Okay, I've been reading up on the setting. And I'm rather wary of Phaeselis' rampant homophobia. The wiki refers to gay people as a 'crime against nature', and 'perverts'. It goes into great detail about the city's horrendous laws regarding them. I found the intensity of these parts really creepy.
Normally, I might shrug this off as a historical artifact. After all, gay people do often face such persecution in reality. But the wiki says that Phaeselis' laws are actually an exception. Most of the empire has a much healthier attitude towards same-sex relationships. Alexander forced this one city (his 'personal experiment') to be a bastion of bigotry. And this city just happens to be the one in which the campaign is set. That worries me.
So I suppose my question is: Why did you write the story this way?
Vei rushed to reinforce Cardren. She managed to pick her way through the dense underbrush. Once within melee range, she struck at the enemy: Her blow perfectly synchronised with Fel's reinforcement spell.
Stride ◆◆: Vei moves to AD14.
Act Together ◆: Fel casts Boost Eidolon; Vei Strikes E2.
To be fair, AoOs are a lot less common in this edition. They've become a class-specific trick, that most people can't use. Zaranna had no way of knowing that the rat could punish her for moving.
This is exactly why I avoid any games that allow random stats; Even when they also have point buy. It arbitrarily puts the players on uneven footing. That's just not fun for me.
Perhaps, however with the limitations set, no one is going to be largely more powerful than another. A little more versatile? Perhaps. No one starts with a stat higher than 18 or lower than 8. The point buy method is also fairly generous, and I believe should be relatively competitive with even above average rolling. If my hunch was off, I'll up the point buy a little bit. But that would be something for later on.
I've heard this "the randomness is only a bit unfair" argument several times before. It never makes any sense to me. It's like saying "Don't worry about that spanner I just threw into the mechanism. It was small, and made of soft rubber. The odds of it messing anything up are pretty low".
Anyway, I've said my piece. Sorry for derailing the thread. I was just disappointed to see this rule in a campaign whose pitch had hooked me.
This is exactly why I avoid any games that allow random stats; Even when they also have point buy. It arbitrarily puts the players on uneven footing. That's just not fun for me.
@Feldrimala... I think the backstory alteration was just something that was optional, so we don't have to remove that aspect. Finding each other because we both go through this would also be cool, and powerful for both of us because we've felt isolated--?
I'd prefer for them to not know each other. I just don't know whether that's plausible. GM, how large is Swampwood? Could two Aasimar grow up there without being aware of each other?
I'm glad that Zaranna and Fel both got chosen. Two isolated Aasimar, meeting another of their kind for the first time? There's a lot of potential in that.
In that case, I'll pass. Coordinating species, relative age and backstory with fifteen other applicants (only some of whom will actually be chosen) seems like a real headache.
You mentioned that the victim was a relative of the PCs. Did you mean all the PCs? Are they some kind of adventuring family? Or will only certain PCs be related to the victim?
Since the game will begin with an unexpected abduction, how should we handle starting equipment? Does the Piper compel his victims to gather their possessions before leaving?
Also, Fel's background gives her a blessing and a Lore skill. Both of those are chosen by the GM. Any preference?
@Feldrimala - Looks pretty good, however, I believe you have one too many languages. You'll need to drop either Elven or Celestial. 2nd Ed doesn't automatically grant you Celestial as a base language, but I would allow it to be added to the list of languages you can choose from.
Fel has the Angelkin feat. That's why she knows Celestial. I just haven't finished writing her sheet yet.
Is the Summoner playtest allowed? I'd like to play a child with an 'imaginary friend'. She can often be found having one-sided conversations with nobody. It seems like an impressively elaborate fantasy. In reality, the friend is her Eidolon. She's too young to manifest her companion physically. So for now, it's just a mental projection in her head. After the timeskip, the pair would become a true duo.
Any chance of knowing the starting level and stats? Those might affect which concept I submit.
Not at present. I'm looking for solid concepts first, rather than a number theory. Who the characters are tells me more about what the players want to explore (or what idea has them interested) and what is likely to help maintain interest in the game.
I'll give character creation info out once the characters have been selected. Once I know, I'll also be able to decide whether or not an AP is fitting.
Understandable. There is one particular detail that I really do need to know, though: Will stats be randomly generated? Random stats are a deal breaker for me.
