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Author Topic: Magic Guild (Pathfinder)  (Read 1999 times)

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Offline ulthakptahTopic starter

Magic Guild (Pathfinder)
« on: March 08, 2013, 12:38:22 AM »
Intrest thread
In character thread
OOC&Sheets thread

Let's face it magic is awesome, and if magic was actually real you could bet that our economy and government would be based around it today. That being said this game is just that. The world is run by magic, the government is run by wizards, and when someone needs something done, they turn to the magic guilds to hire. This is where the players come in. The players will be a team of arcane casters within a guild and accept jobs from it, pretty straight forward.

Starting level 6, Classes restricted to Arcane casters (Bard, Wizard, Sorcerer, Witch, Magus, and Summoner) Multiclassing is fine as long as one of the classes is still arcane. Abilities will be a choice of 25 point buy, or 1d10+8 seven times, the top six becoming the stat array. Starting gold will be 12,000, however this will be a high magic game and magic items cost half as much, and no experience is used to make them.

Inspiration for this game did come from the show Fairy Tail.
« Last Edit: March 09, 2013, 10:36:10 PM by ulthakptah »

Online NicciKotor

Re: Magic Guild (Pathfinder)
« Reply #1 on: March 08, 2013, 12:40:02 AM »
Horray! Time for Lucy time time!

Offline Muse

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Re: Magic Guild (Pathfinder)
« Reply #2 on: March 08, 2013, 07:11:27 AM »
  Ooh, ooh, ooh!  Me, me me!  Pick me! 

  (I take it psionics doesn't count?  )  :) 

Offline Tydorei

Re: Magic Guild (Pathfinder)
« Reply #3 on: March 08, 2013, 09:53:05 AM »
I always counted Alchemist as "Arcane" caster's... Are they not? Most of they're formulae are Arcane Spells after all. They don't pray or make pacts with spirits or creatures.

And I always considered Summoner's "Divine" caster's... They commune with living spirits from other planes, like clerics and paladins (or they're own plane like druids). The elidion isn't something they just created. But something they made a pact with. Right?

I'm not sure what class I'd pick, if I decide to apply... But would not want to know all the choices. lol

Edit: Curiosity got the better of me. I went ahead and looked it up. Summoners are Arcane casters. Witches are actually divine. But still, the DM's call.
« Last Edit: March 08, 2013, 09:58:57 AM by Tydorei »

Offline Triggvi

Re: Magic Guild (Pathfinder)
« Reply #4 on: March 08, 2013, 10:28:23 AM »
I am thinking of doing a skeeve type character. Rogue caught stealing from a wizard and ends up his unwilling apprentice. 1 lvel ofrogue and 5 levels wizard.

Online NicciKotor

Re: Magic Guild (Pathfinder)
« Reply #5 on: March 08, 2013, 11:23:31 AM »
We still needs a cleric, so following the rules someone could multiclass a cleric and wizard for the laughs.

Also I need a guy for me to have a secret crush on and develop a relationship with over time. Since I am starting off as a virgin and sooner or later someone is going to pop my cherry and introduce me to depravity and orgies and all of those fun stuff.

Offline Triggvi

Re: Magic Guild (Pathfinder)
« Reply #6 on: March 08, 2013, 11:26:03 AM »
We still needs a cleric, so following the rules someone could multiclass a cleric and wizard for the laughs.

Also I need a guy for me to have a secret crush on and develop a relationship with over time. Since I am starting off as a virgin and sooner or later someone is going to pop my cherry and introduce me to depravity and orgies and all of those fun stuff.
My character has a good charisma, rogue/ wizard with lots of social skills.

Offline ShadowFox89

Re: Magic Guild (Pathfinder)
« Reply #7 on: March 08, 2013, 11:27:56 AM »
Hmm... Gonna make a Magus Elf, master swordfighter.

Stats (1d10+8=13, 1d10+8=18, 1d10+8=11, 1d10+8=15, 1d10+8=18, 1d10+8=14, 1d10+8=17)

18, 18, 17, 15, 14, 13, 11. Dropping the 11 for a great array of stats.

Going for an Erza Scarlet style character.

http://www.myth-weavers.com/sheetview.php?sheetid=530352

Partially done. Still need to know if how we figure HP.
« Last Edit: March 08, 2013, 12:02:25 PM by ShadowFox89 »

Offline Chloe Milev

Re: Magic Guild (Pathfinder)
« Reply #8 on: March 08, 2013, 02:15:09 PM »
We still needs a cleric, so following the rules someone could multiclass a cleric and wizard for the laughs.

