
DM-Kal |

This is the official open recruitment for the Good Guys team for my new game, which I am dubbing "X the City!". Since you are the heroes, you will be saving it.
Outside the City: This is where you will be questing. It is an expansive, mostly undefined region wherein you will explore abandoned towers, mysterious dungeons, haunted villages, and everything in between. But be careful, because the villains are out, and they may well be hot on your tail!
Within the City: There lies an abandoned castle from which kings of old used to rule. The Finders' Keep, as they call it, is an excellent place from which to oversee the administration of just law and the defense of the City against nefarious villains. This will be a quest site, similar to those outside the city, except that the reward at the end will be control of the City!
Okay, but what's the point of questing if you never get to fight the bad guys? Well, besides the fact that it's tons of fun, obviously. Well, as a quest option, you can seek out the villains. If you out-roll them (learning about a quest area is a knowledge local or gather information check, finding it is a survival check), you can get there before they do and set up an ambush, take or destroy their treasure, or even set traps (if you're that kind of Ranger). If they out-roll you, you might arrive in time to confront them as they are leaving, or perhaps even collapse the only exit to the cave they're still in! If you tie, you might just be in the awkward position of arriving at the same time...
But of course, for much of the game, someone is going to be ruling the town from the Finders' Keep. There will always be the quest option to raid the Keep! Where you'll face usual quest obstacles combined with villain machinations, and perhaps even the dastardly villains themselves! But you'll find that while ruling from the Keep, you have less time to be out questing around, so don't go in unprepared.
20-point buy
Core Races (+some common ones, like Oread, Tiefling, Aasimar), any Classes/Archetypes (except 3pp)
Max HP at every level
Traits 2
Starting Wealth 1000gp
You will quest on weekends, so feel free to invest in a day job or crafting skill. Or just take weekdays off, having your adoring fans buy you drinks at the local tavern. This won't really benefit you, except insofar as free drinks.
NOTE: You may only play one character in this game, whether you are on the Heroes team, the Villains team, or the Maverick.
If you die, one of 3 things will happen:
1) You will "surprisingly" survive, but with heavy ability damage that will take a lot of time (or magic) to heal. This option requires that you are either dragged off for later reviving, or your team won (or the other team fled) after you "died". If your whole team goes down, or they leave you behind, this one is pretty much off the table.
2) You will be captured. If the villains beat you, they'll lock you in the Finder's Keep dungeon (or some other sinister location) and you'll have to escape (or, if your teammates were smart, they evaded capture and can spring you). If you were killed by a dungeon trap or something, this is pretty much off the table.
3) You will be dead. Maybe the villains made a show of the execution of your leader, or maybe you fell into The Pit of Eternal Fires and a Thousand Million Deaths (Or PEFTMD, for short). Either way, you're dead. You can: bring in a new character, drop from the game entirely, or play an NPC (of my making) while your team quests for a way to resurrect you.
The Maverick will act as a free agent, aligning with the heroes (and maybe sometimes the villains) as it suits his purpose. What is his purpose? Maybe becoming the new king of the City, perhaps he wants to destroy the Finders' Keep, or perhaps he wants to end the world. If you're the Maverick, that's up to you. If you're not, it's up to you how much you trust him (if you even know who he is).
Mechanically, the Maverick will be able to quest with either party, or independently (please don't do this much, as that's annoying for me). But all PvP is fair game against a Maverick, so be sure this is what you want. It's not likely that anyone's going to want to save you either. You're on your own.

Loup Blanc |

I think this is a perfect game to actually play a very heroic character for once. Someone who quests for justice in the face of danger. Someone who will right all the wrongs, regardless of the risks. Someone who maybe loves doing good a little too much.
Of course, I don't think I'd actually use that alias for this game unless you were okay with it, and I don't even know that I'd play a paladin.
Real question, though--are you allowing the new classes from the ACG (less than a week!)? Because the shield-using brawler they mentioned in a blog post is something I'd really like to play. Captain America of the City!

