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Overview

About This Game

Cast the harrow cards and read your fate if you dare. Can you be the kingmakers between factions contending to defeat an ancient evil. Will the victory secure liberty, or only uplift the next tyrants? Combat and urban covert operations, in a gritty victorian-era megalopolis, in a reduced magic world. Paizo 1e with Occult and Psionics. 5th level start. Rules adjustments especially put the spotlight on gunslingers, rogues, vigilantes, while nerfing the highest tier classes.

Game System

Pathfinder 1e

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09/27/2024

Detailed Description

Overview

Open for one backfill slot. The character being replaced is a Witch/4, Oracle/1. See below for the build rules. The remaining party has: A Rogue, a Monk, A Gunslinger, an Investigator and a Bard. So some scholarly sort with good casting abilities would fill a gap. Given a firearms intensive setting, a spellslinger is not a bad idea. You could probably get hints and ideas from the existing players if you post in the OOC thread.

Overview

Ysidra is the world’s greatest city, a sprawlingYsidera-HarborDistrictsmall.png.c851d795f0c51d1a22be39d7941caeea.png metropolis of districts, populated with a teeming diversity of races and religions. Boasting a population measuring into the millions, this metropolis is a mighty nation unto itself, considered the heart of civilization from time immemorial.

The Harrower Queen is a millenia old lich who tops an organized crime hierarchy that has held the Ysidra in an ancient grip of fear and corruption. She rules through manipulating and and steering layers of cults, organized crime families, and corrupt politicians. She is a diviner par excellence. She casts harrow-readings, she deciphers the entrails of her victims in her secret abattoirs, and she reads celestial signs. Long ago her grip over fate was ironclad; she read all men’s secrets and dictated the outcomes she wished. But society progresses, and for centuries her influence has been slowing decaying.

The world is changing. With rail lines bringing in crops and materials, with steamships crisscrossing the oceans in an abundance of commerce, and with a booming and increasingly educated populace, the city is steadily slipping from her grasp. New humanitarian philosophies, concepts of democracy and just rule, and burgeoning demands for freedom from bigotry of race, religion and class: these threaten her ancient grip of terror and coercion.

Can your squad of vigilantes and freedom-fighters contribute to a final tipping point? 

Your leader is the aristocratic Llwenda Grant, to polite society an aristocratic patron of arts and academia. She is pale of skin, tall, green eyed, with long tumbling curls of black hair. But she is secretly known as Medusa, running a secret organization of commandos and agents united in purpose to bring about the downfall of the Harrower Queen.  Medusa is a terrifying leader whose agents work in the lawless twilight, by means both fair and foul.

As you proceed, you must work with five factions: the government (with its sprawling political, military and bureaucratic wings), the three great religions, and the communist party. Each in its own way is visionary and idealistic. But their ideals are incompatible. Should one dominate and become a new tyranny, the bright young flame of freedom may be snuffed out.

(This image shown is Ysidra's northernmost Harbor District, the main expanse of the city is behind the viewer.)

Trigger warning: this is a story about heroes trying to make a difference in an work where the evil powers use historical evils (slavery, demagoguery, and bigotry over race, class and religion.) As freedom-fighters, you may face some dark things. I will try to be discreet and polite about ugly topics, but if you wish to avoid these themes then please choose another adventure.

Character Creation and Rules

Basic rules: Paizo + Psionics + Occult as found here: https://www.d20pfsrd.com/. Not restricted to PFS legal. No 3rd party content (except psionics and homebrew provided on these pages). No variant rules, except as specifically called out. When in doubt, show me the URL.

Some exploits that have level-disproportionate effects will be banned, if needed.

Characters start at 5th level, 20 point buy. Hit points = Max+3-3*level.

Starting wealth: 10,500gp. 1000gp toward consumables for each consumable creation feat you have (Scribe Scroll, Craft Potion, etc.). 2000gp toward items of the category covered by each Craft feat you have (including Gunsmithing toward guns). Bonus funds not used for the specified purpose are lost. Otherwise no pre-game crafting, no pre-game purchasing with any discounts. No pre-game mundane item crafting. No crafting of custom magic items before the game starts: I'll only make case-by-case decisions on specialty crafting later. No spell trigger items with caster level greater than character level. If a trait modifies starting wealth it applies only to the base wealth, not to any bonus wealth. Characters who start with more than 500gp forfeit half the surplus.

