as an up and coming shipwright. Ships were fascinating things - they glided through the water without effort and brought with them strange trinkets from stranger lands. They represented wonder and freedom in a perplexing mix. Like the magic flaunted by foreign visitors - sometimes spectacularly so.

As the years passed and her childhood dream was within grasp she realized that it wasn't what she wanted anymore. A dockside accident sealed the deal - while the prosthetic arm that replaced her left was very fancy it would not work in the dead magic zone of the Smokeside. And the wild magic of the Skyside didn't prove any better though it took her a little while to decide that.

So she decided to emulate one of her creations and sailed north to Ecanus, Nex. There she spent her time voraciously catching up on magical lore and with a new dream. She hoped to merge technology and magic, as she herself had been made whole, and build the fastest ship that had ever raced across the Inner Sea - or the very skies themselves?

Inspired by the idea, if not the execution, of the Demon Ships of Nex Cathrine picked up a bit or two about elemental binding. And it was an excellent excuse to try and learn a bit more about her heritage. While not possessing the aptitude of a summoner a trick here and there were enough to earn her a spot on several expeditions investigating the scattered ruins around Nex.

Cathrine sprinkled her profession as a shipwright with increasingly larger chunks of spelunking, hoping to find inspiration and knowledge. And she itched to apply all that to her designs!

But investors weren't usually interested in innovative or experimental alterations of their ships - they were content with the tried and true and most importantly cheap. So when she heard the rumour of the 'recolonization' expedition she pounced at the opportunity. For is she was the one in charge there would be space for innovative design in the budget!


This is Jack Wellington's crunch. BAckground will come in a pair of days, I hope (being super busy with the end of the school season).


I'm still working on my character, hopefully I'll have it done soon.


Same here.


Would a lizardfolk from Droon be an acceptable PC? Droon is somewhere vaguely to the south of this area, and they are (or at least were historically) one of the most powerful nations in the southern part of Garund. They'd have an interest in new nations forming to their north, though this would be a ways from them.

I'm thinking my character is posing as being from one of the more local tribes, lured in by the promises of civilization. He's really trying to keep an eye on developments and hopefully influence things to be more favorable towards lizardfolk in general, but probably he's faced a lot of prejudice. Probably he's made himself useful as a liason and native guide.


Harakani wrote:

@Peet: I had a similar concept bubbling away. With this many players we might be able to cooperate, perhaps one divine and one arcane necromancer?

I'm waiting on the update about Mzali before I post anything though.

Interesting thought.

I would probably be re-theming this character: Pallan Dromus

He was made for a homebrew world and then ended up in a different game based on Diablo II. He is a cleric and for Golarion he would probably be a cleric of Groetus or something like that. CN or N alignment.

He believes that great catastrophes are soon going to overwhelm the civilized nations of the world and sees the new colony as a way to hide and ride it out.


Setting Question: What have Holomog & the other south Garundi nations been up to over 350 years?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Peet wrote:
Harakani wrote:

@Peet: I had a similar concept bubbling away. With this many players we might be able to cooperate, perhaps one divine and one arcane necromancer?

I'm waiting on the update about Mzali before I post anything though.

Interesting thought.

I would probably be re-theming this character: Pallan Dromus

He was made for a homebrew world and then ended up in a different game based on Diablo II. He is a cleric and for Golarion he would probably be a cleric of Groetus or something like that. CN or N alignment.

He believes that great catastrophes are soon going to overwhelm the civilized nations of the world and sees the new colony as a way to hide and ride it out.

It's an interesting concept. A sort of divine "doomsday prepper"

I remember there were a bunch of factions of Groetus, but not what they explicitly believed. I thought they believed everything was ending, rather than just the civilised world.

I'd suggest N rather than CN; The Hall was keen on no anarchists, and Groetus would already be straddling that line.

I thought you were interested in coming from Geb?

Where I am at the moment, then (in order);
OPTION 1
An LN Human Wizard (Spell Sage). From a Shory-descended post-apocalyptic tribe high in the Shattered Range. Tribe was disbanded and he studied in Geb, becoming a worshipper of Abadar, albeit one built around the Dead Laws an LE Captialism. Decided to take advantage of the new opportunity to set up a slightly more LN kingdom than Geb in order to try to recapture the glorious age of his an ancestors.
OPTION 2
An LN Dhampir Wizard (Spell Sage or Undead Master) who is a descendent of Kemnebi in Geb. Stuided at the Ebon Mausoleum. Realising that he has a long wait to fill "dead men's shoes" when said men are already dead and functionally immortal he takes advantage of the opportunity to try to become a Blood Lord of a new Kingdom.
OPTION 3
An LN Dwarven Wizard (Spell Sage or Instructor) who preached theories on how to set up a city. Challenged by the Abadarians to prove his theories.


