
The Faceless GM |
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I would be down with starting at around 3rd or 4th level. It actually makes a bit more sense if I go with my current opening plot idea, so it might be best. Now, I have a feeling things might make more sense if I hand out some details. Any questions, I'll try to answer to the best of my ability, especially since this is more of a summary.
Lore Post!
We lived in a time of change. One greater than anything we had ever dared dream. And by the time we realized how many evils had stood against our world, it was too late. Our greatest heroes had risen up to fight against those that would conquer everything. Through countless battles and inhuman horrors that mortals haven't faced in centuries, they fought for the safety of us all. All for nothing.
One by one, our greatest heroes fell. And evil... evil has triumphed. Now the armies far beyond anything mankind has faced before are carving out their own empires, shaping this new world into whatever they desire of it.
Is there no more hope for humanity? Perhaps the failure of our champions has truly doomed this world to the rule of darkness...
- journal of an unnamed Pathfinder, recovered from a battlefield along the southern Worldwound front, writer presumed deceased
The Free Kingdoms were formed in response to the expanse of the Worldwound three years ago. Realizing that they could not stand against the endless hordes alone, Taldor, Andoran, Absalom, and even Galt met in swift secret meetings and forged an alliance to stand as one against the hordes of the Abyss. Yet as other nations have fallen to evil one by one, they are perhaps the only remaining nation on Golarion that is still truly governed by human hands.
Cheliax now represents the largest single empire in the world. Aside from reabsorbing Molthune and completely taking Nidal and Isgar into their control, their Shackles campaign was an immediate success and governor Druvalia Thrune now rules the Shackles, Sargava, and parts of the Sodden Lands (thanks to their Geryon blessed ships being able to navigate the Eye of Abendego). Additionally, Mediogalti Island technically swears allegiance to them, but there are rumors that the Red Mantis secretly still hold allegiance to another lord (or lady).
When the Whispering Tyrant was reborn upon the Gallowspire, his actions were swift and bloody. Recognizing a threat, Tar-Baphon did not claim Ustlav immediately. Instead, he marched his hordes south and decimated the Knight of Ozem, shattering them and conquering Lastwall. From there, he laid claim to Ustlav, Nirmathas and the southern fringes of the Hold of Belkzen. Now he plots and carefully plans for... something.
The Shadowlands were once Kyonin, but with it's utter destruction at the hands of a massive meteor strike, it is little more than a shattered wasteland covered in eternal shadow by a cloud of ass and dust. The impact was strong enough to severely damage neighboring nations and Druma, Five Kings Mountains, Razmiran, and parts of the River Kingdoms all fall under the darkening cloud.
Varisia is under the heel of Emperor Karzoug and Chancellor Xin, along with the territories in the Hold of Belkzen that do not bow to the Whispering Tyrant. However, the two are constantly at odds, seeking to gain political dominance over the other so that they might be the sole ruler of their new empire. However, a new player has recently entered the game. Queen Ileosa of Korvosa has claimed incredible power and has managed to forge an alliance with Karzoug, allowing him to claim Korvosa without a fight in exchange for his hand in marriage and co-rulership of the empire. But perhaps she seeks to take the throne for her own. It wouldn't be the first time she's killed a king to take a throne for her own...
Queen Elvanna has successfully destroyed Baba Yaga. No one knows how, but the pure mythic power that Elvanna now wields could only have been drained from her mother's corpse. Now she stands as Irrisen's eternal queen, expanding her grip. The Land of the Linnorm Kings and the Realm of the Mammoth Lords have both fallen to her hand already and across Avistan portals carrying her eternal winter open and close at her will, allowing her to attack almost anywhere at almost anytime she desires.
Brevoy and part of the River Kingdoms (centered around the Stolen Lands) have become a land that is partially within the First World and partially within the Material Plane. This makes everything about the lands mutable, twisted, and mad. Yet is ruled by the most fickle of lords. The mad nymph Nyrissa still rules these lands, perhaps pining for the First World still as she attempts to shape a poor facsimile in our world.
The Worldwound now includes not only Sarkoris, but also Mendev, Numeria, the River Kingdoms (what territory is not already claimed) and small territories that have been won from Irrisen, the Whispering Tyrant, and the Free Nations along all of their borders with the Worldwound horde.
Katapesh, Osirion, Thuvia, Rahadoum, and even Qadira are still roughly intact, but the constant war with the ever encroaching spirits of fire under the lead of Jhavhul has rocked them and left them broken and crippled. They have formed a rough alliance, but it may be too little too late with how devastated many of their territories have become.
The Mwangi Expanse is now home to an ever growing empire of the serpentfolk. Their power grows almost daily and a sense of paranoia has begun to form in other nations. Anyone could be a spy and not even know it...
The Mana Wastes now include all the was Nex and Geb. The war between these two utterly shattered both territories, reducing both nations to a mess of wastelands and spellscars that are nearly impossible to survive. Some fanatics on each side still holdout in enclaves, seeking to destroy their remaining foes, while many either flee to Alkenstar in hopes of refuge or outright try to make their way to anywhere else.
Much of Tian Xia has fallen under the heel of the oni. Exactly which territories they control is unknown in the Inner Sea region, but it is known that Minkai is their center of power and many nearby nations have been completely consumed by their greed and lust for power.

