I've been running this game for a few years now, and as it goes in the world of play-by-post, we've lost contact with some players. I'm opening a new recruitment here for some fresh PC's from folks interested in a built-from-the-ground-up steampunk setting. Our currently active players are:
Abel the Wanderer. Monk/Soulknife.
Seraphina Firedancer. Oracle.
Jean Guy-Roth. Technician (Akin to a gunslinger)
I'll consider more than one submission if I like more than one enough.
Here's the long and short of the campaign set-up:
The set-up:
The isolationist island nation of Calweld holds the titular festival every three years. On the surface it is a longstanding celebration to both honor family and friends who have passed on, and to ward off angry spirits of less reputable individuals. Colorful outfits with masks, treats and entertainment are all available for the commonfolk to enjoy. The forest within the Capital is closed off for the three day duration. For the safety of the people you see. Hoodlums can get rowdy after all.
Underneath, it’s also an excuse for the local nobility to jockey for power. You see, when the Festival of the Damned was created, the ruling families agreed to the festival as a twisted, yet fair way to decide which houses would get to increase their influence and control of the nation. The competitions would predominantly take place within the Irewood. And when I say “competitions” I mean “people are hired in groups of 4 or 5 and go around killing each other while regular civilians are left none the wiser.” Well not always killing, but that's beside the point. The point is that, for whatever reason (detailed in your potential bio preferably) you were picked from either the island itself, or are one of the lucky few who were permitted into the territory for the time of the festival. Sometimes merchants with a bit of pull in the right places can get an invitation. Others may simply be in the right place at the right time.
The PC's have been recruited by The Ainsworth noble house to represent them during this years official activities. The Island itself has focused more on the development of technology than magic, as such the tech level is quite a bit higher than your average medieval society. There will be factories. And guns. I’m debating on whether or not there will be blood, brawl, or airships. Think steampunk. Maybe a little magitech.
Houserules:
25 Point-buy. Two traits. I'd like for them to fit the character.
Background skill system from the Unchained book is in use.
Automatic bonus progression is as well.
Only outright banned alignments are NE, and CE. I’d need to look over and approve any CN, or LE characters. I’d be more lenient with Chaotic Neutral, but the stereotypes are all too real.
A general Gentlefolks agreement on certain things. The shortlist is:
No PvP unless all involved players want to do it, lemme know ahead of time too. I may want to have some fun with it.
Guns everywhere rules. To tie into the steampunk atmosphere. These will instead of targeting touch AC work off of a Penetration rating system.
Penetration Rating:
This rating is equal to one quarter (rounded up) of the damage die of the weapon. So, a revolver dealing 1d8 ignores 2 points of armor, a rifle ignores 3, a small sized revolver (dealing 1d6) would still ignore 2 AC, but a small rifle only ignores 2, etc... When a misfire occurs, the superior make of a masterwork gun means that the misfire value only increases by 1. It would be a standard action to fix when a gun is broken from a misfire. This effect doesn't stack with the similar effect from Gun Training. Also, due to the availability of advanced firearms, their price is 10% normal value listed in the firearm table, and regular ammunition as well. However, due to government regulation, you will be known about by at least one of the three major houses.
All first party classes are allowed. Anti-Paladin would be Lawful Evil only, in this case. I’m happy to allow third-party material as well, I just require any prospective players to give me access to it, and I’ll allow them on a case by case basis. I reserve the right to reverse this decision after a period of gameplay. As a protip; try to avoid things that require me to learn a new system. That’s not a hard “no” mind you, it would just be extra effort on my part. The Rogue and Summoner are replaced with their younger, cooler siblings from Unchained. Pick your favorite between the Monk and unchained counterpart, and only original Barbarian allowed.
Common, Uncommon, and featured races are allowed too. The most prominent races of the nation of Calweld are the core races, and the tiefling.
Spheres of Power/Might system is allowed.
Level 4. Average Gold. Full HP first level. Roll others.
In general? If you want to try something weird, just ask. I’m pretty open, but I’ll admit I have my hang-ups. Let’s see what we can come up with through the power of jolly co-operation.
If you have other questions, feel free to check out the campaign info tab for more. It comes complete with NPC's the party has met, and other random tidbits that are admittedly incomplete.
Extra homebrew race options:
These four races are a little something I came up with and are available for use if one so desires.
Cryolith
And lastly of course, I don't expect anyone to memorize any of the lore I'm presenting before they enter a character. Just consider them options if you're like me, and like to dig through setting information. If there's anything you'd like to know, you're free to ask.
If the cosmos is the shape of a wheel, then Sigil is the hub at the center. You stand gathered in the nexus of the multiverse. Multiple Dabus encircle the gathered at a distance. Motionless. Silent. While eerie, they don't make any moves regardless of the parties actions. Not even as much as turning their heads to follow. The personal space they grant can be afforded given the spacious nature of the warehouse these individuals have been gathered in. And quite the group they are, strange even by the standards of Sigil. A modest collection of wildly different chairs from wildly different lands are assembled with a long table in the center.
The draegloth which identified herself as Sheila gathered the same as the rest, sits in the largest seat available, having claimed it quite quickly. Maybe it's simply the only one she'd fit comfortably in, maybe it's because the whole fixture (more of a chaise really) appears to be carved from a single massive bone.
Lets get our headcount before continuing. If you want to re-introduce yourselves for formality or funsies go right ahead. We're picking up after the party took time to introduce themselves, save for those absent of course. The NPC patrons haven't arrived quite yet.
Current direction I'm looking at is the unchained rogue with the Sylvan Trickster archetype. I had a hard time narrowing down hexes, so why not all of them? That and the skill ranks. I only have one other party member. She plans on going with a specialist gestalt, currently looking at a slayer/barbarian. My build is currently:
Current Stat Block. (Spells under construction, but I kind of know what I'm looking for on that end at least.)
3rd level
Hexes: Misfortune, Cackle, Sleep. (Soon: Flight, Gift of Consmuption/Greater, Feral Speech, Evil Eye, Blight in no particular order. I uhh, really like hexes.)
Notes:
We're starting without equipment. I'm sure I can hide his familiar easily enough, but I can't rely on getting anything in particular until we actually go and get it ourselves.
In the spirit of the original character idea, I'd like to keep the ability scores and at least Healing Hands the same.
I wanted to bring the utility so my question is could something combo better with these stats on a witch than a rogue? Is there anyway I could reasonably help directly in combat without summoning?
Hello everybody! Our homebrewed steampunk game has recently lost a player, and we're looking for a new PC for our team. The party currently consists of:
Abel the Wanderer: Monk/Soulknife
Gwynn Cleary: Occultist
Mindos Rakhir: Investigator
Seraphina Firedancer: Oracle
I'm primarily looking for a player who can reliably post at a minimum of every three days.
You can check the link above as well as the available Campaign Info tab for details on the setting, If'n ya want inspiration for a character. The most universally important change to look for is the homebrewed pantheon, some members even provided by other player's!
This information is also present in the linked recruitment page, but here are the building guidelines for quick reference:
Character Creation outline:
25 Point-buy. Two traits. I'd like for them to fit the character.
Background skill system.
Fractional Save Progression is in effect. Automatic bonus progression as well.
Only outright banned alignments are NE, and CE. I’d need to look over and approve any CN, or LE characters.
A general Gentlefolks agreement on certain things. The shortlist is:
No PvP unless all involved players want to do it, lemme know ahead of time too. I may want to have some fun with it.
Certain spells should be avoided. Look, blood money was invented by one jerkwhistle who never shared it thousands of years ago. Possibly never even existed (see below for what I mean).
Guns everywhere rules. To tie into the steampunk atmosphere. These will instead of targeting touch AC work off of a Penetration rating system.
Penetration Rating:
This rating is equal to one quarter (rounded up) of the damage die of the weapon. So, a revolver dealing 1d8 ignores 2 points of armor, a rifle ignores 3, a small sized revolver (dealing 1d6) would still ignore 2 AC, but a small rifle only ignores 2, etc... When a misfire occurs, the superior make of a masterwork gun means that the misfire value only increases by 2. It would be a standard action to fix when a gun is broken from a misfire. This effect doesn't stack with the similar effect from Gun Training. Also, due to the availability of advanced firearms, their price is 10% normal value listed in the firearm table, and regular ammunition as well. However, due to government regulation, you will be known about by at least one of the three major houses.
All first party classes are allowed.
Common, Uncommon, and featured races are allowed, though many are not native to the island of Calweld. Please see the linked thread, or ask me about a specific race. Anti-Paladin would be Lawful Evil only, in this case. I’m happy to allow third-party material as well, I just ask any prospective players to give me access to it, and I’ll allow them on a case by case basis. I reserve the right to reverse this decision after a period of gameplay. As a protip; try to avoid things that require me to learn a new system. That’s not a hard “no” mind you, it would just be extra effort on my part. NOTE: I've already said no to Path of War classes and system. The Rogue and Summoner are replaced with their younger, cooler siblings from Unchained. Pick your favorite between the Monk and Barbarian.
Sphere's of Power system is allowed.
Level 4. 3000 starting gold.
And full HP first level. Roll others.
I’m open to use of the race builder if you have that concept in your head, but can’t quite get it going with the races in first party. RP is a terrible metric for balance, instead, post your race in recruitment here, or PM me the details. I’ll allow or not based on whether I like what I see.
