Beyond the World's Edge: A Frontier Campaign (Inactive)

Game Master vayelan

Current Encounter: Ruins in the Sogg

Resources:
The Village of Haven

River Delta Regional Map

Downtime Calendar
Rooms and Buildings Guide
Teams and Organizations Guide


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Silver Crusade

Male Human Commoner (expert) 10

I'd also like to ask a few questions, if I may. What are the character creation rules? The original recruitment post says a 15 pt buy for stats but Mia seems to have a 25 pt build according to her sheet. And it seems elephant in the room is not in effect? Are we using base wealth for a sixth level character? Is item crafting allowed?

Tht aside, if third party is being considered/allowed, are other third party classes also open for consideration?

For instance, the legendary cleric archetype/rework for cleric or any of the path of war or spheres of power classes?


Chyrone wrote:

Hello GM.

Thank you for the information.

I have a few questions.

1) Would the 3PP Dragonrider class still be an option?
2) What budget of belongings are we looking at?
3) Would you allow rolling variant abilities of Aasimar?

1) Yes, the 3pp Dragonrider class is still an option

2) To avoid a terrible imbalance of wealth between the new and old party members, I'm going to set the starting wealth according to the NPC (Heroic) guidelines - thus, at level 6, you would start with 4,650gp. However, to make up for this, I think I am going to be a bit more generous in giving out treasure in the near future.

3) Yes. I am a fan of rolling for Aasimar and Tiefling variant abilities.

Trevor86 wrote:

I'd also like to ask a few questions, if I may. What are the character creation rules? The original recruitment post says a 15 pt buy for stats but Mia seems to have a 25 pt build according to her sheet. And it seems elephant in the room is not in effect? Are we using base wealth for a sixth level character? Is item crafting allowed?

Tht aside, if third party is being considered/allowed, are other third party classes also open for consideration?

For instance, the legendary cleric archetype/rework for cleric or any of the path of war or spheres of power classes?

1) After crunching some numbers, I find myself very confused regarding the point buy as well. I was sifting through the Discussion history to see if I changed the guidelines during the course of the campaign but couldn't find an answer.

Mia and Dargys, do you recall the point buy value you used for character creation?

2) I made a special exception for the Dragonrider 3pp class because it fit the narrative in relation to the party's new dragon ally, Sargon. I would prefer not to open the doors entirely to 3pp material if only to keep things simpler for me to manage. I'm already embarrassed by my potential bungling of the point buy system.

3) Item creation is allowed.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

In honesty, I do not, other than I likely would have used what I believed to be the proper one. I'll modify as needed if I have indeed buggered the point buy value(with apologies of course!). Which is a possibility, I may have gotten the pt buy confused with another games and simply went off memory.


GM,

Am i correct in the assumption the dragonrider would bond with your dragon NPC?

If so, in what manner do you see the two for a bond?
Offscreen?


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6
DM Vayelan wrote:


Mia and Dargys, do you recall the point buy value you used for character creation?

15 point buy according to Hero lab (Old version). I'm also glad this came up, as I realized I had his con listed as a 14 in the sidebar, and 12 in the actual character sheet (Which was correct and what I've rolled for fort saves etc) . SO I think it's possible I made him originally as a 20 pointer for one game, then lowered him to 15 to meet this game's requirement's. I'm not sure mind you, just a theory.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

So…I’ve decided. Given that we will have a dragon rider in the group, it makes the most sense from a thematic point of view to let him have the Draconic spotlight. Having another PC grow claws, wings and breathe fire would take away from the coolness of him and his mount. So I’ll go with Varr. He fits into the story, doesn’t thematically step on anyone’s toes, and offers useful abilities without dominating any one role. So I’ll just tinker with the stats, but will go with this one.

Silver Crusade

Male Human Commoner (expert) 10

Thanks for answering, gm. One question/request, if there has been confusion about the point buy for a while, could we perhaps increase it slightly from 15 to 20, so that it's slightly easier to build a more versatile character?


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@Chyrone - The bond with the dragon can be done offscreen if you would prefer, such as one of the Haven settlers who's gotten close to Sargon since he's been brought to the settlement. I was going to have a time jump of a couple weeks to the next event, so that could also be time enough for a bond to form. If you would like to use your first gameplay post to officiate or finalize such a bond, that is also appropriate.

@Trevor86 - You make an interesting proposal, and I think I'll allow it.