DM-Kal |

I probably want to keep it a hint more serious than overtly paladin-y paladins. Just a hint.
What do you know of this shield-brawler? I know nothing of it. I hadn't planned on allowing the ACG classes, but I didn't know it came out in a week. I'm nervous about the balance of it, but I'm not a real GM or anything, so sure, why not? Go ahead and build by current rules (including ACG playtest) and then when the ACG comes out, you can use it. I don't want to wait a week to see the bulk of your submission though, if it's all the same to you.

Loup Blanc |

Well, it was really only mentioned in this blog post, but the "Shield Champion" brawler sounds very neat. I don't imagine the build would be all that different from a usual brawler at low levels, though, so I'll work it together over the coming days to have a kick-off point, and plan to rebuild if necessary when the full book comes out.

Alakqualyn |

I think I'd like to join your game. I've never played PbP before, but I have a good measure of experience in Pathfinder. What kind of character do you envision for this campaign? I have a folder of 1st level characters I could look through.
Edit: Just saw your post. I've played in the Pathfinder system for 5 years and have GMed games with two groups.

Doomguide |

Sounds fun. I have been doing entirely too many gritty dark campaigns lately :p
How about a Human Skald focusing on the spirit rage powers, both figuratively and literally.
A big jolly norseman who spends his days brewing up mead and his weekends questing for Glory! At least that's what his ancestors tell him he should do, so it is probably a good idea. Huh, when did my ancestors start talking to other people? We must be related! Joyous day!
Could easily adjust the level of jokery in his personality of course.

Alakqualyn |

Ailuin Farsire
Male human fighter 1/ wizard 1
NG Humanoid (human)
Init +4; Senses Low-light vision, Perception +6
DEFENSE
AC 15, touch 14, flat-footed 11 (+1 armor (haramaki), +4 Dex)
hp 17 (10 + 6 + 1)
OFFENSE
Speed 30 ft.
Melee cestus +3 (1d4+2/19-20)
Ranged mwk composite longbow (+2) (1d8+3/x3)
Spells Prepared (CL 4th; concentration +3)
1st --- grease, mage armor, true strike
0th --- dancing lights, detect magic, spark
STATISTICS
Str 14, Dex 18, Con 10, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot, Focused Shot
Traits Blood of Dragons, Seeker
Skills Knowledge (arcane) +7, Knowledge (local) +7, Knowledge (nobility) +7, Perception +6, Spellcraft +7
Languages Common, Draconic, Giant
School Divination (foresight)
Arcane Bond mwk composite longbow (+2)
SQ Arcane Bond 1/day, Forewarned, Prescience 5/day
Spellbook Contains all prepared spells plus silent image
Here we go. I'll write up the backstory, buy all my items, and make a proper alias tomorrow.

Feth |

Female. Human. NG. Sorcerer 2
Arcane Bloodline. Wildblood(Sage) Archtype.
Init +4; Senses: Perception +1
Defense
AC: 12 touch 12, flat-footed 10 (+2 Dex)
HP: 13 (2d6+1)
Fort +1, Ref +2, Will +3
Offense
Speed 30ft
Melee: Longspear +3 (1d8, crit x3) Brace, Reach
Ranged: Dagger +3 (1d4)
Statistics
STR 8, DEX 15, CON 13, INT 18, WIS 10, CHA 10
Base Attack: 1 CMB: 3 CMD: 12
Bloodline:
Sage Bloodline Arcana: Use Intelligence instead of Charisma, to determine all class features/effects
Sage Bloodline Power: Arcane Bolt x 7 per day
Arcane Bloodline Power: Metamagic Adept x1 per day @ lvl 3
Favored Class Bonus
Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Feats:
Combat Casting- 4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
(Human Bonus Feat) Agile Maneuvers- Use your Dex bonus when calculating your CMB
(Sorcerer Bonus Feat) Eschew Materials- You can cast many spells without needing to utilize minor material components.
Skills
Climb 1
Knowledge (Arcana) 9
Knowledge (Local) 9
Perception 1
Profession (Scribe) 4
Spellcraft 9
Swim 1
Use Magic Device 5
Spells:
Level 0: Acid Splash, Detect Magic, Flare, Message, Read Magic, Resistance, Spark
Level 1: Color Spray, Mage Armor
Traits
Havoc of the Society: +1 Spell Damage
Reactionary: +2 int
I'll put in the backstory/items tomorrow.

