For the purpose of having a reference for the future, I'm going to post the class as it is currently here:
Conductor Hybrid Class (Indev 1.00):
Hit Dice: d6
Starting Wealth: 3d6 x 10
BaB: 1/2 level
Upon your first level of Conductor, pick the mental stat of your choice. This is your conductor stat. You use that stat in place of Wisdom for Profession (Conductor) checks, and all perform checks.
Depending on your mental stat, you’ll gain a certain bonus-
Summon Choir (Su)
As songs of choirs race through your mind, you are filled with a desire to weave these songs into existence- and, through your love and ideas, you weave choirs from your dreams.
Choirs, despite being called Choirs, can actually use any perform for their performance. You designate the type of performance the Choir uses, and they use your modifier for their performance rolls.
When a Choir dies, you may bring your choirs back by expending a move or standard action, where you will regain a number of choirs equal to half your Conductor Stat each round. Choirs must be within 60 feet of yourself or another choir, or they will peter out of existence the next round. Choirs act on your initiative.
Choir Music (Su)
As Move, standard, or swift action, you may begin to conduct a summoned choir to begin a song or choir music. Upon beginning the songs, you can use half your moments. To maintain conducting is a full round action to use all your moments, or a standard action to use only half of your moments (Rounded down), with a DC (20+Choirs conducted+Squares Moved) Profession (Conductor) check to maintain the performance.
Conducting provokes an AoO unless you make a DC (15+Choirs conducted) profession (Conductor) check. If you take damage, you must make a DC (10+Damage taken) profession (Conductor) check. Armor that provides Arcane Spellcasting Failure run the risk of making you incapable of conducting- double the arcane spellcraft failure for the armor, and roll arcane spellcraft failure. If you fail the roll, your performance immediately ends.
This is considered a bardic performance for all abilities that affect bardic performances.
Maintaining a song is a tedious, and difficult task, but one that is powerful- You can only conduct for only 4+ Your conductor stat rounds each day. At each level after 1st a conductor can conduct for 2 additional rounds per day.
All Songs are assumed to have a save of DC of (10+ 1/2 conductor level+ Conductor stat). If a save type isn’t listed, assume it’s a will save.
Choir music is made up of three parts- A Melody, a Harmony, and moments.
A melody is the core of a song, keeping things together. It’s what keeps things strong and together, and you gain a Melody at level 1, 3, and every odd level thereafter. To change a melody is a move action on the conductors part. Melodies, however, need people to sing them- You must devote a choir to a melody in order to perform Harmonies or moments. You may only have one melody up at a time.
Moments are moments of great strength, a punctuation to your song. They fill you with great strength, causing a secondary effect to everyone who hears the song. You gain a new moment every level. You do, however, have a maximum amount of moments you can use in one turn- See Moments per round table. Moments generally have a range of 45 feet- Meaning a choir must be within 60 feet of the subject of the moment in order for it to take effect. Moments, however, don’t last long- They end at the end of the conductor’s next turn, unless they use that moment again. If a choir is killed during a moment, that moment immediately ends. If a moment requires more than one choir, then they must all be within range of what the moment is affecting.
Songs are powerful performances, taking up all of your choir to perform in whole- By making Perform and Profession (Conductor) checks, you can make extremely powerful bardic effects! At level 1, 5, and every 5 levels after, gain a new Song known.
At the second level, a conductor has learned to weave a secondary effect into his melodies- By directing two Choirs to sing harmony, you can cause a secondary effect, with a bonus for using more choirs. You gain a melody known at level 2, 4, and every two levels after.
At level 2, 5, and every 5 levels thereafter, gain a bonus feat selected from the following list that you meet the prerequisite to:
Choir Evolution (Su)
At level 4, You may grant your choirs a 1 point evolution from the Eidolon Evolution List, chosen at this time. At level 8, and every four levels thereafter, increase the evolution pool by one for your choir. You may change your evolutions upon leveling up.