In general? If you want to try something weird, just ask. I’m pretty open, but I’ll admit I have my hang-ups. Let’s see what we can come up with through the power of jolly co-operation.
I'll be getting a chance to play a game in person with a couple of friends after the one I'm running wraps up, and I've got a bunch of character ideas going on in my head. The game will be set in a homebrewed world, and like the title suggests we'll be participating in a tournament of sorts. A gladiatorial situation from what I can tell. We (myself and the other player) will be pit against animals for the most part, but I'm expecting Magical Beasts and maybe Plants or Fey too given my GM. But I'm having a particularly hard time figuring out how I want to build the Eldritch Scoundrel. Some relevant info:
The stats I rolled were 12, 13, 13, 16, 18, 15 (2d6+6 method)
Starting level is 3rd, which is super convenient for Unchained Rogues.
My party member will be a Slayer, probably TWF.
Race is undecided, but I'm leaning towards Ratfolk since they're one of the races with a spot set for them in the campaign setting. That and the perfect ability score bonuses.
Rough Stat Block:
Zousha ?
Male Ratfolk Unchained Rogue (Eldritch Scoundrel)
CE Small Humanoid (Ratfolk)
Init +5; Senses Darkvision; Perception +9
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Defense
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AC 17, flat-footed 12, touch 16 (+1 armor, +5 Dex, +1 size)
hp 23 (3d8 +6)
Fort +3; Ref +8; Will +2
Defensive Abilities: Alarm Sense
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Offense
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Speed: 20 ft
Melee: Shortsword +8 (1d4+5; 19-20x2)
Special Attacks: Sneak Attack (+1d6)
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Statistics
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Str 10, Dex 20, Con 15, Int 18, Wis 13, Cha 13
Base Atk +2; CMB +2; CMD 16
Feats: Skill Focus (Linguistics), Orator
Traits: Magical Lineage (Shocking Grasp), ?
Skills: Linguistics +13, Perception +9, ???
Languages: Common, Draconic, Dwarven, Goblin, Halfling
Combat Gear: Haramaki, Shortsword (Gladius? Gauntlet?)
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Special Abilities
Any ideas for spells? I was thinking mage armor, shocking grasp, shield, and maybe vanish to start. I'm wondering how I can best leverage my spell list to both keep us alive and deal damage. Preferably by piling SA dice onto spell damage dice. I'm planning for Shocking Grasp to come up a lot, but I want to know if there are other options too.
I chose Skill Focus and Orator for feats because the GM mentioned out-of-combat events too, so I wanted to be prepared. a different combo I was thinking of would be Arcane Strike and Improved Initiative.
Also a rules question (I didn't want to start two threads): If I pick up the Empower spell feat down the line and use the spell on an opponent who takes sneak attack damage from the empowered spell, do the SA dice get modified the same way?
His name is Alexander Reginald Goodeman III. He'll be in a setting the GM wants to surprise us with, save for a few details. 1. Humans only, 2. Level five, 3. 20 point-buy or we can roll, and most importantly 4. It will be victorian themed, which is why I've settled on the gentlemanly theme.
I picked the class/archetypes I did to further facilitate the schtick, but I'm wondering if there's something or things I can do to further accentuate his upper-class ideology mechanically. Right now he has the Kensai Archetype so he'll never be seen without his carefully-pressed suits. Bladebound for a fittingly classy item in combat. (Also there because his significant gambling vice in his backstory forced him into debt he's currently paying off, including carrying the Black Blade) His two Pearls of Power are in his cufflinks, etc...
Is anything I could simply swap out for something better mechanically? Aside from the Sword Cane. I really like it, even though a rapier would basically be a direct upgrade.
A couple friends of mine (you know who you are, no reading this) and I missed playing face-to-face games, so I'll be running a game in a homebrewed setting weekly. The problem is that it really is just a couple of them, 2 players.
One PC is an Oracle who showed interest in focusing on summoning, which could make this easier for me. But for now, her only feat is weapon finesse.
The other is A tinkerer alchemist with one level of gunslinger. The setting has a strong steampunk focus and uses "guns everywhere" rules, so the single level is all that's needed.
The PC's are level 2, I need to know ways, tips, and/or tricks to design encounters that won't brutally murder PC's who lack significant melee capability. I can answer more questions about them and the setting if need be, but this game starts in a few days, so I want to be ready.
I'm strongly considering adjusting my Geokineticist the Elemental Annihilator archetype since the "utility" options looked pretty universally lackluster until late-game.
(The archetype in question)
I have a few questions about the archetype in general.
Devastating Infusion mentions it can only be used with a physical blast. So, a pyrokineticist (who's utility talents are some of the worst) is locked off from the "mo damage" archetype? Am I missing something? Are other elements unable to use this?
Power Attack still wouldn't work with a blast that counts as a light weapon for Weapon Finesse, is that correct?
Does Flurry of Devastation actually leave the Kineticist near the top of the damage pile? It looks like it does, but by making the class operate more like a regular martial instead of being fancy.
It's about time for halloween around these parts, and I want to make my first witch. Problem being, I can't really see how to build one that's able to use fear effects, or even really intimidate in general very effectively. Am I missing something? I can try out the stink eye hex, but it's not all there is, right?
Looking at my next project, I'd like some advice on my attempt at what are essentially, Cyclops-kin. They have a few non-standard mechanical quirks I'd like to focus on.
flavor:
”...The elusive Phemus. These offshoots of the Cyclops race have inherited not the size or ferocity of their possible forebears, but insight. Each Phemus is born with a particular mental sharpness, each one could possess a sagely intellect, or live as a fiery demagogue.
Available evidence suggests the Phemus as a species first came into our world sometime after the Cyclopean empire transitioned into the Human kingdoms, yet somehow before the human rule of central Terra-Summa was solidified. The exact details may have been lost to the ages. The Phemus we questioned, a single individual named Grecus, stated:
‘We Phemus take pains to educate ourselves in history, to learn from the past, understand it. Even we do not know exactly why our people came about. Only when. We’ve come to understand at least, that we were bred in one way or another, to serve the Cyclops. Now we are few and rare. As are they.’
Grecus later elaborated on the idea that the insight of the Phemus is not a physical phenomenon. Their eyesight is poor, depth perception being the obvious culprit. An educated individual would know the Cyclops's themselves have acute eyesight. This leads me to believe the Phemus are a genetic degeneration of the Cyclops. A similar phenomenon occurred with the serpentfolk of the east. Also splitting them into a vastly different form that yet has ties with the original species as servitor.”
-Matthew Quill, Official Scholar
The Phemus:
Creature type: Phemus are Humanoids with the Giant subtype..
Size Category: Phemus are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Phemus have a base speed of 30 feet.
Ability Scores: The Phemus are physically powerful like their forebearers, and possess a mental acuity that at times resembles the insight of the Cyclops. They gain +2 Strength, and +2 to either Wisdom, or Intelligence.
Languages: Phemus begin play speaking Common, and Cyclops. Phemus with high intelligence scores can choose from the following: Aklo, Celestial, Draconic, Dwarven, Infernal, Giant, and Undercommon.
Feat and Skill Racial Traits:
Fated Hand: Some call it luck, to the Phemus, it’s momentary inspiration. Once per day, the Phemus can reroll any d20 roll they’ve made as an immediate action, adding a +2 insight bonus to the second result, and choose the higher of the two rolls.
Scholar: Phemus take pride in their knowledge of the past. They gain a +1 to Knowledge (Nobility) rolls, plus one other Knowledge skill of their choice, They receive both of these as class skills.
Magic Racial Traits:
Soothsayer: Phemus who cast a spell from the Divination school of magic treat their caster level as five higher when determining the success rate of spells such as augury, or divination. The Perception DC to locate a Phemus’ scrying sensor is increased by five as well.
Senses Racial Traits:
Low-light Vision: Phemus have low-light vision, allowing them to see twice as far as humans in locations of dim lighting.
Weakness Racial Traits:
Single-eye: Whenever a Phemus makes a sight-based Perception check or ranged attack roll, distance penalties are increased by one per range increment.
Alternate Racial Traits:
Deeprunner: Some Phemus are born and raised in underground reaches well away from the light of day. Phemus with this trait gain Darkvision to a range of 60 ft. along with Light Sensitivity. This replaces the low-light vision racial trait.
Arcane Acuity: Some Phemus reap greater benefit from discerning powers, whether supernatural, or otherwise. Whenever the individual is under the effect of an Insight bonus, that bonus is increased by one. If they are receiving insight bonuses to multiple statistics, they may only apply this effect to one such stat (I.E. A single save, to one skill, to damage, etc…). This replaces the fated hand racial trait.
I'm specifically wondering about how I can make the Arcane Acuity ability easy to parse, or if it seems straight-forward enough as is. The idea currently is that it increases an insight bonus by one, but if the character is getting multiple bonuses of that kind, they can only increase one ability with it. Mostly to avoid making the trait as powerful as Fates Favored, which is somewhat similar, but more powerful than some feats.
Other thoughts and ideas are welcome too, of course. If anyone thinks this race is roughly in line with the core races, or not, lemme know how you might change it.
I like the elemental outsiders, but I feel like the opportunity for one of the in-between elements is ripe for ideas. we have elementals for fire, earth, air, etc... even down to ice, mud, and lightning.