Doomguide |

Here is crunch for my Skald idea
Orald Haroldson
Human (Ulfen) Skald 2
NG Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 Dex)
hp 20 (2d8+4)
Fort +5, Ref +1, Will +3; +1 morale bonus vs. fear and charm effects, +4 vs. bardic performance, sonic,
and language-dependant effects, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Resist fortified drinker
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork battleaxe +6 (1d8+6/×3)
Ranged throwing axe +3 (1d6+6)
Skald Spells Known (CL 2nd; concentration +5):
1st (3/day)— beguiling gift (DC 14), cure light wounds , remove fear
0 (at will)— daze (DC 13), detect magic , ghost sound (DC 13), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Arcane Strike, Flagbearer ISWG, Scribe Scroll
Traits adopted, fortified drinker, zest for battle
Skills Bluff +7, Diplomacy +7, Handle Animal +7, Intimidate +7, Knowledge (arcana) +4, Knowledge
(dungeoneering) +0, Knowledge (engineering) +0, Knowledge (geography) +0, Knowledge (history) +4,
Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +0, Knowledge (planes) +0, Knowledge
(religion) +0, Profession (brewer) +6, Use Magic Device +7
Languages Common, Skald
SQ bardic knowledge +1, raging song
Other Gear masterwork mountain pattern armor , masterwork buckler , masterwork battleaxe , throwing axe
(3), banner, complex, barbarian's kit, masterwork tool, mead (per gallon) (5), 37 gp
--------------------
Special Abilities
--------------------
Arcane Strike: As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge: +1 (Ex) Add +1 to all knowledge skill checks.
Flagbearer: Grant bonuses to allies who see your flag.
Fortified Drinker: +2 save vs. mind-affecting for 1 hr after drinking alchohol.
Raging Song (standard action, +2 Str/Con, +1 Will, -1 AC, 7 rounds/day) (Su) Your song can inspire allies to rage.
Zest for Battle: When gain morale bonus to weapon attack, also gain +1 trait bonus to damage.

Ailuin Farsire |

Voila, here is Ailuin's backstory.
.
I made a few small changes in my skills and spells.
Ailuin Farsire
Male human fighter 1/ wizard 1
NG Humanoid (human)
Init +4; Sense Low-light vision, Perception +6
DEFENSE
AC 15, touch 14, flat-footed 11 (+1 armor (haramaki), +4 Dex)
hp 16 (10 + 6)
OFFENSE
Speed 30 ft.
Melee cestus +3 (1d4+2/19-20)
Ranged mwk composite longbow (+2) (1d8+3/x3)
Spells Prepared (CL 4th; concentration +3)
1st --- gravity bow, grease, true strike
0th --- dancing lights, detect magic, spark
STATISTICS
Str 14, Dex 18, Con 10, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot, Focused Shot
Traits Blood of Dragons(low-light vision), Seeker
Skills Handle Animal +4, Knowledge (arcane) +7, Knowledge (history) +6, Knowledge (nobility) +7, Perception +6, Ride +8(+10), Spellcraft +7
Languages Common, Draconic, Giant
School Divination (foresight)
Arcane Bond mwk composite longbow (+2)
SQ Arcane Bond 1/day, Forewarned, Prescience 5/day
Spellbook Contains all prepared spells plus silent image
Here are my items.
Potions Potion of cure light wounds x2
Scrolls Scroll of burning hands, Scroll of gravity bow x2, Scroll of mage armor x3, Scroll of obscuring mist, Scroll of protection from evil, Scroll of shield x2, Scroll of vanish
Gear Acid, Alchemical grease x4, Alchemist’s fire, Bear trap, Cestus, Explorer’s outfit, Haramaki, Manacles x2, Masterwork composite longbow (+2)*, Oil x5, Spell component pouch, Spellbook, Trail ratios x5
*The composite longbow is my arcane bond, so I can begin play with it for free.
Carrying Capacity 58/175
Mount Horse, heavy (combat trained)
Mount’s Gear Bear trap x2, Feed x5, Military saddle, Oil x5, Rope x3, Saddlebags, Trail rations x5
Mount’s Carrying Capacity 178/1200(376/1200)
Remaining Money
GP 207, SP 7, CP 5

