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Call to the Four Lands - OCC

Maidhc O Casain

Na Bith Mo Riocht Tá!
Mowgli
Same guidelines......as in all the previous games...we will be using pathfinder rules so i may need a little help from you on that...but i think the mechanics will be good....i was actually thinking you may want to bring kat over

I'd love to bring Kat into either one of these games. There are some things I'd do differently mechanics-wise in Pathfinder; may I rework her class/feats/etc somewhat?

I'll have her finshed up this weekend. I'm assuming you'd want her for the Marshall's game . . .
 

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J. Alexander

First Post
Mowlgi

Pick which game you want her in i actually see her fitting into either....sure go ahead and rework her..

Holyman

Yes there is room for you lol just pick a game

Pyrex

Absolutly


Group Vote.....

Guys i can do one of the older games....my preference is for the Great North as it is the most senior game......the other two that are in the mix are The colony and Southern Operatives....we could also subsitute the intelligence service as it was such a new game for one of them...just let me know
 

Neurotic

I plan on living forever. Or die trying.
Let's see first how we go with new ones before you commit to additional games. You said you lost the momentum with them so let's sit on them and see how your business /free time ratio improves :)

As for older games (if I get voted down) my vote goes to colony and great north in that order.
 

renau1g

First Post
Just wanted to say good luck all. Pathfinder is a good system and you'll do well with it I think. I prefer my 4e (wotc fanboy...I know ;)) I'll enjoy following along and making the occasional comment here (if JA doesn't mind of course)
 


Neurotic

I plan on living forever. Or die trying.
I'm already playing several 4e and only two 3+/PF so PF for me.

Pathfinder has beta-prerelease Marshal and is currently in works with two subtly different versions:
[sblock=Version 1]
Marshal Redux

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.

Skill Ranks Per Level: 4 + Int modifier.

Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields).

LEVEL ABILITY
1. 1 Minor Aura, Skill Focus
2. 1 Major Aura, Major Aura +1
3. Rally 1/day
4. Improved Aid Another +3
5. Major Aura +2
6. Rally 2/day
7. 2 Minor Auras
8. Improved Aid Another +4
9. Rally 3/day
10. Major Aura +3
11. 2 Major Auras
12. Rally 4/day, Improved Aid Another +5
13. 3 Minor Auras
14. Widen Aura
15. Major Aura +4, Rally 5/day
16. Improved Aid Another +6
17. Free Aura
18. Rally 6/day
19. 4 Minor Auras
20. 3 Major Auras, Major Aura +5, Improved Aid Another +7

Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action.

At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras.

Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat.

Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level.

At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once.

Rally (Ex). Beginning at 3rd level, the Marshal can Rally her allies as an immediate action. She can Rally her allies once per day at 3rd level. At 6th level, and every 3 levels thereafter, she gains an additional daily use of her Rally ability. She can use her rally ability for one of the following effects.

She can allow her allies to re-roll a failed saving throw. She can spend an additional daily use of her Rally ability and grant a bonus on the re-roll equal to her Charisma bonus (if any).

She can spend 1 daily use of her Rally ability to heal her allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus multiplied by the target's hit dice.

She can spend 1 daily use of her Rally ability and grant her allies the immediate use of a move action. She can spend 2 daily uses of her Rally ability and grant her allies the immediate use of a standard action. She can spend 3 daily uses of her Rally ability and grant her allies the immediate use of a full-round action.

She can spend 1 daily use of her Rally ability and grant her allies a bonus equal to her Charisma bonus (if any) on all Attack Rolls, Damage Rolls, Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round.

Improved Aid Another (Ex). At 4th level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 4th level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 8th level and by +1 every 4 levels thereafter (+5 at 12th, +6 at 16th, +7 at 20th).

Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time.

Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round.

Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following:
1. Confirm Critical Hits
2. Combat Manuver Bonus
3. Fortitude Saves
4. Reflex Saves
5. Will Saves
6. Caster Level checks
7. Strength checks and Strength-based skill checks
8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
9. Constitution checks and Constitution-based skill checks
10. Intelligence checks and Intelligence-based skill checks
11. Wisdom checks and Wisdom-based skill checks
12. Charisma checks and Charisma-based skill checks
13. AC against Attacks of Opportunity
14. Attack Rolls for Attacks of Opportunity
15. Damage Rolls for Attacks of Opportunity
16. AC against a Charging opponent
17. Attack Rolls when Charging
18. Damage Rolls when Charging
19. Attack Rolls when Flanking
20. Damage Rolls when Flanking
21. added to the amount cured by Cure and Heal spells
22. applied as Damage Reduction vs. non-lethal damage
23. x5 in feet added to speed when withdrawing from combat
24. AC when adjacent to an ally

Major Auras

1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. Multiplied by 5 feet and added to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Energy Shield 2 (acid, cold, electricity, fire, or sonic)
10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints.
11. Spell Resistance 5 + 5 per plus of the Major Aura.
12. Spell DCs
[/sblock]

[sblock=Version 2]
Marshal

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.

