Ooh, I like it. And that may be how you've come to know my secret, through our interactions in setting this up. That could be part of what changed your mind.
Central dominance is fine, I had written out Eastern because I figured it'd be a lot harder to hide as a former obligator in the central, but that could be interesting as well.
@soldier-1st: Well it looks like you've gone with a more physical character, it seems like you might have a good synergy with either tin or pewter. Those would be my recommendations for synergy, but if you've got a story you want to explore, this seems like a really good system to explore it. So I'd go with whichever one gives you that if you have one.
Sorry it took me a bit. Was trying to get one of my games started before finishing this.
I like the Mist Raiders for a name.
Who founded your group, and what Dominance are you based out of?
Now on to the character questions from the book:
WHY DID YOU JOIN THE CREW?
To be part of something great
HOW DID YOU LIVE BEFORE YOU JOINED THE CREW?
WHAT SPECIAL SKILL DO YOU BRING TO THE CREW?
WHAT IS YOUR MOST DISTINCTIVE FEATURE?
HOW DO OTHER PEOPLE DESCRIBE YOUR PERSONALITY?
DO YOU HAVE ANY SPECIAL POWERS (LIKE MAGIC OR SHAPESHIFTING)?
Average (Bronze Misting)
ARE YOU ESPECIALLY FIT, SMART, OR CHARISMATIC?
ARE YOU WELL-OFF OR DO YOU STRUGGLE TO GET BY?
WHAT IS THE WORST THING THAT EVER HAPPENED TO YOU?
I was disowned, disgraced and disinherited from my house (the reason is not known).
WHAT DO YOU BELIEVE IS YOUR ULTIMATE PURPOSE?
To free a piece of the (whichever we end up being based out of) dominance from the Lord Ruler.
Secret for Ashweather:
I have a skaa wife and children.
... but I think that we should be aiming to tear down the system by starting a civil war (BURN IT ALL DOWN!!!!!).
I don't know that I really want to go that far. Maybe at a later point in the game, but at least for now that just seems like an absolutely crazy idea for most people. I mean even most of Kelsier's crew didn't believe that was possible.
Now that doesn't mean some of us can't have that additional goal. I think that even has good story potential with inner crew drama. But I think the lesser goal is a good common cause.
As for character idea, I'm thinking about an ignored second son of a very minor Noble house. Possibly a misting, something like copper, bronze or even gold. I think I'd eventually become a savant in whichever one I go with.
Okay, so maybe more talking as the general crew stuff:
Common Cause: Improve the lives of the skaa
Primary Target: Nobles, particularly those who prey on the skaa
How does that sound to everyone? We'd still have to figure out a preferred method, but those seem to be a common denominator between everything that's been brought up so far.
As for method, I was thinking thefts and cons, ambushes and tactics when force is needed, but preferably not even needing it most times.
Hmm. Interesting idea.
Let's see, one idea I have is almost a Robin Hood type crew, maybe stealing from the nobles, especially those who are hardest on the skaa, and, well you can't give money to the skaa, so maybe using the resources to try to make things easier for some of the skaa.
A second one: maybe an obligator who met the Lord Ruler at one point. Something about the meeting made him feel disillusioned (maybe the Lord Ruler didn't care enough) and he organized a crew to slightly destabilize the government. Obviously not trying to actually overthrow the Lord Ruler as that would be ridiculous and impossible ;). But just enough to get some good changes to the system. Maybe even some new Noble houses?
I don't really have any names for them yet. Just ideas.
Sounds fair. Either way you decide, I think I've got the bug for running a Feng Shui game now, so I'll get something going there. I gotta do some prep before I throw any sort of recruitment up. The one game I ran was a one shot so I didn't get too much into the setting at that time, but I've definitely got some ideas stirring. I expect to have something up next Monday, but don't quote me on that.
Alright, color me interested. Would you be interested in running a Mistborn Adventure Game? It's a bit different and, I don't know if you've read the books or not, but kind of a different world too. If it's not one you could get into I've got a few other things I've wanted to play, I'm sure we could find something that works.
I'm in agreement. Yeah you could do that and find a story reason, but is it the story you want to tell?
