Hot DM's Song of Silver (Inactive)

Game Master Hotaru of the Society

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Build Rules:

System: Pathfinder, Gestalt
Player Count: 4. I may go as high as 5 if I just can't choose. :)
Style of Play: Gestalt - One half of your gestalt must be Bard or Skald.
Sources: Paizo: Playtests are not on the table. I reserve the right to use or ignore Errata and will generally allow you to retrain at no cost.
Other: Mostly no, but feel free to ask. I have to be able to access the information easily, regardless. I don't know Spherecasting, and I won't be allowing Path of War classes. Otherwise, case by case! :)
House Rules: Many, see below.

Posting Rates: I expect for players to post at least once every two days, weekends optional. Faster is better. DM posts will rely on player post rates. I understand that life happens, and will hold absolutely nothing against you if you have to take a break, just let me know, even if you only think something might happen.

Friends!: I welcome group submissions, but I would suggest doing so with your friends, family, or loved ones, rather than creating integrated backgrounds with people you don't know. If you see a player you really enjoy playing with, let me know. Likewise, if you see someone you have a problem with in play by post or that just deserts games, let me know, please! :)

Application Requirements: And food for thought.

Background: I expect a few paragraphs detailing who you are and where you're from. You should have a reason for being in Kintargo, a reason for staying in Kintargo, and reasonably invested in helping the people of Kintargo. If you have an issue making your concept fit with this, talk to me and I'll see what I can brainstorm for/with you.
Where are you from?
How and why did you become your classes?
Why do they wield the weapons that they do?
Is your character Religious?
Do they worship a particular god? Why?

Alignment: Alignments are tricksy. Tell me what your alignment means to your character. Do you have a code? Does your character retain these beliefs when they're alone?

Personality: Who is your character, and how do they act? If your character is a broody quiet type that prefers the dark corners of the room and mostly just wants to be left alone, please find another concept. This is an exceedingly difficult concept to pull off, and often puts strain on the rest of the team.

Appearance: Rather than a single 10gp outfit, you gain a voucher for 50gp to be spent on this page. I'd love for you to be creative and tell me more! What does your character look like? What do they look like when alone?

Crunch: I enjoy the easy access of a profile, but a character sheet is equally fine. I'll have some requests for formatting later. That being said, I do not like the idea of locking profiles into having any more aliases than you have homes for. Likewise, if I don't have easy access to a ruleset (i.e. the new Vigilante), I'm much more likely to accept others.

Please do not post on aliases, unless you have done so previously, or intend to stick around as an alternate/callback. Instead simply link to the profile.

[Spoiler=Alternate Rulesets]Gestalt: One half of your gestalt must be Bard or Skald, Archetypes allowed.
Unchained Crafting: Yup! (Rewards investment in Crafting Skills, has actual DCs)
Fractional Base Bonuses: Yup! (More balanced level-ups)
Block Initiative, No Surprise Rounds: Enemies will go as a collective. Players will go based upon their initiative, once Enemies have gone, all players are up!
Background Skills: Yup!
Stamina: Fighter Bonus Feats, free. Otherwise, no.
Variant Multiclassing: Okay
Wound Thresholds: Light. No effect on Caster Level. -1 to all d20 rolls and the saving throws your abilities require when below half health. Endurance removes this penalty entirely.
Consolidated Skills: Athletics only (and both it and Acrobatics can be used to jump). If you have Climb or Swim as a class skill, Athletics is a class skill for you (in essence, just put one point in either, and you have both.) Racial Bonuses still affect only their normal effects.
Rule of Cool: If I think something is just awesome or fitting, I'm much more likely to allow it.

Houserules:
There is a good chance I will not catch everything in the first pass. A very good chance. I tend to prefer RAI (as I believe the ability is intended), rather than RAW. If I believe there may be confusion, I'll definitely bring up my interpretation, and am open to discussion.

General:
Modifications to monsters and encounters as I see fit. In keeping with Gestalt, many things will change, including encounters and loot.
Some of the setting fluff will be changed, allowing for a broader range of concepts that would normally be locked out for what seems like arbitrary reasons.
Leveling Up requires a short rest.
I will roll Initiative and Saving Throws for characters (to speed up play). Occasionally I will roll other things as well.
Carrying Capacity: Common Sense applies. You cannot carry a dragon's hoard, so don't try. Your outfit never impacts your current capacity (with the exception of containers)
Thrown Weapons are treated as Ranged Weapons when being thrown.

