DM Patcher's Reclaiming the Stolen Lands OOC Thread (All parties)


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Male Kobold? Unknown

@DM Patcher: Would you like me to flesh out the small group of kobolds that I came traveling with?


Male Half-Elf Sorcerer (Wildblooded) 1

I actually had similar thoughts to Alexei; while not necessarily 'balanced', the two groups do seem to have a different feel, skirmishers on one end and archers on the other. I thought it was kinda cool how that fell into place. But as Khalil said, I'll go with the majority, and also offer to shuffle if so needed.


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:

If everyone is happy, then we are good, the only issue is that DM Patcher has indicated that he would prefer 3 parties of 4 rather than 2 parties of 6.

I am good either way - unbalanced works out, I have a party in one campaign with 1 archer, 1 rogue, 1 bard and 1 wizard - only thing we are lacking is healing and fighting abilities - makes for an interesting party.

Well he also said, "...ultimately my goal is to make the players happy." So, by the sound of everyone, it appears we are really happy with the groups that came together. I'm a bit amazed at how well we shuffled ourselves. There is going to be some great roleplaying between the two groups.

My vote is to keep the two groups the way they are and play with 6 people each. Sounds like this is quite the consensus too.

Welcome aboard Irikar! Sorry to hear about the migraine. Those things ain't no joke, but... I always joke around when someone says they have a migrane by replying that I have 2 migranes at home, one is 3 years and the other 4 months old =P


Male Kobold? Unknown
Korvin wrote:

- Snip -

Welcome aboard Irikar! Sorry to hear about the migraine. Those things ain't no joke, but... I always joke around when someone says they have a migrane by replying that I have 2 migranes at home, one is 3 years and the other 4 months old =P

Heh, I also have two migraines. I have had one for ten years and the other for six. LOL.


Male Sootscale Kobold Witch/1
Kezzin wrote:
Korvin wrote:

- Snip -

Welcome aboard Irikar! Sorry to hear about the migraine. Those things ain't no joke, but... I always joke around when someone says they have a migrane by replying that I have 2 migranes at home, one is 3 years and the other 4 months old =P
Heh, I also have two migraines. I have had one for ten years and the other for six. LOL.

I don't think that having two migraines is legal, even in Utah.


Male Kobold? Unknown
Msosth the Grey wrote:
Kezzin wrote:
Korvin wrote:

- Snip -

Welcome aboard Irikar! Sorry to hear about the migraine. Those things ain't no joke, but... I always joke around when someone says they have a migrane by replying that I have 2 migranes at home, one is 3 years and the other 4 months old =P
Heh, I also have two migraines. I have had one for ten years and the other for six. LOL.
I don't think that having two migraines is legal, even in Utah.

LOL Well played, good sir!


I would be happy with the groups the way they are or shifted. I'm good like that.

But, I think something DM Patcher said should be considered. Combat can really drag out with larger parties. Often, PbPs ask that players post at least once per day. When not in combat, a player can pop in at any time and add his (or her) two cents worth. But, order matters in combat, and people with differing opportunities to post frequently cause combats to become one post per day. With a large party (which, incidentally, increases the likelihood of such things happening...), that can slow things down a lot. Add to that, larger encounters to challenge larger parties and the length can grow exponentially.

As stated, I will happily play either way, but (from the posts) I was not sure if everyone realized just how much this could bog down. Then again, maybe everyone realized and was willing to risk it.

*shrug*


That's one stressful evening of sleep deprivation and Kingmaker out of the way.

Korvin is right, I am aiming for the happiness of my players. As Alrich mentioned, though, combat is also a pain to run for six players. I've tried. It's manageable, but it puts everything into a screeching halt.

I have some houserules to simplify combat with multiple people - particularly group initiative, where, instead of adhering to a rigid initiative schedule, each group acts in turn, the members of each group acting in whatever order they prefer. It works wonders IRL, at the very least.

I won't be upset if you prefer two groups of six, however. It's your choice - I am simply stating what would be easier for me as a DM on the combat front.

