hogarth's Shackled City game (Inactive)

Game Master hogarth


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This is the discussion thread for my Shackled City game.

I have some house rules that I'll put up later, but first a few notes on the campaign world. It'll be Paizo's world of Golarion (specifically the nation of Sargava), but there may be a couple of differences from what you're used to.

#1 -- The level of technology and culture is a bit lower than implied in the Campaign Setting; more like the 1400s than the 1700s. So opera houses, printing presses, stagecoaches, newspapers and guillotines are unheard of (at least to your PCs). Firearms are primitive and practically unknown outside of Alkenstar.

#2 -- NPCs above 5th level are extremely rare and high level magic is even more rare; a 7th level wizard would be considered one of the most powerful mages of his generation. There aren't any schools of wizardry or magic shops; most priests are Experts or Adepts rather than Clerics.

I have some more general information about the country of Sargava I'll post later, but you can start posting your sheets and asking questions about character creation now.


I'll have my archery focused ranger up by tomorrow night. Looking forward to gaming with you all!


I'll need to do a bit of research on the area for the campaign, but I am thinking either a Cleric or a Sorcerer. If a Sorcerer then a gnomish Drogon blooded Sorcerer. If Cleric, it will be one of Torag or of Imodanae. Most likely of Torag since it is the easier one to spell :P I'll get a sheet put together as soon as possible for your perusal.

Liberty's Edge

Male Elder Human Mage and Cleric of Name Levels

Unless changes are needed, I'll stick to playing Daegan Mueller, if that's OK with everyone. He's currently posted here for review. If someone else is more interested in playing a cleric, I can switch to something else. Just say the word.

Also, congrats to everyone that made it, and those close at hand, I look forward to our journey ahead.


Hmm, just got an interesting idea for a two-weapon fighter (no, I won't be taking levels of Ranger). I'll bang out a sheet and see how it looks.


Darian Graey wrote:
Unless changes are needed, I'll stick to playing Daegan Mueller, if that's OK with everyone. He's currently posted here for review.

Hit points will be max at first level, max-2 for each additional level, with no racial hp. So Daegan's HP will be 16 (8 + 6 + 2 for Con), not 26.


Character Sheet almost completed, I just need to finish up his equipment as well as backstory and looks and then he should be all complete.


Let's see if Nerak and Quunnessa have figured out they've been accepted...


So a quick question, How far away is Varisia from the area that this campaign takes place? I am currently working on the background for my character and currently have him as a Chelaxian moving to the campaign city to start a new life. Oh, if you want to look at the crunch behind my character here is the link.


dathom wrote:
So a quick question, How far away is Varisia from the area that this campaign takes place. I am currently working on the background for my character and currently have him as a Chelaxian moving the the campaign city to start a new life. Oh, if you want to look at the crunch behind my character here is the link

It's far away (thousands of miles) but there's still sea trade between Sargava and the rest of the world. Note that Sargava was founded by Chelaxian colonists, but it has split off from the mother country.

EDIT: Here's the map of Golarion. Sargava is at the bottom left and Varisia is in the top left.

https://secure.paizo.com/image/content/PathfinderChronicles/GolarionMap.jpg

Liberty's Edge

Male Elder Human Mage and Cleric of Name Levels
hogarth wrote:
Darian Graey wrote:
Unless changes are needed, I'll stick to playing Daegan Mueller, if that's OK with everyone. He's currently posted here for review.
Hit points will be max at first level, max-2 for each additional level, with no racial hp. So Daegan's HP will be 16 (8 + 6 + 2 for Con), not 26.

Sheet corrected. Sorry, the home campaign defaults to double hp for first level, and I just didn't stop to think.


Darian Graey wrote:
Sheet corrected. Sorry, the home campaign defaults to double hp for first level, and I just didn't stop to think.

Another couple of comments:

  • Technically, a cleric can't take Weapon Focus at level 1, but I'll ignore the +1 BAB requirement.
  • Scrolls of Cure Light Wounds will not be hugely useful since we're using the Recharge Magic variant from Unearthed Arcana; you can cast all the CLW spells you want out of combat (although it takes up to a minute to recharge the spell slot).


I'm thinking of doing a real "fish out of water" type character. If I come up with a good backstory, would you mind if I made a character that came from the Lands of the Linnorm Kings? Sort of an exiled scout northerner who's learned the ways of the jungle? It's a concept I've wanted to try for a while if you'll let me.


