Aredil Sultur

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Organized Play Member. 496 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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If the mount's strong enough (and large enough) to carry both of them, then I'd let them both ride. I'd say one has to be the designated driver, and the other(s) would be passengers. Only the driver can control the mount, and only the driver and mount share MAP. If the riders want to swap places, it would require an action from each of them.


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I would love to see Kingmaker, I really want to run it for my group but I need a hard copy to make it happen.


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I don't think it's an issue with difficulty. Plenty of other games (pf1 included if you know what you're doing) can have very tough encounters that aren't also frustrating.

PF2 is rough because it's designed to make you fail individual rolls extremely often. This creates the perception that your characters are incompetent and sucks the fun out of the game.

A better way to add difficulty is by adding resistances and health, rather than AC and saves. That way you get the sense of hitting your enemy, of making them fail their saves, but in the background the effects are reduced. You can keep encounters the exact same length and difficulty but make them far more fun just by increasing the rate while reducing the impact of success.

I had this happen in the Starfinder game I ran. About halfway through, the players were getting really discouraged by how often they just missed (even with SFs reduced AC, the lack of ways to boost attack means you fail pretty often, and enemy saves way outstrip spell DCs). I started paring back saves and ac a couple points, boosted hp and tossed in a couple resistances. Result was that enemies died in the same time, provided the same challenge, and everyone was a lot happier.

Basically, having the "difficulty" be implemented primarily by using RNG (since it depends solely on whether you have good rolls) makes for a frustrating game. Other methods are less painful to play.


thenobledrake wrote:
Alchemic_Genius wrote:
The custom staff rules feel so needlessly restrictive.

Consider this:

For players it feels better to have a rule that perhaps the GM can loosen up a bit and everything works out alright than it does to have the book present you an option that the GM says no to you using.

For GMs it feels better to have a rule that is definitely not going to break your game if you include it that you can be lenient with if you want to than it does to have a rule you have to tweak if you ever implement it at all.

Pathfinder was always about putting power in the hands of the players. We shouldn't be shunting it back to the GM. There are plenty of other systems out there if you want that.


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Perpdepog wrote:
sherlock1701 wrote:
siegfriedliner wrote:
WatersLethe wrote:
SuperBidi wrote:

Will this discussion fall to trolling? Is there really a need to answer someone who says that "the same stories cannot be told and the same characters cannot exist" because the magus doesn't have "half a dozen intensified empowered maximized dazing shocking grasps a day"?

I'd prefer to go back to the original discussion, even if most of it has already been answered.

Yeah, a super specific mechanical construct within a prior edition of the class is SO FAR from being a "story" that the argument isn't worth considering.

Even I, who is a bit bummed by wave casting, recognize that the vast majority of the *actual* Magus "stories" can be told simply with a Wizard dip.

I mean it's a detour from this topic but magic is certainly less reality defining than in 1st edition. Thematically from an action movie standpoint magus had moved from having a lot of fire and particle effect glittering over their swords to being more like a regular fighter with an outlaw star Castergun that they pull out for the occasional dramatic moment considerably less magical.

Exactly this.

And mechanics are the basis of any good story. The number and effects of abilities a character can throw around is integral to their story.

And here's me thinking that narrative and character were the basis of any good story.

I'd rate them second. For example, if healing potions are a thing and a character dies to suit the narrative while their best friend is sitting right next to them with a potion that could heal them, that's a problem, and it ruins the entire story even if it's otherwise very well told.

Getting back to the original topic though, wave casting feels far, far too limiting. Summoners are martial with less tricks, and magi are either archery turrets or get ruined by action economy.


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siegfriedliner wrote:
WatersLethe wrote:
SuperBidi wrote:

Will this discussion fall to trolling? Is there really a need to answer someone who says that "the same stories cannot be told and the same characters cannot exist" because the magus doesn't have "half a dozen intensified empowered maximized dazing shocking grasps a day"?

I'd prefer to go back to the original discussion, even if most of it has already been answered.

Yeah, a super specific mechanical construct within a prior edition of the class is SO FAR from being a "story" that the argument isn't worth considering.

Even I, who is a bit bummed by wave casting, recognize that the vast majority of the *actual* Magus "stories" can be told simply with a Wizard dip.

I mean it's a detour from this topic but magic is certainly less reality defining than in 1st edition. Thematically from an action movie standpoint magus had moved from having a lot of fire and particle effect glittering over their swords to being more like a regular fighter with an outlaw star Castergun that they pull out for the occasional dramatic moment considerably less magical.

Exactly this.

And mechanics are the basis of any good story. The number and effects of abilities a character can throw around is integral to their story.


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Guntermench wrote:
Ehhhh, you can Spellstrike with cantrips all day long and literally never run out.

I'm talking about leveled spells, not cantrips. If a caster is down to cantrips only they're stopping for the day.

A magus who had half a dozen intensified empowered maximized dazing shocking grasps a day, in addition to a bunch of weaker versions and utility spells is not recognizable in the new paradigm. This is an example of how the same stories cannot be told and the same characters cannot exist.


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It brings back the 5 minute adventuring day in the biggest way possible. 2 fights, even at high levels, and your spells are done, time to go to sleep.

Also wildly incompatible with the lore. All of a sudden, these magi/summoners who could cast a three dozen spells a day can cast exactly four. It's even more egregious than the break for full casters and martial was. PF2 Golarion is at this point an entirely different universe from PF1, and the same stories fundamentally cannot happen in the two due to the mechanical differences. This was promised by the devs and broken in many ways, but most egregiously here.


My biggest gripe with the economy is that you can't perform an activity that takes more than 3 actions in combat. I wish they would have put in abilities that are really strong but take several rounds worth of actions to charge up, e.g. you have to spend 6 actions over any number of rounds to activate it. So you could spend 1 action a round for 6 rounds, 3 per round for 2 rounds, or whatever other combination. Would have given a lot of flexibility, especially if you did that with spells.


I haven't had issues with short adventuring days because I don't keep the 'dungeon' static. What that means is, if my players pull out and rest, the dungeon will be reinforced, a bad guy in it will add traps/perform rituals, ancient machines will crank out an extra golem, or some other increase in the danger levels in response to the invasion.

My table knows this and they always weigh the value of the rest against the expectation of an increase in danger. It usually incentivises them to push until they are almost completely out of resources to minimize the number of rests. And when they do rest, the increase in difficulty means it doesn't make life easy.


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In some older versions of D&D, poison use was mostly restricted to evil characters, and was on the list of things that a paladin would leave a party over. I could see some players still having that sort of holdover if they started in those games, even though they no longer apply.


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Additionally, nothing in the stealth skill suggests that it works differently with different imprecise senses. In fact, going by RAW, I would have to rule that a stealth check to Hide makes you nondetected by imprecise scent: "it might be undetected by you if it's using Stealth". There's nothing in the feat, the description of imprecise sense, or the description of the Stealth skill or it's actions that would let you autodetect a hiding/stealthing creature with imprecise scent.

A GM could be very nice and say that stealth doesn't apply to scent, but that would be up to table variation.

Which means, imprecise scent (at least from this feat) is specifically only useful in an area of Silence, loud noise (but not strong smells), or if the character has been deafened.


GayBirdGM wrote:
Darksol the Painbringer wrote:


My premise was that there are situational things which would make the feat useless. Foil Senses is just one example, one that apparently doesn't exist in published works, nor is it apparently something GMs use as a tactic, my guess is because it's badwrongfun to use PC options as a GM, based on the fact that that's the first thing being thrown out by people when a GM hypothetically does so.

No one seems to be saying it's badwrongfun to use PC options as a GM. You're allowed to do that.

It's badwrongfun to only use things that directly counter things your player picked, because that's adversarial GMing. If you're picking those options for the reason of "this will shut down -player's- ability", then that's mean and I would leave that table.

What I seem to understand from this, and please correct me if I'm wrong, is that people seem to think you are arguing that because things like Foil Senses exists, that makes the scent ability ENTIRELY useless or bad.

They're saying that the existence of these abilities does not render the other one completely useless as a whole, just useless in the scenario. Fireball is useless against things immune to fire, but the existence of Fire immunity does not render the entire spell a bad spell. Just bad for the situation.

I think the point is that most creatures that the scent would help you against will fall into one of two buckets. A) things you can just hear and don't need to smell, or B) things that are good enough at going undetected that you wouldn't smell them (or that their smell would be too hard to distinguish from the environment/is nonexistent).

Given that the scent ability only works while raging, the fact that most creatures will be in one of these two buckets means that there's little value to the feat. Certainly you can come up with some specific scenarios it would be good, but such cases are rare (once every 10 to 12 sessions or less) in every game I've run, played in, or heard about. If it worked outside of combat it could be quite useful for sniffing out ambushes and the like. As it is, it can't come close to competing with options that are useful in the vast majority of fights.


Alchemic_Genius wrote:

I think a lot of people who take issue to the economics of pc crafting really do underestimate the benefits of a professional shop.

Irl, it costs more to buy the materials to make a pair of jeans and sew them than it does to buy a cheap pair of jeans. This is because a manufacturer that makes a f&+#tillion jeans has specialized equipment to speed up the process, suppliers who offer discounts due to mass bulk purchases, etc, while the home crafter is buying enough material for one pair of jeans and lacks an automation process. The traveling adventurer who is crafting an item is like that home crafter; they have their alchemy/enchanters/woodworking/whatever kit and they are making in the back of their wagon, inn room, rented studio, what have you.

The crafter making all the ladders and cheap stuff in the world have a shop specially build to streamline the process, an army of apprentices, assistants, and co workers who make the process much more streamlined and efficient. When you use crafting to Earn Income, this is closer to what you're doing; you're making abstract items and selling them, with the profit margin being what what you take home after the roll.

Obviously, this still glosses over some things, but crafting items yourself not giving you a benefit in your pocketbook is not unrealistic.

