Hammer to Fall [Homebrew Pseudo-fantasy Post-apocalypse Campaign] Recruiting Through 8 / 7


Recruitment


"The world is a different place depending on through which fire you're looking at it. When that fire is literal, you will know our pain."
-Ancient Manuscript

The end of everything we strove to achieve has become nothing more than a distant memory. No one alive now knows what it was like before the hammer fell. The few remaining—those who have the peace of mind to care—are only glad they weren't there when it happened. The world has since been tossed into chaos, civilization struggling to regain its footing, but many would have you believe that such a calamity is just what the world needed. That whatever god or gods that may watch over it were the ones that pulled the trigger on the Earth they knew before. Maybe that's true. But then, maybe people just don't want to believe that mortal men could be capable of that much destruction.

The disaster was, inevitably, brought about by the very same ambition on which intelligent life prided itself. The end arrived with nuclear war and brought along an apocalypse that rivaled the great extinctions of history. In its wake, the world lost more than just buildings. Sapience lost all but the basest instincts of survival. With time, it became clear that life was still possible—though chaotic and fleeting. Though almost forgotten, the disaster left lingering traces on the generations that rose in the new world. Knowledge of the world before was hardly passed down from those who remembered, but what stories that survive became warped with time, until the historical picture of the old world was barely comparable to the original. Things such as technology and magic are regarded as evil, as the knowledge of them is long lost to so many. In a world where the unknown could mean instant death, such mysterious powers are rejected and feared.

"Historians are, I suppose appropriately, a thing of the past. For the past several thousand years, civilization has been on its knees. Maybe it's that we're finally remembering who we are, or finally forgetting what we had become. What had always intrigued me about our history is the maintenance of what it was that truly set us apart from animals - technology. I mean more than hitting rocks against shellfish for food. From what I've gathered, we've salvaged all we could from the old world and when it finally ran out, the few of us who bothered to remember how it all worked were hailed as witches. And for some strange reason, we certainly were having none of that."
-Reginald Blackwater, Renowned Scholar of Feinhold, Kingdom of Grigoria.

Thousands of years of living with the mistakes of past generations is difficult. If those mistakes were so large that the majority was slapped into irrational disbelief, it's impossible for the world to do anything but start over. It's impossible for them to stand again without first accepting that they have legs upon which to do so. How does an entire world begin to start over? How do the sapient races regain what they had spent so long constructing—or even believe in such a possibility? And—perhaps the question most important—after the end of all that our minds had worked together to create…what remains? We face now the uncertainty that no change in our world can ever remove: the veiled and uncarved path of the future.

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This is kind of an interest check and recruitment all in one. If I get enough submissions, yay! If not, well I guess that answers the interest question.

*Ahem*

Hello everyone, and welcome to the recruitment for my completely homebrew Hammer to Fall campaign! The world in which this campaign is set, Aciem, is one that is completely of my creation and incidentally is the world in which a system I created is set, but no worries! I plan to run this PbP using the Pathfinder system. I would just really like to flesh out various points in the timeline of this setting, and I haven't really touched this particular part. Anyway, onward!

There's probably some information you'd like to know before getting into it much further. Allow me to expand a little.

Very Basic Timeline:

0e0a0: Creation: There are no indicators that any life as the world knows existed before this point, many of the world's religions and great thinkers believe this was the creation of the universe. Writings exist from this point forward, but the sources are incredibly scarce.

Approximately 0e0a100: The final collapse, as it is often referred to in what few texts there are from this time, refers to a happening involving the rise and fall of some creatures of mythical power. No one knows who they were or why they're gone, but some religious leaders believe these writings are referring to the gods that created or cleansed the planet ascending to their respective planes.

0e0a100 - 2e5a0: The Isolation Period: During this time, people were scarce. Communities rarely lasted longer than a few years. The world was a dangerous place and the people that inhabited it were even more dangerous. Knowledge of technology and magic were rare and those that had it, used it for evil purposes.

2e5a0: The Rise of Man: The first kingdom to rise, Minimuse, did so during the fifth age of the second era, though it is argued when exactly during this age it rose. This represents 10,875 years since creation. The kingdom quickly outlawed magic and advanced technology, citing its use as inherently evil. Civilization since has followed suit.

2e7a89: Amrocia Splits: Amrocia, once a large section of land claimed by the Kingdom of Minimuse, kicks up a rebellion against the massive kingdom only 339 years after its formation. As expansive of a kingdom as Minimuse was at the time, affairs grew strained between the mostly human grasslands of the Amrocian area and the multicultural Minimuse lands governed by mostly other races despite the rise of humans first.

2e8a05 - Present: Border Rifts: Since the formation and splitting of several more kingdoms on the continent of Thelnor, war is ever prevalent. There are no set borders between each kingdom, instead there are long patches of land dozens of miles thick between each kingdom known as rifts. These are dangerous places where battles happen and thieves take advantage of the complete lack of law.

Setting Notes:

1: Technology level is extremely fuzzy. The campaign is set around 11,000 years after what was essentially all out nuclear warfare and magical EMP warfare. It's a medieval campaign, but cars and guns exist (Commonplace Guns rules, though guns aren't exactly commonplace). Higher levels of technology is often mistaken for magic, which brings me to my next point;
2: Magic is widely untrusted. This is a low-mid magic campaign. Will you be burned at the stake for casting spells or starting a motorcycle? You never know about some communities.
3: Religions are an interesting topic. You can essentially get away with believing whatever you want, but there are major religions in the world. If you have further questions, let me know.
4: There's an additional knowledge skill called Knowledge (Technology) and it's used to identify old-world technology like cars, guns, and machinery. A similar craft skill must be used to salvage or duplicate this technology. Drive is also a skill that is Dexterity based.

