The_Ninja_DM's Road to Kasai

Game Master Spiral_Ninja

A Jade Regent pbp: adventure, romance, and (maybe) comedy and music.
campground confrontation


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But... but... I'm curious. :)

No problem. I can respect the mystery. Kayosin was half raised by Koya, but he spent a number of years out of town, and has been back in and around Sandpoint for the past couple of years. That doesn't mean Kayosin has to know your character by any means...just giving you some context.


I know a guy that did this in another thread I am in, and I think it is a bunch of fun, so I thought I would give it a try.

I suppose I can let his description slip if you spend time with Koya.

Spoiler:
He is a small figure with a white cloak that hides his features for the most part, over which is a backpack smartly packed. He looks like a elderly halfling from what you can see, with fuzzy white hair on his feet. He goes by the name "Franky", and he is quiet and keeps to himself. If you manage to hear him speak, you might note that he has no discernible accent.


Strae is ready to roll...


As is Kayo.


All but eidolon done, will probably make a separate alias for him. Some equipment left to buy. Cleric with animal(feather) domain compliments ranger nicely I have found.


@Fibek: Ok, sounds good.

I have one more potential PC, once he decides, we'll try to start Monday.


Cool.


OK, here's a guide to my Caravan Rules, modified from the Player's Guide by comments on the boards and by LJP's Caravan stuff as well.

A caravan functions as an NPC run by the PCs rather than the GM and consists of Wagons, Equipment, and Travelers.

Caravan_Statistics:

A Caravan's Level is always equal to that of the highest-level PC in the caravan.

Primary Statistics:
Each caravan has four Primary Statistics whose values range from 1 to 10.

Offense [the caravan's ability to inflict damage]
Defense [the caravan's ability to withstand damage and the speed at which repairs can be made]
Mobility [the caravan's ability to navigate terrain and to react to sudden dangers]
Morale [the overall attitude and loyalty of a caravan's travelers]

Each Primary Statistic starts at 1. At first level the caravan gains 3 points to increase its Primary Statistics and every level thereafter will gain 1 point to increase its Primary Statistics.

Derived Statistics:
Each Caravan also has four Derived Statistics based on the Primary Statistics. Derived Statistics have no intrinsic maximum value.

Attack [the total modifier to a d20 roll when a Caravan attacks]

Attack check 1d20 + Offense + bonuses granted by travelers, equipment, feats, wagons, and other sources
Damage a caravan does 1d6 [1d8 if caravan is equipped with a siege weapon]/level + Offense + 1 point/allied NPC
A caravan also gains iterative attacks based on its Attack Score

Armor Class [the target number needed to hit a caravan in an attack]

Armor Class 10 + Defense + bonuses granted by travelers, equipment, feats, wagons, and other sources

Security [the total modifier to a d20 roll for a caravan to avoid a physical danger]

Security check 1d20 + Mobility + bonuses granted by travelers, equipment, feats, wagons, and other sources

Resolve [the total modifier to a d20 roll for a caravan to avoid a mental or spiritual danger]

Resolve check 1d20 + Morale + bonuses granted by travelers, equipment, feats, wagons, and other sources

Unrest:
Each Caravan also has an Independent Statistic; Unrest.

Mutiny can occur when a caravan's Unrest score exceeds its Morale Score. Unrest has no upper limit and may not drop below 0. After any adverse event, the caravan must make a Resolve Check at a DC of 20+ the caravan's current Unrest score to avoid gaining one point of Unrest. Unrest drops 1 point every time the caravan levels up. In addition, Unrest can be reduced in several ways. When the Caravan adds a wagon, adds a wagon improvement, spends a day resting (not including days spent making repairs, otherwise working, or unable to move because of adverse events or conditions), or consumes double the caravan’s consumption for 1 day make a Resolve Check at a DC of 20+ the caravan's current Unrest score to reduce Unrest by 1. Unrest can also be reduced by bribing the caravan's crew: giving the crew one unit of Trade Goods reduces Unrest by 1; giving the crew one unit of Treasure reduces Unrest by 3. However, when using this method the amount needed per type increases by one unit each time.

Speed:
A caravan moves at a base speed of 32 miles/day, modified by Animal Trains, Feats and Equipment.

Hit Points:
A caravan’s hit points are equal to the sum total of the hit points possessed by its wagons and any appropriate modifiers.

Cargo and Traveler Capacity:
A caravan can transport both cargo and travelers. Both are calculated separately. If either value is exceeded the caravan cannot move. A caravan’s total traveler and cargo unit capacities are determined by the sum of its wagons’ values, modified by any appropriate bonuses or penalties.

Consumption:
Consumption indicates the amount of provisions and supplies a caravan needs daily. The consumption total equals the total number of travelers in your caravan plus the total of all the wagons’ consumption values, modified by any other bonuses or penalties.

