Interest Check: Homebrew adventure: Festival of the Damned!


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So, I’ve ended up in my fair share of games on these boards. I think the polite thing to do is to start one of my own to contribute. On that note I’d like to see if anyone is interested in a homebrewed adventure. Fair warning, this would be my first PbP GMing experience. I’ve done it in home games and met with some moderate success I think.

Here’s the lowdown:
The isolationist island nation of Calweld holds the titular festival every three years. On the surface it is a longstanding celebration to both honor family and friends who have passed on, and to ward off angry spirits of less reputable individuals. Colorful outfits with masks, treats and entertainment are all available for the commonfolk to enjoy. The forest within the Capital is closed off for the three day duration. For the safety of the people you see. Hoodlums can get rowdy after all.

Underneath, it’s also an excuse for the local nobility to jockey for power. You see, when the Festival of the Damned was created, the ruling families agreed to the festival as a twisted, yet fair way to decide which houses would get to increase their influence and control of the nation. The competitions would predominantly take place within the Irewood. And when I say “competitions” I mean “people are hired in groups of 4 or 5 and go around killing each other while regular civilians are left none the wiser.” Well not always killing, but thats beside the point. The point is that, for whatever reason (detailed in your potential bio preferably) you were picked from either the island itself, or are one of the lucky few who were permitted into the territory for the time of the festival. Sometimes merchants with a bit of pull in the right places can get an invitation. Others may simply be in the right place at the right time.

That would be the set-up. I’d be happy to post more detailed information about Calweld itself, and some things your PC’s may or may not know, if I generate some interest. The Island itself has focused more on the development of technology than magic, as such the tech level is quite a bit higher than your average medieval society. There will be factories. And guns. I’m debating on whether or not there will be blood, brawl airships. Think steampunk. Maybe a little magitech.

Character Creation:

  • 20 or 25 Point-buy. I’ll leave this one up to you guys as a group vote, I have no preference as a GM.
  • Only outright banned alignments are NE, and CE. I’d need to look over and approve any CN, or LE characters. I’d be more lenient with Chaotic Neutral, but the stereotypes are all too real.
  • A general Gentlefolks agreement on certain things. The shortlist is:

    No PvP unless all involved players want to do it, lemme know ahead of time too. I may want to have some fun with it.

    Certain spells should be avoided. Look, blood money was invented by one jerkwhistle who never shared it thousands of years ago. Possibly never even existed (see below for what I mean)

  • Guns everywhere rules. To tie into the steampunk atmosphere. I may decide to adjust them mechanically. Ideas are welcome.
  • All first party classes are allowed. Common, uncommon, and featured races are allowed too. Anti-Paladin would be Lawful Evil only, in this case. I’m happy to allow third-party material as well, I just any prospective players to give me access to it, and I’ll allow them on a case by case basis. I reserve the right to reverse this decision after a period of gameplay. As a protip; try to avoid things that require me to learn a new system. That’s not a hard “no” mind you, it would just be extra effort on my part.
  • Level 3. Average Gold. And full HP first level. Roll others.
  • I’m open to use of the race builder if you have that concept in your head, but can’t quite get it going with the races in first party. RP is a terrible metric for balance, instead, post your race in recruitment here, or PM me the details. I’ll pick yes or no based on whether I like what I see.
  • Your PC's should preferably be the sorts who can keep information "on the down low, boiee" as the kids would say.
  • In general? If you want to try something weird, talk to me. I’m pretty open, but I’ll admit I have my hang-ups. Let’s see what we can come up with through the power of jolly co-operation.

    Now for the big question. Would you like to work this island into Golarion, or it’s own original homebrew setting? Golarion would be simpler since they have some fair space left to the imagination, but I feel a homebrewed setting can really make players feel connected to the game. I have some preliminary ideas for the second option already. The details we should work together on, I say.


  • Dot and bump

    interest shown


    Dot, Dott and Dotty.
    Color me veeeery interested.


    GM Smashomancer wrote:
    Now for the big question. Would you like to work this island into Golarion, or it’s own original homebrew setting? Golarion would be simpler since they have some fair space left to the imagination, but I feel a homebrewed setting can really make players feel connected to the game. I have some preliminary ideas for the second option already. The details we should work together on, I say..

