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*** Pathfinder Society GM. 3,905 posts (47,762 including aliases). 2 reviews. No lists. No wishlists. 17 Organized Play characters. 36 aliases.


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DeathlessOne wrote:

Absolutely. The ability to 'turn into a swarm' doesn't even resemble the functionality of wild shape, as this ability replaces it entirely. As there is no language to specify that this is a polymorph effect, it is not a polymorph effect. You simply gain what the ability says you do. You could even cast traditional spells with somatic and verbal components.

In my personal opinion, it should be treated as a polymorph effect but I didn't author it, so take that for what it is.

That sounds odd, you're a flat mass of vermin at that point?

Which also makes me wonder why a swarmshifter has to wait to lvl 9, for a swarm of spiders to be able to climb, or a swarm of wasps able to use wings to fly.

Still, it would lend itself well around a Calistria/Desna theme.
Become a swarm of flying diminutive insects and cast psychic magic.


Hello all,

Say a swarm shifter is in their swarm form, can they still cast psychic spells?
Since those require emotion and thought.

Thanks in advance.


...


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Alright. There were interesting entries, but the bane of every GM is the picking.

Would the following 5 fixers please report to The Warden's Respite Inn.

Azure_Zero - Nausicaa Ingrid Leona Ioanna (tiefling bard)
AGM Lemming - Vasaam Cathan (human wizard)
fatmanspencer - Coraline Sealen (undine cleric)
Mightypion - Aletha Verkossian (Aasimar swashbuckler)
Venirr - Lariel Harp (half-elf ranger)

Thank you to everyone for your interest.
Hopefully your characters will find another game to shine in, they're certainly worth it.


You find an empty table in the back, with patrons and fellow fixers coming and going.
The perfect place to take a break from your recent activities.

Gameplay opening will follow tomorrow. Still got some other things that need doing for now.


Vasaam Cathan wrote:
We're using average starting wealth, correct?

Yes.


@ fatmanspencer, you have 1 trait too many, unless you take a drawback for that 3rd.

@ metal swashbuckler/Aletha, your profile has 4 traits. Thassilonian isn't a language here, discard that trait and you're set.


Aletha Verkossian wrote:

Brainstorming for the Succubus Lady in the setting

** spoiler omitted **

She won't be singing Sabaton, right?

Different metal band covers? :D


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Azure_Zero wrote:

I don't think we are going to get any new submissions at the moment...

@Chyrone
When is the closing and decision of the picks for the game?

I'm hoping fatmanspencer will complete his cleric this weekend. If not, well i've played in a game we got through with wands and scrolls. So closing call is monday. I'll have the picks on tuesday at latest. But potentially monday evening.


Azure_Zero wrote:

Updated background some more.

Nausicaa Ingrid Leona Ioanna

Also started adding a few people people she knows in Yonford.
May add more of them later.

I think I added a number of things the GM could take advantage of.....

No need to worry about the number being too few. I can work with the ones you have already.


Aletha Verkossian wrote:

I began the background adjustment.

** spoiler omitted **

Nocticula does not exist in this universe.

Relabel her say, Hecatys the succubus viscountess. Quite of rank, but not top yet.

Other than that, background sounds good. :)


Vasaam Cathan wrote:
Chyrone wrote:
"By horse or coach, it's 3 days from Yonford to either of the other two. Arquette directly to Gervaix would take about 5 days."

and Movement Rules

The rules for movement on horseback indicates 28 miles per day. Wagon indicates 16 miles per day. This gives an approximate distance between Yonford and the other two cities of 48-84 miles, and 80-140 miles between Arquette and Gervaix.

Hmm, i thought coaches would go faster, with 2 horses pulling them.

Anyway, that initial mention was a rough first guess. The island would be a little bigger than that. I've yet to find an island to compare its size to. XD


Blue Lucien wrote:
Ok, here's the stats for Ouachitonian's submission. Lucien is about the most rogue-like Monk you'll ever see, though he can't disarm magical traps, so not quite as good as a real Rogue unless I take a dip some time. I'm still working out the background since I don't know the setting. The closest I can find for what I have in mind of his religion is the Azlanti deity Amaznen, who died when the Starstone fell. The important thing is that he's a deity of knowledge, but one who believes that some things should be kept secret (the Reaper of Reputation aspect of Norgorber might be a better choice, but his other aspects don't really work). I see Lucien as being part of an underground cult that knows things. They aren't the illuminati, because they aren't controlling things. But they're sort of one part spy ring, one part library. If you need information, they probably have it, and if they don't they can get it. For a fee. He's not a cleric, but a dedicated layman. He might spend part of his day working in the stacks, and part of his night tracking the movements of a businessman whose spouse thinks his late night meetings aren't actually business. Or rifling through a nobleman's private files for evidence of a plot that could destabilize the realm. Knowledge is power. Knowledge is the most valuable coin of all. Sure, he also knows how to use his fists, he excelled at the organization's unarmed combat training, but hopefully it won't come to that. I'm thinking the group would be based out of Arquette, and is sort of the underground arm (or possibly a semi-heretical splinter sect) of a respected religion that's popular with scholars, researchers, librarians, etc, puts high value on learning and protecting existing knowledge, that sort of thing. The main-line orthodox priests just don't necessarily believe in stealing documents, spying on people, selling secrets to those...

