The Solsun Dilema (Inactive)

Game Master Connor McGinnis


Sovereign Court

20 Point Buy System
Character Level: 2
Starting Gold: 175 gp
Traits: 2
Alignment: Any Good or Lawful Neutral
Type: Pencil and Paper or Computer Graph (Example: A1: Empty, A2: Desk Difficult Terrain, B1: Goblin Rogue, B2: Wooden Chair Difficult Terrain)
Archetypes: From Ultimate Combat Only
Classes: Bard, Cleric, Fighter, Gunslinger, Paladin, Ranger, Spell-Less Ranger, Samurai, Sorcerer, Rogue, Wizard
Races: Asimar, Human, Elf, Dwarf, Half-Elf, Half-Orc, Gnome, Halfling
Setting: My own made up world
Skill Checks and Saving Throw Amount: Medium
Fighting: Medium to Medium-Low

The ancient megacity of Solsun (modeled somewhat after Neverwinter), is a city in turmoil. On the outside it is a city with few civilians who haven't fled because of the recent problems affecting it's interior one after the other. On the inside it is a network of grudges and conflict threatening to split the city into North and South Districts. Veterans of war side with either of two Kings.

If some common ground isn't reached, what was once one of the greatest cities in the world will never be the same...


Can you elaborate on the game type a little? Are we talking PbP with combat coordinated as you've indicated or a weekly event like over roll20? If PbP I'd be interested.

Sovereign Court

Play By Post. The combat will not be mapped out on a website, so when I make the map i'll give you coordinates and what's in them, so it's vital that you have grid paper, or something to make an editable grid on the computer for when those scenarios come up. I'll try to be as descriptive with those parts as I can.

You will basically be adventurers heading into the city. If you want to have ties to it we can work those out, but those can only go to a point. I'm not going to make you the long lost King of Solsun who was abandoned outside the city when you where young. You can be the long lost son of a minor Noble though, because the city will have changed so much since you last where inside, it wouldn't make a difference. Understand that a background having to do with the city will not grant you anything special.


Sounds good, I'm interested. Wizard perhaps.

Sovereign Court

Feel free to make one up whenever you're ready. I'm planning to start this up as soon as possible. I will only take one group of 4-5 players (preferably 4). The speed of the campaign should be around 2 posts per day with a minimum of 1 and a max of 3. I check multiple times per day, so if there are any questions shoot me a PM and i'll respond within less than a day.
Please alert us when you will be missing for a few days or more, so we know you haven't just dropped off.


I would be interested if you were willing to bend your alignment rule a little bit, only good alignments and lawful neutral is extremely restrictive.

Sovereign Court

I suppose I could allow the other Neutral alignments. You'd have to be careful how you play your character. If you're looking at Rogue the mainstream of them usually fall under Chaotic Good.


Actually I am considering a chaotic neutral sorcerer(elemental bloodline), with an ego as huge as the sun.


I would be intrested.


I would be interested. I think I'd like to do a samurai.


Dotting for interest. I generally like to play chaotic/neutral good characters... I might go with a half elf fighter/ranger...

Should I start putting together my character, or should I wait for selection? Do you want a character concept?

Sovereign Court

You should put your character together ASAP. I'll start the campaign when we have enough characters made. And yes, I would like a character concept. Thanks.


On second thought, if its ok I would like to go with a rogue instead.

Sovereign Court

Whatever works.


Okay I am done with the number crunching, I'll have the back story and description hopefully done by tomorrow. Fair warning this rogue will have a very unorthodox play-style;(Never seen rogues played like this before myself) so I'll understand if you don't want a rogue with an experimental build.

Sovereign Court

The more unorthodox the better, in my book anyways. Feel free to make the rest. You're locked in after you do.


Dworkin, Dwarf Alchemist:

Dworkin
Male Dwarf
Alchemist 2
NG Medium Humanoid (Dwarf)
Init: +2, Senses: Darkvision (60 ft.), Perception: +5
Languages: Common, Draconic, Dwarven, Goblin, Orc, Terran, Undercommon
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DEFENSE
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AC 12, Touch 12, Flat-footed 10, CMD 13
HP 21 (2HD)
Fort: +5, Ref: +5, Will: +2
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee Pick (heavy) +1 (1d6/x4)
Ranged Dart +3 (1d4)
Ranged Bomb +4 (1d6+4)
Face: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: +1
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STATISTICS
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Abilities: Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 5
Feats: Armor Proficiency, Light, Brew Potion, Extra Bombs, Simple Weapon Proficiency, Throw Anything
Skills: Acrobatics +2, Acrobatics (Jump) -2, Appraise +8, Appraise (Precious metals and gemstones) +10, Bluff -3, Craft (Alchemy) +9, Craft (Alchemy/Create item) +11, Craft (Untrained) +4, Diplomacy -3, Disable Device +6, Disguise -3, Escape Artist +2, Fly +2, Heal +5, Intimidate -3, Knowledge (Arcana) +9, Knowledge (Engineering) +9, Knowledge (Geography) +5, Knowledge (Nature) +8, Knowledge (Religion) +5, Linguistics(Draconic) +5, Perception +5, Perception (Notice unusual stonework) +7, Perform (Untrained) -3, Profession (Herbalist) +5, Ride +2, Sense Motive +1, Sleight of Hand +6, Spellcraft +8, Stealth +2, Survival +1, Use Magic Device +1
Possessions: outfit (scholar's); pick (heavy); dart (x10); bomb; Backpack [ Acid (Flask); Alchemist's Kindness; Sunrod; Alchemical Grease; Alchemist's Kit; Flask (Empty) (x3); Oil (1 Pint Flask) (x3); Rations (Trail/Per Day) (x7); Tindertwig (x7); Bedroll; Candle; Chalk (1 Piece); Hammer; Inkpen; Iron Spike; Lamp (Common); Magnet; Marbles; Paper (Sheet) (x4); Powder; String (50 ft.); Whetstone; ]; Flask (Empty) ; Pouch (Belt) [ Alchemist's Fire (Flask) (x3); ]; Waterskin ; Case (Map or Scroll)
Formulae
Formulae per Day: (0/3/0/0/0/0/0/0/0/ DC:14+Formula level)
Prepared Formulae: Alchemist (CL 1): 1st - Ant Haul, cure light wounds (DC 15) , true strike
Formulae Known: 1st - Ant Haul, Comprehend Languages, Cure Light Wounds, Enlarge, Endure Elements, Identify, Shock Shield, True Strike
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SPECIAL ABILITIES
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Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +2 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Bomb (Su) You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use 8 [class level + Int Bonus + Extra Bomb Feat] bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+4 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (5). Those caught in the splash damage can attempt a DC 14 Reflex save for half damage.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Discoveries Infusion
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Language Common, Draconic, Dwarven, Goblin, Orc, Terran, Undercommon
Mathematical Prodigy (Knowledge (Engineering)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for you.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 20 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Stubborn (Ex) Dwarves are renowned for being stubborn. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but can try one on the second round (if the first reroll ability fails).
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Sovereign Court

