| Yucale |
I'm sending out feelers for a low-magic Golarion campaign, containing a lot of homebrew and some improv on my part.
The basis of the game is that it's set in a Golarion (year AR 4712) that does not acknowledge magic as such; when people talk about devils in Cheliax they really mean soulless politicians, and while there's something obviously weird about the mana wastes the conspiracy theorists can't agree on why that is exactly. 'Wizard' is simply a title for scholars clever and powerful enough to pull enough strings. That sort of thing. Of course, the few spellcasters know the truth, but they're not telling. While most of the Inner Sea likes to think itself above witch-burnings there's no sense in risking it. I will be taking a bit of inspiration from Masquerade, a lot from every sword&sorcery where magic can be really best left alone.
The party will be five people. Character creation will be 4d6 drop the lowest, otherwise standard. I'm changing a bit of the mechanics for races and a lot of the fluff (well, pretty much just changing the fluff for elves). Due to the nature of the world, tieflings and aasimars (or any race with blood not from a living, breathing humanoid) have it even worse than usual, and their numbers are fewer- though for the rest of the races, nothing much has changed (similar to not-Mirror Golarion, having different races walking around is perfectly ordinary). I'm putting down a summary of playable races. I'm only changing the ability score modifiers, so what I put down will replace the previous modifiers.
As well, I'm removing the alignment system from this game. The long-lived races are generally considered adults at 30, though not necessarily full citizens; they may be expected to spend a lifetime or so among shorter-lived races to truly understand what living so long means.
Dwarves: same as always. Seriously. +2 con -2 charisma.
Elves: Somewhere between Bast from the Name of the Wind and Tolkien's Noldor. Interacting with them frequently gets compared to 'herding cats', being a strongly individualistic race, though they still have a strong connection to nature and history. Though they don't think any other races are inherently 'less' than them and they consider half-elves full elves, sometimes willfully ignoring the halfblood's human natures, they hate having their privacy intruded upon, can be somewhat anarchistic, and due to their drastically 'different' outlook on life, are rarely trusted by other races. Being gone for Golarion's darkest hour and rarely feeling the attached to the larger communtiy of the races as a whole certainly hasn't helped with that. As far as they know, they do not have a set lifespan or age quite like the other races- though they do age.
+2 cha or dex and -2 wis
Gnomes: same. +2 cha -2 str.
Half-elves: similar, though those who don't live among the elves are either mothered by humans, or have found out, as most do, that while elves may be on the whole willing to accept them, they simply can't fit into the lifestyle of another species. Generally distrusted, and while they have to easier than tieflings or such, they have a similar amount of difficulty finding someplace they actually belong. +0 to all scores.
Halflings: same. +2 dex -2 str.
Half-orcs. same. +0 to all.
Humans. Same, of course. +0 to all.
Aasimars: +2 wis. Treated as curses, blessings or anamolies; either way, rarely givent he chance for a normal life.
Catfolk: +2 dex -2 wis
Dhampir: +2 cha -2 con Similar lot as tiefling's.
Drow: +2 cha or int and -2 wis. Needless to say, rare in the extreme, and warped.
Fetchlings: among the most rare of the races. +2 dex -2 wis
Goblins: Fairly common, and universally considered dangerous pests. Same ability modifiers.
Hobgoblins: +2 con
Ifrits:+cha -2 wis They, and other Outsider-blooded races, may be mistaken for a tiefling or aasimar.
Kobolds: Same.
Orcs: Same.
Oreads: +2 str -2 cha
Ratfolk: +2 int -2 str
Sylphs: +2 dex -2 con
Tengus: +2 wis -2 con
Tieflings: Needless to say, seen as impossible marks of shame to the parent(s). +2 int -2 cha.
Undines: +2 wis -2 str
Changelings: It may be more accurate to say that tieflings and such are mistaken for them, but the treatment is ultimately much the same. +2 int -2 con
Duergar: Same
Gillmen: +2 cha -2 con
Gripplis: +2 dex -2 str
Kitsune: +2 cha -2 str
Merfolk: +2 con +2 cha
Nagaji: +2 str -2 int
Samsarans: +2 (to one mental score) -2 con
Strix: Same
Sulis: +2 cha -2 int
Svirfneblin: Same.
Vanaras: +2 dex -2 cha
Vishkanyas: +2 cha +2 dex -2 wis -2 con
Wayangs: +2 int -2 wis
As this is intended to be a roleplay-heavy game, if you choose to play a rare race, or not so rare (elves, gnomes...) keep in mind that they are functionally aliens, and play them as such. Also, you will have very little opportunity to purchase/find magic items, so being able to make them yourself would be very useful. I may choose to use E6 rules.