Kaiyra Vendrick has never fit in with her family. They're all obsessed with the ebb and flow of Andoran politics. Kaiyra prefers the ebb and flow of actual waves. As a child, she'd sneak away from classes to watch the local monks. She'd mimic their flowing katas as best she could. Her family soon gave up trying to 'correct' her. After all, she's the youngest of five siblings. She'd never inherit anything important.
That suited Kaiyra just fine. Free of family expectation, she devoted herself to physical and spiritual pursuits. The monks were happy to teach her how to take a stance, and channel her ki. Under their tutelage, Kaiyra became a decent martial artist. She looked forward to learning so much more from them. Sadly, her family intervened first. Local tongues were starting to wag. Kaiyra had gone from being merely useless, to an actual embarrassment. The family wearied of her impacting their reputation. Before she knew it, Kaiyra found herself on a caravan to Almas. She holds little hope that the relatives there will be more welcoming. From now on, she'll have to forge her own path.
Ancestry: Human (Versatile)
Background: Lesser Scion
Class: Monk
I want you to put your concept before mechanics. Don't think about exactly what is allowed at first. Write what you want to write, and we'll figure out what you can play after.
The concept I have in mind requires psionics. It leans heavily on the lore of that particular power source. That's why I asked.
There you go, my submission! A quick question...for words which "give AC 3", does that set base AC to 13?
No. It sets your base AC to 3.
Also, I think you might have misunderstood the premise of Godbound. Your backstory references a lot of D&D specific elements: Drow, Dwarves, Janderhoff, etc. None of those things exist in Godbound. The game has its own unique campaign setting.
I have a character concept gelling but aren't sure how to implement it. Before becoming a demigod, he was a Howler musician/beast tamer. Ideally, I'd like him to have had access to some "bardic" type stuff. Mechanically, the academy of thought seems perfect. But I'd like to reflavour it to being done by music and insight. Is something like that ok?
There actually is a Music Word. However, it's in the 'Lexicon of the Throne' sourcebook. So unlike the core Words, you'd have to pay for it.
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I am not sure I understand how low magic works. I think I can be an archmage as one of my facts.
Correct. The Sorcery Word can also grant it.
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But I don't understand how long magic takes to cast and what limits are on it.taking the academy of thought s an example, there must be SOME limits on a 2d6 psychic attack but I don't know what they are.
By default, Apprentice spells take 15 minutes to cast; Adept spells take an hour; Master spells take three hours; And Archmage spells take a day.
Some colleges have faster methods at their disposal. The Academy of Thought, for example, allows spontaneous casting. Once per Hit Dice per hour, you can cast a spell with just a single action. It comes into effect at the start of your next turn.
@Anyr: POSSIBLY, though you will have to explain in your backstory why exactly you are in Aeon when you know Arcane magic.
His current concept is that of an experimental arcane Elan. One of the noble houses wanted to create a new type of Psion, which would be able to convert spells into psionic powers. Unfortunately, they only managed to make the opposite: A Wizard who could add psionic powers to their spellbook. This result was condemned as a 'perversion' by the council, and they cancelled the project. The prototype Elan was grudgingly allowed to live, albeit as little more than a slave of the state. Mass production of such creatures is of course out of the question; But this particular one has proven useful enough to keep around.
well, you could just go with the magic/psionics transparency. that way, your golems would be magic proof, your locations could be shielded from scrying, and your enemy casters could counter your psionic abilities (and vice versa).
Exactly. Transparency is the default for good reason.
I'd recommend against separating magic and psionics. Such a rule stops either side from being able to defend itself against common threats. Suddenly, a Golem's supposedly fearsome magic/psionic immunity can be pierced by even the weakest enemy apprentice; And it becomes impossible to ward locations or people against enemy divinations. It makes little sense to say that magic and psionics are at war, yet powerless against one another.
Reposting a question which might have been missed:
Is there any particular reason for the 'no two characters can have the same template' rule? After looking through the templates, Nymph is the only one which appeals to me. However, I don't want to step on fnord72's toes. Will submitting another Nymph mean that only one of us can be chosen? If so, I'll go with an 'ordinary' gestalt character instead. It just seems a shame to do that, in a game with such unusual options.
Is there any particular reason for the 'no two characters can have the same template' rule? After looking through the templates, Nymph is the only one which appeals to me. However, I don't want to step on fnord72's toes. Will submitting another Nymph mean that only one of us can be chosen? If so, I'll go with an 'ordinary' gestalt character instead. It just seems a shame to do that, in a game with such unusual options.
