| GM Pyros |
OK so here's some info about this game, character creation, and the flavor of the setting. This campaign is intended to have some sandbox elements, options for where players want to go, but there will be big events happening in the world to drive the story.
Character background and goals will play heavily into the game, and since this is a homebrew setting, there is room for me to really imbricate what interests a player.
Crunch:
15 point-buy, 2 traits (pending approval) all core paizo books before the ARG are fine (check with me about PRCs especially early entry tricks), and you can check with me about other paizo materials. Some stuff may need to be tweaked to fit the setting.
It is going to be a mythic game, but not set in a high-magic world with lots of magic items or high level casters or generals and monsters all over. It's not an E6 game but the world as known functions like that.
15 point-buy to make things like flanking, +1 weapons, and feats like toughness bigger. And I'm planning on slow XP progression, higher for level 1 and maybe 2.
For most people, Death is permanent, there is rumor of a handful of God-like entities that can raise the dead, otherwise such a thing takes several powerful casters a McGuffin, and often times some seriously bad juju. Level 4 spells are the stuff off legend, and level 5 spells are kinda godly
But as "low-magic" as the setting is, i want it to be fantastical. Myth and legend like the Roman and Greek gods is believed to be the norm. The sun is flown around the world by a god and comes to rest at the south pole, but only shines on half the planet. Godlings and demigods walk the earth, changing the world as they do. Dragons speach is derived from the words of settings, and the world still bears traces of their reign. Artifacts of a lost empire, burned away by the wrath of a god, draw the vile and virtuous alike.
You will have a weakness all listed in the PRD, or you can suggest one to me. These will come up, not to punish but to challenge, and to motivate you as it will become your greatest secret.
I'm planning on using downtime rules and kingdom-building as well should you get into that situation. There can be mass combat, nautical battles, should be some discussion about where you want to go with this game.
In planning on using piecemeal armor, and am considering armor as DR and Vigor and Wounds... But dunno yet
| Boss Zog |
Ok this gives me a clearer view of what's going to be available for characters. Let me come back with a redo about what kind of character concept I'll be coming back with.
I like the mythic eldritch heritage feat, so it'll probably spinning around that with a semi-or-full caster. Also, the divine source feels just to awesome to pass up, the character will probably taking power, instead of bestowed power.
| Boss Zog |
For GM Approval: From Occult Mysteries
[hide='Sacred Geometry']
You can use your mathematical prowess to add metamagic effects to your spells without using a higher-level spell slot.
Prerequisite(s): Int 13, Knowledge (engineering) 2 ranks
Benefit(s): When you take this feat, select two metamagic feats you do not yet have. When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot. Using a feat in this way increases the spell's casting time to the casting time it would take if the character were a sorcerer or bard (sorcerers and bards using this ability increase the spell's casting time by two categories); applying the Quicken Spell metamagic effect negates the increased casting time but still contributes to the modified spell's effective spell level. You can take this feat more than once; each time, select two additional metamagic feats, adding their effects to the list of possible effects you can apply to spells with this ability.
When casting a spell using Sacred Geometry, first determine the effective spell level of the modified spell you are attempting to cast (calculated as normal for a spell modified by metamagic feats). You can apply any number of metamagic effects to a single spell, provided you are able to cast spells of the modified spell's effective spell level.
Refer to the Prime Constants table to determine the prime constants that can be used to cast a spell of the desired effective spell level. Then roll a number of d6s equal to the number of ranks you possess in Knowledge (engineering). Perform some combination of addition, subtraction, multiplication, and division upon the numbers rolled that gives rise to one of the relevant prime constants. If you can produce one of the relevant prime constants, the spell takes effect with the declared metamagic effects, and you expend a spell slot of the unaltered spell's level. If you are unsuccessful, you fail to cast the spell, the action used to cast the spell is lost, and the spell slot is used up. The DC of any concentration check to cast a spell affected by this feat uses the effective spell level used to determine the prime constants, even though a successful casting of the spell does not expend a higher-level spell slot.
Table: Prime Constants Effective Spell Level Prime Constants
1st 3, 5, 7
2nd 11, 13, 17
3rd 19, 23, 29
4th 31, 37, 41
5th 43, 47, 53
6th 59, 61, 67
7th 71, 73, 79
8th 83, 89, 97
9th 101, 103, 107
For example, suppose a wizard wants to add the enlarged and empowered effects to the magic missile he just cast. He adds the total level increases of the metamagic effects to the spell level: 2 [empower] + 1 [enlarge] + 1 [magic missile's base level] = 4, so the spell's effective level is 4. The wizard refers to the Prime Constants table, and determines that the prime constants for that effective spell level are 31, 37, and 41.
Since the wizard has 5 ranks in Knowledge (engineering), he rolls 5d6. The results of his dice pool are 6, 6, 4, 3 and 1.
He then performs the following operations to give rise to one of the prime constants he needs: (6 × 6) + (4 – 3) × 1 = 37.
Note that he could also combine the numbers as follows: ([6 + 6] × 3) + 4 + 1 = 41. He has produced one of the prime constants for the desired effective spell level, so his empowered enlarged magic missile takes effect after the full-round casting time, and uses only a 1st-level spell slot.
If the result of his dice pool were 1, 1, 2, and 5, he would have been unable to produce any of the relevant prime constants. His attempt would have been unsuccessful, and he would have expended a full-round action and his prepared 1st-level magic missile spell with no effect.
[/hide]
P.S. Let me know if it doesn't hide the text. Should be right but all I see is a wall of text.
| GM Pyros |
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I'm not sure about the feat, it complicates spellcasting with all the die-rolling and once you get a few ranks it seems like you'd be able to get an extra 2 metamagic feats that you don't actually have. There is always a chance that it won't go off, but I'd rather not allow that feat.
| Coda Highland |
15 point buy as in "start with 10s all around, apply racial modifiers, then distribute 15 more points"?
