Homebrew - The Fortress of Kotelia


Recruitment

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History of Kotelia

You are just about to muster out of your mandatory military service, having spent 5 years in the military in Kotelia, you will now have to actually make a living in the Fortress City...

Rules :

1) No core races (Races from the ARG are allowed as long as they aren't human, dwarf, gnome, halfling, or elf, half-races not allowed unless they are half-drow/half-elf or something). Fashtali (see below) are also an option. No races with a Racial Build Point greater than 20 are allowed, unless you're willing to give up character levels.

2) We will be using the 'monsters as PCs' rules from the Pathfinder Bestiary, so you lose your CR from your character levels (see the rules).

3) Starting Level 3

4) Starting Equipment : RANDOM DURING GAME START. This is because most expensive equipment is maintained by the Military, and in general grunts aren't paid anything (that would be your characters). However, it's traditional for families to dig up a family heirloom that is sent off with a child who enters the Military at puberty. This migth result in a Mage having a +1 full plate or a Fighter a spell book of plenty, if they happened to have a family that didn't have anything else. Players are encouraged to RP out either trading items or trying to trade them with others in the city. For anything done while still in the military, you'll have assigned equipment.

5) Classes : All Pathfinder classes are allowed. No 3rd party classes. No 3rd party content.

6) Guns : Guns exist, using the custom rules below. Most guns in Kotelia are at the black powder stage. There are a very small number of cap and ball that have been recovered over the years from the Winged Traders (A race of winged folk who have advanced gunsmithing).

7) Stats : You pick one set of stats from those to follow in the second post.

8) House Rules : We will be using house rules 2, 3, 6, and 8 from the house rules document below.

9) Background Skills will be in effect

10) 2 Traits (No campaign traits). You may re-fluff the wording of traits to make more sense in the campaign world, but can't change the mechanical effects. You may take 1 drawback to gain 1 trait. You cannot take more than 1 trait from any single category (unless you use the Feat to gain 2 traits, those do not count against a limit). If you intend to trade a feat for 2 traits, you must do so at 1st level.

11) Alignment. You must be non-chaotic. You may be LG, NG, LN, NN, or LE. You cannot be Chaotic or NE. The city is very lawful, and very organized. Yes, this means that the only barbarian you can be is one that doesn't require chaotic alignment. Monks are very much loved in the city, as are Paladins (See the Paladin Codes below).

12) I have 3 potential players already from a game that went bust, so I'll only be taking 2 or 3 people. As such, I'm going with a very short recruitment period. You have until Saturday the 22nd. I'll be going with 5-6 players, so if any of my existing players decide not to go, I'll open their slot to others.

Gods

Fashtali Race (Catfolk)

Firearms Rewrite

House Rules

Paladin Codes


Array 1
Stat: 4d6 ⇒ (6, 5, 6, 1) = 18 - 17
Stat: 4d6 ⇒ (5, 6, 2, 3) = 16 - 14
Stat: 4d6 ⇒ (5, 5, 1, 6) = 17 - 16
Stat: 4d6 ⇒ (2, 2, 5, 5) = 14 - 12
Stat: 4d6 ⇒ (2, 5, 1, 5) = 13 - 12
Stat: 4d6 ⇒ (5, 2, 4, 2) = 13 - 11

Array 2
Stat: 4d6 ⇒ (2, 2, 6, 1) = 11 - 10
Stat: 4d6 ⇒ (5, 3, 4, 1) = 13 - 12
Stat: 4d6 ⇒ (1, 2, 5, 2) = 10 - 9
Stat: 4d6 ⇒ (2, 6, 1, 3) = 12 - 11
Stat: 4d6 ⇒ (6, 4, 2, 1) = 13 - 12
Stat: 4d6 ⇒ (6, 2, 3, 3) = 14 - 12

Array 3
Stat: 4d6 ⇒ (2, 6, 4, 1) = 13 - 12
Stat: 4d6 ⇒ (3, 1, 3, 4) = 11 - 10
Stat: 4d6 ⇒ (1, 4, 2, 4) = 11 - 10
Stat: 4d6 ⇒ (4, 3, 4, 1) = 12 - 11
Stat: 4d6 ⇒ (4, 4, 5, 2) = 15 - 13
Stat: 4d6 ⇒ (6, 1, 3, 4) = 14 - 13

I assume everyone will want to use array 1...


