
GM MG |

Halls filled with darkness and unsettling sounds. Corridors that stench of rotten flesh and blood. A maze with dead ends and undead walkers. A desperate warrior, slowly but surely losing sanity, running in these areas, escaping. A hungry hollowed, long ago lost its mind, chasing the warrior like a madman he is. Once slain, the warrior fades to ashes and dust, leaving behind naught but his broken axe, rusty shield and that which everyone and everything desire: souls.
What cruel design built this maze is unknown to the denizens of the Labyrinth. Frankly, not many care. What they do care is the one thing that keeps them sane: the thought of getting out of this cursed place.
The answer to everything lies in the Souls.
This is the recruitment thread for Labyrinth Souls, a homebrewed Pathfinder campaign with emphasis on brutal-but-fair difficulty and setting a creepy, horror-like atmosphere.
Before I say anything else I will stress that the mechanics and setting of this campaign are heavily inspired by the Dark Souls series (Demon's Souls/Dark Souls I & II/Bloodborne). Those unfamiliar with the series may still join, but in case there are more applicants than I can take, I will favor those who are familiar with the series.
If you are a fan of the Souls series, or just otherwise like dark horror fantasy and like your RPGs challenging, this might be the PbP for you!
Light sources are scarce, as is sane company. Strangely enough, there is no vegetation for food, but no one has any physical need for food or water.
In the Labyrinth there are two kinds of roamers: mindless monsters and not-as mindless monsters. For those who still hold onto sanity, there is but one, universal goal: get out of this place.
- Neither gold nor XP exists in Labyrinth Souls. Instead of XP and gp, souls are used.
- Most if not all defeated enemies award souls. Souls can also be found lying on ground, stored in chests, etc. A soul has no noticeable mass but behaves like a small, palm-sized ball of energy. Souls emit a small amount of light, but far less than a torch: enough to notice from distance but not enough to provide a source of light in darkness.
- Souls are used as a currency in the Labyrinth. 1 soul is worth 10 gp. A merchant might sell a greatsword (normally costs 50gp) for 5 souls. Any item that costs less than 10 gp costs 1 soul (there are no half-souls or one-tenth souls!)
- Souls are also used in place of XP. To reach a next level, a character must spend a number of souls equal to XP needed to reach next level divided by 100.
- For example, a 1st-level rogue wants to level up to 2nd-level rogue. XP needed to advance to 2nd level is 2,000: that divided by 100 is 20. Thus, 20 souls are required to reach 2nd-level. To reach 3rd level, 3,000 more XP is needed (5,000 total XP), so 30 souls must be spent to reach 3rd-level and so on.
- To simplify things, the party shares their souls (no individual soul-wallets!)
Death... or is it?
- "When your character's current hit points drop to a negative amount equal to his Constitution score or lower, he's dead."
- However, each PC is entitled to one respawn per character. Be it due to strong willpower, unrelenting sanity or the power of love, something keeps the character from dying.
- Using this 1-shot respawn is entirely optional: a player can choose to create a new character instead.
- If a player does choose to have his/her PC respawn, that character fades to ashes and dust, but is later reformed at a safe place, keeping all gear he/she had. The character takes a penalty to maximum hit points, losing 2 hit points per level. There exists an item that restores these hit points lost.
Ability scores: 15-point buy, or 3d6 times six in any order (if RNG doesn't favor you, you can switch to 15-point buy)
Races: All core races, all featured races (including aasimar, drow and thiefling; no variant heritages; no drow noble) as well as kitsune, nagaji and wayang.
Classes: All core classes except paladin, all base classes except gunslinger, all hybrid classes, all alternate classes except antipaladin, all unchained classes. Summoners must be Unchained (I may allow some summoner archetypes that would be incompatible with Unchained Summoner). No 3PP.
Archetypes: Case-by-case basis (there are too many!): ask before using any (I'm fine with almost any of them). Synthesist Summoner and anything that gives a gun are banned though.
Alignment: Any. Yes, you can play as an evil character. Do note that you must still be able to work with your group. So even your CE cleric has to work with a LG cleric, and vice versa. If you are playing as an evil character, find a way to make it work with others. No PvP unless all players are genuinely OK with it. To summarize: don't be a jerk.
Deities: If you wish to play a class that requires the worship of a deity, reply to this thread with a concept of your deity (a brief description) and I'll cook something up.
Hit points: Max at first HD, average rounded up at level-up (just like in PFS)
Traits: Two traits. No region, campaign or religion traits. You may take a drawback for RP purposes (remember the no-jerk rule) but doing so will not earn you a third trait.
Backstory: Your character has just awoken in the Labyrinth and doesn't know how he/she/elf got there. Whether your character has amnesia or remembers past events clearly is up to you, but they don't know how they got in the Labyrinth. A good backstory would include a motivation for the character to get out of the Labyrinth. A good length for a backstory is 100-200 words.
Gear: No gear at character creation, except that wizards, alchemists and magi begin play with a spellbook (formulabook for alchemists) and divine casters that require divine focuses begin play with a wooden holy/unholy symbol. Expensive free items (like a wizard's arcane bond item) are to be replaced with appropriate, cheaper versions (a wizard must have a familiar as an arcane bond etc).
Instead, every character begins play with a "gift" of their choice (see below).
Barbarians, fighters, rangers, cavaliers, inquisitors, bloodragers, slayers, swashbucklers and warpriests automatically gain "Relic of War" gift and can select another gift.
Rogues and ninjas automatically gain "Master Key" gift and can select another gift.
- Be mentally prepared that your character will experience horror and most likely death at some point. I wouldn't put my dear, loved, favorite character for this campaign if I were you. That said, it'd enhance the experience if you are attached to your character.
- There will be no battle maps provided. I'm lazy and will handwave most strategic movement: "You want to charge? There is a chair in the way, but go ahead." "Can your heavily-armored halfling move to next to the enemy? Sure, it's not that far away."
- As a result of the above, I'd like to encourage creative uses of battlefield. If you are playing a sneak-attack heavy rogue or something else that requires strategic movement to function, be sure to read battlefield descriptions carefully.
- On the other hand, if your character does not need strategic movement, more the easier for me.
- Be active, please. A post a day keeps angry GM away. I'm sure even the other players would rather see a null post than no post at all.
- The GM (that's me) lives in European time zone. I wholeheartedly welcome players from around the world, but just thought I'd let the players know. Most of the time, time-zones shouldn't be an issue.
(PS. I'm actually a pretty chill GM, don't be discouraged by the grim tone. We're playing to have fun!)

