| Browman |
”Welcome explorers, to the University of Anok, the oldest organized centre of learning on Nosstrach. As you may be aware we send explorers throughout the known world in an effort to create an accurate map and history of our world. Now that the world has passed through the dark night, our efforts have increased and we are currently recruiting new explorers.”
I am looking for players looking to help explore a homebrew setting, Nosstrach. Two of my friends that are also working on the setting will be participating as players and we are looking to add to make a party of 4-6 players. We are far more concerned about interesting player characters rather than making a balanced party. I will be adding setting information to the campaign tab over the next few days.
Nosstrach is a world that has recently made it through the darkest part of its history, The Age of Despair. The world was overrun with undead, evil overlords and greenskin hordes. But much of that has been over for more than 100 years since the first lich, Telmatrass the Unliving, was slain and his black banner was broken hopefully to never be rebuilt. With the odds less stacked against them many humanoids have dragged themselves forward into fledgling countries, though the elves and some dwarves are centuries ahead as the darkness of the Age of Despair never truly reached their islands.
Due to the setting the following are the available playable races. Stats for any races or culture groups not in the core rulebook will be in the campaign tab shortly.
Dragonkin
Dwarves, Island Dwarves and Northern Dwarves
Elves, Jungle Elves and Southern Elves
Halflings
Humans
Gnomes
We will be using the focus foible system from Way of the Wicked. It is detailed below for those not familiar with it.
1. Choose your focus, that ability is an 18
2. Choose your foible, that ability is an 8
3. Roll 1d10+7 four times in order. Assign these numbers in order to your 4 remaining stats
4. Apply racial modifiers
Example
Dunos a Human fighter wants his focus to be strength.
He doesn’t think he needs good charisma so he picks that as his foible.
He then rolls 1d10+7 four times
Str 18
Dex 1d10 + 7 ⇒ (9) + 7 = 16
Con 1d10 + 7 ⇒ (1) + 7 = 8
Int 1d10 + 7 ⇒ (5) + 7 = 12
Wis 1d10 + 7 ⇒ (2) + 7 = 9
Cha 8
He then applies his racial modifier to constitution bringing that stat to a 16
Everyone will start at level 1.
All classes in the core rulebook are good.
Any classes from other paizo sources or archetypes PM with ideas as to how that class or archetype can fit into the setting, if it is reasonable or we can find a way to make it reasonable it will be allowed.
Starting wealth is average starting wealth.
2 traits, if your trait is from a source other than the APG please tell me where you found it. Culture groups of elves and dwarves can take any trait open to their parent race.
Recruitment will stay open until Midnight EST Sunday September 27.
If you have any questions feel free to ask.
| Saipres |
DEX 8
CON: 1d10 + 7 ⇒ (10) + 7 = 17
INT: 1d10 + 7 ⇒ (6) + 7 = 13
WIS 18 - 2 = 16
CHA: 1d10 + 7 ⇒ (7) + 7 = 14 + 2 Racial = 16
I'm interested in making a Dragonkin. I'm not sure exactly what they'll be like in the setting, so my character is a bit up in the air. Depending on what they are like and what classes end up fitting / being approved, I'm looking at either: Bloodrager, Warpriest, Inquisitor, Sorcerer, or Cleric.
| Browman |
** spoiler omitted **
I'm interested in making a Dragonkin. I'm not sure exactly what they'll be like in the setting, so my character is a bit up in the air. Depending on what they are like and what classes end up fitting / being approved, I'm looking at either: Bloodrager, Warpriest, Inquisitor, Sorcerer, or Cleric.
Dragonkin are an ancient race, they spent several millennia as the greatest servants of dragons, providing officers for their army, scribes to record their taxes, history and writtings, smiths to create armour and weapons for the armies, magic users to create magic items, etc.
Ever since the great sleep and the end of the Age of Dragons, Dragonkin have had to fend for themselves. They were almost driven to extinction by the greenskin hordes over two millennia ago and now tend to live in tribes of a few thousand.
Edit: I updated the campaign tab with a short timeline and a list of gods and their domains.
| Boss Zog |
STR = 18
DEX: 1d10 + 7 + 2 ⇒ (8) + 7 + 2 = 17
CON: 1d10 + 7 - 2 ⇒ (9) + 7 - 2 = 14
INT + 2= 10
WIS: 1d10 + 7 ⇒ (8) + 7 = 15
CHA: 1d10 + 7 ⇒ (1) + 7 = 8
Jungle elves sound fun. Thinking deep jungle ranger, who has been in the jungle way to long. Even by jungle elves standards. Sent to the Academy to share his tracking skills, and get him involved with people again.
| The Dragon |
Saipres wrote:** spoiler omitted **
I'm interested in making a Dragonkin. I'm not sure exactly what they'll be like in the setting, so my character is a bit up in the air. Depending on what they are like and what classes end up fitting / being approved, I'm looking at either: Bloodrager, Warpriest, Inquisitor, Sorcerer, or Cleric.
