Sheyln (Symbol)

Ivory Songbird's page

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Ah man, and here I was wanting to put my Philosophy degree to good use with Master-Slave Morality argu... I mean, debates. Ah well, maybe I will find a use for my philosophy degree apart from emergency firewood.


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Due to the massive outpouring of support on the '*Interest* Solo Kingmaker' thread, this game is now currently recruiting!

For those who were not on the interest thread, I am looking for one PC, or two if you have a close friend or family member that can post at a similarly brisk pace, looking to run through the Kingmaker campaign with a gestalt character.

The PC will have complete freedom within the campaign. Redeeming the Stag Lord, engaging in a political marriage, hunting down the nine-headed Königsmacher for a legendary crown that gives the wearer a mystical connection to the land itself, turning heel and going full-on tyrant, making deals with rogue elements from Numeria to acquire the blueprints for magitech facilities, bartering with dark beings at the crossroads at midnight, and annexing other kingdoms is just a few of the things that your PC can do in this campaign that he or she would not be able to do in a regular campaign.

There is, however, a catch. I would like for the campaign to have several posts per day, as in the 5-10 range at bare minimum. I am perfectly willing to run the game on Discord and transcribe posts from there to here. I want a faster-paced PBP game because I don't want to my attention to wane after two or three weeks into a single combat. I am really enjoying the games I am running on Discord because of their brisk pace and want every PBP experience to be like that.

For more details on character creation, how everything will work, the copious amounts of houserules, and fun optional houserules that you can request if selected, please read through all the spoilers below. Given the furious zeal with which I typed this recruitment up, I may have missed something important. If you see something I did not touch base on, please mention it as soon as possible on the thread. I will add any changes made to the Campaign Info tab, so if you have showed up after the initial hour to edit posts has passed, please check there to make sure there are not other rules I forgot to mention.

Character creation guidelines:
Ability scores: 30 point buy. No score above 20 or lower than 8 after racial modifiers.

Race: Human, Elf, Half-Elf, Halfling, Gnome, Dwarf, Half-Orc, Catfolk, Hobgoblin, Orc, Oread, Suli, Sylph, Ifrit, Undine, Tiefling, Aasimar, Skinwalker, Android, Dhampir, Drow, Fetchling, Ghoran, Tiefling, Ratfolk, Changeling, Kitsune, and Samsaran are all possibilities. If you are using a psionic character, Elans and Maenads are also an option. If you would like to request a monstrous race, then send me a PM with your request. I am willing to allow buff to weaker races like Orcs.

Class: Any of Paizo's classes are allowed. Psionics and Path of War classes are allowed. Most Legendary Games classes are fine as well.

Starting level: You will start at level four, gestalt. Unlike normal gestalt, one half of your gestalt must be comprised solely of that class and taken to 20.

Starting wealth: 9,000 GP, split as you choose between gear and currency. In addition, you have 3 non-magical outfits for free of any sort you choose, 10 Potions of Cure Moderate Wounds, a Holy Symbol of your deity or faith made from any material up to gold in terms of relative value, Masterwork kits or tools for any skill you have a point in that there is a kit or tool (Disable Device and Heal, for example), an old map of the Stolen Lands, a deed representing your ancestral claim to the Stolen Lands (does not have to be from Brevoy), a Masterwork Backpack, a full waterskin, a week's worth of trail rations, and a single mount of appropriate size for your character. You technically also own the caravan wagon you are traveling in, but it will be the closest thing you have to home at the beginning of the game and will not be able to be sold until about halfway through the first book.

Skills: Your character treats every Skill as a Class Skill and receives two extra skill points per level.

Feats: You gain a bonus Feat at 1st, 4th, and every 4 levels thereafter. Leadership and Sacred Geometry are simply not allowed.

Traits: You choose three Traits and one Campaign Trait from the Kingmaker Player's Guide.

Hit Points: Maximum HP.

Alignment: Any.

Favored class bonuses: You receive two Favored Class Bonuses. If you select any class-specific ones, it must be taken from those in your static gestalt side.

Variant multiclassing: Allowed.

