Interest Check: Plane-Hopping from Bard's Gate


Recruitment

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Because I clearly don't know when to stop running games, who'd be interested in a game with a heavy focus on plane-hopping? And I don't mean "Oh, let's visit the Plane of Fire today, and Hell tomorrow", I mean lesser-known places like quasi- and paraelemental planes, zodiacal planes, weird places connected to mortal realms... seriously, you wouldn't believe how many locations I've managed to collect over time. And hey, why not visit them?

Your home base would be Bard's Gate, the central adventuring city of Frog God Games' Lost Lands setting. If you aren't familiar with Bard's Gate, all you need to know is that it's the best and most complete city for Pathfinder I've ever seen, and there's probably no better home for your characters.

Probable Rules:

-Gestalt characters, but no more than one class published by Paizo. All others must be something found on the Spheres of Power Wiki (ask before picking something from Gonzo, tho'). Note that I dislike overly specialized or min-maxed characters, and strongly prefer generalists who are decent at many things. If you want to be stronger than appropriate for your level, this is not the game for you. I have a list of expected numbers by level and will be checking it.

-Starting Level 5 or so, because I've played enough at low-levels.

-Expect relatively short missions designed mostly to let you regularly experience new places.

-Party's choice of sandbox or getting a written plot.


Interested.


Although, I have never tried gestalt nor spheres of power (always meant to but never got around to it), I can't get enough of the planes! I'm interested.


Very cool idea....

Sovereign Court

Interested and very happy to use Spheres of Power


Tempting... VERY tempting.


Update:

I'd also accept Dreamscarred Press stuff in general for classes. Mostly, I just wanted to take this chance and encourage people to try something new. XD

Examples of places you might visit:

> An armory that stores (and, indeed, is made of) the weapons used in the war against Rovagug, ruled by a sentient scythe forged from every weapon that had tasted the Rough Beast's blood

> A celestial factory where items given as gifts to mortals by higher powers are produced to specifications

> The last city of a destroyed world, existing on an asteroid circling the planet's old core

Many of the locations visited have interesting benefits for those who know how to visit. For example, the ruler of the armory can tell you about the location of pretty much any weapon you could imagine, while the factory could produce nearly anything for you... but only if you bring it another item worth at least as much as what you're asking for.


You haven't dissuaded me.
;P


Interested. Has lots of potential! Does anyone have a link to Spheres of Power? PDF, possibly?


How about http://spheresofpower.wikidot.com/

The wiki is pretty good at covering this.

As for ideas, let's see if my muse is willing to help. I do love spheres of power and I love psionics.


Do the spheres of power archetypes qualify as the have of the gestalt that comes from SoP or does the class have to be one of the spherecaster classes?


Sphere Archetypes will count as coming from SoP, since even the mildest is a significant change to the normal playstyle of the character.


Dotting. Keeping an eye here if it becomes an actual recruitment. I like the idea of short missions, and I trust you for the sandbox option because I've seen your games before. :)


See, you warn us about picking anything from the Gonzo section, but then I see classes like Chimney Sweep and Phantom Thief and Battle Butler and I have to at least try.


Less "warning" and more "encouraging you to ask to be sure your idea fits before you do too much work". XD It's a weird pair of books, and not every option is appropriate for every game. (...Well, that's always true, but it's more true than usual here.)


Spheres of Power seems like such a cool system but it intimidates me. I've looked through the wiki multiple times and I have never come out of it with a viable character idea. Dreamscarred Press's Path of War classes on the other hand... I think I am going to attempt to make an extremely versatile character combining those two rulesets.

A Harbinger combined with a Sphere caster that focuses on healing could be interesting. They do their best to mend the damage they cause with their terrible Harbinger powers.


Feel free to ask if you have any questions about the systems. ^^ I'm always happy to help people understand how to make characters.

(Pro Tip: Start with the Life Sphere's Revitalize. For out-of-battle healing, it's your best friend.)


Thanks Rednal! I'll let you know if I have any SoP questions.

Do the Lost Lands have their own set of gods and the like?


