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planning Ponyfinder: Age of Adventure (Updated) [Full]


GreyScholar

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(edited)

@@Midnight_Aurora,

... Wow, that is an impressively high result on the Good side of alignment. Out of everyone so far you're probably the most 'goody, goody' and I don't consider that a bad thing. It also looks like you would be able to play just about any class well, very even spread when it comes to picking a class. 

 

I'm actually a little jealous of what you got -laughs-

Edited by EquestrianScholar
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@@Midnight_Aurora,

A Scout multiclass of the Ranger and Rogue? Hmm... if we weren't using the character sheet we are using now I would actually have some none multiclass options for you. Heck if we didn't have a character sheet that allows for all the math to be taken care off, thus make it easier for character building, I would offer a number of homebrew options.

 

There would be the Multiclass Archetypes with many different hybrid classes, about 8 of which being my own classes that another helped me to make.

 

Then there are the tier 3 classes homebrew Giants and Graveyards with fixed list spellcasters (all around tier 3 and all very flavorful), with many fun choices.

--------------------------------

 

Yet since I don't think many here would want to complicate things I haven't offered them. If you want to multiclass you may, especially since the Rogue archetype Scout isn't very blend: http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/scout

 

There is the third party class Scout by Tripod Machine: http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/scout 

Also there is the third party class Hunter by Tripod Machines: http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/hunter

 

I may be able too look into a Rogue/Ranger PrC that better strengthens the Scout idea.

Edited by EquestrianScholar
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I took that test thing. True Neutral/Neutral Evil Elf Sorcerer.

 

 

 

 

Alignment:
Lawful Good ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
Neutral Evil ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Evil ---- XXXXXXXXXXXXXXXXX (17)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Evil ---- XXXXXXXXX (9)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)

Class:
Barbarian - XXXXXXXX (8)
Bard ------ XXXXXXXXXX (10)
Cleric ---- XXXXXXXXXX (10)
Druid ----- XXXXXX (6)
Fighter --- XXXX (4)
Monk ------ XXXXXXXXXXXX (12)
Paladin --- XXXXXX (6)
Ranger ---- XXXXXXXX (8)
Rogue ----- XXXXXXXX (8)
Sorcerer -- XXXXXXXXXXXXXXXXXXXX (20)
Wizard ---- XXXXXXXXXXXXXXXX (16)

 

 

 


Okay I have made a new update, this time giving the campaign summary and offering a name for this roleplay Ponyfinder - Age of Adventure the focus officially being that of exploration and discovery.

Works for me, that was Seeker's goal to begin with, along with improving himself.

Edited by Brosparkles

 

 

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@@EquestrianScholar

You can actually use homebrew or non-supported classes with the sheet it just means you have to use one of the bottom two class slots and manually add in your BAB, saves and skills

 

Edit: If you're looking for a Ranger/Rouge hybrid class, the Slayer class from Advanced Class Guide (http://www.d20pfsrd.com/classes/hybrid-classes/slayer) is a good alternative. It gets an ability similar to Favored Enemy however it is more flexible and while it gets some sneak attack it doesn't rely on it. It's only 6 skill points a level though if that's a deal breaker for you.

Edited by Jaith Adymn
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@@Brosparkles,

Wow, you have a surprisingly even spread for alignments. Laughs, maybe I should ask you for advice on playing evil characters since you may have better ideas in playing such NPCs. Just joking... still interesting how the test seems to suggest you could play any alignment fairly well. On the arcane side of things is where most of your points went classes, first sorcerer and then wizard, which is interesting.

 

Also what class were you going to play, if you still want to be a part of the roleplay again? Good to see you Biosparkles ^ ^

 

@@Midnight_Aurora,

Well then you're allowed to be a scout, I will see about getting with Jaith to put it together and set up a time for us all to meet for building the class up to level five. Do you have skype?

 

@

Ah, good to know as that does allow a number of things to open up for me as a DM. I was just concerned about making things harder for myself and my players so I wasn't offering anything more then official Pathfinder classes. I will add Multiclass Archetypes into the Rules section as an option payers can us.

