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Shadow Lodge

I am interested in using Sahkil in one of my campaigns but I feel like very little has been written about them, so I wonder.
Is there any published adventure in which a sahkil has a bit more than just a statblock? Maybe one where is a major antagonist and some of their personality traits emerges?

Shadow Lodge

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moosher12 wrote:
Ezekieru wrote:

I love the split of 2 Holy Causes, 2 Unholy, and 3 Causes that can be sanctified, but you don't have to. That offers a lot of choice for how you want your Champion to play like, and opens the doors to many more kinds of "more Neutral" Champions post-Remaster.

Can we have someone confirm which of the two (Iniquity or Obedience) is the Tyrant/Antipaladin Cause? If I were a betting man, I'd say Tyrant sounds more like Obedience, while the Unholy-only Iniquity sounds like the new name of the former Antipaladin.

I think Inequity is tyrant. Obediance feels to me like Lawful Neutral.

For those saying that Obedience sounds tryranty, remember the typical lawful mantras of "obey your elders, obey your parents, obey the law, etc." But it can also flex into submit to unjust laws. Being neutral, it can flex into both it's good, and its bad applications, for example, based on whether a god like Erastil or a god like Asmodeus grants you the Obediance cause.

I tried to chart them up to help myself visualize the inspirations from the old, and using the now defunct alignment system, this is the gist I got, which ended up in a hexagonal array, 2 holy causes on the left, 3 neutral causes down the middle, and 2 unholy holy causes on the right

Obedience - Lawful Neutral, Lawful Good, or Lawful Evil
Justice - True Neutral, and can find ways to bend into most any of the classical alignments. (Only one I struggle to justify is Neutral Evil.)
Liberation - Chaotic Neutral, Chaotic Good, or Chaotic Evil

Grandeur - Neutral Good or Lawful Good
Redemption - Neutral Good or Chaotic Good

Inequity - Neutral Evil or Lawful Evil
Desecration - Neutral Evil or Chaotic Evil.

I think that assigning an alignment to the new alignmentless champion is absolutely defeating the purpose.

The point of no longer forcing causes into alignments and having characters with no alignment at all is to open up possibilities.

For example, I can absolutely see the case for Lawful evil Liberation paladins who are just demagogues.

Shadow Lodge

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I am curious to see the whole thing. Still waiting to see what direction to take for my formerly desacrator champion of Szuriel.

I really hope that this changes will lead to "evil" champions being able to put a convincing face and being complex character with complex motivations and not just cackling avatars of fairy tale evil.

So far there are definitely encouraging signs.

Shadow Lodge

I am setting up top run my first game of 2E.

I am mostly familiar with 1E and I'd like to help my players on the mechanical side but I am not necessarily well versed in the system yet.

The player is interested in playing a cook, and he saw the Alchemical foods from treasure vault.

I am sure he doesn't have things set in stone yet but he was inclined to play a barbarian.
He was also thinking of perhaps multiclassing as Druid.

The issue here is, he could of course get Alchemical crafting and produce food as downtime actions but I have the feeling that he would enjoy crafting them as infused reagents, or at the very least on a short rest kind of interval.

What are all the options for it? Reclassing into Alchemist is an obvious one, multiclassing into alchemist archetype is another one. there are other archetypes but as far as I can see most of them lock you into creating a specific brand of alchemical items and none of that are food.

Any other option?

Shadow Lodge

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Personally I disregard such notions.

If you have your own brain and the ability to make your own choices you are able to shape your own morality.
There is nothing biological that pushes you towards evil.

Quite frankly I do not even assign evil impulses to full bred demons.
Demons traditionally and culturally chose to maintain the evil and chaotic ways they are born and raised into but they are not irremediably hardwired to be chaotic evil.
Is just simpler for them given their circumstances, also those who do not exhibit a chaotic and evil mindset tend to not make it far in the abyss but they are as morally independent as any other thinking being.

The real thing that risk pushing Tiefling towards evil is prejudice and societal expectations

Shadow Lodge

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I definitely feel the need for:

-Protean Sorcerer Bloodline.
-Monitor aligned Champions, especially CN and LN
-Some more Evil Champion feats that makes them a bit better, especially for NE and CE which are lacking right now.
-Some rule for fallen Champions
-More Occult Mysteries (would love to see the Lunar Mystery back)
-More Rituals

Shadow Lodge

Hi, I am going to start playing Kingmaker on 2e and I already have a character in mind but being relatively new to 2e the concept is thematically solid but I am a bit lost about the build.

The intention is to be a Human Champion(Desecrator) of Szuriel.
Furthermore I would really like to get the 4th level class feat Sacral Lord, and it's upgrade at 14th Sacral Monarch as I feel they are perfect for Kingmaker (but they get in the way of a lot of possibly optimal choices)

I was exploring the horse ally line of feats and it seems cool but it's really difficult for me at my level of experience with the system to understand how crippling it would be to spend 4 feats on a pet rather than my character.

I am also struggling a lot with ancestry feats for humans. everything seems very good in theory, but not really working for me in practice.
Natural ambition seems great for everyone, I would love that on other characters that I tried to make, but desecrator level 1 class feats seems to be kinda meh.

Level 9 multitalented seems the better choice but I really have nowhere to go with it when I would literally kill for that kind of feat on other characters.

I do understand that Desecrator is not the best class, but I am trying to figure out how to get something good out of it.
Any advice?

Shadow Lodge

Both falling and rising are not much about actions taken as much as they are about a change of Heart.

A paladin doesn't fall because he "performed the wrong action" as much as because his morality has bent to the point where certain actions become justified in his mind.

When it comes to Rising, why the action was performed is way more important than what action was performed.

Self serving "Good" actions are not Good.
Good actions in the service of evil are not good.
Good actions performed strictly because you want your worldview to trump someone's else worldview are not good.

Evil people and Antipaladin are bound to perform what could be considered technically good actions on a regular basis, either because they serve a nefarious purpose down the road or even just for keeping appearances.

Rise requires repentance and amendment.
I have an antipaladin that he is trying to redeem in one of my games.
The change of heart has been the catalyst for "falling" as an antipaladin, but he is still Lawful evil and he will have a whole backlog of evil deeds to redeem himself from, like taking 4 damnation feats, having an active infernal contract that so far required him to damn 10 souls to hell (which he did already) and corrupt an artifact of good which he was halfway through doing.

Also I got a Morrigna involved.
Somehow corrupting his soul to that degree and then having a change of heart after already reaping the benefits of his corruption is not sitting well with the Psychopomps and they are considering it an attempt to escape rightful judgement.

Shadow Lodge

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I think people are sleeping on the Swashbuckler. hear me out.
Here are the rules for Panache/Grit

"Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa."

