Male (he/him) Aberration (bodysnatcher)
ABP would make it an 8x multiplier, but that's even harder to calculate. ;-) Since you want to keep it simple, how about using a 5x multiplier. 10x puts me below expected WBL, and a smaller party benefits from having higher-than-expected wealth. The goblin game ends up around 1.25x WBL, surprisingly enough (most of it's at the end of Book One). The absence of +X items means extra money tends to get spent on fun-but-not-particularly-powerful things and/or fluff. My CotCT party's been investing a significant amount of money opening and running a tattoo parlor during downtime.
Male (he/him) Aberration (bodysnatcher)
So, a 5x cost multiplier would mean a dagger (normally 2gp) costs 10gp and sells for 1gp, right? That would mean a Rogue's Kit (normally 50gp) is unaffordable for a starting character. A solo campaign with unmodified loot/costs results in 4x WBL, so the proposed fix would result in 0.8x WBL. That makes purchasing gear difficult, so we'd be very reliant on found gear. That may or may not prove troublesome depending on what's out there. I think it'll hurt most in the early game when money is low already. When a masterwork weapon costs 1500gp and a potion of cure light wounds costs 250gp, buying anything becomes a struggle.
Male (he/him) Aberration (bodysnatcher)
That's amusing. Honestly, it's probably easiest to just have Sameen replace Odmer - unless he's necessary to the plot, of course. XD Starting Wealth: I vary it depending on the campaign, but it's typically essential class gear + 150gp. For martial classes, I'll also throw in a free starting weapon and armor, but that doesn't matter for Sameen. Something to keep in mind, by the way: You'll probably want to adjust the AP's loot somewhat due to the use of ABP. I tend to halve any money earned/found and remove the pluses from magic items (so a +1 returning dagger becomes a MW returning dagger). That's based on a traditional party size, however. Since there's just me, you'll need to decide how much adjusting to do because if you keep things as-written, I'll end up with something like quadruple WBL.
Selection time! Nobody else has posted, so that means I can go straight to choosing. Hold please. *cues Jeopardy theme*
Curse of the Crimson Throne
Rise of the Goblin Runelords
Male (he/him) Aberration (bodysnatcher)
The town of Sandpoint needs you!
If you've made an "About Me" post, you're good to go. In regards to class adaptations, anything that isn't on the website will probably need its class skill list adjusted. This includes vanilla PF, SoP, SoM, original versions of reworked classes, other 3pp (if I allow it), etc. The SoP Mageknight, for example, has Climb/Diplomacy/K(nobility)/Swim and lacks K(martial). The advancement table (background feats, etc) applies to all characters regardless of source.
@eriktd: I knew about the Orrery but didn't realize there was an in-depth SoM guide. I'll be saving that link for later perusal. XD @Jereru: You make a good point. I intend to use my homebrew general rules (Influence, Know(martial), psychological maneuvers, etc). As a natural result of this, I'll help anyone who chooses vanilla PF stuff modify it as necessary. @dwilhelmi: Thanks for finding that! I'd originally made the half-faerie dragon (Jon Brazer Enterprises) available, but after looking over it again, I decided that I didn't like the crunchy bits. I thought I'd taken down everything but obviously missed a spot. @ElbowtotheFace: standard PF Humans. The overall blandness (and flexibility) of the racial mechanics is kind of the point, after all. Blank slate and whatnot.
