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Male Human

No background skills in the game right?


Male Human

Oh yeah. The pronunciation of Oios I imagined to be "Oh noes!" but without the h and replace n with y.

I think I'm going to play up the "turns up where you really don't want him to" of being an Inquisitor and give him

Spheres: Warp and Protection
Domain: Travel

and try and go down the Dazzling Display feat chain.

Will there be potions or wands of CLW in the game?


True Neutral Human Sorcerer (6th Level)
GM Belicose Poultry wrote:


@ TD - Drazen looks good! One thing I noticed - the elemental assault racial trait should deal 1d4 damage, per our discussion of the RP nerf.

Drazen is going to be a terror on the battlefield!

Corrected, sorry. I had fixed it once but then I undid it when I copied it over again from my Google doc.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day
Azih wrote:

Oh yeah. The pronunciation of Oios I imagined to be "Oh noes!" but without the h and replace n with y.

I think I'm going to play up the "turns up where you really don't want him to" of being an Inquisitor

Oh noes!

Next you'll be telling me that he's completely immune to Rigel's charm... :-(


Male Human

Well he's an inquisitor, not a paladin. He's had his own brushes with higher authority :). We'll see how he turns out. I don't want him to be a one note.


@ Rigel - Ifrit's Glare is what I would've chosen :) Rake is great archetype and will mesh well with it.

@ Harakani - As this is a spiritual, if not literal, successor to Nerk's Golden Pegasus game (more on this below, for those of you that weren't in that game), I was thinking gritty mode would be apropos.

Rich family is fine, but with the way I've got equipment set up, just give yourself the clothing if it makes sense that the character would have it. It shouldn't have any crazy mechanical imbalancing effect, if I'm understanding you correctly.

Regarding NPC level and skills/traits - yes. You're character is effectively level 2 for everything but XP progression and fractional bonuses. Max skill ranks are 2, magical knack is as you are a level 2 character, etc. So, when you level next you'll get class abilities for your PC class as a level 2 character (assuming you don't level as an NPC or multi-class) and have max skill ranks of 3 for your skills and gain a feat.

@ Azih

No background skills as of right now. When everyone's crunch is in I'm going to do a final audit - if I think you'll need them, I'll add them then.

There will be healing available if the party is deficient in that area. So I guess what I'm saying is if you're thinking of picking up the Life Sphere just so that the party has healing, rather than wanting to pick it up, don't pick it up. We'll figure something out.

Treasure and the like:

As I mentioned above, this game is meant to be a spiritual successor to another game that Galorit, Harakani, Toxic Dragon, and I were in. Without giving away too much of the meta plot, I think I can safely say that the following themes are probably the big questions we are going to explore:

What kind of world do you want to live in?

How do you accommodate those that don't share your vision, if at all?

What will you do for those that are important to you?

What won't you do, even for those that are important to you?

I suspect that the answers your character has now to these questions will be different than what they'll have at endgame.

As such, treasure is going to be a little different in nature, but once we start the downtime phase of the game especially, "treasure" may be an abandoned (or taken) boat, or long forgotten ritual, or the goodwill of your neighbors.

Though having the magic item rules in place from Unchained also means that I should be able to give you guys cool stuff.

I should also say that at some point you all will be driving the story and to some extent or another shaping the world. If I do my part right, the world will react to what you do. So, everything I just wrote is subject to change, depending on how things go.

I'm looking forward to it!


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Alright, first draft of alias


Male Human

Don't want to use up Oios first 10 posts until he's final. Check this picture out:

wavy line ending with fork

Saw it in the transit station. Can this be Oios' holy symbol? :)


Yep, that's perfect! Almost exactly how I'd imagined it.

Is Oios going to carry around the whole concrete slab with him?

Just kidding...

Crunch is looking good.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

I was super busy then violently ill last night/this morning.

Haven't had a chance to work on anything, I'll try to hammer out stuff tonight after work. I forgot about the increased skill ranks. I will have to redo my skill points.

As for wound thresholds, I'm willing to give it a shot.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

BP, I was thinking about the NPCs close to the PCs for Istiel. Because she's an outsider, would it be okay if one or two of them are not from Shadeholme?

