I’ve been working on a Pathfinder game for several months now. I’m looking for two players to fill in the remaining spots in the party. This campaign is very RP heavy and min/maxing a character is heavily frowned upon. By no means does this mean most sessions will be completely void of combat. Sessions will be held every Friday at 8pm EST starting on January 15th. The average game is run for 4-6 hours. Rolls will be handled on Roll20, battlemaps will not be used, and roleplay will be over Skype - a mic is required. Below has more specific details about the story, character creation, and house rules. Story: The land of Ubiquity is a land of opposites, ever clashing yet living side by side. On one side is the Dominion of Stone, a nation populated with men and women as old as their namesake. Eldritch energies run deep in the Dominion of Stone, and with the decades and centuries to live magic has flourished under skillful hands and watchful eyes. The land is toiled by the bodies of the dead, their souls safe in what comes after and puppeteered by eldritch energies and serving honorably even after death, if you believe the Soul-Stichers. Citizens sign away their bodies to be worked until they crumble, and what is such a sacrifice after so long a life? The benefits are tangible and the land grows rich under the toils of those who dedicate their un-lives to their country and their people. Yet there are those who claim faith to holy powers who would see the creation of the undead stop completely, claiming that the souls are being tortured by the abominations that move with their corpses. The truth may never be known, but the protests become ever more violent, with the Soul-Stitchers being endangered ever more. Yet the Dominion endures as always. It is a land like its namesake: durable, stoic, and unchanging, yet strong. On the other side is the United Guild Coalition, a country of those whose lives flicker like flames, brief yet beautiful, and who burn as bright. Where the magic of the Dominion was lacking, these men and women turned to their own works for survival. Where the flames of life burn bright, so to do the lights of innovation. Marvels of technology have been made real in the United Guild Coalition, with eponymous guilds ever competing for the next great creation to make life easier for all. Mechanical beings work in the simple labor, marvels of metal given life and used for the people. Yet even as the future looks ever brighter, there is a darker side to this land of advancement. Automata have begun to show signs of life beyond what their mechanical shells should allow, and are hunted before they can escape and meet the outside world, for better and for worse. Slaves toil and make life possible for those who can afford them, yet if one were to ask the slavers they would describe them as little more than animals, and certainly not intelligent and worthy of respect. Sentiments are mixed, even as some of the “savages” begin to show signs of being more than they appear. And as faith in the gods begins to fall by the wayside in the face of technological advancement, there are questions as to whether the advancement is worth the price being paid in lives and souls, figuratively speaking. Yet the UGC is moving forward like an engine of their make, burning the fuel of competition and resources, improving the world as it moves toward a better tomorrow for all. These two nations, nations that are opposites in many ways, find themselves locked in a war older than memory, yet it is a war that costs no lives. The Dominion of Stone relies on undead soldiers and creations to wage this way, using their magicks to create facsimiles of men to die in their stead, only to be put together and sent out to fight another day. The UGC creates automata not just for labor but for war, machines that breathe black smoke and death to the necromantic foes. The war is constant, yet hollow, with neither side truly wishing to gain an edge and with the resources expended never worth stopping in comparison to what might be lost. The War of Opposites defines the world of Ubiquity, and if history is any measure the end is nowhere in sight. A disappearance in the UGC has brought together a group of individuals tasked with finding the victim. A gnomish inventor, a rare virtuoso of two fields, has gone missing in his workshop and a concerned party has tasked individuals with finding his whereabouts and determining what happened to him. It will be up to you to find out what happened to Norman Dars’fitch, and what implications his disappearance might have on the world at large. Character Creation: Backstory: As much or as little as you want, but if your first concern is, "What's the minimum?" then this might not be for you. My only stipulation is that anything you don't explain your in backstory gives me the right to fill it in with regards to plot convenience. Your character is required to be a citizen of the UGC. Starting Level: Level 1. Wealth: Will be given in accordance to backstory. Ability Scores: 20 Point Buy. Playable Races: gnome , goblin , half-orc , human , orc , and xeph . Playable Classes: Core, Base, Alternate, Hybrid, Kineticist. Some 3rd party, but must be approved by me first. Replace racial ability score adjustments with +2/+2/-2 to be distributed as you see fit. Hit Points: Max at 1st level +10. Roll or take average at subsequent levels. Alignment: This game will use the Color Wheel system. Quick reference image here with more in-depth explanation here . Although we are using the Color Wheel, evil characters are not permitted. If you have questions, feel free to ask me. Each character receives 2 traits and 1 drawback . You can choose from these lists or create your own, so long as I approve it. Each character gets 1 background . Replace class weapon proficiencies with the weapon group variant rules. If your class isn't listed, use an equivalent or ask. Use these rules in regards to feat selection to cut back on feat tax. Feats with "Greater" in their name are still taken individually. Background Skills: I am using the Background Skills System in this game. Banned Feats: Dimensional Agility, Leadership, Snake Style, and feats that replace AC with a roll. Ask permission before using third party content. House Rules & Notes: Skill Tricks are legal. Quick Draw applies to any easily accessed or reasonably sized item regardless of its status as a weapon. Exploding Dice: In combat, natural 1's and 20's explode until another number is rolled, thus increasing the failure or success of an action. Out of combat, a skill check is automatically failed or passed if two natural 1's or natural 20's are rolled in a row. Fumbles & Criticals: In combat, if a natural 1 is rolled, the character automatically misses and rolls again. If the second roll would also miss, it becomes a critical fumble. I use Paizo's GameMastery Critical Fumble and Critical Hit decks. Firearms exist and are commonplace.