
GM Fireclaw |

Hey guys.
So, before we get into any actual playing, there are a few things I want to get on the table, and we can have a discussion about them.
1. House Rules - I have a few house rules that I run with, but they are nothing overly crazy or special. I want everyone to be on board with them before we continue on. So, if you have a problem with them, please let me know:
None of these are written in stone, this is just my preferred way of playing. If the is a clear objection against any one of these, we can simply nix them.
2. Table Themes: We should, as a group, decide what is appropriate for the 'table'. By Paizo, we are restricted to a PG-13 (ish) game, but this does not mean thing like alchohol, sex, and the like may not enter into the game. I'd like to know how each player feels about sensitive topics, if anyone has particular objections or things they definitely /do not/ want to see in the game.
Beyond that, I'd like to get a feel for what 'kind' of game we want to be playing. Personally I find PBP combat to be a bit sluggish - it /is/ unavoidable I think, in a dice game, that some combat is going to happen. The question is: how much combat do we want? Is the party going to be a group of adventurers, seeking out battle and combat, or are they going to be a group of friends who simply want to further their goals together? Of course, these are not all the possible options, but that's a discussion I would like us to have before we begin. The world is out there... how do you guys want to experience it?
3. The Setting: This will be a brand new setting for all you guys (except for Lyn, if she joins us), and so I have included a small blurb on each country: they are considerably more detailed than that, but most of it is stored in my brain or scattered around, and getting it all collected in a readable format is a daunting task at best - and so I have summarized it. I'm sure there will be questions and such. There are a few references to "Battle of the Gods" and "Chronarchus". These are events that occured in a previous campaign in this setting, and while they impact the whole world, they may not directly impact characters - it has been about five years since those events, and so your characters may have been children/teenagers during them.
It should however, be noted that many of these events have shattered empires. There are several ongoing civil wars, new countries that have recently been founded, etc, etc. The state of the world is one of order turned into chaos in the wake of powerful, world-shattering events.
There is no "Common" lanaguage, and no racial lanagues either. Extra-planar, secret and "magical" lanaguages (such as Sylvan) are still present, but there is a list of languages in the campaign tab.
A few more notes about the setting: The setting does away with non-human humanoids. It is much more Earth-like in that way: humans are the dominant species. While there undoubtedly exists many fantastical creatures: dragons, undead, magical beasts and so on, humans are the only humanoid race (at least, on the material plane). In order to have some variation in character creation there is human Bloodlines - sub-races which are attuned to one of the Inner Planes (Fire, Earth, Air, Water, Positive/Negative Energy), giving a total of 7 races. All the information I have prepared is under the campaign info. Please ask me if you have questions, or want me to detail further a specific area/deity, etc.
4. Other stuff: Anything else relevant you guys can think of.
Let's talk! And when we're done talking, we'll play! :)

Orthos |

Re: #2:
I personally am extremely prudish about anything related to sex, and generally am not interested in any involvement therein beyond "people head off to an inn room, fade to black, cut to rest of party/next morning".
That said, I don't have any trigger incidents that are going to cause an extreme reaction.
I'll read up on the campaign info before replying to the rest of the stuff.

GM Fireclaw |

Re: sex. Yeah I don't think the board allows it to be any more graphic than what you've described Orthos, so I don't think that will be a concern.
I've also added a politcal world map. Let me know if you guys have trouble viewing it.

GM Fireclaw |

We can also go higher-powered than 20-point-buy if you guys would like.
I'm all about options, so let me offer some:
Thoughts?

Orthos |

I'm always in favor of gestalt if it's an available option =) Opens up the ability to get a concept done a little more without the delays caused by multiclassing.
I like your world! Even despite my normal affinity for playing as far from human as I can get. There's a lot more here to read than I expected. I'm still soaking it up a bit.

GM Fireclaw |

It is missing context though and not highly detailed in those short descriptions. Let me know of anything I can elaborate on, or that you just want to know more about!

GM Fireclaw |

Also:
I am generally adverse to using 3rd party stuff, however:
I have found the Psionics Unleashed line by Dreamscarred Press to be quite balanced and well in-line with what psionics should be. However: Psionics have not been a factor in this world before.
This means two things:
As with anything, I like to consult with my players. What do you guys think of 3rd party material/psionics?
and
If we do allow psionics, please bear in mind that the world is NOT psionically seeded. Very few of the NPCs will be psionically minded, etc.