Skill Ranks Per Level: 4 + Int modifier.

Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields).

LEVEL ABILITY
1. 1 Minor Aura, Skill Focus
2. 1 Major Aura, Major Aura +1
3. Improved Aid Another +3
4. Grant Move Action 1/day
5. Major Aura +2
6. Improved Aid Another +4
7. 2 Minor Auras
8. Grant Move Action 2/day
9. Improved Aid Another +5
10. Major Aura +3
11. 2 Major Auras
12. Grant Move Action 3/day, Improved Aid Another +6
13. 3 Minor Auras
14. Widen Aura
15. Major Aura +4, Improved Aid Another +7
16. Grant Move Action 4/day
17. Free Aura
18. Improved Aid Another +8
19. 4 Minor Auras
20. 3 Major Auras, Major Aura +5, Grant Move Action 5/day

Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action.

At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras.

Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat.

Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level.

At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once.

Improved Aid Another (Ex). At 3rd level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 3rd level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 6th level and by +1 every 3 levels thereafter (+5 at 9th, +6 at 12th, +7 at 15th, and +8 at 18th).

Grant Move Action (Ex). Beginning at 4th level, as a standard action, the Marshal can grant her allies within 30 feet a move action immediately on her turn once per day. She gains additional uses of this ability at levels 8, 12, 16, and 20.

Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time.

Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round.

Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following:
1. Confirm Critical Hits
2. Combat Manuver Bonus
3. Fortitude Saves
4. Reflex Saves
5. Will Saves
6. Caster Level checks
7. Strength checks and Strength-based skill checks
8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
9. Constitution checks and Constitution-based skill checks
10. Intelligence checks and Intelligence-based skill checks
11. Wisdom checks and Wisdom-based skill checks
12. Charisma checks and Charisma-based skill checks
13. AC against Attacks of Opportunity
14. Attack Rolls for Attacks of Opportunity
15. Damage Rolls for Attacks of Opportunity
16. AC against a Charging opponent
17. Attack Rolls when Charging
18. Damage Rolls when Charging
19. Attack Rolls when Flanking
20. Damage Rolls when Flanking
21. added to the amount cured by Cure and Heal spells
22. applied as Damage Reduction vs. non-lethal damage
23. x5 in feet added to speed when withdrawing from combat

Major Auras

1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. Multiplied by 5 feet and added to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Energy Shield 2 (acid, cold, electricity, fire, or sonic)
10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints.
[/sblock]

Version 1 is last one, version 2 here is the original. They are mostly finished as evidenced by minor differences
 


HolyMan

Thy wounds are healed!
:blush: Thanks guys (it's good to have friends :D) And thanks for the spot JA I won't let you down.

You said pick a game and I will but what players/characters are already in for both this thread is getting crammed.

And I vote PF I have only on 4e game and while RP it is great, mechanically I find it somewhat lacking.

HM
 

Lou

Explorer
Is there a new thread yet? I didn't see one.

I'd have to vote for Pathfinder, as well, over 4E. Although JA could pull off any system for his style of games.

As we wait for decision on the old games, I'd like to play a warmage in one or the other. If The Great North survives, then I'm good there with Addison Darkhair. If not, will you approve a warmage based on her for one of the new games? Is there an official Pathfinder warmage? I found a ported version. If you'd prefer, I can play a Fighter/Sorcerer headed towards Eldritch Knight instead.

After reading through the Pathfinder SRD, I might just play a straight Sorcerer, with Arcane, Celestial, or Destined Bloodline.
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Right now the only 'Official' (meaning actually published by Paizo) classes are from the core rules. There are six additional classes in Beta Playtest for next years Advanced Players Guide, and they look really interesting . . .

There's also a plethora of third party stuff out there for PF - some of it's converted 3.5, some of it's fan-made and some actually published by other companies.

And I'd rather port Katherine over to one of the two suggested 'new' games than keep Southern Operatives - for some reason I was having a hard time wrapping my head around that game, but having the group be more 'freelance' than bound to one particular military group may be the 'fix' I needed. The Borderlands game sounds good as well. Right now, I'm 'feeling' Katherine as a private investigator type, so Marshalls is probably the way I'm headed with her.

(JA, you should look into purchasing the Kingmaker Adventure Path from Paizo. The second installment of six has just been released, and the premise behind the path is that the players will be building their own kingdom from scratch. There are rules for said kingdom building that promise to keep the PCs front and center. Not saying that you should run the AP itself, but it might be a good source of mechanical and/or fluff material for your homebrew).
 
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