Volcano's Land - Mercury Morn

Game Master Miner Cotren

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.

Current Battle Map


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There is a Volcano, an island in the Dark. Mighty Volcano, god and landscape to the ifrit, is all that protects the land from the Dark that surrounds on all sides.

Truly, the natives have no reason to even name this sprawling continent where there is no Sky and no horizon - only darkness. It is simply the land, or perhaps Volcano's Land, depending on who is speaking.

Volcano's will is never directly given to mortals. In any of the three great cities, the rumbling prayers of oracles and priests can be heard at any time of day.

The worshipers of the 'lesser' gods can be found close to their masters. The undine travel endlessly up and down the thousands of meandering miles of River. The oread live off the bounty of herds of small earth elementals that roam through Great Forest.  But even the bounty of River and Great Forest cannot hold sway over Volcano - many of their followers feel the call of the great cities and their splendor.

The war against the Dark and its spawn is unending. The innumerable armies of the ifrit defend the east and west, the undine hold the south, and the oread protect the northern Forest.

Volcano holds back the Dark.

--------
Greetings, potential players! I'm looking to run a fun, character-driven story set in my homebrew world.

Specifically, this will be a recruitment for 7th level characters, who need to fit naturally into the world, and the city of Hearth. I have 2 players from another PbP table, and I'm opening this thread to hopefully find 2 or 3 more.

Recruitment will be open about a week, but possibly less depending on how many responses I get. Give me character concepts sooner than later to prevent getting shut out.

Questions are welcome. I'm looking forward to this!

About Me:
Look at my campaigns to see if you like my writing style.
I've done 4 campaigns, all of which have run for at least a year (and some 3+ years)

Character Creation:
7th level

20 point buy

Alignment: no evil

2 traits, no flaws

HP: Max at 1st level, average (round up) after that

Starting wealth: 23,000 gp, which should cover your essentials

Leveling: No XP, you will level as appropriate to the story and the challenges you face,

Source material: Core is fine, 3rd party is not, check with me about other PF material (not just the book, but specifically what you want from it)

Background: 10 minute background, be sure to include appearance and personality. Note that you will all be starting in the ifrit capital of Hearth, so make sure you either live there, or have a reason to be visiting at the open of the campaign.

Once the characters are chosen, I'd also like some (not necessarily all) of you to form previous relationships with each other.

Races: Big change here. ifrit, oread, undine, and sylph only. See RACES for more info. Also, I am intentionally not capitalizing these – we don't capitalize the word Humans, right?

http://www.d20pfsrd.com/races/other-races/featured-races/arg-oread
http://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit
http://www.d20pfsrd.com/races/other-races/featured-races/arg-undine
http://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph

Classes: Big change here: No full casters (wizards, sorcerors, clerics, etc, etc) In addition, no gunslingers (or guns at all), no summoners, no vigilante, no ninja, no samurai, no occult classes. Hybrid classes and base classes are fine. Archetypes on a case-by-case basis.

Divine Classes: Divine casters are different.  Talk to me about alignment, spell selection, and channeling, as well as archetypes.

Skills: Every character gets one extra skill point per level in a Craft, Profession, or Perform skill of their choice.   I want you to have some kind of flavorful/cool background skill, but I don't want it to come at the cost of a better skill.

Story Stuff:
Characters: As befits the play-by-post medium, this is going to be much more story- and character-driven than combat- and stat-driven. By all means make a character that will be fun to run in combat, but I'm looking for personality more than punching.

Railroading vs Sandbox: This is not a purely sandbox game. I like giving characters a good deal of choice, but there are other forces in the world besides the players. Ultimately, where the story will go is up to us, not just me.

Tone: I'm not going for “grimdark” here, but things are not happy-go-lucky, either. I like characters that act like real people, instead of using stilted “thees” and “thous”.

Play-by-Post Stuff:
Guides: If you have not already, then seriously read these. They are well worth reading.

