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


Recruitment

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Azten wrote:

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.

Mechanically speaking, Kineticist falls short in a big way. We're still really early in the process so there's no way to tell if that would actually be an issue when it comes to party composition.

I think it'd help if you gave a short summary of what you had in mind for either character.


The artisan is a magical craftsman, prefer the ease of wands and scrolls(and, if allowed, the more expensive spell tattoos) over potions and weapons or armor. He'll be able to make wondrous items later on as well.

The Kineticist is going to blast. And heal a bit. Could just as easily start as Aether for utility or Air for mobility, but Water helps keep him from getting hit.


Let's take these a bit at a time.

@Gyrfalcon: If the class comes out of playtest and shows up in my subscription stuff (i.e. out of playtest) I'll take a a look. Before then no the answer will be no for now.

@Edinoiz: Mithril does count as silver for dr and stuff. Maneuvers are are built as if you started from level 1 and went from there.

I'll take a look at the SoP core replacements later tonight and pass judgment then.


thinking mage knight or occultist


The Archlich wrote:
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?

For now, no. Don't really have a good place for them.


TarkXT wrote:
I'll take a look at the SoP core replacements later tonight and pass judgment then.

If we're passing judgment, could you do so on the Reborn Samsaran as well?

Also, whether or not we're allowed traits (and, depending your answer, I may have a follow up question. Sorry!)

Azten wrote:

The artisan is a magical craftsman, prefer the ease of wands and scrolls(and, if allowed, the more expensive spell tattoos) over potions and weapons or armor. He'll be able to make wondrous items later on as well.

The Kineticist is going to blast. And heal a bit. Could just as easily start as Aether for utility or Air for mobility, but Water helps keep him from getting hit.

Hmmm, if that's the case I think I'd personally prefer to be in a party with the Artisan over the Kineticist.


The Reborn Samsaran is okay.


Alright Tark, I've got one more question for now and then I'll be able to get some serious work in on my character.

I saw a ruling that said Zweihander Sentinel's count as having a shield for the purpose of receiving a 50% increase from Martial Power.

My question is: was this an isolated exception, or could similar logic be applied elsewhere? Specifically, do you think that the Zweihander Sentinel counts as using a shield for the purpose of the Shield Bearer trait? If not, are you willing to make a houserule to that effect?

Here is a link to the Martial Power ruling: http://www.giantitp.com/forums/showsinglepost.php?p=17749541&postcount= 1062

And here is a link to Shield Bearer: http://www.d20pfsrd.com/traits/race-traits/shield-bearer


Actually, disregard me. I got a ruling from one of the DSP guys on it.


Care to share?


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Source

Elric wrote:
Zweihander Sentinel's Armament Shield makes their 2 handed weapon count as a light shield. So anything that applies to light shields applies to armament shield as well.


After looking at the core sphere stuff I've decided that they're okay, except the cleric. That's mainly for fluff reasons as divine magic is meant to be its own form of mystery.


Would we start with the resources of a 3rd level character?


Yes.


Poor Wandering One wrote:

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.

Quoting myself so this does not get lost.


Hey Tark, just a quick question. I've never played with Path of War stuff before and it looks really cool, but I'm not sure I understand how the disciplines work. Can I just pick maneuvers from any discipline I have access to, or do I need to pick one?


Any discipline.


And another question.
Tark Your thoughts on Casting traditions? Mandatory or optional? Created by you/the book or created by us?


...considers the ritual caster feat....

Tark
Will you be using Ritual in the world and can one start with ritual books? Mind you at 3rd level my Hedgewitch can only manage 1st level rites but that is not chicken feed.

To be honest I don't think you should. It is another thing to track, and it muddies the waters of the Does-Sphere-magic work test. On the other hand it is nice to see real material components again. Admittedly a pulley (ant haul) and some wine (identify) lacks the confusing pungency of the ol' ball of bat guano (boom) but you work with what you got.

The Exchange

I'm curious how gnomes and halflings fit into the society as far as if they are marginalized, extremely rare, etc.


Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?


Dragonflyer1243 wrote:
Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?

That depends on the specific maneuver.

D20PSfrd site, Path of War section, Systems and use page, Martial disciplines paragraph. wrote:

Each discipline is tied to a certain skill that might be used in the execution of some of its maneuvers. Also, various weapons groups (see fighter for Weapon Groups under the weapon training class feature) lend themselves well to the philosophy or maneuvers of certain disciplines. Weapons under these groups are defined as 'discipline weapons' for the purposes of feats, features, and other abilities that reference discipline weapons.

Also this.
same page, saving throw paragraph wrote:


Sometimes, a maneuver with a special effect or supernatural augmentation that targets an enemy allows the creature or object to make a saving throw to avoid some or all of the effect. The saving throw line in a maneuver description defines which type of saving throw a maneuver allows. Maneuvers performed with a favored weapon for the martial abilities' discipline gain a +2 competence bonus to the DC of the maneuver initiated (if applicable).

bolding mine.

The Discipline Focus Feat adds 2 dam when using a discipline weapon.

Also all Broken Blade maneuvers require the user either be unarmed or using a discipline weapon. On the plus side using Broken Blade with a discipline weapon grants +2 damage to all maneuvers.
Most of the other disciplines also have some kind of restriction on the weapons their maneuvers can or cannot be used with.


Dragonflyer1243 wrote:
Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?

Broken Blade, Scarlet Throne, Solar Wind, Steel Serpent, Thrashing Dragon, and Iron Tortiose all require that you be using a discipline weapon to initiate their respective maneuvers.


Awesome, it doesn't look as though any of mine would require that then. Thanks for the help!


