
DM Carpe |

Link to original discussion thread.
Okay, let's get our characters put together and discuss plans, etc.

DM Carpe |

I've listed all the teams everyone said they were interested in, so we have...
1. The Sargavan Government = CCCXLII
2. The Free Captain's of the Shackles (Shackles Pirates) = Herald of Omens
3. The Aspis Consortium = DM Carpe
4. The Elves of Kyonin = Little Green DM
5. The Condemned (Convicts) = IejirIsk
6. The Pathfinder Society = The good guys!

DM Carpe |

Yes to the 5th level, 20 pb 2 traits.
I think that's up to individual choice, for team levels, I'd say don't lock levels in until you plan an encounter. Your team could be Captain Awesome and the Mooks, all the same level or somewhere inbetween so long as the encounters with them remain in the appropriate range.
I think five members to a team makes sense, unless anyone has any worries about that? We could call five the minimum perhaps?
I'm thinking of going with an arcanist, not sure whether Witch, Wizard, or Sorcerer yet, unless anyone particularly wanted that role? Speaking of which are we bothered about covering the standard bases? I'm generally a big fan of play what you want, but it can make things more difficult.

DM Carpe |

I'm not going to bother statting up my team until I need them for an encounter, though I'll probably have a few vague ideas to guide me. I figure this can be left in everyone's individual hands.
Starting gold would be 5th level standard, I presume, which is 10,500gp.
I propose we all aim to have our characters completed by Sunday night so we are ready to go on Monday.
CCCXLII: I like bards, but they aren't really true arcanists they are secondary casters with buffing powers for the most part. Note that I did not mention Summoner or Magus either.

CCCXLII |

I'll get to work on the character then, but for now I'd like to share my team idea.
For the Sargavan Team, I was considering a team of Cavaliers (Musketeer). They lose the Mount ability but gain a Firearm, which I think really fits with the colonist vibe. The team isn't as varied as the other teams, as they're soldiers instead of mercenaries, tribesmen, or pirates, but working together they're organized and can pack a huge punch.

DM Carpe |

How about calling them an army regiment like Outriders or something? Firearms are supposed to be pretty uncommon outside of Alkenstar so they could be a new experimental unit looking to prove their worth or something. You might also want to use some of the other class archetypes that support firearm usage, such as the Spellslinger wizard, etc., to round them out a bit.
I'm probably going to go with a high level team and have a couple of very swift moving members who will harass other teams, etc.

DM Carpe |

Okay so I'm thinking a wizard who specializes in air magic, with an air elemental familiar. Messing around with the idea now and my little air elemental should be pretty handy.

Little Green DM |

So if I have this right we are each making one encounter for a 5th level party involving whichever team we picked. Then run that encounter for everyone else here. That about right?
Were not going to run our own character in our encounter are we?
Ranger might work for a pirate as well and I guess i'll make a cleric then.

DM Carpe |

We'll each be running many encounters for the entire party, which can involve our team if we wish. But I would imagine the bulk of the encounters would be jungle creatures, savage natives, monsters, etc.
I've set it up so the map contains short cuts through dangerous areas so a party looking for speed might need to pass through the Blackstone Salt mine in order to shave a half day off their journey. Or cross a river at a closer ford known to be home to a group of hydras, etc.

DM Carpe |

Oops hang on I think we're on different pages here Herald of Omens - though I might be misunderstanding your meaning. You seem to be saying that we are each going to be running our teams as an adventuring group? I thought the idea was that they were essentially just baddies we had intellectual dibs on.
So if it were my turn to I would run my Pathfinder team member - the heroes - while taking care not to use OOC knowledge. I might decide that the Aspis Consortium's super speedy scout has decided to leave his group and set up an ambush against The Pathfinder team, etc.

DM Carpe |

Also on the subject of dotting the game thread to get it onto your campaigns tab, I personally think it looks a lot better if you do this and then delete the dotting post after, it stays on your campaigns tab and the thread does not look messy with loads of OOC comments.

Colwin Throssle |

Okay here's DM Carpe's character. He's not a high damage dealer, though he can do a fair amount via his familiar delivering touch spells, but he'll probably spend most of his time trying to inconvenience our opponents. He's got a very good perception and his air elemental has to and since it does not need to sleep we can all kip while it keeps watch with a +13 Perception - when Colwin lends it his Eyes of the Eagle.

