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Require Five People for Homebrew Campaign in Pathfinder Setting (Of Demons and Men)

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Would love more people, also yes the story very vague, but the key thing that happens in the beginning, sets the campaign forward, trust me this is a good un, and you are not limited by your alignment. I allow old and new members. Please respond ASAP as wish to begin this as soon as I can. Hope to hear back. Below is campaign details with link for those interested: ******** An event like no other, to be invited to Sophia and Willern royal banquet is an even like no other. You of course accept as refusal would be too high an insult. The great city of Brendalward the capital of Shuthdar houses the monarchs who rule this fair land. For centuries the family of Bourneville has ruled over with great care and compassion. But strange now to see the twins have taken up the mantle, refusing to let one have the glory. This if of course a great moment, for the capital. For history even, so this is why such acclaims are being sang, for the coranation of these two, begins something new, something bold, something memorable. So begins a new era, but little will you know or realize that this day will shake the very foundations of understanding between all races. For it is the vice of one, that shall risk the apocalypse breaching and destroying Brendalward. In the end this is all a story of demons and men, as for why, well you soon shall find out. :HOUSE RULES: For gold go with maximum amount you normally have at level five. Start at level five. Critting skill checks is automatic win and you get all the information you could possibly garner. No third party content. No Psionics. If you can come up with plausible back story for a character, they can have a questionable alignment. Character Stories help decide if you are accepted in, consider this when submitting. Biographies are essential, as this will focus heavily on RPing. This will start at level five and it's highly possible to die. If you roll up an eight or lower in any of your stats reroll that, since crummy rolls suck. Note you don't have too, just giving the option. When Equipping your character, you may have 3 items of enchanted gear. One piece can be One level higher then your current level (not caster level), one at your level and one level lower then your own. The rest must be bought. <a href="https://app.roll20.net/lfg/listing/7773/of-demons-and-men-pathfinder-campaign" rel="nofollow">https://app.roll20.net/lfg/listing/7773/of-demons-and-men-pathfinder-campaign</a>
What would be the time and day we'd play?
Also can't access the link
I am also curious about what day this would be.
Summoner is actually a very mediocre class. Having played one myself,it starts out rather strong but at later levels is is very lacking.
i love pathfinder and would enjoy to play with you ^_^
I copied the rules from another game I did, thought I fixed everything. as to when it starts, I am open to the idea, that group help decide what is best for them.
Also for critting skill checks, I said all you could garner, meaning that it's all the information they could possibly know, not anything outside of realm of possibility.
As for method I prefer rolling six times with 4d6 since it's method I understand.
Preferrably wednesdays at 5 or 6pm EST would be best, and I'd be joining with a friend of mine
Wednesday no bother for me, I would see how the others felt of course, but that is acceptable, let me cross reference time with GMT.
For example, say you have a memory from your past and crit skill check on intelligence, you remember it vivid enough to describe details and such. Think of it like that.
EST is 5 hours behind GMT, so 5 or 6 pm would be 10 or 11pm for you
That sounds perfectly acceptable, thank you :).
Awesome, I'll let me friend know! A question though, I'm going to be playing a Witchguard, which is a ranger archetype One of the powers they get is a patron similar to witches, but my friend is playing a sorcerer with the stargazer bloodline Would it be alright to substitute a patron for a bloodline instead?
Hmmm, I would like some melee, so far, got a wizard who has claimed interest, could one of you perhaps go melee, or is witchguard ranger thing, melee if so, sounds fantastic.
Yeah witchguard is melee So it's okay to do a bloodline? All I'll get is the first four spells from it, same as if I chose a patron
Hey, I'm Ant's friend! I'm the one who wants to play the sorceress!&nbsp; So uh, hi!
I'm rather interested, but I couldn't play on wednesdays... Thursdays are open for me, I would be playing a Rogue/Fighter multiclass who fights in melee, going for assassin so he would be lawful evil as he kills for a living mostly no questions asked, but has a very strict code of honor that has gotten him in trouble in the past. Not going to do a full write-up unless thursday is a possibility though.
Depending on time, I may also be interested; if summoner is available, likely a Synth, if not, a magus, or TWF character of some description. I'll figure it out.
It appearing it will be a Wednesday I understand that sucks for some people, I don't know why the link is not working for some.
