The Thin Red Line


Recruitment

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Oh I know, I figured I'd point out that a 5th level Magi is for all intensive purposes is a sorcerer but with more options at that level. The only real full arcane casters I like are Dragon Disciples. I prefer flexibility and lack of spell access is worth the trade when thinking of what kind of character I'd like to play so I usually gravitate towards Druids/Bards/Magi/Dragon Disciples/Clerics.

I could roll up an arcane caster that goes Dragon Disciple that would technically get 9th level spells by level 20, but it might take a day or two if you're still looking for a submission. It would likely be have a level or two dip in fighter, though.


Thing will be wrapped up around level 12, so you don't have to worry about levels higher than that. I'm just concerned with the lack of healing and arcane support, and we already have something like a Magus.


Waltz wrote:

Oh I know, I figured I'd point out that a 5th level Magi is for all intensive purposes is a sorcerer but with more options at that level. The only real full arcane casters I like are Dragon Disciples. I prefer flexibility and lack of spell access is worth the trade when thinking of what kind of character I'd like to play so I usually gravitate towards Druids/Bards/Magi/Dragon Disciples/Clerics.

I could roll up an arcane caster that goes Dragon Disciple that would technically get 9th level spells by level 20, but it might take a day or two if you're still looking for a submission. It would likely be have a level or two dip in fighter, though.

You may like this. It fills our need for high powered magical support, but is far from useless in combat. Plus, it's psionic, and content from Psionics Unleashed will be showing up in this campaign.

Silver Crusade

I'm withdrawing my previous offer. I shall simply bow out of the caster roll. If need be, Brill is still available...just don't have the time to go through and make *another* character. Homework prevails this round! *shakes fist*

Also, as a DM, IMHO, a balanced party is a happy party. AKA, whatever everyone wants to play, instead of forcing people into rolls. Why minmax? /end2cp


Cool, cool. I'm fine with playing the Oracle; wouldn't have submitted him if I wasn't.

At any rate, that Fighter represents (on multiple levels) something I've been wanting to play for a looong time, but Sammael is one of my own now. I take pride in my work, and won't disown him ;)

So, right on. Ready when y'all are.


Kelsey MacAilbert wrote:
If one of you guys want to submit a spellcaster, you can.

I just might, your setting is realy interresting. Quick questions though; What kind of GM are you? The Killer kind, the Judge or do you focus on story?


Halfway between story and action, and I like to try and help the players when I can. I have Killer GM roots, but I don't plan on acting like that. It isn't very fun. As for Judge, it takes a lot for me to drop the hammer RP wise. Unless you go around committing random murder or something the higher ups in the Ranger Service will leave you alone and let you do things however you see fit. There is also a lack of alignment or a Paladin in this game, so no need to worry about getting shifted.


Alright, I'll submit a wizard. Give me a few hours ;)


Irulesmost wrote:
Cool, cool. I'm fine with playing the Oracle; wouldn't have submitted him if I wasn't.

All right. Your Oracle with Sigz's Wizard rounds out what the party needs.


What's your take on item crafting at character creation? I asking because of the scribe scroll feat and I'm thinking of taking the craft wand feat as well.

Also, as this is a high magic campaign but magic wasn't a feasible option till 50 years ago, are all spell available for purchase?

Btw, I'm making an Abjurer -Counterspell sub-school wizard.

Liberty's Edge

Sigz wrote:
What's your take on item crafting at character creation? I asking because of the scribe scroll feat and I'm thinking of taking the craft wand feat as well.

Considering that I'm playing an Ardwright, a class almost exclusively focused on item creation, it's probably allowed, but also probably unnecessary.


Well, scribe scroll is a starting feat and I'd like to start with as much of an arsenal as I can so..


Since I have way too much free time currently, I made this (might be a backup healer):

--------

NAME: ?

RACE: Human (child)

Lang:
Move: 20 ft.