Caravan_Design:

Wagons
A caravan can support a maximum of 5 wagons, though this can be modified by Feats. Most first-level caravans start with 3 wagons; usually a covered wagon, a supply wagon and one specialty wagon (most often a Fortune-teller's wagon). Each wagon has its own benefits and requirements. In addition, the number of each type of wagon a caravan can support is limited by the type of wagon.

Type Cost HP Capacity Limit Consumption Benefit
Armored Wagon 5,000 gp 60 T-6/C-4 2 2 +3 bonus to caravan AC

Bordello Wagon 800 gp 20 T-3/C-2 2 1 Make special Resolve checks to sell off trade goods without expending cargo units. Instead, the caravan barters the services of the wagon’s prostitutes. Each member of the caravan with the Prostitute job provides a +1 bonus on this Resolve check.

Chuck Wagon 800 gp 20 T-2/C-4 1 2 Benefit from the services of up to eight cooks, instead of the usual five. Stacks with the Expert Travelers feat.

Conestoga Wagon 1,200 gp 25 T-3/C-12 none 3 +1 bonus on Resolve checks made to safely cross or ford waterways.

Covered Wagon 500 gp 20 T-6/C-4 none 2 none

Fortune-Teller ’s Wagon 500 gp 30 T-2/C-4 1 1 allows fortune teller benefits

Herbalist Wagon 1,500 gp 30 T-1/C-4 1 2 +2 bonus on the Trader’s special Resolve check to sell unique and exotic naturally-grown brewed mixtures such as rot-gut liquors, patent plant and herbal medicines (including “snake oil” ointments) in addition to ordinary trade goods. Roll 1d8 to find out what (if any) side-effects occur.
1: are sickened for 1d3 days, vomiting and suffering stomach cramps and diarrhea.
2: have their ears ringing and suffer from deafened for 1d3 days
3: are physically weakened and considered to be fatigued.
4: are intoxicated and suffer from being fascinated for 2d6 hours.
5: are blinded for 1d3 days
6: no side effects.
7: acts like Cure Light Wounds; cures 1d8 + 5.
8 acts like Cure Moderate Wounds; cures 2d8 + 10.

Mobile Stage 1,000 gp 20 T-4/C-1 1 2 Once per game month per settlement make a Perform (any) check, receiving a +2 bonus for each caravan member filling the entertainer role during the performance. The result of the Perform check is the amount in gold pieces taken in by the caravan. You must remain at the settlement for at least one day to make this check.

Nursery Wagon 500 gp HP T-special/C-36 none 1 6 travelers; 5 of which must be Child or younger NPCs only.

Passenger Carriage 1,000 gp 20 T-12/C-2 none 2 None.

Penitent Wagon 2,500 gp 20 T-1/C-1 1 2 A single Penitent can take no other job during the duration of the voyage, which must exceed 300 miles in length. The Penitent receives the benefit of an Atonement spell cast by a cleric of 10th level.

Prisoner Wagon 4,000 gp 40 T-6/C-2 2 2 +2 bonus to caravan’s Security

Reliquary 2,500 gp 30 T-2/C-none 1 1 Displaying the holy artifact within once per day allows a Fortune-teller to substitute a Knowledge (religion) check for any one of an Attack check, Resolve check or Security check when confronted by an undead, demonic or planar threat.

Royal Carriage 2,500 gp 30 T-4/C-2 1 2 +4 bonus to caravan’s Resolve

Siege Wagon 1,000+ gp 30 T-2/C-special special 2 A wagon designed to have a siege weapon mounted; may have 1 for every 4 wagons in the caravan. The cost does not include the cost of the siege weapon.

Supply Wagon 300 gp 20 T-2/C-10 none 1 none

Power Trains:
In addition to wagons a caravan can support additional motive power.

Type Cost HP Capacity Limit Consumption Benefit
Animal Train* 1,500 gp 15 T-6/C-1 3 6 +2 miles per day to caravan's speed

Giant Beast Train* 1,800 gp 20 T-4/C-2 3 8 +2 miles per day to caravan’s speed

Horse Train* 1,200 gp 10 T-6/C-1 3 6 +4 miles per day to caravan’s speed

Mule Team* 800 gp 8 T-4/C-1 4 5 +3 miles per day to caravan’s speed

Skeletal Horse Team 1,500 gp 5 T-none/C-1 1 none +3 miles per day to caravan’s speed. -2 penalty on special Resolve checks made by Traders to sell goods.

Steam Engine 10,000 gp 40 T-1/C-5 1 2 +5 miles per day to caravan’s speed

Those marked with an asterisk (*) can be sold as trade goods.