The character creation will be based on a 20 point buy, so Dargys won't have to change his stats and Mia won't have to power down too much. Of course, this means Francoix would have to bump up his stats a little, but I doubt this will be bad news. If an in-game justification is needed, I think the friendly leshys, the ancient ziggurat, and the spirit of the land could be responsible for empowering the new protectors.


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

Glad to have some new blood aboard!


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

ability score changes (if acceptable)
Charisma- 7 down from 8
Strength- 14 down from 15.

As this effects her past rolls the least amount.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Did a lot of tinkering. Ended up as a reliquarian infiltrator inquisitor. Which for all important purposes is a divine version of an occultist. I’ll get a backstory up soon, I’ve got some ideas for it, to include his VMC Oracle.

In essence though…so long as he has his focus items, he is full BaB. D8 HP, inquisitor spellcasting (only transmutation and abjuration schools right now, gains conjuration/healing at lvl7), focus powers, and great face skills (+15 diplomacy and bluff). Still requires reading over one last time to ensure all numbers are right, but he’ll be ready to join the campaign soon.


GM, in regards to the dragon steed's available feats,

Feat description of dragon steeds wrote:

Feats: This is the total number of feats possessed by a dragon steed. Dragon steeds are free to take any feats other than Armor Proficiency, Shield Proficiency and Weapon Proficiency feats. (A dragon is never comfortable wearing any armor beyond its own scaly hide, and its hands are not designed to hold weapons.) Note that dragon steeds must meet all the normal requirements for the feats they select.

Dragon steeds can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, and Weapon Focus. Dragon steeds with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Would you, since dragons are well above 3 int, allow feats that require fly speed?

In particular, Fly-by attack and Hover, like regular dragons have in their bestiary pages.

Silver Crusade

Male Human Commoner (expert) 10

Wanted to drop a note, i'm having some trouble finishing my character. The weekend is very busy as i have an important deadline i have to meet for monday and ill be working for it almost the full of it. I wouldnt mind if i joined slightly later if you would be waiting on me.

That said, i'm also running a bit of a blank on what to make now. I was going for an inquisitor but we now already have one. The melee archer rogue full arcane and full divine roles are or will be all filled with the current intended setup. Not sure what i could add to that. A bard maybe? A second full melee, though I don't know which? Go with second inquisitor anyway and focus on the pets? I guess if you dont have a healer, i could roll a healing/buffing/debuffung shaman and hedge my bets.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Go inquisitor. I traded out nearly every class feature. No judgements. No domain. No discern lies. No track. Spellcasting is only transmutation and Abjuration. Heavy armor and full BaB. He’s an “inquisitor” yes, but if you make an inquisitor then the characters will have little in common mechanically.


@Chyrone - Yes, it seems only fitting that a dragon steed would have access to feats like Fly-By Attack and Hover.

@Trevor86 - A healer or a face would probably be useful. Also, rather than thinking about what's needed mechanically, you could think about what would be fun and appropriate narratively. What kind of settler on the far side of the world would you like to be?


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Did an audit of the character, have the correct starting gold amount. Background is written up...he should be good to go!

Background:

The Stormforge Clan hails from Stoneriver. Given the hold's alliance with Viscount Aristide, it is inevitable for there to be trade. This is complicated by the fact that Stoneriver is hidden in the Fog Peaks, a secret which even the allies of the hold are not privy to. As such, to be a Stoneriver Merchant is to take up a task that is far more perilous than what would be expected in other locals. For a Stoneriver merchant must be able to move alone, without the use of the great caravans so synonymous with the profession.

Varr is one such dwarf, though his reason for entering it was not exactly straight-forward. The Stormforges, as their name might suggest, are a Clan of smiths, and Varr was expected to enter the noble profession. This was not to be though, for none knew that Varr was born with a curse. Malevolent spirits follow him wherever he goes, causing minor mishaps and strange occurrences. While usually this takes the form of unexpected breezes, small objects moving on their own, and faint noises, it made his apprenticeship in the forges nearly unbearable. This came to a head when he was working on an axe with his uncle, and the dwarf came to the realization that Varr cast no shadow. Having spent years with Varr, the craftsman was well aware of how objects would not be placed where he left them when Varr was around, as well as the other strange occurrences. The fact that no shadow was cast simply proved to the elder that Varr was cursed. The apprenticeship came to an immediate end, as it was determined that such a curse might well attach itself to the forge itself. Within the space of a week word had gotten around about his 'condition.' Despite there being no ill-will towards him as a person, nobody wanted his curse to pass on to them. That is, except for one person. Lokri Oretongue, a merchant. The merchants of Stoneriver had ever been an eccentric bunch, for who would want to go 'above ground' of all things? Lokri, taking pity on the young lad, offered to take him in and teach him the craft. An offer that his Clan readily accepted.

