[Pathfinder] 2 High Fantasy Game Ideas

Started by Wintercat, June 17, 2013, 10:31:36 AM

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Wintercat

Sword and Sorcery

The flames danced in the fireplace, and the old man rested back in his chair silently sipping on the wine in his glass before looking at the young heroes before him seriously. "Many years ago I began to teach a promising young man named Mortanius. He was a driven individual, excelling in his studies and proving to be a quick learner. Perhaps too quick. He craved power, and while I advised him to temper his eagerness, I saw it in his eyes that he would go far as long as he learned some patience." Drawing a deep breath and sighing, the man took a new gulp of wine, wiping his mouth into the sleeve of his robe. The grand-master of the academy was ancient, few knew how many he had trained before but it was rare to see him looking as weak as he did now.

"One night Mortanius broke into the restricted section of the royal library, and began to consume the knowledge stored within. He learned of great secrets kept there, and of the horrors meant to be sealed away. That night he fled, and I did not see him until twenty years later he returned. He lead an army of wild-men and beasts through our borders, his mighty forces assaulted and struck down the Kerem-Nih and Kalem-Vor fortresses. His forces marched forth to lay siege on the Capital City itself when I was forced into the field." The old man's gaze rose as he gazed upon his young apprentices, the seriousness of his words showing in his expression.

"We fought one another with spell and sword, and the ground twisted and broke beneath us. The armies stood silent waiting for the outcome, watching the battle unfold. Only one side would emerge victorious from that. It was a bitter victory. My greatest pupil had become the greatest nemesis of our world. I told him to surrender and we could still help him but he laughed at me and unleashed forbidden magic upon me. Our battle lasted for days, but finally I managed to wound him enough to force him to retreat. The King and his men chased after him and his forces, and seven years later he was finally slain, with the Royal Sword struck through him into the stone throne at the Forsaken Palace." Sighing heavily, the old man set his cup aside, his hands trembling as he looked up at his students.

"Mortanius posed a very real threat to the very existence of our kingdom, and as much as I would like to claim that his arrogance made him weak, it was not a clear victory to either side. My magic was spent, and Mortanius may have retreated that day and struck down, but given the great aspirations and power he held, death would not hold him forever. Its been two hundred years since that faithful day, but the word has arrived that the Black Banner has risen again."

"I need you to enter the ruins of Kalem-Vor, the closest of the fallen Keeps, and find out what you can. If Mortanius has truly returned we must learn of it before the army of darkness marches once more to war, because this time the light truly might be extinguished. Hearken to this task, my young apprentices, because this is a trial by fire."





The Guild Chronicles

"This world is a savage garden, and the beasts have forced the races of man to stand together as none would have survived if we had stood divided. Humans, elves and dwarves were the first to join the alliance. Gnomes and halflings stepped forth soon after. Several half-orcs came to us as the orc clans were being decimated while still fighting back. Though we were less enthusiastic about including them to our rows given the likely reason for their half-blood nature, we were in no state to turn away a potential ally back then.

Our towns stand far apart, each a fortress of nigh indomitable might. They are the bastion of civilization within this world that was given to the senseless chaos and cruelty that lies beyond them. With what precious farmland we have we need to feed the countless hungry mouths, and man the walls to protect what remains of us. Some say the age of Man has ended, and these are the years of decline, that ultimately the races of man are doomed to fall. There are many brave souls that volunteer to the duty on walls, but few are as brave or foolish as to step forth to join the Guild.

As our world is overrun by these beasts and common people flee in fear, only the Guild has kept the few remaining towns in touch with one another. Each a nation unto itself, a city-state answering only to itself, these towns have kept in touch through the messengers of the Guild, and that is why its safe to say that Guild itself is the ray of hope in an otherwise doomed world.

What hope do common men have against a beast that can walk through a hail of arrows unharmed by their pricks on its thick hide? What hope does man have against a beast that can rend them apart with its bare claws on a whim? What hope does man have against beasts cunning enough to use magic of their own?

The man has the Guild. Swearing an oath to stand resolute and hold back the night, the Guilders are both heroes of legend, and yet feared by many of the common folk, because to walk through the wilds is to invite death and merely surviving this long is a testament to their abilities. Who is to say that in fighting these beasts they have not become like them in turn? There are some that say that to battle the beasts is to give in to the darkness within, that to walk beyond the sanctified walls is heresy to their doctrines, and leads to corruption and dying of the soul. I've seen many such preachers in my time as well.

If you understand this, and know the risks involved, you have your chance. Take your bags and go. You can get a steady job watching over the walls, and fighting whatever petty thieves and drunkards the towns hold, perhaps throwing yourselves at the few beasts that might break in sometime, and claim a small fame as a hero if you survive, even if you lose a limb or the life of a loved one in doing so.

But if you stay, I will teach you how to eat, fight, spit, like a Guilder does.

Most of you might not survive. Many of you may give up and leave. Those that stay will become living Legends. Both loved and hated, respected and feared. Its a hard path, but its the only one we have once the choice is made. Because someone has to keep the flame of hope alive."





Now that the Intros are done...

I have been working on a fair share of writing for stories I like to work on in my free time, but a friend on this site reminded me I should see about running a few games again. I discussed a few ideas with the said friend, and agreed to post up 2 ideas I have for Pathfinder games, though these are both set in Homebrew Settings rather than the Pathfinder's own core setting.

I am going to use Original Gods in this though, NOT the Pathfinder's deity list. Though I won't be listing anything out before seeing how things go. Still, a cleric can easily follow an ideology, rather than simply a particular deity, so that should not be a problem even if someone would consider a cleric for a character.

I could run -1- of the above games to a few players, the game itself would likely start off at some point between level 3 and 6. I prefer starting at low levels and working up, but that works best in a tabletop game where people can sit down to play the whole evening anyhow. So, I'd be willing to raise the starting level a little, so the characters could be assumed to have undergone enough training to stand on their own against some of the threats.

One story has a definite villain to it already, another opens perhaps more open roaming opportunities and chances to set goals of your own to the tale to come. Both are built up around high fantasy concepts, and level increases would likely occur swiftly along the way. The first leans somewhat towards dungeon crawls, the second one angles towards survival in the wilds as well as fights in large towns.

Both tales have their own victory conditions as well, which would bring the tale to a 'good end' if reached, though as with many games, I would figure the players may well come up with their own ideas no that eventually. On that note, both ideas are likely to rather long concepts that would become campaigns of their own might, taking a fair share to explore.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Teo Torriatte

I would be interested in either story, if you would have me.


Foxfyr

I love the level of detail you have painted in the summaries of these campaigns; I would love to be a part of either of the two. I do like the notion of a driven storyline against a clearly defined antagonist that is part of the first premise.

Ershin

I love the detail you went into with the intros, and would love to get the chance to play in either of the stories they begin.

Chloris

A good ol' pathfinder game seems like a good idea. I'm a bit more interested in the Guild.
The Long Road: a Traveling adventure.
A Human / NC freeform roleplay following the path of a caravan.
Packing up for departure!

spooky

*jumping up and down*

I want in I want in!!!!

Either one.... both are awesome.. Me Me!!!
I have taken The Oath of Drake.

EroticFantasyAuthor


Siereis

I'd like to state my interest in joining in on this adventure RP.  Both ideas sound rather great, but if I had to choose then I prefer the first one with the more clearly defined objectives.

Question Mark

Nice, I like it!  I appreciate the detail that went into the intro posts.  I'd prefer the first one personally.

Couple of questions, though, if you have a moment.


  • Is the intro storyline likely to last us all the way to the end of the campaign, or is it the first part of something bigger?  What kind of flexibility will the PCs have to influence their story (e.g. could a neutral PC join the villain)?
  • What source material are we allowed to use?  Similarly, how much leeway do we have with our character's backstory, motivations, alignment, etc.?
  • We've got a lot of people in the thread so far.  According to my experience, some will inevitably bow out, but have you considered a cap on the number of people you'll allow in the game?  Will it be first come, or an app process?
  • Will there be cookies and ale?

Wintercat

I was considering leaving this topic up until Friday and seeing if there was any response at all, but it does seem there is an interest in the game concepts and a few questions waiting for answers as well. I'll try and clear up a few matters now, and I'll seek to provide additional information and answers as this moves along.

It appears that from those who have taken up a preference the first idea draws more interest than the second one, though its hard to say with some of the replies that seem willing to go for either option. I'm tempted to try and run both games, but I would consider it best to keep it to 1 group game for now, and so a choice will need to be made on those.

I am inclined to run the first game of the two based on the replies so far, but I will listen to people's opinions on that matter still, as I am quite ready to run the second one as well if that took preference.

Question Mark, let's see about those questions.
  • The intro outlines the beginning of the first mission, and the campaign backdrop. The campaign would deal with the threat(s) to come, and could well build up for something bigger, even if the initial campaign was brought to a conclusion I have had some games running for several years in the past.

