Adaro

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25 posts. Alias of That GM Guy!.


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Let's look at the run-down on gestalt right now.

For/Against/Neutral: 2/1/2

Actula the Herald has not posted yet, so I will wait on him before deciding further.

It looks like gestalt is the way to go with characters, as the votes go right now. The one last vote may swing it into an even tie, so we will see what Doomed Hero/Actula thinks.


Ok everyone, here are my selections!

1. Actula the Herald by Doomed Hero (Shaman)

2. Ellios Glint by Cydrius (Bard)

3. Isshassh by Adsapiens (Elemental monster class)

4.Krista of the Foam Shawl by Drogeney (Arcanist)

5. Ligeia by YoricksRequiem (Siren)

6. Skimber by Philo Pharynx (Sorceror)

Those selected, go ahead and post under discussion. I will be posting gameplay later after I wake back up. While you are waiting on the gameplay post, discuss among yourselves whether or not to include gestalt rules. And remember, if you go with gestalt, you're not the only ones that will be gestalt! >:)


Ok everyone, sorry about that wait! I had to make a trip to the ER a few days ago due to feeling very odd and such. I initially thought it was something very serious, but apparently, due to my sleep schedule, the doctors have said that I have developed panic attacks. Mine was severe enough where it shot my blood pressure up to 178/105 and my heart rate up to 107. After being put through a few tests, they told me that it was panic attacks. I am fine now though and have some medication for it, Lorazepam I believe is the name.

I will make selections in a day or so, while everyone finishes up their characters.


Ok, cool. Thanks for the list!


Ashe.., I will send you the stats for the Malenti race that I have created.

Deaths Adorable Apprentice, Nereid's Grace IS allowed for races other than the Undine.

Jubal Breakbottle, Cydrius is correct when he said that the final group will decide whether or not gestalt is the way of the game, a comment that probably just got overlooked in the shifting seas of the messageboards. No problem!


Jubal Breakbottle, I will, apart from the intro fluff on the first post.

Drogeney, it will be open until Saturday, which will be one week.

Deaths Adorable Apprentice, yes, creatures with the Aquatic or Amphibious subtypes treat Swim as a trained, class skill.


Drogeney, gotcha! You will get your opportunity.

Philo Pharynx, everyone is getting 3, which will be tracked by me, at the beginning of the game for the sole purpose of saving you from a 'save or die' effect or just a plain die from HP damage situation. A lot of work goes into PCs and I would hate if a bad roll ended the campaign for someone, hence the hero points. You control when the points are used, I'm just keeping track if them.

Cydrius, the Varisians are represented by the Gillmen, who are the remnants of the lost Azlanti, while the Shoanti are the shamanistic Undine.


Cydrius, yes to #1, yes to #2, yes to #3, yes to #4 (Although you may substitute a Swim check, if desired. Acrobatics would be contorting one's body quickly to dodge the AoO, whereas Swim would involve fast swimming and complicated maneuvers to dodge it,).

Philo Pharynx, why do you have Hero Points listed?

DoubleGold, I am modifying Curse of the Crimson Throne to be fully aquatic, which makes it easy to find analogues, but also makes the flavor of the campaign, and the creatures that you encounter, much different. Let's just say if you were doing a campaign where you had to normally fight a sneaky Black Dragon in a murky swamp or something, you would face one of Cerulean Sea's Hush Dragons, which are like manipulative, predatory, angler fish-like dragons who revel in fear, pain, and terror, killing their victims in zones of absolute silence. I will be running the campaign almost identical in terms of the way that is structured, but will be changing the encounters and some of the scenes to make it much more thematic for an aquatic campaign. Make sense?

Drogeney, how soon would you like the shawl back?


Merfolk are fine as a playable race as written.

Grovo, the Wave Warden archetype is allowed.

Drogeny, reflavoring many class abilities is perfectly fine, in most cases. As for the shawl, we can discuss it now, if you so choose.

Deaths Adorable Apprentice, Attached is fine for a drawback.

Jubal Breakbottle, Swim-By Attack is allowed.


Deaths Adorable Apprentice, yes, you will get the ring back, assuming that you can find it.

Cydrius, Deuttist is a perfectly fine archetype! As for the crunchier aspects, I would like a basic idea of crunch before recruitment over, but it doesn't need to be 100% complete.


Deaths Adorable Apprentice, all of the spells from Cerulean Seas are available for use. And, in cases like Steamball (Or whatever the Fireball substitute is called,), those are quite necessary for being able to use fire spells undarwater.
As for your Patron, I can work with ANY of those!