PC races are exclusively: Catfolk, Dwarf, Gnoll, Goblin, Halfling, Half-orc, Hobgoblin, Human, Monkey Goblin, Orc, Vanara. Race is irrelevant to alignment; these are people not monsters. If mixed blood, you can take cosmetic fluff from your secondary race, and count as of that race too for all prerequisites including favored class bonus.  There will be game specific racial traits to reflect how each of these humanoids fits in Ysidra. See here for more about the Harrowed City races.

Classes:

  • Check out the Harrowed Gunslinger, with over 100 deeds and feats and options that let other classes interoperate with it, it is an essential part of this game world. (Note that most gunslinger archetypes are allowed, but some are obsolete or banned. See that page.)

  • All available classes and what religions/supernatural affinities they have is on the second post here.

  • Banned classes: paladin, antipaladin, summoner, dread and mesmerist.

  • Banned archetypes: any that add Sneak Attack to a non-rogue class are banned. Druidic Herbalism is banned.

  • Unchained classes are in use.

  • Nature classes (Ranger, Druid, Hunter)  are allowed but may not fit. The Urban environment is divided into 3 terrains (Low, Medium, and High class). 

  • Highcaster nerf. If a class allows spells above 6th level, then 1/3 of your class levels (rounding down) must be in classes that do not stack with that class's spellcasting ability. This rule also applies to psionic classes that reach 9th level powers, namely: Psion, Tactician, Vitalist, Wilder.

  • The Harrower prestige class prerequisite is only 2nd not 3rd level spells.

  • Rogues: once a good class, but outclassed as the game evolved around them, here is our "rogue rescue package."

  • “Trapfinding” is banned for all but Rogue, Investigator and Cryptic. Magic traps are routinely cloaked against Detect Magic & similar magic effects. Master trap makers have learned how to make their traps trace magic to its source. Find Traps & similar magic can be counter-measured, making the old fashion what of detection and disarming vital.

  • A rogue can change the ability used for 2 skills.

  • Non rogue archetypes with sneak attack are banned, making rogues more unique. Gear that voids sneak attacks is rare/expensive.

Alignment: respect and work with your team, don't be a psycho.

Religion is homebrew and critically affects spellcaster classes. Each religion has exclusive access to one style of magic: Arcane, Occult, Psionic and Divine. You can only use magic of one style. Pay attention because a broad swath of abilities are exclusive to each of the first three.

  • Aetherism / The Celestial Sovereigns. The Arcane faith:  exclusive access to all forms of planar magic (including monster summoning). Divine classes (clerics, etc) of this religion cast Arcane magic. 

  • Spiritalism / The Harrowed Faith. The Occult faith: exclusive access to all forms of necromancy/communing with the dead, and to druidism. Exclusive access to druidism and shamanism. (The Harrower Queen is worshiped by some in this faith, but the majority would oppose and detest her.)

  • Triapsyism / The Psychic Unity. The Psionic faith: exclusive access to all forms of reading and changing minds. Clerics and such do exist in this tradition but they use psionic rules for casting.

  • The Narrow Way / The Path of Light. The Divine faith: Cannot use magic to directly harm (but OK to use vs undead, constructs, evil outsiders), cannot use dark, chaos or evil magic. +1 CL using channeling, healing, light, law, good magic. Banned from using piercing or slashing weapons (so no firearms).

  • Agnostic. None of the above. You can use items, gear and abilities of all styles freely, but you can’t level up in any spellcasting class.

See here for more details on the religions.

Skills:

  • Used: Background skills; Skill Unlocks, Occult Unlocks

  • Knowledge (local) has a different sub skill for Low, Medium, and High class districts. Knowledge (local: High) replaces and subsumes Knowledge (nobility).

    • Q: Are these professional skills or background skills?

