
Eleven_Zee_Alpha |
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I will check over once more but Eleven should be done.

Xonti Ensk |

Reposting a cleaned-up submission for Xonti...
Name: Xonti Ensk
Gender/Race: Male Ophiduan
Subtype: Medium Humanoid [Reptilian]; [Minor Metamorphosis: Large/Small]
Alignment: Neutral-Good
Level/Class: 1st level Cryptic (Raveler)
FCB: +1 PP/level
Initiative: +4
Movement: 30' [Minor Metamorphosis: 20' climb/swim, 15' burrow, or 40' move]
Vision: 60' Darkvision; Perception: +6/+7 vs. traps
Age: 21 years
Height: 5'9"
Weight: 152 lbs.
Languages: Ophiduan, Chemish, Ophic, Oroki, and Somnese; [Common language?]
Religion/Philosophy: the Flow
Hero points: 1
Str: 12 +1 [14 +2=Minor Metamorphosis, Str]
Dex: 19 +4 [17 base; +2 Dex]; [21 +5=Minor Metamorphosis, Dex]
Con: 14 +2 [16 +3=Minor Metamorphosis, Con]
Int: 18 +4
Wis: 14 +2 [12 base; +2 Wis]
Cha: 13 +1 [15 base; –2 Cha]
[Set 2=18/17/15/14/12/12]
Wounds: 28
Wound Threshold: 14
Vigor: 8; [d8 hit dice]; [Minor Metamorphosis: 5 temp hit points]
AC: 18; Def. Bonus=+3; NAC=+1; Dex=+4
TAC: 17; Def. Bonus=+3; Dex=+4
FfAC: 14; Def. Bonus=+3; NAC=+1
[Minor Metamorphosis: 5 Resistance vs. Cold, Acid, Fire, or Electricity]
BAB: 0 [+1 with Ophid Glaive; +1-2 Str/+4-5 Dex]
CMB: +1 [Str=+1][Minor Metamorphosis, Str=+2]
CMD: 15 [Str=+1/Dex=+4][Minor Metamorphosis, Str or Dex=16]
Fort: +3; Resist=+1/Con=+2/class0; [Minor Metamorphosis, Con=+4]
Refl: +7; Resist=+1/Dex=+4/class2; [Minor Metamorphosis, Dex=+8]
Will: +5; Resist=+1/Wis=+2/class2
[+2 Save vs. poison]
Psionic Powers Level: 0 level, 1st
Save DC: 14+Level
PP: 6 [1st=+1/Bonus=+2/Psi-Tal=+2/FCB=+1]
Cryptic Talents and Powers: Psionic Repair [0], Ectoplasmic Trinkets [0], Kinetic Legerdemain [1st], Minor Metamorphosis [1st], Prevenom/Prevenom Weapon (1/day;racial;1st)
Akashic Veil: Loyal Paladin’s Spear of Light [Hand; Good; Save vs. Reflex for 1/2 damage]; Swift action, 1d6 Akashic energy damage [1d4 vs. Good/1d8 vs. Evil]; Shortspear or Rapier form.
Feats: Psionic Talent [Race], Extra Power Known=Kinetic Legerdemain [1st], Scribe Tattoo [Class]; [Minor Metamorphosis: Cleave/Imp.Trip]
Traits: Flexible Forms=Rapier [Magic], Combat Training=Clockwatcher [Combat], Disgraced Guardsman [Campaign], Protectorate Educated= +1 Religion and Psionics [Regional]
Flaws: Impatient, Provincial=-2 Sense Motive/Diplomacy other than NG alignment or the Flow
Weapon Proficiency: All Simple plus Rapier, Shortbow, and Ophid Glaive [+1 to attacks with Ophid Glaive due to Disgraced Guardsman trait].
Armor Proficiency: All Light Armor; Defense Bonus [+3]
Skill Ranks per Level: 4 + Int modifier[4]; Background: 2/level
Class Adventuring Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all else) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Trained Adventuring: +6 Autohypnosis, +9 Disable Device, +6[+7 vs. trap] Perception, +6[+4 vs. other than NG/the Flow] Sense Motive, +8 Spellcraft, +9 Kn=Religion, +9 Kn=Psionics, +8 Escape Artist
Untrained= +4 Acrobatics, +1 Climb, +1 Disguise [+10/12 Minor Metamorphosis], +4 Stealth, +1 Swim, +1 Diplomacy [-2 vs other than NG/the Flow], +2 Heal, +4 Ride, +2 Survival, +1 Intimidation [+2 Minor Metamorphosis], +1 Bluff
Class Background Skills: Appraise (Int), Craft (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility)
Trained Background: +5 Appraise, +5 Sleight of Hand
Untrained= +4 Craft, +1 Perform, +2 Profession, +4 Lore, +4 Artistry, +1 Handle-Animal
Equipment:
Ophid Glaive=75gp/8-lb; 1d8+2 B/1d10+2 S, x2/x3, double, reach [S only]; +1 hit due to trait, [2-Handed=+2 attack total;+3=Minor Metamorphosis, Str only/1d8+3;1d10+3]
Sling=0/-; 1d4+1 B x2, 50'range
10 sling bullets=1sp/5-lb
Kunai=2gp/2-lb; 1d4+1-2 B/P, 10'range, usable as crowbar/piton, [Light]
Club=0/3-lb; 1d6+1-2 B, 10'range, [1-Handed=+2 attack total; +3=Minor Metamorphosis, Str only/1d6+2-3]
Haramaki=3gp/1-lb; [AC=1]
Backpack=2gp/2-lb
Poncho=5sp/2-lb
Bandolier=5sp/-
Speed sheath=10gp/1-lb
Thieves-Tools=30gp/1-lb
Waterskin=1gp/4-lb
Explorer-Outfit=free/8-lb
Mess-kit=2sp/1-lb
Coins= 6gp;7sp left [rolled 140gp]
Enc=38-lbs [Carry Cap: 43/86/130]
=====
Personal Background: A former Ophid Guardsman of Lirasse, Xonti Ensk found opportunities elsewhere within the City of Arbil as a private citizen. Wholly sensible, plausible, and rational in his outlook, he will defer to [or openly assist] those with greater psionic abilities. Those with lesser psionic potential, he believes in handling with a firm but fair guiding hand; he personally considers non-psionics to be "handicapped" in some form or another...
As a staunch believer in the Philosophy of the Flow [ie. "May your Patterns ever be within the Flow..."], Xonti possess some unusual abilities in Akashic manipulation; something that the Ophiduan Raveler Cryptic suspects to be some obscure and ancient form of Psionics pre-dating back from even before the Godminds existed- possibly even originating from a time before the Impact... although he'd be loathed to admit such a thing due to his upbringing within the Protectorate [ie. "Psionics are the end all, be all of all things"].