So since we gain grit from one and panache from the other we would get double the pool.

Add to the mix all the extra feats from fighter.

There are a lot of great stuff that can be thrown in the mix.
Mysterious stranger for double dipping charisma
Desna shooting star style and flying blade
You can absolutely dualwield, definitely have the feat economy for it and even with precise strike (the only thing you lose from dualwielding) the only thing that you need to Precise strike is to choose not to attack with your second weapon, it doesn't say the hand needs to be empty.

you can use dodging panache to never be in melee range
You can start a full attack in melee, down the opponent in the middle of the full attack and still spend all the extra attacks as ranged never wasting a single one of them.

Swashbuckler initiative and Gunslinger initiative are basically the same for different weapons, except for the fact that the bonus to initiative is untyped therefore it stacks.

Loads of attack at any range, can probably race for highest possible initiative in the game, full-round attack at any range, Max charisma for starknife attack and damage and firearm bonus damage (through focused aim), a pool of panache/grit that is disgusting and encourages you to just spend very liberally from it, gain dares, still get the bonus feat from the fighter class, at the same time you can take those feats as swashbuckler and access to the ability to swap them out as you progress in the class as per the class bonus feat description.

What about the fighter? Lots of interesting options
Be a dragonheir Scion, grow wings, rain death from above.

Two-Weapon Warrior for better two weapon fighting, getting both a stab and a shot on attacks of opportunity and getting an attack of opportunity every time you get hit, there is an argument that you could do an opportune parry and reposte by both using your blade and your gun.

Mobile fighter to become absolutely impossible to pin down in melee.

I think it has a lot of potential and sounds like a lot of fun.

Shadow Lodge

Hi, I am quite new to 2e having played mostly 1e and I am going to build a character for the Extinction Curse AP.

I am well versed with rpgs having played every D&D edition, pathfinder 1e and many others but generally I take a couple of sessions to get in touch with a system.

As such I want to avoid building something "wrong" or failing to notice good character options at character creation.

Mind you, I don't need to be super min/maxed, just viable, not having redundant or incompatible feats, not getting things early that would have been a better choice later. For example I see many Oracle feats that give you an extra focus point but knowing your maximum number of points is 3 clearly you want to pick no more than two.

My idea was to have an oracle of lore but I am not adamant about it, the main thing is that I want a caster focused build, so probably not battle.

Is there any pointer you could give me, if not a full build, on building a Changeling(human) Oracle?

More in the specific, if nobody has directions or a full build to suggest, there are specific issues I want to have clarified.

1) what is the most effective use of "1 free recall knowledge roll per turn"? not having played with the system I can't tell if it can be really impactful or just a quirk.

2) Should I build an extensive array of lores or should I go the opposite way, almost ignoring lores and relying on effects that give me lores on command?

3) what feats that increase my focus pool should I aim for? Getting a second point at level 2 seems great, but the level 4 and 6 feats that give focus points sounds better and I get the impression that getting 3 focus point giving feats is a total waste.

4) any consideration or pitfall I should look out for?

Shadow Lodge

Honestly I am not even used to write for Heroic Characters.
Most of the times my players hand more towards neutral, sometime they play an Evil alignment themselves.
Antagonists for me need to be personal.

But even when a character is good, why would they feel they are the ones who are supposed to stop the bad guy, why not the entire rest of the world?

When I write a villain, their plan is always threatening the players directly.
My villain might be evil, might have consequences for the world, but first and foremost they have consequences for the players. It is the players charge because if the villain win, it might suck for the world maybe, but is going to be the total demise of the party.

Shadow Lodge

Hi, I am in the process of building some villains and I wondered if there is any option, feat, class feature, archetype, prestige class, spell effect or anything else that allow to improve or override the save Dc from magical items or artifacts.
I know Arcane Savant can do that with the caster level but I haven't seen an option that work for DC and would work of a wide array of items including artifacts.

Shadow Lodge

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depends on how tied to that race/region/flavor the feat is.

Is it something that has a vague thematic affinity but is generally a skill that anyone can pick up? sure.
Is it highly thematic and esoteric knowledge that should only exist in a specific regional secret society? then probably not.

Granted that I am willing to homebrew some equivalents in some cases, like a sect of Arcadian Necromantic Druids with an Aztec flavor that had access to the Shade of the Uskwood feat despite being nowhere near the Uskwood, but that is a setting and homebrewed exception, not an "every character could be picking up this feat"

Shadow Lodge

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I rarely expect my BBEG to be opposed because they are evil (as I am lax with alignments and sometimes my players end up being evil themselves and not swayed by heroic sentiments) so my BBEG introduction and motivation is usually a direct threat to the characters.
Make sure the players understand that it's not up to them to oppose him or not, but rather the BBEG plans require the players demise.

In one of my campaigns the BBEG was a nascent demon lord who deals with soul collection who was already defeated before the campaign started. To most of the world the resurrection of this Demon lord was an irrelevant event affecting the abyss and matters that are far far away from the concerns of the material plane.
The players being marked as sacrifice to be part of his resurrection was something that the party simply couldn't ignore, no matter if they had a Dhampir Antipaladin from Geb and a Kuthite Shackleborn Tiefling.
Knowing that you touched a no no artifact and a demonlord can pluck your soul from another plane if he ever gets resurrected it's enough motivation no matter your alignment.

In another, with body horror elements, the party was infected with an alien parasite and they were trying to find a cure before it took over.
The Lepidstadt doctor that wanted to study them cared very little for their ideals, they were guinea pigs, even if the party might have been uninterested in stopping her engineered plagues to take control of the streets and her other countless unsavory medical experiments they were 100% invested in not being the ones ending up on the operating tables, especially after seeing first hand the way she was butchering people for science.

Shadow Lodge

There are many ways to do it but I would say as many Scabs are basically flesh golems you want the Item Creation feats Harvest Parts and Craft Construct, so you literally butcher monsters (or humans... really there is no restriction there) and use their parts to make your flesh constructs

Another thing you would be interested in is Necrocrafts
the requirement for that is the spell "make whole" and any way to control undead.
So the easiest way for this is either Cleric/Oracle/Sorcerer/Wizard
There are other options, antipaladin with unsanctioned knowledge being one of them but I am not sure it's what you are looking for.

I think the most thematic way to go for it would be to play an Alchemist with the Reanimator archetype, that takes care of controlling undeads since you can make them easily.
The Spell Knowledge Discovery could give you make whole.
I don't imagine that using a discovery to gain make whole is considered a good trade, but it would do the job.

Shadow Lodge

Running Savage tide again and had the first death of this new run.

