GM Goblin King |
I was inspired by this thread, which hasn't resulted in a game, to offer this chance to play a primitive game using slightly modified NPC classes.
A game set in the primal past, in the Age of Serpents, when life was a constant struggle, and magic was extremely rare.
Races allowed: Human, Half Elf, Half Orc, Halfling
The other PC races exist, but are not generally friendly to humans. You may meet elves, dwarves, etc., but like any tribal group in these dangerous lands, they aren't very trusting of strangers.
Since falchions don't exist, half orcs are instead proficient with great clubs.
Classes allowed: Adept, Expert, Warrior.
All characters have climb, knowledge (nature), perception, ride, survival and swim as class skills. You live off the land, so these things are natural to you.
All characters are proficient with simple weapons that can be made without metal, and short bows. Crossbows don't exist.
Adepts are as written, with the following changes:
Adepts (like magic itself,) are rare and unique in this world. You must have a minimum of 15 wisdom and 14 intelligence to take a level of adept.
Adepts gain the Brew Potion feat at 3rd level, and bonus metamagic or item creation feats at 5th, 10th, 15th and 20th levels, as wizards.
Adepts gain 0 level spells per day as oracles. A 4th level adept can prepare 6 orisons per day, rather than 3.
The following spells are added to the adept's spell list:
0: Acid Splash, Detect Poison, Message, Spark
1: Goodberry, Shield of Faith, Snowball, Vanish
2: Spider Climb, Remove Paralysis, Restoration, Lesser
3: Quench, Remove Blindness/Deafness, Searing Light, Water Breathing
4: Air Walk, Restoration, Scrying
5: Breath of Life, Tree Stride, Wall of Fire, Wall of Thorns
Experts are as written, but they gain Rogue talents as a rogue of ½ their level, and may choose 4 traits at 1st level. They gain 1d6 sneak attack at 1st, 4th, and every 4 levels after that. I'm not trying to force them to try to be like rogues (your concept may be very different), just more fun in combat.
Warriors are as written, but gain d12 hit dice. They are proficient with medium armor (not made of metal) and wooden shields. They gain the Track ability (like Rangers), and can choose fighter-only feats, and begin play with Weapon Focus as a bonus feat.
Warriors also get rage powers at 1st, 4th, and every 4 levels after that. Since they don't rage, the powers work as described for combat and “high alert” situations. Again, this is just to help your warrior be a little different from all the other warriors, and add a little fun.
Adepts start play with 70 gp worth of stuff and a complete healer's kit.
Experts get 140 gp worth of stuff and a masterwork item of their choice.
Warriors get 175 gp worth of stuff, and a masterwork item of their choice.
Be aware that some items can't be made in a primitive setting. There are no complex locks, though some wood or stone tools can still be used to disarm traps.
It's sparsely populated, and not a place anyone would go to visit. That's where you live.
As long as anyone can remember, these mountains have been the destination of outcasts; people who, for whatever reasons, were ejected from their tribes. Some were criminals, some were crazy, and some just weren't liked by somebody with the wherewithal to have them exiled. It's a sort of penal colony for area tribes. Exiles are branded with their tribe's symbol, and are uniformly despised by any people they encounter. It's a death sentence, if you aren't strong enough to survive.
Many people sent to the mountains never make it. There are a lot of dangers here, and dangers in every direction leaving here. Along with the mistrusting and often cruel humans who live here, there are tribes of even meaner humanoids who eat whatever they can find, and think you look delicious.
Pariahs who aren't completely insane band together in small groups for mutual protection. They wander the valleys, scavenging whatever edibles can be found, and hunting what little over-hunted game is left, and, sometimes, fighting for their lives.
If you're competent, you don't starve, but you don't really ever get fat, either. If the game lasts awhile, you will be able to visit other regions.
For convenience (and because I don't want to bother with damage penalties, breakage, etc.), we'll use the weapons as listed in the CRB. A morningstar is a club with spikes. An axe is made from stone, onyx, or dinosaur bone, and scraped on a rock until it's sharp. Making weapons isn't that hard, but it takes time.
Armor, again, is made from other materials. You can make or acquire armor using various hides, the epitome being dragon scale armor, which can equal chainmail or a breastplate. It's not easy for NPC-classed people to take down a dragon, so it's very rare. Warriors get a d12 to help compensate for their lower AC.
Dragons and other creatures can sometimes cast sorcerer or divine spells. Their connection to magic is more developed than humanoids have yet to attain. Creatures with spell-like abilities can use them as written.