MisterLurch |

Re to #2: I will not be bothered by anything in this category that Paizo will allow.
Re to Psionics: Love em. Love the option to use em.
Re to ability scores: In my RL games, I generally have a very lenient system that produces an average of 15-16. So the closer to that we come the happier I will be. ;)
Re to gestalt: Sure. :)
Reading the campaign info, so I will likely have more to say later.

Orthos |

I think I've come up with the basics of a concept, not much fleshed out yet.
If we gestalt I'm thinking one side will be a full-casting psionic class (psion or wilder likely) while the other side will be a melee-combatant half-caster class (bard, magus, or inquisitor).
No gestalt I'll probably just go with a half-caster of some sort (since I'm playing a full caster in an offline campaign right now) or psychic warrior.
Hopefully will get more details nailed down over the rest of the week, give or take.

GM Fireclaw |

One thing I'd like to see from anyone playing Psionics is the fact that their power is strange. It's something new for this world - possibly even as a result of the Severing of the Cord (an incident in which all one of the major sources of magic in the world was tampered with and briefly broken), and so there may be more and more psions emerging around the world as the campaign continues on.
I just realized something: I left in the old "Player's Guide" in the campaign info... that was actually from the last iteration of this campaign, and is not actually relevant for you guys. Please feel free to ignore that, and I'll pull it out later.

GM Fireclaw |

I think we will start at level 1. We will probably do levelling up on a 'GM fiat' type basis, rather than mucking about with XP. Does that sound agreeable? Basically, when I think you guys have done enough, I'll be like "bam, level up".
Anyway - if at all possible, I would like if you guys discussed your character concepts openly (though any "big reveal" type plot points can obviously remain secret). Here is what I am looking for in character creation: Goals from your characters. What do they hope to acheive? Who are their enemies/friends? Etc. Party cohesion ought to be important - I don't want to have to /force/ you guys to work together, since in a sandboxy game like this, I find those types of solutions difficult to work with.
Speaking of the sandbox - when I say I want you guys to be open, this is what I mean: I intend to provide a few different story hooks near to the start of the game, and use your character backgrounds to provide a compelling story... but as always: I will not attempt to railroad you guys into one plot or another.
Essentially, to me, the most important part of this game will be your characters, and what their motivations are. From there, I will develop a story in which your characters will be motivated to act - for whatever reasons.
Am I rambling or making sense?

Damiani |

:waves hello:
Fireclaw said to drop by and chat.
With regards to the prior questions:
1) Raunchy factor: I'm perfectly happy with FTB. In regards to the level of description, anything that meets realistic, like a good movie, works for me, while we're probably good enough to allow imagination take it's course when needed. Go brains.
2) Power level: I'd vote for 25 point buy, Gestalt, perfectly happy with GM leveling fiat, or what not. My biggest 'goal' in this point here is to "feel" heroic/unique in the world. If there are numerous other beings in the world that are equal to ourselves, then we're just 'commoners', per say which can sometimes happen easily in campaigns. I've no interest in playing a mere mortal, as it were, if everyone else is as mere as I. I live that life. ;)
3) 3rd Party 'stuff' -- I tend to hate them as I hate Hell and all Montaques. That said, due to my hatred, I've never bothered using them. I can (I think) tell when something is 'broken', but, will happily reserve the right to abstain on this for your all's experience and opinions. One of my favorite pisonics was old Dark Sun days, when I had a half-giant teleporting halbred chopping madman. It got gross. If Pisonics are akin to spells in balance, and their rarity in the world doesn't stop people from stopping the Psionics, cool. Perhaps, if we're all going to consider psionics, that could also be the 'gestalt' factor that ties us together.
Speaking of working together-- perhaps our /Gestalt could be the answer to everything listed above. Say, we're childhood friends, yet, some 'event' awakened our brains, or doused us in magical energies, thus thrusting us into a band of adventurers with a secret. The fact we can do divine and arcane magic, or mind blasting after a fireball? I think that'd certainly put us into a compelling -- anti-heroes, so to speak, drive. Mistrusted by society's standards, etc... yet, still doing 'good'?
I would put forth the following too: Are we inherently 'good' characters, or do we want to be murdering selfish scum, i.e. 'evil'? I have never played evil folk, without a 'driving purpose' to prevent infighting and what not, so ... would lean more towards 'good' or near good.
Thoughts on at least that, the subject of alignment?