PC: Brizo, Human Magus 9
Adventure: Tides of Dread
Location of Death: Wreck of the Sea Wyvern
Catalyst: Elmosaurus bite Critical.

when the party arrives to the Wreck of the Wyvern and are confronted by the Kopru Druid Skephilipika. After a verbal confrontation Skephilipika dominates the Half-Orc Barbarian. Being capable of flying, Brizo bypasses him and engages the druid in combat.
The magus manages to defeat the Kopru in single combat, but remains afar and isolated by the whole rest of the group and falls to the attack of the avenging Elmosaurus companion while the rest of the party is occupied keeping the barbarian off the bard and bringing him back to his senses.

Shadow Lodge

Succubus Bard 1/Blackguard 2
Str 12, Dex 18, Con 18, Int 20, Wis 12, Cha 31

Shadow Lodge

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Ok let's see.
Premise: you are the DM of your game. it's good to ask for feedback but in the end, you do you, there is no right or wrong

Pär Joakimson wrote:

So, bad guys summon something powerful, and the good guys are about 5 turns away from it as the summoning completes.

The "something powerfull" is a mythic Succubus with 15-20 hero levels on top. The Succubus is very very non amused about being summoned (she was doing something rather important for her "become a nascent demon lord" plans)

what kind of summon was this? I assume Gate.

Generally on general summons I don't treat them like actual people who have plans and a schedule but more like create a new creature of that type that start to exist upon summon and cease at the end of it.

Pär Joakimson wrote:
The heroes are open to negotiations concerning her repatriation, which are complicated by the fact that the Succubus would not accept dismissal as her body guard are mortals and not native to the abyss, they have one plane shift user and he used his daily cast of it to get the rest of the guards and himself there.

I would add, dismissal being generally used as an hostile spell is probably not particularly pleasant.

100% a succubus would be fussy enough to not accept a Dismissal on those grounds alone.

Pär Joakimson wrote:
When queried about wether her bodyguards are there willingly and if they do not know that she will corrupt them fully, she is like "They are mine, by promises given freely, body and soul and in perpetuity. Why would I reduce their effectiveness as bodyguards by corrupting them? They already fight better then most Demons, and are far more loyal then all of them.".

YMMV but to a succubus the term "corrupting" might actually be meaningless. I imagine a succubus, especially a high ranking one, has her history of backstabbing and paranoia, so winning her trust would not be easy, that being said it's not impossible.

That being said based on how you want to play the succubus there are many things that could come into play.
she might be overconfident in her beauty and charm to the point where she thinks it unfathomable that her people would betray her, she likely has people crawling at her feet all the time after all, why would they be any different.

Pär Joakimson wrote:
Succubus:"If I have pressing need of an orphanage to be burned down, I have other assets who would have fun doing this and even see it as a reward rather then a task, why misuse my guards? An asset is to be used for the purpose it is most effective for. Using them for "orphanage heating" would be like eating virgin brain soup with a fork."

the burning down orphanages reference is a bit cartoonish villain for my taste. In my opinion a succubus motivations are usually about self inulgence. Evil for evil sake is not much into the succubus style. blatant disregard for others in pursue of fickle desires is more their thing.

Pär Joakimson wrote:
Is she too "nice" or too "rational"?

Not at all, and definitely not as a display.

As a matter of fact playing nice is definitely 100% in the succubus playbook.
Don't confuse evil for not nice or chaotic for not rational.
A succubus can be extremely nice to the people she cares for or even simply the people that don't pose an obstacle to her. it's anybody else that gets trampled without remorse.
Them being chaotic may make her very fickle when it comes to maintaining her interests for long.
But beside it a high level succubus is likely highly intelligent, enough to know what's best for her and insanely charismatic, definitely enough to get her best point across.
Succubi are divas, the entire world is about them. It doesn't translate to random indiscriminate destruction and violence, those are reserved for the things that displease them, and for demons they generally have a level of sophistication that goes beyond base destruction.
They are more adept at breaking hearts than breaking bones.
they are not above asking their thralls to murder someone. but a person killed is someone who can no longer be enthralled, seduced, abandoned and left to endlessly long for her. In short, is not as fun.
Given the chance a succubus will always chose to be loved and worshiped rather than feared.

Shadow Lodge

SunKing wrote:
Scarletrose wrote:

I am currently running 2 campaigns.

One is a savage tide conversion, they just started Tides of Dread last session, went to the tar pits.

The other is more homemade.
Volstus did gather his army of giants and rampaged through the hold all the way to the border with Cheliax ehere they started to fight.
Cheliax is using an orb of Dragonkind of their own.
A draconic convocation gathered to discuss this world and resolved into a pandraconic alliance (minus the black) to stop them both.
This was secretly all engineered by a group of blue dragons (the blue council) who seek to create the precedent for draconic rule (one where they would always be the real power behind the throne) and get rid of Daralathyxl as a dangerous rival.

The father of the half-orc bloodrager pillaged Korvosa and he now wears the crown of fangs. He started to use the party to try and find the rest.
The son of Kazavon is actually behind all this as a member of the blue council.
The party is nowhere near to uncover what is happening and they are currently working for the kazavon possessed orc and alongside the dragons.
They are in Nirmanthas at the fringe of the war, trying to reclaim it from the giants.
Last session is the first time they impacted the giants seriously enough that they have taken notice.

This sounds amazing. I tip my hat.

Thanks a lot.

We actually played earlier. The group stumbled on an ogre ranger, found out that the giants are crossing red dragons and fire drakes (bigger than drakes, easier to dominate than red dragons) and they caught a glimpse of the flying fortress of Voltus starting to maneuver their way.

Shadow Lodge

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I am currently running 2 campaigns.

One is a savage tide conversion, they just started Tides of Dread last session, went to the tar pits.

The other is more homemade.
Volstus did gather his army of giants and rampaged through the hold all the way to the border with Cheliax ehere they started to fight.
Cheliax is using an orb of Dragonkind of their own.
A draconic convocation gathered to discuss this world and resolved into a pandraconic alliance (minus the black) to stop them both.
This was secretly all engineered by a group of blue dragons (the blue council) who seek to create the precedent for draconic rule (one where they would always be the real power behind the throne) and get rid of Daralathyxl as a dangerous rival.

The father of the half-orc bloodrager pillaged Korvosa and he now wears the crown of fangs. He started to use the party to try and find the rest.
The son of Kazavon is actually behind all this as a member of the blue council.
The party is nowhere near to uncover what is happening and they are currently working for the kazavon possessed orc and alongside the dragons.
They are in Nirmanthas at the fringe of the war, trying to reclaim it from the giants.
Last session is the first time they impacted the giants seriously enough that they have taken notice.

Shadow Lodge

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Yes, I don't really play 2e anyway.

Shadow Lodge

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I would only retcon something impactful like character death only within minutes from it happening.