Melodies (Indev 1.00):
Melody of Skill:
+1 competence bonus to skill checks, plus one per 5 ranks in Perform (Wind Instrument) you have.
Melody of metamagic:
Melody of Combat:
Melody of Sorrow:
Melody of Speed:
Melody of Endurance:
Melody of Rage:
Melody of Trickery:
Melody of Magic:
Song of accursed casting:
Melody of fascination:
Melody of the Unyielding:
Dance of Fire:
Melody of Armaments:
Dance of Firefall:
Melody of Desecration:
Medley of Consecration:
Melody of metamagic:
Hymn of the Undying:
Moments (Indev 1.00)::
Raise a 5x5 area per choir used, 5 feet upward (Granting a +1 to rolls from height advantage to folks standing on it). With each choir used, you can either increase the size of the area raised, or the height of the area raised.
Greater Rising Moment:
Greater Stumbling Ground
Moment of Swiftness:
Moment of Fire:
Moment of noise:
Moment of Confusion:
Moment of Binding:
Moment of Knowledge:
Moment of Teamwork:
Moment of doom:
Moment of terror:
Moment of suggestion:
Moment of magical failing:
Moment of slumber:
Dance of Befriending:
Moment of the dead:
Moment of Magic:
Moment of Size:
Moment of discomfort:
Moment of the time:
Moment of Metamagic:
Cry to the sun:
Cry of descent:
Call of vines:
Moment of Illusions I:
Moment of Illusions II
Moment of Illusion III
Moment of trappings:
Harmonies (Indev 1.00):
Harmonies:Harmony of combat:
+1 competence bonus to attack and damage rolls per 5 conductor levels (Minimum 0).
Harmony of rage:
Harmony of Awe:
Dance of the untouchable:
Harmony of Striking:
Harmony of War:
Harmony of Fortitude:
Harmony of Magic:
Harmony of Will:
Harmony of Opportunity:
Harmony of Tactics:
Harmony of [Physical stat]:
Harmony of quick response:
Harmony of Continued Living:
Harmony of Metamagic:
Harmony of Binding:
Songs (Indev 1.00):
Add your song strength to attack, will saves, and damage rolls as a morale bonus. Add 1d6 sonic damage per song strength.
You can create a 10x10 silent image each round, lasting for a number of rounds equal to your chord strength, or remove all fear effects. In addition, those hearing don’t take attacks of opportunity when performing combat maneuvers.
For every 4 conductor levels you possess, pick a rage power, treating your barbarian level as your conductor level minus one. Once chosen, these cannot be changed. Your companions can use a number of rage powers equal to your Chord strength, which you pick.
Song of heroics
Song of Timelessness
Song of calling:
Song of the Cold Winter Night:
Song of the forever moment
Song of Wind:
You can increase or decrease wind strength by your song strength. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Song of a Shifting World.
A Word of Note- At time of posting, the Conductor Class is very much a Work in Progress, and is in need of playtesting. I'm simply posting it here for folks to comb through and point out any incredibly foolish flaws, and for reference. It's still very WIP (Has yet to be playtested)- However, the linked pages are the most current version of the Conductor Base Class, including the new Music subsystem.
Please state your comments on balance and such, along with any comments on changes to the game.
I've had an idea for a while now, though it might be of some contention-
A young noble girl, adventurous and roudy- And yet... Longing for something. Something that nobody would teach to a little girl of eight years old.
Now, you must understand, this girl wasn't dumb. She wasn't dumb at all- She was probably the smartest girl you'd ever meet. But she wasn't SMART smart- smart in the way a hardened vertan is smart. she was smart in the way of books, of formulas, and theoeticals.
She left. She walked off, and ended up, walking to the side of a field, her stomach growling, her feet aching, until she just couldn't walk anymore. She fell, into the ground by the road.
She was helped, by an old wizard riding down the side of the road, to a township. He picked her up, and brought her back to her family. But they talked, in that carriage, as he did a bit to bring her back to health.
He then showed her magic.
She loved it. She wanted it. And she badgered the wizard to teach her.