Sully wrote:

I'm thinking of doing a real "fish out of water" type character. If I come up with a good backstory, would you mind if I made a character that came from the Lands of the Linnorm Kings? Sort of an exiled scout northerner who's learned the ways of the jungle? It's a concept I've wanted to try for a while if you'll let me.

Sure, although this version of Cauldron is not actually in the jungle. It's in a savannah-type environment with hills close to the north and jungle fairly close to the south and further off to the northwest and east (and, of course, the big Mwangi jungle off to the northeast). I'm placing it roughly between the two big cities of Sargava; I'll come up with a map "soon".

Also note that in my game, it's a city built within a meteor impact crater, not a volcanic crater.


Great! It'll still be a fun concept to play. Have him up later tonight.


Greetings, everyone!

First off, thanks for having me, as I'm new to this. If no one objects, I'll roll up an elven wizard. I gushed on the Gamer Connection thread about the wild mage, and I'd certainly be happy to thrash out an alternative specialist school. Hogarth, if you'd prefer to do it that way, do you have access to the "Complete Arcane"? If not, I'll post the class features so that we can discuss the possibilities. I thought that one way to handle the wild mage as a specialist wizard would be to swap the school powers of the PFRPG Beta wizard for the class features of the wild mage prestige class at appropriate levels.

By the by, what's the expected time frame for posting? I'm taking a summer class this month that occupies my mornings, so I'll normally post in the afternoons. I only found out I lucked into a spot in this game a few minutes ago, when I had a chance to check the messageboards.


Qunnessaa wrote:

Greetings, everyone!

First off, thanks for having me, as I'm new to this. If no one objects, I'll roll up an elven wizard. I gushed on the Gamer Connection thread about the wild mage, and I'd certainly be happy to thrash out an alternative specialist school. Hogarth, if you'd prefer to do it that way, do you have access to the "Complete Arcane"? If not, I'll post the class features so that we can discuss the possibilities. I thought that one way to handle the wild mage as a specialist wizard would be to swap the school powers of the PFRPG Beta wizard for the class features of the wild mage prestige class at appropriate levels.

Yes, that's basically what I had in mind. Come up with a level 1 power, a level 8 power, and a list of bonus spells (and maybe a list of "opposition school" spells), and I'll give it the thumbs up or the thumbs down.

Q wrote:
By the by, what's the expected time frame for posting? I'm taking a summer class this month that occupies my mornings, so I'll normally post in the afternoons. I only found out I lucked into a spot in this game a few minutes ago, when I had a chance to check the messageboards.

Everyone should post twelve times a day, every day. But if you can't post quite that frequently, don't worry about it. :-)


Alright, for the level 1 power I was thinking of sticking with the "Complete Arcane", where the "Wild Magic" class feature is as follows: "She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level." Since we start at level 2, I would guess that means that on a roll of 1 the spell fails for now.

For the level 8 power, I was thinking of combining "Reckless Dweomer" and "Student of Chaos". The former allows a wild mage to use a 1st level or higher spell (or slot) to create an effect like activating a rod of wonder, we could raise the required level of the spell. The latter allows the wild mage to roll twice and choose between the two results when using a magic item that has random effects, like the rod of wonder, or when working in a wild magic zone, as in Limbo. (Does the chaotic plane in the PFRPG have an analogous trait?) If both together is asking too much, either is fine.

With regard to bonus spells, I'm not so sure. Since wild mages are chaotic, I thought that perhaps the choice could be left open among the schools, like the universalist, or perhaps go with transmutations. For "opposition school" spells, how about any spell with the [Lawful] descriptor?

Liberty's Edge

Cool! I'm in. I'll begin working on a character as soon as possible.


Note that all wizards have to pick specific bonus spells at levels 2, 4, 6, 10, 12, 14, 16 and 18; I'm just suggesting that you pick them in advance so that I can vet them.

My counter-proposal for abilites:
Level 1: A wild mage can invoke a wild surge when casting a spell with a variable numeric effect. If she does so, there is a 25% chance of producing half the normal effect, a 50% chance of producing the normal effect, and a 25% chance of producing 1.5x the normal effect.