If there was a mistake but we already had significant game time that assumes the character was dead the character remains dead, but in case of DM mistake I am likely to offer the party chances for a free resurrection, or based on the circumstances of the death a "you thought he died but he actually survived" kind of scenario if the player desires to bring the character back.

Shadow Lodge

I was approached by a friend with the idea of playing a one-shot game of pathfinder and I had to build a level 3 character.
I went for a Pitborn Tiefling Brawler2/Anti-paladin(insinuator)1
As feats I have Enforcer, Hurtful and Power attack.
My traits are Adopted ->Fiery Glare & Omen

Basically the trick is Flurry nonlethal unarmed strike -> free Intimidate -> swift action for a falchion hit, second unarmed strike (lethal this time).

The thing is... after the first session this is no longer a one-shot and I didn't really think about where to go after the first 3 levels.

The campaign is one where the humans are the main antagonists and my character is positioned as a somewhat unsavory but trusted and respected member of the anti-human resistance (of course, my status as an anti-paladin is not in the open)

The other time I went for a Brawler with intimidation feats I was going for a Jabbing style but it was a more agile, less armored and purely unarmed kind of character.

Should I progress as a brawler with 1 antipaladin splash?
As an Antipaladin?

Is there a specific balance between the two that I should try to strike?
But most importantly, what would be a good set of feats (for sure I think I will go towards Cornugon Smash, soulless gaze + another damnation feat also seem like it would work particularly well)

Shadow Lodge

Hi, one of my players is going to play an Aasimar with the Halo alternate race trait.

*Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.*

There is no mention of actions.
I am somewhat assuming that it is a free action to manifest the halo, but is there any kind of errata or official word on whether or not it takes any sort of action? if it can be used out of turn or what else?
I found nothing (dunno if because no one asked or is just my own poor wisdom and perception bonus :D )

Shadow Lodge

Theaitetos wrote:


Are you sure you aren't overestimating how many bardic performance rounds a bard has? If your adventuring day has less then 3 encounters, it should be fine, but maintaining multiple performances and doing masterpieces... the Virtuoso Performance spell eats 3 rounds of performance per round +2 for starting the second performance.

True, at the same time no all encounters require that kind of firepower.

You generally get one encounter per rest that requires going all out, and that is what you do on that encounter.
The difference between bard and oracle in terms of performances is bard gets twice the level.
so by let's say level 13, when Shadowbard gets online you have 13 less uses. it's definitely significant.

Theaitetos wrote:


And the spells themselves are limited too: Virtuoso Performance can be cast 1 time at 10th level; Shadowbard can be cast 1 time at 13th level, and Virtuoso 3 times. Either Haste/Slow can be cast once at 7th level, twice at level 8.

Well, you are not factoring in charisma bonuses or runestone of power.

also, really the Virtuoso and shadowbard are really useful when you get inspire Heroics at level 15, before that, I don't think it will get a whole lot of use.
There is some space for Inspire Courage + Scathing Tirade, but if it is an encounter with one big target instead of one small one, Scathing Tirade alone seems like a better idea, if it is a whole bunch of people Scathing Tirade is probably not going to be that effective anyway

Theaitetos wrote:


I'm sure some of that can work out, but you're unlikely to do all of these things: master bard, buff machine, enchanter, debuffer, skill monkey, party face.

True. the thing is, I think Enchanter/Debuffer is the part that I should rather have in the backseat.

We don't have another face, we don't have another buffer, we don't have another skill monkey. it's just, the Enchantments and debuffs already come in the bard package without having to invest in feats or other resources so... why not?

Shadow Lodge

My first instinct was "But I am asking for a bard, why would you... oh... wait..."

There is definitely a lot to love there.
I am not going to list the advantages because they are obvious so I will have to think about what I lose

Skills and Versatile performance: Going from 6+int + versatile performance to 4+int and on a smaller list of class skills.
Versatile comedy locks you in a mystery I wouldn't choose (I'd rather go Intrigue) does very little to expand your skills, requires a specific perform I wouldn't normally pick, and cost a rather precious Revelation.

Bardic Performance: loses suggestion, dirge of doom, frightening tune. Frightening tune is a lot to lose considering the potential in naval battle, and the best the oracle can do to obtain the same is Symbol of fear, which is great but its expensive and has a hp total limit.
The uses per day are cut significantly, and there is no access to virtuoso/shadowbard to have multiple songs active at once although, I don't even have a lot of songs to use to begin with.

Bardic Masterpieces: the wording on it makes it clear that you have to be a bard to learn them. Pageant of the peacock, House of the imaginary walls, Symphony of the Elysian Heart, The Sea is now my sky, there is a lot of good stuff in there.

Spells: Trading spells with the Oracle seems like a bonus (and in a sense it is) but it's not that straightforward.
I lose all the finale spells to go with the bardic performance.
Lose the spells that let you maintain multiple bardic songs.
You also trade arcane spells for divine ones. Sure the oracle is a superior caster. bigger spell selection, goes all the way to 9th level spells, casts more spells per day than a bard.
None of those spells are Haste tho, or slow, or glitterdust. Which leads me to the next issue...
We already have a Druid as a full divine caster in the party.
Granted, the druid itself has a different spell list from oracle and everything, but there would be definitely some overlap.
When it comes to the bard spell list, as little or low level as it might be, it would bring to the party spells the party simply has no access to.

It is a great suggestion and I am really torn. But ultimately, in a party that already have a divine caster and has no skillmonkey, I think Bard is probably still the right choice.

Shadow Lodge

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To me there are 2 factors

1) Wording

How well worded is the wish, it usually goes from ironclad and impossible to pervert to "I struggle to even understand what you really wanted".
The art of making airtight wishes gets pretty fun sometimes. Some people really enjoy crossing all the T and dotting all the I and rework their words until they are sure the wish is perfect and impossible to thwart

2) does it improve the game?

What happens if the wish goes wrong? is it an interesting set of consequences? is it something people will enjoy playing through? or will be something just utterly frustrating to everyone involved?
And what about the opposite? will the wish fulfillment trivialize the game? will it take all the stakes out of it. will it bypass events crucial to the plot?

so sometimes a wish is poorly worded, opens up for dire interpretations, but the request is either innocuous or even quite interesting for the game development so it's better for the enjoyment of al that it comes to fruition, despite how badly the wish was formulated.
Other time it's really well formulated, but just broken and disruptive of the campaign.

even after considering all the above there are alternatives to warping the wish against its user.