Yes, they do. You can check a list here for the local deities. Pathfinder's deities are also acceptable - broadly speaking, I'm having them in the same cosmology, but local deities do add some extra flavor.

You can also select Yidhra, the Goddess of Paradoxes (who has the domains of Chaos (Whimsy), Law, Liberation, Madness (Insanity), and Void (Dark Tapestry), and is both Lawful Neutral and Chaotic Neutral).


I'm thinking so a warpmaster/sphere bard. If that's possible.


We have the same problem GM Rednal. Would a Psion/Thaumaturge be acceptable?


Does it fit the notes up above? If so, probably.

As a good rule of thumb, you tend to get good variety with a character if you make sure they have different BAB's and generally fulfill different roles, and that's what I'll be looking at.


Soooooo.... that last phrase sounds like a move from an interest check to a recruitment. Are you at that point or hypothesizing? :)


Well, people are interested... I just need to get some things set up properly, including a master list of how you can get to each place. XD


So is warpmaster (from gonzo) okay?

Are you going to use ABP?


Warpmaster should be fine - indeed, given the whole plane-hopping thing, it's rather appropriate. XD Not sure about ABP - a bit more emphasis on loot might actually work better here, rather than characters who are innately powerful.


Any races that aren't going to be suitable? I have a Goblin lying around in my brain. I'd like to get him out. But Goblins, even one ones who cunningly disguise themselves, don't always work...


I'll probably be allowing Core and Featured races. Also, this bit from the book:

"Bard’s Gate is a tolerant city and most citizens vary from neutral to chaotic good. The city harbors many different races and beliefs, allowing most citizens to do as they please, but also allowing much evil to exist undetected. This is not to say that the city’s inhabitants are tolerant of evil; quite the contrary. Living under the constant threat of invasion from the orcs and gnolls of the north makes the average Bard’s Gate citizen even more determined that good triumph, but their “live and let live” philosophy also gives evil the opportunity to hide itself successfully."

It probably helps that it's gained a reputation as the center of civilized lands, so travelers from all over have made their way to it. Of course, any traditionally monstrous race would probably want to be working extra hard to reassure people they're not a threat. XD Especially since most of the city is well-patrolled and secure.

(And by that, I mean "It's a Metropolis big and rich enough to have 9th level spellcasting services, and the city is quite willing to use those services if it thinks it's necessary.")


Groovy. I don't currently have any of the Bard's Gate sourcebooks, is there any other useful information from the books available?


Uh, a couple of hundred pages worth. XD But here are the main points from the introduction.

Primer on Bard's Gate:

Bard’s Gate in the Lost Lands

In the world of Lloegyr (called simply the Lost Lands by most), Bard’s Gate holds a place as an independent city-state and political and financial power far beyond its size and expected level of influence. It accomplishes this through a combination of extensive and lucrative trade networks, the ability to project its military power far beyond the capabilities of its actual military forces, and a level of political and diplomatic acumen far beyond that commonly seen in the region.

The trade networks that Bard’s Gate has carefully established and nurtured are the true key to its surprisingly expansive influence. From the beginning of its existence, the King’s Bridge trademoot and later the actual free city of Bard’s Gate realized that its principal function and means of continued existence relied upon a commanding influence on trade in its region. The fact that it controlled the northernmost crossing of the Stoneheart River, enabling east-west trade and north-south trade to easily coordinate, helped this endeavor immensely. The fact that its control of this crossing lay north of the traditional bounds of the Kingdoms of Foere and thus provided a neutral point of trade that, while allied with the Foerdewaith Crown, was able to maintain its own independent trade relations provided a convenient stopover for nations that were overtly hostile to Foere, such as some of the nation-states of Akados including Oceanus in the north and the Heldring in the south, or were occasional rivals of the Hyperborean Monarchy of Foere, such as Reme to the west and the borderland and sundered kingdom realms of the east. The fact that it lay upon the shortest land route between the eastern and western seas as well as the land route to the eastern continent only added to the strategic significance of its position.