And she was quick to learn.
Hoo boy was she quick.
Every day, it seemed, she was trying new things- She did in days what take many wizards months to do. In weeks, she would have thought up a new spell, and made a small mimic of it.
In years? She was a Wizard. A fully fledged Wizard, in a mere five years time of learning.
Yet she was mocked. Ridiculed. She was young, she was foolish, and she was mocked. Few liked her, for her brash personality, and boastful ideology.
They told her she wouldn't survive a day in the outside world.
Well abyss be damned, she would do so.
Note: This will require a small thing- Primarily, not limiting me to NPC classes (No Arcane casting class avalable, unfortunately).
Anyway, taking folio stat array.
Hey! I have to admit, while I'm DMing a Iron Gods game (So I'm spoiled, unfortunately), I'd still like to play a character, though I do suffer a minor issue: She's somewhat reliant on something of a homebrew archetype and spell:
Least Animate Dead (Wizard 1):
This is exactly the same as Animate Dead, except You can animate 1 hit die worth of undead per caster level.
The Archetype in Question::Just a concept I've had in my mind for a while. A neutral necromancer Wizard of Nethys, seeking to use her necromorphic minions to the utmost use. She views necromancy as just a tool to get stuff done.
Prerequisite: A wizard must be a Necromancer to take this archetype.
Spellcasting Slowment (Su):
Play with that in Nature (Ex):
This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores.
Animator (Su): You can animate and control 6 hit dice of undead when you cast Animate Dead at the fifth level
Enhanced Undead (Ex)
A necromancer using this variant does not gain additional spells per day for being a specialist wizard.
Caimor Bleddyn wrote:
In addition to the regular feats.
The Dragon wrote:
Nope! They come from the same source ("Class Bonus") and, as such, do not stack.
Kerin Blacksmith wrote:
I'll tell you that you'll be level 3, maybe 4 even, before you even meet one with hardness. For the most part, you're not going to have to pierce any until later on. I'll be looking over your sheet. Also, I'd love to see it in character sheet format, if you desire.
... Alright, I'm gonna play Sam Vimes. Silly, stupid idea, and one that oddly fits (Heavens knows, he's slowly bordering on that.)
Edit: Alright, Divine Source, being one of Good and Protection (His core tenants, and what is at his core), domains for his cleric levels being Community, Liberation, and Law. Favored weapon is either/are all Sap, unarmed, Longswords, and improvised weaponry.
GM, do you have a deadline for applications?Yes, the deadline I shall now set. This deadline is Friday, the twenty first, high noon, estern standard time. Meet upon the open field, and draw your pistols. Turn your backs to one another, and walk ten paces. Then kill who tries to kill first. (Basically, I'll require a roll call on the twenty first. Really wish one could edit the first post of this thread.)
Eh, I'll allow you to either bar 4 schools for a medium base attack bonus, or simply bar 2 with a poor BAB. Paladin codes are fairly by the book, with the exception that a paladin can fight dirty, if the goal is to end combat as quickly as possible.
bejan paknia wrote:
Huh. You posted this in another thread, also. Strange. Was this intentional? Are you also applying here with your character? Because, if so, realize it's starting at level 1, so no multiclassing.
Also, something of note:
Cam James wrote:
Sure, I will permit it.
Cam James wrote:
Most of this is fine. And no, it's just a one time cost for the feat at the level you buy it (If you are, let's say, level 5 rouge with 0 int, and spent a feat to buy Improved Initiative, you end up with 38 skill points (Not counting the bonus skill points). And yeah, I probably wouldn't choose him.
Thanks Vagabonds! What about your expected posting speed? I just want to make sure things will be moving relatively briskly. If you expect to be posting about twice a day, I'll go ahead and make a character for you to approve.
I expect once-per day posting, maybe twice a day if we're lucky. Probably twice a day on the weekends (School gets in the way durring the weekdays. Might be able to post in the morning and in the afternoon, EST)
I'll allow both.