Many monsters have DR/whatever. Since you won't have things like cold iron or adamantine, it's not fair of me to make you face things you can't really hurt. I'll adjust things to keep it fair. Expect more DR/slashing, piercing, etc. if that's the case.
Magic items can be won, found or created. There won't be many, but I'll try to make sure you have stuff that works for you. An adept can make potions, but she has no money to make them with. She acquires the necessary materials (assuming she can find them,) and brewing it takes her a day. Done.
A potion of CLW is extremely valuable. Considering how badly someone may need it, and what they can offer, they might offer you a horse, or a nice meal and a place to stay, or their firstborn. I can't be exact, but that's what roleplaying is for. I'll try to make sure you have what you need to have a good time.
GM Goblin King |
As with most things, I kinda jumped the gun on this. I decided that adepts needed a little boost. Now, they get more spells, sooner. A 10th level adept with 15 wisdom (and they all have at least that,) will be able to cast one 5th level spell at 10th.
I hope this lines up OK.
Adp 0 1 2 3 4 5
1st: 3 1
2nd: 4 1
3rd: 5 2
4th: 6 2 0
5th: 6 2 1
6th: 6 2 1 0
7th: 6 3 1 0
8th: 6 3 2 1 0
9th: 6 3 2 1 0
10th 6 3 2 2 0 0
11th 6 3 3 2 0 0
12th 6 4 3 3 1 0
13th 6 4 3 2 1 0
14th 6 4 3 3 2 1
15th 6 4 3 3 2 1
16th 6 4 4 3 2 2
17th 6 4 4 3 3 2
18th 6 4 4 4 3 3
19th 6 4 4 4 4 3
20th 6 4 4 4 4 4
Hardly a tour de force, but they won't have to wait until 16th level to get their first Raise Dead. I also fixed my mistakes and altered the spell list again.
Submitted for your approval:
0 Level: acid splash, create water, detect magic, detect poison, ghost sound, guidance, light, mending, message, purify food and drink, read magic, stabilize, touch of fatigue, spark.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, goodberry, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, shield of faith, sleep, snowball, vanish.
2nd Level: aid, animal trance, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, remove paralysis, restoration, lesser, scorching ray, see invisibility, spider climb, web.
3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, plant growth, remove blindness/deafness, remove curse, remove disease, searing light, tongues, water breathing.
4th Level: air walk, cone of cold, cure critical wounds, minor creation, polymorph, restoration, scrying, stoneskin, wall of fire, wall of thorns.
5th Level: baleful polymorph, break enchantment, breath of life, contact other plane, chain lightning, commune, heal, major creation, raise dead, tree stride, true seeing, wall of stone.
That should make them a little more able to contribute and fun to play. I doubt this will go to high levels, but I can dream, right? Any opinions on this?
Justin L. Warren |
Here's my Half-Orc Warrior submission, I'll create an alias once the game gets started.
History
The product of a nearby orc tribe's depredations, Kraull's life would have ended at birth if it wasn't for his human mother's status as a wise woman in her tribe. Despite his mother's influence, Kraull's childhood was rough with constant teasing and ostracization by other children and adults. Whenever he would attempt to fight back, he only made his position worse so he grew to be quiet and full of anger. When his mother succumbed to a fatal illness in Kruall's adolescence, the tribe finally exiled him to the Pariah mountains with only the clothing he was wearing.
Initially unwelcome by any group he met, Kraull learned most of the harsh lessons of survival by himself, stealing or making his own weapons and dealing with the dangers of the wilderness. With no access to any sort of healing, his body has become a patchwork of scars, with a pair of claw marks on his face being the most noticeable upon first meeting him. Although he's used to surviving by himself, he would welcome a group to share his burdens with if they were able to treat him like an equal.
Name: Kraull the Forsaken
Race: Half-orc
Class: Warrior 3
Alignment: Chaotic Good
Languages: Human, Orc
Str 18
Dex 14
Con 14
Int 10
Wis 12
Cha 8
Game Statistics
Initiative: +2 (+2 Dex)
Senses: Perception +5 ; Darkvision 60'
Speed: 20'
AC: 16 (10 + 4 armor + 2 Dex)
Touch: 12 (10 + 2 Dex)
Flat-footed: 14 (10 + 4 armor)
Hit Points: 33 [3x(d12+ 2 Con) + 3 favored class]
Current hp: 33
Fort: +6 Ref: +3 Will: +2
Combat:
Base Atk: +3; CMB: +7; CMD: 19
Melee
MW Stone Greataxe: +8 to Hit; Dmg 1d12+6 [+9 PA] (S); crit 20/x3
or
Club: +7 to Hit; Dmg 1d6+4 (B); crit 20/x2
or
Bone Dagger: +7 to Hit; Dmg 1d6+4 (P or S); crit 19-20/x2
and/or
Bite: +7/+2 to Hit; Dmg 1d4+4/+2 (P); crit 20/x2
Ranged
Javelin: +5 to Hit; Dmg 1d6+4 (P); crit 20/x2; range 30 ft.
or
Bone Dagger: +5 to Hit; Dmg 1d4+4 (P or S); crit 19-20/x2; range 10 ft.
