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Sorry guys. I did insane amounts of work over the weekend and am still fried. Gimme a bit to keep this moving.
Also had a PM from Emmett. He may stay in the game but take a week or so break. Here's hoping he decides to stay in on our game.
Hi - making up some details on a potential copy of the Umbral Leaves... and want to make it a sort of spell book (yeah, technically not needed for clerics).
Any suggestion on spells, mostly clerical but any arcane as well, that I can pop in the book?
Agreed Phantom, it isn't really that sort of game - I just wanted to get a base line of Opinion as I was working for a backstory for a campaign and wanted a sanity check/guideline for the backstory.
However a level 1 character is unlikely to be able to lay claim to a 'professorship' with a single rank or 'research fellow' - roles that traditionally require a doctorate.
I do have one game (E6) where I allowed the player to start as a professor but its a very low level campaign and one where commoners rarely make it beyond level 3, but thats the exception rather than the rule.
Anyways thats where I am coming from.
I decided to make the character a graduate working on their masters (History of Ustalav, from restoration of crown rule to present day) given their ranks in History, Nobility and Local (which also covers laws) and their decent bonuses +8, +7, +6
Given the character is about to attend a funeral in Ravensgro I am pretty sure that while their knowledge skills will rise, they won't have time for academic accreditation once things get moving.
So an NPC would need to be level 7? Yeah - I'll let that slide. I never was a fan of high level commoners and the like.
I am not saying all knowledges play out as being the result of 'formal' education but I'm just working on something for back story for a campaign and it got me wondering, if my character had x ranks? Would they have their bachelors? or we base it on the overall bonus? Not everyone has 18 int (especially NPCs).
Just trying to get your feel
I've gotten about 20 or so PFS character. Some chronicles I can find, scanned into my skydrive. Others? Can't find a blessed thing :(
What can I do for these old characters with missing chronicles? Some have been unplayed for 2-3 years.
The fens give way to a deep, rocky gorge at the northern edge of the swamp, where a peculiar building, or rather group of buildings, clings to steep cliff edges above half a dozen plummeting waterfalls. Beyond a fortified gatehouse, a stone bridge arches gracefully over the raging torrents below.
Perched precariously beyond this is a fine, fortified manse and a ruined building that appears to have partially collapsed into the river below. A slender rope bridge, replacing the fallen remnants of a stone bridge, links to a strange tower pierced with beautiful stained glass windows depicting bizarre beasts. A further building teeters to the north of this, but how it is reached is impossible to see from here. Far above, a great tower rises from an isle of stone to the sky, ending in a great
The sky has darkened considerably as dark clouds stir overhead... a storm is coming - a big one.
He has the Destruction, Good, Law, Nobility domains and I suppose his inquisitors can pick conversion but are there any other ones that his inquisitors are allowed to pick from in any of the published books/supplements? It may be that the gods in the the other supplements (Dragon Empire etc) don't get access to inquisitions.
Take 10 wrote:
When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Instead of rolling 1d20 for the check, calculate the result as if the die had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
Would it be possible to take 10 when trying diplomacy? Or Bluffing a mark? Or even when trying to intimidate someone?
There is no combat involved at this point so would Take 10 apply?
I liked the Midnight system as well. A lot.
It really made spell casters have to think hard about their spell choices (in terms of school) and usage... and spell points were at such a level that if you weren't careful then you'd be taking Con damage.
That said the caster could rely on fetishes/wands/rituals or special sites etc to reduce spell cost. It created a new set of desirable items for the spell caster, including a need to work to collect reagents to help craft such items.
Finally for those worried about caster/martial disparity? This went a long way to balancing the mix.
GM Niles wrote:
I run a 1.5 year pbp carrion crown game. 15pt builds and thier wbl is 3 when they are 5th level. Its going well.
Have your seen the 2012/2013 The Three Musketeers? Those guys acted like royal troubleshooters for France. Given the players new relationship with the Emperor? Makes sense to replicate.
I second this - I also suggest passing notes to the players or taking them aside to share information with them 1 on 1.
It will confuse them to no end, knowing that they are only getting part of the story. Add bonus rolls/points for RP of the new situation/information.
Confusion is good in small to moderate doses (too much and the players will throw up their hands in frustration).
Change the descriptions of the monsters, reskin them as necessary or give old monster desciptions but give the monsters a new power, extra hitpoints, DR etc so that the players never feel like they know what to expect with the monsters.
Background music to set the scene is good. I've found candles to be a bit iffy. Harder to read your character sheets and the ever present danger of someone spilling wax on the rug or knocking it over and possibly starting a fire.
I want to be a paladin who is drowning in the oily, sewer filled depths of despair, who feels he cannot even turn to his church for help yet who is forced to operate within their structure, either corrupt, incompetent or both.
Andrei Brightblade wrote:
75gp, statue, cloak of leaves and pine needles http://paizo.com/campaigns/GMNiles5EExperiment/gameplay&page=28#
I am a big fan of 5th Ed but I believe in keeping the coin down.
I see adventurers as mercenaries or military contractors.
Remember 100gp can set an adventurer up with a good standard of living for 3 months. Thats a good standard of pay over for a week or so of work adventuring. I imagine that an adventurer would aim to have a turn over (call it danger pay benefits) of around 600-2000 a year with much of the year off to pursue their own pursuits.
That gives them a higher standard of living plus some additional money to blow on equipment and fun. Lean gold keeps the adventures hungry. They need to adventure to make ends meet to maintain their wardrobe, whoring, gambling, magical researches etc.
A note on masterwork. Never give masterwork weapons a +1 to hit. It messes with bounded accuracy.
One thing that IS lacking in 5th ed is bonuses to damage. A masterwork weapon should give a +1 to damage. Another system I've seen but I think its clunky is to re-roll '1's on damage, taking the 2nd roll. I dislike that extra die roll.
A masterwork wand or magical focus is also possible, giving +1 round duration or +1 damage etc or even + casting stat in damage on a single school of magic. +1 DC/to hit would be the equivalent of a +1 sword but makes an interesting magic item to give the player. Imagine a ring that does that for all fire spells and gives resistance to fire. That copies Gandalfs ring to some extent.
Masterwork armour can allow +1 dex to AC. For heavy armours thats a good thing. It will cost you some serious coin for MW chain, let alone custom made full plate. You may want to experiment with DR1 as well but thats up to you. Medium armour proficiency is valuable and something rogues might want to look at and archer rangers can benefit from with the +1 dex for MW armours.
If you start giving away 1000's of gold per adventure thats ok but that more or less gives them little to spend it on besides expensive items that are a one off cost. Magic item shopping can be a plot point all of its own - mere gold (though thats part of the deal) is not enough. The owners may well want a few favours as well. Creation is cool too, again costing gold for rare reagents.
Once that is done all gold is useful for is building a castle, thieves guild, wizards tower etc, and maintaining a small territory. That gives the game a very much BECMI/1st Edition feel too. Providing its own possibilities.
A note on Magic item limits: With RAW the maximum number a character can use is 3. I like to House rule that the maximum is equal to your proficiency bonus.
What about folding it into cleave? And having great cleave keep giving you attacks until you don't drop someone? Is that really overpowered?
I like that. Its a 3 feat tree. Power Attack, Cleave, Great cleave.