The setting's been updated as questions were asked. I've got a few suggestions, that could get such a character into a respectable organization. Fixers have an important and honest way of making a living.

1.a) In the pantheon earlier posted (search bar might have that post as the only resut), the alternate version of Nethys, god of magic scholars and knowledge, is one of several gods here. A splinter sect in his pursuit of knowledge would make an interesting shady group.
1.b) With suggested they are in Arquette, and your PC being a citizen of Yonford, i'd imagine something must have happened for them to move and turn to the fulltime profession of fixer. Falling out, a job awry that saw innocents killed, mass arrest and escaping as the sole member, a job they absolutely wouldn't do out of principles, crossing the wrong people.

The philosophy of pursuit of knowledge and their skills, used for the benefit of the city instead of for shady goals.

The three main illegal groups active in Yonford have been mentioned, as well.


Grumbaki wrote:
Aletha Verkossian wrote:


Aletha Verkossian wrote:

I added an overview of possible build paths, and can actually go a variety of ways depending on party needs. She is always a reasonable frontliner and great face.

And can basically also be a really good at fighting, a good lore monkey 6th caster, a healer 9 caster or and average lore monkey 6th caster that fight pretty well but not really good.
One of the builds would be unavailable in this setting, as the spiritualist is an occult class.

I get why spiritualists are frequently banned (the class is very wonky, often poorly understood, and offers an ethereal scout at very low level, and then the psychic spell list has spells which should not exist like mind block), but there are plenty of other option, falcata swash into oracle would still work great and fill similar roles.

I could pick possessed as a curse for basically the similar flavor in terms of the gm having a plot dump device :).

Throw in the possessed hand feat tree! Rather than having a ghost following you around, you can have a ghost in your hand (which becomes a detachable scout). Similar flavor :)

Pretty freaky too. XD


Ouachitonian wrote:
Are Fetchlings allowed? They are a type of Planetouched, but also weren’t specifically allowed in the OP. Might play a Fetchling if possible. Otherwise I’m thinking a Sylph unMonk, probably.

The races presented available at the start are the ones the setting is going with. So sorry, but no fetchlings.

Aletha Verkossian wrote:

I added an overview of possible build paths, and can actually go a variety of ways depending on party needs. She is always a reasonable frontliner and great face.

And can basically also be a really good at fighting, a good lore monkey 6th caster, a healer 9 caster or and average lore monkey 6th caster that fight pretty well but not really good.

One of the builds would be unavailable in this setting, as the spiritualist is an occult class.


Azure_Zero wrote:
Aletha Verkossian wrote:

The funniest bluff to win a fight I ever pulled was, interestingly enough, in wrath of the righteous.

--I identified a rescuee as a Succubus in disguise (she screwed up a bit)
--I told her, wink wink nudge nudge wise, that I know what she is, and that we work for the same boss, implying the Nocticula is backing the Mendevian crusade behind the scenes (and has one of her agents as the crusades nominal leader)
--She bought the bluff, and switched sides for real, assuming that the whole crusade thing is a long con by Nocticula to murder one or 2 of her abyssal rivals and take their things.
--in the bossfight, she performed a fake betrayal of the party and then actually betrayed the Deskari worshipping Antipaladin (who had a very nasty murder glaive)
--The Succubus happened to be a swashbuckler, and opportune parry and riposte is pretty good on them so she parried the antipaladin like a boss
--I then used Ventriloquism to make it sound as if my voice is coming from a nearby statue of Deskari, and spoke "she cant parry you if you grapple her"
--The Antipaladin rolled a nat 1 on sense motive and grappled the Succubus.

LMAO, that is freaking hilarious

I 2nd that. 3rd if i could.


Chyrone wrote:
Critzible wrote:
Working on crunch to place here and refining my character with Cunning Brother to a Council man, who is the owner of a few brothels ans co owner in several things like mines, through out the island.

I would say influence/ownership does not extend into other cities. The council would see to it, too. The best business is had if the other city doesn't own within their own. Yonford

So if uncle Don Corleone has business interests in several things in Yonford, sure.
He would not own business in another city, that's the angle for the setup of the cities.

@ Brazen Deceiver/Azure_Zero,
I will say that, depending on the specific person and history, some lies, even with high bonuses, would just not be believed. I venture to say most people could/would buy into lies, but some may not. (BBEG = a polymorphed bunny for example :) )


Critzible wrote:
Working on crunch to place here and refining my character with Cunning Brother to a Council man, who is the owner of a few brothels ans co owner in several things like mines, through out the island.