Travelers:

Travelers are all creatures who belong to the caravan with the exception of any draft animals used to pull the wagons. Player characters, NPCs, animal companions, mounts, and cohorts are all considered travelers for this purpose. Familiars are covered by their master as far as traveler count is concerned. Every traveler (except passengers) provides a benefit to a caravan in some way.

Job Monthly Wage Benefit Requirement

Cook 10 gp reduce consumption by 2 at least 1 rank in Prof: baker, brewer, cook, fisherman, gardener, innkeeper, or tavern keeper

Driver 10 gp — at least 1 rank in Prof: driver

Entertainer 50 gp +1 bonus to Resolve Checks at least 1 rank in Perform (any)

Fortune-teller PC or allied NPC only special at least 1 rank in Prof: fortune teller or
ability to cast Divination spells

Guard 100 gp +1 to Offense/guard; min BaB of +1
+1 to Security to avoid surprise

Guide 50 gp +1 on Security Checks at least 1 rank in KN: geography

Healer 50 gp special at least 1 rank in Heal

Hero PC only special does not count as a job

Passenger none — none

Scout 100 gp +2 provisions/ day or at least 1 rank in survival and do not
+1 to Security/day count against caravan consumption

Spellcaster PC or allied NPC only able to cast spells does not count as a job; may fill other jobs even if does not meet requirements

Trader 10 gp sell cargo units at least 1 rank in Bluff, Diplomacy,
or Prof: merchant

Wainwright 10 gp spend cargo to make repairs at least one rank in Prof: engineer or wainwright or at least 1 rank in Prof: carpentry

Special Jobs description
Fortune-teller: Fortune-tellers play a unique role in a gypsy caravan they serve as advisors, inspirations, and proxy mothers to everyone in the caravan. Fortune-tellers are traditionally elderly women, although this isn’t always the case. A gypsy caravan without a fortune-teller takes a –2 penalty on all Attack, Security, and Resolve checks. Once per week, a fortuneteller can give advice on how best to handle the coming week’s perils. In addition, once per week after the fortune-teller has given this advice, when the caravan has to make an Attack, Security, or Resolve check, you may roll twice and take the better result.

Healer: A healer helps the wounded and the sick to recover more quickly. Each healer in a caravan can provide long-term care (Pathfinder RPG Core Rulebook 98) to up to six travelers—these travelers automatically gain the benefits of long-term care when they spend the night in a wagon.

Hero: Hero: Every PC counts as a Hero, and can also take on one other caravan role. A Hero can choose the effect of his or her actions during any turn in which the Caravan is in combat. If the caravan is not in combat, each Hero provides a +1 bonus to Security and Resolve checks, with an additional +1 for every four levels the character possesses. During combat, on the Hero's own action, he or she may perform one of the following combat actions as part of his or her actions that round.

Defend: The Hero can cast a spell that provides an enhancement to AC (such as reinforce armaments and ironwood), adding one point of AC to the caravan per level of the spell (regardless of its other effects). The Hero can choose to 'all out defend' for the caravan. Alternately, a Hero may make an “aid another” roll, directing the roll’s result worth of damage dealt to the caravan on the next attack to the Hero.

Battlefield Repair: The Hero can cast a spell that repairs objects (such as make whole or fabricate) to provide the caravan with 1d6 temporary hp per spell level (minimum 1d6). A Hero with the appropriate skill can make a skill check to provide the caravan with temporary hp equal to the check result.

Attack: The Hero can add his or her might to the caravan’s attack, increasing its damage. The Hero can roll to attack the enemy, adding 1d4 (1d6 if using a siege weapon) to the caravan’s damage pool, gaining iterative attacks according to his or her BaB. A Hero may cast an offensive spell that requires a roll to hit and does damage, adding 1d4 points of damage per spell level, regardless of the normal damage done by the spell.

Rally: As a swift action the Hero may use Diplomacy or Intimidate to inspire the caravan to attack, granting a +1 bonus, with an additional +1 for every 5 points by which the Hero exceeds the check DC (10+the encounter level). The Bard’s inspire courage ability can be used to Rally the caravan, as can any spell that inspires courage or provides an attack bonus in an area (such as bless) to a siege engine (such as magic siege engine). These effects provide their usual bonus to attack. Using Intimidate in this manner gives 1 point of Unrest for every point of bonus provided.

Weaken: The Hero may use abilities or skills to weaken the enemy. Intimidate checks can demoralize the enemy, bluff checks can distract and confuse the attackers, or a CMB check can disarm, trip or otherwise prevent or weaken the foes ability to effect the caravan.

Cargo:

Caravans transport both passengers and cargo. Cargo takes up a certain amount of space on each wagon.

A caravan may also invest in Extradimensional Storage such as bags of holding or a portable hole to increase the caravan’s cargo storage capacity. Anything smaller than a bag of holding, such as a handy haversack, isn’t large enough to hold a significant amount of cargo.