Doomed Hero's Guide

Painlord's Guide

Frequency: I will post every day, even just to acknowledge that IC RPing is still going on. This will almost always be around 9 or 10 PM Eastern time. I will always let you know if there will be a temporary hiatus. I expect players to post as often as they need to in order to keep the story moving. A pattern of unexplained absences or long periods between posts will be grounds for ejection, but I will always talk to a player first.

Moving forward: typically, if an action is suggested by one character and seconded by another, then I will move forward as if the entire party had agreed. If one character has a strong and rational reason to move backward, that may be allowed on a case-by-case basis.

Races and Languages (mechanics):
Yes, there is a considerable restriction here, because I have a very specific not-the-kitchen-sink setting. That being said, I know you will all be trading out Elemental Affinity (which is completely worthless in this setting), and I am open to exchanging it for cool abilities that are not directly listed as being tradeable for Elemental Affinity (like Treacherous Earth for oreads, usually only traded for Spell-Like Ability)

Other minor tweaks:

--Oreads are not Slow.  
--Undines get “Ice in the Blood” instead of hydrated vitality (fast healing activated by cold damage)

--Undines get a swim speed, so to make all the races roughly equal RP:
-Ifrits get Sprinter (Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.)
-Oreads get burrow speed of 10 ft (dirt only!)
-Sylphs get Climb (Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.)

--Elens do interbreed, but the offspring will be one or the other, with subtle hints of the other parent's heritage

LANGUAGES (11 total)

All of the "elemental" tongues (Ignan, etc) are simply called Ifrit, Oread, etc.
In addition, there is a more esoteric dialect of each language that must be learned separately:

-High Ifrit (mostly used by the Church)
-Benthic (used by the Swem)
-Maker Script (used by the Mithral Makers)
-Sedime (pidgin used by various minor oread tribes)

There are two 'outsider' tongues: Geni (roughly equivalent to Abyssal) and Eleme (roughly equivalent to Celestial). However, neither of these languages is available to starting characters.

All races start with Common and (native language) for free, then bonus languages for high Int.  Low int loses race language (common is much easier to learn, and universal)

Races (fluff, you don't have to read all this):
A note on "Humans"

If any race is dominant or considered the norm, it is ifrits.  Correspondingly, ifrits show different cultural characteristics, depending on many factors (city vs town, which city-state you are from, North (cooler) vs South (hot)), whereas sylphs, undines and oreads are slightly more uniform in manner (like we imagine dwarves, orcs, gnomes, etc)

The following spells affect native outsiders (since there are no humanoids) in this setting:
daze
enlarge person
reduce person
charm person
hold person
ghoul touch

I refuse to awkwardly dance around the words "human" and "humanoid", so a generic term:  elen.

"I am an elen being, not an animal!"
"His strength was inelen"
"The treatment of the prisoners was inelane"
"The figure was vaguely elenoid in shape"
"Though certainly elen, the bandages and robes made it impossible to determine the man's race"

Singular is elen. Plural is elens. Male singular is el. Female singular is ele.

Ifrit:
Ifrits
(a conflagration of ifrits)
(fritan)

Rough societal analog and naming conventions: Medieval Italy

Males tend towards dark red and charcoal black, sometimes ash gray.  Females are lighter red, orange, sometimes ash gray.  Eyes follow a roughly similar pattern, with yellow and the rare blue.  Average in height and weight, and their skin is lightly scaled (such as a lizard of one kind or another might have)  

Ifrit society, especially the town of Forge, revolves around the war against the Dark.  They have the largest population in the land, and they proudly send their holy warriors to the battleground.  Many do not return, but it is not uncommon for a soldier to complete their two years and come home.  No draft; voluntary with good compensation.  Alignment tends toward LG (military discipline, no tolerance for state corruption).

City-bred Ifrits have permanent buildings, feather beds, and other comforts that oreads and undines from the country aren’t used to.