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Character Creation

Level 1 characters, average starting wealth;

Any armor purchased can have its base price increased by 50% to have half of its armor bonus (rounded down) apply to AC against touch attacks made by firearms.

Races:

"Funny what some time and isolation can do to the human race."

When the world was destroyed in 0e0a0, humans were the only race on the planet. 11,000 years in isolation and genetic mutation (whether natural or irradiated) has created many different breeds of human.

Core, featured, and uncommon races are allowed. Though being too strange could have implications in game.

Classes:

"There is more to learn in the world than you see, and more see in the world than what you fight."

All Paizo classes are fair game. I might be open to some 3pp classes, just message me and I'll have a look at it. Machinesmith is one such class.

PM me to let me know if you plan to be a gunslinger or use any of the gunslinger's abilities (from the Character Twist below)

Ability Scores, Hitpoints, and Skills:

"We hate to admit it, but we aren't all born equal. Some people deserve respect. Some are the reason those people are respected."

25 Point-Buy, nothing lower than 7 or higher than 18 before racial modifiers.

Start with maximum HP, every level after first will yield maximum minus 3 HP.

Unchained background skills are in play.

Add Knowledge (Technology) (Int), Electronics (Int), and Drive (Dex) to the skill list. Armor check penalty applies to Drive.

If your class has Knowledge (Arcana) or Knowledge (Engineering) as a class skill, you also have Knowledge (Technology) as a class skill. If you have Spellcraft or Use Magic Device as a class skill, you also have Electronics as a class skill. If you have Ride or Knowledge (Technology) as a class skill, you also have Drive as a class skill. This only applies if those skills are on your class skill list, not if you use a trait or other means of getting the prerequisite skill on your class skill list (though if you use a trait or similar method, you may choose to add Knowledge (Technology), Electronics, or Drive instead of the prerequisite skill).

Languages work a bit differently in this setting since the general education level is very low. You begin play able to speak your normal number of languages, but not read or write them unless you give up the ability to speak another language in its stead. For example; if you start with Common and Dwarven, you can only speak both. However, if you'd like to read and write in Common, you can give up Dwarven altogether. Designate languages you can also read and write like this: Common*. Keep in mind that this also means that it takes two ranks in linguistics to learn to read, write, and speak a language now instead of only one.

Finally, you may never take a 10 on knowledge checks unless you have a special ability that says you may.

Traits:

"There's no denying it. This world makes you who you are. The part we see is the part that remains in it even now, and that's the part that matters."

2 + 1 Campaign (Out of the following)
Drawbacks allowed for one additional trait.

Campaign Traits:

Driver: Gain a +1 to all Drive and Craft (Mechanics) checks and you may always treat Drive as a class skill. Additionally, for you, the action required to control a vehicle is one step lower than usual (normally it's a standard action to maneuver a vehicle by turning, stopping, etc and a move action to maintain the vehicle's direction and speed).

Rift Bandit: Gain a +2 trait bonus to initiative and begin play with an additional 100 gp.

Rift Soldier: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle. Additionally, you gain a +1 trait bonus to AC against opponents that are flanking you.

Ruin Delver: Gain a +2 trait bonus to Perception, Survival, and initiative while in the ruined cities of the old-world, as well as a +2 trait bonus to saves against Warding of the Gods. You may also ignore the difficult terrain presented by ruined roads and buildings.

(Note: Warding of the Gods is radiation poisoning from the radiation still present throughout the world - especially the ruins of heavily destroyed areas.)

Scholar of Old: You gain a +1 trait bonus to all Knowledge checks and Knowledge (History) is always a class skill for you.

Secretive Witch: You may cast spells with verbal components without drawing attention to yourself with a DC (10 + double the spell level) Bluff check. Likewise, you may cast spells with somatic components without drawing attention to yourself with a DC (10 + double the spell level) Sleight of Hand check. A spell with both only requires a roll of one or the other. Allies may use aid another on this check by distracting would-be observers. Circumstantial bonuses and penalties may apply.

Tech Savvy: Gain a +1 trait bonus to Knowledge (Engineering), Knowledge (Technology), and Electronics. One of these is always a class skill for you. Additionally, once per day, you may temporarily repair a piece of old-world technology. It functions as normal for one hour/level before returning to its original state.

Witch Hater: Gain a +1 trait bonus on all saves against spells and spell-like abilities and a +1 trait bonus on all damage rolls against creatures possessing spells, spell-like abilities, or who are using any old technology.

Added Character Twist:

"Pay attention to those around you. Those unlike yourself. Your enemies. Learn from them."

Choose one ability from any class that scales with your level (such as a rogue's sneak attack, bardic knowledge or one bardic performance, a teleportation specialist wizard's Shift ability, etc). You have this ability. It does not stack if you gain this ability yourself (being a rogue and taking sneak attack does not double your sneaky dice, it is just a pointless choice). You grow in this ability as you level as if you were taking levels in the class that normally has the ability, even if you multiclass. If this ability is usable 3 + physical stat modifier times per day (or similar) or a DC based on a physical stat, you may choose any physical stat modifier to use. The same goes if it is an ability that depends on a mental stat, you may choose which mental stat. You could, for example, use Charisma instead of Intelligence for the wizard's Shift ability. You could also use Dexterity instead of Constitution to determine rounds of rage you get per day for the Urban Barbarian's Controlled Rage.