I would say influence/ownership does not extend into other cities. The council would see to it, too. The best business is had if the other city doesn't own within their own.

So if uncle Don Corleone has business interests in several things in Yonford, sure.
He would not own outside of the city, that's the angle for the setup of the cities.

@ Brazen Deceiver/Azure_Zero,
I will say that, depending on the specific person and history, some lies, even with high bonuses, would just not be believed. I venture to say most people could/would buy into lies, but some may not. (BBEG = a polymorphed bunny for example :) )


Azure_Zero wrote:
Chyrone wrote:

....

The smugglers, led by a man called Tyler Donough, (a 1/2 orc with only faint orcish features (pass for human)), miraculously manage to ferry a small boat every week between Yonford and Rustwall. Think of strong Rustwall liquor ("Gutburn Brandy"), particular brands of wine, special spices used for local specialties (such as special bakery buns, or dishes at a restaurant). Special fabric excellent for expensive clothes.
What is not available in Yonford, is lucrative for Donough and his associates. They stay no more than two days in Rustwall at a time. A risky enterprise, but profitable. If someone wants something particular quicker than travel to and back from another city, they take requests with an added commission %. Donough is all about profit and opportunity, but he's no cutthroat.

What is not available in Yonford, is lucrative for Donough and his associates. They stay no more than two days in Rustwall at a time. A risky enterprise, but profitable. If someone wants something particular quicker than travel to and back from another city, they take requests with an added commission %. Donough is all about profit and opportunity, but he's no cutthroat.

There isn't a thieves guild by its definition, but aside from street thieves, a small number have banded to try and steal from Donough once in a while, and sell the goods themselves. 'If someone can't prevent it from being stolen, it's fair game'. Said by Thea Thornton, their 1/2 elf leader.
She's got less reservations about doing whatever needs doing to get the job done, short of killing.

The nastiest of the underbelly, lies with a small group calling themselves "The craftsmen". Highly elusive and secretive, they orchestrate and fabricate situations to blackmail, extort, and destroy, whoever they like. They shy near no methods in their designs. Nobody knows their identities. One time, a council member's good reputation got wrecked, simply for speaking out against them. Off the record, rumor has it a

...

Casinos or Gambling Dens, it's pretty kept in check. There's a "gentlemen's club" with members only monthly poker night. The Candid Cane gentlemen's club. And while not a gambling den, some folk organize the common man's cardgame night at random locations every couple of weeks.


Veniir wrote:

Hi, looking at this growing lore, I think I'll rewrite the entire backstory for my ranger. Also, I think he'll drop the archetype and go vanilla.

Quick question: What is the status of gnomes in the island. I mean, how many, where they live and if there are any in Yonford.

They can be found in all three cities. Not the greatest of number compared to the others.


Andostre wrote:
If there's anything for me to change in my background to tie in to already existing groups or places, such as an appropriate monastery or something to do with witches, I'm happy to change them if you feel it would be more immersive. I just made a couple things up that seemed like they might fit.

The Gloomwoods are home to all sorts of eerie things. That may also include witches, among others.

What made them go into the Gloomwoods alone, and for what purpose?
Travelers can relatively safely get from one of the cities to another, not having to go through the Gloomwoods per sé. You could, but it is not mandatory to do so.

No prarie is set for this island. A monastery dedicated to Tyr, who has combat and strength in his portfolio, would fit the background, however.
It could be just some miles east of Yonford.


Azure_Zero wrote:

any info on the thieves guild or smugglers guild that I could use for building backstory?

as I hope something fom that info will help break the deadlock between Archaeologist and Brazen Deceiver archetypes.
as both can make me a powerful scout, but in different ways.
But also dealing with the trap monkey or subterfuge decision.....

The smugglers, led by a man called Tyler Donough, (a 1/2 orc with only faint orcish features (pass for human)), miraculously manage to ferry a small boat every week between Yonford and Rustwall. Think of strong Rustwall liquor ("Gutburn Brandy"), particular brands of wine, special spices used for local specialties (such as special bakery buns, or dishes at a restaurant). Special fabric excellent for expensive clothes.

What is not available in Yonford, is lucrative for Donough and his associates. They stay no more than two days in Rustwall at a time. A risky enterprise, but profitable. If someone wants something particular quicker than travel to and back from another city, they take requests with an added commission %. Donough is all about profit and opportunity, but he's no cutthroat.

There isn't a thieves guild by its definition, but aside from street thieves, a small number have banded to try and steal from Donough once in a while, and sell the goods themselves. 'If someone can't prevent it from being stolen, it's fair game'. Said by Thea Thornton, their 1/2 elf leader.
She's got less reservations about doing whatever needs doing to get the job done, short of killing.