Armor
Hide Armor: +4 AC, Medium Armor, -3 ACP
Skills:
Skill Ranks Per Warrior Level: 2
• Acrobatics -1 (0 ranks + 2 Dex – 3 ACP)
• Appraise +0 (0 ranks + 0 Int)
• Bluff -1 (0 ranks - 1 Cha)
• Climb +5 (1 rank + 3 class + 4 Str - 3 ACP)
• Craft (Weapons) +4 (1 rank + 3 class + 0 Int)
• Diplomacy -1 (0 ranks - 1 Cha)
• Disguise -1 (0 ranks - 1 Cha)
• Escape Artist -1 (0 ranks + 2 Dex - 3 ACP)
• Heal +1 (0 ranks + 1 Wis)
• Intimidate +5 (1 rank + 3 class + 2 racial - 1 Cha)
• Perception +5 (1 rank + 3 class + 1 Wis)
• Perform -1 (0 ranks - 1 Cha)
• Ride -1 (0 ranks + 2 Dex - ACP)
• Sense Motive +1 (0 ranks + 1 Wis)
• Stealth -1 (0 ranks + 2 Dex – 3 ACP)
• Survival +6 (1 rank + 3 class + 1 trait + 1 Wis)
• Swim +5 (1 rank + 3 class + 4 Str – 3 ACP)
Languages: Common, Orc
Feats:
Weapon Focus (Greataxe): +1 bonus on attack rolls with Greataxe. (Warrior bonus Feat)
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. (1st level Feat)
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. (3rd level Feat)
Traits:
Resilient: +1 to Fortitude Saves [Combat Trait]
Outcast: +1 trait bonus on Survival skill checks [Half-orc Trait]
Half-Orc Racial Traits:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and great clubs and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc
Warrior Abilities:
Weapon and Armor Proficiency: Warrior is proficient in the use of all simple and martial weapons and with medium armor (not made of metal) and wooden shields.
Track (Ex): A warrior adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks (+1).
Rage Power:
Scent: While in combat, gain the Scent ability.
Equipment:
Weapons
MW Stone Greataxe [12 lbs]
Club [3 lbs]
3 Javelins [3 lbs] 6 gp
Bone Dagger [1 lb] 2 gp
Armor
Hide Armor [25 lbs] 15 gp
Gear
Sack [.5 lb] .1 gp
Whetstone .02gp
Bedroll [5 lbs] .1gp
Waterskin [4 lbs] 1gp
Unspent 'Gold': 150.78
Total Weight carried: 58.50 lbs (Light)
Carrying Capacities: 100 lbs / 101–200 lbs / 201–300 lbs
GM Goblin King |
That sounds cool, but it's specific to oracles. Before you get mad, take a look at some the fluff I've come up with (that I should have done before posting a recruitment thread).
Humanity is relatively new, and there are other sentient races that are much older, and have strange customs and beliefs you would find unfathomable.
The Pariah Mountains are what would be called the Hungry Mountains on the map we all know, in Ustalav. This is before the Starstone, before the permanent hurricane called Abendego, and all the changes they caused. The climate is warmer and more jungle-y, overall, than modern Golarion, though there are still deserts, arctic and temperate zones.
The lands and climates are different from those of modern Golarion. Absalom and the Inner Sea don't exist, yet. Orcs are known to come out of their underground redoubts to raid and pillage whatever they can, but they're nowhere near as common as goblinoids, ogres, giants, and, of course, terrible beasts and monsters of all kinds. Dinosaurs are everywhere, but where you live, the winter cold drives them away, if they aren't able to hibernate. The big ones can't hibernate, at all.
There are frequent earthquakes here, and one active volcano. The mountains here are higher than the closest ranges.
Half elves may choose two extra racial traits that fit their background.
Half orcs are less rare, but due to their fearsome appearance and traumatic conception, they are often killed at birth by human tribes. Among orc tribes, they are often abused due to their smaller size and greater intellect, and leave their tribes in search of a better life.
Half orcs are proficient with greataxes and greatclubs, They gain the toothy racial trait, and one other racial trait that fits their background.
