Here is the Discussion thread for the Blood of Heroes game.
Before the game starts off need to say somethings.
First gear will be given by supply from the country that you all wish to have as your backers. The backing country will also help you in different ways.
Magical Weapons and Armor are very hard to come by for those not in the military or as acting as town guards. Both of these forces have to fight back the creatures of Saeniri so they have a monopoly on these items.
Next is you all have to pick how you wish to overthrow the Church of Light , will than move forward accordingly. To make up for this there I am adding that many of the creatures in the world can be harvest for materials to make weapons and armor.
Example: Dragon bones can be used for both making armor and making weapons. Dragon bone armor depending on the type of dragon can make the wearer immune to different effects of boost stats, while weapons would inflict different effect when hitting an opponent.
Last is how fame/infamy works in better detail. The active Fame/infamy can be used up to give a bonus of +2 to any bluff/diplomacy/intimidate rolls per point used. Passive fame/infamy will allow for you to get access to different individual or groups that can help farther your goals.
Example: High Fame will let you speak with a Captain of the Guard while High Infamy will let you speak with the leader of an Assassins guild.
The passive fame/infamy value will be totaled up by the group as a whole. There is also a draw back to this, if the group has enough infamy those in high standing will not speak to them or those in the shadows will not speak to the group with high fame.
Some things about me, I have not been playing Table Top RPGs to long little over a year now. I have however GM a campaign which everyone loved the story though they thought my battles were lacking so going to try to fix that.
Saeniri is a homebrew world which I have a outlines done for. The world will be filled in more and more throughout the game. I would like feed back on the world as well as any suggestions for creatures, items, or classes would be helpful.
Feel free to tell me anything you have problem with. I wish to improve my skills as a GM.
Here is a link to a site I put up all my information for the world of Saeniri. I added some weapons which are mostly weapons that I refluffed for different areas.
I will also change the site by adding your suggestions or things that may come up during play.
Any feed back on making the site more readable would be a great help.
The low magic makes me raise the question, will be allowed to craft our own items with feats? Such as Fafhrd starts with the brew potion feat. Will I be able to make use of this feat? Perhaps make it so that only he can use the potions he craft?
As for who I think should back us, I would say Virtus makes the most sense for my character as he is looking for a way back into good standing with the military. Perhaps we are sent in as a first wave to weaken the Church of Light through vandalism as a makeshift gang.
Due to Asriel's firm belief that knowledge is power, he would prefer to be backed by Animus. Additionally, he would feel that the best way to deal with the Church of Light would be internal sabotage of a political and/or physical nature. Vandalism would certainly be a good first step towards this end.
I've started flushing out the rules and mechanics for Sheol (Shey-ole). He has no significant loyalties to any country, but would like the idea of working for someone with significant magical resources, such as Animus. He is most likely motivated by the secrets the church has been hiding all these years. Knowledge is power.
DnL, have you decided what you would like to do with the Ultimate Msgus class? If you like, I can whip up a version for you to take a look at.
Increase HD to 1d6, get rid of Concentration, and Decipher Script from skill list replace them with fly and linguistics.
Change requirements to having a skill rank in Knowledge Arcane and Spellcraft of 5 instead of 4 and 8.
Change the all +1 level of lower-level existing arcane casting class to +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class.
These were the changes I was thinking.
|DarkOne the Drow|
I would like to do something unusual when it comes to support backing. Seeing Chuluun is primary a druid, with infiltration skills, he would be mostly working for the Druidic Council. The Druidic Council has no fixed location, and have their meeting at seemingly random locations in the world, as the druids can be found in every country of the world. If a country must back Chuluun, then I would choose Animus, who sees Chuluun for infiltrating to gather information and items of importance to overthrowing the Church of Light. Through I like the flavour that he is actually working for the Druidic Council to discover what the Church of Light is planning, and how it would affect nature. Of course, Chuluun can be visibly sponsored by Animus, but in secret working for the Druidic Council, as everyone knows, it is hard to figure out what the druids plans are, and what they will do.
To overthrow, get information and items, that can be used to overthrow the Church of Light, for those that can benefit from the information and items he can't used.
As for fame: maybe positive fame. Maybe you can advice me here. Though for druids he will always be able to communicate with irrespective of their alignment.
Website: light blue on grey is difficult to read.
|DarkOne the Drow|
I referring to the bottom of the page.
Make it then Animus, where Chuluun is being employed by Animus to do espionage work for them. Chuluun frequents visits his family, so while there he was asked to help in the campaign against the Church of Light (so positive fame would be needed). Some of the wealthy, think it is better for Chuluun to collect his needed funding from the enemy instead of them. At least the people of Animus don't see Chuluun as one of those fanatical druids who will do anything to restore nature (the NE druids).
|DarkOne the Drow|
Thanks, I making Chuluun with Fame, as he is no killer thief. He would rather flee the scene than fight to kill. He has fame for the nature restoration projects and working with the community to live and work in harmony with nature for a better lifestyle. He would be like the fairy tale "Robin Hood" except not for the poor but for nature.
Equipment. You are still going to provide our equipment.
Anything that we must do for you?
|DarkOne the Drow|
While I wait for some of the others put up characters I checked through what everyone has.
