@JImFromTheOfice Necromancer would be tricky, because in such a small society you'd probably have to be exceptionally secretive. I could see a Juju Oracle being more practical, as long as you kept the zombie making under wraps (and no PC undead-raising as that's a bit OP). It's something that would backfire tremendously if it went public- you'd have to get all of the other players' approval, as it'd affect them too. Also, finding the high value onyx gems needed for creating undead won't be likely until your kingdom's been mining for a while.
On the other hand, I'm sure the team would be happy to have a support character.
@Guardian Angel Haruki Looks good, what is her deity? Could you flesh out details about the fiend, the murder, and her zealousness in her bio? And why her mother might be her enemy?
@Cu Chulainn Battle Herald looks good. If we decide against Leadership, how do you feel about gaining another Inspiring Command in place of Improved Leadership?
@Guardian Angel Haruki I don't know the ins and outs of every race and class, so just propose what you'd like to build and I'll look into it for approval. A changeling mesmerist seems fine though
Maybe... although I'm curious about a few things. Mainly if there are any feat bans, such as for feats like Leadership, and if we are using traits or not.
EDIT: Firearm rules, too!
EDIT EDIT: Oh, and in the case of archetypes, what's your stance on archetype stacking?
My gut instinct is to ban leadership, but I'm open to talking about it. I'm just not keen on players building the best stat block they can. As far as traits go, how does 2 traits and one drawback sound? So long as it ties into your character development and you're not min/maxing.
Not a fan of firearms (but I am a fan of your signature).
Stacking archetypes, again I don't see a problem as long as you're not just min/maxing
Your home continent of Aexamar has finally been consumed by the Xill Scourge. The Xill seem have come out of nowhere, and in a few short years they have toppled the kingdom’s greatest cities and made breeding slaves of its denizens.
Around 36,000 people, the very last of your civilization to have avoided death and slavery, has taken shelter in The Final Bastion, a citadel bordering the sea. Your party, by virtue of experience and renown, has come to be accepted as the head of this citadel. You’ve been stockpiling resources on several galleons in a last ditch plan to sail east into the unknown to escape the Scourge and begin anew.
Today, your hand is forced into putting that plan into action. The Xill army has breached the walls of the citadel and is slaughtering your guard. Given the speed of their assault, you won’t have time to save everyone. But even if you could fill the galleons, you have no idea how much food you’ll need for the journey ahead.
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About the Campaign
Hey there, this is a quick and dirty rundown of a Pathfinder kingdom building campaign I’d like to run. The beginning of the campaign will be a touch railroady for the sake of getting you to the new continent, but the choices you make along the way will have lasting impacts on the future of your new kingdom.
Once you make it to the new continent, we’ll follow the settlement building rules in the Gamemastery book, and the kingdom building rules in the Ultimate Campaign book. How this will translate into gameplay is that you’ll spend an in-game week every month managing your kingdom, and the rest of the month to explore the new continent, scouring new places to gather resources and establish settlements. If you come to find you need to be gone longer than a month, there will be options to appoint advisors to rule in your stead. You can also send expeditions to explore for you, though few, if any, individuals will be as experienced of adventurers as yourselves.
I’m looking for players interested in running such a campaign, and willing to create characters with complex personalities and motives for the sake of roleplaying. I advise looking into the Character Background chapter of the Ultimate Campaign book for inspiration.
Characters will begin at level 5.
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About Me
As said, I'm into character driven games. While this game will be very mechanical in some obvious aspects, your characters and their choices will shape the story. I'm also very open to suggestions and feedback, I value the cooperative storytelling aspect of tabletop games and if something's not working for you guys, then we'll figure something else out!
Obviously a big issue with these play-by-post games is consistency. First, two or three players rapidly posting while others are busy at work is frustrating. On the flipside inactivity/waiting on just one player before moving along tends to kill a game. I'm pretty lax on rules but I suggest the option for us to vote a player "out" of the game if they're unable to play consistently.
I'm looking for 4-5 players. So, who's interested?
::Bio:: This is mostly for things that are not included within the game mechanics. So, age, gender, sexuality, appearance, personality, motivations, ideals... Really anything that you deem important enough to include within the sheet that isn't 'necessary'. All of this is, of course, optional, but I would very much like for all players to include a reference image of their character at the top of the sheet before anything else.
::Special Abilities:: :: Savage Whip :: You inflict 2 additional points of damage with a light whip. In addition, you can target a specific body part of a foe without the usual penalty for trading damage for effect. Enabler.
:: Seeker Secret: Battle Numenera :: When battling an automaton or any other sort of entirely mechanical foe, the difficulty of all Speed defense rolls and attack rolls is decreased by one step. Enabler.
:: Seeker Secret: Knowledge Skills :: Trained in Knowledge of History and Nature. Enabler.
::Cyphers:: Limit :: 3
Wearable: Wristband projector (long range) Usable: Explosive device (thrown, short range) or handheld projector (long range) Effect: Explodes in an immediate radius and creates sticky strands of goo. PCs caught in the area must use a Might-based action to get out, with the difficulty determined by the cypher level. NPCs break free if their level is higher than the cypher level.
Wearable: Gloves with metal plates Usable: Small pyramid-shaped metallic device Effect: For ten minutes, metal objects cannot come within immediate range of the activated device. Metal items already in the area when the device is activated are slowly pushed out.
Internal: Pill, ingestible liquid Usable: Injector Effect: For one week, the user’s cells are coated with a protective veneer that resists damage (+1 to Armor) and decreases the difficulty of Might defense rolls by two steps. However, healing is more difficult during this time; all recovery rolls suffer a –1 penalty.
::Equipment:: Shins :: 1 Arrows :: 12 :: Light Whip :: Bow :: Second Light Whip (disguised as cord belt) :: Clothing :: Explorer’s Pack :: Contains 50 feet (15 m) of rope, rations for three days, three spikes, hammer, warm clothes, sturdy boots, three torches, and two minor glowglobes.
::Artifacts and Oddities:: :: Oddity - Metal canister that fills with 4 quarts (3.8 liters) of water at the same time each day
::Background::
Hum was born and raised in Charmonde, the youngest of two children. Eir parents were wealthy and eccentric marble sculptors, and eir brother Whir grew up to follow suit. Hum chose to attend Charmonde's prestigious Asaranti University, specializing in the studies of History and Nature of the Beyond.
Having finished eir studies, Hum entered into adulthood a scholarch. Ey left home with a unique attitude, tempering eir fear of the wilderness with a hunger for the unknown. An unexplored inner voice that may or may not be natural pushes em to delve a little deeper in search of great rewards.
After graduating from university, Hum was recruited by Sher'sha to join the Aeon Priests as an apprentice scientist. Frustratingly, the Aeon Priests didn't let em out much, preferring Hum run menial tasks and collate data. Feeling that eir academy experience was being put to waste, and also an unrelenting itch to discover the world unhindered, Hum soon left the clave behind. Before leaving, however, Hum was sent on eir first and final expedition. While exploring nearby ruins Sher'sha and Vish'na, Hum noticed that Vish'na was about to step into a trap. Hum's tongue-tied nature caught up to em and, words failing, ey pushed Vish'na to the drit. When asked what the hell ey did that for, Hum pointed to a thin tripwire running across the hall.
Upon returning from the expedition, Hum broke the news to Sher'sha that ey were planning to leave and set out on eir own. Hum expressed that there were no hard feelings, just a difficult to describe frustration. The day Hum finally left, Sher'sha gave Hum a whip to remember her by, and bid em iadace.
Hey there, would I be able to use the second Character Options book to create a character? I've played Numenera before and I'd be interested in trying out the Seeker class.