Halflings enjoy tight-knit tribal and family relations, though some fall afoul of strict taboos, and are sometimes rejected for being too different. They are faster than their descendants, since they don't live as luxuriously, and have plenty more things to run away from than modern halflings.
Halflings are proficient with the halfling sling staff, and gain the Fleet of Foot racial trait, and one other racial trait that fits their background.
Humans exhibit all the ambition and variety found in modern humans. While they are not yet close to being the dominant race they will eventually become on the surface world, they're already on the rise.
Humans may choose two extra racial traits that fit their backgrounds.
Note that some racial traits don't make sense in this caveman setting. Drow-related traits, for example, won't work, since drow don't yet exist.
GM Goblin King |
A ranged expert sounds cool, Troy. Give it a go!
Kraull is our first party member. I told Justin he could play, before. Kraull is lonely. Won't somebody be his friend?
So, to be clear, you get 2 traits, and 2 racial traits. Experts get 2 more traits on top of that, to reflect their ability to "live by their wits," so to speak.
Justin L. Warren |
I'm a little confused about the extra racial traits. Do we receive them without substituting them for another racial traits? For example, Toothy replaces Orc Ferocity. Does that mean a half-orc in this game gets both Toothy and Orc Ferocity plus another trait in addition to the ones normally listed?
GM Goblin King |
Right. Half orcs get Orc Ferocity as a normal half orc trait, Toothy as one of their 2 extra racial traits (they're scary looking, but it works out for them), and 2 other traits. So Kraull gets those 2 traits, one other racial trait, and 2 other traits of your choice.
The 2 racial traits are in addition to whatever racial traits you normally get. Half orcs and halfings have one of those extra traits chosen for them: Toothy and Fleet of Foot, respectively.
GM Goblin King |
No problem. I'll give it 'til Friday so everybody has time to write up their character and background.
Here, for the final time, are the revised game rules. Ignore previous rules and go with this:
Pathfinder Primitive Rules: 2 traits, 20pt. buy. No evil alignments. Start at 3rd level.
Races allowed: Human, Half Elf, Half Orc, Halfling
Half elves are rare, though not unheard of. Whether raised by humans or elves, they are often rejected by their tribes when they reach adulthood, or leave on their own due to feeling like they don't “fit in,” and strike out on their own to find their place in the world.
Half elves may choose two extra racial traits that fit their background.
Half orcs are less rare, but due to their fearsome appearance and traumatic conception, they are often killed at birth by human tribes. Among orc tribes, they are often abused due to their smaller size and greater intellect, and leave their tribes in search of a better life.
Half orcs are proficient with greataxes and greatclubs, They receive the toothy racial trait, and one other racial trait that fits their background.
Halflings enjoy tight-knit tribal and family relations, though some fall afoul of strict taboos, and are sometimes rejected for being too different. They are faster than their descendants, since they don't live as luxuriously, and have plenty more things to run away from than modern halflings.
Halflings are proficient with the halfling sling staff. They are naturally nimble, and receive a +2 racial bonus to Stealth and Sleight of Hand checks. They gain the Fleet of Foot racial trait, and one other racial trait that fits their background.
Humans exhibit all the ambition and variety found in modern humans. While they are not yet close to being the dominant race they will eventually become on the surface world, they're already on the rise.
Humans may choose two extra racial traits that fit their backgrounds.
Note that some racial traits don't make sense in this caveman setting. Drow-related traits, for example, won't work, since drow don't yet exist.
Classes allowed: Adept, Expert, Warrior.
All characters have climb, knowledge (nature), perception, ride, survival and swim as class skills. You live off the land, so these things are natural to you.
All characters are proficient with simple weapons that can be made without metal, and short bows. Crossbows don't exist.
Adepts (like magic itself,) are rare and unique in this world. You must have a minimum of 15 wisdom and 13 intelligence to take a level of adept.
Adepts gain the Brew Potion feat at 3rd level, and bonus metamagic or item creation feats at 5th, 10th, 15th and 20th levels, as wizards.
Adepts gain 0 level spells per day as sorcerers. A 4th level adept can prepare 6 orisons per day, rather than 3.
Several spells have been added to the adept's spell list, so take note:
0 Level: acid splash, create water, detect magic, detect poison, ghost sound, guidance, light, mending, message, purify food and drink, read magic, stabilize, touch of fatigue, spark.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, goodberry, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, shield of faith, sleep, snowball, speak with animals, vanish.
2nd Level: aid, animal trance, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, remove paralysis, restoration, lesser, scorching ray, see invisibility, speak with plants, spider climb, web.