Can you put spaces in between your lines so it is easier to read?
Some of your skills seem off, can you give me a break down for them? I know the knowledge are okay I just checked.
Auran is not a valid language for Ferrin, due to high int modifier. May I suggest Celestial or Terran.
For the skills can you just put the skills that you have put ranks in? Since you have around 11 skill points per level.
In your racial abilities you have evasion why is it there? I know as a rouge you get it, which is shown in class abilities.
For Erke please increase its strength to 14, also I have some other flying animals if you want one that is just native to Saeniri. They use bird stats however, just fluff just say and I will post them up for you.
You seem to be missing your third level feat? You still deciding or wanted to ask me about a feat?
Thanks for pointing that out. The issues have been fixed, but to be safe, here is the skill breakdown:
(6 class + 5 Int + 1 racial + 1 favored class) x 4 lvls = 52 skill points
Bluff +12 (4 ranks, 3 Cha, 3 trained, 2 racial) (1 situational trait)
Craft (Alchemy) +12 (4 ranks, 5 Int, 3 trained) (4 situational class)
Diplomacy +12 (4 ranks, 3 Cha, 3 trained, 2 racial) (1 situational trait)
Disguise +10 (4 ranks, 3 Cha, 3 trained)
Intimidate +10 (4 ranks, 3 Cha, 3 trained)
Knowledge (Each) +19 (2 ranks, 5 Int x 2, 3 trained, 2 class, 2 racial)
Linguistics +12 (4 ranks, 5 Int, 3 trained)
Perform (Oratory) +10 (4 ranks, 3 Cha, 3 trained)
Spellcraft +12 (4 ranks, 5 Int, 3 trained) (+4 situational racial and class)
The situational modifiers are now listed directly below the skills.
Arcane Spell Power (Ex): At 1st level, your caster level for all arcane spells increases by 1. It increases again at 4th level, 7th level, and 10th level (to a maximum of +4).
How would you like to treat this feature? As written, since it is not altering the spells avalaible, or duplicating features from two classes as would be the case with something like a Wizard/Mystic Theurge gestalt, or modify it into something else?
So, I think my first question would be the nature of our association... Will we meet in game and be thrust together by circumstances or common goals, or will we be a special forces style "dream-team" assembled by our sponsor to take down the church?
You guys all have the blood of the 1st Legion in you. Which is important to the start of story so will not go to deep into it right now. Backing country will gather you all give you some information and asked if you want to help with taking down the church.
Have it add +1 to caster level checks? So by the end you get +4 to caster level when making a check that uses caster level?
|DarkOne the Drow|
|DarkOne the Drow|
Alias up, editing character sheet now.
I like your character concept. I really like paladin types, and I usually play some sort of variation on one. The burnt out ex-hero is a nice take too. So far, Sheol is an uncommon attempt on my part to play someone a little more self serving.
I should mention, I have always wanted to play a caster like Sheol, but that I have little experience actually playing casters, so will be appreciative of ongoing advice from those who have moe experience with such thing than I.
Ok, I think I'm done with the sheet.
The award for most complicated character I've ever had to write up for a PbP goes to Caine. Holy crap.
That being said, he's an absolute wrecking ball. Can't wait to get started.
A couple questions for Mr DM:
Brass Knuckles: Do monk damage or no?
Does Unarmed count as part of the Close weapon proficiency group (brass knuckles and cestus are both on the list)
Can I two-weapon fight with a longspear and unarmed combat? By RAW it's good and there's a lot of threads supporting it, but I wanted to run it by you before I pulled it out in game.
DarkOne the Drow: I got my hands on a copy of the Eberron setting book it is giving me ideas for wood materials.
Sheol: Do not look at me I have no clue how to play a caster, all I know how to do is shut them down if they start to get annoying.
Caine: I did not like that change, yeah to monk damage.
Checked both PRD and d20Pfsrd Unarmed is part of close weapons.
Okay so you mean using the spear to attack and kicking people or
head butting them as the extra attack?
Sorry about late reply been busy today.
That is fine than Caine as long as kick or headbutt is the off attack.
List of Materials:
Orichalcum: it is not a stand alone metal it needs to be mixed with others metals to give its effect. The effect is enhancing the metal it is mixed with.
Damascus Steel: adds +1 to weapon damage.
Star Steel: cost of enchantments is reduced 50%.
Diamond Beast Hide: Acts like adamantine but is a hide, that can only be used for armor.
Aatxe Hide: has a random +1 bonus to a stat.
Druk Hide: those who grapple, uses unarmed strikes or naturals weapons against armor made of this hide take 2d6 bleed damage.
Hypnalis Hide: armor made for this skin make the wear immune to sleep and poison.
Dragon Bone: Armor made from dragon bone give the user resistance
to the elemental type of the dragon the bones came from.
Juggernaut bone: Armor made from Juggernaut bones are immune to non-lethal damage and gain DR 5/ Blunt
Catastrophe Raider Bone: Armor made from Catastrophe Raider bones grant the wear Spell Resistance.
What about something like this with a lid?
Technically, because brass knuckles allow you to hold other objects while using them, I could just hold a cup and still do regular unarmed strike damage. All it needs is a lid to keep me from spilling my drink. :)