Level 8: A wild mage of 8th level or higher can create a reckless dweomer. This is a spell-like ability with a recharge time of 5 minutes that duplicates the effect of a Rod of Wonder [DM's note: I reserve the right to swap out some entries on the table -- no spamming 5d4 gemstones over and over again...]. The save DC (if any) for this effect is 10 + class level/2 + Int modifier. In addition, when using a magic item that has a random effect, the wild mage can roll twice and select either of the two results.

Thoughts?


Male Half Elf Rogue 1

Hogarth, I'd like to play this PC if possible. I'll change the background around and make any other changes as you see fit. Looks like the arcane, fighter, and cleric roles are taken so I'll try and shore up the rogue.


M Ulfen Ranger 1

Gjoren the Hound: tracker, hunter, and bounty-finder at your service.

Let me know if all checks out, Hogarth.


Chaine Curven wrote:
Hogarth, I'd like to play this PC if possible. I'll change the background around and make any other changes as you see fit. Looks like the arcane, fighter, and cleric roles are taken so I'll try and shore up the rogue.

You'll have to remove the campaign trait, for starters.


HISTORY OF SARGAVA

The nation of Sargava was founded about 500 years ago by Chelish colonists under the ambitious whims of the mad prince Haliad I. Distant Sargava stood as a symbol of Cheliax's might at the height of its power. However, with the sudden death of the god Aroden, the empire of Cheliax collapsed into civil war and Sargava was isolated from the empire by distance and by the presence of the Eye of Abendego, a massive never-ending hurricane.

After Cheliax pledged its allegiance to Asmodeus, the emperor sent a flotilla of ships to reclaim its lost colony. In response, the Sargavans hired the notorious pirates of The Shackles to defeat the Chelish fleet to maintain Sargavan independence. But the cost of paying tribute to the pirate fleet is expensive and Sargava is slowly going broke despite its resources.

Sargava's population is a mix of Chelish settlers and the original Mwangi inhabitants. The Chelish tend to live in cities and villages whereas the Mwangi tribes of Sargava are traditionally peaceful cattle herders. The country is a swathe of savannah bounded by hills to the north and forests to the south. To the east and northeast are the hostile tribes of the Mwangi Expanse, a vast jungle with many hidden secrets. To the northwest is the Kaava forest, home of the fiend-haunted Demonskar. To the south is more forest, home to goblinoid raiders and other dangers.

The city of Cauldron is situated in a natural crater with a lake in the very centre. When the city's founder, the great wizard Surabar Spellmason, thought it made an ideal spot for a settlement with a reliable source of fresh water even in the dry season. However, the Mwangis traditionally considered the crater taboo and some still refuse to visit the city. According to legend, Spellmason's research revealed that the crater was caused by the fall of a piece of starmetal in days of old.

Cauldron is the third largest city in Sargava with a population of about 3,500 people. It lies on the trade route between the two larger cities: Eleder on the coast and Kalabuto on the eastern boundary. It is also situated close to the famed Deeptreasure Mine where men and dwarves pull gemstones and precious ore from the earth.


An extremely poor-quality map of Sargava can be found on this page:
http://sites.google.com/site/hogarthsshackledcitycampaign/


Your counter-proposal is great, I'll gladly take it. I'll post the bonus spells I have in mind tomorrow afternoon along with the rest of my character so far. I'm working on that when my attention wanders from the Latin quiz I'm studying for, so I doubt I'll be able to post much, if anything, before then, I'm afraid.

Liberty's Edge

I have updated my sheet. I removed the Weapon Focus, darn my 3.5 war domain mentality, adjusted the scroll spells list, and posted my default spell list. Sorry for the errors. I'll update the background a little later today.

I do have a question about the recharge magic option. I assume the domain spells do not recharge but remain single use per day abilities. However, will 0 level spells switch from PF RPG at wills to the recharge mode, 1d6+1 rounds to recharge? It shouldn't have much effect on game play, but I just wanted to be sure.


Daegan Mueller wrote:

I have updated my sheet. I removed the Weapon Focus, darn my 3.5 war domain mentality, adjusted the scroll spells list, and posted my default spell list. Sorry for the errors. I'll update the background a little later today.

I do have a question about the recharge magic option. I assume the domain spells do not recharge but remain single use per day abilities. However, will 0 level spells switch from PF RPG at wills to the recharge mode, 1d6+1 rounds to recharge? It shouldn't have much effect on game play, but I just wanted to be sure.