The amount of cargo space each of these items can provide is listed below. (Anything stored in an extradimensional space is tough to get to, and can’t provide bonuses until removed.)

Bag of Holding (type I): 1 cargo unit
Bag of Holding (type II): 2 cargo units
Bag of Holding (type III): 3 cargo units
Bag of Holding (type IV): 4 cargo units
Portable Hole: 5 cargo units

Cargo transported by a caravan is divided into the following four types:

1: Standard trade goods:
Standard trade goods are divided into classes: 10 gp (x1), 50 gp (x5), 100 gp (x10), and 500 gp (x50). Multiply the Resolve roll with the value in the brackets to get the actual sales price.

Note: You can only sell trade goods in a community up to its base value, no matter how many traders you have or how much the trade goods are worth.

2: Special trade goods:
Special trade goods include, but are not limited to; expensive jewelry, art items, black powder, masterwork items, goods worth over 500 gp, and magic items.

3: Passengers:
Paying passengers are people that are interested in traveling in the same directing as the caravan but are unwilling to risk traveling alone.

4: Transport Service:
People who need something transported to the caravan's stated goal (or somewhere along its route) would be willing to pay for the service.

Feats:

Each time a caravan levels up it gains one Caravan Feat. A Caravan may take any feat for which it meets the requirements. Each feat has a specific effect on the Caravan’s function.

Feat Prerequisites Benefits
Banker's Caravan Resolve 5 200gp of party treasure is considered 1 cargo unit

Caravan Toughness Defense 3 One wagon gains 20 hp [choose a specific wagon]

Circle the Wagons Defense 3 +4 bonus to AC when wagons are circled

Courageous Crew Morale 3 +2 bonus on all Resolve checks against fear effects

Desert Nomads — +2 on Resolve Checks related to hot environments and desert threats

Decadent Caravan Bordello Wagon +2 to Resolve Checks for Unrest after a day's resting

Efficient Consumption — Consumption reduced by 2

Efficient Packers Morale 3 +1 Cargo Unit/every 10

Efficient Repairs Defense 3 +2 bonus on Security checks made to repair

Enhanced Caravan Caravan level 2 Increase two primary statistics by +1

Expert Gunners Offense 3 +1 bonus to Offense

Expert Travelers Morale 5 Increase maximum bonus granted by travelers by +1

Extra Wagons Mobility 3 Increase maximum number of wagons by 2

Faster Mobility 5 Caravan’s speed increases by 4 miles/day

Fighting Beasts Great Beast Train, +1 Attack bonus/Great Beast Train when fighting animals or monsters
Offense 5

Find Oasis Desert Nomads Once/60 miles of travel in a desert, find oasis within 2d4 miles; exploit for 1d4+1 units of stores for that day only

First Strike Offense 3 +4 bonus on first Attack check and damage of an encounter

Friendly Animals Animal Train, +1d4 gp/day in settlement with children, also +1 gp/day/Entertainer
Great Beast Train,
Horse Train, or Mule Team

Hair Harvest — Make CD15 Resolve Check to harvest shed hair/fur from draft animals

Hard Working Caravan Morale 5 Once/week when making repairs can make -5 Resolve Check to reduce Unrest

Increased Damage Offense 5 Increase caravan damage by +1d6 [+1d8 with siege engine]

Latrines Resolve 3 +2 on Security & Resolve to avoid disease

Lucky Caravan Fortune-teller’s wagon Caravan can reroll Attack, Security, or Resolve once per week

Merchant Mastery Morale 3 +5 bonus on Resolve checks made to trade

Phantom Drivers Fortune-teller’s wagon Chosen wagon does not need a driver

Reckless Tactics Offense 5 Lower AC in order to do more damage

Reputable Mark Resolve 3 +2 to Resolve to sell cargo

Ride the Sides — Increase traveler capacity by 10 and consumption by 4

Scavengers — Gather repair materials while traveling

Slave Caravan Slave Trader Infinite Prisoner wagon capacity;
each has traveler capacity of 8 but no consumption increase

Slave Trader One Prisoner wagon Sell prisoner as cargo

Storm Tested — +2 to Resolve and Security in cold environments or violent weather

Supply Caches — Prepurchased supplies are available at points along the route

Terrain Mastery — +2 bonus on all Security checks in chosen terrain

Vigilant Lookouts — +2 bonus on Security Checks

Caravan_equipment:

Standard Equipment:
Item Cost Cargo Units
Ballista 500 gp 4
Campsite traps 1,000 gp 2
Canon 6,000 gp 2
Cargo Balloon 500 gp 2 (when stowed)
Cargo Sledge 400 gp none
Cold-weather gear 200 gp 1
Dead Passengers 10 gp 2 (special)
Driver’s Compass 300 gp none
Enhanced undercarriage 500 gp 1
Land Sails 250 gp 1
Letter of Passage 1,000 - 5,000 gp none
Mobile Fortress 1,500 gp 4
Proud Colors 100 gp none
Repair materials 25 gp 1
Repeating Crossbow Turret 900 gp 2
Sin Caravan 5,000 gp none
Stores 5 gp 1
Sugar Moss 200 gp 1
Trade goods varies, min 10 gp 1
Treasure — varies
Wagon reinforcements 500 gp 1
Waterproofing 300 gp none

Magical Equipment:
Item Cost Cargo Units
Cauldron of Plenty 15,000 gp 1
Decanter of Endless Water 9,000 gp none

Note: other equipment from UE can also be purchased.


Eidolon done. Decided to go with the coolest picture and design the eidolon around the avatar.


On skills, my suggestion is to take a look at the Travelers section of the caravan rules and decide what role you want to fill.

Straehan, for example, seems to be the cook.


My Jade Regent Timeline: Current year 4713

100 AR: The goddess Shizuru bestows her grace on five mortal lines [the Amatatsu, the Higashiyama (who claim descent from her), the Shojinawa, the Sugimatu, and the Teikoku], creating imperial families who could, and will, each eventually come to rule Minkai as Emperors.

4653 AR: Shuichi Kaijitsu and his only son Rokuro Kaijitsu arrive in Ulfen and begin to practice glassmaking in their new land.

4655 AR: The Kaijitsu family moves to Magnimar.

4665 AR: While fleeing a storm the Kaijitsu Dragon discovers a safe harbor. Rokuro Kaijitsu reports to his father that not only is there a fine natural harbor, the land also has huge supplies of fine sand suitable for glassmaking. The Kaijitsus begin it seek allies to settle the area.

4666 AR: With a charter from Maginimar, Sandpoint is founded by a merchant consortium of four families; the Deverins (farmers and brewers), the Kaijitsus (glassmakers and jewlers), the Scarnettis (loggers and millers), and the Valdemars (shipbuilders and carpenters).

4670 AR: Shuichi Kaijitsu becomes involved with a smuggling operation and agrees to let the Glassworks (at the time one of the few established businesses in town) be an anchor point for the tunnels.

4675 AR: Shuichi Kaijitsu dies. Ownership of Glassworks passes to Rokuro Kaijitsu, who discovers the true nature of his father's relationship with the smugglers, and wants out.

4677 AR: Rokuro Kaijitsu hires Casp Avertin to drive the smugglers from Sandpoint. Rokuro then bricks over the tunnel entrance to the Glassworks. Casp Avertin is appointed Sheriff of Sandpoint.

4680 AR: Lonjiku Kaijitsu sires a daughter by a young Chelish woman, angering his father, who has arranged a marriage with Atsuii Masaki, daughter of another noble emigre Minkaian family.

4686 AR: Rokuro moves to Brinewall, setting up glassworks there in a plan to expand his business. While he's there, Atsuii Kaijitsu, wife of Lonjiku, gives birth to a half-elven son, to be named Tsuto. She never identifies his biological father and he is raised separately from the family at the Turandarok Academy.

4687 AR: A great storm sweeps the west coast of Avistan, stretching over 1000 miles from Kalsgard to Magnimar. Many lives are lost at sea and through the destruction brought about by the storm surge. During the storm, the recently settled town of Brinewall is destroyed by an unknown force. The place is now believed to be haunted. Rokuro Kaijitsu is slain in Brinewall and his fleet, carrying his sons, sinks in the storm. Rokuro's wife, believing her entire family dead, commits suicide. However, Lonjiku survives, and the ownership of the Glassworks passes to him. Jervis Stoot settles in Sandpoint. Two children, of opposite heritage, are found to have survived the storm; one, an aasimar, is adopted by Father Ezakien Tobyn and named Nualia. He believes her a gift from Desna, as his wife recently died childless, and plans on raising her as a nun in service to Desna. The other child, abandoned on the beach, is a tiefling, adopted by the Old Man, a long time servitor of the Kaijitsu family.

4689 AR: Ameiko Kaijitsu, the first of Lonjiku’s legitimate children, is born to Lonjiku and Atsuii.

4701 AR: After a disastrous attempt to reconcile the bad blood between her half-brother Tsuto and her father results in her brother striking her, Ameiko Kaijitsu runs away from home, joining her mother's family in Magnimar.

