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Dunwich is a somewhat backwater village sandwiched between the Monmurg Bay and Dunwater Marsh. The village has experienced many hardships over the years but even with the fairly recent completion of the Dale Keep just to its north, these troubles are once again coming back to this small community. Will those who live or once lived here rise to the calling to help perserve the village from the newest threats that could finally cause its demise.
This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the southern region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.
Note special fear rules will be used as there will be things the characters will be exposed to that will be quite horrifying and perhaps even mind breaking. In case anyone is not familiar with the name Dunwich, I suggest you might want to read the book "The Dunwich Horror" However, I plan to hopefully make this a campaign game starting the characters at 3rd-level and taking them to their pinnacle. As such, while this horror will be present it will not be the only thing taking place within the village of Dunwich and the players will be faced with numerous choices and issues that will make them have to decide what to face and what to maybe let go. That said the world will be dynamic with reprecussions for character actions and in-actions.
While the game will have combat as all such games do have, it will hopefully focus more on roleplaying and solving the issues at hand. Further if your answer to every encounter is combat you will find that you will be making a newer character sooner rather than later. While smarter team oriented players will find the game is not so deadly. Also, I will mention I only run heroic oriented characters as such only alignments of LG, NG, CG, or LN will we allowed. On the flip-side alignments are simply a guideline and not written in stone, like normal people one does not always adhere exactly to an alignment but if they stray from it they will generally return to to it. It will greatly depend on how you outline the personality of your character as even a Lawful Good Gold Dragon can be tryanical in nature due to their alien personality and the situation they find themselves in.
Lastly as the subject says this will be a Pathfinder 1e game the plus means there are adjustments and such that players will be informed about upfront during character creation which I will deal with on a player by player bases and I will be there to help with character creation so that anything that you do not know about will be presented as well as suggestions on how to tie your character into the game as well as perhaps other PCs as things progress. Further if you have an idea for character that might normally fit easily within a Pathfinder 1e game or if I notice something in what you are striving to play I am mutable I look at the guidelines as just that guidelines they only become rules (written in stone) once they have been used within the live game world. That said I am not wishing to rewrite all the guidelines so most will be GAW (guidelines as written). Also, please do not create a game breaking character as if you abuse the guidelines you will find that I will retaliate as well (as what is good for the goose is good for the gander) by breaking them in the same way and giving it to your enemies. However, keep in mind I take intelligent game play into consideration, I am just quite aware there are numerous was to intelligently use the game system but there are also ways to go beyond intelligent use into game breaking abuse of those guidelines.
I am stating all this so everyone knows what they are getting into as well as my style of game play.
I would allow at least a form of it, as I would need to look it over and if it was not unbalanced I would have no issue with it otherwise I would present tweaks to bring it into balance.
Having looked it over there would be a few minor tweaks -- first off the additional spells over the normal Wizard would be Conjuration spells but they would extend all the way up to 9th level. That being said you would lose access to Evocation, Enchantment, and Necromancy spells. But would gain the ability to spontaneously cast Conjuration spells you know. Thus you would never need to prepare a Conjuration spell ahead of time which means the extra slots allocated to Conjuration spells would never need to be prepared ahead of time.
I think this helps to balance against the bonus of ability to where light armor and some of the other aspects of that class.
|Mokmurian the Great|
Basic character creation is outlined in the Discussion thread.
The reveal of adjustments will be dealt with as we get to them based on what folks are choosing to play. But all of the adjustments are dealt with during character creation and normal game play is basically unaffected once the elements during character creation have been covered.
Note I do not run a contest so if you are interested you are in. So far I have 5 players -- the player I created this game for and 4 more.
1) EltonJ (not sure what his Paizo id is)
2) Ms. Bloodrive
4) Mokmurian the Great
Further I will keep a running list of applicants in order but I will not chase you down or push you to participate. I am but one and you are many. I will give each one of you feedback and assitance during character creation but the pushing the ball up the hill is on you.