Dragonkin are an ancient race, they spent several millennia as the greatest servants of dragons, providing officers for their army, scribes to record their taxes, history and writtings, smiths to create armour and weapons for the armies, magic users to create magic items, etc.
Ever since the great sleep and the end of the Age of Dragons, Dragonkin have had to fend for themselves. They were almost driven to extinction by the greenskin hordes over two millennia ago and now tend to live in tribes of a few thousand.
Edit: I updated the campaign tab with a short timeline and a list of gods and their domains.
In your example, why does the fighter wind up with a con 16? He rolled an 8. Was it a typo and should've said '10'?
Just trying to figure out how it works.
| Browman |
Browman wrote:Saipres wrote:** spoiler omitted **
I'm interested in making a Dragonkin. I'm not sure exactly what they'll be like in the setting, so my character is a bit up in the air. Depending on what they are like and what classes end up fitting / being approved, I'm looking at either: Bloodrager, Warpriest, Inquisitor, Sorcerer, or Cleric.
Dragonkin are an ancient race, they spent several millennia as the greatest servants of dragons, providing officers for their army, scribes to record their taxes, history and writtings, smiths to create armour and weapons for the armies, magic users to create magic items, etc.
Ever since the great sleep and the end of the Age of Dragons, Dragonkin have had to fend for themselves. They were almost driven to extinction by the greenskin hordes over two millennia ago and now tend to live in tribes of a few thousand.
Edit: I updated the campaign tab with a short timeline and a list of gods and their domains.
In your example, why does the fighter wind up with a con 16? He rolled an 8. Was it a typo and should've said '10'?
Just trying to figure out how it works.
Yes it should have, I don't know how I ended up with 16 Con.
| Browman |
** spoiler omitted **
Jungle elves sound fun. Thinking deep jungle ranger, who has been in the jungle way to long. Even by jungle elves standards. Sent to the Academy to share his tracking skills, and get him involved with people again.
Common jungle elf foes include orcs and goblins, humans, animals and magical beasts.
| Browman |
My stats, while not ideal for it, might just be borderline good enough to make a Champion of Irori a viable prospect.
Is there any chance you'd allow partial base attack progression?
I'm looking at a fairly unholy multiclass combination here.
As this campaign is not set in Golarion, setting specific prestige classes aren't an option sorry.
| Saipres |
Dragonkin are an ancient race, they spent several millennia as the greatest servants of dragons, providing officers for their army, scribes to record their taxes, history and writtings, smiths to create armour and weapons for the armies, magic users to create magic items, etc.
Ever since the great sleep and the end of the Age of Dragons, Dragonkin have had to fend for themselves. They were almost driven to extinction by the greenskin hordes over two millennia ago and now tend to live in tribes of a few thousand.
Edit: I updated the campaign tab with a short timeline and a list of gods and their domains.
Sounds great!. What are your feelings about Inquisitor or Warpriest for a Dragonkin? And in either case, what would the Dragon gods favoured weapons be?
| Browman |
Browman wrote:Sounds great!. What are your feelings about Inquisitor or Warpriest for a Dragonkin? And in either case, what would the Dragon gods favoured weapons be?Dragonkin are an ancient race, they spent several millennia as the greatest servants of dragons, providing officers for their army, scribes to record their taxes, history and writtings, smiths to create armour and weapons for the armies, magic users to create magic items, etc.
Ever since the great sleep and the end of the Age of Dragons, Dragonkin have had to fend for themselves. They were almost driven to extinction by the greenskin hordes over two millennia ago and now tend to live in tribes of a few thousand.
Edit: I updated the campaign tab with a short timeline and a list of gods and their domains.
The Dragon gods would have natural attacks as their favoured weapons, Matrach would favour claws, Passersby would favour bite.
I have updated the campaign tab with the draconic domain, if you are going warpriest I will figure out the draconic domain blessings.
I don't think there would be an issue with either a dragonkin inquisitor or warpriest.
| Browman |
Definitely thinking of a scholar type.
Need to know more about your human cultures.
Str 8
[dice=Dex]1d10 + 7
[dice=Con]1d10 + 7
Int 18
[dice=Wis]1d10 + 7
[dice=Cha]1d10 + 7OK, I can definitely do something with that.
The world has a verity of human cultures spanning from small clans and tribes in every climate, to kingdoms and other highly organized countries. Many of them aren't detailed yet but four are.