Fethryth Teldanona |

Alias made!
Female. Human. NG. Sorcerer 2
Arcane Bloodline. Wildblood(Sage) Archtype.
Init +4; Senses: Perception +1
Defense
AC: 12 touch 12, flat-footed 10 (+2 Dex)
HP: 13 (2d6+1)
Fort +1, Ref +2, Will +3
Offense
Speed 30ft
Melee: Longspear +3 (1d8, crit x3) Brace, Reach
Ranged: Dagger +3 (1d4)
Statistics
STR 8, DEX 15, CON 13, INT 18, WIS 10, CHA 10
Base Attack: 1 CMB: 3 CMD: 12
Bloodline:
Sage Bloodline Arcana: Use Intelligence instead of Charisma, to determine all class features/effects
Sage Bloodline Power: Arcane Bolt x 7 per day
Arcane Bloodline Power: Metamagic Adept x1 per day @ lvl 3
Favored Class Bonus
Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Feats:
Combat Casting- 4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
(Human Bonus Feat) Agile Maneuvers- Use your Dex bonus when calculating your CMB
(Sorcerer Bonus Feat) Eschew Materials- You can cast many spells without needing to utilize minor material components.
Skills
Climb 1
Knowledge (Arcana) 9
Knowledge (Local) 9
Perception 1
Profession (Scribe) 4
Spellcraft 9
Swim 1
Use Magic Device 5
Spells:
Level 0: Acid Splash, Detect Magic, Flare, Message, Read Magic, Resistance, Spark
Level 1: Color Spray, Mage Armor
Traits
Havoc of the Society: +1 Spell Damage
Reactionary: +2 int
Background: Fethryth's family has lived in the city for as long as anybody can remember. They've always had something of a literary bent; her parents own a bookstore much to the chagrin of the rest of the family; why waste your time with basic books when the real money is in magical scrolls? Though the rest of the family dissaproves, Fethryth has loved growing up in a bookstore. She's spent most of her life with her nose stuck in a book, either reading about faraway lands or studying the strange magic that flows through her veins. Her magic is a source of confusion to her family, with nobody quite sure where it came from, but to Fethryth it's a blessing. She's ready to step out of the bookshop and give something back to the city that she loves.
Personality: For as book-smart as she is, Fethryth is still very naive. She's been very sheltered and she doesn't have much experience with the world. To her evil is some far off dragon you have to slay to save the world, not some smiling neighbor who secretly mugs people. She's optimistic and cheerful and likes cracking jokes even if half of them are corny or bad puns. Her idea of a good time is being curled up with a book and a mug of tea. She was attacked by an angry mother robin as a child and as such harbors a secret fear of birds.
Gear: Outfit (Scholar's) 6lb, Outfit (Explorer's) 8lb,
Other: Book (journal)(1lb), Book (adventurer's chronicle)(1lb), Ink x2, Inkpen, Compass, (.5), Trail Rationsx5 (5lb), Common Backpack (2lb)
Leftover: 337 gold 9 silver
Weight: 34.5 pounds

jimibones83 |

lol, ty ty. Its just so much more fun for me to play as a psion. There's no class like the one that comes naturally to you, and for me it fits like a glove. I have to admit though, conceal thoughts is pretty ridiculous for a 0 level power, and true mind-switch seems like it might also be op, even for a 9th level power. Other than that I've never had a problem with them.

Robert Henry |

dotting,
DM-Kal, I've been following since your first post, intrigued with the idea of team vs. team, you seem to have many more players who want to be the "bad guys" and it doesn't look like the "hero's" have a cleric or designated healer.
Having said that I have a cleric of Kellid cleric of Pulura named Ragnar, he is designed as chaotic good, any opinions on letting him join the good guys (emphasis on good not chaos) or would he need to be the maverick or change his alignment or maybe go oracle? thanks RH

Doomguide |

Doomguide wrote:what book did this come from?DM-Kal wrote:"new tech"? I'm not sure what you mean.Androids and nannites and such from the crashed space ships in Nimeria. The book just came out today. Not my cup of fantasy tea, but I have friends that are frothing at the chance to get at them.
http://paizo.com/products/btpy98i0?Pathfinder-Campaign-Setting-Technology-G uide
http://paizo.com/products/btpy978l?Pathfinder-Campaign-Setting-Numeria-Land -of-Fallen-Stars
Plus some in the new Iron Gods adventure path.

