Sylph

Ce-Eshna Lightfoot's page

222 posts. Alias of Ravenica.




No drive/ftl/reactor fuels or life support cost, resupply cost, or upgrade costs? No limit on how much the ships carry of these things?

I am not sure if I'm just missing something or if the system simply doesn't have them, can anyone point me in the right direction if I'm missing these things?

It seems like a major oversight to be missing these things. I guess it might have been a conscious decision since the ships seem like more of a backdrop thing than a thing they want a focus on but it still seems wrong.


I'll be tracking your recordings here, plus you know, all the regular group talk stuff ;)


I'll be tracking your recordings here, plus you know, all the regular group talk stuff ;)


I'll be tracking your recordings here, plus you know, all the regular group talk stuff ;)


The hall is shaken again by the relentless attacks. Silas nods at you, acknowledging your bravery and beckons you follow. He leads you down, deeper into the base of the tower to a large room. It is clearly an arcane workshop that has seen much use. Four large platforms hold strange constructions of wire and crystal. He turns to you...


The hall is shaken again by the relentless attacks. Silas nods at you, acknowledging your bravery and beckons you follow. He leads you down, deeper into the base of the tower to a large room. It is clearly an arcane workshop that has seen much use. Four large platforms hold strange constructions of wire and crystal. He turns to you...


The hall is shaken again by the relentless attacks. Silas nods at you, acknowledging your bravery and beckons you follow. He leads you down, deeper into the base of the tower to a large room. It is clearly an arcane workshop that has seen much use. Four large platforms hold strange constructions of wire and crystal. He turns to you...


The mage's tower shakes as another spasm rocks it. Reality is tearing itself apart. Rovagug has been freed and the mighty who tried to stop him failed. Only small pockets remain against the onslaught, a desperate few clinging to what little remain, and for what? There is no hope. No, this is the end. The doors to the hall open and your patron, the mage whose power still holds the beast at bay outside the gates but cannot push him back, enters and stands calling for silence. The room is crowded with desperate refugees but the spark of hope is dead in each of the eyes before you.

Silas Shoreborn: "You despair, fearing the worlds end with no hope that he can be pushed back. You are right. The wards I have placed will last but maybe one year and our supplies will be gone before that. The planes beyond, of Fire, Water, Earth, and Air are being consumed as well. Even the Celestial realms and the Abyss are falling... But, there might be a way... It is a path no one has dared tread. There are realms beyond Rovagug's reach. Places we might escape to. But there is no return and we cannot know what we might face in those places, or even if life is viable there. None who have gone to these places has managed to send word back. Our gods do not hold sway even if they manage to escape the Rough Beast. I have managed to craft four emblems, imbued with some of my vary essence. They will allow someone to send word back from one of these realms. I seek four teams who are willing to scout four of these distant realms. I can only open the portals a short time so the teams must be small, no more that four to a team. I will reopen these portals in a year hence so that they might send word back with the stones if they have found us a new home. In the mean time I will preserve those here with my magic and hold the wards against the beast. Do I have my volunteers?"

A small hope? A desperate hope. But even a small desperate hope may be better than none. A brave few step forward.

Greetings;

I am looking for four teams of four players to venture into unknown and dangerous worlds. These worlds will be much like the prime material known as Golarion but none identical. Some differences will be subtle, others much less so.

The least subtle of the differences:

The worlds are quite distant, far removed from the gods and arcane heritage of Golarion. As such, casting classes will be required to utilize the Words of Power casting variant. As normal with this variant you will still receive specific spells granted by class features (Bloodline, Mystery, Patron, Domain) and these will function as normal due to how closely they are tied with you personally.
However normal spellcasting and pre-existing magic items will not function as normal in these worlds. They may not function at all, or may function wildly different. Items crafted in the new worlds using the new knowledge will function as expected.
Summoners however will find the distance impossible and the link between them and their eidolon will stretch and snap. Sorry summoners, go through the portal and you will probably go mad and maybe die, try not to be a summoner as it would totally screw over your team This does NOT however prevent someone from taking summoner at a later level as they CAN bond with a more local eidolon. That being said IF someone decides to play a summoner off the bat and does manage to survive with their sanity at least mostly intact, you will eventually be able to rebond, but this will be a story point and the rest of your group will suffer through it as you do! I'm still not recommending trying it...