Question, would it make sense for Craft (Alchemy) to be able to be picked up as an Occupational Skill?


Harakani wrote:

It's an interesting concept. A sort of divine "doomsday prepper"

I remember there were a bunch of factions of Groetus, but not what they explicitly believed. I thought they believed everything was ending, rather than just the civilised world.

I'd suggest N rather than CN; The Hall was keen on no anarchists, and Groetus would already be straddling that line.

I thought you were interested in coming from Geb?...

Either Geb or the new "hybrid kingdom" on the west coast that Geb Necromancy is a part of.

My first necromancer concept was LN and built around Anubis, but most interpretations of Anubis don't allow for the creation of undead. The inevitable domain is the only domain that grants clerics the command undead spell. Sadly, there aren't that many deities on the LN list, and few of them fit the theme. But if I wanted to go with Lawful, maybe Thoth?

If there was a deity that considered unintelligent undead to be "magical machines" and had a mechanical outlook on things that would work and also fit with the inevitable concept.


@Peet, @Harakani:

Would make for an interesting trio to have a divine necromancer, an arcane necromancer faithful to Abadar, and a cleric of Abadar.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

@BastianQuinn: sure - it sounds like Abadar would be a good pillar to biuld things in this campaign around. That said...
@Peet: Not trying to convince you, but... have you considered Abadar? I read through Inner Sea Gods to check, but I have not found any proscriptions on Undead. One of Abadar's heralds is even a spectre. Abadar's restrictions on slavery and beasts of burden is more around economics rather than morality. Thus why I think a Gebbish Abadarian church could work quite well.
I see Abadar would have four worries.
1. Disease
2. If undead get free they are dangerous
3. Messing with the labor base in a city leaving people unable to do a job.
4. Unending undeath takes a soul from Pharasma. Most inevitables seem to suggest a few centuries is fine, though.
I think all of these would be addressable though.
Abadar will quite happily grant his clerics Animate Dead, Negative Channeling (and feats) and even (though Inevitable) Command Undead.


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Harakani wrote:
@Peet: Not trying to convince you, but... have you considered Abadar?...

I hadn't considered Abadar, because the religion isn't "spooky" at all, and it seemed weird to play a necromancer cleric of a deity that doesn't have death or darkness or any domains like that. The most recent iteration of the character was going to have the Darkness/Void domains.

But I could see a cleric with the Separatist archetype who belonged to a sect that reveres the Ghost of Malthus as a kind of patron saint. I'll start working on that.


GM Hall: A couple of build questions.

1. I notice you are using the Feat Tax variant. That variant is nice but does very little for casters. Spell focus is a really common feat that acts as a tax for magic feats in much the same way that Combat Reflexes acts as a tax for maneuvers. How do you feel about getting rid of the requirement for Spell Focus as a prerequisite for feats like Spell Specialization and Augment Summoning?

2. How do you feel about a character starting off at middle age (with relevant age modifiers)?


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The Hall wrote:
TheUnthinker wrote:
Quick question. Age adjustments to stats or age as just a visual/background flavor? Considering making a middle-aged or possibly even old Dwarven Merchant.
Honestly, I'm fine with either - I've made a mage that relied on the age stats before, but most of the time no one wants the penalties. I'm not going to enforce aging (I've never seen a campaign go on long enough to actually change a character's age stats anyway), but if you want the +1/-2, go for it.

@Peet - bump!


Sorry folks, nets been out at home for a few days. I'll get to everyone's questions and concerns in the morning.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Whew! I was a bit worried :)

Liberty's Edge

Question on our starting gear: How do you feel about spellbook users adding spells to their book through purchased scrolls? The table for costs for writing in spells in handily available, so it should be easy to calculate costs.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

The Magic section in the CRB has a section about getting access to new spells for scribing.

Liberty's Edge

I know; I was merely asking if the DM is okay with us buying scrolls and paying the costs to start with a fatter spellbook, spell availability notwithstanding.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

@Daynen: I suspect we are talking past each other here. I also was looking to get new spells, but was planning to use the rule

CRB wrote:
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

rather than buying scrolls for the purpose of copying. Scrolls are much more expensive. (IIRC Scrolls are 25*CL*SL, scribing is 5*SL*SL, so there is an order of magnitude difference in the cost.)


Last day bunp~


I've fallen far behind in my character creation. If it's still open by the time I'm ready tomorrow, great. If not, no worries.


So ... Anyone seen Hall anywhere : )?


Well, Creydon is ready methinks.


I'm going to give it a couple more days, then withdraw my application.


Mm ditto. In fact, if this recruitment picks up the pace again, I'd be delighted if someone would pm me.


I am going to withdraw my submission. Good luck everyone!


I'm going to withdraw my submission as well, although I would be interested if this does pick up again.

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