Hey Xaaon - look forward to being on the same side of the screen (so to speak). Your woodsman type; thinking about being a missile user? One option I am considering is a horse archer, which doesn't preclude us both being bow users but if that was going to be part of your schtick then I'm happy to go down a different route and leave you to be Robin Hood ;)
Yeah, He's a "Strider" type. But horse archer is far different than a ranger archer.
Yah, PbP is my only player outlet...so I tend to run in several games, this should be fun eh? I really like the layout of Kingmaker, glad I get to play in it with one of my players.
Fabes - can you cope with something like a Mongol horse nomad style of character? I'm going with a horse archer, with some shamanic powers - if you've ever read any of David Gemmell's Drenai series novels, a mixture of several of the supporting characters from the Nadir culture who variously hang about with Druss, Tenaka Khan et al.
1-13 would be clubs Ace, 2-10, J, Q, K
14-26 would be diamonds Ace, 2-10, J, Q, K
27-39 would be hearts Ace, 2-10, J, Q, K
40-52 would be spaces Ace, 2-10, J, Q, K
Well, I've finished everything but my noncombat equipment. Added a background too.
Note: Korren's Enemy's motivation is basically that he was just stabbing a guy, then Korren started yelling and threw an axe into his head, and 'an eye for an eye' seems a bit paltry in this situation. (I'm assuming a kindly druid showed up after Korren wandered off to bury his brother and healed most of his grievous head wound.)
Hey Fabes!
I'll give it a whirl! One can never actually have TOO many games, right? Right?!? ;P
Let me take another glance at the Test Drive, but I was thinking either a mage (big surprise) but I don't have access to much in the way of spell lists, so maybe a swashbuckler type? (We must have our flamboyant personality types, mustn't we?) ;)
Theoretically shouldn't take me TOO long, but pretty slammed at work for the next 2 weeks. (Actually IN the show, as well as teching and LD'ing it! I'm just a glutton for punishment!) :)
So, if you need to take off without me I'll understand, but Looking forward to trying something new!
Bar equipment (at which I suck for choosing), Pavla is pretty much a done deal.
She's the weedy one in her family who mostly run to brawn and has a point to prove. Doesn't hate them at all, just bound and determined to make sure she gets the chance to rub it that brains have a place too. (Vengeful (minor) - not exactly right, but close enough).
Insatiably curious. Quite capable of ignoring the fire burning her house down in favour of finding out how it started right here and now. (Curious (major)).
Although she'll do everything in her power to get her friends out alive first. (Loyal (minor)).
Mongol horseperson - makes me giggle a bit. Fabes is up to his neck in them in one of my adventures right now.
Trappings. You shall have them. Mostly I think she'll use whatever happens to be around. Her magic isn't trained, it's instinctive, so she doesn't really know how she does what she does.
It's just her gut response to being attacked (just as a random example) would be to cover herself in the nearest portable object. Or throw it back at however attacked them. Or just want the attacker to be less powerful right now. That's how I'm seeing it at the moment - but it may change.
hmm. gonna have to find a skill point to spend on guts. How much do you need guts and are you screwed if yo only got a d4 in it?
Also, would you let him buy a hat like the one in his picture and have him reinforce the inside with steel. Sort of a helmet hat. i was thinking it could be done for 5 or 10 gold extra. I will buy some equipment in a couple of hours.
I would say it costs the same as a helmet if you want equivalent protection.
Re: Guts. It's useful if you don't want to freak the first time you encounter something horrific or frightening. 1d4 makes you better than the average person.
When you roll a skill is it trait/wild die+skill die?
A Major hindrance is worth 2 pts? a minor is 1 pt? It says, in the explorer edition, what you can do with the points, but I can't find the point values of them.
When you roll an attribute or skill check, you roll the die indicated by the attribute or skill, as well as the wild die. You then take the higher of the two results as your check value.
Attributes determine how high you can the skills that fall under them before you have to pay extra to increase them. e.g. I have Smarts d8 - I can buy any skills reliant on Smarts up to d8. If I want to take a skill to d10 or d12, I have to pay an additional cost, as my Smarts is too low.
Without the book to hand, I believe you are correct on the points values of Hindrances.
When you roll an attribute or skill check, you roll the die indicated by the attribute or skill, as well as the wild die. You then take the higher of the two results as your check value.
Attributes determine how high you can the skills that fall under them before you have to pay extra to increase them. e.g. I have Smarts d8 - I can buy any skills reliant on Smarts up to d8. If I want to take a skill to d10 or d12, I have to pay an additional cost, as my Smarts is too low.
Without the book to hand, I believe you are correct on the points values of Hindrances.
OK, thanks, that will determine more of where I put my skill points, cuz an unskilled check is d4-2 if I remember correctly. And an advancement lets you purchase a new skill or increase 2 existing skills...so it's better to go with a d4 or d6 skill at creation, and increase 2 of them with an advance.
