| Kelsey MacAilbert |
We're done bowing to everybody who claims these islands in the name of a far off sovereign. It's getting old. Every decade or so it's the same story. Somebody comes along to claim ownership of the islands, fights the local colonial forces, and assumes control. Then somebody else, perhaps whoever just lost control, comes along the next decade and takes control. Enough is enough. These are our islands, and we should rule them. Let the imperialists try to force us to bend knee to them again. We'll show them what Andronesians are made of.
Andronesia - Polynesia, except with many, many, many more islands, some arctic or temperate instead of tropical
The Colonial Powers (Yes, I know some of these weren't IRL colonial powers. This is fantasy, however.):
Teldrua - Great Britain (England, Scotland, Ireland, Wales)
Rhimaya - Italy
Sarrier - France
Sinira - Spain
Viomer - Scandinavia
Tenji - Japan
Larixa - China
Mardisa - Persia
In game terms, loading a musket or pistol is a move action (free action with the rapid reload feat). Everybody is considered proficient with them (they are simple weapons, and Wizards are also proficient). Damage for a musket is 1d10, and for a pistol is 1d8. Everybody gets dexterity to damage. Range increments are 80 feet for a musket and 20 for a pistol. Criticals are 20/X3. Weight is 9 pounds for a musket and 4 for a pistol. Cost is 5 GP for a pistol and 15 for a musket.
Ignore the UC rules for firearms. The exception to this statement is the Blunderbuss, which exists as UC without the misfire chance. Ammunition is not being tracked.
Melee weapons are as the core rules. Melee combat will happen in this campaign, so carry some weapons for it.
Nobody has armor. Everybody gets a defense bonus to AC. Click this link to find yours.
All attacks are considered to be full attacks, and full attacks are a standard action, not an attack action. A full attack only consists of one attack. The additional attack rolls at higher levels (if the campaign ever progresses to 6th level) represent an opportunity for extra damage to the main attack, not extra attacks.
All spellcasters use a spell point system. Click this link to find it.
Level: 1
Ability Scores: 25 point buy
Traits: Pick 2, no regional traits
Starting Wealth: Assume an average roll instead of rolling yourself
Races : All core plus dhampir and orc (In this setting, orcs are a tribal warrior culture, but the average alignment is neutral. Good and evil orcs are common, though evil ones are slightly more prevalent than good ones.). Other races (including third party content) by GM approval (no Assimar or Tieflings).
Alignment: Any Good or Neutral. Privateering is appropriate for both lawful and chaotic characters, and Lawful characters can assume to be following rightful Andronesian law and not in a state of rebellion (Andronesia is independent for the moment. The war is to keep this independence, not to take it.)
Classes: Any CRB or APG except Summoner, Cavalier, and Monk. Gunslinger, Samurai, and Ninja allowed. Third party classes allowed by GM approval. Well built homebrew classes (please link to a Paizo thread if you wish to use a homebrew class) allowed by GM approval.
Ethnicity of characters: Andronesia has a large population of native islanders, plus a great many immigrants from all the colonial powers listed above.
Languages: Do not list any. The language system is not being used.
HP: Max at every level
I am looking for between 4 and 6 people.
| Kelsey MacAilbert |
Strong interest - currently thinking Andronesian or Mardisan ethnicity - though will be back later with a proper submission.
I look forward to seeing it.
For reference, there will be encounters with monsters as well as encounters with colonial forces. Also, many abilities designed to work with crossbows work with firearms (ask me if you find a crossbow ability you want).
| Mark Sweetman |
Heh - you answered my question before I even asked it - which was whether I could use Ranger crossbow combat style for a musket.
Currently thinking of a Andronesian Human Ranger - very much in the vein of Queequeg from Moby Dick. Musket and a head spade (whale flensing tool - though statted as a regular polearm).
Just need to figure out exactly which archetypes to tack on to the package.
| Kelsey MacAilbert |
Heh - you answered my question before I even asked it - which was whether I could use Ranger crossbow combat style for a musket.
Currently thinking of a Andronesian Human Ranger - very much in the vein of Queequeg from Moby Dick. Musket and a head spade (whale flensing tool - though statted as a regular polearm).