XenoCide78 |

Let me see what I could possibly get on stats, then I'll try and make a decision of what class I would roll with.
3d6 ⇒ (1, 6, 1) = 8
3d6 ⇒ (3, 3, 5) = 11
3d6 ⇒ (4, 5, 4) = 13
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (1, 5, 3) = 9
3d6 ⇒ (3, 6, 4) = 13
Some low numbers for sure, could be interesting. I'll think it over and come back and let you know what I've thought up.

JoshB |

Any objections to a Stonelord Paladin?
Should paladins be on that list of folks who start with a relic of war?
roll: 3d6 ⇒ (4, 2, 6) = 12
roll: 3d6 ⇒ (6, 4, 1) = 11
roll: 3d6 ⇒ (3, 3, 1) = 7
roll: 3d6 ⇒ (3, 5, 3) = 11
roll: 3d6 ⇒ (4, 6, 3) = 13
roll: 3d6 ⇒ (1, 4, 3) = 8
That looks like a 2 point buy.

GM MG |

Classes: All core classes except paladin, (...)
Sorry, no Stonelord Paladin. Paladins (and antipaladins) are intentionally left out because the campaign is filled with evil: things might get... unbalanced.
Fun fact: 3d6 should average to 10.5. Rolls made by XenoCide and JoshB average to 10.4167. Good start.

GM MG |

Yeah I think I might go old school with my stat placement and place them exactly as they were rolled. Meaning Con, Cha, Dex are my 13, 13, 11. Should be interesting. Maybe a rogue of sorts.
I'm looking at doing the Cutthroat archetype for the Slayer. Is this okay?
Hard core stats. I like that attitude. Cutthroat is OK.
Dotting.
I have a question about Unchained Summoner, am I still in control of my summon as a player or is that something you would control for me And I'd just have to give it orders?
As a player you control both the summoner and the eidolon, unless your eidolon's alignment or nature strongly opposes the action you give it (eg. archons won't harm the innocent and fire elementals refuse to swim etc). More player agency, less GM trouble. (Quick-edit: I'll just clarify that the player has direct control over the eidolon's actions; the summoner doesn't need to give it actions every single second. The thing has 7 Intelligence, after all.)
Summoned creatures always attack your enemies when they are summoned. A summoner can, as a free action, give them orders (like "don't attack" or "guard so-and-so character"), assuming the summoner speaks language that the summoned creature(s) understand.
The summoner and the eidolon act on their respective Initiative orders. I suggest you include both actions in your posts, like this:
Turn 1, initiative 8 (Summoner)
Summoner picks his nose.Turn 1, initiative 21 (Eidolon)
Eidolon full-attacks.

