
DM Tides of the Accord |

Greetings fellow Pathfinders,
I just got a private message of additional potential interest in this campaign, and we're at a good spot to add in some more players if there's anyone who would like to join, so I thought I'd attach the recruitment thread (this campaign platform got a bit muddled because I had an initial set of threads that got messed up by the system so I couldn't post in gameplay, so then I had to recreate the whole thing to start the gameplay thread, thus the initial "recruitment" thread is in a different campaign than the gameplay thread currently, and thus this is the recruitment thread for the second instantiation of the campaign I had to create).
Simple overview--it's a high powered underwater gestalt campaign using rules from Allura Publishing's Cerulean Seas with lots of 3rd party and home brew rules, and mostly focused on world building and political intrigue--most of the 'action' will be talking and exploring, so I'm in the market for players who want to role play, since there's going to be a lot less combat than in other games.
If there's any interest, have a look at the initial recruitment thread here , as well as the second version for the maps and gameplay, and rules documents here .
If you're interested, it might be helpful to read through the existing posts to catch up on the story. I'm telling it with flashbacks and a main timeline, something like the effect in Brandon Sanderson's Stormlight Archive.
Thanks in advance for any interest, looking forward to hearing from other potential players.

Hawksw0rd |

I'm very interested in the campaign. I do have a few questions. When would you like proof of concept done? Would playing a air breathing race be entirely out of the question?
I have a concept in mind (Turtle knight type of seaman) and am curious if it would work alongside.
Here's my die roll, though I am a bit confused as to how the interplay between this and the point buy works.
Stat: 5d6 ⇒ (1, 4, 4, 5, 6) = 20
Stat: 5d6 ⇒ (3, 1, 5, 6, 2) = 17
Stat: 5d6 ⇒ (6, 4, 6, 4, 3) = 23
Stat: 5d6 ⇒ (3, 1, 5, 4, 2) = 15
Stat: 5d6 ⇒ (6, 3, 2, 4, 2) = 17
Stat: 5d6 ⇒ (5, 6, 3, 6, 4) = 24
Thanks, and sorry for the barrage of questions!

DM Tides of the Accord |

I'm very interested in the campaign. I do have a few questions. When would you like proof of concept done? Would playing a air breathing race be entirely out of the question?
I have a concept in mind (Turtle knight type of seaman) and am curious if it would work alongside.
Here's my die roll, though I am a bit confused as to how the interplay between this and the point buy works.
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
Thanks, and sorry for the barrage of questions!
Is there a turtle race? I love the idea and can help you make up the concept. We could also design it together and develop the culture.
You either use 5d6,take the 3 best OR you use the 35 point buy, which ever you would prefer. You can roll and see how it comes out and decide which.
This is a pretty leisurely campaign, but I'd like to work you into the first adventure that's ongoing now because it's a good starting place.
Let's start with the race issue and tell me what you have in mind and go from there. I'm having this image of like a flying turtle chevalier and I love it.

DM Tides of the Accord |

Hawksw0rd wrote:I'm very interested in the campaign. I do have a few questions. When would you like proof of concept done? Would playing a air breathing race be entirely out of the question?
I have a concept in mind (Turtle knight type of seaman) and am curious if it would work alongside.
Here's my die roll, though I am a bit confused as to how the interplay between this and the point buy works.
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
Thanks, and sorry for the barrage of questions!Is there a turtle race? I love the idea and can help you make up the concept. We could also design it together and develop the culture.
You either use 5d6,take the 3 best OR you use the 35 point buy, which ever you would prefer. You can roll and see how it comes out and decide which.
This is a pretty leisurely campaign, but I'd like to work you into the first adventure that's ongoing now because it's a good starting place.
Let's start with the race issue and tell me what you have in mind and go from there. I'm having this image of like a flying turtle chevalier and I love it.
Also there are work arounds for air breathing races in Ceruleans Seas, or we'll give you a unique piece of tech/snorkel mask equivalent. That won't be an issue at all

Hawksw0rd |

The idea floating about in my head is a halfing sea master, a small jolly psuedo pirate who's living is made escorting ships about with the aid of his much larger turtle mount. I'm preferential to having a tower shield, but I'm willing to work with whatever. Current class would be probably a bloodrider with an aquatic bloodline as well as a order of the sea cavalier/beastrider. Here's a link to the Giant Snapping Turtle.
Sounds great to me! I'm more than happy for the chance to play with everyone! Also, I decided I'll take the die, with 15, 14, 16, 12,13 and 17 for my stats (can't be a pirate without a good tavern voice!)