You will all meet in a tavern. This tavern will be in Falcon's Hollow, which you are all staying at due to a run-in with agents from a certain Consortium. Feel free to build pre-existing ties between your characters.
If interested, please post a brief description of your character, his/her motives and backstory, and how you intend to build them mechanically (everything on the srd is fair game to use). I will keep an eye on this thread and within a work week (unless something entirely unexpected happens) choose five characters for the campaign. I'll keep this thread up, though, if someone has to drop out for any reason.
| sunshadow21 |
This seems interesting, and a perfect place to try out a character idea I had elsewhere, but couldn't quite get to fit into that particular campaign.
Dwarf or half orc barbarian (probably urban barbarian)/oracle (probably spellscarred mystery and the lame curse)/rage prophet; emphasis on the barbarian side, with the oracle side being mostly support type spells; ex-gladiator that almost died in the ring, but was saved by the spirits of (whatever mystery I end up choosing), and discarded/freed (based on specific circumstances) as a result of the unexpected victory; personality would be Minsk like on the surface (complete with pet, although not a giant space hamster, that would eventually become a familiar through the eldritch heritage feat), but underneath surprisingly rational and philosophical
4d6 ⇒ (5, 2, 6, 5) = 18 = 16
4d6 ⇒ (6, 2, 3, 5) = 16 = 14
4d6 ⇒ (2, 5, 5, 1) = 13 = 12
4d6 ⇒ (5, 3, 3, 4) = 15 = 12
4d6 ⇒ (2, 4, 2, 5) = 13 = 11
4d6 ⇒ (4, 4, 1, 4) = 13 = 12
Nice workable array
GeckoSith
|
Sounds interesting. I am intrigued by the idea of a gnomish alchemist for this. Lets see what I can roll.
4d6 ⇒ (3, 5, 5, 1) = 14
4d6 ⇒ (2, 2, 3, 6) = 13
4d6 ⇒ (2, 5, 2, 3) = 12
4d6 ⇒ (2, 5, 1, 1) = 9
4d6 ⇒ (3, 5, 4, 6) = 18
4d6 ⇒ (1, 2, 4, 6) = 13
That's 13, 11, 10, 8, 15, 12. An 11 point buy. Brutal! What' s your policy on re-rolls?
| Yucale |
Sounds interesting. I am intrigued by the idea of a gnomish alchemist for this. Lets see what I can roll.
4d6
4d6
4d6
4d6
4d6
4d6That's 13, 11, 10, 8, 15, 12. An 11 point buy. Brutal! What' s your policy on re-rolls?
Unless you roll lower than an eight, I don't do rerolls. However I will alow a 15 point buy if you distrust the dice.
| Cuàn |
Nagji Druid (Naga Aspirant). Hailing from the Naga kingdom of Nagajor, a place shrouded in mystery and believed to be long gone by the people that live around the edges of the jungle. "X" (no name yet) would have been exiled for threatening the secret, the existence of Nagajor wiped from his memory. Since then he has been living off the land as the people of the area see his people more as artefacts and curiosities than real people.
4d6 ⇒ (3, 6, 6, 3) = 184d6 ⇒ (3, 3, 2, 6) = 144d6 ⇒ (1, 6, 6, 4) = 174d6 ⇒ (4, 3, 3, 4) = 144d6 ⇒ (1, 4, 2, 6) = 134d6 ⇒ (3, 4, 2, 1) = 10
21-point equivalent, perfectly doable. Too bad I have to drop lowest :P
GeckoSith
|
Ok, thanks! I'll try one reroll and if that's not an improvement I'll go with 15 point.
4d6 ⇒ (1, 3, 2, 5) = 114d6 ⇒ (2, 3, 6, 3) = 144d6 ⇒ (5, 1, 5, 4) = 154d6 ⇒ (6, 2, 3, 1) = 124d6 ⇒ (5, 5, 6, 1) = 174d6 ⇒ (2, 6, 4, 4) = 16
10, 12, 14, 11, 16, 14. That'll do, Donkey. That'll do. I'll have my Alchemist fleshed out in a bit.
| Yucale |
Colour me interested. How will the DM be treating Alchemists and Gunslingers? The two classes who use chemistry (Kind of) to power their class?
Also, what of other races such as Centaurs?
Much cheers to you and yours.