    I'd super prefer the homebrew setting for the reasons you mentioned. I find that kind of thing very fun. As much as it could work within Golarion as this secluded place, I'm not sure there's anything actually gained by having it within Golarion.

    Also, I'll likely be submitting a Warpriest.


    Sweet. Here are a couple of things I just noticed I left out of the first post.

  • We'd be using background skills.

  • And Automatic bonus progression as well.

    Warpriest is good! I have one myself.


  • I'll almost surely be submitting a gunslinger, alchemist or mix of both.
    That's if I don't imagine a good enough sword and pistol guy...

    I'd also prefer the homebrew setting. I'm not that knowledgeable about Golarion, but in my player experience homebrew settings tend to have that author touch that official ones lack.

    And my vote goes to 25 point buy. I could make go with 20 or even 15, but 25 gives more room to buff secondary stats. Maybe some kind of hard cap up and down the stats, so minmaxing isn't that easy.

    @Smash: Could we get some more info in the setting? I'm totally hyped with this and want to know more!


    I might be trying to make this Gunfu idea i've been thinking of, i have no real ideas yet though.

    20 or 25 are both fair point buy's so i'm fine with either.


    I'm a bit up in the air about exactly how I want to build the character.

    Ramblings:

    In either case, I'd take my first level in Gunslinger, and then branch off into a Magic class. The character would use a combination of magic and technology to achieve his goals, though they would be different.

    Divine
    If I go the Divine route, I'll take Paladin (Divine Hunter). This character would have some survivability, and probably be dual wielding revolvers when he picked them up. Largely he'd try not to. The word I'd use to describe him would be "Ronin". I'm imagining him as having lost some kind of Holy Crusade in a far off land. Now having "seen some stuff", he's more reluctant to pick up weapons. Some see this as him being weak, but he's still strong of conviction and does what's right, striving for a non-violent solution, but being able to deal out damage when required. Obviously he'd be LG because Paladin.

    Arcane
    The other option I'm considering would be a Magus with the Eldritch Archer archetype, refluffed to use guns. Though probably only using one gun, the ability to weave magic in the other hand and deliver it through said gun would make this one as viable in combat, though possibly with slightly less survivability. In this case he'd still be reasonably pacifistic, probably LN. Skills would be more Knowledge/Stealth based compared to the Paladin being more Social. I'd probably describe him as a bit more of a Scoundrel - though one with a code.

    I'm super up not sure about which would be better. I may wait to hear more about the world before committing to either idea. I am, of course, open to feedback on either premise.


    I'll present some more info about this setting soon.

    Alaspooryou wrote:
    I'm super up not sure about which would be better. I may wait to hear more about the world before committing to either idea. I am, of course, open to feedback on either premise.

    It sounds to me like you have more of an idea about the Paladins character. Although it does remind me that I'll need to make the adjustments to guns as-is. Even without smite, dual wielding revolvers will be crazy. Crazy awesome, but still something I'll need to keep track of.

    You may be pleased to know that the Eldritch Archer needs no adjusting (except the name) to work with guns.

    I'm cool with either one, of course. But those are my preliminary thoughts.


    Hmmm, something that allows third party is always nice.

    Are you familiar enough with Spheres of Power to allow the use of it?


    I like to keep an open mind about these things. As someone who has built both homebrewed classes and races, I can respect the amount of time and effort it takes. I think they're all worth giving a fair lookover at the very least.

    Only familiar with SoP in that I've heard it mentioned a lot. It seems to have a pretty good rep. My only question right now is; how well would it work alongside the traditional pathfinder casting? And how would the other players feel about using Spheres instead if we go with it?


    It should work with regular casting. Spheres essentially turns magic into feats, and a mage's power into something like BAB. Each Sphere also comes with a number of use at will abilities that are useful, but not awesome - the blasting version lets you do half your Caster Level (the caster version of BAB for Spheres) worth of D6's in damage, but you can then cast a Sphere Point to up that to your full Caster Level in d6's.

    Spheres of Power don't have the raw power of Vancian spells, but they're more versatile, and a caster won't run out of things to do. A Spheres wizard can take the Life Sphere and cast Healing Spells, and a Spheres Cleric can take the Nature and Transformation Spheres to look a little Druidy.

    So it should work alongside normal spellcasting - they'll be using a weird version of magic, but it would be recognizable as magic. A flaming ball of fire is a flaming ball of fire, no matter how it burns you.