I can forge a good sword for a lot less than it costs to buy one. Tools, materials, and a forge are not expensive. And that's a far more comparable metric for medieval fantasy than mass-produced jeans.


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Yes, in basically every way possible.

-less spells per day
-short durations
-no automatic effect scaling with level
-DCs are overall worse for properly built mages
-magnitude of effects has been drastically reduced
-utility and skill spells do very little compared to prior version
-many spells were increased in level
-many spells were made uncommon
-metamagic is much more limited, and you can only apply one effect
-shorter ranges

How you feel about these changes is another thing. Some like them. Some hate them (speaking as someone who mainly plays martials or partial casters in PF1, I think they went way overboard on the nerfs). But you can't deny they took a massive hit across the board.


Malk_Content wrote:
I think random tables ate best served as a community project. As an official one will have to be either broadly generic,constantly updated or miss new items out.

Sounds like exactly the kind of thing that AoN could support.


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CorvusMask wrote:
Yeaaaaah, I definitely couldn't stand idea of tracking both cubic volume and weight of objects :P

It would be vastly preferable to this odd system of arbitrary values where nothing means anything and random stuff is way bulkier or less bulky than it should be.

Bulk alone is enough for a hard pass on this game as far as I'm concerned.


Watery Soup wrote:
PossibleCabbage wrote:
you never actually need to calculate the bulk of that sofa the PCs are hauling up the stairs- it's enough to say that carrying the sofa makes you encumbered until you put down the sofa.

How Much Can You Carry Society Scenario #1-01

Fed up with the constant death and destruction caused by artifacts at the Blakros Museum, the Absalom City Council has ordered the museum condemned and its owners evicted. Pursuant to ACC Code 2.7.18(e), the council must solicit competitive bids for the hauling and disposal of Non-Qualified Mixed-Magic Artifacts. Can the PCs estimate the aggregate Bulk of the NQMMAs in 10 business days or less?

Primary success criterion: NQMMA bid cost ratio of less than 1.5 gp per standard human workhour using floating disk, or less than 2.5 gp per standard human workhour without floating disk.

Secondary success criteria: one or more of the following:

- NQMMA bulk estimation error does not exceed 20% of values listed in Table 1.

- No more than 10% inclusion of Qualified Mixed Magic Artifacts in bid.

No joke, that sounds like a really fun sidequest to run/play.


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I think a better option than Bulk would have been to list out weights and volumes for each item, and impose limits on both instead of only weight. They sort of did this previously with e.g. bags of holding.

That way, everything would still be in logical, easy to use units, and the need to have something other than weight represented could have been met.

Bulk as a system is unusable for me and the games I run since it's excessively abstract for very large objects and the values for big creatures are nonsensical.


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If you're open to a little houseruling, the Dark Heresy system has an interesting take on AoEs. Basically, you make an Agility test (reflex equivalent). If you succeed, you move to the edge of the effect as a free action, up to your single action movement range. If you don't have enough movement to make it to the nearest edge of the effect, then you take full damage regardless of your roll.

Of course, the baseline move speed in Dark Heresy is 3 squares as an action, while it's 5 for PF2. Maybe go with half speed as the distance for PF2.

This might get you where you want to be. Just make sure your players are clear on it.


Temperans wrote:
It says they are related, but there is no actual connection. As it currently works, unless you force yourself to pick related lessons, you can have a cold themed patron and pick only fire themed lessons with a flaming familiar (if those are a thing).

How do you think your icy patron stays chilly? Has to bleed that body heat off sonehow, might as well be through you.


Rysky wrote:

One person said they should have focused on the "most invested" (meaning not most invested in then normal sense but in this sense the extreme optimizers and theorcrafyters) players instead of everyone else, which prompted the next person to say that getting rid of said small audience because they're reducing the fun of the larger audience (which the original statement is pretty explicit about doing) would be a good thing.

Definitely not how I would have worded it but I can certainly understand it. What makes a player more invested over another? What makes you [general] more invested than me?

Players who are willing to dig into the rules and interactions and put a lot of time and effort into mastering them are more invested, as they have put a lot more time into the game.


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MaxAstro wrote:

Gonna have to agree with Rysky on this one. If one part of the player base wants to be the "special children" that get everything they want and the designers design specifically for them instead of the wider player base...

Yeah, the game is better off without entitled people like that.

Not liking the game's direction is fine. Saying you wish the devs had gone a different direction is fine. Saying you wish the devs would listen to you and ignore everyone else is toxic.

Seems like an easy distinction to me.

It's toxic to want a game that's tailored to my specific tastes? Isn't that what everyone wants?


Rysky wrote:
Cyouni wrote:
sherlock1701 wrote:
Megistone wrote:
sherlock1701 wrote:
Excuse me for liking games that I enjoy and being disappointed that paizo decided to make something that's basically unplayable as far as I'm concerned as a followup for my favorite ttrpg. Consider Mass Effect Andromeda or Fallout 76, PF2 is in the same league as far as I'm concerned.
The point is not that you love PF1, but that you love the aspects of it that have traditonally and widely been considered its biggest flaws, and you double down on them.

Yes, because those things are 80% of what makes the game fun to play for me. I wish more people shared that interest.

It's a little bit like a Souls game. Hard to understand and learn all the moving parts when you first pick one up, but rewarding and cool if you stick with it. Paizo could have really leaned into that niche, and made something that was even better than PF1.

A Souls game doesn't require 6-10 hours to build a character and start the game, as you've stated is basically mandatory in the past.

A Souls game doesn't stop midway because someone has to look up details about the system because it's incredibly convoluted.

And most of all, a Souls game is primarily a single-player affair, not a cooperative one.

Also it’s about skill, not builds.

*runs around with 2Handers and the prettiest outfits*

It's not a perfect parallel, just an example of how designing for a specific, smaller, more committed audience is not a bad thing to do. They should have continued to appeal to the most invested players in the system instead of everyone else.


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Rysky wrote:
sherlock1701 wrote:
RicoTheBold wrote:
graystone wrote:
BellyBeard wrote:
If two players spend two actions each to remove one boss action, and the other two focus on just damage, that fight probably becomes trivial.
So players are trading 2 of their actions for one of a foes and that's a bad thing when it costs resources? I thought that's spells/feats were meant to have meaningful effects is the foe fail their normal saves... I don't see it.
It's bad against multiple/weaker foes. It's good against a boss, because their actions are generally worth more than a party member's actions.
Which is exactly why bosses shouldn't be immune to the effects. They're best used against them.
If a boss is as easy to defeat as its minions then what makes it a boss fight?

The fact that it's a/the leader of the opposing faction, aka their boss. If a party went to fight Apple I doubt that Tim Cook would be the toughest one there. But the fight with him would still be the final boss battle. If you're unseating a corrupt king, his best guards are probably stronger than him, but he's the boss.

Even if you're going for a boss who's stronger, his stats are already better than those of his minions. A balor is more likely to make his save than a marilith is, because he has higher stats. He doesn't also need a side rule to protect him.


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Megistone wrote:
sherlock1701 wrote:
Excuse me for liking games that I enjoy and being disappointed that paizo decided to make something that's basically unplayable as far as I'm concerned as a followup for my favorite ttrpg. Consider Mass Effect Andromeda or Fallout 76, PF2 is in the same league as far as I'm concerned.
The point is not that you love PF1, but that you love the aspects of it that have traditonally and widely been considered its biggest flaws, and you double down on them.

Yes, because those things are 80% of what makes the game fun to play for me. I wish more people shared that interest.

It's a little bit like a Souls game. Hard to understand and learn all the moving parts when you first pick one up, but rewarding and cool if you stick with it. Paizo could have really leaned into that niche, and made something that was even better than PF1.


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RicoTheBold wrote:
graystone wrote:
BellyBeard wrote:
If two players spend two actions each to remove one boss action, and the other two focus on just damage, that fight probably becomes trivial.
So players are trading 2 of their actions for one of a foes and that's a bad thing when it costs resources? I thought that's spells/feats were meant to have meaningful effects is the foe fail their normal saves... I don't see it.
It's bad against multiple/weaker foes. It's good against a boss, because their actions are generally worth more than a party member's actions.

Which is exactly why bosses shouldn't be immune to the effects. They're best used against them.


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Henro wrote:

I feel like Sherlock's problems with 2E aren't design problems, they're design goal problems. 2E was designed with some particular goals in mind which run counter to Sherlock's ideal experience. (examples of these goals are: reduce the difference between optimized and unoptimized characters; Move a lot of optimization/strategy away from character creation and into combat; Reduce caster/martial disparity).

For me, a lot of these design goal are perfect and I believe 2E pulls off a lot of what it sets out to do quite brilliantly. For me, 2E has kept all the good stuff from first edition and removed the stuff I hated.

For players like Sherlock however, playing 2E might be like trying to use a lemon juicer to peel a potato. No matter how good the juicer is at juicing lemons, it will still be lousy when faced with that task.

I'm actually on board with reducing caster/martial disparity, but it should have been done by elevating martials Tome of Battle style, instead of nerfing magic into the ground.


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swoosh wrote:
Bluenose wrote:
Or are you expecting they should have the most versatility and equal effectiveness to a specialist - the Jack of All Trades and Master of All Trades rolled into one character?

I'm pretty sure that's exactly what they're expecting, yes.

sherlock is a strategist. They've talked in the past about how building and constructing characters is the most important and intriguing aspect of the game for them. The act of playing out the character is less the point in this method of play and more a way to test the concept, with the goal of absolutely annihilating any challenges put before it.

You ever seen those competitions where people build and program little robots then have them run courses or smash into each other? The act of building and programming is the main challenge and the actual course is just a way to test the efficacy of the design.

I will note that I always put a great deal of effort into writing up a backstory and then having my character act accordingly. I just do it after I've designed them. The RP aspect is enjoyable, even if it is secondary to the build and strategizing.