Johnnycat93 wrote:
Dragonflyer1243 wrote:
Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?
Broken Blade, Scarlet Throne, Solar Wind, Steel Serpent, Thrashing Dragon, and Iron Tortiose all require that you be using a discipline weapon to initiate their respective maneuvers.

As far as I can see Scarlet Throne at least does not require you to be using a discipline weapon. Just not using a shield......

Or did I miss something?


Whoops, I didn't notice that Scarlet Throne did, I'll find one that works with that then, since the three I'm using are Scarlet Throne, Primal Fury and Golden Lion.
Edit: Oh, okay, that makes sense. Cool, thank you guys for the help and clarifications!


Poor Wandering One wrote:
Johnnycat93 wrote:
Dragonflyer1243 wrote:
Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?
Broken Blade, Scarlet Throne, Solar Wind, Steel Serpent, Thrashing Dragon, and Iron Tortiose all require that you be using a discipline weapon to initiate their respective maneuvers.

As far as I can see Scarlet Throne at least does not require you to be using a discipline weapon. Just not using a shield......

Or did I miss something?

That is a restriction in the spirit of what Dragonflyer asked. I just wanted to be thorough.


Johnnycat93 wrote:
Poor Wandering One wrote:
Johnnycat93 wrote:
Dragonflyer1243 wrote:
Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?
Broken Blade, Scarlet Throne, Solar Wind, Steel Serpent, Thrashing Dragon, and Iron Tortiose all require that you be using a discipline weapon to initiate their respective maneuvers.

As far as I can see Scarlet Throne at least does not require you to be using a discipline weapon. Just not using a shield......

Or did I miss something?

That is a restriction in the spirit of what Dragonflyer asked. I just wanted to be thorough.

Aha! Good call.


Here is the submission for Johnnycat. I did a very, very short backstory since we don't know much about the setting. If we start moving forward I'll go back and revise it.

Please let me know if there are any issues or if anyone has suggestions/feedback.


Poor Wandering One wrote:
Poor Wandering One wrote:

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.
Quoting myself so this does not get lost.

Working on it. Results will be in the doc.

On Rituals:

We'll play it by ear for now. I'll give them a good read and decide if they'll be a good fit or not.

Halflings and Gnomes aren't marginalized. I'll get into it in the doc.


Curently I'm thinking a Bushi Warlord based around the Mithral Current discipline.

He/She originates from a small island nation outside the continent and came to Aveira as an attachement to a trading convoy.

Since the trading convoy travelled over the lands and eventually got stuck in Freeden during the Flesh Harvests when several important parts of the convoy died of the plague, he/she has been eking out a manageable existence by working as a performer/dancer/bouncer/security in various establishments over town.


Since I can't seem to edit my post I'll just double post:

There is a trait in Path of War expanded called Agile Dancer (Social). It allows you to "use Perform (Dance) in place of Acrobatics and can use the higher of your Dexterity or Charisma modifiers for Perform (Dance) checks". Does this include exchanging rank requirements in Acrobatics for ranks in Perform (Dance) with respect to feats, maneuvers, items, and so on?


No, unless the developers say otherwise.

On that note I have the guilds section in the docs done for those who wanted to know or are curious.


Very cool! Will their be guild specific traits, feats, archetypes, etc?


Azten wrote:
Very cool! Will their be guild specific traits, feats, archetypes, etc?

ATM no. No need really as I want players to define how they interact with the guilds themselves.

I kind of want characters to be mostly local unless they're divine magic users.


Magical disciplines are done.

On Traditions: You can play with or without traditions if you choose. In many ways magic is like the martial arts, there are many ways to go about them some slightly more effective than others but generally have the same goal and produce about the same results. Work out what's best for your character and go from there with no regrets.

I think I'll get to work on some proper city background.

Once that's done I'll open up a proper recruitment thread.

That said, as far as level and other options are concerned (outside of class restrictions) are there any preferences?


I always prefer starting as close to 5 as possible, meself, in games like this one.


I agree with Johnnycat93, starting at level 4-5 would be good.


Any level works for me. I suppose it depends on what you (Tark) see as our (the hapless mooks players) place in this passion play slapstick rom-com political satire young girl's tender coming of age story set against the unrelenting poverty of post-Thatcher Birmingham meat-grinder.

Is this a level one zero to hero tale? A level three established but not yet bad-ass story? Or are we level five and all out of bubblegum?
For that matter is this a one adventure one-shot or are we looking at a full campaign?

Also as at least some of us will be new to the system(s) involved perhaps a lower level start will be more forgiving considering the likely number of mistakes misreadings really good ideas?

The Exchange

YEah I feel like 3 might be the sweet spot as I am hoping to get in with something made from Path of War, its a lot to chew on so the more levels we start with the more likely I am to be making some sort of error or misunderstanding something?


I also recommend you either do not use traits or at least outlaw caster level traits for Sphere casters.

By divorcing Caster level from class level Sphere-casting throws CL related traits and feats for a bit of a loop.

Example: Magical Knack +2CL so long as CL does not exceed character level.
+2CL for mid/low casters sounds more like a feat than a trait. No?


Honestly don't know how long the campaign will go. As long as we can stand probably. Nice thing about that though is that there's no obligation to complete itand also difficult to get burnt out on.

I know there will be an initial "dungeon" a tactic I've realized helps gets these moving alot.

After that I might go episodic with downtimes inbetween to ensure theres very little "lull" in between.

I'll definitely take the trait thing into consideration.


I am always a fan of Media res starts. Once started a game with "You are on fire, tell me why!" There is also a Feng Shui adventure out there that recommends starting play by screaming trash-talk at the players as it opens in the middle of an all city league volley ball game.

Of course then there is the mob-hit. And the hopping vampires.


Finishing up the races soon and will be getting a proper recruitment up afterwards.


Recruitment is up for thsoe following.

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