In addition to the exceptional trade location of Bard’s Gate is added its exceptional handling and emphasis that is has purposely placed on the passage of trade. For most of the city’s existence the Stoneheart River’s system of cataracts just inside the forest of the south made river trade difficult at best, but early on the city installed well-maintained portages within the bounds of forest. Rangers were employed to patrol the surrounding woodlands and ensure that the portages remained safe for use and clear from hostile occupation by the unfriendly denizens of the forest. The use of these rangers and the exploits of their founder eventually expanded and became the genesis of the group known as the Longhunters who continue to provide wilderness security in the Bard’s Gate region to this day. And with the development of the unparalleled engineering demonstrated in Karling’s Contraption in recent years to provide a safe and reliable river lift to avoid the need of portage altogether, trade along the Stoneheart has never been more lucrative.

Similarly, Bard’s Gate quickly strove to — if not exactly tame — at least subdue the Lyre Valley to ensure that the roadways converging within it were safe for trade. Much of the city’s early coin went to funding the patrols of these roads so much so that the actual defenses of the city were greatly delayed. It was centuries after the city’s founding that proper walls were constructed. This interest similarly spread westward to the entirety of the Stoneheart Valley and led to the natural alliance and continued relations between the city and the Duchy of the Waymarch.

More recently as the city’s influence continued to expand and its high burghers and mayors contemplated greater aspirations, it began a subtle but determined policy of gaining leverage in sea trade. First investing its resources in Freegate as a principle port of trade and then slowly bringing to rein the heretofore often-lawless waters of the Amrin Estuary, Bard’s Gate began its expansion at sea. Always careful to neither offend nor favor the Foerdewaith Crown or the burgeoning naval empire of Oceanus, Bard’s Gate was able to carefully negotiate the margins between the two and gain its own maritime sphere of influence.

The resounding success of the city’s sea trade strategy in this is evidenced by the welcome of Bard’s Gate ships in every major port upon the Gulf of Akados and the Sinnar Ocean — both in Akados and Libynos — though with some level of begrudging tolerance in rival Endhome. Moreover, the city actually controls major ports of trade in Freegate, Eastgate, and at Cantyn Light with a major naval base at Telar Brindel precariously balanced between the mutually hostile ships out of Eastwatch and Tros Zoas. Yet despite the constantly wary navies of Foere and Oceanus out of the latter two ports, seemingly always looking for a fight over the least provocation, the ships bearing the flag of Bard’s Gate are able to traverse the Pontine Straits and beyond with little risk of boarding or search-and seizure. Both nations recognize the value of a powerful neutral trade partner.

The naval base and citadel at Telar Brindel is also an excellent example of the city’s ability to project power far beyond its ability to field forces sufficient to truly enforce this projection of authority. As a landlocked city with its only sea access through a river that winds more than a thousand miles through the territory of a rival kingdom and by trade roads that cover 500 miles or more just to reach the coast, Bard’s Gate is not a natural fit as a maritime trade power. However, the city leaders have wisely understood that generous coin and a free hand go much farther in diplomacy and remote leadership than a sharpened spear and firm grip. The high burghers consistently promoted profitability over patriotism and, as a result, were able to lure in and hire the best naval officers of the eastern seas. The free flow of coin also ensured that quality ships could be built or purchased for this cream of the crop to command. The lack of an ethnic or national identity permits sailors from any nation-state to sign on to crew these ships for decent wages, good leadership, and without fear of impressment by their own or any other navy they may encounter. Serving as a sailor in the navy of Bard’s Gate is not the most prestigious of naval traditions, but it is by far one of the most lucrative among the rank-and-file with better pay and better conditions than most.

With quality ships under skilled masters plying the waters of the Amrin Estuary and Pontine Coast to squelch its centuries-long tradition of piracy and to help keep the sea trade flowing, it was only natural for the city to look to guard its land interests at its ports of call. Ships companies tend to want to stay with their ships, and a company of marines is only equipped and provisioned for maintaining a land position for so long, so the city knew it needed a more permanent solution — or at least somewhat more permanent. The city has no tradition of a permanent standing army, and as a free trade city never had need of one. Its own defenses are maintained by the small, elite force of the Lyreguard and the ranks of volunteer Free Defenders, neither of which are numerous enough nor particularly suited for a stationing at a distant post.