Also I need a guy for me to have a secret crush on and develop a relationship with over time. Since I am starting off as a virgin and sooner or later someone is going to pop my cherry and introduce me to depravity and orgies and all of those fun stuff.

Nah, just get a Necromancer of life that casts infernal healing, false life, vampiric touch, and if worse comes to worst, animate dead (and maybe restore corpse) to walk your corpse to the temple of [god of magic].

Offline Triggvi

Re: Magic Guild (Pathfinder)
« Reply #9 on: March 08, 2013, 02:21:39 PM »
Nah, just get a Necromancer of life that casts infernal healing, false life, vampiric touch, and if worse comes to worst, animate dead (and maybe restore corpse) to walk your corpse to the temple of [god of magic].
The necromancer of life looked cool but i went with intutive wizard

Offline ShadowFox89

Re: Magic Guild (Pathfinder)
« Reply #10 on: March 08, 2013, 02:22:38 PM »
 Mystic Theurge is always an option...

Offline Blinkin

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Re: Magic Guild (Pathfinder)
« Reply #11 on: March 08, 2013, 02:43:59 PM »
I've never played the magic side of things in Pathfinder, and don't know a lot about it, but would the majority of levels have to be in the arcane, or can it be about even... example, a 4th level ranger and a 2nd level druid? Or hell, 6 levels of druid?

I would like to have some ability with non-magical defense as spells eventually run out... If that's acceptible.

Offline ShadowFox89

Re: Magic Guild (Pathfinder)
« Reply #12 on: March 08, 2013, 02:53:12 PM »
I'm not exactly sure why we're limited to just arcane casting... Given that any sort of casting should be enough to fill the idea of a mage's guild.

Offline Triggvi

Re: Magic Guild (Pathfinder)
« Reply #13 on: March 08, 2013, 02:56:31 PM »
I'm not exactly sure why we're limited to just arcane casting... Given that any sort of casting should be enough to fill the idea of a mage's guild.
If i am reading the drscriptio right, we have to have at least on level of arcane caster. After all it is a mage guild not a casters guild.

Offline Callie Del Noire

Re: Magic Guild (Pathfinder)
« Reply #14 on: March 08, 2013, 03:05:42 PM »
Hmmm.. tempted to jump in.. got a nice admixture tiefling wizard I'd like to try. :d

Offline ulthakptahTopic starter

Re: Magic Guild (Pathfinder)
« Reply #15 on: March 08, 2013, 05:04:17 PM »
I always counted Alchemist as "Arcane" caster's... Are they not? Most of they're formulae are Arcane Spells after all. They don't pray or make pacts with spirits or creatures.

And I always considered Summoner's "Divine" caster's... They commune with living spirits from other planes, like clerics and paladins (or they're own plane like druids). The elidion isn't something they just created. But something they made a pact with. Right?

I'm not sure what class I'd pick, if I decide to apply... But would not want to know all the choices. lol

Edit: Curiosity got the better of me. I went ahead and looked it up. Summoners are Arcane casters. Witches are actually divine. But still, the DM's call.
I don't actually have any books and just use the srd, so my information may be different, but it clearly states that witches use arcane spells.

Anyway alchemists are arcane, but I never really thought of them as spell casters. However I guess they would fit in fine as their class features basically emulate spells.

Hmm... Gonna make a Magus Elf, master swordfighter.

Stats (1d10+8=13, 1d10+8=18, 1d10+8=11, 1d10+8=15, 1d10+8=18, 1d10+8=14, 1d10+8=17)

18, 18, 17, 15, 14, 13, 11. Dropping the 11 for a great array of stats.

Going for an Erza Scarlet style character.

http://www.myth-weavers.com/sheetview.php?sheetid=530352

Partially done. Still need to know if how we figure HP.
HP is normal, full for first level then roll.
I've never played the magic side of things in Pathfinder, and don't know a lot about it, but would the majority of levels have to be in the arcane, or can it be about even... example, a 4th level ranger and a 2nd level druid? Or hell, 6 levels of druid?

I would like to have some ability with non-magical defense as spells eventually run out... If that's acceptible.
Rangers and druids both use divine magic. Also 0th level spells don't run out when used.

  Ooh, ooh, ooh!  Me, me me!  Pick me! 