Kunala |
just out of curiosity DM-Kal, how many "hero's" were you thinking about?
Would money be spent better on mounts or consumables? I assume speed and distance is relevant since we are competing against another team.
If its an issue Ragnar can be NG, since Pullura, is CG. I just like the push pull of the dualistic winter gods of the Kellids: Pullura and Kostchtchie.

DM-Kal |

@Jimibones - no, I won't be using any of this "new tech". Not because I'm against it, but because I am a rather poor GM, and the concept is complex enough as it is without worrying about psionic nanobots or mecha-strix.
Actually, those sound amazing. Maybe next time.
@Robert Henry/Ragnar - If you don't plan on ever splitting with the interests of the party, and don't have a problem with a lawful government of minarchist heroes, then I can allow CG I suppose. But I would question whether you are indeed CG at that point.
You can spend your money on anything you want. If you have a mount and the rest of the party doesn't, you probably won't be winning any party V party races. But, that said, you may well be the hero who rides off on horseback to live to fight another day. Or, conversely, the hero who runs down the villain with the same idea.

Kunala |
If you don't plan on ever splitting with the interests of the party, and don't have a problem with a lawful government of minarchist heroes, then I can allow CG I suppose. But I would question whether you are indeed CG at that point.
I hear people use the prase "lawful stupid" but we never hear "chaotic stupid" Its kind of the same debate, if a character has a problem with a lawful government, but handles it in a way that is wise, would that work? I think the chaotic good can be done in a wise fashion. Especially if the character feels "called" to the task, for a period of time. He is by nature a nomad, and sees this as a task given by his god.
I like the idea of the inner struggle. However I would be willing to do NG if the area is too grey, I intend to play the character as wise, loyal and kind, but with a wander lust and a concern that extreme violence and hatred leads down a dark path that he does not want to travel.
on a separate note, if we get another designated healer, I would be willing to bring a skill monkey/trap artist: rogue or ranger Thanks RH

DM-Kal |

Well alright. It's really just that I don't want a "hero" character in any way disrupting the hero goal/game structure. If you want to do that, you can be a mostly-hero maverick. But if you don't, I'll allow CG. Keep in mind what I said about PvP though--it's not off the table. So remember, play nice.

Kunala |
No, he will be a total team player, his goal is to do good, but he is a big believer in personal freedom and handling situations based on what is good/right not what is legal. like I said NG can work but will not reflect the inner struggle of violence for goodness sake instead of violence because it comes easily (the culture he comes from is CN.)
On a separate note I have been having a conversation with another player, I may need clarification on how I have interpreted the trait: Magical Knack: it says " +2 caster level to one spell casting class up to your HD" is caster level the effectiveness of your spells or what level (ie, number of spells) you cast at. I presently have him casting the number of spells a second level cleric would cast at, I'm a big rules geek so I want to do it right, but still very new.
Please let me know if I need to change this.
like I said earlier I do not see a designated trap guy, if there is another healer I would play a elf investigator. I realize at 4 or 5 team members we need to be smart and diverse, thanks for the input!

DM-Kal |

@Dragon Rider - certainly, you are welcome to submit a character. I believe the party is a bit shy of both fighters and healers, so perhaps something dual-purpose might best fit the bill? But that said, build anything you want. It's a free recruitment.
@Ragnar - alright, I'll let it slide. As for Magical Knack, it's important to note that "Caster Level" and "levels of spellcasting class" are not synonymous. Caster Level refers most often to level-dependent effects of spells, such as burning hands or cure light wounds. Level of spellcasting class, being that which awards you more spell slots/higher level spells, can only be gained through taking levels in the class directly, or through prestige classes that extend your existing levels of spellcasting class.
Finally, if you're interested in playing both a healer and a trap guy, you could always take the seeker archetype of oracle, the archaeologist archetype of bard, or even the crypt breaker and chirurgeon archetypes of alchemist. Just some things to consider.