3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, plant growth, remove blindness/deafness, remove curse, remove disease, searing light, stone shape, tongues, water breathing.
4th Level: air walk, cone of cold, cure critical wounds, minor creation, polymorph, restoration, scrying, stoneskin, wall of fire, wall of thorns.
5th Level: baleful polymorph, break enchantment, breath of life, contact other plane, chain lightning, commune, heal, major creation, raise dead, tree stride, true seeing, wall of stone.
Their spells per day have been increased, also:
Adp 0 1 2 3 4 5
1st: 3 1
2nd: 4 1
3rd: 5 2
4th: 6 2 0
5th: 6 2 1
6th: 6 2 1 0
7th: 6 3 1 0
8th: 6 3 2 1 0
9th: 6 3 2 1 0
10th 6 3 2 2 0 0
11th 6 3 3 2 0 0
12th 6 4 3 3 1 0
13th 6 4 3 2 1 0
14th 6 4 3 3 2 1
15th 6 4 3 3 2 1
16th 6 4 4 3 2 2
17th 6 4 4 3 3 2
18th 6 4 4 4 3 3
19th 6 4 4 4 4 3
20th 6 4 4 4 4 4
Experts are as written, but they gain Rogue talents as a rogue of ½ their level, and may choose 4 traits at 1st level. They gain 1d6 sneak attack at 1st, 4th, and every 3 levels after that. I'm not trying to force them to try to be like rogues (your concept may be very different), just more fun in combat.
Warriors are as written, but gain d12 hit dice. They are proficient with martial weapons not made of metal, medium armor (not made of metal) and wooden shields. They gain the Track ability (like Rangers), and can choose fighter-only feats, and begin play with Weapon Focus as a bonus feat.
Warriors also get rage powers at 1st, 4th, and every 3 levels after that. Since they don't rage, the powers work as described for combat and “high alert” situations. Again, this is just to help your warrior be a little different from all the other warriors, and add a little fun.
Adepts start play with 70 gp worth of stuff and a complete healer's kit.
Experts get 140 gp worth of stuff and a masterwork item of their choice.
Warriors get 175 gp worth of stuff, and a masterwork item of their choice.
Be aware that some items can't be made in a primitive setting. There are no complex locks, though some wood or stone tools can still be used to disarm traps.
There are some changes, so check 'em out!
Rosza Juette de Vieuxpont |
Neat!
Just off the top of my head, a thing occurred to me which precedes the bow in many paleolithic societies, and Pathfinder has rules for it, I think in Ultimate Combat: The atlatl, or spear-thrower.
Whether or not such an item is acceptable to you, I'm definitely interested and will see if I can get something cooked up for you before Friday.
GM Goblin King |
Yeah, atlatls preceded bows, so they're OK. Gives javelins a 50' range! Blowguns are fine, too. Primitive cultures use them today to hunt small game.
Let's call them both simple weapons for the purposes of this game, since everyone has at least basic competency in hunting. Appropriate poisons and how they're made and used are listed in Ultimate Equipment, if anyone's interested.
GM Goblin King |
Good question. I was thinking about giving a bonus to adepts for Profession (herbalist), since shamans were good at making drugs and such, but decided not to. The Shaman (let's call it that, because that's what they are) got some nice bumps up from the Adept class, so they're stronger. Profession (whatever) is a class skill already. Once again, power creep favors the spellcaster, but Adepts are super weak to begin with.
Making poisons, "alchemical" items, etc., would fall under that category. It all comes from knowing what plants to use and how to get the extracts needed to make anything from a basic analgesic, to poisons, to hallucinogens, and more.
The shaman has an ability that is a pain in the a$$ to players in modern Golarion, but it's a breeze to them: They make potions for free.
As long as they have suitable materials and a day to do it, they can make potions and oils of any spell they know that works as a potion or oil. They're not alchemists, in the strictest sense, but a portable spell is a day away, if you have the time and get the ingredients.
Rather than make it complicated, the Shaman can make something that's good for what ails ya within a day, most of the time. You won't need the eye of a newt or the blood of a black dragon killed at the stroke of midnight for most of it.
Ain't nobody got time for that. You're murder hobos, caveman style.
Rosza Juette de Vieuxpont |
Possible professions which are a big deal in the paleolithic but wouldn't be in modern Golarion:
Basketweaver - you like carrying stuff? You want to carry a lot of stuff?
Tanner - if you just skin something, you can use the hide, sure...For a while. If you want it to last, it takes a bit more time and effort.
Potter - clay firing is a lot more art than science, especially if you're part of a nomadic bunch where you can't count on what sort of clay you might find (or not find) in any given month, much less on a robust kiln instead of a campfire.