That said, I usually get tired of the character eventually and then let them die off so I can try out a new one. And I'm never upset when they die naturally in the course of things.


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Ravingdork wrote:
sherlock1701 wrote:
Consider Mass Effect Andromeda or Fallout 76, PF2 is in the same league as far as I'm concerned.

But did you actually play a few games before arriving at that conclusion?

My friends and I didn't think we'd like it either, but then we tried a few games and positively fell in love with the new system.

Given that the fun went out of character creation, games weren't enjoyable at all.


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Vidmaster7 wrote:
graystone wrote:
Vidmaster7 wrote:
I swear gray you look for the worst possible side to of something to be on then fully commit.

I've posted with someone before that used classy = elegant [pleasingly ingenious and simple] before so maybe my perspective is different.

Vidmaster7 wrote:
I'm personally completely fine with the incapacitation rule.

I'm fine with them in the same way I was fine with spells HD capped in PF1*: I didn't take them and skip right past them when I see the tag. So here too I can see sherlock's perspective. There are less slots to go around in PF2 with top ones at a premium, then you add that most heightened spells tend to be inferior to spells actually of that level... It's a tough sell for me.

Secondly, the affect that warrants such a tag seem scattershot: Cloak of Colors [1 rd blind/stun] is hardly the encounter ending spell like Phantasmal Killer [dead].

* now I did take them in PF1 if I had a way to replace them later: my 5th+ level sorcerer isn't going to keep Daze as a cantrip...

Eh I don't know I felt like the tone was pretty clear to me anyways.

Are you looking at it from a player perspective then? Because Since I primarily DM I feel like it will be super helpful but I guess if you look at it from a player perspective maybe I can see wanting the option to just end combats. Also on a critical failure it's still pretty bad even with incapacitate isn't it?

No, I spend about twice as much time in the GM seat as I do playing. Critical failures are unreliable at best; that's why I would avoid both incap effects and any of the cantrips with crit fail effects.


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Malk_Content wrote:
Did everyone, including sherlock, forget that this was a thing in pf1? There wasn't a trait for it but numerous spells and abilities only worked against certain HD numbers, which is basically the stand in for level.

Same reason I never took those spells unless there was an ok effect above the HD number.

Seems like an odd decision to go whole hog on the least interesting spell mechanic and sacrifice the actually cool ones, like usable durations.


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Rysky wrote:

1) it was an insult, telegraphed by the “useless” beforehand.

2) the abilities aren’t useless in the slightest, you can still use them as you go by you using higher level spell slots.

They are useless if you have to burn the higher slot. You literally cannot cast them at the level they're made for and get any value out of them. You have to usurp a higher level spell slot. I thought we wanted to make low level slots more useful, not less so.

And even then, the cap being double the slot level means that against anything with any real power the spell is wasted. As in, against the things you would most want to affect with said spell, there is no point to casting it.


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Unicore wrote:
Temperans wrote:

PF1 spell due to caster level scaling had better damage, duration and range. So even if you only knew a few you could do a lot with the right spells. A great example is Fly.

** spoiler omitted **

Movement and utility spells were deliberately restricted for the sake of story telling purposes, not some mechanical balance issue. That was a change for the sake of adventure designers and being able to have skills be a more meaningful choice for players for a longer period of time. Having spells just cover everything that skills can do, only better was a design flaw of D&D.

No, it's good design. There should always be multiple solutions, and there's no reason you shouldn't be able to use magic to accomplish mundane tasks. What do you think real wizards would use magic for? Making their lives easier. Doing things magically so they don't need the physical skill or ability. Getting around with a minimum of effort and time. That's what needs to be supported by magic, before we even think about chucking fireballs and summoning walls of ice.

Unless your universe is like warhammer and magic is likely to just screw you over completely, your storytelling has to take that into account. PF1 spells were well designed, PF2 spells are lackluster at best.


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Deadmanwalking wrote:
sherlock1701 wrote:
And their solution was to make the abilities useless by level capping them.

An ability you can readily use on a high percentage of the foes you fight isn't 'useless'. They made them less useful, certainly, but hardly useless.

sherlock1701 wrote:
Classy.

Could you maybe not be a giant dick to people just because you disagree with their game design philosophy? That'd be great.

sherlock1701 wrote:
Incapacitate was a bad idea and never should have been added. "But they might stun the boss". They sure might, and that's never a bad thing. One shotting is ok.
Part of the design goals was pretty clearly to make single foes of higher level a legitimate and scary threat (which they often weren't in PF1). Rebalancing around that involves reducing the odds of this. It just does.

The two steps back in design this edition wasn't my fault. It happened despite my objections. I reserve the right to critique commercial products.


Ravingdork wrote:

There are no stars. The PCs brought them crashing down years ago with the misuse of a powerful artifact.

The immeasurable devastation, unending darkness, and eldritch horrors that were released from the fallen stars have long since turned the world into a post apocalyptic wasteland of survival horror.

It is now up to the PCs to somehow undo the calamity they brought forth upon the world. Their actions are opposed by the once benevolent and world spanning Church of Stars, now corrupted into fanatical death cults that have seen their gods' true forms.

That's not really how stars work.


Claxon wrote:

To the title of the thread, no it wasn't a solution in search of a problem. It was a solution to a real problem, that is perhaps less elegant in some places than others (mostly when effects have binary outcomes instead of the 4 levels of success like most abilities now have in PF2).

It was a real problem that some GMs would overwhelm parties with lots of low level enemies as part of the CR budget that had save or die/suck effects. It didn't matter that the party had a 90% chance to pass each save, when you make 10+ of them a round it was pretty brutal.

Conversely, same thing with parties vs BBEG, the party would focus on throwing out as many encounter ending abilities as they had to shut the BBEG down before they ever got to act.

As somebody who has played on both sides of encounters like this, they are a good thing, lots of fun, and removing them was a bad idea.

Not sarcastic, I genuinely like them.


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Deadmanwalking wrote:

It's because otherwise, individual bosses get pretty screwed by SoD effects, since a whole party can theoretically hit them with four or five of them. Odds are they'd fail at least one Save in that situation. And that's pretty anticlimactic and not a tactic they want to encourage.

The same applies to PCs, quite frankly. Let's take the example of 8 Basilisks (a Severe but not Extreme encounter) vs. an 8th level party. Most 8th level characters will have between a +11 and a +16 on Saves. At DC 22 to Save, lot of PCs would probably get petrified there if incapacitate didn't apply.

Now, Ghouls in particular should maybe not have the trait given their standard role in encounters and the general weakness of their paralysis, but that's a specific issue with ghouls rather than one with the Incapacitate trait.

And their solution was to make the abilities useless by level capping them. Classy.

Incapacitate was a bad idea and never should have been added. "But they might stun the boss". They sure might, and that's never a bad thing. One shotting is ok.


Under Magic Weapon on page 599-600 of the CRB. It uses the language "x extra damage dice".

On AON:link


Incap spells are partly useless because they do nothing to bosses. Crippling bosses is far, far more useful than crippling their minions

The other part of their uselessness is that there are usually better options at the level you have to heighten them to for them to be at all effective. Essentially, they're generally only worthwhile at their base spell level. They're just too unreliable to bother with.


1 person marked this as a favorite.

I think a lot depends on how you run games and perceive the world as players.

For example, in games that I run, class abilities and spell names are known things in character. People know that a spell is 'cure light wounds' or 'bladed dash'. People know a gunslinger has grit. Spells are codified in books by their level of power.

In my current setting, spell incantations are subroutine calls to a set of goddesses that interface with the world through complex thaumaturgic computers. I've written up a little bit of language for the computers and incantations.

Class abilities changing or disappearing if you run a world like this is of significant note if you have an ongoing campaign. People would understand that teleportation, once freely available to all mages who trained enough, was suddenly restricted. Weapons that used to work one way suddenly function completely differently. Magic items and spells that used to work together in harmony suddenly no longer function the same way, and now the strongest one overrides the others.

I like characters in game having that level of "meta" knowledge. It makes sense to me that they would understand how their world works. It also means that an edition change is virtually impossible unless I write a whole new setting, or majorly time shift the one I have.


Gorbacz wrote:
That, or that PF3 will be more like PF1, which means we're in for a decade of constructive criticism.

It's this one. I'd also be fine with a much more nitty-gritty system than PF1 for PF3 (e.g. making height and weight have mechanical effects, more realistic depictions of gear, more skills, more bonus types, etc.)


0o0o0 O 0o0o0 wrote:

That speedy but weak elf gets tangled up in the fruit cart as he crashes into it while the dwarf just powers through, barely hindered by the flying apples and melons.

I assume your chase sequence has a fruit cart

Bah, why use a fruit cart when there's always a cabbage cart around?


I do miss the coupe de gras rules, and I would like to see them return. I think this is a case where you could use the 4 degrees system well.

For example:
The attacker hits automatically for normal damage. If this doesn't take the target out, they make a Fort save against DC equal to the damage taken (this works out to a reasonably easy DC assuming average damage for an equal level subject). On a failure, they're dying 1 (so can hero point out of it). On a crit failure, they die completely.

In the given scenario, the innkeeper's son probably deals 3 or 4 damage, so the player only fails on a nat 1 and likely can't critically fail.


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Malk_Content wrote:
Deadmanwalking wrote:
Malk_Content wrote:
I'm not sure how "want to autosucceed" isn't wanting an easier game.

In fairness to sherlock1701, he appears to want a game where making a character who can auto-succeed is a game in and of itself. One like PF1 where character creation is full of bad choices as well as good ones and you need a certain degree of system knowledge to achieve such a character.

I think that sounds hideous, personally, and suspect the majority agree with me, but I wouldn't call it an easy game.

Well apart from the bad choices part the ability to design characters to auto succeed at tasks is possible, if you make the game easier by uniformly adjusting dcs down by about 4.

Problem is that maxing out your roll in PF2 is too easy, there's no challenge to be had then.