4702 AR: The events of the “Late Unpleasantness” begin, bringing multiple tragedies to Sandpoint. Atsuii Kaijitsu dies a mysterious fall from the sea cliff near her home. A serial killer known as The Chopper murders 25 victims, including Sheriff Casp Avertin, before being identified as local eccentric artist Jervis Stoot. A great fire sweeps through the town, claiming several lives and destroying much of the northern part of town, including the Sandpoint Chapel. Among the deaths are Father Ezakien Tobyn and his adopted aasimar daughter Nualia. Word of her mother’s death causes Ameiko to return home, but she finds home as unpleasant as ever. After assaulting Lonjiku and accusing him of murdering Atsuii, Tsuto walks out on the family at the funeral, leaving Ameiko alone with her bitter father.

4705 AR: Ameiko Kaijitsu, a rebellious 16 year old, leaves home for the second time to take up life as an adventurer with several like-minded youths. Her adventuring career lasts just over a year.

In Minkai Shigure Higashiyama becomes emperor of Minkai. Upon his coronation he is immediately sequestered by the Higashiyama clan at their compound near the edge of the capital to protect him. The Higashiyamas are the last survivors of the original Five Families. EditThe clan appoints a regent to rule in Shigure's name. He is never seen without his magical jade armor, and becomes known as the Jade Regent. His rule rapidly becomes tyrranical.Edit

4706 AR: Rich from her adventuring success, Ameiko returns to Sandpoint to purchase an old tavern, “The Rusty Dragon,” and scandalizes her father by becoming a bartender and tavern keeper.

4707 AR: During the Swallowtail Festival and the dedication of the new Sandpoint Cathedral, the town is attacked by a force composed of several goblin tribes, led by Tsuto Kaijitsu and Nualia Tobyn. Tsuto murders Lonjiku Kaijitsu in vengeance for his mother's death.

4708 AR: Sandpoint is again attacked, this time by a force of giants, ogres and dragons.

4709 AR: Lonjiku's illegitimate daughter Amaya Kaijitsu arrives in Sandpoint, fleeing Westcrown. Ameiko accepts her and allows her to take over running the Glassworks.

Edit
4712 AR: Straehan, wandering monk and wondering sorcerer, arrives in Sandpoint for a 'little vacation' and ends up staying. He is often found cross-pollinating cooking and alchemy in the kitchens of the Rusty Dragon.
Edit
4713 AR: current year.


Kayosin will fill the carpenter (Wainwright) roll. At some point (probably at level 2), he'll pick up a rank of Survival and be able to switch to the scout roll so we have some more flexility.


You missed a significant event there Spiral...

4712 AR: Straehan, wandering monk and wondering sorcerer, arrives in Sandpoint for a 'little vacation' and ends up staying. He is often found cross-pollinating cooking and alchemy in the kitchens of the Rusty Dragon.

:p


@Straehan: fixed!


The_Ninja_DM wrote:
@Straeham: fixed!

Quoted for Truth.

You sure you don't want to go with your first version?
It is appropriate. :D


Vak has a rank in Survival (and one in Stealth), so he can fill the scout role from the outset.

Incidentally, I recommend putting two of our discretionary caravan points into Mobility and one into Morale. Better to run away and be happy :-).


Are we supposed to set up the caravan before the campaign starts? Or will we be getting into the game before we really need to deal with that? (I've only given those rules a cursory look over.)


Ikshvaku "Vak" Charayana wrote:
Vak has a rank in Survival (and one in Stealth), so he can fill the scout role from the outset.

That's awesome. From a conceptual standpoint, I built Kayosin as a scout, and I'd like him to be able to perform the role for the caravan as well, even if he's just the support/backup scout. :)


Vak's got a few things to bring to the table--scout, guard, and a rank in Profession (Merchant). We'll see what we need more at any one time.

I don't know when we'll be setting up the caravan; I'd been thinking about it a bit and wanted to put that down so I remember it later.


You don't need to worry about setting up the caravan until halfway through the first module.


According to what I'm reading above (and I might be misreading), each Hero acts as a Hero and a max of one other 'profession'. I don't see anything that mentions if we can/can't overlap skills/benefits... so it might be a good thing to have two Scouts, or multiple Guards, or whatnot for the benefits incurred.


That was how i read it as well. We might want to double up in Security at some point.


Straehan. wrote:
The_Ninja_DM wrote:
@Straeham: fixed!

Quoted for Truth.

You sure you don't want to go with your first version?
It is appropriate. :D

Innocent whistling....

Also, overlap is good.

I will say that you start with an NPC Fortune-Teller.


Did I hear whistling?


Also, for residents and those with connections to Sandpoint that have kept them there for at least 3 months:

Sandpoint at a Glance

Not my work, but fairly accurate, other than my timeline changes.


Again, not my work, but useful:

Sandpoint Residents

Notes:

Banny Harker and Katrine Vinder were murdered in 4707 by the Skinsaw Man.

Jesk "Cracktooth" Berinni is a Chelaxian half-orc.

Garridan Viskalai, Shoanti owner of the White Deer, is a full brother of Sheriff Belor Hemlock. (Hemlock is the common translation of Berinni.)