For long years the city had maintained a special relationship of mutual defense with its western neighbor, the Duchy of Waymarch, that had expanded into a tradition of hiring the numerous-but poorly-funded forces from the duchy as long-term mercenary companies. The advantage of these hires lay in the continued good relations with the city’s closest neighbor and the benefits of discipline and stability that came from hiring mercenary forces from an existing military rather than just roving free companies. The constantly renewing treaty and contracts have proved lucrative for both the cash-strapped duchy and the cavalry troopers themselves who receive not only their standard pay, largely funded by the coffers of Bard’s Gate per the terms of the contract, but also a substantial foreign-service bonus that is entirely funded by Bard’s Gate. This engenders a loyalty and comity among these mercenary troops that Bard’s Gate enjoys and has come to rely on more than once. Originally, the use of the Waymark troops allowed Bard’s Gate to free up more of its native forces to man the distant posts of its hegemony. However, the more recent legal innovation allowing Waymark forces to be deployed directly to these holdings has increased the security and presence of Bard’s Gate’s forces abroad and has resulted in the unusual occurrence of sighting cavalrymen of Waymarch in such far-flung places as Telar Brindel, the Moon Fog Hills of the District of Sunderland, and the mouth of the Binjeran River at Cantyn Light, as well as many points in between.

The result of all this diplomatic, financial, and legal wrangling is that the city of Bard’s Gate continues to maintain and fund only a relatively small permanent military force, but through its allies and prodigious purse is able to place competent, professional forces far afield to maintain and steadying presence and even reinforce them with greater numbers as needed to deal with local threats. The fact that it is in the great interests of many allied nations that Bard’s Gate maintain its neutrality as well as its trade connections ensures that no formal military threat has ever imperiled one of these outposts. The value of the free city’s existence was further underscored with a recent attack on Bard’s Gate by the foreign Huun invaders that mobilized much of the folk of Akados to come to their aid. The fact the Huun were seen as an imminent threat to all peoples of the continent certainly called for a cooperative military response, but loss of coin by the many nations with the city’s investment surely spurred them on to swifter and more direct action — a development that was not lost on the city leaders nor on the surrounding powers that be as the city and entire continent look forward into the uncertain times that they face.

The final key to the unprecedented success and power of a city the size of Bard’s Gate and the fundamental role that it has played in its relatively short history in Akados is the legendary diplomacy and political maneuvering of its leadership and ambassadors. A free city that is a fraction of the size of most of the continent’s major cities is not only able to count itself among them (if not above them) but finds its diplomats on equal footing with even the most powerful courts of two continents. Much like with the trade networks and financed allies as mentioned above, this final principle of the city relies on the same circumstances — wealth and a diverse cast from which to call upon. As a center of trade, Bard’s Gate commands financial resources equal to or exceeding even the great banker cities of the continent such as Remballo and Tourse. But unique, perhaps in all the world, to Bard’s Gate is its emphasis as a center of education. The courts of distant Ammuyad are said to sponsor great universities, and many cities across Akados boast great institutions of learning, but few have placed the resources and civic support behind them like that of Bard’s College. The first true high burgher of Bard’s Gate was the founder of the college after all, and its support and emphasis became a tradition followed by all high burghers thereafter.

But even more than this nearly unprecedented level of sponsorship (there are certainly universities in Reme and Courghais that have received more political or financial backing) is that Bard’s College doesn’t merely teach musical skill and the arts, it teaches oratory and diplomacy. Many of the graduates of Bard’s College go on to become some of the greatest and most famous maestros and artists in the world, and more importantly many of them go on to become some of the greatest leaders and statesmen. And if there’s more than a little magical training in their curriculum, it only serves to enhance their already considerable training in engaging and influencing people.