Houserules:
Feat tax removal: Found here.

Story feats: Story feats will be acquired in-game for free if it makes sense for you to do so. You will receive the Nation Founder feat for free when you create your first settlement, for example.

NPC followers: You start the game with 3 noncombatant followers accompanying you that were created with NPC classes. As you adventure, you will be able to recruit people to your cause. At no time will you ever have a combat party larger than yourself and five other NPCs. NPCs you recruit will have an effective character level of 1 less than normal PCs at the current place in the campaign. For example, if you are at a point where the PCs should be 4th level, all of your combat followers will be 3rd level.

Crafting: Crafting is allowed, but will be superfluous. Crafters you can recruit in-game will craft at-cost for you during Kingdom Phases.

Herb-gathering: The PC, along with any followers, will be able to gather herbs, as the Ultimate Wilderness rules.

Fighter combat stamina: Fighters gain Combat Stamina for free.

Rogue skill unlocks: Rogues gain Skill Unlocks as detailed in Pathfinder Unchained.

Ability score-increasing items: These items will be unavailable. Your PC will instead gain ability score increases as listed under Automatic Bonus Progression.

Mount: At level 5, you will be able to designate one creature as your Mount. While so designated, the beast functions as the Cavalier's Mount class feature. If you already have the Mount feature, your companion receives a +4 morale bonus to all physical ability scores, the Diehard feat, and a +2 bonues to Will saves that doubles to +4 against Mind-Affecting Effects. If you wish to change which creature you are bonded to, you must take a week to attune to your new mount. Once this is done, your old mount does not lose its loyalty, but no longer gains the bonuses for being a mount.

Animal Companions, familiars, and mounts: Animal companions, mounts, and familiars receive an appropriate template of your choosing for free, as well as +2 HP per level you hold.

Necromancy: Spells that create mindless undead from corpses are not evil and do not carry the (Evil) descriptor. The soul has already moved on and is not harmed or impeded by the flesh being animated. There is a strong cultural taboo against raising zombies and skeletons, but the act itself is not damning. Undead created from these spells fall inert when their creator dies.

Hero points: The PC will have access to Hero Points, with all the benefits that come from that.

Possible houserules that can be selected by the PC:
I would like potential applicants to note in spoiler which of these options they would like if they were to be selected. If none appeal to you, simply note "No optional houserules."

Vancian casting replacement: I have a rule system to replace Vancian casting with a Spellpoint system, which I will just call SP for short. This combines all spell levels you can cast into a single number and you can cast spells from that pool by expending a number of points equal to the spell's total level. The system works with spontaneous, prepared, and hybrid casting styles.

Spherecasting: There is also the option to replace casting capabilities for the PC with Spherecasting, as per Spheres of Power.

Wounds system: When a PC would go unconscious or die from damage, they instead make a FORT save. If successful, they survive the attack, but must roll on a Wounds table and receive whatever permanent injury is listed. Examples include losing an eye, which decreases Perception checks and Ranged Attack Bonus, and losing 1d4 fingers, which can either penalize attack rolls if the result is 1-3 or make the character unable to use that hand in the case of a 4. The damage can be repaired through magic such as Regenerate.

Social skills: The PC can elect to simply roleplay without the need for social skills. That does not invalidate the skills though, because things like Demoralize and Feint still require the skills.

Other important stuff:
Factions: Certain nations and organizations within the River Kingdoms and the surrounding areas, such as Brevoy, Daggermark, and the Green Faith, will have their very own Factions. Actions taken by the PC can raise or lower their effective standing with each faction. There are some seriously good boons to be gained from being held in high esteem by these factions, but some are mutually exclusive. In the end, it is up to you whether or not you have any dealings with these factions.