Eida, the City state/ island where the University of Anok is located has sizable human and elf populations and is largely a meritocracy. Ones standing within society is based off their knowledge and learning, unfortunately for humans elves tend to reach the highest positions as they have many more years to acquire knowledge.
The Dominion of Yuqui is a human theocracy devoted to the LN god of death. Clerics of Yuqui dominate the government, nobility and military and have created an organized but somber and fatalistic society.
The Principalities of Miruch are a collection of 11 princedoms, 7 of which are currently have human princes. The principalities tend not to work very well together unless faced by a greater exterior threat; their princes and nobles generally more concerned with maneuvering against their rivals than anything else. One principality in particular may interest you, Janiss home to the Thumatergery, one of the greatest schools of magic in the world, particularly known for it's elemental wizards.
Fourth we have the Kingdoms and city states of the Northern island continent of Malorak, where Island dwarves dominate the ruling class, but many humans live and some even reach lesser positions of power. Due to many years of fighting against undead, most cities on Malorak are underground.
pauljathome
|
Several more questions.
How high a level do you envision this going? And how slowly will we progress through the early levels? I don't want to build a character that comes together at level 9 if we're never going to get there :-).
Are we allowed to take Magic item creation feats? If yes, will there actually be enough downtime to craft items?
Is the Arcanist legal? Never played one and I'm a little curious how it works out.
Hmm. With those stats an Unchained Rogue heading to an Arcane Trickster is very attractive. Would that be ok?
The following is probably a stretch but, as they say, nothing ventured nothing gained. I fully expect a "NO" answer (shouted :-)).
Would Mystic Theurges with some form of early entry be possible? The SLA requirements (before the recent changes) would be fine except none of your Gods have the Trickery Domain :-(. Unfortunately, my experience shows me that the normal entry makes the class far, far too weak for what it gets.
| Saipres |
The Dragon gods would have natural attacks as their favoured weapons, Matrach would favour claws, Passersby would favour bite.
So, how does that work where Dragonkin don't actually have Natural Weapons? I guess it would be required multiclassing? Or I guess having Aspect of the Beast with waived restrictions?
[EDIT] Oh, nevermind, I see that the new Dragon Domain actually grants temporary Claws. But... Wait. That solves it for the Inquisitor / Cleric, but what about the Warpriest? Would it be that the blessing grants them? [/EDIT]
I'm leaning towards the Inquisitor over Warpriest, but the permanently limited amount of time for claws and the Inquisitor's naturally garbage assortment of weapon proficiencies would really hurt. I wonder if you'd let me take the Aspect of the Beast feat anyway, and thus use the Domain power to increase the damage to 1d6? I feel like I'd probably still be coming out a bit behind, but it seems like it could be a fair approach?
| Browman |
Several more questions.
How high a level do you envision this going? And how slowly will we progress through the early levels? I don't want to build a character that comes together at level 9 if we're never going to get there :-).
Are we allowed to take Magic item creation feats? If yes, will there actually be enough downtime to craft items?
Is the Arcanist legal? Never played one and I'm a little curious how it works out.
Hmm. With those stats an Unchained Rogue heading to an Arcane Trickster is very attractive. Would that be ok?
The following is probably a stretch but, as they say, nothing ventured nothing gained. I fully expect a "NO" answer (shouted :-)).
Would Mystic Theurges with some form of early entry be possible? The SLA requirements (before the recent changes) would be fine except none of your Gods have the Trickery Domain :-(. Unfortunately, my experience shows me that the normal entry makes the class far, far too weak for what it gets.
I doubt it will go past 10th level and my current campaign has taken more than 2 months a level.
Item creation feats would be fine, you are being hired by a university to do research for a project that has gone on for more than half a millennia, they aren't in a huge rush.
I have never looked at an Arcanist in detail so I would need some time to look at it.
But unchained rogue is fine.
Early entry to mystic theurge is a no.
| Browman |
Browman wrote:The Dragon gods would have natural attacks as their favoured weapons, Matrach would favour claws, Passersby would favour bite.So, how does that work where Dragonkin don't actually have Natural Weapons? I guess it would be required multiclassing? Or I guess having Aspect of the Beast with waived restrictions?
[EDIT] Oh, nevermind, I see that the new Dragon Domain actually grants temporary Claws. But... Wait. That solves it for the Inquisitor / Cleric, but what about the Warpriest? Would it be that the blessing grants them? [/EDIT]
I'm leaning towards the Inquisitor over Warpriest, but the permanently limited amount of time for claws and the Inquisitor's naturally garbage assortment of weapon proficiencies would really hurt. I wonder if you'd let me take the Aspect of the Beast feat anyway, and thus use the Domain power to increase the damage to 1d6? I feel like I'd probably still be coming out a bit behind, but it seems like it could be a fair approach?
