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Post by HHDeception on Aug 4, 2017 22:41:37 GMT -6
Fridays will not work for me because I play Magic now...sorry.
I will send backstory soon.
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Post by GX1997 on Aug 4, 2017 22:44:38 GMT -6
Damn cardboard crack.
K, any other days that don't work for people now?
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Post by Neo on Aug 5, 2017 4:26:30 GMT -6
Bunny, can you move your Magic day to another day? Fairly certain Friday will work best for the rest of us.
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Post by HHDeception on Aug 5, 2017 12:58:12 GMT -6
It's not up to me. "Friday Night Magic" is literally an established part of the cardboard crack industry complete with registration and promo prizes for attending.
I'd really rather not this be on Friday, but if it is I'll skip Magic and only go when we skip a week. Or I'll skip this if it's a particularly big deal that I play cards that week. Such is life.
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Post by GX1997 on Aug 5, 2017 16:05:43 GMT -6
How about Saturdays? We could probably move Schism without any problems.
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Post by SpringForest on Aug 5, 2017 16:22:15 GMT -6
If Neo is okay with that, I'm fine with it.
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Post by Golurkcanfly on Aug 8, 2017 9:30:41 GMT -6
Crow, are you married to the idea of playing as a human?
I'm considering switching from Half-Elf to Vanara (the hardest part is finding a picture I like), and if you change races to say, Gnoll, Lizardfolk, or Rougarou, we could all be forest friends.
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Post by SummerCrow on Aug 8, 2017 9:42:12 GMT -6
Ye.
We already went on honeymoon and consummated our marriage, we're expecting our first child soon.
By which I mean I really like some of the human-specific feats I took. Plus more feats for fighter.
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Post by Golurkcanfly on Aug 8, 2017 10:20:19 GMT -6
Maybe we'll just put a wolf-head over you and call it a day. Or give you a bird head because why not. Or you can refluff it because forest friends.
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Post by Golurkcanfly on Aug 8, 2017 13:46:22 GMT -6
Yesterday during Paranoia you said you'd be sharing with us how the campaign is starting, right?
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Post by Golurkcanfly on Aug 8, 2017 18:28:52 GMT -6
Oh, the Aquatic Adventures Pathfinder book came out, and I bought the pdf. While it's mostly setting stuff, it contains some options and recommendations along with rules for underwater stuff if people are interested: drive.google.com/file/d/0B63vI4to9is3eER6MUJVVU5HQUU/view?usp=sharingAlso, please don't post this link elsewhere. It's watermarked.
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Post by GX1997 on Aug 8, 2017 18:54:46 GMT -6
Right. So, what your character would normally be doing is a bit irrelevant to how they got where they are when the campaign starts, since everyone's life got interrupted at some point, and when it starts, they all find themselves at a little home in the mountains that no one knows anything about, but they all feel oddly used to it. No one knows how they got there or why they're there. No one knows how long they've been in that area. The party forms to try to piece things together, and afterwards, to try to get to civilization. This gets the party members involved in a mystery they all share, and it ties into the others that make up the main plot. Mysteries are the way I'm implementing occult game elements, and that's also why I've asked for everyone to have a personal mystery for their character.
Also, in regards to my comments about where things open up, the very first town marks when the entire world opens up to the party. You'll have some suggested options, and I will eventually nudge the party to some locations that have lots of questing, but you can choose what to do. Just be mindful that things move without you, which could seriously bite the party in the end as the forces you're meant to combat grow stronger. And I will try to tie whatever you're doing into the bigger picture to try to motivate you to unravel the shadowy mysteries, especially if your side questing gets out of hand.
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Post by Golurkcanfly on Aug 8, 2017 19:00:37 GMT -6
Uh, how fast will things move without us?
Because if it's fast, I need to rework my current character concept since a Crafter Wizard takes a while to, well, Craft (basically capped at 2000 gp of progress per day, which is like one item per day at low levels, but it builds up fast, to the point that making even the simplest of constructs is gonna take three days at least).