@Kezzin, if you wish to stat out the kobolds you came with, I would be happy to use them. It is your choice, however. NPC creation is not something you must do - it is a good way to contribute and make everything easier for me, though.


Male Sootscale Kobold Witch/1
Alrich wrote:

I would be happy with the groups the way they are or shifted. I'm good like that.

But, I think something DM Patcher said should be considered. Combat can really drag out with larger parties. Often, PbPs ask that players post at least once per day. When not in combat, a player can pop in at any time and add his (or her) two cents worth. But, order matters in combat, and people with differing opportunities to post frequently cause combats to become one post per day. With a large party (which, incidentally, increases the likelihood of such things happening...), that can slow things down a lot. Add to that, larger encounters to challenge larger parties and the length can grow exponentially.

As stated, I will happily play either way, but (from the posts) I was not sure if everyone realized just how much this could bog down. Then again, maybe everyone realized and was willing to risk it.

*shrug*

Agreed - I think the 2 witches and 2 wizards should form our own group. Our town will be Arcanium.

Ok - actually, the 4 player parties would be much easier to handle in combat with far fewer delays.
______________
To follow on DM Patcher's post which Ninjaed me. Two groups of 6 would work, but I would set a rule that if someone is gone for more than 48 hours, he becomes an NPC so that things do not get bogged down. I know that everyone plans on posting multiple times every day, but as with the 3 players who jumped up and down raising their hands to get into this campaign a few days ago and have not posted since this thread was put up, attrition is fairly common early on in campaigns. I bet within a month we will be at 2 groups of 5 or fewer by new years.

My vote is 2 groups of 6 to start so that we are not going replacement hunting within a few weeks if 1 or 2 players disappear.


Adding another NPC for flavor. Hopefully, they will be in and around my village.

The Numerian:

The Numerian
Nerym Creed is a middle aged human (skilled, but not overly ambitious) who has moved into this area in hopes that it will be less dangerous than dealing with the monstrosities of the Numerian Technic League. His skills are diverse. Not only is he capable of producing all sorts of tools as a blacksmith, but he can craft clocks and pocket watches, locks, and is a respectable alchemist as well as engineer. He has masterwork tools for performing each of his crafts, an alchemist's lab, a wagon, and two mules, as well as 35 gp, 30 sp, and 45 cp.

Nerym Creed
Expert 3, Human, Neutral

Attributes
S: 10
D: 10
C: 10
I: 18
W: 14
Ch: 10

Feats: skill focus craft (locks), skill focus craft (clockwork mechanism), skill focus profession (engineer)

Skills
+10 appraise +4 int +3 ranks +3 class
+12 craft (alchemy) +4 int +3 ranks +3 class +2 lab
+12 craft (blacksmith) +4 int +3 ranks +3 class +2 tools
+15 craft (clockwork mechanism) +4 int +3 ranks +3 class +3 skill focus +2 tools
+15 craft (locks) +4 int +3 ranks +3 class +3 skill focus +2 tools
+1 handle animal +0 cha +1 rank
+5 knowledge (arcana) +4 int +1 rank
+10 knowledge (engineering) +4 int +3 ranks +3 class
+10 knowledge (metallurgy) +4 int +3 ranks +3 class
+8 perception +2 wis +3 ranks +3 class
+11 profession (engineer) +2 wis +3 ranks +3 class +3 skill focus
+3 survive +2 wis +1 rank
+6 use magic device +0 cha +3 ranks +3 class


...another NPC

The Orc Mercenary:

The Orc Mercenary
Grakkh is a grizzled orc mercenary who has decided he wants to settle down and enjoy the good life. He wields a great axe and has a preference for plump human women. He carries a masterwork great axe, an armored coat, a dagger, and a light crossbow. In his backpack he keeps a mirror, toiletry articles, soap, and a bedroll. He also has the tools he uses to mend and take care of his arms and armor.
Grakkh
Warrior 2, Orc, Neutral
S: 18
D: 10
C: 12
I: 10
W: 10
Ch: 10
Feats: Power Attack
Notes: darkvision, ferocity, light sensitivity
Skills
+4 craft (armor) +0 int +1 rank +3 class
+4 craft (weapon +0 int +1 rank +3 class
+4 intimidate +0 int +1 rank +3 class
+8 swim +4 str +1 rank +3 class


I ask that you email me all the NPCs you make if possible. I will email all of you who have supplemented an email address - at least the ones I've seen in this thread.