CLASS: Cleric 5 <- Favored (Skill Pts:0 / HP:5)
Domain: Strength, Sun

STATS:

STR 12
DEX 15
CON 12
INT 12
WIS 16
CHA 14

Senses Perception +3

DEFENSE:

AC 17 (+2 dex, +3 armor, +1 ring, +1 size), Touch +3, FF 15

CMD 15,

HP: 39 (5D8 + 5 con + 5 Toughness + 5 FCB)

SAVES:

Fort: +6 (+7)
Reflex: +4 (+5)
Will: +8 (+9)

OFFENSE:

INIT: +6

Hand +5, 1d2+1 (20/x2) (b)
Masterwork Dagger +6, 1D3+1 (19-20/x2) (P or S)
+1 Longsword +6, 1D6+2 (19-20/x2) (S)
BAB: +3 CMB: +3

RACIAL ABILITIES:
Humanoid

Medium Size (small using the young template)

20 ft movement speed

Bonus Feat

+1 Skill point per level

+1 to all saving throws

SPECIALS:

SPELLS:

TRAITS:

CLASS ABILITIES:
Class Features

+ The following are class features of the cleric.
- Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

- Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

- Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

- Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

- Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

- Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

- Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

FEATS:
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Selective Channeling
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

SKILLS:
Diplomacy (Cha) +10, Heal (Wis) +11, Knowledge (nobility) (Int) +9, Sense Motive (Wis) +11,

BACKGROUND:

APPEARANCE & PERSONALITY:

EQUIPMENT:

Capacity | Light - 33 lbs; Medium - 66 lbs; Heavy - 99 lbs
Battle Gear: Masterwork Dagger, +1 Longsword, +1 light fortified Leather,

Other gear: Backpack, Bedroll, Candle, Flint and steel, Belt Pouch, Trail Rations (5), Waterskin, Healer's kit, Wooden Holy Symbol, Spell component pouch, Cleric's vestments, Signet ring, Soap, Antitoxin (2), Tindertwig (6), Ring of Protection +1, Cloak of Resistance +1,; 20.125 lbs , 547.85 GP


Sigz wrote:

What's your take on item crafting at character creation? I asking because of the scribe scroll feat and I'm thinking of taking the craft wand feat as well.

Also, as this is a high magic campaign but magic wasn't a feasible option till 50 years ago, are all spell available for purchase?

Btw, I'm making an Abjurer -Counterspell sub-school wizard.

The timeline is 80 years, not 50, and generally you can find anything in the core Pathfinder books or Psionics Unleashed. 3PP stuff is much rarer.

As for item crafting at character creation, what items do you want to craft, and how many of them?


I'm finalizing my starting spells, the spells I'd want in addition and waiting on the questions above to finish shopping.

But here's Jack Hunter so far:

Jack Hunter
Human Wizard (Abjurer) 5
Medium Humanoid (Human)
Init +7; Senses perception +3
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 dex)
hp (5d6 + 5 con + 5 FC) 4d6 + 6 + 5 + 5 ⇒ (4, 3, 6, 3) + 6 + 5 + 5 = 32
Fort +5, Ref +5, Will +6
Resist Cold 5;
--------------------
OFFENSE
--------------------
Speed 30 ft
Melee +4
Ranged +5
Space 5, Reach 5
Special Attacks Disruption (DC 15 + 2 x spell level, 7/day for 2 rounds)
Spell-like Abilities (CL 5, DC 15 + spell level)
Spells Prepared (CL 5, DC 15 + spell level, concentration +10)
Cantrips; 4 (at will);
1; 6
2; 4
3; 3
--------------------
STATISTICS
--------------------
Str 14 Dex 16, Con 12, Int 20, Wis 8, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Alertness, Scribe Scroll, Skill Focus (Spellcraft), Improve Initiative, Arcane Armor Training, Craft Wand, Heighten Spell, Prefered Spell (Dispel Magic), Armor Proficiency (Light)
Skills Appraise +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Religion) +13, Linguistics +13, Spellcraft +18
Language Abyssal, Celestial, Draconic, Dwarfen, Elven, Infernal, Orcish, Sylvan, Talmoran
SQ *Arcane Bond (Ex) –Familiar (Rat -Wiskers)
*Arcane School; Abjuration –Counterspell school, Oposed Schools; Illusion and Enchantment
*Cantrips
*Disruption (Su): At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell's level. If the check is failed, the target's spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier
* Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.
*Favored Class; Wizard (HP x 5 ; SP x 0)
Combat Gear ; Other Gear
Spells in Spellbook;
Cantrips; Acid Splash, Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Disrupt undead, Flare, Light, Mage hand, Mending, Message, Open/Close, Prestididgitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
1st: Alarm, Endure Elements, Protection from Evil, Grease, Detect Secret Doors, Detect Undead, Magic Missile, Ray of Enfeeblement, Enlarge Person
2nd; Glitterdust, Protection from Arrows, Resist Energy, Scorching Ray
3rd; Dispel Magic, Halt Undead