Stray Ham wrote:
Did I hear whistling?

Do i smell bacon?!

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
The_Ninja_DM wrote:

Again, not my work, but useful:

Sandpoint Residents

Notes:

Banny Harker and Katrine Vinder were murdered in 4707 by the Skinsaw Man.

Jesk "Cracktooth" Berinni is a Chelaxian half-orc.

Garridan Viskalai, Shoanti owner of the White Deer, is a full brother of Sheriff Belor Hemlock. (Hemlock is the common translation of Berinni.)

Berinni is the half-orc, though. Did you mean Viskalai?


Kayosin wrote:
Stray Ham wrote:
Did I hear whistling?
Do i smell bacon?!

wheee wheeeeee wheeeeeeeee!


John Woodford wrote:
The_Ninja_DM wrote:

Again, not my work, but useful:

Sandpoint Residents

Notes:

Banny Harker and Katrine Vinder were murdered in 4707 by the Skinsaw Man.

Jesk "Cracktooth" Berinni is a Chelaxian half-orc.

Garridan Viskalai, Shoanti owner of the White Deer, is a full brother of Sheriff Belor Hemlock. (Hemlock is the common translation of Berinni.)

Berinni is the half-orc, though. Did you mean Viskalai?

Yes. Yes, I did.

Good thing the mask hides my blush.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

You still have a minute or two to edit the post, and I have time to delete my comments. So we can all pretend it didn't happen (rather like Sour Heck's conversation with Peredur :-)).


mmmm..... stray ham.

Sorry it's been a very busy couple of days. I am still very much interested. Ajerviskanis will have a block and profile very soon.


DM Corvus wrote:
mmmm..... stray ham.

Killing and eating him truly is a victimless crime.

... completely victimless.


Well, except for my waistline. :(


Here's the tentative block for Ajerviskanis.

Let me know what's incorrect and I'll start working on his background and picking his Jade Regent trait.

Ajerviskanis
Oracle (Seer) / Monk (Wanderer) Gestalt
Favoried Class - Monk

27 pts
Str 12 +1
Con 14 +2
Dex 14 + 2
Int 13 +1
Wis 17 +3
Cha 14 +2

Init +4; Perception +9
Wealth: gp

DEFENSE:

AC 16, touch 16, flat-footed 13
hp 24
Fort +2, Ref +4, Will +5 CMD 17

OFFENSE:

Spd 30 ft. CMB +2
unarmed strike: +0 - 1d6+2 (20 x 2)

FEATS:

Dodge

Alertness

RACIAL TRAITS:

Human - 9 pts

BLINDSENSE - 4 pts

TRAITS:

Reactionary - +2 initiative

Ease of Faith - +1 diplomacy

SKILLS:

6 pts
Acrobatics +2
Climb +2
Diplomacy +7
Escape Artist +2
Heal +3
Intimidate +2
Knowledge: Geography +4
Knowledge: Local +4
Ride: +2
Sense Motive +9
Stealth +2
Survival +7
Swim +6

GEAR:

CLASS ABILITIES:

Stunning Fist

Flurry of Blows

Far Traveler +1 language

Oracle Mystery: Time

Oracle Curse: Haunted

Revelation: Natural Divination (Ex)

BACKGROUND:

TBD
APPEARENCE:

TBD

Spells Known:

lvl 0 - 4

guidance
create water
stabilize
purify food and drink

lvl 1 - 3
bless
cure light wounds
sanctuary


I am hoping to be assigned guide, scout or security.

Redid character build to remove advanced stat array as I agree it is too much.


Character sheet is finalized, Avatar selected (for now), Spells assigned.

Just need to finish spending the monies and I'm ready to go.

"Franky" will probably be the best guide you can find, not only is he pretty skilled at Knowledge: Geography, but is a gifted Linguist and has already made this particular trip.


Corvus, unless I'm missing something, it looks like you have 2 too many HP. 8 (monk) + 14 (con) = 22.

And your knowledge skills looked a point low on their modifier given your 13 INT.

Just being helpful (hopefully)


Kayosin wrote:

Corvus, unless I'm missing something, it looks like you have 2 too many HP. 8 (monk) + 14 (con) = 22.

And your knowledge skills looked a point low on their modifier given your 13 INT.

Just being helpful (hopefully)

Yes, you get a +1 for the point in the skill and a +1 for your int, so your KN skills should be at +5.

Did you orginally have toughness? That might explain the HP discrepency.

Also, you need a campaign trait. If you don't think any of the Jade Regent ones fit, you can use the ones from either of the RotRL versions.


And I guess it makes sense for Kayosin to be angling for the Trickster Mythic path, though I'm open to other ideas. :)


Spiral, I hope you don't mind me looking at other builds (Im just excited to get this game rolling) :D

Please let me know if I"m overstepping.