Orthos |

Perhaps, if we're all going to consider psionics, that could also be the 'gestalt' factor that ties us together.
Speaking of working together-- perhaps our /Gestalt could be the answer to everything listed above. Say, we're childhood friends, yet, some 'event' awakened our brains, or doused us in magical energies, thus thrusting us into a band of adventurers with a secret. The fact we can do divine and arcane magic, or mind blasting after a fireball? I think that'd certainly put us into a compelling -- anti-heroes, so to speak, drive. Mistrusted by society's standards, etc... yet, still doing 'good'?
I like all of this.

Damiani |

I believe Gestalt is on the table.
I believe we're ironing out the 20 to 25 point buy (my vote is 25, I like 'power', even if it's the false promise that +2 Charisma or +1 to an attribute roll gives.
Anyone else strongly /against/ 25 point stats? I think Fireclaw is open to anything we /want/, per say. :)

MisterLurch |

Quote:I like all of this.Perhaps, if we're all going to consider psionics, that could also be the 'gestalt' factor that ties us together.
Speaking of working together-- perhaps our /Gestalt could be the answer to everything listed above. Say, we're childhood friends, yet, some 'event' awakened our brains, or doused us in magical energies, thus thrusting us into a band of adventurers with a secret. The fact we can do divine and arcane magic, or mind blasting after a fireball? I think that'd certainly put us into a compelling -- anti-heroes, so to speak, drive. Mistrusted by society's standards, etc... yet, still doing 'good'?
Agreed.

GM Fireclaw |

I think Damiani had a particularily good idea: an excellent way to tie in the gestalt aspect and the 'newness' of the psionics to the world.
The last campaign in this setting was hyper-powerful... we reached decently into epic levels, several PCs briefly gained Divine Rank... others became Liches, etc etc. Several Gods were killed. The nature of the setting allows Ascension to Godhood through very specific means (which I will not reveal at this time, for obvious reasons ;) ). A great deal of this "epic" hubbub has settled down though, with many of the old high level PCs either gone into retirement, dead, or otherwise no longer participating in the events of the world.
Lots of inspiration in there for this "new" psionic and gestalt powers to enter the world: such upheaval brings change.
Re: Desecrate and the Mad Prophetesses - this Kingdom (and the Kingdom of Yamalundi) are both entirely underground with tunnels connecting the cities. Above-ground contains gates and such, and they still consider it "their" territory, but there is no civilization up there.

GM Fireclaw |

It doesn't sound like there is opposition to the gestalt from anyone, and I am fine with the 25 point buy. We can confirm that.

GM Fireclaw |

That explains why I couldn't find Desecrate on the map.
They are intentionally not included in the poltical map because outsiders don't know much about the state of the war underground. Both countries are extremely isolationist. Yamalundi /is/ on the map though.

Orthos |

I think Damiani had a particularily good idea: an excellent way to tie in the gestalt aspect and the 'newness' of the psionics to the world.
If we're all cool with this idea, then I think the next step is to either decide where we're all from, or if we've been all split up across the map and only recently gotten back together.

GM Fireclaw |

Lynora indicated to me that she was interested in playing as well - she's still not feeling well though. That gives us a solid 4, which I think is a fine amount for us, personally.
Orthos: I had thought about that... here's a possible scenario, if you guys all have different countries of origin in mind: when whatever occured to grant you guys these powers happened, you guys formed a brief empathic/telepathic bond with each other, so you are aware of each other's presence. Perhaps you are drawn together by it?
This allows us to have a diverse background of origins, but still makes sense that you guys are "linked".

GM Fireclaw |

I would say we have been separated for some small time, and have recently felt a pull to gather back together. When we did, psychic power awoke. So it is perhaps a day or two since we had the psionics awaken in us.
Very similar to my idea. :)
Both could work: up to you guys. There are advantages to both.