Hmmmm. Will you allow race builder?
Otherwise. Looking at your custom race catfolk =^^=


Would prefer already defined races. Only thing I'd probably allow the RB for would be if someone wanted to mash up a half-drow/half-orc or something along those lines (and it would need to be basically balancing out the halves using the race points).


Dotting! Another MDT game so, yeah, I will always dot and probably get something going :) Especially with a "no core races" policy!


Is this a sandbox kind of game or is it more like an AP (i.e. on the rails)?


Dotting. This sounds promising. I'm thinking a LN Hobgoblin Alchemist. Hoping to have time to make the built and background.


More like a road in the desert. I have a plot and plan, but if you insist on going off into the desert to look for a new oasis, I can handle that as long as you realize you might run out of water in the sandbox. :)


Looking at some race examples, do you want to give us a list of what type of level adjustments we'd have for certain races? I'd love the chance to play something really weird or exotic, but I don't want anything that goes beyond what you'd like to see. :)


It's easier to look at the bestiary entries for them.

Noble Drow is a +1 CR creature, meaning a level 1 is a CR 1. So a Noble Drow would lose 1 level for all time per the rules (1 / 2 = 0.5 = 1 rounded up). Meaning at level 20, you'd have 19 class levels.

A Centaur is a CR 3 creature, meaning you'd start out as a Centaur with no class levels (but with 4 racial hit dice). Over time, you'd be allowed to get back 1 of those 3 levels as a class level, but at level 20, you'd have 18 class levels (and 4 racial hit dice).

A Gargoyle is a CR 4 creature, meaning you can't start out as a Gargoyle.

An Ogre is a CR 3 creature, and you'd start out like the Centaur, with no class levels and 4 racial hit die.

A Trox, like a Noble Drow, is a +1 CR creature, and would lose one level permanently (You'd start as a 2 level character and always be behind by 1).

Anything that adds a +1 to your CR reduces your starting level by 1 (Like applying the half-dragon template for example).

Does that help? Any race that doesn't have a CR modification (or racial hit dice) is just that race and starts at level 3.


It does help, my friend! Thanks. I look forward to bringing some cool/crazy stuff for your review, if you allow me to :)

The Exchange

If we start as a monster, how bout the monster starting stats and feats?

Do we gain feats as per level advancement?


Always dot for Kittiface.


Dot sorry


If you start as a monster, you get all the feats you'd get based on racial hit dice. For stats, you'd pick one of the stat arrays, as normal, and apply the racial modifiers (subtract 10 or 11 from the state depending on if it's even or odd, and that's the modifiers).


Dotting for interest. I have a Nixie who may be good here. I also have a Flumph and a Caryatid Column set as well.


Reading over everything, it's looking like it's been around 900 years since the first horde was pushed back, yeah? The numbers started getting confusing at a point (is each age a millenia? If so, it's been longer).

Currently thinking half-dragon Paladin of Sobet.


For now, i think i may go Ogre. fighter eventually :P


mdt wrote:
If you start as a monster, you get all the feats you'd get based on racial hit dice. For stats, you'd pick one of the stat arrays, as normal, and apply the racial modifiers (subtract 10 or 11 from the state depending on if it's even or odd, and that's the modifiers).

I'm not sure I quite understand this one, if I take as an example Devilbound creature with a bearded devil I add +2 to all the physical stats so in stat array it looks like: 19, 16, 18, 12, 12, 11 without standard race. Does that then mean the modifier for the 3 physical is +4, +3, +4 like we would normally count it or does it work differently?

I just like to make sure I don't missunderstand something before I start brainstorming :)

Edit: Never mind read through it again and now I see my own mistake, you meant a minotaur as an example has 19 str so taking 11 away and I get a +8 str bonus on it.