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Runelords
@eriktd: Hooray for a Good-aligned Groetus worshiper! The spooky moon is one of my favorite deities. @Trevor86: There's definitely a slight learning curve when it comes to Spheres since it changes some of the game's base assumptions. Once it 'clicks' though, I think you'll find it to be a much more intuitive system. XD The list of melodies et all can be found HERE. It's taken from "Composition Magic" from Interjection Games. You'll find that the melodies aren't particularly powerful at first glance, but many of them stack. If you get picked, I'll walk you through the whole thing in excruciating detail. XD It's a bit complicated but super fun. The answer to your other questions about scores/bardic performance rounds, magic skill, and gestalting casters is "Yes." @Redblade8: That's an interesting archetype. I didn't realize that the Worldscapes crossover came with mechanics. To answer your questions, Clerics use Vancian magic (unless you take the Warpriest archetype). The general Cleric spell list also got reworked. One of the problems I was attempting to fix was the fact that Cleric domains don't really matter. As a result, I completely revised how they work. Now, your domain gives you three unique spells per level, and I increased the number of domain slots. The domain spells can be cast spontaneously. This lets Fire Clerics cast more than one fireball per day, for instance - and helps differentiate the various domains. Regarding Fighters, you're correct that armor training doesn't scale up unless you pick that choice. This indirectly facilitates DEX-based Fighters if players are so inclined. If you want to be a steel-enclosed tank, that's still an option, but I didn't like that it was the default assumption. As for elemental pulses, you can work them a couple different ways: spread your focus among multiple elements and eventually become the Avatar-lite, or specialize in one-two elements to unlock the additional functionality. Seventeen questions remain, lol. XD
I basically went through all the archetypes for each class and removed the ones that were either terrible (like the Cardinal Cleric), don't fit my homebrew world's flavor (like the Steel Hound Investigator), or were ridiculously situational (like the Tree Soul Oracle). In my home campaigns, I prefer archetypes that drastically change the feel of the original class, so that's what I put on the website. If there's a missing archetype that you're especially fond of, feel free to take it.
@Broken Monkeygod: I'd love an invite. I don't use Discord much (more of a lurker), but I'm willing to make an exception for stuff I find particularly cool. XD @Ellioti: Honestly, I'm of the same mind when it comes to homebrew adventures. I've been in too many games where the GM throws in a bunch of "Mary Sue/Marty Stu" self-insert NPCs. That's why I'm sticking to prepublished adventures for the time-being. My homebrew campaign/setting isn't at a level where I'd feel comfortable sharing it. If I'm going to put something of my own into the wider world, I'm going to make sure it's something everyone can enjoy. XD @Redblade8: I like your build analogy. As a player, I'm more of a supercar guy, but as long as you're not going to show up with a moped and get pretentious about how its better for the environment and therefore superior to the other vehicles on the highway, we'll get along just fine. I think I may have broken the analogy a little, but hopefully you get the point. XD Crimson Throne
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@Cuan: Last time I ran Goblin Runelords, one of the players was a kleptomaniac. As it just so happens, I have a table of random useless pocket crap. Fun times. XD @eriktd: I've literally hit the character limit for most of the Feat pages, so I've had to cut a bunch of things to save space. In the case of Shikigami Style, I think there was something similar in the Barroom sphere? I know how overwhelming massive lists of things can be, so I was trying to limit the number of feat pages. If there's a feat you want that isn't listed, feel free to take it. I did eliminate feats that were unnecessary (due to Elephant in the Room and/or Spheres of Might) or that nobody would ever take (like Monkey Lunge). Haven't got around to adding all of the "Extra X" feats yet because I'm trying to figure out a simple way to consolidate them into a single feat for the sake of brevity. I'm convinced it's possible but equally sure I'll overlook some weird edge case interaction that makes the feat absolutely broken. In the meantime, assume that all of the "Extra X" feats are fair game. XD