IejirIsk |

Little Green DM |

Iron Will... Please.
Edit* If you went fighter 2 rouge 4 then Fort should be 1 higher 1 from rouge 3 from fighter.
Edit #2.
I would consider building something a little more basic. As awesome as 27+2 bleed points of average damage is it won't give us the balance needed to gauge the encounters for feedback.

IejirIsk |

Iron Will... Please.
Edit* If you went fighter 2 rouge 4 then Fort should be 1 higher 1 from rouge 3 from fighter.
Edit #2.I would consider building something a little more basic. As awesome as 27+2 bleed points of average damage is it won't give us the balance needed to gauge the encounters for feedback.
ah what's the fun in willpower :P and yea, sorry tired so not thinking too great atm... heh... halfman rouge. i think i remember how to do that one.

DM Carpe |

Captain Monnscar looks good, except the cold iron rapier is under priced I'm afraid. It should be 4340gp.
Cost (Longer Wording) "Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. A double weapon with one cold iron half costs 50% more than normal."

Colwin Throssle |

Okay so we have...
Eadgart Gene Pentti Human Fighter: CCCXLII
Colwin Throssel Human Wizard: DM Carpe
Captain Moonscar Human? Cleric: Little Green DM
Isco Catfolk Alchemist: IejirIsk
So we are just waiting on Herlad's character to begin.
Could I ask everyone to put their character's vital statistics in the class line on their character alias profile? It means everyone can see your AC, hp, etc., at a glance without having to go into your sheet, etc. You should be able to see all the info at the top of this post for Colwin.
BTW did we ever decide how we were selecting HP, I used half +1, for all the levels after 1st. Does that work for everyone?
@Little Green DM I noticed you have a 1st level spell wand, but have yet to specify the spell. If we use the method of hp generation I suggest you look to be 2 short, assuming you spend your favored class bonus on hp eey level.

DM Carpe |

If we choose to use that method that's right.
Isco I note has yet to select gear, I'd say a +2 Int Item for 4,000gp, a mithril shirt probably +1 for 2,100gp, maybe a Portable Alchemist's Lab, Cloak of Resistance +1 for 1000gp, Handy Haversack for 2000gp? I've not run an alchemist so I'm afraid I'm not aware of items that benefit the class specifically.

DM Carpe |

Hmmm, how about swapping out the Haversack for A Cloak of Elvenkind then for +5 to stealth.
+2 Int Item for 4,000gp
+1 Mithril shirt probably 2,100gp
Portable Alchemist's Lab 300gp
Cloak of Resistance +1 for 1000gp
Cloak of Elven Kind 2500gp
Total 9900gp
That leaves you 700gp for mundane gear and potions, etc.

IejirIsk |

ack... so little moneys XD seems a motif in my life >.> anyway...
+2 int 4000 ...
Boots elvenkind (+5 acro) 2500
Cloak Elvenkind (+5 stealth) 2500
Formula Alembic (learn formulae from potion) 200
Boro Bead (pearl of power for alchy) 1000 (1st. 4k for 2nd is a bit high)
Explosion pocket (alchy fire galore) 3000
Preserving Flask (keep extract/infusion for days without spellslot) 1000
1370 - +1 weapon...
so... suggestions? i know i cant get all of them, but would like at least the pocket, alembic and bead. and probably some money left over to craft with.
[strike]test[/strike]

DM Carpe |

What do you intend to do with the character primarily Ijerisk? If you are more concerned with bombs I would drop the boots and weapon, otherwise I'd probably leave off the stat booster.
Honestly either way I would drop the pocket it seems horrifically overpriced, it's only 1/day! That means you need to use it 120 times to get your money's worth and it will soon become a wasted action.

IejirIsk |

@DM the pocket is a kinda neat randomness.
planning alchy to be a skill monkey/scout mostly going through trees instead of on ground to hide. mostly the main use of bombs is to drop them from above, and the obscuring mist to rehide me. frustrating that alchy cant go CWI, but have other uses for me feats i think.
hmm... which also leads me to believe I might change one of my 2nd level extracts...