He is considered a part of the "middling caste" in a society defined purely by the strength of an individual's psionic cabilities, thus it is only rationably sensible that he follows his own path, wherever it may take him, the Flow willing and ever unfolding...
Ophiduan Racial abilities [plus Alternate Racial Trait]:
+2 Dexterity, +2 Wisdom, –2 Charisma
Reptilian Blood: Ophiduans are of the humanoid (reptilian) subtype
Medium: Ophiduans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Ophiduans have a base speed of 30 feet.
Scaled Hide: An ophiduan’s skin is hardened scales and grants the character a +1 natural armor bonus to AC.
Naturally Psionic: Ophiduans gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.
Poisonous Flesh: While most ophiduans are resistant to poison, some are capable of excreting a poison from their skin. Ophiduans with this racial trait can use prevenom or prevenom weapon as a psi-like ability once per day with a manifester level equal to character level. This trait replaces the serpent’s bite racial trait.
Darkvision: Ophiduans can see in the dark up to 60 feet.
Poison Resistant: Ophiduans gain a +2 racial bonus on saving throws against poison.
Psionic Aptitude: When an ophiduan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Weapon Familiarity: Ophiduans treat any weapon with the word “ophiduan” in the name as a martial weapon rather than an exotic one.
=====
Note= Difficulty Class for saving throws against cryptic powers: 10 + the power’s level + the cryptic’s Intelligence modifier [4]. To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.
Pattern Designs (Su): The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.
(Psionic Repair [DC 10], Ectoplasmic Trinkets [DC 10], Kinetic Legerdemain [DC 12], Minor Metamorphosis [DC 12])
When a cryptic manifests one of their powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.
Altered Defense (Su): As a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + Intelligence modifier [4]. The cryptic can maintain this ability as long as the rounds are available, or dismiss it at any time as a free action.
Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to his AC.
Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.
Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).
Akashic Absorption: The raveler’s altered defense ability is tied directly into his veils, increasing the defensive properties of any veils he wears while sacrificing the standard benefit of the ability. Whenever a raveler activates his altered defense ability while he has a veil shaped which grants damage reduction, energy resistance, or a bonus to saving throws, he increases that bonus or defense by an amount equal to his altered defense bonus instead of gaining its normal benefits.
This modifies the altered defense ability.
Scribe Tattoo: At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power known (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.
Trapfinding: A cryptic adds 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.
Veilweaving: At 1st level, the raveler may choose any one veil from the guru veil list. They know and can shape that veil, and are considered to have a veilweaver level of their class level –3 for the purposes of determining feats and other effects based on veilweaving level. Every four levels thereafter (5th, 9th, 13th, 17th) they may select one additional veil. This veil must occupy a different chakra than any of the previously selected veils. If the raveler does not have any levels in another veilweaving class, their total veils shaped is equal to the number of veils gained through this class feature. Characters with levels in a veilweaving class add their raveler veilweaving level that class to determine their total veils shaped. This replaces the disrupt pattern ability gained at 1st level and the enhanced disruptions gained at 5th, 9th, 13th, and 17th level.
Contemplation: The raveler gains the ability to fuel veils and other essence receptacles with psionic energy instead of essence. By spending 1 power point per receptacle as a swift action, the raveler may treat an essence receptacle as though it were invested with a point of essence for 3 rounds. This does not stack with, though it may overlap, standard essence invested in a given receptacle. At 6th level and every three levels thereafter, the raveler may spend an additional 3 power points per receptacle he wishes to invest to treat it as being invested with an additional point of essence.
This ability can be used to exceed the raveler’s normal limitation on the maximum amount that can be invested in a given receptacle. If the raveler has multiple receptacles available, he may choose to spend power points in this way to psionically invest any number of them with the same swift action, though he must still pay the normal cost for each.