Sure, I'll allow it once.
Level 1, you start at. And you may choose.
1) Crafting works as it is in the technology guide.
2) Aye, I will permit it.
The Dragon wrote:
Once per spell level. And they get 3d6 gold, not 5d6.
The Dragon wrote:
Aye, ye can do that.
The thing is, I am the DM. Hence why I am asking for any rules on the subject. However, that's a brilliant idea, your latter part, and that will most likely happen.
Umbral Reaver wrote:
You cannot summon things in spaces they cannot normally occupy.
Actually, if specifics trumps general is to be believed, this is limited to only monsters. To quote the SRD
The things in question:
Summon Monster I wrote:
Summon Nature's ally wrote:
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.[/quote wrote:
As such, there's nothing saying you can, and, since specific trumphs general, and it's specific in Summon Monster, that means I can summon a tuba in someone's skull. This was brought upon by a player in a recent game I've been DMing, who shoved his feet into someone's mouth and summoned a tuba in their skull. I find this entertaining, but I want to figure out if there's anything that I can do to actually model it.
Primarily, I had a silly idea. A character shoves it's feet into someone's mouth, and they cast summon instrument at their feat. How the heck does one handle that? It doesn't have the same note that you can't summon an instrument if there's no room. If it's large, does the guy begin to choke? If it's medium, does it's head explodes by the sudden appearance of a tuba in it's skull?
Alright, so, primarily in case I end up with a large party, I want to see how the following method of PBP initiative rolling would work:
In a party of eight, have initiative run in four "Chunks," the lower two being in chunk 1, the higher two being in chunk four, ect. If it's a party of six, it's in three chunks.
The goal is to allow for a high density of players without bogging down combat too much.
Opinions and criticisms?
It's a lot easier for a caster to make a concentration check than it is for a martial to never ever roll a 1 when it's possible to be attacking three+ times per round in very short order.
Oh, I think you might have missed the part where he also rolls 1d100 per class level. So, a level 5 fighter who always full attacks would have a near zero percent chance of fumbling.
Thinking about it, my current method may be too lenient... Maybe have it be based upon your BAB, rather than your CL, so that a wizard is more likely to fumble with a falchin than a fighter. So, with that, a level 4 fighter would roll 4d100s, and if all rolled 1, then he would draw from the fumble deck. A rouge would roll 3, and a wizard would roll 2.
Though, yeah, it is kinda a stupid idea, fumbles. Maybe just have the option of having really bad things happen to you in exchange for a hero point.
Well, cheat death costs 2 points, so taking a injury would be reducing the price by half.
2: That is very valid, so let's have it work like that.
3: Attacks that can only be done by taking a feat.
4: Well, I suppose I should probably just not give out falchions, though.
5: Oh, yeah, I completely understand this.
6: Oh, I will, I was just checking to see if this was more bearable than the usual fumble rules. And the goal of it is to make combat more interesting than it would normally be. And I added an option to face my wrath and gain a Hero point, so that's a indirect buff to them. And it also applies to skills, too. Not to mention, as you level up, it becomes almost negligible, so only the option remains to gain a hero point for letting bad stuff happen.
7: Thanks, just want to make sure. It's primarily to grant mundanes more options. And, to be frank, I'm not entirely sure, myself. Whichever one is more balanced, I suppose, the issue is, I'm not sure which is. Though if it's the latter, though, then it's going to be 2 feats per whole spell level.
8: It's primarily to function as the Caster equivalent of a critical fumble. And it makes more sense in action, you basically confirm your critical fumble, then roll 4 d10s. So if you roll a 4, a 10, a 5, and a 6, then you nab the effect from the list. In this case, #4056. So all attacks he makes next turn deal only half damage. Not that difficult.
9: An Out of Combat feat is a feat that is not on the Combat feat list on the OGC. And you're right there, hm... How about, they can take ten, with a penalty equal to how many non-fighter class levels they have. They can take 10 on skill checks, yes. Though how does treating your class level as your roll sound? Not that great, I take it, if a wee bit overpowered.