Lastly this game will start as soon as I have at least 3 players ready to go.
|Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16|
|Dm Joseph Rauel|
3d6 ⇒ (3, 1, 6) = 10 -1 +6 = 153d6 ⇒ (2, 4, 2) = 8 -2 +6 = 12
3d6 ⇒ (1, 6, 2) = 9 -1 +6 = 14
3d6 ⇒ (1, 4, 2) = 7 -1 +6 = 12
3d6 ⇒ (1, 5, 1) = 7 -1 +6 = 12
3d6 ⇒ (6, 5, 5) = 16 -5 +6 = 17
I think that should do it. Hoping to get a wizard ready.
Race: Human, Sex: MaleName: William the Destroyer
Alignment: Lawful Good
Class: Wizard, Evoker
Strength: 12 -- Bonus: +1
Dexterity: 16 (+1 human) -- Bonus: +3
Constitution: 12 -- Bonus: +1
Intelligence: 17 -- Bonus: +3
Wisdom: 14 (+2 human): Bonus: +2
Charisma: 13 (+1 Human): Bonus: +1
Traits: Reactionary, Kin Bond (cousin)
Skills: Craft (Alchemy) -- +7 (1 rank +3 bonus +int bonus), Knowledge: Arcana +9 (3 ranks +3 bonus +3 intelligence bonus), Knowledge: Strategy +9 (3 ranks +3 bonus +3 Int bonus), Perception +5 (3 ranks +2 Wisdom), Profession: Battle Mage +8 (3 ranks +3 bonus +2 Wisdom bonus), Spellcraft +9 (+3 ranks +3 bonus +3 Intelligence Bonus), Swim +3 (+2 ranks +1 Strength bonus)
Feats: Spell Focus (Evocation) (1st level feat), Spell Penetration (Human bonus feat), Extend Spell (3rd level Feat)
Background: I am William the Destroyer. I want nothing more than to destroy or impair evil. Evil fears my magic, but I support the good and righteous among the society. I should have been a paladin, my father said -- But no, I had talent in magic. I apprenticed with the Wizard Gamork instead of becoming a soldier for the church. He taught me magic. And I took to it. I wasn't very popular, but I studied spells to destroy my enemies. When my apprenticeship was over, I returned to Dunwich a powerful wizard. May all evil fear my power.
William wanted power. Although a worshipper of Heironeous; William studied magic. He did not want to spend his life in service of the Church, he wanted to destroy evil. He regards the Church of Hextor to be his enemy. However, despite wanting power to destroy -- William has a tender heart, one that would do no one harm.
Rather than convert to Boccob, William stayed with Hieroneous, figuring the small and influential church would have a battle mage praying every worship day. In his childhood, he was bullied though. Bullied because he was smarter than everyone else.
However, he trained as an evoker partly because he wanted power. Also partly because he wanted to defeat the Church's enemies. He was neutral to start out with, but his passions led him down the path of righteousness. Still he has needs. He desires a beautiful partner. Someone who will accept him for being a battle mage.
Camris first I do not know much about these Occult Classes but like any class that I have not interacted with I would take it on a case by case basis. Is there a particular Occult Class that you are interested in playing?
With the above being said here is a brief Overview and various Insights I found.
I’m going to start this guide with an unusual warning: The Occultist is complicated. It has a lot of abilities which interact with each other in complicated and strange ways that can often be difficult to track. Expect to spend a lot of time calculating and re-calculating bonuses and modifiers throughout a normal day of adventuring. You will need to very carefully track numerous independent pools of resources, and the occultist grows in complexity very quickly as it gains levels.
Functionally, it’s hard to say where the Occultist fits in the party. It doesn’t have the class skills to be a Scout, but it can get the ones it’s missing with traits. It doesn’t have the skills to be a librarian, but it can get the ones it’s missing with traits. It has almost no offensive abilities, so it can’t be a Striker unless you invest all of your feats in becoming one. In medium armor and with no melee abilities to speak of, the Occultist isn’t a Defender. The Evocation school offers some blasting options, but the class doesn’t have the spells to be a real Blaster. So without a bunch of hand holding and effort, the Occultist’s best roles are as a Support and Utility casting character, and even then it’s difficult to see how the Occultist really shines.
