
DM Jelani |

How is a 4th level sorcerer less dangerous than a 4th level wizard? Just curious about the requirement for a wizard to join the military or police, but sorcerers can just promise to behave.
Sorcery can't be easily controlled, it just happens because of bloodlines. Wizardry has to be taught, so it's much easier to control.
Sorcerors are limited to specializing in a few spells, whereas wizards can potentially learn all arcane magic.
Sorcerors can practice inside their own homes as long as they aren't breaking any other imperial laws. That means basically no offensive magic, no enchantments. Nothing that could destroy property, hurt someone, or invade someone's privacy is legal. Having them all registered makes it pretty easy to figure out who committed a violation of the law should one occur.
It's sort of comparable to gun laws or something along those lines. Except in this case some people are born with guns inside them. You can't stop those people from being born, but you can outlaw them firing their guns in public. People who aren't born with guns inside them who want to learn to shoot, have to be trained and regulated. Just like you can't go to Walmart and buy a grenade launcher and then take tactical combat classes with it at YMCA, you need to be a cop or a soldier to be trusted with that kind of firepower.
Divine magic is self-regulating since if you violate your deity's alignment you will stop receiving spells, and the worship of evil deities is also outlawed.
Keep in mind, that this game won't be taking place in the Empire proper though. No one is going to arrest you for casting a spell out in the wilderness. Start throwing spells around the settlement and things get different. However since the party will be the authority figures, it's really up to them which laws will be enforced. Ticking off the Emperor will be a good way to lose continued support and reinforcements, but it's a sandbox game. Players determine the story.

DM Crustypeanut |

Sorcerors can practice inside their own homes as long as they aren't breaking any other imperial laws. That means basically no offensive magic, no enchantments. Nothing that could destroy property, hurt someone, or invade someone's privacy is legal. Having them all registered makes it pretty easy to figure out who committed a violation of the law should one occur.
My sorcerer was totally the kind of guy practicing Burning Hands inside of his own home.
Hehehehe

Byrnjolf Havekson |

Chugging along steadily on my spiritual halfling diplomat/doctor.
I've got quite a bit in mind for him, just have to get in in a presentable form.
His haunted curse represents the spirit of those that he could not save, and restless souls who passed before their time. The sentimental drawback reflects that as well.

DM Jelani |

Humble beginnings of my character...He's definitely going to be a support character first and foremost.
EDIT:
Thinking of some re fluffing of the Good-Natured trait to counter-act his craven nature.
A trait bonus isn't necessarily a morale bonus, right?
No, they are usually trait bonuses. I'd be willing to consider other types of bonuses as long as it wasn't abusive.

DM Jelani |

DM Jelani wrote:
Sorcerors can practice inside their own homes as long as they aren't breaking any other imperial laws. That means basically no offensive magic, no enchantments. Nothing that could destroy property, hurt someone, or invade someone's privacy is legal. Having them all registered makes it pretty easy to figure out who committed a violation of the law should one occur.
My sorcerer was totally the kind of guy practicing Burning Hands inside of his own home.
Hehehehe
He probably would have fallen under the non-human practicing his traditional culture clause. He still would be required to observe other laws while in imperial territory, but his sorcery wouldn't necessarily be an issue.