It is a fact that Bard’s Gate is home to more individuals per capita with high character class levels than virtually anywhere else in the known world, and this certainly lends to both the quality of the training and the skill level (in both the mundane and magical arts) that Bard’s Gate fields as diplomats, envoys, spies, and agents. Combined with no small amount of guidance and support by a body as august and powerful of the Dominion Arcane, which has its own interest in seeing the city prosper, the ambassadors and negotiators are formidable indeed, as well as, backed by a significant treasury for use in smoothing paths and brokering deals. The representatives of Bard’s Gate are neither so immoral nor so foolish as to try something as crude and underhanded as magically charming those with whom they negotiate with, but there are many applications of magic that are benign and supportive and even more applications of valuable skills and experience gained in the learning and practice of such arts.

A common saying among those who deal with diplomats from Bard’s Gate is, “Keep your eye on your purse, not because they’ll steal it but because you’ll end up giving it freely”. Many a foreign negotiator, leery of magical influence, comes to the table with the envoys of Bard’s Gate prepared with dweomers to detect and dispel any charms and influences that might be in effect, but none are ever found and such measures are ultimately pointless. The skills and abilities brought to the negotiation table by a legate of Bard’s Gate are much too subtle and effective for such methods to disrupt.

Laws and Customs

As a free city, Bard’s Gate establishes its own laws and customs. Though as a trade city, these are principally designed to protect the interest of visiting traders as well as the city’s residents in order to keep trade open and vibrant.

Weapons and Armor

Generally, the various District Watches allow the wearing of light armor (and hide armor as a medium armor) unless otherwise noted. Medium (other than hide) or heavy armors are frowned upon if not outright prohibited. At best, guardsmen take note of those wearing such armors and will approach and question them closely, threatening them with arrest if they do not leave the district immediately and not come back until they have removed the offending armor. If the wearer can show official credentials as being about the business of the city or are successful at making a DC 20 Diplomacy check (modified by the District Modifier listed in each district’s description), then they are allowed to go about their business though still under careful observation (–4 to all attempts at Stealth, Sleight of Hand, Disguise, or similar checks). In addition to the prohibition on armor only light weapons, longswords, rapiers, or whips may be carried openly, and these must be sheathed.

There is no requirement of “peace-binding” such weapons, as this is generally seen as an effete affectation, though many aristocrats and some young fops have adopted the custom. Martial weapons, two-handed weapons, and exotic weapons must be stowed. No polearms are allowed. Persons in violation of these rules quickly draw the attention of the guard.

After a warning, persistent violators have their weapons confiscated. If serious problems arise, veteran warriors are called in to deal with violators, as are priests of Vannithu, who volunteer with the guard. These laws are more strictly enforced as one moves closer to the Keep District — in some outer districts, the constables do not have enough manpower to enforce weapons laws too strictly, and often let minor violations slide as long as no one causes trouble.

Magic

Open use of magic is frowned upon — particularly spell casting. The casting of low-level personal spells is tolerated, though not in shops or stores. Destructive spells or spells affecting others are always outlawed, though unless done in the open one most likely avoids detection. This draws the attention of the constables and a sheriff, and possibly a low-level wizard with the sheriff.

Defenses

The town has recently replaced an earthen rampart and wooden palisade around the city with a stone wall capped with a crenellated parapet. The entire fortification rises 50 feet. The town is separated internally by canals with narrow bridges that provide an additional defense in the event the outer walls are breached, and allow for defense by a relatively small number of defenders.

The Canals

The canals were built to help facilitate the river trade (or avoid taxes on said trade), and cut a swath through the eastern and western sides of the city. Numerous bridges cross the canals at various points. These small bridges are removable, designed by dwarven engineers of the Silverhelm Clan, with strategic sections along their length that can be removed from either side in only minutes. They offer greater security in the event that the city is overrun, and defenders find themselves retreating to the security of the inner city.