My email:

likegreyskies at gmail dot com


Male Goblin Rogue (KM) 1

Msosth has a reasonable supporting argument for the 6 player groups beyond how well the two groups flush at the moment. As for the speed, a kingmaker group I'm in with 6 people goes fairly quickly. With group initiative I couldn't imagine any real delays in combat. I also think 6 person groups allow for more diverse roleplaying, and in the end, players interact more with themselves, taking some pressure off of the GM from constantly having to entertain.

Does anyone have any game-stoppers with going on with the 2, 6 player groups?


DM Patcher wrote:

I ask that you email me all the NPCs you make if possible. I will email all of you who have supplemented an email address - at least the ones I've seen in this thread.

** spoiler omitted **

Oops. Sorry about that.

If that was previously stated, my apologies. I read some posts at work (where I do not add posts myself) then read some more and post after coming home. Sometimes I forget what I have read.


The Thing from Beyond the Edge wrote:
DM Patcher wrote:

I ask that you email me all the NPCs you make if possible. I will email all of you who have supplemented an email address - at least the ones I've seen in this thread.

** spoiler omitted **

Oops. Sorry about that.

If that was previously stated, my apologies. I read some posts at work (where I do not add posts myself) then read some more and post after coming home. Sometimes I forget what I have read.

No need to apologise. Feel free to post them here for comments and such from the others, but I ask that you email them to me later before the game starts in a neat document or text document so I can more easily sort through them.


Male Kobold? Unknown

What are the NPC creation rules again? I couldn't find the post.


Kezzin wrote:
What are the NPC creation rules again? I couldn't find the post.

General guidelines are: 13-point buy, preferably NPC-classes, low-power. If you want to create a unique/recurring/remarkable NPC, then you're allowed to go with 15-point buy and preferably a mix of an NPC and base class.

I think that's what I said earlier.


DM Patcher wrote:


I have some houserules to simplify combat with multiple people - particularly group initiative, where, instead of adhering to a rigid initiative schedule, each group acts in turn, the members of each group acting in whatever order they prefer. It works wonders IRL, at the very least.

I've done this in a few other PbP and it works well IMHO. My only issue with it is it hurts people who put character resources into initiative. Two things I've considered doing is having the monsters roll init as a group and the players individually. Anyone who beats the monsters essentially gets and extra action in combat. I.e. players A, B, C, and the monsters roll init. Only player A beats the monsters init, so A can act, then the monsters, then A, B, and C (acting in the order they post), then back and forth from there. In addition to that, or alternately, roll individual init for the players, players can act in the order they post, but if say player A beats players C's initiative then even if player A post after player C he can say, before C does this, I do that.

Also if a player doesn't post within 24 hrs, just take some basic action for them and move on to the next round, I think generally people don't like having others decide their characters actions and it kind of motivates them to post, and it helps keep things from bogging down.


Msosth the Grey wrote:

[

Agreed - I think the 2 witches and 2 wizards should form our own group. Our town will be Arcanium.

Not really here nor there, but I've always wanted to do an all wizard game.


Male Half-elf Cleric 1

As has been said, people will probably drop, making the groups smaller, so let's do this.


Alexei Robertovich Sadron-Kuzne wrote:

As has been said, people will probably drop, making the groups smaller, so let's do this.

Yeah, losing people is an inevitable part of PbP, so I'm inclined to say two larger groups will eventually end up being two smaller groups and ultimately less work than running three groups and then either having to recruit to keep them afloat or trying to do some kind of merger.


Well, it's the morn now, and three people have not reported yet. Everybody wants two groups of six, which we have, so I think stalling this further might be dentrimental.