Istiel having a dedicated traveling companion is unlikely due to her... disposition, but I should think of a way to have some important npcs in Shadeholme. I have ideas: Istiel, her herbalist mentor, and their students could be traveling the area, or the government could have sent a few monks to check the area for.. something.

Have to figure out why she's there in the first place, which could be a simple case of wandering or following her specific tenant.


Male Human

Added appearance and personality and NPCs to profile. Please let me know what you think. Close to done maybe.


Languages

Neighboring lands and civilizations

@ Istiel - no worries! Get better and don't rush anything. I've got a bit of work still to do on my end, so no one should feel under the gun or anything.

I think I'll be ready to go beginning of next week.

@ Azih - I'll check it out and let you know. Thanks!


Istiel wrote:

BP, I was thinking about the NPCs close to the PCs for Istiel. Because she's an outsider, would it be okay if one or two of them are not from Shadeholme?

Istiel having a dedicated traveling companion is unlikely due to her... disposition, but I should think of a way to have some important npcs in Shadeholme. I have ideas: Istiel, her herbalist mentor, and their students could be traveling the area, or the government could have sent a few monks to check the area for.. something.

Have to figure out why she's there in the first place, which could be a simple case of wandering or following her specific tenant.

Sorry, Istiel, I forgot to respond to this.

I'd definitely like everyone to have at least one sympathetic NPC in Shadeholme, though I'm fine with NPCs being elsewhere as well.

There are a handful of monks in Shadeholme. It is a backwater frontier town, but it is the backwater frontier town in the vicintity, It is about as far from the capital as you can get, but close to Mountain Tribes, big old growth woods with beasties in them, and the beastlings to the south, so there's a reason as well monks could be stationed in Shadeholme - better to cut off the infection at its source than let it travel into the heart of the country.

I figure Shadeholme is close to some rare commodity as well, that makes it valuable to the capital. A specific type of silkworm, or ornamental wood, or old-growth sustainably harvested darkwood trees, perhaps. More reason for the town to have representatives from the heartland, at any rate.

And there's always the foil. Pick the type of person that would drive Istiel up the wall and have that person, for some reason, really fond of Istiel. And Istiel, despite grinding her teeth, fond of that person too.

And and there's always the antagonist. Both Oios and Rigel have them...


Azih wrote:
Added appearance and personality and NPCs to profile. Please let me know what you think. Close to done maybe.

Looking good, Azih!

I like what you've done with the high priest much more than what I was going to do with him.

Oios' dislike of young children made me chuckle.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

BP- very clever idea using CIV 5 to make a map of the Baunti Valley!

Close to the Mountain Tribes? Good... good...

Excellent, an establishment of monks makes things quite easy. I can have two important npcs in Shadeholme. First is Istiel's master, which will be important to her backstory and act as a father figure. Though I may not have her master there, and instead in Cornucopia... not sure yet.

I like the foil approach, which makes me imagine Istiel having a rival. Someone she is always in competition with, possibly for her master's approval, and in the past they have gotten into squabbles/fights but each is competent enough they have a healthy respect for the other. A sort of sibling relationship. After all, with no real family to speak of the monks must support each other.

Due to how I'm going to be handling Istiel's backstory she probably won't have more than two npc connections, but I may think of someone else. Perhaps a ranger or like in Shadeholme.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Reeeaallly debating that NPC class. If I take warrior over expert, Istiel gains +2 HP, +2 fort, and (most importantly) +1 BAB, but she'd lose Heal and Stealth as skills, and lose +2 Will. Monk have poor will save progression, so not great there. That +1 BAB can make a lot of difference though, especially gaining a second attack at total level 6. Everyone else seems to have a lot of skills, so I'm considering it... Hard part is stealth is kind of fun, maybe I can move point out of Con and into Int and get +1 skill point per level, or figure something else out. Chooiiicccess

Just have Istiel's background left, need to name the npcs. It's shaping together.


@GM Do you want to get rid of racial SLAs? Rough workings currently online at https://docs.google.com/document/d/1hC3285mS6Ys9jHZaQ3XM8kdgbOBJ1vkx8clDgql KWUg/edit?usp=sharing


GM Belicose Poultry wrote:

There will be healing available if the party is deficient in that area. So I guess what I'm saying is if you're thinking of picking up the Life Sphere just so that the party has healing, rather than wanting to pick it up, don't pick it up. We'll figure something out.