I can do Wednesdays, as for class i'll play around with master summoner too, unless there's a problem with that
After what's been said, I shall need to look up summoner, as people claim it's OP.
If you still have room I would like to play. Available any day other than monday or tuesdays. Experienced in most tabletops, especially pathfinder. To answer the question on Summoners the reason they are claimed to be op is due to two archetypes. Master Summoner and Synthesis Summoner. Synthesis is by far the worst as it gives you too much freedom to break your character beyond what is expected of a pc. Synthesis Summoner You can take the arms evolution 5 times and have 12 hands, take the many-weaponfighting feat and be able to wield 12 shortswords, each of which can attack each round only taking a -2 to hit as if they were dual wielding. Another is an option which can give youself a +8 racial bonus to any skill, resistence or immunity to any element, flying, reach on natural attacks, even make yourself up to a huge sized creature eventualy. Master Summoner Normaly when a Summoner uses his summon monster SP (which scales at wizard progression) it lasts for 1/min a level instead of 1 round a level. BUT they are limited to only having 1 set of monsters out at once and only if their eidolon (super summon) is not out. Master Summoner 1/2s the progression of your super minion but allows you to have out as many summons as you can cast with your summon monster sp. In this regard you a level 5 master summoner with a cha of 20 and superior summons can have 10d4+20 Eagles out at once (each of which can attack 3 time each per round) it turns the game into a bog fest, and the summoner alone becomes more powerful then the party. TLDR syntesis is everything wrong with 3.5 psyonics without powerpoints or being psyonic, master summoner is a summoner on crack.
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if you're talking low levels maybe, their spell list leaves alot to be desired, and as for master summoner being debased for summoning, welp&nbsp; you could always just plop all the critters on the same init instead of doing it the hard way. also, why bother with eagles when you can get skeletal champions or lazor archons? Without being synthiest, they aren't ever going in to melee. They don't have the damage spells that sorcerers and wizards do specifically because Summon monster/Eidolon is their meal ticket.
I've played a summoner before and have seen a few others play it and...its very distasteful. That's just my experience.
<a href="https://app.roll20.net/lfg/listing/7773/of-demons-and-men-pathfinder-campaign" rel="nofollow">https://app.roll20.net/lfg/listing/7773/of-demons-and-men-pathfinder-campaign</a> &nbsp;does this link work?
GMSoftin said: If you do end up including the class, I wish you luck.&nbsp; It only becomes playable at party level 11 imho.&nbsp; Until then, your buddies are just there as cheerleaders. Isn't it just easier to assume that not everyone is a min-maxing jerk if they want to play the class? It is always entirely possible for a player to tone down the class by not playing it like they're a superhero in the midst of civilians.
Animus fair point... and why I do this is rping, not winning :).
@Paul, Not at all, Summoner and Magus are my favorite classes. I've played a Summoner as high as level 17 as a Master, 13 as a Synthesis, and 14 as a base (and 9 as a broodmaster, which has its own abuses) In addition to receiving the good buff spells as soon or sooner (summoners get haste at 4, wizards get it at 5, other spells they get sooner then normally too) they have a heavy kit for summoning. Not only dose bogging become an issue, but the lists of summons available are quite formidable. I can assure you that they are not just early game champs as they can bring forth very powerful late mid to late game monsters, who are amazing as brutes, or for the spell like abilities they bring. Sometimes when I needed a decent amount of heals or firing squad I would summon 3x(1d4+2) Branali Azatas so they could each cast 2 cure serious wounds. then line them up for when a battle started to each cast lightning bolt twice, then full attack with their bow. And synthesis only get worse as you level. at level 8 and 13 you can become large and huge, gaining a +8 and +16 bonus to str, a lot of con, natural armor, appropriate reach, in addition to abusing the natural attack mechanic and have access to evolution's that would put even the most resilient fighter of the level to shame. Oh in addition to still being one of the strongest buff casters in the game. @GMSoftin As for the synthesis I would have to disagree, the synthesis dose not lose his spell casting power by fusing with his eidolon, he retains it in full as long as his new form has arms. all it replaces is your eidolon who no longer by your side, is now a part of you, and you have access to all of his evolution potential.&nbsp; &nbsp;As for the master summoner That is my experience too, I can conroll my all of my minions faster then most people take their turns, but it is a very big problem for those who cant. if you try to move and tactically position every single minion for every best advantage then it ends up slowing the game down immensely
P.S if people minmax I will punish them with harder battles, it's that simple. Of course I would not punish the other players with this.