 

The reason for this it is a source I trust, more the one who builds the MCA classes I have gained respect for when it comes to his experience building balanced classes and because I have actually had built a number of classes with the MCA group to fill niches and ideas I have had... though this does mean I will be redoing Mythos. -Chuckles-

Edited by EquestrianScholar
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@@Brosparkles,

Wow, you have a surprisingly even spread for alignments. Laughs, maybe I should ask you for advice on playing evil characters since you may have better ideas in playing such NPCs. Just joking... still interesting how the test seems to suggest you could play any alignment fairly well. On the arcane side of things is where most of your points went classes, first sorcerer and then wizard, which is interesting.

 

Also what class were you going to play, if you still want to be a part of the roleplay again? Good to see you Biosparkles ^ ^

I figured I'd still play magus, If you need me to convert my character over to the new character sheet I can, I've still got my old ones.


 

 

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@@Brosparkles,

Any archetypes or were you going to be playing a vanilla magus?

Just a vanilla Magus, although I had considered Hexcrafter, it didn't fit in with the character, and Staff Magus, althogh interesting, goes against his backstory.

Edited by Brosparkles

 

 

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@,

If you want to play a clockwork you may, though I am not sure how a clockwork paladin would work.

 

Updates on First Post

Rules Additions

3. Alignment will be handled as shown here.

4. Additional clases that will be allowed, the Multiclass Archetypes (hybrid classes).

 

Class Changes

Cavalier Update

Class Skills: The new cavaliers remove Handle Animal and Ride from their list of class skills.
Swift (Ex): A cavalier’s base land speed is increased by 10 feet. Additionally, the cavalier may add Endurance, Fleet, and Run to the list of bonus feats available to him at 6th level.
This ability replaces mount.
Great Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks. The cavalier receives a +4 bonus on melee attack rolls made as part of a charge. In addition, a cavalier does not suffer a penalty to his Armor Class after making a charge, and is always considered to be mounted when charging with a lance.
This ability replaces cavalier’s charge.
Spring Attack (Ex): At 4th level, a cavalier gains Spring Attack as a bonus feat, even if he does not have the normal prerequisites. If the cavalier already possesses this feat, he may select any combat feat for which he qualifies instead.
This ability replaces expert handler.
Improved Great Charge (Ex): At 11th level, a cavalier learns to make devastating charge attacks. The threat range of any weapon wielded during a charge is doubled. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
This ability replaces mighty charge.

 

Edited by EquestrianScholar
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(edited)

A New Race (Second Draft)

 

Kirin

A race of ponies from the distant land of the mystical east, whether Haysia or Neighpon, whose blood became mixed with that of the dragons of their home and over time developed them into who they are now. A somewhat mysterious race, soft spoken and with powers over one of the four elements fire, water, earth, and air though a race few gain dragon's seemingly ancient lifespan. They have even grown to have much in common not only with dragons given the more scaly coats and draconic features but that with elemental as well. With the more vibrant reds, yellows, and oranges of fire kirin or that of the softer, deeper blues and sea greens of water kirin. There are the darker and richer greens and earthen browns of earth kirin with the wind swept lighter colors of air kirin. They all have slight personality differences but all share the stubbornness and pride of dragons, often seeming to stand above those not of their race. Yet others prefer learning magic that taps into the world around them, that of the elements, and the roles of scholars and warriors.

 

Alternate Racial Traits

Type: Gains the dragon subtype

Scaly Coat: Members of this race gain a +1 natural armor bonus to their Armor Class.

In the Blood: Kirin share a bond with one of four elements and gain the corresponding +5 resistance to either Fire (fire), Water (cold), Earth (acid), or Air (electricity) yet also gain a corresponding elemental venerability (Fire to cold, Water to electricity, Air to acid, Earth to fire)

Heritage Gifts: Based on their element, kirin gain fast healing 2 for 1 round anytime they take damage from their element's corresponding energy type. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Also, once per day as a swift action a kirin can call on the power lurking within them to shroud its forelegs in the energy type that corresponds to their element. Unarmed strikes with its hooves (or attacks with weapons held in their hooves or mouth) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

These replace Earth-Bound and the Unique Destiny trait.