10: Very valid point, was probably going to do that anyway.
11: Yes, that's a very good idea.
Well, I did add a caster equivalent, and critical fumbles are not exactly that common.
You may either roll 1d100 for a 40% chance to prevent death, and instead simply suffer some sort of permanent injury, or spend a hero point to cheat death and take a injury.
If you crit, you can make a skill/ability check to do something awesome and/or make a Combat Maneuver, instead of dealing double damage.
Combatants can perform feat attacks but with the critical fail being 1-5. If you take a Improved Combat Maneuver feat, you pick two instead.
You may spend 2 skill points to get a proficiency. Likewise, you may spend 4 skill points to get a Improved Combat Maneuver feat.
You may shatter your shield to ignore a single attack.
If you roll a 1, you can either have a optional very bad thing happen to you (My choice) and gain half a hero-point, have a attack of opportunity to you, or roll an amount of d100s equal to your class level, and if you roll 1 on all of your die, then you’ll suffer a critical fumble, and I will draw from my Critical Fumble deck.
You get a bonus feat per level, but must spend a feats to gain any level of spellcasting beyond one (So a wizard must spend his fourth level feat to gain second level spellcasting, sixth for third, and so on.)
If you are attacked at any point after you cast a spell, you must roll concentration, and if you fail, you may make three choices: Spend a hero point, have your effective CL be reduced by half next spell you cast, or roll concentration again, and if you fail, you roll 4 d10s (Treating 10s as 0s), then a effect from this list happens, or you may spend a hero point to avoid it. The effect lasts 2 hours unless specified otherwise You may spend a hero point to have this happen to an opponent spellcaster, or to yourself, rolling 5 d10s and taking whichever combination of numbers you prefer.
Fighters, after level 5, gain 1 out of combat feats every even class level. Fighters may take 10 on any action in combat.
Every classes default skill points are increased by 2.
Everyone gains 1 “Flavor” Skill point, to be put in a profession, a perform (If not bard).
How do these house rules sound?
Point Blank Shot, Combat Expertise, and Power Attack. If they are prerequisites, treat them as if you have them.
david barker wrote:
I am interested, how do you feel about the psionic rules?
I don't have much knowledge of them, but probably should learn them. As it is, I have heard little but good things about it.However, you appear to have forgotten to put in a comma. I have put one into your sentence.
Oh, anything Pazio on the OGL, I am willing to have. Otherwise, I'm good with anything. As for wealth, we'll go with about the standard Wealth by Level...And I forgot to set a level. Let's go with level 6.
Alright, I already have one in mind (You have to fight Cultists to depower a ancient golem as tall as a modern day skyscraper, or at least delay it so that it doesn't cause too much damage. The other ancient golem, which for a hundred years has been ofline, goes online, and you have to figure out how to move the combat outside the city walls, where hopefully the clockwork monsters will finish them of somehow.
Something set in a small but dense location. So a whole adventure in a city and it's surrounding areas would be pretty cool. Doesn't have to be post apocalyptic. My issue with post apocalyptic is that a lot of cool options in terms of higher end equipment are restricted or not available.
Alright, so, I think I have a basic idea for the game, and how to build your characters:
25 point buy
How does this sound?
DM Aron Marczylo wrote:
Minor issue is, I can't afford many adventure paths yet. As it is, it'll be sink or swim, for me, and if I fail, I shall hopefully learn from it. And yeah, you have a point with the Initiative thing, so I might drop it. Sounds like a fairly decent idea. As it is, making a new world shouldn't be too difficult, in my eyes. Planning ahead sounds pretty decent, and I shall try my best to do so. Question: Would allowing Gestalting help? How about maxing HD? How about 30 point buy?
We could try the Obsidian Apocalypse thing, or maybe an adaptation of Ravenloft... It'd be cool. I have some ideas in mind for something in these lines... I'll start to draft something of a story for a character, but I'll wait for you to confirm the campaign story and world to better finish it.