James Keegan |

Love Dark Souls and all the games of that ilk. Here are my rolls:
3d6 ⇒ (6, 3, 2) = 11
3d6 ⇒ (3, 3, 6) = 12
3d6 ⇒ (4, 4, 1) = 9
3d6 ⇒ (4, 2, 6) = 12
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (3, 3, 1) = 7
Hmmm, I'm going to think about it for a bit. I like to play tanks, so a fighter may be what I go for. Out of curiosity, the Relic of War has to be a weapon and can't be a shield?

XenoCide78 |

Below is my take on a half-orc cutthroat slayer. Goramar not the easiest person, but he's always in for anything that could improve his situation. I still need a backstory and such, but I got a great idea where he's headed.
I used Goramar's free Relic of War on a rapier. For his additional gift I opted to take the Mask of the Lost. I have some thoughts on how to tie it into my backstory, and that if a curse does exist on it, Goramar will be none the wiser for now. Let me know.
Goramar Midur
Half-orc slayer (cutthroat) 1 (Pathfinder RPG Advanced Class Guide 53, 119)
NE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will -1
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +2 (1d6-1/18-20)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 13, Int 9, Wis 9, Cha 13
Base Atk +1; CMB +0; CMD 11
Feats Weapon Finesse
Traits bully, killer
Skills Acrobatics +5 (+6 when in an urban setting), Intimidate +8, Knowledge (local) +3, Perception +3, Stealth +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, street stalker
Other Gear rapier, wooden mask
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Killer Add weapon's critical modifier to its critical bonus damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Street Stalker (Acrobatics) (Ex) Gain a bonus on the chosen skill when in an urban environment.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

GM MG |

Love Dark Souls and all the games of that ilk. Here are my rolls:
<snip>
Hmmm, I'm going to think about it for a bit. I like to play tanks, so a fighter may be what I go for. Out of curiosity, the Relic of War has to be a weapon and can't be a shield?
I'm saying no, has to be a weapon on that one. A buckler, a light wooden shield or a heavy wooden shield all cost only 1 soul (less than 10 gp), and even more expensive shields are still very affordable. The other gifts, on the other hand, are almost priceless in the sense that they are harder (or even impossible) to buy with souls.
Below is my take on a half-orc cutthroat slayer. Goramar not the easiest person, but he's always in for anything that could improve his situation. I still need a backstory and such, but I got a great idea where he's headed.
I used Goramar's free Relic of War on a rapier. For his additional gift I opted to take the Mask of the Lost. I have some thoughts on how to tie it into my backstory, and that if a curse does exist on it, Goramar will be none the wiser for now. Let me know.
<snip>
Mechanics seem to be alright. Green light on that part. A note: "urban environment" in this setting refers to any part of the Labyrinth that is mostly non-ruins. There'll be some of those areas, no worries.
Mask of the Lost may or may not be cursed, but that remains to be seen. Right now the curse or drawbacks (if any) aren't affecting the character. If you can incorporate the gift in your backstory: GREAT!
I see that Goromar is NE. Just make sure that he can work in a team and support even Good characters.

James Keegan |

Below is my take on a half-orc cutthroat slayer. Goramar not the easiest person, but he's always in for anything that could improve his situation. I still need a backstory and such, but I got a great idea where he's headed.
I used Goramar's free Relic of War on a rapier. For his additional gift I opted to take the Mask of the Lost. I have some thoughts on how to tie it into my backstory, and that if a curse does exist on it, Goramar will be none the wiser for now. Let me know.
** spoiler omitted **...
It doesn't look like you factored in the +2 ability score bonus for being a Half-Orc. Are we not using racial bonuses for our characters?

