I wanna play a cleric! Who do I pray to?: You pray to your ancestors. I'm interested to see how you players interpret that, as it's not a firm concept for me either. In exchange for your inspiration, I'm trusting you to be responsible and present a clear theme for your worship, and letting you pick from any two domains you'd like.
Offensive potions?!: Sure. Offensive potions, provided they only target a single target and discharge only once. Potions consider the person that imbibes them both caster and target for the purposes of spell effects. A potion does not allow the drinker to "hold the charge", instead applying that effect directly to the drinker. Examples: A potion of cure light wounds heals the drinker for 1d8+1 HP. A potion of Shocking Grasp harms the drinker for 1d6 electricity damage. A potion of Chill Touch harms the drinker only once, not each round. Note: variables assume potions purchased from vendors, which are always at minimum required spell level.
Hey look ma', we're famous?: Nope. Sorry, Charlotte. This time, level 5 just means you're well trained.
I'm not sure I'm really "optimizing"? Don't sweat it. Don't feel like you need to be a munchkin. Just make choices that enhance your core character concept.
I wanna submit my character with someone else!: Get to it, soldier! Joint applications are welcome. Just ensure both characters are fully realized and can do their own thing, in case both players aren't chosen together.
Can I apply multiple times? Nope.
I feel like my hands are tied! Oh no! How about if I... Unchain them a bit? Monks and Rogues will use the Unchained variants of their classes, found here. Characters may also take advantage of skill unlocks, with the correct feat (typically Signature Skill, but I'm sure there are others.)
Is the Home Guard the national military? No, the national military is named the Bulwark. They are responsible for the safety of the enclaves as a whole and only concern themselves with matters that affect the entire halfling nation. Each enclave except Border has its own internal police force. For Hearth, that's the Home Guard.
Level 5 presumes some adventuring or deeds of renown already. How well known in Gost are the halflings that you are looking for?
And are you happy with joint applications?
Typically this is the case (and probably will be in future Gost games). However for the purposes of this one-off, it really just indicates they're well trained members of the Guard. I would say your characters are known in their respective communities within Hearthome, but probably not in the district over and certainly not beyond the city walls.
Joint applications are fine, and I appreciate players working together from the start. Make sure your character can stand alone on their own merits, however. I may not chose both players for this game.
On a similar subject, only one application per player.
I should say I only have a few of the main books of Pathfinder 1e so optimizing may be a little off, but I was thinking a cleric from the Heights who specializes in Luck and Charm, the idea being he draws on family ties to weave fate and people together with a focused role of a healer. Might that work as ancestor worship?
Hello Icereach. What a marvelous project. I normally like to sit at the DM end of a table, but I might just deviate from that path to try my hand with a halfling here. I looked over the options for a sorcerer and would like to hear if it would be okay that I took the Phoenix Bloodline (it is from Paizo: Heroes of Golarion)?
I think I have been around all the threads, also in the game folder, but can you point me to a few words on how arcane magic plays in with the Home Guard and the halfling society in general?
I should say I only have a few of the main books of Pathfinder 1e so optimizing may be a little off, but I was thinking a cleric from the Heights who specializes in Luck and Charm, the idea being he draws on family ties to weave fate and people together with a focused role of a healer. Might that work as ancestor worship?
That would, indeed, work as ancestor worship and I'm interested to see how you portray that in the application. Don't let the concept of optimization stress you out. More than anything I'm cautioning players to build around a unified theme. Don't let your character be so versatile that they're not effective at their core task. A minor note: your character may have been born in Heights but would have moved to Hearth at a fairly young age if they were to be considered for the Home Guard.
Quote:
Originally Posted by Tales
Hello Icereach. What a marvelous project. I normally like to sit at the DM end of a table, but I might just deviate from that path to try my hand with a halfling here. I looked over the options for a sorcerer and would like to hear if it would be okay that I took the Phoenix Bloodline (it is from Paizo: Heroes of Golarion)?
I think I have been around all the threads, also in the game folder, but can you point me to a few words on how arcane magic plays in with the Home Guard and the halfling society in general?