I'm afraid to say I don't own Obsidian Apocalypse, however, a somewhat homebrew setting might be fairly decent in this regard. Maybe a post-apocalyptic version of Golarion.
Del Azast wrote:
Alright, so, sounds like we're doing a fairly low-magic, Post Apocalyptic game.
Alright, thanks for any tips you have.
Numenera would be fun. I could also be interested in a city based campaign.Afraid I don't have the system, sorry. Pathfinder only, I believe I posted this in the origional post.
By Combat maneuvers do you mean the Improved and Greater feats, or the maneuvers themselves (which are already combat options, not feats)?
Crap, I'm sorry, I ment combat expertise, can't edit it now, however.
I might be interested :) tell us more about the campaign itself. Also, what about races, classes, etc?I'm gonna probably be allowing anything on request. As it is, featured. The campaign so far is pretty much what you guys want, which, so far, sounds like a city-based campaign based in the post apocalypse.
I would be willing to apply and by extension join. But I would like to know more about the story that you have in mind to tell. As a player I'm in it for a good story and a good time. I have fun no matter how I'm playing so I can roll with any story. I like the good ole fashioned high adventure grand-quest type long campaigns but thats just one type of game and it doesn't always work for everyone.
I'm up for anything, it depends on what you guys want.
So, I've decided to throw my hat into the DMing ring, and as such, I come here to offer to DM a game. Know that it MUST be pathfinder (Since that's the only gaming system I have).
However, I do request that it be in PbP format, and not an adventure path (Since I don't actually own any), and that you all permit me to have a few small house rules:
1: Everyone gets a bonus feat per HD (So, 2 feats at level 1, 1 at level 2, 2 at level 3, and so on)
Otherwise, I'm up for DMing a game. Just post what type of game you all want to play.
Currently, I'm going to be playing a Gestalt game, however, there's going to be a houserule that on one side, there must be no Su abilities, and on the other side, there must be one. As such, I need help deciding on what to take. Currently, I'm leaning to Cavileer//Bard, though contemplating taking Skald instead (There's a lot of melee in our group). Though, if there are any other decent mundane classes that help buff, I'd like to know.
"Cower now... For I am a batwizard. I am like batman, only I ride a bat."
Archeraptoryx because bird dinosaur
That is so very tempting. Riding a bird-dinosaur sounds so freaking amazing.
David knott 242 wrote:
I think you should work towards the Mammoth Rider prestige class. I thought it would be amusing to try to talk our Halfling paladin into working up to that class, but it would be even funnier for your character, whose main problem with the mount would be getting it to notice that you are there.
What's that?*Looks it up*
Thank you for showing me that glorious post. That was freaking amazing. I see if I can get it (I'm a wizard, so probably not.) Because that's amazing. I shall seek myself a method to get that, so I might ride into battle on my glorious tyrannosaurus rex.
If he wants, he could ask the GM for a coustom item, a cursed glove of sexlesness, which removes the wearers lust and gender. Somewhat silly answer, but still one.
Snippy snippyAlright, understood. Not much else I can say, other than it does bear a eerie similarity, though not exact.
Powergaming DM wrote:
It seems that Valak Steelspike and Dragonflyer1243 are in. I am open to one more entry.
Can post daily, and can grantee a post after 6 PM EST. Am usually free on weekends.
The young woman nods, a slight look of worry on her face, "Alright... Apologies, you just strike me as being smart enough to outclass me with working with money, as such, I kinda worry that he'll leave you in the job, instead of putting myself into it, since you really do seem really, REALLY smart, and are even smarter thanks to that crown you're wearing." she says, pointing to the crown on the young woman's head, "Which, if my guess is correct, pardon me if I'm wrong, might boost your intelligence? I'm honestly not sure, myself, but I figure I might as well try to ask. If so, no way in the abyss I have a chance of outdoing your ability in your job, and, admittedly, it kinda shows. in your city. It’s doing fairly well in the economic sense."