ninja'd ;P

I'm thinking of crafting scroll for the rarely used utility spell like Animate Rope f.ex. or floating disk, and I'd like to put my offensive spells like magic missile and scorching ray into wands so I can free up my spell slots for control/(de)buff spells but still retain the ability to cause damage and aid in other ways.


Yes, you can buy additional spells, and item crafting is allowed if you don't go overboard and make 50 dozen wands.


Sigz wrote:

ninja'd ;P

I'm thinking of crafting scroll for the rarely used utility spell like Animate Rope f.ex. or floating disk, and I'd like to put my offensive spells like magic missile and scorching ray into wands so I can free up my spell slots for control/(de)buff spells but still retain the ability to cause damage and aid in other ways.

That's fine.


Cool, spending gold...


wheph... wizards are a lot of work when you'r not 1st level.

Jack Hunter:

Human Wizard (Abjurer) 5
Medium Humanoid (Human)
Init +7; Senses perception +1
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 dex, +4 armor)
hp 32 (5d6 + 10 con + 5 FC)
Fort +7, Ref +6, Will +7
Resist Cold 5;
OFFENSE
Speed 30 ft
Melee +1 dagger +5 (+6), 10ft, 1d4+3
Ranged Touch +5
Space 5, Reach 5
Special Attacks Disription (DC 15 + 2 x spell level, 7/day for 2 rounds)
Spell-like Abilities (CL 5, DC 15 + spell level)
Spells Prepared (CL 5, DC 15 + spell level, concentration +10)
Cantrips (at will); Resistance, Light, Read Magic, Detect Magic, Disrupt Undead
1; Break, Enlarge Person, Feather Fall, Pecebond, Protection from Evil, Ray of Enfeeblement,
2; Acid Arrow, Command Undead, Hydrolic Push, Steal Voice, Stone Call
3; Dispel Magic, Halt Undead, Hostile Levitation
STATISTICS
Str 14 Dex 16, Con 12, Int 20, Wis 8, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Alertness, Scribe Scroll, Skill Focus (Spellcraft), Improve Initiative, Arcane Armor Training, Craft Wand, Heighten Spell, Prefered Spell (Dispel Magic), Armor Proficiency (Light)
Skills Appraise +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Religion) +13, Linguistics +13, Spellcraft +18
Language Abyssal, Celestial, Draconic, Dwarfen, Elven, Infernal, Orcish, Sylvan, Talmoran
SQ *Arcane Bond (Ex) –Familiar (Rat -Wiskers)
*Arcane School; Abjuration –Counterspell school, Oposed Schools; Illusion and Enchantment
*Cantrips
*Disruption (Su): At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell's level. If the check is failed, the target's spell is wasted. This field lasts for a number of rounds equal to 1/2 your wizard level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier
* Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.
*Favored Class; Wizard (HP x 5 ; SP x 0)
Combat Gear +1 Dagger (1), Mithral Chain Shirt (12,5), wand of magic missile (CL 5, 50 charges), wand of scorching ray (CL 3, 50 charges), potion of cure light wounds x2, potion of cure moderate wounds, scroll of fireball (CL 5), scroll of Haste (CL 5), scroll of detect secret doors, scroll of detect undead, scroll of floating disk, scroll of endure elements, scroll of glitterdust, scroll of protection from arrows, scroll of resist energy
Other Gear Backpack (2), Bedroll (5), Cloak of Resistance +1, Explorers Outfit (8), Flint & Steel (-), Scroll Case x3 (1,5), Signal Wistle (-), Spellbook (3), Waterskin (4), 90 gp, 1 sp.

