Dotting for interest, this looks amazing and I have a view ideas in mind already. Is there a deadline for applications?
How long has junction 27 been open? Essentially, could a character be someone descended from a human who wandered in decades ago? Asking for backstory purposes.
Secondly, do you have any positions on spheres of might classes/ archetypes? I ask only because I saw spheres of power being allowed, but not necessarily its non-magical counterpart.
GM Trifty wrote:
You may take 2 traits and if you want a third you may do so in exchange for a drawback. The power level of traits, especially campaign traits, can vary a lot, so this is something I would like you to run by me. I may veto certain traits that are designed to be particularly powerful.
Certainly! As of now, I’m planning on taking the Insular (Dwarf) trait, along with Truth’s Agent. I might decide to take a drawback and additional trait down the line (which I will run by you at the time), but that’s what I have for now.
I'm thinking something more related to the plane of shadow. Molthune (where my character is from) shares a border with Nidal, which has heavy ties with the plane of shadow.
I'm also strongly considering the Ariel creature template, as gaining the ability to fly and adding electric damage to natural attacks is pretty awesome.
The mesmerist occult class is pretty good. Charisma based Spellcasting, and at level 2 you add your CHA Mod to all will saves. Although, as an undead, I don't know how often you'll have to make those. It's sill a good class though.
It would be helpful if we could get a complete list of the feats we can unlock from having high enough stats, just to ensure everyone is on the same page. I only really need power attack, but having others would be night.
On the RP side of things- decided I'm going to make a character from Molthune. More to come later tonight or tommorow.
I'm going to put together an app for this- going for something cavalier themed, focusing more on the maneuverability aspects of scouting than direct subterfuge and infiltration. Whenever possible, I'll want to be fighting from horseback.
I do have a question though: are dreamscared press's path of war and/or psionics allowed? And furthermore, is variant multiclassing an option?
Since we're leveling up and have several spellcasters in the group: anyone up for collaborating on spell selection? I could pick up magic weapon, bless, shield of faith, or protection from evil. All of those are on some of your spell lists, but as a spontanous caster if I take one it might free the truest of you up to use your spells for other things.
First of all, I'd advise going for a DEX of 14 and a WIS of 18. While dexterity is important, as a mystic maxing your wisdom score really does a lot more for you. Remember your resolve points are tied to Wisdom, and you want a lot of those.
Beyond that- long arm proficiency is a solid feat, as you said. Sure, you won't be as good as a soldier, but you can still be a lot better than "a mystic with a pistol". I also strongly recommend picking up spell focus. Increasing your spell DC's is always useful. It's available starting at level 3. However, you won't be able to get both specialization in long arms and spell focus at 3rd level, so you'll have to decide.
Spell selection wise, I have a few favorites:
Daze: (Denying an an enemy an action is always good. Don't take if you don't expect to fight humanoids at all)
Stabilize: I agree in combat healing isn't good. But this can not infrequently be the difference between "a party member spends 3 resolve points to stabilize b
Whisp Ally: Either make an enemy attack less effectively, or give your allies a better chance to hit an enemy. No save, no spell resistance.
Command: I've found this useful for getting ranged enemies to run right out of cover. Considering how prominent ranged combat is in Starfinder, I can see this getting a lot of use. Even against enemies in melee with a melee character in your party- make them drop prone and completely ruin their day.
In general, I've found that Mystics work best as debuffers and controlling the battlefield (either with terrain alteration/ summons).
I'm going to reiterate some of the advice from earlier: make a character who's wants to join the Starfinder society.
Beyond that... if you want a character who's backstory is relatively easy to integrate into the campaign? Well, I can offer you some very vague and non specific spoilers. They'll be no more spoilery than things you would find in a player's guide for example:
"Playing a cleric of Besmara in skulls and shackles is very thematically appropriate" is not a spoiler. Neither is "hobgoblins are your enemies" really spoiler for Ironfang invasion, at least in my opinion.
I'm putting all of these under a spoiler to air on the side of caution, but nothing here will be a breathtaking reveal. Just stuff to help make a relavent character. But if you really want to go into the AP 100% blind, to the extent that you wouldn't even want to know that you'll be fighting the church of Asmodeus in "Hells rebels", then don't open the spoiler.
With the warning out of the way, have some tips.
Just for what it's worth, I wouldn't necessarily build a character will all of these factors, as that would be kind of weird. Just choose a few that interest you and expand on the them, and you should be good.