Damiani |

To be clear-- on character creation things.
1) How do you feel about 'lab monkeys'? I.e. Item creation folks? I, for one, /love/ the Alchemist class. Straight up, love it-- everyone says they suck, but I'm not a power gamer, I'm someone that prefers the 'concept' and tries to put them into practice.
2) How do you feel about the various archetypes allowed for classes?
3) Are we going with /all/ Paizo products, or just Pathfinder standard stuffs? Meaning, if we have some obscure tidbit, we can link it? or should we stick to the http://www.d20pfsrd.com/ as a resource, and only the addition of Psionics (which I've never used)?
4) I need to read a lot of this campaign setting some more, clearly. :)
Cheers.

Damiani |

My 'best friends' (who are twink monkeys) do not feel that the Alchemist class is worth while.
Frankly, I feel that it's an excellent and worthy 'class', done right. If you really focus on it, in some ways, sure you can make a bit of a monster, but the real strength lies in the creation of potions and such.
Just my two cents.

Orthos |

3) Are we going with /all/ Paizo products, or just Pathfinder standard stuffs? Meaning, if we have some obscure tidbit, we can link it? or should we stick to the http://www.d20pfsrd.com/ as a resource, and only the addition of Psionics (which I've never used)?
For simplicity of reference, d20pfsrd ALSO has the Psionic stuff on it. All your stuff in one convenient location =D Click here!
I do second the question about archetypes - if I play a Magus, which I'm heavily considering gestalted Magus|Psion, I am strongly leaning toward the Bladebound archetype - and item creation, as well.

GM Fireclaw |

Damiani:
1) Lab monkey is all good with me. Honestly, I feel like the Alchemist is one of the best (read: most powerful) classes in the game, for one reason: versatility. You may not be able to blast and such like a wizard or sorcerer... but alchemists can do everything. They can do splash, they can melee, they can heal, they can even make julian fries! Your twink friends don't see the strength of versatility.
2) Archetypes are usually fine with me: with a few notable exceptions. Tettori monks, for example, I feel are simply too good at what they do. In general though, you should be fine to do any Paizo archetype.
3) All Paizo products is pretty broad: for example, a good deal of the Inner Sea World Guide may not apply to this setting. Hellknights are not called that for example, though they still exist (and serve Ragrizz, God of Justice). That said, most stuff from splat books and such should be fine: as long as I have a way to access it online, deal?
4) Please direct questions my way! I'm eager to answer that stuff!

Damiani |

Until I read more of your campaign setting, I can't speak to the specifics of /location/ and what not, yet.
Typically, I tend to make Humans, fairly white bread simple folk. Though, I've always wanted to /be/ a dragon and play one, no one likes that, oddly enough.
Uh-- so, to the 'players':
1) I do not know the Psionics enough, is it distinct enough that we wouldn't be 'stepping' on one another's toes, so to speak? Spotlight wise? I tend to envision my RPing as being in a super hero comic-- who's the brick, who's the brain, etc. etc. Or is it as if we're all the same, initially until higher levels? More reading, I suppose!
2) What's your preferences, the group psionic gestalt thing, or do whatever-- we're not associated, leave it up to Fireclaw here?
I'm going to be away for many hours, back tonight. Feel free to make some questions in lists, I'll try get back to this later.
My immediate thought is to make a 'brainy' alchemist with some telekinetic, or matter manipulation psionics, i.e. literally be a 'mind over matter' person, intellectually and psionically. Or 'self-body manipulation' with the psionics. I'll check what the options are. I /hate/ combat since I frankly don't really do a lot of combat and my experience with it is poor. :) Otherwise, quite tempted to be a pure wizard/something hybrid.
Cheers.
Cheers.

GM Fireclaw |

Damiani: Quick rundown of Psionic classes:
Important to note that almost ALL psionic classes get some degree of manifesting (casting). I'm not /super/ familiar with some of it, so take it with a grain of salt.
Aegis: Tank type character, can create ectoplasmic defenses. Full BAB
Cryptic: Support-ish role. Similar to a bard I think? Medium BAB
Dread: Melee fear-based class. Medium BAB.
Marksman: Uses psionics to boost ranged attacks. Full BAB
Psion: Full caster, Low BAB. It is the wizard of psionics
Psychic Warrior: Hybrid caster/fighter. Versatile. Medium BAB
Soulknife: Conjures weapons with his mind, DPS-type class. Full BAB
Tactician: Good at teamwork. Hyper-support. Medium BAB.
Vitalist: Healer-type. Slow BAB
Wilder: Sorcerer analogue. High Power, low versatility full caster. Slow BAB
Others add on as you feel.
From what you are describing... I feel like a specialized Psion would be best. Either a Kineticist, or an Egoist. Egoists are the metabolism based ones, whereas Kinetcists are the telekinetic/matter manipulation.