@dwilhelmi: Nice use of contingent actions in your combat post. That's a great way to keep things from dragging. XD ALso, I like the justification for your Stonelord. I would have accepted your reasoning, too. @Ellioti: Jereru is correct. Many of my class reworks use Spheres, but if you're not up for that, you can submit a vanilla version of the class. Same goes for the other subsystems. The reworked Druid trades out spellcasting for herbalism from Strange Magic 2 (Interjection Games), but if you don't like it, we'll just put spellcasting back. @Trevor86: No worries. Let me know one way or the other. Also, Goblin rapper is a hilarious concept. The "Composition Magic" subsystem my rework uses would play nicely with that. During playtesting, my wife's bard specialized in antagonizing opponents with insulting songs that damaged/debuffed anyone who tried to attack her. @Jereru: I haven't gotten around to putting the Sage on my website, but you'll find some good shield throwing stuff in the Monk archetypes. XD @Grumbaki: I've always liked the "tattoo mage" concept. One of my first homebrews was playing around with making a dedicated Tattoo Mage class. Never quite got it properly balanced, though. @Robert Henry: It's good to be back! Ours was one of the first campaign I played on these boards. Thanks for bringing back some pleasant memories. XD Crimson Throne
Runelords
An excellent question. XD I don't care for hyper-specialization, as if you're only good at one thing, you become useless when that thing isn't an option. When I run gestalt games, I'm looking for characters who are at least a little self-sufficient. Simple example: a Fighter//Wizard is capable of contributing in a wide variety of situations. A Fighter//Barbarian, on the other hand, is pretty much just a DPR machine. Since party size is smaller than normal and I'll be rewriting many of the enemies, being well-rounded is important. Even if it's not your main shtick, I'd suggest everyone have a backup plan in case (for example) the party healer goes down. For reference, the (slightly irreverent) roles I use are: melee beatstick, ranged combat, meatshield, arcane caster, divine caster, party buffer, face, skillmonkey, and random. Not all are necessary, but if a party lacks any of them, the difficulty increases. As long as everyone can cover two or three, we should have smooth sailing. Also, in order to prevent the "someone does my job better than me" situation you wrote about previously, I make sure everyone's on the same page before any mechanics enter character creation. That way the amount of stepping-on-toes is reduced. Necromancer + Necromancer = bad. Necromancer (raising undead) + Necromancer (debuffs and level drain) + Necromancer (scythe-wielding grim reaper) = good. Hopefully this helps assuage any concerns you have. XD
Lots of good responses so far. XD @Grumbaki, Not gonna lie, I'm a little jealous that you got to be involved in a Broken Golarion game. I was super interested in that premise back in the day but never had time to apply. :-( It's neat that you got to use the Godbound rules. I was a Kickstarter backer. @eriktd: I've heard of Ars Magica before. Didn't know it was originally a homebrew thing. Very cool. XD @mighty_avenger: I'm the same way when it comes to my characters. I have a difficult time seeing them as more than a bunch of numbers and class features until I've "walked a mile in their shoes." @Jereru: Everyone having unique tricks and moments to shine is absolutely necessary. When I posted earlier that I don't care about party composition ... I lied. I don't do the "balanced party must be Fighter, Cleric, Wizard, Thief" thing, but I'm also not going to choose people who fill the same niche as other party members. @Cuan: Dark magic school with young adults? Sounds like "The Magicians" - a show that I really need to catch up on. I get what you mean about getting lost in a sea of posts. That's why I asked about timezones. XD @Ashe: I'm a little bit of a powergamer myself. XD In my case, I like to find something off-the-beaten-path and see how far I can go with it. Weaknesses are a good way to keep things balanced. @Anthorg: I like the inclusion of Veratash's inner thoughts. That's something that we don't really get to do during in-person games. The written format of PbPs lets us add that extra dimension to roleplay. And if you want to lurk in the goblin game, go right ahead! XD @ElbowtotheFace: What you say is true: we can tell whatever story we want, but the final decision is up to the dice gods. XD @Trevor86: I read a couple reviews of the system you helped design. Sounds like Mage: the Awakening mixed with Dungeon World. The former is my wife's favorite RPG, and the latter is my system of choice to introduce people to gaming. Oh, and after hearing the name, my wife is super interested in purchasing it once we get a little disposable income. XD @joker 27: Recruitment closed last night, I'm afraid. Don't worry, I used to be very active here. If this "dip my toe back into the water" is successful, there will be many other recruitments in the future. XD Crimson Throne