Anatomy:  Tough, light bones, similar to raw lumber that has been charred to a dry toughness.  Blood is flammable in air, but burns too briefly to cause damage to anything (burning lint)

Common Classes:  Skald, Paladin, Barbarian (marching to war)

Oread:
Oreads
(an avalanche of oreads)
(orean)

Rough societal analog and naming conventions: nomadic Native Americans

Males are various shades of brown, with pine needles of either green or brown/orange for hair and beards.  Females are light brown and off-white (birch) and have moss-like hair with colorful flowers.  Both can have skin ranging from smooth but tough (birch) to thick and heavy (oak).  Oreads are solidly-built.

All Oreads are lithovores - that is, they eat rocks and similar non-organic material (and water, of course).  They are nomads, following herds of earth elementals (that have the shape of what we would call deer, elk, moose, etc)

Oreads move in large nomadic tribes across Great Forest.  All the tribes meet twice a year - at the height of summer, and the depth of winter.  Within their tribes, oreads are boisterous and can usually be found playing music on their wooden panpipes or watching an orean wrestling match (think Greco-Roman wrestling).  If outsiders are currently visiting however, they are mostly withdrawn and quiet. Tends toward CG (belief in family and tribe over outsiders, or even other tribes)

They use stone shape to make temporary shelter while they roam through Great Forest.

Anatomy:  Bones are dense and resemble granite.  Blood is thick, like tree sap.

Common Classes:  Ranger, to hunt the herds or dangerous predators in Forest.  Hunter, with special earth elemental animal companion. Monk, for the three major monasteries.

Undine:
Undines
(a flood of undines)
(undan)

Rough societal analog and naming conventions: Vietnamese (tone language)

Males are lighter blue and white tones mostly.  Their skin is slightly reflective and faceted, giving the appearance of ice.  The females are darker blues and sea greens, and have a more uniform sheen, like a fish or a lake.  Hair and eye color for both tend towards blue, pastel green, purple, and the occasional white/off-white.  Silver hair for elders.  Undines are built for swimming - lithe, skinny, and streamlined.

The slow, patient ways of River have been ingrained into undine society - even undine children are thoughtful and slow to anger.  That is not to say they are slow in all they do - there are countless water-based sports and games the undine play that require speed and quick thinking.  

Undines swim similarly to dolphins, using their sleek, lithe bodies to their advantage.  Bulky or muscular undines are rare.  The devout spend their lives traversing River's twists and turns, never coming out of the water voluntarily.  Many of the devout go all the way to the end of River, to fight the never-ending battle to keep the Dark at bay.  Undines sleep half-submerged in water, on the shore.

However, many have abandoned River's ways to move to one of the great cities, though undines are the smallest percentage of Volcano's followers.  Oddly enough, Volcano's undine worshipers are often his most fanatical, and many end up working for the Inquisitors.  Tendency toward NG (strong belief in doing what is right; undines can be found working together at IceFall or alone all along River)

Anatomy:  bones are bluish, light and rubbery, and blood is significantly more watery than other races

Common Classes:  Inquisitor, Bard (Watersinger), Bard (Dervish Dancer)

Sylph:
Sylphs
(a scattering of sylphs)
(sylphan)

Rough societal analog and naming convention: Industrial Revolution Britain, typically have vocational-based last names (like Chemic or Cheme for alchemists)

Male and females both pale (pearl, tan, gold) with the large, dark, unblinking eyes of a predatory bird.  Thin-boned Sylphs are tall but strangely light.  Curiosity is said to be the curse of extremely intelligent sylphs, but with a dead god all sylphs seem a little cursed at times.

With no patron god to give them guidance (Fallen Sky has been gone for at least 5,000 years), sylphs tend to be dispersed almost everywhere, especially in the great cities.  They create medicines and help support the industry of the war, but few sylphs see the front lines of battle.  Tendency towards neutrality (lack of unifying god and guidance; objectivity of science)

Sylphs are city-dwellers, unless circumstances find them traveling or in the army.