 

Alternate Racial Abilities

Dragonic Spark: Members of this race gain a +2 bonus on Diplomacy checks when interacting with dragons and saving throws against death effects. They can use lesser age resistance once per day as a spell-like ability.

This replaces the ability Heritage Gifts​.​

 

Edited by EquestrianScholar
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@,

Made the change though I had lower ability modifiers to so I could have everything else work out as it should. The extra +1 to armour (equaling +2) cost only 1 RP while the one less +2 to an ability gave me 4 RP points. I worry this may be a bit on the strong side.
((RP means Race Point))

Edited by EquestrianScholar
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@@EquestrianScholar, are you still accepting players, because this one has caught my interest with it's mix of D&D, Pathfinder, and MLP. And would you be willing to PM me how these RPs work (I haven't played on the RP section before :please: ) that is if it's ok for a newbie to join, if not I understand.

Edited by Big_Macincheese
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@@Big_Macincheese,
Sure you can join, just make sure you read the rules and consider your class and race. I and/or Jaith can look into helping you put together you character sheet.
 
I would prefer you to use a character all ready made on this site but it isn't required
--------------------------------

New Oracle Mystery Sun and Moon

The Sun and Moon
You are a devotee of the twin nature of the sun and moon. You understand the symbiosis and need for balance in life and can wield the mighty powers of the heavens' most beloved jewels to accomplish a wide variet of aims.
The sun and moon, while they maintain a harmonic balance, are in fact separate entities, however, and many of your powers are tied to a single force. As such, these potent effects only function while under that force's direct influence.
Class Skills: An oracle with the sun and moon mystery add Disguise, Knowledge (nature), and Survival to her list of class skills.
Bonus Spells: flare burst (2nd), darkness (4th), daylight (6th), control water (8th), flame strike (10th) shadow walk (12th), sunbeam (14th), sun burst (16th), tsunami (18th).
Revelations
An oracle with the sun and moon mystery may choose from any of the following revelations.
Bounty of the Sun and Moon (Su): You have learned to tap the power of both the sun and moon, granting you significant magical protection. During the daylight hours you gain an amount of damage reduction equal to half the number of the revelations you possess, rounded down. This damage reduction cannon be overcome by any means. During the moonlight hours, you instead gain an amount of spell resistance equal to 5 times the number of revelations you possesses. You must be at least 7th level before you can choose this revelation.
Comfort of the Night (Su): You can use the power of the moon to heal your wounds. Whenever you rest at night under the open sky, you regain 1d6 hit points per hour instead of 1 hit point per Hit Dice. Additionally, when resting in this fashion you recover ability score damage as though you had a full bed rest.
Day of Protection (Su): You can find protection beneath the sun's mighty rays. So long as you remain within direct sunlight, you receive a resistance bonus to your saving throws equal to the number of revelations you8 possess. During hours when the sun would be viable overhead, but you are not in direct sunlight, receives a +1 resistance bonus to your saving throws. At 11th level, you receive a like deflection bonus to your AC.
Eyes of the Sun and Moon (Su): Your eyes change, one becoming gold while the other becomes silver. Your new eyes grant you exceptional powers of vision, allowing you to see in magical darkness as though it were not there. This ability does not confer the ability to see in normal darkness, nor to see through magical darkness as though it were light; you only see through such magic as though the illumination level were as it normally would be. Additionally, you are immune to being dazzled. At 11th level, you become immune to becoming blind.
Glory of the Sun and Moon (Su): You have embraced fully the glory of both the sun and the moon and can use the power of either with equal effect. Once per say as swift action, you can create a 20-foot diameter area, center on you, which counts as both being in direct sunlight and direct moonlight for the purposes od your revelations, as well as for any spells or other abilities. This area moves with you and persists for one hour. You must be at least 11th level before you can choose this revelation.
Light in the Dark (Su): You are never without the light of the sun, and much like the moon itself, you give off its borrowed light. Whenever you are in an area of less than bright light, you begin to glow with a powerful light, radiating bright light to a distance of 30 feet and dim light out to an additional 30 feet beyond that. The color of the light depends on the time of day, being a brilliant gold during the day and a pale silver during evening hours.
Lunar Power (Su): You draw upon the moon's powerful connection to magic to enhance your spell power. So long as you remain in direct moonlight, you receive a +1 bonus to the saving throw DCs of any spell you cast. This effect stacks with Spell Focus and similar effects. Even when not in direct moonlight, so long as the moon would be visible overhead, you receive a +2 bonus to you caster level.
Searing Daylight (Su): You can call upon the blazing power of the sun to smite your foes. Once per day you can make a ranged touch attack with a range of 100 feet, which, if successful, deals 1d6 points of damage per oracle level you possess. If you are standing in direct sunlight when you use this attack, it instead deals 1d10 points of damage per oracle level you possess. Finally this attack cannot be used at all during the night hours.
Solar Might (Su): You are in tune with the pure, unmitigated power of the sun. So long as you remain in direct sunlight, you gain a +4 enhancement bonus to your Strength score. Additionally, so long as the sun remains high in the sky, you receive a +1 morale bonus to all attack and damage rolls, whether or not you are in direct sunlight.
Strength of the Evenstar (Su): You draw on the might of the moon to enhance your combat prowess. So long as you are within direct moonlight, once per day as a standard action you may gain a +2 bonus on all attack and damage rolls, as well as a +2 bonus on both CMB and CMD for one minute per revelation you possess. While you must be in direct moonlight to use this ability, you need not remain in direct moonlight for the entire duration to continue to gain the benefits of this revelation.
Final Revelation
Upon reaching 20th level, you can slow the progress of the time itself, allowing you to act with great alacrity. Once per day you can stop the sun's progress for a short time. This ability functions exactly like the spell time stop, except that the duration is equal to 2d4 rounds.
 