This replaces the trapmaker ability and the insights gained at 6th, 10th, 14th, and 18th level.
=====
Loyal Paladin’s Spear of Light:
Descriptors: good
Class: Daevic, Guru, Helmsman, Nexus, Radiant, Vizier
Slot: Hands
Saving Throw: Reflex half
When this veil is shaped, the user gains a weapon forged from akashic energy and infused with the power of the upper planes. Treat this weapon as a shortspear sized appropriately for the wielder, except that it is a light weapon and the damage dealt results directly from sanctified akashic energy and is therefore not subject to being reduced by damage reduction or energy resistance. Treat the base weapon size as one category smaller if the target of an attack is good [d4], or one size category larger if they are evil [d8]; these size modifiers stack with all other size changes or virtual size changes. If the spear leaves your possession, it dissipates immediately and can be reformed in your hand again as a free action on your next turn, or whenever the veilweaver spends a swift action to invest essence. The wearer may choose to use their veilweaver level in place of their base attack bonus to determine their to-hit and other abilities of this veil.
Essence: For each point of essence invested in this ability, the spear deals an additional 1d6 damage; this bonus damage is not affected by size increases or multiplied on a critical hit. For every 2 points of essence invested in this veil, the spear’s reach increases by 5 feet.
Due to Flexible Forms trait, the shortspear may also take the form of a Rapier [Light-Blades category]
=====
Discipline: Riven Hourglass (Counter)
Associated Skills: Autohypnosis
Associated Weapon Groups: Flails, hammers, and light blades
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.
=====
Campaign Traits
Disgraced Guardsman: You were a member of the Ophid Guard of one of the nearby Protectorate cities, but lost a duel and chose to relocate to Arbil rather than pulling the worst patrols and shifts. You have spent your time since as a private guard, rather than an employee of the city. You gain proficiency with the Ophid Glaive, the weapon of the Protectorate and gain a +1 trait bonus to attack rolls made with it.
Regional Traits
Protectorate Educated: You were raised and schooled within the Ophid Protectorate, where all citizens are offered free education. You gain a +1 trait bonus to any two Knowledge
skills of your choice and one of your chosen Knowledge skills is always considered a class skill.
Magic Traits
Flexible Forms: You have learned the secrets of manipulating akashic weaponry, and can reforge such weapons into new and unique shapes.Choose one weapon-like veil or constellation weapon form that grants a specific weapon (such as the cestus granted by the Lion’s weapon form). When shaping or manifesting that weapon, you may instead manifest it as one other weapon of the same type (light, one-handed, two-handed, or ranged) with which you are proficient, chosen when you first gain this trait. If the veil or constellation normally allows you to shape or manifest a pair of weapons, you may choose for one or both weapons to take the alternate form granted by this trait each time you shape or manifest them. [loyal paladin's spear of light: shortspear+rapier form]
Combat Traits
Combat Training: You learn one 1st-level maneuver from a discipline of your choice. If you are not a member of an initiating class, you can ready this maneuver by spending ten minutes practicing it, and can recover it by taking a standard action to focus. Your initiation modifier for this maneuver is the key ability of its discipline’s associated skill (for example, a discipline with Acrobatics as its associated skill would make Dexterity your initiation modifier), and your initiator level for this maneuver is 1. If you can already initiate other maneuvers or later gain the ability to, the maneuver granted by this trait is added to your list of maneuvers known, and you can recover it as normal for your class. You cannot exchange this maneuver for another maneuver as you level up, nor does it add its discipline to your list of available disciplines. [Clockwatcher]
=====
Fighter Weapon Groups: [proficient]
Blades, Light: bayonet, dagger, rapier, sickle
Hammers: battle aspergillum, club, heavy mace, lantern staff, light hammer, light mace, mere club
=====
Flawed Traits
Provincial: You have only one way of looking at things: the right way. You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
Impatient: You love leaping into battle at the earliest opportunity, and it frustrates you to wait for others to act. You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.
=====
Equipment Descriptions=
Rapier: 20 gp, 1d6P, 18-20/x2, 2 lbs.
Shortspear: 1 gp, 1d6P, x2, 20 ft., 3 lbs.
Ophid Glaive: 75 gp, 1d8B/1d10S, x2/x3, 8 lbs., double, reach; If used as a double weapon, the Ophid glaive is no longer treated as a reach weapon; if only the bladed end of the weapon is used, the Ophid glaive is treated as a reach weapon.
=====

