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The Belching Boar is a modest inn and tavern that doesn't appear very remarkable, but is particularly respected by the hunters and gatherers in the region as a place where drifters are welcome. The building is log cabin built from rough hewn cedar with a small second story reaching up over the common room. The barkeep, a balding human by the name of Matthias, asks everyone entering to please keep quiet, as there's an important meeting upstairs today. When he hears that you are attending this meeting, he blinks for a moment, then points toward a ladder that is attached to the back of the brick fireplace. "Sheriff said there'd be a few arriving by now, but he had to tend to something quick like. Food is all layed out upstairs. Help yourself till he gets back."
A single elven man is sleeping slumped over the bar, and a gentle murmur is audible from a table in the back where two human men are speaking as their steaming bowls of stew cool down.


Welcome! Between a post in this thread tomorrow and a couple of PMs, I hope to have all the characters gathered for a meeting with sheriff Llewellyn that will provide us with a starting point and a chance for in character introductions early this week.


Greetings,

I'm forced to confess myself a relatively inexperienced DM, but my players have enjoyed our past sessions, so I'm encouraged enough to hope others can do the same. After a campaign that took a twist away from my intentions due to the party's spur of the moment decision to incite mutiny on a ship and become a pirate crew, I've decided to try and administer a PbP game. I intend for this to be short, to begin with, due to my zero experience with the PbP system. At a reasonable point I'll declare an end to the first chapter of this story, and hope to continue if things have gone well and there is continued interest.

Don't come looking for a very fast pace - I myself will check the thread once around 7AM EST before work, and at least once around 6:30 EST after supper(Perhaps dinner for you, but certainly supper for me).

My game will be limited to Paizo published products, but within that everything should be fair game except the Leadership feat. Players may choose any race except Dwarf, and may not be a Cleric, Paladin, or Inquisitor for reasons that will become apparent during the game.

A Note on Combat:

I'll put this first, since it may turn some people off - my home games have always featured theater of the mind combat supplemented by crude maps drawn on scratch paper. This means positions may be loosely interpreted sans map for smaller combats, though for anything that could get complicated I'll link to an image for your viewing pleasure and tactical appraisal

Character Creation:

Players begin with one level in the Adventurer homebrew class, and may choose to take up another bases class after sinking three levels into adventurer. The adventurer is not a spellcaster, but there are benefits for becoming a spellcaster later. Clerics and Inquisitors are off limits due to the setting. Ability scores are 25 point buy, or you may use the array of
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The Adventurer:

The adventurer is essentially a gifted individual who has had limited training thus far in life, but rapidly grows in power once in a struggle for survival in a dangerous environment. At each level, an adventurer gains +1 BAB, +1 to each save, and a d10 hit die - max at first level, your choice of a roll or average hp thereafter. The adventurer gains one additional feat for which he meets the qualifications at each level, plus additional feats from the Training class feature. Training grants 3 points to be spent per level, on the following feats:

1pt-
Armor Proficiency, Light
Armor Proficiency, Medium
Shield Proficiency
Endurance
Arcane Armor Training
Martial Weapon Proficiency
2pts-
Armor Proficiency, Heavy
Improved Unarmed Strike
Blind Fight
Fleet
Quick Draw
Exotic Weapon Proficiency
3pts-
Toughness
Iron Will
Great Fortitude
Lightning Reflexes
Any Metamagic feat
Combat Casting
Spell Focus
Spell Penetration

Levels in adventurer will count toward a character's caster level and spells per day. Wizards will not know any spells until they find a spellbook. Sorcerers will know one spell of each available level at first, but will have the spells known of a 5th level sorcerer once they are an Adventurer 3/Sorcerer 2. This won't be a consideration at first, but if this goes long term spellcasters shouldn't be gimped.


The Setting:

The player character have lived their entire lives in what they know as their world, but which those with more knowledge would know as a demiplane. It is essentially a Dyson sphere on a small scale, surrounding a tiny artificial sun and with a population that once reach nearly 20,000, but is presently only a tenth of that. The land is bountiful, and most of the population work as farmers - the landmass is sufficiently small that nothing has been left unexplored. The only unusual features are a dozen obelisks spaced evenly around the land. In the past, eleven of these have begun to glow without warning, always just before a catastrophe befalls the land. Most recently, 28 years ago, a terrible fungal infection destroyed almost all the crops and rotted much of the stored granary supplies, and even a large part of the cured meats. Famine reigned for a decade, and only now has the population begun to truly recover. None living remember what the previous obelisks forewarned, but history tells of flood, fire, and plague over the course of centuries. As the story begins the PCs are called in by what serves as the law in this community to investigate a of disappearances, and are made privy to the what must surely be linked to them - the twelfth obelisk, of pure marble, has begun to show glowing runes, woe is sure to follow.