Presenting my Ogre Build

Ogre:

Unnamed Hero
Ogre (Pathfinder RPG Bestiary 220)
NG Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
hp 46 (4d8+24)
Fort +9, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 40 ft.
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 28, Dex 10, Con 21, Int 8, Wis 14, Cha 8
Base Atk +3; CMB +13; CMD 23
Feats Iron Will, Toughness
Traits artisan, surprise weapon
Skills Acrobatics +0 (+4 to jump), Climb +14, Craft (Beer) +3, Perception +7, Profession (brewer) +6
Languages Giant
Other Gear 1 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


Are we stuck with the feats the race gives or can we change?


Seth86 I think you have just 1 to many in the in Str as I read the orge he has 21 str - 11 (odd number) so you only add +10 to the 17 :)

Not that it's game breaking it's just my little OCD with numbers :p


Thanks. i simply took the 21 and added the 7 from the 17


@Hotaru - Yes, each Age is 1000 years long. The story picks up in the second century of one Age (Year 179) and ends in the next age (Year 479) so it's been 1300 of history in the document.

Just so everyone is on the same page :

Noble Elves/Noble Drows : Average Lifespan 2500 years
Elves/Drow : Average Lifespan 250 years
Dwarves/Duerger : Average Lifespan 200 years
Goblins/Kobolds/Hobgoblins/Orcs : Average Lifespan 80 years

The current Primus is the Elven Princess from the destroyed elven forests, and she's been alive for about 2000 years.

@Alluria - Correct on the edit, 19 STR -11 = 8, so +8 Str Modifier. If you put a 14 in the Str, your final Str would be 14+8=22.

@Seth86 - You are not stuck with the feats for the race, you choose your feats normally. Same thing with skills. Alluria was correct, calculate your racial mods and then add them to whatever stat you put in.


Hmmm... unfortunately, griffons are CR 4, so just out of reach. And a griffon with the young template wouldn't really make sense for mustering *out* of the army.

Also, I'm guessing you'd prefer PC's with hands.


Whelp, there goes my unicorn or pegasus...


Will fix, also change my feats. 2 headed ogre!!! yosh!

Ogre:

Unnamed Hero
Ogre (Pathfinder RPG Bestiary 220)
NG Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
hp 42 (4d8+20)
Fort +9, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 27, Dex 10, Con 20, Int 8, Wis 14, Cha 7
Base Atk +3; CMB +12; CMD 22
Feats Quick At Hand, Vestigial Head
Traits artisan, surprise weapon
Skills Acrobatics +0 (+4 to jump), Climb +13, Craft (Beer) +3, Perception +7, Profession (brewer) +6
Languages Giant
Other Gear 1 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Quick at Hand When enraged, ogres tend to grab the closest heavy objects and bring them to bear.

Prerequisite: Ogre.

Benefit: You may use any item as an improvised melee or ranged weapon without penalty.
Vestigial Head 25% Chance Will save effect targets vestigial head, sickening you instead.


About that random loot, does that also mean we don't have items gained by virtue of our class, such as a Bonded Object or a wizard's spellbook?


Will not enforce a hard rule that you have to have hands, but as someone who's played an awakened lynx, I can tell you that not having hands is very very hard in game.

I will, I think, limit it to one PC without opposable thumbs. :)

@Burnscar - No, anything you get as being part of a class you get. So wizards get bonded objects and spellbooks, gunslingers get their starting gun, etc.


Almost forgot : For HP, you may either take average (Max for first class hit die), or you may roll. You can't mix and match. Note that racial hit dice are average/roll for all (no max for first level).

The Exchange

R2D2:

LN Tiny outsider (extraplanar, inevitable, lawful), 1 Life Oracle
Init +5; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +5

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 29 (2d10+6+1d8+5); regeneration 2 (chaotic)
Fort +6, Ref +3, Will +4
Defensive Abilities constant vigilance, constructed; SR 13

OFFENSE
Speed 20 ft., fly 50 ft. (average)
Melee short sword +7 (1d3+3/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks electrical burst
Spell-Like Abilities (CL 2nd; concentration +4)

Constant—detect chaos
3/day—command (DC 13), make whole, protection from chaos
1/week—commune (CL 12th, 6 questions)

. . At will— Create Water, Light, Guidance, Detect Magic, Mage Hand, Ghost Sound
Lv 1 spells known (4/day): Magic Weapon, CLW, Remove Fear, Bless,

