Owl

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Organized Play Member. 27 posts (120 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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for Zachary:
Quote:
@Frum - After cooling off a bit, I understand your point, that we are needed to save the world and can't risk our lives. . . .

Not that it really matters, but this doesn't capture Frum's point .This is not about us risking OUR lives, as you say -- it is about risking the lives of everybody on the planet, and the lives of the Gods themselves. Frum considers the risk as worse than 50/50 that we'll get detained and imprisoned. In his mind, the threat is closer to 75-85%. Of course, that only matters if we survive the risk of death in avalanche as the mountain falls down. This risk is made worse if we are burdened with carrying unconscious or infirm people who have been hurt.

Of course, saving these people only for them to live through an age of darkness ushered in by an evil Lord is of debatable 'good' if when that time comes they wish they had been killed in the earthquake and its aftermath rather than suffer the apocalypse.

In order to understand Frum's POV, you simply need to see it like this: You get to trade a small chance that you might be able to save maybe one or two people right now, who could very well survive without the help, or end up dying in spite of it. All you have to do is agree to roll a few D20's. The first, you need to roll higher than an 8 or we die in an avalanche. Next, roll again, and roll higher than a 17 or we are captured by an angry mob. Roll again, and if not higher than 17 we never escape and all Good loses to evil.

But in all of this, my personal evaluation is nowhere to be seen. All that is here is what Frum, an 18 intelligence Lawful Good character sees.


@zachary, no worries. I figured it was the character. He has a 10 intelligence, and this is a pretty advanced ethical problem.


DM question:
What happened when Frum tried to take crystals out of the wall earlier? Did he succeed at getting any out? I assume he at least got one out, since you mentioned he could see it change color as it progressed past a certain point in the tunnel. So I assume I am holding one of them. How many total did I get, and how large? The answer to this will largely influence what I do with my turn

knowledge check (nature), knowledge check (arcana) both taken the instant I saw the crystalline monsters and dodged.

for what he knows about them in theory:

1d20 + 5 ⇒ (15) + 5 = 20 nature
1d20 + 5 ⇒ (14) + 5 = 19 arcana

for what he knows from experimentation and practice in his lab over months:

Frum immediately thinks back to time he has spent in the lab experimenting with these crystals, trying to remember what he did to them that shattered them. He had tested their reaction to acid and to alchemists fire -- what had happened when he did that?


GMT-7 for me. Same for Aevux
GMT-8 for Harmor


Frum could find his crystal in the cave, and with all that mineral nearby it could be what triggers the collapse.


alchemical prodigy sounds great. I'll adjust my skill # and other related details.

By way of more backstory, how about this:

Frum has been tasked with researching the possibility of bonding various metals and minerals to metal in a similar way as silver is commonly bonded to blades.

The university was recently given a large grant from an unknown source, and in particular, the alchemy department was given better equipment. The condition was that this research be a regular pursuit of the research wing.

Frum's speculation:
all the minerals and metals that are the list to try to bond to steel seem to react in some way with crystals.

Frum has started to imagine a type of orb-like device that would be made of steel, but bonded with these different elements in different places, in different concentrations, with a crystal housed inside. If the mathematics were worked out the energy could be harnessed, although Frum is still fuzzy on what might happen.

I won't be able to post again, most likely, until this evening.


Patcher wrote:
Qi wrote:

Ginormous tree

I suppose I don't quite see what material we lose by removing a pantheon - apart from deities that can interfere with the world. We'd have to redo some fluff, certainly.

I suppose what we could do is have each plot crystal correspond to a deity in the Pathfinder pantheon (or some other pantheon like Norse or Egypt or Greek or...whatever we go with) - to give a kind of tie-in. Of course, this is meta-knowledge.

PArt of the reason why I'm running improv homebrew is to make up stuff on the spot - and going along with a pre-existing Pantheon does restrict things (but also makes it more difficult - I'm aware). Which is why I'm being so ... hm. Difficult, heh.

I see your point - sound great. My concerns have been addressed, and I don't think it will be a problem.


Patcher wrote:
Qi wrote:
Ævux wrote:

Well I've got a "pantheon" i guess of gods.

