@DM Bloodgargler: I meant magic weapons. The fact is much like gunslinger with firearms (they are actualy inferior to bows mechanically speaking btw) the Aldori Swordlord Archetype is tied to the Aldori Duelling Sword but that is not as common as a magic longsword so I was concerned.
That said hitting things shouldn't be a problem for Rogar although he won't put up an incredible damage output due to moderate strength, I have to decide how to build him, I don't know if going with a full finess fighter built is going to be effective (basically disarm, feint and the like are probably not going to be as effective as power attack, cleave, etc but those fit Rogar's archetype better I think)
Here is a list of some traits I was looking at.
Carefully Hidden (Human) (Adopted Trait so I qualify)
Your life as a member of an unpopular ethnic (granted I am a different race, but I think flavor wise it works.) group has given you an uncanny knack for avoiding detection.
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Also I think Corpse Hunter (+1 attack vs undead) would make sense given her religious background.
Or maybe reactionary (+2 initiative) from her training.
I am open to suggestions though.
|Ta'de-win of the Gale|
I actually explored native american names for it. It's supposed to mean 'Maiden of the Wind' in the Omaha tribe.
@Ta'-De-Win:Some suggestions (feel free to ignore, just some possible good ideas fitting your background and class, Great work, btw):
Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Eyes of the Wild (The Green Faith)
You spend enough time in the wilderness that you are attuned to its ways.
Benefit: You gain a +2 trait bonus on Perception checks in natural settings.
Know the Land (The Green Faith)
Your have a deep familiarity with the plants and animals of a variety of environments.
Benefit: You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills becomes a class skill for you.
One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Highlander (hills or mountains)
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands.
Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Log Roller (forest)
The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.
Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.
@Alice Morell: here's some suggestions for you too (as above feel free to discharge if you dislike them)
Superstitious Ward (Regional-Ustalav)
You’re not frightened of the old wives’ tales of vampires and ghosts, and though you try to avoid the undead, you’ve learned how to deal with them.
Benefit: You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.
Undead Slayer (Pharasma)
Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged.
Benefit: You gain a +1 trait bonus on weapon damage against undead.
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
|Ta'de-win of the Gale|
I like Eyes of the Wild, both mechanically and in flavor, though I'd likely call it Ears of the Wild since it's more hearing the spirits around me. I could also see Highlander, there are some hills/mountains in that area (plus the ability to get Stealth as a class skill would be nice too).
@Alice - I don't usually like to give +2 initiative but I'd be willing to go with something like... Latent Precognition: A combination of inherited ability and training have increased your reaction speed and muscle memory +1 initiative and +2 save vs traps.
Hidden child with just a little fluff/context addition works for me ... Hidden Child (changeling): Once you've heard the call of the mother hag and endured her scrying eyes, you are forever changed. +1 trait bonus to Will saves, +2 vs divination spells and spell-like effects.
@Ta'de-win - Yea ... Eyes, Ears, Sense of the Wild.. whatever you want to call it. I'm good with that if you are. The "natural settings" is a little nebulous but I think we can handle it.
|Leon the Landless|
Hi folks, don't mean to intrude but I wanted to throw my hat into the circle here in case a spot opened up.
This is Leon, the Sword and Board fighter I worked up for a Kingmaker game that never happened. He's ready to go and built by the specs that have been listed so far.
As for myself, I'm reliable and consistent as a poster and make a point to write as clearly and descriptively as possible. (check the other games I'm in if you want to check up on that claim)
Anyway, I'll be monitoring the thread and will step in if invited. Hope I haven't offended anyone by butting in without asking. Good luck with the game everyone.
I'm still missing a trait, on the prd i found the following that may fit with the character
Since Norton was a noble I guess he trained as a knight of some sort
Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Noble born, but this is in the same category as Natural born leader
Rich Parents: Your starting cash increases to 900 gp.