Also, a description of her character:
And, what I have of her character down so far, a link to her Mythweavers sheet, though note it's not complete.
F N Human Cleric [Evangelist] 3/Wizard 1, Level 4, Init +0, HP 30/30, Speed 30
AC 15, Touch 10, Flat-footed 15, CMD 11, Fort +3, Ref +0, Will +6, CMB +1, Base Attack Bonus +3
Longsword 0 (1d8-2, 19-20)
Crossbow +3 (1d8, 20)
Breastplate, Buckler (+4 Armor, +1 Shield)
Abilities Str 7, Dex 10, Con 10, Int 12, Wis 17, Cha 18
Any comments about her, I'm willing to take.
"Simple: Improve the lives of the citizens. Currently, I'm trying to figure out how to make my undead minions adept at farming, though that isn't anywhere near easy, as, you know, they don't have brains. Another is to ensure that people live happily, though this means having some minor annoyances, like taxes, since, as is fairly known, a life of pure joy isn't pure joy, but normality. I generally find, myself, that magic is fairly useful in doing so, though certainly not the best. Though all that is secondary to improving infrastructure to grant further increases to prosperity, because, face it, infrastructure is simply far, FAR more useful to prosperity than magic or undead minions, and regulation ensures that you don't end up with a single company ruling over the entire country, instead of someone who's job it is to listen to people."
*You hear mild screams in the distance, before they eventually quiet down*
Note: The following relies on two things. As such, I've made two versions of what goes on. Primarily, I desire the Child and Half-Dragon template, and being allowed a fairly powerful creature, as such, I made two versions of it.
If allowed, Then it splits into what I may start off with as my undead minion.
Spoiler:A bit of background...
The little girl sits in the chair, obviously gleeful to be here. She sits up tall, a look of confidence on her. If they beat her disguise check ( 1d20+10 ) he'll notice that she has scales on her neck, her nails look... Somewhat toned down. Like someone slowly shaved claws down into something resembling nails. All in all, she looks disguised. A little disguised half-dragon girl.
"Defence. And money-management." the little girl said, smiling in her seat.
"My daddy taught me how to praise a god so that he gives me spells. I didn't like his god, though, so I found another from one of the dead raiders. I followed him, and he eventually gave me magic."
"As for what I can do, if you show me the data on the kingdom layout, I'll be able to increase the amount of gold you get a week tenfold." Olivebranch said, gesturing in a 'THIIIS BIIIG' Fashion.
"Also, I have a flaming skeletal crocodile as big as a house."[spoiler]"Defence. And money-management." the little girl said, smiling in her seat.
"My daddy taught me how to praise a god so that he gives me spells. I didn't like his god, though, so I found another from one of the dead raiders. I followed him, and vowed to go and spread magic in his name, so he granted me magic."
"As for what I can do, if you show me the data on the kingdom layout, I'll be able to increase the amount of gold you get a week tenfold." Olivebranch said, gesturing in a "THIIIS BIIIG" Fashion.
"Also, I have a flaming skeletal Tigre and Ogre. If that helps."
Spoiler:And, finally, a minor argument for the Template:
TL;DR, Little half-dragon is saved by a group or people, goes with them, adventures, get's an onix, befriends them, they die, she summons giant death croc to kill their killers.
"It's a Little girl.""What do ya mean it's a little girl?"
"I said, it's a little girl."
"Well why the hell is there a little girl here!"
I don't know! She's bearly alive, by the looks of her! Cure light wounds."
The old Dwarven Cleric healed the little girl.
"So... What do we do with her?" The Half-Orcish barbarian said.
The wizard, usually a quiet type, sighs, "Look, how about I take her on, how does that sound?"
Olivebranch looked in fright at the party, crawling further back.
"Oh look, now ya got tha little thing scared! Alright, look, I'm sorry, I'm John."
"... O-olivebranch... D-Don't attack o-or I'll bring my dad back!"
The Wizard looks over to the little girl in surprise.
"What do you mean, bring your dad back?"