Just need to figure out exactly which archetypes to tack on to the package.
The Crossbow combat style works fine, as does the character concept itself. The head spade is allowed.
| Mark Sweetman |
One last question before I go and put together the character in a cohesive form - I normally wouldn't ask, but you indicated that you are open to 3PP as well as homebrew in the PC spoiler that you put up.
What I would propose is taking the Nirmathi Irregular archetype from Inner Sea Magic (available for review at this link.) and rebadging it for sea combat / travel.
The Focused Enemy would be Humanoid (Human), the Forest Ghost would become Sea Reaver and work while aboard ships, and the Focused Terrain would be Water.
Would that be something you would consider?
| Kelsey MacAilbert |
One last question before I go and put together the character in a cohesive form - I normally wouldn't ask, but you indicated that you are open to 3PP as well as homebrew in the PC spoiler that you put up.
What I would propose is taking the Nirmathi Irregular archetype from Inner Sea Magic (available for review at this link.) and rebadging it for sea combat / travel.
The Focused Enemy would be Humanoid (Human), the Forest Ghost would become Sea Reaver and work while aboard ships, and the Focused Terrain would be Water.
Would that be something you would consider?
Yes, it is. With the tooling you suggested it would work just fine as a marine.
| Lloyd Jackson |
Would you be alright with the 3rd edition metamagic feat Link Spell?
LinkSpell [Metamagic]
You can cast two spells at the same time.
Benefit: When preparing spells, you can link two
spells together. These spells must then be cast at the
same time; when you cast one, you automatically
cast the other. The casting time is equal to the
longest casting time listed between the two spells.
(For example, if one spell has a casting time of "1
standard action" and the other has a casting time of
" 1 round," you need a full-round action to cast them
both. ) You choose all targets normally for the spells;
they can have different targets or the same targets.
Each linked spell takes up a spell slot one level
higher than normal.
If so, there is a halfing sorcerer that I've been wanting to try for ages.
| loimprevisto |
Very strongly interested. Which metamagic option are you using with your spellpoint system?
I'd like to play an orcish cleric, possibly splashing levels of sorcerer as we advance. Would tribal religion be modeled after the real world islander stories, or do you have something special in mind?
Do you have rules for native weapons? The closest thing I could find to rules for a shark tooth sword was at http://www.smokeandmirrorsgaming.com/2009/08/shark-blades/
| Mark Sweetman |
@ loimprevisto - the terbutje and great terbutje in UC (under primitive weapons) is what Pathfinder has for the shark-tooth sword.
I've got the crunch for my Andronesian Ranger below - still need to polish up the fluff side, but he'll be loosely based on Maori culture as a starting point.
Skills: Acrobatics, Climb, Knowledge (nature), Perception, Profession (Whaler), Survival, Swim
Alternate Racial Trait: Heart of the Wilderness
Feats: Deadly Aim, Power Attack
Traits: TBC - currently looking for a non-regional one which gives Acrobatics as a class skill, but not having any luck.
The nearest polearm to the head spade I could see was the halberd, so will be using that as the stat basis for it.
| Kelsey MacAilbert |
Very strongly interested. Which metamagic option are you using with your spellpoint system?
I'd like to play an orcish cleric, possibly splashing levels of sorcerer as we advance. Would tribal religion be modeled after the real world islander stories, or do you have something special in mind?
Do you have rules for native weapons? The closest thing I could find to rules for a shark tooth sword was at http://www.smokeandmirrorsgaming.com/2009/08/shark-blades/
I'm using the first metamagic option. Tribal religion is modeled after IRL, and in this world all these deities exist, meaning the world has literally thousands. Therefore, Clerics are permitted to create their own deities to worship and submit them for GM approval.
Treat a shark tooth sword as a longsword, but with the hardness and HP of wood and 2 pounds weight. It costs 12 GP.
Revised weapon costs: Muskets are 20 GP, pistols and Blunderbusses 16 GP. Other costs by core rules.
| Kelsey MacAilbert |
@ loimprevisto - the terbutje and great terbutje in UC (under primitive weapons) is what Pathfinder has for the shark-tooth sword.