STATISTICS
Str 17, Dex 17, Con 18, Int 12, Wis 12, Cha 13
Base Atk +2; CMB +6; CMD 16
Feats Flyby Attack, Endurance, Diehard
Skills Diplomacy +8, Fly +12, Knowledge (planes) +6, Perception +8, Sense Motive +8, Stealth +16, Disable Device +6(-4 due to lack of tools), Spellcraft +6, Survival +8
Languages truespeech
SQ locate inevitable
Curse : Haunted
Traits : Paragon of Speed, Trapfinder

Revelation: Life Link
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

SPECIAL ABILITIES
Constant Vigilance (Su)

An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.

Electrical Burst (Ex)

An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.

Locate Inevitable (Su)

An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.

Can't rearrange the stats right?


There we go, it's quickly done but I think I got everything ok.

Alchemist/Hobgoblin:

Rokas Nepavyk
Hobgoblin
LN Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft., Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 dex)
hp 26 (3d8+9)
Fort +6, Ref +7, Will +2
--------------------
Offense
--------------------
Bombs: +7 (Ranged Touch), 2d6+3 (Splash 5, DC14), Range 20 ft
Speed 30 ft.
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 16, Int 17, Wis 12, Cha 11
Base Atk +2; CMB +3; CMD 17
Feats: Point Blank Shot, Precise Shot
Bonus Feats: Brew Potion, Throw Anything
Traits: Reactionary, Mathematical Prodigy
Skills: Acrobatics +4, Climb +1, Disable Device +10, Heal +7, Knowledge Arcana +10, Knowledge Nature +9, Perception +7, Spellcraft +9, Use Magic Device +6
Background Skills: Craft Alchemy +11, Knowledge Engineering +12
Languages: Common, Draconic, Dwarven, Goblin, Orc
Gear
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Engineer (Replace Sneaky): Hobgoblin engineers tinker endlessly with fire, explosives, and the engines of war. Hobgoblins with this racial trait gain a +2 racial bonus on Craft (alchemy) and Knowledge (engineering) checks.

Now, I have a few questions.

If I understood correctly your house rule about weapons profiencies.
We get Imp. Unarmed Strike and Simple Weapon Profiency no matter our class. Then, in my case, I pick 2 weapons group? I could select Bows and Thrown Weapons to add to my feats?


mdt wrote:

Will not enforce a hard rule that you have to have hands, but as someone who's played an awakened lynx, I can tell you that not having hands is very very hard in game.

Oh, but the challenge is part of the fun! :) One of my favorite characters was a shape-shifting housecat, and I've also played a griffon and a couple of awakened animals.

Speaking of which, are awakened animals on the table?


@Just a Mort - Not quite sure what you're asking. If you're asking if you can rearrange the stat array, yes, you put the values wherever you want. If I'd wanted fixed stats, I'd have put in STR/DEX/CON/Etc for the dice rolls.

Also, my apologies, I should have posted this earlier. But no outsiders. Outsider (Native) is ok, but Outsider (Planar creatures) are out. Again, my apologies.

@Rannik - Not quite. You get the Unarmed Weapon Group as a proficiency (which means you are proficient with fists, brass knuckles, gauntlets, etc). You still have to take a feat for Imp Unarmed Strike or get it from a class. But, you are correct that you get simple weapons no matter what. So yes, you could select Weapon Prof (Bows) and Weapon Prof (Thrown Weapons) and you'd be proficient with Unarmed Strikes (but not have IUS), all Simple weapons, All non-exotic Bows, and all non-exotic thrown weapons.

@Almonihah - They are, but, they'd be one of the few types of creatures that face actual discrimination in the city.


I was looking at races, and found the "Alseid". It is a third party race that is kinda like an elf-deer centaur. It has no Hit Dice, and looks to be around 14 RP if one were to build it. This interested me, and I would love to put one up but I don't want to expend more effort before getting a solid yes.

