[PFRPG] Continent of Aveira, Nation of Mages (Interest Check)


Recruitment

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So I decided to do something a bit experimental and drug out some stuff I haven't made use of in a while.

Relevant Information Is Here

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.


You seem to have banned, uh... just about every class, actually. I can only count eight classes that are still allowed.


i am interested


Newbonomicon wrote:
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.


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...


I'd enjoy playing an Artisan if it's okay.


Newbonomicon wrote:
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.


Dammit, A nation of mages and I can't play my darn wizard. See ya

The Exchange

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The Exchange

I've been around for a long time and I know some of the things that are of interest to you TarkXT (I am a frequent bleacher sitter at the martial/caster threads) so I would love to give this a whirl just to chew on some of the build concepts.


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?


SilvercatMoonpaw wrote:


"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.


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.

The Exchange

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 though


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 though

Depends on what you have in mind as a concept.


Always been a huge fan of your stuff so count me as interested. Ive been toying with two concepts recently that might work well here; either a spell-focused arcane archer or a magus with a gandalf-based fighting style (longsword and one-handed quarterstaff).

The Exchange

TarkXT wrote:
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 though
Depends 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?


I would be interested, using either Mitula


or using Max


PirateDevon wrote:


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.


TarkXT wrote:
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! :)

The Exchange

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?


I'm very much interested, I'll be looking through the 3PP allowed classes before I decide on a concept because there could be some awesome stuff I've never even seen before!


After thinking about it I'm not up for the proposed campaign. Withdrawing.


PirateDevon wrote:
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.


Also, outside of the psychic bear in mind all the occult classes are allowed as well.

So there is a rather large variety of things to choose from.


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?


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.


Well now I wanna play kineticist >.<


Poor Wandering One wrote:

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.


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.


TarkXT wrote:
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?


how do you feel about psionics


also would you allow the sphere varraints of all the core classes


Hmmm... I'm currently thinking Stalker, going into Magehunter once I reach that level.

Focus will be on Veiled Moon, with Broken Blade for extra melee, Solar Wind for thrown, and I might poach some thrown weapon stuff off of trashing dragon.


No psionics. More for aesthetics and one less system I need to bother with rather than balance concerns.

Haven't looked into the sphere variants for core classes are they in the main book?


they are in sphere of power


Interested. I'd want to try out something PoW (or maybe Occult).

You mentioned yes PoW but no Psionics. The PoW Expanded Zealot isn't really psionic but it does use power points. Any concerns? (If so, there are still plenty of interesting PoW options to choose from.)


Are we allowed traits? If so, do we get 2 or 3 w/a drawback?

Liberty's Edge

Dotting for potential interest.


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.


So you pretty much want everyone to get some form of casting, did I read that right?

Also: Would Mithral count as silver for the purpose of DR and weaknesses and such?


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.


gyrfalcon wrote:

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?


Kinda wish the Sphere stuff was on the PFSRD, since I really want to see if the review on the Amorist("this is Erza from Fairy Tail") is correct.


Looking at either a Spiritualist/Herbologist Hedgewitch or a non-specialized Incantor.

One has the raw power the other the flexibility.... tomato, tomahto...


Hey Tark!
Could you say more about what the major guilds actually do? What services do the Walkers provide that the Imbuers need for example.


@TarkXT: What say you to what levels we can have maneuvers at at the start of the game? Do we build a "maneuver library" as if our characters levelled from lvl 1 through 3 or are we allowed to have more than two 2nd level maneuvers at the start?


So I'm going to put this to a vote. Halfling is the set race, but what does everything think would be more helpful?

The Artisan "wizard" mentioned earlier.
or
A Kineticist starting with Water.

I like both a lot, so can't decide.


Hey Tark! I noticed the race list (Dwarves, Humans, Half Orcs, Halflings, Gnomes, Tieflings, Aasimar, the elemental races, and Samsarans), but I wanted to ask anyway - what about Wayangs? Specifically, to play the Shadow Puppeteer Bard?

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