Do a template's spellcasting abilities stack with actual spellcasting levels taken on the same side? For instance, say that you chose a CR 7 template which casts spells as if it were a level 7 Cleric. If you were to then take 3 actual Cleric levels on top of that, would you now cast as a level 10 Cleric?
...Aaaannnd I'm already drawing a blank on what else to write. It's really hard to describe a character when they're not actually...well...a character. Until Kay gets a chance to develop a voice within the game itself, these bullet points may have to suffice.
Which elements of these characters are customisable? Since they're apparently blank slates, it's hard to know the ways in which they differ from one another. Are you just looking for physical descriptions?
well one thing that seems silly is the age, some age is fine if it works for the concept but it seems you applied immortality just to negate the physical draw backs of being venerable aged.
Myria's age is most definitely part of her concept. And yes, I have indeed used 'Immortality' to negate her ageing penalties. Isn't that the discovery's intended use (beyond simple flavour)? It'd be a really weak 20th level capstone without that benefit.
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you dumped str just to eek out an extra point or two elsewhere, so your constantly weighed down pretty much. (rods weigh 5lb each, sheaths 1lb, backpack 5lb, cloak 1lb, this leaves you with about 10lb or less to carry without being encumbered.
Myria compensates for that weakness by using Ant Haul. So long as it doesn't get dispelled, she has a light load of 207 lbs.
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you're already given 25pts to work with, is stat dumping really necessary or wise?
Necessary? No. But you told us to submit optimised characters. I can certainly raise Myria's Strength to a more average level, if you'd prefer.
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Also the two entries "varisian tattoo (insert item)" I'm not sure what these are about, I know of the varisian tattoo feat... but that's about it.
Sorry, that phrasing's rather unclear. It's a reference to Inscribe Magical Tattoo. They're just a minor variation on Ioun Stones, which follow the same pricing formula.
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-edit-Also when you list gear it's important to list what skills are through your item as well so if it goes missing or is destroyed etc it's known which skill you're now lacking.
Ah yes, I forgot about that. Myria's Headband contains Diplomacy, Disguise and Sense Motive.
I suppose so. Okay, here's a rough text draft. It lacks fluff and explanatory notes, but contains most of the relevant crunch:
Spoiler:
Human Wizard (Teleportation) 20
Str 7 (-4)
Dex 14 (5)
Con 14 (5) {+2 from item makes 16}
Int 18 (17) {+6 from item, +5 from Wish, +3 from age, +2 from race and +4 from level makes 38}
Wis 12 (2) {+3 from age makes 15}
Cha 10 (0) {+3 from age makes 13}
Equipment (892,140 gp/900,000 gp):
Truesight Goggles (184,800 gp)
+5 Inherent bonus to Int (125,000 gp)
Greater Metamagic Rod of Maximise (121,500 gp)
Varisian Tattoo (Scarab of Protection, 76,000 gp)
Normal Metamagic Rod of Quicken (75,500 gp)
Ring of Regeneration (45,000 gp) {Bonded Object, Crafted}
Ring of Freedom of Movement (40,000 gp)
Periapt of Health + Proof Against Poison (38,250 gp)
+6 Headband of Vast Intelligence (36,000 gp)
Staff of Suffocation (33,750 gp)
Metamagic Rod (Normal Persistent, 32,500 gp)
+5 Cloak of Resistance (25,000 gp)
Spells (24,790 gp)
Greater Metamagic Rod of Extend (24,500 gp)
Greater Demiplane (22,500 gp)
Blessed Book (12,500 gp)
Glove of Storing (10,000 gp)
Simulacrum (Self, 5,000 gp)
Varisian Tattoo (Ring of Sustenance, 5,000 gp)
Handy Haversack (2,000 gp)
Jade Circlet (Focus for Shapechange, 1,500 gp)
Ivory Statuette (1,500 gp)
Bookplate of Recall (1,000 gp)
Cold Iron Scepter (1,000 gp)
Forked Rod (500 gp)
Canine Statuette (50 gp)
2 Spring-Loaded Wrist Sheaths (10 gp)
Spells/Day:
1st: Air Bubble, Ant Haul, Comprehend Languages, Disguise Self, Feather Fall, ???, Protection from Evil, ??? + Unseen Servant
