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Introduction
In a far away land, a long time ago, there was a city.
The city looked like it was an ordinary city. People came and go, people came and did commerce. Goods were exchanged for money. Money was exchanged for goods. The people looked ordinary enough. Although some did go naked, others did not, and it was a place where people from the East could meet people from the West.
Yeah it's ordinary. Maybe.
People who knew where to look will find a blue dragon perched on a stall rocky spire outside the city, seemingly watching over it. Look up into the clouds, and you see a twisting sky dragon in the storm clouds. So far.
The City is quadrasected by a river, a waterfall, and a long escarpment from which the water fall falls over in four different falls. The river's lowest basin is deeper than expected as sea going ships can sail up the river and dock. They then can reduce their load and sell on the docks on either side, and sail down the river. So far, pretty ordinary. It has some unique features, although the presence of the two different dragons is unnerving.
The Quadrants are divided racially. The Northeast is devoted to a culture that is based on the Persians/Iranians (Aryans?). And there is a small town dedicated to a race of people that is like the Chinese (Qin'ae). It is also the terminus of the Silk Road. Western goods are exchanged for silk and other goods from the fabled Middle Kingdom.
On the Southeast Quadrant, all the people that live here are like the Indian people of East India. Called the Aryavartans, they come from the land of Aryavarta (an ancient name for India). Dark skinned, they speak Vedic and they came to escape a series of invasions. Hidden amongst the walls are an enclave of Nagaji.
On the Southwest Quadrant live the people that the Hellenes call the Phoenicians. They are monotheists worshiping a jealous god, although some say they worship the Creator. They have a elven enclave called the Olivaen Elves (original creation). They also have the cemetery, called the Necropolis. So far, so normal.
On the Northwest Quadrant are the Hellenes, or the Greeks. From here, Greek culture is enjoyed with a gymnasium, a theatre, and temples to several gods. There is even a Massalian elf enclave here (inspired by the Blood Elves of WoW). Yep a normal city.
Phaeselis was founded fifty years ago for the sole purpose of being a homeland for Psions. In a world where telepaths (mindbenders) are persecuted, in a world where telekinetic adventurers are kicked out of their adventuring parties "for going nova!" and persecuted. And in a world where shapers are persecuted for being like gods; they all come to Phaeselis for acceptance among their own kind. For this city is a city and a haven for those who practice and use psionic powers.
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I checking out for any interest in a high psionics campaign. You'll be psionics characters or not, it doesn't matter to me. Just that you will be facing psionic monsters and foes (like puppetmasters!).
http://phaeselis.wikia.com/wiki/Phaeselis_Wiki -- all the information you need is on this wiki. There is 68 pages, which is enough to for you to say -- "yes, I'm interested." or "no, I'm not."
I just wanted to check to see who would be up for it. :)

YoricksRequiem |

I'm definitely all ears. I had one in mind some time ago, but I'll probably adapt it more for the setting. But I'm always curious to hear what other people have in mind.
Elton: I'm seeing a few races that don't look like they've been stated yet. Any idea on when those will be done, or what kind of roll / point buy system you're thinking of doing? I'd like to start considering my options sooner rather than later.

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Yes, some of them haven't been statted yet. I've been filling out the city as I can as inspiration has hit me.
* Halflings, gnomes, dwarves, half-elves, elans, Proteans, and Litorians haven't been given stats. The lemurians have, but I haven't been able to figure out how to fit them in the world yet.

Azten |

I'm definitely all ears. I had one in mind some time ago, but I'll probably adapt it more for the setting. But I'm always curious to hear what other people have in mind.
It's a neat little trick that really helps reserve power points for things other than healing. Take two levels of Alchemist to get the Tumor Familiar discovery. When attached to you the Familiar gains fast healing 5. Spread through the collective as needed.

YoricksRequiem |

It's a neat little trick that really helps reserve power points for things other than healing. Take two levels of Alchemist to get the Tumor Familiar discovery. When attached to you the Familiar gains fast healing 5. Spread through the collective as needed.
Oh, I guess that's pretty neat. Not something I'd really like to do, though. The Vitalist is pretty much built to be a healer, so automating the healing seems kind of counter-productive to me, and would just leave you waiting around for something exciting to happen. It's not like the Vitalist has decent BAB or very much along the lines of offensive powers.
Though I also haven't played one yet, so I could be all wrong.
My only complaint about the Vitalist is that I wish they got more Skill Points. As it's written it seems an incredibly niche role.

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Azten wrote:It's a neat little trick that really helps reserve power points for things other than healing. Take two levels of Alchemist to get the Tumor Familiar discovery. When attached to you the Familiar gains fast healing 5. Spread through the collective as needed.Oh, I guess that's pretty neat. Not something I'd really like to do, though. The Vitalist is pretty much built to be a healer, so automating the healing seems kind of counter-productive to me, and would just leave you waiting around for something exciting to happen. It's not like the Vitalist has decent BAB or very much along the lines of offensive powers.
Though I also haven't played one yet, so I could be all wrong.
My only complaint about the Vitalist is that I wish they got more Skill Points. As it's written it seems an incredibly niche role.
Believe it or not, that's how I feel about Inquisitors. Very niche. So is the Samurai class, how it's connected to the Cavalier.