Anatomy:  Brittle-looking, hollow bones, like a bird.  They disintegrate into powder within 48 hours.  Thin, clear blood evaporates immediately, leaving a chill behind.

Common classes:  Magus, Alchemist, and Fighter (specifically Mutation Warrior)

----

tl;dr: Only four elemental races to choose from; and no full casters. Volcano holds back the Dark.


Campaign Info tab has lots of information (not required reading, but if you are curious)

The type of story I've been running (as this will be, at least somewhat, a continuation of the events being set up in the previous table, "Forged in Blood") is something like:

--Combat is present, but not all-consuming. A few meaningful fights rather than hordes of goblins all the time.

--At this higher level, there is some political intrigue with the movers and shakers of Hearth. (optional, characters who are interested in such have opportunities to do so)

--As to the specific storyline, things are getting pretty heated in-world at the moment, so we'll save the details until after I've made the final recruitments. (long story short: a new god (and possibly a new element) has appeared, conquering a major city of alchemy and wisdom)


Allow me to toss me hat into the ring!

I've taken a look at your maps, racial cultures, and story, and I think I have some sense of the world at present. As I understand it, all societies are striving to keep the dark at bay. There is intermingling among peoples, but distinct differences (ancestor worship among the oreads vs. emphasis on rational investigation with the sylphs) would cause them to naturally separate along racial lines politically.

One question I have: How do non-ifrit generally feel about Volcano? Is there a sense of envy or resentment they aren't as "close" to it?

Presently, I'm orbiting around the idea of creating an oread tribal leader of some note (perhaps not the utmost leader of one of the pockets depicted on your map), who's taken up the cause against the dark as he sees it's what's most beneficial for his people. Losses of life over the years and threats to their lifestyle would be motivations for his willingness to travel to Hearth, and ironically - once there - he'd have his worldviews challenged much more by the comparatively cosmopolitan nature of the place.

At the moment, I'm not sure if a ranger, Inquisitor (monster tactitian), or packmaster Hunter would be the best way of going about it. I want him to be connected strongly to the spirits of his tribe - which they believe are embodied in the "animals" (earth elementals) of the lands. Whether or not this best manifests as a summoned creature in the cast of the inquisitor or a more permanent set of creature(s) in the cast of the others is something I've not yet determined though!


This is all very interesting! Hopefully it’s fully pbp, right?

Some questions:

- are we using background skills?
- Would variant multiclass be okay?
- you said no to occult, but the game seems to scream kineticist :) not sure if I’d play one, but maybe those should be considered as well?
- I’m gravitating towards two ideas; one around a bloodrager (any restrictions or recommendations on bloodlines? Would arcane be okay?) and the other a magus. I’ll go more through the setting details to mature the concepts before I think more mechanics.


I'm very interested; I think this sounds like a very neat concept.

Question, are Suli available as well? Everyone forgets about the Suli-Jann Not a huge deal, more also asking in terms of lore.

Also who is currently in the game (or am I misunderstanding the 2 people from another table)?

Final question, when you mean Core do you only mean CRB? People have different ideas of core.

Thinking a Masterpiece Bard if possible, taking as little spells as I can Dependent on the answer above of course...


Miner Cotren wrote:


--Elens do interbreed, but the offspring will be one or the other, with subtle hints of the other parent's heritage
Miner Cotren wrote:


tl;dr: Only four elemental races to choose from; and no full casters. Volcano holds back the Dark.

I need some more reading comprehension. Oops.


Archetype allowance check-- Noble Fencer Swashbuckler and Virtuous Bravo Paladin.

I'm working towards a dilettante noble youth Ifrit concept here.


Hi,

I find you universe fascinating, especially all the specific characterization of the elemental races and the way they play together. I've read through some of it and would be interested to join.
I have a few questions concerning arcane magic and the possibility to learn it. I have in mind a concept of a sylph rogue specialized in breaking into the estates of the wealthy and selling the proceeds to feed his people in one of slums. I will need to do more reading to expand on that but I was thinking about him having arcane magic at his disposal.