For decades Varr learned the trade from Lokri, accompanying the older dwarf as he made his way. It was an apprenticeship which toughened the young dwarf, for the merchants of Stoneriver carried their goods on their back, so that prying eyes might not spot them so readily. He learned how to live off the land, how to follow the stars, and how to defend himself. In all of this, Lokri beat into Varr's head the teachings of Irori. For the merchants of Stoneriver could not accept mistakes. One had to strive for perfection in all things, from covering one's tracks, to haggling a good deal, to defending oneself. A single mistake would ruin years of work for more than just the merchant, and only the teachings of Irori provided the discipline needed to meet such expectations.

It was also in these years that Varr discovered that there are two sides to every coin. Yes, he was cursed, for spirits did follow him wherever he went, and he did not have a shadow. But just as there were malevolent spirits, so too were there ones that were helpful. He learned that when wearing items that were of great importance to the fallen that he could borrow some of their strength. While he was no great warrior himself, he could pass as one when he accepted the good, along with the bad, of his abilities.

As of the present, the elders of Stoneriver decided that the hold needed eyes and ears among the Galtan refugees, lest their secret location be discovered. For this, they needed someone who was willing to live amongst the humans, half-orcs, hobgoblins and the like, away from kith and kin. For this task, Varr volunteered himself. He knew that, despite being born and raised in Stoneriver, most within it's halls were reluctant to welcome him, even amongst his own Clan, though propriety and politeness forced most to deny such a fact. It was his hope that by performing his task, he might further earn the respect of his people. As such, he has set out, determined to make his kin proud.

Appearance and personality:

Varr is not a large man by any means. His arms are strong from a youth spent in the forge and subsequent years of life on the road, but they do not naturally have the strength of a warrior. Likewise, his constitution is that of a man labor, not a raging barbarian. This often gives a misconception for those who think him an easy mark, for with the power of the spirits that surround him, he can swing an axe as well as any soldier.

Of his actual appearance, he goes to great lengths to stay neat and tidy. His hair and beard are always clean and braided, and he takes the time to ensure that his skin, clothes and armor remain free of mud, dirt and debris. This is because, as a merchant, he knows that one's appearance manners. His demeanor matches his looks, for he is careful in his speech, ensuring that he remains appropriate so as to not cause unwarranted offense.

Relics:

Ring of Thorek Bloodaxe
* Transmutation Focus
This ring was worn by Thorek Bloodaxe, a famed dwarven mercenary and giant hunter. While he never spoke of what led to his hatred of giants and their kin, his hatred of them was that of legend, and he took every opportunity to extract vengeance against them. This was, of course, until the one time he was too slow in ducking. His ring was one of the few things left of the ranger.

Amulet of Thron's Deep
* Abjuration Focus
This amulet was found deep in the mines of Thron's Deep. Excavated centuries ago, the mines were eventually abandoned when aberrations were discovered in the dark, and the cost outweighed the profits of maintaining mining operations. This amulet was worn by one of the tunnel fighters who defended the mining operations, and was recovered by brave explorers who ventured into the abandoned shafts in search of lost treasure.

Silver Crusade

Male Human Commoner (expert) 10

All right. I did a lot of thinking and I've finally settled on a bloodrager 1/Cleric x based loosely on Marianne from fire emblem. She will be a teamwork based melee character/healer/buffer with a little bit of diplomacy on the side.

I hope to develop her over the next few days. Please don't wait for me if I'm holding things up; I'll catch up/join slightly later.


@Varr - Looks amazing!

@Trevor86 - Sounds good!


Signing in to let you know i'm still interested.

I've come down with a strong fatigue since monday, leaving me tired the entire day. I'm hoping to get the PC sorted in the weekend.

1d2 ⇒ 1, Claude but not quite Claude.
PC is also loosely based upon a Fire Emblem character.


2 people marked this as a favorite.

Well, I'm a Fire Emblem fan, so I'm cool with drawing inspiration from that wide range of characters.