GM MG |

XenoCide78 wrote:It doesn't look like you factored in the +2 ability score bonus for being a Half-Orc. Are we not using racial bonuses for our characters?Below is my take on a half-orc cutthroat slayer. Goramar not the easiest person, but he's always in for anything that could improve his situation. I still need a backstory and such, but I got a great idea where he's headed.
I used Goramar's free Relic of War on a rapier. For his additional gift I opted to take the Mask of the Lost. I have some thoughts on how to tie it into my backstory, and that if a curse does exist on it, Goramar will be none the wiser for now. Let me know.
** spoiler omitted **...
He's playing as Deprived! Jokes aside, good catch, James. Assuming the +2 goes to Dex, XenoCide?

Johnnycat93 |

Johnnycat93 wrote:VMC is allowed. What do you have in mind?Dotting with extreme interest.
Is variant multiclassing allowed?
Right now I'm working on the idea of a Human Magus using the Myrmidarch and Card Caster archetypes. Variant Multiclass will be with a Foresight Divination Wizard.
I wanted to run a ratfolk but since I'm starved for feats and traits it's not a realistic option.
Oh, and I'm taking the pendant. Pendant is best gift.

CampinCarl9127 |

Before I say anything else I will stress that the mechanics and setting of this campaign are heavily inspired by the Dark Souls series (Demon's Souls/Dark Souls I & II/Bloodborne).
I'm so in on this game. That is my all-time favorite series for a dozen different reasons. I think you did a really good job with the homebrew rules to represent how the mechanics should work.
Probably a good idea to ban paladins too. Between immunities and auras and smiting, they would definitely own the world of Dark Souls.
How important is roleplaying and the story going to be? I can tell it's going to be a more combat-focused game than most, but will there be any sort of plot besides "get out"?

Volkner |

XenoCide78 wrote:Yeah I think I might go old school with my stat placement and place them exactly as they were rolled. Meaning Con, Cha, Dex are my 13, 13, 11. Should be interesting. Maybe a rogue of sorts.
I'm looking at doing the Cutthroat archetype for the Slayer. Is this okay?
Hard core stats. I like that attitude. Cutthroat is OK.
Volkner wrote:Dotting.
I have a question about Unchained Summoner, am I still in control of my summon as a player or is that something you would control for me And I'd just have to give it orders?
As a player you control both the summoner and the eidolon, unless your eidolon's alignment or nature strongly opposes the action you give it (eg. archons won't harm the innocent and fire elementals refuse to swim etc). More player agency, less GM trouble. (Quick-edit: I'll just clarify that the player has direct control over the eidolon's actions; the summoner doesn't need to give it actions every single second. The thing has 7 Intelligence, after all.)
Summoned creatures always attack your enemies when they are summoned. A summoner can, as a free action, give them orders (like "don't attack" or "guard so-and-so character"), assuming the summoner speaks language that the summoned creature(s) understand.
The summoner and the eidolon act on their respective Initiative orders. I suggest you include both actions in your posts, like this:
Player wrote:Turn 1, initiative 8 (Summoner)
Summoner picks his nose.Turn 1, initiative 21 (Eidolon)
Eidolon full-attacks.
Thanks!I knew how standard summoner worked I was just wondering your thoughts on if anything would really change with the Unchained Eidolons.
I'm thinking of a "cursed" summoner where the Eidolon and magic ability are reflavored as a demonic pact sort of thing. No rules changes or anything, just fluff.

James Keegan |

Here's a first pass on a fighter, also going with the pendant.
Backstory:
Ulrich, human fighter
Ulrich
Human Fighter 1
LG Medium Humanoid (human)
Init -1 ; Perception -2
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9
hp 16
Fort +2, Ref-1, Will-2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +4 longsword (1d8+2;19-20/x2)
Special Attacks
--------------------
Statistics
--------------------
Str 14, Dex 9, Con 16, Int 11, Wis 7, Cha 12
Base Atk +1 ; CMB +3 ; CMD 12
Feats Endurance, Toughness, Weapon Focus (longsword)
Traits Courageous, Armor Expert
Skills Climb +6 ,Intimidate +5, Ride +3
Languages Common
Other Gear Longsword, pendant