2nd: Command Undead (2), Detect Thoughts, Glitterdust, Invisibility, Resist Energy, ???, ??? + Web
3rd: Battering Blast (4), Countless Eyes, Displacement, ??? + Stinking Cloud
4th: Dimensional Anchor, Dimension Door, Emergency Force Sphere, Enervation, Greater False Life, Greater Invisibility, ??? + Dimension Door
5th: ???, Dismissal, Life Bubble, Mirage Arcana, Overland Flight, Suffocation, Telekinesis + Cloudkill
6th: Chain Lightning, Contagious Flame, Disintegrate, Globe of Invulnerability, Greater Dispel Magic, Repulsion, ??? + Getaway
7th: Control Construct, Finger of Death, Greater Teleport, ???, Prismatic Spray, Spell Turning + Plane Shift
8th: ???, Horrid Wilting, Mind Blank, Orb of the Void, Polymorph any Object, Scintillating Pattern + Maze
9th: ???, Shapechange, Spellbane, Time Stop, Winds of Vengeance, Wooden Phalanx + Summon Monster 9
61,200
Spells Known:
1st: Air Bubble, Alarm, Ant Haul, Comprehend Languages, Cultural Adaptation, Detect Secret Doors, Disguise Self, Feather Fall, Floating Disk, Grease, Identify, Mage Armour, Magic Missile, Obscuring Mist, Protection from All, See Alignment, Shield, Summon Monster 1, True Strike, Unseen Servant, Vanish (24 spells, 105 gp)
2nd: Communal Ant Haul, Blindness/Deafness, Blood Transcription, Book Ward, Command Undead, Communal Endure Elements, Create Treasure Map, Darkvision, Detect Thoughts, Glitterdust, Hidden Knowledge, Invisibility, Knock, Locate Object, Mirror Image, Pilfering Hand, Resist Energy, See Invisibility, Sculpt Simulacrum, Shatter, Summon Monster 2, Web (22 spells, 360 gp)
3rd: Battering Blast, Blink, Blood Biography, Countless Eyes, Dispel Magic, Displacement, Fly, Harrowing, Haste. Magic Circle Against All, Greater Magic Weapon, Nondetection, Phantom Steed, Protection from Energy, Shrink Item, Sleet Storm, Stinking Cloud, Summon Monster 3, Tongues, Wind Wall (23 spells, 890 gp)
4th: Bestow Curse, Black Tentacles, Dimensional Anchor, Dimension Door, Emergency Force Sphere, Enervation, Greater False Life, Greater Invisibility, Remove Curse, Solid Fog, Summon Monster 4, Stone Shape, Stoneskin, True Form (14 spells, 1,120 gp)
5th: Break Enchantment, Cloudkill, Contact Other Plane, Dismissal, Fabricate, Life Bubble, Major Creation, Mirage Arcana, Nightmare, Overland Flight, Permanency, Persistent Image, Planar Adaptation, Suffocation, Summon Monster 5, Telekinesis, Telepathic Bond, Teleport, Wall of Force (19 spells, 1,875 gp)
6th: Antimagic Field, Chain Lightning, Contagious Flame, Contingency, Control Water, Disintegrate, Greater Dispel Magic, Getaway, Globe of Invulnerability, Guards and Wards, Mislead, Permanent Image, Repulsion, Summon Monster 6, True Seeing, Veil (16 spells, 2,160 gp)
7th: Greater Arcane Sight, Banishment, Control Construct, Control Weather, Delayed Blast Fireball, Ethereal Jaunt, Finger of Death, Greater Hostile Juxtaposition, Joyful Rapture, Ki Shout, Lunar Veil, Mage's Magnificent Mansion, Phantasmal Revenge, Mass Planar Adaptation, Plane Shift, Prismatic Spray, Project Image, Reverse Image, Greater Scrying, Sequester, Simulacrum, Spell Turning, Greater Teleport, Summon Monster 7, Teleport Object (25 spells, 5,145 gp)
8th: Clone, Dimensional Lock, Horrid Wilting, Iron Body, Limited Wish, Maze, Mind Blank, Moment of Prescience, Orb of the Void, Greater Planar Binding, Polar Ray, Polymorph any Object, Prediction of Failure, Prismatic Wall, Greater Prying Eyes, Scintillating Pattern, Sunburst, Summon Monster 8, Telekinetic Sphere, Trap the Soul, Wall of Lava (21 spells, 5,440 gp)
9th: Astral Projection, Greater Create Demiplane, Energy Drain, Etherealness, Foresight, Freedom, Gate, Imprisonment, Interplanetary Teleport, Mage's Disjunction, Meteor Swarm, Prismatic Sphere, Shades, Shapechange, Spellbane, Mass Suffocation, Summon Monster 9, Time Stop, Tsunami, Wail of the Banshee, Winds of Vengeance, Wish, Wooden Phalanx (23 spells, 7,695 gp)
Note: I've tentatively listed a semi-custom amulet, which combines the Periapts of 'Health' and 'Proof against poison' (with the usual 50% price bump). If this is unacceptable, I'll remove it.