Silver Crusade

Male Human Commoner (expert) 10

Had a somewhat rough week so my efforts to build the character have been delayed. However, after thinking about it for a while I redid the concept and went for a bard/oracle instead. Much better face with some healing abilities and potentially great knowledge checks later. Also, real Marianne is more of a caster than a knight anyway. Plus, she's very precious and high cha suits her i believe :)

I'll get to it this weekend.


Real Marianne was very shy, only trumped by Bernadetta. :)

She made a decent divine caster or pegasus knight.
I recall good matches were Lorenz and Raphael respectively, who both pulled them out of their shells, according to the epilogue.

Silver Crusade

Male Human Commoner (expert) 10

Shy but very precious :) I think a high charisma character can be shy if they're cute or attractive enough, for instance. What matters is that people are more likely to like her/be agreeable to her.

I admit i havent played 3h in a while. I remember building her up as a caster first and a holy knight eventually. The holy knight would be more fitting for the earlier concept. However, really thinking about it, i have too many active clerics/oracles/shamans and wanted to try something slightly different, so ill focus on the caster side more and go bard.


GM,

Would you be open, through that crafting system, to durable arrows of special material? (cold iron, alchemical silver)

The PC would achieve 25 with the take 10 method.

Also, while i'm working on the skills of your dragon, i think i read they (he/she?) were rather sheltered, so i'm ignoring some skills like intimidate.
Were they studied in a particular knowledge field?


Chyrone wrote:

GM,

Would you be open, through that crafting system, to durable arrows of special material? (cold iron, alchemical silver)

The PC would achieve 25 with the take 10 method.

Also, while i'm working on the skills of your dragon, i think i read they (he/she?) were rather sheltered, so i'm ignoring some skills like intimidate.
Were they studied in a particular knowledge field?

I would be open to crafting items from special materials, but securing a reliable source for said materials could be a challenge in itself. It might call for some manner of mercantile or diplomatic mission.

The dragon, Sargon (masculine pronouns are acceptable), has spent almost his entire life, thus far, studying tablets and artifacts left behind by the ancient Kaskkari, as well as newer scrolls and books collected from Kelesh by Barthazar, the blue dragon claiming to be Sargon's father.

In terms of Knowledge skills, he would definitely have History, as well as perhaps Religion, Geography, and Engineering. Linguistics would also be very likely, and I'd say that he's learned at least one Perform skill from study.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

I was curious, if we wanted to have Sargon approach Mia perhaps with the knowledge of a ritual of bonding? One that could tap into the same place that we need to go/find for the artifacts? I think that might be a cool thing.


GM wrote:
I would be open to crafting items from special materials, but securing a reliable source for said materials could be a challenge in itself. It might call for some manner of mercantile or diplomatic mission.

Sounds like a fun challenge.

So for the moment, durable mundane arrows aren't a problem, if i craft a supply? I was thinking of 50 durable regular and 50 durable blunt arrows.

Lastly, i think,
Is it ok for the PC, during the year prior to moving the settlement, to have crafted 1 item of unusual material, courtesy of 1 special favor from the (nobility) father who can't acknowledge his illegitimate child?

It concerns having crafted a bow from Liquid Glass, Archive of Nethys special materials, which grants +1 dmg to a weapon if it is not broken. It would be worked into their background.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Varr has a liquid glass dwarven waraxe as well. My absolute favorite material. +1 damage and repairs itself!


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Chyrone wrote:

Lastly, i think,

Is it ok for the PC, during the year prior to moving the settlement, to have crafted 1 item of unusual material, courtesy of 1 special favor from the (nobility) father who can't acknowledge his illegitimate child?

It concerns having crafted a bow from Liquid Glass, Archive of Nethys special materials, which grants +1 dmg to a weapon if it is not broken. It would be worked into their background.

That would be okay.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

When would you like Varr to arrive?

Silver Crusade

Male Human Commoner (expert) 10

Dropping by to note that I'm still working on my character. Somehow, I keep running to design hell for the mechanical side. I think i finally have it done, though, as a life oracle 1/thundercaller + arcane healer bard 5. The only thing it lacks is condition removal as the restoration line is not on the bard list. I was surprised to find druids did not get it, but since we have an inquisitor, perhaps sir Varr could help us out there.

The alternative melee build shifted to bloodrager 1/life oracle 1/evangelist cleric 4. That line is also fun to play and has similar great healing and buffing, but gets higher level spells very late.

Sigh. Perhaps not entirely done, then.


My greatest hurdle had been ability scores and bio.
They're about done, but i've still a little over 1500gp to spend.