I was planning to take Healing through channel energy and a dash of the sphere.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Right, I'm done, I think. Oh, yeah. Gold!

Starting cash: 2d10 ⇒ (8, 10) = 18 Sweeeet - I think this game is going to like me!

Couple questions/comments

1) When you say you're merging Dodge and Mobility, does that mean I get the benefit of the Mobility feat by taking Dodge? Or are you just saying that Mobility isn't needed as a prerequisite for other feats? Cos I wouldn't take Mobility, but if you add it into Dodge it becomes a nice to have!

2) Any other gear that I need? Not sure what we can handwave as being provided by benefactors (like lodging and so on) and what we need to say we have outright.

3) Wound thresholds: I'm against. I can actually see your reasoning, make the PbP fights less frequent but nastier, but I honestly think that the paperwork involved ironically makes them better suited for tabletop play.

4) Shadeholme/Takaya society more generally: If Cornucopia takes 70% as tax, and also scoops up the best and brightest, makes sense that the converse is also true, i.e. that the less able tend to move out to the sticks. Plus those who have issues with authority. Not saying that Shadeholme suddenly becomes Mos Eisley, but it's the sort of place that Rigel can find a way of life that suits her (I get the impression that Cornucopia is a LOT less tolerant).

5) Resources. Makes sense that Shadeholme is there for a reason: after all, trees grow pretty much everywhere in the Baunti valley. What about it being where you find rare truffles and weird components and hides & pelts (maybe even monster hides & pelts!)? I like the idea of silkworms too. Basically, it produces the sorts of small/light, valuable things that are easy to hide and stash somewhere when the Excise types come calling.

GM Belicose Poultry wrote:
@ Harakani - As this is a spiritual, if not literal, successor to Nerk's Golden Pegasus game (more on this below, for those of you that weren't in that game), I was thinking gritty mode would be apropos.

6) This is my first attempt at playing a happy-go-lucky type character (all of my other characters have screw-ups* to a greater or lesser extent); we'll see how long it lasts!

*coincidence. No, really... cough


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Oh yeah, one more thing: Profession.

I want to use the downtime to create effectively a thieves' guild... although one that operates with a degree of acceptance - sort of like the Yakuza are portrayed in popular fiction: it's known who they are, but sooner or later everyone needs something that you can't get through the proper channels. So they're tolerated, as long as they don't push it.

They'll be - mostly - non-violent (Rigel is CG, and I plan to keep her that way) and trade as much in favours, influence and cough services as they do in actual goods.

I don't know what Profession skill I should take for that: if I went with "geisha" would you know what that meant? Or do you have other thoughts?


@ Istiel - I'm glad there's tough choices to be made. Means the NPC classes each have some value.

@ Harakani - SLA's function as normal.

An atheist magic-user with little emotion who can cast "divine" magic and isn't divine? Interesting. This is exactly the type of concept I'm hoping to if see SoP can execute well. There seems to be design space for lots of things Vancian magic won't allow.

You've got both warrior and aristocrat written down on your sheet - I assume you were going aristocrat and changed your idea?

The NPCs look good - again another important village official that is better coming from the minds of you all that what I had come up with.

I have a couple of thoughts about Chukix and some questions about Utzi:

-Chukix: as this is P6, and you guys and girls are exceptional individuals (hence the free NPC class), the general range of NPC ability falls roughly as so:

Average farmer, laborer, fisher, etc.: Commoner 1
Exceptional farmer, laborer, fisher, etc.: Expert 1 or 2
Average craftsman, engineer, or other skilled occupation: Expert 1
Exceptional skilled occupation (phd level): Expert 2
Extremely skilled, knowlegable types (phd types or those with many years of experience in their profession): Commoner or Expert 3-4
Soldier: warrior 1
Sarge: warrior 2
Officer: warrior 3
Upper caste: aristocrat 1 / expert 1
and so on...

PC classes are rare. Many named NPCs may have them, and in a very few cases they may be quite powerful (levels 3 or so).

PC classed NPCs at levels 5 and 6? There's like a handful of these in the kingdom, and probably none at all in Shadeholme.