Thanks.
Heya Tales, and thanks for giving it all a look. I'll admit, I don't have everything posted or even finalized for Gost but I'm filling in the blanks quickly for later games. I don't see a problem with the Phoenix Bloodline. It should be noted that most of the really fantastical creatures such as unicorns, phoenix, and dragons were mostly hunted and driven off of Gost before the advent of mist. Some might still roam the forests of Kellid but that's pure speculation. Kellid is even less welcoming of outsiders than the Halfling enclaves.
Arcane magic is fairly common in Hearth and Heights, and to a lesser degree in Hook. There are a few academies that offer magical instruction up to a point, but they are expensive to attend without a commission from some branch of the military. In combat, Halflings favor magic that shapes the ground to their benefit, and have an affinity for illusion magic taught by the gnomish exiles.
Arcane magic users, however, are not common enough to replace more mundane resources. Electricity is produced in Hearth based on alchemy, and is still very rare and expensive to the common populace.
Everyone should note that the bottom of the entry for halflings contains a list of approved Alternate Racial Traits as well as Favored Classes. These are finalized. Players may choose any class to be their character's favored class but should note they only receive the alternative FCB when selecting one of the listed options. For Fighters, the halfling FCB has been changed (to the one for humans, if I remember correctly.)
Thank you. That was exactly the kind of information I was looking for. I have been looking for a way to fill out a wider range of choices and would like to pitch a choice here to see what you (and fellow players) might think would fit? The Eldritch scrapper archetype (if allowed? It is from Paizo Advanced Class Guide) is a brawling kind of sorcerous halfling and I like the idea of the wee magician coming in to be all close and forceful, but is it too dangerous and is it outright stupidity to miss out on detect magic, read magic and auto identify?
Thank you. That was exactly the kind of information I was looking for. I have been looking for a way to fill out a wider range of choices and would like to pitch a choice here to see what you (and fellow players) might think would fit? The Eldritch scrapper archetype (if allowed? It is from Paizo Advanced Class Guide) is a brawling kind of sorcerous halfling and I like the idea of the wee magician coming in to be all close and forceful, but is it too dangerous and is it outright stupidity to miss out on detect magic, read magic and auto identify?
For setting reasons, I'm going to have to nix this archetype. Halflings haven't quite learned to mix magic and melee yet. They prefer combat at a distance whenever possible. This is the reason they don't have Magus and also the reason I wanted to approve all archetypes.
Thanks. Easier choice then. I am hesitant in terms of the phoenix bloodline 3rd power if it is unatural for halflings to mix magic and melee up, though. Hmm.. will give it some thought.
Thanks. Easier choice then. I am hesitant in terms of the phoenix bloodline 3rd power if it is unatural for halflings to mix magic and melee up, though. Hmm.. will give it some thought.
A note on that Bloodline that I forgot to mention earlier. These are things that I don't find explicitly spelled out so I would rather be clear than make assumptions.
The Bloodline arcana ability will work like Cleric channeling. When casting spells with the Fire descriptor, you choose either harming or healing all of your targets. The choice is made when the spell is cast, before any variable factors are rolled. This is especially important for spells that grant you multiple attacks, like Scorching Ray: each ray will have the same effect, either healing or harming.
The fire wall ability is fine in canon; they may not really incorporate arcane and melee, but they would value last ditch abilities that might save your bacon. It does not give you an action to deactivate the shield but does state that rounds do not have to be consecutive. I'm going to rule that it requires a Free action (on your turn) to end the effect. Further, there's no indication of how it interacts with the Bloodline arcana, as the ability isn't a spell. I can see how this is probably nitpicking, but in the end, this ability could be used as free mass healing earlier than intended. Therefore I'm going to rule that your fire shield ability can only be used to harm.
I've decided to include Unchained as a part of Gost. For this game, that should only really affect your decisions if you're considering playing a Rogue or Monk, which are now the Unchained variants of those classes. You may also take the Signature Skill feat to qualify for skill unlocks as normal.