So, on the note of a lightning-themed race option, I'd like to hear some thoughts on my stab at an interesting form of native outsider.
The taste:
Tintreach, the short form of the old name Ina Gcónaí Tintreach which literally translates as “Living Lightning.” These native outsiders are born where the energies of the Air and Fire intertwine, and touch Terra-Summa. Some of them are easier to tell apart from their birth race than others. A common way to identify them is to look for occasional blue, yellow or orange flashes of light in their eyes, as if blinking with a nictitating membrane, or second set of eyelids. Those Tintreach who tap deeply into their personal wellsprings, may be identified by glowing tattoo-like surges of electrical energy across their skin. Otherwise, their skin tones are paler than average, though this may simply be because most known members of this race arise from a particular human ethnicity, one native to the farthest reaches of the northern plains and badlands.
Rare in the extreme, the nomadic nature that seems to overtake the Tintreach makes an individual even harder to find. Though, this wanderlust doesn’t seem to preclude making deep connections with other people. Many Tintreach keep in contact with their homes, and seem to value family highly.
However, the Tintreach as a whole seem to lack a level of inner focus. Possibly due to the inherently erratic nature of the forces that created them. Tintreach seem disorganized and poor in leadership roles. Surprisingly in light of the above, they have yet to gather in higher numbers than a dozen, and even these groups never last more than a few months before the urge to go their separate ways overtakes them.
The stats:
(Ina Gcónaí) Tintreach
Creature type: Tintreach are Outsiders with the Native Subtype.
Size Category: Tintreach are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Tintreach have a base speed of 30 feet.
Ability Scores: The Tintreach have the benefit of fast reflexes, the loud, strong presence of lightning itself… and the physical instability that comes with such a thing. They gain +2 Dexterity, +2 Charisma, and -2 Constitution.
Languages: Tintreach begin play speaking Common, and either Auran or Ignan. Tintreach with high intelligence scores can choose from the following: Aklo, Aquan, Auran, Elven, Ignan, Orc, Sylvan, and Terran
Defense Racial Traits:
Energy Resistance: Tintreach have electricity resistance 5.
Erratic Mind: The wildly fluctuating force of lightning suffuses the Tintreachs entire being, making them naturally resistant to assault of the mind. Tintreach gain a +2 bonus on all Will saving throws.
Feat and Skill Racial Traits:
Magnanimous: The Tintreach are born with a strong personality that they can hone to persuade others. Tintreach gain either a +2 to Diplomacy, or Intimidate, and Handle Animal.
Offense Racial Traits:
Supernatural Co-ordination: Wild yet focused, the forces of nature weave in harmony, and the Tintreach embody this affinity for co-ordination. The Tintreach take half the normal penalty for two-weapon fighting.
Alternate Racial Traits:
Call of the Storm: The Tintreach’s inherent powers manifest in a more eldritch manner. The individual can cast Light three times per day, or Continual Flame once per day. Tintreach sorcerers and bloodragers with the Elemental (Air) bloodline treat their charisma as 2 points higher for the purposes of their spells and class abilities. Tintreach spellcasters with the Weather Domain use their domain powers and spells at +1 caster level. This replaces the energy resistance and magnanimous race traits.
Wherever I may Roam: The need to survive in the treacherous reaches of the land have taught some Tintreach to thrive on scraps. The Tintreach may choose an improvised weapon type (subject to GM approval). They take no penalty to hit with this weapon, and gain a +1 insight bonus to hit. In addition, they gain Survival as a class skill and a +1 bonus to all Survival skill checks. This replaces magnanimous and supernatural co-ordination.
I'm also interested in hearing some ideas about new alternate racials if anyone has any. I'm gonna try to use these as a balancing point for future similar endeavors.
Not the fact that I get them, but I just don't like the idea of binge drinking for strength. Has anyone had any success, or ideas on re-flavoring extracts? I have an idea for the one alchemist I have currently, but I'd like to make more than one in the future, and the investigator has the same problem.
I have this one guy I've wanted to build for a while, and I'm dead set on either Inquisitor (worshiping Erastil either way), or Zen Archer. Unfortunately, I built his son way before I decided I liked this fellow enough to graduate from NPC.
Which means he has to be a Kitsune. Because I really wanted an overspecialized Sorcerer.
Without a really lucky set of rolls (Not a specialty of mine), or extra high PB, I don't see things working well. How would you go about building an archer with the Kitsune and one of these wis-based archers?
As the title: I'm building an eldritch guardian fighter. Going with the mauler archetype and high con, I'm looking for a battlebuddy. What are some good choices for a familiar?
So far, it looks like Crab or Fox are the best. Both have a high starting str to benefit from the +10 they get from battle form. But the Fox only has 1 attack and the crab needs to be watered constantly like a frickin' ficus or it dies.
Are there other choices I should consider? I'm playing a human with Eye for Talent, because I think it will be more worthwhile in the longrun.
Starting a new game, and wanting to try a new thing, I decided to build a tengu druid to fill in the scout role. I used the Nature Fang archetype and the Monkey sub-domain to make a sort of magic rogue.
But, I don't really know what to do for feats. I prefer Two-handed fighting, and since someone pretty new to the game is joining the table, I don't want to go the TWF route for feats because thats the style so-to-speak she's aiming for. So, besides the underwhelming Weapon Focus, or Dodge, I don't really know what to pick-up. Ideas? I'm open to whatever wouldn't require a different race/class combo.
Rough build:
Renn Bloodback
Tengu Druid (Nature Fang)/1
Str 16
Dex 16
Con 13
Int 14
Wis 18
Cha 14
(I rolled pretty damn well for stats as a change of pace)
Traits: Trap Finder, Wisdom in the Flesh.
Also, ideas for level 1 utility spells would be appreciated.
Edit: Also, am I reading the Sneak Attack right in Nature Fang? I'm pretty sure it doesn't ever increase the number of SA dice you get.
Would combining the fox Shape feat with a Kineticist be a solid idea? I don't know much about the class but it's upsides seem to be the simplicity of setting up and longevity, right? You need 3 feats for general ranged combat, and maybe Weapon Finesse, and you're golden. That plus the small number of stats needed leave a lot of room to just kinda dick around it seems.
So, would using a kitsune, and taking that feat be a solid investment?
PROS:
Tiny size means way better AC. Size bonus + nat. armor + dex bonus.
That Dex bonus would also make connecting with blasts more likely.
Would be fun pretending to be someones familiar. Then. Big boom.
Kineticist abilities being SLA's means I don't need to be able to speak to function properly.
CONS:
Needs level five to take.
Must spend point-buy on relatively unhelpful stat. Especially in my home group, where more than one person is always ready to play "Dashing Rogue/Black Widow" characters.
Is there anything I'm missing? Any advice for an element of choice?
The day is peaceful. The sky is blue, the wind is calm, the air is warm, and the waiting room is dull. Peaceful, yet ultimately unfulfilling muzak plays faintly in the silence as four individuals sit in well-padded chairs, all uniform in design. They await their names to be called in for an interview with a representative of the prestigious Ainsworth noble family.
The waiting room itself is well decorated; bright, stylized rugs and polished windows give the darkwood floors a contrasting display. A secretary sits at a desk quietly scratching away a the paper in front of her. While these near strangers sit amongst themselves, the gardens receive an old visitor…
I’ll be posting more soon! In the meantime, everyone get themselves acquainted with one another. Except Azrael. We’ll go with what I mentioned in PM unless you’d prefer going with the group.
If anybody is interested in a steampunk setting, built from the ground-up, put your characters here! I'm looking for 4-5 participants for the titular Festival of the Damned. What is it you may ask?
The festival:
The isolationist island nation of Calweld holds the titular festival every three years. On the surface it is a longstanding celebration to both honor family and friends who have passed on, and to ward off angry spirits of less reputable individuals. Colorful outfits with masks, treats and entertainment are all available for the commonfolk to enjoy. The forest within the Capital is closed off for the three day duration. For the safety of the people you see. Hoodlums can get rowdy after all.
Underneath, it’s also an excuse for the local nobility to jockey for power. You see, when the Festival of the Damned was created, the ruling families agreed to the festival as a twisted, yet fair way to decide which houses would get to increase their influence and control of the nation. The competitions would predominantly take place within the Irewood. And when I say “competitions” I mean “people are hired in groups of 4 or 5 and go around killing each other while regular civilians are left none the wiser.” Well not always killing, but thats beside the point. The point is that, for whatever reason (detailed in your potential bio preferably) you were picked from either the island itself, or are one of the lucky few who were permitted into the territory for the time of the festival. Sometimes merchants with a bit of pull in the right places can get an invitation. Others may simply be in the right place at the right time.
Thats the long and short of the set-up. The PC's have been recruited by The Ainsworth noble house to represent them during this years official activities. The Island itself has focused more on the development of technology than magic, as such the tech level is quite a bit higher than your average medieval society. There will be factories. And guns. I’m debating on whether or not there will be blood, brawl airships. Think steampunk. Maybe a little magitech.
More information on the power players around Calweld
Head Honcho's:
First thing worth noting would be the three most powerful ruling houses. All of these triumvirate families are based in the capital, itself called Calweld as well, but usually referred to as the capital in everyday speech.