So, my question is, when you say he is "seriously skilled" what do you envision him level-wise in that framework? I'm inclined to make him a level 2 PC class, or an expert 1 / PC class 1, but I'd prefer to not have any NPCs* be of significantly more skill than the PCs, as there will be times when they will be with you all. I don't want them to outshine the main cast.

*friendly NPCs, anyways. Antagonists, on the other hand...

Utzi: the entry confused me a little, probably just because it needs a little editing. Questions in bold:

Harakani said:
Utzi: Utzi is a bear of a man - literally, as he is a beast-touched - and a seven foot tall walking mountain of a lumberjack. Naturally good natured his temper comes out only when he’s drunk - which is all the time. Saying Utzi is the village drunk is a strong claim - there are many who compete for that title - but he is certainly a serious contender. Utzi came back from a three day logging trip to find Imix - incognito How was Imix incognito? Mundane or magic? I just want to make sure I'm understanding if there are mechanical things going on I missed.- sitting in his stool at the bar. Utzi fought with Imix, who stabbed him three times, and Utzi somehow stuffed Imix down the lavatory. Utzi was arrested for common brawling but the charge was dropped. He Who is he? Imix or Utzi? has been waiting for the other shoe to drop since. The betting pool gives best odds on him being burned alive.

Through a strange set of coincidences Imix’s instincts - surrounded by the obsequious as he was initially - is that Utzi is the ‘alpha’ of the town, and therefore someone to be respected. He is not a Peer, but a Superior. Logically the man didn’t know he was Suriname, and so no real crime was committed.

@ Rigel

1) Yep. Dodge and Mobility are combined into the dodge feat, and count as dodge and mobility for prereqs.

2) Looks like you've got the basics. As for lodging, etc. if it makes sense that you've got a house, you've got a house. Etc.

3) Still looking for input from a couple of people on this. So far we've got 1 for, 1 against, 1 neutral

4) I think you've got a pretty good idea of the town as it jibes with my concept. I don't know if too much flows out to the stix from the capital though. Certainly, the bureaucrat class largely comes from the Tkoyah people, many of them from the capital, so in that sense you are right on the money. Those out to prove themselves, at the wrong end of a political spat, ambitious with no chance of promotion in Cornucopia, or incompetent could all end up in the far reaches of the kingdom.

As for the common person, mobility, upward or outward is pretty rare. Most commoners are going to die within the same general vicinity of the place they were born. Many won't ever even travel much farther than that.

But, even so, as with all frontier or border towns, life in Shadeholme is a little more relaxed, in every sense of the word. Certainly there's more room for alternative viewpoints, and there's more tolerance than in the capital. Drazan simply could not exist as he is currently constructed in the capital, for example. Add in the fact that the bulk of the people of Shadeholme are of an ethnic group that is a little distinct from the kingdom and large, and yes, there is some space for the non-traditional.

5) I'm going with the silkworm idea, and hope to have something on the wiki about it today. As for hides and pelts, I've always envisioned the surrounding area as being rich in fauna, and as such, it is certainly an industry valued by the Three Peoples.

As for monster hides and pelts - there's bad things in the woods, and by and large your average Takayan is going to be eaten by them or run away. Monster hides and pelts would be wondrous and rare things, and thus extremely valuable!

6) Ha!

Profession - geisha is fine. As to Thieves' Guilds. There will be the opportunity there, but it is going to be a bit far off. We'll see how Rigel's changed by the time that [CENSORED]


SLA:

I ended up buy his wis down, so I don't think he gets Scare anyway now. Could you confirm? I'd also ban Scare as the normal limitation (<=6HD) isn't really a limitation in P6.
Hmmm - any chance of trading it for Cantrips?

Imix:
GM Belicose Poultry wrote:

An atheist magic-user with little emotion who can cast "divine" magic and isn't divine? Interesting. This is exactly the type of concept I'm hoping to if see SoP can execute well. There seems to be design space for lots of things Vancian magic won't allow.

]Yeah, I figured if I was just going to replicate standard magic I was wasting the system.
Quote:


You've got both warrior and aristocrat written down on your sheet - I assume you were going aristocrat and changed your idea?

Still tossing it up, but I think so. My image of Imix changed while I was writing his personality - I don't see him having much in the way of social skills, but I see fighting being important to him.