    As for the flexibility available to players, there is a fair bit of tolerance of what may take place, but a PC actually choosing to take side with the foe would likely end separated from the group, and quite possibly a kill-on-sight order issued on them. Possibly even a follow up mission targeting their death for betrayal. So while possible, there would be consequences.
  • Source Materials? I have a fair share of Pathfinder books, I am quite happy to use most of the Paizo's books though I am -reluctant- to take up 3rd party material, having seen some -absolutely horrifyingly broken powergamer combos- in the past. So Paizo's material? Allowed, but I'd like to know where its from in case I feel the need to check on something. 3rd party material? Assume -no- but you can ask and try to convince me, but any other player has the right to veto 3rd party materials out of use. I have seen too many -broken- materials that they're not worth the headache in my opinion.
  • Indeed, bowing out is relatively common and a sad practice that leaves a game abandoned, slowly trickling away to nothing but a memory. I am looking to run a game for a minimum of 3 players but would be happy to run to as much as 6 players. Beyond that, I would accept some characters ready as 'backup' to join along if someone bowed out later, but I imagine such a 'reserve' status wouldn't appeal to people perhaps.
  • Cookies and ale, well that's a good question, I'd like some for myself as well. Player characters would likely find a chance to acquire both in some form at least, but as for the players, I think it would require a trip to the store or at least to the kitchen cabinets, because I don't have any to share and no way of sharing it here either.

I'll take up any other questions that come to mind. On a few other things, I already mentioned thinking of level range 3-6 to start, as well. Also, considering the ability scores still. I've had a tendency to grant higher ability point totals to spread as per the rules, to allow powerful characters, but I am considering the option of using a more standard 25 points spread for this tale. Although that's up for negotiation status, I've had tales that have permitted as much as 35 points to spread around. Though too powerful characters can kill the fun for the players as easily as underpowered I think.

Also, the 'Sword and Sorcery' title on the first one isn't a title I might use, just something I used to differentiate the ideas somewhat while working on them.

Oh, back on the cookies issue, anyone that can tell what served as an inspiration to the 1st game idea is welcome to have a cookie right now to praise themselves for their knowledge. While I took an old idea and made it my own with a lot of artistic license, I imagine someone could tell still what served as the background spark for the tale.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Siereis

So seeing as how it seems as if most/all players would be playing as the 'good guys', I assume that means that you, Wintercat, will be RPing as all the enemies and describing all the environment?  While I have no problems with this...it is also quite the big responsibility.  Realistically, how active do you see yourself being in terms of posting frequency?

Wintercat

There have been games I kept up with several daily replies to keep them moving but it also required players to tolerate that they might not always get much time to reply if others carried a scene on more eagerly. I have also had games with preagreed days when I post and hope everyone has posted by then or accepts they missed the chance to reply.

I can reply at least once a day when motivated but if kept waiting and asked to let everyone get a chance to speak up then a came might end effectively paused till the last person can reply. At minimum I aim to check my bookmarks here once every 3 days even if I am not expecting any replies.

So it would depend on what was agreed as the post-rate and if I should wait for all, at least 2-3 player replies or what.

If you are suggesting a co-dm arrangement I am not opposed but would still need to find someone for that. Also I would be open to evil characters in freeform games but with Story-driven Pathfinder game that can make things a touch difficult too. For one an evil character could end up revealing a lot of surprises ahead of time and even with player--character knowledge separation it would give away some excitement by spoilers.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Inash

Is it too late to try and get in on either of these?

Ixy

I think that the description makes both these ideas sound fantastic, with the second in particular seeming like an excellent idea. 
______________________
The big print giveth, the small print taketh away.

Siereis

Quote from: Wintercat on June 19, 2013, 04:27:57 PM
If you are suggesting a co-dm arrangement I am not opposed but would still need to find someone for that. Also I would be open to evil characters in freeform games but with Story-driven Pathfinder game that can make things a touch difficult too. For one an evil character could end up revealing a lot of surprises ahead of time and even with player--character knowledge separation it would give away some excitement by spoilers.
Well regardless of if we have a co-dm, it certainly won't be me.  I've tried my hand at DMing and I ... suck to put it honestly.  However, I think just one DM should be fine at least for the start.  We can always recruit another if you get swamped.

Alliance

I'd like to join.

What races will you allow?

eh hem cough, I want to be a Dhampir or Vishkanyas so bad.

Pathfinder Society is just so restricting sometimes.

Wintercat

There's been a bit of time, and from the previous interest it seems that either idea could be run, but seeing as there is a bit more support for the first idea, I will go with it then. So I look forward to exploring this game with the fair people here.

For character Creation
*  Ability Scores: Point Buy with a total of 30 points to help create a character for this tale.
*  Races: Core Book, Advanced Race Guide. Other books? Ask, but I want to keep with Paizo's core books.
(That does mean Dhampirs or Vishkanyas are an option. Majority of races beyond Standard can expect to be a real minority, but they are an option.)
*  Classes: Core Book, APG, Ultimate Magic, Psionics Unleashed. On others? Ask.
*  Starting Level: 5th. Characters have been rigorously trained and may have minor skirmishes to their name by now, but its only now that they're being called to true service.
*  Party Size: 3-6 people.
*  Starting Gold: 12,000 gold (Standard 10,500 plus a small extra. Max item price of 8,000 gp to any 1 item.)




I would appreciate charactersheets at Plothook or Myth-weavers sites, with links provided for the character sheets after they're made public. This is by no means a necessity though, a simple text sheet here is fine as well. Plothook is merely a site I have used for the gaming purposes before, providing the character storage for several of my past characters for example. Its a tool, use it or not, I merely wished to remnid of the option.

I would request that people voice out what they would like to play. Ideally, I would hope the group is capable of dealing with combat and possible (probable) traps and surprises, and magical preparations would go a long way to aid in all that as well. Hirelings may be possible at some point(s) in the game, but will be inferior to player characters, and -will- demand a share of treasure as well as an additional payment, if they are used. Which means a well rounded team is far more likely to stand its ground together.

Any backgrounds and ideas that you wish to discuss with me about can be done in private messages or here, I will check back to the thread daily. I have been absent during the weekend and recovering on the Monday, due to real life interruption of finding out a friend of mine got a job offer -overseas-. Apparently, one of my friends signed up to go and work in America, in California, and the past weekend included a lot of things but also his farewell party which took a bit of time.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Question Mark

Fantastic!  I will have my character up ASAP, probably by tonight.  He's a master archer with an ancient Masterwork bow, who's recently discovered that he is a sorcerer.  I'm toying with the idea of multiclassing (fighter 1 / sorcerer 4?) if that's alright?

Wintercat

Multiclassing is perfectly valid option certainly. One other thing I just realized, don't forget the ability increase from leveling up the character.

As for Hit Points, full Hp for first 3 levels, roll after that normally.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

spooky

Hmmm, can I make a Spellblade Magus? Or is having two casters going to be an issue?
I have taken The Oath of Drake.

Question Mark

Quote from: spooky on June 25, 2013, 02:06:35 PM
Hmmm, can I make a Spellblade Magus? Or is having two casters going to be an issue?

For what it's worth, Ada (my character) uses his spellcasting in a support role: primarily illusions and distractions to disorient foes, but he has one or two direct damage spells for tight spots.  Still, if memory serves, Spellblade Magi are usually offensive spellcasters, so our characters would fulfill separate niches in the party.

spooky

Yup, and I think I'd be all direct damage
I have taken The Oath of Drake.

Foxfyr

I've got a two-handed weapon barbarian/fighter in mind who will bring the pain and defend the squishies. Probably going to take the superstitious power to better resist magic, but may reconsider since it also applies to friendly magic.

Inash

Ill go ahead and build a healer of some sort

Question Mark

Oh, that reminds me.

@Wintercat: What's the policy concerning traits?

Wintercat

I've accepted traits from the APG quite fine, I've got a fair share of other Pathfinder books but don't recall most traits elsewhere, I try and avoid campaign-specific ones though, given as its a homebrew they tend to be a bit hard to justify. The standard '2 traits' option stands, and the feat to acquire additional traits is there at 1st level.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Callie Del Noire


Muse

Guess I'll bring in an Aasimar paladin then.  :)  (More muscle with backup healing.) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Ershin

Mind if I ask if characters are going to be chosen on a first-posted-first-serve basis, or is there a set deadline? I'm going to be away from my computer for a few days, so I may not be the fastest person in getting something up.

Callie Del Noire

Hmm.. maybe a fighter (archer)/Bard-Wizard/Arcane Archer type? For ranged effects.

Muse

The teifling rogue sounded like s/he filled an important niche, callie-kun.  We've already got a sorcerer dabling in archery.  *shrugs* 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Callie Del Noire

#33
Quote from: Muse on June 25, 2013, 07:34:25 PM
The teifling rogue sounded like s/he filled an important niche, callie-kun.  We've already got a sorcerer dabling in archery.  *shrugs*

Pout.. shame.. I had her 90% built. :(

Here is a quick modify of her..