The domain spells (spell-like abilities?) also recharge normally, as if they were regular spells. Abilities that are _not_ spells (e.g. the Fire domain's fire bolt) don't recharge; they work normally.

0 level spells can still be cast at will, though, as I stated in the recruitment post. But any 0 level spell with a duration can only affect one object at a time (e.g., you can only have one Light or Guidance spell going at a time, no matter how many times you cast it).

Liberty's Edge

Male Elder Human Mage and Cleric of Name Levels

Thanks for the clarifications.


Hogarth,

I've considered the bonus spell question and here's what I've come up with: jump, mirror image, fly, baleful polymorph, geas, prismatic spray, polymorph any object, shapechange. I tried to find spells with a chaotic feel to them, mostly transmutations and illusions. Geas is there for the different tasks that can be imposed, and prismatic spray because rolling for random effects is too much fun to pass up. I thought of a few alternatives in case any of these is inappropriate. In particular, I was thinking of the shadow spells, but I've also got some others. I'm working on the rest of my character now, and will post details as I work them out.

Tangentially, on the recruiting thread, I think you offered a +1 weapon to characters as starting equipment. Is a +1 composite longbow (+1 Str bonus) acceptable? I was thinking of using it as my arcane bond.


Female Elf Wild mage 2

Qunnessaa again, this time in disguise. This is the character that I've rolled up so far. I'll add some background later tonight once I've gathered my thoughts about it together. Could anyone enlighten me as to where elves are more likely to come from, the southern forests or the Mwangi Expanse? I think I read in the "Legacy of Fire" Player's Guide that there are wood elves in the latter.


Male Half-orc Druid 2

I still need to work on the background, but this is the sheet I came up with. Now to wait for two people to die...

EDIT: Make that one. By the way, I'll try to make an Animal companion-dependent character.

Liberty's Edge

Unfortunately, I am going withdraw my name from this one. Thanks for the opportunity and enjoy!


Myvannuii Kerlas wrote:
Qunnessaa again, this time in disguise. This is the character that I've rolled up so far. I'll add some background later tonight once I've gathered my thoughts about it together. Could anyone enlighten me as to where elves are more likely to come from, the southern forests or the Mwangi Expanse? I think I read in the "Legacy of Fire" Player's Guide that there are wood elves in the latter.

Yes, there are Mwangi elves around to the south or east or north-east.

Those spells you listed look fine and appropriately "wild". The bow is fine, too.


IMPORTANT PEOPLE IN CAULDRON

Jenya Urikas -- Mwangi priestess, cleric and head of the church of Erastil in Cauldron. Well-respected and well-liked. Sometimes brews potions for the faithful.

Sir Alek Tercival -- colonial paladin of Erastil, a mighty warrior. Member of a once-powerful family that has fallen upon hard times.

The Taskerhill family -- wealthy and powerful Mwangi family, shareholders in the Deeptreasure mine.

The Aslaxin family -- wealthy and powerful colonial family, traders in spices and tropical hardwood.

Ike Iverson -- colonial half-elf priest, cleric and head of the powerful church of Abadar in Cauldron. Well-respected and feared.

Tyro Amberhelm -- dwarven bard, head of the (very small) Pathfinder Society lodge in Cauldron. Popular storyteller.

Thifirane Rhiavadi -- colonial female wizard, respected but somewhat anti-social, occasionally creates scrolls or magic items.

Terseon Skellerang -- colonial half-orc fighter, head of the city watch. Respected, but inflexible.

Felix Vhalantru -- gnome lord mayor of Cauldron and all-time Cauldron drinking champion. Not respected. :-)

"The Grass Witch" -- powerful witch rumoured to roam around the grasslands. Feared and respected by the Mwangi.


Male Human Fighter

Character sheet completes, Just click the name to see the sheet. Let me know if there are any changes to be made.


I've added a bit of background to my character here, which I think fleshes out my sheet. Sully, Darian, and dathom: interesting characters all, although depending on Panda40's character, I'm afraid the rest of the party may have Darian's character shaking his head at their unreliable chaotic ways!


Qunnessaa wrote:
I've added a bit of background to my character here, which I think fleshes out my sheet. Sully, Darian, and dathom: interesting characters all, although depending on Panda40's character, I'm afraid the rest of the party may have Darian's character shaking his head at their unreliable chaotic ways!