    Alright, can you give me an example of what you yourself would want to play with this system?


    Well, I'm planning to go for a Varisian Pilgrim Cleric (if that's allowed, of course).

    My plan is to focus on the Life Sphere at first level, giving me a fair whack of healing power. You gain three Talents (one for being a High Caster, two for selecting a Caster for the first time) and I'd use those to grab the Life Sphere and then pick up the Restore Health and Greater Healing abilities, which would mean by level three I can cure 2d8+6 HP and can get rid of poisons and diseases.

    With the Talents I gain at Second and Third I was thinking of dropping into Time and Illusion Spheres for there basic sets of powers.

    Not set in stone yet, but that's the general thinking.


    JonGarrett wrote:

    I'd use those to grab the Life Sphere and then pick up the Restore Health and Greater Healing abilities, which would mean by level three I can cure 2d8+6 HP and can get rid of poisons and diseases.

    And how many times would you be able to do so? Is that the at-will power you mentioned for the Life Sphere? It's late in my time zone, so I'll look through it tomorrow and give you my verdict as well as that extra info then.

    Silver Crusade RPG Superstar 2014 Top 16

    Interested.

    Do I interpret this to effectively end up being like some sort of arena event? No murder mystery, no trap finding, no dungeon crawling, etc. we're given a target, and maybe some other team is out to get us at the same time? We go in, get the job done, and get back out, only to go back and do it again?


    You interpret the "main event" correctly. Remember that the Festival of the Damned only happens once every three years. Of course, nothings ever simple around Calweld when the nobility is involved. That would be far too pedestrian. As for specifics, I won't be going into detail. The mystery remains.


    GM Smashomancer wrote:
    JonGarrett wrote:

    I'd use those to grab the Life Sphere and then pick up the Restore Health and Greater Healing abilities, which would mean by level three I can cure 2d8+6 HP and can get rid of poisons and diseases.

    And how many times would you be able to do so? Is that the at-will power you mentioned for the Life Sphere? It's late in my time zone, so I'll look through it tomorrow and give you my verdict as well as that extra info then.

    It'll depend - that one requires spell points, and I'll have six or seven depending on my exact stats and build. What I can do at will is Inivigorate.

    Invigorate:
    As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.


    JonGarrett wrote:
    GM Smashomancer wrote:
    JonGarrett wrote:

    I'd use those to grab the Life Sphere and then pick up the Restore Health and Greater Healing abilities, which would mean by level three I can cure 2d8+6 HP and can get rid of poisons and diseases.

    And how many times would you be able to do so? Is that the at-will power you mentioned for the Life Sphere? It's late in my time zone, so I'll look through it tomorrow and give you my verdict as well as that extra info then.

    It'll depend - that one requires spell points, and I'll have six or seven depending on my exact stats and build. What I can do at will is Invigorate.

    ** spoiler omitted **

    What levels do you gain magic talents at? Is it every two as with feats? Aside from the first level where you gain two talents. (I believe that's correct?) I think I get the gist. It looks like you can build a very thematically focused caster this way.

    That reminds me, I forgot to mention unchained classes. The Rogue and Summoner are replaced with their cooler younger brothers. The Barbarian and Monk, players can choose their favorite.


    You get a new talent each time you gain a caster level. So a High Caster (the levels 1-9 caster crowd) gets one every level. The Mid Casters (The 1-6 folks) get one most levels, in the same way the Medium BAB track works. And the Low Caster crowd (1-4 Casters) get them every other.

    Depending on how you rule, you can also choose to allow things that would normally grant additional spells (bonus spells from Oracle Mysteries, Cleric Domains, etc) will grant an appropriate themed talent instead. So a Undead Bloodline Sorcerer would get a bonus Undead Sphere talent instead of a spell. But that's optional - if not used, I'll essentially have a single Spellslot for any domain spells and such, which I'd used Vancian style.


    Well, it looks pretty manageable. I'm leaning towards a yes. The only thing giving me pause (heh) is the fact that Haste and Slow are the level 1 abilities of the Time Sphere you mentioned.

    Get it? Pause? Cause, time?

    Edit: In fact, the whole Time Sphere looks really obviously powerful.


    got a general idea of undine monk using sensei archetype he fight defensively and inspires hope. also kung fu cause why not


    Here are some more setting details I have ready.