1. Make a character interested in exploring the unknown or past history.
2. Play a pious worshiper of Desna or Ibra. Sarenrae is also a good choice.
3. Have a bad run with worshippers of the Devourer.
4. Have some connection to the criminal underworld and gangs.
5. Play a character who's had a bad run in with the Corpse Fleet (see the player's handbook for details).
6. Play a someone with ties to Absalom Station, Castrovel, the Diaspora, or Eox.
7. Build a character with strong scholarly inclination.
Again, my advice is to take one of these concepts and run with it, and as always talk to your DM about your backstory.
To answer the OP's question: mystic. They make excelent mystics.
I'm actually playing a melee rhyporian overlord mystic right now. It's not the most optimal of builds, but I love the character and I've pretty much never felt really underpowered. Melee Rhyporians aren't optimal, but you can actually ask one work IMO.
As an FYI, there actually is a Hellknight order with some presence in the Riverlands- the order of the Pike (one of the more minor orders) has a fortress town in that region, so that could be something to work with if you're interested.
Here's a WIP but mostly complete character sheet for Quinius Liocarcinus, cleric of Winlas. I'll be going for a very support heavy build, starting with default cleric, and then probably going into something with spheres of power. I also might delve into alchemist to help make other magical goodies for the party, but that will depend on party composition.
He's definitely not going to be the one slaying foe after foe in fights. He will, however, hopefully make it easier for the rest of the party to do so.
I'll have more up later, including fulfilling all the submission requirements.
Alright, I'm going to be making a cleric of Winlas, and will probably take the eclisithurge archetype, although I'm still on the fence about that.
However, I do have a small request for the DM. For some reason, Winlas, the god of religious cerimonies and ritual, does not have access to the magic domain or rites subdomain. Would you mind if I used those for my character?
I'm not sure if this is the right place for this post, but I don't know where else I would put it.
Spoilers for the AP will be below, so if you haven't read it yet/ don't want spoilers, turn away now.
The ironfang invasion looks amazing, and I plan on running it some day for a group of my friends. The Nirmathas/Molthune in the default setting is another thing I happen to be a fan of.
Of the two nations (especially with how I plan on presenting them), I'm more partial to Molthune, and I have the feeling my players will be as well from what I know about them. I think our entire group would have a lot more fun acting out Molthune's tale of the Ironfang invasion, and what lies beyond that. But for now, I only want to focus on the Ironfang invasion.
Even though the invasion really kicks off in Nirmathas, am I correct in understanding that Azaersi wants both of the rival nations and even chunks of Lastwall as icing on the cake? If that's so, I was thinking about kicking off the adventure with the PC's being members of fort Ramgate (or possibly another fort on the border), or members of a small town that sprang up adjacent to the fort, seeking protection under its walls. Not all the PC's have to be members of Molthune's military, but that'll be encouraged. Overall, they can't want to actively subvert Molthune, which I don't think will be a problem.
The game would open similarly to the standard IFI: a town being taken and the PC's running for their lives. The changes would be:
1. Starts off with Hobs capturing a full fledged fortress with the help of the Onyx key
2. The PC's- or at least some of them- get to watch as Molthune's Lord General of the Border: Resper Cyrno, who the PC's will know is a legendary warrior in her own right, gets cut down by Azaersi personally. Introduce the big bad as being wayyyyyy outside their pay grade and help encouraging them to run away even more, while also taking the characters outside of their comfort zone as the chain of command gets trashed and discipline breaks down from an unexpected and overwhelming onslaught.. She won't be the only officer killed.
The reason for taking the fort is ultimately to throw a rench into Molthune's war machine, so they won't be able to as effectively march into Nirmathas, finish her troops off, then try to take Nirmathas for herself. She might organize raids on some of the other Lord Generals as well, fully intending to shatter the chain of command which Molthune's heavily leans on.
As the fort falls, the PC's run around Not-Phander and try to save who they can before booking it into the countryside with enemies hot on their tails.
In the longer term, Molthune is going to find out about the obsidian key, and after seeing just how effective it is at conquering things, they will do just about anything to get a hold of it. After that, maybe they go and conquer Druma. I don't know, that all comes later.
Anyways... the point of making this thread is me wanting to try and convert the initial bits of the AP to be Molthune centric. I have some other things involved for later in the game, but at least initially, I will be using Trail of the Hunted as a guide for my own sake. Does anyone have any advice or feedback on how I might even start to go about this?
Dotting for interest.
I have never played kingmaker before, but from what I understand you start off working for some of Brevoy's noble houses. Would a character from Molthune who's ultimate, long term goal would be to create a normal, healthy, fledgling province that just so happens to be loyal to someone other than viable?
Basically, how much do the PC's "own" their "kingdom"? I've got no interest in playing a character who wants to subvert his own settlement for selfish gain, and that wouldn't be fair to the rest of the party. But how plot critical is the party's tie to Brevoy? I basically don't want to create a character who's going to upset the plot.
As for class, still have no clue.