The Ainsworth family is the third most powerful of the trio. Although they are the weakest of the three, this only causes them to exert more control and careful planning than the other houses may employ. Indeed, their treatment of citizens and foreigners alike on their territories can be extreme, but no house runs a more efficient ship. This family is also the one most readily willing to recruit outsiders from the world beyond the island. Some say the Ainsworths would provide a thousand years of prosperity and security.
Lorne Ainsworth, the head of the house had become a recluse years ago. No one has heard from him since then outside of his daughters and only the most trusted of servants. Gremory, who has left for her own devices, and Morganna, the main contact for the party. Rumors abound that he was struck by madness as many mages are. It is said that this is an inevitable fate for any spellcaster. Of course that isn’t true. They could also die. Painfully.
The middle tier power is wielded by the ancient Hightower family. They are the most open and vocal about destroying the evils that plague the island they call home. One of only two noble houses that can trace its prosperity all the way back to the first truce that started the Festival. This zeal is not tempered with much caution, however. Some claim that the Hightowers could give personal power to every man and woman.
Calayas Hightower is known as the Hero King. The original founder of the Hightower house. He has appeared to have all but halted aging. no one can agree on why. Could the rumor of a pact with dragons have done it? Maybe he isn’t immortal at all, but a different man comes to be each generation. The truth is unknown of course, since anytime he’s asked about it, the man finds a way around the answer. He is succeeded by children of his own, however they do not seem to expect a place at the Hightower throne, Many have gone into dangerous professions, with the expected results.
Finally, the ruling dynasty: Calweld. Little to none is known as hard fact about them. The house head hasn’t been seen in person by anyone who has lived to tell the tale. And yet, they still live. They must, who else is passing down laws? One fact about Calweld house is certain; they’re almost entirely responsible for the seclusion of the island. All attempts at divination to search for the Calweld family, or to try to break into the island's territory, have either failed or leave the insolent one stricken with madness. What kind of power is needed for that kind of influence? If anyone’s asking, Calweld isn’t telling.
Something that became a sort of local custom longer ago than most remember, is that the head of any family that wants to be taken seriously needs to find themselves a method to halt their aging. Many turn to undeath for this reason.
Other miscellaneous trivia to hopefully get the creative juices flowing.
Spoiler:
Other notes:
The Irewood is said to be filled with the restless spirits of the dead, a driving force behind the surface reasoning of the Festival of the Damned.
There is a significantly higher native population of Tieflings in the nation of Calweld than other areas.
Many merchants enjoy the chance to obtain Calweldian goods. Many of which are relatively equal in utility to their magic counterparts, but with the novelty of steam/electric power. Calweld is also fortunate enough to have a significant supply of
It’s considered good form to complete your revelry outfit with a mask of some kind, though the practice has waned in recent years.
The city guards are the most active during this festival, having every reason to expect the worst. Food vendors and other stores tend to give them discounts for their efforts.
The sewer system is enormous to compensate for the heavily urban terrain. As such, there have been reports of non-government issued personnel entering the drainage systems.
While non-native merchants are by far the most common folks to be invited to the ceremonies, others can occasionally show up as well. All one needs are the right connections.
Depending on what your character is like, and where they are from, they may have more detailed information on some of these points, but this is “common knowledge.”
Race Relations:
The only founding families of Calweld still in power are the human Hightower house, the Calweld’s themselves, and an elven client house to the Hightower’s named Vilendros. It wasn’t always this way, in it’s heyday Vilendros was the more powerful between itself and Hightower, but, as the years and technology marched on, the elves became stuck in their ways. The ever adaptable humans had stayed on the forefront of advancements, while Vilendros fell behind. But the nature of the relations between the two had always been one of support. As house Vilendros once propped up and aided the Hightowers, so too did the human family who pulled ahead in recent generations. The oldest members of the Vilendrosses even claim to remember when Calayas himself would come to them for aid. Now the hints of resentment have begun to surface, and they are not just limited to the elves of Vilendros. Many have started to feel marginalized, a sentiment many Aasimar have known for a long time. While neither they nor tieflings have the numbers or family prestige to build a city nor even a noble house to call their own, the push of fiendish energy found in the blood of tieflings is troubling to even the more generous of the other planetouched.
The orc’s have a much different reading of the city. While peace was made between Orc clans riding through the plains of the continental east and the humans native to there, the island Calweld makes it’s home on causes information to travel slowly from the outside. All these folks know is that the blood war is not to be spoken about aloud. Two decades ago riots broke out in the streets of the capital, and the nearby city of Tor. The chaos ensued for two weeks before the government was able to get the cities under control again. Some of the damage can still be seen in the less well travelled corners of the two cities. The two most active groups of participants were the Orcs and humans, attacking each other in ways that are still whispered bitterly about at night. But Calweld house made it clear that they wouldn’t tolerate any further actions. The Devoted Church of The Old Lord have followed suit, though, perhaps not for the same reasons. If word were to escape to the outside, after all, it could be perceived as weakness. But regardless of official orders, the locals haven’t forgotten the damage that occurred that night. Other notes:
Local Goblins are either sought after gunsmiths, or outlaws, sanity depending. All are kept track of.
Dwarves and Gnomes are both doing well for themselves, though in fierce competition.
Lizardfolk and their client races of Nagaji and Kobolds joined together to form a Noble House.
Tengu got the short end of the stick. Not enough power to own land, they're usually stuck living in slums, or travelling. Many turn to the underground (metaphorical, mostly).
A rather large caravan of Catfolk has been invited to trade at the Festival of the Damned.
Depending on what characters people come up with, they will get some more detailed notes, but I wanted to cover the broad strokes here.
Character Creation outline:
25 Point-buy. Two traits. I'd like for them to fit the character.
Background skill system from the Unchained book is in use.
Automatic bonus progression is as well.
Only outright banned alignments are NE, and CE. I’d need to look over and approve any CN, or LE characters. I’d be more lenient with Chaotic Neutral, but the stereotypes are all too real.
A general Gentlefolks agreement on certain things. The shortlist is:
No PvP unless all involved players want to do it, lemme know ahead of time too. I may want to have some fun with it.
Certain spells should be avoided. Look, blood money was invented by one jerkwhistle who never shared it thousands of years ago. Possibly never even existed (see below for what I mean)
Guns everywhere rules. To tie into the steampunk atmosphere. These will instead of targetting touch AC work off of a Penetration rating system.
Penetration Rating:
This rating is equal to one quarter (rounded up) of the damage die of the weapon. So, a revolver dealing 1d8 ignores 2 points of armor, a rifle ignores 3, a small sized revolver (dealing 1d6) would still ignore 2 AC, but a small rifle only ignores 2, etc... When a misfire occurs, the superior make of a masterwork gun means that the misfire value only increases by 2. It would be a standard action to fix when a gun is broken from a misfire. This effect doesn't stack with the similar effect from Gun Training. Also, due to the availability of advanced firearms, their price is 10% normal value listed in the firearm table, and regular ammunition as well. However, due to government regulation, you will be known about by at least one of the three major houses.
All first party classes are allowed. Common, Uncommon, and featured races are allowed too. Anti-Paladin would be Lawful Evil only, in this case. I’m happy to allow third-party material as well, I just any prospective players to give me access to it, and I’ll allow them on a case by case basis. I reserve the right to reverse this decision after a period of gameplay. As a protip; try to avoid things that require me to learn a new system. That’s not a hard “no” mind you, it would just be extra effort on my part. The Rogue and Summoner are replaced with their younger, cooler siblings from Unchained. Pick your favorite between the Monk and Barbarian.
Sphere's of Power system is allowed, as is Fractional save progression.
Level 3. Average Gold. And full HP first level. Roll others.
I’m open to use of the race builder if you have that concept in your head, but can’t quite get it going with the races in first party. RP is a terrible metric for balance, instead, post your race in recruitment here, or PM me the details. I’ll allow or not based on whether I like what I see.
In general? If you want to try something weird, just ask. I’m pretty open, but I’ll admit I have my hang-ups. Let’s see what we can come up with through the power of jolly co-operation.
As the setting is custom made, so too has been the pantheon:
At it's head:
The Old Lord:
Har-kul: The Old Lord
Har-kul represents the defenders of the weak. His church is frequently responsible for the defense of the borders of a country, and at one time were the blades that carved a path for civilization to take root. Many times they are called to defend their homes, but the true purpose of Har-kuls church is to nurture the newest generations. To prepare them for an ever changing world. His title was earned when he became the eldest of the gods. His predecessor in age, Rigel, was slain by the upstart Orion. Har-kul acts as a father to many of the Gods, which caused the God-Hunters actions to be seen negatively. The churches of the two are not in open conflict, though reparations are slow coming.
Har-kul’s followers believe in mercy whenever reasonable. Any captured foes are treated well, because when the battle is over, attacking someone is no longer done in defense. His Paladins are known far and wide as heralds of justice. Though many are foolhardy, the lessons of compassion Har-kul teaches fall on deaf ears to many young adventurers. Some branches of his church have undergone efforts to regulate these behaviors as of late.