As for the effectiveness of a choice? I'm of the opinion that any given build is good for some players, but not every player. Is it right for your playstyle? I don't know.
It can't happen yet anyway, my suggestion would be that you start playing, and down the line a bit, if it fits your character and playstyle then go for it.
When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself.
IMO, I think this is the relevant portion. When you use inspire courage etc. it can only benefit you which means no you cannot use the regular versions.
It's more about playstyle than build. Instead of trying to jump in and deal damage like a fighter, focus on tactics and stopping enemy charges, distract the big guy for a bit while some of the littler ones are taken care of, disable, stun, trip, disarm, get in position to flank with the guy that really needs it, etc. Use the monk's high mobility to keep the enemy from doing what they want to do and help your allies get what they need. A lot of various builds work for that in different ways, but one thing that does change for building is it allows you to reduce MAD (especially with Feat Tax). You don't as much need a high strength for it because while damage is good, it's not necessarily the goal.
While we're here, we should also finalize character creation rules.
Things that seem pretty decided (correct me if you feel any of this is not):
Things that seem undecided:
I love the monk, I played almost exclusively monks for the first three years of Pathfinder play. But they've got they're issues. Unarmed combat is one of them. There still aren't any great solutions for that either. At least, I don't know of anything to fix it.
One thing that always helped my monks is thinking of them as martial battlefield control, rather than trying to get them to be a big damage dealer or anything like that. Especially with feat tax rules, there're some pretty great things a monk can do in that area.
Also, take a look at the unchained monk. It doesn't fix everything, and some problems are worsened, but it might be a good play style for your monk. Then again it very well might not (especially as it cannot take any archetypes without houseruleing it).
Feat tax rules are fine with me.
I will say I'm not as sure about spheres of might. I don't know enough about them to say anything really one way or the other, but that also means I'm unsure about GMing them when my rotation comes around. I could figure it out if everyone else wants them though.
Are we using Background Skills?
I vote for 20 points. Same reasons GM_Ravenath stated. I ran a test run with my dice at home for that system and it still seems pretty fickle in the way it rolls (though it does seems to tend somewhat toward the higher numbers).
250 gold is fine with me. And if PFS credit is that easy, then we may as well do it.
Okay, so looks like we've got a samurai, cleric of Torag, dawnflower dervish bard, and a monk or magus.
I'm thinking I might do a scholarly half-orc wizard, adopted by Koya. I'm still deciding on school for sure, but I think I'm going with either universalist or transmutation.
@Vagabond It sounded to me like you would prefer the first book above all. If that's true I could step back and let you start us.
In terms of PFS, only one player mentioned about it. Should we do this like PFS compliant? Or just play the AP in "normal" pathfinder mode?
What does it take to run a PFS credit game? If it's not too much, I'm fine with it.
In terms of character creation . . . Stuff
I tend to run under 20 point buy, but I'm just as happy with standard array. Definitely max hit points to start. I have no issues with max wealth to start, though I think at least for starting wealth, that one may be better left up to the starting GM. I think probably average+1 for health after first would be my suggestion. I usually do rolling for health after first in my own games, but I think this other method will just help create a more consistent game with rotating GMs.
I had envisioned him as maybe being pledged to the Viscount from afar (kind of a hero worship type thing). Doing things he thinks would be in the name of and to the benefit of the Viscount up until the point they actually meet. Then he'd finally pledge himself directly to Aristide.
If that doesn't work, I also do like the idea of the would-be cavalier seeking out a liege lord and settling on Aristride when he hears about the expedition.
GM Lazyclownfish wrote:
Awesome, then I will ignore that part while I begin solidifying my background. I'll be looking through the campaign info tab now to figure out a couple things, one of the first being a nearby city that Khoury might have come from as a refugee. If you have any input on that, I'd love to hear it, otherwise is there enough going on outside of Diamond Lake that I could just choose one and make it work?
Okay. Got the direction I'm going and was able to get the crunch put together. The general idea is an Elf wizard (transmutationist), who's studied in his old City but then became a refugee. Was able to finish his training in Diamond Lake. At this point he's getting rather tired of being powerless. One quick question, what do we do with the secret in our campaign trait. Is that a secret we're keeping from people in the town?