Looking at the classes I would like to use Unchaine Rogue with the Eldritch scoundrel archetype (that would give him Magus like casting powers). I also have ideas on how to have the character discover its magical talents and on how to make the character work for the authorities if your campaign asks for it.

Does that kind of character fits into your campaign?


What type of people or creatures populate The Dark?


Ha! That's what I deserve for going to sleep! :) I'm very excited to answer all questions...

Harakhty Suntooth,

1) How individuals react to Volcano can vary. For instance, I think oreads in general might be more tolerant of other races and their gods ; sylphs Unbelievers would scoff equally at all gods ; sylphs that have become second-class citizens in ifrit cities might give lip service to Volcano OR many are actual converts ; and some sylphs may feel eny, as you mentioned ; undines would likely feel...not necessarily hatred, but some kind of distaste or even repulsion toward the Cauldron Lady aspect and her malicious tendencies.

2) Since this is going to be based on events that have already happened in the setting, there are on or two tribes in particular that I think you should look at. Checking now...


Tribes that have been recently affected by elemental upheavals:

--Ambrosia (Northern forest, richer tribe): extremely spiritual, given to ingesting herbs, mushrooms, etc as part of ceremonies to connect with Forest and elementals. Many magicians.

--Tall Oaks (unaligned, somewhat middle of Forest, more nomadic): Famously neutral tribe, never committing to action hastily. Strong industry, producing weapons of stone and wood among their craftelens even as they travel around in Forest.


Archlich, yep , pure PbP.

- are we using background skills?

No, the only thing that is different than core rules in terms of skil;s is that every PC gets one "free" skill point per level to put into something appropriate to your character (craft, profession, or a less-often used Knowledge, etc)

- Would variant multiclass be okay?

No, I think there are enough options, and I've never played with VMC. I'm reluctant to add new house rules to prevent overall bloat.

- you said no to occult, but the game seems to scream kineticist :) not sure if I’d play one, but maybe those should be considered as well?

There is actually an real in-game reason why you are not allowed to play Kineticists :) I don't know when any of my tables will find out why that is, however.

- I’m gravitating towards two ideas; one around a bloodrager (any restrictions or recommendations on bloodlines? Would arcane be okay?) and the other a magus. I’ll go more through the setting details to mature the concepts before I think more mechanics.

I'll check the bloodlines soonish, but arcane would be fine, and very fitting. Sylphs tend to gravitate heavily toward alchemy and the arcane as substitutes for the absence of their dead god.


Hubaris,

---Question, are Suli available as well? Everyone forgets about the Suli-Jann Not a huge deal, more also asking in terms of lore.

There is also an answer to this one, but not currently known by any players or the world at large.

---Also who is currently in the game (or am I misunderstanding the 2 people from another table)?

I will invite them to join the conversation here.

There is a magus who hits things with his staff, and has some transmuting capabilites to modify himself into certain elemental subtypes (like gaining strength for being a rock person, or fly speed for being an air person, etc)

The second is a skald who is very strong. She is also pretty good with certain CHA based skills (intimidate comes to mind), and she has met with members of the Head Council of Hearth (the leaders of the whole city).

Final question, when you mean Core do you only mean CRB? People have different ideas of core.

I'll take it on a case-by-case basis, but I'm already allowing thing like Skald, etc, so I think it's easier to just look at the short list of what is restricted, and ask for clarification on other stuff

Thinking a Masterpiece Bard if possible, taking as little spells as I can Dependent on the answer above of course...

Is that an archetype? I know Bards GET masterpieces, but is there a way of getting more?


Cont --

Other bloodlines could include:

Salamander for ifrits

Verdant for oreads

Arcane for sylphs

I don't see undines being much of a bloodrager race.