A kineticist may be a bit underpowered compared to a blaster sorcerer or a specialised archer. Plenty of flavour though, and it has a couple of tricks of its own. There's good 3rd party support for this class.
Spiritualists can be amazing thieves with their phantoms and silent spellcasting. They're sort of an adequate pet class in a normal game, phantoms are weak but they are intelligent which helps. Archetypes can improve and change this - phantom blade is more or less a magus.
Occultists are complicated. Given time to buff they're very solid fighters, and they can do a number of other roles though not amazingly well.
The psychic is a sorcerer with a pool of points for bonus stuff and a more focused spell list. I can't see it being a lot different to a sorcerer in play.
Mediums are not as flexible as they want to be - the normal medium chooses whether to be a cheap knockoff of a fighter, paladin, wizard, rogue or cleric at the start of the day but then can't change anything until the next day. The spirit dancer archetype can change as desired but with only rounds of use they can't do a great deal out of combat.
Mesmerists are like evil bards that do all the debuffing and they are fun, and neither overpowered nor underpowered. They attract megalomaniac player concepts.
Some are sub par, some are very good. Most are better in an occult campaign that uses the new mechanics from the occult book.
The Psychic that goes incorporeal is very good, regardless of occult rules and so is the Cavalier with the ghost horse.
Kineticists are good for any backup DPS role but doesn't fit well in a four man party.
I love playing as an Occultist. So much versatility. I love the on-the-spot Bane enhancement. Physical enhancement without taking a Belt slot. Fireball one round, heal the next. Go with an Elf with Occultist for Favored Class Option.
No they are not subpar. They have some fun and unique advantages and disadvantages.
Underwater or when threatened, they take a -10 to concentration checks unless using a move action to centre. And they can be affected with intimidate as fear is emotion.
There is also less unique or Wonderous items supporting them, a lot less.
Kineticist needs to be monitored a little when playing, but once you get it, it is quite fun. The Kineticist has the most built in flavor, maybe of any class
Psychic I think is most underrated. It is quite a different class than a sorcerer. Similar enough, but operates a lot differently. It’s not that difficult, but there are different nuances to them.
You will find occult classes in newer APs. And the psychic, specifically the Abomination and Pain Discipline have not been played as well or to their full potential. The pain Discipline also suffers from a typo, it is all Charisma based.
Okay Camris if you have looked this game is starting at 3rd level -- as I find that to be the minimum level where characters actually become viable.
However I do plan to run this game to Epic if all the players stick with the game that long.
However also keep in mind we have quite a few applicants already and many of them have already submitted a full concept. I do not pick and choose as to me that would be unfair. So FIFO provided they are actively moving things forward.
However keep in mind that PbP tends to mysteriously lose folks from time to time and if I have someone in my queue they will be the first that I go to as a replacement.
Character attributes are rolled -- you roll 3d6 and keep 2 and add 6. This gives an 8 to 18 range with an average of 13. However, if after rolling you do not average 13 or higher you may opt to discard that set of rolls and try again but you cannot go back to a previous roll.
3d6 ⇒ (6, 4, 5) = 15 keep (6, 5)+6=17
3d6 ⇒ (5, 6, 2) = 13 keep (5, 6)+6=17
3d6 ⇒ (5, 5, 1) = 11 keep (5, 5)+6=16
3d6 ⇒ (3, 5, 4) = 12 keep (5, 4)+6=15
3d6 ⇒ (4, 2, 3) = 9 keep (4. 3)+6=13
3d6 ⇒ (1, 1, 2) = 4 keep (1, 2)+6=9
I just posted that I have 6 active players that I am currently aware of but that I could squeeze one more in should another player show active interest or in case I missed someone that has already shown active interest. However, I also currently have 4 players that have stated interest but have neither withdrawn nor shown any active interest that I am aware of.