I'll play a ranger/woodsman type, will take a couple days to get him stated up. I have work and tonight is shopping night. So that should cover the survival skill. I'll play a bastard of the throne as well, per the Kingmaker Player's guide. So I'll be HOO MAN!!
What sources can I use? I've bought several PDFs...but I don't have W&W yet. I do have the Fantasy Companion.
As you have the FC, you don't need W&W. The former subsumes the latter.
Update, it appears I was mistaken, I have W&W and not FC, got the two mixed up heh.
I'm getting there on a character, but I have a couple of requests.
I know you didn't specifically call it out, but can I take the Ritualistic Magic Arcane Background from FC? It feels like it's the best fit for shamanic type magic, where there is a bit of prior preparation required and most of the powers are accessed through communing with the spirits, usually after rituals that take it out of the scope of 'battle' magic. It gives 3 spells which I'd take as Healing, Detect Arcana and either Speak Language or Obscure.
Secondly, I'm looking for Matrak to be a great horseman. All of the EE and FC edges relating to horses are more knightly in theme, so can I take the Horseman edge from Shaintar (also reproduced in the Savagepedia)? It basically gives +2 to riding checks and allows mount/dismount as free actions
Matrak Sen - yes, Ritual Magic would be a very good fit. And yes to the Horseman Edge. Nice link; I did't know about it.
Blackbow - yes, good call. Yes, to the pump x-bow.
OK I took the pump crossbow as a light crossbow, 250gp, heavy would be 400gp, so I'd have to drop "Faith skill" and change to Rich Edge if you want to have me pay 400gp, pretty much done other than that.
Need more background, and a last name.
Q: I set this guy up to advance like a Ranger, (Arcane Background later, also ambidextrous later. As those are background edges I need to know if you don't want those to be taken later) I could always rework this guy as a druid perhaps and take the AB now.
Ambidextrous you will need to choose at character creation, but I will allow Arcane Background to be taken later (some momentous event awakens your potential).
Quick question, (Since the Test Drive is, obviously, lacking in details) ;P
If you take the Arcane Background (For wiz, or cleric, or whatever,) How many powers do you get to start with? I see that you have to take the 'New Power' Edge when you 'Advance' to gain more, but I don't see how many you start with?
Other than that, the system DOES look rather well set up for creating whatever you want, and seems simple enough. (Except for people like me, who like to make things complicated, obviously!) ;P
Ambidextrous you will need to choose at character creation, but I will allow Arcane Background to be taken later (some momentous event awakens your potential).
Quick question, (Since the Test Drive is, obviously, lacking in details) ;P
If you take the Arcane Background (For wiz, or cleric, or whatever,) How many powers do you get to start with? I see that you have to take the 'New Power' Edge when you 'Advance' to gain more, but I don't see how many you start with?
Other than that, the system DOES look rather well set up for creating whatever you want, and seems simple enough. (Except for people like me, who like to make things complicated, obviously!) ;P
I think it's three starting powers and 10 power points.
Quick question, (Since the Test Drive is, obviously, lacking in details) ;P
If you take the Arcane Background (For wiz, or cleric, or whatever,) How many powers do you get to start with? I see that you have to take the 'New Power' Edge when you 'Advance' to gain more, but I don't see how many you start with?
Other than that, the system DOES look rather well set up for creating whatever you want, and seems simple enough. (Except for people like me, who like to make things complicated, obviously!) ;P
It depends on which background you, Divine gets 2 powers, Arcane is 3 I think.
It's a great classless system!
I have three favorite systems:
Earthdawn
Pathfinder
Savage Worlds
I love Golarion, it's got everything.
I love the world of Rifts, but Savage Worlds would run it better
Quick question, (Since the Test Drive is, obviously, lacking in details) ;P
If you take the Arcane Background (For wiz, or cleric, or whatever,) How many powers do you get to start with? I see that you have to take the 'New Power' Edge when you 'Advance' to gain more, but I don't see how many you start with?
Other than that, the system DOES look rather well set up for creating whatever you want, and seems simple enough. (Except for people like me, who like to make things complicated, obviously!) ;P
I think it's three starting powers and 10 power points.
Arcane Background (Magic)
Skill Spellcasting (Smarts)
10 power points
3 powers
Pavla now has equipment. The goosefat, dog collar, marmoset skull and pot pourri are all from home. I've no clue what she'd use any of them for, but I'm sure they'll come in handy.
Also rechecked stats and pushed Psionics down to match the newly dropped Smarts.
Hindrances:
Vengeful (minor) -1
Curious (major) -2 used for attributes
Loyal (minor) -1
Again, all correct.
Edges:
Arcane Background (psionic - smarts) free
Mentalist -with hindrance points
Eidetic Memory - She gains a +2 bonus on Common Knowledge rolls, and on Smarts rolls made to remember something.
Advance: Eidectic Memory
Again, correct.
On skills you have spent 26 points rather than 15. Here's my suggested changed allocation.
Changed and done. How embarrassing and thanks to the various of you who pointed it out and fixed it.