Trade routes: Another important addition to this game will be trade routes, although they are not a necessity. Without going into too much detail about the inch-wide but mile-deep implications, you will be able to open trade routes with factions that are at least relatively neutral towards you. You can trade away raw resources that you find in certain hexes or you can simply pay using points from your kingdom's economy score. Once established, trade routes provide a number of benefits. Opening a trade route with the secretive Numerian Exiles will not only open up magitech and firearms at affordable prices, but will also allow you to purchase new high tech buildings such as Reactors and Tech Factories like one could find in Numeria. Opening trade routes with Gralton could open up new building purchases such as Galtan Salons. There are as many options for trade routes as there are nations and factions in the River Kingdoms and there are a lot of those.

Politics: I am perfectly fine with allowing whichever PC is chosen to play political games. You can ally with other nations, send spies and saboteurs, make political marriages, or even just straight-up assassinate other rulers and annex their nations, if you are so inclined. You also have complete freedom when designing your own noble court's general design.

Heavy choices: As the acting regent, many choices will be presented to you. Some choices will be easy enough. What holidays to declare, what color your banners will be, and what you want your command center to look like. Not every choice will be that easy though. There will also be choices like setting the tax rate (if you set one), choosing a state religion (if any), settling land and property disputes, reacting to spies, choosing how to approach other countries, deciding how to handle refugees from other nations, and deciding the fate of turncoats. Every choice has a consequence and each consequence impacts the story, no matter how minor. There will not be very many 'damned if you do, damned if you don't' choices, but you need to bear in mind that every choice will matter, whether in the eyes of gods or men. Nothing may happen immediately if you have the beggar and his family nobody knows executed for poaching on your royal hunting grounds to feed his starving family, but you will have to live with choice and know that you have that stain on your soul, something which would could have impact later on. If you were to pardon the man and give him a job that enabled him to feed his family, you would likely have a follower for life.

Leylines: Leylines will be featured in the campaign, as the River Kingdoms is shot through with several of them. Indeed, somewhere in the River Kingdoms is a convergence of several powerful leylines that has a role to play in the future.

The Fey: There will be dealings with the fey throughout the AP. That much is written into the vanilla Kingmaker adventures. In this campaign though, there will be the opportunity for so much more interaction with them. For example, if you wished to search for a powerful, forbidden bit of magic or an item filled with shadowy power, you could use an occult ritual in the middle of a graveyard to journey to the Shadow Court's Twilight Stalls, where you can barter for those things with the occult currencies precious to the Fey of that court, such as happy memories, years off of one's life, one's luck, a 6th child of a 6th child, or one's ability to tell lies. The PC may also decide to get involved in Fey politics, although one had best observe all the seemingly nonsensical protocols lest the Fey decide their visiting dignitary is a charlatan and no one want that.

Book 6 mythic: At the very end of book 5, you will gain a single Mythic Rank. I will not spoil how or why, but you should prepare for that eventuality.

Encounter alterations: Some encounters will be drastically different in this campaign than they are in the books to account for both the sandbox nature of the game, the power levels I am shooting for in the campaign, and thematic reasons. In one example, I change a bland undead encounter into one with a Barrow Wight, the undead remnant of one of the barbarian kings that lived thousands of years ago. In another example, I replace a nameless mounted Fighter on a heavy warhorse with a Shadow Fey Cavalier (Fey Knight) astride his Black Unicorn mount, both of which fit the general level of power. Thematic changes are something I am pretty big on.


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GM Gnar, I salute you for being bold enough to try something new! I have some ideas that you may or may not be interested in.

Magitechmaker: This AP is one of the more out there ideas and is basically Kingmaker designed for Numerian refugees. Maybe the PCs are all experimental Androids designed as replicants for non-human races and have wandered into the River Kingdoms in an attempt to hide from their former masters. Maybe the androids get some traits from their 'parent model' in addition to their basic traits, bumping them up to a 20 RP race. Whatever the case, I have rules for technological kingdom-building stuff like fission reactors, robot factories, medical centers, and morr. Ig this idea appeals to you, I would be more than happy to supply you the rules and put in an application.

Cultistmaker: Kingmaker with all thr PCs as cultists of a Great Old One. In fact, there's a location in the vanilla AP that would be perfect for this, a place where former mythos cultists lurked and the barriers between worlds are thin.