DM Tides of the Accord |

That all sounds great -- we haven't had much opportunity to explore the surface of the seas yet, and I'm already positively churning with fun ideas for the kind of island or ocean-hopping civilization your character could derive from.
Do you want me to send you some ideas, or do you want to make it up yourself mostly?
Looking forward to seeing a character write up, let me know if you have any further questions.

Zelrim Windsinger |

I have a bit of a character concept, but I'd like to run it past you first. As a Copper Canoneer, Zelrim and his trusty bond Praesidium have earned a living working as a defender for hire atop the great oceans of the world.
I'm having trouble picking a second class, though Dragon Skald seems to fit the theme quite well. I'd like something that would give a nice aquatic benefit, allowing me to function relatively normally underwater. Any help would be appreciated, and this is more your world than mine. I'm used to vanilla pathfinder. I like the idea of a very symbiotic relationship between rider and mount, with a focus on defensive/artillery type actions. Though I am curious as to how armor works. Is armor and shields DR, or do they directly affect wounds/vigor?

Aipaca |

Might as well throw some dice, this sounds like a fantasticly interesting campaign and I have a few underwater ideas.
Was wondering how you feel about Spheres of Might, particularly the Technician class?
Stat: 5d6 ⇒ (2, 1, 3, 3, 4) = 13
Stat: 5d6 ⇒ (2, 1, 2, 6, 4) = 15
Stat: 5d6 ⇒ (6, 1, 4, 6, 3) = 20
Stat: 5d6 ⇒ (3, 3, 2, 2, 2) = 12
Stat: 5d6 ⇒ (5, 1, 4, 1, 5) = 16
Stat: 5d6 ⇒ (5, 1, 5, 6, 3) = 20

DM Tides of the Accord |

I have a bit of a character concept, but I'd like to run it past you first. As a Copper Canoneer, Zelrim and his trusty bond Praesidium have earned a living working as a defender for hire atop the great oceans of the world. ** spoiler omitted **
I'm having trouble picking a second class, though Dragon Skald seems to fit the theme quite well. I'd like something that would give a nice aquatic benefit, allowing me to function relatively normally underwater. Any help would be appreciated, and this is more your world than mine. I'm used to vanilla pathfinder. I like the idea of a very symbiotic relationship between rider and mount, with a focus on defensive/artillery type actions. Though I am curious as to how armor works. Is armor and shields DR, or do they directly affect wounds/vigor?
I love all this. I'll write up some more material to go around the details you've provided if you like. I can also show you my current notes on the areas if you'd like to have a better sense of the world.
We ended up not doing armor as DR.
You don't have to choose 2 classes. If you look at the rule document, there's a one class progression with more feats. I have an alternative version I'm going to post at some point as well. A lot of the single class NPCs are going to be built that way, with either 3 feats per level or the other system I'm going to post.

DM Tides of the Accord |

Might as well throw some dice, this sounds like a fantasticly interesting campaign and I have a few underwater ideas.
Was wondering how you feel about Spheres of Might, particularly the Technician class?
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
[dice=Stat]5d6
I'm using spheres of might already -- there's a Battle Tinker archetype Armiger and two Troubadour/Vigilante villains, so that's more than fine. I love the system and the wiki that makes it easy to use.
Let me know what you're thinking, I can help you figure out where your character can fit in.

DM Tides of the Accord |

For both of you, I'd encourage you to read as much of the game play as possible, so you have some idea what's going on. This is an incredibly complicated story and also one that is essentially a mystery -- it would be helpful if you had some sense of what was going on before you try to start posting.

Zelrim Windsinger |

That would be wonderful. I'd much prefer to have something concrete to build off. Though I am a bit curious as how the spreading nature of a curverin would function underwater. But finally the pirate halfling lives!
I think I will add Dragon Skald, both for flavor and for mechanical benefits. Sea Shanties and Shellings anyone?
I've been working on that, but it's a big chunk to bite. I'll make time to at least familiarize myself with it.

