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Homebrew and partly player-created world centering on the city of Kazwalsky, now with up to 200% more suns! We're playing a mix of large-scale social encounters, irregular but intense combats, and weird player-incited events. Like that one guy who accidentally enrolled in a course on social graces and wound up needing the entire party to help defend him in court...
Reliability is important in players-- the world adapts to the characters in significant ways, so it can be quite difficult to handle an absent player. Liking riddles is a plus but not required. This -is- a Spelljammer setting, though the party hasn't made it off the ground yet, so the genre is a mix of high fantasy and scifi. Regardless, contact me for more details about the setting.

Also, we're happy to teach new players the rules (you won't be the first by a long shot), but plan to stand near the back during fights, at least at first.

The party leans heavily towards Good, but we have a full range of Lawful and Chaotic types. Pretty much any concept except for "lone wolf" and "insane firebomber" is welcome, in fact.
All official Pathfinder material is allowed; starting character level is 11 (normal wealth by level, 25 point buy for stats, two traits, maximum HP per die).
Be advised that we generally talk over Skype and use roll20 for tabletop (so you'll need a free account with both to play).

Feel free to ask us any and all questions (most will be answered), but when you submit a character idea please specifically note what the most important question to ask about any character is (and what your answer is, of course).

The current party:
Roger, a sturdy and protective Tiefling cavalier, and Aru, his gryphoness mount
Noire, a candy-loving childlike changeling witch specializing in shadows
Talen, a blind, educated, semi-human soundstriker bard with many friends and enemies

Current houserules:
You can change your name (so no need to bluff when using it) by using the same name for six years.
The spell Arcane Sight can recognize ongoing spell effects.
Mastodons have a +3 bonus on Disguise checks to pretend to be mastodons.
On checks where a natural 20/1 does not auto-succeed/fail, it grants +10/-10.
Knowledge checks are rolled at the DC to learn about the monster; then PCs ask a number of questions equal to [check result-DC]/5. More specific questions garner more specific answers.
NEW: We mostly use Rich Burlew's Diplomacy fix. It feels a lot like how regular Diplomacy is supposed to work, but it gives the PCs a better advance idea of what the circumstance modifiers look like: http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html

Want to join this game? Make a post in the discussion forum below and let the GM know!

4 Players (2 Open Slots)

Listing Discussion

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