
CaptainMarvelous |

The port city of Hyskos, a chaotic barnacle on the western edge of the dwarven empire. For all its filth and lawlessness it is the richest and grandest of the human city-states, one of the few niches humanity has been able to carve out for itself. It is ruled, if indeed it can be called that, by a haphazard jumble of merchant houses who treat the city like their personal plaything. These merchant houses are, however, the lesser of a great many evils. Their domination of sea trade is what gave humanity power for the first time, and they're the only power group among the young race capable of protecting Hyskos from the dwarven banks and the dragon cartels, who would love to come in and take what the humans have built, to say nothing of the elves in the wild places still waging war against all civilization and order.
You are the unseen heroes of Hyskos, the any-dirty-job low lives the merchant houses call upon when they need highly skilled deniable assets. You and the people like you help the merchant houses maintain power, and make sure that the evil that rules Hyskos is, at the very least, largely incompetent.
On that same note, there will be unplaytested game mechanics used from time to time. This game will serve as their playtest. Fair warning.
Any Core or Featured Race.
Level 2
Standard starting gold.
2 traits
20 point buy ability scores
Guns are everywhere (take note Gunslingers of the alternate class feature). There are bits of early industrial era technology around, and clockwork weirdness from the dwarves, but most of the impressive techno stuff is just magic with moving parts and the major different from standard pathfinder is in tone, not tech-level. As far as PCs are concerned the major difference is the abundance of guns.
You can play any alignment, but evil characters need to value what they get from being part of the team enough not to betray them in any significant way, and good characters have to buy into the "lesser of two evils" line and be willing to work for the merchant houses. Basically I assume we're all mature enough not to disrupt the game and then try to justify it with something as flimsy as alignment.
Players should be able to post at least once a day, preferably more than once if things are going quickly.
If you're interested pitch a concept. You can post stats if you want but that's not what I'm interested in at the moment, I want a character premise first. If I approve the pitch I'll need stats next though. I'm going to do this sort-of first come first served, in that I'll take the first people who come up with an acceptable character pitch. Sorry in advance to the people who will stumble upon this late but I find this is the best way to get people who post a lot.

CaptainMarvelous |

So it sounds like this is a port town, is that the case? And if so will the sea/ocean have a big affect on the game?
Not really, the main action will be in the town. There are some canals and things, though, so there would be more opportunities than usual to have, say, an aquatic animal companion.
Sounds like Shadowrun in High Fantasy, and I'm okay with this.
I considered using almost that exact phrase in the pitch.
By "base classes", do you mean APG classes, or any Paizo official classes?
Yeah by core classes I mean the player's handbook, and by base classes I mean APG. I'm willing to entertain other paizo official classes on a case-by-case basis but I'd prefer people stick to those classes.

Scaffold Kane |

This seems like a pretty good setting for my mechanic, Ms Isabelle Jackdaw, human archivist.
After an embarrassing reveal made by her parents that she would be taking over for the shop, there was some strife within the family until Isabelle revealed she wanted to leave the shop behind and explore the world. She split before she had time to really hear what her family had to say about that. Her absent-mindedness and overly curious nature got the better of her. That’s exactly what would carry her through the remainder of her life.
It has been four long years since the day she left. The world is a harsh place, but she's done whatever she needed to get on top and continue building using any materials she could get her hands upon and reading any books she could on crafting and magic. She may have taken up a less-than-savory job along the way, but anything to feed her curiosity.
Isabelle stands about 5'4" tall and only weighs 128 lbs. She has a slender build that doesn't clearly lend itself to appearing stout, indeed quite slender and fragile, or tough. She does have a slighter build that may look agile to the trained eye, though even then it's unlikely that she's much quicker than average.
She has a gorgeous face. Her eyes are a vibrant hazel/green color and her hair is short and somewhat unkempt, yet it somehow comes across as a purposeful hairstyle despite how little the effort she puts into it is daily. She has a few very lightly colored freckles that dot her cheeks and nose, mostly notable because of her fair skin. She has a strong jaw, just a step from being considered masculine, that accents her small chin and long face.
She's often dirty from working and building things, though if there's a time that she's not covered in wood shavings or black dust, she has likely been studying instead.
Isabelle is extremely personable, fun to be around, and scarily intelligent. One thing becomes extremely clear to anyone who is around her for long though; she has the attention span of a gold fish. She's extremely forgetful, occasionally talks about things that she forgets other people don't know, and is prone to zoning out. A lot.
Ellie knows how to get down to business. While she isn't naive, she sometimes forgets what others are capable of and what the consequences of her actions might be. She is absent-minded, but she's aggressively focused on any task at hand. She's the type to remember the exact specification of a complex artifact, but turn around and forget her pouch of gold on the bar and forget the name of the bar she was just in.
Let me know if you have any questions or if I've completely missed the mark with what you're looking for in a party.