Think I must have assumed (wrongly, obviously) that a skill started at d4 rather than buying the d4 in the first place. I'm bad at maths, but I'm not usually that far out.
ravn - Ardell Quentin (swashbuckler - scared of birds)
Davi - Korren Duras (former brigand with a dangerous enemy)
Rosey - Pavla Rez (psionic with family issues)
Xaaon - Blackbow (heroic woodsman)
grufflehead - Matrak Sen (horseman with shamanic powers)
I have started converting over NPCs - it's kind of fun! I will get another discussion thread going this week when Amy is ready,
Regarding Bennies; the intent is that they recharge every game session (each PC gets 3, except Matrak, who gets 2), which is fine for RL, but difficult to adjudicate in PbP. I did think that perhaps they recharge every game-world day, as does my Narrator pool. Any other thoughts?
Similarly, XP are awarded based on how much was accomplished in a session. Again, tricky to adjudicate in PbP. Instead I think I will award them at certain points, as well as for roleplaying, good ideas, perhaps also for game aiding stuff like one fo you acting as quartermaster, cartographer, perhaps someone might want to write a log etc.
re: Bennies. How many encounters per gaming session normally, TT wise? If threeish, maybe make them like APs and give us one per encounter? That would simplify bookkeeping.
ravn - Ardell Quentin (swashbuckler - scared of birds)
Davi - Korren Duras (former brigand with a dangerous enemy)
Rosey - Pavla Rez (psionic with family issues)
Xaaon - Blackbow (heroic woodsman)
grufflehead - Matrak Sen (horseman with shamanic powers)
I have started converting over NPCs - it's kind of fun! I will get another discussion thread going this week when Amy is ready,
Regarding Bennies; the intent is that they recharge every game session (each PC gets 3, except Matrak, who gets 2), which is fine for RL, but difficult to adjudicate in PbP. I did think that perhaps they recharge every game-world day, as does my Narrator pool. Any other thoughts?
Similarly, XP are awarded based on how much was accomplished in a session. Again, tricky to adjudicate in PbP. Instead I think I will award them at certain points, as well as for roleplaying, good ideas, perhaps also for game aiding stuff like one fo you acting as quartermaster, cartographer, perhaps someone might want to write a log etc.
XP wise, as the Adventure Path proceeds, I would think we'd want to be Seasoned by the 2nd AP, and Hit Legendary by the middle of the 5th, (deaths will reduce the overall since it's start at half previous right?) So, figure out the number of planned encounters, and assign XP to each of them...
Modified Blackbow, I thought Beast Bond was a pre-req for Beast Master, so I had taken that. I dropped Beast Bond and took a d8 spirit instead. So I will take Beast Master for my next advance.
I've switched back to AB:Miracles for a number of reasons. Firstly, the flavour text describes it as magic 'coming from spirits' which is how I see his 'spells' working, second the associated skill is based off Spirit rather than Smarts (which is more how I see the character) and thirdly because Miracles is the only was I can get Healing as a spell - it's not allowed in Ritual Magic. Even though Pavla is an accomplished healer, I wanted access to Healing as a spell (and Greater Healing later) which I can only do this way.
For all the spells I can or will cast, the trappings will be asking his constant spirit companions for help/advice on the matter (albeit reluctantly). I figure on a successful roll they tell Matrak something useful, on a fail they refuse/laugh at him/mock him etc so he can't do anything.
Done. I think. Very vanilla, really, on purpose, both since I'm learning the system, and I like the idea of actually playing the normal person to adventurer transformation for once. :)
I don't think I made any char-gen mistakes and while she's not an uber optimized character or anything, that's pretty much by design :)
ravn - Ardell Quentin (swashbuckler - scared of birds)
Davi - Korren Duras (former brigand with a dangerous enemy)
Rosey - Pavla Rez (psionic with family issues)
Xaaon - Blackbow (heroic woodsman)
grufflehead - Matrak Sen (horseman with shamanic powers)
Amelia - Kari (ordinary homesteader armed with hatchets)
Rags to follow at some point. Righto... better get started on a game thread and proper discussion thread!
Matrak Sen - can other people see these effects at all, or is it Matrak's reaction to them that is the most visible thing?
Oh it's all in his head (or maybe the spirits are real - anyway, unless anyone else can see them the effect is the same).
He asks them for aid, they decided whether to give it, all other people see is him having a conversation with imaginary others. This will generally take several rounds, perhaps even minutes, to accomplish. As he only has 2 spells, 'Healing' is actually one of the spirits who does know how to heal telling him where to bandage, what to use on wounds etc, while 'Detect Magic' will be one of them examining the aura of the subject, then relaying a conclusion to him.
For future development, I'm only going to consider spells which could reasonably work on a similar basis. So Speak Language and Analyse Foe might be OK, but there's no way to justify something like Bolt or Armour.
Quick questions - correct to assume shooting and riding works the same as fighting and riding ie lower of the 2 scores applies? And standard bow damage OK for a horsebow?