Also, with Discord, each player can have their own channel and their character sheet can be pinned in that channel making it easy to access. It also allows the GM to have channels for maps, places and NPC profiles. Not that they're necessary; only convenient.
In other news, has recruitment closed?
You know, not only does the trait give me +4 instead of +3, but it lets me achieve the same as the feat but better while also letting me have another trait. Thanks! :)
I forgot that there is also Trap Finder. It provides a +1 bonus to Disable Device and confers the rogue trap finding class feature. It is a campaign trait from the Mummy's Mask, but it is intended for a party that does not have a rogue or bard with the archaeologist archetype.
Here is a trait for making perception a class skill: Seeker It is also from Ultimate Campaign.
Yeah, that was a typo. The level 3 and 5 feats are also missing as well as all of the spells. While I'm almost certain to take Weapon Finesse, I'd like to leave my options open until the final party roster is picked (should I make it myself).
I hope the background was good enough to allow Ultimate Magic.
Definitely interested! I have an idea for a moon elf. He came from a family with a long and storied line of forebearers who wielded a moonblade. He trained his whole life to wield that blade, learning to couple swordplay with spellcasting as a Spelldancer and possible Spire Defender. When he came of age, he tried to claim the family heirloom for himself only to be rejected by the blade. He left his family and became an itinerant adventurer. I thought it would be interesting for such a character to go back in time and be confronted by the same moonblade only to be accepted; discovering that he had been initially rejected because he had already been a wielder, perhaps even the first to wield the blade.
This would be a magus, if you're amenable to allowing Ultimate Magic.
Have you considered allowing, or requiring, Regional Feats from the 3rd Ed. Forgotten Realms Campaign Setting and/or the 3.5 Player's Guide to the Forgotten Realms?
I'm up for it. Would it be pbp or vtt?
GM DavidC wrote:
I expressed an interest in playing, not being GM. The only poster who indicated they would be willing to GM, very reluctantly, was Violant.
The original poster stated a day and time they were available to play. That implies VTT.
@CucumberTree, Herkymr the Silly: I believe you're misreading extinction. The various races were fighting each other to extinction and that is why they formed alliances. This is borne out by kingdoms vowing not to allow war to lead to such tragedy again. Regardless, he hasn't responded in two weeks so this may be DOA.
That's fine by me.
@Sebecloki - Thanks for the tip.
Please implement an option for players to remove themselves from PbP games on your boards. I have two games cluttering up my campaigns tab which I cannot leave because I am 1.) Not the GM; and 2.) do not have the ability to do so as a player.
In the former, the GM is still posting to the boards on other games. Players have posted to the Discussion thread asking for the game to be made inactive and I have sent a PM asking the same to no response.
In the latter, the Gm was in an accident and cannot continue. I would like to be able to clear the game.
I like the Occult Scientist. Would you allow the Occultist class from the upcoming Occult Adventures book? I really enjoy their use of implements for their psychic magic and they would make sense for an Atlantean who grew up with ancient artifacts lying around the mansion. I would make it using the playtest, but the book comes out in about two weeks and I would update as needed once it does. Seems like a natural fit for the narrative.
Here are the heroic narrative descriptions. If you don't want us knowing these, please let me know and I will delete it.
This is what I wanted to know:
Heroic Narrative Descriptions:
Atlantean Noble: Throughout Thule’s teeming cities, the oldest and most honored noble houses claim descent from the royalty of vanished Atlantis. Even though the island empire was destroyed more than three hundred years ago, its learning and culture still shape Thulean society today. In fact, nobles without a drop of Atlantean blood often lay claim to this ancient lineage, simply to bask in the respect it brings. Many Atlantean nobles lead lives of pampered luxury, which would seem to be poor preparation for a life of adventure. But long ago, the people of Atlantis were bold and confident explorers. Those in whom the old blood runs true are often driven to seek out new places and new adventures.
Bearer of the Black Book: Arcane magic is not a simple matter of study and practice in Thule. Humans are born with no supernatural powers, of course, and there is no tradition of arcane scholarship among the human cultures of the continent. To master supernatural powers, a human mage or warlock must turn to non-human traditions, which involves seeking out a suitable tutor or deciphering the occult writings of some earlier race...such as the writings found in the Black Book.
Beastfriend: Thule’s ferocious animals are an everyday threat to a hunter of the tundra or jungle—but for a few warriors with powerful intuition and keen understanding of the natural world, Thule’s beasts are allies, not foes. Beastfriends possess an uncanny ability to communicate with beasts both mighty and small, and frequently befriend the most fearsome predators. A warrior jogging along with a dire wolf or a saber-tooth cat at his side is almost certainly a beastfriend. Beastfriends are extremely self-reliant, but they rarely feel comfortable among other people and do not stay in one place for long.