Armor as DR and wounds I can get behind -- I'm an Earthdawn player, so those work just fine for me. But I can't say I'm a big fan of piecemeal armor. It just feels like another layer of tedious bookkeeping for no real benefit. I've always felt that it worked a lot better to just handle it ad-hoc if for some reason a player INTENTIONALLY changes out a part of a suit of armor.
If we're going for a low-magic setting... what's your opinion of goblins?
| GM Pyros |
The game itself isn't going to be low magic, but the setting is low level and follows the rules regarding Magic and item creation.
--So Magic arms and armor is the restricted to MASTERS cause it's a 5th level feat, or are made with Mcguffins. (also, thanks to retraining, there are some mundane craftsman that have Master Craftsman and CMA&A so don't worry about that)
You can totally play a Full Caster, and It'd be good to have one. Once you get off the main contenent and venture into the other more dangerous areas and mythic landscapes, you'll prolly want some sweet casting.
You start with all 10's in every stat. You have 15 points to use to increase those stats, and higher stats cost more points per step-up.
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
So one valid array before racial mods is 18, 10, 10, 10, 10, 8. Because an 18 costs you 17 points and an 8 costs -2 points. add em together and you have 15 poins total.
I'd suggest something more balanced like 16, 14, 12, 10, 10, 8, or something like that.
you will be going mythic, so your stats have a lot of room to grow.
Goblins are evil and psychotic little monsters famous for their gleeful pyromania. but if you want to be a Gobbo, I'll allow it.
Be forwarned, since most people are Lv 1 or 2 commoners, and goblins travel in hordes, they are legitimately dangerous even though there aren't that bright. their buffonery is made up for by their sheer brutality.
It wouldn't be game-breaking to play one, but there will be some RP aspects of it that other party members can help you with. Goblin does have some cool RP pottential
| GM Pyros |
Goblin PC: I'm assuming you don't need build advice for making an effective barbarian Goblin since they do have a Str Penalty. For the RP aspect, tho, there are a few things
I don't want there to be in-party conflict, as a rule.
I'm not as stringent as Tad about alignment and feel that neutral players can function in a good party if they put their minds to it, the party can be neutral, etc. That said, this is not going to be an evil game. It's just easier to motivate Good characters to do quests, neutral too, but Evil has to be written for carefully and I'd rather not subject my virgin world to a bunch of Mythic Evil Player Characters.
But the onus is on the outlier. You play the character, you have to make it work. If you want to play a mad little goblin, a supercilious Drow, or a brutal Ork, you need to figure out how to mesh with a party. There needs to be a compelling reason for the PC's to be able to keep the gobbo in line, the drow to turn his machinations against the party's enemies or the orc to act as the enforcer of the group.
-You can also be different than the rest, like a literate Goblin, an honest Drow or a gentle Ork. That's fine.
For Non-Good PC's there is an added challenge. Alignment dictates behavior as much as it is an indicator of character. So there again needs to be a reason for the party to work together. Everyone being Good is a default. Neutrality means you need to give me another explination for being a well-behaved party member, and if you want to play evil, then there needs to be a VERY good reason.
I played an LE character in a primarily good party. He was born pre-damned to hell, a First-born son contract, so his goal was to avoid eternally torment in Hell. His method was finding people he could trust, and stick with them and stay alive, so he made it a point of being a loyal party member for purely selfish reasons. Enemies beware tho... };P
-The only reason there was conflict was that one of the players thought my character was a self-serving and manipulative bastard and didn't look past the E on my alignment. So it does take 2 to tango, and if the E-PC is trying to mesh, then meet them half way.
Tl;DR: Coda, if you are going to be a goblin that acts like a goblin you should either be good or have a reason for being a non-disruptive party member. PM me about it.
I just wanted everyone to know that i'm open to some more Grey-Area kinds of characters and make my expectations clear.
| Boss Zog |
What's the world look like for this campaign, you told me a little bit about the Darklands and what not. What about the rest of the world? What are the major player in the world, and did you have a set launch town or area? Do you prefer Wilderness, Urban or Dungeons for your games?
Sorry about the barrage just looking for better idea to form a background with.
| GM Pyros |
No questions are great!
The starting area will be the wrapper known as the central kingdoms. It is a pretty mixed area of realms, kingdoms, wild lands,etc. To the south is the great sea, it's like the Mediterranean Sea but HUGE. Across the sea is sousouthern continent, which is much hotter, there are tropical jungles, deserts, it's kinda the Africa and south america. That continent hits the Boiling seas and from the tip, an impossibly tall mountain can be seen, and up on the summit is where the headband meet the earth.
To the north are the Frost-crags, a massive mountain range that sperates the Central Kingdoms from the Northlands, a dangerous realm of barbarians and monsters. To the east are the lands of the Sorcerer Kings where supremely powerful mages rule by their shear force or will and bend the ever-changing lands to their will.
The ocean in the west is full of island chains and inhabited by colonial powers and pirates, and further west is the Storm-seas, dangerous oceans that none dare cross. There is also a vibrant island culture in the Great Sea is a warm temperate to tropical sea that thrives on trade and cultural mixing, yet it is fraught with danger for that same reason, with slavers, raider, warrior tribes, and sharks.
So the central kingdoms are pretty much white people euro type culture and other cultural groups are all around.
Desula Val'kyerin
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This is Boss Zog's entry in to the Fruity Rumpus in the Central Kingdoms.
Opposition school Evocation and Necromancy.
Will be adding more details to him as the night goes on.