Chukix:
Quote:
-Chukix: So, my question is, when you say he is "seriously skilled" what do you envision him level-wise in that framework? I'm inclined to make him a level 2 PC class, or an expert 1 / PC class 1, but I'd prefer to not have any NPCs* be of significantly more skill than the PCs, as there will be times when they will be with you all. I don't want them to outshine the main cast.

Good point. The reason the government has Chukix with Imix is because Chukix needs to take down Imix if Imix goes rogue. Something with favoured enemy and poison would be ideal. I'd suggest maybe Ranger/Alchemist(Vivisectionist)? He should be someone the government is confident could do it. He needs at least one sphere.

Two things that might help stop overshadowing:
* He could well be quite old now. If he started the job at 45, he'd be 55 now. A hard life might have aged him prematurely.
* Imix doesn't know Chukix is there to stop him. Part of Chukix's job is NOT to look like a threat. This is higher priority than saving either Imix or Chukix's life. If Imix works out Chukix is his - I want to say sword of damocles, but there's no swords - then Chukix OR HIS REPLACEMENT just became an unreliable control mechanism. It's the sort of cold hearted pragmatism I think a previous Suriname should have thought up.
I'm figuring the day will eventually come when Imix and Chukix face off. At that point I'd like it to be a tough but fair fight. Maybe level him along with Imix?

Utzi:

As regards Utzi. When Imix first turned up he introduced himself to the authority figures, then dressed up as a normal traveller and when to the pub to get a feel for how people were when they didn't think a Suriname was there. His disguise was... not convincing. When Utzi attacked him, Utzi didn't realise he was Suriname. Imix realises the fact he didn't know was Imix's fault for wearing a disguise. Attacking a Suriname might be a serious crime, but arguably Imix entrapped him into it.
It was originally just a bar brawl, but Imix drew a knife.
Utzi didn't discover who his victim was until afterwards.

I think I'm for the Wound System, so long as it leads to a grittier system. If, in play, it makes everything too gritty, then look at removing it or just toning it back (like only two states: wounded and unwounded).
The penalty was designed for games where people could hit level 20, after all. -3 means only a 4th level caster can cast AT ALL. 4th level casters are so rare that is basically a "casters can't cast when critically wounded". Halves the power of the most powerful caster you can have. A 13th level caster would laugh at -3. Same goes for combatants with BAB.

That said, I'm looking at taking channel and/or life and/or heal. That'll go a long way to alleviate the problems so long as I still have charges left.


Okay, I think the sheet is fixed up. Would you like to take another look before I post it?


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Thanks DM - couple more questions

1) Advancement: are you using Automatic Bonus Progression in addition to the usual +1 stat bump you get at level 4, level 8, etc?

2) Will Automatic Bonus Progression stop at level 6? Or continue?

3) Skill unlock: presumably this will cap at 5 ranks, since we'll never get 10 ranks in a skill?

4) Rogue talents: similarly I take it that I'll never get access to the advanced talents since we'll never get to 10th level? :(


@ Harakani

Cantrips is fine.

Chukix - Cool, if he's just supposed to be a valet, he'll just act like a valet. That will buy me time to have to worry about his power level at all, and by the time it becomes an issue, it shouldn't be one.

The crunch looks good. I'm going to have to digest how your casting tradition will work in practice. I really dig what you're doing, but there's a lot of moving parts there. Pretty ballsy to take extended casting and material focus.

@ Rigel

1) My understanding is that the AA is there to replace the reliance on the "big 6" and as such is supposed to work in addition to the stat boost given by leveling. If I'm correct in that, then yes, there will be a stat boost at level 4. I can't recall off the top of my head how P6 and epic level stat advancement works, so I can't say for sure if there's a stat bump at 8 or not at the moment.

Also, note that in everything but XP and PC class abilities, you will be 7th level characters before going epic, meaning that you'll get the +2 enhancement bonus from AA to both a mental and physical stat. I wish I could say I planned that...

2) Haven't decided yet. I think we'll wait and see what you guys are capable of around that time.

3) correct.

4) correct. Such is the heartache of P6 play. But to borrow a line from my old GM, you're going to be super humans, not superhumans.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

OK, thanks - can you let me know if we're going to get the level 8 stat increase? If we don't, I'm thinking I might rearrange my stats as follows:

Str 10
Int 10
Wis 10 (-2 racial)
Dex 18 (+2 racial)
Con 10
Cha 13 (+2 racial)

Then I put the level 4 increase into Cha.