1) the fizzle
Sometimes wishes just won't work. It could be completely unresponsive, especially in the case of a well worded but broken wish. The spell simply is incapable of this scale of reality alteration. Other time is only a partial success or a success that dies out immediately.
Sometimes the horrible consequences of your poorly conceived wish materialize in front of your eyes in its horrific glory before reality rejects your wish and returns to normal. Or maybe you do become the absolute god of all the multiverse and you feel the power of all the cosmos at your fingertip. But you don't know how to unleash something that you never had, and you can't contain that power, and is leaving your body fast... certainly way faster than your learning curve.
You ended up hearing the cacophony of all the world's prayers for an hour, and when you sneezed your cat familiar turned blue and you don't know how to turn it back and that's all you got from the weekend you became a god.

2) the benign warp

The wish you asked for didn't come to fruition the way you expected. Doesn't mean it has to change in a bad way. Sometimes is not about how bad it would be to misinterpret the wish, sometimes is about how good it would be.
Maybe you asked to become a god and you received no power... but something still happened. The other gods are in direct communication with you, they are aware that you have no power, but still you are somehow socially a god, if the lowest of them.
You receive invitations to join Cayden Cailean next Party at his Domain in Elysium, Invitation for the fledgling god +3.
You get disgruntled telepathic messages every time you enter a temple of another god about encroaching in their territory.
You have a swarm of tiny, invisible, incorporeal, inconsequential divine servants. they are in your backpack, rearranging your equipment as their temple and singing Hymns that glorify you.
Worshipers approach you and make it their quest to find a way for you to actually obtain real divine powers.
The most zealous among them are actually able to cast a few levels of divine spells by Praying to you every morning.
You have no idea of how it works, all you know is that you bought a potted plant and started to tend to it and all of a sudden your clerics gained the plant domain.
Meanwhile you are still a lvl 17 barbarian who doesn't know the first thing about casting divine spells.

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In the end it's all about having fun so that is the first question that I ask myself before asking for a roll.
"Is it fun?"

And there isn't a clear straight forward answer.

Sometimes is fun to just describe crazy stuff that your character does
Some other times is fun to see "I want to run in this direction, leap on the wall, wallrun for 5 ft. then jump over the bugbear to reach the goblin on the other side, and kill him before he kills my companion. I know I have decent acrobatics, but this doesn't sound like it's guaranteed and we are all very invested on whether this diceroll succeeds or not"

Some other time players and NPCs have the most casual of conversations and one of them mentions something that unbeknown to them is relevant to the npc or the plot and I might ask a seemingly random diplomacy check, or a sense motive to catch the subtle doubt in an NPCs eyes.

Sometimes the Charisma 7 Barbarian is belittling the Charisma 32 Sorcerer in a conversation and I remind him that he is some sort of Muscular Gollum talking to what seems to be the god of Rockstars and that the difference on how you talk and present yourself is probably making you feel very inadequate and self-conscious and shaking his confidence in his own words.

But that's definitely not something that comes up a lot between people who have charisma within a 6 points of difference, nor is something that comes of as "interaction not allowed. I am retconning the scene"
Just a gentle nudge to remind player what all those numbers generally represent.

It is also something that I encourage the player to do with me when it works on their behalf.
Sometimes The party gets stopped by the city guards and they are harassing them and just being generally arrogant around them and a player asks: "What's their Charisma? I have 24 charisma, a circlet of persuasion and an intimidate pool of +26. Did they really told me that?"
It's not the kind of stuff that would stop entire encounters on their tracks without rolls, but more like a shift between a outcomes of an interaction without rolls.

It goes with a bit of everything.
Want to play darts at the local tavern? I don't need you to roll, you have good BAB and you use thrown weapons on a regular basis, you are clearly better than the other patrons.
Oh, the near sighted wizard who spend all his time on books wants to play darts too? well.. it's not going so well.. actually you know what? Roll me a d20 and let's see i you get in some kind of interesting trouble like breaking a bottle of expensive wine or almost hitting someone at the Half-Orc Table.

Shadow Lodge

First of all the most important thing.

Matters of Good and Evil are ultimately a matter of the GM personal Judgement. Asking for suggestions and exchanging ideas is great, that's what the board is for, but there is no such thing as the Right or Wrong answer here.

Personally speaking, "Destroy X without concerning yourself with context, specific and consequences" to me is a poor code for anything in the Good spectrum.

It is certainly very in line with the lawful part but it does risk having conflicts with maintaining a good behavior.

A paladin can fully subscribe to that code, but if he encounters a situation in which:

- Something is technically Undead or an Evil Outsider, but they are not Evil themselves, just part of an evil race.

- Something is evil but to stop it is to clearly cause even more evil

- Even worse, something is evil but is clearly attempting a difficult process of redemption

then in these cases I thing a crisis of faith is in order.
A crisis of faith can be fun, and doesn't have to be punishing, it's exploring the grey areas and coming the other side of the struggle with a Paladin who have clearer and more layered convictions.

I see it as on one side the Paladin risking to fall towards lawful neutral by unquestionably embracing his code by the book
on the other risking shifting towards neutral good by bending the rules for a good cause.

no single bump on one side or the other should be a "You chose wrong, your paladin powers are revoked" unless it becomes a solid conduct swinging on a clear side.
Without a crisis, by simply arbitrarily picking "the code is always better than morality" or "Morality is always better than the code" the paladin should actually fall.

A paladin that makes compromises and uses sound judgement is one that can balance himself between lawful adherence to the code and good morality.

A good and permanent resolution of the crisis would be shifting his code.
Remember, other than the very generic code (a paladin’s code requires that she respect legitimate authority, act with honor, help those in need, and punish those who harm or threaten innocents) there is no need for an additional code to even be Paladins.
If he is tied to one code and the paladin feels like he needs a code to keep himself on the right path that doesn't prevent him from changing the code he follows.
Obviously is very easy if it is a self imposed code, more interesting if it is an institutional one.
That could lead to a lot of interesting RP opportunities like the paladin trying to reform his code and debate the merits of changing the norms of his order.
Him deserting his order for another, with all the social consequences of cutting ties with previous allies.
Perhaps even forming a schism in his order and seeing it split in two between the orthodox and the reformists.

but in general, IMO it is not a matter of a single episode that is a grey area, and Good, Evil, Law, Chaos are a gradient, not a binary code.

Shadow Lodge

Tying up the disability with the Oracle curse: Lame seems like an interesting way to justify your self imposed limitation (just with, can't move at all without help instead of merely reducing your move speed by 10ft.)

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Hi Everyone
I am in the process of building a character for the Skulls and Shackles AP and I set my mind on a Merfolk Bard.

I have ideas on how to build it but I am undecided on which options to commit to nor if there are things about those options I am not considering and I also wanted to hear from the board for anything I might be missing.

First of all I am pretty sure about the Alternate Racial Traits.
Seasinger: +2 on Perform and a +1 save DC of language-dependent spells
Secret Magic: +1 to the DC of any enchantment spells (untyped so it stacks), At will—speak with animals, 1/day fins to feet (self only), hydraulic push.