YoricksRequiem |

Believe it or not, that's how I feel about Inquisitors. Very niche. So is the Samurai class, how it's connected to the Cavalier.
I haven't checked out the Cavalier or Samurai yet, no real interest in either, but the Inquisitor has 3/4 BAB, 6 + Int Skills with a great selection, and a limited spell list. He's actually similar to the Bard in a lot of ways. I think they take a certain knack to be able to play, they're on the complicated side, but I think they're more 'jack of all trades' than niche. There's a lot they can do, just not as well as others.
The Vitalist by contrast has the smallest hit die, the worst bab, 2 + int skills, and a pretty limited selection of powers. It seems very geared to one thing and one thing only. Maybe that is similar to the Cavalier and Samurai. It's definitely different from what I'm used to.

Tenro |

GM Elton wrote:Believe it or not, that's how I feel about Inquisitors. Very niche. So is the Samurai class, how it's connected to the Cavalier.I haven't checked out the Cavalier or Samurai yet, no real interest in either, but the Inquisitor has 3/4 BAB, 6 + Int Skills with a great selection, and a limited spell list. He's actually similar to the Bard in a lot of ways. I think they take a certain knack to be able to play, they're on the complicated side, but I think they're more 'jack of all trades' than niche. There's a lot they can do, just not as well as others.
The Vitalist by contrast has the smallest hit die, the worst bab, 2 + int skills, and a pretty limited selection of powers. It seems very geared to one thing and one thing only. Maybe that is similar to the Cavalier and Samurai. It's definitely different from what I'm used to.
i have been playing a thri-kreen life leech vitalist in a dark sun game. it has been a lot of fun! it is very specialized, but no one will ever complain that you aren't doing your part!

YoricksRequiem |

i have been playing a thri-kreen life leech vitalist in a dark sun game. it has been a lot of fun! it is very specialized, but no one will ever complain that you aren't doing your part!
Oh cool, cheers. It's great to hear from someone who is actually playing one (and enjoying it!)

ShadowyFox |

Tenro |

Are you at a point where you are going to post character creation guidelines?
no half-giant is fine. I will probably go with Lemurian then. Although now that i think of it, Proteans would make more sense with the character concept. In my mind, a more beautiful race like Lemurian is less likely to change shape, whereas Proteans are already predisposed to it.
Profession [Male Escort] here i come!

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GM Elton wrote:yeah. i wont be regaling those in the thread with sordid details, i would prefer to keep it to profession rolls for gold! hahahahehehe. SEX in the game!
I'm too tired to post character creation guidelines, you changeling you. I'll post them when my mind has refreshed.
Don't forget your skills from that other book.

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Okay, here are character creation guidelines.
1. No cartoon characters or slapstick comedy characters. Any one wanting to do sly cooper or Abbot and Costello will not have their characters approved.
2. No Dragonriders. You guys looked at my class list, so you're okay. A player on OpenRPG wanted to play a dragonrider.
3. Any class I don't care what class you play. As long as you know you will be facing psionic foes. The dragons are pretty much out of the picture as something you want to kill. Sorry. Except for point number two. I looked at that third party class and it's best for a world where dragons and humans are formally allied.
Game Statistics
a. I'd rather you roll 4d6, but too many people want to buy their abilities. 20 point buy.
b. after creating your character, find a picture of someone famous who you think can play your character.
c. Post your character here as well as here on Paizo. Player characters good enough through this campaign will be counted as official characters and added to the main section of the wiki. Make a wiki page, by the way.
Don't forget the picture of some famous actor to be added to your wikia page.

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What level? 2 traits? Any drawbacks? Story feats? Evil okay? Standard wealth?
Level 1.
2 traits.
Drawbacks look like flaws to me. :D
Alignment: Don't be too far out of touch with the group. So evil is not okay.
Standard wealth -- yes.
As for story feats:
A story feat reflects a goal—often an all-consuming one—that shapes your life. Each story feat incorporates a trigger event (which comes from either a campaign occurrence or your background), an immediate benefit, a goal, and a further benefit for achieving that goal.
Story feats are marked with the story keyword. Each feat has at least two possible prerequisites, representing conditions most likely met during play or a background that fits the feat. You need to meet only one of these prerequisites. Anytime you gain a new feat, you may take a story feat, but you can have only one uncompleted story feat at a time. Story feats are designed for PCs, but can be taken by NPCs and monsters as well.
Unlike typical feats, story feats have nebulous prerequisites, and you should chose one only after talking with the GM. The GM should weave a story feat into the greater story of the campaign and even adjust it as needed to fit the campaign's long-term goals and the specifics of your background. Story feats should work organically within the story of the campaign, rather than be chosen purely for their mechanical benefits.
Like the prerequisites, the completion conditions for a story feat might require GM adjudication. If the events of the campaign are not likely to resolve the story implied by the story feat, the GM should consider shifting the goal to something you can achieve. Establishing a meaningful story arc is more important than adhering to the letter of the feat.
Because a story feat represents both your motivation and character development, the GM should make an effort to incorporate elements related to the feat into the ongoing campaign. These can be direct elements, like the appearance of a villain or hated creature, or indirect elements, such as rumors of the fate of a lost relative or NPCs who are impressed by a PC's artistic endeavors. A good rule of thumb is to work in a reference to each PC's story feat once every three to five sessions.
In most cases, allies can assist in completing a story feat. At the GM's discretion, if you do not take a leadership role in tasks or conflicts related to your own story feat, you might need to complete additional goals to resolve the story feat, or might even be denied completion altogether.
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Remember feats are precious resources. They define what your character can do. Story feats work better as character traits simply because the traits help define who you are. But if you really want to go into that much detail -- you can always use Central Casting: Heroes of Legend to create your character.