So far, my attempts to upload the sheet in a useful format have been unsuccessful. The HTML and XML versions don't seem to be viewable outside Mythweavers.
Or I can just look at applications and wait until I see the three that tickle my fancy, or I could just not continue talking and leave you in the dark about things and then you'd have zero chance of it.
When I laid out my first post I had many ideas in my mind, and as I saw characters stream in I realized many of them I wouldn't like so I started giving more information.
So if you feel imposed upon by these "new restrictions" my apologies but this is how things evolve when you are in the planning stages.
-edit-
I'd rather just articulate my desires and vision for this game as it occurs to me rather than think of every conveiable permutation you could possibly make and restrict them in advance and spend time and effort restricting things people might not even attempt.
It's why I told people to make characters that are optimized and balanced.
Which to me means doesn't rely on one trick, doesn't require others to talk for them, others to make them effective in combat, if the party got distanced from each other I'd expect each one to have a decent chance of surviving on their own (with the arcane probably having the worst of it if that)
I seem to have made something of a bad impression here. Apologies for any offence which my comments may have caused: Rest assured that this wasn't my intention. I'm simply trying to get a better grasp of your preferences. If some aspects of my character turn out to be undesirable, then I might be be able to correct them.
It would have been nice to have these requirements laid out in advance. That way, we could build our characters to fit them from the start; Rather than needing to make changes every time a new restriction is revealed.
Also please no crafting feats, you can take them for things like a construct etc, but not for the purpose of doubling the amount of gear you get.
Duly noted. I'll remove Myria's 'Craft Staff' feat (and the staff itself) as soon as I get the chance.
Does this ruling also apply to her Bonded Object? The 'Arcane Bond' class feature lets her upgrade its associated item (a ring, in this case) as if she had the appropriate feat.
As for the level 15 twelve-year-old, I don't know if that's going to fly right now. A level 5 or 6 sorcerer with that power level might fit into the new group, but I'm not sure.
That's pretty much the answer I expected. I just thought I'd ask, on the off chance. This is the only campaign I've seen where such a concept would even be considered (let alone accepted). In a standard level 15 adventure, characters are expected to 'pull their weight'; Not act like frightened Commoners.
Greetings. I have a concept for this game which I've been hesitant to submit. In brief, he's a 12 year old boy who has (through misadventure) been granted the arcane powers of a long dead Sorcerer. The reason I've hesitated is because...well...he's level 15. That's on the upper limit of this game's power level. So I'd completely understand if such a character wasn't welcome here. The idea behind him is that he's a good, honest kid, who's absolutely terrified of the power he now possesses. Thus, he does his best to use as little magic as possible. Unless backed into a corner, he won't venture beyond minor spells; And even then, only around people who already know he can use them. Also, I'm planning to make his wealth value way lower than standard. He'll likely possess only a few standard items (like a Headband of Charisma) that he found near the Sorcerer's body. With any luck, these factors will stop him from being disruptive to the campaign.
But even so, this is still a powerful character. I'm not sure if he belongs here. Thoughts?
If need be, I can adapt Myria to cover the party's weaknesses. At the moment she's mostly focused on offence and summoning. But as a Wizard, her role is fairly mutable.
"You understand him? He's speaking a real language?" She asks with some visible relief. "What's he saying? Anything important?"
"He's speaking Abyssal: The language of demons. And no, his words aren't the least bit important. If he says anything useful, though, I'll pass it along."
Dorian, looks like you got a 19 on your Reflex save. That would knock you down. Of course, you can stand up and then cast on your turn, so no biggie...
Apologies. I somehow misread the save as being only DC 15.