Vampire Kingmaker: I suggest this as an option because why not? I have a variant vampire from 3.5 that is only weakened by sunlight, not entirely crippled by it. Perhaps the PCs are all spawn of a vampire from Brevoy who has lived in the River Kingdoms for years, preying on settlers who try to establish themselves in the wood. Well, maybe he picked the wrong target and was nearly slain, something your vengeful characters finished while he slept with a stake. The PCs are now free and in possession of their former master's deed.

Daimyomaker: Another out-there idea, this game's concept books down to Kingmaker-Jade Regent mashup. Take the material from the first half of book one from Jade Regent, splice in rethemed books two and three from Kingmaker, and have the books four through six transplanted into that. There are plenty of forests in Tian Xia, such as the Forest of Spirits, for the game to take place. As for why the PCs are in the Forest of Spirits or other forests to begin with, perhaps they are on the run from ninja assassins and they have no idea why. If you have read Jade Regent, you would know why.

Rajahmaker: Kingmaker in Vudra. Replace the BBEG with a Rakshasa noble, change visuals around, replace some encounters with better themes (elephants in place of dire animals), and play up on Indian mysticism within the game. Possibly replace an adventure with Cult of the Ebon Destroyer.

Sultanmaker: Just add kingdom-building to the Legacy of Fire AP. Kelmarane pretty much begs to be used in a Kingmaker-style game.

Tyrantmaker: Evil Kingmaker. Easy enough to build, but demanding on PCs to balance the unspoken laws of the River Kingdoms with their own ambitions.

Necrolordmaker: PCs are all a cabal of necromancer and various undead seeking to establish a base of power.

L337M4K3R: Cyberpunk version of Kingmaker where PCs are players in an MMO that become trapped within the world itself. Que in shenanigans, terrible memes, and the potential for PCs to hack the game to gice themselves things like power armor or railguns in the most out there experience since the .hack games or just Saint's Row 4.

Jarlmaker: Kingmaker in the Land of the Linnorm Kings. Due to the unique customs of the land, PCs would need to slay a Linnorm in order to have real political clout, but that could easily be transplanted.

Razmirmaker: A play on the cultist idea, PCs could all be agents of Razmir sent to claim the Stolen Lands for the glory of their 'god'. If you go with this, each PC should get a free mask since all important members of the Razmiran church wear them.

Godmaker: Rethemed mythic Kingmaker on that chain of islands in Golarion, whose names escape me, that is basically mythic Greece, the one where latent energies can change exceptional mortals into living gods. If you run this game, I would most definitely apply. It would need some heavy alterations, but it could work. Instead of a giant monster menacing a community, for instance, it could be Polykranos the Devourer, a massive hydra with seven heads that each breathe a different type of energy. Instead of the BBEG, it could be an exiled godking causing the troubles or maybe even the source of the energy that is responsible for causing mortals on the isles to ascend.

Warlordmaker: Kingmaker with Orcs. I was a big fan of the founding of Orgrimmar in Warcraft 3 and doing something similar in Pathfinder has a level of appeal.


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Autism and Downs Syndrome are both semi-stigmatized by 'normal society', which is my point. High-functioning, low-functioning, it doesn't matter. If you have it, there is a degree of stigma attached. Sure, the degree of stigmatization may be different, but it is still there. It's only disingenuous if you're looking for such. What we have is not normal, but I don't expect people to walk on eggshells around me. To be frank, no one else should either.

My explanation on how to roleplay someone with autism may be a bit overkill and straying from the specific thing the OP mentioned, but I'm using the best example I have, that which relates to myself. I have studied all of the neurodivergent disorders in an attempt to understand my own, so I put the offer that what I typed was what she was looking for, she could message me with details.

We used to have someone come by our old games with a little brother with Downs Syndrome, whom we would let play sometimes. He was developmentally challenged in many areas apart from arcade games, AD&D, and mathematics. In those subjects, he was the equal of everyone there. He always played himself in those AD&D games, a normal guy who had come to Greyhawk. The way he played himself in-game was pretty spot-on and we formed a lot of good stories. Sure, he wasn't always the easiest to understand and he sometimes had issues with my rogue's actions, innocent as he was in the field of complex morality, but we always had a good time and it taught me a lot about how characters could be played with real disorders and make them compelling rather than offensive or bland.