You're locked in.


I want to make a cleric with a few levels of Fighter here and there. Can I just pick a Pathfinder god and assume that there is something similar in your world?

Sovereign Court

Yes. The Gods are the same.


All done with the character, feel free to comment, criticize and advise.


For picking a 'favored enemy' can you give me a little bit of background on the world and what sort of creatures a ranger would be lightly to encounter?


Interested, likely a superfast elf monk, think 45 base speed at level 2. How do you feel about taking a pair of players? My friend and I are looking for a game to play in together. He's thinking a spellslinger.

Also, I'm assuming Ultimate Combat only excludes Zen Archer (APG)?

Sovereign Court

Yes, Ultimate Combat only excludes Zen Archer (APG). I will take a pair of players.
Many enemies will be humans, though there are other races. Regardless i'd choose human for a favored enemy.
Raul is now locked in.


Ah, just read through the classes more thoroughly and saw that monks are not an option.

How would you rule on using Dimensional Agility and the rest of it's tree with the Shift School Ability ?


Half-elf 1 gunslinger/1 wizard (spellslinger)

Will post character sheet and backstory within 48 hours. Unless I die from lack of sleep, which at this rate is a serious concern. Also: me and shadowtail be partners.


All done. My backstory is in bulletpoints, I'll refine it at a later date.


We could really do with a toe-to-toe fighter... What happened to the guy who wanted to play a Samurai?


Since monk isn't an option I'm working on a fighter. Either with Teleporting or without depending on the GMs ruling. Without woukd probably turn it to an eventual Stalwart defender fighter.


Awesome! And do we have a healer? Use of the heal skill is very limited in this regard


The alchemist can help with potions. Or the cleric fighter thran mentioned


I'm still interested in playing but life is getting in the way of me finishing my character. I did have plans of making a buffer/healer. If you do not find anyone soon to take my place.


Dworkin shoves the last of his specimen jars and equipment into his backpack. He throws it over his shoulder.

"When do we start this?" he says gruffly.


I got my dwarf fighter ready if we need to move forward without teleporting being an option; still waiting to see though.

Also, HP?


I am about done with character in my profile. Gm look and let me know pls


Thran, looks like you went more damaging where my dwarf fighter is much more defensive. They could definitely work together, especially if you have channel energy/healing.


Yes he wiil be mostly cleric healing from here on out


Character done and in profile let me know if gm or party needs or wants more info or changes.


Cayden Cailean, excellent.

So far we have an alchemist, cleric/fighter (healer), spell slinger, acrobat rogue and cleric/fighter (shield).


do I need to fill my background out before I'm locked in?

Sovereign Court

Kyras: Preferably your background should be filled out before play begins, but it's not mandatory. Don't brush it aside though. It does need to be there at some point.

These are who i'm taking. We're all done. Recruitment thread is now closed. All listed on characters is final, unless otherwise noted. Said characters are:

Dworkin - Dwarf Alchemist
Roland Variel - Half-Elf Gunslinger/Wizard
Raul Javell - Human Rogue
Kyras Lythin - Half-Elf Fighter/Ranger
Thran Torkund - Human Fighter/Cleric

Also, For hit points, sorry this wasn't pointed out earlier, you take half your HD +1 + CON mod more HP per LV. If this conflicts with your HP, please fix as directed.
(Barbarian uses 1d12 and has + 3 CON mod, so extra HP he gets for getting to LV 2 would be 7 + 3 = 10.


DM/GM: Connor McGinnis wrote:


Also, For hit points, sorry this wasn't pointed out earlier, you take half your HD +1 + CON mod more HP per LV. If this conflicts with your HP, please fix as directed.
(Barbarian uses 1d12 and has + 3 CON mod, so extra HP he gets for getting to LV 2 would be 7 + 3 = 10.

Is this hit point system applied at the first level or after the first level?

Sovereign Court

It is used every level after 1st. I find it a much more even way to work HP, since it prevents cheating, as I can't see what number everyone rolls for HD.


Understood, I'll adjust my character's HP now.


Hp changed in profile. Thanks for taking me I am very excited to play my first play by post!

Sovereign Court

You're welcome. Campaign's up.


That's the same HP system that my RL GM so I think I got it right already. Let me know if I'm wrong.


Backstory is posted. Let me know if I need to change or add anything.

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