Orthos |

One edit to that, PF Wilder is d8/Med BAB rather than d6/Poor BAB. Still a full caster though.
The idea's starting to come together in my head, though details are still scarce. Looking at a sort of skirmisher or secondary tank type character, definitely not the brick wall but not a squishy back-seater, someone who's a bit flashy and show-offy in combat. Don't really want to lean into the performance aspect of Bard, though.
Only when things get rough do the psionics come out, and it's a "end everything ASAP" situation. Not sure if I want to go with Psion [Kinetecist] or Wilder for that theme.

GM Fireclaw |

Suggestion:
The party has collectively been feeling a "tug" ever since a particular event occured (the PCs have no way of knowing which of the myriad powerful events triggered this), roughly 5 or 6 years ago, perhaps when they were just beginning puberty, or perhaps a little older.
The tug has become ever more insistent as they aged, growing more and more insistent, to such a point which the PCs can no longer ignore it. It is almost painful. They have followed the tug to a certain place.
When they arrive, they are suddenly struck with these new powers.
We can play this out in-game, and the location will be determined after character creation is done.

GM Fireclaw |

I like it.
Now to work out a backstory and further details.
As always, questions regarding culture and such is always welcomed.

GM Fireclaw |

Alright.. I actually have the History of the Yamalundi Union written down since it was pretty important int he last campaign. Here is what I have written for them:
History: The Girdle mountains were originally inhabited by a plethora of tribes who foraged and hunted while taking refuge in naturally occurring caves in the mountains. The southern tribes grew prosperous and began cultivating plots of land outside their caves, this trend spread throughout the Girdle. As the northern tribes too began to prosper, it attracted more and more raids from the Aerili to the north. The northern tribes began to band together into cities, using shamans to carve out strongholds in the mountainside. As their subterranean fortresses expanded they began discovering metals, from which they began to make increasingly sophisticated weapons. With the Aerili unable to lay siege to their cities the north prospered again, and soon began raiding the southern cities. It was not long before two loose alliances had formed. The Myhtraks of the north against the Ferrouks of the south. The two great tribes warred for many years. At the beginning of recorded time two things happened. Veothal the Victorious became leader of a unified Nethys, establishing the recording of time as the first act after his anointing. Then, in 8RT, the Plains Purge began. The Zaelmen fled across the Girdle, pledging service to Veothal in exchange for safety. Taken into vassalhood, they bolstered an already enormous army. Two years later Veothal began the great expansion, pushing north conquering both warring tribes with ease and pushing far into the plains. The Nethysians forced the tribes of the Girdle into forced labour, mining gold, jewels and metals. This serfdom lasted until 88RT, when Sarren the Venerable died.
Rebellion sprang up throughout the Girdle and amidst the heirless turmoil the tribes forced out the occupying force and proclaimed the newly formed kingdom Yamalund. With the decline of the Nethysian empire, the Girdle grew rich and safe once more. During the Nethysian civil war the Yamalundi were able to construct fortifications enough to deter any intruders. In 102RT, as the Nethysian civil war was dying down, war broke out in Yamalund. The strongholds divided themselves, each proclaiming it’s own independence from the union, each also scrabbling to take weaker strongholds as their own, to secure their positions. In 110RT Lanomer the second of Nethys invaded Yamalund. Progress was slow, but Lanomer took next to no casualties as he took stronghold after stronghold. Two years into the war a woman appeared from the mountains with an army at her back, rallying the strongholds together. Her name was Yama and it was rumoured that she was the daughter of the mountain.
Yama soon amassed a huge army, and drove the Nethysians out of the Girdle in a series of three devastating battles. She slew Lanomer the second and sent his head to Nethys. The lords of the strongholds begged her to attack and follow up her victories but the army owed it’s loyalty to her and she would brook no more war. Yama then ordained a new order for the union, one of equality and joint strength. She constructed the Tunnel system beneath the mountains, and concentrated the population along its length. She built The Seat and selected 8 handmaidens who had been with her since she first appeared to advise her and formed the Department of Distribution. She also decreed that noone may see her without her express consent and reclused herself in the royal palace, from which she continues to rule.
For 238 years Queen Yama has ruled, seen in public once a year and seen rarely in private. The number of handmaidens who attend to her has grown to thirty-nine and she remains seemingly in the spring of her life. In that time there has been no invasions into Yamalundi soil, nor has any army of Yamalund set foot outside their boundaries. No ambassadors have been permitted entry, and all the passes have been guarded staunchly.
Warning: Very Brief Summary
Since then however, the Yamalundi have once again become a divided people. Yama and her Handmaidens were linked in some way which no one was able to fathom - when She spoke, She spoke with 40 voices at once, 40 bodies. When Silval the Bloodcloaked acheived divinity, Queen Yama used the opportunity to siphon away some of his powers for herself, through some unknown means. Queen Yama has thus gained some divinity for herself, but the link with her Handmaidens could not sustain such power, and their minds have been twisted and shattered.
Despite this, many of the Yamalundi nationals saw the Queen's betrayal of the Champions of Silval - people who had assisted them when they were threatened - as a betrayal of the state. The 39 Mad Prophetesses (as they are now known) and their chaotic ways have encouraged the rebellious faction to take action, taking up arms and establishing a seperate state.
That's all I have time for now. This is mostly history. Will provide cultural details in a few hours.