***

Edit: and for the sake of completeness, Black Blood is technically a thing in this setting too, but this is not an evil campaign :)


No archetype but you can keep exchanging spells for them. The idea would be to be nearly spell-less. It's mainly because they're scattered among 8 books or so (with Ultimate Magic having a bunch); so the viability is based on availability.

Either way I'm sure I can think of other stuff as well.

Thank you for the answers!


Lobster, I will answer yor question first, since it is relatively short:

The Dark is a poisonous place that no elen has ever come back from. The best that swords and magic can do is hold back the darkspawn that spew forth from certain areas. It is unknown if there is a whole world of darkspawn and their masters beyond the black horizon, or if the gelatinous shadows simply give birth to the darkspawn, mindless, empty.

Darkspawn vary in type: some are insectoid, or mimic other primitive lifeforms, such as vermin, worms, crabs, snails. Others are amorphous and vague, shifting pseudopodia uncountable.

There are also elens who choose to become blackbloods (usually corrupt spellcasters), but they are not inhabitants of the Dark, they normal elens who simply become infected by it.


Hubaris, got it. Just run the masterpieces, especially the ones you are most interested in, by me so I get an idea of what you are looking to do with the character.


Llaelian,

I have a few questions concerning arcane magic and the possibility to learn it.

Looking at the classes I would like to use Unchained Rogue with the Eldritch scoundrel archetype (that would give him Magus like casting powers).

I also have ideas on how to have the character discover its magical talents and on how to make the character work for the authorities if your campaign asks for it.

Does that kind of character fits into your campaign?

Yes, I certainly think it could! :) I'd be interested in what sort of spells you might be gravitating toward -- since one current player is roughly evocation and with a little transmutation (so big damage spells, some str-based damage, and he does some self-transmutations), I'd be interested to see what areas you are leaning toward.


How would you feel about an oread whose tribe was taken by The Dark, and unwilling to let go of their family, they have become something of a scholar of The Dark, and gained some of its power?

Mechanically, this would be a Gloomblade Fighter, into Shadow Dancer, and although I'm still trying to figure out its niche otherwise, I would definitely want some of the Planar Conduit feats, especially Gloomstorm.

EDIT, could also be an exiled member of the Night Shades, due to the Gloomblade's interest and fascination with The Dark


Dotting for interest! This looks super cool!


Hi GM! Here's Archlich with my sylph. I'm still working on her background and sheet, but this profile already has a good chunk of it and gives a good idea on the concept and directions I'm going with.


Thinking about possibly playing a barbarian; is the elemental kin, or invulnerable rager architype ok, and would it be a chained, or unchained barbarian?

Edit: Noticed that Archlich's submission was amongst other things a bloodrager, and although I know they're fine with the competition, I've always wanted to play in a game with them :)


Interest in playing a Cinderwalker Skirmisher Ranger, spell casting is not really my thing. Would favored enemy Outsider(evil) work on the spooky monsters of The Dark that aren't the poisonous vermin?


Ok so I absolutely fell in love with an Archetype here: Warpriest Disenchanter. You mentioned that Divine Magic works differently, what are the differences?

I've always wanted to play some type of Abjurer, and this is a great level range (and without full casting) to grab the Cleric spell list and not just feel like a worse Inquisitor.

I'm thinking someone less militant (the word Warpriest always brings a certain image to mind that I kind of want to avoid), a little more dilettante. I suppose I can wait about details until I hear back about how Divine Casters work As well as how Favored Weapons work.

I can see them heading to Hearth because of some lead regarding The Dark and being a specialist in unraveling magic, intrigued at how balance in the world can be completely thrown off by even the slightest bit of magic and spell. Possibly neutrally aligned, but with a more good slant; almost a divine, magically charged bodyguard. Classic reach Cleric but with counterspells and dispels built into the archetype So readied Dispel Checks aren't wasted due to AoO's. Positive energy as well, as repairing seems more in line with what I'm picturing. More knowledge based Probably spend some traits on accessing these, less fighty, but still able to hold their own when push comes to shove.