Weaver - this is high tech, right here.
Carver - Yes, Ogg, stick good. But give here and will make stick swing better, hit harder, weigh less, all at once.
Knapper - Flint worker...When flint is available. This is skunkworks technology. What'd you do to upset your tribe enough to run you over the horizon?
Rosza Juette de Vieuxpont |
I'm thinking... perhaps Tanner and Basketweaver would be beneficial skills to an exile.
You really think any of them wouldn't be beneficial? :)
Also, I just re-discovered an old problem. The lasso. It still has no range increment, just a --. An improvised thrown weapon has a 10' range increment. What's the deal here? A half hour with Google seems to suggest that no FAQ or word from on high has ever resolved this.
GM Goblin King |
Possible professions which are a big deal in the paleolithic but wouldn't be in modern Golarion:
Basketweaver - you like carrying stuff? You want to carry a lot of stuff?
Tanner - if you just skin something, you can use the hide, sure...For a while. If you want it to last, it takes a bit more time and effort.
Potter - clay firing is a lot more art than science, especially if you're part of a nomadic bunch where you can't count on what sort of clay you might find (or not find) in any given month, much less on a robust kiln instead of a campfire.
Weaver - this is high tech, right here.
Carver - Yes, Ogg, stick good. But give here and will make stick swing better, hit harder, weigh less, all at once.
Knapper - Flint worker...When flint is available. This is skunkworks technology. What'd you do to upset your tribe enough to run you over the horizon?
Good point! LOL! These would be professions in modern Golarion. The best basketweavers in Absolom probably do pretty well. Everybody needs baskets. The basketweavers need good marketing to compete in the market.
They're all craft skills in the Age of Serpents. But, those are skills you won't use. You will need to craft arrows and such. You can't go to a town and buy them. Someone might give you some, maybe. Or, you take them off their dead body, caveman style. :)
Rosza Juette de Vieuxpont |
They're all craft skills in the Age of Serpents. But, those are skills you won't use. You will need to craft arrows and such. You can't go to a town and buy them. Someone might give you some, maybe. Or, you take them off their dead body, caveman style. :)
Right, that makes much more sense. Er...Curious why you say we wouldn't use them, though? If the group is eventually going to try to be a self-sufficient 'tribe' then this stuff's critical. Flint knapper, tanner and carver are the 'weapon/armor smithing types' of the period, but they don't have to lug a forge around.
Also, any thoughts as to the lasso? I ask for...Reasons.
GM Goblin King |
I see you as adventurers, wanderers who go around helping people. Since they have no money, and aren't usually adventurers like you, they give you treasure.
To thank you for saving them from the rampaging giants, they'll make you stuff, give you stuff, etc.
This is a cashless society and game. I give you gp to start, but it's not gold. It's just the stuff you have. Unspent gold is gone when we begin play.
Lassos are exotic weapons. No rodeo 'round here, and no one to teach it.
There are camels here, but no horses. The Dodge Challenger SRT8 in these mountains is an axebeak. Native to the area. They hang in the valleys.
There's also a medium version that halflings can ride.
Rosza Juette de Vieuxpont |
One question I'd like answered to help with finalizing a character app:
A trained guard dog costs 25g. A boar costs 100g. There's no listing for a hyena but hey, we're in barterville. The hyena is a 400xp CR 1 animal, the boar is a 600xp CR 2 animal. Either of them are tougher than a Dog, Guard, generic. Can I grab a trained hyena for 100g? Pretty please? Really ugly please with snaggleteeth on it?
The one thing Krekja was good at was working with beasts. (WIP kinda dependent on answer.)
Name: "Tamer" Krekja
Race: Half-orc
Class: Warrior 3
Alignment: Neutral Good
Languages: Human, Orc
Str 14
Dex 16
Con 13
Int 10
Wis 12
Cha 14
Game Statistics
Initiative: +3 (+3 Dex)
Senses: Perception +5 ; Darkvision 60'
Speed: 20'
AC: 19 (10 + 6 armor + 3 Dex)
Touch: 13 (10 + 2 Dex)
Flat-footed: 16 (10 + 6 armor)
Hit Points: 27 [3x(d12+ 1 Con)]
Current hp: 27
Fort: +4 Ref: +4 Will: +2
Combat:
Base Atk: +3; CMB: +5; CMD: 18
Melee
Stone Longsword (Macahuitl): +6 to Hit; Dmg 1d8+2 (S); crit 19-20/x2
or
Flint Dagger: +5 to Hit; Dmg 1d6+2 (P or S); crit 19-20/x2
and/or
Bite: +5/+0 to Hit; Dmg 1d4+2/+0 (P); crit 20/x2
Ranged
MW Atlatl: +8 to Hit; Dmg 1d6+2 (P); crit 20/x2; range 50 ft.
or
Lasso: +7 to Hit, Ranged Touch Attack, Entangle
or
Flint Dagger: +7 to Hit; Dmg 1d6+2 (P or S); crit 19-20/x2; range 10 ft.