He left cheliax and lured the land
Exile: You gain a +2 trait bonus on Initiative checks.
This is just because of the alignment
Patient Optimist (LG): You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
Feel free to suggest.
About the teamwork feat. My choices are
Escape Route (Teamwork)
You have trained to watch your allies' backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Feint Partner (Combat, Teamwork)
A little diversion is all you need to slip through your foe's defenses.
Prerequisite: Bluff 1 rank.
Benefit: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally's next turn.
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
I think the best would be Escape Route, it fits with the Defending guy thing. The other two I think they can work with Rogar combat style, but if we don't know each other it doesn't make much sense.
@Rogar: about damage, I have the same issue with my dex based fighter, the only way to push damage would be 1 level of Rougue, with Improved Initiative and flanking you can easily add 1d6, make the sword keen doubling the critical range (or taking improved critical at 8th), or Vital strike at 6th level. Last thing I found was Savage display, bu you need dazzling display and another feat to transform every combat in a stage combat
as for the teamwork feat... I'm not sure how well Lookout would work via tactician.
Been looking a bit at traits, none of the Kingmaker traits seem to fit very well.
There might be a Green faith trait or something more suitable, I'll have to keep looking.
@Bregor I thought about working out something tied to the fact that you spent time as a wise man with a wisdom of 8 ... maybe something like Irori's wisdom in the flesh. You would tie a skill to Cha... like
Unflinching Gaze - Your commanding presence makes others lose the will to maintain deception. Use Charisma bonus in place of Wisdom for Sense Motive checks.
And I'll make it a campaign trait...
"Bertrand, squire of Sir Ogden Ellis witnessed your ability when you happened to get a confession out of the man who had just picked poor Bertrand's pocket - with barely speaking a word. The squire was impressed to the point of offering you a position with Sir Ogden's expedition leaving the next day. He was quite certain Sir Ogden would agree if he wasn't currently occupied preparing for a late night duel with some arrogant woman he had allegedly offended."
Now that is a very impressive solution, and it fits so well.
This bodes well for this campaign indeed. Flexible and imaginative Dms makes for satisfied players.
Could I suggest "Know the land" or "Birthmark" as the second trait?
Know the land would be logical because of the time he spent living of the land, and Birthmark would fit in thematically with the other tattoos and runes on his body.
Latent Precognition: A combination of inherited ability and training have increased your reaction speed and muscle memory +1 initiative and +2 save vs traps.
I assume the +2 save vs traps would be similar to trap sense as only reflex and AC vs traps? Or would it be just Reflex saves (and not AC also)? Just wondering because I use herolab and I am adding the custom trait.
Since we are getting things together ahead of my estimate, I'll post a few things about posting format and other things tonight and probably open gameplay tomorrow. I will do a brief "prologue scene" where those who are ready and around can post a bit if they want, and then start the actual beginning of the written campaign the next day. There shouldn't be too much that requires waiting on people to post until after the weekend.
OK ... the posting format I'm liking in gameplay (I'm fairly new here but it seems pretty standard from what I've seen)
"Dialogue in quotes and bolded"
descriptions of actions and in-character interior monologues regular font.
"ooc blue" or spoiler for brief out-of-character
Should you encounter a potential foe without having been detected, and decide to be sneaky.. the direction foe is facing will be depicted on the encounter map. PC(s) rolls stealth .. if you roll poorly enough to be considered being noisy and/or walk in front of foe or they have reason to expect you, only then will they roll against your stealth check.
Once foes are aware, facing no longer matters, and cover or concealment is required to stealth as normal. (it might sound more complex than it is)
This might never come up with your characters.. but if it does and I need to explain it again, I have something to cut n paste.
I will post link to encounter map with coordinates along with initiative rolls. Obviously, if its your turn .. post. If you are "on deck" (your turn is soon and before any enemies) you may post your actions, if you wish. If the person before you on initiative posts something after you which makes what you have already posted highly unfavorable, let me know asap...Hopefully that won't happen too much, or else it kind of defeats the purpose.