GMSoftin said: The synthesist has limited actions which makes his casting less of an option.&nbsp; Not losing your casting is not the reason that the normal summoner is vastly superior. Anyway, as for the "don't assume everyone is gonna play it that way" comment, I'd love to know how you feel about the 3.5 druid, which is really all the a summoner is on many levels.&nbsp; They're nearly impossible to weaken by choice alone.&nbsp; The class is out of the box strong regardless of how you play it.&nbsp; If the weakest summoner is better than the strongest rogue, there's a problem.&nbsp; Wizards, druids, sorcerers, and clerics don't have this problem nearly as much as a summoner. Natural Spell is what breaks the druid, not the fact that they can have high physical stats (I.e., Constitution and AC) and can do the fighter's job better than he can - because everyone can do the fighter's job better than he can in 3.5. Summon Monster is an inherently broken spell due to action economy anyway. Getting 1d4+2 turns on your action is rather broken in any system, not just 3.P. But let's face it - most monsters are meatshields, rarely can anything you summon with SM actually HIT anything of actual challenge to a party of 4 adventurers. Once you ditch the CR system and find the proper balance for your party, summon monster is rarely worthwhile. And that's ignoring the animal companion, which might as well not be there unless it's one of those silly builds in most cases. You can say "Well, they're strong no matter what!" But not really - turning into a bear makes me pretty tanky, but wild shape, at low levels, isn't very effective, and you're only doing it a few times a day. The spell list, on the other hand, is pretty powerful - they can heal, have a lot of utility, and access to fairly strong damage spells in lower levels. Drop out Natural Spell and.... oh, look. They now have to make a decision. They cannot be both tanky AND a good caster - Pathfinder already fixed that, ontop of fixing Wild Shape as well, so no more Rakeclaw Druids with silly amounts of poison damage per encounter. TL;DR: 3.5 Druids are broken if you use the rules as-is, because the rules are written poorly. Natural Spell is the primary problem and without, druids are fine. Corner cases are not the basis for play, so anyone who chooses to play a druid can, ultimately, choose to play optimally without breaking the game in half. Anyway - I agree the base Summoner is a bit on the strong side; Synthesist is not, as it trades it's action economy for tankiness, but on the flipside, "Who cares about damage!" is a faulty argument because no one can fully predict their adventuring day to prep the appropriate spells in every situation, and you'll want that damage eventually, and without the barbarian... welp. in the end, the only thing that really matters is that the GM actively tailors the game to their party, and the end result is, almost inevitably, a game where every character shines, instead of Summoner Hero and His Not-So-Super Friends!
Well then if you guys truly believe that a syntesis summoner is lesser a problem then a base then I guess I'll play one :D
Arsenio, does that mean you wish to join my game?
It dose indeed.
Awesome, when can I expect sheet up?
Also could you take a flaw please.
Sure thing. Ill have one up within the hour
I suspect that was a "If it's not a problem, I'll make it one." reaction, and in that case, I'm going to withdraw interest. Especially considering several -other- people noted they were interested in running a summoner of some kind. Having -everyone- be one takes away the interest of actually playing one.
well so far got a sorcerer and ranger subtype, wizard but basically I work with first come, first served, whoever got profile in first I accept.
Your Choise Animus. I had planned to make a skill monkey synthesis who lacks combat skills. If you wont play one then i may rush him more twards melee
The attitude came off as "Oh? You don't think it's broken - well, let me fix that!" Which is uninspiring and certainly not someone who I'd like to play alongside. I've been in games with people like that before - it's rough and makes the game the opposite of fun. If that's not the intention, all good. On the flipside, any chance of getting a message via skype or something to discuss a character and the setting? I don't want to rush a character because of a first come, first serve but would rather create an actual character that is interesting and fits with the setting.
Skype chat would be nice, Arseniobatiste is my skypeusername, Rin Shinta is my skype name. lets all get to adding eachother.&nbsp; @Animus; Nah its not my style. Im so used to almost never getting to play one that it was more a "Oh there's no problem? Ok! No problem!" lol.If I truely wanted to power game I would play a wizard or a rage chemist.
I am yourimpendingdoom that's my skype name.
Are you guys full?