Armor
Shield, Hvy Wooden: +2 AC
Bone and Hide Armor: +4 AC, +4 Max Dex, Medium Armor, -3 ACP
Skills:
Skill Ranks Per Warrior Level: 2
• Acrobatics +0 (0 ranks + 3 Dex – 3 ACP)
• Appraise +0 (0 ranks + 0 Int)
• Bluff +2 (0 ranks - 2 Cha)
• Climb -1 (0 ranks + 2 Str - 3 ACP)
• Craft (Weapons) +4 (1 rank + 3 class + 0 Int)
• Diplomacy +2 (0 ranks - 2 Cha)
• Disguise +2 (0 ranks - 2 Cha)
• Escape Artist +0 (0 ranks + 3 Dex - 3 ACP)
• Handle Animal +10 (3 ranks + 3 class +2 Cha +2 racial)
• Heal +1 (0 ranks + 1 Wis)
• Intimidate +8 (1 rank + 3 class + 2 racial +2 Cha)
• Knowledge (Nature) +4 (1 rank + 3 class + 0 Int)
• Perception +5 (1 rank + 3 class + 1 Wis)
• Perform +2 (0 ranks + 2 Cha)
• Ride 0 (0 ranks + 3 Dex - 3 ACP)
• Sense Motive +1 (0 ranks + 1 Wis)
• Stealth +0 (0 ranks + 3 Dex – 3 ACP)
• Survival +6 (1 rank + 3 class + 1 Wis + 1 Trait)
• Swim +3 (1 rank + 3 class + 2 Str - 3 ACP)
Languages: Common, Orc
Feats:
Weapon Focus (Macahuitl)(Longsword): +1 bonus on attack rolls with Macuahuitl. (Warrior bonus Feat)
Point Blank Shot: You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Traits:
Dirty Fighter (Combat): You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Outcast (Racial): Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.
Half-Orc Racial Traits:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.
Beastmaster: Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whip and net as martial weapons and gains a +2 bonus on Handle Animal checks.
Weapon Familiarity: Half-orcs are proficient with greataxes and great clubs and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc
Warrior Abilities:
Weapon and Armor Proficiency: Warrior is proficient in the use of all simple and martial weapons and with medium armor (not made of metal) and wooden shields.
Track (Ex): A warrior adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks (+1).
Rage Power:
Intimidating Glare (Ex): The bwarrior can make an Intimidate check against one adjacent foe as a move action. If the bwarrior successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the bwarrior's check exceeds the DC.
Equipment:
Weapons
Stone-chip Longsword (Macahuitl) (4#, 15g)
Atlal, MW (2#)
6 Darts (12#, 6g)
Net (#6, 20)
Flint Dagger (1#, 2g)
Armor
Bone and Hide Armor (25#, 15g)
Heavy Wooden Shield (7#, 10g)
Gear
Backpack (wicker)(2#, 2g)
Bedroll (furs)(5#, 0.1g)
Watergourd (4#, 1g)
Rope, Hemp, 25' (5#, 0.5g)
Rations, dried meat, 10 days (10#, 5g)
Unspent "Gold": 102.9
Total Weight carried: 90 lbs (Medium)
ImperialSunlight |
I'm considering having my character be, for most of his childhood, "adopted" (as far as barely fitting into a tribe with little sense of parenthood can be called that) by a monstrous race. I'm thinking goblins or giants, maybe? I'm not sure if goblins exist in this setting, however. They would be easier to represent with the adopted trait, so if they do exist, I'm leaning towards them...
Of course, I might as well ask while I'm at it if the gm is okay with that.
Besides that, I'm close to finished my character. Just essentially doing equipment, items, traits and solidifying background now. Will post the WIP once I get it properly formatted.
GM Goblin King |
I'm OK with a hyena. Any dog-like thing could bond with you, if you raised it.
Goblins and giants exist, for sure. I'd accept the adopted trait for that, but you would have been more of a slave than anything else. Still, you would have had a front row seat to what passes for their culture, so you learned something.
Also, swords don't exist. All the axes do, though. They can be masterwork, or even enchanted by a shaman with the right feat.