Home: The Eldest Throne, Heaven
Alignment: Lawful Good
Portfolio: Family, Honor, Justice, Protection
Worshipers: Caretakers, Leaders, Guardians
Domains: Community, Good, Law, Strength, Protection
Subdomains: Archon, Cooperation, Family, Judgement, Loyalty, Redemption
Favored Weapon: Scythe
Symbol: A hand with an open palm
Sacred Animal: Horse
Sacred Colors: Red and Gold
After him stand:
The Fallen God:
Belial: The Fallen God
Belials very nature requires his churches to meet in secret in many corners of the world. He is lord among the Archdevils, and responsible for the construction of Hell as it is known today. Cast down from the heavens long before history was recorded, he clawed his way up through the putrid chaff of hells lowest reaches with one strange note. No devil can tell a time when he destroyed an an enemy of his personally. No devil still alive anyway. To all appearances, he does not get his own hands dirty, but manipulates, and sets others against each other.
Worshipers of Belial frequently keep their patron a personal secret, as even those without evil hearts know the stigma of following a Devilgod. In truth, some simply seek advice of Belial's priests to outwit their enemies. Contracts are the standard way of ensuring someone honors their word, and Belial has had much practice binding them. The tradition continues onto the material plane through his church. In some corners of the world, Belials faithful have established themselves as a major power.
Represents the essence of nature and the forces connecting everything. Soriel is not a single being but many, appearing as but balls of light or taking the form of a body-less voice, of multiple things speaking at once. How Soriel came to sentience, none know not even Soriel himself. Soriel home is the Material plane, where his various consciousnesses act, in an effort to keep the plane safe from Outsiders.
Soriel's followers believe in protecting the home above all else, often fighting to protect it from those who would seek to destroy it. His practices consist of teaching honor and wisdom, always growing and learning to better one's self and helping others to grow as well.
Although it should be said followers are rare due to many not considering him a real god. Soriel's followers are often recluses, loners, and those who take refuge in the deepest wilds.
Adjective: Sorien's
Alignment: Neutral
Home: The Material plane
Portfolio: Family, Protection, Nature, Spirits
Worshipers: Recluses, Druids, Fey, Healers,
Domains: Community, Repose, Protection, Air, Water
Sub Domains: Wind, Growth, Home, Defense,Souls
Favored Weapon: Unarmed Strike
Symbol: A Tree with many roots spreading far and wide.
Sacred Animal: The Ant
Sacred Color: Dark Green
The Choleric Queen:
Ashtoreth: The Choleric Queen
Ashtoreth represents the noble aspects of competition, as well as the best parts of the individual that are brought out in war. Heroism, camaraderie, and bravery are all associated with the Choleric Queen. Her title is well earned, as the first berserker in battle was said to be possessed by her spirit and Ashtoreths own power in single combat is said to be unmatched. She is aware that the Saint Sanguine wants her domain of war, but she knows full well how that would end.
The faithful of Ashtoreth share her zeal for life. Knowing that they must live life to it’s fullest to please their goddess. Her followers are known for their fighting spirits, however, her church always teaches good tactics must be used. Poor planning is the domain of the foolish, and can cost lives. Her ideals are adopted by many athletes as well, competition is in the blood for her faithful. But this can come from any walk of life, as such her church is quite diverse in its roster.
Adjective: Ashtorethians
Home: Titanic Battlescape, Elysium
Alignment: Chaotic Good
Portfolio: Battle, Bravery, Determination, Glory
Worshipers: Athletes, warriors, performers
Domains: Chaos, Glory, Good, Strength, War
Subdomains: Azata, Blood, Competition, Heroism, Resolve, Tactics
Favored Weapon: Greatsword
Symbol: A field of broken weaponry
Sacred Animal: Sparrow
Sacred Colors: Firey yellows and reds
The Saint Sanguine:
Vaoh: The Saint Sanguine
Vaoh is a mad god, associated with manic insanity, blood and undeath. He covets the War domain of Ashtoreth, and she knows it. It is said by his church that he spread the dual curses of undeath and lycanthropy to sew distrust between neighbors, and to unbalance the nature of the world. If Ashtoreth represents the heroism and bravery that is brought out in conflict, Vaoh is the aspect of horror and suffering. Yet his madness breeds creative minds. Disturbed minds often show artistic talent, and Vaoh is not merely a peddler of pain and destruction. He and his faithful see their work as art, flayed bodies as sculptures built with the same care, and sometimes even the same hands, as they would a marble statue.
He is worshipped in his most concentrated numbers by vampires and cannibals, who see him as their direct patron. Other intelligent undead, as well as werewolves do so as well. Some even setting up places of worship in cities with blasphemous mockeries of other religions as a cover. Among all of this is a warped sense of community between these various outcasts, all of them pulled towards the Saint Sanguine in the belief that they belong with one another. And mortals? Talkative cattle at best.
Adjective: Vaoans
Home: Floating Mass, Abyss
Alignment: Chaotic Evil
Portfolio: Art, Madness, Undeath
Worshipers: Artists, cannibals, the mad, undead.
Domains: Chaos, Death, Evil, Madness, Magic
Subdomains: Arcane, Demon, Murder, Nightmare, Undeath
Favored Weapon: Rapier
Symbol: A goblet running over with blood in a skeletal hand
Sacred Animal: Serpent
Sacred Colors: White and deep red.
Elemental Lady of Life:
Kalmista: Elemental Lady of Life
Kalmista represents the blending of the elements from which most life arises. She is the Balance of Life itself, and works towards the end of making all life a little better, a little stronger. She teaches that all life should seek to improve itself and the world, and her worshippers should oppose any who wish to drag the world into darkness and hatred.
She believes that working to undo the balance of the world is an evil act, and that performing evil acts unbalances the world - they are one and the same. Her faithful are taught to avoid these if at all possible, and when faced with two evils to choose the lesser in the long run.
She is often worshipped by various members of the Elemental races, as they see there own aspect within her. The Suli are especially common worshippers, given they are also a blending of all four elements. Many other, more mortal races, worship Kalmistra as the Lady of Life and a powerful healer.
Although there is quite a bit of overlap, Kalmistra's church is generally seen in two forms - divine healers who help the populace, and powerful warriors that protect and restore balance.
Alignment: Neutral Good
Portfolio: Healing, Fire, Earth, Water, Air.
Worshipers: The Elemental races, healers.
Domains: Air, Fire, Earth, Healing, Water.
Subdomains: Wind, Smoke, Metal, Restoration, Flowing.
Favoured Weapon: Rifles
Symbol: A diamond formed of Fire in the top, Wind in the right, Earth on the bottom and Water on the left.
Sacred Colours: Blue, Green and Red.
Noticeably, Kalmistra changed her favoured weapon several generations ago when the developments of guns became common. She feels they better show the melding of the elements - the earth in the metal, the water in the stock, the fire in the powder and the air it displaces - than her previous weapon did.
The Caretaker:
Riestarch: The Caretaker
Riestarch is a goddess presiding over death, community, and protection. Typically death is seen as something undesirable by most cultures, but for the Caretaker and her followers it represents a final peace from the harrows of life.
She does not actively support violence (though the situation does sometimes call for it regardless) and instead commands her flock to bring comfort to others in times of great strife. Similarly, those souls that enter her care are protected from any further suffering - that is, until they make it to their final destination. It is worth mentioning that the church of Riestarch is not one of healing, and it is notably taboo among them to attempt to cure a person of some fatal ailment. For them death is just another expression of life and it would be wholly unnatural to stand in its way.
Hospitalers
The order of paladins who carry on in the name of Riestarch. It may seem odd that a goddess of death runs a Hospice, there are ultimately many clinics and temples that ultimately have Riestarch as their patron. The Caretaker protects her followers, as a mother would a child.
For those who are beyond medical help, one of these Hospices is a welcome way to spend the short remainder of their lives. They aren't grim or terrible places, as Riestarch is not a morbid goddess, and her followers are gregarious and sentimental, making sure to comfort those who are suffering and allow them to enjoy what they have. Though outright cures in Riestarch's hospices are extremely rare, it's not uncommon at all for those who have shown great faith or are simply blessed by the kindly hand of Riestarch to have their disease go into remission or to become asymptomatic carriers.
Alignment: Lawful Nuetral
Portfolio: Death, Comfort, Protection, Community
Worshipers: Caretakers, Battlefield Healers, Lepers
Domains: Community, Death, Plant, Protection, Repose
Subdomains: Family, Plague, Decay, Souls, Defense, Undead
Favored Weapon: Heavy Shield
Symbol: Skull with a budding flow inside
Sacred Colors: Green & White
The God-Hunter:
Orion: The God-Hunter
Long ago, the mortal Orion slew the Ancient God Rigel. None know how he accomplished this feat, as the gods were originally thought to be entirely beyond mortal grasp. Some scholars theorize he received aid from Belial the god of devils, who wanted the power of Rigel himself. Some say Rigel never died at all, but reincarnated himself to gain new worshippers. Whatever happened, no one since Orion has replicated this feat. Mostly because he takes a personal interest in tracking any mortals who would replicate his accomplishment, and destroying them. This is not done purely out of spite, however. After ascending with the power stolen from Rigel, he was tasked by Har-kul with preventing others from slaying more of the Old Lords kin. Orion accepted the assignment, feeling remorse for his previous actions. He extends his eye to all who would attempt to rise to the ranks of godhood as well. The other gods are wary of his future actions, but he has made no moves against them yet.