Unnamed Hero
Female Tiefling Fighter (Archer) 1 Rogue 4
CG Medium Outsider (native)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +4 Dex)
hp 35 (1d10+4d8+5)
Fort +4, Ref +8 (+1 bonus vs. traps), Will +2
Defensive Abilities evasion, trap sense, uncanny dodge; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Maw or Claw (Claws)) -2 x2 (1d4/x2) and
. . Masterwork Rapier +4 (1d6+1/18-20/x2)
Ranged +1 Composite longbow (Str +0) +7/+7 (2d6+1/x3)
Special Attacks rogue talents (deadly range, deadly range), sneak attack +2d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 18, Wis 13, Cha 12
Base Atk +4; CMB +3; CMD 19
Feats Focused Shot +4, Point Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +12, Bluff +3, Climb +8, Craft (alchemy) +9, Craft (bows) +9, Disable Device +14, Disguise +6, Escape Artist +9, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +5, Knowledge (local) +8, Knowledge (nature) +5, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +9 (+11 to locate traps), Sense Motive +6, Sleight of Hand +9, Spellcraft +7, Stealth +14, Use Magic Device +9; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Orc
SQ trapfinding +2
Combat Gear Alchemist's fire (5), Alchemist's kindness (5), Alkali flask (5), Ghast retch flask (5), Holy water (5), Shard gel (5), Tangleburn bag (2), Tanglefoot bag (5), Thistle arrows (10); Other Gear +1 Darkleaf Cloth Leather armor, Mithral Buckler, +1 Composite longbow (Str +0), Arrow, durable (20), Arrows (20), Cold Iron Arrow, durable (5), Masterwork Rapier, Silver Arrow, durable (5), Thistle arrows (10), Efficient quiver (61 @ 11 lbs), Handy haversack (48 @ 127.5 lbs), Alchemist's lab, Bandolier (empty), Bandolier (empty), Bedroll, Belt pouch (1 @ 0 lbs), Belt pouch (empty), Blanket, winter, Blue book (????), Flint and steel, Glass cutter, Glue paper (5), Grappling arrow, Hammer, Ink, black (2), Mug/tankard, Piton (10), Second-story harness, Silk rope, Skeleton key (2), Tent, small, 1225 GP, 3 SP, 8 CP
--------------------
Special Abilities
--------------------
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Deadly Range +20' (Ex) A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Focused Shot +4 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.



Question Mark

#34
Quote from: Muse on June 25, 2013, 07:34:25 PM
The teifling rogue sounded like s/he filled an important niche, callie-kun.  We've already got a sorcerer dabling in archery.  *shrugs*

More like an archer dabbling in sorcery! 

Callie Del Noire

Quote from: Question Mark on June 25, 2013, 08:16:13 PM
More like an archer dabbling in sorcery!  Speaking of which, here he is...

PROFILE SOON TO BE EDITED IN

I was aiming for an Arcane Archer.. but looking for a willy sneak bow attacking shadow dancer. :D

Muse

And here is my mostly finished paladin. 

I've got a lot more of her history in my head than written out as of this posting. 

http://www.myth-weavers.com/sheetview.php?sheetid=598027

Quick run down: 
--Analise's mother, an Anis Hag, dropped her off with a bachelor horse rancher as a babe.  Her gamble was that Analise would feel the lack of a mother and be easily called back. 

  Since her adoptive father loved her very much, and was able to hire her a wet nurse, that lack was minimal.  (Though she's very much a tomboy.)  More, when he discovered that she could see in the dark, he decided there was more to her than met the eye and apprenticed her at the academy that is implied in this story.  The masters at the academy had some vague idea of what she was, and managed to hold her back from seeking her mother 'til she was strong enough to deal with her. 

  Analise is a brave and spiritual paladin, but also loves magic and horses.  Shes' generally curious.  Recently, her (goddess?) has rewarded her service with a companion from the celestial realms, a paladin's mount all her own. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Callie Del Noire


Question Mark

#38
The second one, definitely.  The cleavage in the first picture is simply unacceptable.  Also, the tiefling in #2 is smoking a pipe, so she would have won by default anyway.






Here's my character....  He's very much a work in progress.  I've been adapting him from a previous game (which never got off the ground) where he was level 1, so a lot of his stats, feats, and equipment are a bit out of date.


Ada Stonewrought, the Banner of Mount Alister
Level 5 Human Sorcerer, Draconic Bloodline
Charismatic Stranger, Experienced Explorer, Talented Archer, Clever Illusionist, Support Caster

Ability Score Rationale
STR (10): Average person, not especially strong nor weak.  His constant travel and use of the bow keeps him lean and wiry, more dextrous than strong.
DEX (16): He is naturally dextrous due to his lanky frame and a steady hand.  The +2 racial bonus is due to his years of practice via archery.
CON (8): His initial foray into magic resulted in a minor heart attack.  Although he recovered, the experience left him with a heart condition, making him physically vulnerable to trauma and injury.
INT (16): He has a sharp mind, above average, and can learn most anything if he focuses on it long enough.  This is further enhanced by the Headband of Mental Prowess he wears, giving him an additional +2 bonus.
WIS (14): Ada is very perceptive and aware of his surroundings, and years of travel have expanded his once narrow world view.  On the rare occasion he speaks, Ada enjoys philosophical discussions.  That said, he is still prone to developing tunnel vision and ignoring what he deems to be "unnecessary" parcels of information.
CHA (21): Although quiet and naturally introverted, Ada's striking appearance, straightforward honesty, and unflagging determination give him a charismatic gravitas.  The rigorous development of his inborn magical talent has further increased his appeal, resulting in a +1 attribute bonus.  In addition, his Headband of Mental Prowess grants a +2 bonus.




Summary and Ancillary Notes
  • Summary: Ada was a grief-stricken farmer who, upon learning of his latent magical potential, abandoned his farm and struck out into the world to become a traveler.  In the past five years, he has evolved from a backwards country bumpkin to a worldly explorer who's well on his way to seeing it all.
  • Brief Bio:
  • Appearance: Tall with handsome, albeit sharp, features.  His lanky build, angular face, and olive skin indicate a mixed heritage.  His clothing is fine and well made to the common eye, but surprisingly durable and travel-proof underneath its rich appearance.  Ada proudly wears the colors of his dynastic heritage -- jet black and vibrant orange -- either unaware or unconcerned of the attention such eye-catching colors will attract.  His sharp features, colorful and fine clothing, and the distinctive Bow of Alister ensure that Ada's face is not one to be easily forgotten.
  • Combat: Quiet and kind, Ada prefers to avoid combat when he can, preferring to talk his way out of tense situations.  If that fails or is unfeasable, he'll make use of his growing skill with illusions to evade or hide from enemies until he can sneak past.  When he must fight, Ada prefers to use his magical abilities to keep his opponents distracted and at a distance while he peppers them with arrows.  If they close with him, he can use his draconic claws for a short time until he manages to get some distance.  If he's losing, Ada has no compunction against using illusions or trickery to flee or hide.
  • Personality: Ada is a man of dualities.  He is kind and compassionate, but can be callous when impatient and suffers from a short temper.  He possesses great charisma, and yet he's reluctant to befriend others, and prefers to keep people at a distance.  Despite his intelligence and discerning instinct, he is prone to tunnel vision, and can even be ignorantly defiant when confronted with unpleasant or conflicting information.  Although intelligent and thoughtful, he believes he is not long for this world, and so is prone to taking risks or making snap decisions "just because."
  • Alignment: Being Neutral Good, Ada acknowledges the usefulness of law and order in creating a prosperous society, but also realizes that Lawful Good can occasionally become Lawful Stupid.  As such, he has no compunction against disregarding laws or customs he finds unwise, pointless, or obstructive.  Being a man who is convicted and sincere in his beliefs, Ada will even take pride in breaking these unnecessary social mores, and may conflict with authorities on the matter.  He treats oaths a similar way: he prefers to keep to his word, but he won't be losing any sleep over a broken promise.

Sample
TBD

Stats

Ada Stonewrought
Level 5 Human Sorcerer
Status unknown.
HP: 29/29
Subdual: 29/29
Hit Dice: 5d6
Init: +5

Saves
Fort: +1
Reflex: +4
Will: +6

Defense
AC: 14
Touch: 13
Flat: 11
CMB: +2

Offense
Melee: +2
Ranged: +5
Bow of Alister: 1d8+1 (x3), 100 ft.  Magical.  Point-Blank Shot, Arcane Strike, Gravity Bow (2d6+1)
Claws (x2): 1d4 (x2).  Magical.  Uses left: 8/8 rounds

Spell Slots
Cantrips- ∞
1st - 8/8
2nd - 5/5

EroticFantasyAuthor

#39
What about Ultimate Combat for classes?

Also, could we have the option of taking average HP rather than rolling?

As for characters: I do not have a specific idea, often filling a needed party role helps me to decide on a concept.

spooky

#40
Mark Macy
Level 5 Spellblade Magus

Personality: Mark is a man that hungers for knowledge and strength above all else. He lives to find new books, new magics and new lore, as well as to master the art of the sword. He is a very easygoing person from a social standpoint, not much of a stickler for how things look as much as for how things work. He is a curious person, and this is what makes him seem much more sociable, even though he isn't as smooth as some. He doesn't back down from challenges, as every struggle is a chance to learn something. All and all, Mark is a very excitable and adventurous person.