I respectfully disagree with your assessment of low-functioning neurodivergents having rights stripped away because of a fake binary. Some absolutely cannot function meaningfully in society without assistance, a fact unimpeded by any intelligence they may have. By and large, aid given to them is not designed to strip their rights away, but to give them an increased range of things that they can do while minimizing potential situations that may occur. I do recall several situations in the news over the years where someone with Downs Syndrome has gotten into a scuffle with someone over something minor and one of the two parties ends up seriously injured or dead. Supervision by people who can calm such a person down is a necessity to prevent those types of tragedies from occurring.

While virtue signaling may have the origin that you list, that does not invalidate the concept behind it. There has always been certain segments of the populace that are intent on being offended about something and put on grand shows about how wrong/bad/depraved people who don't follow their group's logic are, facts notwithstanding. We just have a word for the behavior itself now.

If you want an example of virtue signaling, look up the "Chihiro is transgender in Danganronpa debate", because Chihiro even specifically calls out that he only dresses as female to avoid getting picked on for being a weak male and people still get mad for others 'misgendering' him even though he clearly states what he is in-game, or the current MTG firestorm going on where people are getting banned for out-of-event behavior, most of which is not against the WotC membership ToS, when WotC has been letting cheaters, judges who have actually groped females, and people who have went into legitimate fistfights at events get off with suspensions. As long as there is a whiff of controversy, virtue signalers will make it a point to complain about how something is offensive, because self-righteousness is the new opiate for the masses.

My point with my old gaming experience is that people should do what I did: grow a thick skin and learn that the words and the people speaking them are going nowhere. You have no idea the number of immature "Make me a sandwich, woman!", jokes about my manner of speech, racial, and similar slurs I was exposed to back then but, interestingly enough, I stopped being offended and they stopped bothering me. What is the old phrase? "Sticks and stones may break my bones, but words can't hurt me?" Words have only as much power as we give them and if we spend our lives letting the words tear at us, we will never have a shred of self-worth. You cannot safety-proof the world, it's just impossible.


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As someone that has high-functioning autism, I am always a bit incredulous when people get up in arms about this stuff. It doesn't bother me and I actually have the disorder. Virtue signaling and hulking out over words is the new yo-yo fad these days. God forbid people ever play the old Quake games online and listen to the stuff on there. Maybe I'm just desensitized from being an online gamer, but it doesn't bother me.

If you need to know how to properly portray it, just ask me. Big things include: an inability to properly grasp social cues in person, although not necessarily in text; a tendency to structure sentences in ways that are not common; repeating some actions over and over again, in my case repeating the same point in different ways to people who disagree with me in an attempt to be proven right or occasionally twiddling thumbs repeatedly when I was in school, even after being warned to stop; some degree of manic activity; anxiety, particularly social anxiety; a short attention span; having out-there OCDs, such as me double-taking every time I get in front of a large mirror or preferring to have things in divisibles of 3 or 7; and insomnia, which in my case is really mild. Some with really bad autism have intestinal issues, immune problems, seizures, and stuff, but I don't know much about all that because I haven't experienced it.

Just play the character well, don't play him as autistic guy that just happens to be a (insert class), play him as an (insert class) that just so happens to have autism. Caricatures are bad, but flawed* characters are always a good addition to games, at least those I play in. My home GM, for example, played a transgender paladin during a GM swap and no one batted an eye. Everyone knew the paladin was transgender, but the GM never felt the need to continuously bring it up and make it a caricature. When a player came in the next week and played a gay elf sorceror with nothing but rainbow spells and wanted a unicorn to ride and an ascot, we all told him to play something else, because it was a caricature and those are boring. Just work to portray the character realistically and it should work out fine. Well, assuming that you don't have easily-offended people in your group. But that's a bigger issue obviously.