I'm afraid that race selection is limited to those on the list- at least at low levels. Alchemists are treated much thw same as witches by yokels but are respected by more cosmopolitan areas. Gunslingers are considered almost mundane,though treated cautiously.
GeckoSith
|
All my work got lost in post limbo *cry*.... Take 2.
As a child Ranathur had a compulsion to be doing something with his hands. This frustrated his parents to no end. They got Ranathur apprenticed to an alchemist friend in an effort to find a positive outlet for his energy. Ranathur found alchemy to be a great way to occupy both his mind and his hands. His parents were pleased--until things started exploding.
To Ranathur, Alchemy is all about taking two or more things and making something new. The creation part of it all is what gives him the greatest pleasure. If what he creates is helpful to somebody else or is pretty, that is just a bonus. He has taken up the pharmaceutical profession in order to support his obsession.
Ranathur disguises the magical aspect of alchemy as pure science so as to avoid suspicion and trouble.
He has a short beard, wild, furry eyebrows, and short hair. There are a few faint scars on his face and arms, testament of experiments gone awry.
Stats:
STR 10 DEX 16 CON 14 INT 14 WIS 11 CHA 12
HP 10
FORT 4 REF 4 WILL 1(trait)
Skills of note:
Craft(Alchemy): 6
Disable Device: 7
Heal: 4
K.Arcana: 6
K.Nature: 6
Perception: 6
Stealth: 7(untrained)
Traits:
Anatomist
Indomitable Faith
| Yucale |
I'm interested. What sort of campaign are you running in terms of story, is this focussed on a specific plotline or is it more sandbox style?
I have an idea for an overarching story, but that doesn't mean you won't have plenty of opportunities for sidequests and projects of your own.
| .Sunset. |
1:4d6 ⇒ (4, 5, 6, 1) = 16
2:4d6 ⇒ (2, 3, 4, 2) = 11
3:4d6 ⇒ (6, 5, 6, 4) = 21
4:4d6 ⇒ (2, 3, 3, 1) = 9
5:4d6 ⇒ (6, 4, 4, 2) = 16
6:4d6 ⇒ (6, 2, 1, 4) = 13
1: (4, 5, 6,) = 15
2: (2, 3, 4,) = 09
3: (6, 5, 6,) = 17
4: (2, 3, 3,) = 08
5: (6, 4, 4,) = 14
6: (6, 2, 4,) = 12
Interesting, though no too shabby before Racial Modifiers.
So, Gloisil me old mate, you be ready fer more shenanigans from m'self? (^_~)
And here's a second thought I've had. How do you see your Merfolk fitting into the game? Lots of hand-stands and tail slapping? (^_~)
| sunshadow21 |
Some minor changes to the original idea, but basically the same concept
standard dwarven features except for craftsman and wyrmscourged
curse: wasting; mystery: spellscarred; revelation: eldritch resistance
weapon of choice: flail for now, but researching on making the dwarven dorn duergar (will use once he has barbarian levels and proficiencies)
pet scarlet spider (eventually to become a familiar)
trained skills (4+1(Int)): craft (weaponsmith), diplomacy, know (arcana), know (religion), use magic device
feat: skill focus (know [religion])
traits (if used): iron liver, focused mind
spells: 0 - detect magic, guidance, mending, stabilize; 1 - ant haul, cure light wounds, shield of faith
personality: Once little more than a brash and bold gladiator, and perfectly content as such, an unfortunate encounter between a dragon and his company left Dolyar scarred mentally as well as physically, and though he has slowly learned to control the voices that have started to speak in his head. Having a tendency to come across as a bit crazy even before the dragon attack, he has cemented that reaction in other people despite in truth having a (mostly) calm mindset (comes across as Minsk from Baldur's Gate initially, but is trying to find a way to better focus his energies into something more effective and less chaotic)
background: Born to unknown parents and left abandoned at the local gladiator pit, Dulyar grew up in the lifestyle of a gladiator, eventually becoming one himself, and thoroughly enjoyed the whole lifestyle. One day while his company was traveling, a dragon attacked the entire caravan, killing almost everyone, and leaving those left alive shattered in both mind and body. Of the survivors, Dolyar in particular was left wishing he had died. As strange diseases ravaged his body, leaving behind scars, bruises, mottled skin, and other horrific looking blemishes on his skin, his mind was assaulted by strange voices. Left for dead by the other survivors, he managed to find his way to a friendly village where a wiseman took pity on him and helped him recover. Finally, after several long years of working on reclaiming both mind and body from the magic and voices that scarred him, he has set out with a purpose - regain his fighting form, which has languished since the dragon attack, and kill any dragons that should dare to try such a thing again in the future.
| Yucale |
1:4d6
2:4d6
3:4d6
4:4d6
5:4d6
6:4d6
1: (4, 5, 6,) = 15
2: (2, 3, 4,) = 09
3: (6, 5, 6,) = 17
4: (2, 3, 3,) = 08
5: (6, 4, 4,) = 14
6: (6, 2, 4,) = 12
Interesting, though no too shabby before Racial Modifiers.