Background: Mark was raised in small fishing village, having a poor and happy family. He did his chores and spent his free time playing around with stick swords with local boys. He didn't have much in terms of schooling, but when he could find a new book he read it until he had it nearly memorized. His family was always proud of how smart there son was, and he was always curious. Whether he was searching the creeks for frogs or poking at bugs in a state of wonder, Mark had a never ending curiosity.

One day, still early in his childhood, a band of bandits stormed his village and claimed rights to there income as a tax of some-sort. For months the bandit gang used his village as a hub for there highway ambushing and such. The village sent out a call for help to a nearby city, and the Academy was long in sending aid. After a few weeks of dwindling hope a man rode into the village, leaping into the midst of bandits sword in hand, glowing with a magical flame. Mark watched in awe as the man dispatched the gang of rowdy ruffians with sword and arcane forces that the youth had never seen. It was all Mark could manage to fight off the urge to sneak closer and watch the majestic mage strike down the criminals.

When all was said and done, the mage climbed on his horse and made to leave, his job done. Mark, unable to resist, ran out from his hiding placed and begged to be taken along. His parents came out and aided his plea, wanting him to make the best of his future and hoping that maybe their son could become a greater man than was fated as a fish merchant. After a few delicate words to his mother and father, and the acceptance of the charge... Mark Macy was pulled up onto the horse and rode off with the man that had inspired his first adventure.

Years passed, and Mark replaced stick swords with wood, and those later became steel. The books of his youth, stories of hero's and magic, became history and sorcery and more. He grew skilled in blade and the arcane, testing his strength as much and his mind, until he was proved himself capable of his first minor missions. Mark never lost his desire to gain knowledge, and has gained a greater fervor in honing his blade. Though, he remains thankful to his parents for there loving sacrifice, of giving their oldest son to the Academy, and sends them coins as he can while he continues to learn and develop.
I have taken The Oath of Drake.

Wintercat

There is no first-come, first-served basis in choosing the characters.

What I am looking for is a team capable of tackling the challenges together and people who I can trust to remain and post in the tale. I would rather try and make sure this game would have a good chance of lasting a fair while, after all. The first 6 ready characters wont necessarily be the 6 characters chosen for this if we end up with more than 6 players with ready characters waiting for the game.

I expect to get started on 8th of July, so I would appreciate people having their characters ready by 5th of July.

This should give me the chance to go through the characters during the weekend, although I would certainly appreciate the input of the people here about how they would like to play. I will aim to listen to people here where its possible.

On Hit Points: I would prefer rolls on 4th and later levels, not averages.

The first 3 levels the player characters get maximum hit points per level, giving the characters a good chance to survive what the world may throw at them. However, beyond that I would appreciate the element of randomness being present, so please roll, dont simply take the average.

On Ultimate Combat: I don't have it

Because I am not in possession of Ultimate Combat I cannot really check anything from it, so unfortunately that book isn't available. I believe I have used some material from the book before, thanks to the use of a Pathfinder wiki, but I do not trust in the wiki material anymore.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

EroticFantasyAuthor


spooky

there's also the PFRPG RD app on the droid market...
I have taken The Oath of Drake.

Wintercat

As said, I don't trust the wikis and I am not entirely sure on the SRD. I prefer to have a book in hand to check the facts when possible.

Its partially because I've seen some sources list -3rd party material- as -core material- and after that, I've preferred the actual book when running a game.

Ultimate Combat isn't available for this.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

spooky

Understood, I'll stick to the listed books, I hope I make the cut.
I have taken The Oath of Drake.

Callie Del Noire

I tell folks to use the PRD at Paizo as it restricts itself to the books and organizes by the books.  But even then, they need to have the sources for Pathfinder Society play. 

Inash

#47
I'm afraid all I have right now is the PRD.  I've tried to make sure I only use the feats, etc. listed as core though.  Here is what I have so far.  Just a basic, straight up cleric since I'd rather not make it too complicated for my first time trying pathfinder. 

http://www.myth-weavers.com/sheetview.php?sheetid=598287

I do have a small complication though, the deities are not in the PRD.  Could someone please send me the information on a NG diety?

*Edited because I linked the wrong sheet  :-[

EroticFantasyAuthor

Still not entirely sure what I would play. What party roles have been spoken for already?

As for deity list, you could try googling "Pathfinder Deities"

Question Mark

Quote from: EroticFantasyAuthor on June 26, 2013, 09:00:50 PM
Still not entirely sure what I would play. What party roles have been spoken for already?

As for deity list, you could try googling "Pathfinder Deities"

Well, we have a sneaky archer, a paladin, a direct damage magus, and an illusionist.

Also, I was under the impression we'd have custom deities?  Or am I mistaken?

EroticFantasyAuthor

Actually, now that you mention it, I believe Greyhawkian deities were those listed?

Foxfyr

Tavah Sunderfist, kinsman of the Naglashii tribe.
Level 5 Human Barbarian Fighter

Appearance:
Tavah's olive skinned frame almost looks slender due to his height when contrasted to his muscular physique that favors functionality over bulk.  His hair, dark brown locks that almost looks black, is usually so tousled by the wind that it naturally assumed a wildly spiked style.  These darker features only serve to accent his deep emerald green eyes.

It is easy to see that Tavah wasn't raised in a civilized society simply by looking at his garments.  A tan hide tunic, leggings, and leather wrapped boots are all generously trimmed with the same golden-brown fur that makes up his cape; which is probably what one would expect of a barbarian and he sees no reason to reject his attire simply because it follows a stereotype.  Though, this is probably less eye-catching than the large sword that is nearly as tall as him, substantially wider than any typical sword, and seemingly too unwieldy for practical use for just about anybody.  This weapon is Tavah's most prized possession, having been the symbol of his family's status among his tribe as elite warriors and titan slayers for generations. 

Personality:
While he may not be intelligent by civilized society standards, he certainly isn't daft.  Tavah's knowledge stems from living in the most harsh and unforgiving mountaintops the land has to offer where common sense and insight is much more essential than what one can study from a book.  In general, his interactions with people tend to be rather binary with only a few degrees between lighthearted playfulness with those he is fond of and overt loathing to those he is not.  The quickest way to fall into the former group is a tankard of alcohol, a vice of his that he often partakes of so long as there is no reason not to.

History:
From a young age Tavah was raised by his aunt and uncle after his parents had fallen victim to an avalanche while hunting.  Such a thing was hardly unheard of among the dangerous mountains in which his tribe resided and was simply one of the many perils he and his kinsmen must endure for the sake of survival.  Still, the Sunderfist clan was a prosperous one and Tavah was never short of family members who sought to raise him, but it was his half-elf aunt and uncle who took primary custody of the infant.  It was through this barbaric community that he learned how to provide for himself as well as the group along with the means to protect it.

The Sunderfist clan is unique in that its totem weapon is in the form of over-sized weapons that are designed to fell even the largest of creatures that resided in those mountains in a single blow.  Training with these weapons require great strength and endurance to use them with any measure of efficiency, but through implacable determination Tavah was able to become skilled with this signature blade.

Then came Tavah's 25th birthday.  A milestone among every adult within his clan in which they set forth and venture into the world beyond their mountaintop homeland to see what wonders and glory they can attain for both their clan and their tribe.  This was also the day that his uncle gifted him with his father's sword that had been passed down to the eldest male of his family for countless generations.  Despite its old age and very regular use, the sword remains as pristine as the day it was first forged and it is fabled that its edge is sharp enough to cut the gods themselves.  With treasured weapon slung over his back and what few items he had managed to gather over his lifetime, Tavah set out to see the vast world that awaited him and see what sort of name he could make for himself before returning to his village.

Wintercat

Looking good, I think we've got a fair share of characters at ready here, curious to see the rest. Again, its not a first-come, first-served here, but I am looking through what is shown.

On the question about deities, I'll try and add some material on that later tonight or tomorrow at latest. It is a homebrew setting, most stuff is as the books say, but the Deities are non-standard.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Callie Del Noire

Went with this one.. both the other pictures just had.. waaaay too much tail. Wintercat, which site do you prefer the characters on? (Don't really use either.. so I figured I'd ask)


Elise 'Twiceborn' Ellingcourt
Female Tiefling Bard (Detective) 1 Fighter (Archer) 1 Rogue (Sniper) 3
CG Medium Outsider (native)

Background: Elise was born to privilege, that much is clear with her courtly accent and bearing. She is a skilled dancer and singer, trained in a classic bardic manner, her training in the bow and rapier speaks of a martial training as a family tradition. Her skill as a gutter snipe, sneak and lock picker is all due to her own fight for survival. Very few noble families admit to having tainted blood and it is quite clear from her name that she was disowned and possibly left for dead in a gutter after her 'heritage' came to the fore. 
She is a gifted archer who is often called upon to be the forward scout and/or sniper for hit and run teams of thieves. Her skill in using and crafting her own bows and arrows, as well as the knack to keep up with most burglars, has earned her a reputation in the shadows as a keen shot that can provide covering fire for retreating thieves. Her keen eye, alert mind and bardic training makes her an effective spy and leader.
She keeps her family name, Ellincourt, to herself.