One of my favorite characters was a fighter built around armor spikes with bull rush and overrun - it took something like six or eight hours of digging through feat interactions and whatnot to come up with something really effective and powerful, that could succeed most of the time and deal heavy damage.

The fun was in spending all that time rooting around the rules to cone up with a character who was as good at something as they could be. I don't really see things like this ever being possible with the way PF2 is designed. It's too easy to max your roll and pick your options. There's little joy to be found in a game that gives you the best possible character without any major effort.


2 people marked this as a favorite.
Malk_Content wrote:


I feel sherlock's game play style should be supported (guidelines in the gmg for making the game easier for example) but that doesn't mean I support the intent behind his posts.

I don't want an easy game, I want the challenge in a different place.


2 people marked this as a favorite.
Malk_Content wrote:
I dunno John, this is a person whose stated goal on the forums us to spend his time trying to make pf2 seem as bad as possible so it fails and they make a pf3 he personally is happy with. I think most people would agree that such an approach can only be detrimental to the community (and company) as a whole.

Thats...not at all what I said. I don't "hope PF2 fails". I want a PF3 that's better. Paizo has to stick around for that to happen. What I did say is that I'm being vocal about my complaints in the hopes that future versions (or this version, though I realize that's unlikely) will improve.

I honestly don't know how you could have gotten that I hope PF2 fails, or that I'm somehow 'out to destroy the community' from what I have said. Yes, it's not the game I hoped for and it is disappointing, but my aim is to make the next one better, not make this one fail.


Rysky wrote:
sherlock1701 wrote:
Rysky wrote:
sherlock1701 wrote:
K1 wrote:

One session with Monsters disarming aoe players and players will understand why disarm is something which is not worth in a system like this.

Or eventually a couple of mobs who disarm a player, loot his weapon worth all his equip, and run/teleport away.

Repeat until the players won’t have anything else left.

Players start to go with chain glove?
Mobs, which are not necessarily stupid, will do the same.

Sometimes players see a mechanic only on their side, but they not always realize that it could be used against them.

In this case, disarm on Normal hit and chain glove to get a hold grip for their weapon.

You're saying all this like it's a bad thing.
It is. It’s bad design, and boring at that.
Only boring if you enjoy constant failure. I don't. It's the pinnacle of design, because you can fail constantly if you build one way, and succeed constantly if you build another, thereby enabling any level of play to suit taste.
... there’s a vey big gulf inbetween “always succeed” and “constant failure” in play.

If you're likely to fail the roll more than once or twice in a session it's constant.

Attack rolls after the first get a partial pass if the first one is a near guaranteed success.


Rysky wrote:
sherlock1701 wrote:
K1 wrote:

One session with Monsters disarming aoe players and players will understand why disarm is something which is not worth in a system like this.

Or eventually a couple of mobs who disarm a player, loot his weapon worth all his equip, and run/teleport away.

Repeat until the players won’t have anything else left.

Players start to go with chain glove?
Mobs, which are not necessarily stupid, will do the same.

Sometimes players see a mechanic only on their side, but they not always realize that it could be used against them.

In this case, disarm on Normal hit and chain glove to get a hold grip for their weapon.

You're saying all this like it's a bad thing.
It is. It’s bad design, and boring at that.

Only boring if you enjoy constant failure. I don't. It's the pinnacle of design, because you can fail constantly if you build one way, and succeed constantly if you build another, thereby enabling any level of play to suit taste.


Castilliano wrote:
sherlock1701 wrote:
Mark Seifter wrote:
Captain Morgan wrote:

Another option is you could use a success disarms and a critical success let's you either snag the weapon or going it into a further square. But that is a pretty big buff that will probably hurt players more than it helps them.

We tried disarm on success at first (before the playtest). It makes gameplay pretty miserable for anyone who depends on a weapon, particularly if the other team has low-value characters at hand who can pick it up and just start leaving with the weapon, both of which are more likely to affect the PCs (monsters don't as often have weapons, and the bad guys more often have minions who can spend actions to dash away, or 5th level dimension door miles away, with the weapon without weakening their side much). Assuming you don't wind up with a gentleperson's agreement at the table to just never use it, like some groups had for breaking gear in PF1. PF1 had a weird side way around PC frustration for disarm by virtue of having two or three negligible-cost ways to be essentially immune to disarming that PCs used and published NPCs and monsters weren't written to include, but that sort of winds up with no one being able to use it if the GM, quite reasonably, has NPCs adopt the same simple methods as the PCs.
So instead it's a waste of time and effort.

Or it's a high risk, high reward tactic.

And I'd rather the minions needed a 20 to disarm my PC so that they don't try because whatever you can do with a success, they'll have a shot at doing to you.

And cheap equipment had already nullified disarming in PF1. Really cheap, and easy to improvise since it was just a cord tied to a weapon so even primitives might have them. And if disarming were that easy in their reality, they would have them. I'd rather Disarm be a dramatic event. I say this as somebody who used a True Strike wand to disarm at will in PF1, which was funny, but grew old fast. Imagine taking 3 feats to be great at...

Even with a weapon cord, you still cost them a move action to retrieve it, which means no full attacks. That's well worth the effort.

Disarm is defeated by locked gauntlets, but those do come with other drawbacks.

You can also make a weapon cord in pf2. It may not be an official item, but you can still tie a bit of rope (or a strip of leather sliced off a belt pouch, etc) to your arm and the weapon. It just matters less because nobody is foolish enough to actually try to disarm you in PF2. Much like KAC+8 in starfinder, crit success is a ridiculously hard target for a maneuver.

I suppose if it inflicted a penalty of some type to the enemy, it might be ok, but as it is it basically does nothing on a normal success so it's unreliable and therefore useless.

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Dark Archive

Howdy, it's been a while.

Looking back at this, My last posts where nearly 2-3 years ago, and alot has happened in my life since then.

But I'm back, and I am sick of playing 5e-
so here I am, looking to see if anyone would be interested in playing one of the following:

1) A PF1e game- any game, I will post a list of Modules or Adventure paths and see what folks would like to do

2) A Final Fantasy D20 game- Based in a Homebrew FF world- I will explain more about it

3) A Starfinder Game in a Homebrew setting- also will explain more about it

based on what folks want out of that I may or may not run a game

I would Prefer to play games over Discord/Roll20 using voice- it is just a personal preference I have gained over the last 5 months.

Dark Archive

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Hello everyone, I'm running a game which some of my players have unfortunately disappeared from

Because of this I'm looking to replace them.
Now the current party consists of 2 players: 2 Humans- one a Fiend Keeper the other a druid.
here is the original recruitment

None of the players have encountered enemies yet(although you will soon) and each of them has received a Holy symbol.

I'm looking for 2-3 replacement characters. All the rules and questions I awnsered are in the link above.

You will use the same rules as the last recruitment only you get a free holy symbol (a silver or wooden one)

Dark Archive

Primortal Evil Dungeon Master

Date: 1403 CT, 3rd month, 10th day.

Its been a few days on the sea, A trek that only a few captians would take. However the Vilerdianan tasked with takimg you over clearly knew nothing of the black Reach... Clouds hung in the sky for the whole second half of the journey, although the sea was hardly rough.

You had been Tasked By Lord Viris Canewood to assess the local situation. You are to assess the condition of the oil fields, Contact the Local Lord, and determine the reason the Embassy has not been reporting back.

It seemed like a simple job, However the tales of the Black Reach where nothing to be scoffed at. Tales of Vampire lords and dark Curses filled stories from folks coming from the reach... Some of it must have had at least a little truth.

Near sunset on the second day you spotted it, The White Tower: a lighthouse on the Isle White. The Captain comes to your Quarters and Shouts down at you all. "On Deck, Yellow bellies, we've come to your stop!" says the Frilly man, His beard and Hair quite overdone for a sailor. "Remember, I'll be in Port for three days, If you finish your report by then, I'll take it back to Lord Viris." he says, Heading back up to deck.

The smell of the sea turns dark, and the scent of Rotting fish comes clear for a moment before vanishing as you pass the Isle White . The boat comes into port, a monster among all the small fishing boats.
As gangplank is sent out, A few people approach, One man Dressed In a suit of Full plate, His armor shining brightly. The other was a Woman, Dressed in more practical attire, She appears to be carrying a Bundle of notes, and by the look on her face she seems to have been waiting for your arrival.

Dark Archive

Primortal Evil Dungeon Master

This shall be a respite from the waiting horrors

Dark Archive

Preface
It is the Year 1403 CT. You are an Adventurer, Come to the Country of Vilerdan In the hopes to find work. Luckily you happen across A flier posted by The Lord of Vilerdan's Northern provenance, Asking for the aid of skilled Warriors, Sages, and Adventures.

Across the sea, In a land wracked with a dark curse, Undead and hideous beasts Roam across the land. Very recently The lord has stopped receiving communication from the local embassy of the Black Reach. However he doesn't want to alert anyone something is wrong, and beleves if he sends a group of strangers with little to no attachment to the kingdom that (if this was an insurrection) his agents would have a much easier time learning what has happened.

He has called apon a small group of Adventurers to help him. He has weeded you out from a large pool, as those best to suit is needs.

overview
This is the basis of a campaign I've been working on for a while now, I have a full detailed history of the area and even a pretty good story.
However no knowledge is needed. I fully intend players to gather information as they go, Learning of the Black Reach as they go.
Currently I'll give a short overview of the basic History of the area, and the common knowledge of anyone you'd typically ask on the sode of the street.

The technology level of the world is simular to the Early 1800's, Therefore guns have come around, are fairly common, and folks arent running around in full plate armor, however such armor is still around and available.
I have some special rules for firearm proficiency, and will explain those later, But for now the rules for guns follow the Commonplace gun rules.
Other than that The Black Reach is on the Frindges of Civilization, and although the City of Reach once was a great place, It has fallen into disrepair and misuse under a dark curse lain many centuries before.