Stating you have interest gets you a place holder and nothing more and placeholders get trumped by active interest and creation participation. Aka I use the place holder as a tie breaker and initial semi-complete creation of a character concept to be my indicator of when someone officially applied.
Please read the Campaign tab as it has important information on character creation and if you create a character then create another to replace the first your position will get bumped down. If it helps any the last player to show interest is actually one of my 6 out of 15 players that had stated interest.
Oh and do not feel you are going to be creating this character in a vacuum your initial draft might morph some as I work with you to meld you into the world and the campaign. I actively work with my players to make 3-dimensional characters something most players are not used to having a GM do.
Also keep in mind this is PbP -- player attrition is not uncommon and if you already have a character in the wings and have been following along I can more easily slide you in should someone drop. Also if you are wiling to play bit roles or cameo appearances in the mean time that can be done as well. So even if you do not necessarily make it in initially it does not mean you will not be included and just may get in a bit later. As I stated I rank active participation in any form to be my highest criterion.
Lastly please put all character creation within the Discussion thread.
Well first that Warrior type of guy the game was created (not designed) for is actually a Wizard type of guy. Further I do not design games for a single player, I design the game for all the players. Which means during character creation my initial sketch is firmed up a bit more by penciling in each character that is created. This usually alters my initial story but then that is something I expect to happen but then I never write anything in stone until it becomes part of PC history.
And you are welcome to apply JediJon just keep in mind the current player queue is full but I am taking standbys as well as folks interested in biding their time playing NPCs when available until such a time as their finished character can be introduced.
Also if you put the effort into creating a character, I will put the effort into helping that character be a more integral part of the world and the campaign. Thus ready to shoot out the gate should a lane come available.
Human Ranger (Divine Archer)
AC: 21 (Std Leather + Buckler – both MW quality)
Touch AC: 15, Flat Footed AC: 16
His AC improves by 1 when facing AoO from Undead
INIT: +5 (+7 when in swamps/marshlands)
FEATS: Alertness, Athletic, Point-Blank Shot, Endurance, Rapid Shot
FAVORED ENEMY: Undead / FAVORED TERRAIN: Swamp/Marshlands
TRAITS: Fighter of the Dead & Defy Madness
LANGUAGES: Common, Saurian, Dwarf, Orc
Normal Bow: +9, D8+2, crit x3, range: 110’
Point Blank: +10, D8+3, crit x3, range 0 to 30’
Normal Rapid Shot: +7/+7, D8+2, crit x3, Range: 110’
Point-Blank Rapid Shot: +8/+8, D8+3, crit x3, Range 0-30’
[MW Long Comp Bow of STR 15]
Gandasa: +6, 2D4+3, crit x3 [MW Cold Iron]
Dagger: +6, D4+3, crit 19+ x2 (designed for melee not throwing) [MW Cold Iron]
He gains a +2 to hit & damage versus undead enemies, and an additional +1 to hit and damage Undead when making an AoO
Acrobatics: +7, Climb: +8, Disable Device: +7, Heal: +8, Intimidation: +5, Know-Dungeoneering: +7, Know-Local: +5, Know-Nature: +7, Perception: +10, Ride: +9, Sense Motive: +7, Spellcraft: +7, Stealth: +10, Survival: +7, Swim: +8
Appraise: +5, Animals: +2, Profession-Trapper: +5
8 CLW Potions = 400
6 Aspect of the Falcon Potions = 300
6 Keen Senses Potions = 300
Rangers Kit: 37gp: Backpack, bedroll, belt pouch, 50' of Silken rope, flint & steel, mess kit, sunrods (10), trail rations (5 days), waterskin, Fishing Net (4gp)
Healers Kit: 50gp: 10/10 uses
The Leah's have been in the Dunwich area for a while, as Ronan is thrid-generation. The live on the outskirts of Dunwich and spend most of their time trapping and catching fish and such out in the swamps in the region.