Personality: Normally calm and reserved, there is a clear desire to prove something in her bearing. She carries a variety of arrows for the purpose of taking the right sort of shot at the right of time. Blunt arrows for hitting a man unawares that she didn't want to kill, smoke arrows for distraction, whistling arrows for signals and special materials for specific 'surprises' on a job. She's always looking for another arrow to put to the task at hand.
On the job she tends to be direct and to the point, directing her allies as best she can to help them be more alert, ready to do what is needed to get job done. She has on occasion turned to her 'heritage' to be the exotic dancer, or schooled allies on how to behave in a courtly setting so they could better blend in.
She has an abiding code of 'rules' she lives by, often citing them in passing. One of merit is 'Rule 7', 'Stay bought', another is #8 'Return Betrayal in turn'. When hired for a job, she will do what she is hired to within her code of rules. Mayhem and murder are to be kept to a minimum, though it is of note that she hates slavery in all forms.

Character Sheet
Init +4; Senses Perception +10
Elise Twiceborn
Female Tiefling Bard (Detective) 1 Fighter (Archer) 1 Rogue (Sniper) 3
CG Medium Outsider (native)
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+5 armor, +1 shield, +4 Dex, +1 dodge)
hp 35 (1d10+4d8+5)
Fort +4, Ref +9, Will +4
Defensive Abilities evasion; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Maw or Claw (Claws)) +2 x2 (1d4/x2) and
. . Masterwork Dagger +8 (1d4+1/19-20/x2) and
. . Masterwork Rapier +8 (1d6+1/18-20/x2) and
. . Sap +7 (1d6+1/x2)
Ranged +1 Composite longbow (Str +1) +8 (1d8+2/x3)
Special Attacks accuracy, bardic performance (standard action) (5 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 11), deadly range (40 ft), sneak attack +2d6
Bard (Detective) Spells Known (CL 1):
1 (2/day) Unseen Servant, Feather Fall (DC 12)
0 (at will) Open/Close (DC 11), Read Magic, Detect Magic, Prestidigitation (DC 11)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 18, Wis 13, Cha 12
Base Atk +3; CMB +4; CMD 19
Feats Dodge, Mobility, Point Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +12, Bluff +7, Climb +8, Craft (alchemy) +8, Craft (bows) +8, Diplomacy +1 (+2 to gather information), Disable Device +13, Disguise +6, Escape Artist +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +10, Knowledge (nobility) +9, Knowledge (religion) +8, Linguistics +9, Perception +10, Perform (dance) +8, Perform (oratory) +6, Perform (sing) +6, Sense Motive +6, Sleight of Hand +9, Stealth +14, Use Magic Device +8; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Orc
SQ bardic performance: careful teamwork +1, eye for detail, rogue talents (finesse rogue)
Combat Gear Potion of cure light wounds (4), Potion of magic fang (2), Potion of protection from evil (2), Alchemist's fire (5), Alchemist's kindness (5), Alkali flask (5), Ghast retch flask (5), Holy water (5), Shard gel (5), Tangleburn bag (2), Tanglefoot bag (5), Thistle arrows (5); Other Gear +1 Mithral Chain shirt, Mithral Buckler, +1 Composite longbow (Str +1), Arrow, durable (20), Blunt arrows (10), Cold Iron Arrow, durable (5), Masterwork Dagger, Masterwork Rapier, Sap, Silver Arrow, durable (5), Smoke arrows (5), Thistle arrows (5), Whistling arrow (5), Efficient quiver (46 @ 8.75 lbs), Handy haversack (50 @ 127.5 lbs), Alchemist's lab, Bandolier (4 @ 0 lbs), Bandolier (empty), Bedroll, Belt pouch (1 @ 0 lbs), Belt pouch (1 @ 2 lbs), Blanket, winter, Blue book (????), Flint and steel, Glass cutter, Glue paper (5), Grappling arrow, Hammer, Ink, black (2), Mug/tankard, Piton (10), Second-story harness, Silk rope, Tent, small, Thieves' tools, masterwork, 106 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Bardic Performance (standard action) (5 rounds/day) Your performances can create magical effects.
Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 11) (Su) One or more creatures becomes fascinated with you.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Deadly Range (40 ft) (Ex) Ranged sneak attacks may be made within 40 ft.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Mobility +4 to AC against some attacks of opportunity.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
--------------------


EroticFantasyAuthor

At this point I'm not sure on a concept, thinking perhaps a dwarven cleric or Moradin/Torag/Etc.

Inash

I don't really feel like I can finish my character (mostly set a personality and description) without some details about the deity he worships.   :-(

Wintercat

In the Realms, religion is split down to two paths, though some fall on neither path as it were. On that note, -alignment- requirements for worship only exist in that Good characters cant worship Darkness, and Evil characters cannot worship Light. Either can still worship Unaligned.

Gods of Light are worshipped as 'Good' deities, and have their share of temples and worshippers.

Gods of Darkness are worshipped as 'Evil' deities, they have secret temples and cults ordained in their service.

Unaligned deities are a collection of old deities that take no stance with or against the Realm. They have some shrines, but they are treated as neutral deities for most part, and have the occasional shrine or even a temple in some old towns.




Gods of Light
* Alos, Major God of Radiance, (Domains: Glory, Nobility, Protection, Strength)
* Jeal, Goddess of Wisdom (Domains: Knowledge, Healing, Magic)
* Amathos, Goddess of War (Domains: Destruction, Strength, War)
* Gaun, God of Hearth (Domains: Artifice, Community, Good)
* Shaon, Goddess of Commerce (Domains: Artifice, Charm, Travel)

Gods of Darkness
* Shylla, Major Goddess of Prophecy (Domains: Darkness, Glory, Knowledge, Trickery)
* Atho, God of Corruption (Domains: Chaos, Evil, Madness)
* Ruin, Goddess of Endings (Domains: Death, Destruction, Strength)

Unaligned
* Than, Major God of Death (Domains: Darkness, Death, Repose, Void)
* Myst, Major God of Elements (Domains: Air, Earth, Fire, Water)
* Lady, Major Goddess of Nature (Domains: Animal, Plant, Sun, Weather)
* Dia, God(dess?) of Luck (Domain: Chaos, Luck, Trickery)





That's not a complete deity list, but its the deities people would know.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Inash

#57
Thank you.  I'll have an update within a couple of hours.

Is there a corresponding list of favored weapons?

Inash

Ebirc Aldonat
M NG Human Cleric, Level 5, Init +0, HP 39/39, Speed 30
AC 10, Touch 10, Flat-footed 10, Fort +6, Ref +1, Will +9, Base Attack Bonus 3   

Abilities Str 14, Dex 10, Con 14, Int 10, Wis 20, Cha 14
Condition None
Domains:  Healing, Magic

Personality: Completely dedicated to healing, which has left him excessively serious.  Prone to getting upset about risky behaviors and thoughtless injuries.
Description: Slightly tall and slightly thin, though not too much either way with red hair and brown eyes.  He usually has a very ernest, concerned expression.

Question Mark

Heads up, I'm going to Haiti tomorrow, and I won't be back until July 6.  I'll try to get my character done tonight, but no promises, since I'm busy packing/preparing.  I'm looking forward to this game, so will you allow me to finish Ada on July 6 without being disqualified?

EroticFantasyAuthor

How would a cleric come into the academy?

Also, which deity is favored most by the dwarves? Thinking either Amathos or Guan

Just formulating character ideas, still don't have a definite concept, but right now lawful good dwarven cleric seems likely.

Wintercat

Busy weekend once more, back and seeing what is going on. I've dropped in occasionally but for most part been thinking and laying down plots.

I've generally viewed Favored Weapon in a rather open fashion, allowing a player to request one. In a sense, I don't believe any 1 weapon would stand above others, only that the particular weapon has been 'blessed' in a temple of the deity, and such a blessing can only apply to 1 weapon type for any 1 person.

I'm willing to consider a late addition during the weekend, but I hope there wont be more of them, because if I want to get the game going on 8th it would be a disadvantage to have a fair share of sudden arrivals at the very end of things.

As for Cleric entering the Academy, they would sign up like any other classes: They could arrive as volunteers, regardless of whether they have selfless motivations like serving a greater good or a selfish one like gathering wealth and fame for themselves, there may well be some that are pressed into service to pay for their debts and as punishment for their crimes, but such people usually wouldn't end up in highly important missions, more likely they'd be held to work on projects that could be overseen by more trusted individuals. Of course, one or two such people in a group could be just watched over by the rest, story-wise.

Dwarves have no particular 'chief deity' in this world, neither do any of the other races. Amathos and Gaun both seem good picks for a dwarf I think. Its more of what they value than the particular deity itself.

I'm considering starting an OOC thread to gather the ready sheets to it, and need to ask now, if there ends up being more than 6 people at the end with ready characters eager to jump into the adventure, would those who didn't get into the game at the start still be willing to join into the game later on with the adventures already in progress if someone who got into the game has to, for one reason or another, to drop out or falls silent for an extended period of time?
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

EroticFantasyAuthor

Volunteers? I think I may have missed something, I thought the group would be gathered from the Academy's students that showed promise.