The God-Hunter emphasizes the acts of hunting as well as striving to hone one's own skills. In accordance with what little is known about his mortal life, his church has taken to the woods, frequently meeting at each solstice and equinox. Often he is associated with nature, as well as mystery. Many who wish to research ancient ideas and lore pay homage to him, as the Knowledge domain is one he took from the Ancient God.
Home: Tempest Wilds, Astral Fires
Alignment: Neutral
Portfolio: Knowledge, Vigilance
Worshipers: Assassins, vigilantes, sport hunters
Domains: Animal, Death, Knowledge, Strength, Travel
Subdomains: Espionage, Exploration, Feather, Ferocity, Memory, Psychopomp
Favored Weapon: Longbow
Symbol: An arrow split in an upper and lower half. Some more modern depictions show a bullet similarly cut.
Sacred Animal: Scorpion
Sacred Colors: Black and White
With that all being said, let me know if you want to Try something not covered here. Happy gaming everybody!
So, I’ve ended up in my fair share of games on these boards. I think the polite thing to do is to start one of my own to contribute. On that note I’d like to see if anyone is interested in a homebrewed adventure. Fair warning, this would be my first PbP GMing experience. I’ve done it in home games and met with some moderate success I think.
Here’s the lowdown:
The isolationist island nation of Calweld holds the titular festival every three years. On the surface it is a longstanding celebration to both honor family and friends who have passed on, and to ward off angry spirits of less reputable individuals. Colorful outfits with masks, treats and entertainment are all available for the commonfolk to enjoy. The forest within the Capital is closed off for the three day duration. For the safety of the people you see. Hoodlums can get rowdy after all.
Underneath, it’s also an excuse for the local nobility to jockey for power. You see, when the Festival of the Damned was created, the ruling families agreed to the festival as a twisted, yet fair way to decide which houses would get to increase their influence and control of the nation. The competitions would predominantly take place within the Irewood. And when I say “competitions” I mean “people are hired in groups of 4 or 5 and go around killing each other while regular civilians are left none the wiser.” Well not always killing, but thats beside the point. The point is that, for whatever reason (detailed in your potential bio preferably) you were picked from either the island itself, or are one of the lucky few who were permitted into the territory for the time of the festival. Sometimes merchants with a bit of pull in the right places can get an invitation. Others may simply be in the right place at the right time.
That would be the set-up. I’d be happy to post more detailed information about Calweld itself, and some things your PC’s may or may not know, if I generate some interest. The Island itself has focused more on the development of technology than magic, as such the tech level is quite a bit higher than your average medieval society. There will be factories. And guns. I’m debating on whether or not there will be blood, brawl airships. Think steampunk. Maybe a little magitech.
Character Creation:
20 or 25 Point-buy. I’ll leave this one up to you guys as a group vote, I have no preference as a GM.
Only outright banned alignments are NE, and CE. I’d need to look over and approve any CN, or LE characters. I’d be more lenient with Chaotic Neutral, but the stereotypes are all too real.
A general Gentlefolks agreement on certain things. The shortlist is:
No PvP unless all involved players want to do it, lemme know ahead of time too. I may want to have some fun with it.
Certain spells should be avoided. Look, blood money was invented by one jerkwhistle who never shared it thousands of years ago. Possibly never even existed (see below for what I mean)
Guns everywhere rules. To tie into the steampunk atmosphere. I may decide to adjust them mechanically. Ideas are welcome.
All first party classes are allowed. Common, uncommon, and featured races are allowed too. Anti-Paladin would be Lawful Evil only, in this case. I’m happy to allow third-party material as well, I just any prospective players to give me access to it, and I’ll allow them on a case by case basis. I reserve the right to reverse this decision after a period of gameplay. As a protip; try to avoid things that require me to learn a new system. That’s not a hard “no” mind you, it would just be extra effort on my part.
Level 3. Average Gold. And full HP first level. Roll others.
I’m open to use of the race builder if you have that concept in your head, but can’t quite get it going with the races in first party. RP is a terrible metric for balance, instead, post your race in recruitment here, or PM me the details. I’ll pick yes or no based on whether I like what I see.
Your PC's should preferably be the sorts who can keep information "on the down low, boiee" as the kids would say.
In general? If you want to try something weird, talk to me. I’m pretty open, but I’ll admit I have my hang-ups. Let’s see what we can come up with through the power of jolly co-operation.
Now for the big question. Would you like to work this island into Golarion, or it’s own original homebrew setting? Golarion would be simpler since they have some fair space left to the imagination, but I feel a homebrewed setting can really make players feel connected to the game. I have some preliminary ideas for the second option already. The details we should work together on, I say.
I can't help but notice the Daring Champion Cavalier archetype can do some really solid damage entirely independent of ability scores. Which led me to think of the worst case scenario for a melee race. The Kobold. Even with a dex build, the constitution penalty leaves a lot to be desired.
As far as the character him/herself goes, so many Kobolds are under the rule of evil dragons too scary and powerful to oppose, but what about Good-aligned ones? Some of them must take these creatures under wing? Enter this as of yet unnamed Kobold. He/she was raised to be the knightly sort, and takes to it well. Save for the minor napoleon complex*. So far I have this up to 5th level:
Equipment: +1 Rapier, Mithral Chain Shirt, Buckler, considering wayfinder + Clear Spindle Ioun Stone, but very expensive at 5th level.
So at level 5 damage with a challenge will be 1d4 + 13, with a +12 to hit. Which is pretty good, I think. A critical will be even better, bringing it to 17. Piranha strike would be great, making that 17 the standard, but I'm not sure where to fit it.
But I don't know where to go for an Order. Order of the sword helps my will saves, which are what I'm really worried about. Unfortunately, the challenge bonus is useless for me, because I don't have a mount.
And is the free Weapon Focus and Parry/Riposte worth the dip into Inspired Blade? I'll be taking a -2 or more on most of my parries, due to assumed size differences.
Also, any name suggestions? I'm terrible at that.
Who wants to help me play against type?
*Alright, I know he was average height for a man of his time, but that's still short for a guy now, and I'm sticking to it.
What the title asks, pretty much. I ask this for a different thread I created. I made this one specifically for the Rules Question, but I need to know this to proceed with the Advice portion.
My initial instinct is to think no to Spell Focus, for example, but am I wrong? Which ones would work?
I don't usually build casters, but I've recently really gotten into the idea of summoning Elementals. For this, I want to try using the Unchained Summoner. So far I have only a bit planned out, but I need to know a few things.
1. Would the summon monster SLA's be affected by feats like Augment Summoning?
2. If so, would it be worthwhile even with the weak prerequisite feat? I want to frequently flood the field with Earth Elementals so the stat boost would help.
3. Which feat's are "must haves" for summoning in general?
4. Would I be noticeably better off Conjuring as some other class? I mean for summoning creatures specifically, I know the Wizard, for example is a stronger package because of broken shenanigans like simulacrum and magic jar, but that isn't my plan.
5. I have some index cards I can write must have info on. What are the key things to have on hand for my creatures? I would think: HP, to hit, damage, creature type, pet nicknames. Anything else?
6. Do you suppose anyone might object to the Earth Elementals specifically taking the appearance of precious metals like Gold? I can't seem to find a page for "Metal Elementals."
Tying into that last question is the general personality of the Summoner in question. The bare bones I have are: N Half-Elf. He was raised with a silver spoon in his mouth and loved it. The re-flavored Elementals are but one of the several ways he likes to show off his prestige. He started adventuring on a whim, but of course, there's always room for personal growth.
I've begun thinking about how to build characters representing the Chinese zodiac as a way to pass time at work. I'll post some more of the ideas I have for that later if this generates any interest, but right now I'd like to create the Monkey. The obvious choice of weapon would be a Quarterstaff, or Sansetsukon, but I want to try something different.
So how would you build a Rope Dart user with a 20 Pt buy at 5th-10th level? Bonus points if you use the Vanara race.
AC: 19 (+5 armor, +4 dex) This looks like it could use help.
Fort: +8
Ref: +10
Will: +8 (+10 vs. enchantment)
Equipment: Cold Iron Rope Dart, +1 Chain Shirt, +2 Belt of Incredible Dexterity, + Cloak of Resistance
During a Flurry with rapid shot and using Ki weapon+Weapon Training, his attack routine should look like this: +9/+9/+9/+4 to hit, with each success dealing 1d4+6 damage. That's not much, but it's about three attacks each round, averaging to about 24, not including the high likelihood of attacks of opportunity, or a successful trip. Not to mention the 20 ft range itself keeps archers on their toes. Casters too, to a degree. This is also with minimal equipment in mind.
That's what I have anyway, I know some of you folks can do much better, so I'd like to know how you would do it.
Am I missing something? The description reads, pretty much verbatim, "This is just like Blindsight. It does not however let you see through anything at all that might make it harder to see things." If it didn't have a range limit then I guess I could see the use of it.
Does it really only remove the distance penalties to perception checks within it's range? Which isn't very far to begin with, I might add. As that's what my reading of it tells me.
Edit: In case this comes across as overly negative, I'd like to clarify that I do think the rest of the classes abilities are pretty cool and clearly useful, but as a sometimes-GM, I'd like to know if I'm missing something important for future reference as well.
