| TarkXT |
So I decided to do something a bit experimental and drug out some stuff I haven't made use of in a while.
But so you understand the basic premise the group is selected by a secret society to help uncover the mystery behind a years long plague that has gripped the city. Two years from an event called by citizens the Flesh Harvests there is fear that such an event might occur again and efforts are being made to halt the spread before it happens.
Right now this is just an interest check instead of a proper recruitment as I'm still building the game and don't want to do more work in terms of world building than I have to. So as I work on it I'm answering questions simultaneously. Once I'm satisfied I've answered enough questions gotten enough interest I'll open a proper recruitment thread.
| YoricksRequiem |
You seem to have banned, uh... just about every class, actually. I can only count eight classes that are still allowed.
I know you're exaggerating to prove a point, but I think there are still plenty of options. I think that all of these Paizo classes are still allowed? Alchemist, Bard, Bloodrager, Hunter, Inquisitor, Investigator, Magus, Paladin, Ranger, Skald, and Warpriest
And even if some of those aren't, there's also the Machinesmith, 4 Path of War Classes (Harbinger, Stalker, Warden, Warlord), plus the 10(?) from Sphers of Power. Not to mention the potential approval of other 3rd party classes.
That's more than 25 classes. And plus with the variant feat rules, you have a lot of freedom with what you do with them, since you don't have to burn 3-4 entry feats.
| TarkXT |
Alright, so maybe I missed a couple of classes on the list. And sure, I suppose it's technically possible that all those crazy third party classes are worth playing, but I suspect the old "99%" adage holds fast...
They won't be missed.
Between what's available and what archetypes exist you can easily cover a ton of concepts.
| SilvercatMoonpaw |
I'm going to dot in case I feel like this later, though I'm in a weird lull with feeling like gaming at the moment. My interest is really held by trying out a Spheres of Power caster, but not otherwise sure about anything presented.
I suppose I can ask a question to be helpful, though I'm not sure exactly how to arrange this:
"Church of The One Lord"? Deliberate analogue or coincidental name?
| TarkXT |
"Church of The One Lord"? Deliberate analogue or coincidental name?
A bit of both.
It's not particularly monotheistic or even resembling any judeochristian things.
It's just that one particular god killed and ate the rest. And depending on sect you get some variety on the reasons.
The church comes from a group of missionaries from a separate continent far to the east. Where, they claim, magic that is on this continent is considered aberrant witchcraft and thus expunged.
Naturally, of course, people aren't stupid and the missionaries weren't about to suggest that the Aveiran's give up their quality of life over a god they'd never heard of.
More to the point Aveirans were atheistic up until this point. Sure at some point in their history they worshiped gods. But as technology and studies in the occult progressed there became less and less need for gods as a superstitious explanation for supernatural events. Eventually the worship simply ceased altogether and no one really noticed as by that point most things attributed to gods and celestial beings could be replicated.
The church certainly adds a new element to the story and the council of Freeden has allowed it to be built as part of a study. Both groups study each other carefully as each one can mean massive changes to the society of the other.
PirateDevon
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PirateDevon wrote:Off the cuff I would have an interest in Wareder Pc into Mage Hunter...not sure how that might fit with the fluff of the world thoughDepends on what you have in mind as a concept.
Well it seems that such a robust magical society might need cops or bounty hunters or what have you...so that is the basic mechanical premise I see behind the idea.
As for the motivations part of it is about how such a character comes about...it may be that if the main antagonists are not mages that the mage hunter part may not be needed or relevant but if secrets and power bases are intermingling and bumping up against each other "enforcer" types might be very relevant, even if the plague is the primary concern.
Part of what I would like to know more about would be how folks interact with and serve the guilds or are not beholden to them (in the case of being recruited by other bases of power). Are all practitioners in a guild or are there unaligned groups. I guess I am trying to wrap my head around if a secret society would merely be a cabal of members of different guilds or possibly not at all associated with a guild. Would a character who is guild aligned be invited to the proposed enterprise with the Red Sentinels or is guild membership something that only elites have and MOST people are unaligned, doing their thing?
| TarkXT |
Part of what I would like to know more about would be how folks interact with and serve the guilds or are not beholden to them (in the case of being recruited by other bases of power). Are all practitioners in a guild or are there unaligned groups. I guess I am trying to wrap my head around if a secret society would merely be a cabal of members of different guilds or possibly not at all associated with a guild. Would a character who is guild aligned be invited to the proposed enterprise with the Red Sentinels or is guild membership something that only elites have and MOST people are unaligned, doing their thing?
Guilds are guilds. Which is to say they're groups of mages who control a vital service or craft to the common people. Most members are simply craftsman who pay the guilds for the right to perform their craft and gain info, training, and guild rights. Others are hired or trained by the guild directly and receive their money through direct guild dealings. So members and employees.
The guilds are relatively equivalent to one another in terms of power as each relies on what the other three can provide.
Now, you can choose to be independent from the guilds if you wish to practice in a craft associated with them. However this comes wiht some risks. Many merchant groups will refuse to deal with you out of fear of boycott, more independent ones may sell your wares but will not give you the most competitive of prices or space in the shop.
In terms of mage hunters and what not pretty much anyone has a reason to employ one or another. The Rune Templar's for example are warriors associated with the Imbuers and are tasked with protecting Imbuer interests whether its ensuring the protection of it's vaults, its secrets, or hunting down rogue members guilty of espionage or dissent.