*Yes, characters with developmental disorders are flawed. Ask anyone who actually has a disorder and they will tell you the same thing. We want to be normal, but we know very well that we are not. It's something we just deal with. I know someone will reply angrily to the 'flawed' statement, so here is my rebuttal.


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"Either way, don't grapple a Pairaka Div.
They are immune to disease, but touching them gives you the shakes, and if they scratch you, you get the plague."

If they aren't scratching you, then they aren't doing it right. Go big or go home!


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I respectfully disagree.

"That's a very big assumption you're having there."

I don't think it is. A lot of thought should go into every piece of a campaign setting. Something like a book title on a 1d100 Random Wizard Tomes table is one thing you could get away with not putting a lot of thought in, but a fairly big player in the setting such as a Daemonic Harbinger should be something that gets a lot of thought. Does it overlap with other Harbingers, is it too similar in concept to non-daemonic beings of power, does it fit the campaign itself? These are all questions a writer should ask him or herself when crafting such a major figure. World building takes a lot of nitpicking over details if you want a good, stable setting.

"Or they realize they f#$!ed yo and are trying to fix things. Only caring if money is involved is horrible and detached mindset to have."

I disagree on this for more reasons than one. Seeing how well something sells is a sign of how well the product is received among the player base/consumers. There will always be people who dislike things in fantasy settings. Hardcore religious people will object to pagan gods and demon lords. Pacifists will object to violence. In nearly every case though, they are a very small portion of the actual player/consumer base. Should Pathfinder remove swords and sorcery for the people who object to violence and want Pathfinder to be a Diplomacy simulator? No, because most of the player base does not want that. It's just figuring out what your audience is comfortable with and not caving to outliers.

"That “something” is mechanizing and rewarding child abuse. That’s a pretty big “something”. This isn’t people complaining because of a subpar Feat or Archetype, it’s because of detailed and explicit child abuse. This isn’t nothing, it isn’t fluff, it’s mechanizing child abuse, it’s actually spelling it out."

That's a whole other can of worms. Death Knell incentivizes murder/killing, depending on where you draw the line on that. Where is the line of where it is considered too much? I daresay murder is on par with child abuse in terms of how wrong it is, possibly moreso. Should anything in game that gives you a bonus for killing another being be cut from the game?

The big question people should ask is this: how many GMs will allow players access to anything from The Book of the Damned, much less the darker content like that? Is this somehow going to breed a new generation of child abusers? I say no to both questions. It is a book intended for GMs to find really evil stuff to add to their games. Table variance dictates whether they ever use it or not. If people don't like it, they can easily just cover up that section with a sticky note, which is much more reasonable than asking a company to reprint a lot of books and remove content other people had no problem with.


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I recall D&D 3.5's Book of Vile Darkness and Book of Exalted Deeds were fairly up there in terms of mature content. D&D 3.5 was, as far as I remember, marketed as 13 and up as well. WotC slapped a 'Mature Content' label though, so people who objected to mechanics for torture, angel slaying, ritual sacrifice, demon worship, gruesome murder, and nonconsensual sexual things, among other things, would know to stay away. There was one NPC in there whose magic armor was built with chains to manacle onto children and then use as conduits to suck out their life energy to power his arcane spells. That's not just child abuse, that's child abuse, enslavement, and murder, possibly torture as well. There was a bit of controversy over that book as well. WotC responded by simply not changing a thing. They probably lost a customer or two, but that's probably about what they would have lost if they did the opposite and retconned parts of the setting.

I have no real horse in this stable since I got the original printing of the Book of the Damned and may be ordering some of the original versions for friends before they get pulled from virtual shelves to have a 'collector's edition', but I fundamentally disagree with censorship in fiction, self-imposed or otherwise. If you added something to a setting, then you obviously put a lot of thought into it and determined at some point that it was worth putting there. People showing outrage over it should not change your opinion unless you see a drastic drop in sales, which I really doubt would be the case. I agree with several posters on this thread, it sets a bad precedent when people can complain about something and have the fluff retconned out of the setting.

I will say that I'm one of the people who hates the anime retcons and censored scenes in the American ports, so maybe I am the wrong person to talk about this.


