
Sebecloki |

The "Alternative Feat Progression Rules for Single Class Characters" (Pathfinder Alpha) guide lists an alternate set of skills (cool), but does not list the psionic skills (namely, Autohypnosis and Knowledge (psionics)). Surely an oversight?
Those are some house rules I found online that I like that I may use to build NPC -- if you want to use the Psionic skills, then use another option.
That's what I understand for the humans, yes.
Add to vigor -- there isn't a hard and fast rule for all of these questions. Gramork researched the question above if you scroll up.

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PaleDim wrote:The "Alternative Feat Progression Rules for Single Class Characters" (Pathfinder Alpha) guide lists an alternate set of skills (cool), but does not list the psionic skills (namely, Autohypnosis and Knowledge (psionics)). Surely an oversight?Those are some house rules I found online that I like that I may use to build NPC -- if you want to use the Psionic skills, then use another option.
I don't completely understand this response. "Use another option" means substitute different skills (what would they be?), or literally pick a different skills system (shouldn't all of the players pick the same system?)?

Sebecloki |
1 person marked this as a favorite. |

I'm going to write the first post tomorrow very late when I get home from work.
Just to tease things a bit, one of the innovations I'm introducing is the manner of transport. The caravan is housed aboard Destiny's Chariot a massive rolling platform which supports an entire palace, and is drawn by two immense igaunataurs, beasts of burden even larger than a mekilot.
It is said that House Vordon salvaged the Chariot from the ruins of Kalidnay, and that was once used to serve as the mobile summer palace of the Sorcerer King Kalid-Ma.
House Vordon has returned it from seclusion for the present mission, which seeks to revive an old trading post in the vicinity of the ruins of Kalidnay, near the Last Oasis, for the House hopes that it will revive their recent difficulties experienced in the wake of Kalak's fall.

Araska the Desert Walker |

Meant to get this out sooner. I'll follow up a bit later with some ideas for tying backstories together.
(Offensive)- Araska at this stage is a pretty average unarmed striker focused on Broken Blade maneuvers but will rapidly develop into an unarmed and natural weapon blender. Her primary trick is going to be using a set of maneuvers and feats that give her overrun or bull rush attacks from her unarmed strikes. Which will in turn activate the Vengeance power she will gain at level 5 to perform a full attack with all of her natural attacks as a free action once per turn. With this setup, she will be capable of performing decently large amounts of burst damage in combination with battlefield control and other effects from her maneuvers.
(Defensive)- Defensively Araska is capable of several forms of active counters and will have decent though not spectacular passive defences. Full progression on all three saving throws and an assortment of energy damage and AC boosters combine with Broken Blade counter maneuvers for anti-melee and a series of Elemental Flux and Mystic class abilities for anti-magic powers gives Araska a lot of defensive options.
(Haling)- Non-existant.
(Face)- Araska doesn't have any special ability towards being a face but does have a decent charisma.
(Other Skills)- Araska is a fighter, but through Glyphs provides some pretty amazing and versatile party support.
(Path)- Araska is a champion, not terribly useful beyond obvious numerical bonuses but it fits better than anything else.

Sebecloki |

Friends,
I'm participating in an early morning charity walk tomorrow, so I'm going to need to delay the first post until Saturday afternoon to give it the appropriate attention. I have a sense several players are still dealing with last details, so I hope that will be amenable to the group, and look forward to kicking off then.

Gramork |

Okay so I finally finished my character. Probably would have been done sooner if not for my pesky autistic alias template.
I have a couple details to remove, mostly little footnotes, his equipment still has buoyancy listed instead of wait and he has no fluff written down yet including his name.
everything else is up though and I'll be ready to respond to today's post tonight or tomorrow.
Unnamed is an eldritch blade (Magus/fighter multiclass archetype) and a cross-blooded sorcerer.
He's dex based and has a decent array of skills. He can serve as a decent scout and face, has an itty bitty amount of healing using infernal healing. He's gonna be able to hit pretty hard. His spell selection is gonna be mostly buffs and some blasting, though his save or sucks spells should have decent DCs.
Not super tanky on his own, but once shield, blur and mirror image start coming into play he should serve as a half decent tank.

Sebecloki |

Hey everyone, the game has begun, if you're interested in playing but still working on a character, there's still time -- just try to get a post in by tomorrow or Tuesday -- I'm trying to start things out slow so there's some time to get people into the game.
I'm now thoroughly confused about who ended up making a character, and what everyone's playing, so I'd also just like to figure out soon who's going to end up participating.