Dhari Hunter: Natives of Thule’s deepest and most dangerous jungle, the Dhari people are renowned as warriors, guides, trackers, and hunters. Most Dhari hunters are suspicious of civilized folk and have no interest in a softer life, but others are drawn to see the great cities of the coastlands by curiosity or simple wanderlust. Fighting skills and uncanny stealth honed by lethal tribal warfare provide the typical wandering hunter with all he or she needs to earn a living in the city-states.
Free Blade: Freebooter, mercenary, sellsword—Thule is home to many a bold adventurer looking to earn his fortune with the edge of a sword. The free blade often takes service as an ordinary mercenary if nothing else presents itself, but an adventurer of this stripe is not just a sword for hire. Instead, the true goal of the free blade is to find fame, fortune, or a place in the world, to strike it rich or win a title through some bold masterstroke. Until that opportunity presents itself, the free blade moves from place to place and keeps her nose to the wind.
Golden Sea Corsair: Piracy is all too common in the dangerous waters of Thule. The corsairs of the Kalayan Sea—the great central lake of Thule—are a violent and quarrelsome brotherhood who recognize no law save their own bloody code. It’s not unusual for corsairs to serve as seagoing mercenaries, taking the gold of one city-state to plunder the trade of another. Unfortunately, corsairs are notoriously fickle and untrustworthy, and are quick to change their colors. Individual pirates are free to follow any captain they choose or jump ship when a better opportunity comes along, so a single corsair may over the course of a few months serve as a crewman on half a dozen different galleys; in some ways, the Golden Sea corsairs are a single great horde of marauders who happen to be split up between a score of ships.
Guardian of the Nine: Most people in Thule, both city-dwellers and wilderness tribes, are thankfully ignorant of the alien races and cosmic evils that lurk in the world’s hidden places. The society known as the Guardians of the Nine, however, is not. These priests and scholars constantly shore up the world’s age-old defenses against forces from beyond the Earth, fighting a secret and never-ending war against unthinkable calamity.
Ice Reaver: The fiercest and most warlike barbarians of Thule’s wilderness are those who make their homes in the shadow of the encroaching glaciers. Driven from their once-green homelands by the relentless advance of the ice, these hardy warriors frequently turn to a life of raiding and plunder, pillaging the peoples who live in less harsh climes. The sight of their dragon-prowed longships sweeping down on the coastlands is enough to panic all but the strongest and best fortified cities. While the northern reavers are feared and hated with good cause, not every barbarian from the icy realms comes to pillage. Individual ice barbarians often seek work as mercenaries or guards in the rich southern cities and are highly valued for their strength and ferocity.
Initiate of Mysteries: The priesthoods of Thule’s cities represent a wealthy and powerful social class that jealously guards its prerogatives and secrets—especially the secrets of priestly magic. Those individuals who are initiated into the inner circles of a temple hierarchy gain access to powers that few others understand, but in return they are expected to use their status and their command of magic to advance the interests of the priesthood...and, if possible, the deity they profess to serve.
Jungle Trader: Suspicions run deep between the people of the cities and the tribes of the jungle, but a few intrepid merchants set out to make their fortunes by trading for the ivory, hides, gemstones, and other treasures the jungle offers. Part explorer, part diplomat, and part thief, jungle traders have a reputation as sly, double-dealing cheats and scoundrels, but this notoriety is somewhat undeserved. To survive and thrive in their chosen trade, they must carefully cultivate relationships with dozens of potentially hostile tribes. As a consequence, jungle traders are rumormongers of the first degree, and seem to be the first to hear about anything new in the wilds of Thule.
Katagian Pit Fighter: Most cities in Thule host arenas of one kind or another, but none are so pitiless or bloody as the fighting pits of Katagia. Some pit fighters are free men and women who battle for the rich purses offered by the arena owners, but many more are slaves or convicts doomed to die for the entertainment of the masses. Pit fighters who survive their time in the arena are usually highly sought after as bodyguards and enforcers by various underworld figures—there are few people more intimidating than someone who has killed frequently and publicly for sport.
Myrmidon: Loyal soldiers sworn to fight for city or master, myrmidons are the most disciplined and welltrained warriors to be found in Thule. Every city-state (and most noble houses) retains elite formations of myrmidons for defense against the threats of a savage world. Most myrmidons are naturally expected to stay close to their barracks and serve alongside their fellows, but some are trusted with more freedom of action or retained to act as agents or assassins at large for their masters.