In terms of what might be needed, really just stuff from Core and the Dispel Focus and Greater Dispel Focus set. Fighting against the Undine Strength Penalty will be hard but I think they fit the best based on what I have read so far Unless I can get an OK on a Flying Talon, Branched Spear or one of those weird exotic weapons.


Last question for a while; I swear! Item crafting feats, do they reduce starting item costs? No is fine, I'm just planning on taking the Master Craftsman feat :)

--
Hubaris, that's a pretty cool architype! I've always loved dispel magic, it's just never been particularly viable in most groups I've played in. I'm sure you've seen it, but the feat dispel synergy could potentially be pretty cool!


Captain Generica wrote:

Last question for a while; I swear! Item crafting feats, do they reduce starting item costs? No is fine, I'm just planning on taking the Master Craftsman feat :)

--
Hubaris, that's a pretty cool architype! I've always loved dispel magic, it's just never been particularly viable in most groups I've played in. I'm sure you've seen it, but the feat dispel synergy could potentially be pretty cool!

Yeah, it's always been one of those weird playing styles that doesn't get love. The archetype does get Dispel Synergy and Destructive Dispel in place of Bonus Feats down the line which is nice.


Miner Cotren wrote:

Llaelian,

Yes, I certainly think it could! :) I'd be interested in what sort of spells you might be gravitating toward -- since one current player is roughly evocation and with a little transmutation (so big damage spells, some str-based damage, and he does some self-transmutations), I'd be interested to see what areas you are leaning toward.

Thanks for the reply, I'm working on the background of the character in that regard.

I will be leaning towards illusions spells, with a few conjuration and evocation spells, but will see when I get the last screws in the character build.


Alright, I lied; what subtype should I pick to get weapon bane on the "demons" of this world? Demon? Or are they too varied for one bane to work on them?


Okay I couldn't sleep last night so I did some writing to get some exhaustion in.

I went ahead without permission and made a character. It uses the following books for major features: Core Rule Book, Advanced Class Guide (Warpriest class, Disenchanter Archetype), and Monster Summoner's Handbook (Dispel Focus and Greater Dispel Focus).

All items are from Core as well. Traits are from wherever, but they are just the usual +1 Class Skill and Trait Bonus ones.

I apologize if it was too forward, but I got excited.

Phon Vo (last name probably going to change, not keen on it).

Phon is a magical bodyguard, warpriest, and amateur scholar who is dedicated to finding this strange pulse that keeps pulling her toward the Dark and understanding it. She's not entirely sold on the over-zealousness of her family to Volcano, but she knows she needs blessings to supply her magical power and her quest (a quest that on the surface looks scholarly, but is really tainted by vengeance for the death of her lover).

Mechanics-wise, she is a reach warpriest with a focus on Abjuration and dispel abilities. I like the support role, and I think having access to abilities like Lesser Restoration, divinations and other Cleric tools are important even in a political game.


Lobster, I'm going to say "no" to a Dark-tainted PC. It's something that drives a person mad, that's an integral part of the lore, so the only time I would think about allowing it would be a crazy/evil campaign. Let me know if there are other character options that catch your eye.


Fayn, I will take a look over the weekend :)


Captain Generica, Outsiders (Evil) is perfect for the majority of darkspawn, especially the more dangerous ones.


Hubaris, I will take a look over the weekend :)


The Dark is what I find most compelling about the setting, and any character I would want to play would be be intimately connected with it. Are they any opportunities for such a connection in roleplay outside "scholar," "soldier," and "criminally insane"?

Is there no path back from any connection with the Dark? This is a lore question, not an attempt at convincing you of anything.

As goofy and silly as it sounds, I was hoping to play the Gloomblade similarly to Riku from Kingdom Hearts 2: someone pure who has touched the Darkness (and fallen in Riku's case) but resists giving in through force of will and strength of character, whose power might not be truly OF the Dark, but the Dark is where it originated.