Once the last one to go has declared their action; I will post summary of round, revised encounter map for round 2, and list those remaining in encounter in order of initiative.
Try to keep actions in-character and descriptive and I will try to do the same with summary. There will be coordinates on encounter map for all of us to use. Don't throw magic spears in the swamp.
I will be supplementing with a few 3rd party things... I'm not going to ruin any of what I consider many iconic encounters and events with goofiness, there are a few supplements that I would consider foolish to not use. I enjoy a whole lotta RP and a whole lotta tactics... for me, each makes the other matter all the more.
Still missing 2 feats and the horse. I was thinking
Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to the target's Hit Dice + the target's Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you. The effect ends if the creature is prevented from reaching you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot reach you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature makes a melee attack against you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
if that is ok (I know lot of people hate it), I think it keeps going in the direction of defender guy.
@all what about backgrounds? I get a few of us wandered around before finding themselves in Brevory. Did any of us met before getting there? Norton surely doesn't mind to stick with other, especially if they need protection.
I'm OK with Antagonize with one caveat... the mechanics of the feat only work in combat.... Oh and I think the DC has been errata'd to 10+HD+wis mod.
As far as the backgrounds, some of that I will cover in the prologue that will be posted tonight. I'd like to be able to assume that everyone is at least near Restov in Brevoy, has heard of the expedition into the stolen lands, and is at least intrigued. If that is an acceptable assumption, you will be brought together in the prologue. My plan for you involves being hired by Sir Ogden Ellis as part of his personal guard to accompany him into the Stolen Lands.
|Ta'de-win of the Gale|
Been looking at that 2nd trait, and pretty much Highlander looks like the best fit, except maybe Pioneer from the Kingmaker's guide. Unless you have some other recommendations DM Bloodgargler.
Ok, I decided to make it Birthmark in the end, it fits well.
And I converted him to a worshiper of the green faith rather than any singular god.
Guess I am ready to play.
@Ta'de-win - pioneer would be good, would be a solution to one thing I'm finishing up now.
@Rogar and Simon - I will probably keep it 48 hours until after the holidays .. but during combat and maybe after the holidays I will give closer to 24. After a couple weeks, I should have a better feel for how they might act, and do so in the most understated manner possible - while keeping things moving.
Gameplay is up... feel free to take your time tweaking your character if necessary. Actual written adventure (entering stolen lands) will start after I'm confident everyone is ready to rock.
BTW wanted to clarify previous post ... I will only take over character's action if it is holding everyone up. This is a long campaign, people will need to be away ... just let us know when you can.
OK I'll be away for a few hours ... I looked over everyone's characters and they look good. I think everyone is finished. I will wrap this up by this time tomorrow. You will have an opportunity to grab some gear, and move on to the ride to the first staging area of the expedition.
Good posting so far. Pleased as punch.
|Ta'de-win of the Gale|
I was thinking the same thing.
I appreciate that people is posting several times a day, but there is no dragon chasing us, I think we can wait for everybody to be ready before changing between scenes.
Just my two coins
Yea that's my bad. I kinda went hard chargin into this winter break; 28 levels in skyrim, retiled the shower, watched 4 seasons of peep show, and ran about 2 weeks of pbp in 3 days. I'm starting to feel it this morning... serious pounding in the gulliver.
I will definitely be more mindful of the asynchronous nature of the medium.
input always appreciated, great characters btw!
Mostly adobe photoshop ... I use preview (lite picture viewer app) to take screenshots for clip art, open in photoshop.. I keep all movable parts as layers, and again screenshot the current positions for updates.
Background I'm using now is just "patchygrass" from Maptools, and path is photoshopped.
edit: the reason I screenshot the current instead of just save flattened image separately and post is because grid is an overlay guide in photoshop, not actually part of the map.