-Gurk- |
This is ImperialSunlight's character. The details are in the profile.
I did have something in mind for how he would be moderately accepted by goblins as more than a slave. But of course, you have the final say on if it's sensible. If, after reading it over you feel the same, I'll of course change it. I would also probably completely rework (likely removing and replacing) that whole aspect of his character if that is the case. I'm not sure I can work a life of slavery in with the general persona I had in mind for him.
GM Goblin King |
He's fine as is. I like the crazy. Added to the list.
More mindless musings:
There was trade, and even sign language to communicate with distant tribes with different languages. Altogether, they were very impressive. I understand that the work needed for basic survival only took a few hours a day. The rest of the time, they amused themselves by making things that were both useful and beautiful, sang and danced, played games, etc. Material items were important, but you could only take what you could carry, or drag along with a travois. There were no beasts of burden.
We're taking that and adding magic and monsters. I'm not sure how that will work out, but I anticipate an educational time.
Wiki is enough to give us a look at how shamans worked in various cultures. Of course, PF shamans are no more like real ones than PF druids are like the originals. They're spellcasters loosely based on a rather malleable concept.
In this world, they're generally the crazy uncle who lives a bit apart from the rest, but is valued because he actually can heal people and give advice. He can also blast you with damage spells, so show some respect! Magic, as I've said, is rare, and to the common folk, a little scary, but they know it can be used for their benefit. Smart shamans capitalize on that fact.
GM Goblin King |
I like him a lot! In fact, I like all the characters, so far. They've all got their own style, and it would be fun to see them work together. He gets 2 more feats and a familiar.
I also recommend a dagger for everyone. It's a useful camping tool, and is nice to have if you get swallowed and need to cut your way out. XD
Everybody's in. We've got room for one more expert or warrior, and that will be it. I'll give it 'til Friday, then we can start Monday. Go over the rules and double check your math and whatnot. I'll look over the completed characters before we begin, but I trust players to be honest.
If you come up with a new idea, you can change anything about your character before you post in the game thread.
I'd like everyone to at least check the thread every weekday, and if you have any ideas that may add some color and fun to our world, please tell us about it.
For now, you all know each other, at least a little. You've made camp, the sun is setting over the mountains, you just ate, your animals are keeping watch, and you're making the remnants of your meal into pemmican for easy snacking later.
It seems that Krejka's hyena does a fine job of keeping watch, but has a bad case of gas. The inimitable stench of hyena fart wafts through the camp, and stinks like the devil's own butt.
Feel free to chat in character!
Rosza Juette de Vieuxpont |
I'm OK with a hyena. Any dog-like thing could bond with you, if you raised it.
Apparently they're just as tameable as any other animal as adults, too. Meaning that they can be 'broken,' as the term is used with horses, and if treated well once dominance is established can eventually be reasonably trustworthy. Where you get into trouble is where the animal isn't sure where someone else fits into the pecking order of its new 'pack.'
There's an astonishing discussion about tame (and taming) hyenas in legend, history and modern times here, as well as some photographs of modern vagabonds in Lagos who are infamous because they wander about with a small pack of hyenas (which, from their description, were all taken as adults).
Tripping across the first of those pages yesterday morning and this image was what prompted Krekja.
Because pokemon, that's why.
Also, swords don't exist. All the axes do, though. They can be masterwork, or even enchanted by a shaman with the right feat.
Will fix. The macahuitl is a stick with sharpened stone chips set in it rather than a 'real' sword, but an axe is fine, too.
And will have to fix later. Got a lunch appointment and then some errands to run.
Mourntel |
Okay, this is what I've got so far... Just need to pick one more feat and finalize equipment. My parents are coming in to visit tomorrow and then I've got inspection/Fallen Officer Memorial service on Friday, so I probably won't actually be able to finalize everything until Saturday afternoon... hopefully that's okay.
This is Faelyn by the way.
GM Goblin King |
Boomerangs are fine.
No worries about being busy. The game won't start 'til Monday, and RL gets in everybody's way at times. You all have until then to look over your characters and change whatever you want: Stats, gear, traits, whatever.
I'd suggest looking over your comrades' characters, too, if you have a few minutes. For NPC-classed types, you're pretty impressive. Gurk is a little touched in the head, but he brings a lot to the party. *giggle*
A couple of you took the Outcast trait. You're certainly outcasts, but survival is a class skill for all of you. +1 to a skill you already get ain't much of a trait. I'd rather bump a weak save.
Mourntel, being half elf, can select traits from human or elf racial traits. The half orcs can choose orc racial traits (if there are any) or human racial traits. It's all good.