Runelords
Unless I miscounted, we had 21 people in this thread as of last night. Two have bowed out, and eight have written up lovely walls of text. XD Everything looks good on a quick skim-through. I'll go over them in-depth after I get back from running errands. Here's the application breakdown as of right now. Crimson Throne
Runelords
@Trevor86: The former. Basic premise is, "What if the Goblin raid on Sandpoint was successful?" The events of RotRL play out normally, but (hopefully) the party ends up saving the world without even realizing it. XD
I have made my decision! I will be recruiting for two campaigns: "Goblin Runelords" and "Curse of the Crimson Throne." Three players each. Typically, I run recruitment in several phases. The first phase is a general interest check - now completed. Those of you who've already posted in this thread are eligible to continue. XD The second phase lets me get a feel for who you are as players. After all, PbPs live or die based on how in-tune the players are to each other and their GM. In this regard, tell me a bit about yourself. What's your experience with PbPs? Homebrew? Spheres of Power/Might? What's your ideal blend of roleplay vs roll-play? Flavor vs power? Sandbox vs railroad? How do you handle rules disagreements or inter-party conflict? What's your stance on PvP? In-game, are you a leader or a follower when it comes to party decisions? What time and how often do you typically post? That sort of thing. If you have a particular gaming moment (or gameplay post) you're particularly proud of or that would give me a good example of your playstyle, feel free to share it. Oh, and since I'm recruiting for two separate campaigns, let me know which one you're applying for. If you're applying for both, give me your order of preference. You'll notice none of this has anything to do with character concepts or specific mechanics. That comes later. I probably won't be able to take all of you, and it's not fair of me to ask you to spend time learning a bunch of houserules in order to build a character that might be rejected. And on my end, I can run a campaign for any party composition, so I'm much more concerned with choosing players who will get along and are unlikely to disappear after only a week or two. Player attrition is the main killer of PbPs, so I try to be proactive. There's no set end date for this recruitment phase as I want to make sure everyone who's already posted has time to respond. I don't intend to keep it open for very long, though - probably three days or so. That's enough time for me to get preliminary prep done for both campaigns.
@Sebecloki: Not familiar with that system, but that sounds about right. XD @eriktd: I'll make an official recruitment post either tonight or tomorrow after work. At the moment, just tell me a little about yourself and let me know which AP you'd be interested in playing. @Jereru: Some of the Spheres classes got removed during my reworks (Sorcerer has elements of the Wild Mage Thaumaturge, for example), but since I'll be running a prewritten AP set on Golarion, I'm open to most everything except guns. @Cuan: Thanks for checking it out! I combined parts of the Coiled Blade Fighter (Spheres of Might) and the Unchained Fighter (Rogue Genius Games). A WIS-based Soul Weaver can be done by taking the Unorthodox Casting trait. XD And you're correct about stat generation. Stat boosts come from Race, Class, Background, and six free boosts. @Redblade: The website's based on my homebrew world, so several of the core assumptions have been changed. Most notably, Orcs and Hobgoblins don't exist, and Elves are a form of nature spirit. That won't apply for whatever AP we end up running, though. I'll stick with Golarion standards. @Ashe: *checks campaign list* Ah, you were Hadran the Fallen. I was also involved with the Forgotten God stuff back in the day. Those were super fun - and a ton of work to GM.
@Zanbabe: I do, as matter of fact. Bluff/Diplomacy/Intimidate have been merged and are now "Influence." Climb/Jump/Swim have been merged and are now "Athletics." Perception is now a base feature of the game (HD + WIS + any other modifiers) as it's basically a required skill normally. Other than that, everything's the same except for the Knowledge skills. K(arcane) - things related to arcane magic; golems
There's a fair bit of overlap as well. For instance, if you wanted information about Runelord Karzoug, K(arcane) and K(history) would both be useful. If you peruse the Backgrounds section of the website, you'll also see that I've implemented the Lore skill from PF Unchained. K(civilization) will give you info about Sandpoint, but if you want to stay up to date on the local gossip, Lore (Sandpoint) is essential.