    Big Kahuna’s:
    First thing worth noting would be the three most powerful ruling houses. All of these Triumvirate families are based in the capital, itself called Calweld as well, but usually referred to as the capital in everyday speech.

    The Ainsworth family is the third most powerful of the trio. Although they are the weakest of the three, this only causes them to exert more control and careful planning than the other houses may employ. Indeed, their treatment of citizens and foreigners alike on their territories can be extreme, but no house runs a more efficient ship. This family is also the one most readily willing to recruit outsiders from the world beyond the island. Some say the Ainsworths would provide a thousand years of prosperity and security.

    Lorne Ainsworth, the head of the house had become a recluse years ago. No one has heard from him since then outside of his daughters and only the most trusted of servants. Gremory, who has left for her own devices, and Morganna, the main contact for the party. Rumors abound that he was struck by madness as many mages are. It is said that this is an inevitable fate for any spellcaster. Of course that isn’t true. They could also die. Painfully.

    The middle tier power is wielded by the ancient Hightower family. They are the most open and vocal about destroying the evils that plague the island they call home. One of only two noble houses that can trace its prosperity all the way back to the first truce that started the Festival. This zeal is not tempered with much caution, however. Some claim that the Hightowers could give personal power to every man and woman.

    Calayas Hightower is known as the Hero King. The original founder of the Hightower house. He has appeared to have all but halted aging. no one can agree on why. Could the rumor of a pact with dragons have done it? Maybe he isn’t immortal at all, but a different man comes to be each generation. The truth is unknown of course, since anytime he’s asked about it, the man finds a way around the answer. He is succeeded by children of his own, however they do not seem to expect a place at the Hightower throne, Many have gone into dangerous professions, with the expected results.

    Finally, the ruling dynasty: Calweld. Little to none is known as hard fact about them. The house head hasn’t been seen in person by anyone who has lived to tell the tale. And yet, they still live. They must, who else is passing down laws? One fact about Calweld house is certain; they’re almost entirely responsible for the seclusion of the island. All attempts at divination to search for the Calweld family, or to try to break into the island's territory, have either failed or leave the insolent one stricken with madness. What kind of power is needed for that kind of influence? If anyone’s asking, Calweld isn’t telling.

    Something that became a sort of local custom longer ago than most remember, is that the head of any family that wants to be taken seriously needs to find themselves a method to halt their aging. Many turn to undeath for this reason.

    Other notes:
  • The Irewood is said to be filled with the restless spirits of the dead, a driving force behind the surface reasoning of the Festival of the Damned.

  • There is a significantly higher native population of Tieflings in the nation of Calweld than other areas.

  • Many merchants enjoy the chance to obtain Calweldian goods. Many of which are relatively equal in utility to their magic counterparts, but with the novelty of steam/electric power. Calweld is also fortunate enough to have a significant supply of

  • It’s considered good form to complete your revelry outfit with a mask of some kind, though the practice has waned in recent years.

  • The city guards are the most active during this festival, having every reason to expect the worst. Food vendors and other stores tend to give them discounts for their efforts.

  • The sewer system is enormous to compensate for the heavily urban terrain. As such, there have been reports of non-government issued personnel entering the drainage systems.

  • While non-native merchants are by far the most common folks to be invited to the ceremonies, others can occasionally show up as well. All one needs are the right connections.
  • Depending on what your character is like, and where they are from, they may have more detailed information on some of these points, but this is “common knowledge.”

    Any further questions?


    Dotting for interest. Would you be willing to allow Path of War content from Dreamscarred Press?

    It's not necessarily a new system, as it has been carried over from 3.5


    I never played 3.5, so it would be new to me. I also generally don't happen to be a fan of Path of War. What did you want to do with it? We might be able to work something out.


    For now, one level of Mystic

    Also, can we use fractional save progression?


    dot .. interested. thinking up a character.


    GM Smashomancer wrote:
    It sounds to me like you have more of an idea about the Paladins character. Although it does remind me that I'll need to make the adjustments to guns as-is. Even without smite, dual wielding revolvers will be crazy. Crazy awesome, but still something I'll need to keep track of.

    Yeah, I've had the Paladin's character in mind for quite a while - though admittedly it came to me during a Wild West style game and I have a hard time shaking that image a bit.