GM MG |

It's less of an issue, I think, since none of the good stuff comes online until 7th level. If you don't agree then I can drop it. I might end up running ratfolk anyways, I haven't decided.
Do we, by chance, start with an outfit at least? Or am I naked except for a necklace?
I'm fine with VMC wizard, just some GM grumble. Play whatever race you want.
All characters begin play with an outfit of sweaty, worn clothes, worth 0 souls. These clothes come with one or two pockets, capable of holding a few small items.
I'm so in on this game. That is my all-time favorite series for a dozen different reasons. I think you did a really good job with the homebrew rules to represent how the mechanics should work.
Probably a good idea to ban paladins too. Between immunities and auras and smiting, they would definitely own the world of Dark Souls.
How important is roleplaying and the story going to be? I can tell it's going to be a more combat-focused game than most, but will there be any sort of plot besides "get out"?
Thanks!
It's true that combat is a focus in this campaign, but there are definitely some interesting options for roleplay, I'd say.
In staying true to the Souls series, the story is there if you look for it. Just like you could beat a Souls game just by murderhoboing your way through every boss, you could just "get out" of the Labyrinth. If you can.
Thanks!I knew how standard summoner worked I was just wondering your thoughts on if anything would really change with the Unchained Eidolons.
I'm thinking of a "cursed" summoner where the Eidolon and magic ability are reflavored as a demonic pact sort of thing. No rules changes or anything, just fluff.
Ah, the reflavor sounds great. Consider having your eidolon being a demon or daemon, perhaps?
Ah I have another question. Have you considered nerfing away darkvision? Losing the ability to see what's going bump in the dark can make it more authentic for the horror setting. Completely up to you of course.
I have thought of the issue that Darkvision raises, but am very reluctant to mess with Pathfinder system that much. And just removing Darkvision entirely would just mess the race balance too much.
But I do acknowledge the problem. Right now the plan is to keep light levels balanced between dark, dim-light and normal light. Emphasis on dark, naturally, but still balanced enough that Darkvision is not a game-breaker.

Nezurik |

Strength: 3d6 ⇒ (3, 3, 3) = 9
Dexterity: 3d6 ⇒ (3, 6, 2) = 11
Constitution: 3d6 ⇒ (1, 3, 6) = 10
Intelligence: 3d6 ⇒ (5, 1, 4) = 10
Wisdom: 3d6 ⇒ (1, 2, 1) = 4
Charisma: 3d6 ⇒ (6, 5, 5) = 16
Well I decided to go with classic stat rolling, the RNG gods decided I must be an idiot but very charismatic idiot.

CampinCarl9127 |

Ok, thanks for getting back to me. Right now I don't have any questions, but I'm sure I will in the future. My plan currently is either a ratfolk unchained rogue, or a human cleric that is going to focus on sun and fire and be a total sunbro.

Johnnycat93 |

Johnnycat93 wrote:It's less of an issue, I think, since none of the good stuff comes online until 7th level. If you don't agree then I can drop it. I might end up running ratfolk anyways, I haven't decided.
Do we, by chance, start with an outfit at least? Or am I naked except for a necklace?
I'm fine with VMC wizard, just some GM grumble. Play whatever race you want.
Cool, I think I might actually go with Ifrit since there's an alias I always wanted to use and nows a good chance seeing as I'm already trying out weird stuff. I might try and reflavore the race into something suitably Dark Souls, we'll see.
I do have one more question though. I plan on taking a trait that will have me start the game with a Harrow Deck (an item normally worth 100 gp). I wanted to check with if you were ok with that, since it would be circumventing the "no starting gear" rule to get both an expensive item and weapon for myself.

Nehowshgen Min |

I LOVE THIS!
Ok, rolls...
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (4, 6, 5) = 15
3d6 ⇒ (5, 2, 5) = 12
3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (6, 4, 1) = 11 9 points altogether... I will go point buy.
Straight rogue, Done.
Will also do be doing Fetchling. You can expect it in about... 30 hours.
13 str
15+2 dex
10 Con
11 int
12-2 wis
12+2 cha