Varr Stormforge wrote:
When would you like Varr to arrive?

As part of my plan for Aristide to pass the torch of leadership to the party, I was thinking that the new characters could be introduced as the current characters look to recruit residents of Haven to help them with the task of rulership.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)
Trevor86 wrote:

Dropping by to note that I'm still working on my character. Somehow, I keep running to design hell for the mechanical side. I think i finally have it done, though, as a life oracle 1/thundercaller + arcane healer bard 5. The only thing it lacks is condition removal as the restoration line is not on the bard list. I was surprised to find druids did not get it, but since we have an inquisitor, perhaps sir Varr could help us out there.

The alternative melee build shifted to bloodrager 1/life oracle 1/evangelist cleric 4. That line is also fun to play and has similar great healing and buffing, but gets higher level spells very late.

Sigh. Perhaps not entirely done, then.

Varr has no Conjuration spells (healing, status removal) until next level. So until then, he really can’t help. Getting full BaB made him a much weaker caster.

Out of curiosity, why the life oracle dip?

—-

Also good to know on starting. I’ll sit tight!


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia is going to have to get over the shock of it all, she likely won't look towards leadership stuff until after she does the rituals and the like. ATM she is pretending Aristide did not just offer them to actually lead the town. At least until she calms her nerves haha.

However, this does bring up a question-
past NPCs, are we assuming they are, mostly, fading back into the populace as retirees, or sticking around? Or a mix of both as needed?

And, are we using the kingdom rules as they are, or an approximation of them?


Past NPCs will be available as potential recruits for leadership roles that the party does not fill themselves. After that, they will retire to the general populace.

We will be using the kingdom rules close to how they are written, although there will be some variations. For instance, I'm going to institute discounts on constructing certain buildings to account for the work that has already been done. Your initial treasury will also be determined by the patron you side with in upcoming encounters.

A Keleshite expedition will soon arrive and offer to invest in Haven in exchange for nominal fealty as a client state. Alternatively, you can use one of the magic items Sargon has stashed away to contact Barthazar, and the blue dragon can be persuaded to invest in Haven, since he assumes that it will benefit his aims in the long run.

Lastly, if you want to simply remain entirely independent, you can choose to start with a much smaller treasury provided by Viscount Aristide's remaining funds.

Silver Crusade

Male Human Commoner (expert) 10

Okay, finally done on the backstory and the stats.

I wanted to ask a few things regarding kingdom rules and charisma, as a prospective face character:

-Does the circlet of persuasion help to increase kingdom charisma rolls for the ruler or diplomat roll?

-Do flavor traits like charming add anything to this? (by RAW they don't).

-The recruitment thread said uncommon races are not allowed. What does that mean? Limited to core + featured? (I will probably be a human or half-elf but wondering about other options available).


Trevor86 wrote:

Okay, finally done on the backstory and the stats.

I wanted to ask a few things regarding kingdom rules and charisma, as a prospective face character:

-Does the circlet of persuasion help to increase kingdom charisma rolls for the ruler or diplomat roll?

-Do flavor traits like charming add anything to this? (by RAW they don't).

-The recruitment thread said uncommon races are not allowed. What does that mean? Limited to core + featured? (I will probably be a human or half-elf but wondering about other options available).

- Yes, the bonus provided by a Circlet of Persuasion would help when making Charisma-based kingdom rolls. This also applies to other kingdom rolls and items that boost their pertinent stats.

- I don't believe there are any traits that affect kingdom management, since kingdom checks are tied to your land's Stability, Economy, and Loyalty statistics, which are distinct from your characters' ability scores or skill modifiers.

- Yes, that restriction means that races categorized as Core or Featured (according to the Advanced Race Guide) are allowed, while those categorized as Uncommon are not. However, I am also willing to allow Locathah as an option owing to the friendly relations that the party and Haven have established with their nearby community.


Francoix Delacouis wrote:

"None of us are not super charming?"

He said with a chuckle shaking his head. That wasnt exactly true. But he wasnt much for leading folk.

"This certainly requires discussion, and no doubt a long one. Let's head to the inn. I will corral up some drinks and we can figure this all out. Im Sure Noemie wont mind the company. I had planned on trying to cycle through the new folk, getting a feel for them and maybe helping them settle in, but that can wait i guess. Perhaps Noemie would be able to get a list of names and professions and the like while we talk."

Speaking of charming...