    • A: f you grew up in a district or made it your long-standing home base, you may treat that district's Knowledge (local) skill as a background skill [any one of the three]. Otherwise, all three are adventuring skills and cannot be purchased with background skill points.

  • Social skill will be against increased DCs and may have limited affect against relatively higher level targets, to compensate for Pathfinder allow incredibly large stacking bonuses to skills.

Feats:

  • Banned: Leadership, Flanking Foil, Tumor Familiar, Sacred Geometry. Also, try to avoid exploits lest they unbalance yourself relative to a team.

  • At creation, take either the Elephant in the Room Feat Tax Fix, or a bonus Feat + a bonus Trait.

Traits:

Other miscellaneous changes:

  • Multiclassing: Fractional base bonuses are used

  • Large, or obviously magical, companions are banned. Doesn't fit the covert ops theme.

  • Used gear sells for 25%, not 50%.

  • Retraining is allowed; no trainer needed; but cost is 3x listed.

Major changes around Gunslingers and classes sharing resource pools.

  • Interoperable Grit, Panache, Luck, Ki, Inspiration. These powers are all interchangeable in a common pool. You may benefit from multiple ability score boosts to this pool but only if the ability scores providing the resource are different. It is intentional that these generally lower tier classes upset the apple cart somewhat dislodge what are traditionally the higher tier classes.

Firearms rules:  Guns are everywhere and firearms are a critical part of the environment. Read the firearm rules here, and consider the Harrowed Gunslinger which replaces the Paizo Gunslinger, and has 100+ deeds to choose from. Also be aware of Campaign Feats, which make firearms accessible to all classes.

FAQs: Q: Do I have to read the whole OOC starter thread? It's long! A: No, all decisions that came out of discussion are in the rules, in their right places. Other FAQs are here.

