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Overview
The Background
Character Creation:
Character Creation Looking for 4-6 players. I can accommodate more – my experience of PbP has shown me that groups tend to deteriorate to a core of about 4 players anyway. Ability Scores: Use 28 point buy. Character Race: Use World of Conclave races, as given below. Further details found here • Humans. There are a variety of different racial types of human with purely role-play differences between them.
Character Class:
Other elements
Your character background
Try to avoid real world names – most Conclave names tend to be translated into some from of description such as Chance, Amber, Five Lives, Fifth Fortunate Son etc. Generally, the richer somebody is, the more florid their name tends to be. See the World of Conclave website for other ideas. Non-human names are covered in the PDF file for each race.
Playing the Game
Feats:
Focused Attack Req: Weapon Focus, ranks in Concentration Effects: As a move action, make a Concentration check. Depending on the result, the next attack you deal with a weapon of choice will cause extra damage: Concentration check Damage
You can't Take 10 on this check, and the attack must be made immediately after the Concentration check. Special: If you have Quick Draw you can draw and focus (but not also move) at the same time. This also stacks with Sneak Attack damage if applicable (a focused strike against a flat-footed foe). This is an adaption of the Iaijutsu rules. Lion's Roar
Fire Mage
1. Fiery Eyes* - your eyes glow, illuminating area. May ignite objects with focussed gaze.
Note: Yes, this is more potent than the existing feat that allows spontaneous casters *one* extra spell, but I don't think it's too unbalancing as its benefits play out over a long period. I doubt we'll be seeing 18th level in a PBP game, unless we fast-forward over a few levels. Other themed spell lists could be available. Scribe Scroll becomes Craft Spell-Completion Item. The end product is the same - an item that gives a single use of a spell, that can be used by anyone with that spell on his spell list. It may be a scroll - sutras and ofudas are fairly common, it may be a talisman or lucky charm. The exact form is up to you, depending on the character of your spellcaster. Brew Potion becomes Craft Single Use Item. This is a single use magical item, usable by anybody. It may be a potion or oil, it may be a specially grown fruit, it may be a scroll, it may be a pebble inscribed with magical symbols. Most spells can be turned into single use items. Ranged attack spells are usually turned into 'detonations' that require a ranged touch attack to work. Some special cases may need review on an individual basis. The Bonded Item feat may be taken by any character of 3rd level or above, provided that they have used the item in question through several dangerous situations (and it has made a difference). A bonded item gives a +1 enhancement bonus to its 'normal use'. Most common would be a weapon, gaining this bonus to attack. A suit of armour may also benefit but other items such as thieves tools, rope, artists brushes and so forth are all candidates. Once bonded, the wielder can also spend XP to add further enhancements to the bonded item. Thus a bonded sword can gain further bonuses or special abilities. Obviously this is easier to adjudicate for weapons and armour but imagination can be applied to other equipment. This means that, for example, swords become legendary because of who wields them, not who made them. Losing a bonded item may or may not be a real pain. They should be fixable, with maybe a monetary cost for the ceremonial materials. Still on the subject of swords, that gives you a quest to retrieve the Green Destiny sword, or to reforge the Sword That Was Broken etc.
Houserules:
Spell Slots For spontaneous casters, I'm thinking of including a ruling from Arcana Evolved. You can 'weave together' three spell slots of a given level to create one of a higher level. Thus you can give up 3 0th level slots to cast another 1st level spell. Conversely, you can 'unweave' a higher level spell slot to give two slots of the next level down. Thus you can give up one 2nd level slot to create two 1st level slots. Weaving up can be done indefinitely. You can weave three 0th level spell slots, add that new 1st level spell slots to 2 existing 1st level spell slots, weave those three to give a new 2nd level, and so forth. Weaving down can only be done for one level. The spell energy 'released' is weaker and less stable. Spell slots created by unweaving a higher level spell cannot be unwoven further. 0th level spells cannot be unwoven. 9th level spells cannot be woven. (Neither has anywhere to go!). This gives greater flexibility to casters and makes them more useful for longer. It also adds a very fun element of resource management where a caster can 'throw his last bit on magical power' into one hopefully crucial spell, rather than being stuck with a bunch of 0th level resistance spells. Death and Dying
If you have a Con score that gives you a bonus, your 'disabled' range spans 0 and minus that bonus. Your 'dying' range then goes to minus your Con. So, if you have Con 14 (+2 bonus), you are disabled from 0 to -2 hit points, and dying from -3 to -14 hit points. If you have a Con 9 (-1), you are disabled as normal on 0 hit points and dying from -1 to -9 hit points.