Character Creation Rules:

All Characters will be starting at LvL 1, With Average Starting gold, And a free set of either Thieves tools(normal ones), Spell component pouch, Silver Holy Symbol, or 1 Skill based Kit of yiur choice (ie. disguise kit)

I don't require you to get too in depth with your background, however I encourage you to create your own background. The Land of Vilerdan is simular to France in culture, and you can come from anywhere you wish, naming it yourself, and even establishing your own lore for it.

Class and alighnment: I am not limitimg class selection, however use unchained if you can, and Evil is Discouraged. Unfortunately the local Faith of the reach is dedicated to the erratication of Evil, and are the types to punish offenders harshly.

Equipment: Due to the Text level, almost everything is allowed, although guns are around too, With the Commonplace guns rule with this exception:
1-handed guns are simple weapons, 2-handed guns are Martial, And all pepperbox varients are Exotic, as well as the Double Hackbut. Please note that although guns are common, It isn't likely that your enemies will drop that much ammo...

Skills and Background Skills: Yes, I love this rule set, as for alot of those classes that don't get too many skill points, it allows you to round out your character pretty nicely

Languages: I will be usimg the basic Paizo languages, and all racial languages as appropriate.

Races: Here's where things get complex: I'm this world all the common races are out and widespread, However several of the less common ones are as well. Ratfolk are quite common in the Black Reach, Infact they make up a good portion of the slums.
The planetouched however are alot more rare than Usual: Teiflings are the most common, Typically Devil spawn, Followed up by the Elemental ones, Aasimar are extremely rare as Celestials of this world are quite... Chast. Typically Aasimar are not decent of angels, but rather just extremely blessed individuals, Folks who where human before, but exposure to a very powerful Celestial changed them, for the most part.
Drow do not live under the Reach, As the land is cursed, and is also a large island.the sea between prevents them from migrating and establishing nearby cities, However drow do inhabit other reigons.
Dhampir do exist, alot more than the local Faith would wish, However due to their nature many folks fear or scorn them, alot more than Teiflings.
Other than that most other races follow basic Paizo lore

Please ask if confused or if you require any further details

Basic Common Knowledge of the Black Reach:

The Black Reach once was a kingdom by the name of Breek. Unfortunately about 50 years ago, it's government fell, and Vilerdan's king took advantage of their disorders to pull them under his control. Unfortunately it seems the Reach is cursed, as the lands around the City of Reach are commonly known to house undead and Lycanthropes.

The last Lord's name was Killian Goodvale, He was Driven mad, and drowned himself in the green sea(the sea between Vilerdan and the reach).

Reach's primary Export is Pitch and Oil, As I the Nearby Southern Reach large oil deposits where found. The king of Vilerdan wanted control of this resource, under the advice of his Artificers.

The Reach Worships their own minor Deities, The common Two are known as the Lady White and The Lord Black, gods of Life and Death respectively.

A nearby Forest known as The Black Forest has Grown exponentially after a group of Adventurers slayed a Lich deep in the forest. Local druids claim responsibility, however more monsters keep emerging from the forest despite their efforts.

If there are any questions, or anything I missed, Please ask away, or let me know.

Sovereign Court

Okay, I'm gonna begin this with a disclaimer:
I am not exactly known for keeping to my games, often times I get overloaded or life gets in my way. This does not mean I don't care for my games, infact I very much love doing this, even if it doesn't last long.
And in the hope that fun may be had despite that, I have some ideas.

I'm making this thread in order to toss some ideas out there, trying to find some interest out there as well as Garner some interest myself.

Idea 1: An Elder scrolls game! This idea has bounced around in my head for a while, now the most obvious issues would be coverting this to the Pathfinder system, or finding an easy to learn system to use it in. I obviously want to keep this in Pathfinder, as it helps greatly to keep things familiar. However I'll likely use the spheres of power system for magic, as it mist closely resembles the schools tamriel uses.
The settings will actually be during the oblivion crisis, as it not on is the time I'm most familiar with, but it's before s@&! got complcated with the nations.

Idea 2: honestly I'd just like tk do Mummy's mask, The AP is one I haven't DM'ed and one i very much like the idea for.

Idea 3: A starfinder game. With this one the system is newer, and I can't seem to wrap myself around ship combat, but the idea behind this one would be something Homebrew, as I don't have access to any modules yet..

Idea 4: Something evoking Classic Horror. Vampires, werewolves, Juju zombies, you know something like that ;P

Idea 5: Midevil Zombie Apocalypse. This one is interesting, a game based entirely around killing zombies. Obviously classes that are better against undead would make this game pretty well, but I want to do something where it isn't a magical undead, and the normally effective powers of cleric are not working as they should against the unliving swarm.

And those are my ideas, obviously I have bias twards the Elder scrolls one, and i have put a TON of thought into it. Bur I'd like to see first which of these have the most intrest.

If I do garner some interest, I'll do my very best to keep on track. I'm Limiting myself this time, and not taking on too many games at once. My life right now shouldn't spontaneously explode, so I should last at minimum a month or two ;P

Sovereign Court

So, This is Just going to be an interest thread at the moment, I do have quite a bit going on at the moment, and opening another campaign right now is gonna not be very good for me.

However, It's possible I could do something in the future (at least in the next 2 weeks)

So, I have the feeling to play a campaign either with your PC as Lycanthrope, or hunting said creatures and possibly becoming one.

It's rare that a campaign has Lycanthrope within them then have that be an integral part, or allow being a lycan without the whole alignment change.
What I'd want from this is either a short to mid length game where your characters have to adapt to the changes within them, or if they are hunters kill Lycanthrope only to discover some hidden third party (possibly something controlling or making more lycans.)

Now if I do something like this it will be very classic Transylvanian. Spooky forests and dark castles. Infact I might just set this within the ravenloft world(one of my favorite worlds) To add to the atmosphere. After all since ravenloft isn't a whole world I could add pretty much anything I wanted to it. Who says a villian in Gallorian hasn't done something worthy of Ravenloft?

So, for now it's just an interest check to see if many people would want to do something like this, as well as any suggestions on systems, Alternative rules, Character ideas(but not aliases quite yet), or possibly offers to do something like this and offer me a spot as a player (gods know I'd rather play this game than DM it.)

Also this game will likely have guns, after all silver bullets are a staple of the genre.

Sovereign Court

game master

Dot, I'll be awnsering any questions here for now.

Sovereign Court

game master

Dot for now...

Sovereign Court

Hello! This is a reopening for a recruitment. The last thread didn't get much traction and frankly had some negative comments posted on it, which I'm sure caused it to stagnate and not gain any interest,

So I'm reopening recruitment in a new thread to try and bring it back into focus!(plus people are more likely to click on a fresh thread.

The Idea of this game is that you will be playing Curse of the Crimson Throne in a Victorian Steampunk setting, (Think Sherlock Holmes) And will be progressing through a Tweaked and Altetrd COTCT game. Obviously some of the themes will be different, and several of the enemies will be completely redone or altered to fit :P

Character Creation and Rules:

Important Changes: Guns everywhere- Characters with martial proficiency are proficient with all guns except those I will label as "Exotic Firearms" which are none of the standard Paizo guns.
Character with simple weapon proficiency (except wizards and Sorcerer) are proficient with pistols and revolvers, or otherwise "one handed firearms"
Wizards, Sorcerer, Monks and any class that has proficiency with only a few select simple weapons are not proficient with any fire arms

Classes: Any Paizo, however Summoner are Unchained only, otherwise it's up to you if you want to play rogue Unchained or not... Bonus points to Investigator and Vigilante.

Races:Any Paizo, however Core races are obviously more common, a Bonus to Ratfolk, Skinwalker, Changeling, and Dhampir, as they will be more common in the setting I have in mind.

Stats:25 point buy- Guns mean you need more power or your gonna get shot.

Traits: You can use any trait from the CotCT players manual, however if you give me a good reason/reflavor of any other Champaign trait I may allow it.
Also, two traits(one Champaign), +1 one for a Drawbac

Starting wealth: any ×10 in basic money is now ×100, in wealth. For example, a wizard who has 2d6×10 in wealth will instead have 2d6x100. This helps you pay for those pesky bullets.

Special feats: Everyone will be using the Feat Taxes Rules, meaning no more having to take power attack or weapon Finnese! However this also means Melee combat won't go out the window

rules:• Advanced firearms will only hit touch AC at 2×Range increment, rather than 10× an increment.

•Use Background Skills ans All skill unlocks

•we will be using piecemail rules, however any suits of armor will only be purchased as wholes.

•Special materials: metals have become easier to produce, Mythral and Adamantine items now const half their normal price, as well as several other materials, such as Cold Iron and Elysian Bronze costing only 1/4th their normal cost.

Background: I would like at least 1 paragraph explaining your background, a and this must include your reason for wanting to take down Geadren Lamm

Now, this Game is Based On Gallorian, But as if none of the Champains had happened until This period. So there is no need to research Gods or such if you are familiar with the setting ^-^ also no need for me to change names ^o^

But anyways, I am only gonna leave recruitment open until I have at least 10 players. If there are less within the next month than I'm just gonna take what I have, even if it's unbalanced.

Also, to clarify, anywhere I say "bonus points" at in the character creation, it simply means those are more common and are more likely to be picked for this game than they would other games, as Ratfolk, Skinwalker, Dhampir, and Changeling fit the setting VERY well.

Sovereign Court

3 people marked this as a favorite.

Greetings!

I'm pondering the idea of playing a Gothic/Victorian game, with themes of Steampunk and Intrigue. Although, since most of my Hombrew games tend to move slower than a snail on depressants and my published games do alot better, I've decided I wanna do a game that I have yet to DM yet(and really would love to DM) and that's CotCT.

My idea was to do a game using the Guns everywhere rules as well as a few others
And to make it feel a bit more like Victorian England I'll be ramping up the Intrige and such.