    I took some time today to start up both characters, and they're actually fairly similar. I'm leaning towards the Paladin largely on the basis that I've had him in mind for a while and in ~10 years of D&D/Pathfinder, I've never actually played a Paladin before.

    For what it's worth when it comes to firearms, keep in mind that they can be pretty awesome with some of the modern advanced ones, but there's still like a 7 feat tax. (PBS, Precise Shot, potentially TWF, Rapid Reload, Quick Draw, Rapid Shot, Deadly Aim). I'll probably end up having to dip into Fighter for a level or two as it is.

    I'll get to playing with a backstory in the next couple of days - I'll probably ask a billion questions as I go. Starting right now.

    GM Smashomancer wrote:
    There is a significantly higher native population of Tieflings in the nation of Calweld than other areas.

    What's their relationship like with the Aasimar or with other races?


    I relatively new to Paizo. I have played a few dungeon world and just one short game of pathfinder. Is there a pdf that gives more info on firearms?


    Tithaetarason Shadespyre wrote:
    I relatively new to Paizo. I have played a few dungeon world and just one short game of pathfinder. Is there a pdf that gives more info on firearms?

    Firearms

    For future reference: Pathfinder is liscensed under OGL which means most, if not all, of it's mechanical content is available for free through reference site like the srd

    YoricksRequiem wrote:
    GM Smashomancer wrote:
    It sounds to me like you have more of an idea about the Paladins character. Although it does remind me that I'll need to make the adjustments to guns as-is. Even without smite, dual wielding revolvers will be crazy. Crazy awesome, but still something I'll need to keep track of.

    Yeah, I've had the Paladin's character in mind for quite a while - though admittedly it came to me during a Wild West style game and I have a hard time shaking that image a bit.

    I took some time today to start up both characters, and they're actually fairly similar. I'm leaning towards the Paladin largely on the basis that I've had him in mind for a while and in ~10 years of D&D/Pathfinder, I've never actually played a Paladin before.

    For what it's worth when it comes to firearms, keep in mind that they can be pretty awesome with some of the modern advanced ones, but there's still like a 7 feat tax. (PBS, Precise Shot, potentially TWF, Rapid Reload, Quick Draw, Rapid Shot, Deadly Aim). I'll probably end up having to dip into Fighter for a level or two as it is.

    I'll get to playing with a backstory in the next couple of days - I'll probably ask a billion questions as I go. Starting right now.

    For what it's worth, three levels of Trench Fighter are pretty much all you'd need to make any firearms-related build work (instead of dipping Gunslinger for whatever reason).


    GM Smashomancer wrote:

    Well, it looks pretty manageable. I'm leaning towards a yes. The only thing giving me pause (heh) is the fact that Haste and Slow are the level 1 abilities of the Time Sphere you mentioned.

    Get it? Pause? Cause, time?

    Edit: In fact, the whole Time Sphere looks really obviously powerful.

    I can skip the Time Sphere if you prefer. I don't think it's that bad - for Haste you have to concentrate or spend points to make it last, and you can only affect one person with each casting, and it doesn't add in the additions to attack, defence and movement that the real spell does - but it's not essential to my character. I can swap it for Destruction, get a ranged attack instead.


    Alrighty then:

  • I'll allow the Spheres of Power system (Time sphere included) now that I've looked at it a bit more, as well as fractional saves.

  • No Path of War, it's too much of a hassle to keep track of.

    Johnnycat93 wrote:
    Tithaetarason Shadespyre wrote:
    I relatively new to Paizo. I have played a few dungeon world and just one short game of pathfinder. Is there a pdf that gives more info on firearms?

    Firearms

    For future reference: Pathfinder is liscensed under OGL which means most, if not all, of it's mechanical content is available for free through reference site like the srd

    YoricksRequiem wrote:
    GM Smashomancer wrote:
    It sounds to me like you have more of an idea about the Paladins character. Although it does remind me that I'll need to make the adjustments to guns as-is. Even without smite, dual wielding revolvers will be crazy. Crazy awesome, but still something I'll need to keep track of.

    Yeah, I've had the Paladin's character in mind for quite a while - though admittedly it came to me during a Wild West style game and I have a hard time shaking that image a bit.