When Ronan was given his first bow, he had to spend a week surviving on his own. While he was out, he was able to keep himself fed, and warm, but felt lonely. Looking up into the sky one night while his fire was smoldering he saw a star fall ... actually he thought it was going to hit him. As he dove out of thew way, he heard a chuckle. Looking up he saw a man standing there. The man was softly glowing and had a warm smile on his face. "Hello little one. I heard your call. You will no longer be lonely out in the wilds. Become one of my flock, and you will always have someone to talk to, or turn to in times of need."
In the morning, Ronan was kind of stiff getting up, and his chest hurt. Looking under his shirt he found a symbol had been branded or inked across his chest - A black cirlce set with seven stars and a rune. Ronan was told that the rune stood for the "Far Wanderer," or "Celestian."
Ronan is tired of hunting birds and small mammals and fish and is looking for adventure with a few of his friends.
[For some reason it won't let me use my JediJon name/avatar - so I made this one, sigh]
Adding my hat to the que:
3d6: 3d6 ⇒ (1, 2, 4) = 7+6=5+6=11
3d6: 3d6 ⇒ (6, 6, 3) = 15+6=12+6=18
3d6: 3d6 ⇒ (4, 3, 6) = 13+6=10+6=16
3d6: 3d6 ⇒ (4, 5, 2) = 11+6=9+6=15
3d6: 3d6 ⇒ (2, 5, 1) = 8+6=7+6=13
3d6: 3d6 ⇒ (6, 1, 5) = 12+6=11+6=17
WOW the quisatz Haderach has arrived!
Human True Neutral atheist Mutagenic Mauler (Brawler archetype) 2 Steelblood (Bloodrager archetype) 1 (Infernal Bloodline)
The somewhat errant son of the local alchemist, he has recently returned from his war duty. With a full set of plate armor, a good bit of money for being first through the walls of a siege, and some pretty new and absolutely not risky at all ideas to increase combat capabilities with alchemic infusions, which of course have no infernal elements whatsorver!
As his attempt of infusing his mutagens with the essence of a slain bearded devil worked spectacularly well (resulting in him permanently picking up an infernal bloodline, as well as being able to harness the rage of the infernal devil in battle), he looks forward to forcefully acquiring more rare ingredients!
Perhaps the powers of hell may look askance on him, but he is quite confident in his prowress of "I CAST FIST MY NAME AFTER ALL IS FAUSTUS".
As this will see adjustment based on the actual level at which he joins from the que to the main plot, I would like to finalize the character hen this happens.
Feats: Power attack (level 1), Iron will (level 1 bonus feat human), Dodge (bonus feat brawler 2), Crane style (level 3 feat)
Traits: Armor expert, Scholar of the great beyond
Acrobatics, Kn. Planes, Perception, Craft alchemy, Intimidate, smattering of skills elsewhere
Plate armor (MWK), Darkwood shield, Cold Iron Scizorre, Silver Scizzore
mwk Alchemical kit
Two sentence mechanical overview:
Very stronk and tough brawler who is also a mad scientist with a smattering of lore skills.
Thanks Mightypion but please post all future character creation related information within the Discussion thread. It helps me to have it consolidated in one place.
Oh and I have added you to the queue and what are your thoughts on perhaps playing an NPC if that arrises or making a cameo appearance with your character should that be possible.
Also (1, 2, 4) = 7+6=5+6=11 is really 6+6=12 unless you really wanted an 11 which is fine by me.
Next I do not due NN -- only basically heroic characters which means LG, NG, CG, or LN. However perhaps you could be NGn or LnN which means either NG or LN with tendencies towards NN which still puts you on the Good side of NN. That being said alignment is just a character aspect and can be a bit fluid but the character will on the average be their basic alignment.
Next in a world where the deities take active direct participation in things from time to time and have obvious agents almost all the time. How does one deny their existence (aka be an Atheist) and still be sane?
Next if you are going to take Craft[Alchemy](Wis) you might want to take its counterpart Profession[Alchemy](Int) and maybe even a bit of Knowledge[Arcana](Int) and while not overly needed depending on how you develop the Alchemist a bit of Spell Craft(Wis) might not hurt either.