All that being said people simply treat the guilds as both government and corporation, entities rather too big to really effect on an individual scale. You join them as either a source of education or income but unless you're particularly loyal or high in rank it's unlikely you define yourself based on that affiliation.
Secret societies, or even open Orders like the recently formed Ember Guard aren't necessarily affiliated with any guild as much as they are with a common cause. The Ember Guard, for example, were formed by warlords, warders, rangers, and others have a high martial but low magical competency as both a martial arts training group and urban defense force for common and poor folk who either can't or won't benefit from the protection of the guilds.
| Azten |
Azten wrote:I'd enjoy playing an Artisan if it's okay.
Artisan looks like it should be okay.
No items created before the game though.
Thanks. I won't be crafting anything before the game, and won't try to get this to the crazy level of crafting I normally go for(oh, Frugal Crafting, you're amazing...).
Picking Arcana so I can make pretend I'm a wizard! :)
| TarkXT |
Thanks for the clarifications TarkXT. So as this was posted initially as an interest check how should we handle concept creation or should we wait to see if there is enough interest to warrant compiling concepts?
Go for it if you want.
The nice thing is characters will be relatively normal enough you can probably take them into another campaign with some moderate changes. No insane race building or crazy gestalt rules.
| Johnnycat93 |
Howdy Tark, I think I'm interested in applying to your game here.
I just had a few questions after I skimmed the document.
Does the no summoners rule apply to just that specific class, or anything that can summon in general? For example: are the spiritualist or monster tactician inquisitor disallowed?
I saw in the primer, that there was a recent event involving Necromancy in Freeden. Can you expand a little bit on the history on that event? How did the populace react? Were there reasonable investigations or were Necromancers in general targeted with suspicion? Were there any "witch-hunts", as it were?
I have a good idea for a Samsaran Occultist 2/Warder 1. Are we allowed to use the new Reborn Samsarans?
| TarkXT |
Quite interested. Would Incanters/Hedge-Witches from SOP run up against the no full casters rule? With advanced talents they start throwing around what looks very much like 9th level spells.
Part of what I want to do is figure out how they balance in a relatively sterile environment. So for now I'm okay with them.
| TarkXT |
Howdy Tark, I think I'm interested in applying to your game here.
I just had a few questions after I skimmed the document.
Does the no summoners rule apply to just that specific class, or anything that can summon in general? For example: are the spiritualist or monster tactician inquisitor disallowed?
I saw in the primer, that there was a recent event involving Necromancy in Freeden. Can you expand a little bit on the history on that event? How did the populace react? Were there reasonable investigations or were Necromancers in general targeted with suspicion? Were there any "witch-hunts", as it were?
I have a good idea for a Samsaran Occultist 2/Warder 1. Are we allowed to use the new Reborn Samsarans?
Unfamiliar wiht the Reborn Samsaran's thing.
Summoners apply to class. Spiritualists are fine. They lack a lot of the summoner's raw power for me to be concerned there.
The populace reacted pretty much as you would expect. With fear, paranoia, and unrest. NEcromancers were suspected, but only briefly once it was discovered that the disease did not make you undead as many initially thought.
In fact some are not even sure it is a disease as traditional ways to remove them have all but failed. This has done a lot to garner conversions over to the church who has in turn also earned suspsicion as some of the populace believe they are involved somehow.
I'll expand a bit more on it later.
| Johnnycat93 |
Johnnycat93 wrote:Howdy Tark, I think I'm interested in applying to your game here.
I just had a few questions after I skimmed the document.
Does the no summoners rule apply to just that specific class, or anything that can summon in general? For example: are the spiritualist or monster tactician inquisitor disallowed?
I saw in the primer, that there was a recent event involving Necromancy in Freeden. Can you expand a little bit on the history on that event? How did the populace react? Were there reasonable investigations or were Necromancers in general targeted with suspicion? Were there any "witch-hunts", as it were?
I have a good idea for a Samsaran Occultist 2/Warder 1. Are we allowed to use the new Reborn Samsarans?
Unfamiliar wiht the Reborn Samsaran's thing.
Summoners apply to class. Spiritualists are fine. They lack a lot of the summoner's raw power for me to be concerned there.
The populace reacted pretty much as you would expect. With fear, paranoia, and unrest. NEcromancers were suspected, but only briefly once it was discovered that the disease did not make you undead as many initially thought.
In fact some are not even sure it is a disease as traditional ways to remove them have all but failed. This has done a lot to garner conversions over to the church who has in turn also earned suspsicion as some of the populace believe they are involved somehow.
I'll expand a bit more on it later.
http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-samsaran
Reborn Samsaran are at the very bottom of the Samsaran entry on the pfsrd. They were released as part of the new Occult content.
Anyways, as a follow up question, if I wanted to play a necromancy influenced character who was motivated by rooting out the true cause of the disease to clear his name and that of his practice, would that be in-line with the setting?
| The Dragon |
Hmm, actually, seeing that PirateDevon wants to run a Mage Hunter, I think I'll go for an archer instead.
Probably Warpriest 2/Stalker 1/Warpriest +2 into Battle Templar. The prereqs are a little wierd, but I can probably cherry pick some stuff off of Golden Lion to make it a workable ranged discipline, and I can make room for two dud prereq feats.
| The Dragon |
Edinoiz, the Path of War classes aren't caster classes (though some of them do have supernatural abilities).
It looks more like Tark's substituting Path of War for the traditional martial classes.
And spherecasters for the full casters, yes.
Incidentally, could you play a sphere archetype cleric?