Eleven_Zee_Alpha |
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Oaths added, [She can't be a thought scribe and a Telepath,] so telepath removed. Talents and powers fix past telepath. new header added.

Sebecloki |
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Present!
This sheet has no wounds or vigor I can see and the alias has hitpoints, which we're not using.
Once again, the build rules were updated based on discussion in the recruitment thread, and here they are -- everyone please go through these, point by point, and make sure your sheet aligns with what I wrote here.
I'm going to check the sheets again tomorrow -- everyone can play with our current numbers if they take the time to correct their sheets, but I'm not allowing anyone who has incorrect material like this on their sheets to post until it's corrected and I have a completely filled out sheet and alias to look at.
Build Rules:
Dreamscarred Press has a helpful From the Deep: Player's Guide that presents setting information and most of the race/class options. However, note that I modify a couple of these elements below.
Ability Scores: 25pt. or buy use the Dice Pool method where 1's are rerolled. You can attempt 4 sets if you want. You can try each method and decide what you want to keep.
Race: Anything from the Player's Guide. You can also pick Blues even though they aren't listed in the Player's Guide, as well as Arkhoon and Maedu. I am also open to other options that make sense within the setting, though I don't necessarily have a list. Reptilian, avian, and insectoid races, or other unusual options would be appropriate.
Class: 1st level, with VMC allowed. You can pick anything from the Player's Guide or anything from the d20pfsrd, so long as it abides by the setting restrictions of 'no magic'. There is no arcane or divine magic of any description in this setting. Gunslingers are available w/ the 'guns everywhere' setting for the campaign's technology level.
Skills: We will be using the background skills system and skill unlocks from Pathfinder Unchained. For skill unlocks, all characters automatically get access to the expanded skill features when they achieve the requisite ranks in their skill. In other words, this is now a base part of the skill system. If anyone wants to play a rogue, I'll work out some additional feature with you to compensate for everyone getting the skill unlocks.
Feats: 1 per level, with the Elephant in the Playground feat tax rules also in effect. Additionally, all martial characters get the Combat Stamina (Combat) and Push the Limits (Combat) feats for free as long as they fulfill the prerequisites. They also receive Extra Stamina (Combat) when they fulfill the prerequisites.
Equipment/Wealth: Roll or take average. This is a swashbuckling setting with ancient industrial level technology, so we will be using the 'guns everywhere' setting for technology.
Hit Points We will use the Wounds and Vigor system from the Gamemastering Guide instead of hit points. Take maximum values per level. The creatures will also receive maximum values.
Xp: I am not using xp, I'm just going to level you up at the appropriate level.
Traits: Two traits, and up to two more with drawbacks. You can refluff something from a Paizo AP if you want.
Additional Notes:
*We will be using the Hero Points system from the Gamemaster Guide to convey the cinematic character of the setting's swashbuckling themes.
*All characters receive a Defense Bonus by class.
*I also forgot (!) that there are no magical items. So we need some kind of ABP to keep up w/ the expected bonuses per level. Consequently we'll use the ABP from Pathfinder Unchained at the 'no magic' setting.
*Characters can swear Oaths if they wish.
Other Rules:
*I use a hex grid for combat, which changes the diagonal facing opportunities.
*Combat will have the enemies roll, and act, as a group for initiative.
*Called shots from the Gamemastering Guide are an option for combat.
*Artestia is also an option for combat.
*I will also employ some of the subsystems from Ultimate Intrigue and Horror Adventures to mechanically model the Lovecraftian and swashbuckling concepts in the campaign setting. I will apprise the group when I introduce one of these subsystems.