@ Chainmail: Your racial/stat point buy looks like it's 4 over the campaign parameters (which is 40 points combined).

Racial purchase (10 rp total):

Type: Humanoid [0 rp]
Stats: Flexible +2 to wis/cha [2 rp]
Size: medium [0 rp]
Languages: Standard [0 rp]
Speed: normal [0 rp]
Low-Light Vision [1 rp]
Elven Immunities [2 rp]
Elven Senses [2 rp]
Elven magic [3 rp]

total: 10


stat buy: 34 total:

str 12 :: 2
dex 14 :: 5
con 12 :: 2
int 14 :: 5
wis 18 :: 10 (+2 racial)
cha 18 :: 10 (+2 racial)

I didn't look at anything else on your sheet.. as that informs everything else. :)


Kayosin wrote:

Spiral, I hope you don't mind me looking at other builds (Im just excited to get this game rolling) :D

Please let me know if I"m overstepping.

@ Chainmail: Your racial/stat point buy looks like it's 4 over the campaign parameters (which is 40 points combined).

** spoiler omitted **
** spoiler omitted **

I didn't look at anything else on your sheet.. as that informs everything else. :)

I am middle aged

+1 mental -1 physical
Bought three 13s for 3 each and three 15s for 7 each

I can go two Mage armors a day. One for Goldilocks, does Strae need one?


Oh, curveball!

Gotcha.

: wipes egg off face :


Fibek Entine wrote:
I can go two Mage armors a day. One for Goldilocks, does Strae need one?

Thanks for the offer but I've got that covered. Mage Armor is one of my always allocated 'must haves' particularly since the little bugger will be mixing it up with the big boys.


Hello, all.

I'm a recent invitee, and I see everyone else is set and ready.

I've got a few ideas to toss around for my character, but I'm not really sure what everyone feels their role in the party is.

One is a classic cinematic Jedi - horrors - it was just an attempt to see if it can be done in Pathfinder, and the answer is 'yes' (with psionics rules), and it makes a very good front-liner.

Another idea is a nutjob alchemist who believes he's a were-rat (and with mutagens....). Straight-laced introvert doctor on the surface, his other personality calls itself "Duke of Thieves", and is the polar opposite.

I've been given 'til Sunday to get something in print, and more ideas to kick around.

Let me know what you think.

-Bruce


Hi Bruce, welcome to the party! Drinks are in the cooler and there's an hors d'oeuvres plate circulating here someplace...

I'm not sure we're really going by defined roles per se. And with gestalt characters any one PC can cover a lot of territory. Also, Franky (Fulanke) has chosen to be a 'mystery meat' which makes it a bit difficult to see if you are stepping on his toes or where we are double or triple covered.

So, I'll tell you where I'm going with Straehan and hopefully the other folks will do the same:

Strae is a monk/sorc who is an effective pyromaniac. My idea is to play him as a highly mobile insurgent who combines martial arts with spells to the ruination of our opponents... so something less than a standard front-liner with a bit more oomph than a flanking rogue type. He'll double as a utilitarian spellslinger. I tend to take a balanced load of spells - equal parts offensive and defensive with a few key utility spells.


Don't worry; the hors d'oeuvres don't include ham. We're a trading caravan, not the Donner Party.

Ishkvaku is an eventually-less-mobile-than-Straehan lightly-armored combatant, intended to be a front-line fighter who can move the line when needed. There are a couple of directions I can take him with regard to soulknife blade skills and fighter feats; haven't decided if I want to take the battlefield controller path and go for trip/disarm, or just go for mobility and damage output. We'll see how everyone else shapes up.


Hey, Bruce. Welcome.

I'm gonna let you look at my character so that you don't make something too similar to mine. I made Sumisu with the understanding that no one else really fit my role. You should have a similar assurance. Just don't tell anyone.


Dr. H. Wier (the alchemist) is actually a vivisectionist, gestalted with psychic warrior (meditant). His back story varies wildly depending on which personality you ask. With or without buffs, he can hold his own in combat, but relies on sneak attack to deal heavy damage. Also can handle the trap detection & removal.

The jedi is a member of a special order of Irori, primarily used as detectives in solving crime and dispensing justice. 'Judge' might be a more applicable term (think 'Judge Dredd' but much more companionable). That's a mix of Soulknife (guess what his weapon looks & sounds like..), any unarmed fighting class (monk or meditant), and an optional Inquisitor (for interaction skills). Excels in melee, versatile enough outside of it.

I've got other ideas, too, but as mentioned, I'm pressed for time so I'd rather not explore too many other options.


I've completed the alias and backstory for Ajerviskanis. Sorry for the delay.

Please let me know if there are any issues. I think I got it right this time, and thanks all for the help.

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