@Sebecloki: the website's based on my homebrew setting, so it's a bit more restrictive than needed for whatever campaign we end up doing here. I'd prefer everyone sticks to the listed classes, but if someone wants to play (for example) a Half-Orc Medium who worships Nethys, I won't stand in their way. XD
In terms of adventures, based on what everyone's said, here's where I'm currently leaning. Unless a compelling argument can be made for something else, here's what I think I'll limit the adventure options to: 1st Choice: Rise of the Runelords - preferably as Goblins, but that's negotiable
I'd really like to run Way of the Wicked, but those campaigns tend to die out pretty quickly for some reason. I've tried three times and have yet to get more than halfway through Book One. At this time, I'm going to veto Strange Aeons and Return of the Runelords. The former requires a lot of prep work on my part due to the whole amnesia thing. After a skim-through of Return, it looks like that campaign REALLY wants players who've already completed Rise so their old characters can be included.
@Zanbabe: Bards got a major rework that makes them extremely flexible. Selectable bardic performances and integration of Interjection Games' "Composition Magic" are the highlights. Essentially, bards get to write their own songs with unique modular magical effects. Sorcerers are now spherecasters that get a bit of chaos magic in addition to the standard bloodline abilities. @Ellioti: Thanks for that info. I'd actually forgotten about a reference page. *sheepish grin* The website was originally just meant for myself and my in-person group, so it wasn't necessary. Now that I'm introducing it to a wider audience, proper credit is definitely in order. It'll take me a while to go back through everything, but once it's done, I'll post a link. @Crisischild: Spheres is fully integrated. I'm a huge fan of the systems and believe they greatly increase the fun of the game. I'm also utilizing parts of Akashic Mysteries (Dreamscarred Press) and Strange Magic 1 + 2 (Interjection Games). EDIT @Anthorg: I'll keep that in mind. Investigators definitely got a combat nerf, but the changes make them even greater skill gods. They're an excellent support class that synergize extremely well with something martial. XD
@Anthorg: Here's a quick summary. Arcanist - unnecessary due to Wizard/Sorcerer reworks
So far, it looks like Rise of the Runelords is the most popular choice, with CotCT as a close second. Hell's Rebels, RoW, and Return of the Runelords are also attracting interest. I've already talked about RoW in previous posts, but I also have a good bit of experience with Rise and CotCT. I've GM'd an all-Goblin version of Rise a while back over PbP. It died out in Book Two but was ridiculously fun while it lasted. Wouldn't mind trying that again. XD I've also run the traditional version through the end of Book Three in-person. CotCT is currently the only campaign I've run all the way through. Took about a year in-person. Might be nice to take a new party through it. XD
Looks like several people are interested in Return of the Runelords. That's one that I haven't read through yet, but I've heard it's pretty cool. Since RoW's been mentioned a few times as well (both positive and negative), I'll elaborate that I had a ton of fun running it. The party was great, and we had a lot of memorable moments. I can definitely see why some people dislike it, though. It's a "history of Baba Yaga" adventure, not an Irrisen adventure, so there's a real problem with introducing fantastic locations and then leaving before the party gets a chance to really explore. My party actually didn't end up finishing the campaign; they lost interest in the journey during Book Five, so we amicably disbanded and moved on to other things. That's partly the reason I wouldn't mind running it again, to be honest.