Sebecloki |
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This is Rhami, my Vigilante Stalker of Hummingbird Tengu origin. No image yet as I have no idea what to grab.
Background is in the recruitment thread.
Please put that into your alias -- I want everything in the alias together, so I don't have to search for your posts when I want to look something up about your background. Absolutely every detail of your character needs to be in your alias. I'm giving another day for everyone to update for me.
I'm okay if people want to use mythweaver sheets, but you need to provide some format where all your abilities, like feats, are completely written out so I can easily reference things without having to google and search through stuff.

Storm Dragon |
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The Wounds and Vigor are on my sheet, which is linked in the profile. I just haven't wiped the alias from the last time it was used.
If you need everything to be on the alias, then sure; however in the future it's probably better to make a stipulation like that PART of the build rules, so people will just do that from the beginning instead of using outside sheets.

Sebecloki |
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The Wounds and Vigor are on my sheet, which is linked in the profile. I just haven't wiped the alias from the last time it was used.
If you need everything to be on the alias, then sure; however in the future it's probably better to make a stipulation like that PART of the build rules, so people will just do that from the beginning instead of using outside sheets.
I see that now that it's under 'feats'/class abilities -- I'm sorry but that's super confusing for me to deal with, since that's nowhere I would expect it to be, in addition to having incorrect information in the alias.
I'm okay with you using myth weavers if you fill this out in a more easy to use format for me -- not putting health values under feats, and cutting and pasting what each of these abilities actually does so I'm not trying to figure out what 3pp. source each potentially came from and what it does when I try to adjudicate something.
My comment about moving information to the alias was to directed primarily to Cuan -- what I was trying to get at with this reply is I don't want character background in a post in the recruitment forum so I have to do a forum search every time I try to look that up.
If you just fix your mythweaver sheet and get rid of duplicate, incorrect info, that would be fine.

Tai Pao Leng |
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Updated. Hopefully this works better. Wounds/Vigor won't really be working very well in the HP bars but I'll be updating that in the alias anyway, so it shouldn't matter.