Basically you have one god for each of the four elements (Earth Air, fire water)

four gods of each of the complimentary elements (combining two elements that don't directly oppose each other.) Magnum, Lighting, Ice, Plant

2 for opposing elements, Mist and Erosion

2 for the conflicting elements Light and Darkness

1 for the balance element.. Chaos.

I've got quite of bit of it in my head.

the problem i see comes from not knowing where this adventure is going, and what directions players might want to direct play. After all, our characters are only level 1, so things could change a heck of a lot.

Do we really want to shut ourselves off from all the possibilities that exist with the standard pantheon? With the current system in place we have the benefit of books of demons, devils, angels; of classes, prestige classes; locations, magic items, spells, etc -- all of which become non-sensical. changing this aspect, to me, is a substantial modification to the pathfinder universe.

True, but what aspect is directly tied to the Pathfinder Pantheon? Removing the pantheon does not remove spells, demons, devils, angels, classes, prestige classes, items... it would only change the fluff. I can see your argument, but at the same time I don't see the ties to the actual Pantheon, that could just as easily be removed without massive consequences.

Or am I missing something? We could always add pantheons in the worst case scenario and just have fifteen of them for different parts of the world - much like in older times with Norse pantheons, greek pantheons, ect.

If it really is a problem for you, though, we can always run with the basic pathfinder Pantheon, though this wouldn't be the Pathfinder world.

sounds good to me - if nothing is changed except the names of the gods and a description of what they are like, but everything else remains, then cool.

We were throwing around possibility of having no gods at all, also, which seemed very problematic to me as well.

I was imagining losing Paladins, having the alignments become nonsensical, losing all angels, demons, devils, the sense of Holy versus Evil, etc. . .

But this is your world, and I'm happy to play in it however you build it


Patcher wrote:
Qi wrote:

about the pantheon, i suggest we have a traditional pantheon of the standard Pathfinder gods. It seems like a ton of work to create our own, and there doesn't seem to be a reason to tweak them. the fact that we have a cleric makes it complex to create our own.

my two cents

We'll see what happens, really. Problem with having a pantheon is that it eventually begs the question of "why aren't the gods doing anything when the world is collapsing?" and such. I for one am tempted to have divine powers be granted through willpower.

yeah, a basic problem of evil issue. Perhaps we are puppets being used by one or some of the Gods to prevent it from happening.

The easiest answer to this question is that some gods are trying to destroy it, and other might be trying to prevent it. This problem of evil issue is only a real problem in a monotheistic setting where there is a single all-powerful entity that as considered benevolent.

but it is your campaign, of course -- do whatever you wish. I am just trying to point out the sheer amount of material we lose and put it in context of what we stand to gain.


Ævux wrote:

Well I've got a "pantheon" i guess of gods.

Basically you have one god for each of the four elements (Earth Air, fire water)

four gods of each of the complimentary elements (combining two elements that don't directly oppose each other.) Magnum, Lighting, Ice, Plant

2 for opposing elements, Mist and Erosion

2 for the conflicting elements Light and Darkness

1 for the balance element.. Chaos.

I've got quite of bit of it in my head.

the problem i see comes from not knowing where this adventure is going, and what directions players might want to direct play. After all, our characters are only level 1, so things could change a heck of a lot.

Do we really want to shut ourselves off from all the possibilities that exist with the standard pantheon? With the current system in place we have the benefit of books of demons, devils, angels; of classes, prestige classes; locations, magic items, spells, etc -- all of which become non-sensical. changing this aspect, to me, is a substantial modification to the pathfinder universe.

i'm certainly open to modifications, but it seems to me like something like that would be best reserved for a campaign where changing the gods is central to the plot.

If we're doing it just to mix things up, my vote is to keep them because we will be gutting a ton of useful stuff in exchange for very little (or nothing ?) by way of benefit.


about the pantheon, i suggest we have a traditional pantheon of the standard Pathfinder gods. It seems like a ton of work to create our own, and there doesn't seem to be a reason to tweak them. the fact that we have a cleric makes it complex to create our own.

my two cents


how about this?