I'm coming back into a campaign at 7th level and I want to try out a Bloodrager. I've been wanting to since the ACG came out. Here he is ladies and gentlemen.
Ulthar the Warped-One
20 Point-buy
Bloodrager/7 (Aberrant Bloodline)
Angel-Blooded Aasimar (Spell-like ability traded out for d% roll on Variant Aasimar Abilities table)
STR 18 (+2 belt, +2 Racial)
DEX 16 (+1 level)
CON 14
INT 10
WIS 12 (+2 Racial from Variant table)
CHA 15 (+2 Racial)
Feats: Power Attack, Pushing Assault, Craft Arms and Armor, Combat Reflexes and Lunge.
AC: 22 (+7 Armor, +3 dex, +1 Natural Armor, +1 Deflection), 18 with Rage and Lunge active.
Fort: +8
Ref: +6
Will: +4 (+6 in Rage)
Attack sequence including Rage and Power Attack should look like this if my math is right: +12 (1d10 +16) 17-20 x2, +7 (1d10 + 16) 17-20 x2. And at anywhere from 15 to 35 feet away. Numbers are assuming use of the Bardiche listed in equipment below.
Equipment: +1 Keen Cold Iron Bardiche, +2 Belt of Giant Strength, +1 Cloak of Resistance, +1 Mithral Agile Breastplate, Ring of Protection +1, Amulet of Natural Armor +1, 2 potions of fly, wand of infernal healing.
Brief backstory:
Formerly an ordinary man living an average city life working in a factory, one night he was abducted by agents of the Drow and they began using him in their fleshwarping experiments as a test subject. In a brilliant yet demented series of transfusions and abberant implants the experimentation was deemed successful behind closed doors. However, the drow had another phase to their plans that Ulther was kept unaware of.
One night, he and his cellmate finally gathered the resolve to attempt an escape. During the attempt he saw for the first time the extent of the alterations that were placed upon him. Ulther was at once shocked, terrified, and amazed. He had never once picked up a blade before but he now had the instinctual ability, and indeed the urge, to cut and tear his enemies asunder. But the strangest part was how his body warped and writhed as he madly scrambled and swung about. He was in no place to stop and ponder this of course, so Shiae and he hurried and pressed on. Over the course of this attempt the pair neared an exit, but his cellmate was captured and pleaded him to press on.
Ulther had escaped, but the scars were permanent reminders of the years of torment he had undergone. More importantly, the Drow had succeeded in convincing him of his success. Ulthers "escape" was allowed so that the drow could test their new creation at large without him thinking he was being pushed by them. A controlled field test of a sort. Though he still believes he is being hunted, he vows to return for his cellmate someday.
His body is now radically altered, internally and externally. More than scars, the Drow had implanted some kind of tumor inside of him. A ghastly looking mass not aesthetically helped by his bodily scarring, it seemed to grow whenever he would use his potent powers. And these powers are indeed potent, when he first emerged from the Darklands he thought to himself; Imagine what I could do with this. I could fight the Dark Elves with the power they gave to me. Wouldn't that be an interesting turn? Surely this can't be all magic has to offer? It can't all be bad. Even this turned out to have some kind of benefit.
Having seen the darkest corners of magical discovery, he still believes that there must be benevolent uses of it. The painful tests he was put through constantly remind him of what hate bring forth in people, thus he seeks to resolve disputes calmly before fighting. His lack of discipline is easily noticed even when not under the effects of his bloodrage. Yet he can't help but feel more free on a sub-conscious level when he is in heated combat. In fact, he is not the only one who gains a degree of freedom when he rages, he occasionally speaks clear statements that are not his. This is because he was infused with a meager fragment of power gifted to the Drow house by their demon lord patron. His is not the only or largest fragment taken.
Ulthar has grown accustomed to his looks, a simple shirt covers the worst of it. Though it doesn't make him any easier on the eyes, his ability to empathize with those who have had their lives taken away from them, and those who are shunned due to their looks makes him rather likable. He knows all too well that those who appear monstrous may not necessarily be so. As such, he has taken to making an example out of himself and trying to use his powers for good while discovering more arcane secrets.
At GM suggestion, I've taken traits for Diplomacy and Use Magic Device as class skills.
As for my question of advice, how can I best arrange my stats for a Reach+ build? Is this sufficient? Or would you add something?
Since there's a class with masks hanging about in playtest form, I decided to do some tweaking to one of my own and bring the new product out for show.
I might be blind but I see rules for total defense in the combat section of the CRB, but none for fighting defensively, yet I hear about it a lot. Can anyone point me in the right direction?
On the one hand it's hardcore, could actually be really effective at giving an unarmed attacker a ranged option, and metal as f*%k. On the other hand, unarmed strikes are really weak for a cleric or an oracle to my knowledge (someone feel free to prove me wrong though). It seems custom designed for a Quingong monk, but other than that I don't see anyone doing anything with it.
What is the best way someone could make use of this spell?
I've been going back through some classes I've built and I want to hear some more experienced opinions on this.The class can be found here. It's my attempt at creating something that can force opponents to attack them. The key class feature for this is Demand. As currently written, it says:
"As part of a charge or as a move action, he may draw the attention of his foes with a Demand. This ability can only affect one target of the Sentinels choice within 30 ft that can see or hear him. If the target of this Demand attacks an ally while within the threatened area of the Sentinel, they take a -4 to their attacks. However, the Sentinel also receives a -4 to AC against the target of his Demand. In addition, the Sentinel may add ½ of his level in damage to any attacks he makes against a single opponent designated when he issues his demand. This extra damage applies to each attack he makes against this target until 24 hours passes, or one of the two are dead. The Sentinel may add this damage once per day at 5th level. He may apply this damage once more per day for every three Sentinel levels he possesses.
In addition, at level 8 he gains the Stand Still feat, even if he does not meet the prerequisites, however, Instead of making a combat maneuver check to stop the creature from moving, a Sentinel with this ability can elect to make a normal attack instead. If this attack is successful, the target must stop moving. In addition, any opponent who the Sentinel has issued a Demand to that attempts to cast a spell within the threatened area of the Sentinel receives a -2 to the DCs of those spells, and adds +2 to the DCs of any concentration checks they must make. The concentration check increase grows to +4 at 11th level."
My question is: would it be too powerful to change the first section so that the demand applies to all enemies within 30ft that can see or hear him (while keeping the extra damage to a single target), but the attack roll, and AC penalties applied reduced to -2? I'm also open to other suggestions.
As the title asks. Friday I'm starting a home campaign and I'd like to fill in our groups usual crippling weakness with casting. I could use a sorcerer specialized in Enchantment, I know that'll work, but it takes quite a bit of specialization, and when things are immune to that I'll have a lot less useful things to do.
So, I was wondering if a Bard could fill a similar role with casting. I don't expect to hit the same level of power with Enchantment, but the number of other options I'll have would make up for it handily. But if it's significantly weaker, I'll go with Sorcerer instead.
I have a character I'm planning, who I'd like to make an Eldritch Knight using early access. The plan I have uses the Sohei Monk archetype and the Empyreal sorcerer bloodline to get Wis for spellcasting and AC. My starting stats look like this:
25 Pt buy
Race: Aasimar
Str: 15 (+1 at 8th)
Dex: 15 (+1 at 4th)
Con: 14
Int: 8
Wis: 18 (all other +1's from advancement)
Cha: 10
While my primary goal is figuring out is where to go after I hit EK 10, I would like to know what would be a good reach weapon I could use that isn't a Nodachi? I'm aware that as an Aasimar, I can't get full benefit from it (no enlarge person for native outsiders), but between lunge, combat reflexes, and the spell Longarm I should be able to get a fair bit of distance.
So, how about it? Where do I go after Sohei 1/Empyreal Sorc. 2/ EK 10? Is there any hope?
Specifically on this class right here, the Phasewalker. I brought this class out a while ago For suggestions and ideas, and things went phenomenally, so I thought I'd dust it off for a second go.
Mainly, I'm interested in ways I can replace those rather generic bonus feats, as well as first impressions from others, but any other ideas and commentary are welcome as well.
And the other "add 1d6 damage of an element" type enhancements. I like flaming/shocking/aciding/etc... weapons, but as it stands they are really weak choices for a few reasons:
1. They take a standard action to activate.
2. It only adds a piddling 1d6 damage, this doesn't even get multiplied on a critical, and is completely negated by 10 resistance to that element, which is actually fairly common.
3. For these meager benefits, you must spend at least 8,000 gp. That's the same price as Keen, Courageous, and a bunch of other, more useful options.
As such, I'd like to propose a few different changes, and I'd like to know what you all think. In addition to activating and deactivating as a free action:
Throw in "x" Burst pro bono, it suffers from the same problems but even more badly, and it's even more situational.
Make it a scaling return. Each +1 equivalent investment increases the number of damage dice gained. So, +1 = 1d6, +2 = 2d6, etc. I'm not sure how to scale these however, the previous example might scale too slowly.
Some third thing I haven't thought of (please elaborate below).
I wasn't sure exactly where to put this since it is a rule question, but I'm more wondering if folks think it makes sense to do so, which strikes me as a general discussion kind of thing.
Can a Paladin use Smite Evil on a non-evil undead?