Economics

Bard’s Gate is a remarkably prosperous city, especially given its small size. The mountains to the north used to provide metals and gems, but the mines have become too dangerous to maintain with the recent incursions of raiders in the valley and the darker threats of the higher slopes. For this reason, Bard’s Gate relies heavily on overland and river trade to the West and South. Any interruptions of traffic are investigated by the City’s agents, and especially serious problems draw the attention of Imril and his Lyreguard.

Religion

A liberal and tolerant city, Bard’s Gate is home to many different faiths.

The city’s primary religion is the worship of Oghma, God of Bards and Protector of Bard’s Gate. Closely following Oghma is the worship of Dre’uain the Lame, God of Crafts, thus the preponderance of well-made goods in the city, and Sefagreth, the official patron of the trade upon which the city is built. A shrine to Tykee, Goddess of Luck and Good Fortune, is very popular with the populace, and sees much traffic in the Bridge District. Freya, Goddess of Love and Fertility, has a very loyal following, especially among the youth. Yenomesh, the God of Glyphs and Writing, is extremely popular with the college crowd, and the abundant arcane community. Vanitthu, God of the Steadfast Guard, is venerated by many of the various city watches; his temple in the Old Temple District is a bastion for city defenders. Belon the Wise, the God of Travel and Magic, is rising in popularity, his name carried on the lips of many making their way around the Lost Lands. The Khemitite goddess Bast also enjoys an unusual popularity for a western city, the presence of her cats seen as a mark of good luck by the inhabitants.

Other notable religions include the worship of the older gods, such as Thyr, God of Justice and his sister Muir, Goddess of Virtue — though the people of Bard’s Gate tend to deemphasize these gods’ lawful natures, and respect, rather than truly revere them. These two deities suffered a major setback with the sacking of their more prominent temples to the north, near the Stoneheart Valley Dungeon. Jamboor, the Hyperborean God of Magic and Secrets, is still given lip-service by many within the Dominion Arcane. The grain goddess Ceres was once oft-venerated among the folk of the city but now is all but forgotten. In like manner worship of these old gods has declined, along with their once-proud temples, and many of the newer gods hold sway over Bard’s Gate.

Many, many other gods and goddesses are venerated in Bard’s Gate as well, and some outsiders refer to it as the City of a Thousand Gods, with good reason. Such deities as Moccavallo, God of Treachery, Mitra, God of Justice and the Sun, Pekko, God of Ales and Grains, and Gromm, God of Storms, are but a few of the gods that have shrines and devoted priesthoods. The city’s nonhuman inhabitants also follow their own faiths as well, including Dwerfater and Darach-Albith, as well as a long-venerated shrine to the Bird Goddess Rhiaan, who is seen as a protector of the vale, and a temple to the enigmatic deity known only as The Spider.

The open worship of evil deities is prohibited, though in a city this size there are always secret cabals of evil that go unchecked and in the shadows, darker worship services are held. It is widely rumored that the Cult of Orcus, Demon-Prince of the Undead, has established itself in Bard’s Gate, and stories of the Cult of Set and its abominable practices circulate constantly. The Toad-God Tsathogga, whose followers assisted in desecrating the Valley of the Shrines, are also said to be present here, working behind the scenes to bring ruin to the city. Recently, activity in the sewers suggests the Rat-Queen S’Surimiss is actively taking a role in the City. So far, the authorities have proved unable to root out these cults or even to conclusively prove that they exist. Rumors suggest that the Cult of Hel may be active again in the Wilderness, and strange disappearances in the Foreign Quarters, as well as whispers in the Black Market, suggest The Master may be the one behind the local slave-trade.


GM Rednal wrote:
Feel free to ask if you have any questions about the systems. ^^ I'm always happy to help people understand how to make characters.

That would be most helpful! :)


GM Rednal wrote:
Warpmaster should be fine - indeed, given the whole plane-hopping thing, it's rather appropriate. XD Not sure about ABP - a bit more emphasis on loot might actually work better here, rather than characters who are innately powerful.

If we have a metropolis, then it's much better to use cash instead of ABP. :)


Alright... into the ring, I'll toss 'Sparky' - a fun-loving and fire-obsessed Halfling Elementalist (Flame Warrior) / Unchained Monk (Master of Four Winds).