The nastiest of the underbelly, lies with a small group calling themselves "The craftsmen". Highly elusive and secretive, they orchestrate and fabricate situations to blackmail, extort, and destroy, whoever they like. They shy near no methods in their designs. Nobody knows their identities. One time, a council member's good reputation got wrecked, simply for speaking out against them. Off the record, rumor has it a reward is held for those bringing in, or leading to capture of, their members.


Azure_Zero wrote:

Oh right, can I reflavor the title of the "Wayang Spellhunter" regional trait to "Spell Prodigy" along with some of the other parts of the flavor text?

** spoiler omitted **

As I'm looking at diversifying what my bard will do...

Sure, np.


Azure_Zero wrote:
Chyrone wrote:

....

Merchants can be wealthy, but any sort of business can be successful. A skilled painter can earn a decent living, as can the owner of a high class brothel. (yes, those are in the city too)

Another option you might find interesting, is being extended family to one of the council members. A niece or cousin.

Her case reminds me of an episode of that live action series of The Last Airbender. An NPC with weak constitution, dear old dad prayed fervently, and the spirit he prayed to lent a spark of its own vitality to save the child.
Did you see that, per chance, is that inspiration?

...

Do I spot a Toph reference (only saw the nick cartoon)

I had strong Yue vibe at the description.


Azure_Zero wrote:

a new question, should we expect traps?

as I've rarely seen them in games, but they are something to be wary of...
Especially traps from any of the 7 Grimtooth's traps books.....

As I did kinda humiliate some players with the "Duck!" trap from Grimtooth's Traps Fore....
They survived, but never saw it coming.....
That and a nice carrying sized statue made of pure sodium with the only exit in the room is by passing through a waterfall....

I really should no be give the GM evil ideas or traps...
As some traps in those books are likely to result in a TPK, or some hurt pride for the characters with a really good laugh from the players.

Funny you should say that.

I actually have the PDF of Grimtooth's super devious dungeon somewhere on harddrive. :D

Yes, some traps would be encountered along the way. Or is saying that the trap itself???


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Critzible wrote:

Shifter it is then

@Chyrone What would make a family rich an influential on the island? I am looking to make my Shifter the Eldest Daughter of a First marriage of a reputible business man [mostly reputible] and his dead first wife(Died after giving birth) and inheriting a weak constitution herself until the Spirit Chiro finds her and grants her a bit of its power forever altering her.

Thus she has to leave due to the now unnatural features. [Red eyes, Enlongnated canines, Strange ears] especially around Adolescence.

Just wanting a tie to more affluent people, dispite her strange nature.

Merchants can be wealthy, but any sort of business can be successful. A skilled painter can earn a decent living, as can the owner of a high class brothel. (yes, those are in the city too)

Another option you might find interesting, is being extended family to one of the council members. A niece or cousin.

Her case reminds me of an episode of that live action series of The Last Airbender. An NPC with weak constitution, dear old dad prayed fervently, and the spirit he prayed to lent a spark of its own vitality to save the child.
Did you see that, per chance, is that inspiration?

I'd say sure, her dad prayed so fervently for Chiro to save his daughter, that it helped. Must have been serious, if even learned physicians couldn't help her. XD
A brush of vitality shared like that could have some weird effects. Flavor wise, i'd ask for her to be a periodically returning visitor to Chiro's shrine, if she's picked. Which probably is a nice looking shrine, if dad or uncle put in some money as gratitude. :)
------------------------
Some of the spirits in their corporeal taken form:
Maggs, loves pretty things, bit of a 'collector'. Has a shrine in the mercantile part of Yonford.

Tomoya. Taking the form of a blue skinned youth with glowing markings and wearing prayer beads. He resides in the shallow waters of the bay. Has a shrine at the path leading to the bay. He can be a little distant towards strangers, until he gets a proper impression of them.

Nuyen & Nuyan
Sister spirits, who have a shared shrine at the city park. They could easily be mistaken for kitsune, were it not for clawed nails and their feet similar to talons. Nuyen is a romantic, Nuyan is a trickster.


Azure_Zero wrote:

Actually a good question to ask now is, what style this game will be in?

More of a intrigue, more a heist, more combative, more exploratory?

Which form of genre will this game be?

A fair question. It'll be leaning towards combatitive and exploration/delving. There will come a point where intrigue would show up. Also a few things where the outcome will depend on the party's skills.


Critzible wrote:
Chyrone wrote:
Critzible wrote:

I am looking at modifying my Bat Weretouched Shifter. Making her a daugther of one of the Bigfest Shipwrights on the idland who works with rhe Crimson Armada.

Shewas sickly as the oldest child, oddly enough a local spirit, one of the bat came to her and cured her illness but altered her with fraction of her power.

The power bestowed not only the Bats power but altered her. She has Red eyes, slightly batlike ears and slightly longer canines. This made her an oddity and her parents had ro sens her away.

When she left she found herself under the tutelage of a local Druid and tapped further into her Bestial gifts.