GM MG |

Here's a first pass on a fighter, also going with the pendant.
Backstory: ** spoiler omitted **
Ulrich, human fighter ** spoiler omitted **
I must say, that is an excellent backstory. Absolutely brilliant.
Mechanics get a green light as well. For the record, I'd like people to include a short description of traits in the stat block. I'm familiar with the most common traits (Bully, Killer, Armor Expert included) but some rarer ones (like Courageous there) I'd like to see briefly summarized in the stat block. Thanks!
By the way, your Fort save is 2+CON= +5
I love watching my roommate die in the various Dark Souls games. It has been hilarious and the table top game was dropped by my group. I would love to try a Alchemist with the Grenadier archetype.
Grenadier is OK.
<snip>
Dark souls...how can I not roll the bones, I am intrigued by the mask, perhaps for a witch,
Would the hex channeler archetype be acceptable?
Hex Channeler is OK, but for balance reasons your 1st-level hex must be one that is listed to complement the archetype: blight, healing, poison, steep or ward. No other restrictions.
Strength: 3d6
Dexterity: 3d6
Constitution: 3d6
Intelligence: 3d6
Wisdom: 3d6
Charisma: 3d6Well I decided to go with classic stat rolling, the RNG gods decided I must be an idiot but very charismatic idiot.
Roll a blaster sorcerer. "I have strong fireballs and wisdom as my dump stat. You wanna mess with me?!"
Ok, thanks for getting back to me. Right now I don't have any questions, but I'm sure I will in the future. My plan currently is either a ratfolk unchained rogue, or a human cleric that is going to focus on sun and fire and be a total sunbro.
Sunbros get +1 Diplomacy for JOLLY COOPERATION
Cool, I think I might actually go with Ifrit since there's an alias I always wanted to use and nows a good chance seeing as I'm already trying out weird stuff. I might try and reflavore the race into something suitably Dark Souls, we'll see.
I do have one more question though. I plan on taking a trait that will have me start the game with a Harrow Deck (an item normally worth 100 gp). I wanted to check with if you were ok with that, since it would be circumventing the "no starting gear" rule to get both an expensive item and weapon for myself.
If it's very crucial to your backstory and doesn't give too great mechanical advantages, I'll likely allow it. It shouldn't be more powerful than a trait is- could you give me a link so I can read it?
I LOVE THIS!
Ok, rolls...<snip> 9 points altogether... I will go point buy.
Straight rogue, Done.
Will also do be doing Fetchling. You can expect it in about... 30 hours.
13 str
15+2 dex
10 Con
11 int
12-2 wis
12+2 cha
Let's give a round of applause to the first person to use point-buy instead of hard core rolling! He's probably the only sane one in this crazy bunch.

CampinCarl9127 |

Actually, could I go with a "Lightning Domain" that for all intents and purposes is the Fire Domain but just does lightning instead of fire? So thematically appropriate.
GM I was wondering if you had an answer for me on this. I'm guessing from the quick series of posts and your large post that you may have not seen it.

Johnnycat93 |

If it's very crucial to your backstory and doesn't give too great mechanical advantages, I'll likely allow it. It shouldn't be more powerful than a trait is- could you give me a link so I can read it?
It's crucial in as much that I'm playing a Card Castor so my only real option for a weapon is a Harrow Deck.
Might as well start rolling out stats now that I'm getting into this.
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (2, 5, 6) = 13
3d6 ⇒ (4, 5, 5) = 14
3d6 ⇒ (3, 5, 3) = 11
3d6 ⇒ (5, 6, 4) = 15

Volkner |

Volkner wrote:Ah, the reflavor sounds great. Consider having your eidolon being a demon or daemon, perhaps?Thanks!I knew how standard summoner worked I was just wondering your thoughts on if anything would really change with the Unchained Eidolons.
I'm thinking of a "cursed" summoner where the Eidolon and magic ability are reflavored as a demonic pact sort of thing. No rules changes or anything, just fluff.
Yeah, downside that means I'm likely going to be evil, upside I get a grumbly demon who doesn't understand why I don't just kill a bunch of people at all times.

![]() |

<snip>
Dark souls...how can I not roll the bones, I am intrigued by the mask, perhaps for a witch,
Would the hex channeler archetype be acceptable?
Hex Channeler is OK, but for balance reasons your 1st-level hex must be one that is listed to complement the archetype: blight, healing, poison, steep or ward. No other restrictions.
Not a problem and FYI I will not be taking slumber. Been there, done that, got the t-shirt.