GunslingingConstructs.png.5e5354dc134117bc75384bbfb1457f0c.png

  1. What's new in this game
  2. Giving a heads up while I have a chance - my area is directly in the path of Hurricane Milton, so I'm almost certainly going to lose power and internet. I should be able to check in on mobile, but may not be able to manage full posts that way.
  3. Natalia 'Alia' Aubert AC 17 (Mage Armor) HP 29/29 Init +3 Fort +5 Ref +4 Will +6 (10 Fear) Arcane 5/5 Channels 7/7 Shift 7/8 Alia murmurs... "I'll deal with the skeletons, focus your efforts on everything else.", just loud enough for Aylin Pridmore, Camber D'Vaas and Gurtak Thurgash to hear.
  4. Corin Valerio The burn of the acid just barely registers; he shakes out the hand he'd held the vial in, then lets it rest on the hilt of one of his daggers as he squints into the darkness ahead of them. He feels exposed down here in a way he didn't even on the docks - there, he at least had a chance of seeing the next threat coming in time to meet it. He starts to relax just a little though, as they get close enough to their exit point to hear the sounds of the crowd out in the plaza. Starts to believe the mission might end smoothly after a long rough patch in the middle. And that, of course, is when the gods shit in their breakfast again. Corin, working with only slightly better than average human eyesight and no spells or gear to enhance it, doesn't see the card itself. Isn't sure that first tiny flicker of light is more than a reflection of something shining down into the drains. But he sure as hell notices the gateway and the things that emerge from it. "Sim, Foxtrot, Doe - if you've got any shot that's especially good for thinning crowds, now would be the time to use it." He still has five daggers and two butterfly knives, the tanglefoot bag and acid vials from Dio, a bag of caltrops, and one use each of Mage Hand and Acid Spray. The enemies he can see at all are skeletons, and who knows how much if any of his bag of tricks will work on them, or what else is lurking further back in the ranks. But holding back isn't an option either. He keeps close to the wall as he darts forward a little ways, just close enough to be sure of his aim as he pulls the tanglefoot bag from his belt and hurls it at the closest skeleton. "Come on then, you walking sack of bonemeal!" OOC Statblock
  5. Natalia 'Alia' Aubert AC 17 (Mage Armor) HP 29/29 Init +3 Fort +5 Ref +4 Will +6 (10 Fear) Arcane 5/5 Channels 7/7 Shift 7/8 Alia, incongruously resplendent in her finery, cursed under her breath. The undead leader had disappeared into the middle of its hunger of undead thralls. She would have lanced the accursed pestilential pustule with her scorching ray spell the way one lanced a plague boil, but there was too much rancid flesh and tainted bone between her and it. The four of them, Aylin, Gurtak and Camber, would have to rip through the putrescent pack.. and for that she needed her cone of lightning balls spell. The problem was that would take her some moments to call to mind. Needing some small time to prepare. She takes a five foot step back.. and shifts another ten feet back, emerging from her dimensional displacement behind Gurtak (A5). Just then she heard the instruction to 'form up' bellowed down the tunnel from the other side of the vile scrum. That would be the object of the 'Slay them all' instruction then, she thought to herself, as she completed the switching of her spell. Guess we need to attract their attention. The plan, in her mind at least, was kill quickly. There was no telling how closely the other group were pursued. Actions: 5 step back, Swift Action to Shift 10' back, Move and Standard given over to the full round action of changing spells.
  6. Block posting. Any ahead of the monsters should post now.
  7. Can I ask about initiative and posting? Is it block initiative, where anyone before the enemy can post in any order, or do we post strictly in initiative order?
  8. Carruth Dromvald, AKA Foxtrot. Carruth knew a thing or two about the undead, but shock of having an entire skeletal horde spawn in front of her was enough to spoil her recall. Instead, she focused on the issue immediately in front of her: a mob of undead swarming the tunnels ahead of the party. A few of the monsters had polearms, but she didn't see a gun or bow in the whole group. The tight quarters meant the horde's numbers would be nearly meaningless, so long as her people could hold the line. OOC Statblock