Glad to see there's interest - even without knowing all the details. :-) In terms of houserules, as I mentioned, there's quite a few. Character creation is very similar to Pf2e: your ability scores are based on your race, background, and class. You also get several free ability boosts to help diversification. It's designed to allow any combination feasible, as even a Dwarf Sorcerer can end up with a 16 CHA without much difficulty. Your chosen background also gives a minor boon akin to what DnD5e does. Every even level thereafter, characters get a bonus background feast. Stat boosting items (and the rest of the 'Big Six') have been removed from the game. Instead, characters gain ability boosts every odd level. Starting at 3rd level, you also gain resistance/enhancement/deflection bonuses similar to how Automatic Bonus Progression works. As I mentioned in my original post, Elephant in the Room rules are in effect, so Power Attack/Weapon Finesse/Combat Expertise/etc are now general combat abilities. Also, feint and demoralize are now considered Psychological Maneuvers instead of skill functions. They're based on BAB + CHA. This obviously modifies several feats. In terms of class adjustments, there are too many to list here. Bards, Clerics, Druids, Fighters, Rangers, and Witches have been rebuilt from the ground up. I've also incorporated a lot of content from various Legendary Games, Interjection Games, and Rogue Genius Games. Oh, and Paladins are now an archetype of the Sentinel (Spheres of Might) class. I've made a private website that houses all the changes, but I don't know if I can post it because the class write-ups use art from Paizo.
I've been taking a lengthy hiatus from the forums, but since in-person gaming isn't really an option right now, I thought I'd get back in the PbP saddle and try to start something up. :-) I'm looking for people who'd be interested in playing through a PF1e Adventure Path. In my experience, the PbP format works best with a small party, so I'll only be selecting 2-3 people. If there's a great deal of interest, I'll consider opening up a second table, but we'll play that by ear. I run a heavily-modified version of Pathfinder that includes Elephant in the Room, variant Automatic Bonus Progression, Spheres of Might/Power, PF2e-esque character creation, customized scaling magic items, and adjustments to almost all of the classes. All told, it makes for a rather high-powered gaming experience. If this doesn't scare you away, I'll provide the info in more detail. In terms of adventures, I'll leave that up to you! I own all the PF1e Adventure Paths, Way of the Wicked, and Zeitgeist. In my experience, Kingmaker and S&S don't work great as PbPs, and Zeitgeist is iffy due to the slow-paced investigation-heavy nature. I'd prefer to run RoW or CotCT but am quite flexible. The important thing is for everyone to be invested in keeping the campaign going for what could potentially be several years. :-) If you've read all this and are still interested, tell me a little about yourself and let me know what you'd like to play. About Me: Hi, I'm Whack-a-Rogue/YBD, a sign language interpreter and former PFS Store Liason. I live in Central Florida (EST) and work in the public school system. I've been playing Pathfinder since Ultimate Equipment came out and would consider myself extremely knowledgeable system-wise. As a player (and as a GM), I prefer a good balance of roleplay and rollplay. Interactions between PCs are a particular love of mine, and if PCs are roleplaying well, I have no problem delaying a plot update until the interaction is done. I like my combats interesting and will generally cut out or handwave encounters that the party would steamroll. Since PbP is so slow, it's important to keep things moving, and nothing bogs a game down like combat.
While it's been a while, I used to be heavily active as a PbP GM. I've done quite a few high-powered solo campaigns and once ran a RoW campaign that lasted almost six years. You can generally expect one daily gameplay post from me at a minimum. I'm very consistent in that regard. The RoW campaign I mentioned survived job changes, moves, and a serious illness. I'm not the kind of GM who will just vanish on you. Other game-related stuff: I'm not particularly verbose, so if you're looking for thousand-word essays about crinkling grass and falling leaves, I'm not the GM for you. On the other hand, is your approach to NPC interactions is "I roll Diplomacy. 23", you won't be a good fit, either. As mentioned above, I'm quite knowledgeable about Pathfinder RAW, but I'm also a big fan of 'Rule of Cool.' If you want to do something that's not exactly in the rules, we can probably work something out. That's about it for me right now. If you have any questions, feel free to ask. I'm looking forward to gaming with you. XD
Male (he/him) Aberration (bodysnatcher)
To answer your second question, you're free to dabble in as many spheres as you want. You'd be trading power for versatility. However, I'd recommend focusing on only a few spheres for the most part. After all, Pathfinder rewards specialization. It's also generally better from a flavor perspective, as your powers need to come from somewhere. Of course, if you're an Incanter, you can largely ignore this entire paragraph. Getting a crapton of Talents is their whole shtick. XD As for your other question, I think the terminology might have you a bit confused. Both SoP and SoM have Talents, but they're completely separate systems. Spherecasters are limited to Magic Talents; Practicioners are limited to Combat Talents. The ability to mix-and-match comes from the Champions classes/archetypes and will be explicitly stated. The Martial Armorist's blended training is an example. Regarding your Edit: you're correct. You spend Combat Talents to either unlock a Sphere (and gain its base ability) or improve an existing Sphere.