I might swap Monk for something more whimsical once I have a chance to review the various sources. I haven't heard of Gonzo before so I am intrigued...

Liberty's Edge

Must...not...play...Magical...Girl...

And nothing, I'm hooked. I have a few ideas bouncing in my head, which will wait for the recruitment. Not to mention that I'll likely play a Gonzo-only game in the future, since anything that has a chapter called "Giant Robot Rules" deserves all my love.


(When recruiting) Having looked through some of the options, I'm going to bust out a variant of an old character. Still going with Sparky the halfling Flame Warrior but teaming it with a standard Monk (of the Open Hand) and his preferred improvised weapons are his fry pan and Ladle of Doom. He's a chef who provides his own cooking heat.


Finally, if we both get in I don't need to give a character craft (food).

...not that many people would trust what a Goblin cooks, but it's nice regardless!


lol! Indeed JG, I got you covered there. :)


I'm thinking... I've never had a chance to try out SoP though I have the pdf. But yes, interested.


VERY interesting, the possible places we go sound like proper adventuring!

I'm thinking oracle, probably heavens or nature, they seem like they'd enjoy a trek through the planes.

Liberty's Edge

I've just had the idea of a researcher, mixing Spheres of Might's tactician with Spheres of Power's Eclectic Researcher wizard, as the ultimate knowledge seeker.


Spheres of Might content is generally not available since it's still in playtesting and development.

(I'm totally planning to accept it once it's finalized, but for now, there are too many issues with things being changed and balance could be pretty wonky.)

Liberty's Edge

Understandable, I'll save Magic Indiana Jones to another day.


I played around this afternoon with a Kinetic Scourge Mage Knight / Unchained Rogue. Sort of a tiefling Spiderman build.

I don't know if this concept is any good, although it sounds fun.

It is the first time I've experimented with SoP.

Any input anyone might have would be welcome.

The Mage Knight:
Dark Sphere: Darkness, Lingering Darkness, Snagging Darkness
Destruction Sphere: Blast, Energy Tether, Gather Energy, Shape Focus

Somatic Casting
Mystic Combat: Invisibility (via xtra Mystic Combat Feat)
Quickdraw combat feat

The Rogue:
Combat Swipe
Wall Climber
Rogues Edge: Acrobatics

Tamm:

Tamm
Tiefling unchained rogue 5/mageknight (kinetic scourge) 5/gestalt 5 (Pathfinder RPG Bestiary 264, Pathfinder Unchained 20)
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 49 (5d10+15)
Fort +6, Ref +8, Will +5; +2 vs magic
Defensive Abilities danger sense +1, evasion, resist magic +2, stalwart, uncanny dodge; Resist cold 5, electricity 5, fire 5
Weaknesses shape focus, somatic casting
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee
. . mwk kukri +8 (1d4+4/18-20) or
. . mwk kukri +8 (1d4+2/18-20) or
. . touch destructive blast +9 (1d6) or
. . unarmed strike +9 (1d3 nonlethal)
Special Attacks sneak attack (unchained) +3d6
Spell-Like Abilities (CL 5th; concentration +4)
. . 1/day—darkness
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 16, Wis 12, Cha 9
Base Atk +5; CMB +9 (+11 steal); CMD 19 (21 vs. steal)
Feats Agile Maneuvers, Extra Mystic Combat, Improved Steal[APG], Quick Draw, Tether Adept, Two-weapon Fighting, Weapon Finesse
Traits cliff jumper, pragmatic activator
Skills Acrobatics +13, Appraise +11, Bluff +7, Climb +17, Craft (alchemy) +7, Craft (armor) +5, Craft (weapons) +5, Disable Device +12, Escape Artist +12, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +9, Spellcraft +7, Stealth +14, Swim +4, Use Magic Device +11; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Infernal
SQ casting, darkness, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, destructive blast, energy tether (blast shape), gather energy, lingering darkness, magic skill bonus, magic skill defense, mystic combat ability (invisibility [5 rounds]), prehensile tail[ARG], rogue talents (combat swipe, wall climber[UC]), snagging darkness (darkness), tethered, tethered maneuvers, trapfinding +2
Other Gear +1 mithral chain shirt, mwk kukri, mwk kukri, 7,784 gp