...

Love the Spirit. But My Inquitor Idea may still work Now I am conflicted.

Question I assume with out nobles thier are some rich Afdluenr Merchants in some sort of Psuedo Oligarchy?

I wonder if my proposed Shifters parents come from that sort of group as she is upper crust and will build ships and run several fishing ships and fisheries.

A n afduelenr family of Merchants who basically are members of the Shipwrightand Fishers guilds

Wealthy merchants there sure are, but they do not form an Oligarchy by its definition. An elected council rule a city. Mentioned earlier, the Crimson Armada won't sink very small ships (such as no mast fishing boats) if they remain within boundaries near the island. As i don't have the island map yet, imagine a bay, wherein as long as you remain decently close to shore, the Crimson Armada does not open fire. Leaving the bay will make even fishing ships a target. This has left the number of fishing boats at all three cities fairly limited in number.

Azure_Zero wrote:

Guessing templates are out even if everything is randomised like in my last post....

Would using the Race Builder system from ARG be allowed to modify or make what I had in mind for a few of the ideas?

Sorry, but i am keeping race options as they are.

I'm not saying similar benefits are unobtainable, in one form or another, but the creation options are the current.
It may be of interest for you to know, that another by the name GM Wolf, uses templates in several of their games. Perhaps one to keep an eye on in the future.


Paolingou wrote:
I'm interested if you're still open.

Recruitment is left open for 3 weeks.


Critzible wrote:

I am looking at modifying my Bat Weretouched Shifter. Making her a daugther of one of the Bigfest Shipwrights on the idland who works with rhe Crimson Armada.

Shewas sickly as the oldest child, oddly enough a local spirit, one of the bat came to her and cured her illness but altered her with fraction of her power.

The power bestowed not only the Bats power but altered her. She has Red eyes, slightly batlike ears and slightly longer canines. This made her an oddity and her parents had ro sens her away.

When she left she found herself under the tutelage of a local Druid and tapped further into her Bestial gifts.

Chiro the bat spirit?

There'd be a tweak for this work to, though.
Since the Crimson Armada has no influence on the island, other than having them isolated. Simply leave them out, and it works. The Thickets could hold a druidic enclave, with a few perhaps occasionally helping maintain Yonford's city park. Easy way to get to them.
--------------------------------------

Pantheon so far.
- Asclepius (NG Goddess of life and healing) Variation on Sarenrae.
- Asherah (NG Goddess of the Seas) Variation on Ylimancha. Minus aspects tied to Golarion.
- Deveros (N God of Knowledge and Magic) Variation on Nethys. Minus catastrophe domain.
- Eras (CN Goddess of fertility, lust, love, and vengeance) Variation to Calistria. Minus Azata domain.
- Mandos (LN God of Death and Judge of souls) Variation to Pharasma.
- Tyr (LN God of Combat, Law, and Strength) As such has Law, Strength and War as domains.

I've purchased that Illwinter mapmaker, but haven't gotten chance to get to craft the island map yet, however.


Azure Zero:

Azure_Zero wrote:

So staying with Pathfinder (which is Golarion setting), yet home brewing.

Given no clear wording I could take say the Fey-touched or Celestial Templates as that is in the Pathfinder content library and a level or CR adjustment of +0.

To be fair, if templates for the PCs were an option, i would have mentioned them in the creation specifics. Some could be existent in the world as a whole, but haven't appeared on this particular island, where the races available for creation, are the ones that live here. Frost folk from the spoiler, are a forgotten realms people, for example.

Pathfinder content is pretty much the classes and the mentioned races, the rest is homebrew setting.

I think a better question would be, what are you looking for? I'm getting an impression you are looking for a forgotten realms race, or a variant on one.

If it's a PC with mixed heritage and some degree of human blood in their veins, planar or racial heritage in combination with the other available ones are an option. Another path comes with sorcerers, bloodragers, and eldritch heritage, as they too provide celestial/dragon/fey like qualities as well.

Ouachitonian wrote:
Could I take Breadth of Experience as a planetouched, as long as I'm 100+ years old? They can easily meet that requirement, but they're not one of the races specifically listed by the feat. It's a fun starting feat that adds a lot of flavor, just the kind that is easier to take when Elephant in the Room is in play and you don't have to spend your first levels taking Weapon Finesse or Power Attack or whatever.

That's fine.

Vasaam Cathan wrote:

1) How big are these cities?

2) Is there trade between them?
3) Roads? How far are they from each other?
4) It says that we are starting in Yonford. Does that limit us to have grown up there?

"No vessel has ever sailed out of the island's bay, save for the occasional cautious smugglers, for the Crimson Armada sinks any competition's ships." - 5) Does this include fishing boats? I mean obviously non-military craft, small, open boats with just a few crew with nets and simple fishing equipment. ??
6) What is known about the rest of the world? Other islands?
7) Intelligent aquatic races?