I know there's a fair bit of Harrow material out there, but one thing's sorely lacking: unique summoning options. Here's an attempt to rectify that.
Summon Monster One:
Big Sky - Eagle
Cricket – Cave Cricket Tangled Briar - Vegepygmy Vision – Dream Spider Owl – Great Horned Owl Betrayal - Beheaded Summon Monster Two:
Forge – Small Fire Elemental
Peacock - Cockatrice Teamster - Horse Snakebite – Venomous Snake Midwife - Homunculus Marriage - Faun Summon Monster Three:
Paladin – Silvanshee Agathion
Rabbit Prince – Advanced Pooka Brass Dwarf - Azer Wanderer - Centaur Lost – Thought Eater Twin - Doppelganger Summon Monster Four:
Beating – Schir Demon
Crows – Raven Swarm Waxworks – Waxwork Human Joke – Faerie Dragon Publican - Satyr Theater – Medium Animate Object (theater mask) Summon Monster Five:
Uprising – Thoxel Demon
Demon’s Lantern – Will-o’-Wisp Mountain Man – Crag Man Idiot – Gibbering Mouther Queen Mother – Giant Ant Queen Unicorn - Unicorn Summon Monster Six:
Bear – Dire Bear
Juggler – Stone Giant Survivor - Protector Foreign Trader – Denizen of Leng Carnival - Elephant Liar – Lamia Matriarch Summon Monster Seven:
Keep – Shield Archon
Avalanche – Greater Earth Elemental Desert - Androsphinx Inquisitor – Zelekhut Inevitable Eclipse – Greater Shadow Courtesan – Advanced Succubus Summon Monster Eight:
Cyclone – Elder Air Elemental
Locksmith – Kolyarut Inevitable Sickness – Advanced Leukodaemon Rakshasa - Rakshasa Mute Hag – Mute Hag Empty Throne – Akhana Aeon Summon Monster Nine:
Fiend – Ice Devil
Dance – Danse Macabre Trumpet - Trumpet Archon Hidden Truth – Advanced Thriae Seer Winged Serpent - Couatl Tyrant – Adult Blue Dragon ------------------------------------------------------------------------ I'm not thrilled with my picks for Midwife, Marriage, Lost, Survivor, and Empty Throne, so if anyone has ideas for replacements, I'm all ears.
Male (he/him) Aberration (bodysnatcher)
Background
He has no idea what happened next. Now he's covered in glowing tattoos, he can speak an extinct language, and sometimes a floating warhammer materializes to pummel those who mean him harm. The nearest town is a small one: Sandpoint. Perhaps there's someone there who knows what it means. But if not, it really doesn't matter. Honestly, he was doing the town a favor by gracing it with his presence. Because Brommyl Ironbeard, firstborn of Clan Ironbeard, was truly something special.... And soon the entire world would know it. Since Karzoug is the focus of the AP, I thought it was appropriate to involve a certain Prideful individual who doesn't want him to return just yet. XD
Male (he/him) Aberration (bodysnatcher)
Just checking in really quick to put up my proposed sphere stuff: Spheres of Power
Spheres of Might
Martial Tradition (slightly-modified Pikeman)
As I put together a casting tradition, I need to ask: how's everyone feel about Wild Magic?
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