I intend to be a buff machine, probably getting Master performer and Grand master performer. I am a bit torn on going full Flagbearer-banner of the ancient kings route. For sure since I am going to be a mostly immobile fish with a 5ft. land movement it seems like the ideal role. Give people that can move bonuses while hugging my pole.

my other roles are going to be party face and Enchanter

Charisma is most likely going to be boosted to 20 unless there is a strong argument against it.
So far just from race I have a +1DC on enchantment spells and +1 on language-dependent.
The charming trait to get another +1 seems interesting
Same for Signature Skill on perform sing (which already gets a +2) for +2 on Bluff, Diplomacy, Handle Animal, or Intimidate checks, another +1 on spells with the emotion or language-dependent descriptor, eventually a +1 caster level on the same spells.

When it comes to bard spells that are enchantment and language-dependent the top of the list is suggestion, which is possibly one of my favorite spells anyway, and it sounds like the AP will be full of human pirates, monstrous humanoids, Giants, none of which is particularly immune to suggestion.

Geas sounds like another great Language dependent enchantment for a campaign where you need to rely on having a crew.

for equipment I already mentioned the banner of the ancient kings, but there is a lot of other very juicy stuff.
Lyre of Building sounds absolutely insane.
protects inanimate constructions within 300 feet in a campaign with Naval battles?

Then there is the issue of Archetypes.

Basic Bard? Pretty decent but....

Diva seems pretty amazing and surprisingly Campaign appropriate, at least for what I understand.

Gain bluff and intimidate bonuses on specific settlements? you could almost say specific ports. Reading how the infamy mechanics work and knowing that I am totally going to be the designated storyteller, that sounds perfect.

Prima donna is definitely interesting although not sure how much use it will get

Costume Profiency is covering what I feel is my main issue (being squishy while being able to walk away from enemies only 5ft. at a time without magic assistance) but at the same time I was thinking about dumping STR all the way to 7 so, maybe this needs me to reconsider?
Although at the same time, if my movement is already 5ft. my reduced speed for carrying a heavy load would still be 5ft.

Scathing Tirade seems pretty good in normal circumstances, amazing for the 5ft. fish that doesn't want enemies to get too close and Phenomenal on a ship where running in fear 30 ft. away from the screaming bard (and for 1d4 rounds more) likely means jumping overboard and taking yourself permanently out of combat.
Hell, I could board the enemy ship and start kicking their crew out until it's my ship.
The only downside of this is that it will stay relevant for 6 levels until Frightening tune likely becomes a better option.

Another other option is Dirge Bard
Mind affecting spells usable on undead
Be a super buffer and raise your own buffed minions?
Debuff fear saving throw + Frightening tune?
Gain necromantic spells?
I have to admit... I am totally thinking about building a bone Fishtank with legs and claws as a necrocraft.

The part that hurts is losing Versatile Performance.

Then there is the Sea Singer
Interesting songs for the AP.
The Familiar can be Useful.

Losing Versatile performance still stings.
Losing suggestion and mass suggestion as songs it's not the end of the world, but not great either.
Most of what Sea Legs would give me is already negated by being half fish.

Most of all I have too many options and can't take them all.
It will be difficult to have the banner, and the Lyre, and fully upgrade my defenses and everything else that is needed.

and obviously I can't have all the archetypes as they are incompatible.

Feats are also a concern.
the whole tree for buffs is great but expensive.
Discordant voice is great
Improved initiative is almost mandatory
Extra performance is a prerequisite for the buffs, but with all the good songs, Virtuoso Performance and Shadowbard, should i take multiple extra performances?
Should I go for lingering performance instead?

But most importantly? Is there any other option that I am overlooking?

Shadow Lodge

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I am trying to read everything I can find about Arcadia so far.
It seems like most of the stuff on Arcadia come from Borne by the Sun's Grace and Distant Shores.

This is what I managed to put together of the geography.

Valenhall is in the north, south of it is Degasi and to the east of it the land of northern lakes. On the eastern coast of Degasi there should also be the avistani colonies of Elesomare and Anchor's End, along with the ruins of the former colony of Canorus.
South of both is Razatlan.
Further south is Xopatl which borders Innazpa to the east and Nalmeras to the south.
Of the last two I found no description nor if they border any other land, Just a mention that the hero-gods who founded Xopatl and rebelled against Razatlan were from Innazpa.

A Segada Protocol is mentioned as a treaty that regulates trade between the Avistani colonies and Degasi plus 3 other Arcadian nations, but it is not mentioned which nations they are.

Is there anything I am missing nestled in some other book?
I am trying to build an Arcadian campaign which would allow me to do some limited worldbuilding, but at the same time I'd like to remain consistent with all published material.

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Hi, I am trying to wrestle with a little bit of a monsterbuilding issue that I am having.

I am DMming in a new campaign and some constructs are heavily featured.
It has been established that the BBEG is using a variety of them including clockwork spies.
I would like to give my clockwork spies the ability to use arcane wands. Nothing broken, the use of them amounts basically to a plot device.
I am completely aware of the fact that I can homebrew this and just go "Screw it, they use wands, here is a custom template that let's them slot one wand and use it" but before going that route I wondered if there was an already established template that could serve that purpose.
Everything that I managed to look up would simply do not work with the clockwork spy values of no intelligence and 1 charisma.

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Vidmaster7 wrote:

I suppose if you didn't mind reinventing the myths you could have succubi be both male and female and be seduction and incubi be both male and female and well you know.

I personally use sucubi in a more general seductive sense. More like trying to convince you to do things you shouldn't then a direct sexual nature.

oh absolutely.

Succubi are sustained by energy they steal through sexual means, but are creatures of desire and manipulation. that goes above and beyond just using sex for everything and they generally have the tools for it

It's like saying that Humans can eat and need to eat so everything they do have to relate to eating.

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Stone Dog wrote:

When a succubus takes mental damage, there is nothing that says they are sad. You can just as easily call it pain, shock, anger, psychic feedback, whatever. There is no reason to assume 2d6 damage and MAYBE 2d6 more is crying themselves to death.

A succubus scorned is more likely to castrate somebody for daring to reject such carnal perfection than go sulk about it.

the crying themselves to death part is obviously hyperbole on my part but still. being rejected deals an amount of damage to a succubus equal to a two handed sword.

Like, the rage you describe (although, maybe more focus on the pride than on anatomical bits)is a reaction that I can see.
If I play a succubus, and my character gets rejected, It depends case by case and on the context and circumstances and magnitude of the rejection, but I can see her reacting to it, even lashing out although again, I feel like there are better ways than "Castration because I'm hot", especially when you are a demon of machinations and corruption.
But the "Not everyone is necessarily attracted to you" paired with "if you fail to enthrall people you are going to take potentially lethal consequences" I think makes a succubus, a creature that use to be a ego monstruosity that can manipulate desire at will, into something that has very serious reasons to act way more insecure.