Occult Scientist: Thule is a land mired in ignorance and superstition. Most people see magic in the workings of anything they don’t understand, which includes both supernatural and scientific phenomena. The occult scientist brings a reasoned and deliberate approach to the study of all sorts of matter and energy, seeking understanding of the deepest secrets of the universe. The occult scientist often enjoys a somewhat better reputation than most arcane spellcasters in Thule, since he seeks out knowledge for its own sake. In fact, the occult scientist may even attract the support of wealthy patrons interested in his research.
Panjandrum: Most cities are governed by a despot of some kind or another, and any effective despot builds a loyal base of civil servants to enforce his or her rule. A panjandrum might be a military commander, a magistrate, a vizier, or some other important bureaucrat who wields power in the name of the sovereign. Low-ranking panjandrums are often used as spies, investigators, and diplomats, traveling widely and looking after their city’s interests, while high-ranking panjandrums are usually among the most powerful and wealthy figures in the city.
Quodethi Thief: Thieves’ guilds are a fact of life in any major city, but the city of Quodeth is home to guilds numbering hundreds of thieves. These huge organizations are stronger than all but the richest and most powerful noble houses of other cities, and Quodethi guildmasters think nothing of giving orders that will be obeyed by men and women a thousand miles away. To belong to a guild of Quodeth is to belong to an army of vicious, conniving cutthroats, an army in which one can climb through the ranks by one’s wits, daring, and record of success. While guildmembers constantly scheme for influence and position, they are quick to close ranks when some external foe insults the guild or damages its operations.
Sacred Slayer: Temples are rich and politically influential, which means that most priesthoods acquire many powerful enemies. Sacred slayers are the guardians and avengers of Thule’s temple hierarchies. Serving as bodyguards, agents, and assassins of the priesthoods, sacred slayers are expected to be fanatically loyal and obey the orders of their priestly masters or die in the attempt. The most capable sacred slayers are given dispensation to work as free agents, spying on behalf of the temple and acting in its interests wherever they find themselves.
Soothsayer: Thuleans see hidden meaning in many things—the movements of the stars, dreams, prophecies, and scores of everyday omens and signs. Soothsayers serve barbarian chiefs or civilized nobles as advisers, interpreting the will of the gods and offering guidance in supernatural matters. Many soothsayers are capable practitioners of magic, but not all; some are simply wise, insightful advisers valued for their counsel alone.
Star-Lore Adept: Wizards of any sort are rare in Thule; each city is home to only a handful of true mages, and these individuals are regarded with awe and fear by the people around them. Wizards who dabble in the lore of the Great Old Ones and the antediluvian races of the primordial earth are rarer still. There is no doubt that the star-lore adept’s path to power can be shockingly swift, but the risks they accept would make lesser mages blanch in horror. Few dare to meddle in the business of a wizard who masters such dark and dangerous lore.
Tribal Outcast: Many barbarians leave their native tribes to seek their fortunes in the rich city-states. Naturally, warriors who are held in high honor by their people or who are content with tribal life are not likely to seek their fortunes elsewhere, so a large proportion of the barbarians who find their way to the cities are outcasts of one sort of another. Unable or unwilling to fit in with the tribes of their birth, they are wanderers and exiles in search of a new place in the world.
I can access it just fine from here at work, so either site is fine by me. Whatever works best for you and the majority of players.
I would like to play a Vishkanya Unchained Rogue. I will do the work up on the stat block tonight.
I am interested, but I mostly post from work and I do not know if I will be able to access your private forum. Would you be willing to provide me the site by post here or PM? If I can access it, then I would be happy submit an idea. Additionally, I am playing in a PbP here and we just finished Hollow's Last Hope. How are you deciding on which of the above you are going to run at level 1?
BACKGROUND SKILLS - For those who do not have the Unchained book, background skills allow players to focus on adventuring skills without sacrificing their character concepts. You gain 2 ranks per level to spend in background skills in addition to your normal ranks.
Pathfinder Unchained wrote:
Appraise, Craft, Handle Animal, Linguistics, Perform, Profession, and some Knowledge specialties are all background skills. This system also adds two new background skills: Artistry and Lore. A counterpart to Craft and Perform, Artistry is about developing a creative work that isn’t necessarily an object or a discrete performance. This skill can be used to write plays, musical compositions, poems, and all sorts of other works. Lore, on the other hand, functions like an especially specific Knowledge skill. A character might know Lore (elven history) without being trained more generally in Knowledge (history), or could be well versed in Lore (artistic masterpieces) without having ranks in Appraise, Artistry, or Craft.
You can find more about it in Pathfinder Unchained.
Jon, The Evil DM wrote:
Really depends on the number of responses I get/how varied in opinion people are. At the moment, Council of Thieves has a pretty solid lead over other options, but that could change. At the latest, I'd probably have recruitment up by the 18th? Likely a few days before that, but that's the latest it'd be going up.