Malkaer Illuvinar |

Open up discussion as well?
----
The Party Thus Far
(1) Kuro
- Race: Human
- Class: Ranger/Soul Knife
- Role: Archer
- Mythic Champion
(2)Gaanon
- Race: Half Giant
- Class: Barbarian/Rogue
- Role: Melee
- Mythic Champion
(3) Shizuka
- Race: Human
- Class: ??? (no profile)
- Role: Melee
- Mythic Champion
(4) Memnon
- Race: Human
- Class: Magus/Sorcerer
- Role: Melee/Arcane
- Mythic Champion/Archmage
(5) Rokan
- Race: Human
- Class: Unchained Monk/Egoist
- Role: Melee
- Mythic Overmind
(6) Tkk-Tkk
- Race: Thri-Keen
- Class: Unchained Monk/Warpriest
- Role: Melee/Divine
- Mythic Champion
(7) Malkaer
- Race: Elf
- Class: Paladin/Magus (VMC Cleric)
- Role: Melee
- Mythic Archmage
----------------
So we have 7 people right now. Upper limit on party size, but should work out.
We have 4 humans, 1 thri-keen, 1 half-giant, 1 elf
We have 5 Champions, 1 Archmage, 1 Overmind (yes, I know we have a dual path. But this is easier)
We have 6 melee, 1 ranged
We have 2 characters capable of healing
Looking over this, melee is going to get crowded, but that's alright. It just means that we'll be more likely to get flanks/not be flanked. And we'll really rely on our archer companion, because as far as I can see, nobody else has any ranged capabilities to speak of.

Tkk-Tkk |

Ranged attacks? Malkaer can attack somebody 80' away, Rokan can do 2 attacks at 80', Gaanon can get 85', and I can attack twice at 140' (with extra damage if both hit). That's before we touch mythic points/spells/special abilities.
If it's flyers, Gaanon's got a longbow and I've got a sling. As a leatherworker, I can make more slings relatively easy.

Sebecloki |
1 person marked this as a favorite. |

Just posted my first pass at the overview of the ruins of Kalidnay in campaign info (I'm going to be continuously updating this page with new maps and links etc., so it's worthwhile to keep checking it).
I've been inspired by looking around at some stuff, and I'm planning on running a heavily modified version of the Black Sands module from 2e set in the Kalidnay ruins instead of Yaramuke before we get to Kelmarane.
On the map, the pools are some kind of black viscous substance, purportedly tar or oil, around which the ruins are clustered. Let that seep in...
Ancient Kalidnay is going to have an Indian vibe, which I think is absent from any of the city-states thus far (Urik and Tyr are Mesopotamian, Draj is Aztek, Balic is Greek, Gulg is African, Raam is Arabian (based on the title 'Grand Vizier' for Alabache-Re)).

Tkk-Tkk |

TKK-Tkk, f#*% long bows and slings you're a monk. There is only one way you should be dealing with flyers. You run at them jump through the air and grapple them midair. Once you pin them they fall to the floor. Much cooler than bows.
That always works up to 16 feet, but does not work at 20' and higher. I only have +27 to jump. So beyond that I have to rely on the sling and deadly aim.

Sebecloki |

Okay, I think we have the party of 9 that we're going to have for the game, which should be a fun number to do some inter-character interactions and also allow me to throw some truly dreadful beasties at your group (I'm partially inspired by a letter in an old Dragon magazine where a DM talked about running Vault of the Drow for Athasian characters just to see how many dark elf nobles a mul gladiator could take down...).
I'm going to let everyone mill about for a little while longer so you can all absorb who the other characters are and explore your environment a little.
Also, I have a sense there's some who know the setting really well, and some who are new. I'm trying to post codex entries to fill in relevant details. Let me know if there's stuff you need help on and I'll post more Wanderer's Journal bits to try to get everyone up to speed.

Tkk-Tkk |

Live dangerously. Hop on my back, and we'll do a 30 foot dash straight up.
And then, I can jump from there. But I'd need you to ask me to jump you. I'm not the kind of girl who just jumps on anybody.
Well there is a feat that let's you count as if you had a running start and for every additional 10ft of movement you gain an additional +4 to your jump.
I get that as a racial ability. I start with +27 to jump. If I roll a 1 I get 8 ft up, and another 8 ft of reach for a medium character.