Once you have giving a bit more to work with for the 3rd level character as adding additional levels should be a no-brainer once the basic character is built.
I can totally edit skill points and alignment, hmm, to actually get these class skills, one option is a dip in bard or skald (also get tears to wine spell) or even fractured soul for more mind altering substance abuse (and all the kn skills).
He can definitily be CG (these hidebound traditionalists hold back progress!), just with a somewhat opportunistic attachment to reality.
His atheism is more a "no entity that answers prayers has given me a good offer yet, and I will be able to negotiate from a position of "less weakness" (he knows he wont ever negotiate with deities from a position of strength) as my exploits and influence grow".
He views faith as transactional affair, and he has certainly pissed off hell a bit (you are not supposed to get an infernal bloodline by killing a horned devil, turn it into paste, combine it with a mutagen and snort it, his very high con helped!) and basically hopes for offers from quarters hostile to hell.
And being faithfull? Well, no sense giving what you are negotiating with (your allegiance) away for free!
Well Profession generally a Class Skill for almost all Classes -- Knowledge[Arcana] can be gotten with just a Trait or a Feat but if you feel dipping is necessary that is your choice.
Personally I perfer single classed characters so much so that I usually ask players that are dipping into another class for any reason I ask why and then see if we cannot roll that into a single solidly themed class without breaking the balance.
For instance I can see the theme you have currently have and I am sure we could perhaps blend those two classes in a way that works well I would just kind of need to know how much of each class you were considering gaining.
But I will work on that later once I have the basics of the game taken of just letting you know the option is out there.
Stat: 3d6 ⇒ (1, 2, 5) = 8 + 6 = 13
Stat: 3d6 ⇒ (4, 3, 5) = 12 + 6 = 15
Stat: 3d6 ⇒ (2, 4, 3) = 9 + 6 = 13
Stat: 3d6 ⇒ (6, 4, 2) = 12 + 6 = 16
HP: 2d4 ⇒ (1, 1) = 2 + 12 = 14
Replacement Rolls for these two
Stat: 3d6 ⇒ (1, 3, 2) = 6 + 6 = 11
Stat: 3d6 ⇒ (3, 2, 4) = 9 + 6 = 11
Roll 1stat: 3d6 ⇒ (2, 1, 6) = 9
Roll 2stat: 3d6 ⇒ (6, 1, 4) = 11
Roll 1 stat: 3d6 ⇒ (2, 1, 6) = 9 + 6 = 14
Roll 2 stat: 3d6 ⇒ (6, 1, 4) = 11 + 6 = 16
Notes for myself to fix tonight:
Attributes: Attribute of Choice +2 and +1 to 2 other different
Multi-Talented: They can choose two Favored Classes at 1st-level and gain a +1 HP and +1 Skill Point whenever they take level in either class. 1st) Ranger, 2nd) Mage?, Prestige Class: Arcane Archer
Skilled: Gain an 1 Additional Skill Point per Level and the Skill Focus Feat: Intimidation
Okay JediJon do I apply these to JediJon or DwarfJedi ??
Stat: 3d6 ⇒ (1, 2, 5) = 8 >> 2+5+6 = 13
Stat: 3d6 ⇒ (4, 3, 5) = 12 >> 4+5+6 = 15
Stat: 3d6 ⇒ (1, 3, 2) = 6 >> 3+2+6 = 11
Stat: 3d6 ⇒ (2, 4, 3) = 9 >> 4+3+6 = 13
Stat: 3d6 ⇒ (6, 4, 2) = 12 >> 6+4+6 = 16
Stat: 3d6 ⇒ (3, 2, 4) = 9 >> 3+4+6 = 13
HP: 2d4 ⇒ (1, 1) = 2 (sorry to see this)
Attributes: 16, 15, 13, 13, 13, 11
Hit Points: +2 to Base for level 3
Okay bumping this as we seemed to have lost a player and any potential players I have talked to are not being active.
Looking for an active player that wants to get into a PF1e game (experienced or not I do not care as I accept all players no need to ever feel you are not good enough or compete in some stupid contest)