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Just read about solo and duo games a few moments ago. Where are they and who do I have to bribe to get in on that action? I have cookies, PC slots in an upcoming AP*, and am willing to run a solo game for someone else if I can find someone to explore my ideas with!

*The exact AP has yet to be determined, but it is looking like Hell's Rebels, Jade Regent, or Rise of the Runelords.

Things I like in potential GMs
- Experienced and knowledgeable with Pathfinder
- Gestalt-friendly
- Good roleplaying
- Good plotcrafting
- More of a Rules As Intended person than a Rules As Written person
- Third party rule-friendliness *not a dealbreaker*
- Willingness to bend the rules when it makes sense. A past GM let me use my Cone of Cold underwater to freeze a group of evil mermaids solid in one game.

Things I don't like in potential GMs
- The inverse of the previous points
- Cheaty GMs
- Confrontational GMing where they try to win more than craft a story
- 'Damned if you do, damned if you don't' scenarios in games they have no place in**
- Very strict views on alignments that force characters into caricatures

**See every Paladin Falls discussion held at tables and discussed on Mythweavers pre-database wipe

If potential GMs want to know what I would like to play, I can whip up some fluff on the characters I want to play and make a decent 'stat skeleton' for them. As for the high concept of games I would like to play, I will put those.

Solo or duo games that I would possibly like, all Pathfinder or Starfinder (not an exhaustive list)

- Ravenloft: This is one of the concepts I desire the most, because gothic horror is awesome and I was weaned on the setting during my early days of gaming. I am not sure what Domains I would like to explore yet or even which one my character would be from, but some of my favorites include Barovia, Borca, Richemulot, Mordent, Nova Vassa, Graben Island, Paridon, Souragne, Vechor, and Tepest. Potential GMs would need both knowledge of Ravenloft and be willing to use the fan-updated Pathfinder rules.

- Dark Sun: Also an early D&D classic I love dearly. I like the gritty, Conan-esque atmosphere and psionics was one of my favorite subsystems. If someone is interested in possibly running this game, I would accept no less than full Dreamscarred Press Psionics compatibility, the Pathfinder-converted races that I can find the document for, and the material from the old 3.5 Dark Sun fansite that was recognized as canon material.

- Eberron: How could I not include Eberron on the list? From an empty Inspired Vessel Psion who rebels against his fate in a Kuja-style scheme, to a Warforged Druid who searches for his purpose, to a Changeling guardsman in Sharn who lives a double life as a crimelord, I have plenty of character concepts. I would definitely want the Pathfinder conversions from a certain website as well as Dreamscarred Press Psionics if someone wanted to run this game.

- Planescape: I would love to fulfill my old goals of playing an Outsider of some sort and where better than Planescape, where angels and demons drink together in planar bars, slaadi prophets rant and rave on street corners, and defective modrons do their best paladin imitations.

- Dark Souls universe game: I would like to explore the Dark Souls universe in a more fulfilling roleplaying experience than the base games. I loved the Dark Souls games, but I always wanted more character development and story. I have some workarounds for rules to make Pathfinder more Dark Souls if GMs are stumped about this.

- Starfinder: This game would need to be a duo game, but I would love to get in on all that space opera genre. I would like Alien Archives PC races to be legal. I won't play as a Skittermander, honest! Ulog Mystic is probably more my thing, possibly Kasatha Solarion.

- Lovecraft nonsense: Who doesn't like Antediluvian horror? Well, plenty of people, but I love it! I would like for my character to have the chance to make it out alive and at least partially sane or at least become a baby Great Old One for his troubles. Bloodborne references optional.

- Magical girl game: Not saying I want to play as a magical girl in a dark anime setting, but I want to play as a magical girl in a dark anime setting. If you have ever seen Madoka Magica, you know what I mean.

- Persona game: Persona is basically a magical girl setting where characters turn into demons through their Jungian Personas and the more human evils are embodied as fallen gods and demon lords, so of course this makes the list! Mythic would be great and giving me a free Kineticist gestalt would pretty much be required to represent the elemental aspect of demon form. Oh and some sort of demon form would be required as well for obvious reasons.