Load; Lt; 58, Med; 116, Hvy; 175 Carried; 37

Spells in Spellbook;
Cantrips; Acid Splash, Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Disrupt undead, Flare, Light, Mage hand, Mending, Message, Open/Close, Prestididgitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
1st: Break, Detect Secret Doors, Detect Undead, Endure Elements, Enlarge Person, Feather Fall, Floating Disk, Grease, Hydrolic Push, Magic Missile, Obscuring Mist, Peacebond, Protection from Evil, Ray of Enfeeblement,
2nd; Acid Arrow, Command Undead, Glitterdust, Levitate, Protection from Arrows, Resist Energy, Scorching Ray, Steal Voice, Stone Call
3rd; Dispel Magic, Fireball, Haste, Halt Undead, Hostile Levitation


So, we have:

Ironic Hero
Velixsiol
Anabella Izabella
Irulesmost
Sigz

Do you want to post your Gaia usernames, or just do the RP here on Paizo? We can do either.


I'm okay with either one, but would prefer Gaia. My username there is the same as it is here.


My Gaia Username is Anabella Izabella

Liberty's Edge

I am neutral on the matter, but Gaia UN is George Gordon. (10 points to anyone who knows the correlation between that UN and this one.)


Flash Gordon?

I'm MrSigz on Gaia, I like paizo because it's paizo but I'm open to new things :)


Sigz wrote:
I'm MrSigz on Gaia, I like paizo because it's paizo but I'm open to new things :)

.

.
Kelsey mentioned we would have more freedom on Gaia.

So far:

Kelsey MacAilbert Gaia UN: The Emo Bard

My Gaia UN: Anabella Izabella

Ironic Hero Gaia UN: George Gordon

Velixsiol Gaia UN: Velixsiol

Irulesmost Gaia UN: Irulesmost

Sigz Gaia UN: MrSigz


Just a note; I noticed that gaia does not allow material above PG 13. I'm wondering if rpol.net would be a better choice? It's a site dedicated to rp and it allows you to run mature/adult games if the players provide a disclaimer in regards to age and claim of being legally an adult in your place of residence. Just a thought since this will be a dark game...


Sigz wrote:
Just a note; I noticed that gaia does not allow material above PG 13. I'm wondering if rpol.net would be a better choice? It's a site dedicated to rp and it allows you to run mature/adult games if the players provide a disclaimer in regards to age and claim of being legally an adult in your place of residence. Just a thought since this will be a dark game...

Gaia works fine. The moderators do allow swearing, and most adult content is tolerated in the context of a private guild. As long as you don't go around typing out pornographic scenes or glorify genocide or something like that they tend to leave you alone to do what you will.

I'll hand out invites tomorrow. I'm busy with family today.


Testing Something.

1d20 + 10 ⇒ (12) + 10 = 22

so, hmm...


You know, I was thinking, Maybe someday we could take these characters made/playing by those rules and play them in an Adventure Path, just for the hell of wrecking the first 1, 2 maybe 3 part(s).

^.^


It could be fun if the GM wanted to put in the leg work of adjusting them to our power level I guess. Some of them would be quite thematic actually if adopted to Talmora.


I don't have any adventure paths. Don't buy them.

Can I have another day to build the first encounters? Today is going to be hectic.


heh. You da boss mam. We don't start unless your ready :)

I have a question though. I'm wondering, since magic is in it's infancy, if a wordcaster would be more thematic to your setting?

I've never played one but I'd be willing to give it a shot.


Sigz wrote:
It could be fun if the GM wanted to put in the leg work of adjusting them to our power level I guess. Some of them would be quite thematic actually if adopted to Talmora.

.

.
Some of them would still be chalanging without that(especially those originally disigned for higher levels that weren't fully toned down).

Doesn't have to be Kelsey running it either, she could make her own character.


I haven't really given much thought to wordcasting.


I have an awesome idea in mind for Thyressa, if you guys want to here it. It won't really effect this RP, but I think it's a cool direction to go.

Liberty's Edge

Alright, what's the idea?


Let me give you some background. Originally, my campaign setting was supposed to be a fantasy version of the 1700s, with breech loading muskets as the primary weapons, cannon armed ships, no armor, and so on. This never came about. Instead, I focused on a steampunk setting with multiple shot cartridge firearms as the primary weapons. This was Devaia. Then I decided to do medieval/early renaissance (the standard Pathfinder tech level) with magitech elements, scrapped Devaia, and created Thyressa. However, Devaia and the 1700s setting are still settings I badly want to have to adventure in. Creating three settings, however, is just too much. The thing is, each assumes a level of technology higher than one of the others, and they could theoretically develop into each other.