So if I am not mistaken, these are the groups (there may be errors in the summary of your class/race/alignment):

Group 1 - NG?
Lukan Swane "Swaney" - Korvin (CG Goblin Rogue)
Tirion Jörðhár - Msosth the Grey (NG Kobold Witch)
The Thing from Beyond the Edge shanewilson113@yahoo.com - Alrich (Half-Orc Oracle)
MisterLurch - Kezzin (CG Kobold Wizard)
Tilnar - Irikar (Goblin Inquisitor)
J. Kayne - Falger Ortio (Human Magus)

Group 2 - LG/NG?
Denji - Calavas Orlosky (NG Half-Elf Sorcerer)
Malkovitch - Lyle Brandt (NG Human Rogue)
DukeRuckley - Khalil Jabir (NG Human Fighter)
Lloyd Jackson - Alexei (NG Half-Elf Wizard)
Balodek - Nimeon (LG Half-Elf Paladin)
Mark Thomas 66 - Kalaya (CG Human Witch)

You've suggested locations, group 2 with where Fort Drelev once was, and Group 1 either at the mini-isle to the (technically north-)west west, or the mouth of the mountains far to the (south-)east.

I think we are ready to move to the next part, which is individual topics for each group - before we do this, though, I hope everyone can post a last time to confirm their group. I wouldn't mind also having an official group name for each group.


I forgot to add to Alrich's profile that he is Neutral.

Official Name for the A Team?

Hmmm.


Male Kobold? Unknown

"The A Team." No more need be said. And I DO pity the foo.


Male Keleshite Human Scarred Rager 1

I'm a barbarian and I think Alexei is switching to a cleric build for his character. But those are semantics anyway. The groups look correct to me.

As for a name... I have a hard enough time picking a name for my own character, let alone for a budding new kingdom and a group of adventurers.


I'm cool with the groups.

Group names, hmmmm...
The Celtara Club
The New Celtara Expeditionary Force - I can see Falger suggesting this, oblivious the officious sounding nature is completely at odds withe group makeup. He'll of course strongly want to name the village New Celtara.

For building sites for the A-Team, I might also so suggest the upper peninsula on the three pronged lake, I think it has all the advantages of the second suggested site, but with more space to expand, access to the lake, and possibly easier/alternate access to the northern riverways (depending on the lay of the land in the mountains). Alternately somewhere around the upper part of the two part lake, maybe not quite as defensible, but it's very central and has access or a lot of waterways, easy access to the forest, and it's kind of bumping up against plot stuff since it's near the island, which could be cool in it's own meta way.

Though before we settle on a site for a settlement, I'd be curious to know where the primary Celtaran cities/landmarks were as it might give something to build on top of or a resource to pillage.


Falger Ortio wrote:
Though before we settle on a site for a settlement, I'd be curious to know where the primary Celtaran cities/landmarks were as it might give something to build on top of or a resource to pillage.

Most of the landmarks and remnants of the cities have mysteriously vanished after the big war - whether they're eradicated or simply hidden from view is difficult to say.

Some of the most known cities were, amongst others, the capital city Whitelake; Candlemere Isle, home of the country's university; and Ark'Arumar, the forest city where the Cathedral of Erastil once stood.

I'll update the map eventually of where the locations once may have been, but you aren't the first people to have ventured the Stolen Lands after the disappearance. Many have vanished in their quests for artifacts and ancient architecture as well.

Yes, I am intentionally vague. The reason for this is that the lost cities are very big, and essentially enormous, medium-high levelled dungeons. If you situate yourselves too close to a potential dungeon then you can expect monster attacks that you can't handle.


Male Sootscale Kobold Witch/1

I like the upper peninsula in the Kobold's claw is a very good place. We lose access to forests, but have plains just over the mountains and access to the northern waterways just north of the mountains as well. Also, with water on 3 sides, it should be easily defensible. Furthermore, with the mountains to the north, this is even more defenses once we have the mountains cleared out. Also, I assume we can build a road through the mountains - considering the old roads there, I assume that there was one previously. Then all we need is two bridges and we are reconnected to the north.

For names, I am going with either Msosth City or Msosthberg.