If we do get the level 8 stat increase, then I'll keep as is and probably put both the level 4 and level 8 increases into Dex.

Don't mind either way; just want to avoid getting a stat bump that doesn't actually help me at all.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Sooo busy lately, really hope I can finish everything this weekend.

BP- Questions. Could I have a little more information about the social structure and raid frequency of the nearby mountain tribes? Also, availability of tea and coffee in the kingdom?


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Finished from my side I think. You know a hunter would be really powerful in P6 maybe.


GM Belicose Poultry wrote:
Cantrips is fine.

Thanks!

Quote:
The crunch looks good. I'm going to have to digest how your casting tradition will work in practice. I really dig what you're doing, but there's a lot of moving parts there. Pretty ballsy to take extended casting and material focus.

If you want something a little simpler, I'm happy to oblige. I was trying to put together something pretty different, and went for something a little like Cabal.

Quote:
Also, note that in everything but XP and PC class abilities, you will be 7th level characters before going epic, meaning that you'll get the +2 enhancement bonus from AA to both a mental and physical stat. I wish I could say I planned that...

Nooooooooooooooooooooooooooooooooooooooooooooooooo....

My class ability....
Ah well.

RE Rich Parents: I think you see what I meant now? That's some el-Primo gear.
Hey, if 'wooden scale mail' is lower max dex bonus, any chance of lowering the ACP for swimming like the light wooden armour as well?


Hey everyone - I'll get answers up to questions this afternoon.


Rigel Quicklingfay wrote:


If we do get the level 8 stat increase, then I'll keep as is and probably put both the level 4 and level 8 increases into Dex.

We'll go with a stat boost at 4 and 8.


Istiel wrote:
BP- Questions. Could I have a little more information about the social structure and raid frequency of the nearby mountain tribes? Also, availability of tea and coffee in the kingdom?

To most Takayans, there isn't much difference between one mountain tribe and another. They're all raiding, thieving, cannibalistic, rapers and pillagers.

A particularly educated, corrupt, or open-minded Takayan may find out or know that there is more to mountain tribe culture than that. They are excellent sheppards and trappers, with a patriarchal society built around prowess in war and tribal honor. They live in high alpine valleys, between 7k and 10k feet, in large stone longhouses that house many families. Fir trees below the alpine treeline provide warmth and cooking fuel during the long, harsh winters.

Whether Istiel knows any of this...

As to coffee or tea, neither. The leaves of the yerba mate, a species of the holly familiy, are dried and steeped in hot water, creating a highly caffinated beverage called chimarro. It is taken strong and black.


Oios wrote:
Finished from my side I think. You know a hunter would be really powerful in P6 maybe.

A hunter is probably a great class for this campaign, and P6 in general.


Harakani wrote:


Quote:
The crunch looks good. I'm going to have to digest how your casting tradition will work in practice. I really dig what you're doing, but there's a lot of moving parts there. Pretty ballsy to take extended casting and material focus.
If you want something a little simpler, I'm happy to oblige. I was trying to put together something pretty different, and went for something a little like Cabal.

Not at all - I think it is great! Just need to digest it is all. It is different and cool.

Harakani wrote:

Nooooooooooooooooooooooooooooooooooooooooooooooooo....

My class ability....
Ah well.

You can always use one of those enhancements on another ability. Nothing wrong with a +2 bump to Charisma or Wisdom.

Harakani wrote:


RE Rich Parents: I think you see what I meant now? That's some el-Primo gear.
Hey, if 'wooden scale mail' is lower max dex bonus, any chance of lowering the ACP for swimming like the light wooden armour as well?

Sure! -1 to the ACP.


We had a death in my wife's family on Thursday, and it has thrown a bit of a wrench into things. We're driving to Kansas City and back tomorrow, so I should have plenty of time to work on this campaign, but it may push me back a bit, as I planned on working all day today and tomorrow, and today's been hectic.

Just wanted to let you all know.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Sorry for the loss BP. I've been busy myself, for more mundane reasons, and could certainly use the extra time.