JABIII |

Sounds like fun. How bout a Ratfolk Gulch Gunner with an ingrained 'morality problem' despite being despised and even hated by most of the city's inhabitants. Kind of 'dirtbag with a conscience' type of character that suffers from the subconscious desire to be an actual hero(at least behave like one) from time to time. His moral misgivings are more concerning collateral damage and things of that nature than a desire to do good to any noticeable degree.
Your thoughts?

CaptainMarvelous |

This seems like a pretty good setting for my mechanic, Ms Isabelle Jackdaw, human archivist.
I love the name. She looks good off the top, what role would you see her playing in leverage or shadowrun-type team? Bards can fit into all kinds of different roles.
Sounds like fun. How bout a Ratfolk Gulch Gunner
Your thoughts?
Sounds great. I'm very interested in exploring ratfolk. Without getting into too much ancient history wankery, humans, ratfolk, catfolk, and tengu are are young races, or the "beast races" as described by the dwarves, elves and the other older races (humans are seen as the equivalent of apefolk). Ratfolk, especially, are all over the human cities.

Aruetii |

All right, I think I know what I want to make. After all, if you're going to go Dungeonpunk, you may as well go hard on it. So I'm going to make a Wizard on the road to become a Technomancer.

Scaffold Kane |

Relevant things.
Her role is fairly straight forward considering her backstory, but a little more depth; she's a support character. Her job is to know everything and make sure the party can compete. She's the brains behind the operation. I suppose the appropriate role would be "Leader". Don't expect her to be terribly competent at swinging a sword, but expect everyone around her to be much better at it than they usually are.

CaptainMarvelous |

CaptainMarvelous wrote:Relevant things.Her role is fairly straight forward considering her backstory, but a little more depth; she's a support character. Her job is to know everything and make sure the party can compete. She's the brains behind the operation. I suppose the appropriate role would be "Leader". Don't expect her to be terribly competent at swinging a sword, but expect everyone around her to be much better at it than they usually are.
Yeah that's what I figured.
All right, I think I know what I want to make. After all, if you're going to go Dungeonpunk, you may as well go hard on it. So I'm going to make a Wizard on the road to become a Technomancer.
Same question: what would you see your role in the party being? Item crafter/support or more of a traditional blow things up wizard? Or a third thing?

CaptainMarvelous |

I'm thinking an Urban Barbarian or Urban Ranger might be cool. Someone who is used to running across rooftops and down alleyways to deliver messages and packages. Party wise he would be a heavy hitter with some skilly monkey in his veins.
Both of those sound cool, although I'd love to get a melee character in there just because melee becomes so much more stylish an option when guns are in play. Nothing quite like bringing a knife to a gun fight and winning.

CaptainMarvelous |

Alright, cool. Let me know if you have any other questions. I'm excited about the prospect of playing her in a character appropriate setting!
Just one: how seriously does your backstory hinge on the implied sexism bit coming from humans? Because the humans in Hyskos are kind of terrible in general but the one thing they have going for them is they're more egalitarian than the tradition-obsessed dwarves. Most people in Hyskos would be okay with a woman running a business, all the people who matter anyway.
If, however, that business was dwarven-owned and her family just ran it (which is pretty much the method the dwarves are attempting to use to conquer Hyskos) then maybe they'd have a problem appointing their daughter as their successor because of the objections of their dwarven investors. Dwarves are all about gender roles. They like any kind of rules, prohibitions and responsibilities. There could even be a magically-enforced contract prohibiting a woman from running the business.
Food for thought.