There are no gold pieces. These worlds do not follow the economy familiar in Golarion. In time this may change but in the beginning there will be no coin. As such the crafting system will require a little more effort but also be entirely necessary as there will be no obvious place to purchase supplies. The gathering of materials and crafting of items will be represented with a modified downtime system. As such the construction of buildings will utilize it as well however they will not provide any form of passive income. It is unlikely you will have time to build anything in the first year while you are expected to be scouting.

Not all is as it appears at first glance. Monsters may differ from the expected norm from the bestiary. This can as simple as minor cosmetic changes, to drastic alignment shifts, to all new abilities. I do promise not to be too much of a jerk with this one. I'm not looking to tpk, but there are some changes necessary. Knowledge skills will still work as normal and a high enough check may even spot differences from the expected.

Servitor line of spells have some minor changes. These creatures are less something you will be calling and more something you are creating out of force of will. As such, they all lose any pre-existing alignment and gain yours when created. The normal option for fiendish or celestial template is also applicable to all summons due to this including ones it normally would not be.

The meat of it
Now after all that text if you are still interested...

I will not be selecting individuals.
I'm looking for groups of four. I'd like players to have a joined back story and a unifying reason they are adventuring together and only when a group presents themselves will they be considered on the basis of their characters and story combined. Individuals are welcome to post their characters in the hopes of getting picked up by a group, or specifically recruiting a group here but I'll be posting a sign up example later on to help facilitate final recruitment. The one thing I can put forward is I'd like groups that have either a clear leader or an established method for group decisions. This will be a VERY story driven campaign but the world itself will be open and the story fluid. While you will essentially be establishing (if you survive the scout period of course) a colony in a distant world you will not be in charge of that colony but your decisions will help shape it and determine it's fate. Idealy I would like four groups but I maybe a little too optimistic at the draw this kind of campaign will have.

Books
All core paizo material is available. Companion books will be considered on a case by case basis. Setting material will be considered on a case by case basis as well but will largely be irrelevant after creation and that should be taken into consideration. As for racial traits and variants racial abilities: If it isn't available in paizo's PRD, assume it isn't available. I don't have most of the race specific splatbooks and won't consider material from them as I haven't had a chance to review them thoroughly.

Character Creation
Starting level will be 3

We are leaving the dice pool up to fate aaaaand...
Dice Pool: 20d6 ⇒ (1, 5, 1, 3, 2, 5, 6, 1, 5, 6, 2, 1, 6, 3, 1, 6, 4, 6, 6, 4) = 74
You can apply 3 dice to any 1 score. Leftover dice are added to your starting gold total before modifiers.

Max hit dice at each level. I play monsters with max hit dice unless there is a reason to otherwise. So it's only fair.

Starting gold is dice max+additional dice, times 100. Items may be purchased from the core books and Ultimate Equipment freely at regular price, or at crafting cost if your character or someone in your party qualifies to make them. Bare in mind however the unsurety of magical gears function in the new world.

I'm headed to bed so I'll answer questions and update in the morning ;)


At the good suggestion of my players the ooc thread for the campaign has been designated seperate from the tavern thread


The oil lamps in the halls of Castle Restov were well lit to fight off the gloom of nightfall and weather. You are quickly lead unceremoniously to a wooden door in one of the less used wings of the castle. Inside you are greeted by a roaring fire and a somewhat plain but comfortably appointed room. The center of the room is dominated a large oak table surrounded by cosy looking padded chairs. Bookshelves line the walls and the lone window has had the shutters drawn tight to keep the chill out of the air. Standing at the table are two easily identified figures, Lord Aldorini and Lord Mayor Sellemius. They appear to be intensely studying some maps and other paperwork laid out on the table. As you enter they look up and greet you courteously. Waving to one of the many chairs they bid you to introduce yourself and take a seat. A pair of guards at the door eye your weapons but make no move to disarm you. As you get comfortable a servant enters and presents you a glass of warm cider.