Damiani |

Did you two (not seeing Lynora yet) decide on your Party Roles, as it were?
I'm leaning on being the Alchemist/Vitalist, on my first pass of the Psionics thing, though, I couldn't find this 'telekinetic' someone described before, is that a straight up Psion?
Additionally, the Vitalist really does appear to be quite the healer, but having two primary stats (Int & Wis) might make me really gimpy in other aspects.
How hard core are you with regards to difficulty levels, Fireclaw? Are we going to need to worry about surviving more than ..say, beating things up?
:D

FireclawDrake |

Yeah, the telekinetic would be one of the psion disciplines (much like wizard schools). Egoist focuses on self and party buffs for the most part, whereas the Kineticist is much more akin to an Evoker, in role. The Psion Disciplines are /much/ more specialized than the Wizard schools, it ought to be noted. Instead of restricting two schools, effectively ALL the other "schools" are completely unavailable, with the exception of some 'Core' powers.
I told Lyn that she could take her time in getting to this: she's still getting over her illness and all.
Alchemist/Egoist could be powerful combination, and would have Int as a focused score.
Re difficulty: I prefer to have one larger, more difficult encounter than a series of easier encounters, if that makes sense. Especially in a PBP games, having several easy encounters really turn into a grind: combat ought to be dramatic! Expect it to be so.
That being said, I will not go out of my way to attempt to "kill" party members, or the party. I feel as though it is a failure in story telling if the GM feels the need to throw tough monsters at the party just to add the element of danger.
Make sense? :)

Orthos |

Did you two (not seeing Lynora yet) decide on your Party Roles, as it were?
Mechanically, going Magus [Bladebound]|Psion, undecided on discipline but probably Kinetecist.
Thematically, going for a combat skirmisher/secondary tank with a flashy, showoffy flair, and a backup potential for "dropping the hammer" with blasty evocation-style psionics when the going gets rough.

Orthos |

I feel as though it is a failure in story telling if the GM feels the need to throw tough monsters at the party just to add the element of danger.
Make sense? :)
Sounds like me and my Kingmaker game. I knew I had things where I wanted them when I could get more reaction out of threatening the party's colony and its people than threatening them or their loot. =) Or if I did threaten them, threats of insanity or metamorphosis or other things at the hands of the fey seem to get better responses than threats of physical harm which tend to get laughed off.

Damiani |

Okay--
I have to say, the Vitalist reads pretty damn keen.
I need to read up on the Egoist a bit more, though.
I'm gonna put my foot down and say, Alchemist/something Psionic, per our discussion, is good?
Now the real question is going to be /how/ I learn the alchemy. :) I love that part-- who I am before I have stats. Most likely, however, fellow players, this character will /not/ be a combat monkey, save perhaps, some 'tasty' bombs.
:D