Sebecloki |
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Ok -- I'll try to get up a first post tomorrow.
This first adventure has been called out by several reviews as being initially kind of a sandbox and also missing some context or being extremely brief about how to get from point A to point B. I think that's helpful context b/c this kind of situation easily causes PbP to go awry -- the classic example is that a lot of games of Rise of the Runelords die quickly b/c, after the first combat with the goblins, the adventure is asking for more player-directed activity.
I'll try to call this out and just say we're dithering if I feel like this first part isn't working out and try to hint where things should go in the discussion thread. I just want to start out by highlighting that this may quickly arise as an issue, and that I'll try to deal with it and get things back on track, so please don't just fold if things seem unclear initially.

Sebecloki |
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I also made up a hex-map of the Arbil Region (which you can see where I'm zooming in on if you compare it w/ the map of the entire Protectorate); again, this is millions of hexes.
Southern Tion: The Ophiduan Protectorate
Southern Tion: Arbil Region
City State of Arbil
Just to set some expectations and context, since I don't think any of the documents I've linked give a great sense of scale, and I also want to make clear how I'm depicting the world.
I'm treating both Tion Femon as if they're Africa-Asia sized continents -- absolutely enormous. The ocean between them is the size of the Pacific Ocean at least -- totally gigantic, and there are thousands of miles and thousands of islands, some as large as the Indonesian archipelago, between them.
Tion is enormous and the area of the Protectorate compares favorably with the east coat of the United States at least in size. This is, however, not the case for settlement patterns -- civilization is only sporadic -- there are occasional city-states and other settlements such as Arbil, but most of the setting is an enormous wilderness, even within the theoretical boundaries of the Protectorate, which is filled with ruins from previous ages, including the mechanical civilization I mentioned. Numenera is a good comparison if you're familiar with this setting. Even within the theoretical boundaries of the territory claimed by the Protectorate, there are isolated tribes that have never heard of it, and the actual reach of the individual city-states only extends a few days ride at most outside their walls.

Sebecloki |
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Okay, I made the first posts -- I'm trying to set the stage without overwhelming anyone. I posted a map of the market. Let me know if you need more detail to get going. I tend towards longer posts, so I can do more if needed.
For the most part, I'm happy to just have short posts to keep things moving, but please try to be clear enough in your first post so everyone else knows what your character looks like and who they are -- it's going to get extremely confusing super fast if no one can tell who is talking who who their party-mates are.
I will need battlemap counter images for everyone.

Krat the Brutal |
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Krat the Brutal is here. Other than fixing the formatting from the recruitment thread there are no changes, but let me know if anything looks off.

Transient. |
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Apologies for the slow response, we're in the midst of a move and I'm rather loosing track of things.

Me'mori |
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Question for the future: Regarding Access Psionic Talent vs Unlocked talent— the former being a prereq for the latter, would it be safe to eschew Wild Talent for Unlocked Talent as recommended in the link?

Sebecloki |
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Question for the future: Regarding Access Psionic Talent vs Unlocked talent— the former being a prereq for the latter, would it be safe to eschew Wild Talent for Unlocked Talent as recommended in the link?
that's fine

Rhami Phaethor |
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Me'mori wrote:Question for the future: Regarding Access Psionic Talent vs Unlocked talent— the former being a prereq for the latter, would it be safe to eschew Wild Talent for Unlocked Talent as recommended in the link?that's fine
In that case I'll go ahead and swap out my Wild Talent for Unlocked Talent

Sebecloki |
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I'm still trying to get a sense of who's playing -- several players popped back up that I thought we're finishing characters. I'm going to see for about a week how many we actually have, and I may need to divide up into 2 tables after all if we end up with 8 players, which I think is too much for this format (I assume everyone agrees with that?).

Xonti Ensk |

Still waiting for a couple of players to post, I believe -- I'm just going to keep developing a little bit of local color and setting detail to keep posts moving until they do so. I'll give them another 24-48 hours to post.
Apologies about not posting sooner; finally filled out my alias profile though. ;)
BTW, Would it be alright to choose an Oath [or 2?] for later on in the game or would it be preferrable to have it only at 1st level character creation? Haven't decided upon the talent/s to be chosen yet.

