Save The City! (Inactive)

Game Master D-Kal

A game for heroes with virtuous conviction.


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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.

Setting:
The game will begin in "the City!", where you live and work as respectable tradesmen and/or folk heroes. "the City!" itself (hereafter referred to as simply the City) is a nebulous area wherein you may go to find an inn, sell goods, buy goods and services, hide from villains, etc. Spellcasting services are available for any CL1 spells (so 1st-level clerics and wizards, 4th-level paladins, and so on). Magic items available for purchase include +1 armor and weapons, as well as anything costing 1000gp or less.

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!

Objectives:
In case that last part was confusing, your general objectives will be to quest for rewards. Whether you're seeking out powerful ancient artifacts with which to assault the Finders' Keep, old crotchety spellcasters to raise your dead friend, or simply a secret hideout where the villains will never find you plotting, questing is your bread and butter.

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.

Characters:
Starting Level 2
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.

Being a Hero:
You will be expected to be LG or NG, and to act appropriately. If a hero is acting out of line, non-lethal PvP is permitted. If a hero outright betrays you (and isn't kicked from the game), lethal PvP is permitted. You are a hero, and your job is to take care of the citizens. Don't make it complicated.
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.

Being a Maverick:
I will consider allowing a Maverick, who does not have to be LG or NG, but may instead be CG, LN, N, CN, or even CE. For CN and CE, see the call for Villains thread.

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.


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!


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.


dotting


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.


Sounds great. You could always see if you can find a quest for a special magic shield.


This sounds really interesting. Would you take someone who is a noob at playing Pathfinder online? I have an idea for a sorcerer that I can put together.


I'll consider anyone, although PbP history helps establish your likelihood of sticking around, which is important to any PbP. So you don't have any history with Pathfinder online? How much Pathfinder experience do you have in general?


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.


I'd like to join. When's recruitment closed?


I have a years worth of playing Pathfinder with a group of friends. Before that I played DnD for a few months.

I totally understand the hesitation, I'd be wary of a noob in your place.


Alakqualyn wrote:
What kind of character do you envision for this campaign? I have a folder of 1st level characters I could look through.

I'm not sure I understand the question. Was there something specifically unclear in the spoilers above? I tried to make them thorough.


TarkXT wrote:
I'd like to join. When's recruitment closed?

When I feel I have a sufficient group for both heroes and villains. :)


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.


Aurora Volant - NG Alchemist(Mindchemist) for submission. Still need to build up her backstory a bit, but the outline is there and the crunch is done.


Sorry, I didn't phrase that well. On second thought, I might be over-thinking it. I just was wondering what character types would fit best with the plans, high magic, low magic, that sort of thing. I'm pretty flexible.


@Doomguide - sounds good.

@Aurora - cool, I'll check it out when I get some time.

@Alak - no problem. Not looking for anything in particular. Go full arcane sorcerer to straight up dump fighter, makes no difference to me.


Ailuin Farsire:

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.


Spoiler:
Fethryth Teldanoa
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.


Alright, still working on my submission's crunch. There are gonna be some definite changes once the book comes out, I'm certain, but until then I'll show you the basics. I'm definitely gonna try and make the shield kick ass, though.


Here is my paladin from the other thread good DM-Kal, I will update him shortly


Here is crunch for my Skald idea

Orald:

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.


I appreciate all the submissions! I'm thinking of closing recruitment when I check the boards Monday morning, unless anyone has any particular objection to that. Is there anyone that has posted interest that doesn't feel like they can flesh out a character by then?


Interested!


Voila, here is Ailuin's backstory.

BACKSTORY:
I have not lived the life that was meant for me. Twenty years ago, I first gazed upon the Farsire house as it first heard my young wails. That house would be my home through all my imaginative years. The Farsires rank as minor nobility of no great wealth, having received their title for courageous feats of archery, though the esteemed bow might as well have been painted over the fireplace for all the use it got. Around my 15th birthday, I developed a knack for seeing things about to happen. It started small such as flinching before an object was dropped, but then developed into something more controllable. I had always been an odd youth, out of touch with the whys and why nots of politics, so it was not at all strange when my parents apprenticed me to a curious wizard. I was smart and showed a knack for divination; things progressed well. About, say, 2 years later, I heard news that my parents and older brother, who I have thus far not mentioned (we never saw eye to eye), were indicted of corruption charges. My mentor vouched for me, but the rest of the Farsires ended up imprisoned. I knew down in my bones that this was not the way it was meant to be, that there was something left undone for the Farsires. I returned to my lands one last time before they were seized and rescued the bow from the mantle. It will be me who restores the family name for those yet to come. We have come a long way and the Farsires, my descendants, still have a destiny.

.

I made a few small changes in my skills and spells.

Ailuin Farsire:

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.

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


Alias made!

crunch:
Fethryth Teldanoa
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

backstory:

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.

items:
Combat: Longspear, Daggerx 2, Potion (Cure Light Wounds)x 5, Scroll of Protection From Evil x3, Scroll of Vanish x3, Scroll of Stabalize x2, Scroll of Summon Monster 1 (4)
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


I could play the best maverick to ever exist:) If only you'd let me make a psion...


I just don't think psionics are very well balanced. But I still think you can make the best maverick in the world. I have complete confidence in you.


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.


@DM You allowing any of the new tech coming out? I believe I'll submit a sorcerer but kinda up in the air still


"new tech"? I'm not sure what you mean.


From the technology guide that just came out


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


Based on the current submissions on the hero side, someone that can wade into melee might be worthwhile, seem to have alot of arcane spellcaster submissions (plus my awesome Alchemist)... Might I suggest warpriest? gets you the healing plus a solid tankish character as well.


I'm still working on a relatively tanky melee character, just so it's out there!


this is RH's ranger/cleric

Kind Aurora believe me, earth-breaker in hands, I am capable of wading into combat, but why walk when you can ride?


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.

Shadow Lodge

Doomguide wrote:
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.

what book did this come from?


Lord Foul II wrote:
Doomguide wrote:
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.
what book did this come from?

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.

Shadow Lodge

Thanks
Not going to use any of it for this game (unless I die or something and make someone new)


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.


@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.


DM-Kal wrote:
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


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.


Ragnar Dyinglight wrote:
just out of curiosity DM-Kal, how many "hero's" were you thinking about?

Forgot to answer this. I was thinking 4-5 for each group, but there's a small chance I'll go higher or lower. The groups may not be perfectly balanced in number either.


Are you still looking for more players? I wouldn't mind joining as a fighter type or possibly a healer, if you're still looking.


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!


@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.


I'll be submitting a sorcerer but will be multi-classing with rogue and prestigeing into arcane trickster as quickly as possible. still aiming for the maverick slot


I think I'll play a warpriest from the ACG, then!

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