I've got the crunch for my Andronesian Ranger below - still need to polish up the fluff side, but he'll be loosely based on Maori culture as a starting point.
** spoiler omitted **
That'll work. Maori are awesome.
Deiros
|
Dotting for interest.
I might try a warlord or my own wizard class if you allow it of course.
Wizard Time School
Time School
Associated School: Transmutation.
Replacement Powers: The following school powers replace the physical enhancement, telekinetic fist and change shape powers of the transmutation school.
Critical Quick (Su): Whenever you receive damage from a single source, you gain an immediate bonus to your Initiative equal to your ½ your wizard level (minimum +1). This effect lasts until the start of your next turn. This benefit stacks with itself; whenever you receive damage from a different source, you gain an additional bonus to your Initiative.
Swiftness (Sp): As a standard action, you can touch a creature and grant it either a bonus to their initiative equal to your ½ your wizard level or a +10 enhancement bonus to one type of movement speed the target has. At 10th level, the enhancement bonus to initiative is equal to your wizard level. The movement speed increases by +10 for every five wizard levels you possess, to a maximum of +50 at 20th level. Swiftness lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spell Shield (Su): At 8th level, as an immediate action, you can sacrifice a spell to grant yourself an insight bonus equal to the spell level to your AC and all saves. This bonus lasts for 1 round.
If there is a wizard/sorc already I might try a Socttish/irish barbarian homebrewed one
Tattoo Barbarian
Tattoos
A barbarian’s body is covered with ritual tattoos. Those tattoos may take various forms and shapes. They can be painted or carved in skin (or scale), and are usually symbols that represent ideas important to a barbarian. Regardless of all that, all tattooed barbarians have one thing in common: they believe that their skin marks grant them deity’s favor and protect them from ill. The more powerful a barbarian is in combat, the more tattoos he has, and the more prestige in the eyes of fellow warriors. Activating tattoos is a free action that does not provoke attack of opportunity, but can only be done during barbarian’s round. He temporarily gains +6 morale bonus to AC, +2 bonus on all saving throws and fast healing 2. This ability is not a form of rage and barbarian using tattoos can act normally and suffers no ill effect when the power wears off. Using tattoos last for a number of rounds equal to 4 + the barbarian’s Constitution modifier. A barbarian cannot use this ability if he is wearing armor and most of his body must be uncovered (details are left to player and DM), so he could display his tattoos.
Chieftain’s Tattoo (Ex): At 11th level, while barbarian’s tattoos are active, his bonus to AC increases to +8, his bonus to saves increases to +3, and fast healing increases to 3.
Shaman’s Tattoo (Ex): At 14th level, when barbarian’s tattoos are active, he also gains Spell Resistance equal to 5 + his barbarian levels.
Withstand Elemental Fury (Ex): When a 17th level barbarian’s tattoos are active, he also gains resistance 10 to one element and 5 to another one.
Warlord’s Tattoo (Ex): At 20th level, while barbarian’s tattoos are active, his bonus to AC increases to +10, his bonus to saves increases to +4, and fast healing increases to 4.
Rage Powers:
Iron Skin (Ex): A barbarian gains +1 natural armor bonus to AC. Must be 4th level.
Protective Tattoos (Ex): Your tattoos grant you limited protection all the time. Whenever you are not using the tattoo ability, you gain +2 morale bonus to AC. You lose this bonus if you wear armor.
| "Dirty" Harry Calahan |
This sounds pretty awesome! I could see playing a wanted criminal, who flees to the islands as a refuge, and he sees the bonus to repelling the colonial powers, since he is wanted in nearly all of them for petty crimes :)
Harry Calahan
Human Rogue, sniper variant
level 1
HP 6
stats:
str 12
dex 18 (base 16, +2 for human)
con 14
int 14
wis 14
cha 8
If i am going with the sniper variant, can i swap out xbow and have it apply to firearms instead?
| Kelsey MacAilbert |
Dotting for interest.
I might try a warlord or my own wizard class if you allow it of course.