  (I take it psionics doesn't count?  )  :) 
Right no Psions

Offline Triggvi

Re: Magic Guild (Pathfinder)
« Reply #16 on: March 08, 2013, 05:19:51 PM »
Trovor Pyrizine

Here is my character so far. Need to finish spells, equipment still and of course to put up his back story

link to stat roll:
1d10+9=9,1d10+8=10,1d10+8=18, 1d10+8=17, 1d10+8=9,1d10+8=18, 1d10+8=16

Drop one of the second 9 and you get 9,10,16,17,18,18
+2 from human to intel 20, +1 from levels to Dex (18), Cha 18, Con 16, Str 9, Wis 10
« Last Edit: March 09, 2013, 10:49:02 PM by Triggvi »

Offline Blinkin

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Re: Magic Guild (Pathfinder)
« Reply #17 on: March 08, 2013, 06:10:19 PM »
So... a straight Ranger will work? Cool!

Working on this and will post a character probably either later tonight or tomorrow morning.

Offline kckolbe

Re: Magic Guild (Pathfinder)
« Reply #18 on: March 08, 2013, 06:13:24 PM »
Rangers would not work, based on what he said.  Arcane only.  Does pathfinder have spellthiefs?  If not, might go as a bard.

Offline ulthakptahTopic starter

Re: Magic Guild (Pathfinder)
« Reply #19 on: March 08, 2013, 06:31:55 PM »
So... a straight Ranger will work? Cool!

Working on this and will post a character probably either later tonight or tomorrow morning.
Rangers would not work, based on what he said.  Arcane only.  Does pathfinder have spellthiefs?  If not, might go as a bard.
Arcane only, precisely. Also I do not think spellthiefs are in pathfinder.

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Re: Magic Guild (Pathfinder)
« Reply #20 on: March 08, 2013, 06:42:27 PM »
  Blinkin', if you want a fighter with muscle, try Alchemist, Magus, or Summoner.   

Offline Blinkin

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Re: Magic Guild (Pathfinder)
« Reply #21 on: March 08, 2013, 06:53:54 PM »
Rangers would not work, based on what he said.  Arcane only.  Does pathfinder have spellthiefs?  If not, might go as a bard.

I thought he said..

"Rangers and druids both use divine magic. Also 0th level spells don't run out when used.
"

If a cleric, who uses divine magic was acceptible... *shrugs* My confusion, sorry. Have to think about this...
« Last Edit: March 08, 2013, 06:56:11 PM by Blinkin »

Online NicciKotor

Re: Magic Guild (Pathfinder)
« Reply #22 on: March 08, 2013, 06:56:51 PM »
Surprised no one has gone for a elemental bloodline sorcerer yet. You can easily recreate Gray or Natsu with fire or ice elemental specialty.

Healing in this game is going to be tricky, unless we are allowed to make healing potions and wands of the sorts, or just buy them.

I thought he said..

"Rangers and druids both use divine magic. Also 0th level spells don't run out when used.
"

If a cleric, who uses divine magic was acceptible... *shrugs* My confusion, sorry. Have to think about this...

He was just explaining the rules for divine casters.

Offline kckolbe

Re: Magic Guild (Pathfinder)
« Reply #23 on: March 08, 2013, 07:06:03 PM »
44731   kckolbe   Noone or Anyone   2013-03-08 18:57:21   At 2013-03-08 18:57:21, kckolbe (uid: 6919) rolls: 1d10a8 Result: 15
44730   kckolbe   Noone or Anyone   2013-03-08 18:57:08   At 2013-03-08 18:57:08, kckolbe (uid: 6919) rolls: 1d10a8 Result: 15
44729   kckolbe   Noone or Anyone   2013-03-08 18:56:57   At 2013-03-08 18:56:57, kckolbe (uid: 6919) rolls: 1d10a8 Result: 11
44728   kckolbe   Noone or Anyone   2013-03-08 18:56:46   At 2013-03-08 18:56:46, kckolbe (uid: 6919) rolls: 1d10a8 Result: 18
44727   kckolbe   Noone or Anyone   2013-03-08 18:56:32   At 2013-03-08 18:56:32, kckolbe (uid: 6919) rolls: 1d10a8 Result: 15
44726   kckolbe   Noone or Anyone   2013-03-08 18:56:13   At 2013-03-08 18:56:13, kckolbe (uid: 6919) rolls: 1d10a8 Result: 13

Being a bard, I can do some healing, and will even let you guys choose which archetype I play.  Would you like the Magician? http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/magician or the Archeaologist? http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/archaeologist

Either way I will have some healing abilities.  Really depends on whether you want a rogue type or buffs.
« Last Edit: March 08, 2013, 07:07:30 PM by kckolbe »

Offline Blinkin

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Re: Magic Guild (Pathfinder)
« Reply #24 on: March 08, 2013, 07:24:11 PM »
Hmmmm, not really seeing anything that gets my juices flowing... I've never been a big straight spell slinger player, so I think I'll bow out of this one. Thanks.