Things to note: If you are curious if a given ability is up for grabs using this character twist, just ask. The answer will likely be yes, but there may be things I've overlooked. I will allow you to use this ability to lock in a higher HD, but it will simply always be one step higher than your normal HD (wizards get d8 and if that same wizard multiclasses into alchemist, she will get d10) and, for obvious reasons, barbarians can't benefit from this use of the ability. Same goes for BaB (increase one step, doesn't affect full BaB classes), skill points (+2 skill points, doesn't affect rogues), and any one save (doesn't affect a save that is already good, is lost on monks).

You can't use this to become a spellcaster, gaining a choice of abilities every other level (like rogue talents, bonus feats, or rage powers) cannot be taken with this ability, though you may pick up the effects of any of those that individually apply.

Houserules:

"My house, my rules."

Just a few of houserules on things that have always annoyed me.

-I like crafting. Making Craft Work is something I'm going to be using in this game if anyone wishes to craft. This may also just be totally up to my discretion depending on the item.
-Combat Expertise requires +1 BaB OR 13 int.
-Point Blank Shot and Precise Shot are one feat called Precise Shot.
-Improved Overrun, Sunder, Bullrush, etc are all one feat called Power Maneuvers and require Power Attack OR Combat Expertise.
-Improved Trip, Disarm, Dirty Trick, etc are all one feat called Finesse Maneuvers and require Piranha Strike OR Combat Expertise.
-All rogues, bards, investigators, monks, and swashbucklers begin with Weapon Finesse as a bonus feat.
-All Weapon Focus feats or similar feats that affect only a single weapon instead affect a fighter weapon group.
-I will be giving out teamwork feats as the game progresses to represent the party learning to work together. That's worth keeping in mind.
-I am quite flexible about refluffing things. As long as it functions mechanically the same as something you have on your character sheet, within reason you can fluff it however you like. When in doubt, you can always ask me.


Is Deep Magic an acceptable sourcebook? One thing I've always wanted to play in a post-apocalyptic setting is a character with time-controlling magic. XD If not, I'll consider some other ideas.


I don't currently have access to that one (unless I do and don't know it XD).

Can you provide a link? If I can look at it, I'll mull it over and let you know.


It's not open content, so I can't give the full book out, but I COULD copy/paste the spells in question and PM them to you. ^^


Sounds good. I might accept anything I can look at. I'll definitely say no to everything I can't.


Oh-ho I like the look of this. You won me over when you specifically called out the wizard's Shift ability. I have a character named Blink who was initially designed to make use of that ability but I deviated from that original plan. Now I can flawlessly marry the two!

I was wondering what level you planned on taking this campaign to and if ALL Paizo material is available of if there are some books you prefer to avoid. I know some people aren't allowing use of certain Unchained variant rules and the like.

I ask because I'm interested in potentially utilizing the variant multiclassing rules. I think it'd be nice for really tailoring a character without all the usual drawbacks.

Anyways, end of the day she's a bad ass psychic who is inspired by the sirens in the Borderlands games.

I also have some setting questions to go along with the mechanics ones. I'm wondering what circumstances and location we are starting the campaign in. How much magic will be encountered in the game and how does the low magic setting work with magical items (aka the best loot)? I know you said tech and magic were no-nos, but I wasn't sure if that meant it was going to be super rare or if the BBEGs were going to come rampaging through spitting fireballs to show how evil they are.

Working on updating Blink to fit with this campaign and I hope to have her posted later today! (No promises, I'm slow)


Man, this would be the perfect campaign to play a vishkanya as a heavily irradiated human with tainted blood. I love the worldbuilding.


All I have right now is this picture. I can't decide if he's a gunslinger or a paladin or what.

Edit: Compiling a list of stuff that might be taken as twists to help inspire me in character creation. I figure it might be useful for other people to look at too.

Spoiler:
-Sneak attack
-Favored Enemy
-Favored Terrain
-Smite Evil
-Lay on Hands
-Channel Energy
-Divine Bond
-Monk AC bonus
-Flurry
-Fast Movement
-Ki pool
-Monk Unarmed Strike
-Swashbuckler Deeds
-Gunslinger Deeds(It's probable that neither of these come with panache or grit, which you'll then need to get from elsewhere)
-Bardic Music
-Rage
-Damage Reduction(The tasty Invulnerable Rager version, of course)
-Wild Shape
-Animal Companion
-Eidolon
-Summon Monster SLAs(this one is fairly insane)
-Armor Training
-Weapon Training
-Gun Training
-Swashbuckler Weapon Training
-Sacred Armor/Weapons
-Fervor
-Blessings (Yuck.)
-Studied Target
-Challenge
-Mount
-Bombs
-Judgements
-Spellstrike(Not a lot of bang for your buck, but you could still make a build around it.)
-Spell Combat(same.)
-Black Blade
-Oracle's Curse(Has some sweet mutant flavor, but probably not very good.)
-Ninja Ki
-Iaijutsu Strike
-Brawler's Flurry
-Martial Flexibility
-Animal Focus
-Raging Song

Huh. I'd hoped that help generate some ideas. I guess I'll go to sleep and try again tomorrow.


The Dragon wrote:
All I have right now is this picture. I can't decide if he's a gunslinger or a paladin or what.

Looks like a ranger to me.