    I took some time today to start up both characters, and they're actually fairly similar. I'm leaning towards the Paladin largely on the basis that I've had him in mind for a while and in ~10 years of D&D/Pathfinder, I've never actually played a Paladin before.

    For what it's worth when it comes to firearms, keep in mind that they can be pretty awesome with some of the modern advanced ones, but there's still like a 7 feat tax. (PBS, Precise Shot, potentially TWF, Rapid Reload, Quick Draw, Rapid Shot, Deadly Aim). I'll probably end up having to dip into Fighter for a level or two as it is.

    I'll get to playing with a backstory in the next couple of days - I'll probably ask a billion questions as I go. Starting right now.

    For what it's worth, three levels of Trench Fighter are pretty much all you'd need to make any firearms-related build work (instead of dipping Gunslinger for whatever reason).
  • With the Guns Everywhere availability, 1 level in gunslinger does two things fighter cannot. Grit, to save time on misfires, and Gun Training. Trench Fighter still requires 3 levels.

    I wouldn't call it a feat "tax" to use the best style of combat in the game without the normal penalties.

  • Welcome aboard, Tithaetarason! Can I call you Tithy for short?

  • Yoricksrequiem wrote:
    What's their relationship like with the Aasimar or with other races?

    It's a bit like it is on Golarion. The Aasimar don't hold ill will towards the tieflings, but their growing numbers has been keeping many Aasimar on their toes. The tieflings are not so openly hated in Calweld as they are elsewhere. Here they are mostly understood as a fact of life, though they're still given a similar treatment to half-orcs. Of course, evil thoughts still frequently whirl in their heads as well. This can make things difficult for them.

    For what it's worth, I'm using the old age progressions for Aasimar, Teiflings, and Dhampirs.

    As a final note, while guns are the new standard in setting, archery is not dead. I'll be posting a bit of info on some of the minor noble houses if anyone is curious.


  • Tithy sounds good to me :)


    Sweet, thank you.

    Did we decide on how many points we'd use? I'd vote for 25, simply because it opens more options.


    The only votes cast so far have been in favor of 25 point. So, I think that should be fine. No scores below 8 before racial modifiers, dig?


    I tend not to go below ten. I don't like having big weaknesses.


    I try to avoid it myself too. Unless it's a part of the character. I have this idea for a suli bloodrager. 5 int. Played up hard. Probably not going to put him in a serious game, of course, but it'll be great when I do get the chance.


    I've actually always wanted to do the opposite - a berserker with a freakishly high Intelligence score. Play the rage off as possession or something similar.


    Aside from the Mutagen being weird to reflavor, that sounds like a melee alchemist to me.

    Edit: The Elven battle training feat line might be able to help you out there.


    That's a shame. Personally it doesn't seem all that much more to track then normal spellcasting, but that's just my view I suppose.


    Freakishly high intelligence barbarian? Melee Alchemist? Super low dump stat? Who needs wisdom anyway. Xanya is a crazy mad scientist so angry she can even manifest an otherworldly companion by drawing on the power of her rage. (not for this game though)

    @Elven Battle Focus would be a good feat if it sadly didn't require two feats who does almost nothing in order to get it. Weapon Specialization is not a great feat, though passable at +2 damage for a feat, any lower and it wouldn't be. That means you probably need at least 6 higher intelligence than strength in order for the feat to be worth it. That's kinda hard to pull off...


    Well, if I got a 20 in every other stat, I think I could make it work too. You have a point though, 5 int melee is a much simpler proposition. So, you're interested in the campaign?

    Johnnycat93 wrote:

    That's a shame. Personally it doesn't seem all that much more to track then normal spellcasting, but that's just my view I suppose.

    Ah, but there's the rub. There's normal spellcasting which took long enough to learn (I'm still not 100% on how an arcanist works), in addition to the SoP I've settled on (which seems pretty straight forward at least). Path of War maneuvers on top of that is too much for me to keep track of. It came up to this problem: "So they get Maneuvers at certain levels. How many? What do they do? Oh, that's a lot of groups, what do they do? Why do they have 7 to choose from? Etc..." Maybe in the future, but not now. My apologies.


    (Xanya answering): Battle Royale (or Hunger Games for you new kids out there) with groups instead of individuals does sound kinda interesting...

    I kinda wish Path of War was allowed in order to do combat maneuvers with guns, but I fully understand to not let the amount of material explode. Having too much material to go through can drive people away.

