Pat o' the Ninth Power |
Hey, all. I'm looking at the Dragonborn Paladin.
I've been talking a lot about what I'm looking for, but that's mostly that I've been online a lot this week.
Maybe we're all villagers? That's a little strange with the diversity of races.
Maybe we're on a mission from a church or a collector or some other organization/individual?
Maybe we're a band of "adventurers," seeking lost arks, temples of doom, or crystal skulls, for a combination of intellectual curiosity, quest for heritage, and desire for loot?
Just some ideas.
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
Logos |
natch to the villagers bit, never been fond of the begining and it doesn't mesh that well with 4e (you will kick ass at level 1 i demand it)
As for the south bit, I'm just going to riff here a bit and you guys can tell me if this is your kind of south or not.
I see a more "civilized" nation from a godly distance away having bankrolled and started the expedition into the lost jungels of moil. The jungels themselves are absolutely horrid places to be, the insects and disease run rampant amongst the aboriginals, and amongst any settlement that is not careful to burn the pungent bush that repels the insects that carry it. The reason your nation is interested in the area is quite simple, Gold and Diamonds and lots of them. Further south and lost to the unknown paths of the godless heathens are the stinking grounds, fetid and rotten smelling plain marshes that harbour nuggets of gold the size of a man's fist for the taking. To the west are a series of bunttes and hills full of twisting and winding tunnels that have produced the biggest gem ever known on the first and only day of production as mines. To the east is the jungle full of strange plants and animals of unknown properties. Plants and animals the mages guild back home will pay handsomely for.
Have I mentioned this has been tried before? Some 40 odd years before, long before any of you had taken up adventuring a previous colony was attempted. All went well for the summer but as the rain that passes for their winter descended contact was lost. No one has ever been able to find the remains of that original settlement, nor the nearly constructed keep that was going to be masterpiece of defence there.
Your Duke upon hard times and dire financial straights is risking it all in one last ditch attempt. Funding several small parties in a scattershot approach, whoever is still standing and prospering come the next spring can expect a huge wave of settlers (admittedly mostly debt convicts, and peasents but still) and an offical title of viscount and the right to start taxing business, farming and such in the area.
( I would probably steal the idea of acomplishment points in order to measure your sucess at town building, etc.)
You would start the game with about 1000gp worth of stuff to begin with (use the old 3.5 material and equipment section), Half a dozen trained craftsmen (one historical trade each) and sufficient transport to get to the colony (across the inner sea per say). You would land in the middle of spring and have about 330 days to get things in order (including surviving monsoon season)
so what do you think
also I was thinking one god church and state, not because i'm incapable of subtle satire or am ignorant of the horrible things that colonialism has done but rather because a good satire can also be unsubtle and just attempt to present it as things were (which is to point out their unsuitableness threw demonstration rather than subversion)
in which case we need some details for said one god/church/state, if you have some suggestions feel free (it should probably be goodish, but if you wanted to go all out evil that could be fun too)
Logos
Pat o' the Ninth Power |
so what do you think
also I was thinking one god church and state, not because i'm incapable of subtle satire or am ignorant of the horrible things that colonialism has done but rather because a good satire can also be unsubtle and just attempt to present it as things were (which is to point out their unsuitableness threw demonstration rather than subversion)
in which case we need some details for said one god/church/state, if you have some suggestions feel free (it should probably be goodish, but if you wanted to go all out evil that could be fun too)
This actually seems like a good place for someone like Abadar -- LN (unaligned in 4e), focused on civilization. Educating/converting the heathen, spreading democracylawfulness, gathering money. Fun god to be an unaligned paladin of!
I could definitely work with this -- trying to set up, say, a mining colony.
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
I'm game. We'll need some mules, mining equipment, basic tools, rations, extra bolts, arrows... Let's see:
Mules 8 gp each
Feed 5 cp/day
Pack Saddle 5 gp
Saddlebags 4 gp
Cart 15 gp
Mining Picks 3 gp each
Hooded Lanterns 7 gp each
Shovels 2 gp each
Tents 20 gp each
Artisan's Tools 5 gp
Merchant's Scales 2 gp
50 ft of hempen rope 1 gp
Rations 5 sp per day
The question is how many do we need of each?
Proposal:
Mules 8 gp x 6 = 48 gp
Feed 5 cp/day x 6 x 50 days = 1500 cp or 15 gp
Pack Saddle 5 gp x 6 = 30 gp
Saddlebags 4 gp x 6 = 24 gp
Cart 15 gp x 6 = 90 gp
Mining Picks 3 gp each x 10 = 30 gp
Hooded Lanterns 7 gp each x 20 =140 gp
Shovels 2 gp each x 20 = 40 gp
Tents 20 gp each x 8 = 160 gp
Artisan's Tools 5 gp x 6 = 30 gp
Merchant's Scales 2 gp x 4 = 8 gp
50 ft of hempen rope 1 gp x 10 = 10 gp
Rations 5 sp per day x 10 people x 50 days = 250 gp
Total: 875 gp (125 gp left)
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
Seeing that we have 6 artisans, we could always go with a few specialty items...