"W-Well... I have scrolls! Of Bringing Dead Back! And I'll use them on my papa!"
The three looked at each other, then to the girl.
"Ya a cleric?"
Olivebranch nodded, still obviously frightened.
"Did you like your drag-on of a father?" The half-orc laughs, at his pun.
"... No... He was cruel..."
"Well, why don't ya come with us? We need a new cleric."
The little girl silently nods, and begins to follow.
"Well, we're nearing that new kingdom I keep hearing about. I wonder what it's bars are like.""Myself, I'm more worried about the women!"
"Hey, what about their religion! We ooot to see if we can get ourselves a job in governin, I heard it was REAAAAL easy, ya know! Four hour work days for sittin round on mah ass sounds nice! Hahaha!"
The Wizard nudged the little girl, "And you know something! Olive has been with us for half a year now! So you know something!"
The group huzzahs, while Olive looked around, lost.
"I'm sorry, what?"
They all began to pull stuff out.
"Hey, Olive! I know you like numbers, so I got you something!" Isaac the Wizard calls to her.
He hands her a Abacus, and Olive looks in elation.
"I've been meaning to get one of these!"
"Ah, well, we all know how much you like math and stuff, so I figured, why not?"
Olive hugs the wizard in joy, while the Wizard just shrugs, embarrassed.
"I got ya a Onix necklace." the Half-Orc barbarian said, handing her the Necklace, the little girl entranced by the shiny thing.
"Aw... Thank you." the little girl said, "I'll treasure it forever."
"I Gotcha ah silver symbol of ya god, if ya want it."
Olive smiles, and silently takes the amulet, sliding it around her neck with the necklace.
"Thanks... All of you..."
So. It's been decided that we're going to get ourselves job, settle down. We've got enough gold to last us nearly a lifetime in relative comfort, and maybe get a job in the government. I'm holding out for Treasurer. I like working on the group funds, numbers are entertaining.
"What happened..."The little half-dragon slowly rose, looking around silently.
Lots of death.
"Wh... What happened?..." She asked, looking around slowly.
She saw the corpses of a dire croc on the ground.
She saw a man, ressurecting her fallen allies.
She saw her anger in her chest.
She began to slide out of sight, behind the giant croc corpse.
She finds a altar of a god she does not know.
So she desecrates it.
She silently stands up to it, and stares at the croc.
She pulls out a scroll. And begins to speak.
She watches as the flesh on the dire croc rose up in fire.
And she caught glimses of the necromancer in terror.
She looks at the croc.
Primarily, I personally think it's not that bad. Keep in mind, I lose 9-10 HP, am behind a level, lose spellcasting levels, have to wait an extra level. Also, since I have no Racial HD, I don't get a breath attack. I'll be dumping str, so the natural attacks will do nothing for me but make disguise very, VERY necessary. And may I make the following changes to the template? Primarily, remove natural armor, reduce strength bonus to 6, and make it so that you'll need to figure out how to regrow limbs if you want your wings (have them be cut off until she can restore them, or thinks to).
Alright, version two is without the templates.
A young woman stares at him, a smile across her face.
"Good morning! I'm here with an offer. You see, outside, I have a minion I feel like will help incredibly when you go and clear things up. He is a sizable range outside the city walls, so nothing to worry about there. I understand it is terrifying, so all I ask of you is that you place me in your treasury job location, then I, and, by connection, he, will be under your control. How does that sound?"
She pauses for a moment.
"Wow that sounded evil. Apologies. The point is, I want a job. May I have one?"
Note: The monster may be any of the following, your choice (Though they will all have the Bloodied and Flaming modifiers:
Purple Worm, Roc, Cloud Giant, or any combination of the following (Preferably one humanoid, bestial is up for debate) Hill Giant, Dire Lion, Night Hag, Satyr, and pretty much any two things with 8 HD, or a combination that reaches 16 HD.
Well, you could run in in two threads, if you really wanted :P
Still, here's to the future of your game! If you need a replacement, I'm available.