So, here's my idea. Take Thyressa, and finish building the continent. Then, write out a basic overview what happens over the next 100 years, and create a new tech list with new rules as needed. Then, do a detailed examination of this Thyressa of 100 years in the future. Voila. We now have the 1700s setting, but the medieval/early renaissance setting is still available to adventure it. Starting in the 1700s setting, we do another 100 year leap. Now we are in the steampunk setting Devaia was to be, yet 1700s Thyressa and medieval/early renaissance Thyressa are still available. Now I have all three of the settings I wanted.

Furthermore, I am a big fan of alternate history, and could write in that when RPing in medieval/early renaissance Thyressa or 1700s Thyressa things should be assumed to be an alternate history unless otherwise specified. This means that the players do not automatically know what will happen next in history, keeping things fun in campaigns that rely on history.

As I said, this doesn't really effect this RP, as Thyressa is nowhere near built up enough to go jumping into the future at the moment. It's just a future plan that I fully intend to go through with.


There is one retcon I feel like doing. Electricity is not yet available as a power source. You still can have all the stuff listed in How People Live except a street car, electronic horse/cart, or television, it just has to be recharged by a spellcaster (which we have). Electricity as a power source is being saved for a later age. Trains are sail powered with aid of a spellcaster (control winds).

Liberty's Edge

Sounds great. I have a millennium-spanning history for my primary campaign setting, and I have run campaigns at several points in the timeline.


You can always go the route they went in the Eberron Campaign setting of having things powered primarily by binding outsiders primarily those from the inner planes (i.e. elementals) things like airships running on the power of a bound air elemental, furnaces/heating running of fire elementals, cooling/refrigeration running off of ice elementals, trains and such running off lightning elementals.

The binding rituals could require expensive material components and either arcane/divine spell-casters. The binding only lasting and expending energy proportional to the cost of the components or caster involved before banishing the elementals back to their home plane. Problems only occasionally occurring when the binding fails or becomes disrupted making things slightly dangerous under certain conditions.

It's a low-tech magical method of incorporating what you're talking about without drawing up new types of spells/magic or slapping permanency everywhere or have a ton of casters to make things work.

Cell phones using the sending spell requiring charges like wands and a limit on words in the messages sent, to form 'cell-phone' plans.

Televisions can be used in a similar magic item fashion with Minor Image/Ghost Sound/Sending/Programed Image spells, with charges.

It could also work as a base motivation behind churches and heralds of divine magic being so mistrusting and against the development of arcane magic. Primarily due to the fact that before advancements in arcane magics society in general would have been dependent on divine magic. The advancements into arcane magics suddenly opening the door to a potentially secular society and diminishing the church's social power, destroying their profitable monopoly, and threatening to displace or at the very least compete with them.


I like the idea for charges, especially in the first and second ages. The third (steampunk) is where people figure out how to charge magic stuff without magic.

I love that last paragraph. Perhaps divine magic was highly important to technology before arcane magic came and blew it out of the water?


Whatever.


I like the image of a steam train powered by conflicting fire and air elements in the engine house.

"What's that noise?" asks the passenger quizzically. "Sounds like the roaring of a great beast in it's death throes."

"Oh, it's nothing." replies the passing ticket puncher. "The Air elemental won this round and the fire elemental is returning to it's home plain, it will just be a few hours delay as the wizards summon and bind another one." he says with a smile and, tipping his hat, carries on.

"Oh." the passenger manages weakly, thinking that his wife will be none too happy with him being late for dinner.


Instead of elevators we could have Reverse Gravity sinks coupled with featherfall pits! And the clerics could compete with air-walckways! *grin*


lol And the emergency halt button could be an anti magic field generator!


The RP is ready, and invitations have been sent.


Montana MacAilbert wrote:
The RP is ready, and invitations have been sent.

.

.
I'm in.


Looking at it, I don't think I will enjoy this group, so I quit.


Good call if you're not enjoying the game :)

Good gaming.

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