A warpriest gains weapon focus at level 1, whatever you take weapon focus in qualifies for all their class weapon abilities in addition to their god's favoured weapon. It could also be that the level 1 blessing for the draconic domain adds them.
The aspect of the beast for claws seems reasonable to me as does the domain power increasing it by 1 step.
The dragon gods are most focused on their dragon followers and worship from anyone else including dragonkin is secondary.
pauljathome
|
I definitely have the basis of a character but I need to check some stuff.
The basic concept is definitely a scholar who has decided that he wants to leave the halls of Academia in order to see the world for himself, to discover lost lore and help to map the world.
Almost certainly human but that conceivably may change.
I think that I quite like the idea of a cleric of Anok. But, of course, I'd like to take some stuff not in the CRB.
Cloistered Cleric - A cloistered cleric actually fits this character concept very well but, mechanically, it is just TOO punitive for what one gets. Any chance you'd allow the Cloistered Cleric as is but without losing the Domain? With that in my opinion its STILL too expensive for what one gets but it fits the character concept so well at that point that I'd take it anyway.
If you end up picking me I would eventually need a bit more information on that religion. Mechanically, favoured weapon. But I'd also need enough to roleplay a cleric.
Domain - Does Anok have subdomains? Specifically the Memory subdomain of Knowledge
Traits : Can I take the Seeker trait from Ultimate Campaign ? (lets me treat perception as a class skill)
And the Trap Finder Trait from the Mummy's Mask campaign (lets me treat disable device as a class skill and disable magical traps). If that is too powerful, how about Vagabond Child (lets me treat disable device as a class skill)
I will work the trait into the background if it is allowed.
Links :
| Browman |
I definitely have the basis of a character but I need to check some stuff.
The basic concept is definitely a scholar who has decided that he wants to leave the halls of Academia in order to see the world for himself, to discover lost lore and help to map the world.
Almost certainly human but that conceivably may change.
I think that I quite like the idea of a cleric of Anok. But, of course, I'd like to take some stuff not in the CRB.
Cloistered Cleric - A cloistered cleric actually fits this character concept very well but, mechanically, it is just TOO punitive for what one gets. Any chance you'd allow the Cloistered Cleric as is but without losing the Domain? With that in my opinion its STILL too expensive for what one gets but it fits the character concept so well at that point that I'd take it anyway.
If you end up picking me I would eventually need a bit more information on that religion. Mechanically, favoured weapon. But I'd also need enough to roleplay a cleric.
Domain - Does Anok have subdomains? Specifically the Memory subdomain of Knowledge
Traits : Can I take the Seeker trait from Ultimate Campaign ? (lets me treat perception as a class skill)
And the Trap Finder Trait from the Mummy's Mask campaign (lets me treat disable device as a class skill and disable magical traps). If that is too powerful, how about Vagabond Child (lets me treat disable device as a class skill)I will work the trait into the background if it is allowed.
Links :
Anok's favoured weapon is the longbow.
Cloistered Cleric is garbage, I will let you take it with the second domain, but really recommend you don't.
The memory sub-domain is fine.
The non-campaign traits are fine.
| Browman |
Ok, cleric created. Stats etc are in my profile.
If I get chosen, I'm going to need some more information on what languages are appropriate, what ethnicities work for somebody from Eida, information on Anok, etc. But that can all wait for now.
Looking over things quickly it looks fine. Platros is clearly not a melee cleric, but that is fine.
| ArrakChrome |
I would like to make a human wizard. More adept with books than people he went to the great library of Anok and seemed to have never left.
Str: 1d10 + 7 ⇒ (2) + 7 = 9
Dex: 1d10 + 7 ⇒ (6) + 7 = 13
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 18
Wis: 1d10 + 7 ⇒ (3) + 7 = 10
Cha: 8
Nothing funky. Will build out character from here.
| Saipres |
I finished up my crunch stuff, with the exception of Gear. I have more to figure out with some stuff there.
As a rough idea on background, I'm thinking that I'd be going off exploring, either looking for some Dragons themselves, some leftover magic / items / etc that they left behind (I imagine our people would have lost a lot of it over the years, especially with our almost complete destruction), or something else that could make us powerful once again.
| Browman |
I finished up my crunch stuff, with the exception of Gear. I have more to figure out with some stuff there.
As a rough idea on background, I'm thinking that I'd be going off exploring, either looking for some Dragons themselves, some leftover magic / items / etc that they left behind (I imagine our people would have lost a lot of it over the years, especially with our almost complete destruction), or something else that could make us powerful once again.
Stats look good.
Many of the regions the University sends people are remote and still have significant dragon presence, others may have ruins of dragon or dragonkin cities of old. And it is certainly true that much of what the dragonkin had and knew is long lost.