But I want to get this game going quickly so I'll lay down the rules here!

Character Creation:

Important Changes: Guns everywhere- Characters with martial proficiency are proficient with all guns except those I will label as "Exotic Firearms" which are none of the standard Paizo guns.
Character with simple weapon proficiency (except wizards and Sorcerer) are proficient with pistols and revolvers, or otherwise "one handed firearms"

Wizards, Sorcerer, Monks and any class that has proficiency with only a few select simple weapons are not proficient with any fire arms

Classes: Any Paizo, however Summoner are Unchained only, otherwise it's up to you if you want to play rogue Unchained or not... Bonus points to Investigator and Vigilante.

Races:Any Paizo, however Core races are obviously more common, a Bonus to Ratfolk, Skinwalker, Changeling, and Dhampir, as they will be more common in the setting I have in mind.

Stats:25 point buy- Guns mean you need more power or your gonna get shot.

Traits: You can use any trait from the CotCT players manual, however if you give me a good reason/reflavor of any other Champaign trait I may allow it.
Also, two traits(one Champaign), +1 one for a Drawbac

Starting wealth: any ×10 in basic money is now ×100, in wealth. For example, a wizard who has 2d6×10 in wealth will instead have 2d6x100. This helps you pay for those pesky bullets.

Special feats: Everyone will be using the Feat Taxes Rules, meaning no more having to take power attack or weapon Finnese! However this also means Melee combat won't go out the window

rules:• Advanced firearms will only hit touch AC at 2×Range increment, rather than 10× an increment.

•Use Background Skills ans All skill unlocks

•we will be using piecemail rules, however any suits of armor will only be purchased as wholes.

•Special materials: metals have become easier to produce, Mythral and Adamantine items now const half their normal price, as well as several other materials, such as Cold Iron and such.

Background: Now! This is where I want to get some reading.

The ears will be rough mid industrial revolution, with steampunk themes

We will be based in gallorian (Just in a very late future where none of the campaigns happen until now) so no need to worry about strange God's or an unfamiliar setting.

We will be using all the same names and such, just updated to a Victorian era when it comes to the Character themselves.

When you create your Character I would like an explanation for why your Character hates Geadren Lamm and his gang, please note these characters are more akin to a mafia or an old style gang.

In addition, I'd like some motivations, A secret you have from the party, a secret you have from your Character, and where you want the Character to develop.

I believe thats all for now, if you have any questions, or I missed something, go ahead and ask!

I will run recruitment until midnight on Christmas (meaning December 26)

Sovereign Court

Hello all!

It has been boiling in my mind to play a game where our players are plainwalkers( as from magic the gathering), and base the game around the presuit of an envil force attempting to destroy all plains.

Right now I'm in the middle of the concept phase, but this idea really intrigues me! I would most likely have my characters be around lvl 5 to start(having to have ignited their spark previously) and I will also be making a few custom races for certain world's due to them having unique races, Such as the Aetherborn.

I'll most likely use spheres of power instead of the standard magic system, as it fits more fluidly into how magic and Mana works. And for the system that makes you a plainwalker I'll most likely use a modified Mythic system. Add new traits and a special thing called "Plainswalking"

And as for a time period in the official cannon, this will be before the gate watch is created to help battle the Elderazi in Zendikar.(it is possible that I will have YOU become the gatewatch instead :P)

Sovereign Court

game master

It is dark... You hear nothing. Not wind, not water... Not even the sound of your own breath. The air is stale, thick with the taste of dust. Years have passed... Decades lost... Millennium flown by.

Then there was sound... Deep inside your chest came a beat like drums, it was your heart... Your alive... But why? And how?

It doesn't matter... You hear something else... Whispers. Your inside something... A box? It's hard to tell... You, can't move... Why? Suddenly you hear a grinding, the box is opening... But you can't see. They are waking... said someone just outside of reach.

Then all went silent, and your body is released. You open your eyes and see the room before you, just as a light from above fades away. All that is left to see is the others... And the paper on their chest... Then you feel yours... And look down to see it...

Sovereign Court

game master

A thread where you may inform the group of any news or problems.

Sovereign Court

Hello, I have had a very interesting Idea.

I want to do a game where your players are lost deep in ancient ruins. How they got here, no-one knows. They awoke, with no memory of who they are or how they got here. They have nothing, only the rusty blades of the long dead. But that isn't even the worst part. Something is here with them... Something... Dark.

I wanna do a game where the characters wake up basically naked. And it's their job to navigate these ancient ruins and learn who they are, how they got here, and why they are here. All the while being chased by enemies too powerful for them to fight on their own.

This game is based in a world between, where Anything could be true and nothing is impossible.

I'll be looking for 4 players, particularly a diverse group of characters. I will not focus on balancing the group. Infact I expect you to adapt as we go. And learn ways to take out Enemies efficiently and with minimal resources.

Players will start lvl 1, no Equipment, save for one item essential to your class. This can be a Spellbook, Holy symbol, Spellcasting focus if some kind, a simple Weapon (less than 20gp value), or a light wooden shield.

I recremend classes that don't rely on mounts, guns, or pets. However you have the chance to find pets in game. Equipment will be limited. Also, I am banning Monk/Brawler because they take the challenge out of unarmed combat.

Character Creation:

Stats:20 point build or 3d6. One or the other, if you don't like your rolls you can try the build.

RACE: Any Paizo- No Race bulder- Except Lizardfolk. You may ask about my custom races.

Class- Any Paizo, BANNED:MONK, BRAWLER, GUNSLINGER, CHAINED SOMMONER

Traits:Any two, and a Drawback.

Background: None- you are all strangers, yet I'd like at least a summary of Personality.

Alignment: NO EVIL! Although I do like the idea, I have no intention of doing this.

Also when you wake up, you will have a note pinned to your chest, with a pin. It will be important to your story, and will be based on your Personality.

This note will grant each of you something unique. And it will be useful in the future.

A Unique Twist:
As your Character advances you will all gain strange abilities or powers that have no explanation. Several of these things will seem useless or strange... Some may also just be bad. I'm limiting it to one unique ability for now, but this ability has drastic changes to your Character

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With the release of the new System, I got my hands on this fine book.

So, I am gonna run a test of this game taking players from lvl 1 to lvl 4. Perhaps beyond depending on how the game goes.

I'm looking for a group of 3-6, trying to keep it small to keep it nice and easy.

I'm gonna keep the rules close to just the core. However I'm open for suggestions from you as players. Since most of the game is backwards compatible with Pathfinder I'm gonna be mix and mashing monsters and aliens. Magic and technology will work hand in hand :P

But to keep it simple I'm restricting players to the Starfinder classes only.

The idea is that your group is a bad of mercenaries hired by a corporation to find and stop some black market smuggling. Story will be very liniar, and I will throw a few encounters out there to test combat.

I expect this game to stall occasionally, but mostly during the points where rules become foggy ;)

Character Creation:

Race: to be Fair, you can use any of the races in Starfinder, and if you can convince me I may allow others from Paizo.

Class:Starfinder only

Theme:well Starfinder only ;P there aren't any anywhere else anyways!

Starting money: Average

Ability: 4d6 drop lowest or 25pt buy. Those who wish to go below 10 I will allow down to 8 to give extra, otherwise standard rules apply.

Background: keep it simple. I don't need a biography

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Hello one hello all! After the disappointing falure that was trying to get my Greek game back up and running, I Feel like I should give people the opportunity to try something. So, Recently I began exploring old campaigns, and I felt like playing this one!

Now, with it being a 3.5 game there will be extensive changes to the campaign, mostly in monsters and such. But that's beyond the point. I want to allow almost anything for this game (Paizo that is), so I'm very open to rules, races, and other such things. Of course they have to be logical. No Driders or Centaur in the middle of a populated City! However given the Diversity of Varisia and it's Cities I will allow most other races.

Here's the rules:

Character Creation:

Starting level:1(obviously)

Races: Most Paizo(No green martians or other four armed aliens) as long as you make sense(also, Kobold get a change to make them suck less)

Classes: Any Paizo, Unchained if available,

Archetypes: any Paizo(3pp up for review)

Starting Gold: Average,

Traits: 1 Champaign, 1 other, take a Drawback for a third

Rules in use: Background skills, Skill unlocks(Occult and Unchained), VMC(Can't multi class in another way if using this), Other rules up to approval

Changes to races:

Kobold: new stats!(+2 dex +2 Cha, -2 con, -2 Str,)

Gripli: gains Sticky tongue (As the race builder trait)

Other races with >or= 6Rp get a change depending on race, ask if needed.

Will not change humans °-°

Now, A short taste!

The king is sick... A form of leprosy has kept him in bed. And his dear wife has been desperately trying to keep him alive... It won't be too long before he is gone...
But this is just a minor problem for you, for the criminal Gaedren Lamm has been the irk of all your problems this last few years... I'd only someone where to find him and stop him

Okay! Let's do this!

Recruitment will be open to the 30th.

Note, some things will be quite thematic, such as a harrower or a Vigilante,

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So, I was wondering, my friend gave me the wonderful idea to do a conversion of the setting in Adventure Time to Pathfinder, or at least something similar.

The world on the surface looks like a mix of modern and fantasy, with magic and such being prominent. However, under it all is the history that the world itself used to be much different, and far more like our own, until the lich king came and destroyed it all, shortly before billy(a powerful hero) stoped the lich from destroying all life.

Now, oviously this can't convert exactly to Pathfinder, so I was thinking more along the lines of a similar world.
Any ideas?

Other notes:

Now, I wanna note there are alot if things in the world of oo that are just hinted at, such as "The Great Mushroom War" which from context is the nuclear apocalypse

As well as before the rise of the Ice King, Marceline's Father and her history, and many more things.

There where the dog wars with the rainicorn, the fact that alot of the monsters eat humans, and that there is alot more dark and adult themes in the show than an adult would think.

It's a good show, and for more than just one reason.