  9. Natalia 'Alia' Aubert AC 17 (Mage Armor) HP 29/29 Init +3 Fort +5 Ref +4 Will +6 (10 Fear) Arcane 5/5 Channels 7/7 Shift 7/8 Alia's nostrils flared in anger as she observed the undead horde and it's 'pauper boned xylophone' of a mistress. Aside from her contemptuous moniker for skeletons, her mind, widely considered to be grossly overeducated, began filling with pertinent information regarding what she was seeing... capabilities, weaknesses and such. It was clear to her that her doubtless hard pressed comrades in arms, in these pipes to avoid what she imagined was a shitstorm from hell, the very ones that she'd been sent to aid, were about to bear the brunt of that bony tsunami. Despite her anger at this, she was all too aware that she was playing the isolated point role for her reinforcing contingent. Fear came with that realization. Set against this fear was her gratitude, to Heavens only knows what, that her mysterious ability to see in complete darkness meant she was not carrying a big illuminated sign with the words 'Kill me' written on it.
  10. Everyone is in the storm drain, facing off against opponents, in the situation as described. Tactically the environment is as simple as can be -- 15' wide, straight north south, no cover (except soft cover). The two PC groups can learn of each others existence soon, but you'll need need longer than average range dark vision initially; later on it may be easier to spot each other but just assume it hasn't happened yet. Keep in mind, coordinating activities with a large, noisy rampaging mob in between you is a no-go. Alia's group is being ignored, for the moment, but that doesn't mean the opponents are flatfooted.
  11. The northern end of the storm drain Alia advanced boldly after the fluttering, glowing harrow card, for a moment scouting ahead of the others in her party. Gortuk was a stout fellow though, and made quick work of hauling an iron grate clear, and jumping down after the woman. He was lightly armored. His weapons, aside from his massive fists, were three metal bars connected by chains so as to make a powerful bludgeoning weapon, and upon his should was a very mighty bow made of horn. Camber D'Vaas barked, "Now don't rush off, give me a hand down." It was a bit of a jump and Cambar was not about to risk getting his garments needlessly soiled, if he could avoid it. Aylin Pridmore followed, the forth one down. Meanwhile, Alia had scouted ahead. She sees the harrow card enlarge in size. The card is The Liar -- to harrow aficionados known as the chaotic evil card of Charisma. Within the card stood a female form, undead. In life she might have been shapely and elegant; but beyond her death, simple a figure of horror. Immediately one might think of the Harrower Queen, but this figure was human and not cat-folk derived, nor did she have and any of the hallmarks of one profoundly steeped in the highest occult magics. The female figure stepped out of the frame of the harrow card; and it shattered, and then globes of light tumbled in a torrent from the ruptured gateway. Out of these globes, as they burst open, came more undead. Under that woman's command were eight undead that steamed and glowed with negative energy; four armed with longswords and four with glaives. Then continuing to haul of gateway's dissipating energetic manifestation came about a score of skeletal warriors. The woman points away from Alia, and commands her followers: "Slay them all, to the last." Then a tone of puzzlement comes to her voice. "But be sure to strike down those three who look most alike." The undead rush south, on assignment. The Liar Carruth, Vangu, Corin, John Doe and the others, with Bren in tow, completed their emergency healing of Vangu, and then headed north, hoping to soon come to the place where Carruth had indicated they should be able to climb up and reach the plaza. And indeed, their spirits lifted as they heard some echoing tumult ahead, the sounds of some massive and festive crowd, filtering down from narrow drainage pipes to the surface, as well as coming from ahead. The sound reverberated off the stone walls, robbing the sounds of anything distinctive but creating a kind of murmur. And then, into this dark environment came silently fluttering, blown as if by wind -- but their was no wind in the tunnel -- a harrow card. They witnessed the card enlarge into a gateway, and then occult forces come swarming through. OOC
  12. Camber D'Vaas Camber D'Vaas (a human, a disowned bastard grandson of an aristocrat) Of the Medusa Faction - not assigned to teams because of his solo nature Alignment: Neutral leaning Chaotic Evil (but only mildly chaotic, mildly evil; a willful and selfish person not at villain.) Being clever and charismatic, he could be a better asset for the faction if he had a smidgeon more empathy and concern for others. As it is, he is granted predominantly solo assignments where collateral damage is unlikely to concern the faction. Gunslinger 2 / Black Powder Magus 4 https://www.d20pfsrd.com/classes/base-classes/magus/archetypes/magus-archetypes-d20pfsrd-com-publishing/black-powder-magus/ Str 10 Dex 16 Con 10 Int 16 Wis 10 Cha 14 HP 37 AC 10+4(armor)+3(dex) Grit 2(gunslinger cha)+3(magus int)+2(magus levels)+2(slingers abundance) = 9 Charisma based gunslinger Traits: Magical Knack: +2 to Magus Arcane Ranged Spell Combat Spell Shot Gunsmithing Sure Shot Deed Slinger Abundance (+2 grit) Chain shirt +1 keen Revolver (arcane gun) 1d8 17-20x2. +5 (bab)+1(focus)+3(dex)+1(ench) = +10 to hit Spells: 4 cantrips - Arcane mark: shoot people to make them glow - Acid splash: shoot people for +1d3 damage - Detect Magic - Light 3 1st level spells: True Strike, Shocking Grasp x 2 1 2nd level spell: Glitterdust Feats: Bonus: Precise Shot Level 1 Extra Deeds Level 3 Weapon Focus: Pistol Level 5 Extra Deeds 4 gunslinger class features Marksmanship. Gun Training. 