Francoix, I mentioned a few posts above that we were switching the ability score buy from 15 points to 20 points. Did you already increase your stats? If you increase your Charisma from 13 to 14 (thus increasing your modifier from +1 to +2), you might be a good contender for Ruler.

I could certainly imagine Noemie nudging him in that direction...


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Ah, so that's what is needed for a ruler?

Charisma shenanigans:

* Race: Human (Bonus Feat: Noble Scion of War - Cha replaces Dex for Initiative)
* Class: Lore Oracle with sidestep mystery (Cha replaces Dex for AC, CMD and Ref) with songbound curse (can only speak via song)
* Stats: Str (10) Dex (10) Con (14) Int (14) Wis (10) Cha (16 + 2 race + 2 lvls + 4 headband = 24)
* Feats: Lvl 1: Way of the Shooting Star (Cha for hit and damage) Lvl 3: point blank shot (tax) Lvl 5: Weapon Focus starknife (+1 hit) lvl 7: startoss style (+2 damage) lvl 9: startoss comet (+2 damage)

Cha 24. Used for initiative, AC, ref, cmd, to-hit, damage, spells and face skills. In addition gain +1 hit and +4 damage with the starknife.

So in combat...with fate's favored and divine favor...+6 (bab) + 2 (enchantment) + 4 (divine favor) + 1 (weapon focus) + 7 (cha) = +20 hit.

Damage: 1d4 (base) + 7 (cha) + 2 (enchantment) + 4 (divine favor) + 4 (startoss) = 1d4+17.

And with that, you have the very best ruler that a kingdom could ever hope for! As good in close combat as a fighter, a full caster, and stupidly high AC. The only problem is that even the character sheet smells like cheese.

I...I'll see myself out.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Francoix definitely wouldn't strike me as one to rule, but I could see the story arc where he begrudgingly accepts, then complains constantly about all the work. It may fit him haha.

Silver Crusade

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Male Human Commoner (expert) 10

It could be worse, Varr. You can wear a circlet of persuasion with that build and realise it now increases your initiative, as that is now a charisma ability check :') Though, I believe the startoss style requires very high dex for the later feats.


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

I had not yet updated my sheet thank you for the reminder. Its been... well I've no excuse just the depression has robbed most of my drive. will get it fixed up tomorrow!


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8
Mia Ravenlock wrote:
Francoix definitely wouldn't strike me as one to rule, but I could see the story arc where he begrudgingly accepts, then complains constantly about all the work. It may fit him haha.

Oh indeed and that is pretty much i would do it too *lawls*


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Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6
Varr Stormforge wrote:

Ah, so that's what is needed for a ruler?

** spoiler omitted **

That would be a flagrant abuse of the system.....

*takes notes* :D


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

I see that in addition to Axxa the hobgoblin hunter, we have 2 as yet unnamed Fishers, and 2 as yet unnamed herders.

DM For the herders, what's the most likely animal to be among the herds? For some reason I'm thinking goats but I'm not sure which herd animal would be fest for the terrain/climate we're in?

Silver Crusade

Male Human Commoner (expert) 10

Dropping by again. I've been unable to fully finish the concept for around two weeks now which I should probably take as a sign that I might not have the time at the moment to commit to this campaign after all :(

It's partly due to some RL issues, partly due to two inactive campaigns suddenly becoming active again, and I feel like I should prioritise those over new ones.

If you'll have me, I could linger around here and see how things develop, perhaps let you know if time frees up and jump in at a later date. The campaign does sound very interesting, still.


@Trevor86 - Understandable. Thank you for your effort. We'll keep a spot open for you in the future in case you are able to jump in later.

@Dargys - On the "Village of Haven" spreadsheet link, the "General Stats" tab actually documents the animals brought along with the caravan. Besides horses belonging to Aristide's coterie and the party, there are the 48 oxen that pulled the wagons, 4 donkeys, 8 goats, 4 sheep, and the 8 pigs belonging to the orc-kin.


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

AH, thank you. I should have looked about more diligently


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13
Aristide wrote:


Aristide also explains that he did not ask Sargon to pilfer any of his "father's" treasure, lest Haven incur the older dragon's wrath.

Looks at relics the party took

About that.... lol.

Also, I'm guessing the artifacts will take more than a simple RP post to boost up, I'm guessing a mini quest of sorts?

Since Mia isn't there, she can't answer, but just to remind people, we took a bunch of things, and made it seem like the goblins and ogres finally got the courage to raid the lair as it were.

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