Byrnjolf Havekson |

I believe I've got the majority of the crunch worked up for Povak the haunted halfling oracle (life mystery, community guardian)
still have a few details to hammer out as well as doing an official write up of his appearance/personality/background and of course the in character application.
I don't imagine he'll be much of a combatant so I'll probably plan on him hanging out in the back/trying for unorthodox measures of incapacitating enemies. He'll use burning disarm in a pinch/ to save an innocent life from a would-be attacker.
Still, he'll be good at what he does. A +16 bonus to diplomacy if he casts enhanced diplomacy on himself, and once a day he can reroll a failed check and take the new result.
He can channel energy 5 times daily as a cleric of his oracle level, and is also proficient as a healer, and I plan to play that up as he progresses.
It'll be interesting to play a character who is purely supportive in nature, and a pacifist at that. I think it'll be fun though and a sandbox game of this nature lends itself well to such a character.
Anyway, enough rambling for now, I'd love any feedback, thanks!
Have ye a gander!
Povak- CR
Male Halfling Expert 2/Community Guardian(Oracle) 2nd
G Male Humanoid (Halfling)
Init +; Senses Perception +8
EXP:
--------------------
DEFENSE
--------------------
AC 15/17* , touch 11/13* , flat-footed 14/16* (+4 Armor / +1 Dex / +2 Shield Bonus*)
hp 30 Current: 30/30
Fort +0+0+1=1 , Ref+0+0+1=1 , Will +3+3+2=8
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee+1
Ranged+3
--------------------
STATISTICS
--------------------
Str 8, Dex12 , Con 12 , Int 13 , Wis 14, Cha18 (+2 Racial, +1 Ability increase)
Base Atk +2; CMB +1; CMD 12
FeatsSkill Focus(Diplomacy), Extra Revelation(Channel)
Story Feat Deny the Reaper
DrawbackSentimental
Traits Good Natured; Gregarious; Spirit Sense
Skills -14] Expert Ranks/10] Oracle Ranks/2] Favored Class Bonus Ranks-
Acrobatics-[2]+3+1=6
Diplomacy-[4]+3+4+3=14
Heal-[4]+3+2+2=11
K-Nature [2]+3+1=6
-Local-[2]+3+1=6
-Religion-[1]+3+1=5
Linguistics-[2]+3+1=6
P-Herbalist -[2]+3+2=7
Perception-[2]+2+3+2=8
Sense Motive-[1]+3+2=6
SpellCraft-[1]+3+1=5
Stealth-[1]+3+1+4=9
Survival-[2]+3+2+2=9
LanguagesHalfling, Celestial, +2 others
SQ Haunted Curse, Spirit of Community 7/day, Channel Positive Energy 1d6 5/day
Spells Known Orisons: Create Water, Detect Poison, Enhanced Diplomacy, Guidance, Stabilize
1st: Burning Disarm, Cure Light Wounds
Spells per day Orisons: at will, 1st: 5/day
Bonus Spell Bless Water
Combat Gear ; Other Gear
COIN:
PP:
GP: 2,400 gp
SP:
CP:
Some Tropes I imagine him evoking
http://tvtropes.org/pmwiki/pmwiki.php/Main/EruditeStoner
http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodShepherd
http://tvtropes.org/pmwiki/pmwiki.php/Main/ActualPacifist
http://tvtropes.org/pmwiki/pmwiki.php/Main/BadassPacifist
http://tvtropes.org/pmwiki/pmwiki.php/Main/TheMedic
http://tvtropes.org/pmwiki/pmwiki.php/Main/MysteriousWaif
http://tvtropes.org/pmwiki/pmwiki.php/Main/NeutralGood (type 2)
http://tvtropes.org/pmwiki/pmwiki.php/Main/ForHappiness
http://tvtropes.org/pmwiki/pmwiki.php/Main/JunkieProphet
http://tvtropes.org/pmwiki/pmwiki.php/Main/HigherUnderstandingThroughDrugs
http://tvtropes.org/pmwiki/pmwiki.php/Main/AllLovingHero

DM Jelani |

Righteo, Jel.
By the way, I'm curious - what kind of weapons do Nagaji generally use? I gave him an Earthbreaker, because its literally the biggest weapon I could think of - but if they have a favored weapon type (Like dwarves favor axes and hammers), I'd probably go with that instead.
I didn't have anything in mind. I kind of pictured them knowing how to use everything but favoring large weapons to take advantage of their strength. Earth breaker sounds good to me.