2 deeds (for gunslinger/3) Daring Gunslinger (1 dare) Gun Handling (3 deeds) Total Deeds: 2(Marksmanship) + 3(gun handling) +1(magus) + 1 dare 1 Fueled By Grit 2 Reloading Trick 3 Quick Clear 4 Lucky Richochet 5 Gunslinger Tactics: Coordinated Shot 6 Shooting Gallery 7 Barrage 8 Improvisational Gunslinger 9 Duelist [stance] 10 Deft Shootist 11 Flush - Sure Shot - Frantically Nimble [dare] Coordinated Shot [teamwork] When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe Tactics: spend grit and spells somewhat freely, since kills can recover both grit and spells Spell combat is somewhat exclusive of grit-pumped attacks so alternate them Lucky Richochet is good for a 2nd chance on a missed spell shot Shooting Gallery works fine for setting up Gain accuracy when fighting as a close team. Able to enter melee with guns, not super effective but at least no AoOs.
  13. Gurtak Thurgash Classes: Barbarian/1, Brawler/3 Orc Alignment: Neutral. A brute who hates the harrowers, and is generally willing to risk life and limb to stick up for people put into danger. He lacks the wit, self-control and interpersonal skills to handle complex covert operations, and so he is brought out when the faction needs some backup muscle. Str 20 Dex 14 Con 14 Int 8 Wis 6 Cha 8 HP 41 Brawler’s cunning: effective int 13 martial flexibility: 4 charges martial training unarmed strike Bonus combat feat brawler’s flurry (Two-Weapon Fighting) Maneuver training +1 to disarm Fast movement +10’, for 40’ total rage 6 rounds per day +4 BAB Fort +6 Refl +5 Will -1 AC 10+4(chain shirt)+2(dex) Unarmed Strike +4(bab)+5(str) = +9 1d6+5 Composite Orc Hornbow +4(bab)+2(dex)+1(mw) = +7 2d6+5 Sansetsukon (Three-Section Staff) +4(bab)+5(str)+1(mw)+1(focus) = +11 1d10+7 [Blocking, Disarm, Monk, Cold Iron] When disarming: +4(bab)+5(str)+2(feat)+1(maneuver training)+1(mw)+2(disarm trait) = +15 Flurry = +7 Sansetkuton +6 1d10+7 and kick +5 1d6+5 Elephant in the room: Power Attack L1 Powerful Maneuvers B1 Deft Maneuvers L3 Weapon Focus Sansetsukon Chain shirt
  14. Oof. I was doing this new bit in my head, finding the difference rather than doing a full crunch. But this doesn't factor in the tools and miscellany. I'm more over budget than that. So let's see about correcting that with new crunch. That Perfect Receiver is a huge investment. It doesn't look like I'll be keeping it after all, so it's something to plan for. Also dropped all the potions. Added Masterwork to the revolver. New crunch I should be in the clear now, with 1000+ gold in the pocket. Thinking back to Boss's advice, I could add the Buckler +1 now if permitted. If not, I'll keep the potions. Those were... Potion Cure Light Wounds x4, 200g Potion Bear's Endurance, 300g Potion Pass w/o Trace x2 (nope, these are in the new crunch) Potion Hide From Undead x2,100g for 600 gold, leaving 578g (and 7 silver and 2 copper).
  15. Vangu Nammem - Simian Avenger "Thank you Foxtrot," he said appreciatively. Instead of letting everyone gawk at his hairless, bare foot he concentrated on his magical hat to reapply the glamor that provided much of his costume. His foot was restored, at least for appearances sake, but there was little he could do about his now uneven gait caused by the lack of a shoe on one foot. Grimacing at the wet, sometimes squishy things his bare foot had to step in now, he nevertheless said, "I can stay on point. Just need to keep a better eye out for hazards." Resuming his place toward the front he said, "Let's keep moving," and then followed his own suggestion. OOC and Actions Ongoing Effects and Daily Use Things
  16. Do you have any place where you tally up all of your expenditures? I am seeing you as over-spending 5th level starting wealth: 10,500 gp 5500 Revolver, calibrated, perfect receiver. (Base 2000gp, -1 Calibrated: 1000gp, Perfect receiver 2500gp). 2320 +1 Rapier 2100 +1 Mithral Chain Shirt (Toughness= free) 1000 +1 Cloak of Resistance ----- 10920 subtotal, which is over your budget Note that not making the Revolver masterwork is probably an error, as it needs to be masterwork for you to give it a +1 magical enhancement later in your career.
  17. One handed firearms are capped at 6 capacity. So you cannot upgrade above that if you start with 6.