The Dragon wrote:
All I have right now is this picture. I can't decide if he's a gunslinger or a paladin or what.

A Techslinger archetyped Gunslinger, perhaps? That looks like a laser gun to me.

Though all bets are off with the "pick a feature" thing.

Also, I'm interested, pending confirmation of entry into Rednal's game (if I don't get in, I'll apply).

Grand Lodge

Where do I sign?


Mimesyne wrote:
Stuff

All official Paizo has the go ahead. I'll let you know if you choose any Paizo material I overlooked when making this sweeping call. Unchained is good as well.

You're starting the campaign in a small town in the Kingdom of Amrocia. Magic is low-mid. Magic was widely studied before the end of the world and only some of that knowledge was passed down through the end. In this way, magic is a lot like technology. Magic items exist, there are those that know how to work with magic, and it is almost never seen by the common man.

You'll certainly find magical loot. You might stumble upon it in ruins and you might fight big evils who have it. By low-mid, I mostly meant "don't think Eberron". Magic is a big deal, but it wouldn't be unheard of among adventuring types.


All right, I'm mostly done with my submission. My character is a Sorcerer with a heavy time/technology theme - most spells will reflect that, and I took Crossblooded for Sage to make INT the main skill. I plan to make them into an excellent crafter, both of magic and lost technology - basically, someone who has a frighteningly high grasp of forbidden things. XD

For the scaling item, I went with the Kineticist's Cold Blast - aside from the pleasant scaling damage, I'm fluffing it as slowing time for a target. Time is part of space, and stopping movement in space cools the temperature... hence the cold attribute. XD


Definitely interested. If I can use the Character Twist to get back a class feature lost by archetypes....

Tiefling Alchemist with the Vivisectionist and Grenadier archetypes (Character Twist for Bombs to bring it back ... if allowed). As a warning, this may change as I am trying to put the concept together.

The question I do have, after seeing how you seem to hate feat taxes, is if you can give the Alchemist the Infusion discovery for free?

[IC]
"Miguel von Huger, yes that's pronounced 'Ue Gee'. I am a tiefling-classification human, if you want to go by such a derogatory system," distaste can be heard dripping from his voice as he admits this. "Currently I'm on the path to try to become a better doctor, or healer if you prefer. So much information and tools are out there, lost, buried, or simply hoarded where it does no good! Just think, if we could just bring ourselves to share such treasures of ages past, we could rise to their comforts and heights once again rather then wallowing in these wrecks!"

Miguel visibly restrains himself from continuing the rant, before sighing and rubbing a hand against his head a glimpse of a small horn can be seen before the long black hair covers them once again.

"Anyways, ignoring that I'm not bad in a scrap. I may not have one of those firearms everyone seems to love, but I'm decent with my bow and ... lets just say hand-to-hand combat. Besides, I've got an explosive trick up my sleeve when its needed as well."
[/IC]


You may use the twist to get the Bombs special ability of the alchemist. Even if you're an alchemist. It just wouldn't stack if you already had the ability.


This seems really awesome. I'd love to throw my idea for a Dwarf/Duergar invulnerable rager archetype Barbarian, though I'm still working out the specifics of him. The idea being that he's the sort of person who can get run over by a truck and stand up afterward complaining about the stains on his shirt. Maybe a bit of a survivalist, but we'll see as the character starts to come together. Thoughts?


Scaffold Kane wrote:
Mimesyne wrote:
Stuff

All official Paizo has the go ahead. I'll let you know if you choose any Paizo material I overlooked when making this sweeping call. Unchained is good as well.

You're starting the campaign in a small town in the Kingdom of Amrocia. Magic is low-mid. Magic was widely studied before the end of the world and only some of that knowledge was passed down through the end. In this way, magic is a lot like technology. Magic items exist, there are those that know how to work with magic, and it is almost never seen by the common man.

You'll certainly find magical loot. You might stumble upon it in ruins and you might fight big evils who have it. By low-mid, I mostly meant "don't think Eberron". Magic is a big deal, but it wouldn't be unheard of among adventuring types.

Thanks for the quick reply! I think my character is ready to go, and I've plucked wizard out as a secondary class following the Unchained variant multiclassing rule set. I'm going to use normal multiclassing rules to snag a level in rogue (scavenger archetype from the Technology Guide book) and a level in alchemist (vivisectionist archetype).

I selected the wizard's teleportation subschool ability shift as my character twist for the reasons I mentioned in my first post.

I'm super excited for it all!


I am in a lot of games...

sigh... but anywho, dotting for now. will see what happens

mutated humans huh? what about a centaur?

=^^=


Everything is sounding pretty cool so far!

@Seth86 Centaurs could certainly exist. I'm going to go ahead and say they aren't open to PCs though. XD

Also, just a heads up, I'm leaving to go camping for tonight. If anyone has any questions, feel free to ask or PM me. I just may not resond for 36 or so hours.


Darn... :P

what about an android cavalier(beast rider)

Black Blade (Lance, if i may?) as the twist, an AI blade so to speak ;)

and one more thing i want to ask, the mounts, can we make them mechanical?