If you don't like these, then how about Schloss Freiheit. A bastion of freedom in the wild lands.

If we are staying with the A theme, we could be Team Awesome.


Male Human Minion 1

Alrighty then Bravo team. We currently have a paladin and hedgewitch, that gives us one healer right now, and a witch with healing hex and spell isn't a bad healer, and two at level two when the paladin gets lay on hands. With a cleric, that will give us two then three healers. Alternately, wizard would give us another arcane caster.

What does the party say? I'm inclined towards cleric, but comfortable with either.

Khalil, what do you think of Uria or Sylavael for the state?

Kalaya:
You and I have some serious support potential. Your Evil Eye and my Inspiring Command makes for great passive aggressive.

@Msosth unless Patcher is changing things, at the north end of the mountains there are a couple of falls on the Sellen river that limit transport.

@Patcher is this still the case?


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:

I like the upper peninsula in the Kobold's claw is a very good place. We lose access to forests, but have plains just over the mountains and access to the northern waterways just north of the mountains as well. Also, with water on 3 sides, it should be easily defensible. Furthermore, with the mountains to the north, this is even more defenses once we have the mountains cleared out. Also, I assume we can build a road through the mountains - considering the old roads there, I assume that there was one previously. Then all we need is two bridges and we are reconnected to the north.

For names, I am going with either Msosth City or Msosthberg.

If you don't like these, then how about Schloss Freiheit. A bastion of freedom in the wild lands.

If we are staying with the A theme, we could be Team Awesome.

I really like where we originally posted ourselves - but we could move closer to the forest. Meta-gaming wise it is really awesome because whatever bad stuff there is, its going to be on the other side of the map. The other guys will have to deal with it first ;) (Just Kidding). Like you said earlier, we have access to all the types of terrain, whereas on the other side we wont have access to the forest. I, for one, do not want to be living in straw mud-huts =P. But let's wait until DM Patcher puts up a map with some more things on it before we decide.

As for names:
Soldiers of Lost Dominion
Guardians of Celtara
Celtaran Protectorate
Or
The Adamantine Team, AKA the "A" Team.


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Male Half-Elf Sorcerer (Wildblooded) 1

@Bravo Team: If you're leaning toward cleric, I say go cleric. As far as names, of the two suggested, Sylavael gets my vote. I'll also get of the fence on alignment and put in for NG, as it fits the majority and covers both of our extremes fairly well. For a group name, hmm...the Sylavael Exploratory Group of Adventurers(SEGA)?


Lloyd Jackson wrote:


@Msosth unless Patcher is changing things, at the north end of the mountains there are a couple of falls on the Sellen river that limit transport.

@Patcher is this still the case?

Yes.

I should also mention, originally these mountains are only 200 ft. tall (!). This is disgraceful, in my opinion, and as such, the mountains are 2000+ ft. tall most places.


Here's an updated map.

I added a couple of names to the map. It's not complete, and can be altered, so if I missed something, or you need other details or names on the map, go ahead and ask.


Male Half-Elf Sorcerer (Wildblooded) 1
DM Patcher wrote:
I should also mention, originally these mountains are only 200 ft. tall (!). This is disgraceful, in my opinion, and as such, the mountains are 2000+ ft. tall most places.

200ft? Does that even geographically qualify as a mountain?

Edit: According to Wikipedia, no, but it does mention that local venacular often overrules common definitions. Even so, 200ft is ~600-700 ft below the general accepted standards! Perhaps they were assuming a general lack of construction and/or activity over 200ft?


Male Sootscale Kobold Witch/1

Ok, for Team A - how about Mystikum for the town since 1/2 of us are arcane casters and 2 others are spontaneous divine casters (sorry rogue man).

Looking at the land and having read a part of the Kingdom Building stuff, how about the little oxbow in the river just below and to the left of the rightmost compass. This gives us access to a river (below the falls), the road is only a few hexes north, we have grassland and hills near us and mountains and forest only a few hexes away. Also, we are 4 hexes from the ruins which makes it a decent distance, but not so far that we cannot go adventure there.