Feats/Traits:

Point Blank Shot functions as Precise Shot while within 30 feet.
Combat Stamina is not available, and is instead a class feature tied to a fighter's bonus feats.
Practice Makes Perfect - Trait (No Typing) - Treat your Charisma Score as if it were four higher for all bard abilities, to a maximum of 16, including perform checks required for Bardic Performances.
Deific Obedience (and Similar) is one of my favorite 'flavor' feats that just becomes more awesome later. If you have a god without one, I'll try to find enough information to make one up for them, if you want one.

Classes:

Paladins may be of any alignment, but must share an exact alignment with their god/dess. This does not adjust class features, other than those explicitly based on alignment. You must still follow a code, but it should instead follow your deity's ideals, rather than the ordinary code. A paladin is still a champion of a god, never an ideal. (This is rather strict of me, but Pathfinder has some amazing deities, and I highly encourage folks to read about them.)
Alchemists are treated as spellcasters for the purposes of qualifying for crafting feats, and may use infusions to fill spell requirements for crafting said items. In addition, they begin first level with either Infusions or Precise Bombs.
Witches may utilize Intelligence, Wisdom, or Charisma for their class features, chosen at character creation. A Witch's familiar does not serve her, but rather her patron. Abilities that modify which attribute should be used still apply.
Summoner's Eidolons aren't quite as restricted. If you feel like your best friend should have an ability (such as an Agathion proudly bearing his allies as a Mount, or your Serpentine Azata being able to trip opponents with her tail slap, I agree that these are remarkably reasonable.)
Bard's Performances and Masterpieces will not stack with themselves under any circumstance, this is primarily focused on Battlesong of the People's Revolt. Each case will be handled individually as it comes up.
Classes that gain territories/regions/cities as areas of influence are instead modified to districts, see below for details. This does not affect class features that are active in all cities such as a Ranger's Favored Terrain: Urban.

Races:

Ifrit, Oread, Sylph and Undine lose their penalties to wisdom, charisma, constitution, and strength, respectively.
Fetchlings 'Spell-Like Abilities' and those traits that replace them do not ever improve. You do not gain Shadow Walk or Plane Shift. You may not trade for Gloom Shimmer, and Unnerving Gaze never improves beyond Shaken.
Native Planar Outsider PCs use their parent race for age, descriptive qualities, and size, but are otherwise identical to the proper race (such as Ifrit).

Character Generation Rules:

Race: All Core and Featured in addition to Changeling and Kitsune, with the exception of Drow, Goblins, Kobolds and Orcs. Others by allowance. Aasimar and Tieflings may take alternate heritages without the feat. Alternate Abilities (from the d100 table) are not allowed.
Classes: No Antipaladins. No guns. Bolt Ace is okay. Unchained required for Barbarian, Rogue, and Summoner.
Starting Level: First Level
Statistics: 23 Point Buy. No Stats below 8 after race mods.
HP: Max for Players and Creatures.
Starting Gold: 180gp + 50gp to be spent here. No free outfit!
Traits: 2 + Campaign.
Alignment: No Evil. Lawful Neutral frowned upon.

Post Creation Errata:
All of this will be added to the appropriate areas as they come up.
Classes/Archetypes:
Classes and Archetypes that grant bonuses for Territories (based on cities, regions, and their ilk) will function based on 'Districts' of the city. This will keep them from being 'always on bonuses' and help differentiate between the various submissions we get!
Options: Old Kintargo, Redroof, Temple Hill, Jarvis End, Castle District, Bleakbridge/Yolubilis Harbor, The Villegre, The Greens.
This does not affect class features that are active in all cities such as a Ranger's Favored Terrain: Urban.[/spoiler]

Initiative:
[dice=Initiative (Adonara)]1d20+2[/dice]
[dice=Initiative (Jack)]1d20+6[/dice]
[dice=Initiative (Kesin)]1d20+3[/dice]
[dice=Initiative (Lia)]1d20+3[/dice]
[dice=Initiative (Rakhel)]1d20+2[/dice]

Perception:
[dice=Perception (Adonara)]1d20+6[/dice]
[dice=Perception (Jack)]1d20+4[/dice]
[dice=Perception (Kesin)]1d20+3[/dice]
[dice=Perception (Lia)]1d20+7[/dice]
[dice=Perception (Rakhel)]1d20+4[/dice]