Zelrim Windsinger |

Many thanks DM. Rough build is up here. Let me know if anything needs to be changed or seems off.

DM Tides of the Accord |

I'm not sure looking at this but some things to double check -
1). We are using the background skills system from unchained.
2). You get a feat every level.
3). You don't seem to have calculated Vigor points, only wounds.
4) We're not bothering with calculating money for equipment, just choose items that make sense for your character.
5). There are basically no magic items because I hate the X-mas tree effect and magic item shops. Consequently, we are using the advanced automatic bonus progression from Unchained, where you start two levels higher on the chart (let me know if that sounds familiar).

Hrungnir |

Just dropping this here...but the GM has written alot of background on the Austorians (sea dwarves). The bloodragers really are quite cool. Any dwarf fans out there should hit the GM up to give it a read.
Also...forgot about feat each lvl too. That's going to be a big help for getting mythic guided hand up and running.

DM Tides of the Accord |

Yes, the whole idea behind the feat issue was it's hard to make gestalt characters work without more feats to establish all the trees for different abilities.
I'm going to update some of the rules materials over the next few days. There are some other home brew and alternative things I'm going to add as options for either PCs or NPCs

DM Tides of the Accord |

Yeah, I love that idea. I'm pretty sure there are rules for that in Cerulean Seas, let me check and get back to you. Give me a day or so to come up with some fluff and then I'll post you in.
As a drylander, you're definitely going to be staying in the the Creste of the Spectre, the inn that is situated near the Shade Height -- the northeast tower of the Keep where the Fourfold Alliance forces are currently headquartered.
Why don't you try to start reading through some of the game play and make sure you cam open and understand the map. Hit me up with any questions you might have about lore.

Zelrim Windsinger |

I don't need bloodrager, I'm just trying to make your life a bit easier with class choices.
As to that, "'Yer right. 'Ardly anybody willing to straddle a cannon less 'ey fancy themselves men. Or crazy, but yah didn't 'ear it from me." The wild haired halfling gives a wink, then holds a finger to his lips.

DM Tides of the Accord |

As soon as you think you can get one together -- this is by no means fast paced, but I'm trying to introduce everyone as quickly as I can. I can answer fluff questions if you have any.
Honestly, the rules aren't going to be a big deal -- I'm explicitly avoiding combat and doing advancement by DM fiat via story award to avoid having to calculate specific combats. There will also be a lot of opportunity to put those non-combat powers to use, so classes like Vigilante will actually have a meaningful story role.
I'd start by trying to at least skim the existing game posts to get a sense of what's going on and see what kind of character you might like to make.

DM Tides of the Accord |

Thanks for the interest, let me know if you have questions I can help with.
To clarify the note about combat -- we are going to use all the rules -- we've used stuff from Ultimate Combat like siege weapons, and I reserve the right to use Stamina and other optional rules from Unchained and other sources, but I'm going to explicitly try to limit the combats to 'boss fights', and not have lots of mook encounters that slow stuff down. I'm more intending people to use their magic etc. to manipulate the world in other ways -- when you read through the existing materials, you'll see the villains use psionic powers to good effect in non-combat scenarios, and other characters use illusion magic and skills, for example. Most of it is going to be a lot of talking and exploring. Even the dungeons are primarily going to consist of strategically moving around traps and using wits to avoid combat where possible.
Also, all the main villains are 40th level characters (20th level in a gestalt, 10 mythic tiers, and 10 levels of a prestige class is the standard ultimate boss build), and I'm not planning for you to get beyond 20th gestalt and 10 mythic tiers for the final adventure, so you're not really supposed to be going toe-to-toe with your major adversaries.

DM Tides of the Accord |

Oops! Forgot that. But, I still think we could use a really powerful Arcane full caster. I'm retooling Kawsag in part because I realized we didn't really have a disarm traps/sneak attack person, and the spell slinger is another now.
Also a lot of the main villains are powerful full casters that have builds so they can cast most psionic/divine/arcane powers/spells, so it would be helpful...