CaptainMarvelous |

Either way I'd be going with a melee focus. Though packing a bow just in case is never a bad idea.
Does an Elf Barbarian Courier who uses a glaive and a long bow not sound awesome? It's too bad Urban Barbarian loses the fast movement since it would be very thematic.
I love your idea of jumping between rooftops. Very Fafrd and the Grey Mouser. I want to encourage that kind of behavior, so I'm gonna say that's a DC 15 Acrobatics (or Climb) check to travel by building jumping at your base speed in a city with as dense buildings as Hyskos. You can take ten when not in combat so that means you need to cobble together a +5 to do it.
The elf sounds very cool. Elves are sort of seen as barbarians because a lot of them are literally at war with civilization. They're up to all kinds of spooky fairy shit in the deep woods.

Aruetii |

Well, I was looking at bloodlines, and Nanite seems practically made for this kind of thing, so I might go Sorcerer instead.
Role in the party would be item creator and fighting while transmuted with the Arcana helping out Transmutations. Might go Blasty Blasty too with it, sadly the Nanite power only works with melee weapons.
I'll just make two characters, one for fighting one for support and see what the party could use more.

CaptainMarvelous |

I'm debating between plotting an Oracle or Cleric, but I'm having a hard time deciding. An Oracle seems to fit the setting slightly more. Do you have a preference to either? Also, is there a required alignment range?
No preference. I will point out there is a god of information, who wants all information to be free and whose chaos priests try to reveal people's secrets, and the dwarven god of thunder who came back to life as a machine and took over the dwarven pantheon who is the most-worshipped god and sort of the god of machinery. Other than that it's not very fleshed out so you can literally worship the god of anything from any race's pantheon and we can make it work (but note humans, ratfolk and catfolk share a pantheon). Edit: Also Tengu, while not really atheists, don't have any gods and don't want them. Their philosophy in general is to avoid the notice of anything that powerful.
I talk about alignment in detail in the opening post under character creation, close to the bottom.

Scaffold Kane |

Just one: how seriously does your backstory hinge on the implied sexism bit coming from humans?
Oh, not at all. I didn't mean to imply that her sex matters at all besides that her brothers were jealous of her, my apologies. Her parents chose her because she was the best suited for the job and payed no mind to the fact that she was female while her brothers were male. She turned it down because she had wanderlust and didn't want to be tied to a small workshop. I didn't mean to imply that people were sexist to her, just that she had to compete with her brothers.

CaptainMarvelous |

Missed the bit on alignment. Sorry, cold medicine is rocking me at the moment.
No worries, I ramble, I just didn't want to type it out again.
Oh, not at all. I didn't mean to imply that her sex matters at all besides that her brothers were jealous of her, my apologies.
I must have just read that into it. My mistake.

![]() |

I'd like to propose Karnog Pell, gnome bard, ladies man, swindler, forger, and all around con-man extraordinaire.
He's fluent in most languages, very charming, and quick to split if trouble gets too hot. Of course, he'll give you the business with a dosh or the old pig sticker if it comes to that, but physical.violence really is quite passé after all.
Core bard, with a focus on stealth, social engineering, and having big strong friends around in case someone needs a whoopin'.