I am interested in Council of Thieves or your homebrew.
As for the interest check, you'll find it explodes in the first 24 hours here. You could have your decision made by the morning.
Very interested in playing. I have a Mordant Spire Elf magus who I am putting together to submit. He will have the Spire Defender and Blackblade archetypes.
Cutting a very tall and lithe figure, the elf seems out of place. Dressed in a belted loincloth, a pocketed sash with a pouch hanging off of it strapped over one shoulder, he has several nets hanging from his waist as well as a whip. One hand is encased in a coral glove, some kind of aquatic cestus, the other has a dagger sheathed in the wrist. He holds a trident in his hands, an oiled bag slung to his back along with a pair of swim fins and a couple of strange devices. Long white blond hair streams from behind the mask falling well past his shoulders. His skin is well tanned. Thee second most disquieting thing about him is the grotesque mask covering his features. It seems like some kind of foul aquatic creature from the darkest myths. It's the strange way he stares at you with his head slowly tilting one way then the next which makes the graven image seem to writhe and undulate that's the worst thing about him. Then he speaks...
Aerel was born and raised in the Mordant Spire. That lonely elven bastion in the middle of the ocean, ever watching over the ruins of their most hated enemies, the Azlanti. He was raised to swim before he could walk and spent years aboard the sleek sailing ships which are rightly feared by all other pirates for their unmatched speed and maneuverability.
His family sent him to formally train with the wizards of their academy. Aerel gravitated towards the magi, those masters of blade and spell. Whereas the traditional teaching included the sword, the elves of the sea relied on other, more practical weapons. He trained in the spear, the net and trident, learning to mix his spellcasting with these weapons to deadly effect.
When he was old enough, he was apprenticed to a renowned magus and archaeologist to learn how to become one of the Spire Defenders. She was known for her use of the whip and Aerel was not about to be outdone. He trained for many years to become competent with yet another exotic weapon. While a whip could not function in or under water, it's greater reach was a boon on land. Added to that, it's weakness against armoured opponents disappeared as his magic coursing through the fifteen feet of braided leather was just as lethal as any other weapon.
His own master's whip was a masterful example of craftsmanship. Black as the midnight of a new moon, it seemed to absorb the light. That it was magical was plain to see even without the aid of arcane aid. Esoteric symbols had been worked into each of the long leather strips. The ingenious way those lengths were then braided made the symbols change meaning as the overlaps created new words and phrases. It never left her side and he would often spy her stroking it and speaking in a small quiet voice. Her skill was outmatched only by her talent and there was none who could defeat her. That made their final adventure so much more jarring and painful.
They had sailed south into the the Shackles and were exploring ancient cyclopean ruins for proof to stories that the Azlanti had allied with the one-eyed tyrants before the Starfall. It was in the heart of the ruins that they were beset by seemingly feral cyclopes. They attacked without warning and several large stones had already hit them before they were aware of the ambush. Being outnumbered and unable to outrun them, she handed him that whip and ordered her student to run. Taking up the net and trident, she bravely held out to buy him time to escape.
Aerel ran for days with hardly a stop for rest. Vowing revenge for the cruel death of his master, he stumbled into Port Peril and found the Formidably Maid, a tavern there on the docks. Gasping for breath, he went in and ordered a drink which he took to a dark quiet corner of the room. It was just minutes later that all went black...
DM Xyro wrote:
I don't mind having all three, and I have purchased all of them, but I didn't want to have to carry all three at all times. Now I can pick and choose which is best for the mission. I will add a commlink to finish out my gear.
Okay, upon reading through the OOC thread and reviewing the careers/specializations for EotE and AoR, I am thinking I will take Engineer (mechanic). It offers Piloting (space) twice, Mechanics twice and Computers once. This allows me to spread out my specialty to piloting, mechanics and slicing. I will be the party bard.
As for race, I am partial to the Miraluka. I know that they have not been covered yet and in looking at the forums at FFG, there is a lot of contention about them because of Force Rating. If it would be considered, I was thinking that they would be human with a special ability of Forcevision. Like Darkvision for other races, it would remove setback dice from concealment. No Force Rating, no special force powers behind it. Simple and straightforward.
If Miraluka won't work, I'll go with a normal human or Corellian human.
I'm starting on the character sheet now.
F. Castor wrote:
I am not sure being human is a must really. If anything, species diversity may actually be more fun. Playing what you prefer is also a good way to actually like the character, right? :-)
I didn't know if the party did more spying type activities than blast 'em up things. If it's during the Empire, it would make more sense for a human in a blend in the crowd kind of group. I'm happy either way.