1) The cities would be small cities.

2) Yes they do trade.
3) Roads certainly. By horse or coach, it's 3 days from Yonford to either of the other two. Arquette directly to Gervaix would take about 5 days.
4) No. It just requires you to be a citizen of Yonford at the time you start your fixer career.
5) As long as those vessels stay within certain range of their respective port, wherein long range spells do not hit the Crimson Armada's own ships, they do not open fire.
6) News from the other islands comes slowly, typically through the smugglers. There would be a tavern or two where smugglers would relax after a trip. The closest port city they can reach, is Rustwall, a fortified coast city held by the Crimson Armada, on an island to the east. Used to be another independent island before they lost.
7) Sahuagin-like creatures reside in the seas around the islands.


Azure_Zero wrote:

2) Roger, level 1, any chance we could sub level 2 for adding the full benefits of a template like in Races of the Dragon, Pg 70-71.

I can quickly whip up some samples a bit later.

I'm staying with pathfinder material. Though i will say i aim to homebrew more than just the setting and changes on some creatures' statblock and abilities. * 1 Jobs might yield findings not commonly seen on Golarion.

Archpaladin Zousha wrote:

Sorry to repeat myself but what kind of island is Pruolus? Temperate? Tropical? Oceanic? Subtropical? Arctic?

Should we be expecting pine trees or palm trees? :P

That varies. Mount Terra's summit rises high enough to reach into fog, so temperatures there are chilly at best, sub zero on worse days.

Inland the trees are mostly hardwood, such as oak. More towards the coastal waters, you'd fine more conifers (which pines are part of, i believe). Not quite subtropical, but pleasant a temperature. Are the kind of trees part of a master plan??

* 1: Outsiders, both celestial and evil, are mostly what most of the standard fantasy settings have. For example, imps and hell hounds are found in various games, serpent azatas from Elysium, or hound archons, i've seen so far only on Golarion. This does not mean, however, that the kinds of celestials/demons/devils are few in kinds. Just that there will be homebrewed or reflavored creatures in their stead.

I'll get to a basic pantheon and realms somewhere this weekend.


Azure_Zero wrote:

@Chyrone

... 1) and since you now mention that PrC might be rare, I have to ask will it require a training to gain level in them, though it would be somewhat hard to explain that to PrCs like Dragon Disciple and Master Chymist from my POV.

2) Also if this game is starting higher then level 1, what is the stance on templates?
As I'm eyeing some LA +1 templates.

3) For Cartography: As GM I've made maps for with Illwinter's Floorplan Generator and that includes making a large Island.
You buy it once and it is yours.

1. True, that would be odd. For simplicity's sake, PrC will not be used. Considered that some PrC are Golarion tied, it would be odd to exclude some and include others. That also means that no NPCs will be PrC to bite the PCs with unique class abilities.

2. We start at 1st lvl.
3. I'll have a look at that, thank you for the tip.

Critzible wrote:
Yeah looking for my Sinful Sister of rhe Cloth be nominated to be connected to the more Red Light style areas. And a good bit of what culture ans era will get me to better shape her.

Culture is ye familiar general feudal setting, on an independant island nation. With the monopoly the Crimson Armada holds, other countries' cultures haven't had chance to mingle in. Minor patron spirits exist alongside major deities, so people could well be polytheistic. Noteworthy, is that the spirits are very popular, some might say (in hushed tone) moreso than the gods themselves, on account of that they take action for their worshipers' prayers. Maybe not on all prayers, but they actually do help. And on the rare occassion, manifest in a set humanoid form to directly speak. But contrary to the gods, their divine power is usually limited, and worship is local.

Govern culture: 2 dozen councilmembers in a city. If they do their job well, one could be in office as a career. If not, a new council member can be presented, and votes are held. It's often a selection for merits and professional attitude, as it concerns the wellfare of a large city.


With questions about PrC,
I wouldn't focus too much on taking them just yet. I haven't figured the estimated level for the game yet, so level dependent features may not get reached. PrC individuals would be uncommon to rare, -however-, surely such individuals have done something special to have been trained that way. (hinting at access being job related)

Azure_Zero:

The setting would be more western of people.

I am not familiar with the alternate rule systems and their classes, so i'd rather not do them. That PrC That martial stalker feat looks like a stronger variant on Monastic Legacy's benefits.

I'd be good with a variant on Monastic Legacy, but for a rogue's Sneak attack progression.

Prerequisites: Rogue 3, Sneak attack class feature (combat feat)
Benefit: Add half the levels you have in classes other than rogue to your rogue level to determine your effective rogue level for your sneak attack dice. This feat does not make levels in classes other than rogue count toward any other rogue class features.

An option for a fighter bonus feat.


Dorian:

I dread the image of a monk who catapults people with a monster feat.