Wizard Time School
** spoiler omitted **If there is a wizard/sorc already I might try a Socttish/irish barbarian homebrewed one
Tattoo Barbarian
** spoiler omitted **...
What do the tattoo abilities replace?
| Kelsey MacAilbert |
This sounds pretty awesome! I could see playing a wanted criminal, who flees to the islands as a refuge, and he sees the bonus to repelling the colonial powers, since he is wanted in nearly all of them for petty crimes :)
Harry Calahan
Human Rogue, sniper variant
level 1
HP 6
stats:
str 12
dex 18 (base 16, +2 for human)
con 14
int 14
wis 14
cha 8If i am going with the sniper variant, can i swap out xbow and have it apply to firearms instead?
Go ahead and apply the crossbow abilities to firearms.
| loimprevisto |
CN Orc Cleric 1
Strength 18
Dexterity 13
Constitution 14
Intelligence 8
Wisdom 14
Charisma 10
HP 10
AC 17 (+6 defense, +1 dex)
Init +2
FORT +4
REF +1
WILL +4
Domains: Ferocity, Freedom
Traits: Militia Veteran (survival), Veteran of Battle
Skills:
Knowledge (History) -1+1+3= +3
Survival +2+0+1= +3
Equipment:
Rowboat
Mere
Great Terbutje
Musket & Bayonet
Cold iron knife
Book of Records (Accounts of tribal history and contact with outsiders, masterwork tool for knowledge (history) test)
The d20 skill system has always been a bit of a pet peeve of mine... I guess I'll pick up Survival and Craft (primitive) over the next few levels and fake it in the mean time. Ferocity domain covers pretty much everything I would have wanted to splash sorcerer for, so I'll probably go straight cleric. Fluff to follow soon.
The cold iron knife was kind of a shot in the dark, are there spirits or other nasty critters on the islands that would make that a practical item to carry around?
Tribal religion is modeled after IRL, and in this world all these deities exist, meaning the world has literally thousands.
Cool. Does the profusion of gods mean that an average person might have met one at some point?
| Kelsey MacAilbert |
** spoiler omitted **
The d20 skill system has always been a bit of a pet peeve of mine... I guess I'll pick up Survival and Craft (primitive) over the next few levels and fake it in the mean time. Ferocity domain covers pretty much everything I would have wanted to splash sorcerer for, so I'll probably go straight cleric. Fluff to follow soon.
The cold iron knife was kind of a shot in the dark, are there spirits or other nasty critters on the islands that would make that a practical item to carry around?
Quote:Tribal religion is modeled after IRL, and in this world all these deities exist, meaning the world has literally thousands.Cool. Does the profusion of gods mean that an average person might have met one at some point?
Yes, there are spirits and other nasty things that would make it useful.
An average person has never met a deity and never will, but a Cleric is a different story. A Cleric, even a lower level one, very well might have met their patron at some point.
Deiros
|
Aidan Rhune
At age 7, as with all clansmen children, he was fostered out to learn a trade. In Aidan’s case this was to Galcus, his mother’s brother. Galcus was a warrior and farmer, he trained young Aidan in the ways of battle and to care for the land.
There was little doubt that Aidan would become a warrior – he was a strong child and capable of doing labor, with only barely above average of the mental spark compared with his brothers and sisters. Aidan liked to work and was into the old tattoo traditions of using tattoo to display his strength.
Aidan was well liked amongst the townsfolk. He had a sense of fun, a willingness to help, and he delighted in eating and drinking all kinds of things. Where ever beer flowed and meat was roasting, there was Aidan. His like of drink and his strength meant that Aidan could find himself in trouble more often than not, but so far nothing to untoward has happened.
When he came of age he the revolutionary and "progress" as people called it came to town overpopulating consuming most of the crops, now crofters were a plenty and some people called engineers building important things in the name of progress but this was destroying the town life he once knew, many of his people losing their crops and farmlands do to "progress" from the always changing nations that conquered and ruled.
Aidan left home to sell his sword for whatever worth it was since his family could no longer sustain that many mouths to feed and there was need of coin, so he left to become a warrior with his clansmen blessings. After some times and a few skirmishes against the tyrants that quarreled over Andronesia to free Teldrua the war for independence and defend it has come, now ready to unite all Andronesia against the oppression that destroyed his home in the name of "progress" or for what it truly was greed.
