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Hi all having poked about DMing a couple games and not liking the system or the I had a disasterous computer being fired.I have decided to return to DMing a Pathfinder 1e campiagn.
This is an interest check in the Idea of having a World of more water then land, islands micro continents with magic and mysteries. A world woth gunpowder and magic, where pirates and the Grand fleet fight.
Ancient powers and magics exist. Rulers fund Privateers and a navy with Pirate Lord, Admirals and Kings eck out kingdoms alongside "offical" Kingdom.
This is a tail of a group of rag tag loners eho sought a new life, only to get thrust into the chaotic world about them. Will they side with the Naval Empire of zconfederate Kingdoms, Become Powerful Pirates of the great Seas, or something inbetween?
Its an interest check. I dont have much laid out yet. I have adventures and ideas but wondering if anyone would love a sweeping nautical campiagn.
I do know no Occult Classes or 3rd party. Core Races, plus a handful of others. Limited party of no more then 6 players [some of which I will offer to other players from games I had that fell off do to my computer dying]
Potential Gesalt, and some unique powers that can replace feats should you find or ublock these powers

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I'm certainly interested. I've had a few ideas kicking around for a pirate character.
Question. I know you're not having the capitol-O Occult classes, but how would you feel about a kineticist? They play less like weirdboy psychics and more like sorcerers that trade damage potential for staying power.

DeathQuaker RPG Superstar 2015 Top 8 |

I'd definitely be interested and love some of the material Paizo has for seafaring stuff.
This said, I would not be interested in gestalt. I understand that's some folks' bad though.
Whether I applied would largely simply depend on timing, but I'd also say as a former GM for a Skull and Shackles game here on the boards, you could find plenty of folks who've got good ideas for mariners and pirates.

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I'm certainly interested. I've had a few ideas kicking around for a pirate character.
Question. I know you're not having the capitol-O Occult classes, but how would you feel about a kineticist? They play less like weirdboy psychics and more like sorcerers that trade damage potential for staying power.
No Occult. If I do allow a Class from thier its usually Occultist.

Andostre |

Whether I applied would largely simply depend on timing
This is a good point. It is the holidays, so a lot of people have less time to create a PC or give a fledgling PbP campaign the attention it needs to start strong. Not sure when you were thinking, but waiting until after New Years might be better.

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DeathQuaker wrote:Whether I applied would largely simply depend on timingThis is a good point. It is the holidays, so a lot of people have less time to create a PC or give a fledgling PbP campaign the attention it needs to start strong. Not sure when you were thinking, but waiting until after New Years might be better.
Yeah this is just an interest. I am working on some basic beginning plot threads.Some starting adventures.

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Philo Pharynx wrote:would you allow a synthesist summoner. Basically somebody who can turn into a sea monster.Probably wouldnt allow a synthisist Summoner. Though I would look at it and see. Becuase it may be interesting with the idea I have
Synth summoner is brought in line pretty easily.
2) Unchained spell list and the unchained version of the Pounce evolution
3) If that isn't enough, bring the form in line with Wild Shape. Synth form still uses the summoner's base stats, maybe with a +2 in the eidoilon's highest physical stat. Plus whatever it gets from natural scaling and evolutions, of course.
Once you remove the few ways to cheese the archetype, it becomes an even trade where you cut your action economy in half but the summoner himself keeps the evolutions. I'd argue it's a downgrade in overall power, but still very much strong enough to hold its own.

Mark Thomas 66 RPG Superstar 2009 Top 16 |

would you allow a synthesist summoner. Basically somebody who can turn into a sea monster.
If it isn't allowed, you may want to take a look at the Krakencaller Druid

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Critzible wrote:Philo Pharynx wrote:would you allow a synthesist summoner. Basically somebody who can turn into a sea monster.Probably wouldnt allow a synthisist Summoner. Though I would look at it and see. Becuase it may be interesting with the idea I haveSynth summoner is brought in line pretty easily.
** spoiler omitted **
Well part of what Ill be introducing is a system to gain Race Points/Evolution Points to spend on your person. It has Side Effects
These Stones come from Sea Mines, Gill Men Mine.

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Well part of what Ill be introducing is a system to gain Race Points/Evolution Points to spend on your person. It has Side Effects
These Stones come from Sea Mines, Gill Men Mine.
Ohh, I love the idea that my character could seek out unusual transformations. If that's the case then I can skip synthesis entirely.
Maybe some kind of shifter? I suppose it depends on how we're doing stats. Point buy? Rolling?

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Okay so Ill have two types of Crystals. One will have Race points the other Evolution Points.
Three ways to Consume them. Eat it [dangerous] Ritual[normal] or using an Ancient Ruin Temple[no issues]
Using them however will cause Corruption of mind and body. This is via a failed Fort Save or Will saved based off your choice of what to effect.
The more Crystals you consume increases the DCs for the saves. No matter what you get the modifactions both good and bad.