Again, to many people the succubi are monsters not often played and in the bottom of the bestiary bin. I, for how often I feature them and I play them and I love to play with the themes they bring to the table is as if to many others they said: "The dragons now cannot be bigger than small dogs, they climb the wall like any common lizard but they can't fly. they don't care about gold and they cannot speak any human tongue"
If you were used to feature dragons prominently and make them a big part of your games you would be less than excited about the way the new game features them right?

Vidmaster7 wrote:
Arguably the best course would be to remove both succubi an incubi from the game. I think succubi only keep making it in because tradition and They are from lore and incubi don't make it in because they are rape demons. Which is also based on the lore. Its not like they were made up just for D&D they are as they were in myths. but yes those myths are pretty well messed up. I think its a hard decision for a game designer to decide to keep them or not. Your gonna upset people either way.

The myth of incubi as rape demons come from the old fashioned notion that women can't enjoy sex so can't possibly fall for the seductive male demon right?

But there is plenty of space in the mythology that deny that idea and actually makes women being seduced and willingly consort with demons into a thing (which let's face it, it didn't certainly mean that women were treated better, quite the opposite)

you are absolutely correct in saying that, no matter what, you are going to upset people, but that is the point. I am upset.
I am not going to open a petition online to say "Paizo needs to cater to me", I am not going to picket paizo HQ in protest.
I am just (I think civilly) voicing my complaint.

I think the entry has issues, and is an entry that has always had people that see issues in it and they have always voiced their opinions about it. I am merely doing the same.

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Doktor Weasel wrote:
Incubi were introduced in Bestiary 3. Succubi are about seductive lust, incubi are about violent lust. I'm unsure if these will get coverage in PF2 though, because literal Rape Demons might be considered to be a bit much. But they were mentioned in the Succubus entry, so maybe they'll show up, but it'll be kept mostly implied than outright stated, even the PF1 entry doesn't outright state they are rapists, but it's pretty clear that they are.

That is kinda the entire point. Why do we have the

Female demon = you want me
Male demon = I'm just going to straight up rape you

Is like people attracted to male cannot possibly have agency on their desire. If you like women, you must want them, if you like men, you cannot really want them, they will have to force themselves on you.

Isn't it kinda f*#$ed up?

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Lucas Yew wrote:
May or may not be related, but this eerily echoes off that rant about "Puritan regression" on an another thread...

Perhaps. It is obviously a bit difficult to say being the one talking and directly involved.

I think is more about "I feel strongly about this topic and these both relate to it"

Like, I am a bit disturbed when I see a society that, especially in these last few days, is super comfortable talking about death, justify and glorify killing and the way they do it but somehow hold sex as a greater taboo than murder.

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Arachnofiend wrote:

If there's a succubus in the room with two people and one of them is only attracted to men and one is only attracted to women, the succubus isn't going to be able to seduce both of them and telling either player "sorry, your character is immediately horny for this creature regardless of their orientation is going to piss that person off.

If the GM tells me that my character is attracted to a male character, whether it be because I failed a will save or any other reason, I am going to leave that campaign. The GM does not get to decide I have to play a straight character for this session.

First of all. The GM needs to be upfront, is not just when it comes to the succubi, it's when it comes to anything that could be sensitive to the players.

Then, if there is something the players are not comfortable with the GM should NOT run that. It's a game, it's supposed to be fun for everyone, if a GM makes it into something upsetting the Gm just failed their players.

The concept of a succubus has nothing to do with being straight or gay.
Like, it's not a "HAHA, he cured you from being a lesbian, hurrah!!" first of all because there is no such thing as curing a sexual orientation no mater how much people want that to be a thing.
the point is you are not attracted, hell in some cases you are repulsed even. Some succubi are being of utterly alien appearance.
The thing is that your senses are overwhelmed.
Nobody is questioning the siren song or saying "what if I am not attracted to the siren though?" or "What if I am not into that kind of song?" because that is not the theme.
It's not what you are attracted to, it's about the supernatural compulsion that overrides your own desires.

Then someone can say "Hey, I am not comfortable with this theme and I would ask my DM not to feature this into our games" That is 100% legit.
But somehow I am quite irritated that for decades it was ok because most players were assumed male and heterosexual, and the succubus was depicted as hot and we try to never mention incubi, in some cases we make an entry for incubi but somehow we remove all the stuff that a succubus has and make it into a warrior because.... seduction is for girls, men likes to fight or some b#!%%&+!, and that gets pushed again with the line "incubi though are a different kind of demon" because we all know what is going to happen. They are going to build them with less seduction and more hitting things because seduction is not masculine enough.
Honestly that entirely intro line is all sorts of f+%+ed up with "the concept of gender is totally fluid to a succubus" But they are girls, we assure you they are actually girls, as a matter of fact they are so girls that is they are not they don't even belong in this bestiary entry.

Like really, this has nothing to do with trying to force people to play in situation they don't like to be in (which is never right)
and all about how once again we cannot treat the concept of lust as mature adults.

Shadow Lodge

Detect Magic wrote:
"Any creature that could be sexually attracted " is probably written that way to exclude creatures like constructs or mindless undead.

I mean, I can see that and I am definitely going to play it like that, although does not seem the intention as it is already listed as emotion mental and that by itself would already exclude them.

Honestly that part is not how it should be and is a flavor issue but, mechanically, if you want to doctor that out is a very simple process.

The one that is a bit more iffy mechanically is the "I take damage out of rejection" one which I mean, I suppose they balance tested the entry when considering that a succubus can be hurt by feelings. which is probably also the source of the beefiest succubus we have ever seen with 100 hp.
Like, is also built like a tank with absurd Hp, more Con than dex, and just as much as int.
a Barbazu, infantry of hell, is less of a front line fighter than the succubus.

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captain yesterday wrote:
Honestly, it sounds like you're making a mountain out of a mole hill.

oh no. I am definitely and admittedly making a mountain out of a mole hill.

I care a lot about this particular bestiary entry more than any other, and quite frankly more than the vast majority of people should.
I assume everyone has their pet peves, this is mine.

PossibleCabbage wrote:
I have literally played in games where "Roll for Kinsey score" was a thing done at chargen - d8-1, rolling an 8 means you're asexual. We even had racial mods (e.g. non-asexual elves were shifted towards bisexuality, dwarves away from it.)

I can't imagine having to roll randomly for determining something so identity defining for a character but if it worked for you..