30/30:

30/30
Android cavalier (beast rider) 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
N Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 shield)
hp 14 (1d10+2)
Fort +3, Ref +4, Will +3
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee lance +4 (1d8+4/×3) or
. . longsword +4 (1d8+3/19-20)
Special Attacks challenge 1/day (+1 damage, mount gains +1 to hit while cavalier threatens), nanite surge, tactician 1/day (Paired Opportunists, 3 rds)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 13, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 18
Feats Mounted Combat, Paired Opportunists[APG]
Traits orc impaler (lastwall), - custom trait -, seeker
Skills Acrobatics -1 (-5 to jump), Climb +2, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +3, Knowledge (nature) +5, Perception +8, Ride +3, Sense Motive -3 (-5 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +5 (+6 to follow tracks), Swim +2; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common
SQ beast's skills, emotionless, mount (horse (charger) named Mika), order of the beast, pride
Other Gear kikko armor, heavy steel shield, lance, longsword, backpack, bedroll, belt pouch, flint and steel, hip flask, soap, trail rations (5), 78 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 to hit bonus while cavalier threatens target.
Beast's Skills +1 +1 to follow tracks.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Orc Impaler (Lastwall) +2 to confirm critical on charge (+3 vs orcs).
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Tactician (Paired Opportunists, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

--------------------

Mika
Horse (charger)
N Large animal
Init +1; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 16 (+3 armor, +1 Dex, +4 natural, -1 size)
hp 20 (+4)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves +3 (1d6+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Endurance, Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Exclusive, Guard, Heel
Skills Acrobatics +4 (+12 to jump), Swim +6
SQ combat riding, exclusive, mounted challenge
Other Gear studded leather, bit and bridle, feed (per day) (5), hemp rope (50 ft.), riding saddle, saddlebags, torch (10)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Exclusive [Trick] Takes orders only from its trainer.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Challenge +0 +0 to damage target, +1 AC vs. others when used
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

How does this look to you? =^^=


Hey, quick question for you, o' great and powerful DM. You've got a bit in your explanation under traits that says,

Quote:

2 + 1 Campaign (Out of the following)

Drawbacks allowed for one additional trait.

Which means we get a grand total of 4 traits if we take a drawback? Is that right or am I reading it wrong?


That's what it looks like.

Drawbacks are obnoxious to deal with IMO though and Traits generally aren't super great with few exceptions, so I would not call it worthwhile.

Also, requesting a 3PP class: The Golemoid, from Thunderscape (a steampunk based book). It's basically a cyber-soldier, with various useful implants and devices in its body.

I can post the details for the class if you don't have it.


Rynjin wrote:

That's what it looks like.

Drawbacks are obnoxious to deal with IMO though and Traits generally aren't super great with few exceptions, so I would not call it worthwhile.

Also, requesting a 3PP class: The Golemoid, from Thunderscape (a steampunk based book). It's basically a cyber-soldier, with various useful implants and devices in its body.

I can post the details for the class if you don't have it.

You aren't looking at the right traits! You have things like reactionary, magical knack, magical lineage, armor expert, and you can buff up important mechanical traits (like savant for the bards or intimidate for the scary people). The drawbacks are really not that bad to deal with (except superstitious, don't get that one) unless you're making a lot of skill checks you aren't good at.

I'm so getting a drawback and another trait +_+


Those are by far, FAR the minority of Traits. The majority are things like "Critical hits do 1 extra damage (not multiplied)" or "You get DR 1/- against electric attacks" (written by someone who has no idea how DR works, that one), with quite a few "+1 to skill and a class skill" ones.

For most characters you'd be hard-pressed to find 3 individual Traits worth taking.

The ones most characters (i.e. non-multiclassing casters and Magi) might want being Reactionary, Armor Expert, and Fate's Favored, none of which besides the last for Half-Orcs might be worth giving every Fey, Outsider, or Undead (I.E. half the Bestiary) a Fear aura (Spooked), or having a minimal, though very possible chance of leaving behind all your money (Forgetful).

The Drawbacks are more obnoxious to deal with for the most part than the minor benefits the majority of Traits provide, and inform your RP in annoying ways regardless of the actual mechanical drawback (like Anxious, which makes it so you can't speak above a whisper).

It's very build specific, is what I'm saying. For most characters it's not near worth it.


I guess it depends on perspective. I cannot think of a single class where I couldn't come up with four traits I wanted. But I suppose if all you're looking to do is 100% min-max, then maybe they are disappointing? I use them to get class skills I think suit my character but aren't on her class skill list.

Most of the draw backs are really conditional (with a few exceptions) and can add some flavor with what they do. I like having mechanics like that for the roleplay, not just the rollplay. Personally, I'm going to go with the pride, because I can see her getting real sassy and snippy with someone who questions her or something. I have a drow character with the oppressive expectations drawback which is also a lot of fun to build in to her character. And... oh there was another I did recently that was pretty great but I can't recall it off the top of my head.


Blink the Bandit wrote:

I guess it depends on perspective. I cannot think of a single class where I couldn't come up with four traits I wanted. But I suppose if all you're looking to do is 100% min-max, then maybe they are disappointing? I use them to get class skills I think suit my character but aren't on her class skill list.

Most of the draw backs are really conditional (with a few exceptions) and can add some flavor with what they do. I like having mechanics like that for the roleplay, not just the rollplay. Personally, I'm going to go with the pride, because I can see her getting real sassy and snippy with someone who questions her or something. I have a drow character with the oppressive expectations drawback which is also a lot of fun to build in to her character. And... oh there was another I did recently that was pretty great but I can't recall it off the top of my head.

You're contradicting yourself. Traits are not a roleplay thing. They are a "rollplay" thing. They serve no purpose other than giving you minor mechanical benefits, and neither restrict nor inform your RP in any way. "I want this +4 bonus to a skill" is not a roleplay thing.