Ilir Olcana |

GM, were this idea to be greenlighted (which I think it will, but you haven't officially said you're running it yet! :) ), would you permit a paladin of freedom (as in the unearthed arcana book)? I believe it would emulate the goals of the free nations alliance and serve to provide a protagonistic drive in an end-of-the-world setting.

The Faceless GM |

I'm not sure, but I liked the idea in 3.5 so I'd be willing to do some tweaking to make it work for Pathfinder. I would probably allow Paladins to be any good alignment and Antipaladins to be any evil alignment in that case. You just replace all the 'Protection from Chaos' type of stuff with 'Protection from Law' kind of stuff and things like that if you're a CG Paladin.

Ilir Olcana |

Correct. My main reason for asking was because many of the gods you would be tied to on the lawful side are more tied to tradition; tradition has radically changed/been redefined in an apocalyptic setting, which is why I think CG fits much better than LG.
With your blessing, I would go ahead and draw-up such a character.
IF you're willing to run the game, that is :)

CaptainFord |

I know this is incredibly immature of me, but... I found a typo in your lore that made me laugh.
The ass and dust from the impact still blacken the skies above the once proud nation.
I also feel like I'm missing a pun here, but I just can't think of it right now.
Sorry, I'm also drawing up a character. This should be an amusing little fellow.

Robert Henry |

I realize I have arrived to the party late, but of course there is interest. I'm glad the leaning consensus is third or fourth level. First level is a little rough around the gills, but we all start with a plan that may change based on the group we are a part of. Third or fourth would let us get the basic character style started but give us time to build a little team synergy. Hope to see a recruitment thread soon!
edit Love the lore post! What location in Golarion would you start us in?

Rynjin |

Rynjin wrote:Mythic Vital Strike isn't much more potent than most pounce options. As an all-or-nothing attack, it has upsides and downsides.Mythic Initiative, bro. You're suddenly making two full attacks a turn, ignoring all DR, and making your full attacks at highest BAB.
He changed how Amazing Initiative worked already though, that function is gone.
Mythic Vital Strike sans that deals no more damage per round than a full-attacking 2H user. Any techniques taken to negate 2H users work on MVS users, except BETTER (ESPECIALLY Mirror Image and single deflect abilities).
In many cases it actually deals less. It doesn't benefit from Haste, for example, dropping its number of "attacks" below the normal 2H user (especially with the nerf to Sudden Strike).
But I hadn't planned to use it for this game anyway. Just pointing out that a ban is entirely unnecessary.
The lore sounds really really cool. Considering perhaps being an escaped slave from the "Whispering Realm".
I didn't even notice that. And I'm kind of surprised that Paizo's language filter doesn't catch ass.
The word filter is only for the "strong" curses. Ass, damn (but not with the word "god" in front of it, because reasons), bastard, etc. are fair game.

Johnnycat93 |
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As tempting as it is to do up a LE Antipaladin to troll the Paladins...
I think I'm going to go with a Promethean Alchemist. I love the Land of the Linnorm Kings, so probably Ulfen.
GM, are you willing to allow Alchemists to have a caster level for the purpose of item creation? It would help me immensely.

CaptainFord |
1 person marked this as a favorite. |

My kobold paladin would have to slap someone with his pickaxe for that.
And yeah, I think I will go with a LG Kobold Paladin of Apsu using the Chosen One archetype, who uses a pickaxe as his weapon of choice. No, it won't be the most efficient weapon, but it's fitting that a kobold should put his tool of the trade to good use in battle.
Plus, when he DOES get a critical, it is going to HURT!

JDPhipps |

Dude, pickaxes are hilarious. I had a fighter who used one in my first game I ever played.
Although the GM knows, my own character concept is a Gray Gardener from Galt, who is a representative of The Free Nations Alliance. His alliance to the Gardeners is... somewhat tenuous, depending on the course of the campaign. I'm going to go Slayer/Swashbuckler for the build.

Johnnycat93 |

You can get proficiency with pickaxes through a trait so hopefully no one goes spending a feat on Catch Off-Guard!
Anyways, I'll probably put together something at 5th level 20pt buy until official rules get put together (I don't think I can pull off my concept earlier than 5th unless someone has any idea how to pick up Craft Magic Arms and Armor a level early).