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Post by HHDeception on Aug 8, 2017 19:06:07 GMT -6
Oh, the Aquatic Adventures Pathfinder book came out, and I bought the pdf. While it's mostly setting stuff, it contains some options and recommendations along with rules for underwater stuff if people are interested: drive.google.com/file/d/0B63vI4to9is3eER6MUJVVU5HQUU/view?usp=sharingAlso, please don't post this link elsewhere. It's watermarked. Thanks for the link. Aquatic Bloodrager might work lore-wise...but the class is mostly just focused on underwater combat, which we probably won't see a ton of. Wave form is a neat spell though. I might keep that in mind, although I think there are better 4th level spells.
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Post by HHDeception on Aug 8, 2017 19:07:29 GMT -6
Right. So, what your character would normally be doing is a bit irrelevant to how they got where they are when the campaign starts, since everyone's life got interrupted at some point, and when it starts, they all find themselves at a little home in the mountains that no one knows anything about, but they all feel oddly used to it. No one knows how they got there or why they're there. No one knows how long they've been in that area. The party forms to try to piece things together, and afterwards, to try to get to civilization. This gets the party members involved in a mystery they all share, and it ties into the others that make up the main plot. Mysteries are the way I'm implementing occult game elements, and that's also why I've asked for everyone to have a personal mystery for their character. Also, in regards to my comments about where things open up, the very first town marks when the entire world opens up to the party. You'll have some suggested options, and I will eventually nudge the party to some locations that have lots of questing, but you can choose what to do. Just be mindful that things move without you, which could seriously bite the party in the end as the forces you're meant to combat grow stronger. And I will try to tie whatever you're doing into the bigger picture to try to motivate you to unravel the shadowy mysteries, especially if your side questing gets out of hand. Should we bother with starting inventory, weapons, etc?
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Post by Golurkcanfly on Aug 8, 2017 19:08:42 GMT -6
Also this seems more Occult-focused than I thought, and we don't have an Occult class in our party.
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Post by GX1997 on Aug 8, 2017 19:13:25 GMT -6
Inventory - Do that just like you'd normally do it. It's cool. I can explain things.
To Lurk - I don't have any of the mechanics in play right now, and probably not at any point in the campaign. It's occult by way of mysteries and themes. An occult class doesn't make a whole lot of sense right now. I left that option open because I could put in occult mechanics then if I needed to, but without a good reason to do it, I'm simplifying my life by not including it.
Also, it won't move really fast or anything. It won't have a big effect on things unless you're actively ignoring important things.
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Post by SpringForest on Aug 8, 2017 19:14:17 GMT -6
"Where am I!? Who are you!? What's going on!? How did I get here!?"
*looks at other cat folk*
"...Do I know you...?"
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Post by Golurkcanfly on Aug 8, 2017 19:23:56 GMT -6
I can't really think of any Occult mechanics that are a pain besides Psychic Duels.
But crap, crafting does take a lot of in-universe time. Well, not that much, but enough that it could definitely matter (Every 10,000 gp used is about a week of concentrated work, meaning no travelling by foot, no adventuring, no attacks, etc.). Plus, stepping back to examine the party, a Wizard might be too powerful to put in the party, overshadowing the other PCs just by the virtue of existing (seriously, most high-level spells can be gamebreakers).
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Post by Golurkcanfly on Aug 8, 2017 20:11:01 GMT -6
Crap, now my mind is racing as to what to do. We have an arcane caster (Bloodrager, though it's only a 4th-level one), a divine caster, but no psychic caster (though there's whatever Mystic is doing for spells if he wants to tell us). We have three frontliners (Bloodrager, Fighter, and Cavalier) a Rogue (he has three flank buddies) and a divine caster (who can blast like an arcane caster). So, what we don't have is a proper arcane caster (for Haste at reasonable levels), a proper psychic caster (can cover for an arcane caster in most circumstances and has some useful but situational spells) and a backliner mundane (Bow users, Crossbow Users, or Alchemist Bombers).
As for ability scores, we have everything but WIS covered (Bloodrager/Fighter get STR and CON, Cavalier and Rogue get DEX, Rogue gets INT, and Oracle gets CHA). And since the main benefit I was going for Wizard with was crafting (because who doesn't want to build a clockwork sailing ship full of clockwork bowmen and clockwork repair workers?) and time is not on our side, Wizard is less preferable.
I could get that WIS focus pretty easily and make a good backliner with a Zen Archer Monk (sadly it doesn't work with Unchained Monk, but it's already pretty good compared to other Monks).
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