    I've been wanting to do something with the spellslinger archtype for some time (though I've been thinking more as a part of gestalt), but an eldritch archer magus might just be better for this setting.

    I'll see what happens with my other games (as well as those I'm applying for) first though, I would hate to not have time for what I've committed to.


    GM Smashomancer wrote:

    Well, if I got a 20 in every other stat, I think I could make it work too. You have a point though, 5 int melee is a much simpler proposition. So, you're interested in the campaign?

    Johnnycat93 wrote:

    That's a shame. Personally it doesn't seem all that much more to track then normal spellcasting, but that's just my view I suppose.

    Ah, but there's the rub. There's normal spellcasting which took long enough to learn (I'm still not 100% on how an arcanist works), in addition to the SoP I've settled on (which seems pretty straight forward at least). Path of War maneuvers on top of that is too much for me to keep track of. It came up to this problem: "So they get Maneuvers at certain levels. How many? What do they do? Oh, that's a lot of groups, what do they do? Why do they have 7 to choose from? Etc..." Maybe in the future, but not now. My apologies.

    Well, for the sake of discussion...

    Disciplines are the same thing as spell schools. From there manuevers are the same as choosing spells for a normal caster (though it's more akin to SoP if I'm being honest).

    I'm not sure it'd be necessary to actually memorize all the options beyond understanding the general concepts, but if that's how you learn new systems then more power to you.


    oyzar wrote:

    (Xanya answering): Battle Royale (or Hunger Games for you new kids out there) with groups instead of individuals does sound kinda interesting...

    I kinda wish Path of War was allowed in order to do combat maneuvers with guns, but I fully understand to not let the amount of material explode. Having too much material to go through can drive people away.

    I've been wanting to do something with the spellslinger archtype for some time (though I've been thinking more as a part of gestalt), but an eldritch archer magus might just be better for this setting.

    I'll see what happens with my other games (as well as those I'm applying for) first though, I would hate to not have time for what I've committed to.

    Do both. Spellslinger + Eldritch Archer is crazy good


    oyzar wrote:

    (Xanya answering): Battle Royale (or Hunger Games for you new kids out there) with groups instead of individuals does sound kinda interesting...

    I kinda wish Path of War was allowed in order to do combat maneuvers with guns, but I fully understand to not let the amount of material explode. Having too much material to go through can drive people away.

    I've been wanting to do something with the spellslinger archtype for some time (though I've been thinking more as a part of gestalt), but an eldritch archer magus might just be better for this setting.

    I'll see what happens with my other games (as well as those I'm applying for) first though, I would hate to not have time for what I've committed to.

    I getcha. A few weeks ago I said to myself, "boy. These four games I'm in are moving slower than I thought. Lemme look around for some" Now I'm in 10. Possibly 11 soon. I guess people like my ideas? If you figure you have the time, check back in. I'll be leaving this thread open for a while.

    Edit: If you want to do maneuvers with guns, try the Empty quiver style feats. The melee attack it allows should be able to be replaced with most combat maneuvers.

    Eldritch Archer and Spellslinger would be good, wouldn't they?

    Johnnycat93 wrote:

    Snip

    That's the thing I mean though. Twice as many "schools" to keep in mind. Twice as much homework to have a basic understanding of both sides. Twice as many abilities that sound like they were invented by an Italian Symphonic Metal group. It would be madness.

    I don't really think I can memorize all the options, but I like to keep a good grasp on them, which takes time. I'm enjoying the discussion here, helps me see the other side of the coin.


    If we go for an alternative setting, will will be keeping the Golarion Pantheon or going with a new bunch? Kinda need the info for a Cleric...


    I'm picking up what you're putting down, I guess it doesn't seem so intimidating now that I'm actually used to it. I only planned a level dip which seems like as good an introduction as any. When I get the chance I'll look through SoP if there's something that'll work instead.


    JonGarrett wrote:
    If we go for an alternative setting, will be keeping the Golarion Pantheon or going with a new bunch? Kinda need the info for a Cleric...

    That was the big thing I thought about. I'd say we'd need to assemble a pantheon, since the island itself is already separate from Golarion. Plus, it's one of the details of a setting created from the ground up that I have some ideas for already.


    Works for me. Do we post suggestions for Gods or are you planning to make them?

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