Likewise Drawbacks just add mechanical "rollplay" penalties to things you could just as easily just RP as a character flaw.

What you're doing is justifying your mechanical choices with an RP back-explanation, which is fine, but makes you look a mite hypocritical when you're simultaneously throwing around flamebait like "100% min-max" and "rollplay vs roleplay XD".


No flamebait bait here. I don't know the forums well enough to even know what qualifies as flame bait. I'm new to the paizo forums. I'm only here for the PBP.

That said I'm not sure what part was hypocritical (I do my best not to be). I put up the merits for both sides (mechanically some drawbacks can almost be ignored and that they are worth their weight in gold for RP). But of course perspective is always personal so ce la via! Anyways, I have a three post rule about disagreements on forums: if you don't agree after three posts, it's just a matter of differences. The world would be boring and monotonous without them.

Oh, on the topic of your class, paizo has a couple techy warrior archetypes in their Technology Guide book if you haven't had a chance to look at them. They look kinda cool.


Blink the Bandit wrote:

No flamebait bait here. I don't know the forums well enough to even know what qualifies as flame bait. I'm new to the paizo forums. I'm only here for the PBP.

That said I'm not sure what part was hypocritical (I do my best not to be). I put up the merits for both sides (mechanically some drawbacks can almost be ignored and that they are worth their weight in gold for RP). But of course perspective is always personal so ce la via! Anyways, I have a three post rule about disagreements on forums: if you don't agree after three posts, it's just a matter of differences. The world would be boring and monotonous without them.

Oh, on the topic of your class, paizo has a couple techy warrior archetypes in their Technology Guide book if you haven't had a chance to look at them. They look kinda cool.

This war has raged on these particular forums for a very long time. It occurs to some people that if A is more useful than B, then of course A is better, and why, you should take it! Then some other people (these are faction 1) reject that as heresy. "Rollplayer" is a snide remark they use about people who like better options. Side 2 are the people who find this insulting, as they care about their roleplaying skills not being talked down.

Long viscious war ensues, where side 2 argue themselves blue in the head trying to convince the people of side 1 that you can roleplay and make strong choices at the same time.

"Rollplay" is an unfortunate word, as it has been taken up by side 1 to be used as an insult. So that's how people take it on here, not to mean "mechanical side of the fluff-crunch complex that is traits" but "You are a bad roleplayer and an inferior person besides".

Stick to the pbp forum and you'll avoid most of it.

Anyway, I agree that traits are a neat way to get extra class skills. Also, some of them provide surprisingly powerful benefits to particular builds.


But what about people who like to have roles and rolls in perfect harmony and do things for both reasons? An alchemist who dabs poison on his tongue to ensure that it is flavorless before he drops it into the stew with a +1 to fort saves due to prolonged exposure to such things? A magus who actually lived in Minata and battled the Wayangs of the region?

I use those phrases to determine why I'm doing what and making what choices. Like jacking up Con to an acceptable amount for a wizard is purely a rollplay choice for me, and having them spew random facts about this that or the other thing they encounter on the road is roleplay (all the knowledge checks!).

Though I suppose no matter my intent the internet will take anything and turn it into a flame-igniter if they can. It's what you get when people are left to make their own tones and emphasis in their head.


@Seth86 Do you mind to PM me the details behind the android? I'm operating from my phone at the moment, so I have limited access to my materials. Just let me know where it came from and what its traits are. Other than that, things are looking good.

@LabRat Yep. That's correct. Three traits total, four if you take a drawback (and don't think it won't come up). As for the resulting conversation, [opinion] I really enjoy drawbacks, but they aren't for all characters. If you have a whole host of traits you want or you envision your character having an obvious flaw, I think it's a great way to give your character that extra bit of tasty flavor. If neither of those are the case, by all means don't take one.[/opinion]


Blink the Bandit wrote:
But what about people who like to have roles and rolls in perfect harmony and do things for both reasons? An alchemist who dabs poison on his tongue to ensure that it is flavorless before he drops it into the stew with a +1 to fort saves due to prolonged exposure to such things? A magus who actually lived in Minata and battled the Wayangs of the region?

We call those "most players".

Blink the Bandit wrote:
Oh, on the topic of your class, paizo has a couple techy warrior archetypes in their Technology Guide book if you haven't had a chance to look at them. They look kinda cool.

The ones I know of are the Cyber-Soldier (Fighter), Savage Technologist (Barbarian), and Techslinger (Gunslinger) that actually specialize in using the tech (as opposed to fighting against it like the Galvanic Saboteur).

Of the three, only Cyber-Soldier is even kind of like the Golemoid, and the problem with it is the Tech Guide implants are EXPENSIVE. Exorbitantly so.

A Cybernetic Arms cost a whopping 4750 gp apiece, meaning you can't even afford it until 4th (and not even then if your GM uses the common rule that you can't spend more than half your wealth on a single item). And only provide, mechanically, the benefits someone can get from a knotted piece of rope, and half the benefit of a Locked Gauntlet, for roughly 1000x the cost.

And all the implants really do is what magic items already do. +Str/Dex/Con/Int/Wis/Cha, +Natural Armor, skill bonuses, etc.

Golemoid gets some neat stuff like being able to detach a finger that moves around and acts like a camera, or release a burst of steam to up your speed temporarily.


Updated my traits. I took the warrior of old trait for elves to get a non-circumstantial bonus to initiative. I thought about taking the rift bandit trait for this campaign but the ruin delver one was just so obviously the better choice to go with her background. The others are magical lineage and armor expert. Pride drawback. Should be fun if anyone pokes fun at her!