DM Jelani |

I believe I've got the majority of the crunch worked up for Povak the haunted halfling oracle (life mystery, community guardian)
still have a few details to hammer out as well as doing an official write up of his appearance/personality/background and of course the in character application.
I don't imagine he'll be much of a combatant so I'll probably plan on him hanging out in the back/trying for unorthodox measures of incapacitating enemies. He'll use burning disarm in a pinch/ to save an innocent life from a would-be attacker.
Still, he'll be good at what he does. A +16 bonus to diplomacy if he casts enhanced diplomacy on himself, and once a day he can reroll a failed check and take the new result.
He can channel energy 5 times daily as a cleric of his oracle level, and is also proficient as a healer, and I plan to play that up as he progresses.
It'll be interesting to play a character who is purely supportive in nature, and a pacifist at that. I think it'll be fun though and a sandbox game of this nature lends itself well to such a character.
Anyway, enough rambling for now, I'd love any feedback, thanks!
Have ye a gander!
** spoiler omitted **...
I like what I see so far. Diplomacy could prove very useful in your new home. Sounds like he'd be perfect for the role of Grand Diplomat.

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I'm curious about this, but a little worried about the Ultimate Campaign material. Mostly I want to know how much characters will be engaged in standard encounters (such as normal combat, survival situations, social encounters, etc, as generally found in Pathfinder games) and how much they will be reduced to in-character/out-of-character strategy sessions about how to build the kingdom or what hex to explore. I suppose I'm concerned about putting that much into an application to have my character reduced to a +2 stability modifier.
I'm also curious how evil-aligned characters would get along with the apparently Sol-favoring empire and its corresponding expedition.

DM Jelani |

The game will mostly be normal adventuring. To build a settlement first you're going to have to clear a hex. Then there will be a (hopefully) short time deciding which buildings to build in the settlement and then back to adventuring. Most of the kingdom stuff is just a few rolls, it assumes you'll be out adventuring most of the time. You guys are also going to have an army (probably more than one eventually) so you'll have the mass combat option of confronting threats if you don't want to clear something out the old fashioned six man way.
I will attempt to keep the game moving at all times, if something is holding up the game too much, I'll probably make a ruling to move past the issue. It's my first time running these rules, so we'll have to see how it goes.
As for evil characters, though the church of Sol is good overall, the Empire itself is corrupt just like any other long lasting empire (notice it's neutrally aligned). An evil character would need to be approached carefully, and have a relatively foolproof way of not being discovered in their wickedness. Remember also that with my house rules on alignment, evil characters are truly evil. A character that might be considered evil in another game could likely be neutral here. I want alignment to be as small a part of the game as possible.

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@Jelani: Alright. I'm forming a character concept around what would in Pathfinder be a Lawful Evil character, dedicated to upholding the laws of the empire but cruel and authoritarian, ready to sacrifice a few villagers for the good of the empire at any time.
His ultimate devotion to the law would keep him at peace with the others, but he certainly wouldn't go out of his way to assist a non-citizen, for instance. In fact, he might instead take slaves (if that's legal).
Before I build around that concept, what do you think?

DM Jelani |

quick question DM will there be enough downtime for magic item creation feat?
Potentially, yes. In the end that's up to the group mostly. It depends on what you guys to decide to do. Probably not right at the beginning though. After you've settled down into a town you can take as much downtime as you guys want.

DM Jelani |

@Jelani: Alright. I'm forming a character concept around what would in Pathfinder be a Lawful Evil character, dedicated to upholding the laws of the empire but cruel and authoritarian, ready to sacrifice a few villagers for the good of the empire at any time.
His ultimate devotion to the law would keep him at peace with the others, but he certainly wouldn't go out of his way to assist a non-citizen, for instance. In fact, he might instead take slaves (if that's legal).
Before I build around that concept, what do you think?
The character concept sounds fine to me.
I was thinking that slavery exists as a punishment for criminal activity. Instead of going to jail, for most crimes you get branded and have to serve a certain amount of time as a slave. The state makes money off the sale of the criminal population, and the economy has a constantly self-renewing source of slaves. Captured enemies might also be pressed into slavery of a more permanent nature.

DM Jelani |

@Jelani: Coming from your Synthesist Gestalt game and the antics that ensued there, I am curious about the whole NPC level aspect of this one. How will that factor into the game play?
This is kind of the opposite of that game. Instead of super powerful adventurers it's more like normal(ish) people struggling against the odds. The NPC levels are to indicate your character's early life and training, and to give you an HP buffer and a few skills. My goal is to avoid having to make super enemies, and be able to face you guys off against normal bestiary monsters and still have it be challenging. I'll be treating you guys as 3rd level characters for determining your APL at the beginning of the game.
Remember you're applying to join a colony, not an adventuring party. Everyone should have some sort of craft skill or trade they can bring to the new settlement. I guess the most basic thing would be "guard" or "soldier" but I'm not going to pick an entire team of characters with no other skills than fighting.