I use ghosts as my example because they are the only undead I can think of that doesn't come with a default setting of evil. By the reading of the ability on the d20pfsrd, the paladin would Smite the ghost on the first hit for double level in damage, without the Cha bonus to hit. Not sure after that first hit though.
Other than that, how would everyone run this? Would it make sense to allow smiting of a ghost?
I doubt I'm the only one who has seen this by now, and I'm not sure where to put it, but uhh... The Stygian Archetype has no proficiency in any weapons. Specifically:
Weapon and Armor Proficiency: A stygian Slayer is proficient with light armor, but not with medium armor, heavy armor, or any kind of shield (including tower shields. This replaces the Slayers armor and weapon proficiencies.
Eh... plz fix? I'd like my archetypes mechanically functional preferably, especially since this was the one I was most excited for.
So, I like the Eldritch Knight, and I like Wis. I've made an attempt to put them together, but I'm having a bout of indecision. I know high casting stat is mandatory, and this way, I should be able to get AC and CMD from it as well, but I feel that I would lag behind in damage since I'd like to do melee combat. Should my plan be to buff before combat, preferably with spells that effect other PC's too? So far I have this set-up, using aasimar for the early entry, and a 20 point-buy:
Strength: 14
Dexterity: 16
Constitution: 14
Intelligence: 9
Wisdom: 14 (+2) Keep raising this with levels and gear
Charisma: 7 (+2)
Is the early-entry possible with a different race that I'm missing? It's a home game, so any race should go. Or is there a better array I could set up? Any advice would be appreciated.
It feels as though the penalty to the classes only good save and even lower spells per day outweighs the benefit to have one power between two lists, with the exception of Orc/Draconic cookie-cutter blasting. Are there other options that make it worth the penalties? Like focusing on enchantment, or transmutations? I'm trying to get a feel for full arcane casters and Sorc's seen shortchanged as it is. Am I missing something?
Due to story-related shenanigans, I've recently become Bros with a large group of wyverns at level 5. How would you use this to your advantage in an urban setting?
So, after a discussion with someone else in my gaming group, I have to ask the question above. For a bit of context, I'm the Rules lawyer in question, and I'm the only one in my group who knew how charging worked to start. Given how the combats in our game were going, I chose to try helping out by explaining certain things the players could and could not do in combat, and keeping track of things like flanking, etc...
It's just frustrating to try to help things run smoothly (also helped the DM with behind the scenes mechanical stuff as well), and only be told I'm playing the game wrong. I'm not even kidding, apparently trying to see if players could be getting more out of simple things like Two-handing their long sword is just getting in the way. I was already told that I should feel free to help with mechanical bits like character and tactical advice.
As an example, one of them wanted to build a 12 or so year old Bloodrager girl for a future campaign. I offered a way to get the same effect (small character that's really strong and has magic) that could be reasonably allowed with out weird templates like the young template getting in the way. I went to these very boards to see if my idea would help (Halfling-based Demon-blooded Tiefling), and it seemed reasonable enough to offer. The idea was ignored for no apparent reason.
So, am I just not getting what I am doing wrong? I feel like I should just stop, but I don't think I'm really doing anything wrong. Does anyone less invested in this have any advice on how to proceed?
Every archetype seems to swap out other features that I want to keep. I just don't want to keep track of another sheet. slayer does a pretty solid job, but I'd like to keep playtest classes out here, also I do like the spells, skill list, and woodland stride none of which I think Slayer gets access to.
So, how would you go about replacing the Rangers Animal companion? Something like what the Sword Saint does for Cavalier? Boost the usefulness of the alternative? A Domain? Something new entirely?
If a player has Dimentional Savant do they count as flanking with themselves? If so, would the feat Outflank function? I get the feeling the answer is no, but I wanted to check.
The idea to choose ice came to me after I read a thread about a fire-themed version of the same idea. I think most of the class came out with pretty fair tradeoffs, but Divine Bond continues to be the odd one for me. Here's the text for the Rimeknight's version:
Manifest Elements (su): At level 5 the Rimeknight is able to manifest the power of ice physically. She must choose one of the following options to show this manifestation.
She may enhance any weapon in her hand as a standard action for one minute per level. These minutes need not be consecutive. Any weapon subject to this manifestation can gain either piercing, slashing, or blugeoning damage for the duration that it is held by the Rimeknight, in addition to any damage types it normally possesses. While Manifest elements is in effect, the weapon subject to it gains a +1 enhancement bonus and the Frost special property. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: Anarchic, Anchoring, Axiomatic, Ghost Touch, Glorious (DC as Icy Grasp -4), Icy Burst, Impact, Keen, Ominous, and Thawing.
Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the manifestation are determined when the manifestation is first formed and cannot be changed until the manifestation is formed again. The elemental manifestation imparts no bonuses if the weapon is held by anyone other than the Rimeknight but resumes giving bonuses if returned to the Rimeknight. These bonuses apply to only one end of a double weapon. A Rimeknight can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon under the effects of this manifestation is destroyed, the Rimeknight loses the use of this ability for 30 days. During this 30-day period, the Rimeknight takes a –1 penalty on attack and weapon damage rolls.
Alternatively, the Rimeknight may call upon the forces of the planes to grant her an ally in her cause. She gains the service of a powerful Ice elemental whose abilities grow as hers do. The link that binds them varies in its nature between individual Rimeknights, but all of them share the following effects.
The elemental can manifest in either their standard serpentine form, or in a quadrupedal form. This form can be changed once at the beginning of each day. Elementals in a quadrupedal form are treated as an Exotic Mount with any two of the following: 2 claws, bite, gore, hoof, slam, tail slap, or talons, while standard forms may gain any combination of three from that list.
When the Rimeknight first summons this elemental, it takes the form of a Medium Ice Elemental, and it gains a +4 to one stat, and +2 to another of the players choosing as an increase over the creature presented in the bestiary. This elemental then gains an additional +2 to two stats of the players choosing every four levels thereafter. In addition, it grows in size to large at 7th level, and speaks any languages the Rimeknight does, in addition to Aquan if it gains an Int of 6 or more. This elemental otherwise functions as the monster presented in the Bestiary 2, and it’s other abilities advance each level as a creature with the Outsider type.
Once per day, as a full-round action a Rimeknight may magically call her Elemental to her side. This ability is the equivalent of a spell of a level equal to one-third the Rimeknight's level. The mount immediately appears adjacent to the Rimeknight. A Rimeknight can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
If this elemental is banished, or dies in combat the Rimeknight loses the use of this ability for 30 days. During this 30-day period, the Rimeknight takes a –1 penalty on attack and weapon damage rolls.[/wall o'text]
While it seems to me that the weapon enhancement option is fairly well balanced with the base paladin version, the Elemental Companion is uncertain to me. On the one hand, the Rimeknight trades out spells with no specific replacement, but on the other hand, the compsnion is notably more powerful than an AC. So, my question is: Does this archetype as a whole seem like a fair balance in power tradeoffs with the Paladin, and if not, how best can I alter it to do so?
The most challenging part of this class to me, was to try to find a balance in effectiveness without the alignment aspect in play, and without spells. But especially with a drastically altered version of Divine Bond. I switched as few class skills out as possible while stil hewing closely to the original class. My goal as to the function of the Rimeknight was to provide debuffing and general front line capability in combat. But a few notes I'd like to make are:
I'd like to discuss the mechanical capabilities of the class primarily at the moment, I will write up a fluffy description asap. Although, advice on how I can link this class loosely with the Fey, as well as it's patron element would be more than welcome.
How could I better give a scaling Ice elemental that 1. can serve as a mount without necessarily being a mount (if that makes sense) and 2. won't end up irrelevant at certain levels. I.E. too big to fit in the city/sewers/dungeon/etc... or too weak.
Thank you all in advance as always, and remember to keep criticism constructive, and our heads cool.
Still not doing it...
I plan on playing a character who's Common is not the greatest, they may not be dumb but Linguistics has failed them regardless. What are some turns of phrase you can think of being horribly mangled in an amusing manner? Lemme see what I can start us off with.
1. "Whatever tickles yer boat."
2. "Your jigging is up!"
3. "Get out there and, how do you say? Break your legs!" (bonus points if the speaker actually knows what he is saying here.)
I've recently started playing in a new home game on Tuesday, but we only have two players in the party, and I'd like to avoid having the GM insert a DMPC, so I chose to play a Cleric of Pharasma for two reasons. 1. I've been wanting to play a full-caster for a while. 2. I like the versatility and healing abilities a cleric gets. The other player is a barbarian. For smashing.
I'd like to know how best to build this character to work in tandem with only 1 other PC. We are starting at 5th level and using 20 point-buy. The Race is set, though I know it isn't optimal, but the spells known, and feats I would like advice with. So far the build I have worked out is:
Cha 8 (-2 racial)
(final totals taken into account)
Feats: Improved Initiative, Combat casting, ?
Spells:
4/day 0- Stabilize, detect magic, light, spark
6/day 1- Burning Disarm, Bless, Protection from Evil, Obscuring Mist
4/day 2- Align Weapon, Bull's Strength, Hold person
3/day 3- Wind wall
Honestly, this is the part I'm the most unsure about, do I have the number of each spell slot I get each day correct? I know I can switch these spells out each day, but this is what I'm assuming I prep as a default. Is this a decent range of spells to have available? And what is the +1 the class lists under "spells per day" for the domain spell?