nightflier wrote:
Hmm... I'm tempted to use Pathfinder Beta because the base classes are better, although I'd need to rejig some of the Conclave races, and it's quicker for me to refer to the SRD. If there's overwhelming support for PF, then I'll go that way. I'm happy to review any variant, er, variants, subject to approval. I generally dislike traits and flaws so I'm not allowing them, but you all start with one trait similar to those offered in the Pathfinder Adventure Paths. You gain a +2 bonus to one skill, plus one of the following:
The combinations are up to you, but ought to make some sort of sense connected with your background. Opdigan: No spellbook, no components pouch. Just that you have your full number of spells prepared, or spell slots available. However, I'm going to ignore the requirement for a spellbook as it isn't thematically appropriate to the setting anyway. For wizards, you have a number of spells known, and of those, a number prepared (as usual). You don't need to actually read from a book to prepare spells, but you do need the same amount of time to prepare spells as per the usual rules for wizards. The difference is, you are meditating, or praying to the Immortals, or communing with your ancestors or whatever method you prefer. When you learn new spells, you don't "write them into your book", merely learn them and add them to your repertoire. Material components - you will need to improvise these from what's available. Anything thematically appropriate will probably work. If you require a Divine Focus, spells cast without one take twice as long to cast, i.e a Standard action becomes a Full Round, a Full Round becomes 2 rounds etc. Nightflier: Not sure I understand the question. Post your character here, please. MaxPowers: Thanks, it's not all my own work. I've only really been using it for gaming for about a year, although the setting dates back to 1999 in its original conception. It took a while to grow to something useable, and to get all the d20 mechanics in place! Opdigan wrote:
Ooh, don't think I ever did that! You can use the height/weight of a dwarf. As for age, the Edraldi are "born" fully formed, so I'd say 1d6+1 years old for an "adult" character, with middle age setting in about 60 years old. Name: Kordev the Absolute
Description:
Appearance: Kordev is a short man when compared to most races, but when compared to the Edraldi he is fairly tall and lean. His skin is a very dark shade of brown, as is his hair which is interwoven and tied back. The only contrast in his appearance comes from his violet eyes, which look almost identical to amethysts. Kordev isn't muscular by any stretch of imagination, but an inner strength is visible in his resolute gaze and stance. He can normally be found wearing a dark brown robe with black sandals.
Personality: None are more easily distracted than this druid. Kordev easily slips away into daydreams when busy with mundane tasks, and can normally by found mumbling about some exotic gem he is trying to find. When prompted to speak though, he becomes very withdrawn. Most conversations with him turn out to be very cryptic, since he over thinks his answers and alludes as little as possible to his train of thought. Background: Kordev was out one night on the fringe of his territory when he heard voices. He silently approached and found a group of men on the beach. They were loading crates off a boat and onto a cart. There were at least a dozen men. Kordev watched as one man twisted his ankle on the beach and dropped one side of a crate. The box smashed open and thousands of gems poured out onto the sand. The druid was captivated when he saw a monstrous diamond roll out. It must have been at least as big as the sling-bullets on his belt. His eyes locked onto the rock and his feet started to move forward. He had to touch that diamond. Needless to say he never got close to the stone. After a couple of steps he was hit on the head and woke up a day or so later, in a crate. Now he finds himself slaving away in a mine. The cruelest torture imaginable for someone like Kordev. Even if he finds a beautiful stone, he can only keep it for a second. They know he likes gems, and they are watching him more so for it. Sorry for double post. Can't edit previous post for some reason. Clicking on the name takes you to the character sheet. Let me know if its ok. Opdigan wrote:
All looks in order to me, although you need another 1st level spell, and in languages replace "Common" with "Low Imperial". There's nothing like a widespread druidic brotherhood either, so there's no Druidic language. You can use Spiritspeech instead, if you like, which is a common language to all creatures of the spirit world. In answer to your previous question, I think any of those animal companions would be okay. I think we can assume that he has befriended this creature since becoming a prisoner in the mines, rather than it having come with him. Another point about Edraldi is that due to the Stonebond racial characteristic he probably would have been quite sick on the long sea journey to his current location. Obviously, he's better now! Visually, I have in mind for the Edraldi a sort of mixture of Aughra from the Dark Crystal, the Thivin race from Skyrealms of Jorune, and Raggety the troll from Rupert the Bear. You may need to Google some of those! (And as for Edit, I haven't used these forums much, but it seems like there is a finite period of time after posting that you can go back and edit your post. After that, the option disappears). Dr Simon wrote:
Ok, will update those points and google the races. Are you sure its not just 2 spells? One from level 1 and one bonus. It does seem to have a edit time after which it is locked. If I might ask, where are you based? UK? xiN wrote:
Re: Spells, I'll check your sheet again, I thought you only had Produce Flame down for 1st level, but, yes, you should have 2 1st level spells in total. Of those visual aids, I found Aughra to be the easiest to find pictures of, the others are a bit more obscure. It's not vital that you do so, it just gives you a rough idea of the image I have of the Edraldi, except that hair/beard/horns are made from material like tree-roots. Yes, UK. I've created the character using Beta rules, but I haven't done all the fine tuning. Here's the concept for your approval: :
Kai of No Past
N Human Male Ranger(variant) 1 28 point buy STR 11 DEX 18(+2) CON 10 INT 16 WIS 10 CHA 10 Headhunter Ranger Variant Ranger looses Wild Empathy, Hunter's Bond and Spells but gains bonus feat at first level and additional Combat Style whenever combat style is gained. Skills (6 + 3 Int + 1 race + 1 fav. class) 11 Climb +4
Feats 3 (1 standard at 1st level, 1 race bonus feat, 1 class bonus feat) Exotic Weapon Proficiency (Bastard Sword - katana equivalent)
*(Choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the
Appearance Kai is a young man, perhaps 19 years of age, perhaps few years older - or younger. He is tall and thin from a long hunger. His body is covered in scars from old wounds and some of his bones were obviously broken. Kai was once a handsome young man, but not any more. Left side of his face bears a terrible scar - a brand in the form of a dragon eating his own tail. On his right arm there is a beautiful black and smoky-gray tattoo of a dragon coiled around the arm, with head just beneath Kai's shoulder. Eyes above sharp cheakbones are green as a bamboo forest in spring, and crudely shorned hair is black like the raven's wing. Personality Kai is the silent loner who spends much of the time trying to learn how to play crude flute he has made. Background Kai knows nothing about himself except his name. His past is a clean slate. That earned him a nickname "Kai of No Past". Just a vague idea for a character at the moment, I'll get something down statwise soon. Tlerixxial
Here's my character. These are basic stats. For the rest, I have the books. spoiler:
Sev 19 years old Female Tlaxu (Monk 1) Saves: REF +4 WIL +4 FOR +4 AC: 14 HP: 25 Stats:
Skills: If 3.5
If Beta
Feats:
5 feet 8 inches.