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Okay, my current game has lost half if it's party, we are now down to three players who so far have sailed to the isle of Minos and have entered the labrynth.

Now, I need roughly 2-3 new players following these rules

Character Creation:

players begin at lvl 2, each of you have traied to be hero's and will only become stronger. Your first lvl will end with you becoming mythic. We are using a custom advancement(I will keep track).
Races:core, featured, Warforged(with bronze instead of steel), and others subject to scrutiny, including: Half-minutar, Centaurs, and a custom race of mine called Fawn. Now, the Half-minutar and Fawn are custom races of mine. I will have those posted up soon for you to look at.
Class:Any Paizo, with some 3pp class traits(such as Oracle curses/mysteries, sorcerer bloodlines,etc...), no guns so no gunslinger except for the bolt ace archetype since it doesn't use guns.
Starting gold is 1000gp, steel items base cost is 1.5× normal, but masterwork items retain their original price(no 1.5×500 gp)
Stats:a choice of 3d6(drop the lowest)+6 or a 25pt buy.
Extra rules:Background skills, unchained crafting, ask for more
Traits:2 from different categories, plus a drawback. Every hero has a flaw. You may ask for a custom drawback of none of the traits appeal to you.
Plz ask about anything I missed. I will be making a balanced party, so be aware of other submissions.
The two things I look for most in a character is the passion of it's creator, and the potential for the future.

The only difference is that you are now lvl 3 and start with 1500gp

Also, I'll add a link to the original page in just one second.

A link to the original recruitment and all those rules

Our current party consisted of a Fawn Cleric, a Human monk, and a Human Sorcerer. So I'm looking for a skilled and a Melee

You will be lost adventures in the labrynth. Who's quest was given to you by the oracle, but you have no idea how long you've been down here in the labrynth.

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game master

Welcome one welcome all! No need to know each other you will all know each other soon!! As you all wake up and realize that rum last night was spiked.

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game master

Dot here, first post is coming soon!

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So, after an abounding interest in my desire to run an evil game I have decided to make a Skull and Shackles campaign with evil/neutral characters. After all who doesn't want to pillage, plunder, sacrifice your victims and raise them as an undead crew?

Character Creation:

Race:Any- the more monsterous and evil, the better(although try to keep it Paizo)

Class:Any- so long as you make sure to flavor it pirate... And Unchain it.

Stats:either 2d6+6 or 25 point buy.-you may reroll once.

Other rules: background skills, VMC, skill unlocks(Occult and Unchained), and more subject to change/suggestion.

3pp allowed:Oracle curses, In the company of dragons, and more subject to suggestion/approval.

Alignment:Any Non-Good. I'm not letting neutrals feel left out, but make sure you understand that your party is a bunch of murderers and thieves.

Traits:Two-day one campaign and one other, with a drawback available for a third.

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So, I have always loved playing Evil characters more than good (after all what fun is it being good and helping everyone when you can be doing it just because you love to kill?)

So I have had an idea. I want to run an AP where instead of they standard good character thing that most games expect, your all evil. You help people and such, but most if the time it is an accident or you really just wanted to have fun and never intended to help.

Alternatively it could be a game where your the evil that the hero's have to deal with. In a Dungeon keeper kind of game. Players would be mid level and it would work as a sort of kingdom maker campaign.

I'm just throwing ideas out there right now and am looking for your ideas more than my own.

As a last option I could also just play way of the wicked... Or hell's vengeance

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game master

Discussion, because stuff.

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game master

It's been weeks... Storms and Giants alike have made this trip all the more unbearable. The captain gave orders to start taking from the supplies a week ago, and you thankfully still have enough dried food and water for at least a month.

Everyone is sick of watching the endless wastes of Silt when someone shouts: An Island? No! That's coastline!

The captain moves to have a look and cries out in joy. Land! Oh, lords know I never thought there'd be a day I was relived to see Desert... he orders the crew to pull the ship over to the waiting sands...

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Well, due to the efforts for one Nostalgic DM I am in the mood for some Dark Sun. Now he's doing it in a Mummy's mask format, and I thought... What's the easiest game to convert into a different world?

WELL! my solution is Kingmaker, a game I'm running IRL at the moment and having some fun with. Of course converting it to Dark sun means doing some work(and research into where this might take place). And because Dark sun is about struggle and Endurance, Kingmaker makes a great setting. Now it won't be a perfect convert (I am a majority unfamiliar with the world details) and the setting will be far more dessert. The Greenbelt being turned into a massive monster-infested Oasis. And of course a rich source of metals (like iron instead of the gold that's normally there) And of course Obsidian,(in place if the iron)

Now, for Creation rules I am using A conversation Guide by This guy and a link can be found onThis thread but for those who don't like digging though threads
Here is a Link to the guide directly

and here are the basics:

Starting level:1
Starting money: Average for class, but make sure to reffer to the material restrictions in the guide.
Stats:4d6 drop the lowest, and a 25 pnt buy if you don't want your rolls(Subject to approval I may let you reroll)
Races:those detailed in the guide plus official Paizo Races subject to approval.
Class:Any official non-tec/gun based class

Traits:2- third can be taken with drawback. Also, traits may be altered to fit the game. They do not have to be Campaign due to the fact that this is Dark Sun.

As for wild Talents go ahead and Roll twice, taking whatever fits your character better- however use the Occult versions, not the ultimate psionics

Other Rules:
Background skills
Skill unlocks(Occult and Unchained)
Piece mail armor(As suggested in the conversion)
And Automatic Bonus Progression(I can't seem to remember where the rules are at the moment...)
3rd party subject to approval

Also:A note about Thri-Kreen and age: if you die of old age don't worry, I will allow you to either find ways to extend your age cap or transfer your mind into younger bodies.

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game master

Let's get to know annother!

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game master

Dot for notices.

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Hello everyone and welcome to my legacy of Fire game ^-^
I would like to start by saying yes... I'm going to allow some 3pp. Just run it by me and I'll deside.
Other than that here are the rules:

Character Creation:

Race: Any Paizo, so long as they don't have 4 arms or are drow noble.
Class:Any Paizo, even Vigilante(although out there in the desert it'll be difficult to do)
Archetypes: Any Paizo
Stats:2d6+6 or 20 point but

Other Rules: Background skills, Unchained crafting, peicemail, Called shots, and... Ah give me ideas, I might accept them.

Currently allowed 3pp
In the Company of Dragons
Spheres of power
... To be debated

Traits:2 with one being a Champaign trait, and a third can be taken for a drawback. None can be the same group.

Starting gold: Average or Roll

Background: Give me some meat
... and free NPC Ideas.

Now, recruitment will last...to the 13th.

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FIRST:Curse of the Crimson Throne
SECOND: Legacy of Fire
Or Third:Kingmaker.

Now, I am fairly new to these campaigns and have never gotten all the way through them. I do however have decent enough knowledge to begin games.

For those of you that know me you know I usually allow some pretty strange things. But go now i want to do something normal(ish) and start on one of the classic adventure paths. Of course I will still not have many limitations.

First thing's first, the game. I will keep this thread up until Friday, letting you guys let me know what game intrest you most of the three.

Most likely I will make some changes to them, although I may also take interesting ideas. First and formost:no mythic or gestault for now, don't want to muddle the rule too much, although I may do a higher power game if you have some input.

And out of these three kingmaker gives me the most freedom to do as I please with you, but ibreally want to play legacy of fire.^-^ so let's start working!

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game master

dot here

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game master

here yall go, have some conversations, build some backstory!

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Hello all shadowrunners, or even those willing to remember this old game, I have recently felt a need to go back to older games and try them out ^-^ so mind you, if this takes off it will be an experimental thing with me, and may or may not end prematurely. But if I get some help from you guys it will last a great while ^-^

So, my Idea was that your characters are criminals, part of one of those gangs or under ground scindicates that control almost everything. Your job will be those mobbsters that take care of posers and Rob banks. I was inspired by payday, for this... well just the bank robbing part. ^-^

For now, this is an intrest check, but let me know how many of you are willing to work with me, I'm planning on doing a small group of 3-4 players.

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game master

Hello one hello all! Just want to give you all time to make your characters connections so go ahead and continue some banter in gameplay of you want ^-^

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game master

You all are spending the night at the white deer, a very well kept tavern and inn, despite the low price for rooms. The town is filled with talk of tomarrow's festival!

Roumors have it that all of the greatest preformers and cooks have come into town with wagons of valuble goods and collectibles. Infact, you may have come into town in one such caravan...

For now you drink and make merry, for the night is still young!

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Hello one, hello all! I have recently come apon this fine Champaign and have desided to DM(on this site) the first officaly published Champaign! So this recruitment will be for newcomers and old faces alike, I just want to see how I do with a pre-made adventure.

Creation Rules!:

Race: ANY! Officially published races, including groll and lizardfolk. Also I may allow one of my custom races upon inquiry, some are unfinished so keep that in mind. this is galorian, and it's diversity after all, however I'm gonna say no to any of the "noble" versions of any race, including drow, Dugaur, and deep gnomes. Note! any commonly monstrous races will be treated as such, or at best with suspicion. Goblins will have the brunt of the hate.

Class:ANY! Officially published classes and archetypes. You are limited one per class.

Traits: one Champaign from the anniversary handbook, and any other one non-Champaign. You may have annother of you take a drawback, but it will be used to exploit you and you have to remember what it is or face penalties.

Stats:2d6+6, or a 20 point build, whichever is higher.

3pp: NO!

Starting level and gold: lvl 1, and roll or average, whichever is higher.

Keep track of any animal companions, for they will be a thing and you will need to keep an eye on them.

If there are any questions just let me know ^-^

I will be looking for a balanced group of at least 4, at most 6 (which means i will pick 6 unless no-one wants to play). So I will look for two casters (one arcane, one divine), a melee/tank, a skill/stealth, and a support. The extra will be someone who impresses me.