Also, if we were to build in the oxbow, it would essentially give us protection on 3 sides, not perfect protection, but pretty good to start.


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:

Ok, for Team A - how about Mystikum for the town since 1/2 of us are arcane casters and 2 others are spontaneous divine casters (sorry rogue man).

Looking at the land and having read a part of the Kingdom Building stuff, how about the little oxbow in the river just below and to the left of the rightmost compass. This gives us access to a river (below the falls), the road is only a few hexes north, we have grassland and hills near us and mountains and forest only a few hexes away. Also, we are 4 hexes from the ruins which makes it a decent distance, but not so far that we cannot go adventure there.

Also, if we were to build in the oxbow, it would essentially give us protection on 3 sides, not perfect protection, but pretty good to start.

Hmm, that may put us dangerously close to Brevoy?

I thought we were naming the town New Celtara?


Because Korvin pointed out something I forgot, not everybody knows where the Brevan border is.

Here's the map, updated with the borders.


Male Sootscale Kobold Witch/1

Anyplace is fine. It is just that if the B-list team is in the middle, we will have to be going through their land to get to anything on the eastern part of the map. On the positive side, there is a lot more plains in the west. It sounds like they are building in the swamp anyway, so I doubt we would want their land anyway.


Male Goblin Rogue (KM) 1
Msosth the Grey wrote:
Anyplace is fine. It is just that if the B-list team is in the middle, we will have to be going through their land to get to anything on the eastern part of the map. On the positive side, there is a lot more plains in the west. It sounds like they are building in the swamp anyway, so I doubt we would want their land anyway.

I figure that we would divide the lands north and south rather than east and west if we settled in the two areas we first were thinking about. The best area, to me, would be to settle to the far west, where the small forest meets the plains and hills. There is also an old road that leads to that square along with a river that runs through it. As we expand we can shoot to the right of the map and try to put a fortress on the island to solidify our claims.


Male Kobold? Unknown

I like New Celtara.


Male Kobold? Unknown

@ Patcher, how deep is the river over in the west by the small bit of forest and the old road, and where does it lead?


Patcher, is okay if I make a few alterations to my character? I'm a little concerned about his low AC and would like him to be a little hardier, especially given the A Team's makeup.


Falger Ortio wrote:
Patcher, is okay if I make a few alterations to my character? I'm a little concerned about his low AC and would like him to be a little hardier, especially given the A Team's makeup.

Go ahead. Feel free to make any changes you want, so long as your character is finalised when we start actual gameplay.


Male Kobold? Unknown

@ Patcher Have you had a chance to rework those kobold feats?


Kezzin wrote:
@ Patcher Have you had a chance to rework those kobold feats?

Not yet, no. If you could repost them, I'll rewrite them tonight.


Male Kobold? Unknown
DM Patcher wrote:
Kezzin wrote:
@ Patcher Have you had a chance to rework those kobold feats?
Not yet, no. If you could repost them, I'll rewrite them tonight.

No Problem:

Dragonwrought:
You were born a dragonwrought kobold, proof of your race’s innate connection to dragons.
Prerequisites: Kobold, 1st level only.
Benefit: You are a dragonwrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level.

Dragon Wings:
Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.
Prerequisites: Dragonblood subtype, 1st level only.
Benefit: You have wings that aid your jumps, granting a +10 racial bonus on Jump checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. A kobold with the Dragonwrought feat can take this feat at 3rd level.

Improved Dragon Wings:
Your draconic wings now grant you flight.
Prerequisites: Dragonblood subtype, Dragon Wings, 6 HD.
Benefit: You can fly at a speed of 30 feet (average maneuverability). You can’t fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but then you’re fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per dayfl ying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you can only use flight for 1 round at a time without becoming fatigued. When you reach 12 HD, you have enough stamina and prowess to fly for longer periods. You can fly at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running. You can make a dive attack. A dive attack works like a charge, but you must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You can use the run action while flying, provided you fly in a straight line.

Kobold Clan NPCs to follow this evening.


Here you go. Feel free to disagree with how I wrote them, though. I figured a progression would make more sense than "First, you're a dragon, then you get useless wings, then you get wings you can use."