Link

RP Explanation:
Monstrous Humanoid (3)
Medium (0)
30 ft Spd (0)
Standard Stats (0)
Standard Languages (0)
Quadruped (2 RP)
Fast (1 RP)
Weapon Familiarity (1 RP)
Alseid Magic (2 RP?)
Woodfriend (1 RP? Terrain Stride?)
Skilled (Skill Bonus x2 4 RP)


@ScorchedOne - I'd allow it, but it would be a drow-deer centaur, due to there being no (or only a handful) of elves in the area. Also, since it's medium sized, but a taur, it should operate like a centaur and use small weapons, not medium weapons.


That would be totally fine by me, I just liked the idea of a playable centaur-like race minus the racial hit die. Class features are fun. Hit dice are not. I'll get to work, then.


Note I edited the response, and will repeat it here so it doesn't get missed. Since it's medium sized, but a taur, it should operate like a centaur and use small weapons, not medium weapons.


mdt wrote:

@Almonihah - They are, but, they'd be one of the few types of creatures that face actual discrimination in the city.

Interesting... due to the fact that someone had to awaken them? Apologies if the answer is in one of your links, I can't get to Google Drive until later this evening.

Current ideas I'm playing with:

-Giant Eagle. As much as I'd like to play this, though, I can't think of a good reason for a large aerial predator to stay in a city...

-Faerie Dragon. Because tiny sorcerers are terrifying. Also, mischief.

-Pseudodragon. Not quite sure what I'd do with it, though. Maybe rogue?

-Awakened wolf druid or awakened eagle sorcerer. I've played both before, but in both cases only for ~2-3 sessions. I'd love to play them again. Might do an awakened raven instead of an awakened eagle.


@Almonihah - Yes, that's the main issue. They were awakened via magic. They didn't have a real choice in the matter, and they don't think like other people in the city. They also don't react like others, and tend to be chaotic, and the city has a big problem with chaotic.

Faerie Dragons are very rare in the city, due to their chaotic nature. Yes there are exceptions, but generally, the whole race is chaotic and even if the FD in question isn't chaotic, people judge on appearances...

Pseudodragons would not have that problem, as they are generally perceived to be NG, and good dragons have a presence in the city (including at least one on the council). Of the ones you listed, the one having the least trouble being accepted would be the Pseudodragon.

As to what to do with it, some things I can think of :

Healer (Cleric, Paladin, Inquisitor, Warpriest) : A tiny creature with the ability to fly could be an excellent healer and scout, able to get around and touch people (including with it's tail!).

Trouble Shooter (Rogue, Investigator) : Someone who's super smart and specializes in solving problems and tactics.

Combat Monster (Summoner) : A tiny caster who summons a big monster to do his bidding... Or a 'human' to scare the bejesus out of all the creatures around the city...


Just a note, if anyone wants to play a Summoner, let me know, as I prefer using my home-brew version (it's slightly less easy to break, with only minimal changes).


Sounds like I need to decide if I want to play a creature that will be discriminated against or not. Sometimes, it can be an interesting role-playing opportunity. Other times, it's just a huge headache. I'll have to mull it over. The pseudodragon is a strong contender, though... hmmm...

Oh, if all Paizo classes are allowed, does that include Unchained classes? A pseudodragon Unchained Rogue would actually have fairly significant combat potential in addition to the obvious sneaky-tricky capabilities a tiny, dexterous flyer has.


Yes, unchained versions are fine.


Forgot to ask, the history is heavy on siege against the city. Would it be usefull to look into siege weapon profiency feats and how would those fit with your weapons group?


Pseudodragons are super fun. Got the opportunity to play them recently in PFS. Could be the former familiar who decided that he didn't want to be a familiar any longer.

Working on my character.


I was actually thinking to make a summoner as one of my ideas. I like to play a 2/3 caster of some kind


@Rannik - Siege Weapons would be a separate group. How useful they'll be will depend on what people do in game. If you build one to attack someone, they'll be very useful. If you don't, they won't. :)

@Alluria - I'll dig up the changes and post it shortly.

EDIT : Can't find the text file, and PathfinderDB is gone (where I used to list it). But here it is : thread on it


Do the Eidolon use the table in APG/Unchained?


This is my basic submission. I'll work on a story for him in a bit, and will actually build if selected.


Yes, Eidolon uses the normal table.

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