Scaffold Kane, I'd like to introduce you to a special young man from the badlands, Xandrel "Xan" Marrick, but call him Xan (he's sensitive about his name, shh.)


Here is my application again, modified a bit as discussed

Introducing:

30/30 and Mika:

30/30
Android cavalier (beast rider) 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
N Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 shield)
hp 14 (1d10+2)
Fort +3, Ref +4, Will +3
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee lance +4 (1d8+4/×3) or
. . longsword +4 (1d8+3/19-20)
Special Attacks challenge 1/day (+1 damage, mount gains +1 to hit while cavalier threatens), nanite surge, tactician 1/day (Paired Opportunists, 3 rds)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 13, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 18
Feats Mounted Combat, Paired Opportunists[APG]
Traits orc impaler (lastwall), - custom trait -, seeker
Skills Acrobatics -1 (-5 to jump), Climb +2, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +3, Knowledge (nature) +5, Perception +8, Ride +3, Sense Motive -3 (-5 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +5 (+6 to follow tracks), Swim +2; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common
SQ beast's skills, emotionless, mount (horse (charger) named Mika), order of the beast, pride
Other Gear kikko armor, heavy steel shield, lance, longsword, backpack, bedroll, belt pouch, flint and steel, hip flask, soap, trail rations (5), 78 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 to hit bonus while cavalier threatens target.
Beast's Skills +1 +1 to follow tracks.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Orc Impaler (Lastwall) +2 to confirm critical on charge (+3 vs orcs).
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Tactician (Paired Opportunists, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

--------------------

Mika
Android Horse (charger)
N Large animal
Init +1; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 16 (+3 armor, +1 Dex, +4 natural, -1 size)
hp 20 (+4)
Fort +5, Ref +4, Will +1
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves +3 (1d6+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Endurance, Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Exclusive, Guard, Heel
Skills Acrobatics +4 (+12 to jump), Swim +6
SQ combat riding, exclusive, mounted challenge
Other Gear studded leather, bit and bridle, feed (per day) (5), hemp rope (50 ft.), riding saddle, saddlebags, torch (10)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Constructed (Ex) Counts as both animals and constructs for effects that target type.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Exclusive [Trick] Takes orders only from its trainer.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Challenge +0 +0 to damage target, +1 AC vs. others when used
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Unfortunately, I'm getting a little less interest in this than I'd hoped.

Keeping things open until 8/7, but I'd like to see a few more submissions. I know I already see a few I like, but that's because I like everything I see. XD

At the beginning of this upcoming week, I'll post a master list of all applicants. Which would currently consist of, what, three characters? I don't know, it's late. I think so though.


I just wanted a yes/no on the Golemoid first.


Any feedback for the existing apps?:3


@Rynjin Well look at me. I could have sworn I had responded to that. If I can look at it, I will know. Otherwise it's a definite no.

@Blink Not anything in particular. I'll take a closer look in the next couple days and let you know. And as always, you can PM me with specific questions you might have. Thematically, I like what everyone is doing though!


Alright, my original idea didn't quit pan out as it stretched too many ideas and got unwieldy. After a massive bit of pruning, I decided that for this campaign the big focus would be that Technology. I removed the doctor side of things, but I think the results are turning out alright so far.

Miguel von Huger Crunch:

Miguel von Huger
Tiefling Investigator (Empiricist) 1
CN Medium outsider(native)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +2
Defensive Abilities Resist Fire/Cold/Electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee White Hair +4 (1d4+4/×2/Grab)
. . Claw x2 +4 (1d4+1/x2)
Range Shortbow +4 (1d6/x)
Special Attacks
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits Arms Master, Quick Learner, Student of Philosophy, Tech Savvy, Paranoid (Drawback)
Skills
*Acrobatics +8
*Bluff +3 (+11 for Lying)
Climb +0
*Craft (Alchemy) +9
*Craft (Technology) +8
*Disable Device +9 (Can disable magical traps)
*Diplomacy +3 (+8 for Persuading others)
*Electronics +9
*Knowledge (Engineer) +9
*Knowledge (Technology) +9
*Perception +4 (+5 vs Traps)
*Spellcraft +8
Sense Motive +0
Stealth +4

Languages Common*, Abyssal*, 2x more
SQ White Hair, Alchemy, Inspiration, Trapfinding
Gear Shortbow (30 gp), Studded Leather Armor (25 gp), Investigator's Kit (40 gp), Common Fortune-Teller's cards (1 gp).
Ammo
Common Arrows x40
Blunt Arrows x20
Alchemist's Kindness x2
Wealth: 3 gp
--------------------
Special Abilities
--------------------
Character Twist: White Hair (Su) Primary Natural Attack, 1d4+Int with reach of 5 feet. If hits, free action to Grapple using Int instead of Str. Do not gain Grappled condition when grappling this way. Can't be sundered or attacked as a separate creature.
Alchemy
Inspiration (4 Uses)
Trapfinding
--------------------
Extracts(Spells)
--------------------
Monkey Fish
Comprehend Languages
Crafter's Foturne
Cure Light Wounds
Ant Haul
Heightened Awareness
--------------------
Traits
--------------------
Arms Master (Non-proficiency penalty is -2 instead of -4)
Quick Learner (Decrease the non-proficiency penalty by 2 after the first attack, bonus goes away when weapon is no longer wielded.)
Student of Philosophy (Use Int for persuading with Diplomacy or lieing with Bluff)
Tech Savvy (+1 Knowledge(Engineering), +1 Knowledge(Technology), +1 Electronics, extra)
-Paranoid(Drawback) (Aid another needs 15 instead of 10.)
--------------------
Racial Traits
--------------------
Claws (2x 1d4 Claws)
Prehensile Tail (Swift Action to draw a small or stowed item)
Beguiling Liar (+4 to Bluff when Lying)
Dark vision (60 feet)
Fiendish Resistance (Resist 5 Fire/Cold/Electricity)