Ligeia, nice reference to Poe's classic tale with your name!

Rednal, it depends on the effect, honestly. Whatever makes the most logical sense is what I will go with. If you were to, say use a Ray of Frost and expect it to apply a Burn effect, I would say no. In the case of the electricity/fog combination that you used, since lightning causes water to steam, I would say that it creates a fog cloud with a relatively short duration. Make sense?
Independent research is allowed, if a bit on the pricey side.
Feats apply to the entire Wordspell, Metamagic Feats included.

Philo Pharynx, I am letting the final group decide on gestalt. As it stands, I would prepare for it, but don't update your sheet. Just make a reference to what you would gestalt.
Occult Adventures is allowed, with the obligatory 'changes must be made if changes exist in the omega version' caveat.


Rednal, those work! El Ronza is correct though, Summon Sea Monster is a list of really cool spells from Cerulean Seas.


Dave Herman, yes, Mad Dog archetypes are allowed and, as I metnioned before, you can reflavor Mammoth Rider.

Jubal Breakbottle, Oseanarra is roughly 450 feet under the waves. Visibility will only be an issue when/if the PCs leave the city, which is perpetually lit, and only if they go into deeper water, it is night, or something of that nature. Just assume that, unless I specify otherwise, visibility is normal.
As for the ranged attacks, it really depends on what you are asking. Ray attacks? No penalties. Firearms, crossbows, harpoon guns, ect? Not if they were crafted by aquatic races!
They ignore the penalty for slashing and bludgeoning weapons, because the paragraph before the table specifically states that aquatic terrain poses the penalties on land-based adventurers, implying that it does not affect aquatic races.
No problem on all the questions!
As for the Sahuagin, I am trying to find a way to build them that preserves their racial bonuses, but does not tip them above 19 RP. And what do you mean by 'handle them'? You mean storywise? Most people hate and fear them, viewing the majority of them as butchers and warmongers. They are tolerated, but only just with the barest sliver of respect.

Rednal, I would consider all of those options. Just post a sample summoning list for perusal.


Doomed Hero, you may select them with basic skill points, yes.

Dave Herman, depends on your definition of indoors. If you mean inside buildings, I don't think they would fit. If you mean like inside the sea cave of Old Oseanarra, then I think it would work quite well!

Threeshades, yes there is!


JoshB, they are present, yes, alongside the typical Golarion religions. Gozreh is the most venerated deity in Oseanarra, but one of the city's monikers is the 'City of 1,000 Gods' because, as THE major city in the oceans of Golarion, Oseanarra has travelers from all over passing through, bringing their multitude of faiths with them. Evil faiths tend to be a bit more rare, as usual, but they are still present in Oseanarra as well.

Riuk, Occult Adventures is allowed. Also, the ranged touch attack penalty does not apply.

Jubal Breakbottle, most undersea races are equipped to handle this and see as normal. It's pretty much assumed that visibility ends roughly a mile ahead in unlit waters, however. The city of Oseanarra is covered in strange glowing orbs of water and air, a mystic secret that a Kelp Dragon once shared with the city in the earliest days after the sinking of the city beneath the waves. Oh yes, there ARE aquatic dragons! There are some areas, like the Blackscar Reef or one of the trenches, however, where it is too dark even for the aquatic races, save those with natural Darkvision. Make sense?
As for weapons and armor, I am actually going to post a list of weapons and armor unique to aquatic campaigns, but alas, I am too tired to create a spreadsheet at the moment. Bone, leather, coral, and rust-proof metals are all things that make sense.
As far as combat goes, there are no penalties for thrown weapons by aquatic races, because they have built their weapons to be optimized for aquatic use. It never made sense to me how they hunt larger creatures from a distance with those rules, so they have been cut, as per one of my previous posts.

The Dread Pirate Hurley, yes, which ones in particular were you interested in?


Silverseabird, you may use ANY of the races from ANY of the Cerulean Seas books. Things such as buoyancy and pressure sensitivity are not going to be included here though. Those who are immune to pressure damage are, those that are not are not. There are VERY few spots where pressure will even be something to worry about in the campaign. That ramble finished, what race are you planning on using? I am curious since you asked about the OTHER books (Waves of Thought, Indigo Ice, Azure Abyss, Celadon Shores, the Cerulean Seas Bestiary, and the aquatic version of the Relluk!)!