The Pale King |

The Pale King wrote:Either way I'd be going with a melee focus. Though packing a bow just in case is never a bad idea.
Does an Elf Barbarian Courier who uses a glaive and a long bow not sound awesome? It's too bad Urban Barbarian loses the fast movement since it would be very thematic.
I love your idea of jumping between rooftops. Very Fafrd and the Grey Mouser. I want to encourage that kind of behavior, so I'm gonna say that's a DC 15 Acrobatics (or Climb) check to travel by building jumping at your base speed in a city with as dense buildings as Hyskos. You can take ten when not in combat so that means you need to cobble together a +5 to do it.
The elf sounds very cool. Elves are sort of seen as barbarians because a lot of them are literally at war with civilization. They're up to all kinds of spooky fairy s&*+ in the deep woods.
It's easy to get that +5 to acrobatics, I already want to have a relatively high dex for combat reflexes (and potentially later on Come and Get Me) and so I can be a switch hitter if need be. Have you considered having background skills from Unchained? I'd like to be able to fit in a Profession(Courier) and a less useful knowledge skill like nobility.
I am thinking my elf would be something of a forlorn, not sure how he came to be in the city yet, but he has been there since childhood. A series of different men and women taking him in for various reasons. His agility and quick mind landing him the courier job despite some racial prejudice.
As for standard starting gold. Do you mean standard for a level 2 character, or standard for a level 1 of our class?

CaptainMarvelous |

I'd like to propose Karnog Pell, gnome bard, ladies man, swindler, forger, and all around con-man extraordinaire.
He's fluent in most languages, very charming, and quick to split if trouble gets too hot. Of course, he'll give you the business with a dosh or the old pig sticker if it comes to that, but physical.violence really is quite passé after all.
Core bard, with a focus on stealth, social engineering, and having big strong friends around in case someone needs a whoopin'.
Could this guy be a full rogue instead of a bard? I'm not opposed to bards, but I've got one bard already and another person PMing me looking to play a bard or a skald. As much as I love bards we're forming an adventuring party, not a band.
Although a band would be cool in another game.

CaptainMarvelous |

It's easy to get that +5 to acrobatics, I already want to have a relatively high dex for combat reflexes (and potentially later on Come and Get Me) and so I can be a switch hitter if need be. Have you considered having background skills from Unchained? I'd like to be able to fit in a Profession(Courier) and a less useful knowledge skill like nobility.
I am thinking my elf would be something of a forlorn, not sure how he came to be in the city yet, but he has been there since childhood. A series of different men and women taking him in for various reasons. His agility and quick mind landing him the courier job despite some racial prejudice.
As for standard starting gold. Do you mean standard for a level 2 character, or standard for a level 1 of our class?
I'm not familiar with unchained and not really interested in getting all into a bunch of new stuff I don't know.
There are some urban elf families, they're not all zealots for the cause, and most of them live in Hyskos because it's the closest thing to civilization outside the dwarven empire where elves are KOS. It's not inconceivable that your family is settled. Hyskos is a place where if you're rich or good at what you do and for sale people are willing to look past their prejudices so maybe your family runs a really effective and reliable courier service.
Standard gold for level 2.

CaptainMarvelous |

Well, I was looking at bloodlines, and Nanite seems practically made for this kind of thing, so I might go Sorcerer instead.
Role in the party would be item creator and fighting while transmuted with the Arcana helping out Transmutations. Might go Blasty Blasty too with it, sadly the Nanite power only works with melee weapons.
I'll just make two characters, one for fighting one for support and see what the party could use more.
I had a look at the Nanite bloodline, that does sound cool. And with Guns Everywhere guns are simple weapons.

CaptainMarvelous |

. . . . . I COMPLETELY FORGOT ABOUT GUNS EVERYWHERE YES. So I do have one question while I get into the mechanics of the build. I can not use the nanites on bullets or arrows or anything, it HAS to be melee?
Probably going to get rid of the bloodline power if thats the case with an archetype.
Yeah it has to be melee if you want to poison people with 7 of 9 biz.