Sebecloki |
1 person marked this as a favorite. |

Sebecloki wrote:Still waiting for a couple of players to post, I believe -- I'm just going to keep developing a little bit of local color and setting detail to keep posts moving until they do so. I'll give them another 24-48 hours to post.Apologies about not posting sooner; finally filled out my alias profile though. ;)
BTW, Would it be alright to choose an Oath [or 2?] for later on in the game or would it be preferrable to have it only at 1st level character creation? Haven't decided upon the talent/s to be chosen yet.
That's fine.

Sebecloki |
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I'm not sure if everyone posted who had intended, but we now have 8 characters (including transient, who has not posted in the play thread yet) in the game, so this game is closed to any further interest or recruitment.
Could everyone please look at your fellows' and decide who they'd like to form a party with. It would be good if you could divide into 2 groups.

Krat the Brutal |
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So I'm fine with whatever division happens, but Eleven_Zee_Alpha, Gigar and Krat have a potential start to a connection and would probably make a fine group with a fourth (perhaps ideally a melee type, so Transient or Tai Pao Leng?) thrown in.

Sebecloki |
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So I'm fine with whatever division happens, but Eleven_Zee_Alpha, Gigar and Krat have a potential start to a connection and would probably make a fine group with a fourth (perhaps ideally a melee type, so Transient or Tai Pao Leng?) thrown in.
I was going to make the same suggestion of tying in Gigar, Eleven, and Krat since they're already interacting.
Transient or Tai, which one of you wants to join this table?

Transient. |
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I don't have a strong prefence, so unless Tai has a strong feeling one way or another I'll volunteer.

Rhami Phaethor |
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That division sounds good to me
I'd probably work better in another group, since I may have "missed my chance" to really get embroiled in the coincidental throwing together of those characters.
...Plus I've always wanted to see a Vigilante in action.
Do keep in mind that Rhami is not the Paizo Vigilante, but instead uses the archetype of the same name for DSP's Stalker.

Transient. |
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Ack, sorry, didn't realize gameplay was running. I'll get caught up and post later tonight. Hopefully.

Sebecloki |
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okay, I think everything is updated, let me know if I missed something.
Just so everyone knows the posting expectation -- I'll try to do 1/day, and also on the weekend if I can. I feel like this weekend I was still waiting for players to finish interacting before I inserted some complications. You should know that I also work in healthcare, and do 12.5 -16.5 hour overnight shifts on the weekend right now, so I don't always have time outside of work to post Fri/Sat/Sun.

Sebecloki |
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This part of the adventure is extremely open-ended -- there's an event I'm going to add in at some point soon, but I'm going to allow some exploration to orient everyone to the setting a bit more and develop local color.
The prolific reviewer Endzeitgeist described this module as something like a 100 page concept that was squished into 50. Some of it is pretty much an outline that the DM has to fill in, so if it feels like I'm doing some homebrewing and sandboxing, that's b/c I am.
I'm also trying to add some detail to the setting as I can -- the description of the continent of Tion is like 10 pages at most in the campaign setting, and there's really no more information on the Protectorate than what's in the Player's Guide. I'm going to try to add in some flavorful details to flesh out the context a bit more, and highlight where it's different from a baseline setting like Golarion. I'm imagining something inspired by Tekumel that is south asian/mayan in inspiration and iconography.

Sebecloki |
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I was just able to purchase the Legendary Planet Adventure path and some related supplements in a bundle of holding deal.
I wanted to check how players feel about me using some elements from that other adventure path and supplements to flesh out the incomplete From the Deep AP. I was looking through it, and the planetary adventure concepts I think mesh pretty well with Ksaren.

Krat the Brutal |
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I'm fine with you taking the adventure where ever it makes the most sense to you and from whatever sources you like. Other than working with psionics instead of magic as the supernatural force in the world and more lizards and insects than mammals (not that you can tell from our characters,) I don't have that many expectations you can shatter by using multiple sources.

Sebecloki |
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I know the Player's Guide isn't super detailed, and the other document I posted also doesn't give a lot of information, but, as I indicated, there are some elements that come out in the DM-facing material that this world once had a technological civilization -- something like Numeria or Alkenstar, and the remnants of that are still present throughout the planet. That's actually a very important plot point for the uncomplete adventures that are only outlined in the modules.