Deaths Adorable Apprentice, I can certainly roleplay your patron! What sort of patron are you looking for? Like what patron spell list, who is it (Or would you rather I handle the fluff on the patron?), ect.? As for alignment restrictions, no, but you will need a reason past book one to continue doing things that are of a decidedly heroic nature, at least in my opinion. As for the archetype, you are probably looking for the Shark Shaman archetype, which is pretty awesome.


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Doomed Hero, that sounds reasonable!

Nickadeamous, I plan on using Sir Awesomesauce McSnazzlepants' idea and making two maps for reference, one with an above shot and another with a sideways shot, so that way you can figure out positions easier. I was tinkering with the idea of having a 3D model in some sort of Google Drive so PCs can use, but I'm not sure how well that would work, considering how many people I know post from cell phones, since cell phones are kind of wonky at time with certain programs and web features.

Philo Pharynx, you may play as a Haniver Gremlin, replacing racial HD with a class level, but you will need to come up with a reason for the Fey to have a grudge against Gaedren or, later, to not just throw it's little arms up and say 'screw it all'. Make sense?


Considering every PC will be either Aquatic or Amphibeous, I don't think underwater combat is an issue. Read the following from the Underwater Combat section under Aquatic Terrain:

Underwater Combat wrote:
Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's attack rolls, damage, and movement. In some cases a creature's opponents might get a bonus on attacks. The effects are summarized on Table: Combat Adjustments Underwater. They apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.

This means that the table of penalties and restrictions only apply to land-based characters.

The rules regarding fire spells and ranged weapons apply in some ways, but those are easily fixed. There are variant fire spells from Cerulean Seas that I will be using and will inform players of if they plan on using fire magic. Regarding ranged weapons, I am only ruling that it only applies to firearms, but there are a few firearms that are exceptions to the rule, which I will also provide rules for if someone goes that route.

Pahlok, that depends entirely on the other players. If the popular thing is to go gestalt, I may allow it. If there is a lot of resistance to it, it stays as is.

Nehowshgen Min, see above regarding fire spells and weapons.


Oh and by Sea Elves I meant Aquatic Elves!


Recruitment is open for a week!

Arachnofiend, regard ABP from PFUC, I believe that I will have to decline as a general rule. That said, if you want to take a vow of poverty as a Monk, we can rule that you can do so. That doesn't mean give your treasure to the other PCs though, you must use it completely for the benefit of the common people. Sound reasonable?


Psionics are allowed!


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Recruitment is up for Curse of the Coral Throne! Head on by the thread, Awesomesauce, and everyone else who posted interest!


DOT!


Discuss things here!


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Hello and welcome to the recruitment for Curse of the Coral Throne, an aquatic reimagining of Curse of the Crimson Throne! Before we get into the specifics of character creation, let me tell you about the setting itself.

THE SETTING

Oseanarra, named for the ancient Azlanti word for the ocean, is a city ancient beyond measure. Formerly part of the Azlanti Archipelago, the city once known as Ierisintrivaniis (Sacred Fountains) was a wondrous city of stone and precious metals that lay on a lush, beautiful island. When the Starstone fell and all of Azlant sank beneath the waves, a powerful priest of Gozreh whose name is lost to the depths of history, beseeched his god to spare the people of the city. Gozreh listened and transformed the people of the city into forms that could survive beneath the waves.

More than ten millennia have passed since then and Oseanarra has since turned into a thriving hub of the ocean, the stone city containing thousands upon thousands of citizens from all corners of the oceans and seas of Golarion. The city has since grown over the countless years since it fell beneath the waves.

The city proper is the massive stone city once known as Ierisintivaniis, though most just call it The Midlands. The Midlands is filled with the middle class and many business establishments, almost all of which reside within the ancient stone structures. A massive temple to Gozreh, formed out of a giant spiral sea shell the size of a cathedral from the surface, lies within the district, as does temples to most of Golarion’s other deities.

The Thellassic Spire, located in the north part of the Midlands, is the largest school of the arcane arts in all the seas, dwarfing the Acadamae Arcane of Korvosa in sheer size. The conch-like spire of the main building is the highest point in Oceanarra, apart from the city’s castle. The mages who choose to live and learn here, learning secrets from etched pearl tablets covered in arcane shorthand, are well-respected in the city, for they have used their magic to reconstruct the city after its fall construct the other districts, as well as the castle. Not only that, but the magic of the Spire sends pulses of magic out occasionally, causing natural predators to become uneasy and shy away from the city.