Can't wait!


Male Half-Dwarf Fighter 1/ Wizard 10/ Loremaster 2

Hope I'm not the last one...

I’m debating over if I should be a Barbarian or a Monk. (I usually play half-elf Fighter/Wizards.)

I’ll have my character in by the end of the weekend.

Thanks,
Ed

www.swordandpaper.com

Liberty's Edge

Qunnessaa wrote:
... Sully, Darian, and dathom: interesting characters all, although depending on Panda40's character, I'm afraid the rest of the party may have Darian's character shaking his head at their unreliable chaotic ways!

Honor and justice prevailing my fair lady, I shall temper our party's passions with the steel and light of Iomedae's wisdom.


M Ulfen Ranger 1

"Right...erm...well you point and I'll shoot then."

:)


I'll take a look at the characters over the weekend and maybe we'll be ready to start on Monday...


Male Human Fighter
Daegan Mueller wrote:


Honor and justice prevailing my fair lady, I shall temper our party's passions with the steel and light of Iomedae's wisdom.

My good man, why temper what can be used to help evil men see the wrong that they do. Let passion flow and let bravery take the fight to evil's door. Another pint anyone?


HOUSE RULES
-Gate/Planar Binding/Planar Ally: Called or summoned creatures refuse to use any spells or spell-like abilities which would cost XP to cast (like Wish, Miracle, Gate, etc.); using Gate to call a creature does NOT grant control of that creature (so use at your own risk!)
-Minor/Major Creation: Expensive or rare vegetable items last less than 2 hours/level just as expensive or rare minerals do.
-Enlarge Person/Animal Growth: This growth effect overlaps (does not stack) with growth from Polymorph, Alter Self, etc.
-Animate Dead: Using this spell is an evil act. Furthermore, consorting with undead is about as socially acceptable as cannibalism or necrophilia.
-Protection from Good/Law/Chaos: These spells work the same as Protection from Evil in the sense that Protection from Good wards against non-evil summoned creatures, Protection from Law wards against non-chaotic summoned creatures, and Protection from Chaos wards against non-lawful summoned creatures.
-most creatures don't have "real" alignments and are unaffected by Protection from Evil, Detect Evil, etc.; outsiders, undead and clerics/paladins are affected normally (for instance); clerics are affected based on their god's alignment
-scrying on a creature does not give you enough information to teleport to that place
-this campaign uses recharge magic, as described in Unearthed Arcana


Gjoren: your feats are a little messed up. You have Armor Proficiency (medium) and Track incorrectly listed.

Everyone else's sheet looks O.K. Panda, let me know when your character is done, so we can start!


Male Half-Dwarf Fighter 1/ Wizard 10/ Loremaster 2

Ok...here's my monk...

https://secure.paizo.com/people/Panda40

I apoligize if I got anything wrong....

Thanks!
Ed


Male Half-Dwarf Fighter 1/ Wizard 10/ Loremaster 2

Oh and I should warn you all that I have never played a game by posting...so please help me out a bit if I seem a bit confused about stuff...

Thanks,
Ed


M Ulfen Ranger 1

Copied and pasted for the character info and didn't delete Medium Armor Proficiency (not that I'd ever wear it as a ranger anyway!). Just curious, what is the issue with track? Rangers get that at first level as a bonus feet, do they not?

Apologies if I'm confused, but that's how I read it and that's how I've always played rangers. :) Let me know if I'm mistaken!


Gjoren the Hound wrote:

Copied and pasted for the character info and didn't delete Medium Armor Proficiency (not that I'd ever wear it as a ranger anyway!). Just curious, what is the issue with track? Rangers get that at first level as a bonus feet, do they not?

Apologies if I'm confused, but that's how I read it and that's how I've always played rangers. :) Let me know if I'm mistaken!

"Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons and with light armor and shields (except tower shields)."

From http://pfogc.com/ranger.


M Ulfen Ranger 1

Yeah I'm aware that the Medium Armor Proficiency wasn't supposed to be there. It just didn't get deleted when I copied over my character sheet "template." I'm more concerned with track, and that's what I was referring to, not the armor proficiency.

You said there was an issue with Track and I was just looking for clarification on that portion, not the medium armor shenanigans.

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