With a different setting, Golarion specific PrC would be sort of out of place.

fatmanspencer:
Quote:
I have interacted with you previously on another recruitment, and so I have faith in this. I am interested in a unchained rogue, or regular rogue. How much crunch do you want now, when and how long for recruitment, and if rogue doesn't work I can always go with a Hunter or a Cleric.

Rogues are fine.

I don't need an entire inventory or plans of progression, the usual general setup would be fine, if you want. But a general concept, race and class would be ok for now. Recruitment lasts 3 weeks, after all.

Archpaladin Zousha wrote:
I'd like to throw my hat in the ring too. Homebrew settings give me an opportunity to flex some character concepts that don't really fit into the APs or Golarion in general!

What were you thinking of?

Cartography:
I haven't found yet a generator that doesn't need signup, and produces the shapes i want for the island. I'll get something eventually, though.

House rules i'd forgotten about. XD
- Level ups.
The guild trains its members as they advance in levels. At reaching the next level, you'd spend 1 full day training your new class level. A trio of instructors cover most of what classes need to know. The Master at Arms trains the martial and misc skills aspect, Veteran Mage Orston covers arcane lessons and lingual teachings, and High cleric Hudson covers divine magics.

- Linguistics. Orston wouldn't be able to teach everything + a dictionary's worth in 1 day. If remaining in town to further learn from her, 3 evenings steam course will get the new language. Or borrowing a dictionary to learn it in 5 while on the road.

Of interest, not all monsters use the Golarion statblock. (flexes eyebrows)


Grumbaki wrote:

Build idea for a rogue substitute

** spoiler omitted **...

Hey again.

I forgot about VMC, i will stay away from that.
In regards to spoiler, sorry but no. Mortals stay mortals in this setting.


Veniir wrote:
Hi, I am interested! If this is a recruitment and not just an interest check, I'll be submitting my Ranger from the RotRL campaign that didn't get in.

It is more the actual recruitment, i called it 'interest', because only few had yet replied, over at Salsa's thread.


1 person marked this as a favorite.
Aletha Verkossian wrote:

Refuge from the Abyssal cating show!

Different question, how do Demons/Devils work? Aletha would have some "Copilots" while Bloodraging later.

They exist. Typically they reside in their own realms, unless foolish or ambitious casters call them forth for 'deals'. Said deals can sometimes go wrong and the summoned demon remains on the material plane. As such, their number isn't too large on the material plane. Thus encountering a demon or devil is a big deal. Though their worship lies more in the islands held by the Crimson Armada, they are less picky about the moral virtues of their gods and patrons.

I see that copilot is backstory related.
On that account, would you like that copilot to act solely on your own writing, or can the GM take liberty to have them speak at some points in time?

You can replace Thassilonian with a different language.

Oh, of note:
Pruolos has no monarchy or nobility. The cities are each ruled by a council of normally near 2 dozen members.


Link to the homebrew game's interest thread


This adventure is set on the Island nation of Pruolus, upon which are three large cities.
- Arquette, the Grand Academy of mages of all sorts stands here, for the ground upon which it is built, is a hotspot for magical energies. Certainly not the only University of Magic among the three cities, but for sure the place to find near all choices of magical needs.
- Gervaix, a city next to Mount Terra, known for its rich veins of ore, crystals, and minerals. The most learned engineers can be found in Gervaix, having built contraptions to unearth these valuable deposits.
- Yonford, the city with a booming textile and fabric industry. Encircled by the vast Gloom Woods on one side, and The Thickets on another, its soils are bountyful for growing near all plants.

Each of the cities are built near key points on the island, near beaches or at a bay, preventing near all invaders from properly establishing footholds. But the biggest beach to hold, lies with Yonford. There have been attempts throughout history, as each of the city is a trove of opportunity. The flip side though, lies in that the seas around the island is controlled by the vast Crimson Armada, a massive naval trading company, led by the High Magister Decemvirate. No vessel has ever sailed out of the island's bay, save for the occassional cautious smugglers, for the Crimson Armada sinks any competition's ships.

Let us look through the looking glass, towards an aspect shared by the three cities, and even on the territory held by the High Magister Decemvirate.
A neutral independant organization, in a sense.

Adventurers, bounty hunters, heroes, fixers. Various names for members of the Adventurers Guilds.
Where law enforcement have not the chance or time to intervene, the citizens and councils of the cities call upon the Adventurers Guilds.
Calls for help, or 'jobs', end up on the Guild's notice boards, free for teams of companions to pick up at their convenience, for it is their livelihood.
Their creed: To help the people, to rid the lands of the dangers that show their ugly heads, and maintain neutrality.
The latter is strictly upheld. The guilds never participated in wars between islands, and through it they maintain sort of an immunity through times of wars. Though smuggling people away from danger has happened in the past. The one exception, though it has been a very rare occurrence, is when it comes to self defence.