Ilir Olcana |
1 person marked this as a favorite. |

Dude, pickaxes are hilarious. I had a fighter who used one in my first game I ever played.
Although the GM knows, my own character concept is a Gray Gardener from Galt, who is a representative of The Free Nations Alliance. His alliance to the Gardeners is... somewhat tenuous, depending on the course of the campaign. I'm going to go Slayer/Swashbuckler for the build.
Our characters could get along rather well then - depending on how your relationship with the gardeners goes.
DM, have you considered background skills? I think given the necessarily productive nature of life in the apocalypse, professions and the like would be quite appropriate for your setting.

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Profession, though you'd likely have Diplomacy and Appraise too.
Okay, that makes solid sense. So, would it be legitimate to distribute the background skill points amongst those three areas, but focused into profession? It gives 2 skill ranks per level, which seems to be more than I'd be able to use just in profession as it would have twice my character level in ranks and I believe that's outside of the rules (unless unchained changes that for background skills. As stated, it's new to me, so I'm actually reading about it now, but didn't see clarity offered on that.

Rynjin |

Probably good, though perhaps Linguistics instead of Appraise? That way you can communicate with customers from all regions of the world (Appraise would be more useful for a jewel merchant. As an innkeeper you're largely just taking gold for service, no actual exchange of goods besides food takes place). Linguistics would also let you spot forgeries, say someone claiming to be in <Insert Local Lord>'s service and requesting right to food and board for free based on some Writ theyf orged.
Or maybe Craft (Brewing).

CaptainFord |

There's actually a martial weapon version that's fully statted anyway.
There is. It's a 2-handed martial weapon that does 1d8 (1d6 for small) damage with a crit multiplier of x4. Which is funny because I always presumed the light and heavy picks where what that was supposed to be, but evidently, those are entirely different, actual weapons.

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Probably good, though perhaps Linguistics instead of Appraise? That way you can communicate with customers from all regions of the world (Appraise would be more useful for a jewel merchant. As an innkeeper you're largely just taking gold for service, no actual exchange of goods besides food takes place). Linguistics would also let you spot forgeries, say someone claiming to be in <Insert Local Lord>'s service and requesting right to food and board for free based on some Writ theyf orged.
Or maybe Craft (Brewing).
Wow, that's making some really good sense with the linguistics. I had considered the craft (brewing), but he'd just be doing some serving of drinks, not really making his own brews. Didn't fit his backstory as well (son of a wealthy merchant, interest in arcana, trying to lay low under the guise of innkeeper). I suppose knowledge (geography) could also work for an innkeeper.
"Oh where are you from" ..."Oh, I've heard they have a fantastic (insert name here) festival there. Have you been to the (insert landmark here)?"..."Yes, I imagine it is (insert suitable adjective here)"
Viviana Masters |

Strongly Considering some kind of Illusionist Wizard. Toying with a concept that involves him/her having spent time believing his/her own illusions, or something like this, although at the present, I'm unsure how precisely I would elaborate further on that, so maybe I might need to seek further inspiration somewhere.

Loup Blanc |

Second idea has come up: This seems like a potential place for a concept I've had rolling around for a while. A very outgoing and optimistic follower of Zon-Kuthon, who's trying to revitalize belief in the Midnight Lord and spread a new interpretation of his teachings to be more inviting. In this case he might be a free party or a rebel working against Infernal Cheliax of some kind.

CaptainFord |

~<0>~
I imagine that the cast is going to be rather diverse, given how jacked up the world is. Do you have a starting point in mind for everyone to congregate at?
I'd actually be amused if the team consisted of mostly monstrous races. I saw a WotR game a while back that did that, where instead of Core races, it was non-Core races only. It had some kind of theme that the dominant races had been so utterly beaten, it fell to the monsters to step up and fight back.
I thought it sounded cool. Things like orcs, strix, goblins, kobolds, hobgoblins, gripplis, lizardfolk, ratfolk, wayangs, etc. All monsters who rose in the face of hopeless odds and redeemed their kind in the eyes of humanity for their courage.

The Faceless GM |

I'm okay with multiple character submissions, but please keep it limited to two or three at most so you don't overwhelm me with different concept from one player.
And I do indeed have a starting point. One that even makes it possible for characters from all over the world to be in one place and have a reason to work together.