Old Oseanarra, where the survivors once lived while they repaired the damage of the city after it sunk beneath the waves, lies in a great sea cave a few hundred feet southwest of the city. Old Oseanarra is a fairly massive place, filled with hundreds of ‘houses’ carved into the sides of the inner portion of the sea cave, with its numerous tunnels functioning as ‘streets’. Only the poor live within Old Oseanarra, though that number has climbed dramatically in recent years.

The Grey Tunnels, a system of tunnels below the city, serve as catacombs for the inhabitants of the city. The tunnels are constantly expanded to accommodate for every death by the priests and priestesses of Pharasma. The Tunnels are an eerie place, continually cast in shadow, lit only with pale green orbs of light. In the nooks cut into the walls, there exist the remains of the dead, preserved by a permanent gentle repose effect, floating gently in their nooks.

The Wrecks are a series of shipwrecks that lie across some of the roofs in the southwestern portion of the Midlands. The inhabitants are only barely better off than the inhabitants of Old Oseanarra, primarily because many of those living in The Wrecks are sneak-thieves and scavengers.

East Pelagia is located in the eastern portion of Oseanarra and is home to the old military families who have gained knighthoods and noble title. The houses are built from fine stone found throughout the surrounding environment and often feature bladed crenellations.
North Pelagia is located in the northern part of Oseanarra and is home to both the original inhabitants of the city. It has some of the finest homes of the old city.

The Road of Prosperity- The noble district is located on a long road, seemingly made out of mother-of-pearl and raised from the surrounding stone and sand (For in the deeps, a road is merely a formality, one that the original inhabitants made to make themselves feel more comfortable,), leading from North Pelagia to Castle Oseanarra. The homes are made out of marble and fine metals.

Castle Oseanarra- Once the Road of Prosperity reaches the end of a massive trench, it continues on and winds up towards a shining castle of golden crystal, mother of pearl, marble, and jewels, Castle Oseanarra. The seat of all power in Oseanarra, it floats above the seemingly bottomless trench by powerful magic.

BEGINNING OF THE CAMPAIGN

In the millennia since Oseanarra fell below the waves, the city has maintained a cohesion unseen anywhere else on Golarion. Recent times, however, have been hard on the city. Filled with thousands of citizens, resources are drawn a bit thin and some of the poorest families do not always get a meal a day. King Eodrid Coral-Helm has married one of the Sea Elves, who are viewed in a negative light due to their haughty, proud nature. The Gillmen have driven the Undines from their native lands so that Oseanarra could expand even further, igniting racial tensions there. Crime is on the rise and whispers of a war with the Sahuagin have swept through the city. The nobles have fallen into utter decadence and spend more time indulging in exotic narcotics and sexual excess than they are trying to help unite the city. It is a dark time, and one that King Eodrid is ill-equipped to deal with, for he has fallen ill with a wasting sickness which defies all attempts at healing. His young Sea Elf wife, Iliossa, tries to keep the kingdom from falling apart, but her efforts have so far just slowed the decline of the empire.

But all this is far from your mind, for you have a bone to pick with Gaedren the Hook, a Gillman criminal. What he has taken from you is unknown, but you have vowed to see him brought to justice, if not at the hands of the Waveguard, then at your own. [/ooc]

Look up the Curse of the Crimson Throne Player’s Guide for more information on Gaedren and potential plot hooks for your characters.

CHARACTER CREATION

Starting Level: 1

Race: Any aquatic race from Paizo, such as Gillmen, Merfolk, Sea Elves, ect., are available. All of the races from the Cerulean Seas books are allowed as well. If you know of any good 3PP races, I might allow those as well.

Classes: All Paizo classes are allowed and all of those from Cerulean Seas are allowed as well. Other classes will need to be run by me, but most are fine.
EDIT: Psionics and Path of War are also automatically allowed!

Ability Scores: Ability scores will be purchased using a 20 point buy, with the popular 1-1 purchase method, which is to say: all scores start at 10, before racial modifiers, and each point you put into an ability score raises it by a single point. You may, if you so desire, take up to 2 points from an ability score, gaining a similar number of points.

HP: Max per HD. In a campaign beneath the waves, you need all the HP that you can handle.

Skill Points: You get a bonus skill point at each level, which is automatically put into Swim.

Feats: You get a Bonus Feat at 1st level.

Wealth: You get 750 Shells (GP) worth of equipment.

Traits: You get a basic Trait, a Campaign Trait from the Curse of the Crimson Throne Player’s Guide and, if you take a Drawback, you may select another Trait.