Dragonwrought:

You were born a dragonwrought kobold, proof of your race’s innate connection to dragons.
Prerequisites: Kobold, 1st level only.
Benefit: You are a dragonwrought kobold. Your type changes to humanoid (augmented reptilian). You retain your kobold racial traits. Your scales become tinted with a colour that matches that of your draconic heritage. You gain a +2 racial bonus on saving throws against sleep effects and paralysis effects. Your darkvision improves to 90 ft., and you also gain low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage. (will need to see this table)
Special: This feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level.

Ancestral Wings:

Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.
Prerequisites: Dragonblood subtype, 1st level only.
Benefit: You have wings that aid your jumps, granting a +10 racial bonus on Acrobatics check to jump You can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your manoeuvrability improves, you cannot hover while gliding. You cannot glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. You receive a +4 racial bonus on saving throws against sleep effects and paralysis effects. This replaces the bonus from the Dragonwrought feat. You also gain a +2 racial bonus on saving throws against stun effects.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. A kobold with the Dragonwrought feat can take this feat at 3rd level.

Ancestral Manifestation:

Your draconic heritage manifests fully, and you may at last fly.
Prerequisites: Dragonblood subtype or Dragonwrought, Dragon's Wings, 6 HD.
Benefit: You fully manifest your draconic heritage. Your type changes from humanoid (augmented reptilian) to dragon. As a dragon, you are immune to magical sleep and paralysis effects. Your darkvision improves to 120 ft. You gain a +4 racial bonus on saving throws against stunning effects. You can safely use your wings to fly for a number of minutes per day equal to half your level, rounded down, with a fly speed of 30 ft. (average manoeuvrability). When you reach 12 HD, you can fly without restrictions.


Male Human Rogue 1 (Scout)

I confirm B-Team status and agree with the NG alignment for the party. I'm iffy on the name Sylavael, not wild about it, but I can't think of a better one so I guess it's fine. SEGA just seems silly.
Do the two groups in the Stolen Lands know about each other? or are we just two independent colonies who chose to set up in different places, at the same time?


Male Goblin Rogue (KM) 1

Ok, Team A, lets get this over with by a vote. I'll post suggested locations and names and you just vote for them. The ones with the most votes win. =)

We already decided on Neutral Good.

Location:
1. Little oxbow in the river just below and to the left of the rightmost compass.
2. Upper peninsula in the Kobold's claw.
3. The small island to the far left and bottom of the map.
4. The far left and bottom where the road meets the forest.

Adventuring Group Name (I refuse, in character, to be called the A-team =P):
A. Redeemers of Lost Dominion (AKA Redeemers)
B. Guardians of Celtara
C. Celtaran Protectorate
D. The Celtara Club
E. The New Celtara Expeditionary Force

Write-ins are acceptable. Just posting what was out there, minus the jesting ;)

City Name: New Celtara (I think we had a lot of votes on this)

My Vote:
4A


Male Kobold? Unknown
Korvin wrote:

Ok, Team A, lets get this over with by a vote. I'll post suggested locations and names and you just vote for them. The ones with the most votes win. =)

We already decided on Neutral Good.

Location:
1. Little oxbow in the river just below and to the left of the rightmost compass.

--snip--

What is an oxbow?

Korvin wrote:


2. Upper peninsula in the Kobold's claw.
3. The small island to the far left and bottom of the map.
4. The far left and bottom where the road meets the forest.

Adventuring Group Name (I refuse, in character, to be called the A-team =P):
A. Redeemers of Lost Dominion (AKA Redeemers)
B. Guardians of Celtara
C. Celtaran Protectorate
D. The Celtara Club
E. The New Celtara Expeditionary Force

Write-ins are acceptable. Just posting what was out there, minus the jesting ;)

City Name: New Celtara (I think we had a lot of votes on this)

My Vote:
4A

I like 2 for obvious reasons, but my vote is also 4D. And specifically on the inside of the split between two rivers. That gives us good defense guarded by forest, and two rivers. I would be interested to know where that road and river go.

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