PossibleCabbage wrote:


Nonetheless, if someone is just disinterested in their character's sexual orientation, it's probably not a good idea to force it on them.

That absolutely you see, that is the job of the considerate DM. Like, I feature succubi a lot as I said, but that comes with my players being comfortable with it. In the cases they are not, I don't.

Just like, I have friends who lost loved ones due to suicide, therefore I am not employing that in plots if I know that someone has a personal issue with it.
This has always been and will always be what considerate DM should try to do.

PossibleCabbage wrote:
So saying your Iruxi, Cecaelia, Astomoi, Ghoran, Gathlain, Leshy, or Android must be sexually attracted to someone who lacks scales, lacks tentacles, isn't an ambulatory void, isn't a plant which does not reproduce, isn't a fae creature that grows from seeds from a tree, isn't a plant which reproduces through magic, or isn't a robot from space, etc. is kind of weird and is going to encroach on some people's comfort zones.

but see that is the thing when it comes to succubi.

Is not that they are objectively and universally attractive (although many illustrations sure try to push that)
Is more that they invoke lust and passion in people.
While in mythology there certainly are examples and stories of "Groomed" hot pinup succubi there is just as many if not more that empathize their inhuman nature, like being goatlike from the waist down and stuff like that. The point was never "That chick the hottest thing ever and since is so attractive to my hetcis tastes I am unable to control myself" but rather "this demon is robbing me of my sense of judgement and filling me with urges that my common sense tell me I shouldn't have" and now is demoted to "I guess succubi are hot if you are into that sort of thing"

The succubus was supposed to have tentacles, or not, have scales, or not, look like a plant, or not hell literally all that you listed as weird and belonging to another alien kind of attraction are things succubi have been depicted having one time of the other.
The theme has always been "It doesn't matter what you are usually into, I control your desire and you definitely want me"

again, as I said before, this is my pet peeve. Doesn't have to be the thing about anyone else. I am sure that someone else that doesn't have collections of mythology about succubi from the dawn of time to today in his collection but focuses rather on ... I don't know, Werewolves, or mermaids probably have similar rants about their focused creature.

I am not here to say "Hey paizo. Change it to appease me and only me" but this is general discussion, so I am just having a general discussion on how I think Paizo is missing the point on what a succubus is supposed to be.

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Sorry for the delay I did not realize that it was my turn. I was waiting for Amaya.

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Lol I was waiting for this moment where the big brawny blacksmith whips out some magic and everyone goes "Wait, wtf?"

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Definitely interested. But I have a full day of larp 2 saturdays a month (usually the 1st and the 3rd but last month one was moved to the 5th)

I have to run a big event that will happen on the 20th so I got a bit carried away with that.
But don't you worry, still here still rolling, just having a somewhat crazy weekend/monday

Shadow Lodge

The recruitment is still open, but I started sending invites to the discord channel. check your private messages ;)

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well, right now it would be 6 here and 2-3 elsewhere.
I have a busy weekend but starting the next week I will set up Discord and start sending invites so we can get this started.

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Still seeying if there others that would join, both in here and through other means.

Shadow Lodge

the recruitment post is up
You can find it here

Shadow Lodge

Hi, I made an interest check post a couple of weeks ago about a new game.
Now I am ready to start the recruitment.
If you want to read things that we said about the game and questions people interested asked here is the interest check post, I suggest you give it a look.

The game will be using a custom ruleset that I have created and can be found Here

you will play as the ruler of a noble house. After the fall of your lieges you will find yourself suddenly as independent rulers among your peers and it will be up to you to decide to strike on your own, form alliances, start invading or peacefully try to unify the empire once again.

Here is the Map that we will be using and here is a brief history of the empire and the setting.

The ancient Empire of Glasya’s origins are lost between history and legend. The story says that when the race of men was young and still afraid of the dark a baby was abandoned in the woods and raised by the fair folk of the forest. Growing up with the wisdom of the forest dwelling creatures, and a sacred pact to not ever hurt the boy or his followers, he founded a city at the center of the great lake, Glasya, and for a thousand years the influence of the city grew, at the start people wanted the protection the boy and his bloodline offered to their subjects against everything that go bump in the night in the wildest corners of the land, then they came to revere and respect the wield of political power that the boy’s descendants, the Ericine dynasty, could command.
But the stories of Goblins and gremlins and pixies and faeries living at the edge of civilization started to be just stories whispered in the ears of the paesants, a powerful bloodline and the right of rule by the rules of men became the only real claim to power.
Then in the year 2465 of the glasyan empire the rule of emperor Hadrian Ericine came to a sudden end. Some say it was sickness, some that it was poison, all said that with his two twin sons as heirs his death would start the most brutal succession war the empire has ever seen.
And so it was, many of the major nobles threw support to one side or the other while none of the heirs had a more true claim than the other. Battles, assassinations, the siege of the capital city. The war was never won.
Both sides destroyed each other, most of the nobles involved killed, either in battle or murdered in their sleep by faceless assassins. The once proud capital reduced to a ruin, a graveyard for the empire former glory. Chaos and anarchy swept through the empire.
The political landscape of the empire was forever changed. No emperor was sitting on the throne, no archduke governing vasts amount of land. What remained in the empire is a handful of noble houses with no direction anymore.
And from the smallest villages the rumor rises, with the emperor of men gone, would humanity still have its truce with the creatures of the wild?

The area of the map occupied by the hexes 2413, 2314, 2414 will be the place where the old capital used to be.

I would like to have a lot of players as such I will not really make much of a selection, but I would like to have good roleplayers so here is what we will do.

I would like for you to have a declaration of intent, not a real process of character building (as I would like to have you confirmed and in an environment where you can talk with other players, establish ties and engage in a little bit of collaborative writing) so I would like to have from you a vague idea of what you aim to build. Like for example: "I would like to take some region in the mountains and make some sort of high economy mining community, with a regent very involved in commerce and being sort of a merchant prince." Or "I would like to be in the desert and create something with a Mesopotamian feel to it" or "I would like to make a land with very strong ties to a religion of my invention and with a mission to convert the empire to it" Remember, this used to be an empire, by definition it can host many different cultures under its roof.
I would really appreciate if people that have something to show for their roleplaying talent would link to some PbP they had here or any other type of roleplaying writing anywhere. Is not a requisite to participate but the proof that someone can roleplay interesting characters is really appreciated.

the game itself will be run mainly on discord and I will create a server and send invites as soon as we have a few entrants.

Shadow Lodge

there is no gaining merits in game, but some merits can be obtained during gameplay.
If someone becomes emperor and you marry your daughter to them... Free Imperial ties
You conquer a new hex, free extension.
In general all the things you pick at creation have the potential to change during game.

Shadow Lodge

Yes, 1 region = 1 hex

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