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game master

Dot

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game master

Ask questions, let me know if sheduals, etc.

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So. IRL, I have a group playing this game. But because they are super....chaotic... yeah the Champaign has taken a dive into the deep end, so I thought Iigjt try this out here, on Paizo where PbP can slow the game down to where the players are making logical choices.

So, the Idea of the campaign is that you are the heros of a myth. You will be charged by the oracle to set out on a quest to vanquish evil monsters and such.
the game will be highly Greek/Roman inspired. Bronze weapons, highly trained NPC's, dangerous monster...
And of course the gods. Now I understand that almost all the Greek gods where utter and complete @$#holes and the Roman counterparts where a bit nicer... so this is my predicament. i will be using mostly the Roman versions of the gods, except for Athena, Hadies, Hermies, and several minor deities.

So here is the slice;

Character Creation!:

players begin at lvl 2, each of you have traied to be hero's and will only become stronger. Your first lvl will end with you becoming mythic. We are using a custom advancement(I will keep track).

Races:core, featured, Warforged(with bronze instead of steel), and others subject to scrutiny, including: Half-minutar, Centaurs, and a custom race of mine called Fawn. Now, the Half-minutar and Fawn are custom races of mine. I will have those posted up soon for you to look at.

Class:Any Paizo, with some 3pp class traits(such as Oracle curses/mysteries, sorcerer bloodlines,etc...), no guns so no gunslinger except for the bolt ace archetype since it doesn't use guns.

Starting gold is 1000gp, steel items base cost is 1.5× normal, but masterwork items retain their original price(no 1.5×500 gp)

Stats:a choice of 3d6(drop the lowest)+6 or a 25pt buy.

Extra rules:Background skills, unchained crafting, ask for more

Traits:2 from different categories, plus a drawback. Every hero has a flaw. You may ask for a custom drawback of none of the traits appeal to you.

Plz ask about anything I missed. I will be making a balanced party, so be aware of other submissions.

The two things I look for most in a character is the passion of it's creator, and the potential for the future.

Fawn:
unlike their wild cousins, who drink and revel in lust and destruction, Fawn are much more civilized, if less magical. These fey are defendants of satyr and nymphs who moved away from the wild revelry. They eventually diverged, resulting in a much more docile race with both male and female members. Their top half appears humanoid, with goat horns and pointed ears. Males often have larger horns than females. Their lower half is goat-like. With cloven hooves and thick wool, they are found mostly in temperate climates. They often are found in positions within Druid circles or as scholars in large cities. They rarely have large communities, and are most commonly found in elven communities.
Some belive Fawn are the children of Humans and Satyr. Although this is somewhat true, such children aren't considered true Fawn, instead being called Half-Satyr.

Type; fey
Size: medium
Speed: 40ft
Stat bonus: +2 Dex, +2 Wis
Language: start with sylvan and common. Can learn: elvish, gnome, terran, Aklo, dwarvish, auran, ignan, aquan, tengu, orc, and goblin.

Forest-bond: +2 AC in woodland.

Fearless: +2 vs. Fear/moral effects

Performer: +2 to any one preform skill, or +1 to two separate preform skills

Object of desire: +1 CL on charm and compulsion spells.

Low-light vision.

Goat affinity: you gain a +4 to handle animal when interacting with goats, cows, sheep, and similar animals.

Half-Minotaur:

Creations of the tryst between a Minotaur and a human, these half-breeds tower over their human family, but are only runts compared to their Full blooded parent.

Type:Humanoid (Human,Giant)
Size:Medium
Speed:40ft (1Rp)
Stats:Paragon(1Rp):+4Str, -2 Cha and Int
Language:Standard:start:common, Giant, Bonus: Goblin, Orc, Gnoll, Undercommon, Dwarven, Aklo

Resistant (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.

Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Gatecrasher (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Gore:(1Rp) has a Gore attack for 1d4 DMG, this is a secondary attack

Powerful Charge (2 RP): (Gore)Prerequisite: Natural attack trait; Benefit: Select one of the race's natural attacks. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.

Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability .

Any questions, feel free to ask. Magic is high in this campaign, so spellcasters need not worry.

The deities are the Greek/Roman gods. Plz ask about them specifically if you wish to be a divine spellcaster of one of them.

Alignments of the gods:

Zeus/Jupiter=LN
Hera=LG
Poseidon/Neptune:CN
Hades/Pluto:LN(Hadies was never evil, he just got the short end of the stick and was a little bitter about it.)
Athena/Merdia:LG
Aphrodite/Venus:CG
Aries:CE
Mars:CG (if you wonder why Aries is evil and mars good, look at the gods IRL. Mars was a very important figure in Rome, Aries was a jerk and sort of forced war on people, and mars was about the honor and glory of war.)
Hermies:N

Plz ask for others of interested. Go ahead and look some up ;)

But I warn you, the Greek gods where all huge egomaniacs who killed anyone who dared say they where better. The Roman gods where a bit nicer, but just as brutal.

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game master

Dot!

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game master

For the king! Let's disscus the future.

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So, I'm sure alot of you have seen at least the first two seasons of game of thrones... if you haven't that doesn't matter that's all I've seen so far. While I was watching the show, I was inspired by the rangers (the wall) and wanted to create a game where the party is part of a similar organization...

While I've been contemplating this consept, it came to me to create a game where it evolves as tthe characters advance. So here's the full gyst of my plan: every so-and-so levels your characters will reset. As in they will reincarnate into one of the future members of the group, or rather that it would transition into them. The "new" group would be influenced by the old ones. Decisions can unlock new classes and races.

So here are the basics for character creation:

Creation:

Races: humans, half-elves, Half-orcs, gnomes, Halflings

Those of you wondering why there are only these right now: elves are reclusive and tend to avoid other races, same as dwarves. However orcs still are around and still have a tryst every now and then.

Class: fighter, ranger, rouge, paladian, barbarian, brawler, Please ask about any others,

Lvl:1 for

Stats:3d6 or 15 point build, minimum of 6 after racial bonuses.

Traits:2 and/or an additional with a drawback.

If there are any questions or concerns please ask.

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game master

Dot here if you what to...

to be continued...

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game master

So, here you can dot, i will post a "common Knowledge of the Islands" in the Champaign Info later. Right now I'm a little busy, but I can Answer your Questions.

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So, Ideas in my head. I was thinking of playing a high powered game with 1-3 players. They can be any race, but powerful races are favored. I'm putting together some custom races that would fit well into my power level, including a winged elf, a half-minitar, half-ogre (inspired by the D&D version), Dragonborn(again D&D), and a few others...

Now I would like to know what the interest for this is before I create a game... Ideas I have for the Champaign involve a monsterous setting, where creatures and monsters have just as many rights and Sway as humanoids...

Probably based in my homebrew world of Astril. There is infact a monsterous country in my world, but is a secluded Island known as the Walking Isle.

Please give your suggestions and Ideas. The more you feel like it, the more I feel like it. ;)

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Dot here

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Report

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so, this is an idea i have for a campaign... it's based in a world i have created and am using in my games, It is a sort of... flexible world...

Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!

creation rules:

LVL=1- you are fresh adventurers after all

race= any, but i have some things to say about this... core races are by far commonly accepted. the world you are based in is very... low on magic. the featured races are rare and uncommon races are all but unheard of... so you better have a good story to back up any non-core races

Class= any, but once more, magic is rare. below i will have a list telling you what the most common classes there are and the rarity of the magic user classes.

traits=any 2, and a drawback if you want 3

background skills: what where you before? plus i will give plenty of time to craft and such :)

starting gp: average or roll, can only take back the roll if i feel like it is a pitiful role.

feel free to ask questions if i left anything out.


the world:

I normally use my own gods and such, but since i don't want to familiarize you with them, just use the paizo gods and such for religon.

MAGIC: magic is in the process of being discovered... so wizards and alchemists are rare. clerics and other divine casters are not as rare, but still are uncommon...and any pysionics are little known.

Class Raritycommon:fighter, rouge, ranger, barbarian, bard

uncommon:cleric, cavelier, witch, hunter, brawler, warpriest, monk

rare:wizards, sorcerers, druids, shaman, skalds, ninja

very rare/nonexistent: pysionics(all of them), gunslingers, sommoners,

I know I missed some, please ask and i will let you know what any that are missing are in rarity.

What to expect from me as a DM:
1)first and foremost, i am a realistic person. you may be lvl one, but if you happen to walk up to a dragon then that's because a dragon lives in the area!

i'm not level-scaling anything. so expect to find a troll or such early on. but anyways...

2)the game won't have a definite path to follow. I want you to choose what your party does, i will trow an occasional hook at the group to start a quest or such, but it is a very, "sandbox" like game. i want you to explore and discover yourself what there is out in the world, not for me to just show you...

3) i like to create things, so you may encounter one or two new custom monsters, or perhaps even a magic item or two that has a strange effect, or is intelligent but is a complete and utter @$$.

ask more questions if you would like to know more :)

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i want to do a campaign where you can use your own custom race. now the details are't down tightly, but what I'm thinking is that your characters are stranded on an island(as normal people... ish.) and on the island they find a powerful artifact that changes them into completely different things. now, it's going to be less than 20RP races only.

here's how it'll go: you wake up changed, a whole new race. what you where before is gone, save for some select memories that seem odd to you, but for some reason you cant remember any details of your past.

now, I want to see some suggestions before i decide to open this as a real recruitment.

I have a few race that are above 20RP that i will allow others to play if they wish, but they are powerful in a sense that their exessive RP comes from things like more than 2 arms of the ability to fly.

But here are some rules for race generation: no more than 2 spell-like abilities(not including ones from special traits), you may rename or alter traits all you wish, but make sure you state what it is altered from. altering includes changing the traits's effect/result. such as changeing the effect of lightbringer from creating the light spell to creating the dancing lights spell. just make sure you keep the spell on the same level.

other than that, lets get cranking!

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