True Neutral Human Sorcerer (6th Level)

Deepest sympathies and condolences to you, your wife, and your wife's family BP.


Yeah, sorry to hear that :(
Take all the time you need.


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Death in the family is always a terrible thing. Condolences.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Sorry to hear that. Best wishes to all.


Casting Traditions

Shadeholme map

- No key yet.

Updated NPCs

Casting Traditions

@ Harakani - can you get the drawbacks and any boons from the suriname casting tradition. I think they're located on the table, but I'm not entirely sure what is what.

@ Oios - You will have a couple of choices to make with the casting tradition - whether or not to take somatic casting and whether or not to take prepared caster.

I've got most of the NPCs statted out, the beginning of the game's structure worked out, and a month of weather generated, so I think we're on track for a start this week.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Impressive stuff! Looking forward to getting on the move - hope everything is ok your end.


Drawbacks (5 net)
- Prepared Caster (You must prepare your magic beforehand to use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere.

- Extended Casting (Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the caster time by one step: 1 action becomes 2, 2 actions become 3, 3 actions become 4, and 4 actions become a full minute. This drawback counts as 2 drawbacks when determining the number of spell points gained.

-Painful Magic: Your magic consumes you the more you rely on it. You must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) whenever you use magic, or be sickened for 1 round. If you use magic while sickened, you must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) or be nauseated for 1 round.
- Draining Casting: Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.

- Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

- Wild Magic: Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a spell point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic can create.

- Material Casting: Your magic requires the expenditure of specific materials: precious metals, rare components, etc. The exact nature of this material should be worked out with the GM, but as a rule of thumb, this should cost a silver piece worth of materials per caster level per ability used.

- Focus Casting (Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM's discretion, however, another caster's focus may be used instead.

Boons:
- Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain
concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

- Empowered Abilities: Your magic grows in strength the more you use it. If your current number of spell points is
half your total spell points or less, you gain a temporary +1 bonus to your caster level. If your current number
of spell points is 0, the temporary bonus to your caster level becomes +2.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Harakani - revised action economy does away with move/standard actions; you might have to check with the DM how your casting boon will work.

Have to say, of all the Unchained stuff, the revised action economy is the one that I would most class as a solution in search of a problem.


Male Human

Will stick to the base two drawbacks for Godsworn Casting. From what I understand that still gets me the +1 spell point and +1 every 3 levels.


True Neutral Human Sorcerer (6th Level)

Not really a matter, but Lijart's updated NPC snapshot summary does not reflect the updated information as Veteran of the Hunter Caste. Emphasis on not really an issue.


Thanks, Harakani!

@ Rigel - I quite like it. It will make Imix's casting viable in combat too. With most spell casting being two actions (upped to three for Imix), he'll still be able to cast in a round.

Taking into account the increased offense from the action economy, as well as some other points brought up, I'm going to nix the wound thresholds - it is just going to be too much bookkeeping on my end.

@ Azih (and everyone that is a caster) - with P6, two of the drawback levels gave the same number of bonus spell points over 6 levels. The easiest fix was to go by character level, up to level 7 (so including the NPC class). So that table has been updated a little. Oios will get the same number, however - spell points at 1, 3, and 6.

@ TD - D'oh! I'll update that now. Thanks for pointing that out.


Oh, and gameplay posts - we'll be starting everyone off in the morning of the first day of Gozrahn. I'd change all the month names, but it will make my head turn.

Everyone will be in town, except Oios, who will be on the road coming into town.

Where does everyone stay? EDIT: I've got it figured that Drazan probably stays with Lijart and his family, Istiel stays with the handful of the few other monks in town in a communal longhouse, Rigel has a few spots to crash, Oios will need to find a place, and Imix?

Let me know if I'm off base with anyone.

Rigel will be posting about what she was up to the night before, and I'll pick up from there.

If anyone else wants to be started in the middle of something, let me know. We can work that into things. Otherwise, I'll go off of what I've got figured out for everyone via their backgrounds.


Rigel Quicklingfay wrote:
Harakani - revised action economy does away with move/standard actions; you might have to check with the DM how your casting boon will work.

Good point. I suppose concentration is normally 2 actions, and with this boon is 1.

I'm thinking the material components will be symbolic items - probably most fetishes and figurines. I might take craft: sculpture, actually.

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