Okay, cool, thanks folks. I'll give a full look later. Well, looks like we have some groundswell towards using PF Beta, and to be honest I'm tempted myself. So, Opdigan, I don't think that affects you massively except for 0th level spells, and you can choose the domain ability version of nature bond instead of an animal companion if you like. Some skills may need to be re-jigged. I think most of the racial bonuses are easy enough to convert to PF skills, but PF races have a net +2 to ability scores so I think the following should be applied: Edraldi +2 Con (changing the bonus of Earth Edraldi to +2 Dex)
Other races if they come up. Dr Simon wrote:
If its possible I would like to go back to my first choice of wizard then. I really want to try out the PF wizard. My character will stay basically the same, except that he will become a steel edraldi wizard. Okay, some other points on re-reading things: Nightflier - seems fine to me. What's the progression on the bonus feats? My gut would be to use the same as SRD wizard (1st, 5th, 10th, 15th, 20th) rather than two per level with Combat Style (although there might be overlap). I like Kai's mysterious past, there are some tie-ins that already suggest themself to me.... Spinning Dice: Tlerixxial seems good, carry on. Kevin-Eric, Sev looks fine at first glance, needs more skills. I've noticed that Focussed Attack uses Concentration as I've written it, but this is folded into Spellcraft in PF. This doesn't seem like the right skill, so I'm changing it to Sense Motive (class skill for Monk and Paladin, who seem the right sort of character to use this kind of attack). Favoured classes for Conclave races: Edraldi: Druid and Barbarian
I'm still working out this ranger variant. I've decided to call it Hunter-Killer. PFRPG Beta Ranger receives Wild Empathy at 1st level, but HK receives Weapon Bond bonus feat instead. WB is based on the trait of same name from Iron Heroes. Ranger receives Hunter's Bond at 4th level; I would replace that with bonus feat. Additional bonus feats would be gained every time that animal companion would progress in power: 7th, 9th, 12th, 15th and 18th. So, suma sumarum - bonus feat at 1st and 6 bonus feats starting at 4th. Remeber - no animal companion, no wild empathy and no spells. Considering background, Kai has in fact gained the enmity of a powerful enemy and sometimes has nightmares, but he doesn't remember them when he wakes. Perhaps HK's were some kind of monastic or knightly order destroyed by someone and he's only survivor? nightflier wrote:
Hmm... last survivor of a monastic order? Kai? Sounds like Lone Wolf to me :). Well... could be, we'll see how things pan out in play. I don't think a feat progression like that will be too unbalanced, but maybe have a list to select from, even if the same as Fighter bonus feats. I thought I'd seen that feat somewhere before. Well, since I was originally planning the prison-mine set up for an Iron Heroes game, it seems appropos. To all: Don't forget the "campaign traits" I mentioned above. Some examples: Old Salt. You have grown up around and on board sea-going ships. +2 to Swim and Profession (sailor). Educated. You have been raised with fine tutors who have educated in topics worthy of a Magister. High Imperial language, +2 to Knowledge (nobility and courtesy). Hunted. Someone is after you, and has been for some while. You are always having to keep one step ahead. +2 Listen and +1 Initiative. Magical Knack. Perhaps the spirit world flows in your veins, but you have a minor talent for magic even though you have no training. Light (or other 0th level spell) at will. +2 Use Magic Device. Also: I have a number of "Bloodline Levels" that you could use if you want your character to have some sort of heritage from the spirit world (or another aspect is draconic bloodlines, but I haven't worked out the full details). These are 3 level classes that you can multi-class into that grant class abilities appropriate to the spirit type. For example River Spirit Bloodline gives you a swim speed, the ability to speak with fish and ultimately water breathing. Fire spirit is a physical kind of thing giving you bonuses to Strength and Dexterity, and (I think) eventually Fire Resistance. Sun Spirit, on the other hand, shows a heritage connection to Golden Crow, geomantic animal of the sky and rulership. It grants various spell-like abilities based on charm, rulership and blessings. You *could* start at 1st level with one of these but it probably isn't worth it. If you're interested in exploring the concept further, let me know. KEB: Forget what I said about the skills for Sev, I am an idiot and didn't see the 8 Int! Lone Wolf never crossed my mind; this is fine example of subconsciousness at work. :) Fighter feats are fine by me, and I've considered some dragon connection in Kai's past. Are dragons oriental? A question: do you have katana equivalent in your world, or should I think of something? Perhaps straight-edged blade and curved handle? nightflier wrote: Lone Wolf never crossed my mind; this is fine example of subconsciousness at work. :) Fighter feats are fine by me, and I've considered some dragon connection in Kai's past. Are dragons oriental? A question: do you have katana equivalent in your world, or should I think of something? Perhaps straight-edged blade and curved handle? Dragons: Its not so much a case of "oriental" or not, although what I have done is combined the standard dragons with the "lung" dragons of Oriental Adventures. Dragon types are all related to what element or natural feature they are connected with, not so much by colour and alignment. So you have fire dragons, storm dragons, river dragons, star dragons, celestial dragons etc. However, there aren't many at large in the world. This article might be of interest. Katana: Not by that name, as such, but similar weapons would exist. Famed amomgst the Empire of Splendour and her former holdings are the so-called Silent Swords, named because they are made in Fnoi Province, formerly the Nome of Silence. These are known to be well-made, from good quality steel due to the skill of the local craftsmen. Apart from that, they have no special qualities (although would usually be considered masterwork).