But if the Academy put out a call for aid, I can certainly work with that.

Wintercat

The characters have already been through a fair bit of training, likely some minor tasks as well. I simply sought to answer a question which I took as how a character would have originally perhaps ended up at the Academy. They're not putting out a call of aid as such, they're calling up people they know and trust.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Callie Del Noire

Finished my gameday weekend.. bleh.. hopefully I can get the character done soon. Any site preference?

EroticFantasyAuthor

Quote from: Wintercat on July 01, 2013, 06:03:21 AM
The characters have already been through a fair bit of training, likely some minor tasks as well. I simply sought to answer a question which I took as how a character would have originally perhaps ended up at the Academy. They're not putting out a call of aid as such, they're calling up people they know and trust.

Aye, so not completely sure how a dwarven cleric would find his way to the academy, unless the academy has connections with his church and thus they sent him to assist.

Wintercat

Quote from: EroticFantasyAuthor on July 01, 2013, 06:56:57 PM
Aye, so not completely sure how a dwarven cleric would find his way to the academy, unless the academy has connections with his church and thus they sent him to assist.

The different races of the realm have come to work together in the past too, for the simple goal of staying alive. Mortanius' victory would not probably have left many of them alive, and none of them free. So I'd imagine the chance to be enrolled in the academy would be an easy choice, and even if the character was relatively new they would be stressed on that their task is of the utmost priority given that if Mortanius has returned, it could end up very badly for everyone.

Still, if you feel its hard to imagine it happening, then I understand and wish you well on any of the other games coming to life on the boards.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

spooky

So, can I use my starting gold to add spells to my spell book and how should I apply the cost? Mark is a student of the academy, but I wouldn't know if they would give the students access to archived spells or anything so I'm curious.
I have taken The Oath of Drake.

Muse

I updated Analise with more about her history and appearance.  :)  Hope I get in. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

EroticFantasyAuthor

Quote from: Wintercat on July 02, 2013, 09:21:46 AM
The different races of the realm have come to work together in the past too, for the simple goal of staying alive. Mortanius' victory would not probably have left many of them alive, and none of them free. So I'd imagine the chance to be enrolled in the academy would be an easy choice, and even if the character was relatively new they would be stressed on that their task is of the utmost priority given that if Mortanius has returned, it could end up very badly for everyone.

Still, if you feel its hard to imagine it happening, then I understand and wish you well on any of the other games coming to life on the boards.

I'm still very much interested, and will continue with the dwarven cleric concept. What are the dwarves like the the campaign world? I can easily see a well trained cleric being assigned to assist the Academy, that is what I was checking, if that would work and wouldn't go against the campaign world.

Wintercat

Spells can be added to the spellbook at the standard price of scrolls. Wizards aren't exactly eager to share their knowledge, mentors teach perhaps enough to get the spells acquired from level-up, but beyond that it costs a scroll's worth to get to copy new spells.

Earlier mentioned, the sum that was given can be used to buy equipment at the listed prices, even with crafting skills and necessary feats to make your own there are no cost-cuts at the start, though such feats & skills can be put to use later in the game. Just not at the start. Characters have been training, preparing, all that, not having free time to craft things.

I was asked to wait till tomorrow for one last character, I hope to start the coming monday.

On the question about what kind of dwarves there are, the dwarves have their old fortresses above ground in mountainous regions, but a fair share also live alongside people in the mixed cities. Humans are the most numerous race but dwarves and elves aren't rare either. Clans matter to dwarves, but ever since the war with Mortanius before there's not been any larger conflicts between dwarves at least, its been far more important to stay strong and ready to repel any threats to the Realm. Especially since dwarves have a fair bit of influence in the Realm, they have many of the best smiths and warriors in their numbers, and the power of dwarven plate-mail soldiers is not questioned.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

spooky

scroll price aye. All I needed to know.
I have taken The Oath of Drake.

EroticFantasyAuthor

I'll try to get going on my character ASAP. Glad to hear that the dwarves and humans a good allies, makes things alot easier. My character will probably be sent by his Commander/High Priest to assist the Academy.

Wintercat

So far, I've been considering the team construction, and I've made some early estimates what could be good set of characters, but I'm not decided yet, I'm going to look everyone through happily, but I figured I'd mention a bit of this for now. I will make my decisions tomorrow evening my time, and the game is set to start on the 8th, the coming Monday.

----

Arcane Caster:  Ada Stonewrought (Question Mark), well thought out sorcerer, though a bit troubling that the writing includes mentions to Chelaxians and Varisians, as well as Desna. Seems pretty much like a character made for Pathfinder's basic world, which is a bit jarring to me as this is set in a custom world. Still, I see the effort put into the character, and thus am considering this character for the caster role, though that is not yet set. The player did inform they would return this weekend to finish the character so I am looking forward to seeing this at the ready state.

Battle-Mage:  Mark Macy (spooky), a combat-ready Magus that would combine firepower with fiery blade-use. I am seeing the character build up and I am still waiting to see how this will shape together, but I think that a magus isn't a bad option for a team that might face a fair share of trouble in time. Again, I am considering this still, waiting to see how this will shape up. Activity on the forum hasn't hurt either, quite curious on what we'll see.

----

Champion of Light:  Analise (Muse), a Paladin ready to step into the battlefield. I find the character concept very suitable for this tale, and a bit of healing power doesn't hurt alongside the ready ability to engage in battle. I am going to consider this one a character that I want to accept into the story, final decisions will wait but I like what I see here.

Dangerous Warrior:  Tavah Sunderfist (Loki Aesir), a barbarian fighter of intimidating presence, I find this a well thought together character. While wildmen may be viewed with some wariness (due to fact that the great enemy recruited many to his forces) this character's skill has undoubtedly already been proven, and I like the bit of conflict there might be from that, too. Two warriors together before the threat seems like a good way to go, so I'm inclined to want this character along for the tale as well. Decisions still pending.

----

Twiceborn Sniper:  Elise Ellincourt (Callie del Noire), a multiclassed sniper that should be able to provide support in combat as well as a fair share of useful skills, I think that Elise would make for an interesting companion to have in the tale, and one I am looking to accept as I believe the tale written is a good one, and the character would bring a lot to the story.

Escaped Rogue:  Tha'ael (Ixy), is a talented rogue that knows what to do and how. Given this character was sent in a private message rather than on the board here I can just give my own impression here, until her character sheet is shown to others as well. I think a pure rogue can aid in some situations, and the character's backstory is again one that has me curious. I believe she could work out well in the role of the team's skill-bringer, but I also think she and Elise could work side by side in several situations. So, preliminarily accepted here as well.

----

Human Healer:  Ebirc Aldonat (Inash), a cleric with dedication. Having a healer along is always a good idea, and from what I've seen this character is also someone that could stand side by side with the warriors to hold the line. Character seems to still be under work though, waiting for some information to be added, at least weapons section was left completely blank last I checked. Still, a healer should be brought along so considering this at the time.

Dwarven Healer:  (EroticFantasyAuthor), the character has been mentioned and is apparently under work, but there's been little more that I know so far. Looking forward to seeing what is planned though, and as said a healer would help out the team so waiting to see what his work is like before final decisions.

----

Even if someone's character isn't unfortunately taken along from the start, I am going to keep an eye on things and if someone drops out of sight I will reach out to offer them a chance to join along at that point if they are still interested of course.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

spooky

I've completed the character and added a personality as well as a background to the post I made before.
I have taken The Oath of Drake.

EroticFantasyAuthor

#75
I'm not sure if I'll beable to make the deadline by tomorrow(well today actually at time of post).

We'll see though.  :-)

Question Mark

Hey, got my first Wi-Fi signal in 8 days here in Port au Prince airport.  Unfortunately, all I have is half an hour and my iPod, so I can't finish Ada now.  I'll be returning to my house later than I had expected due to extenuating circumstances, approximately 1 am tonight.  I'll do my best to complete my profile then, but forgive me if I enjoy my first hot shower and cold beer in over a week first!  Still, I'd like to elaborate on Ada a bit, and respond to your summary Wintercat.

On the Chelaxian/Varisian fluff: I originally made this character for another game that would follow the Pathfinder Society adventure in Varisia.  He was level 1, and his backstory was built for the setting.  Unfortunately, that particular game never got off the ground, but I liked the character too much to just give him up, so I decided to adapt him to this game.  Since much of his gear, skills, spells, etc. were the same, I used the same sheet.  He was half-transformed when I left, so pretty much all of the fluff is inaccurate.  His new backstory will be roughly as follows: he was a farmer who lost his family and discovered his sorcery in his grief.  Thinking his time is limited after a magical accident injures his heart, he sets out into the world to live an exciting life before he dies.  Along his travels, he comes across the academy and decides to "enroll" for a short time for XYZ reasons.  Still a WIP, but them's the basics.

Time to board.  Thanks for your patience.