We start our story in the city of Yonford, in the Warden's Respite inn, headquarters of Yonford's Adventurer Guild. Started by an individual current day only known as 'The Warden', this traveling adventurer started up the guild, and multiple guilds in other lands. They had a calling to travel and protect those who could not themselves. As they could not keep all safe on their own, Guilds were started to continue this endeavor in their stead. This was some 300 years ago. The Warden's Respite inn is run by Margaret Winfield, current Guild master of Yonford, and retired adventurer herself, on account of an injury improperly healed. Along with Master at arms Roland Greyhawk, a veteran fixer still in active duty, despite being of nearing middle age himself.
A team of newly initiated fixers find themselves gathered for their first day of professional work....

Greetings,
As newly starting fixers, you take on missions to keep the lands around Yonford safe, it is your means to make a living. At each gathering at the Guild HQ, 2 missions will be on the board, and it's up to the party to choose what they want to take on. This homebrew will borrow some parts from modules, for mission purposes. Of course, the missions are not the only sources of danger, for some force will work its wicked way behind the scenes, some force that will hopefully find its match some day.

Character creation details:
Races - Core Races, Aasimar, Changeling, Ifrit, Kitsune, Oread, Sylph, Tiefling, Undine.

Starting Level - 1st

Starting Wealth - Average for your class

Attributes - 20 point buy. No scores below 8 after racial modifiers, no scores above 18 after racial modifiers.

Hit Points - Max at 1st level, average onwards.

Traits 2, 3 if a drawback is taken.

Alignments Non-evil

Party size: I'm looking for 5 PCs. It's the size i've most often had in previous games.

House rules:
Automatic bonus progression
Background skills
Elephant in the room
Fractional Base Bonuses

I'd be using google slides for this game.
------------------------------------------
Gods: This is not Golarion, but for the divine casters: Give your chosen Golarian deity another name, and it'll be taken up into the pantheon of major deities. Since Pruolus has a fair amount of spiritual energy, minor local 'patron spirits' have come into being. Such spirits provide support to small communities, such as good harvest, minor fortunes, in exchange for getting some worship of their own.

Unavailable classes & other Gunslingers/bolt ace (no gunpowder exists), occult classes, & summoners
Tech items are unavailable.

I'll leave this open for 3 weeks.


Dorian 'Grey' wrote:
Chyrone wrote:

3rd table RotR, going well now.

With the rate my current games are going, i'll make the interest check thread in recruitment either tonight or tomorrow.

RotRL?

No, that 3rd table was Venirr.

Mine's the earlier mentioned homebrew. I've kept most of DM Salsa's specifics, so PCs made here wouldn't need much adjusting. PCs made here have priority in selection.


3rd table RotR, going well now.

With the rate my current games are going, i'll make the interest check thread in recruitment either tonight or tomorrow.


Azure_Zero wrote:
Chyrone wrote:

Since Azure_Zero is starting a project, how many people will he pick up?

....

potential pickup is Everyone here, as everyone can join in, but an "exchange" has to happen.

But the list will hint as those that'll get a "benefit" of sorts, like getting into 2-4 games at once....

You might still get all of them. ^^

I'd do the homebrew in case there is enough interest, otherwise i'll put it in the fridge until any of my games are finished.


Veniir wrote:
Chyrone wrote:

Since Azure_Zero is starting a project, how many people will he pick up?

I'll have to sort stuff out, but i think i could start something homebrew, if people would like to be part of an adventurer guild, doing jobs they can pick. Might incorporate a few parts of modules.

Working your way up. Urban based HQ, venturing out on an island nation.
Party of 5 or 6.

Any interest?

1) I gotta say, I'm up for a homebrew. I'm not a fan of random disconnected assignments. But if you promise me the party starts off trying to make a living, then it all ties up to a BBEG (G for guy or group), then that'd hook me.

2) EDIT: But an independent interest check post would be more proper imo.

1) Trouble starts somewhere, with someone, of course. And the PCs make their living through being a guild member.

2) Yes, but posting a note here (not full recruitment), is so the first to know about it, are the people here who weren't selected for one of the two tables.


Since Azure_Zero is starting a project, how many people will he pick up?

I'll have to sort stuff out, but i think i could start something homebrew, if people would like to be part of an adventurer guild, doing jobs they can pick. Might incorporate a few parts of modules.

Working your way up. Urban based HQ, venturing out on an island nation.
Party of 5 or 6.

Any interest?


Thanks for the opportunity, GM Spazmodeus.
I'll get the alias set up later today.


EltonJ wrote:
bump.

Still here.


Azure_Zero wrote:
over 24 hours from last update, I think someone put some jam somewhere and it is jamming the decision making process for him.

*starts the vacuumcleaner to get rid of the hair Spaz is pulling out of their head from the choosing dilemma*


Vasaam Cathan wrote:
Staying tuned....

It's laughing at our suspense...


*keeps fingers crossed*


Have fun table Salsa.

Now for table - Spaz?

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