Will do the crunch later when I have time this is my barbarian ^^
| Kelsey MacAilbert |
is it a given that using a firearm is common place now, or do we have to spend a feat with EWP firearm to use the firearms?
Deiros is right. Firearms are simple weapons do to their commonality, and all classes have proficiency. I specifically mentioned the Wizard do to the fact that Wizards are not proficient with all simple weapons.
| Azten |
Well, I've got a character I've been trying to play for a while, but how does the spell point system effect alchemists?
Tik Tik. Full racial features are in the spoiler at the bottom of his profile.
EDIT: If Tik Tik is a no go, I'll make a halfling druid with a Tylosaurus animal companion going into alchemist(maybe).
| Kelsey MacAilbert |
Well, I've got a character I've been trying to play for a while, but how does the spell point system effect alchemists?
Tik Tik. Full racial features are in the spoiler at the bottom of his profile.
EDIT: If Tik Tik is a no go, I'll make a halfling druid with a Tylosaurus animal companion going into alchemist(maybe).
Too small. I'm just not willing to have Tiny characters.
Spell points don't effect Alchemists yet. Someday I'll write up an extract point system (which might not be ready in time for use in this campaign), but for now, use extracts per day.
| Gruungar |
I tweaked my attributes so I wouldn't have to deal with the intelligence penalty. Also, I came across the APG alternate racial trait 'Toothy'. The full orc ferocity is much better than the half-orc's version, so it wouldn't really be an even trade... but would you allow me to take it for one of my starting traits?
| Kelsey MacAilbert |
I tweaked my attributes so I wouldn't have to deal with the intelligence penalty. Also, I came across the APG alternate racial trait 'Toothy'. The full orc ferocity is much better than the half-orc's version, so it wouldn't really be an even trade... but would you allow me to take it for one of my starting traits?
** spoiler omitted **
If you wish.
| Kelsey MacAilbert |
Won't be able to post until later tonight with the background. How are natives percieved and treated in society?
Mostly fairly well by Viomer, Teldrua, Mardisa, and Sarrier. The others often see them as inherently inferior, though colonials born in Andronesia are less likely hold this view of natives than those not born in Andronesia.
| Gruungar |
Character story posted on Gruungar's page. I realized that I had been forgetting the favored class bonus, so I finally scraped together enough skill points to get the starting skills I wanted!
Please let me know if slavery is not practiced by the Larixans or if anything written needs to be adjusted to fit your setting.
| Kelsey MacAilbert |
Character story posted on Gruungar's page. I realized that I had been forgetting the favored class bonus, so I finally scraped together enough skill points to get the starting skills I wanted!
Please let me know if slavery is not practiced by the Larixans or if anything written needs to be adjusted to fit your setting.
Slavery is illegal in Andronesia, but Larixa does practice it, so your backstory is permissible.
I'll accept characters tomorrow.
| Kalaya |
Been buried in a final school project for the last few days, that is due tomorrow and have work all day, if I might ask for one more day to post backstory it would be greatly appreciated.
Basic outline is a native water witch, raised to serve her patron through her devoton to the seas, and who serves as a protector for those who would seek to keep at leaast part of the traditions of the islands rather than eradicat all that is native.
| Gruungar |
All attacks are considered to be full attacks, and full attacks are a standard action, not an attack action. A full attack only consists of one attack. The additional attack rolls at higher levels (if the campaign ever progresses to 6th level) represent an opportunity for extra damage to the main attack, not extra attacks.
How will natural attacks or 2-weapon fighting work with this system?
| Kelsey MacAilbert |
Quote:All attacks are considered to be full attacks, and full attacks are a standard action, not an attack action. A full attack only consists of one attack. The additional attack rolls at higher levels (if the campaign ever progresses to 6th level) represent an opportunity for extra damage to the main attack, not extra attacks.How will natural attacks work with this system?
Half the action to use all of them from a full round to a standard. You cannot mix manufactured and natural attacks.