Revised Proposal:
Mules 8 gp x 6 = 48 gp
Feed 5 cp/day x 6 x 50 days = 1500 cp or 15 gp
Pack Saddle 5 gp x 6 = 30 gp
Saddlebags 4 gp x 6 = 24 gp
Cart 15 gp x 6 = 90 gp
Mining Picks 3 gp each x 10 = 30 gp
Hooded Lanterns 7 gp each x 20 =140 gp
Shovels 2 gp each x 20 = 40 gp
Tents 20 gp each x 8 = 160 gp
Artisan's Tools 5 gp x 6 = 30 gp
Merchant's Scales 2 gp x 4 = 8 gp
50 ft of hempen rope 1 gp x 10 = 10 gp
Rations 5 sp per day x 10 people x 50 days = 250 gp
Block and tackle 5 gp each x 6 = 30 gp
Flint and Steel 1 gp each x 10 = 10 gp
Oil (10 pints) 1 gp x 50 = 50 gp (62.5 gallons or 125 days worth of oil in a single lantern)
Pitons (10) 1 gp x 25 = 25 gp
Signal Whistles 8 sp x 10 = 8gp
Whetstones 2 cp x 10 = 0.2 gp
TOTAL: 998.2 gp
Anyone see anything missing or want to raise or lower any totals?
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
Logos |
the game thread messed up while i was posting (ie their are still some c/p stuff from this thread that i attempted to delete and is still there. just pretend i said something deep and dramatic at the begining of the thread :)
if your still having troubles posting after this, I'll open a new thread that hopefully doesn't mess up and ask for deletion of the old one
Logos
Pat o' the Ninth Power |
the game thread messed up while i was posting (ie their are still some c/p stuff from this thread that i attempted to delete and is still there. just pretend i said something deep and dramatic at the begining of the thread :)
if your still having troubles posting after this, I'll open a new thread that hopefully doesn't mess up and ask for deletion of the old one
Logos
After I signed out and back in it seems to be working.
Kefluran |
Hello,
Sorry guys, I was out of town last week. I still want to play and have gone through and looked at the post up until now. Not on the game thread though. I'm interested in the half-elf Warlock. Is there still and opening? Also, I've never played this way before. I'm sorta lost. Where is the game thread, and how do I transcribe my character?
Kefluran
Typhus Aurelius |
Welcome! The thread is here Game Thread and begin posting as your character. You can make an alias by going into your account settings and hitting the aliases section. As for transcribing the character, I just transcribed his stats and that's about it. Since the character sheets are available online, I also added a link to mine on Wizard's website. Other than that, you should be good to go. Join the imperialism!
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
Logos |
If you want to make a completely new character (no continuity necessary) let me know and I'll have one of the other parties decimated and sorted out to the other parties.
If you want to just remake in the same race/class combo you already have, feel free to do so BUT make sure that your new info is on your alias (page references would be nice too)
Pat o' the Ninth Power |
If you want to make a completely new character (no continuity necessary) let me know and I'll have one of the other parties decimated and sorted out to the other parties.
If you want to just remake in the same race/class combo you already have, feel free to do so BUT make sure that your new info is on your alias (page references would be nice too)
Certainly!
pat512 |
I change the features of my Eladrin Ranger. How many class features a character has at the first level?
All first-level characters start with two at-wills, one encounter, and one daily selected among the options for their class, as well as one feat. That's in addition to automatic class features and any racial features.
Rangers choose between Archer (Defensive Mobility as bonus feat) and Two-Blade (can wield one-handed weapon in off hand, and Toughness as bonus feat). All Rangers also start with Hunter's Quarry and Prime Shot. That's all in addition to the 2/1/1 breakdown of "exploits" noted above.
Armelio Fuentes |
Well here he is guys. Armelio in all his 4th edition glory (I play a pathfinder version of him in a Crimson Tide campaign).
He's a real nerdy type and joined this expedition to study the new world as much as for the "fun of it". Didn't really enjoy watching his group wiped out (assuming that's how I get intro'd).
Will read up on the game thread in preparation for my entrance.
Cheers
Pat o' the Ninth Power |
Drop the magic staff (dunno how you are pricing it but its not in the book, and no one else started with a magic item)
other than that it looks good.
Actually, Staff of Defense is a class feature wizards can choose at first level. It's not necessarily a magic item; presumably just a 5gp quarterstaff (per the price list on p.222).
Wrath |
Yeah the staffs's a class feature. Purchased in the equipment section for 7 gold I think (at work so don't have my books here). Works on the same principal as the clerics holy symbol. It took a few times to read through the rules myself to work out it wasn't actually a magic item, just a way to focus my arcane stuff. I can drop the abilities if you think it's overpowered.
Rules also say Wizards start with a spell book but I took this to be a misprint (erata) and purchased mine for 50gp.
Cheers