- Kingdom-building game: The power to be a monarch and be either a benevolent ruler or a cruel tyrant? I would not turn that down! Despite the heavy roleplay involved in these games and the sedentary nature of most real-life monarchs, I would want to play as a hero king or queen. Forget Frumpy Fop with a Crown, let's go full-on Ivory King levels of kingliness! I'll king your king and raise you a king with a MASSIVE GLOWY SWORD!

- Magical college: I was a Harry Potter fan years ago and I still am. Playing as a fledgling Wizard trying to balance arcane studies, friendships, and heroic deeds is something I would love to explore. Potential GMs would need to get extra creative with unique Rituals and descriptions of arcane matters in-game.

- Survival game: One man, one animal companion, and a vast, harsh wilderness. Packs of wolves would be the least of a survivalist's worries in a fantasy setting!

- Witcher style monster hunting: This could be lumped in with Ravenloft, but not every GM might want to run Ravenloft. Playing as a BAMF monster hunter with a tool for every job, an encyclopedic knowledge of monsters, and an uncompromising moral code could be fun to play. I would like potential GMs considering this to bear in mind that one of the most entertaining parts of these games is trying to figure out how to take on creatures and exploit their weaknesses. If you want to know what I mean, look up "Witcher 3: A Night to Remember Trailer" on YouTube, which is slightly NSFW.

- Questing Monk: I think most weebs have wanted to play as a questing mystic martial artist before and I am no exception. I have really wanted to try an odd Monk build gestalted with a Path of War class, but have never really gotten the chance to do so.

- Vampire game: As an old Vampire the Masquerade LARPer, a vampire game set in Pathfinder would be amazeballs. Heck, I would be open to some others getting in on the action just so the plots and schemes could layer even further. I would like multiple breeds available and GMs allowing Lords of the Night and In the Company of Vampires, both of which I would provide through Drivethrurpg (not sure if you can gift on Paizo), would be a huge plus.

- Drow game: I would like to play as a Noble Drow, plain and simple. Drow are one of my favorite races and almost no one allows them, probably because years of Driz'zt clones spoiled it for everyone. Regardless, I would not play as an angsty hero. No, my character would be just as evil as the next Drow, possibly moreso, he would just have some quirks that made him seem more reasonable.

- Norse/Viking high fantasy game: This game is something I have imagined for a while now, even before last year's reveal of the new God of War. A God of War level mythic game set in Norse mythology with a JRPG vibe would be metal as hell. Not sure if my character would play as one of the Sons of Fenris, an Einherjiar, a Valkyrie, or a straight-up Aesir, but they're all great options.

That's probably close to whatever word count you have on Paizo, so let me snip this post there. If any GMs would like to pick up a very eager solo player, we could discuss my legion of unplayed character and campaign ideas further. Until then, happy gaming Paizo friends!

=(^_^)= Let the happy cat emoji bring me fortune in finding a good GM to pick up a solo game!


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Oh wow! That's cool. Who would have thought someone with a badger avatar would be so sweet?! You're awesome Taig! Now just to try to hit the jackpot.

(>^-^)> <(^-^<) ^(^-^)^ v(^-^)v (>^-^)> (^u^) *Obligatory Kirby luck dance*


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I hope the Legacy of Fire AP will be released soon as a hardcover.


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Heck, just get together with some folks, formulate a guideline, and create your own Pathfinder gaming society! I myself have been wondering since I joined if there is a group of 'gestalt society' players that go for a more high fantasy take on thing. What about 3PP-friendly 'societies'? It would be cool if people stepped up and made one.


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Who here has yet to find a game and what were you interested in playing? I figure as many games as I am about to apply for, it would be a refreshing palate-cleanser to run a game myself. Phenomenal cosmic power as a GM is always fun after going through the hardships of being an adventurer!

I'm down to run either APs or some sort of homebrew game. My one, true limitation is that the game must take place in Golarion's multiverse or one of the pre-4e D&D universes, such as Greyhawk, Ravenloft, or Eberron.