So, Gloisil me old mate, you be ready fer more shenanigans from m'self? (^_~)
And here's a second thought I've had. How do you see your Merfolk fitting into the game? Lots of hand-stands and tail slapping? (^_~)
I'd be delighted to have you on the team (Gyldyr though :))
You'll likely need to spend your first-level feat for a magical heirloom that allows you to walk on land for a certain amount of time.
Krumthi
|
Decided that Bard might be better if that is ok.
4d6 ⇒ (1, 2, 4, 3) = 10 =9 (CON)
4d6 ⇒ (4, 6, 6, 3) = 19 =16 (CHA)
4d6 ⇒ (3, 2, 2, 3) = 10 =8 (WIS)
4d6 ⇒ (4, 6, 1, 6) = 17 =16 (DEX)
4d6 ⇒ (2, 6, 5, 3) = 16 =14 (INT)
4d6 ⇒ (2, 2, 6, 6) = 16 =14 (STR)
+2 Cha -2 Str.
After everything it would be
Str = 12
Dex = 16
Con = 9
Wis = 8
Int = 14
Cha = 18
Female Kitsune Bard 1
Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
# Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
# Base Speed: Kitsune have a base speed of 30 feet.
# Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.* Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
* Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
So with that said. I will have a full Char out here shortly or tomorrow afternoon at the latest.
| .Sunset. |
*Laughs* No, wasn't thinking of playing quite that Sunset.
More a character that's always been inspired by this piece of music.
So,
1st:Barbarian1(Titan Mauler)
2nd:Barbarian2(Titan Mauler)
3rd:Monk1(Martial Artist)
4th:Gunslinger1(Gunslinger(Mysterious Stranger))
5th:Magus1(Kensai)
And then alternate between Gunslinger and Magus their-in.
Basically, making a Paizo version of IronKingdom Gun-mage
Now, you may be asking yourself "Why is there a level of Monk in there?
Two reasons, the one level dip gives a slight AC bonus from any wisdom the character picks up. :P.
PLUS most Gunfighters get into a Saloon fight at least once in their careers and being handy with one's fists is always a bonus. (^_~)
Seriously? I've been finding in a lot of both PbP games and Real Life, face to face games being able to fist-y cuffs is a very good thing.
*Bows* Much cheers to you and yours.
| Aroach1188 |
Artur, Human Male Sohei Monk
Str: 18 Dex: 16 Con: 16 Int: 12 Wis: 16 Cha: 12
Hp: 12 Bab: 0 CMB: +4 (+6 to trip/grapple) CMD: 17 (19 vs grapple)
AC: 16 Touch: 16 FF: 13
Speed: 30 ft Init: +3
Fort: +5 Reflex: +5 Will: +5
Guisarme
+4, 2d4+6 x3
Longbow
+3, 1d8 x3
Skills:
Acrobatics: +7
Knowledge Religion: +5
Perecption: +9
Ride: +7
Sense Motive: +9
Stealth: +7
Feats:
Dodge
Improved Grapple
Alertness
| LilWilly5 |
Kyrais Half-Elf Ninja
Str: 14 Dex: 16 Con: 12 Int: 12 Wis: 9 Cha: 14
Fort: 1 Ref: 5 Will: -1
Melee: 2 Ranged: 3 CMB: 2 CMD: 15
Acrobatics (Dex), 7
Appraise (Int), 1
Bluff (Cha), 6
Climb (Str), 6
Craft (Int), 1
Diplomacy (Cha), 6
Disable Device (Dex), 7
Disguise (Cha), 6
Escape Artist (Dex), 7
Intimidate (Cha), 2
Knowledge (local) (Int), 1
Knowledge (nobility) (Int), 1
Linguistics (Int), 5
Perception (Wis), 1
Perform (Cha), 2
Profession (Wis), -1
Sense Motive (Wis), -1
Sleight of Hand (Dex), 7
Stealth (Dex), 7
Swim (Str), 2
Use Magic Device (Cha), 2
Poison use, Sneak attack +1d6, Sociable (Racial), Keen senses, Low-Light Vision, Elf blood, Multitalented, Reactionary, Charming, Pass for human,
Lamellar Cuirass, Katana, Short bow(20 arrows), Shuriken(20),
Kyrais has medium long dark brown hair and blue eyes. These sometimes change, but are his natural look. He generally disguises himself as human to get around unnoticed. He was abandoned and taken in by a mysterious man when he was young. The man trained him and once he was able to take care of himself went his own way. Kyrais now wanders taking odd jobs varying from extra help to infiltration.