However, this is your world and I understand there is no such room for such a character. I will think on other angles.


Captain Generica, roughly speaking, if you want to slay darkspawn, then Outsiders (Evil) will be the best.

If you instead want to slay evil efreeti and other horrors from the planes of the gods, then (demons) would be better.

----

And no, crafting feats won't reduce your initial items costs.


Miner Cotren wrote:
Fayn, I will take a look over the weekend :)

Thanks Miner. Please feel free to let me know if you have any questions or comments! I'll keep reviewing the background and sheet.


DM questions!:

Can I switch out elemental affinity for Wildfire Heart? (I'm an ifrit)
Does Adamantine exist in your world, and can I have made a sword of it? I cannot fail the requisite craft checks. (Assuming the magic items I requested are allowed)
I'd like to have my sword be baneful on the same creatures of the dark that I have as my favored enemy, but it requires I choose a subtype (unlike favored enemy) What should I choose as my sword's bane?

Here's a link to a completed character, changes as needed! I also put the questions I had on the profile as well! Thanks for all the effort that went into this game.


Miner Cotren wrote:
Hubaris, I will take a look over the weekend :)

Awesome thank you! Let me know if there are any issues obviously. I think for the most part the idea is something I will stay with but I may shift around tiny things and skill ranks and such.

I'm unsure what to do about the Warpriest Bonus Languages as well as the Favored Weapon I become proficient with. For now I've left them both off the sheet.


Hello again Miner,

I've worked on my application for your game and here is Osna, the Eldritch scoundrel Sylph rogue that I am submitting.

I still have a few pieces of background to put in place (goals, secrets and quirks as well as his appearance and personality) but the history and allies/enemies sections are finished. I will be done tomorrow and will let you know when it's the case.

I've introduced a few characters of importance in the city of Hearth. I'm fine with altering them if they do not fully fit in the setting.


Gethin Romano

1) Switching out elemental affinity for Wildfire Heart is fine.

2) Adamantine is not a common material in this setting, so you can't craft a sword out of it (for now)

3) Outsiders (evil) is a good subtype if you are looking to go darkspawn hunting.


Thanks Llaelian! I will take a look at Osna over the weekend!


Lobster, I think the difficulties of playing a Dark-tainted character that really kept the dangerous/poisonous nature of the Dark won't fit here.


Dot.

How long are you thinking of keeping recruitment open?


@Miner, thank you for humoring my questions.

What I'm currently working on is a sylph Grenadier focused on flying and ranged combat. Any connection they have to the Dark is simply a combo of fear and intellectual fascination, far more removed than the Gloomblade's planned connection.


You are very welcome, Lobster!

As for recruitment time --- since I already have several good candidates here, I will likely "close" recruitment soon, but that just means I will ultimately pick from the people who have already submitted some kind of rough draft already.

I'll give a few more days beyond that for final drafts of characters, then I'll make final selections, etc.


With so few races allowed, what's your opinion on racially locked feats, archetypes, class features, etc (e.g., Brewmaster)? And with not all elens having favored class bonuses for the same classes, how do you feel about sharing them (e.g., sylphs being able to use the ifrit FCB for alchemist, lacking their own)?


Sorry if I'm missing the obvious mention here - it's 3.30am if that's a good excuse - but are we allowed to use the alternative elemental heritages, such as the Ironsoul Oread or Lavasoul Ifrit? It opens up a few interesting options if so.


Yep, I'm definitely open to those! Since I'm limiting the races so much (only 4 options) I want to leave options open (like alternate traits, and the alternate race types, etc)


Awesome, that'll make for some fun possibilities. Would the Hinyasi brawler archetype?

The idea would be a former bandit who has reformed, and as part of that reformation, has sworn off using weapons. He'll be using the Shikigami style feats to be rather more lethal with tools that one might expect. Is that all OK?


JonGarrett, I can see that working as a concept!

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