Wintercat

Oh, no worries, I'd just like to get the game started on the 8th, but if there's a clear reason I did mention I'd wait. I was originally planning to make the decision on the 5th, but thinking it over it seemed best to let people prepare during the weekend, and I'll set the game post up on Monday. Included in the OOC thread then will also be the list of players, though I do think if everyone's ready it would be good to have the ideas set on Sunday.

Question Mark, I understand that reasoning and I considered it a possibility, merely its presence sort of threw me off a little, causing me to wonder. I will look forward to seeing your work.

Same with EFA, I'll try and wait a bit more, if necessary getting the game post up on Monday and only then having the call.

Keep in mind, I don't need 100% ready as long as I know the player is commited and interested. Little things can be worked together during the start anyhow.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Muse

*Grins* 

Sounds like a great group is shaping up.  :) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

spooky

I have taken The Oath of Drake.

EroticFantasyAuthor

Committed and interested, just behind character creation for other campaigns so might be a little late, so do not wait on my. Will hopefully get something up soon.

Foxfyr

Ooo, I like the notion of playing Tavah from a standpoint where there would be a fair amount of prejudice against him. I could definitely see that being a great source of character development.

EroticFantasyAuthor

#82
Nalin Goodhammer

Nalin grew up in a large underground dwarven city, a member of the Goodhammer clan. The Goodhammers were a clan that valued martial prowess, honor and strength. They sought to protect those that could not protect themselves and strived to make the word a better place through their faith in Amathos. The Goodhammer clan assisted in the fighting against Mortanius. In preparation for Mortanius' possible return(or a threat just as great), his training began when he was rather young, following the in traditions of his clan.

It was a role that he happily accepted and rose to meet every challenge laid down before him. His faith in Amathos seemed natural, very since he was young, his free time was spent reading over her holy texts. This did not change in his early adulthood when he joined the military. He served in the dwarven military for a couple of decades, solidifying the martial training that would allow him to fully serve Amathos. For the last 15 years he has been a dedicated soldier of his church, going where needed. His most resist assignment being to assist the Academy in Human lands.

Question Mark

#83
Here you go, the more or less finished product.  Gear, spells, skills, feats, and stats are all finished, but I'm having difficulty writing a meaningful bio when I don't know much about the setting.  I'll see if I can't crunch through something in the next few minutes.  Still, this should be adequate for the game!







Ada Stonewrought, the Banner of Mount Alister
Level 5 Human Sorcerer, Draconic Bloodline
Charismatic Stranger, Experienced Explorer, Talented Archer, Clever Illusionist, Support Caster

Ability Score Rationale
STR (10): Average person, not especially strong nor weak.  His constant travel and use of the bow keeps him lean and wiry, more dextrous than strong.
DEX (16): He is naturally dextrous due to his lanky frame and a steady hand.  The +2 racial bonus is due to his years of practice via archery.
CON (8): His initial foray into magic resulted in a minor heart attack.  Although he recovered, the experience left him with a heart condition, making him physically vulnerable to trauma and injury.
INT (16): He has a sharp mind, above average, and can learn most anything if he focuses on it long enough.  This is further enhanced by the Headband of Mental Prowess he wears, giving him an additional +2 bonus.
WIS (14): Ada is very perceptive and aware of his surroundings, and years of travel have expanded his once narrow world view.  On the rare occasion he speaks, Ada enjoys philosophical discussions.  That said, he is still prone to developing tunnel vision and ignoring what he deems to be "unnecessary" parcels of information.
CHA (21): Although quiet and naturally introverted, Ada's striking appearance, straightforward honesty, and unflagging determination give him a charismatic gravitas.  The rigorous development of his inborn magical talent has further increased his appeal, resulting in a +1 attribute bonus.  In addition, his Headband of Mental Prowess grants a +2 bonus.




Summary and Ancillary Notes
  • Summary: Ada was a grief-stricken farmer who, upon learning of his latent magical potential, abandoned his farm and struck out into the world to become a traveler.  In the past five years, he has evolved from a backwards country bumpkin to a worldly explorer who's well on his way to seeing it all.
  • Appearance: Tall with handsome, albeit sharp, features.  His lanky build, angular face, and olive skin indicate a mixed heritage.  His clothing is fine and well made to the common eye, but surprisingly durable and travel-proof underneath its rich appearance.  Ada proudly wears the colors of his dynastic heritage -- jet black and vibrant orange -- either unaware or unconcerned of the attention such eye-catching colors will attract.  His sharp features, colorful and fine clothing, and the distinctive Bow of Alister ensure that Ada's face is not one to be easily forgotten.
  • Combat: Quiet and kind, Ada prefers to avoid combat when he can, preferring to talk his way out of tense situations.  If that fails or is unfeasable, he'll make use of his growing skill with illusions to evade or hide from enemies until he can sneak past.  When he must fight, Ada prefers to use his magical abilities to keep his opponents distracted and at a distance while he peppers them with arrows.  If they close with him, he can use his draconic claws for a short time until he manages to get some distance.  If he's losing, Ada has no compunction against using illusions or trickery to flee or hide.
  • Personality: Ada is a man of dualities.  He is kind and compassionate, but can be callous when impatient and suffers from a short temper.  He possesses great charisma, and yet he's reluctant to befriend others, and prefers to keep people at a distance.  Despite his intelligence and discerning instinct, he is prone to tunnel vision, and can even be ignorantly defiant when confronted with unpleasant or conflicting information.  Although intelligent and thoughtful, he believes he is not long for this world, and so is prone to taking risks or making snap decisions "just because."
  • Alignment: Being Neutral Good, Ada acknowledges the usefulness of law and order in creating a prosperous society, but also realizes that Lawful Good can occasionally become Lawful Stupid.  As such, he has no compunction against disregarding laws or customs he finds unwise, pointless, or obstructive.  Being a man who is convicted and sincere in his beliefs, Ada will even take pride in breaking these unnecessary social mores, and may conflict with authorities on the matter.  He treats oaths a similar way: he prefers to keep to his word, but he won't be losing any sleep over a broken promise.

Bio
Ada was born one of many children, on a farm in a remote corner of the world.  It was a peaceful and steady life.  His parents had secured a large plot of arable land in a region dominated by rocky tors and limestone flats, and every autumn brought impressive profits in the markets of the nearby town.  By the time Ada was of age to work the fields, his parents had already begun hiring laborers.  When Ada was old enough to own land himself, the farm had tripled in size.  His father said that Gaun had blessed their farm, while his mother insisted that it had been Dia's luck that had brought them success.  Ada, never a pious man, did not care much either way, and spent his free time satisfying his wanderlust by roaming the nearby countryside, practicing archery in anticipation of one day owning the Bow of Alister.

His father had told him that the Bow had been forged on the burning peak of Mount Alister, in a time when their ancestors had lived on the slopes of the mighty mountain, far to the south and east in lands forgotten by time.  According to legend, the brass dragon Alisterix had forged the bow and given it to her lover, saying that for as long as her draconic blood ran in their descendant's veins, the Bow of Alister would stay true to their line.  Whoever wielded it would be the Banner of Mount Alister, the scion of her noble lineage.

One by one, Ada's many siblings departed the farm.  Some by the southern road, others by Than's hand.  Eventually, only a 19 year old Ada remained.  When his elderly parents and a quarter of the laborers were taken by a pox, the farm -- and the Bow -- passed to him.  He married, siring a daughter, and continued running the farm.  It was not the life he wished to live, but he saw no other choice.  The farm was where his family was, and dozens of other families were dependent on his leadership.  He could not bring himself to leave.

Eight years prior, Ada's wife fell from a horse, breaking her neck against a tor.  Not long after, his daughter left the farm to join the bards college.  While trying to cope with his grief from his wife's death, Ada discovered his latent magical spark.  It seemed that Alisterix's blood flowed strong through his veins, and suddenly a vast potential appeared in front of him.  Ada readily embraced the sorcerer inside of him, using the development of his magical skills to cope with his grief.  He sought out a sorcerer in the nearby town and studied under her tutelage.  When she passed away from old age, she left her sizable library of magical tomes to him, allowing Ada to continue his education.  He eventually realized that he couldn't bury his past with sorcery alone; he'd have to leave his farm behind, and seek out a new life in the open world.

During his training, he erred in casting a spell, seriously injuring himself and leaving him with a weakened heart.

As the years went by, he withdrew from his duties at the farm, and eventually passed the majority of the responsibilities on to someone else.  Five years ago, Ada finally judged himself ready to set out and begin his new life.  Worried that his weak heart would result in an early death, he traveled the world with unbridled enthusiasm.  He sought out the great cities and gazed upon ancient artifices raised by primordial man.  He climbed mountains and crossed oceans, following the winds and his whims.  He did not want to be a great hero or a famous name, simply a faceless traveler, never staying in one place longer for a fortnight, with no responsibilities or needs beyond his own.  He relished the anonymity and freedom this life granted him, but as his skills with bow and sorcery grew, so did a desire for purpose.

After four years on the road, Ada sought out the academy, hoping he could find a goal to dedicate the remainder of his short life to in those esteemed halls.