Concept comes down to a truly Tech Savvy character. Salvage, repair, and even use of some of the potential tech weapons. Miguel's childhood experience with a variety of tools and tech, even if broken, allows him to catch on quickly on how some weapons are used, referenced by the traits Arms Master and Quick Learner.
(Non-proficiency Weapons are only a -2 penalty instead of -4, due to Arms Master. Further, after the first attack with a non-proficient weapon, the penalty drops another 2 to a 0 penalty for non-proficient weapons after the first attack. It resets back to -2 once the weapon is no longer wielded though.)
Then the mutation part came back, and I decided to play that further with the Character Twist of White Hair from the White-haired Witch archetype. It has potential, but it definitely fit the theme this character had after a massive bit of culling ideas.
Of course in these times, that means trouble and having a silvered tongue to deal with some of that trouble.
Backstory:

Miguel was born into a nomadic tribe of old world scavengers, the Macinypsi. They would constantly travel, visiting old sites and trying to dig up and repair what technology they could to sell at a friendly location later. Further, they were a refuge for various members of the arcane on the run or living in fear from their former family and communities. They are not welcome in Minimuse, though individual may seek them out for cures or fortunes with their mixed results.
Alchemy, fortune telling, minor bits of magic, mutations, and everything that Minimuse society hated and parts of Amrocia was uncomfortable with were a common sight in Miguel's childhood. Even bits of technology that couldn't be fixed were used as the tribe's communal children toys, leaving him curious and in awe with the old world stuff. It was never their history, but their items that got his attention, and he tried to figure out how it always worked.
Then HE came, Victor Marcone. At first, he was just a new recruit, if a pretty face by what the tiresome female gossip kept saying, but his words were a slow poison. Maybe we should be a bit more respectful with these ruins, or be wary with that item. That its BAD to lie to the poor souls coming for a fortune. That we should be a bit more careful with the arcane. Then it grew, that we should leave the ruins alone and their dangers. That the arcane is witchery at its worst. It slowly split the tribe apart.
Then the tribe leader died, Miguel never knew his name outside what all the kids called him by "Old man Popo", and Marcone's side decried that it was by the Wards of the Gods. That it was time for us to turn from this horrible path. There was doubt about Miguel's words being true, and the fighting started not soon after.
Worse, the fighting stopped not much longer after that as well. Our camp was near Minimuse lands, and their forces crushed most of the tribe fighting Marcone and sending some scrambling for their lives.
The run is vague in Miguel's mind until he was in Amrocia, tired and having no clue on the fates of his parents and friends.
Now, he is cautious of others, fearing they will turn against him as Victor Marcone did against his tribe. Whether for his looks and mutations, for his interest in technology, or his alchemy and extracts which blurs the lines of magic and mundane. Still, he looks for jobs to put food on the table and willing to join others ... even if he keeps an eye on them. But the chance of finding a piece of old technology to mess with, and the feelings of nostalgia of his old home, are too great to pass up.

Description:
In Progress.
Needs mention of small horns hidden in bushy white long hair that seems to move to hide the horns. Gloves covering his hands, with badly patched fingertips. Odd belt. Etc.

Still working on the concept, but I decided to post what I have so far.


I am on a extended 1x analog connection for the next few days. It takes forever to get the page loaded. How is the party forming up? What holes are there in the line up?


Dotting, this looks really interesting!


I am a longtime face to face player looking to step into pbp. I will most likely post character concept tonight but looking at a ranger or survivalist type character with lay on hands as my ability. I'm going to a family bbq so can't write it up now.

Griff


Could a weapon like a Colt 1873 Single Action Army exist? You can get a hand reloading kit and reload by the campfire with black powder or smokeless pretty easily. For flavor but in game terms maybe it is like a light repeating crossbow?

Or maybe have a CZ 527 (bolt action) Carbine? For flavor maybe it could be like a repeating heavy crossbow or something.

I am reading this thread and I am feeling inspired by the first Mummy movie. I can't think what the ranger/roguish main male hero was named in that film, but that is who I am picturing.

My character would be well outfitted because he goes out and collects ancient antiquities for a wealthy entity. This allows him to travel quite a bit and have a lot of strange knowledge.

Maybe he would be a ranger/rogue hybrid?

For a feat Breadth of Knowledge and Tech for first level.

Anyone feeling this?

Normally I am really against guns in Pathfinder, but this world has a different feel to it in my mind and is tickling my imagination.

I am camping for the week and have a horrible data feed, I will try to keep up with you guys.


This sounds cool. Is today the last day to submit a character?

Gonna' throw a character in here. I hope there's enough interest.


I think so. The faster you submit your character, the better.


TheWaskally wrote:
I think so. The faster you submit your character, the better.

Well I'll try to look at the submitted characters and see what niches I can fill.


I can extend the deadline a day. As it stands, I'm thinking I'll need to go back to the drawing board and come up with something a bit more simple.

If I get a few more applicants, however, I'll reconsider this thinking.

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