Scaffold Kane |

Here's a very basic outline of mechanics that I'm thinking (to look through at your leisure). This isn't taking into account what gear I will have besides armor. As always, if you have any questions, feel free to let me know.
N Medium Humanoid (Human)
Init +2; Senses Perception +4
-------------------------------=DEFENSE=-------------------------------
AC: 17, Touch: 12, Flat-Footed: 15 (+4 armor, +2 dex, +1 shield,+0 NA,+0 Magic)
HP: 14 {+2d8,+0Con+2FC}
Fort: +2, {+0Base,+0Con}
Reflex: +5, {+3Base,+2Dex}
Will: +2,{+3Base,-1Wis}
CMD 13 {+1Base - 0Str + 2Dex + 0size + 0misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +1; {+1Base +0Str +0size +0misc}
Base Atk: +1;
Melee:+1{+1Base,+0Str}
Ranged:+3{+1Base,+2Dex}
--Melee:
--Ranged:
-------------------------------=STATISTICS=-------------------------------
Str: 10, Dex: 14, Con: 11, Int: 18, Wis: 8, Cha: 14
-------------------------=Traits=----------------------
Historian (Race) - +1 trait bonus to bardic knowledge rolls.
Nimble Fingers, Keen Mind (Religion) - +1 to Disable Device, it is a class skill.
Builder's Apprentice (Regional) - +3 to Knowledge (Engineering), +2 to perception to notice traps in the style of my workshop.
----------------=Drawbacks=-----------------
Forgetful - DC 10 wisdom check to not forget random mundane items places.
----------------=Racial Traits=-------------------
Bonus Feat - One additional feal at level 1.
Skilled - One additional skill point every level.
--------------=Feats=-----------------
Lingering Performance - After a bardic performance ends, effects last 2 more rounds.
Flagbearer - +1 morale bonus to attack and damage to allies within 30 ft.
---------------=Skills=- (0 points; 6 class, 4 INT, 1 race)---------------
Acrobatics*(Dex)____+2{+0rank,+2Dex}
Appraise(Int)____+4{+0rank,+4Int}
Bluff(Cha)____+2{+0rank,+2Cha}
Climb*(Str)____+0{+0rank,+0Str}
Craft (Alchemy) (Int)____+9{+2rank,+4Int}
Craft (Mechanics) (Int)____+9{+2rank,+4Int}
Craft (Traps) (Int)____+8{+1rank,+4Int}
Diplomacy(Cha)____+2{+0rank,+2Cha}
Disable Device____+8{+2rank,+2Dex,+1trait}
Disguise (Cha)____+2{+0rank,+2Cha}
Escape Artist*(Dex)____+2{+0rank,+2Dex}
Fly*(Dex)____+-{+0rank,+2Dex}
Handle Animal (Cha)____+2{+0rank,+2Cha}
Heal(Wis)____-1{+0rank,-1Wis}
Intimidate(Cha)____+2{+0rank,+2Cha}
Knowledge (Arcana)(Int)____+11{+2rank,+4Int,+2misc}
Knowledge (Dungeoneering)(Int)____+10{+1rank,+4Int,+2misc}
Knowledge (Engineering)(Int)____+13{+2rank,+4Int,+4misc}
Knowledge (Geography)(Int)____+6{+0rank,+4Int,+2misc}
Knowledge (History)(Int)____+6{+0rank,+4Int,+2misc}
Knowledge (Local)(Int)____+11{+2rank,+4Int,+2misc}
Knowledge (Nature)(Int)____+10{+1rank,+4Int,+2misc}
Knowledge (Nobility)(Int)____+6{+0rank,+4Int,+2misc}
Knowledge (Planes) (Int)____+10{+1rank,+4Int,+2misc}
Knowledge (Religion) (Int)____+10{+1rank,+4Int,+2misc}
Linguistics(Int)____+4{+0rank,+4Int}
Perception(Wis)____+4{+2rank,-1Wis}
Perform(Cha)____+-{+0rank,+3Cha}
Profession (Merchant)(Wis)____+4{+1rank,+0Wis}
Ride*(Dex)____+3{+0rank,+3Dex}
Sense Motive(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+3{+0rank,+3Dex}
Spellcraft(Int)____+9{+2rank,+4Int}
Stealth* (Dex)____+3{+0rank,+3Dex}
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____+0{+0rank,+0Str}
Use Magic Device(Cha)____+7{+2rank,+2Cha}
ACP -1
*ACP applies to these skills
-=Non-Standard Skill Bonuses=-
-=Languages=-Common, Dwarven, Elven, Halfling, and Orc
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Bardic Knowledge - May use knowledge untrained, +1/2 level on all knowledge checks.
Bardic Performance - 6 rounds/day
-Countersong - Counter sound based effects with perform check.
-Distraction - Counter sight based effects with perform check.
-Fascinate - Hold the attention of creatures.
-Naturalist - Give allies +1 to attack, AC, and all saves against ID'd creatures.
Lore Master - May take 10 on any trained knowledge skill and may take 20 1/day.
Magic Lore - +1/2 level on Spellcraft checks to identify magic items and may take a 10 on such checks, may use Disable Device to disable magical traps, and +4 to saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.
-------------------------------=Spells=-------------------------------
-----------------------------=0th Bard (at will)=--------------------------------
Prestidigitation
Ghost Sound
Mend
Message
Read Magic
------------------------------=1st Bard: (2/day)=------------------------------
Cure Light Wounds
Grease
Saving Finale