The researcher, Frum, has been studying some kind of unusual mineral deep inside a cave system about 20 kilometers out from the school for months. He wanted to show the furry alchemy instructor, and now it has turned into a field-trip for the Alchemy 101 class. Mr. furry couldn't get permission from the administration unless the school cleric came in case of injury to the students.

The DM could then start the adventure en route to the caves, or could let us get to the caves, where we become enclosed deep within. It could be bringing this mineral close to the power crystals causes a strong magnetic or magical force that shakes the walls (we have tons of this mineral in our bags, and we don't know that the crystal is found in large concentrations deeper down - whatever) and the violence in the rocks causes the way we came in to be blocked, while revealing a much deeper cave system that had been unknown until then.

So we could start a traditional cave type campaign that way as we search for a way through the mountain to the other side, where there is a settlement. What we find, however, . . .


Patcher wrote:
Qi wrote:

To make sure Harmor is not left behind, and since I know he won't mind, let's lock him in as a cleric. Perhaps an adult at the school that heals students who get sick or hurt?

Harmor works during the day and will post regularly, like clockwork, but not while at work (I would wager.)

@Flum - I see no problems with that at all. Honestly, as long as you don't a: whip out very convenient solutions in times of great danger and b: don't create artificual nuclear weapons, I'll be lenient in regards of creation. As long as it makes sense, really.

Thanks. I am limited in terms of what I can carry and afford at this point anyway. But I'll keep that in mind moving forward.


To make sure Harmor is not left behind, and since I know he won't mind, let's lock him in as a cleric. Perhaps an adult at the school that heals students who get sick or hurt?

Harmor works during the day and will post regularly, like clockwork, but not while at work (I would wager.)


Patcher wrote:
Ævux wrote:

Well he could be carrying alchemist fires..

Ah, right. Less than 22 DC on those.

Hm. I'll let you make stuff like Alchemist's Fire but with different elements as well. Maybe also some Cure Potions that only heal d6 HP. As for the secondary effect (Alchemist's Fire lighting them on fire (shocker)), well... feel free to suggest.

oops, i shouldn't have used "potions" - you are correct. I meant liquids. I'll stay outside of what would require magic.


Patcher wrote:


Could always be a researcher in that case?

sure, works for me. Whatever you want to do to make everything work.

btw, the only thing unfinished in his profile is what kinds of alchemical potions he'll have with him. I've got plenty of gold remaining for materials, and if he is a researcher he would have access to cool equipment.

any thoughts, guidelines, restrictions? Frum has a +12 alchemy skill.


I suggest Frum is not a student at the school -- he learned from within the gnome community and tradition, which is rich in alchemy. He left home in search of answers to the crystal riddle and his first destination was this school to consult with the professors there without giving away more information than he needs to. The university houses alchemists, but also experts from other fields. Frum reasons that this place has all the knowledge he needs, he just needs to piece it together from multiple departments.

I suggest he meets up with the other alchemist character, who he would normally be careful to share nothing with, but because this alchemist is so young and unusual Frum feels safer confiding in him -- but still, only to a point.

So all this explains how Frum gets to the school, and why he is looking for people, and how he might end up getting involved in a group campaign.


Ok, here is my update. I can email or upload the actual sheet also:

Frum Profile .


I'll make a few slight tweaks to the character (nothing major) and repost either late tonight, or early tomorrow. How soon would this get going?


Quote:
@Qi - do you prefer 3 normal traits rather than 2 normal and 1 campaign-tailored for your character? It could be a trait bonus to alchemy, for instance, if you wanted. "Alchemical Prodigy" or something.

Yeah, that sounds good. I'd trade 'Canter' out for something like 'Alchemical Prodigy'


I created the character here: http://paizo.com/people/FrumCross

Some details not found on the profile:

Traits: Canter, Reactionary, Skeptic
Combat Feats: Weapon Finesse
HP: 11
AC: 16
Initiative: +5

Attack Bonus on both Ranged and Melee = +4, with 1d4-3 damage on all weapons: short sword, short bow, sickle.