Located on the way out of the city you spot a busy tavern. With many people coming and going it seems as good a place as any to stop for the eve and get a meal or a stout drink. A solid and squat structur like many in Restov, the lower half is made of fitted stone while the upper portion is made of sturdy but weathered wood. The slate tiles used to keep out the elements on the roof have seen better days but you suspect that the light rain coming down must not be making it inside with the contented looks on the people coming out.

As you enter you see that the inside is in much better shape. Unlike most taverns it is well lit with not one but two fireplaces on opposite walls and oil lamps burning to fight off the gloom of night and weather. You see all manner of folk here and there is even an Elven bard on a small stage strumming a harp and she sings her heart out. The tavernkeep is as stout as his tavern, a short bald hobgoblin. He's clearly a retired fighter of some sort and directs his staff as a general would troops. For all that the staff themselves seem happy as well and cheerfully move from table to table serving the patrons with a smile. The tavern is about half full at the moment so there is plenty of room at the bar and a number of unoccupied tables. The smell of fish, bread and stew wafts enticingly out of the kitchen.


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First time PBP GM attempt, wish me luck

Source Books

Spoiler:

Core
Advanced Players Handbook
Ultimate Campaign, Combat, Equipment, and Magic.
Inner Sea World Guide
Advanced Race Guide (Core and Featured race sections only.)
Guide to the River Kingdoms
Kingmaker Players Guide
Paths of Prestige

Character Generation:
25 point buy. No Score over 20
3 Traits, at least 1 from the players guide. Drawbacks from the Ultimate Campaign allowed.
Alternate racial traits allowed.
Starting at level 1.
Max Gold and HP at level 1
Average HP at level up.

At the very least a short description and a short background.

I'll be looking for 4-6 players.

People who can post more than once per day will get priority XD

Recruitment will be open until Dec 22nd, noon CST, meaning final submissions need to be in by then, interest reserves will be heaped upon with shaaaaaaaaaaaaaame!


So a little background exposition. We are essentially playing a colonization campaign in a new world, with no way back. We are supposed to have at least 3 knowledge/craft/profession skills so we can contribute in more than just combat prowess and possibly supply our own gear if necessary. Profession skills will be used for harvesting raw materials (mining, woodcutting, stone cutting, herbalism ect). Knowledge local and history are fairly useless due to the unkown world factor. We must be human. Because of the skill requirements we are allowed the class skill ranks from both skills.

We will be starting at 3rd level.
Starting Gold is equal to max for class plus WBL max for 2nd level. (1300 in my case) 1 single item worth up to half, everything else max half of that.
Books allowed: Pathfinder Core, Advanced Players, Inner Sea Magic, Inner World Guide, Adventurers Armory, Ultimate Magic, and Ultimate Combat.
Stats are point buy (25 points)

My Concept: A quiet unassuming wildneress expert navigator, explorer and cartographer. Spells will mostly be for buffing, with a little bit of firepower all around the lone survivalist theme.
My Dilema: I decided which classes and basic concept easily enough but I'm having trouble deciding on archetypes and bloodlines. I'm favoring Falconer, Trophy Hunter (problematic due to crafting difficulties i think) and Shapeshifter for ranger archetype and Vanilla Sorc with draconic, elemental, or starsoul for bloodlines, a crossblooded starsoul/draconic, or a wildblooded primal.

Magical crafting will be very difficult to the point of nearly impossible so wizards aren't as practical, especially with limited magical sources to steal spells from
The GM does allow for independant research for all spellcasting classes (1 week per level of spell for wizards with 0 level counting as 1 and going up from there, double that or worse for other classes) with associated costs usually ad-libbed but fairly reasonable. With material components either actually having to be sought out most expensive costing spells will be impractical. Eschew Materials will be king


Lich's and Vampires are my problem, will they be finished for good, or will they still get their get out of death free cards? (Obviously if the Vampire is done in during the day it is dead) But will it's soul be trapped? Same for a lich, it's soul is already not present...