Sample
You see him from a mile off; any half-blind fool could.  His dark brown hair stands a full head above the average man in the crowd, crowning an angular and dark skinned face.  The smooth, thin end of a longbow of fine make pokes above his left shoulder.  Through the bustle of limbs and bodies clogging the city's thoroughfare, you glimpse flashes of bright orange contrasted against midnight black.  The cloth is fine, suggesting a fat coinpurse or wealthy sponsor, but the way he moves indicates that the rich stranger is no easy mark.  He takes each step deliberately, sliding through the crowd like smoke through the branches of a tree.  Dark eyes periodically scan the surroundings, switching between impressed awe and suspicious alertness.  So he was new to the city then, unlikely to be involved with any of the sticky politics that the council and Lord-Mayor indulge in.

As you begin to wonder why the colorful stranger is in your city, a bulky man roughly bumps into him.  You easily spot the flash of a dagger as the clumsy cutpurse robs the poor fellow.  Without missing a beat, the tall outsider whirls around, an orange and black fletched arrow suddenly in hand.  The crowd parts around the ongoing unpleasantness, not wanting to get involved, and incidentally giving you a better view.  The outsider has the blade of the arrowhead pressed against the cutpurse's throat, his free hand holding the thief firmly in place by the shoulder.  The bulky man's eyes bulge as his would-be victim whispers something in his ear, and he hastily returns the stolen coinpurse.  After a moment's hesitation, he gives him his own coinpurse as well.

As the cutpurse scurries away into a nearby alley, the colorful stranger melds back into the crowd.  You smile to yourself.  Turns out you were right about him being no easy mark, but that won't stop you.  It just means you'll have to get creative.


Stats

Ada Stonewrought
Level 5 Human Sorcerer

Status unknown.
HP: 29/29
Subdual: 29/29
Hit Dice: 5d6
Init: +5

Saves
Fort: +1
Reflex: +4
Will: +6

Defense
AC: 14
Touch: 13
Flat: 11
CMD: 15

Offense
Melee: +2
Ranged: +5
Bow of Alister: 1d8+1 (x3), 100 ft.  Magical.  Point-Blank Shot, Arcane Strike, Gravity Bow (2d6+1)
Claws (x2): 1d4 (x2).  Magical.  Uses left: 8/8 rounds

Spell Slots
Cantrips- ∞
1st - 8/8
2nd - 5/5

Inash

Sorry,  I'll try to finish up tomorrow afternoon.  I lost track of where I was on this.

Wintercat

#85
Alright, it seems we have 8 people in different stages of readiness. I am ready to start off this game today, and have been waiting to see if the folks are ready. I am impressed with your work, Question Mark, and I definitely want Ada along for this tale. Still, I'm waiting a bit about what is the end result between our Clerics.

In the meanwhile, I think a few cast members are clear.



Accepted
Muse
Callie del Noire
Ixy
Loki Aesir
Question Mark


Waiting
Inash
EroticFantasyAuthor


Reserve
spooky



Alright, my apologies first off to spooky. I like your magus, but with two warriors, and a combat-ready archer plus a rogue bring in a lot of fighting prowess. Two full casters, meaning a cleric as well as a sorcerer do complement the group well. I did consider including all 8 people that have shown interest so far, but I have encountered difficulties keeping a large group together in games that go on for a fair while, and that groups beyond 6 player characters tend to slow down tremendously during combat.

However, I will ask a player vote on this: If people feel its worth the risk, I can include everyone, nobody goes to reserve, but it does add a little risk. In the meanwhile, I'll look forward to seeing the characters fully completed and with a bit of description to them.

I'll post the OOC thread and the IC thread next, to NC-Exotic System Small Groups board, just in case. Its been a default board for me to use usually, though it is a 'just in case' choice, not meaning anything of particular nature has to take place, merely opening the possibility. If people prefer, I can also ask for the posts to be later moved to a different board.

I'll post here with the links, or edit them in to this post, once the game posts are up.
OOC Thread is up.
IC Thread is up.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Inash

Ebirc Aldonat
M NG Human Cleric, Level 5, Init +0, HP 39/39, Speed 20
AC 20, Touch 10, Flat-footed 20, Fort +6, Ref +1, Will +9, Base Attack Bonus 3   
+1 Battle Aspergillum  6 (1d6+1, x2)
+1 Breastsplate, +1 Heavy Steel Shield (+7 Armor, +3 Shield)
Abilities Str 14, Dex 10, Con 14, Int 10, Wis 20, Cha 14
Condition None
Domains:  Healing, Magic

Background:

Ebric hails from a temple of Jeal near the academy.  Its location and purpose made it a target during Mortanius's uprising.  It was razed and subsequently rebuilt.  Ebric was orphaned at a very early age due to the troubles surrounding Mortanius, <sorry, I don't have a feel for how long ago it was.>  and was taken in and raised by the temple during its rebuilding.  This has left him with a strange combination of sheltered upbringing and having 'seen everything' as a healer.  So while the side effects of the 'stimulant' an old Lord might use to enjoy his new bride don't earn a raised eyebrow (call the healer if it has been more than 4 hours...), the point of most children's games completely eludes him.

EroticFantasyAuthor

#87
Character post updated with character background, let me know if anything needs adjusted/changed.

I vote that everyone gets in, it should work if we all help each other remain active.

Inash

I, for entirely noble reasons I assure you, vote withEroticFantasyAuthor on this.

Muse

:)  I'm all about a group with a strong arcane and divine arm. 

Also, d20 system anticipates adventurers in increments of four.  So if you think you can handle eight, the system can too. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Question Mark

I still maintain that the smaller the group, the better.  Less people means less delays, less confusion, and less drama.

Foxfyr

I'm in agreement with Question Mark with this one. Play by post RPs tend to get clunky around or beyond the 6 player mark, doubly so for any involving a system. It is all too common that I see a story brought down because people are waiting forever for a response or for their turn to come around.

However, if we do allow everybody in, I recommend we put things in place in an attempt to make things run more smoothly. Things such as removing a post order, group battle initiatives so the party can post their move at any time, and possibly even enacting some sort of posting deadline policy to keep things moving.

Wintercat

I tend to agree with Question Mark and Loki Aesir, I decided I'd bring the thought up since I've seen folks do a good bit of work and 8 isn't a huge stretch from 6, but still, I think it does carry a noteworthy risk of stalling a game.

I can agree with the group-initiative easily enough, it makes things a lot easier too, not having to wait around. As for the posting delays, I wait 2 days for people to post and then move on. For example, everyone gets a chance to post during this Tuesday for the starting thread, and tomorrow on Wednesday I'll continue on, at latest. I might enter a small post today in reply to those who have posted.

So it seems, 3 people vote for allowing everyone in, 2 people vote against, and no comments from 3 others.

I find myself most comfortable with 3-4, and can run a game with 5 or 6, but beyond that seems likely to create some chaos at least, but I'll wait and see. Either way, all those already approved should feel free to make their entry post.
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

Inash

So we are waiting on votes from Callie del Noire, Ixy, and Spooky?  But 8 would give us enough to safely split the party... Nooooo don't split the party.  Inash, shut up and get more coffee, you've gone loopy.

Ixy

Smaller is better in this case; it's easy to lose track of who did what and when.  I like small groups, personally, but I hate excluding anyone; I want to go with Wintercat's original split, as the GM should decide who goes where.

Thanks... will post more tonight.
______________________
The big print giveth, the small print taketh away.

Callie Del Noire

Playing catch up. Will post tonight. I'm good with pretty much anything the other players settle on.

EroticFantasyAuthor

As long as everyone is responsible and sticks with their obligations to the campaign, 8 players really shouldn't be a problem. Just be sure to bookmark the campaigns threads and check on it regularly for updates.

spooky

... somehow I wasn't sure I got a vote. I'm all for an 8 man group.
I have taken The Oath of Drake.

Inash

So, 4 for, 3 against, 1 abstain.  3 of the 'fors' are those who will benefit most, and the DM is very hesitant to go beyond 6.  I think that describes the situation.  What is the ruling?

Wintercat

Ultimately, I think that a group beyond 6 is hard to manage properly and adds its own risks. While I am willing to try, I think the numbers speak for themselves. Most of those who would agree are those who are undecided on, and those who disagree with adding new ones tend to be the ones that are already secure in the game. Still, 8 people can be managed, and I am willing to try it.

That means I keep the game moving though, and if the deadline to post is missed the game moves on with those who have posted, others can be along quietly at that point or if in combat, miss that round, so forth. Being gone long enough will be probably seen as having abandoned the game if that occurs.

Sadly, I do figure there may be a drop-out or two, that seems to be something that happens for various reasons in a lot of games, and why I was considering having a couple of people ready to jump in if something like that occurs, but for now, all 8 can join along and let's see how things go.

(TL;DR:  Alright, all 8 can play)
I've taken the Oath of The Drake. Remind me of it if you think I act against it.
A&A

spooky

Huzzah! I'll enter the IC immediately.
I have taken The Oath of Drake.

EroticFantasyAuthor

Woohoo! Though sadly it's a bit too late for me to post right now, I should have something up later today though!  ;D

Inash

You can't see it, but there is much rejoicing.