Johnnycat93 |

Speaking of a diverse cast, I've been turning over this idea of a Promethean Alchemist in my head and I've got some ideas, but I wanted to run some ideas past the GM and the rest of you who may be lurking around in general.
Basically, this whole thing comes down to two abilities mentioned in Ultimate Magic. For the sake of keeping everything in one place I'll spoiler the both of them below:
Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, the construct modified must be the same size as the creator
CR increase: +1
Cost: 35,000 gp
This modification allows the construct to be worn like armor by its creator. So long as the creator wears it, the construct performs no independent actions, remaining under the control of the creator, and any attacks directed at the wearer first damage the construct. When a construct is destroyed while serving as armor, the wearer loses all the benefits, but regains all the hindrances until the armor is removed, which takes the same amount of time that removing breastplate armor does. If the construct is still active, the creator can order the removal of the armor with a swift action, at which point the construct leaves the creator’s space and enters a space adjacent to the creator. Donning construct armor takes a full-round action if the construct is still active. The creator cannot don a construct with this modification if the construct has been destroyed. The construct’s wearer retains his base attacks and saves. Construct armor counts as breastplate armor for purposes of determining AC, weight, Dexterity modifiers to AC, and chance of arcane spell failure.
FAQ
Construct Armor (page 114): How do attacks target the construct armor? Do I gain its resistances, immunities, and other defenses? What are the "benefits" and "hindrances" mentioned in this section? Does wearing it affect your speed?
The construct armor is treated as breastplate for the purpose of AC. If something targets you, it must first hit your AC. If it hits you, the attack has to get through the construct's DR or hardness and its hit points. In effect, the construct armor acts much like a pool of temporary hit points: you don't take any damage from attacks that target your AC until the construct is destroyed.
Attacks that bypass your AC bypass this protection and affects you normally (this includes most area effects). If the construct is resistant or immune to a particular attack, the attack bypasses this protection and affects you normally. Basically, the construct armor is good at mitigating damage from melee and ranged attacks, but doesn't protect you like you were the actual construct.
For example, a wood golem is immune to and healed by cold; if you're wearing wood golem armor, hitting you with a ray of frost doesn't harm the armor, heals the armor if the attack deals at least 3 points of cold damage, and deals 1d3 points of cold damage to you. Fortunately, you don't gain the construct's weaknesses; just because a wood golem has vulnerability to fire doesn't mean you take 150% fire damage when wearing wood golem armor.
The "benefits" in this section refer to the construct armor counting as breastplate and to its hit point buffer against melee and ranged attacks. The "penalties" in this section refer to the construct armor counting as breastplate.
Because the "counts as breastplate" section doesn't say it affects your speed (presumably because the construct is partially animate and able to help you move), it does not affect your speed.
Update: Page 114—In the Construct Armor modification, in the first paragraph, in the second sentence, change “first target the construct” to “damage the construct.” In the third sentence, change “regains all the hindrances” to “retains all the hindrances.”
—Sean K Reynolds, 11/17/11
Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, Small or Tiny construct
CR increase: none
Cost: 27,000 gp
This modification can be performed on a Small or Tiny construct, such as an iron cobra or a homunculus. The creator modifies the construct such that she can slip it over her arm and control its actions as part of her own. The construct limb retains any melee attacks that the construct has, and the creator can use special attacks as if she were the construct (using the construct’s attack statistics and effects), but treat the creator as the creature making attacks for the purpose of determining attacks of opportunity and other actions that could be triggered by an attack made by the creator.
The limb also provides the wearer with limited protection in combat, roughly equivalent to that of a heavy steel shield. The wearer is considered proficient in this shield. The wearer retains the remainder of her abilities.
A construct limb counts as a heavy steel shield for purposes of determining AC, weight, Dexterity modifiers to AC, and chance of arcane spell failure.
The end goal being to make myself (and possibly others) a sweet set of Pathfinder-equivalent enhanced exoskeletons.
Now, let me just be clear: this is not something I can do for third level (probably not even 'till fifth honestly, the only thing I can't ignore is the need for raw materials). So what I'm looking for is general advice/gauging whether or not this is something people would like to see in a game.
With that said there's two major points that I've been giving a lot of thought:
First, what's the best way to go about picking up the crafting feats? In total we need Craft Magic Arms and Armor, Craft Wondrous Items, and Craft Constructs (and I wouldn't mind picking up Inscribe Magical Tattoo). 1 level in Promethean Alchemist will give us Craft Construct right away so that's taken care of. Here's where I'm torn. Should I jump out after one level or not? If I do I'd go something like Siegebreaker or Barbarian. Toilcrafter trait will give me Craft Magic Arms and Armor at 5th (or 6th) and Magical Knack will give me the two extra CL I'll need to qualify for Wondrous Items but I'll have to give up Spark of Creation to get it. If I stay in Alchemist until 3rd at least I can keep Spark of Creation but there's not a whole lot of benefit beyond that.
Second, are there any pitfalls with crafting that I should know? As far as I can tell the only thing I can't brute-force my way through are feat and CL prereqs. CL prereqs are taken care of for both Craft Construct and Arms and Armor, not sure how many Wondrous Items actually require a minimum caster level so that could be an issue. Besides that, I have all of the feats I'll need.
Does anyone have any thoughts/suggestions/advice?