Humans
The Empire of Splendour once ruled most of the southern portion of the Inner Continent and the seas beyond, but has shrunk over the centuries. The Nekuu people are the most numerous in this area, looking the most East Asian. They span from the far northern province of Ut'Bharma all the way down the Necklace of Plenty island chain. In traditional Imperial areas they are considered as peasants and workers.
Outside the Empire, there are many other nationalities and phenotypes.
The Atala are a strange green-skinned race of humans, scattered across the Southern Sea area after the destruction of their homeland back in the times of legend. They are most numerous in the Technocracy of Hudan. Note that any and all of these physical characteristics can be intermixed. Imperial prejudices have no bearing in truth, or game terms (i.e. you don't get a bonus to Appraise for being Anhoin) I like the concept of Obrenaj. I'll change my character accordingly. I still don't know what to do with the swords. Are those swords you mentioned different from bastard in terms of damage, critical and so forth? Perhaps I could design my own flavor, better to supplement character's background, if it's ok by you? nightflier wrote: I like the concept of Obrenaj. I'll change my character accordingly. I still don't know what to do with the swords. Are those swords you mentioned different from bastard in terms of damage, critical and so forth? Perhaps I could design my own flavor, better to supplement character's background, if it's ok by you? I think, mechanically, they'd be the same as a bastard sword, so if you want to come up with yur own flavour text, be my guest. Don't forget, however, that he's got no equipment at the start of the game, so finding one could be part of his motivation. 1st Draft below, I've probably done something wrong, but it's the basic skeleton of it. Spoiler:
Tlerixxial Morpendine Tlaxu A High Caste Morpendine Tlaxu, once belonged to a warrior society. His disgust at the decadence of the Morpendine forced him to leave, but his lack of understanding of other cultures and his arrogance caused him to end up... here. STR: 14 (2+2)
Speed: 40ft
Claws +3 Attack/1d4+2dmg/x2 Critical (+2 Climb Checks) Abilities
Languages
Low-Light Vision Keen Senses
Fast Reactions +1Init Fast Movement +10ft Rage Feats
Skills
Spinning Dice: All looks correct to me. I've only seen a PF barbarian in action at 1st level so far, so I hope he lasts to level up and you get to choose a rage ability. Languages of Conclave: Low Imperial - effectively, the Common tongue for this part of the world. High Imperial - Used in the Empire for official documents, and courtly etiquette. Has various modes depicting relative status between speaker and listener. Ut'Bharman - Provincial Imperial langauge from the far north. Dronish - Provincial Imperial language from the western province of Dronistor. Thell - Provincial Imperial language from the small mountain nation of Thellingerstan. Denra-Lyr - human language from the nation of Denra-Lyr. Moa-Ruaki - human langauge used by Moa-Ruaki sea-going nomads. Something of a trade tongue amongst islanders. Vaartan - human language from the Khazarate of Vaarta.
Themnassic - main language of the Salsham'ai. Shromic - a secondary Salsham'ai language, similar to Spiritspeech. Usually only used by spellcasters. Tlaxan - Language of the Plains and Mountain Tlaxu. Mopendine - Language of the Mopendor Tlaxu, similar enough to Tlaxan to be usable. Tik - Language of the Ti-Kop fish-folk. Non- Ti-Kop can only hope to speak/understand a fraction of the nuances of sound. Uran - language of the Ura folk. Edraldi - language of the Edraldi, obviously! Obrenje - language of the Obrenaja, who are quite a long way from the start of this campaign. Geil, Imbata, a'Keshite - languages from the Outer Continent, even further from the start of the campaign. Draconic - as per SRD Spiritspeech - common tongue of the spirit world. Kind of supercedes Celestial, Infernal and Abyssal, and also overlaps the elemental languages too, since the cosmology is different to the "great wheel" idea. I'm pretty certain there are other languages too that I've forgotten. Jaden - all looks good, but I think you need a background trait as well, I couldn't see one. Kai - looks good. I'd put Low Imperial down as his "known" language. Kordev - looks good, background is still the gem version but that's just cosmetic. You might want to change either Sylvan or Terran to Spiritspeech, as you'll probably find that more useful. Waiting for the final versions of the tlaxu characters now, then we'll start.
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