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Dm here is a quick run down on the fluff i am thinking about.
Female Elf Warrior 2 Magus 2
During a raid when she was still very young he packed was Wiped out by (insert enemy) She survived the massacre by being knocked out under the corpse of her Older brother.
She was found by a team of human rangers after the (insert enemy) and adopted into a human culture.
She trained to be a banker/treasurer as a profession. She also sharpened her skills in magic as it came naturally to her and it seemed a waste to not develop these.
=> magus class / Arcane Focus Elven Trait, Magical Knack trait, Magical Lineage Trait, Metamagic Master trait
After all when you are on the road to go and collect debts there might be an Evil Robin Hood lurking after the Gold that is not his to take.
working for the White Asp Bank she went all over the Empire. Either to check on investment or to collect due payments.
Seeing the lifestyle, and power of the Corrupt and Wealthy she started wanting these attributes for herself (Power-Hungry drawback, Artifact Hunter Story feat)
Upon hearing of the New Dawn she asked for a transfer as this would represent the opportunity to achieve the wealth and power she dreams of.
Using her skills she is confident that she can achieve some sort of Status for herself
-------------
Name: Solinas Astariel
Age: 54
Gender: Female
Race: Elf
Occupation: Account Manager White Asp Bank
What do you bring to the expedition?
To overview the New Dawn account financial asset
What are your professional goals?
Chief Financial Officer and Treasurer for the new colony
Do prefer to work alone or in a team?
I rely on both depending on the nature of the account and the business at hand
Give some examples of teamwork:
Outstanding account debit collection. Finding out the useful information (hiring detective as need be) Presenting the Debt to be collect and recovery of financial compensation via the use of recovery agents, lawyers or other agents
How do you handle pressure?
We elves are long lived so I do rather well
How do you measure success?
In asset gained and long term Benefit (both in monetary and non monetary value)
What are you passionate about?
Having meaningful and satisfactory partnership for all involved
What have you learned from your mistakes?
Indeed as i try no to repeat them
What is your greatest strength?
Flexibility of thought and means of action
What is your greatest weakness?
passion of Magic
What major challenges have you handled?
Can not be disclosed under professional agreement N 5647812
Why do you want to be on the expedition?
Career advancement
Do you have a criminal record? If so, why should it be ignored?
None
Appearance: Young pretty Elven Woman usually dressed for the right occasion (either adventuring, meeting with a client or a social occasion)
Personality: Aspiring Merchant Prince with a touch of Yakuza Princess

DM Jelani |

Here's what we've got so far for submitted characters or submitted interest:
Algar Lysandris - Solinas Astariel Elven War 2/Magus 2
Bi0philia - Povak Halfling Expert 2/Oracle (community Guardian) 2
DMCrustypeanut - Nagaji War 2/Sorc 2
D-Kal - "LE" something
I've only included people who posted more than once. To be honest I was hoping for a lot more interest. If I don't get what I consider to be six solid apps by the time the recruitment period ends I might not run the game.
Everyone - This game is still recruiting, please feel free to apply. Any and all submissions will be considered equally up to the application deadline on 7th of September.

DM Jelani |

I'm going to run a sandbox game for sure. I'm not sure what it is about this one that's not drawing interest.
I was thinking about it last night and I came to a decision. I'm going back to the drawing board for some aspects of the campaign. I will create an interest check thread. I'll put out a few options for game setting/character creation rules, and then have interested people vote on them. That way I can run a game that a good amount of people are excited to play. It's more fun for me and makes the work of generating the campaign worth it. I'd be happy to consider the same characters, though depending on how voting goes they may need to be converted to Golarion.
So for now, recruitment here is closed. This particular incarnation of Colonization is cancelled.
I will work on the new thread today and post it here when it's ready.