| Belle Mythix |
Belle Mythix wrote:Hopefully a lot of combat; however, NPCs who can/will heal or provide magic items are few and far between (nonexistent after 6-lvl), so plan on being self-sufficient.How will healing work? will there be a lot of battles? Magic Item?
With Low Magic, 15 PB would risk being suicidal, unless the PCs are facing Humanoid who are as "ill equiped" as they are... Maybe do something about the Heal skill (and healing in general)
| Yucale |
Yucale wrote:With Low Magic, 15 PB would risk being suicidal, unless the PCs are facing Humanoid who are as "ill equiped" as they are... Maybe do something about the Heal skill (and healing in general)Belle Mythix wrote:Hopefully a lot of combat; however, NPCs who can/will heal or provide magic items are few and far between (nonexistent after 6-lvl), so plan on being self-sufficient.How will healing work? will there be a lot of battles? Magic Item?
I'm keeping this in mind, but...
Alright. Seeing as, as far as I know no one has taken the point buy route yet, I will reset that option to 20 PB.
However, the concern you mentioned will show at higher levels. I will be keeping this in mind as I design encounters.
Wether or not you're interested in joining, I can't say that tips aren't often useful. (And apologies to anyone who has been in my previous pbp; I have spent the years since running as many games as I can :)
| .Sunset. |
Ah..you want back story? (^_^)
The first:"Hunter's Hunted"
A kind of middle:"Sunset & the Pistol Wraith"
A kind of 'End':"Pirate's Sunset"
These tales take place in the Iron Kingdom's setting, but I do hope will be a rollicking good read any way. *Bows*
| Sigz |
I've always wanted to play around in Falcon's Hollow and this sounds like a perfect setting for a Hedge Witch. Let me roll and mull over a concept and get back to you.
4d6 ⇒ (4, 6, 6, 1) = 17
4d6 ⇒ (5, 5, 5, 5) = 20
4d6 ⇒ (4, 2, 4, 2) = 12
4d6 ⇒ (5, 3, 5, 6) = 19
4d6 ⇒ (6, 4, 6, 5) = 21
4d6 ⇒ (6, 6, 4, 1) = 17
16, 15, 10, 16, 17, 16. Ouch. That's so good it hurts. Too good?
| Yucale |
I've always wanted to play around in Falcon's Hollow and this sounds like a perfect setting for a Hedge Witch. Let me roll and mull over a concept and get back to you.
4d6
4d6
4d6
4d6
4d6
4d616, 15, 10, 16, 17, 16. Ouch. That's so good it hurts. Too good?
Nope. If luck likes you, luck likes you.
| Aroach1188 |
Background for my monk.
Artur was raised near Falcons hollow, he was the son of a lumberjack. He found he had skill with a strange weapon he found, which the local blacksmith told his was called a guisarme. While he served in the village guard like all young men usually do, he was also a skilled hunter, sharp shooting as anyone in the small village. He traveled abroad, mostly around varisia and the shoanti tribes, learning what he could with the Guisarme and Bow. He also learned a great deal of horse riding from the Shoanti tribes. Traveling around, looking for work where he could, but eventually found his way back in Falcon's Hollow.
Lately he has been working in a local church
Artur stands at 6 feet tall, with a fairly average build for a 30 year old human male. He has long brown hair down past his ears. He is a more quiet person, not very talkative, but is a very good judge of a persons character. It's hard to sneak anything past him aswell, he has a very strong memory.
Mechanically, I will stay in Sohei for a while, might take a couple level fighter dip for feats/bab progression. He can be a excellent skirmisher, leaping in, dropping a couple big hits and darting away. Also will use manuvers, mostly trip and grapple. Outside of combat he will max out perception and sense motive, be the all knowing if you will. Can also be a scout with a nice stealth score.
Sorry for getting it in so late, but ive been busy lately