Perception: +7
Find Traps: +8
Craft (Alchemy): +9
________

To consider Frum an Alchemist, or a rogue, is to over-simplify things. He is young, and these terms simply give you insight into his talents; he is extremely intelligent, curious, and is a gnome.

His journey is only beginning and there is no knowing where he'll end up, or what path he will take to get there. He is just as likely to become a wizard with his intelligence, or a rogue who specializes in trap making and disarming. He could become a cleric at some point - nobody, least of all Frum himself, has any clue. The answers lie in where the story leads.

All he knows is that something is askew about the nature of the crystals, and his gut tells him he must be careful who he confides in about it. Something important is bubbling out in the world, and he feels compelled to dive in and play his part.

Not knowing exactly where he'll go or what he'll do, Frum finally decides to take his first steps into the unknown.


my plan was to have my character start off as a rogue at level one, and either stay in that, or multiclass as a wizard as we learn more about the crystals and he falls deeper and deeper into the mysteries (if that is acceptable to you and opportunities arise in the storyline.) I was thinking about just letting the game go where it does and improvise a little.

Also, where is Harmor? I was going to try to play a pbp game with him!? (i'll ping him and hope you have room for one more)


Patcher wrote:
Ævux wrote:
Stuff

Well, there's always the tengu for your humanoid animal needs. Or lizardfolk. Or gnolls.

Qi wrote:
Stuff

If the plot crystals are indeed crystals - it could be a shard. I'm imagining, if crystals, enormous chunks of differently coloured crystalline stones.

Nice concept, in any case.

So far we have
Ævux - Alchemist with desires to create a new species (or several)
Edgar Lamoureux - Skender Ruggova
Qi - Alchemist?

I was hoping for him to be a rogue with alchemy skills


Frum is a young gnome of 30 who has dabbled in alchemy for about 15 years, and is a type of wunderkind with it. He managed to get a hold of one of these crystals to play around with, and discovered that when liquified it seemed to suck the life out of green plants. Interested by this, he did more tests, and found that the release of magic in the crystals steals life from lower organisms near it, perhaps, he theorizes, as the catalyst for the magical effect. Concerned at first only with retaining credit for his discovery, Frum told nobody. Now, his concern has grown and he is trying to find others who know about this destructive property of the crystals without giving away what he has found. He doesn't have it all figured out, just a few clues and a bad feeling.

Frum is highly intelligent and curious and talented at alchemy. He is lawful Good, but is a gnome and has a bit of trickster in him that gives him a bit of a chaotic streak, although this never crosses any deeply held ethical lines. Or if it does, he will feel horrible about it.

If invited, i'll build the character with more specifics.


I'd like to play a rogue. Milo, a young gnome, was taken in to the Glade as a youngling of 15 years old. That was 8 years ago. He has been unwilling to discuss where he came from, and what happened, but it was traumatic and involved a large city. Since then he has normalized socially, and balances an innate tendency towards mischief and pranks with respect for his community. Clever and resourceful, he wants to seek out an adventure that allows him to see the world, and perhaps confront his past.


Patcher wrote:
Qi wrote:

This sounds like fun. I could play a gnome tinker/alchemist rogue type character who stumbles on the adverse affects of the crystals while experimenting in his lab and seeks out other people who have perhaps already figured it out (but while being careful who he opens up to out of fear of reprisal.)

I've got a friend also who is looking along with me for a pbp game to try out (Harmor)

I'm glad people are interested. We'd need to set up some precedent for how you all get to meet / know each other beforehand, but that's the joys of improvised homebrew: flexibility.

What if it worked kind of like the Matrix, where people feel compelled to seek out others who have stumbled on it. There could be quite a bit of danger in figuring out who to confide in, and how much to share.

There could be a core group that trusts each other and all know, and a few outsiders who find their way to them


This sounds like fun. I could play a gnome tinker/alchemist rogue type character who stumbles on the adverse affects of the crystals while experimenting in his lab and seeks out other people who have perhaps already figured it out (but while being careful who he opens up to out of fear of reprisal.)

I've got a friend also who is looking along with me for a pbp game to try out (Harmor)