New Feat
Devotee of the Sun and Moon
Through intense meditation, you have developed a particularly strong connection to either the sun and moon.
Prerequisites: Sun and Moon mystery, oracle level 7th
Benefit: When you select this feat, choose either sunlight or moonlight. So long as you remain within direct light of the chosen type, you gain a +1 bonus on all attack rolls, saving throws, skill checks, and ability checks.

 

Edited by EquestrianScholar
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I probably should have mentioned this earlier (I forgot), but I'm on mobile so I can't use or edit the character sheet provided earlier, so what am I supposed to do about my character sheet? And is it ok to use my OC in this RP?

Here he is

 

 

post-30168-0-61667900-1422705955_thumb.jpg

 

 

And the classes I'm considering are Fighter or Paladin (of Celestia), and I'm kind of leaning more towards Paladin. So is it ok if I go with either of those 2 classes, or do you already have enough of them?

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(edited)

@@Brosparkles,

The character bio itself is fine, but some things still seem to be missing from your character sheet. The first thing I checked being Equipment. My rules state that you can have standard equipment and gold for a 5th level character, which is 10500 gp if I am remembering correcting and that players can pick 6th, 5th, 4th lvl items. After everything is bought they keep the rest as their starting gold.

 

@,

In your character sheet seems fine, but in this case it is your character bio that is lacking. There is not much detail for your character.

 

@@Big_Macincheese,

We already have a Paladin of Luna, though it could be interesting to see young champions of both of the Celestial Sisters in a party and perhaps even leading it. I will discuss with my 'Co-DM', as a Fighter may be important for more direct damage dealing.

-----------------------------------------------------------------------------------

 

Also, something new I have put together is everyone starts with an Adventurer's Kit which I am willing to offer for free:

https://docs.google.com/document/d/1qj7Efh0raYPLyX8SGP5QX5ii9zKa5D8ab2tY5Unkn68

 

There will also be a Party Kit that I am also willing to offer for for free:

https://docs.google.com/document/d/1uy7UG6c1DB9F0he19okTudPG-5zkg1x54eJJnvYpSEM

 

Or I can offer this for only 100 gp from each player, everything above is mostly small and inexpensive items important to essential for an adventuring party... and cheap for a 5th level party.

Edited by EquestrianScholar
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