GM MG |

CampinCarl9127 wrote:Actually, could I go with a "Lightning Domain" that for all intents and purposes is the Fire Domain but just does lightning instead of fire? So thematically appropriate.GM I was wondering if you had an answer for me on this. I'm guessing from the quick series of posts and your large post that you may have not seen it.
Nope, I did see it. I was just too busy writing that deity info for you. Check your inbox. ^.^
It's crucial in as much that I'm playing a Card Castor so my only real option for a weapon is a Harrow Deck.
From what I understand the harrowing deck isn't magical, just mundane fortune-telling cards? And a +1 on initiative? Sounds OK. (I'm pretty sure you won't, but as a precaution the deck sells for 0 souls, ok?)
Card Caster is OK.
Not a problem and FYI I will not be taking slumber. Been there, done that, got the t-shirt.
O-oh, you realised that rebalancing was a counter-measure against Slumber spam? All the better, good to hear you're playing the class for flavor and not for min-max.

Johnnycat93 |

Johnnycat93 wrote:It's crucial in as much that I'm playing a Card Castor so my only real option for a weapon is a Harrow Deck.
From what I understand the harrowing deck isn't magical, just mundane fortune-telling cards? And a +1 on initiative? Sounds OK. (I'm pretty sure you won't, but as a precaution the deck sells for 0 souls, ok?)
Card Caster is OK.
Normally yes, and they cost 100gp for whatever ungodly reason.
However, in my hands they will act as a masterwork throwing weapon as described under the Deadly Dealer feat. I'm not going to sell them but taking that trait will give me 54 masterwork throwing weapons at the beginning of the game, is that alright?

GM MG |

GM, what level do you expect the campaign to be going to?
Well, the group levels up at a varying rate. I can't predict whether you'll give everyone equal number of "XP souls" or decided to put more "XP souls" on some and less on others...
Also there's IRL time constraints, so don't expect to get over 10. I'd estimate around level 7-8 for most characters is the level the campaign ends at.
(Quick-edit: Actually I'm being overly optimistic here. Most likely the campaign will end around levels 5-6.)
Normally yes, and they cost 100gp for whatever ungodly reason.
However, in my hands they will act as a masterwork throwing weapon as described under the Deadly Dealer feat. I'm not going to sell them but taking that trait will give me 54 masterwork throwing weapons at the beginning of the game, is that alright?
As a balance-safety-precaution, the deck consists of only 22 cards (number of major arcana in tarot) but buying new cards is possible and not too expensive or difficult.
This should fix the issue of "not too expensive starting items" while keeping your build possible. The build isn't too powerful, the trait is. And since the trait is crucial, the trait needed a little nerf. Sounds fair?

Johnnycat93 |

Johnnycat93 wrote:Normally yes, and they cost 100gp for whatever ungodly reason.
However, in my hands they will act as a masterwork throwing weapon as described under the Deadly Dealer feat. I'm not going to sell them but taking that trait will give me 54 masterwork throwing weapons at the beginning of the game, is that alright?
As a balance-safety-precaution, the deck consists of only 22 cards (number of major arcana in tarot) but buying new cards is possible and not too expensive or difficult.
This should fix the issue of "not too expensive starting items" while keeping your build possible. The build isn't too powerful, the trait is. And since the trait is crucial, the trait needed a little nerf. Sounds fair?
I'm willing to accept that. Another alternative is to have Harrow Born gift a full deck of normal cards rather than Harrow Cards, which count as normal weapons rather than masterwork weapons.

GM MG |

GM MG wrote:I'm willing to accept that. Another alternative is to have Harrow Born gift a full deck of normal cards rather than Harrow Cards, which count as normal weapons rather than masterwork weapons.Johnnycat93 wrote:Normally yes, and they cost 100gp for whatever ungodly reason.
However, in my hands they will act as a masterwork throwing weapon as described under the Deadly Dealer feat. I'm not going to sell them but taking that trait will give me 54 masterwork throwing weapons at the beginning of the game, is that alright?
As a balance-safety-precaution, the deck consists of only 22 cards (number of major arcana in tarot) but buying new cards is possible and not too expensive or difficult.
This should fix the issue of "not too expensive starting items" while keeping your build possible. The build isn't too powerful, the trait is. And since the trait is crucial, the trait needed a little nerf. Sounds fair?
Didn't Card Caster's features give the cards +1 magical enchantment or something? If so, masterwork is pretty much necessary. 22 masterwork cards it is?