More on the setting, which will reveal an early plot point:

Catastrophe will force our cast of characters to abandon their home and journey through a planar gate to a ruined world. Yes, folks, it's a far future Golarion after a mysterious apocalyptic event that is now ancient history. Should this go long term, the PCs may eventually learn the nature of what befell Golarion, and perhaps even answer the more important question - can anyone save the wasteland that is left?

-And a couple of things that I hope will make your character more unique - both in a fluff and crunch sort of way. I've developed some house rules for mutations that I hope will prove fun, and while the setting may lend itself to low magic, this will largely translate as finding fewer items of greater power that may well come to help define a character and his or her combat style. The relics that remain from civilizations past are powerful indeed.

So here's a bit to chew on, at least. For the time being I'd like to keep this small, so I'm looking for only 4 players. My home games have only been 2-3 players assisted by their NPC buddy as needed, and I'd like a more controlled setting while I get used to running things PbP. If there's enough interest, I'll hope to get slots picked next week, and get things rolling the week of the 28th.


One of my player just reached Magus 7 / Soul Drinker 2, gaining the following ability:

Energy Drain (Su): At 2nd level, a souldrinker gains the
energy drain ability. By making a touch attack as a standard
action, she bestows one negative level on the target (two levels
on a critical hit). The souldrinker gains 5 temporary hit
points for each negative level she bestows on an opponent.
These temporary hit points last for a maximum of 1 hour.
The DC to remove this negative level is 10 + the souldrinker’s
class level + her spellcaster ability modifier. At 6th level, this
touch attack bestows two negative levels (four on a critical hit).

How would the energy drain fit in with his spell combat, etc - it seems to more than lean toward OP if this can apply at the same time as spell delivery and a couple of melee attacks. And secondly, given that the text mentions no opportunity to save against this, is it a guaranteed negative level on every touch attack?


For a zen archer making a flurry of blows, would this apply only to a single attack roll, and remain usable only for a single re-roll per round? RAW that seems to be the case.

Benefit:
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.


My question is simple - how should this be handled if it is cast on a PC? The spell allows no saving throw, and while the spell description does say that "A clever recipient can subvert some instructions," it generally sounds like they would be forced to obey. The consequences for not following the order are clear, but the spell doesn't say the target can choose to disobey and take the penalties, because the penalties are listed in the context of "If the subject is prevented from obeying."

RAW, it sounds like the enchantment specializing sorceress my player may end up fighting could simply cast Geas with a command of "defend me from your allies," giving them almost no way to prevent the effect. So, fellow GMs, how would you handle this? I've included some more snippets from the spell description below.
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:Places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you.

:While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

:The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

:This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
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Given the ability of familiars to deliver touch spells, it seems that the spell calcific touch (which can be delivered once per round, lasting one round per caster level) should qualify for a familiar to use.

Given the text below, would it be feasible to have a familiar delivering this spell every round, while the caster remains free to take other actions?

Deliver Touch Spells (Su): If the master is 3rd level or
higher, a familiar can deliver touch spells for him. If the
master and the familiar are in contact at the time the
master casts a touch spell, he can designate his familiar
as the “toucher.” The familiar can then deliver the touch
spell just as the master would. As usual, if the master
casts another spell before the touch is delivered, the
touch spell dissipates.

Calcific Touch
School transmutation [earth]; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature or creatures touched (up to one per level)
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Your touch progressively transmutes the substance of
creatures you touch into stone. Once per round, you may
deliver a touch attack that inflicts 1d4 points of Dexterity
damage and slows the target (as the spell) for 1 round. A
successful Fortitude save negates the slow effect but not the
ability damage. A target reduced to 0 Dexterity is petrified
permanently. Break enchantment, restoration, or stone to flesh
can reverse the effects of calcific touch.