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Special Abilities
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Feats:
Agile Maneuvers Use DEX instead of STR for CMB
Improved Steal You don't provoke attacks of opportunity when stealing.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

Mage Knight:
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Casting (CL 2, Intelligence, DC 13) You can cast sphere effects.
Dark: Darkness You can create an area of darkness
Dark: Lingering Darkness Your darkness can persist up to 2 rounds after concentration ceases
Dark: Snagging Darkness Your darkness can entangle targets
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Energy Tether Turn your destructive blast into a tether that binds the target to you
Destruction: Gather Energy Increase destructive blast damage to 1d6/CL by increasing casting time by 1 step
Invisibility (5 rounds) (Su) Become invisible as a swift action for 1 SP
Resist Magic +2 (Ex) Gain a bonus to all saves against magic
Shape Focus (Energy Tether) You may only make a destructive blast of a single shape.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Tether Adept Anchor your Energy Tether to solid surfaces
Tethered You gain the Destruction Sphere and Energy Tether as bonus talents
Tethered Maneuvers (Ex) Perform combat maneuvers using your Energy Tether

Rogue;
Climb (20 feet) You have a Climb speed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Tiefling:
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.


After much wiki reading ... I think I might play a good old Mage knight/fighter (any ideas for a good combo with mage knight?)
Also, is this officially recruitment? If so, when d'ya think characters should be done?


You might have seen, but there are both a cool Spheres Unchained Rogue Archetype and Rogue Talents which can be really, really useful.


This is not an official recruitment yet. o wo Also, both Mageknight and Fighter are Full BAB characters, which broadly means they're front-line damage dealers. Might be a bit too focused on offense, there, since you really only need one class for dealing damage.


Ailill MacMata wrote:

After much wiki reading ... I think I might play a good old Mage knight/fighter (any ideas for a good combo with mage knight?)

Also, is this officially recruitment? If so, when d'ya think characters should be done?

A good combo with Mageknight (has everyone been peeking at my notes? My plan is a Doomblade Mageknight/Bard...with a Goblin), well anything that uses Charisma is a good idea. Spherecasters don't care about armour unless you take a casting tradition requiring it, and casting traditions are optional anyway, so Sorcerer, Oracle, Summoner, ...they can all mesh well. And you can expand those choices with Unorthodox Casting trait, which would let both classes cast off Intelligence, Wisdom of Charisma. As far as I recall, a Mageknight doesn't need any Charisma bar for casting, so it's a very viable choice.

Alternatively, if you wanted to go with a Fighter, the Spirit Wielder and War Hero have some cool stuff in them.


That unchained rogue archetype is interesting, but I don't know if I would like giving up debilitating injury.


Incidentally, at the moment, I'm working on putting together some information for your backgrounds and stuff. o wo Among other things, I'm adding notes on housing (murderhobos you are not... hopefully) and social status (which'll affect your cost of living and will be modified by your classes). Generally, classes seen as particularly civilized for the area (Bard's - naturally - as well as Paladins, Wizards, etc.) get afforded more respect than their status would usually command, while rough types like Barbarians and Rogues are seen as lower.


GM Rednal wrote:
Incidentally, at the moment, I'm working on putting together some information for your backgrounds and stuff. o wo Among other things, I'm adding notes on housing (murderhobos you are not... hopefully) and social status (which'll affect your cost of living and will be modified by your classes). Generally, classes seen as particularly civilized for the area (Bard's - naturally - as well as Paladins, Wizards, etc.) get afforded more respect than their status would usually command, while rough types like Barbarians and Rogues are seen as lower.

There should probably be some modifications for people with lots of local ties and newcomers. And probably racial modifiers. (Says the newcomer catfolk)

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