Xaraley |

Halfling Oracle, clouded vision for her curse.

Scaffold Kane |

Scaffold Kane wrote:Starting level is 2.Here's a very basic outline of mechanics that I'm thinking (to look through at your leisure). This isn't taking into account what gear I will have besides armor. As always, if you have any questions, feel free to let me know.
** spoiler omitted **...
Pff, I know. Silly me just forgot to update what level it said I am and my BaB. My spells, special abilities, and skills are all up to level 2 status.

Xaraley |

So what's her deal? What does she do and why?
She gathers information, mostly for her own amusement, but partially out of feeling compelled to in order to understand the powers she never intended to have. Her weakened eyesight drives her to explore, hoping to memorize as much as she can about the world she lives in. She often joins other travelers as a healer, gathering information while making sure those that act as cogs in the machine of society are capable of functioning. Kelkii has never turned down a shady request, feeling that good information is rarely found out of the shadows, with that said, she seems to neither be for or against doing the "right" or "wrong" thing, preferring to simply see how things go.

CaptainMarvelous |

CaptainMarvelous wrote:So what's her deal? What does she do and why?She gathers information, mostly for her own amusement, but partially out of feeling compelled to in order to understand the powers she never intended to have. Her weakened eyesight drives her to explore, hoping to memorize as much as she can about the world she lives in. She often joins other travelers as a healer, gathering information while making sure those that act as cogs in the machine of society are capable of functioning. Kelkii has never turned down a shady request, feeling that good information is rarely found out of the shadows, with that said, she seems to neither be for or against doing the "right" or "wrong" thing, preferring to simply see how things go.
That's three detective-types out of six characters. I guess we know what the team's specialty is.
Okay that's six people and all I can take, so if other people want to apply I can put you can a waiting list for if anyone drops out but I can't take any more characters at present.

CaptainMarvelous |

So, the team will consist of
Isabelle Jackdaw, fixer and thing-figurer-outer.
Unnamed Ratfolk Gulch Gunner
Kelkii Baines, halfing oracle and diviner of knowledge.
Zoren, Nanite sorcerer
Karnog Pell, con-man, face, and third way of saying knowledge monkey.
Unnamed Elven Urban Barbarian courier
You have a lot of knowledge skills and figure-stuff-out skills, so as I said before you're probably more like a team of heavily armed detectives. You're hired to solve mysteries that just turn into crazy adventures.
It also looks like you have three heavy hitters and three skill slingers, so the average adventure would be 50% mystery plot, 50% killing things.

CaptainMarvelous |

I think with the group we have two bards, one oracle, melee, and one ranged, and then me. I'm really torn between Sorcerer and Wizard, Sorc Nanite is thematically appropriate but a mechanically weaker crafter, Wizard is a mechanically superior crafter, but wouldn't be quite as good in a fight.
Well to be honest the group would be better off with a bit more combat capacity. You can always just buy magic items.