  18. @Guisewhy Replying to yours and Boss Muro's proofreading and build advice here... So it seems I've made a few mistakes. Going through each of these. 2 & 3 affect costs. I'll just look for quick and dirty solutions. 1. Dropping all Nobility ranks and reassigning... I'm fairly sure I made that one of my Background Skills? Either way, I believe I did my math wrong. My sheet shows 53 ranks. Rogue 1st gives me 11. (8+Int2+Skilled) Swashbuckler 4th gives me 28. (4+Int2+Skilled= 7 x 4) Background skills, if we use them, give me +10 (2 x Level) That math says I should have 49 total. So I will add 1 to Perception to bring it up to 5, and it should be level now. 2. Downgrading to Chain Shirt +1. Gives me back 2000 gp as I apply these changes. 3. I'll go ahead and buy that upgrade, dropping my return gold down to 1000 gp. 3a. I noticed that I put down 8+8 for my ammo. This was for a fully loaded weapon with a full reload. I don't know where I got 8. I will change it to 6, but, I note that the maximum increase for magazine capacity is 6 for one-handed guns. My weapon starts at 6, is it not possible to upgrade it past that at least once? If it is, I'd like to add that to my gun and subtract from the difference. Will wait to hear what is/isn't approved. but as it is now, I can safely buy and add 18 bullets for the gun (9 gold), and I might buy more. Will drop 1000 gp for a Cloak of Resistance, if I am allowed to have refund on that mithral plate. IF I'm allowed to have a magazine upgrade I asked in above, that puts me at 2 gp. If not, 52 gp. I'll copy the build advice in my notes.
  19. Thanks for that. I will go with Skugel, taking knowledge (memory) and travel (exploration). The first allows for knowledge rerolls at a slight bonus. The second allows me to see through doors and such, though it takes a minute to do this. So both are 'kinda' seerish.
  20. For an analog of the divination theme of the Magdh obedience, these are the gods of knowledge: Skugel Chaotic Good The Dimension of Dreams Chaos, Good, Knowledge, Repose, Travel Dreams, Humor, actors/entertainers Performance weapons Ordinos Lawful Neutral Axis Law, Knowledge, Protection, Artifice, Rune Universal laws, creation, structure, rightful vengeance. Hammer, Dwarven War Shield Mortane True Neutral The Boneyard Death, Knowledge, Magic, Repose Passage of souls, ancestral wisdom, cycle of life and death Scythe, Sickle Ordinos would require her to make an alignment shift. The others are within 1 step of her Neutral Good. Mortane, being a god of magic, could be appealing to an arcanist. Also Fate is a subdomain of Luck: Hewani Chaotic Good Elemental Plane of Air Chaos, Good, Air, Liberation, Luck, Travel Winds, freedom, adventurers, humor Bow (any) Shianli Chaotic Good Nirvana Chaos, Good, Liberation, Luck, Strength Personal freedom, fortuitous happenings, breaking bonds Chakram, Shuriken
  21. Occult clerics are somewhat of a free for all as there are many occult spirits to worship. But they lack mind control and they lack any domain having to do with other planes or outsiders. Arcane clerics have a list of specific deities to chose from. A cleric of the Psychic Unity would pick four domains, and if they have an alignment focus, some alignment that reflects what balance of the Three they focus on. A cleric of Triapsyism cannot take any domain that focuses of undeath, or other planes/outsiders.
  22. Thanks for the catch.. when I try to put descriptions in for DMs perusing the sheet, so they get to see all abilities, I tend to be cramped for space and things get left out in the summary. As to domains, it just seemed like a free for all. If Guisewhy wants to sit down with me on some combinations, his world, Golarion, FR, Eberron.. I figure we'd come up with something satisfactory. :) ... Back home and looking over everything again, not on the phone. Oops domains need redoing, since there are actual deities with domains. So.. Aethrun maybe?
  23. @StarhawkI almost didn't go over Alia's build, since you obviously know your stuff. But I actually did notice a few things worth mentioning. First off, your summary for the eyes of the hawk power from the Feather domain says "act during surprise round, +2 initiative." But the actual description is "In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check." That "if" has a real effect the situation. Also, your domain choices and your deific obedience feat might be mutually exclusive. Deific obedience requires you to worship a deity, specifically the one you're doing the obedience for. Madgh doesn't exist in the setting, but our GM might let you map the obedience onto one of the Celestial Sovereigns. But your domains don't match any of the gods, which you could only do if you weren't worshiping a specific deity.
  24.  
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